virtualx-engine/doc/translations/zh_CN.po
2023-11-16 17:38:43 +01:00

147953 lines
6.7 MiB
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Chinese (Simplified) translation of the Godot Engine class reference.
# Copyright (c) 2014-present Godot Engine contributors.
# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
# This file is distributed under the same license as the Godot source code.
#
# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022, 2023.
# fangxvan <2661712415@qq.com>, 2020.
# yzt <834950797@qq.com>, 2020.
# 懵逼Kitty <m1330586660@163.com>, 2020, 2021.
# MintSoda <lionlxh@qq.com>, 2020.
# Gardner Belgrade <hapenia@sina.com>, 2020.
# WangYi13 <wyi13@outlook.com>, 2020, 2021.
# UnluckyNinja <unluckyninja1994@gmail.com>, 2020.
# idleman <1524328475@qq.com>, 2020, 2021.
# Oberon Zheng <360119124@qq.com>, 2020, 2021.
# li yong <liyonghelpme@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# BinotaLIU <me@binota.org>, 2020.
# Zhirong Qin (fengjiongmax) <fengjiongmax@gmail.com>, 2020, 2021.
# zzjbook <zzjbook@outlook.com>, 2020.
# Gary Wang <wzc782970009@gmail.com>, 2020.
# cyj <chenyuanji123@yandex.com>, 2020.
# twoBornottwoB <305766341@qq.com>, 2021.
# zzh <zzh12581@icloud.com>, 2021.
# longhjues <longhjues@gmail.com>, 2021, 2023.
# 800Coins <jj4156@163.com>, 2021.
# qjyqjyqjyqjy <qjyqjyqjyqjy@sina.com.cn>, 2021, 2023.
# mzzhao <13030224963@163.com>, 2021.
# Baiyuan Qiu <1061688677@qq.com>, 2021.
# CZM <605557370@qq.com>, 2021.
# Zephyr <placysan@126.com>, 2021.
# 扬 <zuiaiyangyang3@qq.com>, 2021.
# luoji <564144019@qq.com>, 2021.
# Merlin Bao <windmf@qq.com>, 2021.
# Felix Xing <FelixXingFX@gmail.com>, 2021.
# Wang Chenhao <wch272@outlook.com>, 2021.
# Juer Genie Whang <2695996944@qq.com>, 2021.
# SimonChang <simon_chang@foxmail.com>, 2021.
# zeng haochen <m18621006730@163.com>, 2021.
# suplife <2634557184@qq.com>, 2021, 2023.
# Magian <magian1127@gmail.com>, 2021, 2022.
# ji233 <27987772@qq.com>, 2021.
# 沈士超 <shenshichao920@hotmail.com>, 2021.
# MisakaRua <1150235785@qq.com>, 2021.
# KodLenss <kodlenss@gmail.com>, 2021.
# Wang Tseryui <2251439097@qq.com>, 2021.
# knight100 <knight100@163.com>, 2021.
# jixun <jingshinglai@gmail.com>, 2021.
# Hapenia Lans <hapenia233@163.com>, 2021.
# 枫叶 <928584916@qq.com>, 2021.
# B TO THE R <1470997723@qq.com>, 2021.
# 有趣极了 <2944595791@qq.com>, 2021.
# 刘亚西 <wayrboy123@gmail.com>, 2021.
# 诗鸷Temsys <shenshichao920@hotmail.com>, 2021.
# Sam Sun <oppositenormal@outlook.com>, 2021, 2023.
# sudo-behappy <3216539984@qq.com>, 2021, 2023.
# Cc <2590090025@qq.com>, 2021.
# 苏轼 <youwanyuyu@gmail.com>, 2021.
# ErrorDreemurr <diandaokui@qq.com>, 2021.
# 烧风 <hk-shao@foxmail.com>, 2022.
# Yan Chen <cyan97087@gmail.com>, 2022.
# Caten <catenhu@gmail.com>, 2022.
# 风青山 <idleman@yeah.net>, 2023.
# zehuai wu <wuzehuai@gmail.com>, 2023.
# matrixant <yuan545@hotmail.com>, 2023.
# Pencil Core <pencilzyl@gmail.com>, 2023.
# skyatgit <1218980814@qq.com>, 2023.
# Hamster <hamster5295@163.com>, 2023.
# GarliCat <phoenixkaze@live.com>, 2023.
# RIKA! <2293840045@qq.com>, 2023.
# ZHANG JIANFEI <3468144728@qq.com>, 2023.
# tjw123hh <tjw123hh@outlook.com>, 2023.
# miaoqvmiao <miaoqvmiaomqm@outlook.com>, 2023.
# Wisdom Salee <whoruifinethanku@gmail.com>, 2023.
# mengyu <1093697597@qq.com>, 2023.
# long li <2361520824@qq.com>, 2023.
# yisui <hechugetqiufrost@outlook.com>, 2023.
# penghao123456 <phao0724@163.com>, 2023.
# Zae Chao <zaevi@live.com>, 2023.
# SamBillon <sambillon1234+hosted.weblate@gmail.com>, 2023.
# ZhuQiLi <552084128@qq.com>, 2023.
# HIM049 <HIM_049@163.com>, 2023.
# 墨尘 <180598130@qq.com>, 2023.
# dinshin0129 <396321810@qq.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-11-16 07:52+0000\n"
"Last-Translator: 风青山 <idleman@yeah.net>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
"Language: zh_CN\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Generator: Weblate 5.2\n"
msgid "Description"
msgstr "描述"
msgid "Tutorials"
msgstr "教程"
msgid "Properties"
msgstr "属性"
msgid "Constructors"
msgstr "构造函数"
msgid "Methods"
msgstr "方法"
msgid "Operators"
msgstr "操作符"
msgid "Theme Properties"
msgstr "主题属性"
msgid "Signals"
msgstr "信号"
msgid "Enumerations"
msgstr "枚举"
msgid "Constants"
msgstr "常量"
msgid "Property Descriptions"
msgstr "属性说明"
msgid "Constructor Descriptions"
msgstr "构造函数说明"
msgid "Method Descriptions"
msgstr "方法说明"
msgid "Operator Descriptions"
msgstr "操作符说明"
msgid "Theme Property Descriptions"
msgstr "主题属性说明"
msgid "Inherits:"
msgstr "继承:"
msgid "Inherited By:"
msgstr "派生:"
msgid "(overrides %s)"
msgstr "(覆盖 %s"
msgid "Default"
msgstr "默认"
msgid "Setter"
msgstr "设值函数"
msgid "value"
msgstr "值"
msgid "Getter"
msgstr "取值函数"
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr "本方法通常需要用户覆盖才能生效。"
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr "本方法没有副作用。不会修改该实例的任何成员变量。"
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr "本方法除了在此处描述的参数外,还能够继续接受任意数量的参数。"
msgid "This method is used to construct a type."
msgstr "本方法用于构造某个类型。"
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr "调用本方法无需实例,所以可以直接使用类名调用。"
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr "本方法描述的是使用本类型作为左操作数的有效操作符。"
msgid "This value is an integer composed as a bitmask of the following flags."
msgstr "这个值是由下列标志构成的位掩码整数。"
msgid ""
"There is currently no description for this class. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前没有这个类的描述。请帮我们\\ :ref:`贡献一个 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this signal. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前没有这个信号的描述。请帮我们\\ :ref:`贡献一个 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this annotation. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前没有这个注解的描述。请帮我们\\ :ref:`贡献一个 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this property. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前没有这个属性的描述。请帮我们\\ :ref:`贡献一个 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this constructor. Please help us by :"
"ref:`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前没有这个构造函数的描述。请帮我们\\ :ref:`贡献一个 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this method. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前没有这个方法的描述。请帮我们\\ :ref:`贡献一个 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this operator. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前没有这个运算符的描述。请帮我们\\ :ref:`贡献一个 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this theme property. Please help us by :"
"ref:`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前没有这个主题属性的描述。请帮我们\\ :ref:`贡献一个 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There are notable differences when using this API with C#. See :ref:"
"`doc_c_sharp_differences` for more information."
msgstr ""
"通过 C# 使用这个 API 时有显著的不同。详见 :ref:`doc_c_sharp_differences`\\ 。"
msgid "Built-in GDScript constants, functions, and annotations."
msgstr "内置 GDScript 常量、函数、注解。"
msgid ""
"A list of GDScript-specific utility functions and annotations accessible from "
"any script.\n"
"For the list of the global functions and constants see [@GlobalScope]."
msgstr ""
"GDScript 专用的实用函数及注解列表,可在任何脚本中访问。\n"
"全局函数和常量的列表见 [@GlobalScope]。"
msgid "GDScript exports"
msgstr "GDScript的导出"
msgid ""
"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue "
"([param b8]), and optionally alpha ([param a8]) integer channels, each "
"divided by [code]255.0[/code] for their final value. Using [method Color8] "
"instead of the standard [Color] constructor is useful when you need to match "
"exact color values in an [Image].\n"
"[codeblock]\n"
"var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n"
"var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n"
"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n"
"[/codeblock]\n"
"[b]Note:[/b] Due to the lower precision of [method Color8] compared to the "
"standard [Color] constructor, a color created with [method Color8] will "
"generally not be equal to the same color created with the standard [Color] "
"constructor. Use [method Color.is_equal_approx] for comparisons to avoid "
"issues with floating-point precision error."
msgstr ""
"返回一个由整数红通道([param r8])、绿通道([param g8])、蓝通道([param b8]"
"和可选的 Alpha 通道([param a8])构造的 [Color],每个通道的最终值都会除以 "
"[code]255.0[/code]。如果你需要精确匹配 [Image] 中的颜色值,[method Color8] 比"
"标准的 [Color] 构造函数更有用。\n"
"[codeblock]\n"
"var red = Color8(255, 0, 0) # 与 Color(1, 0, 0) 相同\n"
"var dark_blue = Color8(0, 0, 51) # 与 Color(0, 0, 0.2) 相同。\n"
"var my_color = Color8(306, 255, 0, 102) # 与 Color(1.2, 1, 0, 0.4) 相同。\n"
"[/codeblock]\n"
"[b]注意:[/b]因为 [method Color8] 比标准 [Color] 构造函数精度更低,所以使用 "
"[method Color8] 创建的颜色通常与使用标准 [Color] 构造函数创建的相同颜色不相"
"等。请使用 [method Color.is_equal_approx] 进行比较,避免浮点数精度误差。"
msgid ""
"Asserts that the [param condition] is [code]true[/code]. If the [param "
"condition] is [code]false[/code], an error is generated. When running from "
"the editor, the running project will also be paused until you resume it. This "
"can be used as a stronger form of [method @GlobalScope.push_error] for "
"reporting errors to project developers or add-on users.\n"
"An optional [param message] can be shown in addition to the generic "
"\"Assertion failed\" message. You can use this to provide additional details "
"about why the assertion failed.\n"
"[b]Warning:[/b] For performance reasons, the code inside [method assert] is "
"only executed in debug builds or when running the project from the editor. "
"Don't include code that has side effects in an [method assert] call. "
"Otherwise, the project will behave differently when exported in release "
"mode.\n"
"[codeblock]\n"
"# Imagine we always want speed to be between 0 and 20.\n"
"var speed = -10\n"
"assert(speed < 20) # True, the program will continue.\n"
"assert(speed >= 0) # False, the program will stop.\n"
"assert(speed >= 0 and speed < 20) # You can also combine the two conditional "
"statements in one check.\n"
"assert(speed < 20, \"the speed limit is 20\") # Show a message.\n"
"[/codeblock]"
msgstr ""
"断言条件 [param condition] 为 [code]true[/code]。如果条件 [param condition] "
"为 [code]false[/code] ,则会生成错误。如果是从编辑器运行的,正在运行的项目还会"
"被暂停,直到手动恢复。该函数可以作为 [method @GlobalScope.push_error] 的加强"
"版,用于向项目开发者和插件用户报错。\n"
"如果给出了可选的 [param message] 参数该信息会和通用的“Assertion failed”消息"
"一起显示。你可以使用它来提供关于断言失败原因的其他详细信息。\n"
"[b]警告:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编"
"辑器运行项目时执行。请勿在 [method assert] 调用中加入具有副作用的代码。否则,"
"项目在以发布模式导出后将有不一致的行为。\n"
"[codeblock]\n"
"# 比如说我们希望 speed 始终在 0 和 20 之间。\n"
"speed = -10\n"
"assert(speed < 20) # True程序会继续执行\n"
"assert(speed >= 0) # False程序会停止\n"
"assert(speed >= 0 and speed < 20) # 你还可以在单次检查中合并两个条件语句\n"
"assert(speed < 20, \"限速为 20\") # 显示消息。\n"
"[/codeblock]"
msgid ""
"Returns a single character (as a [String]) of the given Unicode code point "
"(which is compatible with ASCII code).\n"
"[codeblock]\n"
"a = char(65) # a is \"A\"\n"
"a = char(65 + 32) # a is \"a\"\n"
"a = char(8364) # a is \"€\"\n"
"[/codeblock]"
msgstr ""
"返回给定的 Unicode 码位与ASCII码兼容的单字符字符串作为一个[String])。\n"
"[codeblock]\n"
"a = char(65) # a 是“A”\n"
"a = char(65 + 32) # a 是“a”\n"
"a = char(8364) # a 是“€”\n"
"[/codeblock]"
msgid ""
"[i]Deprecated.[/i] Use [method @GlobalScope.type_convert] instead.\n"
"Converts [param what] to [param type] in the best way possible. The [param "
"type] uses the [enum Variant.Type] values.\n"
"[codeblock]\n"
"var a = [4, 2.5, 1.2]\n"
"print(a is Array) # Prints true\n"
"\n"
"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
"print(b) # Prints [4, 2, 1]\n"
"print(b is Array) # Prints false\n"
"[/codeblock]"
msgstr ""
"[i]已弃用。[/i]请改用 [method @GlobalScope.type_convert]。\n"
"在可能的情况下将 [param what] 转换为 [param type] 。 [param type] 使用 [enum "
"Variant.Type] 值。\n"
"[codeblock]\n"
"var a = [4, 2.5, 1.2]\n"
"print(a is Array) # 输出 true\n"
"\n"
"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
"print(b) # 输出 [4, 2, 1]\n"
"print(b is Array) # 输出 false\n"
"[/codeblock]"
msgid ""
"Converts a [param dictionary] (created with [method inst_to_dict]) back to an "
"Object instance. Can be useful for deserializing."
msgstr ""
"将一个 [param dictionary] (用 [method inst_to_dict] 创建的)转换回为一个 "
"Object 实例。在反序列化时可能很有用。"
msgid ""
"Returns an array of dictionaries representing the current call stack. See "
"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]\n"
"[b]Note:[/b] This function only works if the running instance is connected to "
"a debugging server (i.e. an editor instance). [method get_stack] will not "
"work in projects exported in release mode, or in projects exported in debug "
"mode if not connected to a debugging server.\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will return an empty array."
msgstr ""
"返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_stack]。\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"从 [code]_ready()[/code] 开始,[code]bar()[/code] 将打印:\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]\n"
"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有"
"效。[method get_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务器"
"的情况下,以调试模式导出的项目。\n"
"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将返回一个空数组。"
msgid ""
"Returns the passed [param instance] converted to a Dictionary. Can be useful "
"for serializing.\n"
"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts "
"attached or objects allocated within built-in scripts.\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst_to_dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"Prints out:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgstr ""
"返回传入的 [param instance] 转换为的字典。可用于序列化。\n"
"[b]注意:[/b]不能用于序列化附加了内置脚本的对象,或在内置脚本中分配的对象。\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst_to_dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"输出:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if [param value] is an instance of [param type]. "
"The [param type] value must be one of the following:\n"
"- A constant from the [enum Variant.Type] enumeration, for example [constant "
"TYPE_INT].\n"
"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n"
"- A [Script] (you can use any class, including inner one).\n"
"Unlike the right operand of the [code]is[/code] operator, [param type] can be "
"a non-constant value. The [code]is[/code] operator supports more features "
"(such as typed arrays) and is more performant. Use the operator instead of "
"this method if you do not need dynamic type checking.\n"
"Examples:\n"
"[codeblock]\n"
"print(is_instance_of(a, TYPE_INT))\n"
"print(is_instance_of(a, Node))\n"
"print(is_instance_of(a, MyClass))\n"
"print(is_instance_of(a, MyClass.InnerClass))\n"
"[/codeblock]\n"
"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see "
"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the "
"above options, this method will raise a runtime error.\n"
"See also [method @GlobalScope.typeof], [method type_exists], [method Array."
"is_same_typed] (and other [Array] methods)."
msgstr ""
"如果 [param value] 为 [param type] 类型的实例,则返回 [code]true[/code]。"
"[param type] 的值必须为下列值之一:\n"
"- [enum Variant.Type] 枚举常量,例如 [constant TYPE_INT]。\n"
"- [ClassDB] 中存在的派生自 [Object] 的类,例如 [Node]。\n"
"- [Script](可以用任何类,包括内部类)。\n"
"[param type] 可以不是常量,这一点与 [code]is[/code] 的右操作数不同。[code]is[/"
"code] 运算符支持的功能更多(例如类型化数组),性能也更高。如果你不需要动态类型"
"检查,请使用该运算符,不要使用此方法。\n"
"示例:\n"
"[codeblock]\n"
"print(is_instance_of(a, TYPE_INT))\n"
"print(is_instance_of(a, Node))\n"
"print(is_instance_of(a, MyClass))\n"
"print(is_instance_of(a, MyClass.InnerClass))\n"
"[/codeblock]\n"
"[b]注意:[/b]如果 [param value] 和/或 [param type] 为已释放的对象(见 [method "
"@GlobalScope.is_instance_valid]),或者 [param type] 不是以上选项之一,则此方"
"法会报运行时错误。\n"
"另见 [method @GlobalScope.typeof]、[method type_exists]、[method Array."
"is_same_typed](以及其他 [Array] 方法)。"
msgid ""
"Returns the length of the given Variant [param var]. The length can be the "
"character count of a [String], the element count of any array type or the "
"size of a [Dictionary]. For every other Variant type, a run-time error is "
"generated and execution is stopped.\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # Returns 4\n"
"\n"
"b = \"Hello!\"\n"
"len(b) # Returns 6\n"
"[/codeblock]"
msgstr ""
"返回给定 Variant [param var] 的长度。长度可以是 [String] 的字符数、任意数组类"
"型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类型,都会生成运行"
"时错误并停止执行。\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # 返回 4\n"
"\n"
"b = \"Hello!\"\n"
"len(b) # 返回 6\n"
"[/codeblock]"
msgid ""
"Returns a [Resource] from the filesystem located at the absolute [param "
"path]. Unless it's already referenced elsewhere (such as in another script or "
"in the scene), the resource is loaded from disk on function call, which might "
"cause a slight delay, especially when loading large scenes. To avoid "
"unnecessary delays when loading something multiple times, either store the "
"resource in a variable or use [method preload].\n"
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file "
"from the FileSystem dock into the current script.\n"
"[codeblock]\n"
"# Load a scene called \"main\" located in the root of the project directory "
"and cache it in a variable.\n"
"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
"resource.\n"
"[/codeblock]\n"
"[b]Important:[/b] The path must be absolute. A relative path will always "
"return [code]null[/code].\n"
"This function is a simplified version of [method ResourceLoader.load], which "
"can be used for more advanced scenarios.\n"
"[b]Note:[/b] Files have to be imported into the engine first to load them "
"using this function. If you want to load [Image]s at run-time, you may use "
"[method Image.load]. If you want to import audio files, you can use the "
"snippet described in [member AudioStreamMP3.data].\n"
"[b]Note:[/b] If [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript."
"load] will not be able to read converted files in an exported project. If you "
"rely on run-time loading of files present within the PCK, set [member "
"ProjectSettings.editor/export/convert_text_resources_to_binary] to "
"[code]false[/code]."
msgstr ""
"返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地"
"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可能"
"会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不必要"
"的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n"
"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路"
"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n"
"[codeblock]\n"
"# 加载位于项目根目录的一个名为“main”的场景并将其缓存在一个变量中。\n"
"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n"
"[/codeblock]\n"
"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n"
"这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场"
"景。\n"
"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加载 "
"[Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 [member "
"AudioStreamMP3.data] 中描述的代码片段。\n"
"[b]注意:[/b]如果 [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript."
"load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK "
"中的文件,请将 [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] 设置为 [code]false[/code]。"
msgid ""
"Returns a [Resource] from the filesystem located at [param path]. During run-"
"time, the resource is loaded when the script is being parsed. This function "
"effectively acts as a reference to that resource. Note that this function "
"requires [param path] to be a constant [String]. If you want to load a "
"resource from a dynamic/variable path, use [method load].\n"
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from "
"the FileSystem dock into the current script.\n"
"[codeblock]\n"
"# Create instance of a scene.\n"
"var diamond = preload(\"res://diamond.tscn\").instantiate()\n"
"[/codeblock]"
msgstr ""
"返回一个位于文件系统绝对路径[param path] 的 [Resource]。在运行时,该资源将在解"
"析脚本时加载。实际可以将这个函数视作对该资源的引用。请注意,此函数要求 [param "
"path] 为 [String]常量。如果要从动态、可变路径加载资源,请使用 [method "
"load]。\n"
"[b]注意:[/b]资源路径可以通过右键单击资产面板中的资源并选择“复制路径”,或通过"
"将文件从文件系统停靠面板拖到脚本中来获得。\n"
"[codeblock]\n"
"# 创建场景的实例。\n"
"var diamond = preload(\"res://diamond.tscn\").instantiate()\n"
"[/codeblock]"
msgid ""
"Like [method @GlobalScope.print], but includes the current stack frame when "
"running with the debugger turned on.\n"
"The output in the console may look like the following:\n"
"[codeblock]\n"
"Test print\n"
"At: res://test.gd:15:_process()\n"
"[/codeblock]\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will instead print the thread ID."
msgstr ""
"与 [method @GlobalScope.print] 类似,但在打开调试器运行时还会包含当前栈帧。\n"
"控制台中的输出应该是类似这样的:\n"
"[codeblock]\n"
"Test print\n"
"At: res://test.gd:15:_process()\n"
"[/codeblock]\n"
"[b]注意:[/b]不支持从 [Thread] 中调用此方法。调用时会输出线程 ID。"
msgid ""
"Prints a stack trace at the current code location. See also [method "
"get_stack].\n"
"The output in the console may look like the following:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]\n"
"[b]Note:[/b] This function only works if the running instance is connected to "
"a debugging server (i.e. an editor instance). [method print_stack] will not "
"work in projects exported in release mode, or in projects exported in debug "
"mode if not connected to a debugging server.\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will instead print the thread ID."
msgstr ""
"输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n"
"控制台中的输出是类似这样的:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]\n"
"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有"
"效。[method print_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务"
"器的情况下,以调试模式导出的项目。\n"
"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将改为打印线程 ID。"
msgid ""
"Returns an array with the given range. [method range] can be called in three "
"ways:\n"
"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops "
"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/"
"b].\n"
"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
"respectively.\n"
"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
"[code]0[/code], an error message is printed.\n"
"[method range] converts all arguments to [int] before processing.\n"
"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e."
"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
"Examples:\n"
"[codeblock]\n"
"print(range(4)) # Prints [0, 1, 2, 3]\n"
"print(range(2, 5)) # Prints [2, 3, 4]\n"
"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size() - 1, -1, -1):\n"
" print(array[i])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]\n"
"To iterate over [float], convert them in the loop.\n"
"[codeblock]\n"
"for i in range (3, 0, -1):\n"
" print(i / 10.0)\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"0.3\n"
"0.2\n"
"0.1\n"
"[/codeblock]"
msgstr ""
"返回具有给定范围的数组。[method range] 可以通过三种方式调用:\n"
"[code]range(n: int)[/code]:从 0 开始,每次加 1在到达 [code]n[/code] [i]之前"
"[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n"
"[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1在到达 "
"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code][b]不包含[/b]"
"参数 [code]n[/code]。\n"
"[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,以 "
"[code]s[/code] 为步长递增/递减,在到达 [code]n[/code] [i]之前[/i]停止。[b]包含"
"[/b]参数 [code]b[/code][b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/"
"code] [b]可以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 "
"[code]0[/code],则会输出一条错误消息。\n"
"[method range] 会先将所有参数转换为 [int] 再进行处理。\n"
"[b]注意:[/b]如果没有满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)[/"
"code] 和 [code]range(5, 5, 1)[/code])。\n"
"示例:\n"
"[codeblock]\n"
"print(range(4)) # 输出 [0, 1, 2, 3]\n"
"print(range(2, 5)) # 输出 [2, 3, 4]\n"
"print(range(0, 6, 2)) # 输出 [0, 2, 4]\n"
"print(range(4, 1, -1)) # 输出 [4, 3, 2]\n"
"[/codeblock]\n"
"要反向遍历 [Array],请使用:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size() - 1, -1, -1):\n"
" print(array[i])\n"
"[/codeblock]\n"
"输出:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]\n"
"要遍历 [float],请在循环中进行转换。\n"
"[codeblock]\n"
"for i in range (3, 0, -1):\n"
" print(i / 10.0)\n"
"[/codeblock]\n"
"输出:\n"
"[codeblock]\n"
"0.3\n"
"0.2\n"
"0.1\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the given [Object]-derived class exists in "
"[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n"
"[codeblock]\n"
"type_exists(\"Sprite2D\") # Returns true\n"
"type_exists(\"NonExistentClass\") # Returns false\n"
"[/codeblock]"
msgstr ""
"如果 [ClassDB] 中存在给定的 [Object] 派生类,则返回 [code]true[/code]。请注"
"意,[Variant] 数据类型未在 [ClassDB] 中注册。\n"
"[codeblock]\n"
"type_exists(\"Sprite2D\") # 返回 true\n"
"type_exists(\"NonExistentClass\") # 返回 false\n"
"[/codeblock]"
msgid ""
"Constant that represents how many times the diameter of a circle fits around "
"its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in "
"rotations."
msgstr ""
"常量,表示圆的周长是直径的多少倍。相当于 [code]TAU / 2[/code],或以弧度表示的"
"180度。"
msgid ""
"The circle constant, the circumference of the unit circle in radians. This is "
"equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
msgstr ""
"圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的弧度"
"值。"
msgid ""
"Positive floating-point infinity. This is the result of floating-point "
"division when the divisor is [code]0.0[/code]. For negative infinity, use "
"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative "
"infinity if the numerator is positive, so dividing by [code]0.0[/code] is not "
"the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] "
"returning [code]true[/code]).\n"
"[b]Warning:[/b] Numeric infinity is only a concept with floating-point "
"numbers, and has no equivalent for integers. Dividing an integer number by "
"[code]0[/code] will not result in [constant INF] and will result in a run-"
"time error instead."
msgstr ""
"正浮点无穷大。这是除数为 [code]0.0[/code] 时浮点除法的结果。对于负无穷大,使"
"用 [code]-INF[/code]。如果分子为正,除以 [code]-0.0[/code] 将导致负无穷大,因"
"此除以 [code]0.0[/code] 与除以 [code]-0.0[/code] 不同(尽管 [code]0.0 == "
"-0.0[/code] 返回 [code]true[/code])。\n"
"[b]警告:[/b]数值无穷大只是浮点数的一个概念,对于整数来说没有对应的概念。将整"
"数除以 [code]0[/code] 不会产生 [constant INF],而是会产生一个运行时错误。"
msgid ""
"\"Not a Number\", an invalid floating-point value. [constant NAN] has special "
"properties, including that [code]!=[/code] always returns [code]true[/code], "
"while other comparison operators always return [code]false[/code]. This is "
"true even when comparing with itself ([code]NAN == NAN[/code] returns "
"[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It "
"is returned by some invalid operations, such as dividing floating-point "
"[code]0.0[/code] by [code]0.0[/code].\n"
"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point "
"numbers, and has no equivalent for integers. Dividing an integer [code]0[/"
"code] by [code]0[/code] will not result in [constant NAN] and will result in "
"a run-time error instead."
msgstr ""
"“Not a Number”非数一个无效的浮点数值。[constant NAN] 有许多特殊的性质,"
"比如 [code]!=[/code] 始终返回 [code]true[/code],而其他比较运算符都始终返回 "
"[code]false[/code]。即便是和自己比较也是如此([code]NAN == NAN[/code] 返回 "
"[code]false[/code],而 [code]NAN != NAN[/code] 返回 [code]true[/code])。部分"
"无效运算会返回这个值,例如将浮点数 [code]0.0[/code] 除以 [code]0.0[/code]。\n"
"[b]警告:[/b]“非数”只是浮点数的概念,整数中没有对应的概念。将整数 [code]0[/"
"code] 除以 [code]0[/code] 不会得到 [constant NAN],而是会产生运行时错误。"
msgid ""
"Mark the following property as exported (editable in the Inspector dock and "
"saved to disk). To control the type of the exported property, use the type "
"hint notation.\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
"\n"
"# Built-in types.\n"
"@export var string = \"\"\n"
"@export var int_number = 5\n"
"@export var float_number: float = 5\n"
"\n"
"# Enums.\n"
"@export var type: Variant.Type\n"
"@export var format: Image.Format\n"
"@export var direction: Direction\n"
"\n"
"# Resources.\n"
"@export var image: Image\n"
"@export var custom_resource: CustomResource\n"
"\n"
"# Nodes.\n"
"@export var node: Node\n"
"@export var custom_node: CustomNode\n"
"\n"
"# Typed arrays.\n"
"@export var int_array: Array[int]\n"
"@export var direction_array: Array[Direction]\n"
"@export var image_array: Array[Image]\n"
"@export var node_array: Array[Node]\n"
"[/codeblock]\n"
"[b]Note:[/b] Custom resources and nodes must be registered as global classes "
"using [code]class_name[/code].\n"
"[b]Note:[/b] Node export is only supported in [Node]-derived classes and has "
"a number of other limitations."
msgstr ""
"将后续的属性标记为导出属性(可以在检查器面板中编辑并保存至磁盘)。要控制导出属"
"性的类型,请使用类型提示标记。\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
"\n"
"# 内置类型。\n"
"@export var string = \"\"\n"
"@export var int_number = 5\n"
"@export var float_number: float = 5\n"
"\n"
"# 枚举。\n"
"@export var type: Variant.Type\n"
"@export var format: Image.Format\n"
"@export var direction: Direction\n"
"\n"
"# 资源。\n"
"@export var image: Image\n"
"@export var custom_resource: CustomResource\n"
"\n"
"# 节点。\n"
"@export var node: Node\n"
"@export var custom_node: CustomNode\n"
"\n"
"# 类型数组。\n"
"@export var int_array: Array[int]\n"
"@export var direction_array: Array[Direction]\n"
"@export var image_array: Array[Image]\n"
"@export var node_array: Array[Node]\n"
"[/codeblock]\n"
"[b]注意:[/b]自定义资源和自定义节点必须使用 [code]class_name[/code] 注册为全局"
"类。\n"
"[b]注意:[/b]节点的导出只有派生自 [Node] 的类才支持,并且还有一些其他限制。"
msgid ""
"Define a new category for the following exported properties. This helps to "
"organize properties in the Inspector dock.\n"
"See also [constant PROPERTY_USAGE_CATEGORY].\n"
"[codeblock]\n"
"@export_category(\"Statistics\")\n"
"@export var hp = 30\n"
"@export var speed = 1.25\n"
"[/codeblock]\n"
"[b]Note:[/b] Categories in the Inspector dock's list usually divide "
"properties coming from different classes (Node, Node2D, Sprite, etc.). For "
"better clarity, it's recommended to use [annotation @export_group] and "
"[annotation @export_subgroup], instead."
msgstr ""
"为后续导出属性定义一个新类别。方便在检查器面板中组织属性。\n"
"另见 [constant PROPERTY_USAGE_CATEGORY]。\n"
"[codeblock]\n"
"@export_category(\"Statistics\")\n"
"@export var hp = 30\n"
"@export var speed = 1.25\n"
"[/codeblock]\n"
"[b]注意:[/b]检查器面板中的列表通常会按类别将来自不同类(如 Node、Node2D、"
"Sprite 等)的属性分隔开来。为了更明确,推荐改用 [annotation @export_group] 和 "
"[annotation @export_subgroup]。"
msgid ""
"Export a [Color] property without allowing its transparency ([member Color."
"a]) to be edited.\n"
"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n"
"[codeblock]\n"
"@export_color_no_alpha var dye_color: Color\n"
"[/codeblock]"
msgstr ""
"导出一个 [Color] 属性,不允许编辑其透明度 ([member Color.a])。\n"
"另请参阅 [constant PROPERTY_HINT_COLOR_NO_ALPHA] 。\n"
"[codeblock]\n"
"@export_color_no_alpha var dye_color: Color\n"
"[/codeblock]"
msgid ""
"Export a [String] property as a path to a directory. The path will be limited "
"to the project folder and its subfolders. See [annotation @export_global_dir] "
"to allow picking from the entire filesystem.\n"
"See also [constant PROPERTY_HINT_DIR].\n"
"[codeblock]\n"
"@export_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgstr ""
"将 [String] 属性作为目录路径导出。该路径仅限于项目文件夹及其子文件夹。要允许在"
"整个文件系统中进行选择,见 [annotation @export_global_dir]。\n"
"另见 [constant PROPERTY_HINT_DIR]。\n"
"[codeblock]\n"
"@export_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgid ""
"Export an [int] or [String] property as an enumerated list of options. If the "
"property is an [int], then the index of the value is stored, in the same "
"order the values are provided. You can add explicit values using a colon. If "
"the property is a [String], then the value is stored.\n"
"See also [constant PROPERTY_HINT_ENUM].\n"
"[codeblock]\n"
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
"character_speed: int\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
"[/codeblock]\n"
"If you want to set an initial value, you must specify it explicitly:\n"
"[codeblock]\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
"\"Rebecca\"\n"
"[/codeblock]\n"
"If you want to use named GDScript enums, then use [annotation @export] "
"instead:\n"
"[codeblock]\n"
"enum CharacterName {REBECCA, MARY, LEAH}\n"
"@export var character_name: CharacterName\n"
"[/codeblock]"
msgstr ""
"将 [int] 或 [String] 导出为枚举选项列表。如果属性为 [int],则保存的是值的索"
"引,与值的顺序一致。你可以通过冒号添加显式值。如果属性为 [String],则保存的是"
"值。\n"
"另见 [constant PROPERTY_HINT_ENUM]。\n"
"[codeblock]\n"
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
"character_speed: int\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
"[/codeblock]\n"
"如果想要设置初始值,你必须进行显式指定:\n"
"[codeblock]\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
"\"Rebecca\"\n"
"[/codeblock]\n"
"如果想要使用 GDScript 枚举,请改用 [annotation @export]\n"
"[codeblock]\n"
"enum CharacterName {REBECCA, MARY, LEAH}\n"
"@export var character_name: CharacterName\n"
"[/codeblock]"
msgid ""
"Export a floating-point property with an easing editor widget. Additional "
"hints can be provided to adjust the behavior of the widget. "
"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive "
"for editing attenuation properties. [code]\"positive_only\"[/code] limits "
"values to only be greater than or equal to zero.\n"
"See also [constant PROPERTY_HINT_EXP_EASING].\n"
"[codeblock]\n"
"@export_exp_easing var transition_speed\n"
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
"@export_exp_easing(\"positive_only\") var effect_power\n"
"[/codeblock]"
msgstr ""
"使用缓动编辑器小部件导出浮点属性。可以提供额外的提示来调整小部件的行为。"
"[code]\"attenuation\"[/code] 翻转曲线,使编辑衰减属性更加直观。"
"[code]\"positive_only\"[/code] 将值限制为仅大于或等于零。\n"
"另请参见 [constant PROPERTY_HINT_EXP_EASING]。\n"
"[codeblock]\n"
"@export_exp_easing var transition_speed\n"
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
"@export_exp_easing(\"positive_only\") var effect_power\n"
"[/codeblock]"
msgid ""
"Export a [String] property as a path to a file. The path will be limited to "
"the project folder and its subfolders. See [annotation @export_global_file] "
"to allow picking from the entire filesystem.\n"
"If [param filter] is provided, only matching files will be available for "
"picking.\n"
"See also [constant PROPERTY_HINT_FILE].\n"
"[codeblock]\n"
"@export_file var sound_effect_path: String\n"
"@export_file(\"*.txt\") var notes_path: String\n"
"[/codeblock]"
msgstr ""
"将 [String] 属性导出为文件路径。该路径仅限于项目文件夹及其子文件夹。若要允许从"
"整个文件系统中进行选择,请参阅 [annotation @export_global_file]。\n"
"如果提供了 [param filter],则只有匹配的文件可供选择。\n"
"另请参见 [constant PROPERTY_HINT_FILE]。\n"
"[codeblock]\n"
"@export_file var sound_effect_file: String\n"
"@export_file(\"*.txt\") var notes_file: String\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field. This allows to store several "
"\"checked\" or [code]true[/code] values with one property, and comfortably "
"select them from the Inspector dock.\n"
"See also [constant PROPERTY_HINT_FLAGS].\n"
"[codeblock]\n"
"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = "
"0\n"
"[/codeblock]\n"
"You can add explicit values using a colon:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n"
"[/codeblock]\n"
"You can also combine several flags:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n"
"var spell_targets = 0\n"
"[/codeblock]\n"
"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 "
"** 32 - 1[/code].\n"
"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is "
"not taken into account. In the following example, A is 16, B is 2, C is 4.\n"
"[codeblock]\n"
"@export_flags(\"A:16\", \"B\", \"C\") var x\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为位标志字段。能够在单个属性中保存若干“勾选”或者说 [code]true[/"
"code] 值,可以很方便地在检查器面板中进行选择。\n"
"另见 [constant PROPERTY_HINT_FLAGS]。\n"
"[codeblock]\n"
"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = "
"0\n"
"[/codeblock]\n"
"你可以通过冒号来添加显式值:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n"
"[/codeblock]\n"
"你还可以对标志进行组合:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n"
"var spell_targets = 0\n"
"[/codeblock]\n"
"[b]注意:[/b]标志值最多为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n"
"[b]注意:[/b]与 [annotation @export_enum] 不同,不会考虑前一个显式值。下面的例"
"子中A 为 16、B 为 2、C 为 4。\n"
"[codeblock]\n"
"@export_flags(\"A:16\", \"B\", \"C\") var x\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D navigation layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_navigation/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n"
"[codeblock]\n"
"@export_flags_2d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 2D 导航层的位标志字段。检查器停靠面板中的小部件,将使用在 "
"[member ProjectSettings.layer_names/2d_navigation/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n"
"[codeblock]\n"
"@export_flags_2d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D physics layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_physics/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 2D 物理层的位标志字段。检查器停靠面板中的小工具,将使用在 "
"[member ProjectSettings.layer_names/2d_physics/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_2D_PHYSICS]。\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D render layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_render/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n"
"[codeblock]\n"
"@export_flags_2d_render var render_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 2D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 "
"[member ProjectSettings.layer_names/2d_render/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n"
"[codeblock]\n"
"@export_flags_2d_render var render_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D navigation layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_navigation/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n"
"[codeblock]\n"
"@export_flags_3d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 3D 导航层的位标志字段。检查器停靠面板中的小工具将使用在 "
"[member ProjectSettings.layer_names/3d_navigation/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n"
"[codeblock]\n"
"@export_flags_3d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D physics layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_physics/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_3d_physics var physics_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 3D 物理层的位标志字段。检查器停靠面板中的小工具将使用在 "
"[member ProjectSettings.layer_names/3d_physics/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n"
"[codeblock]\n"
"@export_flags_3d_physics var physics_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D render layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_render/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n"
"[codeblock]\n"
"@export_flags_3d_render var render_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为 3D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 "
"[member ProjectSettings.layer_names/3d_render/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n"
"[codeblock]\n"
"@export_flags_3d_render var render_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for navigation avoidance "
"layers. The widget in the Inspector dock will use the layer names defined in "
"[member ProjectSettings.layer_names/avoidance/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n"
"[codeblock]\n"
"@export_flags_avoidance var avoidance_layers: int\n"
"[/codeblock]"
msgstr ""
"将整数属性导出为导航避障层的位标志字段。检查器停靠面板中的小工具,将使用在 "
"[member ProjectSettings.layer_names/avoidance/layer_1] 中定义的层名称。\n"
"另请参见 [constant PROPERTY_HINT_LAYERS_AVOIDANCE]。\n"
"[codeblock]\n"
"@export_flags_avoidance var avoidance_layers: int\n"
"[/codeblock]"
msgid ""
"Export a [String] property as an absolute path to a directory. The path can "
"be picked from the entire filesystem. See [annotation @export_dir] to limit "
"it to the project folder and its subfolders.\n"
"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n"
"[codeblock]\n"
"@export_global_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgstr ""
"将 [String] 属性导出为目录路径。该路径可以从整个文件系统中选择。请参阅 "
"[annotation @export_dir] 以将其限制为项目文件夹及其子文件夹。\n"
"另请参见 [constant PROPERTY_HINT_GLOBAL_DIR]。\n"
"[codeblock]\n"
"@export_global_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgid ""
"Export a [String] property as an absolute path to a file. The path can be "
"picked from the entire filesystem. See [annotation @export_file] to limit it "
"to the project folder and its subfolders.\n"
"If [param filter] is provided, only matching files will be available for "
"picking.\n"
"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n"
"[codeblock]\n"
"@export_global_file var sound_effect_path: String\n"
"@export_global_file(\"*.txt\") var notes_path: String\n"
"[/codeblock]"
msgstr ""
"将 [String] 属性作为文件路径导出。该路径可以在整个文件系统中进行选择。要将其限"
"制为项目文件夹及其子文件夹,见 [annotation @export_file]。\n"
"如果提供了 [param filter],则只有匹配的文件可供选择。\n"
"另见 [constant PROPERTY_HINT_GLOBAL_FILE]。\n"
"[codeblock]\n"
"@export_global_file var sound_effect_path: String\n"
"@export_global_file(\"*.txt\") var notes_path: String\n"
"[/codeblock]"
msgid ""
"Define a new group for the following exported properties. This helps to "
"organize properties in the Inspector dock. Groups can be added with an "
"optional [param prefix], which would make group to only consider properties "
"that have this prefix. The grouping will break on the first property that "
"doesn't have a prefix. The prefix is also removed from the property's name in "
"the Inspector dock.\n"
"If no [param prefix] is provided, then every following property will be added "
"to the group. The group ends when then next group or category is defined. You "
"can also force end a group by using this annotation with empty strings for "
"parameters, [code]@export_group(\"\", \"\")[/code].\n"
"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups "
"within groups.\n"
"See also [constant PROPERTY_USAGE_GROUP].\n"
"[codeblock]\n"
"@export_group(\"Racer Properties\")\n"
"@export var nickname = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_group(\"Car Properties\", \"car_\")\n"
"@export var car_label = \"Speedy\"\n"
"@export var car_number = 3\n"
"\n"
"@export_group(\"\", \"\")\n"
"@export var ungrouped_number = 3\n"
"[/codeblock]"
msgstr ""
"为以下导出的属性定义一个新分组。分组有助于在检查器面板中组织属性。添加新分组时"
"可以选择性地提供 [param prefix] 前缀,分组将仅考虑具有此前缀的属性。分组将在第"
"一个没有该前缀的属性处结束。前缀也将从检查器面板中的属性名称中移除。\n"
"如果未提供 [param prefix],后续的每个属性都将添加到该分组中。定义下一个分组或"
"类别时,该分组结束。你还可以通过将此注解与空字符串的参数一起使用来强制结束分"
"组,[code]@export_group(\"\", \"\")[/code]。\n"
"分组不能嵌套,请使用 [annotation @export_subgroup] 在分组内添加子分组。\n"
"另见 [constant PROPERTY_USAGE_GROUP]。\n"
"[codeblock]\n"
"@export_group(\"Racer Properties\")\n"
"@export var nickname = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_group(\"Car Properties\", \"car_\")\n"
"@export var car_label = \"Speedy\"\n"
"@export var car_number = 3\n"
"\n"
"@export_group(\"\", \"\")\n"
"@export var ungrouped_number = 3\n"
"[/codeblock]"
msgid ""
"Export a [String] property with a large [TextEdit] widget instead of a "
"[LineEdit]. This adds support for multiline content and makes it easier to "
"edit large amount of text stored in the property.\n"
"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n"
"[codeblock]\n"
"@export_multiline var character_biography\n"
"[/codeblock]"
msgstr ""
"用一个大的 [TextEdit] 部件而不是 [LineEdit] 导出一个 [String] 属性。这增加了对"
"多行内容的支持,使其更容易编辑存储在属性中的大量文本。\n"
"参见 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n"
"[codeblock]\n"
"@export_multiline var character_biography\n"
"[/codeblock]"
msgid ""
"Export a [NodePath] property with a filter for allowed node types.\n"
"See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n"
"[codeblock]\n"
"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n"
"[/codeblock]\n"
"[b]Note:[/b] The type must be a native class or a globally registered script "
"(using the [code]class_name[/code] keyword) that inherits [Node]."
msgstr ""
"导出具有过滤器,并允许节点类型为 [NodePath] 的属性。\n"
"参见 [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES]。\n"
"[codeblock]\n"
"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n"
"[/codeblock]\n"
"[b]注意:[/b] 类型必须是本地类或全局注册的脚本(使用[code][class_name][/code]关"
"键字)且继承自 [Node] 。"
msgid ""
"Export a [String] property with a placeholder text displayed in the editor "
"widget when no value is present.\n"
"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n"
"[codeblock]\n"
"@export_placeholder(\"Name in lowercase\") var character_id: String\n"
"[/codeblock]"
msgstr ""
"导出一个带有一个占位符文本的 [String] 属性,当没有值时,编辑器小部件中会显示该"
"占位符文本。\n"
"另请参见 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n"
"[codeblock]\n"
"@export_placeholder(\"Name in lowercase\") var character_id: String\n"
"[/codeblock]"
msgid ""
"Export an [int] or [float] property as a range value. The range must be "
"defined by [param min] and [param max], as well as an optional [param step] "
"and a variety of extra hints. The [param step] defaults to [code]1[/code] for "
"integer properties. For floating-point numbers this value depends on your "
"[code]EditorSettings.interface/inspector/default_float_step[/code] setting.\n"
"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are "
"provided, the editor widget will not cap the value at range boundaries. The "
"[code]\"exp\"[/code] hint will make the edited values on range to change "
"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider "
"element of the editor widget.\n"
"Hints also allow to indicate the units for the edited value. Using "
"[code]\"radians_as_degrees\"[/code] you can specify that the actual value is "
"in radians, but should be displayed in degrees in the Inspector dock (the "
"range values are also in degrees). [code]\"degrees\"[/code] allows to add a "
"degree sign as a unit suffix (the value is unchanged). Finally, a custom "
"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can "
"be any string.\n"
"See also [constant PROPERTY_HINT_RANGE].\n"
"[codeblock]\n"
"@export_range(0, 20) var number\n"
"@export_range(-10, 20) var number\n"
"@export_range(-10, 20, 0.2) var number: float\n"
"\n"
"@export_range(0, 100, 1, \"or_greater\") var power_percent\n"
"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n"
"\n"
"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n"
"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n"
"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n"
"[/codeblock]"
msgstr ""
"将 [int] 或 [float] 属性导出为范围值。范围必须由 [param min] 和 [param max] 定"
"义,还有一个可选的 [param step] 和各种额外的提示。对于整数属性,[param step] "
"的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 [code]EditorSettings."
"interface/inspector/default_float_step[/code] 设置。\n"
"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那么"
"编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] 提示将使范围"
"内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] 提示将隐藏编辑器部件中"
"的滑块。\n"
"提示还允许指示编辑的值的单位。使用 [code]\"radians_as_degrees\"[/code] ,你可"
"以指定实际值以弧度为单位,但在检查器中会以角度为单位显示(范围值也使用度数)。"
"[code]\"degrees\"[/code] 允许添加一个角度符号作为单位后缀。最后,可以使用 "
"[code]\"suffix:单位\"[/code] 提供一个自定义后缀,其中“单位”可以是任何字符"
"串。\n"
"另见 [constant PROPERTY_HINT_RANGE]。\n"
"[codeblock]\n"
"@export_range(0, 20) var number\n"
"@export_range(-10, 20) var number\n"
"@export_range(-10, 20, 0.2) var number: float\n"
"\n"
"@export_range(0, 100, 1, \"or_greater\") var power_percent\n"
"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n"
"\n"
"@export_range(-3.14, 3.14, 0.001, \"radians_as_degrees\") var angle_radians\n"
"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n"
"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n"
"[/codeblock]"
msgid ""
"Define a new subgroup for the following exported properties. This helps to "
"organize properties in the Inspector dock. Subgroups work exactly like "
"groups, except they need a parent group to exist. See [annotation "
"@export_group].\n"
"See also [constant PROPERTY_USAGE_SUBGROUP].\n"
"[codeblock]\n"
"@export_group(\"Racer Properties\")\n"
"@export var nickname = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_subgroup(\"Car Properties\", \"car_\")\n"
"@export var car_label = \"Speedy\"\n"
"@export var car_number = 3\n"
"[/codeblock]\n"
"[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level of "
"depth. Just like the next group ends the previous group, so do the subsequent "
"subgroups."
msgstr ""
"为接下来的导出属性定义一个新的子分组。有助于组织检查器面板中的属性。子分组的工"
"作方式与分组类似,只是它们依赖于一个父级分组。见 [annotation "
"@export_group]。\n"
"另见 [constant PROPERTY_USAGE_SUBGROUP]。\n"
"[codeblock]\n"
"@export_group(\"Racer Properties\")\n"
"@export var nickname = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_subgroup(\"Car Properties\", \"car_\")\n"
"@export var car_label = \"Speedy\"\n"
"@export var car_number = 3\n"
"[/codeblock]\n"
"[b]注意:[/b]子分组不能嵌套,它们只提供一层额外的深度。新的分组会结束前一个分"
"组,类似地,后续的子分组也会打断之前的子分组。"
msgid ""
"Add a custom icon to the current script. The icon specified at [param "
"icon_path] is displayed in the Scene dock for every node of that class, as "
"well as in various editor dialogs.\n"
"[codeblock]\n"
"@icon(\"res://path/to/class/icon.svg\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not "
"supported.\n"
"[b]Note:[/b] As annotations describe their subject, the [annotation @icon] "
"annotation must be placed before the class definition and inheritance.\n"
"[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] "
"annotation must be a string literal (constant expressions are not supported)."
msgstr ""
"为当前脚本添加自定义图标。[param icon_path] 所指定的图标会在“场景”面板中该类的"
"所有节点上显示,也会显示在各种编辑器对话框中。\n"
"[codeblock]\n"
"@icon(\"res://path/to/class/icon.svg\")\n"
"[/codeblock]\n"
"[b]注意:[/b]只有脚本可以有自定义的图标。不支持内部类。\n"
"[b]注意:[/b]由于注解描述的是它们的对象,[annotation @icon] 注解必须放在类定义"
"和继承之前。\n"
"[b]注意:[/b]不同于其他注解,[annotation @icon] 注解的参数必须是字符串字面量"
"(不支持常量表达式)。"
msgid ""
"Mark the following property as assigned when the [Node] is ready. Values for "
"these properties are not assigned immediately when the node is initialized "
"([method Object._init]), and instead are computed and stored right before "
"[method Node._ready].\n"
"[codeblock]\n"
"@onready var character_name: Label = $Label\n"
"[/codeblock]"
msgstr ""
"标记后续属性会在 [Node] 的就绪状态时赋值。节点初始化([method Object._init]"
"时不会立即对这些属性赋值,而是会在即将调用 [method Node._ready] 之前进行计算和"
"保存。\n"
"[codeblock]\n"
"@onready var character_name: Label = $Label\n"
"[/codeblock]"
msgid ""
"Mark the following method for remote procedure calls. See [url=$DOCS_URL/"
"tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/"
"url].\n"
"If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call "
"this RPC function. Otherwise, only the authority peer is allowed to call it "
"and [param mode] should be kept as [code]\"authority\"[/code]. When "
"configuring functions as RPCs with [method Node.rpc_config], each of these "
"modes respectively corresponds to the [constant MultiplayerAPI."
"RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC "
"modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the authority "
"tries to call a function that is only allowed for the authority, the function "
"will not be executed. If the error can be detected locally (when the RPC "
"configuration is consistent between the local and the remote peer), an error "
"message will be displayed on the sender peer. Otherwise, the remote peer will "
"detect the error and print an error there.\n"
"If [param sync] is set as [code]\"call_remote\"[/code], the function will "
"only be executed on the remote peer, but not locally. To run this function "
"locally too, set [param sync] to [code]\"call_local\"[/code]. When "
"configuring functions as RPCs with [method Node.rpc_config], this is "
"equivalent to setting [code]call_local[/code] to [code]true[/code].\n"
"The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], "
"[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets "
"the transfer mode of the underlying [MultiplayerPeer]. See [member "
"MultiplayerPeer.transfer_mode].\n"
"The [param transfer_channel] defines the channel of the underlying "
"[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n"
"The order of [param mode], [param sync] and [param transfer_mode] does not "
"matter, but values related to the same argument must not be used more than "
"once. [param transfer_channel] always has to be the 4th argument (you must "
"specify 3 preceding arguments).\n"
"[codeblock]\n"
"@rpc\n"
"func fn(): pass\n"
"\n"
"@rpc(\"any_peer\", \"unreliable_ordered\")\n"
"func fn_update_pos(): pass\n"
"\n"
"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to @rpc\n"
"func fn_default(): pass\n"
"[/codeblock]"
msgstr ""
"将后续方法标记为远程过程调用。见[url=$DOCS_URL/tutorials/networking/"
"high_level_multiplayer.html]《高阶多人游戏》[/url]。\n"
"如果将 [param mode] 设为 [code]\"any_peer\"[/code],则会允许所有对等体调用该 "
"RPC 函数。否则就只允许该对等体的控制方调用,此时应该让 [param mode] 保持为 "
"[code]\"authority\"[/code]。使用 [method Node.rpc_config] 将函数配置为 RPC "
"时,这些模式对应的是 RPC 模式 [constant MultiplayerAPI.RPC_MODE_AUTHORITY] 和 "
"[constant MultiplayerAPI.RPC_MODE_ANY_PEER]。如果非控制方的对等体尝试调用仅限"
"控制方调用的函数,则不会执行该函数。如果本地能够检测到错误(本地与远程对等体"
"的 RPC 配置一致),则发送方对等体会显示错误消息。否则远程对等体会检测到该错误"
"并输出错误。\n"
"如果将 [param sync] 设为 [code]\"call_remote\"[/code],则该函数只会在远程对等"
"体上执行,不会在本地执行。要让这个函数在本地也执行,请将 [param sync] 设置为 "
"[code]\"call_local\"[/code]。使用 [method Node.rpc_config] 将函数配置为 RPC "
"时,等价于将 [code]call_local[/code] 设置为 [code]true[/code]。\n"
"[param transfer_mode] 能够接受的值为 [code]\"unreliable\"[/code]、"
"[code]\"unreliable_ordered\"[/code]、[code]\"reliable\"[/code],会设置底层 "
"[MultiplayerPeer] 的传输模式。见 [member MultiplayerPeer.transfer_mode]。\n"
"[param transfer_channel] 定义的是底层 [MultiplayerPeer] 的通道。见 [member "
"MultiplayerPeer.transfer_channel]。\n"
"[param mode]、[param sync] 和 [param transfer_mode] 的顺序是无关的,但是相同参"
"数的取值不能出现多次。[param transfer_channel] 必须始终为第四个参数(前三个参"
"数必须指定)。\n"
"[codeblock]\n"
"@rpc\n"
"func fn(): pass\n"
"\n"
"@rpc(\"any_peer\", \"unreliable_ordered\")\n"
"func fn_update_pos(): pass\n"
"\n"
"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # 等价于 @rpc\n"
"func fn_default(): pass\n"
"[/codeblock]"
msgid ""
"Make a script with static variables to not persist after all references are "
"lost. If the script is loaded again the static variables will revert to their "
"default values."
msgstr ""
"使具有静态变量的脚本在所有引用丢失之后不会持久化。当该脚本再次加载时,这些静态"
"变量将恢复为默认值。"
msgid ""
"Mark the current script as a tool script, allowing it to be loaded and "
"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]Running code in the editor[/url].\n"
"[codeblock]\n"
"@tool\n"
"extends Node\n"
"[/codeblock]\n"
"[b]Note:[/b] As annotations describe their subject, the [annotation @tool] "
"annotation must be placed before the class definition and inheritance."
msgstr ""
"将当前脚本标记为工具脚本,允许它被编辑器加载和执行。见[url=$DOCS_URL/"
"tutorials/plugins/running_code_in_the_editor.html]《在编辑器中运行代码》[/"
"url]。\n"
"[codeblock]\n"
"@tool\n"
"extends Node\n"
"[/codeblock]\n"
"[b]注意:[/b]因为注解描述对象的关系,必须把 [annotation @tool] 注解放在类定义"
"和继承之前。"
msgid ""
"Mark the following statement to ignore the specified [param warning]. See "
"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript "
"warning system[/url].\n"
"[codeblock]\n"
"func test():\n"
" print(\"hello\")\n"
" return\n"
" @warning_ignore(\"unreachable_code\")\n"
" print(\"unreachable\")\n"
"[/codeblock]"
msgstr ""
"将后续语句标记为忽略指定的 [param warning] 警告。见[url=$DOCS_URL/tutorials/"
"scripting/gdscript/warning_system.html]《GDScript 警告系统》[/url]。\n"
"[codeblock]\n"
"func test():\n"
" print(\"你好\")\n"
" return\n"
" @warning_ignore(\"unreachable_code\")\n"
" print(\"无法到达\")\n"
"[/codeblock]"
msgid "Global scope constants and functions."
msgstr "全局范围的常量和函数。"
msgid ""
"A list of global scope enumerated constants and built-in functions. This is "
"all that resides in the globals, constants regarding error codes, keycodes, "
"property hints, etc.\n"
"Singletons are also documented here, since they can be accessed from "
"anywhere.\n"
"For the entries related to GDScript which can be accessed in any script see "
"[@GDScript]."
msgstr ""
"全局范围的枚举常量和内置函数的列表。这是所有驻留在全局的,关于错误代码、键码、"
"属性提示等的常量。\n"
"单例也被记录在这里,因为它们可以从任何地方被访问。\n"
"对于可以在任何脚本中访问的与 GDScript 相关的条目,请参阅 [@GDScript]。"
msgid "Random number generation"
msgstr "随机数生成"
msgid ""
"Returns the absolute value of a [Variant] parameter [param x] (i.e. non-"
"negative value). Supported types: [int], [float], [Vector2], [Vector2i], "
"[Vector3], [Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
"var a = abs(-1)\n"
"# a is 1\n"
"\n"
"var b = abs(-1.2)\n"
"# b is 1.2\n"
"\n"
"var c = abs(Vector2(-3.5, -4))\n"
"# c is (3.5, 4)\n"
"\n"
"var d = abs(Vector2i(-5, -6))\n"
"# d is (5, 6)\n"
"\n"
"var e = abs(Vector3(-7, 8.5, -3.8))\n"
"# e is (7, 8.5, 3.8)\n"
"\n"
"var f = abs(Vector3i(-7, -8, -9))\n"
"# f is (7, 8, 9)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method absf], [method absi], "
"[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method "
"Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]."
msgstr ""
"返回一个 [Variant] 类型参数 [param x] 的绝对值(即非负值)。支持的类型:"
"[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、"
"[Vector4i] 。\n"
"[codeblock]\n"
"var a = abs(-1)\n"
"# a=1\n"
"\n"
"var b = abs(-1.2)\n"
"# b=1.2\n"
"\n"
"var c = abs(Vector2(-3.5, -4))\n"
"# c=(3.5, 4)\n"
"\n"
"var d = abs(Vector2i(-5, -6))\n"
"# d=(5, 6)\n"
"\n"
"var e = abs(Vector3(-7, 8.5, -3.8))\n"
"# e=(7, 8.5, 3.8)\n"
"\n"
"var f = abs(Vector3i(-7, -8, -9))\n"
"# f=(7, 8, 9)\n"
"[/codeblock]\n"
"[b]注意:[/b]为了更好的类型安全,请使用 [method absf]、[method absi]、[method "
"Vector2.abs]、[method Vector2i.abs]、[method Vector3.abs]、[method Vector3i."
"abs]、[method Vector4.abs] 或 [method Vector4i.abs]。"
msgid ""
"Returns the absolute value of float parameter [param x] (i.e. positive "
"value).\n"
"[codeblock]\n"
"# a is 1.2\n"
"var a = absf(-1.2)\n"
"[/codeblock]"
msgstr ""
"返回浮点参数 [param x] 的绝对值(即正值)。\n"
"[codeblock]\n"
"# a=1.2\n"
"var a = absf(-1.2)\n"
"[/codeblock]"
msgid ""
"Returns the absolute value of int parameter [param x] (i.e. positive value).\n"
"[codeblock]\n"
"# a is 1\n"
"var a = absi(-1)\n"
"[/codeblock]"
msgstr ""
"返回整数参数 [param x] 的绝对值(即正值)。\n"
"[codeblock]\n"
"# a=1\n"
"var a = absi(-1)\n"
"[/codeblock]"
msgid ""
"Returns the arc cosine of [param x] in radians. Use to get the angle of "
"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and "
"[code]1.0[/code] (inclusive), in order to prevent [method acos] from "
"returning [constant @GDScript.NAN].\n"
"[codeblock]\n"
"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n"
"var c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param x] "
"会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 [method "
"acos] 不会返回 [constant @GDScript.NAN]。\n"
"[codeblock]\n"
"# 如果用 rad_to_deg(c) 转换c为0.523599或30度\n"
"var c = acos(0.866025)\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic arc (also called inverse) cosine of [param x], "
"returning a value in radians. Use it to get the angle from an angle's cosine "
"in hyperbolic space if [param x] is larger or equal to 1. For values of "
"[param x] lower than 1, it will return 0, in order to prevent [method acosh] "
"from returning [constant @GDScript.NAN].\n"
"[codeblock]\n"
"var a = acosh(2) # Returns 1.31695789692482\n"
"cosh(a) # Returns 2\n"
"\n"
"var b = acosh(-1) # Returns 0\n"
"[/codeblock]"
msgstr ""
"返回参数 x 的双曲弧(也称为反余弦),返回弧度值。使用它来获取在双曲空间中,如"
"果参数 x 大于或等于 1 ,角的余弦的角度。对于参数 x 小于 1 的值,将返回 0 ,以"
"防止 [method acosh] 返回 [constant @GDScript.NAN] 。\n"
"[codeblock]\n"
"var a = acosh(2) # 返回 1.31695789692482\n"
"cosh(a) # 返回 2\n"
"\n"
"var b = acosh(-1) # 返回 0\n"
"[/codeblock]"
msgid ""
"Returns the difference between the two angles, in the range of [code][-PI, "
"+PI][/code]. When [param from] and [param to] are opposite, returns [code]-"
"PI[/code] if [param from] is smaller than [param to], or [code]PI[/code] "
"otherwise."
msgstr ""
"返回两个角度之间的差,范围为 [code][-PI, +PI][/code] 。当 [param from] 和 "
"[param to] 相反时,如果 [param from] 小于 [param to],则返回 [code]-PI[/"
"code] ,否则返回 [code]PI[/code] 。"
msgid ""
"Returns the arc sine of [param x] in radians. Use to get the angle of sine "
"[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/"
"code] (inclusive), in order to prevent [method asin] from returning [constant "
"@GDScript.NAN].\n"
"[codeblock]\n"
"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n"
"var s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param "
"x] 会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 [method "
"asin] 不会返回 [constant @GDScript.NAN]。\n"
"[codeblock]\n"
"# 如果用 rad_to_deg(s) 转换s为0.523599或30度\n"
"var s = asin(0.5)\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic arc (also called inverse) sine of [param x], returning "
"a value in radians. Use it to get the angle from an angle's sine in "
"hyperbolic space.\n"
"[codeblock]\n"
"var a = asinh(0.9) # Returns 0.8088669356527824\n"
"sinh(a) # Returns 0.9\n"
"[/codeblock]"
msgstr ""
"返回参数 x 的双曲弧(也称为反正弦),返回弧度值。使用它来获取在双曲空间中,角"
"的正弦角度。\n"
"[codeblock]\n"
"var a = asinh(0.9) # 返回 0.8088669356527824\n"
"sinh(a) # 返回 0.9\n"
"[/codeblock]"
msgid ""
"Returns the arc tangent of [param x] in radians. Use it to get the angle from "
"an angle's tangent in trigonometry.\n"
"The method cannot know in which quadrant the angle should fall. See [method "
"atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n"
"[codeblock]\n"
"var a = atan(0.5) # a is 0.463648\n"
"[/codeblock]\n"
"If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] "
"(inclusive), [code]atan(tan(x))[/code] is equal to [param x]."
msgstr ""
"返回 [param x] 的反正切值,单位是弧度。在三角函数中用它来得到一个角上切线的角"
"度。\n"
"该方法无法确定角度应该落在哪个象限。如果你同时拥有 [code]y[/code] 和 [code "
"skip-lint]x[/code],请参见 [method atan2]。\n"
"[codeblock]\n"
"var a = atan(0.5) # a=0.463648\n"
"[/codeblock]\n"
"如果 [param x] 在 [code]-PI/2[/code] 和 [code]PI/2[/code](包括)之间,"
"[code]atan(tan(x))[/code] 等于 [param x]。"
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
"account the sign of both arguments in order to determine the quadrant.\n"
"Important note: The Y coordinate comes first, by convention.\n"
"[codeblock]\n"
"var a = atan2(0, -1) # a is 3.141593\n"
"[/codeblock]"
msgstr ""
"返回 [code]y/x[/code] 的反正切值,单位为弧度。用来获得正切值为 [code]y/x[/"
"code] 的角度。为了计算该值,该方法考虑了两个参数的符号,以确定象限。\n"
"重要提示按照惯例Y 坐标在前。\n"
"[codeblock]\n"
"var a = atan2(0, -1) # a = 3.141593\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic arc (also called inverse) tangent of [param x], "
"returning a value in radians. Use it to get the angle from an angle's tangent "
"in hyperbolic space if [param x] is between -1 and 1 (non-inclusive).\n"
"In mathematics, the inverse hyperbolic tangent is only defined for -1 < "
"[param x] < 1 in the real set, so values equal or lower to -1 for [param x] "
"return negative [constant @GDScript.INF] and values equal or higher than 1 "
"return positive [constant @GDScript.INF] in order to prevent [method atanh] "
"from returning [constant @GDScript.NAN].\n"
"[codeblock]\n"
"var a = atanh(0.9) # Returns 1.47221948958322\n"
"tanh(a) # Returns 0.9\n"
"\n"
"var b = atanh(-2) # Returns -inf\n"
"tanh(b) # Returns -1\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的双曲弧(也称为反正切),以弧度为单位。如果 [param x] 在 -1 "
"和 1 之间(不包括 -1 和 1 ),则使用它从双曲空间中的角度的正切值获取角度。\n"
"在数学中,只有在实数集中,-1 < [param x] < 1 的情况下,双曲反正切才有意义。因"
"此,为了预防 [method atanh] 返回 [constant @GDScript.NAN] ,对于 [param x] 等"
"于或小于 -1 的值,返回负的 [constant @GDScript.NAN] ;对于[param x]等于或大于 "
"1 的值,返回正的 [constant @GDScript.INF] 。\n"
"[codeblock]\n"
"var a = atanh(0.9) # 返回 1.47221948958322\n"
"tanh(a) # 返回 0.9\n"
"\n"
"var b = atanh(-2) # 返回 -inf\n"
"tanh(b) # 返回 -1\n"
"[/codeblock]"
msgid ""
"Returns the derivative at the given [param t] on a one-dimensional "
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] "
"defined by the given [param control_1], [param control_2], and [param end] "
"points."
msgstr ""
"返回由给定的 [param control_1]、[param control_2] 和 [param end] 点定义的一维"
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]贝塞尔曲线[/url]上 "
"[param t] 处的导数。"
msgid ""
"Returns the point at the given [param t] on a one-dimensional [url=https://en."
"wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given "
"[param control_1], [param control_2], and [param end] points."
msgstr ""
"返回由给定的 [param control_1]、[param control_2] 和 [param end] 点定义的一维"
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]贝塞尔曲线[/url]上位于给"
"定 [param t] 的点。"
msgid ""
"Decodes a byte array back to a [Variant] value, without decoding objects.\n"
"[b]Note:[/b] If you need object deserialization, see [method "
"bytes_to_var_with_objects]."
msgstr ""
"将字节数组解码回 [Variant] 值,无法解码对象。\n"
"[b]注意:[/b]如果需要对象反序列化,请参见 [method bytes_to_var_with_objects]。"
msgid ""
"Decodes a byte array back to a [Variant] value. Decoding objects is allowed.\n"
"[b]Warning:[/b] Deserialized object can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats (remote code execution)."
msgstr ""
"将字节数组解码回 [Variant] 值。允许解码对象。\n"
"[b]警告:[/b]反序列化的对象可能包含执行的代码。如果序列化对象的来源不受信任,"
"则不要使用此选项,以避免潜在的安全威胁(远程执行代码)。"
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x]. Supported types: [int], "
"[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], "
"[Vector4i].\n"
"[codeblock]\n"
"var i = ceil(1.45) # i is 2.0\n"
"i = ceil(1.001) # i is 2.0\n"
"[/codeblock]\n"
"See also [method floor], [method round], and [method snapped].\n"
"[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], "
"[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]."
msgstr ""
"向上舍入 [param x](朝正无穷大方向),返回不小于 [param x] 的最小整数。支持的"
"类型:[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、"
"[Vector4]、[Vector4i]。\n"
"[codeblock]\n"
"var i = ceil(1.45) # i 为 2.0\n"
"i = ceil(1.001) # i 为 2.0\n"
"[/codeblock]\n"
"另见 [method floor]、[method round]、[method snapped]。\n"
"[b]注意:[/b]为了更好的类型安全,使用 [method ceilf]、[method ceili]、[method "
"Vector2.ceil]、[method Vector3.ceil] 或 [method Vector4.ceil]。"
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x].\n"
"A type-safe version of [method ceil], returning a [float]."
msgstr ""
"向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。\n"
"[method ceil] 的类型安全版本,返回一个 [float]。"
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x].\n"
"A type-safe version of [method ceil], returning an [int]."
msgstr ""
"向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。\n"
"[method ceil] 的类型安全版本,返回一个 [int]。"
msgid ""
"Clamps the [param value], returning a [Variant] not less than [param min] and "
"not more than [param max]. Any values that can be compared with the less than "
"and greater than operators will work.\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a is -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b is 5.5\n"
"\n"
"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n"
"# c is (-3.2, -2)\n"
"\n"
"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n"
"# d is (2, 6)\n"
"\n"
"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, "
"-4.1))\n"
"# e is (-3, -2, 5.4)\n"
"\n"
"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, "
"-6))\n"
"# f is (-4, -5, -6)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], "
"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], "
"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or "
"[method Color.clamp]."
msgstr ""
"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [Variant]。"
"可以使用任何能够用小于和大于运算符进行比较的值。\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a 是 -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b 是 5.5\n"
"\n"
"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n"
"# c 是 (-3.2, -2)\n"
"\n"
"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n"
"# d 是 (2, 6)\n"
"\n"
"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, "
"-4.1))\n"
"# e 是 (-3, -2, 5.4)\n"
"\n"
"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, "
"-6))\n"
"# f 是 (-4, -5, -6)\n"
"[/codeblock]\n"
"[b]注意:[/b]为了更好的类型安全,请使用 [method clampf]、[method clampi]、"
"[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、"
"[method Vector3i.clamp ]、[method Vector4.clamp] 或 [method Vector4i.clamp]。"
msgid ""
"Clamps the [param value], returning a [float] not less than [param min] and "
"not more than [param max].\n"
"[codeblock]\n"
"var speed = 42.1\n"
"var a = clampf(speed, 1.0, 20.5) # a is 20.5\n"
"\n"
"speed = -10.0\n"
"var b = clampf(speed, -1.0, 1.0) # b is -1.0\n"
"[/codeblock]"
msgstr ""
"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [float]。\n"
"[codeblock]\n"
"var speed = 42.1\n"
"var a = clampf(speed, 1.0, 20.5) # a 是 20.5\n"
"\n"
"speed = -10.0\n"
"var b = clampf(speed, -1.0, 1.0) # b 是 -1.0\n"
"[/codeblock]"
msgid ""
"Clamps the [param value], returning an [int] not less than [param min] and "
"not more than [param max].\n"
"[codeblock]\n"
"var speed = 42\n"
"var a = clampi(speed, 1, 20) # a is 20\n"
"\n"
"speed = -10\n"
"var b = clampi(speed, -1, 1) # b is -1\n"
"[/codeblock]"
msgstr ""
"钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [int]。\n"
"[codeblock]\n"
"var speed = 42\n"
"var a = clampi(speed, 1, 20) # a 是 20\n"
"\n"
"speed = -10\n"
"var b = clampi(speed, -1, 1) # b 是 -1\n"
"[/codeblock]"
msgid ""
"Returns the cosine of angle [param angle_rad] in radians.\n"
"[codeblock]\n"
"cos(PI * 2) # Returns 1.0\n"
"cos(PI) # Returns -1.0\n"
"cos(deg_to_rad(90)) # Returns 0.0\n"
"[/codeblock]"
msgstr ""
"返回弧度角为 [param angle_rad] 的余弦值。\n"
"[codeblock]\n"
"cos(PI * 2) # 返回 1.0\n"
"cos(PI) # 返回 -1.0\n"
"cos(deg_to_rad(90)) # 返回 0.0\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic cosine of [param x] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
"返回弧度角 [param x] 的双曲余弦值。\n"
"[codeblock]\n"
"print(cosh(1)) # 打印 1.543081\n"
"[/codeblock]"
msgid ""
"Cubic interpolates between two values by the factor defined in [param weight] "
"with [param pre] and [param post] values."
msgstr ""
"根据 [param weight] 定义的系数,以及 [param pre] 和 [param post] 值,在两个值"
"之间进行三次插值。"
msgid ""
"Cubic interpolates between two rotation values with shortest path by the "
"factor defined in [param weight] with [param pre] and [param post] values. "
"See also [method lerp_angle]."
msgstr ""
"根据 [param weight] 定义的系数,以及 [param pre] 和 [param post] 值,在两个旋"
"转值之间的最短路径进行三次插值 。另见 [method lerp_angle]。"
msgid ""
"Cubic interpolates between two rotation values with shortest path by the "
"factor defined in [param weight] with [param pre] and [param post] values. "
"See also [method lerp_angle].\n"
"It can perform smoother interpolation than [method cubic_interpolate] by the "
"time values."
msgstr ""
"根据 [param weight] 定义的系数,以及 [param pre] 和 [param post] 值,在两个旋"
"转值之间的最短路径进行三次插值。另见 [method lerp_angle]。\n"
"它可以根据时间值执行比 [code]cubic_interpolate()[/code] 更平滑的插值。"
msgid ""
"Cubic interpolates between two values by the factor defined in [param weight] "
"with [param pre] and [param post] values.\n"
"It can perform smoother interpolation than [method cubic_interpolate] by the "
"time values."
msgstr ""
"根据 [param weight] 定义的系数,以及 [param pre] 和 [param post] 值,在两个值"
"之间进行三次插值。\n"
"它可以根据时间值执行比 [method cubic_interpolate] 更平滑的插值。"
msgid "Converts from decibels to linear energy (audio)."
msgstr "从分贝转换为线性能量(音频)。"
msgid ""
"Converts an angle expressed in degrees to radians.\n"
"[codeblock]\n"
"var r = deg_to_rad(180) # r is 3.141593\n"
"[/codeblock]"
msgstr ""
"将角度值转换为弧度值。\n"
"[codeblock]\n"
"var r = deg_to_rad(180) # r 是 3.141593\n"
"[/codeblock]"
msgid ""
"Returns an \"eased\" value of [param x] based on an easing function defined "
"with [param curve]. This easing function is based on an exponent. The [param "
"curve] can be any floating-point number, with specific values leading to the "
"following behaviors:\n"
"[codeblock]\n"
"- Lower than -1.0 (exclusive): Ease in-out\n"
"- 1.0: Linear\n"
"- Between -1.0 and 0.0 (exclusive): Ease out-in\n"
"- 0.0: Constant\n"
"- Between 0.0 to 1.0 (exclusive): Ease out\n"
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [method Tween.interpolate_value]."
msgstr ""
"基于用 [param curve] 定义的缓动函数返回 [param x] 的“缓动后”的值。该缓动函数是"
"基于指数的。[param curve] 可以是任意浮点数,具体数值会导致以下行为:\n"
"[codeblock]\n"
"- 低于 -1.0(开区间):缓入缓出\n"
"- -1.0:线性\n"
"- 在 -1.0 和 0.0 之间(开区间):缓出缓入\n"
"- 0.0:恒定\n"
"- 在 0.0 到 1.0 之间(开区间):缓出\n"
"- 1.0:线性\n"
"- 大于 1.0(开区间):缓入\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"ease_cheatsheet.png]ease() 曲线值速查表[/url]\n"
"另见 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [method Tween."
"interpolate_value]。"
msgid ""
"Returns a human-readable name for the given [enum Error] code.\n"
"[codeblock]\n"
"print(OK) # Prints 0\n"
"print(error_string(OK)) # Prints OK\n"
"print(error_string(ERR_BUSY)) # Prints Busy\n"
"print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n"
"[/codeblock]"
msgstr ""
"为给定的 [enum Error] 代码返回一个人类可读的名称。\n"
"[codeblock]\n"
"print(OK) # 输出 0\n"
"print(error_string(OK)) # 输出 OK\n"
"print(error_string(ERR_BUSY)) # 输出 Busy\n"
"print(error_string(ERR_OUT_OF_MEMORY)) # 输出 Out of memory\n"
"[/codeblock]"
msgid ""
"The natural exponential function. It raises the mathematical constant [i]e[/"
"i] to the power of [param x] and returns it.\n"
"[i]e[/i] has an approximate value of 2.71828, and can be obtained with "
"[code]exp(1)[/code].\n"
"For exponents to other bases use the method [method pow].\n"
"[codeblock]\n"
"var a = exp(2) # Approximately 7.39\n"
"[/codeblock]"
msgstr ""
"自然指数函数。计算数学常数 [i]e[/i] 的 [param x] 次方并返回它。\n"
"[i]e[/i] 的近似值为 2.71828,可以使用 [code]exp(1)[/code] 获得。\n"
"求其他底数的指数应使用 [method pow] 方法。\n"
"[codeblock]\n"
"var a = exp(2) # 大约是 7.39\n"
"[/codeblock]"
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x]. Supported types: [int], "
"[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], "
"[Vector4i].\n"
"[codeblock]\n"
"var a = floor(2.99) # a is 2.0\n"
"a = floor(-2.99) # a is -3.0\n"
"[/codeblock]\n"
"See also [method ceil], [method round], and [method snapped].\n"
"[b]Note:[/b] For better type safety, use [method floorf], [method floori], "
"[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]."
msgstr ""
"向下舍入 [param x](朝负无穷大),返回不大于 [param x] 的最大整数。支持的类"
"型:[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、"
"[Vector4i]。\n"
"[codeblock]\n"
"var a = floor(2.99) # a 为 2.0\n"
"a = floor(-2.99) # a 为 -3.0\n"
"[/codeblock]\n"
"另见 [method ceil]、[method round]、[method snapped]。\n"
"[b]注意:[/b]为了更好的类型安全,请使用 [method floorf]、[method floori]、"
"[method Vector2.floor]、[method Vector3.floor] 或 [method Vector4.floor]。"
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x].\n"
"A type-safe version of [method floor], returning a [float]."
msgstr ""
"将 [param x] 向下舍入(向负无穷大),返回不超过 [param x] 的最大整数。\n"
"一个类型安全的 [method floor] 版本,返回一个 [float]。"
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x].\n"
"A type-safe version of [method floor], returning an [int].\n"
"[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], "
"which rounds towards 0."
msgstr ""
"将 [param x] 向下舍入(向负无穷大),返回不超过 [param x] 的最大整数。\n"
"是 [method floor] 的类型安全版本,返回一个 [int]。\n"
"[b]注意:[/b]这个函数与 [code]int(x)[/code] [i]不[/i] 一样,后者是向 0 取整。"
msgid ""
"Returns the floating-point remainder of [param x] divided by [param y], "
"keeping the sign of [param x].\n"
"[codeblock]\n"
"var remainder = fmod(7, 5.5) # remainder is 1.5\n"
"[/codeblock]\n"
"For the integer remainder operation, use the [code]%[/code] operator."
msgstr ""
"返回 [param x] 除以 [param y] 的浮点型余数,符号与 [param x]一致。\n"
"[codeblock]\n"
"var remainder = fmod(7, 5.5) # remainder 是 1.5\n"
"[/codeblock]\n"
"对于整数取余运算,请使用 [code]%[/code] 运算符。"
msgid ""
"Returns the floating-point modulus of [param x] divided by [param y], "
"wrapping equally in positive and negative.\n"
"[codeblock]\n"
"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n"
"for i in 7:\n"
" var x = i * 0.5 - 1.5\n"
" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, "
"1.5)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n"
"-1.5 -0.0 | 0.0\n"
"-1.0 -1.0 | 0.5\n"
"-0.5 -0.5 | 1.0\n"
" 0.0 0.0 | 0.0\n"
" 0.5 0.5 | 0.5\n"
" 1.0 1.0 | 1.0\n"
" 1.5 0.0 | 0.0\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 除以 [param y] 的浮点模数,正负轴均等包裹。\n"
"[codeblock]\n"
"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n"
"for i in 7:\n"
" var x = i * 0.5 - 1.5\n"
" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, "
"1.5)])\n"
"[/codeblock]\n"
"输出:\n"
"[codeblock]\n"
" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n"
"-1.5 -0.0 | 0.0\n"
"-1.0 -1.0 | 0.5\n"
"-0.5 -0.5 | 1.0\n"
" 0.0 0.0 | 0.0\n"
" 0.5 0.5 | 0.5\n"
" 1.0 1.0 | 1.0\n"
" 1.5 0.0 | 0.0\n"
"[/codeblock]"
msgid ""
"Returns the integer hash of the passed [param variable].\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(hash(\"a\")) # Prints 177670\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GD.Hash(\"a\")); // Prints 177670\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回传入的 [param variable] 的整数哈希值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(hash(\"a\")) # 输出 177670\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GD.Hash(\"a\")); // 输出 177670\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the [Object] that corresponds to [param instance_id]. All Objects "
"have a unique instance ID. See also [method Object.get_instance_id].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = \"bar\"\n"
"\n"
"func _ready():\n"
" var id = get_instance_id()\n"
" var inst = instance_from_id(id)\n"
" print(inst.foo) # Prints bar\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyNode : Node\n"
"{\n"
" public string Foo { get; set; } = \"bar\";\n"
"\n"
" public override void _Ready()\n"
" {\n"
" ulong id = GetInstanceId();\n"
" var inst = (MyNode)InstanceFromId(Id);\n"
" GD.Print(inst.Foo); // Prints bar\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [param instance_id] 所对应的 [Object]。所有对象都有唯一的实例 ID。参见 "
"[method Object.get_instance_id]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = \"bar\"\n"
"\n"
"func _ready():\n"
" var id = get_instance_id()\n"
" var inst = instance_from_id(id)\n"
" print(inst.foo) # 输出 bar\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyNode : Node\n"
"{\n"
" public string Foo { get; set; } = \"bar\";\n"
"\n"
" public override void _Ready()\n"
" {\n"
" ulong id = GetInstanceId();\n"
" var inst = (MyNode)InstanceFromId(Id);\n"
" GD.Print(inst.Foo); // 输出 bar\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [param from] and [param to], and the interpolated value "
"specified in [param weight]. The returned value will be between [code]0.0[/"
"code] and [code]1.0[/code] if [param weight] is between [param from] and "
"[param to] (inclusive). If [param weight] is located outside this range, then "
"an extrapolation factor will be returned (return value lower than [code]0.0[/"
"code] or greater than [code]1.0[/code]). Use [method clamp] on the result of "
"[method inverse_lerp] if this is not desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# middle is now 27.5.\n"
"\n"
"# Now, we pretend to have forgotten the original ratio and want to get it "
"back.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# ratio is now 0.75.\n"
"[/codeblock]\n"
"See also [method lerp], which performs the reverse of this operation, and "
"[method remap] to map a continuous series of values to another."
msgstr ""
"返回插值或外推的因子。范围用 [param from] 和 [param to]指定,插值后的值由 "
"[param weight] 指定。如果 [param weight] 在 [param from] 和 [param to] 之间"
"(包含),那么返回的值在 [code]0.0[/code] 和 [code]1.0[/code] 之间。如果 "
"[param weight] 在该范围之外,则返回的是外推因子(返回值小于 [code]0.0[/code] "
"或大于 [code]1.0[/code])。如果不希望这样,请对 [method inverse_lerp] 的结果使"
"用 [method clamp]。\n"
"[codeblock]\n"
"# 下面的 `lerp()` 调用时的插值比例是 0.75。\n"
"var middle = lerp(20, 30, 0.75)\n"
"# middle 现在是 27.5。\n"
"\n"
"# 现在,我们假装忘记了原来的比例,想要找到是多少。\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# ratio 现在是 0.75。\n"
"[/codeblock]\n"
"另见 [method lerp],它执行本操作的逆操作;以及 [method remap],将一系列连续的"
"值映射到另一个值。"
msgid ""
"Returns [code]true[/code] if [param a] and [param b] are approximately equal "
"to each other.\n"
"Here, \"approximately equal\" means that [param a] and [param b] are within a "
"small internal epsilon of each other, which scales with the magnitude of the "
"numbers.\n"
"Infinity values of the same sign are considered equal."
msgstr ""
"如果 [param a] 和 [param b] 彼此近似相等,则返回 [code]true[/code]。\n"
"这里,“近似相等”意味着 [param a] 和 [param b] 在彼此的一个小的内部 epsilon "
"内,该 epsilon 与数字的大小成比例。\n"
"相同符号的无穷大值被认为是相等的。"
msgid ""
"Returns whether [param x] is a finite value, i.e. it is not [constant "
"@GDScript.NAN], positive infinity, or negative infinity."
msgstr ""
"返回 [param x] 是否为有限值,即不是 [constant @GDScript.NAN]、正无穷大或负无穷"
"大。"
msgid ""
"Returns [code]true[/code] if [param x] is either positive infinity or "
"negative infinity."
msgstr "如果 [param x] 是正无穷大或负无穷大,则返回 [code]true[/code] 。"
msgid ""
"Returns [code]true[/code] if the Object that corresponds to [param id] is a "
"valid object (e.g. has not been deleted from memory). All Objects have a "
"unique instance ID."
msgstr ""
"如果与 [param id] 对应的 Object 是有效的对象(例如没有从内存中删除),则返回 "
"[code]true[/code] 。所有对象都有唯一的实例 ID。"
msgid ""
"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not "
"been deleted from memory)."
msgstr ""
"如果 [param instance] 是有效的 Object例如没有从内存中删除则返回 "
"[code]true[/code] 。"
msgid ""
"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or invalid) "
"value."
msgstr "如果 [param x] 是 NaN“非数字”或无效则返回 [code]true[/code] 。"
msgid ""
"Returns [code]true[/code], for value types, if [param a] and [param b] share "
"the same value. Returns [code]true[/code], for reference types, if the "
"references of [param a] and [param b] are the same.\n"
"[codeblock]\n"
"# Vector2 is a value type\n"
"var vec2_a = Vector2(0, 0)\n"
"var vec2_b = Vector2(0, 0)\n"
"var vec2_c = Vector2(1, 1)\n"
"is_same(vec2_a, vec2_a) # true\n"
"is_same(vec2_a, vec2_b) # true\n"
"is_same(vec2_a, vec2_c) # false\n"
"\n"
"# Array is a reference type\n"
"var arr_a = []\n"
"var arr_b = []\n"
"is_same(arr_a, arr_a) # true\n"
"is_same(arr_a, arr_b) # false\n"
"[/codeblock]\n"
"These are [Variant] value types: [code]null[/code], [bool], [int], [float], "
"[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], "
"[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], "
"[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], "
"[RID], [Callable] and [Signal].\n"
"These are [Variant] reference types: [Object], [Dictionary], [Array], "
"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], "
"[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], "
"[PackedVector2Array], [PackedVector3Array] and [PackedColorArray]."
msgstr ""
"当 [param a] 和 [param b] 为值类型时,如果他们相同,那么返回 [code]true[/"
"code]。当 [param a] 和 [param b] 为引用类型时,如果它们的引用对象相同,那么返"
"回 [code]true[/code]。\n"
"[codeblock]\n"
"# Vector2 是值类型\n"
"var vec2_a = Vector2(0, 0)\n"
"var vec2_b = Vector2(0, 0)\n"
"var vec2_c = Vector2(1, 1)\n"
"is_same(vec2_a, vec2_a) # true\n"
"is_same(vec2_a, vec2_b) # true\n"
"is_same(vec2_a, vec2_c) # false\n"
"\n"
"# Array 是引用类型\n"
"var arr_a = []\n"
"var arr_b = []\n"
"is_same(arr_a, arr_a) # true\n"
"is_same(arr_a, arr_b) # false\n"
"[/codeblock]\n"
"[Variant] 值类型有:[code]null[/code][bool][int][float][String]"
"[StringName][Vector2][Vector2i][Vector3][Vector3i][Vector4]"
"[Vector4i][Rect2][Rect2i][Transform2D][Transform3D][Plane]"
"[Quaternion][AABB][Basis][Projection][Color][NodePath][RID]"
"[Callable] 和 [Signal]。\n"
"[Variant] 引用类型有:[Object][Dictionary][Array][PackedByteArray]"
"[PackedInt32Array][PackedInt64Array][PackedFloat32Array]"
"[PackedFloat64Array][PackedStringArray][PackedVector2Array]"
"[PackedVector3Array] 和 [PackedColorArray]。"
msgid ""
"Returns [code]true[/code] if [param x] is zero or almost zero. The comparison "
"is done using a tolerance calculation with a small internal epsilon.\n"
"This function is faster than using [method is_equal_approx] with one value as "
"zero."
msgstr ""
"如果 [param x] 为零或几乎为零,则返回 [code]true[/code]。比较是使用具有小内部 "
"epsilon 的公差计算的。\n"
"该函数比使用一个值为零的 [method is_equal_approx] 更快。"
msgid ""
"Linearly interpolates between two values by the factor defined in [param "
"weight]. To perform interpolation, [param weight] should be between "
"[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside "
"this range are allowed and can be used to perform [i]extrapolation[/i]. If "
"this is not desired, use [method clamp] on the result of this function.\n"
"Both [param from] and [param to] must be the same type. Supported types: "
"[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], "
"[Basis].\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Returns 3.0\n"
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]. See also [method remap] to map a continuous "
"series of values to another.\n"
"[b]Note:[/b] For better type safety, use [method lerpf], [method Vector2."
"lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], "
"[method Quaternion.slerp] or [method Basis.slerp]."
msgstr ""
"通过 [param weight] 中定义的因子在两个值之间进行线性插值。要执行插值,[param "
"weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出此"
"范围的值也是允许的,并可用于执行[i]外推[/i]。如果不需要,请在该函数的结果上使"
"用 [method clamp]。\n"
"[param from] 和 [param to] 必须是同一类型。支持的类型:[int]、[float]、"
"[Vector2]、[Vector3]、[Vector4]、[Color]、[Quaternion]、[Basis]。\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # 返回 3.0\n"
"[/codeblock]\n"
"另请参阅执行本操作的逆操作的 [method inverse_lerp]。要使用 [method lerp] 执行"
"缓动插值,请将其与 [method ease] 或 [method smoothstep] 结合使用。另见 "
"[method remap],可将一系列连续的值映射到另一个值。\n"
"[b]注意:[/b]为了更好的类型安全,请使用 [method lerpf]、[method Vector2."
"lerp]、[method Vector3.lerp]、[method Vector4.lerp]、[method Color.lerp]、"
"[method Quaternion.slerp] 或 [method Basis.slerp]。"
msgid ""
"Linearly interpolates between two angles (in radians) by a [param weight] "
"value between 0.0 and 1.0.\n"
"Similar to [method lerp], but interpolates correctly when the angles wrap "
"around [constant @GDScript.TAU]. To perform eased interpolation with [method "
"lerp_angle], combine it with [method ease] or [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
" var min_angle = deg_to_rad(0.0)\n"
" var max_angle = deg_to_rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]\n"
"[b]Note:[/b] This function lerps through the shortest path between [param "
"from] and [param to]. However, when these two angles are approximately "
"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
"obvious which way they lerp due to floating-point precision errors. For "
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"通过 0.0 和 1.0 之间的 [param weight] 值,在两个角度(以弧度为单位)之间进行线"
"性插值。\n"
"类似于 [method lerp],但当角度环绕 [constant @GDScript.TAU] 时会正确插值。要使"
"用 [method lerp_angle] 执行缓动插值,请将其与 [method ease] 或 [method "
"smoothstep] 结合使用。\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
" var min_angle = deg_to_rad(0.0)\n"
" var max_angle = deg_to_rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]\n"
"[b]注意:[/b]该函数通过 [param from] 和 [param to] 之间的最短路径进行插值。然"
"而,当这两个角度相距大致 [code]PI + k * TAU[/code] 其中 [code]k[/code] 为任意"
"整数时,由于浮点数精度误差的缘故,要对插值的方向进行判断是很难的。例如,"
"[code]lerp_angle(0, PI, weight)[/code] 会逆时针插值,而 [code]lerp_angle(0, "
"PI + 5 * TAU, weight)[/code] 则会顺时针插值。"
msgid ""
"Linearly interpolates between two values by the factor defined in [param "
"weight]. To perform interpolation, [param weight] should be between "
"[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside "
"this range are allowed and can be used to perform [i]extrapolation[/i]. If "
"this is not desired, use [method clampf] on the result of this function.\n"
"[codeblock]\n"
"lerpf(0, 4, 0.75) # Returns 3.0\n"
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
"通过 [param weight] 中定义的因子在两个值之间进行线性插值。要执行插值,[param "
"weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出此"
"范围的值是允许的,并可用于执行 [i]外推[/i]。如果不需要,请对此函数的结果使用 "
"[method clampf]。\n"
"[codeblock]\n"
"lerpf(0, 4, 0.75) # 返回 3.0\n"
"[/codeblock]\n"
"另请参阅执行本操作的逆运算的 [method inverse_lerp]。要使用 [method lerp] 执行"
"缓动插值,请将其与 [method ease] 或 [method smoothstep] 结合使用。"
msgid ""
"Converts from linear energy to decibels (audio). This can be used to "
"implement volume sliders that behave as expected (since volume isn't "
"linear).\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"# \"Slider\" refers to a node that inherits Range such as HSlider or "
"VSlider.\n"
"# Its range must be configured to go from 0 to 1.\n"
"# Change the bus name if you'd like to change the volume of a specific bus "
"only.\n"
"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
"linear_to_db($Slider.value))\n"
"[/codeblock]"
msgstr ""
"从线性能量转换为分贝(音频)。这可用于实现按预期运行的音量滑块(因为音量不是线"
"性的)。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"# “Slider”引用的是 HSlider、VSlider 等继承自 Range 的节点。\n"
"# 必须将其范围配置为 0 到 1。\n"
"# 如果只想修改特定总线的音量,请修改总线名称。\n"
"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
"linear_to_db($Slider.value))\n"
"[/codeblock]"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural "
"logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/"
"E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately "
"2.71828). This is the amount of time needed to reach a certain level of "
"continuous growth.\n"
"[b]Note:[/b] This is not the same as the \"log\" function on most "
"calculators, which uses a base 10 logarithm. To use base 10 logarithm, use "
"[code]log(x) / log(10)[/code].\n"
"[codeblock]\n"
"log(10) # Returns 2.302585\n"
"[/codeblock]\n"
"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while "
"negative values return [code]-nan[/code]."
msgstr ""
"返回 [param x] 的[url=https://zh.wikipedia.org/zh-cn/"
"%E8%87%AA%E7%84%B6%E5%B0%8D%E6%95%B8]自然对数[/url](底数为 [url=https://zh."
"wikipedia.org/zh-cn/E_(%E6%95%B0%E5%AD%A6%E5%B8%B8%E6%95%B0)][i]e[/i][/url]"
"[i]e[/i] 约为 2.71828)。这是持续增长到一定程度所需的时间。\n"
"[b]注意:[/b]这个函数与大多数计算器上的对数“log”函数不同他们适用的底数是 "
"10。要使用底数为 10 的对数,请使用 [code]log(x) / log(10)[/code]。\n"
"[codeblock]\n"
"log(10) # 返回 2.302585\n"
"[/codeblock]\n"
"[b]注意:[/b][code]0[/code] 的对数返回 [code]-inf[/code],负值返回 [code]-"
"nan[/code]。"
msgid ""
"Returns the maximum of the given numeric values. This function can take any "
"number of arguments.\n"
"[codeblock]\n"
"max(1, 7, 3, -6, 5) # Returns 7\n"
"[/codeblock]"
msgstr ""
"返回给定值的最大值。这个函数可以接受任意数量的参数。\n"
"[codeblock]\n"
"max(1, 7, 3, -6, 5) # 返回 7\n"
"[/codeblock]"
msgid ""
"Returns the maximum of two [float] values.\n"
"[codeblock]\n"
"maxf(3.6, 24) # Returns 24.0\n"
"maxf(-3.99, -4) # Returns -3.99\n"
"[/codeblock]"
msgstr ""
"返回两个 [float] 值中的最大值。\n"
"[codeblock]\n"
"maxf(3.6, 24) # 返回 24.0\n"
"maxf(-3.99, -4) # 返回 -3.99\n"
"[/codeblock]"
msgid ""
"Returns the maximum of two [int] values.\n"
"[codeblock]\n"
"maxi(1, 2) # Returns 2\n"
"maxi(-3, -4) # Returns -3\n"
"[/codeblock]"
msgstr ""
"返回两个 [int] 值中的最大值。\n"
"[codeblock]\n"
"maxi(1, 2) # 返回 2\n"
"maxi(-3, -4) # 返回 -3\n"
"[/codeblock]"
msgid ""
"Returns the minimum of the given numeric values. This function can take any "
"number of arguments.\n"
"[codeblock]\n"
"min(1, 7, 3, -6, 5) # Returns -6\n"
"[/codeblock]"
msgstr ""
"返回给定数值中的最小值。这个函数可以接受任意数量的参数。\n"
"[codeblock]\n"
"min(1, 7, 3, -6, 5) # 返回 -6\n"
"[/codeblock]"
msgid ""
"Returns the minimum of two [float] values.\n"
"[codeblock]\n"
"minf(3.6, 24) # Returns 3.6\n"
"minf(-3.99, -4) # Returns -4.0\n"
"[/codeblock]"
msgstr ""
"返回两个 [float] 值中的最小值。\n"
"[codeblock]\n"
"minf(3.6, 24) # 返回 3.6\n"
"minf(-3.99, -4) # 返回 -4.0\n"
"[/codeblock]"
msgid ""
"Returns the minimum of two [int] values.\n"
"[codeblock]\n"
"mini(1, 2) # Returns 1\n"
"mini(-3, -4) # Returns -4\n"
"[/codeblock]"
msgstr ""
"返回两个 [int] 值中的最小值。\n"
"[codeblock]\n"
"mini(1, 2) # 返回 1\n"
"mini(-3, -4) # 返回 -4\n"
"[/codeblock]"
msgid ""
"Moves [param from] toward [param to] by the [param delta] amount. Will not go "
"past [param to].\n"
"Use a negative [param delta] value to move away.\n"
"[codeblock]\n"
"move_toward(5, 10, 4) # Returns 9\n"
"move_toward(10, 5, 4) # Returns 6\n"
"move_toward(5, 10, 9) # Returns 10\n"
"move_toward(10, 5, -1.5) # Returns 11.5\n"
"[/codeblock]"
msgstr ""
"将 [param from] 向 [param to] 移动,移动的长度是 [param delta]。不会超过 "
"[param to]。\n"
"使用负的 [param delta] 值则向远离的方向移动。\n"
"[codeblock]\n"
"move_toward(5, 10, 4) # Returns 9\n"
"move_toward(10, 5, 4) # Returns 6\n"
"move_toward(5, 10, 9) # Returns 10\n"
"move_toward(10, 5, -1.5) # Returns 11.5\n"
"[/codeblock]"
msgid ""
"Returns the smallest integer power of 2 that is greater than or equal to "
"[param value].\n"
"[codeblock]\n"
"nearest_po2(3) # Returns 4\n"
"nearest_po2(4) # Returns 4\n"
"nearest_po2(5) # Returns 8\n"
"\n"
"nearest_po2(0) # Returns 0 (this may not be expected)\n"
"nearest_po2(-1) # Returns 0 (this may not be expected)\n"
"[/codeblock]\n"
"[b]Warning:[/b] Due to its implementation, this method returns [code]0[/code] "
"rather than [code]1[/code] for values less than or equal to [code]0[/code], "
"with an exception for [param value] being the smallest negative 64-bit "
"integer ([code]-9223372036854775808[/code]) in which case the [param value] "
"is returned unchanged."
msgstr ""
"返回大于等于 [param value] 的最小的 2 的幂。\n"
"[codeblock]\n"
"nearest_po2(3) # 返回 4\n"
"nearest_po2(4) # 返回 4\n"
"nearest_po2(5) # 返回 8\n"
"\n"
"nearest_po2(0) # 返回 0可能出乎意料\n"
"nearest_po2(-1) # 返回 0可能出乎意料\n"
"[/codeblock]\n"
"[b]警告:[/b]由于其实现方式,该函数会对小于等于 [code]0[/code] 的值返回 "
"[code]0[/code] 而不是 [code]1[/code],例外是 [param value] 为最小的负 64 位整"
"数([code]-9223372036854775808[/code])时,会将 [param value] 原样返回。"
msgid ""
"Wraps [param value] between [code]0[/code] and the [param length]. If the "
"limit is reached, the next value the function returns is decreased to the "
"[code]0[/code] side or increased to the [param length] side (like a triangle "
"wave). If [param length] is less than zero, it becomes positive.\n"
"[codeblock]\n"
"pingpong(-3.0, 3.0) # Returns 3.0\n"
"pingpong(-2.0, 3.0) # Returns 2.0\n"
"pingpong(-1.0, 3.0) # Returns 1.0\n"
"pingpong(0.0, 3.0) # Returns 0.0\n"
"pingpong(1.0, 3.0) # Returns 1.0\n"
"pingpong(2.0, 3.0) # Returns 2.0\n"
"pingpong(3.0, 3.0) # Returns 3.0\n"
"pingpong(4.0, 3.0) # Returns 2.0\n"
"pingpong(5.0, 3.0) # Returns 1.0\n"
"pingpong(6.0, 3.0) # Returns 0.0\n"
"[/codeblock]"
msgstr ""
"将 [param value] 包裹在 [code]0[/code] 和 [param length] 之间。如果达到限制,"
"函数返回的下一个值将减少到 [code]0[/code] 侧或增加到 [param length] 侧(像三角"
"波)。如果 [param length] 小于零,则变为正数。\n"
"[codeblock]\n"
"pingpong(-3.0, 3.0) # 返回 3.0\n"
"pingpong(-2.0, 3.0) # 返回 2.0\n"
"pingpong(-1.0, 3.0) # 返回 1.0\n"
"pingpong(0.0, 3.0) # 返回 0.0\n"
"pingpong(1.0, 3.0) # 返回 1.0\n"
"pingpong(2.0, 3.0) # 返回 2.0\n"
"pingpong(3.0, 3.0) # 返回 3.0\n"
"pingpong(4.0, 3.0) # 返回 2.0\n"
"pingpong(5.0, 3.0) # 返回 1.0\n"
"pingpong(6.0, 3.0) # 返回 0.0\n"
"[/codeblock]"
msgid ""
"Returns the integer modulus of [param x] divided by [param y] that wraps "
"equally in positive and negative.\n"
"[codeblock]\n"
"print(\"#(i) (i % 3) (posmod(i, 3))\")\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
"(i) (i % 3) (posmod(i, 3))\n"
"-3 0 | 0\n"
"-2 -2 | 1\n"
"-1 -1 | 2\n"
" 0 0 | 0\n"
" 1 1 | 1\n"
" 2 2 | 2\n"
" 3 0 | 0\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 除以 [param y] 的整数模数,对正负数进行一致的循环。\n"
"[codeblock]\n"
"print(\"#(i) (i % 3) (posmod(i, 3))\")\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"结果:\n"
"[codeblock]\n"
"(i) (i % 3) (posmod(i, 3))\n"
"-3 0 | 0\n"
"-2 -2 | 1\n"
"-1 -1 | 2\n"
" 0 0 | 0\n"
" 1 1 | 1\n"
" 2 2 | 2\n"
" 3 0 | 0\n"
"[/codeblock]"
msgid ""
"Returns the result of [param base] raised to the power of [param exp].\n"
"In GDScript, this is the equivalent of the [code]**[/code] operator.\n"
"[codeblock]\n"
"pow(2, 5) # Returns 32.0\n"
"pow(4, 1.5) # Returns 8.0\n"
"[/codeblock]"
msgstr ""
"返回 [param base] 的 [param exp] 次幂的结果。\n"
"在 GDScript 中,这相当于 [code]**[/code] 运算符。\n"
"[codeblock]\n"
"pow(2, 5) # 返回 32.0\n"
"pow(4, 1.5) # 返回 8.0\n"
"[/codeblock]"
msgid ""
"Converts one or more arguments of any type to string in the best way possible "
"and prints them to the console.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = [1, 2, 3]\n"
"print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Array { 1, 2, 3 };\n"
"GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
"print error and warning messages instead of [method print] or [method "
"print_rich]. This distinguishes them from print messages used for debugging "
"purposes, while also displaying a stack trace when an error or warning is "
"printed."
msgstr ""
"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制"
"台。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = [1, 2, 3]\n"
"print(\"a\", \"b\", a) # 输出 ab[1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Array { 1, 2, 3 };\n"
"GD.Print(\"a\", \"b\", a); // 输出 ab[1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错"
"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调试"
"目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。"
msgid ""
"Converts one or more arguments of any type to string in the best way possible "
"and prints them to the console.\n"
"The following BBCode tags are supported: [code]b[/code], [code]i[/code], "
"[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], "
"[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/"
"code], [code]bgcolor[/code], [code]fgcolor[/code].\n"
"Color tags only support the following named colors: [code]black[/code], "
"[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/code], "
"[code]magenta[/code], [code]pink[/code], [code]purple[/code], [code]cyan[/"
"code], [code]white[/code], [code]orange[/code], [code]gray[/code]. "
"Hexadecimal color codes are not supported.\n"
"URL tags only support URLs wrapped by a URL tag, not URLs with a different "
"title.\n"
"When printing to standard output, the supported subset of BBCode is converted "
"to ANSI escape codes for the terminal emulator to display. Support for ANSI "
"escape codes varies across terminal emulators, especially for italic and "
"strikethrough. In standard output, [code]code[/code] is represented with "
"faint text but without any font change. Unsupported tags are left as-is in "
"standard output.\n"
"[codeblocks]\n"
"[gdscript skip-lint]\n"
"print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out \"Hello "
"world!\" in green with a bold font\n"
"[/gdscript]\n"
"[csharp skip-lint]\n"
"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out "
"\"Hello world!\" in green with a bold font\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
"print error and warning messages instead of [method print] or [method "
"print_rich]. This distinguishes them from print messages used for debugging "
"purposes, while also displaying a stack trace when an error or warning is "
"printed.\n"
"[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI "
"escape codes in standard output."
msgstr ""
"以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制"
"台。\n"
"支持以下 BBCode 标签: [code]b[/code]、[code]i[/code]、[code]u[/code]、"
"[code]s[/code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、"
"[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/"
"code]、[code]fgcolor[/code]。\n"
"颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、"
"[code]green[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/"
"code]、[code]pink[/code]、[code]purple[/code]、[code]cyan[/code]、"
"[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜色"
"代码。\n"
"URL 标签仅支持在 URL 标签中包含 URL不支持使用不同标题的 URL。\n"
"当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显示。"
"对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出中,"
"[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输出中会"
"原样保留。\n"
"[codeblocks]\n"
"[gdscript skip-lint]\n"
"print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗"
"体“Hello world!”\n"
"[/gdscript]\n"
"[csharp skip-lint]\n"
"GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 输出绿色的粗"
"体“Hello world!”\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错"
"误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调试"
"目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n"
"[b]注意:[/b]在 Windows 中,只有 Windows 10 及后续版本能够在标准输出中正确显"
"示 ANSI 转义码。"
msgid ""
"If verbose mode is enabled ([method OS.is_stdout_verbose] returning "
"[code]true[/code]), converts one or more arguments of any type to string in "
"the best way possible and prints them to the console."
msgstr ""
"如果启用了详细模式([method OS.is_stdout_verbose] 返回 [code]true[/code]),则"
"尽可能以最佳方式将一个或多个任意类型的参数转换为字符串,并将它们打印到控制台。"
msgid ""
"Prints one or more arguments to strings in the best way possible to standard "
"error line.\n"
"[codeblocks]\n"
"[gdscript]\n"
"printerr(\"prints to stderr\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintErr(\"prints to stderr\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"以尽可能最佳的方式将一个或多个参数作为字符串输出到标准错误行。\n"
"[codeblocks]\n"
"[gdscript]\n"
"printerr(\"prints to stderr\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintErr(\"prints to stderr\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prints one or more arguments to strings in the best way possible to the OS "
"terminal. Unlike [method print], no newline is automatically added at the "
"end.\n"
"[codeblocks]\n"
"[gdscript]\n"
"printraw(\"A\")\n"
"printraw(\"B\")\n"
"printraw(\"C\")\n"
"# Prints ABC to terminal\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintRaw(\"A\");\n"
"GD.PrintRaw(\"B\");\n"
"GD.PrintRaw(\"C\");\n"
"// Prints ABC to terminal\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"以尽可能最佳的方式将一个或多个参数作为字符串输出到 OS 终端。与 [method print] "
"不同的是,最后不会自动添加换行符。\n"
"[codeblocks]\n"
"[gdscript]\n"
"printraw(\"A\")\n"
"printraw(\"B\")\n"
"printraw(\"C\")\n"
"# 输出 ABC 到终端\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintRaw(\"A\");\n"
"GD.PrintRaw(\"B\");\n"
"GD.PrintRaw(\"C\");\n"
"// 输出 ABC 到终端\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prints one or more arguments to the console with a space between each "
"argument.\n"
"[codeblocks]\n"
"[gdscript]\n"
"prints(\"A\", \"B\", \"C\") # Prints A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintS(\"A\", \"B\", \"C\"); // Prints A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将一个或多个参数打印到控制台,每个参数之间有一个空格。\n"
"[codeblocks]\n"
"[gdscript]\n"
"prints(\"A\", \"B\", \"C\") # 输出 A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintS(\"A\", \"B\", \"C\"); // 输出 A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prints one or more arguments to the console with a tab between each "
"argument.\n"
"[codeblocks]\n"
"[gdscript]\n"
"printt(\"A\", \"B\", \"C\") # Prints A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintT(\"A\", \"B\", \"C\"); // Prints A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将一个或多个参数打印到控制台,每个参数之间有一个制表符。\n"
"[codeblocks]\n"
"[gdscript]\n"
"printt(\"A\", \"B\", \"C\") # 输出 A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintT(\"A\", \"B\", \"C\"); // 输出 A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
"as error call\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushError(\"test error\"); // Prints \"test error\" to debugger and "
"terminal as error call\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This function does not pause project execution. To print an "
"error message and pause project execution in debug builds, use "
"[code]assert(false, \"test error\")[/code] instead."
msgstr ""
"将错误消息推送到 Godot 的内置调试器和 OS 终端。\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_error(\"test error\") # 向调试器和终端打印 “test error” 作为错误调用\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushError(\"test error\"); // 向调试器和终端打印 “test error” 作为错误调"
"用\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]该函数不会暂停项目执行。要在调试版本中打印错误消息并暂停项目执"
"行,请改用 [code]assert(false, \"test error\")[/code]。"
msgid ""
"Pushes a warning message to Godot's built-in debugger and to the OS "
"terminal.\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_warning(\"test warning\") # Prints \"test warning\" to debugger and "
"terminal as warning call\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and "
"terminal as warning call\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将警告消息推送到 Godot 的内置调试器和 OS 终端。\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_warning(\"test warning\") # 以警告的形式向调试器和终端输出 “test "
"warning”\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushWarning(\"test warning\"); // 以警告的形式向调试器和终端输出 “test "
"warning”\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Converts an angle expressed in radians to degrees.\n"
"[codeblock]\n"
"rad_to_deg(0.523599) # Returns 30\n"
"rad_to_deg(PI) # Returns 180\n"
"rad_to_deg(PI * 2) # Returns 360\n"
"[/codeblock]"
msgstr ""
"将以弧度表示的角度转换为度。\n"
"[codeblock]\n"
"rad_to_deg(0.523599) # 返回 30\n"
"rad_to_deg(PI) # 返回 180\n"
"rad_to_deg(PI * 2) # 返回 360\n"
"[/codeblock]"
msgid ""
"Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], "
"where its first element is the randomized [int] value, and the second element "
"is the same as [param seed]. Passing the same [param seed] consistently "
"returns the same array.\n"
"[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random "
"number generator, currently implemented as a 64 bit integer.\n"
"[codeblock]\n"
"var a = rand_from_seed(4)\n"
"\n"
"print(a[0])\t# Prints 2879024997\n"
"print(a[1])\t# Prints 4\n"
"[/codeblock]"
msgstr ""
"给定一个 [param seed],返回一个大小为 [code]2[/code] 的 [PackedInt64Array],其"
"中第一个元素是随机化的 [int] 值,第二个元素与 [param seed] 相同。传入相同的 "
"[param seed] 会一致地返回相同的数组。\n"
"[b]注意:[/b]这里的“种子”是指伪随机数发生器的内部状态,目前实现为一个 64 位整"
"数。\n"
"[codeblock]\n"
"var a = rand_from_seed(4)\n"
"\n"
"print(a[0])\t# 输出 2879024997\n"
"print(a[1])\t# 输出 4\n"
"[/codeblock]"
msgid ""
"Returns a random floating point value between [code]0.0[/code] and [code]1.0[/"
"code] (inclusive).\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf() # Returns e.g. 0.375671\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randf(); // Returns e.g. 0.375671\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [code]0.0[/code] 和 [code]1.0[/code](包含)之间的随机浮点值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf() # 返回示例 0.375671\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randf(); // 返回示例 0.375671\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a random floating point value between [param from] and [param to] "
"(inclusive).\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf_range(0, 20.5) # Returns e.g. 7.45315\n"
"randf_range(-10, 10) # Returns e.g. -3.844535\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n"
"GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [param from] 和 [param to](包含)之间的随机浮点值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf_range(0, 20.5) # 返回示例 7.45315\n"
"randf_range(-10, 10) # 返回示例 -3.844535\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0.0, 20.5); // 返回示例 7.45315\n"
"GD.RandRange(-10.0, 10.0); // 返回示例 -3.844535\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a normally-distributed pseudo-random floating point value using Box-"
"Muller transform with the specified [param mean] and a standard [param "
"deviation]. This is also called Gaussian distribution."
msgstr ""
"返回一个正态分布的伪随机浮点值,该分布使用具有指定 [param mean] 和标准 [param "
"deviation] 的 Box-Muller 变换。这也被称为高斯分布。"
msgid ""
"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
"value in the interval [code][0, N - 1][/code] (where N is smaller than "
"2^32).\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi() # Returns random integer between 0 and 2^32 - 1\n"
"randi() % 20 # Returns random integer between 0 and 19\n"
"randi() % 100 # Returns random integer between 0 and 99\n"
"randi() % 100 + 1 # Returns random integer between 1 and 100\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randi(); // Returns random integer between 0 and 2^32 - 1\n"
"GD.Randi() % 20; // Returns random integer between 0 and 19\n"
"GD.Randi() % 100; // Returns random integer between 0 and 99\n"
"GD.Randi() % 100 + 1; // Returns random integer between 1 and 100\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一个随机的无符号 32 位整数。使用余数获得区间 [code][0, N - 1][/code] (其"
"中 N 小于 2^32的随机值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi() # 返回介于 0 到 2^32 - 1 之间的随机整数\n"
"randi() % 20 # 返回介于 0 到 19之间的随机整数\n"
"randi() % 100 # 返回介于 0 到 99 之间的随机整数\n"
"randi() % 100 + 1 # 返回介于 1 到 100 之间的随机整数\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randi(); // 返回介于 0 到 2^32 - 1 之间的随机整数\n"
"GD.Randi() % 20; // 返回介于 0 到 19之间的随机整数\n"
"GD.Randi() % 100; // 返回介于 0 到 99 之间的随机整数\n"
"GD.Randi() % 100 + 1; // 返回介于 1 到 100 之间的随机整数\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a random signed 32-bit integer between [param from] and [param to] "
"(inclusive). If [param to] is lesser than [param from], they are swapped.\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi_range(0, 1) # Returns either 0 or 1\n"
"randi_range(-10, 1000) # Returns random integer between -10 and 1000\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0, 1); // Returns either 0 or 1\n"
"GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回介于 [param from] 和 [param to](包含)之间的一个随机有符号 32 位整数。如"
"果 [param to] 小于 [param from],则它们将被交换。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi_range(0, 1) # 返回 0 或 1\n"
"randi_range(-10, 1000) # 返回介于 -10 和 1000 之间的随机整数\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0, 1); // 返回 0 或 1\n"
"GD.RandRange(-10, 1000); // 返回介于 -10 和 1000 之间的随机整数\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Randomizes the seed (or the internal state) of the random number generator. "
"The current implementation uses a number based on the device's time.\n"
"[b]Note:[/b] This function is called automatically when the project is run. "
"If you need to fix the seed to have consistent, reproducible results, use "
"[method seed] to initialize the random number generator."
msgstr ""
"随机化随机数发生器的种子(或内部状态)。目前的实现使用一个基于设备时间的数"
"字。\n"
"[b]注意:[/b]该函数在项目运行时自动被调用。如果需要修复种子以获得一致、可重现"
"的结果,请使用 [method seed] 来初始化随机数生成器。"
msgid ""
"Maps a [param value] from range [code][istart, istop][/code] to [code]"
"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
"[param value] is outside [code][istart, istop][/code], then the resulting "
"value will also be outside [code][ostart, ostop][/code]. If this is not "
"desired, use [method clamp] on the result of this function.\n"
"[codeblock]\n"
"remap(75, 0, 100, -1, 1) # Returns 0.5\n"
"[/codeblock]\n"
"For complex use cases where multiple ranges are needed, consider using "
"[Curve] or [Gradient] instead."
msgstr ""
"将 [param value] 从范围 [code][istart, istop][/code] 映射到 [code][ostart, "
"ostop][/code]。另见 [method lerp] 和 [method inverse_lerp]。如果 [param "
"value] 在 [code][istart, istop][/code] 之外,那么结果值也将在 [code][ostart, "
"ostop][/code] 之外。如果不希望这样,请对该函数的结果使用 [method clamp]。\n"
"[codeblock]\n"
"remap(75, 0, 100, -1, 1) # 返回 0.5\n"
"[/codeblock]\n"
"对于需要多个范围的复杂用例,请考虑改用 [Curve] 或 [Gradient]。"
msgid ""
"Allocates a unique ID which can be used by the implementation to construct a "
"RID. This is used mainly from native extensions to implement servers."
msgstr ""
"分配一个唯一的 ID可被实现用来构造一个 RID。这主要被本地扩展使用以实现服务"
"器。"
msgid ""
"Creates a RID from a [param base]. This is used mainly from native extensions "
"to build servers."
msgstr "从 [param base] 创建一个 RID。这主要被本地扩展使用以构建服务器。"
msgid ""
"Rotates [param from] toward [param to] by the [param delta] amount. Will not "
"go past [param to].\n"
"Similar to [method move_toward], but interpolates correctly when the angles "
"wrap around [constant @GDScript.TAU].\n"
"If [param delta] is negative, this function will rotate away from [param to], "
"toward the opposite angle, and will not go past the opposite angle."
msgstr ""
"将 [param from] 朝 [param to] 旋转,旋转的量为 [param delta]。不会越过 [param "
"to]。\n"
"与 [method move_toward] 类似,但是能够让夹角正确绕过 [constant @GDScript."
"TAU]。\n"
"如果 [param delta] 为负,则该函数会进行远离 [param to] 的旋转,朝向相反的角"
"度,但不会越过该角度。"
msgid ""
"Rounds [param x] to the nearest whole number, with halfway cases rounded away "
"from 0. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], "
"[Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
"round(2.4) # Returns 2\n"
"round(2.5) # Returns 3\n"
"round(2.6) # Returns 3\n"
"[/codeblock]\n"
"See also [method floor], [method ceil], and [method snapped].\n"
"[b]Note:[/b] For better type safety, use [method roundf], [method roundi], "
"[method Vector2.round], [method Vector3.round], or [method Vector4.round]."
msgstr ""
"将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。支持的类型:[int]、"
"[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、"
"[Vector4i]。\n"
"[codeblock]\n"
"round(2.4) # 返回 2\n"
"round(2.5) # 返回 3\n"
"round(2.6) # 返回 3\n"
"[/codeblock]\n"
"另见 [method floor]、[method ceil]、[method snapped]。\n"
"[b]注意:[/b]为了更好的类型安全,使用 [method roundf]、[method roundi]、"
"[method Vector2.round]、[method Vector3.round] 或 [method Vector4.round]。"
msgid ""
"Rounds [param x] to the nearest whole number, with halfway cases rounded away "
"from 0.\n"
"A type-safe version of [method round], returning a [float]."
msgstr ""
"将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。\n"
"[method round] 的类型安全版本,返回一个 [float]。"
msgid ""
"Rounds [param x] to the nearest whole number, with halfway cases rounded away "
"from 0.\n"
"A type-safe version of [method round], returning an [int]."
msgstr ""
"将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。\n"
"[method round] 的类型安全版本,返回一个 [int]。"
msgid ""
"Sets the seed for the random number generator to [param base]. Setting the "
"seed manually can ensure consistent, repeatable results for most random "
"functions.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_seed = \"Godot Rocks\".hash()\n"
"seed(my_seed)\n"
"var a = randf() + randi()\n"
"seed(my_seed)\n"
"var b = randf() + randi()\n"
"# a and b are now identical\n"
"[/gdscript]\n"
"[csharp]\n"
"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
"GD.Seed(mySeed);\n"
"var a = GD.Randf() + GD.Randi();\n"
"GD.Seed(mySeed);\n"
"var b = GD.Randf() + GD.Randi();\n"
"// a and b are now identical\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将随机数生成器的种子设置为 [param base]。手动设置种子可以确保大多数随机函数的"
"结果一致、可重复。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_seed = \"Godot Rocks\".hash()\n"
"seed(my_seed)\n"
"var a = randf() + randi()\n"
"seed(my_seed)\n"
"var b = randf() + randi()\n"
"# a 和 b 现在是一样的\n"
"[/gdscript]\n"
"[csharp]\n"
"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
"GD.Seed(mySeed);\n"
"var a = GD.Randf() + GD.Randi();\n"
"GD.Seed(mySeed);\n"
"var b = GD.Randf() + GD.Randi();\n"
"// a 和 b 现在是一样的\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the same type of [Variant] as [param x], with [code]-1[/code] for "
"negative values, [code]1[/code] for positive values, and [code]0[/code] for "
"zeros. For [code]nan[/code] values it returns 0.\n"
"Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], "
"[Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
"sign(-6.0) # Returns -1\n"
"sign(0.0) # Returns 0\n"
"sign(6.0) # Returns 1\n"
"sign(NAN) # Returns 0\n"
"\n"
"sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method signf], [method signi], "
"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method "
"Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]."
msgstr ""
"返回与 [param x] 相同类型的 [Variant],负值返回 [code]-1[/code]、正值返回 "
"[code]1[/code],零则返回 [code]0[/code]。如果是 [code]nan[/code] 则返回 0。\n"
"支持的类型有:[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、"
"[Vector4]、[Vector4i]。\n"
"[codeblock]\n"
"sign(-6.0) # 返回 -1\n"
"sign(0.0) # 返回 0\n"
"sign(6.0) # 返回 1\n"
"sign(NAN) # 返回 0\n"
"\n"
"sign(Vector3(-6.0, 0.0, 6.0)) # 返回 (-1, 0, 1)\n"
"[/codeblock]\n"
"[b]注意:[/b]为了更好的类型安全,请使用 [method signf]、[method signi]、"
"[method Vector2.sign]、[method Vector2i.sign]、[method Vector3.sign]、[method "
"Vector3i.sign]、[method Vector4.sign] 或 [method Vector4i.sign]。"
msgid ""
"Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if "
"[param x] is positive, and [code]0.0[/code] if [param x] is zero. For "
"[code]nan[/code] values of [param x] it returns 0.0.\n"
"[codeblock]\n"
"signf(-6.5) # Returns -1.0\n"
"signf(0.0) # Returns 0.0\n"
"signf(6.5) # Returns 1.0\n"
"signf(NAN) # Returns 0.0\n"
"[/codeblock]"
msgstr ""
"如果 [param x] 为负,则返回 [code]-1.0[/code];如果 [param x] 为正,则返回 "
"[code]1.0[/code];如果 [param x] 为零,则返回 [code]0.0[/code]。如果 [param "
"x] 为 [code]nan[/code] 则返回 0.0。\n"
"[codeblock]\n"
"signf(-6.5) # 返回 -1.0\n"
"signf(0.0) # 返回 0.0\n"
"signf(6.5) # 返回 1.0\n"
"signf(NAN) # 返回 0.0\n"
"[/codeblock]"
msgid ""
"Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] "
"is positive, and [code]0[/code] if if [param x] is zero.\n"
"[codeblock]\n"
"signi(-6) # Returns -1\n"
"signi(0) # Returns 0\n"
"signi(6) # Returns 1\n"
"[/codeblock]"
msgstr ""
"如果 [param x] 为负,则返回 [code]-1[/code];如果 [param x] 为正,则返回 "
"[code]1[/code];如果 [param x] 为零,则返回 [code]0[/code]。\n"
"[codeblock]\n"
"signi(-6) # 返回 -1\n"
"signi(0) # 返回 0\n"
"signi(6) # 返回 1\n"
"[/codeblock]"
msgid ""
"Returns the sine of angle [param angle_rad] in radians.\n"
"[codeblock]\n"
"sin(0.523599) # Returns 0.5\n"
"sin(deg_to_rad(90)) # Returns 1.0\n"
"[/codeblock]"
msgstr ""
"返回弧度角 [param angle_rad] 的正弦值。\n"
"[codeblock]\n"
"sin(0.523599) # 返回 0.5\n"
"sin(deg_to_rad(90)) # 返回 1.0\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic sine of [param x].\n"
"[codeblock]\n"
"var a = log(2.0) # Returns 0.693147\n"
"sinh(a) # Returns 0.75\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的双曲正弦值。\n"
"[codeblock]\n"
"var a = log(2.0) # 返回 0.693147\n"
"sinh(a) # 返回 0.75\n"
"[/codeblock]"
msgid ""
"Returns the result of smoothly interpolating the value of [param x] between "
"[code]0[/code] and [code]1[/code], based on the where [param x] lies with "
"respect to the edges [param from] and [param to].\n"
"The return value is [code]0[/code] if [code]x <= from[/code], and [code]1[/"
"code] if [code]x >= to[/code]. If [param x] lies between [param from] and "
"[param to], the returned value follows an S-shaped curve that maps [param x] "
"between [code]0[/code] and [code]1[/code].\n"
"This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = "
"3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # Returns 0.0\n"
"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
"smoothstep(0, 2, 1.0) # Returns 0.5\n"
"smoothstep(0, 2, 2.0) # Returns 1.0\n"
"[/codeblock]\n"
"Compared to [method ease] with a curve value of [code]-1.6521[/code], [method "
"smoothstep] returns the smoothest possible curve with no sudden changes in "
"the derivative. If you need to perform more advanced transitions, use [Tween] "
"or [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
"返回 [param x] 在 [code]0[/code] 和 [code]1[/code] 之间平滑插值的结果,基于 "
"[param x] 相对于边 [param from] 和 [param to] 的位置。\n"
"如果 [code]x <= from[/code],则返回值为 [code]0[/code];如果 [code]x >= to[/"
"code],则返回值为 [code]1[/code]。如果 [param x] 位于 [param from] 和 [param "
"to] 之间,则返回值遵循一条将 [param x] 映射到 [code]0[/code] 和 [code]1[/"
"code] 之间的 S 形曲线。\n"
"这条 S 形曲线是三次 Hermite 插值器,由 [code]f(y) = 3*y^2 - 2*y^3[/code] 给"
"出,其中 [code]y = (x-from) / (to-from)[/code]。\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # 返回 0.0\n"
"smoothstep(0, 2, 0.5) # 返回 0.15625\n"
"smoothstep(0, 2, 1.0) # 返回 0.5\n"
"smoothstep(0, 2, 2.0) # 返回 1.0\n"
"[/codeblock]\n"
"与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返"
"回最平滑的曲线,导数没有突然变化。如果需要执行更高级的过渡,请使用 [Tween] 或 "
"[AnimationPlayer]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较[/"
"url]"
msgid ""
"Returns the multiple of [param step] that is the closest to [param x]. This "
"can also be used to round a floating point number to an arbitrary number of "
"decimals.\n"
"The returned value is the same type of [Variant] as [param step]. Supported "
"types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], "
"[Vector4], [Vector4i].\n"
"[codeblock]\n"
"snapped(100, 32) # Returns 96\n"
"snapped(3.14159, 0.01) # Returns 3.14\n"
"\n"
"snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n"
"[/codeblock]\n"
"See also [method ceil], [method floor], and [method round].\n"
"[b]Note:[/b] For better type safety, use [method snappedf], [method "
"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method "
"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or "
"[method Vector4i.snapped]."
msgstr ""
"返回最接近 [param x] 的 [param step] 的倍数。这也可用于将一个浮点数四舍五入为"
"任意小数位数。\n"
"返回值是与 [param step] 相同类型的 [Variant]。支持的类型:[int]、[float]、"
"[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n"
"[codeblock]\n"
"snapped(100, 32) # 返回 96\n"
"snapped(3.14159, 0.01) # 返回 3.14\n"
"\n"
"snapped(Vector2(34, 70), Vector2(8, 8)) # 返回 (32, 72)\n"
"[/codeblock]\n"
"另见 [method ceil]、[method floor] 和 [method round]。\n"
"[b]注意:[/b]为了更好的类型安全,请使用 [method snappedf]、[method snappedi]、"
"[method Vector2.snapped]、[method Vector2i.snapped]、[method Vector3."
"snapped]、[method Vector3i.snapped]、[method Vector4.snapped]、或 [method "
"Vector4i.snapped]。"
msgid ""
"Returns the multiple of [param step] that is the closest to [param x]. This "
"can also be used to round a floating point number to an arbitrary number of "
"decimals.\n"
"A type-safe version of [method snapped], returning a [float].\n"
"[codeblock]\n"
"snappedf(32.0, 2.5) # Returns 32.5\n"
"snappedf(3.14159, 0.01) # Returns 3.14\n"
"[/codeblock]"
msgstr ""
"返回最接近 [param x] 的 [param step] 的倍数。也可用于将浮点数四舍五入为任意的"
"小数位数。\n"
"[method snapped] 的类型安全版本,返回一个 [float]。\n"
"[codeblock]\n"
"snappedf(32.0, 2.5) # 返回 32.5\n"
"snappedf(3.14159, 0.01) # 返回 3.14\n"
"[/codeblock]"
msgid ""
"Returns the multiple of [param step] that is the closest to [param x].\n"
"A type-safe version of [method snapped], returning an [int].\n"
"[codeblock]\n"
"snappedi(53, 16) # Returns 48\n"
"snappedi(4096, 100) # Returns 4100\n"
"[/codeblock]"
msgstr ""
"返回最接近 [param x] 的 [param step] 的倍数。\n"
"[method snapped] 的类型安全版本,返回一个 [int]。\n"
"[codeblock]\n"
"snappedi(53, 16) # 返回 48\n"
"snappedi(4096, 100) # 返回 4100\n"
"[/codeblock]"
msgid ""
"Returns the square root of [param x], where [param x] is a non-negative "
"number.\n"
"[codeblock]\n"
"sqrt(9) # Returns 3\n"
"sqrt(10.24) # Returns 3.2\n"
"sqrt(-1) # Returns NaN\n"
"[/codeblock]\n"
"[b]Note:[/b] Negative values of [param x] return NaN (\"Not a Number\"). in "
"C#, if you need negative inputs, use [code]System.Numerics.Complex[/code]."
msgstr ""
"返回 [param x] 的平方根,其中 [param x] 是一个非负数。\n"
"[codeblock]\n"
"sqrt(9) # 返回 3\n"
"sqrt(10.24) # 返回 3.2\n"
"sqrt(-1) # 返回 NaN\n"
"[/codeblock]\n"
"[b]注意:[/b]负数的 [param x] 会返回 NaN“不是数字”。在 C# 中,如果需要负输"
"入,请使用 [code]System.Numerics.Complex[/code]。"
msgid ""
"Returns the position of the first non-zero digit, after the decimal point. "
"Note that the maximum return value is 10, which is a design decision in the "
"implementation.\n"
"[codeblock]\n"
"var n = step_decimals(5) # n is 0\n"
"n = step_decimals(1.0005) # n is 4\n"
"n = step_decimals(0.000000005) # n is 9\n"
"[/codeblock]"
msgstr ""
"返回小数点后第一个非零数字的位置。注意最大返回值是 10这是实现中的设计决"
"定。\n"
"[codeblock]\n"
"var n = step_decimals(5) # n 为 0\n"
"n = step_decimals(1.0005) # n 为 4\n"
"n = step_decimals(0.000000005) # n 为 9\n"
"[/codeblock]"
msgid ""
"Converts one or more arguments of any [Variant] type to a [String] in the "
"best way possible.\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
"var b = str(a)\n"
"print(len(a)) # Prints 3 (the number of elements in the array).\n"
"print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n"
"[/codeblock]"
msgstr ""
"尽可能以最佳方式将一个或多个任何 [Variant] 类型的参数转换为一个 [String]。\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
"var b = str(a)\n"
"print(len(a)) # 输出 3数组中元素的数量。\n"
"print(len(b)) # 输出 12字符串“[10, 20, 30]”的长度)。\n"
"[/codeblock]"
msgid ""
"Converts a formatted [param string] that was returned by [method var_to_str] "
"to the original [Variant].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n"
"var dict = str_to_var(data) # dict is a Dictionary\n"
"print(dict[\"a\"]) # Prints 1\n"
"[/gdscript]\n"
"[csharp]\n"
"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a "
"string\n"
"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n"
"GD.Print(dict[\"a\"]); // Prints 1\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将 [method var_to_str] 返回的已格式化的 [param string] 转换为原始 "
"[Variant]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var data = '{ \"a\": 1, \"b\": 2 }' # data 是一个 String\n"
"var dict = str_to_var(data) # dict 是一个 Dictionary\n"
"print(dict[\"a\"]) # 输出 1\n"
"[/gdscript]\n"
"[csharp]\n"
"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data 是一个 "
"string\n"
"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict 是一个 Dictionary\n"
"GD.Print(dict[\"a\"]); // 输出 1\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the tangent of angle [param angle_rad] in radians.\n"
"[codeblock]\n"
"tan(deg_to_rad(45)) # Returns 1\n"
"[/codeblock]"
msgstr ""
"返回弧度角 [param angle_rad] 的正切值。\n"
"[codeblock]\n"
"tan(deg_to_rad(45)) # 返回 1\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic tangent of [param x].\n"
"[codeblock]\n"
"var a = log(2.0) # Returns 0.693147\n"
"tanh(a) # Returns 0.6\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的双曲正切值。\n"
"[codeblock]\n"
"var a = log(2.0) # 返回 0.693147\n"
"tanh(a) # 返回 0.6\n"
"[/codeblock]"
msgid ""
"Converts the given [param variant] to the given [param type], using the [enum "
"Variant.Type] values. This method is generous with how it handles types, it "
"can automatically convert between array types, convert numeric [String]s to "
"[int], and converting most things to [String].\n"
"If the type conversion cannot be done, this method will return the default "
"value for that type, for example converting [Rect2] to [Vector2] will always "
"return [constant Vector2.ZERO]. This method will never show error messages as "
"long as [param type] is a valid Variant type.\n"
"The returned value is a [Variant], but the data inside and the [enum Variant."
"Type] will be the same as the requested type.\n"
"[codeblock]\n"
"type_convert(\"Hi!\", TYPE_INT) # Returns 0\n"
"type_convert(\"123\", TYPE_INT) # Returns 123\n"
"type_convert(123.4, TYPE_INT) # Returns 123\n"
"type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n"
"type_convert(\"Hi!\", TYPE_NIL) # Returns null\n"
"[/codeblock]"
msgstr ""
"使用 [enum Variant.Type] 值将给定的 [param variant] 转换为给定的 [param "
"type]。此方法对类型的处理十分宽松,可以在数组类型之间自动转换,将数值的 "
"[String] 转换为 [int],也可以将大多数内容转换为 [String]。\n"
"如果无法完成类型转换,此方法将返回该类型的默认值,例如 [Rect2] 转换为 "
"[Vector2] 时将总是返回 [constant Vector2.ZERO]。只要 [param type] 是一个有效"
"的 Variant 类型,此方法就永远不会显示错误消息。\n"
"返回的值是一个 [Variant],但是其中的数据以及 [enum Variant Type] 将会与请求的"
"类型相同。\n"
"[codeblock]\n"
"type_convert(\"Hi!\", TYPE_INT) # 返回 0\n"
"type_convert(\"123\", TYPE_INT) # 返回 123\n"
"type_convert(123.4, TYPE_INT) # 返回 123\n"
"type_convert(5, TYPE_VECTOR2) # 返回 (0, 0)\n"
"type_convert(\"Hi!\", TYPE_NIL) # 返回 null\n"
"[/codeblock]"
msgid ""
"Returns a human-readable name of the given [param type], using the [enum "
"Variant.Type] values.\n"
"[codeblock]\n"
"print(TYPE_INT) # Prints 2.\n"
"print(type_string(TYPE_INT)) # Prints \"int\".\n"
"print(type_string(TYPE_STRING)) # Prints \"String\".\n"
"[/codeblock]\n"
"See also [method typeof]."
msgstr ""
"返回类型 [param type] 的人类可读名称,参数使用 [enum Variant.Type] 的值。\n"
"[codeblock]\n"
"print(TYPE_INT) # 输出 2。\n"
"print(type_string(TYPE_INT)) # 输出“int”。\n"
"print(type_string(TYPE_STRING)) # 输出“String”。\n"
"[/codeblock]\n"
"另见 [method typeof]。"
msgid ""
"Returns the internal type of the given [param variable], using the [enum "
"Variant.Type] values.\n"
"[codeblock]\n"
"var json = JSON.new()\n"
"json.parse('[\"a\", \"b\", \"c\"]')\n"
"var result = json.get_data()\n"
"if typeof(result) == TYPE_ARRAY:\n"
" print(result[0]) # Prints a\n"
"else:\n"
" print(\"Unexpected result\")\n"
"[/codeblock]\n"
"See also [method type_string]."
msgstr ""
"返回变量 [param variable] 的内部类型,使用的是 [enum Variant.Type] 中的值。\n"
"[codeblock]\n"
"var json = JSON.new()\n"
"json.parse('[\"a\", \"b\", \"c\"]')\n"
"var result = json.get_data()\n"
"if typeof(result) == TYPE_ARRAY:\n"
" print(result[0]) # 输出 a\n"
"else:\n"
" print(\"出乎意料的结果\")\n"
"[/codeblock]\n"
"另见 [method type_string]。"
msgid ""
"Encodes a [Variant] value to a byte array, without encoding objects. "
"Deserialization can be done with [method bytes_to_var].\n"
"[b]Note:[/b] If you need object serialization, see [method "
"var_to_bytes_with_objects]."
msgstr ""
"将 [Variant] 值编码为字节数组,不编码对象。反序列化可以使用 [method "
"bytes_to_var] 来完成。\n"
"[b]注意:[/b]如果需要对象序列化,参见 [method var_to_bytes_with_objects]。"
msgid ""
"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and "
"can potentially include executable code). Deserialization can be done with "
"[method bytes_to_var_with_objects]."
msgstr ""
"将 [Variant] 值编码为字节数组。允许对对象进行编码(并且可能包括可执行代码)。"
"反序列化可以使用 [method bytes_to_var_with_objects] 来完成。"
msgid ""
"Converts a [Variant] [param variable] to a formatted [String] that can then "
"be parsed using [method str_to_var].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = { \"a\": 1, \"b\": 2 }\n"
"print(var_to_str(a))\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
"GD.Print(GD.VarToStr(a));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Prints:\n"
"[codeblock]\n"
"{\n"
" \"a\": 1,\n"
" \"b\": 2\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will "
"result in an empty value for these types, regardless of their data."
msgstr ""
"将 [Variant] [param variable] 转换为格式化的 [String],后续可以使用 [method "
"str_to_var] 对其进行解析。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = { \"a\": 1, \"b\": 2 }\n"
"print(var_to_str(a))\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
"GD.Print(GD.VarToStr(a));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"输出:\n"
"[codeblock]\n"
"{\n"
" \"a\": 1,\n"
" \"b\": 2\n"
"}\n"
"[/codeblock]\n"
"[b]注意:[/b]不支持转换 [Signal] 和 [Callable],这些类型无论有什么数据,转换后"
"都是空值。"
msgid ""
"Wraps the [Variant] [param value] between [param min] and [param max]. Can be "
"used for creating loop-alike behavior or infinite surfaces.\n"
"Variant types [int] and [float] are supported. If any of the arguments is "
"[float] this function returns a [float], otherwise it returns an [int].\n"
"[codeblock]\n"
"var a = wrap(4, 5, 10)\n"
"# a is 9 (int)\n"
"\n"
"var a = wrap(7, 5, 10)\n"
"# a is 7 (int)\n"
"\n"
"var a = wrap(10.5, 5, 10)\n"
"# a is 5.5 (float)\n"
"[/codeblock]"
msgstr ""
"在 [param min] 和 [param max] 之间包裹 [Variant] [param value]。可用于创建类似"
"循环的行为或无限曲面。\n"
"支持变体类型 [int] 和 [float]。如果任一参数是 [float],则该函数返回 [float]"
"否则返回 [int]。\n"
"[codeblock]\n"
"var a = wrap(4, 5, 10)\n"
"# a 为 9 (整数类型)\n"
"\n"
"var a = wrap(7, 5, 10)\n"
"# a 为 7 (整数类型)\n"
"\n"
"var a = wrap(10.5, 5, 10)\n"
"# a 为 5.5 (浮点类型)\n"
"[/codeblock]"
msgid ""
"Wraps the float [param value] between [param min] and [param max]. Can be "
"used for creating loop-alike behavior or infinite surfaces.\n"
"[codeblock]\n"
"# Infinite loop between 5.0 and 9.9\n"
"value = wrapf(value + 0.1, 5.0, 10.0)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# Infinite rotation (in radians)\n"
"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# Infinite rotation (in radians)\n"
"angle = wrapf(angle + 0.1, -PI, PI)\n"
"[/codeblock]\n"
"[b]Note:[/b] If [param min] is [code]0[/code], this is equivalent to [method "
"fposmod], so prefer using that instead.\n"
"[method wrapf] is more flexible than using the [method fposmod] approach by "
"giving the user control over the minimum value."
msgstr ""
"在 [param min] 和 [param max] 之间将浮点数 [param value] 循环。可用于创建类似"
"循环的行为或无限曲面。\n"
"[codeblock]\n"
"# 在 5.0 和 9.9 之间无限循环\n"
"value = wrapf(value + 0.1, 5.0, 10.0)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# 无限旋转(弧度)\n"
"angle = wrapf(angle + 0.1, 0.0, TAU)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# 无限旋转(弧度)\n"
"angle = wrapf(angle + 0.1, -PI, PI)\n"
"[/codeblock]\n"
"[b]注意:[/b]如果 [param min] 为 [code]0[/code],则相当于 [method fposmod],因"
"此请改用它。\n"
"通过让用户控制最小值,[method wrapf] 比使用 [method fposmod] 方法更灵活。"
msgid ""
"Wraps the integer [param value] between [param min] and [param max]. Can be "
"used for creating loop-alike behavior or infinite surfaces.\n"
"[codeblock]\n"
"# Infinite loop between 5 and 9\n"
"frame = wrapi(frame + 1, 5, 10)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# result is -2\n"
"var result = wrapi(-6, -5, -1)\n"
"[/codeblock]"
msgstr ""
"在 [param min] 和 [param max] 之间环绕整数 [param value]。 可用于创建类似循环"
"的行为或无限曲面。\n"
"[codeblock]\n"
"# 在 5 和 9 之间无限循环\n"
"frame = wrapi(frame + 1, 5, 10)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# result 是 -2\n"
"var result = wrapi(-6, -5, -1)\n"
"[/codeblock]"
msgid "The [AudioServer] singleton."
msgstr "[AudioServer] 单例。"
msgid "The [CameraServer] singleton."
msgstr "[CameraServer] 单例。"
msgid "The [ClassDB] singleton."
msgstr "[ClassDB] 单例。"
msgid "The [DisplayServer] singleton."
msgstr "[DisplayServer] 单例。"
msgid ""
"The [EditorInterface] singleton.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"[EditorInterface] 单例。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
msgid "The [Engine] singleton."
msgstr "[Engine] 单例。"
msgid "The [EngineDebugger] singleton."
msgstr "[EngineDebugger] 单例。"
msgid "The [GDExtensionManager] singleton."
msgstr "[GDExtensionManager] 单例。"
msgid "The [Geometry2D] singleton."
msgstr "[Geometry2D] 单例。"
msgid "The [Geometry3D] singleton."
msgstr "[Geometry3D] 单例。"
msgid "The [GodotSharp] singleton."
msgstr "[GodotSharp] 单例。"
msgid "The [IP] singleton."
msgstr "[IP] 单例。"
msgid "The [Input] singleton."
msgstr "[Input] 单例。"
msgid "The [InputMap] singleton."
msgstr "[InputMap] 单例。"
msgid ""
"The [JavaClassWrapper] singleton.\n"
"[b]Note:[/b] Only implemented on Android."
msgstr ""
"[JavaClassWrapper] 单例。\n"
"[b]注意:[/b]仅在 Android 上实现。"
msgid ""
"The [JavaScriptBridge] singleton.\n"
"[b]Note:[/b] Only implemented on the Web platform."
msgstr ""
"[JavaScriptBridge] 单例。\n"
"[b]注意:[/b]仅在 Web 平台上实现。"
msgid "The [Marshalls] singleton."
msgstr "[Marshalls] 单例。"
msgid "The [NavigationMeshGenerator] singleton."
msgstr "[NavigationMeshGenerator] 单例。"
msgid "The [NavigationServer2D] singleton."
msgstr "[NavigationServer2D] 单例。"
msgid "The [NavigationServer3D] singleton."
msgstr "[NavigationServer3D] 单例。"
msgid "The [OS] singleton."
msgstr "[OS] 单例。"
msgid "The [Performance] singleton."
msgstr "[Performance] 单例。"
msgid "The [PhysicsServer2D] singleton."
msgstr "[PhysicsServer2D] 单例。"
msgid "The [PhysicsServer2DManager] singleton."
msgstr "[PhysicsServer2DManager] 单例。"
msgid "The [PhysicsServer3D] singleton."
msgstr "[PhysicsServer3D] 单例。"
msgid "The [PhysicsServer3DManager] singleton."
msgstr "[PhysicsServer3DManager] 单例。"
msgid "The [ProjectSettings] singleton."
msgstr "[ProjectSettings] 单例。"
msgid "The [RenderingServer] singleton."
msgstr "[RenderingServer] 单例。"
msgid "The [ResourceLoader] singleton."
msgstr "[ResourceLoader] 单例。"
msgid "The [ResourceSaver] singleton."
msgstr "[ResourceSaver] 单例。"
msgid "The [ResourceUID] singleton."
msgstr "[ResourceUID] 单例。"
msgid "The [TextServerManager] singleton."
msgstr "[TextServerManager] 单例。"
msgid "The [ThemeDB] singleton."
msgstr "[ThemeDB] 单例。"
msgid "The [Time] singleton."
msgstr "[Time] 单例。"
msgid "The [TranslationServer] singleton."
msgstr "[TranslationServer] 单例。"
msgid "The [WorkerThreadPool] singleton."
msgstr "[WorkerThreadPool] 单例。"
msgid "The [XRServer] singleton."
msgstr "[XRServer] 单例。"
msgid "Left side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "左边,常用于 [Control] 或 [StyleBox] 的派生类。"
msgid "Top side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "顶边,常用于 [Control] 或 [StyleBox] 的派生类。"
msgid "Right side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "右边,常用于 [Control] 或 [StyleBox] 的派生类。"
msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "底边,常用于 [Control] 或 [StyleBox] 的派生类。"
msgid "Top-left corner."
msgstr "左上角。"
msgid "Top-right corner."
msgstr "右上角。"
msgid "Bottom-right corner."
msgstr "右下角。"
msgid "Bottom-left corner."
msgstr "左下角。"
msgid ""
"General vertical alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr "通用垂直对齐,常用于 [Separator]、[ScrollBar]、[Slider] 等。"
msgid ""
"General horizontal alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr "通用水平对齐,常用于 [Separator]、[ScrollBar]、[Slider] 等。"
msgid ""
"Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])."
msgstr "顺时针旋转。被一些方法使用(例如 [method Image.rotate_90])。"
msgid ""
"Counter-clockwise rotation. Used by some methods (e.g. [method Image."
"rotate_90])."
msgstr "逆时针旋转。被一些方法使用(例如 [method Image.rotate_90])。"
msgid "Horizontal left alignment, usually for text-derived classes."
msgstr "水平左对齐,常用于文本派生类。"
msgid "Horizontal center alignment, usually for text-derived classes."
msgstr "水平居中对齐,常用于文本派生类。"
msgid "Horizontal right alignment, usually for text-derived classes."
msgstr "水平右对齐,常用于文本派生类。"
msgid "Expand row to fit width, usually for text-derived classes."
msgstr "扩展行以适应宽度,常用于文本派生类。"
msgid "Vertical top alignment, usually for text-derived classes."
msgstr "垂直上对齐,常用于文本派生类。"
msgid "Vertical center alignment, usually for text-derived classes."
msgstr "垂直居中对齐,常用于文本派生类。"
msgid "Vertical bottom alignment, usually for text-derived classes."
msgstr "垂直下对齐,常用于文本派生类。"
msgid "Expand rows to fit height, usually for text-derived classes."
msgstr "扩展行以适应高度,通常用于文本派生类。"
msgid ""
"Aligns the top of the inline object (e.g. image, table) to the position of "
"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
msgstr ""
"将内联对象(例如图像、表格)的顶部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量指"
"定的文本位置对齐。"
msgid ""
"Aligns the center of the inline object (e.g. image, table) to the position of "
"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
msgstr ""
"将内联对象(例如图像、表格)的中心与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量指"
"定的文本位置对齐。"
msgid ""
"Aligns the baseline (user defined) of the inline object (e.g. image, table) "
"to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] "
"constant."
msgstr ""
"将内联对象(如图像、表格)的基线(用户定义)与[code]INLINE_ALIGNMENT_TO_*[/"
"code] 常数指定的文本位置对齐。"
msgid ""
"Aligns the bottom of the inline object (e.g. image, table) to the position of "
"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
msgstr ""
"将内联对象(例如图像、表格)的底部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量指"
"定的文本位置对齐。"
msgid ""
"Aligns the position of the inline object (e.g. image, table) specified by "
"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text."
msgstr ""
"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)的"
"位置与文本顶部对齐。"
msgid ""
"Aligns the position of the inline object (e.g. image, table) specified by "
"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text."
msgstr ""
"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)的"
"位置与文本中心对齐。"
msgid ""
"Aligns the position of the inline object (e.g. image, table) specified by "
"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text."
msgstr ""
"将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)的"
"位置与文本基线对齐。"
msgid "Aligns inline object (e.g. image, table) to the bottom of the text."
msgstr "将内联对象(例如图像、表格)与文本底部对齐。"
msgid ""
"Aligns top of the inline object (e.g. image, table) to the top of the text. "
"Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]."
msgstr ""
"将内联对象(例如图像、表格)的顶部与文本的顶部对齐。等效于 "
"[code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]。"
msgid ""
"Aligns center of the inline object (e.g. image, table) to the center of the "
"text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | "
"INLINE_ALIGNMENT_TO_CENTER[/code]."
msgstr ""
"将内联对象(例如图像、表格)的中心与文本的中心对齐。相当于 "
"[code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code]。"
msgid ""
"Aligns bottom of the inline object (e.g. image, table) to the bottom of the "
"text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | "
"INLINE_ALIGNMENT_TO_BOTTOM[/code]."
msgstr ""
"将内联对象(例如图像、表格)的底部与文本底部对齐。等效于 "
"[code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code]。"
msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants."
msgstr "用于 [code]INLINE_ALIGNMENT_*_TO[/code] 对齐常量的位掩码。"
msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants."
msgstr "用于 [code]INLINE_ALIGNMENT_TO_*[/code] 对齐常量的位掩码。"
msgid ""
"Specifies that Euler angles should be in XYZ order. When composing, the order "
"is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X "
"last."
msgstr ""
"指定欧拉角应按 XYZ 顺序排列。组合时,顺序为 X、Y、Z。分解时顺序相反先 Z"
"再 Y最后 X。"
msgid ""
"Specifies that Euler angles should be in XZY order. When composing, the order "
"is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X "
"last."
msgstr ""
"指定欧拉角应按 XZY 顺序排列。组合时,顺序为 X、Z、Y。分解时顺序相反先 Y"
"再 Z最后 X。"
msgid ""
"Specifies that Euler angles should be in YXZ order. When composing, the order "
"is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y "
"last."
msgstr ""
"指定欧拉角应按 YXZ 顺序排列。组合时,顺序为 Y、X、Z。分解时顺序相反先 Z"
"再 X最后 Y。"
msgid ""
"Specifies that Euler angles should be in YZX order. When composing, the order "
"is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y "
"last."
msgstr ""
"指定欧拉角应按 YZX 顺序排列。组合时,顺序为 Y、Z、X。分解时顺序相反先 X"
"再 Z最后 Y。"
msgid ""
"Specifies that Euler angles should be in ZXY order. When composing, the order "
"is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z "
"last."
msgstr ""
"指定欧拉角应按 ZXY 顺序排列。组合时,顺序为 Z、X、Y。分解时顺序相反先 Y"
"再 X最后 Z。"
msgid ""
"Specifies that Euler angles should be in ZYX order. When composing, the order "
"is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z "
"last."
msgstr ""
"指定欧拉角应按 ZYX 顺序排列。组合时,顺序为 Z、Y、X。分解时顺序相反先 X"
"再 Y最后 Z。"
msgid ""
"Enum value which doesn't correspond to any key. This is used to initialize "
"[enum Key] properties with a generic state."
msgstr "与任何键都不对应的枚举值。这用于初始化具有通用状态的 [enum Key] 属性。"
msgid "Keycodes with this bit applied are non-printable."
msgstr "应用此位的键码不可打印。"
msgid "Escape key."
msgstr "ESC 键。"
msgid "Tab key."
msgstr "Tab 键。"
msgid "Shift + Tab key."
msgstr "Shift + Tab 键。"
msgid "Backspace key."
msgstr "退格键。"
msgid "Return key (on the main keyboard)."
msgstr "回车键(位于主键盘)。"
msgid "Enter key on the numeric keypad."
msgstr "小键盘区的回车键。"
msgid "Insert key."
msgstr "Insert 键。"
msgid "Delete key."
msgstr "Delete 键。"
msgid "Pause key."
msgstr "Pause 键。"
msgid "Print Screen key."
msgstr "Print Screen 键。"
msgid "System Request key."
msgstr "System Request 键。"
msgid "Clear key."
msgstr "Clear 键。"
msgid "Home key."
msgstr "Home 键。"
msgid "End key."
msgstr "End 键。"
msgid "Left arrow key."
msgstr "左方向键。"
msgid "Up arrow key."
msgstr "上方向键。"
msgid "Right arrow key."
msgstr "右方向键。"
msgid "Down arrow key."
msgstr "下方向键。"
msgid "Page Up key."
msgstr "Page Up 键。"
msgid "Page Down key."
msgstr "Page Down 键。"
msgid "Shift key."
msgstr "Shift 键。"
msgid "Control key."
msgstr "Control 键。"
msgid "Meta key."
msgstr "Meta 键。"
msgid "Alt key."
msgstr "Alt 键。"
msgid "Caps Lock key."
msgstr "Caps Lock 键。"
msgid "Num Lock key."
msgstr "Num Lock 键。"
msgid "Scroll Lock key."
msgstr "Scroll Lock 键。"
msgid "F1 key."
msgstr "F1 键。"
msgid "F2 key."
msgstr "F2 键。"
msgid "F3 key."
msgstr "F3 键。"
msgid "F4 key."
msgstr "F4 键。"
msgid "F5 key."
msgstr "F5 键。"
msgid "F6 key."
msgstr "F6 键。"
msgid "F7 key."
msgstr "F7 键。"
msgid "F8 key."
msgstr "F8 键。"
msgid "F9 key."
msgstr "F9 键。"
msgid "F10 key."
msgstr "F10 键。"
msgid "F11 key."
msgstr "F11 键。"
msgid "F12 key."
msgstr "F12 键。"
msgid "F13 key."
msgstr "F13 键。"
msgid "F14 key."
msgstr "F14 键。"
msgid "F15 key."
msgstr "F15 键。"
msgid "F16 key."
msgstr "F16 键。"
msgid "F17 key."
msgstr "F17 键。"
msgid "F18 key."
msgstr "F18 键。"
msgid "F19 key."
msgstr "F19 键。"
msgid "F20 key."
msgstr "F20 键。"
msgid "F21 key."
msgstr "F21 键。"
msgid "F22 key."
msgstr "F22 键。"
msgid "F23 key."
msgstr "F23 键。"
msgid "F24 key."
msgstr "F24 键。"
msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F25 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F26 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F27 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F28 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F29 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F30 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F31 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F32 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F33 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F34 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F35 键。由于 Windows 限制,仅支持 macOS 和 Linux。"
msgid "Multiply (*) key on the numeric keypad."
msgstr "小键盘的星键/乘以键(*)。"
msgid "Divide (/) key on the numeric keypad."
msgstr "小键盘的除以键(/)。"
msgid "Subtract (-) key on the numeric keypad."
msgstr "小键盘的减号键(-)。"
msgid "Period (.) key on the numeric keypad."
msgstr "小键盘的点键(.)。"
msgid "Add (+) key on the numeric keypad."
msgstr "小键盘的加号键(+)。"
msgid "Number 0 on the numeric keypad."
msgstr "小键盘的数字 0。"
msgid "Number 1 on the numeric keypad."
msgstr "小键盘的数字 1。"
msgid "Number 2 on the numeric keypad."
msgstr "小键盘的数字 2。"
msgid "Number 3 on the numeric keypad."
msgstr "小键盘的数字 3。"
msgid "Number 4 on the numeric keypad."
msgstr "小键盘的数字 4。"
msgid "Number 5 on the numeric keypad."
msgstr "小键盘的数字 5。"
msgid "Number 6 on the numeric keypad."
msgstr "小键盘的数字 6。"
msgid "Number 7 on the numeric keypad."
msgstr "小键盘的数字 7。"
msgid "Number 8 on the numeric keypad."
msgstr "小键盘的数字 8。"
msgid "Number 9 on the numeric keypad."
msgstr "小键盘的数字 9。"
msgid "Context menu key."
msgstr "上下文菜单键。"
msgid "Hyper key. (On Linux/X11 only)."
msgstr "超级键。(仅在 Linux/X11 上)。"
msgid "Help key."
msgstr "Help 键。"
msgid ""
"Media back key. Not to be confused with the Back button on an Android device."
msgstr "媒体返回键。不要与 Android 设备上的返回键相混淆。"
msgid "Media forward key."
msgstr "媒体前进键。"
msgid "Media stop key."
msgstr "媒体停止播放键。"
msgid "Media refresh key."
msgstr "媒体刷新键。"
msgid "Volume down key."
msgstr "音量降低键。"
msgid "Mute volume key."
msgstr "静音键。"
msgid "Volume up key."
msgstr "音量升高键。"
msgid "Media play key."
msgstr "媒体播放键。"
msgid "Previous song key."
msgstr "上一首歌键。"
msgid "Next song key."
msgstr "下一首歌键。"
msgid "Media record key."
msgstr "媒体录制键。"
msgid "Home page key."
msgstr "主页键。"
msgid "Favorites key."
msgstr "收藏键。"
msgid "Search key."
msgstr "搜索键。"
msgid "Standby key."
msgstr "Standby 键。"
msgid "Open URL / Launch Browser key."
msgstr "打开 URL / 启动浏览器键。"
msgid "Launch Mail key."
msgstr "启动邮箱键。"
msgid "Launch Media key."
msgstr "启动多媒体键。"
msgid "Launch Shortcut 0 key."
msgstr "快捷启动键 0。"
msgid "Launch Shortcut 1 key."
msgstr "快捷启动键 1。"
msgid "Launch Shortcut 2 key."
msgstr "快捷启动键 2。"
msgid "Launch Shortcut 3 key."
msgstr "快捷启动键 3。"
msgid "Launch Shortcut 4 key."
msgstr "快捷启动键 4。"
msgid "Launch Shortcut 5 key."
msgstr "快捷启动键 5。"
msgid "Launch Shortcut 6 key."
msgstr "快捷启动键 6。"
msgid "Launch Shortcut 7 key."
msgstr "快捷启动键 7。"
msgid "Launch Shortcut 8 key."
msgstr "快捷启动键 8。"
msgid "Launch Shortcut 9 key."
msgstr "快捷启动键 9。"
msgid "Launch Shortcut A key."
msgstr "快捷启动键 A。"
msgid "Launch Shortcut B key."
msgstr "快捷启动键 B。"
msgid "Launch Shortcut C key."
msgstr "快捷启动键 C。"
msgid "Launch Shortcut D key."
msgstr "快捷启动键 D。"
msgid "Launch Shortcut E key."
msgstr "快捷启动键 E。"
msgid "Launch Shortcut F key."
msgstr "快捷启动键 F。"
msgid "\"Globe\" key on Mac / iPad keyboard."
msgstr "Mac / iPad 键盘上的“地球”键。"
msgid "\"On-screen keyboard\" key on iPad keyboard."
msgstr "iPad 键盘上的“屏幕键盘”键。"
msgid "英数 key on Mac keyboard."
msgstr "Mac 键盘上的“英数”键。"
msgid "かな key on Mac keyboard."
msgstr "Mac 键盘上的“かな”键。"
msgid "Unknown key."
msgstr "未知键。"
msgid "Space key."
msgstr "空格键。"
msgid "! key."
msgstr "! 键。"
msgid "\" key."
msgstr "\" 键。"
msgid "# key."
msgstr "# 键。"
msgid "$ key."
msgstr "$ 键。"
msgid "% key."
msgstr "% 键。"
msgid "& key."
msgstr "& 键。"
msgid "' key."
msgstr "' 键。"
msgid "( key."
msgstr "( 键。"
msgid ") key."
msgstr ") 键。"
msgid "* key."
msgstr "* 键。"
msgid "+ key."
msgstr "+ 键。"
msgid ", key."
msgstr ", 键。"
msgid "- key."
msgstr "- 键。"
msgid ". key."
msgstr ". 键。"
msgid "/ key."
msgstr "/ 键。"
msgid "Number 0 key."
msgstr "数字 0 键。"
msgid "Number 1 key."
msgstr "数字 1 键。"
msgid "Number 2 key."
msgstr "数字 2 键。"
msgid "Number 3 key."
msgstr "数字 3 键。"
msgid "Number 4 key."
msgstr "数字 4 键。"
msgid "Number 5 key."
msgstr "数字 5 键。"
msgid "Number 6 key."
msgstr "数字 6 键。"
msgid "Number 7 key."
msgstr "数字 7 键。"
msgid "Number 8 key."
msgstr "数字 8 键。"
msgid "Number 9 key."
msgstr "数字 9 键。"
msgid ": key."
msgstr ": 键。"
msgid "; key."
msgstr "; 键。"
msgid "< key."
msgstr "< 键。"
msgid "= key."
msgstr "= 键。"
msgid "> key."
msgstr "> 键。"
msgid "? key."
msgstr "? 键。"
msgid "@ key."
msgstr "@ 键。"
msgid "A key."
msgstr "A 键。"
msgid "B key."
msgstr "B 键。"
msgid "C key."
msgstr "C 键。"
msgid "D key."
msgstr "D 键。"
msgid "E key."
msgstr "E 键。"
msgid "F key."
msgstr "F 键。"
msgid "G key."
msgstr "G 键。"
msgid "H key."
msgstr "H 键。"
msgid "I key."
msgstr "I 键。"
msgid "J key."
msgstr "J 键。"
msgid "K key."
msgstr "K 键。"
msgid "L key."
msgstr "L 键。"
msgid "M key."
msgstr "M 键。"
msgid "N key."
msgstr "N 键。"
msgid "O key."
msgstr "O 键。"
msgid "P key."
msgstr "P 键。"
msgid "Q key."
msgstr "Q 键。"
msgid "R key."
msgstr "R 键。"
msgid "S key."
msgstr "S 键。"
msgid "T key."
msgstr "T 键。"
msgid "U key."
msgstr "U 键。"
msgid "V key."
msgstr "V 键。"
msgid "W key."
msgstr "W 键。"
msgid "X key."
msgstr "X 键。"
msgid "Y key."
msgstr "Y 键。"
msgid "Z key."
msgstr "Z 键。"
msgid "[ key."
msgstr "[ 键。"
msgid "\\ key."
msgstr "\\ 键。"
msgid "] key."
msgstr "] 键。"
msgid "^ key."
msgstr "^ 键。"
msgid "_ key."
msgstr "_ 键。"
msgid "` key."
msgstr "` 键。"
msgid "{ key."
msgstr "{ 键。"
msgid "| key."
msgstr "| 键。"
msgid "} key."
msgstr "} 键。"
msgid "~ key."
msgstr "~ 键。"
msgid "¥ key."
msgstr "¥ 键。"
msgid "§ key."
msgstr "§ 键。"
msgid "Key Code mask."
msgstr "键码掩码。"
msgid "Modifier key mask."
msgstr "修饰键掩码。"
msgid ""
"Automatically remapped to [constant KEY_META] on macOS and [constant "
"KEY_CTRL] on other platforms, this mask is never set in the actual events, "
"and should be used for key mapping only."
msgstr ""
"自动重映射为 macOS 上的 [constant KEY_META] 和其他平台上的 [constant "
"KEY_CTRL],此掩码在实际事件中从不设置,应仅用于键映射。"
msgid "Shift key mask."
msgstr "Shift 键掩码。"
msgid "Alt or Option (on macOS) key mask."
msgstr "Alt 或 Option在 macOS 上)键掩码。"
msgid "Command (on macOS) or Meta/Windows key mask."
msgstr "命令(在 macOS 上)或 Meta/Windows 键掩码。"
msgid "Control key mask."
msgstr "Ctrl 键掩码。"
msgid "Keypad key mask."
msgstr "Keypad 键掩码。"
msgid "Group Switch key mask."
msgstr "Group Switch 键掩码。"
msgid ""
"Enum value which doesn't correspond to any mouse button. This is used to "
"initialize [enum MouseButton] properties with a generic state."
msgstr ""
"与任何鼠标按钮都不对应的枚举值。这用于初始化具有通用状态的 [enum MouseButton] "
"属性。"
msgid "Primary mouse button, usually assigned to the left button."
msgstr "鼠标主键,通常分配给左键。"
msgid "Secondary mouse button, usually assigned to the right button."
msgstr "鼠标次键,通常分配给右键。"
msgid "Middle mouse button."
msgstr "鼠标中键。"
msgid "Mouse wheel scrolling up."
msgstr "鼠标滚轮向上滚动。"
msgid "Mouse wheel scrolling down."
msgstr "鼠标滚轮向下滚动。"
msgid "Mouse wheel left button (only present on some mice)."
msgstr "鼠标滚轮左键(仅在某些鼠标上有实现)。"
msgid "Mouse wheel right button (only present on some mice)."
msgstr "鼠标滚轮右键(仅在某些鼠标上有实现)。"
msgid ""
"Extra mouse button 1. This is sometimes present, usually to the sides of the "
"mouse."
msgstr "鼠标额外键 1。有时会出现通常位于鼠标的两侧。"
msgid ""
"Extra mouse button 2. This is sometimes present, usually to the sides of the "
"mouse."
msgstr "鼠标额外键 2。有时会出现通常位于鼠标的两侧。"
msgid "Primary mouse button mask, usually for the left button."
msgstr "鼠标主键掩码,通常用于左键。"
msgid "Secondary mouse button mask, usually for the right button."
msgstr "鼠标次键掩码,通常用于右键。"
msgid "Middle mouse button mask."
msgstr "鼠标中键掩码。"
msgid "Extra mouse button 1 mask."
msgstr "鼠标额外键 1 掩码。"
msgid "Extra mouse button 2 mask."
msgstr "鼠标额外键 2 掩码。"
msgid "An invalid game controller button."
msgstr "无效的游戏控制器按钮。"
msgid ""
"Game controller SDL button A. Corresponds to the bottom action button: Sony "
"Cross, Xbox A, Nintendo B."
msgstr ""
"游戏控制器 SDL 按键 A。对应底部动作按钮Sony Cross、Xbox A、Nintendo B。"
msgid ""
"Game controller SDL button B. Corresponds to the right action button: Sony "
"Circle, Xbox B, Nintendo A."
msgstr ""
"游戏控制器 SDL 按钮 B。对应右侧动作按钮Sony Circle、Xbox B、Nintendo A。"
msgid ""
"Game controller SDL button X. Corresponds to the left action button: Sony "
"Square, Xbox X, Nintendo Y."
msgstr ""
"游戏控制器 SDL 按钮 X。对应左侧动作按钮Sony Square、Xbox X、Nintendo Y。"
msgid ""
"Game controller SDL button Y. Corresponds to the top action button: Sony "
"Triangle, Xbox Y, Nintendo X."
msgstr ""
"游戏控制器 SDL 按钮 Y。对应顶部动作按钮Sony Triangle、Xbox Y、Nintendo X。"
msgid ""
"Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, "
"Nintendo - button."
msgstr ""
"游戏控制器 SDL back 按钮。对应于 Sony Select、Xbox Back、Nintendo - 按钮。"
msgid ""
"Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home "
"button."
msgstr "游戏控制器 SDL guide 按钮。对应于索尼 PS、Xbox 的 Home 键。"
msgid ""
"Game controller SDL start button. Corresponds to the Sony Options, Xbox Menu, "
"Nintendo + button."
msgstr ""
"游戏控制器 SDL start 按钮。对应于 Sony Options、Xbox Menu、Nintendo + 按钮。"
msgid ""
"Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS "
"button."
msgstr "游戏控制器 SDL 左摇杆按钮。对应于 Sony L3、Xbox L/LS 按钮。"
msgid ""
"Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS "
"button."
msgstr "游戏控制器 SDL 右摇杆按钮。对应于 Sony R3、Xbox R/RS 按钮。"
msgid ""
"Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB "
"button."
msgstr "游戏控制器 SDL 左肩按钮。对应于 Sony L1、Xbox LB 按钮。"
msgid ""
"Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox "
"RB button."
msgstr "游戏控制器 SDL 右肩按钮。对应于 Sony R1、Xbox RB 按钮。"
msgid "Game controller D-pad up button."
msgstr "游戏控制器方向键向上按钮。"
msgid "Game controller D-pad down button."
msgstr "游戏控制器方向键向下按钮。"
msgid "Game controller D-pad left button."
msgstr "游戏控制器方向键向左键。"
msgid "Game controller D-pad right button."
msgstr "游戏控制器方向键向右键。"
msgid ""
"Game controller SDL miscellaneous button. Corresponds to Xbox share button, "
"PS5 microphone button, Nintendo Switch capture button."
msgstr ""
"游戏控制器 SDL 杂项按钮。对应 Xbox 分享键、PS5 麦克风键、Nintendo Switch 捕捉"
"键。"
msgid "Game controller SDL paddle 1 button."
msgstr "游戏控制器 SDL 拨片 1 按钮。"
msgid "Game controller SDL paddle 2 button."
msgstr "游戏控制器 SDL 拨片 2 按钮。"
msgid "Game controller SDL paddle 3 button."
msgstr "游戏控制器 SDL 拨片 3 按钮。"
msgid "Game controller SDL paddle 4 button."
msgstr "游戏控制器 SDL 拨片 4 按钮。"
msgid "Game controller SDL touchpad button."
msgstr "游戏控制器 SDL 触摸板按钮。"
msgid "The number of SDL game controller buttons."
msgstr "SDL 游戏控制器按钮的数量。"
msgid ""
"The maximum number of game controller buttons supported by the engine. The "
"actual limit may be lower on specific platforms:\n"
"- [b]Android:[/b] Up to 36 buttons.\n"
"- [b]Linux:[/b] Up to 80 buttons.\n"
"- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons."
msgstr ""
"引擎所支持的最大游戏控制器按钮数。特定平台上的实际界限可能更低:\n"
"- [b]Android[/b]最多 36 个按钮。\n"
"- [b]Linux[/b]最多 80 个按钮。\n"
"- [b]Windows[/b] 和 [b]macOS[/b]最多 128 个按钮。"
msgid "An invalid game controller axis."
msgstr "无效的游戏控制器轴。"
msgid "Game controller left joystick x-axis."
msgstr "游戏控制器左操纵杆 x 轴。"
msgid "Game controller left joystick y-axis."
msgstr "游戏控制器左操纵杆 y 轴。"
msgid "Game controller right joystick x-axis."
msgstr "游戏控制器右操纵杆 x 轴。"
msgid "Game controller right joystick y-axis."
msgstr "游戏控制器右操纵杆 y 轴。"
msgid "Game controller left trigger axis."
msgstr "游戏控制器左扳机轴。"
msgid "Game controller right trigger axis."
msgstr "游戏控制器左扳机轴。"
msgid "The number of SDL game controller axes."
msgstr "SDL 游戏控制器轴的数量。"
msgid ""
"The maximum number of game controller axes: OpenVR supports up to 5 Joysticks "
"making a total of 10 axes."
msgstr "最大游戏控制器轴数OpenVR 最多支持 5 个操纵杆,总共 10 个轴。"
msgid ""
"Enum value which doesn't correspond to any MIDI message. This is used to "
"initialize [enum MIDIMessage] properties with a generic state."
msgstr ""
"与任何 MIDI 消息都不对应的枚举值。这用于初始化具有通用状态的 [enum "
"MIDIMessage] 属性。"
msgid ""
"MIDI note OFF message. Not all MIDI devices send this event; some send "
"[constant MIDI_MESSAGE_NOTE_ON] with zero velocity instead. See the "
"documentation of [InputEventMIDI] for information of how to use MIDI inputs."
msgstr ""
"MIDI 音符 OFF 消息。并不是所有 MIDI 设备都会发送这个事件;有些会改为发送速度为"
"零的 [constant MIDI_MESSAGE_NOTE_ON]。如何使用 MIDI 输入的信息请参阅 "
"[InputEventMIDI] 的文档。"
msgid ""
"MIDI note ON message. Some MIDI devices send this event with velocity zero "
"instead of [constant MIDI_MESSAGE_NOTE_OFF], but implementations vary. See "
"the documentation of [InputEventMIDI] for information of how to use MIDI "
"inputs."
msgstr ""
"MIDI 音符 ON 消息。有些 MIDI 设备用速度为零的这个事件来代替 [constant "
"MIDI_MESSAGE_NOTE_OFF],但可能有不同的实现。如何使用 MIDI 输入的信息请参阅 "
"[InputEventMIDI] 的文档。"
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr "MIDI 触后消息。这个消息经常都是在按键“结束”后继续施压时发送。"
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
"MIDI 控制变化消息。这个消息会在控制器值发生变化时发送。控制器包括踏板、推杆等"
"设备。"
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr "MIDI 音色变化消息。这个消息会在音色 Patch 号变化时发送。"
msgid ""
"MIDI channel pressure message. This message is most often sent by pressing "
"down on the key after it \"bottoms out\". This message is different from "
"polyphonic after-touch as it indicates the highest pressure across all keys."
msgstr ""
"MIDI 通道压力消息。这个消息经常都是在按键“结束”后继续施压时发送。这个消息与复"
"音触后不同,因为它表示的是所有键中的最大压力。"
msgid ""
"MIDI pitch bend message. This message is sent to indicate a change in the "
"pitch bender (wheel or lever, typically)."
msgstr "MIDI 弯音消息。发送这个消息表示弯音器(一般是弯音轮或推杆)产生了变化。"
msgid ""
"MIDI system exclusive message. This has behavior exclusive to the device "
"you're receiving input from. Getting this data is not implemented in Godot."
msgstr ""
"MIDI 系统专有消息。行为由你所用来获取输入的设备专有。Godot 未实现该数据的获"
"取。"
msgid ""
"MIDI quarter frame message. Contains timing information that is used to "
"synchronize MIDI devices. Getting this data is not implemented in Godot."
msgstr ""
"MIDI 四分帧消息。包含用于同步 MIDI 设备的时间信息。Godot 未实现该数据的获取。"
msgid ""
"MIDI song position pointer message. Gives the number of 16th notes since the "
"start of the song. Getting this data is not implemented in Godot."
msgstr ""
"MIDI 歌曲位置指针消息。提供自歌曲开始以来所经过的十六分音符数。Godot 未实现该"
"数据的获取。"
msgid ""
"MIDI song select message. Specifies which sequence or song is to be played. "
"Getting this data is not implemented in Godot."
msgstr "MIDI 歌曲选择消息。指定要播放的序列或歌曲。Godot 未实现该数据的获取。"
msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
msgstr "MIDI 调谐请求消息。收到调谐请求后,所有模拟合成器都应调整其振荡器。"
msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
msgstr "MIDI 时钟消息。需要同步时,每四分音符会发送 24 次。"
msgid ""
"MIDI start message. Start the current sequence playing. This message will be "
"followed with Timing Clocks."
msgstr "MIDI 开始消息。开始当前序列的播放。这个消息后会跟随时钟消息。"
msgid "MIDI continue message. Continue at the point the sequence was stopped."
msgstr "MIDI 继续消息。从序列停止的位置继续。"
msgid "MIDI stop message. Stop the current sequence."
msgstr "MIDI 停止消息。停止当前序列。"
msgid ""
"MIDI active sensing message. This message is intended to be sent repeatedly "
"to tell the receiver that a connection is alive."
msgstr "MIDI 活跃感知消息。这个消息的目的是要重复发送,告知接收方连接仍存在。"
msgid ""
"MIDI system reset message. Reset all receivers in the system to power-up "
"status. It should not be sent on power-up itself."
msgstr ""
"MIDI 系统重置消息。将系统中的所有接收方重置为上电状态。本身不应在上电时发送。"
msgid ""
"Methods that return [enum Error] return [constant OK] when no error "
"occurred.\n"
"Since [constant OK] has value 0, and all other error constants are positive "
"integers, it can also be used in boolean checks.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var error = method_that_returns_error()\n"
"if error != OK:\n"
" printerr(\"Failure!\")\n"
"\n"
"# Or, alternatively:\n"
"if error:\n"
" printerr(\"Still failing!\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Many functions do not return an error code, but will print error "
"messages to standard output."
msgstr ""
"返回 [enum Error] 的方法会在没有错误发生时返回 [constant OK]。\n"
"由于 [constant OK] 的值为 0并且所有其他错误常数都是正整数因此返回值也可以"
"用于布尔检查。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"var error = method_that_returns_error()\n"
"if error != OK:\n"
" printerr(\"Failure!\")\n"
"\n"
"# 或者,等价于:\n"
"if error:\n"
" printerr(\"Still failing!\")\n"
"[/codeblock]\n"
"[b]注意:[/b]许多函数不返回错误代码,但会将错误信息打印到标准输出。"
msgid "Generic error."
msgstr "一般性错误。"
msgid "Unavailable error."
msgstr "不可用的错误。"
msgid "Unconfigured error."
msgstr "未配置的错误。"
msgid "Unauthorized error."
msgstr "未经授权的错误。"
msgid "Parameter range error."
msgstr "参数范围错误。"
msgid "Out of memory (OOM) error."
msgstr "内存不足OOM错误。"
msgid "File: Not found error."
msgstr "文件:未找到错误。"
msgid "File: Bad drive error."
msgstr "文件:坏驱动器错误。"
msgid "File: Bad path error."
msgstr "文件:错误的路径错误。"
msgid "File: No permission error."
msgstr "文件:无权限错误。"
msgid "File: Already in use error."
msgstr "文件:已在使用错误。"
msgid "File: Can't open error."
msgstr "文件:无法打开错误。"
msgid "File: Can't write error."
msgstr "文件:无法写入错误。"
msgid "File: Can't read error."
msgstr "文件:无法读取错误。"
msgid "File: Unrecognized error."
msgstr "文件:未识别的错误。"
msgid "File: Corrupt error."
msgstr "文件:损坏错误。"
msgid "File: Missing dependencies error."
msgstr "文件:缺少依赖项错误。"
msgid "File: End of file (EOF) error."
msgstr "文件文件结束EOF错误。"
msgid "Can't open error."
msgstr "无法打开错误。"
msgid "Can't create error."
msgstr "无法创建错误。"
msgid "Query failed error."
msgstr "查询失败错误。"
msgid "Already in use error."
msgstr "已在使用中错误。"
msgid "Locked error."
msgstr "锁定错误。"
msgid "Timeout error."
msgstr "超时错误。"
msgid "Can't connect error."
msgstr "无法连接错误。"
msgid "Can't resolve error."
msgstr "无法解决错误。"
msgid "Connection error."
msgstr "连接错误。"
msgid "Can't acquire resource error."
msgstr "无法获取资源错误。"
msgid "Can't fork process error."
msgstr "无法分叉进程错误。"
msgid "Invalid data error."
msgstr "无效数据错误。"
msgid "Invalid parameter error."
msgstr "无效参数错误。"
msgid "Already exists error."
msgstr "已存在的错误。"
msgid "Does not exist error."
msgstr "不存在的错误。"
msgid "Database: Read error."
msgstr "数据库:读取错误。"
msgid "Database: Write error."
msgstr "数据库:写入错误。"
msgid "Compilation failed error."
msgstr "编译失败错误。"
msgid "Method not found error."
msgstr "方法未找到错误。"
msgid "Linking failed error."
msgstr "链接失败错误。"
msgid "Script failed error."
msgstr "脚本失败错误。"
msgid "Cycling link (import cycle) error."
msgstr "循环链接(导入循环)错误。"
msgid "Invalid declaration error."
msgstr "无效声明错误。"
msgid "Duplicate symbol error."
msgstr "符号重复错误。"
msgid "Parse error."
msgstr "解析错误。"
msgid "Busy error."
msgstr "忙碌错误。"
msgid "Skip error."
msgstr "跳过错误。"
msgid ""
"Help error. Used internally when passing [code]--version[/code] or [code]--"
"help[/code] as executable options."
msgstr ""
"帮助错误。内部使用,用于将 [code]--version[/code] 或 [code]--help[/code] 作为"
"选项传递给可执行文件的情况。"
msgid ""
"Bug error, caused by an implementation issue in the method.\n"
"[b]Note:[/b] If a built-in method returns this code, please open an issue on "
"[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/"
"url]."
msgstr ""
"Bug 错误,由方法中的实现问题引起。\n"
"[b]注意:[/b]如果内置方法返回此代码,请在 [url=https://github.com/godotengine/"
"godot/issues]GitHub 问题追踪器[/url] 上开一个问题。"
msgid ""
"Printer on fire error (This is an easter egg, no built-in methods return this "
"error code)."
msgstr "打印机起火错误(这是个彩蛋,引擎中没有内置方法会返回此错误码)。"
msgid "The property has no hint for the editor."
msgstr "该属性没有编辑器提示。"
msgid ""
"Hints that an [int] or [float] property should be within a range specified "
"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
"code]. The hint string can optionally include [code]\"or_greater\"[/code] and/"
"or [code]\"or_less\"[/code] to allow manual input going respectively above "
"the max or below the min values.\n"
"[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n"
"Additionally, other keywords can be included: [code]\"exp\"[/code] for "
"exponential range editing, [code]\"radians_as_degrees\"[/code] for editing "
"radian angles in degrees (the range values are also in degrees), "
"[code]\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/code] "
"to hide the slider."
msgstr ""
"提示 [int] 或 [float] 属性应在提示字符串 [code]\"最小值,最大值\"[/code] 或 "
"[code]\"最小值,最大值,步长\"[/code] 指定的范围内。提示字符串可以选择包含 "
"[code]\"or_greater\"[/code] 和/或 [code]\"or_less\"[/code],从而允许手动输入高"
"于最大值或低于最小值的值。\n"
"[b]示例:[/b][code]\"-360,360,1,or_greater,or_less\"[/code]。\n"
"此外,还可以包含其他关键字:[code]\"exp\"[/code] 用于指数范围编辑,"
"[code]\"radians_as_degrees\"[/code] 用于以度数编辑弧度角(范围的取值也使用度"
"数),[code]\"degrees\"[/code] 提示角度,[code]\"hide_slider\"[/code] 则会隐藏"
"滑块。"
msgid ""
"Hints that an [int] or [String] property is an enumerated value to pick in a "
"list specified via a hint string.\n"
"The hint string is a comma separated list of names such as [code]\"Hello,"
"Something,Else\"[/code]. Whitespaces are [b]not[/b] removed from either end "
"of a name. For integer properties, the first name in the list has value 0, "
"the next 1, and so on. Explicit values can also be specified by appending "
"[code]:integer[/code] to the name, e.g. [code]\"Zero,One,Three:3,Four,"
"Six:6\"[/code]."
msgstr ""
"提示 [int] 或 [String] 属性是枚举值,可通过提示字符串在指定的列表中选取。\n"
"该提示字符串是逗号分隔的名称列表,例如 [code]\"Hello,Something,Else\"[/"
"code]。 [b]不会[/b]从名称的任何一端删除空格。对于整数属性,列表中的第一个名称"
"的值为 0下一个名称的值为 1依此类推。也可以通过将 [code]:integer[/code] 附"
"加到名称来显式指定值,例如 [code]\"Zero,One,Three:3,Four,Six:6\"[/code]。"
msgid ""
"Hints that a [String] property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
"提示 [String] 属性为枚举值,可以通过提示字符串在指定的列表中选取,例如 "
"[code]\"Hello,Something,Else\"[/code]。\n"
"与 [constant PROPERTY_HINT_ENUM] 不同,具有该提示的属性仍然接受任意值并且可以"
"为空。值列表用于建议可能的值。"
msgid ""
"Hints that a [float] property should be edited via an exponential easing "
"function. The hint string can include [code]\"attenuation\"[/code] to flip "
"the curve horizontally and/or [code]\"positive_only\"[/code] to exclude in/"
"out easing and limit values to be greater than or equal to zero."
msgstr ""
"提示应通过指数缓动函数编辑 [float] 属性。提示字符串可以包括 "
"[code]\"attenuation\"[/code] 以水平翻转曲线,和/或 [code]\"positive_only\"[/"
"code] 以排除 in/out 缓动并限制值大于或等于零。"
msgid ""
"Hints that a vector property should allow its components to be linked. For "
"example, this allows [member Vector2.x] and [member Vector2.y] to be edited "
"together."
msgstr ""
"提示向量属性应该允许分量链接。例如,这能够让 [member Vector2.x] 和 [member "
"Vector2.y] 被一起编辑。"
msgid ""
"Hints that an [int] property is a bitmask with named bit flags.\n"
"The hint string is a comma separated list of names such as [code]\"Bit0,Bit1,"
"Bit2,Bit3\"[/code]. Whitespaces are [b]not[/b] removed from either end of a "
"name. The first name in the list has value 1, the next 2, then 4, 8, 16 and "
"so on. Explicit values can also be specified by appending [code]:integer[/"
"code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You can also combine "
"several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n"
"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 "
"** 32 - 1[/code].\n"
"[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit "
"value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A is "
"16, B is 2, C is 4."
msgstr ""
"提示 [int] 属性为位掩码,位标志拥有名称。\n"
"提示字符串为逗号分隔的名称列表,例如 [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]。名"
"称两端的空白字符[b]不会[/b]被移除。列表中的第一个名称的值为 1、然后是 2、接下"
"来就是 4、8、16 等值。也可以通过在名称后加上 [code]:整数[/code] 来指定显式的"
"值,例如 [code]\"A:4,B:8,C:16\"[/code]。你还可以对标志进行组合([code]\"A:4,"
"B:8,AB:12,C:16\"[/code])。\n"
"[b]注意:[/b]标志值最多为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n"
"[b]注意:[/b]与 [constant PROPERTY_HINT_ENUM] 不同,不会考虑前一个显式值。如果"
"提示为 [code]\"A:16,B,C\"[/code],则 A 为 16、B 为 2、C 为 4。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"render layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 渲染层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"physics layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 物理层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"navigation layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 导航层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 3D "
"render layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 渲染层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 3D "
"physics layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 物理层。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 3D "
"navigation layers."
msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 导航层。"
msgid ""
"Hints that an integer property is a bitmask using the optionally named "
"avoidance layers."
msgstr "提示整数属性为位掩码,表示可命名的避障层。"
msgid ""
"Hints that a [String] property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
msgstr ""
"提示 [String] 属性为文件的路径。编辑时会弹出选取路径的文件对话框。提示字符串可"
"以设为一组带有通配符的筛选器,例如 [code]\"*.png,*.jpg\"[/code]。"
msgid ""
"Hints that a [String] property is a path to a directory. Editing it will show "
"a file dialog for picking the path."
msgstr "提示 [String] 属性为目录的路径。编辑时会弹出选取路径的文件对话框。"
msgid ""
"Hints that a [String] property is an absolute path to a file outside the "
"project folder. Editing it will show a file dialog for picking the path. The "
"hint string can be a set of filters with wildcards, like [code]\"*.png,*."
"jpg\"[/code]."
msgstr ""
"提示 [String] 属性为文件的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径的"
"文件对话框。提示字符串可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*."
"jpg\"[/code]。"
msgid ""
"Hints that a [String] property is an absolute path to a directory outside the "
"project folder. Editing it will show a file dialog for picking the path."
msgstr ""
"提示 [String] 属性为目录的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径的"
"文件对话框。"
msgid ""
"Hints that a property is an instance of a [Resource]-derived type, optionally "
"specified via the hint string (e.g. [code]\"Texture2D\"[/code]). Editing it "
"will show a popup menu of valid resource types to instantiate."
msgstr ""
"提示属性是 [Resource] 派生类型的实例,可通过提示字符串指定(例如 "
"[code]\"Texture2D\"[/code])。 编辑该属性会显示一个有效资源类型的弹出菜单用以"
"实例化。"
msgid ""
"Hints that a [String] property is text with line breaks. Editing it will show "
"a text input field where line breaks can be typed."
msgstr ""
"提示 [String] 属性为包含换行的文本。编辑是会显示文本输入字段,可以进行换行。"
msgid "Hints that a [String] property is an [Expression]."
msgstr "提示 [String] 属性为 [Expression]。"
msgid ""
"Hints that a [String] property should show a placeholder text on its input "
"field, if empty. The hint string is the placeholder text to use."
msgstr ""
"提示 [String] 属性在为空时应当显示占位文本。提示字符串为所使用的占位文本。"
msgid ""
"Hints that a [Color] property should be edited without affecting its "
"transparency ([member Color.a] is not editable)."
msgstr ""
"提示一个 [Color] 属性在编辑时不能影响其透明度([member Color.a] 不可编辑)。"
msgid ""
"If a property is [String], hints that the property represents a particular "
"type (class). This allows to select a type from the create dialog. The "
"property will store the selected type as a string.\n"
"If a property is [Array], hints the editor how to show elements. The "
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
"and [code]\"/\"[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Array of elem_type.\n"
"hint_string = \"%d:\" % [elem_type]\n"
"hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n"
"# Two-dimensional array of elem_type (array of arrays of elem_type).\n"
"hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n"
"hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, "
"elem_hint_string]\n"
"# Three-dimensional array of elem_type (array of arrays of arrays of "
"elem_type).\n"
"hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n"
"hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, "
"elem_hint, elem_hint_string]\n"
"[/gdscript]\n"
"[csharp]\n"
"// Array of elemType.\n"
"hintString = $\"{elemType:D}:\";\n"
"hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n"
"// Two-dimensional array of elemType (array of arrays of elemType).\n"
"hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n"
"hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:"
"{elemHintString}\";\n"
"// Three-dimensional array of elemType (array of arrays of arrays of "
"elemType).\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:"
"\";\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/"
"{elemHint:D}:{elemHintString}\";\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Examples:\n"
"[codeblocks]\n"
"[gdscript]\n"
"hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n"
"hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of "
"integers (in range from 1 to 10).\n"
"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array "
"of integers (an enum).\n"
"hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, "
"PROPERTY_HINT_ENUM] # Array of integers (an enum).\n"
"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of "
"strings (file paths).\n"
"hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, "
"PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n"
"\n"
"hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array "
"of floats.\n"
"hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, "
"PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n"
"hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, "
"PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to "
"1).\n"
"hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, "
"PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n"
"[/gdscript]\n"
"[csharp]\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // "
"Array of integers (in range from 1 to 10).\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // "
"Array of integers (an enum).\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3,"
"Six:6\"; // Array of integers (an enum).\n"
"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // "
"Array of strings (file paths).\n"
"hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:"
"Texture2D\"; // Array of textures.\n"
"\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-"
"dimensional array of floats.\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint."
"MultilineText:D}:\"; // Two-dimensional array of multiline strings.\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint."
"Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in range from -1 to "
"1).\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint."
"ResourceType:D}:Texture2D\"; // Two-dimensional array of textures.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The trailing colon is required for properly detecting built-in "
"types."
msgstr ""
"如果属性为 [String],则提示该属性代表特定的类型(类)。这样就能使用创建对话框"
"选择类型。该属性中存放的是所选类型,是一个字符串。\n"
"如果属性为 [Array],则提示编辑器如何显示其中的元素。[code]hint_string[/code] "
"必须使用 [code]\":\"[/code] 和 [code]\"/\"[/code] 对内嵌的类型进行编码。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# elem_type 数组。\n"
"hint_string = \"%d:\" % [elem_type]\n"
"hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n"
"# elem_type 二维数组elem_type 数组的数组)。\n"
"hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n"
"hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, "
"elem_hint_string]\n"
"# elem_type 三维数组elem_type 数组的数组的数组)。\n"
"hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n"
"hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, "
"elem_hint, elem_hint_string]\n"
"[/gdscript]\n"
"[csharp]\n"
"// elem_type 数组。\n"
"hintString = $\"{elemType:D}:\";\n"
"hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n"
"// elem_type 二维数组elem_type 数组的数组)。\n"
"hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n"
"hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:"
"{elemHintString}\";\n"
"// elem_type 三维数组elem_type 数组的数组的数组)。\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:"
"\";\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/"
"{elemHint:D}:{elemHintString}\";\n"
"[/csharp]\n"
"[/codeblocks]\n"
"示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"hint_string = \"%d:\" % [TYPE_INT] # 整数数组。\n"
"hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # 整数数组"
"(范围为 1 到 10。\n"
"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # 整数数"
"组(枚举)。\n"
"hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, "
"PROPERTY_HINT_ENUM] # 整数数组(枚举)。\n"
"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # 字符串数组"
"(文件路径)。\n"
"hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, "
"PROPERTY_HINT_RESOURCE_TYPE] # 纹理数组。\n"
"\n"
"hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # 浮点数二维数组。\n"
"hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, "
"PROPERTY_HINT_MULTILINE_TEXT] # 多行字符串二维数组。\n"
"hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, "
"PROPERTY_HINT_RANGE] # 浮点数二维数组(范围为 -1 到 1。\n"
"hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, "
"PROPERTY_HINT_RESOURCE_TYPE] # 纹理二维数组。\n"
"[/gdscript]\n"
"[csharp]\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // 整数"
"数组(范围为 1 到 10。\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // "
"整数数组(枚举)。\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3,"
"Six:6\"; // 整数数组(枚举)。\n"
"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // 字符"
"串数组(文件路径)。\n"
"hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:"
"Texture2D\"; // 纹理数组。\n"
"\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // 浮点数二"
"维数组。\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint."
"MultilineText:D}:\"; // 多行字符串二维数组。\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint."
"Range:D}:-1,1,0.1\"; // 浮点数二维数组(范围为 -1 到 1。\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint."
"ResourceType:D}:Texture2D\"; // 纹理二维数组。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]后缀冒号是必须的,否则无法正确识别内置类型。"
msgid ""
"Hints that a string property is a locale code. Editing it will show a locale "
"dialog for picking language and country."
msgstr ""
"提示一个字符串属性是一个区域设置代码。编辑它将显示一个用于选择语言和地区的区域"
"设置对话框。"
msgid ""
"Hints that a dictionary property is string translation map. Dictionary keys "
"are locale codes and, values are translated strings."
msgstr ""
"提示一个字典属性是字符串翻译映射。字典的键是区域设置代码,值是翻译后的字符串。"
msgid ""
"Hints that a quaternion property should disable the temporary euler editor."
msgstr "提示四元数属性应当禁用临时欧拉值编辑器。"
msgid ""
"Hints that a string property is a password, and every character is replaced "
"with the secret character."
msgstr "提示字符串属性为密码,每一个字符都会被替换为秘密字符。"
msgid "Represents the size of the [enum PropertyHint] enum."
msgstr "代表 [enum PropertyHint] 枚举的大小。"
msgid ""
"The property is not stored, and does not display in the editor. This is the "
"default for non-exported properties."
msgstr "该属性不被存储,也不会显示在编辑器中。这是非导出属性的默认值。"
msgid "The property is serialized and saved in the scene file (default)."
msgstr "将属性序列化并保存到场景文件中(默认)。"
msgid "The property is shown in the [EditorInspector] (default)."
msgstr "该属性将被显示在 [EditorInspector](默认)中。"
msgid "The property is excluded from the class reference."
msgstr "该属性排除在类参考手册之外。"
msgid "The property can be checked in the [EditorInspector]."
msgstr "该属性可以在 [EditorInspector] 中被勾选。"
msgid "The property is checked in the [EditorInspector]."
msgstr "该属性在 [EditorInspector] 中已被勾选。"
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "用于在编辑器中将属性编组在一起。请参阅 [EditorInspector]。"
msgid "Used to categorize properties together in the editor."
msgstr "在编辑器中用于为属性分类。"
msgid ""
"Used to group properties together in the editor in a subgroup (under a "
"group). See [EditorInspector]."
msgstr ""
"用于在子组(一个组下)中将编辑器中的属性编组在一起。请参阅 [EditorInspector]。"
msgid "The property does not save its state in [PackedScene]."
msgstr "该属性不在 [PackedScene] 中保存其状态。"
msgid "Editing the property prompts the user for restarting the editor."
msgstr "编辑属性会提示用户重新启动编辑器。"
msgid ""
"The property is a script variable which should be serialized and saved in the "
"scene file."
msgstr "该属性是一个脚本变量,应该被序列化并保存在场景文件中。"
msgid "The property is an array."
msgstr "该属性为数组。"
msgid ""
"When duplicating a resource with [method Resource.duplicate], and this flag "
"is set on a property of that resource, the property should always be "
"duplicated, regardless of the [code]subresources[/code] bool parameter."
msgstr ""
"当创建一个带有 [method Resource.duplicate] 的 Resource并且它的标志是在一个 "
"Resource 的属性上设置的副本时候,无论 [code]subresources[/code] 为多少,该属性"
"永远都会被创建为副本。"
msgid ""
"When duplicating a resource with [method Resource.duplicate], and this flag "
"is set on a property of that resource, the property should never be "
"duplicated, regardless of the [code]subresources[/code] bool parameter."
msgstr ""
"使用 [method Resource.duplicate] 复制资源时,如果该资源的某个属性上设有这个标"
"志,则不会对该属性进行复制,无视 [code]subresources[/code] 布尔型参数。"
msgid ""
"The property is only shown in the editor if modern renderers are supported "
"(the Compatibility rendering method is excluded)."
msgstr "只有在支持现代渲染器(不包含 GLES3的情况下该属性才会在编辑器中显示。"
msgid "The property is read-only in the [EditorInspector]."
msgstr "该属性在 [EditorInspector] 中只读。"
msgid ""
"An export preset property with this flag contains confidential information "
"and is stored separately from the rest of the export preset configuration."
msgstr ""
"具有该标志的导出预设属性包含机密信息,并与导出预设配置的其余部分分开存储。"
msgid "Default usage (storage and editor)."
msgstr "默认用法(存储和编辑器)。"
msgid "Default usage but without showing the property in the editor (storage)."
msgstr "默认用法,但不在编辑器中显示属性(存储)。"
msgid "Flag for a normal method."
msgstr "普通方法的标志。"
msgid "Flag for an editor method."
msgstr "编辑器方法的标志。"
msgid "Flag for a constant method."
msgstr "常量方法的标志。"
msgid "Flag for a virtual method."
msgstr "虚方法的标志。"
msgid "Flag for a method with a variable number of arguments."
msgstr "具有可变数量参数的方法的标志。"
msgid "Flag for a static method."
msgstr "静态方法的标志。"
msgid ""
"Used internally. Allows to not dump core virtual methods (such as [method "
"Object._notification]) to the JSON API."
msgstr ""
"内部使用。允许不将核心虚拟方法(例如 [method Object._notification])转储到 "
"JSON API。"
msgid "Default method flags (normal)."
msgstr "默认方法标志(正常)。"
msgid "Variable is [code]null[/code]."
msgstr "变量为 [code]null[/code]。"
msgid "Variable is of type [bool]."
msgstr "变量类型为 [bool]。"
msgid "Variable is of type [int]."
msgstr "变量类型为 [int]。"
msgid "Variable is of type [float]."
msgstr "变量的类型为 [float]。"
msgid "Variable is of type [String]."
msgstr "变量类型为 [String]。"
msgid "Variable is of type [Vector2]."
msgstr "变量类型为 [Vector2]。"
msgid "Variable is of type [Vector2i]."
msgstr "变量类型为 [Vector2i]。"
msgid "Variable is of type [Rect2]."
msgstr "变量类型为 [Rect2]。"
msgid "Variable is of type [Rect2i]."
msgstr "变量类型为 [Rect2i]。"
msgid "Variable is of type [Vector3]."
msgstr "变量类型为 [Vector3]。"
msgid "Variable is of type [Vector3i]."
msgstr "变量类型为 [Vector3i]。"
msgid "Variable is of type [Transform2D]."
msgstr "变量类型为 [Transform2D]。"
msgid "Variable is of type [Vector4]."
msgstr "变量类型为 [Vector4]。"
msgid "Variable is of type [Vector4i]."
msgstr "变量类型为 [Vector4i]。"
msgid "Variable is of type [Plane]."
msgstr "变量类型为 [Plane]。"
msgid "Variable is of type [Quaternion]."
msgstr "变量类型为 [Quaternion]。"
msgid "Variable is of type [AABB]."
msgstr "变量类型为 [AABB]。"
msgid "Variable is of type [Basis]."
msgstr "变量类型为 [Basis]。"
msgid "Variable is of type [Transform3D]."
msgstr "变量类型为 [Transform3D]。"
msgid "Variable is of type [Projection]."
msgstr "变量类型为 [Projection]。"
msgid "Variable is of type [Color]."
msgstr "变量类型为 [Color]。"
msgid "Variable is of type [StringName]."
msgstr "变量类型为 [StringName]。"
msgid "Variable is of type [NodePath]."
msgstr "变量类型为 [NodePath]。"
msgid "Variable is of type [RID]."
msgstr "变量类型为 [RID]。"
msgid "Variable is of type [Object]."
msgstr "变量类型为 [Object]。"
msgid "Variable is of type [Callable]."
msgstr "变量类型为 [Callable]。"
msgid "Variable is of type [Signal]."
msgstr "变量类型为 [Signal]。"
msgid "Variable is of type [Dictionary]."
msgstr "变量类型为 [Dictionary]。"
msgid "Variable is of type [Array]."
msgstr "变量类型为 [Array]。"
msgid "Variable is of type [PackedByteArray]."
msgstr "变量类型为 [PackedByteArray]。"
msgid "Variable is of type [PackedInt32Array]."
msgstr "变量类型为 [PackedInt32Array]。"
msgid "Variable is of type [PackedInt64Array]."
msgstr "变量类型为 [PackedInt64Array]。"
msgid "Variable is of type [PackedFloat32Array]."
msgstr "变量类型为 [PackedFloat32Array]。"
msgid "Variable is of type [PackedFloat64Array]."
msgstr "变量类型为 [PackedFloat64Array]。"
msgid "Variable is of type [PackedStringArray]."
msgstr "变量类型为 [PackedStringArray]。"
msgid "Variable is of type [PackedVector2Array]."
msgstr "变量类型为 [PackedVector2Array]。"
msgid "Variable is of type [PackedVector3Array]."
msgstr "变量类型为 [PackedVector3Array]。"
msgid "Variable is of type [PackedColorArray]."
msgstr "变量类型为 [PackedColorArray]。"
msgid "Represents the size of the [enum Variant.Type] enum."
msgstr "代表 [enum Variant.Type] 枚举的大小。"
msgid "Equality operator ([code]==[/code])."
msgstr "相等运算符([code]==[/code])。"
msgid "Inequality operator ([code]!=[/code])."
msgstr "不等运算符([code]!=[/code])。"
msgid "Less than operator ([code]<[/code])."
msgstr "小于运算符([code]<[/code])。"
msgid "Less than or equal operator ([code]<=[/code])."
msgstr "小于等于运算符([code]<=[/code])。"
msgid "Greater than operator ([code]>[/code])."
msgstr "大于运算符([code]>[/code])。"
msgid "Greater than or equal operator ([code]>=[/code])."
msgstr "大于等于运算符([code]>=[/code])。"
msgid "Addition operator ([code]+[/code])."
msgstr "加法运算符([code]+[/code])。"
msgid "Subtraction operator ([code]-[/code])."
msgstr "减法运算符([code]-[/code])。"
msgid "Multiplication operator ([code]*[/code])."
msgstr "乘法运算符([code]*[/code])。"
msgid "Division operator ([code]/[/code])."
msgstr "除法运算符([code]/[/code])。"
msgid "Unary negation operator ([code]-[/code])."
msgstr "一元减号运算符([code]-[/code])。"
msgid "Unary plus operator ([code]+[/code])."
msgstr "一元加号运算符([code]+[/code])。"
msgid "Remainder/modulo operator ([code]%[/code])."
msgstr "余数/取模运算符([code]%[/code])。"
msgid "Power operator ([code]**[/code])."
msgstr "幂运算符([code]**[/code])。"
msgid "Left shift operator ([code]<<[/code])."
msgstr "左移运算符([code]<<[/code])。"
msgid "Right shift operator ([code]>>[/code])."
msgstr "右移运算符([code]>>[/code])。"
msgid "Bitwise AND operator ([code]&[/code])."
msgstr "按位与运算符([code]&[/code])。"
msgid "Bitwise OR operator ([code]|[/code])."
msgstr "按位或运算符([code]|[/code])。"
msgid "Bitwise XOR operator ([code]^[/code])."
msgstr "按位异或运算符([code]^[/code])。"
msgid "Bitwise NOT operator ([code]~[/code])."
msgstr "按位非运算符([code]~[/code])。"
msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
msgstr "逻辑与运算符([code]and[/code] 或 [code]&&[/code])。"
msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
msgstr "逻辑或运算符([code]or[/code] 或 [code]||[/code])。"
msgid "Logical XOR operator (not implemented in GDScript)."
msgstr "逻辑异或运算符(未在 GDScript 中实现)。"
msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
msgstr "逻辑非运算符([code]not[/code] 或 [code]![/code])。"
msgid "Logical IN operator ([code]in[/code])."
msgstr "逻辑 IN 运算符([code]in[/code])。"
msgid "Represents the size of the [enum Variant.Operator] enum."
msgstr "代表 [enum Variant.Operator] 枚举的大小。"
msgid "A 3D axis-aligned bounding box."
msgstr "3D 轴对齐边界框。"
msgid ""
"[AABB] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].\n"
"Negative values for [member size] are not supported and will not work for "
"most methods. Use [method abs] to get an AABB with a positive size.\n"
"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer "
"coordinates."
msgstr ""
"[AABB] 由一个位置、一个大小和若干实用函数组成。通常用于快速重叠测试。\n"
"它使用浮点坐标。[AABB] 的 2D 对应物为 [Rect2]。\n"
"不支持负的 [member size],并且不适用于大多数方法。使用 [method abs] 获得具有正"
"尺寸的 AABB。\n"
"[b]注意:[/b]与 [Rect2] 不同,[AABB] 没有使用整数坐标的变体。"
msgid "Math documentation index"
msgstr "数学文档索引"
msgid "Vector math"
msgstr "向量数学"
msgid "Advanced vector math"
msgstr "高等向量数学"
msgid ""
"Constructs a default-initialized [AABB] with default (zero) values of [member "
"position] and [member size]."
msgstr "默认构造 [AABB][member position] 和 [member size] 均为默认值(零)。"
msgid "Constructs an [AABB] as a copy of the given [AABB]."
msgstr "构造给定 [AABB] 的副本。"
msgid "Constructs an [AABB] from a position and size."
msgstr "从一个位置和大小构造 [AABB] 。"
msgid ""
"Returns an AABB with equivalent position and size, modified so that the most-"
"negative corner is the origin and the size is positive."
msgstr "返回等价的 AABB其原点被修正至最负数的角落大小被修正为正数。"
msgid ""
"Returns [code]true[/code] if this [AABB] completely encloses another one."
msgstr "该 [AABB] 完全包含另一个时,返回 [code]true[/code]。"
msgid ""
"Returns a copy of this [AABB] expanded to include a given point.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# position (-3, 2, 0), size (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// position (-3, 2, 0), size (1, 1, 1)\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回该 [AABB] 的副本,该副本扩展至包含给出的点。\n"
"[b]例子:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 位置 (-3, 2, 0),大小 (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# 位置 (-3, -1, 0),大小 (3, 4, 2),包含原来的 AABB 和 Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// 位置 (-3, 2, 0),大小 (1, 1, 1)\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// 位置 (-3, -1, 0),大小 (3, 4, 2),包含原来的 AABB 和 Vector3(0, -1, 2)\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr "返回该 [AABB] 的中心点,等于 [member position] + ([member size] / 2)。"
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
msgstr "获取该 [AABB] 的 8 个端点的位置。"
msgid "Returns the normalized longest axis of the [AABB]."
msgstr "返回该 [AABB] 归一化后的最长轴。"
msgid ""
"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s "
"[code]AXIS_*[/code] constants)."
msgstr ""
"返回该 [AABB] 最长轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。"
msgid "Returns the scalar length of the longest axis of the [AABB]."
msgstr "返回该 [AABB] 最长轴的标量长度。"
msgid "Returns the normalized shortest axis of the [AABB]."
msgstr "返回该 [AABB] 归一化后的最短轴。"
msgid ""
"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::"
"AXIS* enum)."
msgstr ""
"返回该 [AABB] 最短轴的索引(根据 [Vector3] 的 [code]AXIS_*[/code] 常量)。"
msgid "Returns the scalar length of the shortest axis of the [AABB]."
msgstr "返回该 [AABB] 最短轴的标量长度。"
msgid ""
"Returns the vertex of the AABB that's the farthest in a given direction. This "
"point is commonly known as the support point in collision detection "
"algorithms."
msgstr "返回指定方向上最远的 AABB 顶点。该点通常称为碰撞检测算法的支撑点。"
msgid "Returns the volume of the [AABB]."
msgstr "返回该 [AABB] 的体积。"
msgid ""
"Returns a copy of the [AABB] grown a given number of units towards all the "
"sides."
msgstr "返回 [AABB] 的副本,该副本向所有方向增长了给定数量的单位。"
msgid ""
"Returns [code]true[/code] if the [AABB] contains a point. Points on the faces "
"of the AABB are considered included, though float-point precision errors may "
"impact the accuracy of such checks.\n"
"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/"
"i]. Use [method abs] to get a positive sized equivalent [AABB] to check for "
"contained points."
msgstr ""
"如果 [AABB] 包含点,则返回 [code]true[/code]。AABB 表面上的点被视为包括在内,"
"但浮点精度误差可能会影响此类检测的准确性。\n"
"[b]注意:[/b]这种方法对于具有[i]负尺寸[/i]的 [AABB] 是不可靠的。使用 [method "
"abs] 获得一个正尺寸的等效 [AABB] 在检查是否包含点。"
msgid ""
"Returns [code]true[/code] if the [AABB] has a surface or a length, and "
"[code]false[/code] if the [AABB] is empty (all components of [member size] "
"are zero or negative)."
msgstr ""
"如果 [AABB] 具有表面或长度,则返回 [code]true[/code];如果 [AABB] 为空"
"[member size] 的所有分量为零或负),则返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] "
"if the [AABB] is flat, empty, or has a negative [member size]."
msgstr ""
"如果 [AABB] 有体积,则返回 [code]true[/code];如果 [AABB] 是扁平的、空的或具有"
"负的 [member size],则返回 [code]false[/code]。"
msgid ""
"Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, "
"0)[/code]) is returned on failure."
msgstr ""
"返回两个 [AABB] 的交叠区域。失败时返回空的 AABB大小为 [code](0, 0, 0)[/"
"code])。"
msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
msgstr "该 [AABB] 与另一个交叠时,返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
msgstr "该 [AABB] 同时位于指定平面的两边时,返回 [code]true[/code]。"
msgid ""
"Returns the point of intersection of the given ray with this [AABB] or "
"[code]null[/code] if there is no intersection. Ray length is infinite."
msgstr ""
"返回给定的射线与该 [AABB] 的交点,如果不相交则返回 [code]null[/code]。射线无限"
"长。"
msgid ""
"Returns the point of intersection between [param from] and [param to] with "
"this [AABB] or [code]null[/code] if there is no intersection."
msgstr ""
"如果没有交点,则返回 [code]null[/code],否则返回 [param from] 和 [param to] 与"
"此 [AABB] 的交点。"
msgid ""
"Returns [code]true[/code] if this [AABB] and [param aabb] are approximately "
"equal, by calling [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"如果该 [AABB] 和 [param aabb] 近似相等,则返回 [code]true[/code],通过在每个分"
"量上调用 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this [AABB] is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果该 [AABB] 是有限的,则返回 [code]true[/code],方法是在每个分量上调用 "
"[method @GlobalScope.is_finite]。"
msgid "Returns a larger [AABB] that contains both this [AABB] and [param with]."
msgstr "返回同时包含该 [AABB] 和 [param with] 的更大的 [AABB]。"
msgid ""
"Ending corner. This is calculated as [code]position + size[/code]. Setting "
"this value will change the size."
msgstr ""
"终点角。通过 [code]position + size[/code] 计算而来。设置该值会修改大小。"
msgid "Beginning corner. Typically has values lower than [member end]."
msgstr "起点角。通常比 [member end] 小。"
msgid ""
"Size from [member position] to [member end]. Typically, all components are "
"positive.\n"
"If the size is negative, you can use [method abs] to fix it."
msgstr ""
"从 [member position] 到 [member end] 的大小。通常所有分量都是正数。\n"
"如果大小为负,可以用 [method abs] 修正。"
msgid ""
"Returns [code]true[/code] if the AABBs are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果 AABB 不相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Inversely transforms (multiplies) the [AABB] by the given [Transform3D] "
"transformation matrix, under the assumption that the transformation basis is "
"orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n"
"[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * "
"aabb[/code]. See [method Transform3D.inverse].\n"
"For transforming by inverse of an affine transformation (e.g. with scaling) "
"[code]transform.affine_inverse() * aabb[/code] can be used instead. See "
"[method Transform3D.affine_inverse]."
msgstr ""
"假设该变换的基是正交的(即旋转/反射可以,缩放/倾斜则不行),将 [AABB] 逆向变换"
"(乘以)给定的 [Transform3D] 变换矩阵。\n"
"[code]aabb * transform[/code] 相当于 [code]transform.inverse() * aabb[/code]。"
"见 [method Transform3D.inverse]。\n"
"对于通过仿射变换的逆进行的变换(例如,缩放),可以使用 [code]transform."
"affine_inverse() * aabb[/code] 代替。见 [method Transform3D.affine_inverse]。"
msgid ""
"Returns [code]true[/code] if the AABBs are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果 AABB 完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid "A base dialog used for user notification."
msgstr "用于用户通知的基本对话框。"
msgid ""
"The default use of [AcceptDialog] is to allow it to only be accepted or "
"closed, with the same result. However, the [signal confirmed] and [signal "
"canceled] signals allow to make the two actions different, and the [method "
"add_button] method allows to add custom buttons and actions."
msgstr ""
"[AcceptDialog] 的默认用途是允许它只被接受或关闭,结果相同。但是,[signal "
"confirmed] 和 [signal canceled] 信号允许使两个动作不同,[method add_button] 方"
"法允许添加自定义按钮和动作。"
msgid ""
"Adds a button with label [param text] and a custom [param action] to the "
"dialog and returns the created button. [param action] will be passed to the "
"[signal custom_action] signal when pressed.\n"
"If [code]true[/code], [param right] will place the button to the right of any "
"sibling buttons.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
"将带有标签 [param text] 和自定义 [param action] 的按钮添加到对话框,并返回该创"
"建的按钮。[param action] 将在按钮被按下时传递给 [signal custom_action] 信"
"号。\n"
"如果 [param right] 为 [code]true[/code],按钮会被放置在所有同级按钮的右侧。\n"
"可以使用 [method remove_button] 方法从对话框中移除使用该方法创建的按钮。"
msgid ""
"Adds a button with label [param name] and a cancel action to the dialog and "
"returns the created button.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
"在对话框中添加一个带有标签 [param name] 和取消动作的按钮,并返回创建的按钮。\n"
"你可以使用 [method remove_button] 方法从对话框中删除用此方法创建的按钮。"
msgid ""
"Returns the label used for built-in text.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回内置文本所使用的标签。\n"
"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
msgid ""
"Returns the OK [Button] instance.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回确定按钮 [Button] 实例。\n"
"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
msgid ""
"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
"dialog will be accepted."
msgstr "在对话框中注册 [LineEdit]。当按下回车键时,对话框将被接受。"
msgid ""
"Removes the [param button] from the dialog. Does NOT free the [param button]. "
"The [param button] must be a [Button] added with [method add_button] or "
"[method add_cancel_button] method. After removal, pressing the [param button] "
"will no longer emit this dialog's [signal custom_action] or [signal canceled] "
"signals."
msgstr ""
"从对话框中移除 [param button]。但不释放该 [param button] 对象。[param button] "
"必须是用 [method add_button] 或 [method add_cancel_button] 方法添加的 "
"[Button]。移除后,按下该 [param button] 将不再发出该对话框的 [signal "
"custom_action] 或 [signal canceled] 信号。"
msgid "Sets autowrapping for the text in the dialog."
msgstr "为对话框中的文本设置自动换行。"
msgid ""
"If [code]true[/code], the dialog will be hidden when the escape key "
"([constant KEY_ESCAPE]) is pressed."
msgstr ""
"如果为 [code]true[/code],当按下退出键([constant KEY_ESCAPE])时,对话框将被"
"隐藏。"
msgid ""
"If [code]true[/code], the dialog is hidden when the OK button is pressed. You "
"can set it to [code]false[/code] if you want to do e.g. input validation when "
"receiving the [signal confirmed] signal, and handle hiding the dialog in your "
"own logic.\n"
"[b]Note:[/b] Some nodes derived from this class can have a different default "
"value, and potentially their own built-in logic overriding this setting. For "
"example [FileDialog] defaults to [code]false[/code], and has its own input "
"validation code that is called when you press OK, which eventually hides the "
"dialog if the input is valid. As such, this property can't be used in "
"[FileDialog] to disable hiding the dialog when pressing OK."
msgstr ""
"如果为 [code]true[/code],按下确定按钮时对话框将隐藏。如果要在收到 [signal "
"confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/code]"
"然后在自己的逻辑中处理对话框的隐藏。\n"
"[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻"
"辑会覆盖此设置。例如 [FileDialog] 默认其为 [code]false[/code],并在按下确定时"
"实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 "
"[FileDialog] 中使用此属性来禁止在按确定时隐藏对话框。"
msgid "The text displayed by the dialog."
msgstr "对话框显示的文本。"
msgid "The text displayed by the OK button (see [method get_ok_button])."
msgstr "确定按钮(参见 [method get_ok_button])显示的文本。"
msgid ""
"Emitted when the dialog is closed or the button created with [method "
"add_cancel_button] is pressed."
msgstr "当对话框关闭或按下 [method add_cancel_button] 创建的按钮时发出。"
msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
msgstr "接受对话框时,即按下确定按钮时发出。"
msgid "Emitted when a custom button is pressed. See [method add_button]."
msgstr "按下自定义按钮时发出。见 [method add_button]。"
msgid ""
"The size of the vertical space between the dialog's content and the button "
"row."
msgstr "对话框内容和按钮行之间的垂直空间的大小。"
msgid "The panel that fills the background of the window."
msgstr "填充窗口背景的面板。"
msgid "Provides access to AES encryption/decryption of raw data."
msgstr "提供对原始数据的 AES 加密/解密的访问。"
msgid ""
"This class holds the context information required for encryption and "
"decryption operations with AES (Advanced Encryption Standard). Both AES-ECB "
"and AES-CBC modes are supported.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
" var data = \"My secret text!!\" # Data size must be multiple of 16 bytes, "
"apply padding if needed.\n"
" # Encrypt ECB\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n"
" var encrypted = aes.update(data.to_utf8_buffer())\n"
" aes.finish()\n"
" # Decrypt ECB\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n"
" var decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # Check ECB\n"
" assert(decrypted == data.to_utf8_buffer())\n"
"\n"
" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
" # Encrypt CBC\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv."
"to_utf8_buffer())\n"
" encrypted = aes.update(data.to_utf8_buffer())\n"
" aes.finish()\n"
" # Decrypt CBC\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv."
"to_utf8_buffer())\n"
" decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # Check CBC\n"
" assert(decrypted == data.to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private AesContext _aes = new AesContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" string key = \"My secret key!!!\"; // Key must be either 16 or 32 "
"bytes.\n"
" string data = \"My secret text!!\"; // Data size must be multiple of "
"16 bytes, apply padding if needed.\n"
" // Encrypt ECB\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n"
" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n"
" _aes.Finish();\n"
" // Decrypt ECB\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n"
" byte[] decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // Check ECB\n"
" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
"\n"
" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n"
" // Encrypt CBC\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv."
"ToUtf8Buffer());\n"
" encrypted = _aes.Update(data.ToUtf8Buffer());\n"
" _aes.Finish();\n"
" // Decrypt CBC\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv."
"ToUtf8Buffer());\n"
" decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // Check CBC\n"
" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"这个类存放的是进行 AESAdvanced Encryption Standard高级加密标准加解密所需"
"的上下文信息。支持 AES-ECB 和 AES-CBC 两种模式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n"
" var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添加"
"补白。\n"
" # ECB 加密\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n"
" var encrypted = aes.update(data.to_utf8_buffer())\n"
" aes.finish()\n"
" # ECB 解密\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n"
" var decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # ECB 校验\n"
" assert(decrypted == data.to_utf8_buffer())\n"
"\n"
" var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n"
" # CBC 加密\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv."
"to_utf8_buffer())\n"
" encrypted = aes.update(data.to_utf8_buffer())\n"
" aes.finish()\n"
" # CBC 解密\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv."
"to_utf8_buffer())\n"
" decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # CBC 校验\n"
" assert(decrypted == data.to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private AesContext _aes = new AesContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" string key = \"My secret key!!!\"; // 密钥必须是 16 或 32 字节。\n"
" string data = \"My secret text!!\"; // 数据大小必须是 16 字节的倍数,"
"需要时添加补白。\n"
" // ECB 加密\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n"
" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n"
" _aes.Finish();\n"
" // ECB 解密\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n"
" byte[] decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // ECB 校验\n"
" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
"\n"
" string iv = \"My secret iv!!!!\"; // IV 必须是 16 字节。\n"
" // CBC 加密\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv."
"ToUtf8Buffer());\n"
" encrypted = _aes.Update(data.ToUtf8Buffer());\n"
" _aes.Finish();\n"
" // CBC 解密\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv."
"ToUtf8Buffer());\n"
" decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // CBC 校验\n"
" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Close this AES context so it can be started again. See [method start]."
msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。"
msgid ""
"Get the current IV state for this context (IV gets updated when calling "
"[method update]). You normally don't need this function.\n"
"[b]Note:[/b] This function only makes sense when the context is started with "
"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
"获取此上下文的当前 IV 状态(调用 [method update] 时会更新 IV。通常不需要此函"
"数。\n"
"[b]注意:[/b]仅当上下文以 [constant MODE_CBC_ENCRYPT] 或 [constant "
"MODE_CBC_DECRYPT] 开头时,此函数才有意义。"
msgid ""
"Start the AES context in the given [param mode]. A [param key] of either 16 "
"or 32 bytes must always be provided, while an [param iv] (initialization "
"vector) of exactly 16 bytes, is only needed when [param mode] is either "
"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
"在给定的 [param mode] 中启动 AES 上下文。必须始终提供 16 或 32 字节的 [param "
"key],而仅当 [param mode] 为 [constant MODE_CBC_ENCRYPT] 或 [constant "
"MODE_CBC_DECRYPT] 时,才需要正好为 16 字节的 [param iv](初始化向量)。"
msgid ""
"Run the desired operation for this AES context. Will return a "
"[PackedByteArray] containing the result of encrypting (or decrypting) the "
"given [param src]. See [method start] for mode of operation.\n"
"[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some "
"padding if needed."
msgstr ""
"运行此 AES 上下文所需的操作。将返回包含加密(或解密)给定 [param src] 结果的 "
"[PackedByteArray] 。有关操作模式,请参阅 [method start]。\n"
"[b]注意:[/b][param src] 的大小必须是 16 倍的倍数。如果需要,应用一些填充。"
msgid "AES electronic codebook encryption mode."
msgstr "AES 电子密码簿加密模式。"
msgid "AES electronic codebook decryption mode."
msgstr "AES 电子密码簿解密模式。"
msgid "AES cipher blocker chaining encryption mode."
msgstr "AES 密码封锁器链式加密模式。"
msgid "AES cipher blocker chaining decryption mode."
msgstr "AES 密码封锁器链式解密模式。"
msgid "Maximum value for the mode enum."
msgstr "模式列举的最大值。"
msgid ""
"A 2D physics body that can't be moved by external forces. When moved "
"manually, it affects other bodies in its path."
msgstr "无法被外力移动的 2D 物理物体。手动移动时会影响路径上的其他物体。"
msgid ""
"An animatable 2D physics body. It can't be moved by external forces or "
"contacts, but can be moved manually by other means such as code, "
"[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to "
"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
"[RemoteTransform2D].\n"
"When [AnimatableBody2D] is moved, its linear and angular velocity are "
"estimated and used to affect other physics bodies in its path. This makes it "
"useful for moving platforms, doors, and other moving objects."
msgstr ""
"可动画的 2D 物理物体。无法因外力和接触而移动,但可以通过代码、[AnimationMixer]"
"[member AnimationMixer.callback_mode_process] 设为 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、[RemoteTransform2D] 等方法手动移"
"动。\n"
"[AnimatableBody2D] 发生移动时,会对线速度和角速度进行估算,并用于影响其路径上"
"的其他物理物体。因此适用于移动平台、门等移动的对象。"
msgid ""
"If [code]true[/code], the body's movement will be synchronized to the physics "
"frame. This is useful when animating movement via [AnimationPlayer], for "
"example on moving platforms. Do [b]not[/b] use together with [method "
"PhysicsBody2D.move_and_collide]."
msgstr ""
"如果为 [code]true[/code],则物体的运动将与物理帧同步。当通过 "
"[AnimationPlayer] 为运动设置动画时,例如在移动的平台上,这个功能很有用。[b]不"
"要[/b]与[method PhysicsBody2D.move_and_collide]一起使用。"
msgid ""
"A 3D physics body that can't be moved by external forces. When moved "
"manually, it affects other bodies in its path."
msgstr "无法被外力移动的 3D 物理物体。手动移动时会影响路径上的其他物体。"
msgid ""
"An animatable 3D physics body. It can't be moved by external forces or "
"contacts, but can be moved manually by other means such as code, "
"[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to "
"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
"[RemoteTransform3D].\n"
"When [AnimatableBody3D] is moved, its linear and angular velocity are "
"estimated and used to affect other physics bodies in its path. This makes it "
"useful for moving platforms, doors, and other moving objects."
msgstr ""
"可动画的 3D 物理物体。无法因外力或接触而移动,但可以通过代码、[AnimationMixer]"
"[member AnimationMixer.callback_mode_process] 设为 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、[RemoteTransform3D] 等方法手动移"
"动。\n"
"[AnimatableBody3D] 发生移动时,会对线速度和角速度进行估算,并用于影响其路径上"
"的其他物理物体。因此适用于移动平台、门等移动的对象。"
msgid "3D Physics Tests Demo"
msgstr "3D 物理测试演示"
msgid "Third Person Shooter Demo"
msgstr "第三人称射击演示"
msgid "3D Voxel Demo"
msgstr "3D 体素演示"
msgid ""
"If [code]true[/code], the body's movement will be synchronized to the physics "
"frame. This is useful when animating movement via [AnimationPlayer], for "
"example on moving platforms. Do [b]not[/b] use together with [method "
"PhysicsBody3D.move_and_collide]."
msgstr ""
"如果为 [code]true[/code],则实体的运动将与物理帧同步。当通过 "
"[AnimationPlayer] 为运动设置动画时,例如在移动的平台上,这个功能很有用。请[b]"
"不要[/b]与 [method PhysicsBody3D.move_and_collide] 函数一起使用。"
msgid ""
"Sprite node that contains multiple textures as frames to play for animation."
msgstr "包含多个纹理作为动画播放帧的 Sprite 节点。"
msgid ""
"[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries "
"multiple textures as animation frames. Animations are created using a "
"[SpriteFrames] resource, which allows you to import image files (or a folder "
"containing said files) to provide the animation frames for the sprite. The "
"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
"bottom panel."
msgstr ""
"[AnimatedSprite2D] 与 [Sprite2D] 节点类似,但是包含多张纹理,可用作动画帧。动"
"画使用 [SpriteFrames] 资源创建,可以导入图像文件(或包含此类文件的文件夹)为该"
"精灵提供动画帧。可以在编辑器的“动画帧”底部面板中配置 [SpriteFrames] 资源。"
msgid "2D Sprite animation"
msgstr "2D 精灵动画"
msgid "2D Dodge The Creeps Demo"
msgstr "2D Dodge The Creeps 演示"
msgid ""
"Returns the actual playing speed of current animation or [code]0[/code] if "
"not playing. This speed is the [member speed_scale] property multiplied by "
"[code]custom_speed[/code] argument specified when calling the [method play] "
"method.\n"
"Returns a negative value if the current animation is playing backwards."
msgstr ""
"返回当前动画的实际播放速度,未播放时则为 [code]0[/code]。这个速度是 [member "
"speed_scale] 属性乘以调用 [method play] 时指定的 [code]custom_speed[/code] 参"
"数。\n"
"如果当前动画是倒放的,则返回负值。"
msgid ""
"Returns [code]true[/code] if an animation is currently playing (even if "
"[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])."
msgstr ""
"如果动画目前正在播放,则返回 [code]true[/code](即便 [member speed_scale] 和/"
"或 [code]custom_speed[/code] 为 [code]0[/code])。"
msgid ""
"Pauses the currently playing animation. The [member frame] and [member "
"frame_progress] will be kept and calling [method play] or [method "
"play_backwards] without arguments will resume the animation from the current "
"playback position.\n"
"See also [method stop]."
msgstr ""
"暂停当前正在播放的动画。会保留 [member frame] 和 [member frame_progress],不带"
"参数调用 [method play] 或 [method play_backwards] 会从当前播放位置恢复播放该动"
"画。\n"
"另见 [method stop]。"
msgid ""
"Plays the animation with key [param name]. If [param custom_speed] is "
"negative and [param from_end] is [code]true[/code], the animation will play "
"backwards (which is equivalent to calling [method play_backwards]).\n"
"If this method is called with that same animation [param name], or with no "
"[param name] parameter, the assigned animation will resume playing if it was "
"paused."
msgstr ""
"播放名称键为 [param name] 的动画。如果 [param custom_speed] 为负且 [param "
"from_end] 为 [code]true[/code],则该动画会倒放(等价于 [method "
"play_backwards])。\n"
"如果调用这个方法时使用了相同的动画名称 [param name] 或者没有使用 [param name] "
"参数,则会继续播放已暂停的分配动画。"
msgid ""
"Plays the animation with key [param name] in reverse.\n"
"This method is a shorthand for [method play] with [code]custom_speed = -1.0[/"
"code] and [code]from_end = true[/code], so see its description for more "
"information."
msgstr ""
"倒放名称键为 [param name] 的动画。\n"
"这个方法是简写,等价于调用 [method play] 时使用 [code]custom_speed = -1.0[/"
"code] 和 [code]from_end = true[/code],所以更多信息请参阅其描述。"
msgid ""
"The setter of [member frame] resets the [member frame_progress] to [code]0.0[/"
"code] implicitly, but this method avoids that.\n"
"This is useful when you want to carry over the current [member "
"frame_progress] to another [member frame].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Change the animation with keeping the frame index and progress.\n"
"var current_frame = animated_sprite.get_frame()\n"
"var current_progress = animated_sprite.get_frame_progress()\n"
"animated_sprite.play(\"walk_another_skin\")\n"
"animated_sprite.set_frame_and_progress(current_frame, current_progress)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"设置 [member frame] 时会隐式将 [member frame_progress] 重置为 [code]0.0[/"
"code],但这个方法可以避免。\n"
"如果你想要把当前的 [member frame_progress] 带到其他 [member frame] 中,就会非"
"常有用。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 更改动画的同时保留帧索引和进度。\n"
"var current_frame = animated_sprite.get_frame()\n"
"var current_progress = animated_sprite.get_frame_progress()\n"
"animated_sprite.play(\"walk_another_skin\")\n"
"animated_sprite.set_frame_and_progress(current_frame, current_progress)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Stops the currently playing animation. The animation position is reset to "
"[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/"
"code]. See also [method pause]."
msgstr ""
"停止当前正在播放的动画。会将动画的位置重置为 [code]0[/code],并将 "
"[code]custom_speed[/code] 重置为 [code]1.0[/code]。另见 [method pause]。"
msgid ""
"The current animation from the [member sprite_frames] resource. If this value "
"is changed, the [member frame] counter and the [member frame_progress] are "
"reset."
msgstr ""
"当前动画,来自 [member sprite_frames]。如果更改了这个值,会重置 [member "
"frame] 计数和 [member frame_progress]。"
msgid "The key of the animation to play when the scene loads."
msgstr "场景加载时要播放的动画名称。"
msgid "If [code]true[/code], texture will be centered."
msgstr "如果为 [code]true[/code],纹理将被居中。"
msgid "If [code]true[/code], texture is flipped horizontally."
msgstr "如果为 [code]true[/code],纹理将被水平翻转。"
msgid "If [code]true[/code], texture is flipped vertically."
msgstr "如果为 [code]true[/code],纹理将被垂直翻转。"
msgid ""
"The displayed animation frame's index. Setting this property also resets "
"[member frame_progress]. If this is not desired, use [method "
"set_frame_and_progress]."
msgstr ""
"所显示动画帧的索引。设置这个属性会重置 [member frame_progress]。如果不希望这"
"样,请使用 [method set_frame_and_progress]。"
msgid ""
"The progress value between [code]0.0[/code] and [code]1.0[/code] until the "
"current frame transitions to the next frame. If the animation is playing "
"backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]."
msgstr ""
"当前帧过渡到下一帧的进度值,在 [code]0.0[/code] 和 [code]1.0[/code] 之间。如果"
"动画是倒放的,则该值是从 [code]1.0[/code] 到 [code]0.0[/code]。"
msgid "The texture's drawing offset."
msgstr "纹理的绘图偏移量。"
msgid ""
"The speed scaling ratio. For example, if this value is [code]1[/code], then "
"the animation plays at normal speed. If it's [code]0.5[/code], then it plays "
"at half speed. If it's [code]2[/code], then it plays at double speed.\n"
"If set to a negative value, the animation is played in reverse. If set to "
"[code]0[/code], the animation will not advance."
msgstr ""
"速度缩放比。例如,如果该值为 [code]1[/code],则动画以正常速度播放。如果它是 "
"[code]0.5[/code],那么它会半速播放。如果是 [code]2[/code],则会以双倍速度播"
"放。\n"
"如果设置为负值,则动画反向播放。如果设置为[code]0[/code],则动画不会前进。"
msgid ""
"The [SpriteFrames] resource containing the animation(s). Allows you the "
"option to load, edit, clear, make unique and save the states of the "
"[SpriteFrames] resource."
msgstr ""
"包含动画的 [SpriteFrames] 资源。可以对 [SpriteFrames] 资源进行加载、编辑、清"
"空、唯一化、保存状态等操作。"
msgid "Emitted when [member animation] changes."
msgstr "当 [member animation] 更改时发出。"
msgid ""
"Emitted when the animation reaches the end, or the start if it is played in "
"reverse. When the animation finishes, it pauses the playback."
msgstr ""
"当动画到达结尾时,或者如果反向播放则到达起点时发出。当动画结束时,它会暂停播"
"放。"
msgid "Emitted when the animation loops."
msgstr "当动画循环播放时发出。"
msgid "Emitted when [member frame] changes."
msgstr "[member frame] 更改时发出。"
msgid "Emitted when [member sprite_frames] changes."
msgstr "当 [member sprite_frames] 更改时发出。"
msgid ""
"2D sprite node in 3D world, that can use multiple 2D textures for animation."
msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动画处理。"
msgid ""
"[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries "
"multiple textures as animation [member sprite_frames]. Animations are created "
"using a [SpriteFrames] resource, which allows you to import image files (or a "
"folder containing said files) to provide the animation frames for the sprite. "
"The [SpriteFrames] resource can be configured in the editor via the "
"SpriteFrames bottom panel."
msgstr ""
"[AnimatedSprite3D] 与 [Sprite3D] 节点类似,但是包含多张纹理,可用作动画 "
"[member sprite_frames]。动画使用 [SpriteFrames] 资源创建,可以导入图像文件(或"
"包含此类文件的文件夹)为该精灵提供动画帧。可以在编辑器的“动画帧”底部面板中配"
"置 [SpriteFrames] 资源。"
msgid "2D Sprite animation (also applies to 3D)"
msgstr "2D 精灵动画(也适用于 3D"
msgid "Proxy texture for simple frame-based animations."
msgstr "用于简单帧动画的代理纹理。"
msgid ""
"[AnimatedTexture] is a resource format for frame-based animations, where "
"multiple textures can be chained automatically with a predefined delay for "
"each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a "
"[Node], but has the advantage of being usable anywhere a [Texture2D] resource "
"can be used, e.g. in a [TileSet].\n"
"The playback of the animation is controlled by the [member speed_scale] "
"property, as well as each frame's duration (see [method set_frame_duration]). "
"The animation loops, i.e. it will restart at frame 0 automatically after "
"playing the last frame.\n"
"[AnimatedTexture] currently requires all frame textures to have the same "
"size, otherwise the bigger ones will be cropped to match the smallest one.\n"
"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each "
"frame needs to be a separate [Texture2D].\n"
"[b]Warning:[/b] The current implementation is not efficient for the modern "
"renderers.\n"
"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future "
"release."
msgstr ""
"[AnimatedTexture] 是一种用于帧动画的资源格式,其中多个纹理可以自动链接,每个帧"
"都有预定义的延迟。与 [AnimationPlayer] 或 [AnimatedSprite2D] 不同,它不是 "
"[Node],但具有可在任何可以使用 [Texture2D] 资源的地方使用的优势,例如在 "
"[TileSet] 中。\n"
"动画的播放由 [member speed_scale] 属性以及每帧的持续时间(见 [method "
"set_frame_duration])控制。动画是循环播放的,即它会在播放完最后一帧后自动从第 "
"0 帧重新开始。\n"
"[AnimatedTexture] 目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪以"
"匹配最小的纹理。\n"
"[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。 每个帧都需要是一个单"
"独的 [Texture2D]。\n"
"[b]警告:[/b]当前的实现对于现代渲染器来说效率不高。\n"
"[i]已废弃。[/i]该类已废弃,可能在未来的版本中移除。"
msgid "Returns the given [param frame]'s duration, in seconds."
msgstr "返回给定的 [param frame] 的持续时间,以秒为单位。"
msgid "Returns the given frame's [Texture2D]."
msgstr "返回给定帧的 [Texture2D]。"
msgid ""
"Sets the duration of any given [param frame]. The final duration is affected "
"by the [member speed_scale]. If set to [code]0[/code], the frame is skipped "
"during playback."
msgstr ""
"设置任何给定 [param frame] 的持续时间。最终的持续时间受 [member speed_scale] "
"影响。如果设置为 [code]0[/code],则该帧在播放过程中被跳过。"
msgid ""
"Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first "
"frame has ID 0, and the last frame of the animation has ID [member frames] - "
"1.\n"
"You can define any number of textures up to [constant MAX_FRAMES], but keep "
"in mind that only frames from 0 to [member frames] - 1 will be part of the "
"animation."
msgstr ""
"将 [Texture2D] 分配给给定的帧。帧 ID 从 0 开始,因此第一帧的 ID 为 0动画的最"
"后一帧的 ID 为 [member frames] - 1。\n"
"最多可以定义 [constant MAX_FRAMES] 个纹理,但要记住,只有 0 到 [member "
"frames] - 1 的帧会成为动画的一部分。"
msgid ""
"Sets the currently visible frame of the texture. Setting this frame while "
"playing resets the current frame time, so the newly selected frame plays for "
"its whole configured frame duration."
msgstr ""
"设置纹理的当前可见帧。在播放时设置此帧会重置当前帧时间,因此新选择的帧将播放为"
"其配置的整个帧持续时间。"
msgid ""
"Number of frames to use in the animation. While you can create the frames "
"independently with [method set_frame_texture], you need to set this value for "
"the animation to take new frames into account. The maximum number of frames "
"is [constant MAX_FRAMES]."
msgstr ""
"动画中要使用的帧数。虽然你可以使用 [method set_frame_texture] 独立创建帧,但是"
"你需要为动画设置这个值,才能考虑到新帧。最大帧数为 [constant MAX_FRAMES]。"
msgid ""
"If [code]true[/code], the animation will only play once and will not loop "
"back to the first frame after reaching the end. Note that reaching the end "
"will not set [member pause] to [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到第"
"一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。"
msgid ""
"If [code]true[/code], the animation will pause where it currently is (i.e. at "
"[member current_frame]). The animation will continue from where it was paused "
"when changing this property to [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则动画将暂停在当前位置(即 [member "
"current_frame])。将此属性更改为 [code]false[/code] 时,动画将从暂停处继续播"
"放。"
msgid ""
"The animation speed is multiplied by this value. If set to a negative value, "
"the animation is played in reverse."
msgstr "动画速度将乘以该值。如果设置为负值,则动画反向播放。"
msgid ""
"The maximum number of frames supported by [AnimatedTexture]. If you need more "
"frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]."
msgstr ""
"[AnimatedTexture] 支持的最大帧数。如果动画需要更多帧,请使用 "
"[AnimationPlayer] 或 [AnimatedSprite2D]。"
msgid "Holds data that can be used to animate anything in the engine."
msgstr "存放的是用于对引擎中的任何对象进行动画处理的数据。"
msgid ""
"This resource holds data that can be used to animate anything in the engine. "
"Animations are divided into tracks and each track must be linked to a node. "
"The state of that node can be changed through time, by adding timed keys "
"(events) to the track.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"# 100 pixels in 0.5 seconds.\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/gdscript]\n"
"[csharp]\n"
"// This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"// 100 pixels in 0.5 seconds.\n"
"var animation = new Animation();\n"
"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n"
"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n"
"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n"
"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Animations are just data containers, and must be added to nodes such as an "
"[AnimationPlayer] to be played back. Animation tracks have different types, "
"each with its own set of dedicated methods. Check [enum TrackType] to see "
"available types.\n"
"[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant "
"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] "
"track types instead of [constant TYPE_VALUE] is recommended for performance "
"reasons."
msgstr ""
"这个资源存放的是用于对引擎中的任何对象进行动画处理的数据。动画分为轨道,轨道必"
"须与节点关联。向轨道添加定时关键帧(事件)后,节点的状态可以随时间变化。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 创建动画让“Enemy”节点在 0.5 秒内\n"
"# 向右移动 100 像素。\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/gdscript]\n"
"[csharp]\n"
"# 创建动画让“Enemy”节点在 0.5 秒内\n"
"# 向右移动 100 像素。\n"
"var animation = new Animation();\n"
"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n"
"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n"
"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n"
"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"动画只是数据的容器,必须添加至 [AnimationPlayer] 等节点才能进行播放。动画轨道"
"分为不同的类型,不同的类型有各自不同的专属方法。可用的类型请查看 [enum "
"TrackType]。\n"
"[b]注意:[/b]对于 3D 的位置、旋转、缩放,推荐使用专门的 [constant "
"TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D]、[constant TYPE_SCALE_3D] 轨道"
"类型,不要使用 [constant TYPE_VALUE],性能更高。"
msgid "Animation documentation index"
msgstr "动画教程索引"
msgid "Adds a track to the Animation."
msgstr "向动画添加轨道。"
msgid ""
"Returns the animation name at the key identified by [param key_idx]. The "
"[param track_idx] must be the index of an Animation Track."
msgstr ""
"返回由 [param key_idx] 标识的键处的动画名称。[param track_idx] 必须是动画轨道"
"的索引。"
msgid ""
"Inserts a key with value [param animation] at the given [param time] (in "
"seconds). The [param track_idx] must be the index of an Animation Track."
msgstr ""
"在给定的 [param time](以秒为单位)插入一个值为 [param animation] 的键。"
"[param track_idx] 必须是动画轨道的索引。"
msgid ""
"Sets the key identified by [param key_idx] to value [param animation]. The "
"[param track_idx] must be the index of an Animation Track."
msgstr ""
"将 [param key_idx] 标识的键设置为值 [param animation]。[param track_idx] 必须"
"是动画轨道的索引。"
msgid ""
"Returns the end offset of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of an Audio Track.\n"
"End offset is the number of seconds cut off at the ending of the audio stream."
msgstr ""
"返回由 [param key_idx] 标识的键的结束偏移量。[param track_idx] 必须是音频轨道"
"的索引。\n"
"结束偏移量是在音频流结束时截断的秒数。"
msgid ""
"Returns the start offset of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of an Audio Track.\n"
"Start offset is the number of seconds cut off at the beginning of the audio "
"stream."
msgstr ""
"返回由 [param key_idx] 标识的键的起始偏移量。[param track_idx] 必须是音频轨道"
"的索引。\n"
"起始偏移量是在音频流开始时截断的秒数。"
msgid ""
"Returns the audio stream of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of an Audio Track."
msgstr ""
"返回由 [param key_idx] 标识的键的音频流。[param track_idx] 必须是音频轨道的索"
"引。"
msgid ""
"Inserts an Audio Track key at the given [param time] in seconds. The [param "
"track_idx] must be the index of an Audio Track.\n"
"[param stream] is the [AudioStream] resource to play. [param start_offset] is "
"the number of seconds cut off at the beginning of the audio stream, while "
"[param end_offset] is at the ending."
msgstr ""
"在 [param time] 秒处插入音频轨道关键帧。[param track_idx] 必须是音频轨道的索"
"引。\n"
"[param stream] 是要播放的 [AudioStream] 资源。[param start_offset] 是音频流开"
"头截断的秒数,而 [param end_offset] 是在结尾处截断的秒数。"
msgid ""
"Returns [code]true[/code] if the track at [param track_idx] will be blended "
"with other animations."
msgstr ""
"如果 [param track_idx] 处的轨道将与其他动画混合,则返回 [code]true[/code]。"
msgid ""
"Sets the end offset of the key identified by [param key_idx] to value [param "
"offset]. The [param track_idx] must be the index of an Audio Track."
msgstr ""
"将由 [param key_idx] 标识的键的结束偏移量设置为值 [param offset]。[param "
"track_idx] 必须是音频轨道的索引。"
msgid ""
"Sets the start offset of the key identified by [param key_idx] to value "
"[param offset]. The [param track_idx] must be the index of an Audio Track."
msgstr ""
"将由 [param key_idx] 标识的键的起始偏移量设置为值 [param offset]。[param "
"track_idx] 必须是音频轨道的索引。"
msgid ""
"Sets the stream of the key identified by [param key_idx] to value [param "
"stream]. The [param track_idx] must be the index of an Audio Track."
msgstr ""
"将由 [param key_idx] 标识的键的流设置为值 [param stream]。[param track_idx] 必"
"须是音频轨道的索引。"
msgid ""
"Sets whether the track will be blended with other animations. If [code]true[/"
"code], the audio playback volume changes depending on the blend value."
msgstr ""
"设置轨道是否将与其他动画混合。如果为 [code]true[/code],音频播放音量会根据混合"
"值而变化。"
msgid ""
"Returns the in handle of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of a Bezier Track."
msgstr ""
"返回由 [param key_idx] 识别的键的入点手柄,[param track_idx] 必须是贝赛尔曲线"
"轨道的索引。"
msgid ""
"Returns the out handle of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of a Bezier Track."
msgstr ""
"返回由 [param key_idx] 识别的键的出点手柄,[param track_idx] 必须是贝赛尔曲线"
"轨道的索引。"
msgid ""
"Returns the value of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of a Bezier Track."
msgstr ""
"返回由 [param key_idx] 识别的键的值,[param track_idx] 必须是贝塞尔轨道的索"
"引。"
msgid ""
"Inserts a Bezier Track key at the given [param time] in seconds. The [param "
"track_idx] must be the index of a Bezier Track.\n"
"[param in_handle] is the left-side weight of the added Bezier curve point, "
"[param out_handle] is the right-side one, while [param value] is the actual "
"value at this point."
msgstr ""
"在给定的时间 [param time] 秒处插入贝塞尔轨道键。[param track_idx] 必须是贝塞尔"
"轨道的索引。\n"
"[param in_handle] 是添加的贝塞尔曲线点的左侧权重,[param out_handle] 是右侧权"
"重,而 [param value] 是这个点的实际值。"
msgid ""
"Returns the interpolated value at the given [param time] (in seconds). The "
"[param track_idx] must be the index of a Bezier Track."
msgstr ""
"返回给定 [param time] 处的插值(以秒为单位)。[param track_idx] 必须是贝塞尔轨"
"道的索引。"
msgid ""
"Sets the in handle of the key identified by [param key_idx] to value [param "
"in_handle]. The [param track_idx] must be the index of a Bezier Track."
msgstr ""
"将 [param key_idx] 所标识的键的入点手柄设置为 [param in_handle] 值。[param "
"track_idx] 必须是贝塞尔轨道的索引。"
msgid ""
"Sets the out handle of the key identified by [param key_idx] to value [param "
"out_handle]. The [param track_idx] must be the index of a Bezier Track."
msgstr ""
"将由 [param key_idx] 确定的关键帧的出点手柄设置为 [param out_handle]。参数 "
"[param track_idx] 必须是贝塞尔轨道的索引。"
msgid ""
"Sets the value of the key identified by [param key_idx] to the given value. "
"The [param track_idx] must be the index of a Bezier Track."
msgstr ""
"将 [param key_idx] 所标识的键值设置为给定值。[param track_idx] 必须是贝塞尔轨"
"道的索引。"
msgid "Inserts a key in a given blend shape track. Returns the key index."
msgstr "在给定的混合形状轨道中插入一个关键帧。返回键索引。"
msgid ""
"Returns the interpolated blend shape value at the given time (in seconds). "
"The [param track_idx] must be the index of a blend shape track."
msgstr ""
"返回位于给定时间(以秒为单位)的插值后的混合形状值。[param track_idx] 必须是混"
"合形状轨道的索引。"
msgid "Clear the animation (clear all tracks and reset all)."
msgstr "清除动画(清除所有轨道并重置所有)。"
msgid ""
"Compress the animation and all its tracks in-place. This will make [method "
"track_is_compressed] return [code]true[/code] once called on this "
"[Animation]. Compressed tracks require less memory to be played, and are "
"designed to be used for complex 3D animations (such as cutscenes) imported "
"from external 3D software. Compression is lossy, but the difference is "
"usually not noticeable in real world conditions.\n"
"[b]Note:[/b] Compressed tracks have various limitations (such as not being "
"editable from the editor), so only use compressed animations if you actually "
"need them."
msgstr ""
"就地压缩动画及其所有轨道。这将使 [method track_is_compressed] 一旦在这个 "
"[Animation] 上被调用就会返回 [code]true[/code]。压缩后的轨道在播放时需要更少的"
"内存并且这被设计用于从外部3D软件导入的复杂的3D动画比如过场动画。压缩是有"
"损失的,但现实中通常不会注意到这种差异。\n"
"[b]注意:[/b]压缩轨道有各种限制(比如不能从编辑器中编辑),所以只有在你真正需"
"要时才使用压缩动画。"
msgid ""
"Adds a new track to [param to_animation] that is a copy of the given track "
"from this animation."
msgstr ""
"向 [param to_animation] 添加一个新轨道,该轨道是该动画中给定轨道的副本。"
msgid ""
"Returns the index of the specified track. If the track is not found, return "
"-1."
msgstr "返回指定轨迹的索引。如果没有找到,返回 -1。"
msgid "Returns the amount of tracks in the animation."
msgstr "返回动画中的轨道数。"
msgid "Returns the method name of a method track."
msgstr "返回一个方法轨道的方法名。"
msgid ""
"Returns the arguments values to be called on a method track for a given key "
"in a given track."
msgstr "返回给定方法轨道中给定键的方法要调用的参数值。"
msgid "Inserts a key in a given 3D position track. Returns the key index."
msgstr "在给定的 3D 位置轨道中插入关键帧。返回该关键帧的索引。"
msgid ""
"Returns the interpolated position value at the given time (in seconds). The "
"[param track_idx] must be the index of a 3D position track."
msgstr ""
"返回位于给定时间(以秒为单位)的插值后的位置值。[param track_idx] 必须是 3D 位"
"置轨道的索引。"
msgid "Removes a track by specifying the track index."
msgstr "通过指定轨道索引来移除一个轨道。"
msgid "Inserts a key in a given 3D rotation track. Returns the key index."
msgstr "在给定的 3D 旋转轨道中插入关键帧。返回该关键帧的索引。"
msgid ""
"Returns the interpolated rotation value at the given time (in seconds). The "
"[param track_idx] must be the index of a 3D rotation track."
msgstr ""
"返回位于给定时间(以秒为单位)的插值后的旋转值。[param track_idx] 必须是 3D 旋"
"转轨道的索引。"
msgid "Inserts a key in a given 3D scale track. Returns the key index."
msgstr "在给定的 3D 缩放轨道中插入关键帧。返回该关键帧的索引。"
msgid ""
"Returns the interpolated scale value at the given time (in seconds). The "
"[param track_idx] must be the index of a 3D scale track."
msgstr ""
"返回位于给定时间(以秒为单位)的插值后的缩放值。[param track_idx] 必须是 3D 缩"
"放轨道的索引。"
msgid ""
"Finds the key index by time in a given track. Optionally, only find it if the "
"approx/exact time is given."
msgstr ""
"按时间查找给定轨道中的关键帧索引。也可选择只在给定大约/准确时间的情况下查找。"
msgid ""
"Returns [code]true[/code] if the track at [param track_idx] wraps the "
"interpolation loop. New tracks wrap the interpolation loop by default."
msgstr ""
"如果 [param track_idx] 处的轨道环绕插值循环,则返回 [code]true[/code]。新建的"
"轨道默认都会环绕插值循环。"
msgid "Returns the interpolation type of a given track."
msgstr "返回给定轨道的插值类型。"
msgid "Returns the number of keys in a given track."
msgstr "返回给定轨道中关键帧的数量。"
msgid "Returns the time at which the key is located."
msgstr "返回关键帧所在的时间。"
msgid ""
"Returns the transition curve (easing) for a specific key (see the built-in "
"math function [method @GlobalScope.ease])."
msgstr ""
"返回给定关键帧的过渡曲线(缓动)(见内置数学函数 [method @GlobalScope."
"ease])。"
msgid "Returns the value of a given key in a given track."
msgstr "返回给定轨道中给定关键帧的值。"
msgid ""
"Gets the path of a track. For more information on the path format, see "
"[method track_set_path]."
msgstr ""
"获取轨道的路径。有关路径格式的详细信息,请参阅 [method track_set_path]。"
msgid "Gets the type of a track."
msgstr "获取轨道的类型。"
msgid "Inserts a generic key in a given track. Returns the key index."
msgstr "在给定的轨道中插入一个通用关键帧。返回关键帧索引。"
msgid ""
"Returns [code]true[/code] if the track is compressed, [code]false[/code] "
"otherwise. See also [method compress]."
msgstr ""
"如果轨道被压缩,则返回 [code]true[/code],否则返回 [code]false[/code]。另见 "
"[method compress]。"
msgid ""
"Returns [code]true[/code] if the track at index [param track_idx] is enabled."
msgstr "如果启用了索引 [param track_idx] 处的轨道,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the given track is imported. Else, return "
"[code]false[/code]."
msgstr ""
"如果给定的轨道是被导入的,返回 [code]true[/code]。否则返回 [code]false[/"
"code]。"
msgid "Moves a track down."
msgstr "将轨道下移。"
msgid ""
"Changes the index position of track [param track_idx] to the one defined in "
"[param to_idx]."
msgstr "将轨道 [param track_idx] 的索引位置改为 [param to_idx] 中定义的位置。"
msgid "Moves a track up."
msgstr "将轨道上移。"
msgid "Removes a key by index in a given track."
msgstr "在指定的轨道上按索引移除一个键。"
msgid "Removes a key at [param time] in a given track."
msgstr "在给定轨道中的 [param time] 移除一个键。"
msgid "Enables/disables the given track. Tracks are enabled by default."
msgstr "启用/禁用给定的轨道。轨道默认为启用。"
msgid "Sets the given track as imported or not."
msgstr "将指定的轨道设置为导入或不导入。"
msgid ""
"If [code]true[/code], the track at [param track_idx] wraps the interpolation "
"loop."
msgstr "如果为 [code]true[/code],则 [param track_idx] 处的轨道环绕插值循环。"
msgid "Sets the interpolation type of a given track."
msgstr "设置指定轨道的插值类型。"
msgid "Sets the time of an existing key."
msgstr "设置现有关键帧的时间。"
msgid ""
"Sets the transition curve (easing) for a specific key (see the built-in math "
"function [method @GlobalScope.ease])."
msgstr ""
"设置指定关键帧的过渡曲线(缓动)(参阅内置数学函数 [method @GlobalScope."
"ease])。"
msgid "Sets the value of an existing key."
msgstr "设置现有关键帧的值。"
msgid ""
"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
"must be specified starting from the parent node of the node that will "
"reproduce the animation. Tracks that control properties or bones must append "
"their name after the path, separated by [code]\":\"[/code].\n"
"For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
"mesh:transform/local\"[/code]."
msgstr ""
"设置轨道的路径。路径必须是指向场景树节点的有效路径,必须从将要实现动画的节点的"
"父节点开始指定。控制属性或骨骼的轨道必须在路径后面加上它们的名字,用 [code]\":"
"\"[/code] 分隔。\n"
"例如,[code]\"character/skeleton:ankle\"[/code] 或 [code]\"character/mesh:"
"transform/local\"[/code]。"
msgid ""
"Swaps the track [param track_idx]'s index position with the track [param "
"with_idx]."
msgstr ""
"将轨道 [param track_idx] 的索引位置与轨道 [param with_idx] 的索引位置互换。"
msgid "Returns the update mode of a value track."
msgstr "返回值轨道的更新模式。"
msgid ""
"Returns the interpolated value at the given time (in seconds). The [param "
"track_idx] must be the index of a value track."
msgstr ""
"返回位于给定时间(以秒为单位)的插值后的值。[param track_idx] 必须是值轨道的索"
"引。"
msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
msgstr "设置值轨道的更新模式(请参阅 [enum UpdateMode])。"
msgid ""
"The total length of the animation (in seconds).\n"
"[b]Note:[/b] Length is not delimited by the last key, as this one may be "
"before or after the end to ensure correct interpolation and looping."
msgstr ""
"动画的总长度(单位为秒)。\n"
"[b]注意:[/b]长度不以最后一个关键帧为界,因为这个关键帧可能位于结束前或结束"
"后,以确保正确的插值和循环。"
msgid ""
"Determines the behavior of both ends of the animation timeline during "
"animation playback. This is used for correct interpolation of animation "
"cycles, and for hinting the player that it must restart the animation."
msgstr ""
"确定动画播放期间动画时间轴两端的行为。 这用于动画循环的正确插值,以及提示播放"
"器必须重新启动动画。"
msgid "The animation step value."
msgstr "动画步长值。"
msgid ""
"Value tracks set values in node properties, but only those which can be "
"interpolated. For 3D position/rotation/scale, using the dedicated [constant "
"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] "
"track types instead of [constant TYPE_VALUE] is recommended for performance "
"reasons."
msgstr ""
"值轨道设置节点属性中的值,但仅限于那些可以被插值的属性。对于 3D 位置/旋转/缩"
"放,出于性能原因,建议使用专用的 [constant TYPE_POSITION_3D]、[constant "
"TYPE_ROTATION_3D] 和 [constant TYPE_SCALE_3D] 轨道类型而不是 [constant "
"TYPE_VALUE]。"
msgid "3D position track (values are stored in [Vector3]s)."
msgstr "3D 位置轨道(值存储在 [Vector3] 中)。"
msgid "3D rotation track (values are stored in [Quaternion]s)."
msgstr "3D 旋转轨道(值存储在 [Quaternion] 中)。"
msgid "3D scale track (values are stored in [Vector3]s)."
msgstr "3D 缩放轨道(值存储在 [Vector3] 中)。"
msgid "Blend shape track."
msgstr "混合形状轨道。"
msgid "Method tracks call functions with given arguments per key."
msgstr "方法轨道会在各个关键帧上使用给定参数的调用函数。"
msgid ""
"Bezier tracks are used to interpolate a value using custom curves. They can "
"also be used to animate sub-properties of vectors and colors (e.g. alpha "
"value of a [Color])."
msgstr ""
"贝塞尔轨道可以用来根据自定义曲线对数值进行插值。它们也可以用来对向量和颜色的子"
"属性进行动画处理(例如 [Color] 的 Alpha 值)。"
msgid ""
"Audio tracks are used to play an audio stream with either type of "
"[AudioStreamPlayer]. The stream can be trimmed and previewed in the animation."
msgstr ""
"音频轨道可以用来通过任意类型的 [AudioStreamPlayer] 播放音频流。该流可以在动画"
"中进行修剪和预览。"
msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
msgstr "动画轨道会在其他 [AnimationPlayer] 节点中播放动画。"
msgid "No interpolation (nearest value)."
msgstr "无插值(最邻近的值)。"
msgid "Linear interpolation."
msgstr "线性插值。"
msgid ""
"Cubic interpolation. This looks smoother than linear interpolation, but is "
"more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for "
"complex 3D animations imported from external software, even if it requires "
"using a higher animation framerate in return."
msgstr ""
"三次插值。这看起来比线性插值更平滑,但插值成本更高。对于从外部软件导入的复杂 "
"3D 动画,坚持使用 [constant INTERPOLATION_LINEAR],即使它需要使用更高的动画帧"
"率作为回报。"
msgid ""
"Linear interpolation with shortest path rotation.\n"
"[b]Note:[/b] The result value is always normalized and may not match the key "
"value."
msgstr ""
"具有最短路径旋转的线性插值。\n"
"[b]注意:[/b]结果值总是归一化的,可能与关键帧的值不匹配。"
msgid ""
"Cubic interpolation with shortest path rotation.\n"
"[b]Note:[/b] The result value is always normalized and may not match the key "
"value."
msgstr ""
"具有最短路径旋转的三次插值。\n"
"[b]注意:[/b]结果值总是归一化的,可能与关键帧的值不匹配。"
msgid "Update between keyframes and hold the value."
msgstr "在关键帧之间更新并保持值。"
msgid "Update at the keyframes."
msgstr "在关键帧更新。"
msgid ""
"Same as linear interpolation, but also interpolates from the current value (i."
"e. dynamically at runtime) if the first key isn't at 0 seconds."
msgstr ""
"与线性插值相同,但如果第一个关键帧不在第 0 秒,则会从当前值进行插值(即在运行"
"时动态插值)。"
msgid "At both ends of the animation, the animation will stop playing."
msgstr "在动画的两端,动画将停止播放。"
msgid ""
"At both ends of the animation, the animation will be repeated without "
"changing the playback direction."
msgstr "在动画的两端,动画会在不改变播放方向的情况下重复播放。"
msgid "Repeats playback and reverse playback at both ends of the animation."
msgstr "在动画的两端重复进行播放和反向播放。"
msgid "This flag indicates that the animation proceeds without any looping."
msgstr "该标志指示动画在没有任何循环的情况下继续进行。"
msgid ""
"This flag indicates that the animation has reached the end of the animation "
"and just after loop processed."
msgstr "该标志表示动画已到达动画的末尾并且刚好在循环处理之后。"
msgid ""
"This flag indicates that the animation has reached the start of the animation "
"and just after loop processed."
msgstr "该标志表示动画已经到达动画的开始并且刚好在循环处理之后。"
msgid "Finds the nearest time key."
msgstr "查找最近的时间键。"
msgid "Finds only the key with approximating the time."
msgstr "仅查找与时间相近的键。"
msgid "Finds only the key with matching the time."
msgstr "仅查找与时间匹配的键。"
msgid "Container for [Animation] resources."
msgstr "[Animation] 资源的容器。"
msgid ""
"An animation library stores a set of animations accessible through "
"[StringName] keys, for use with [AnimationPlayer] nodes."
msgstr ""
"动画库存储一组可通过 [StringName] 键访问的动画,可用于 [AnimationPlayer] 节"
"点。"
msgid "Animation tutorial index"
msgstr "动画教程索引"
msgid ""
"Adds the [param animation] to the library, accessible by the key [param name]."
msgstr "将 [param animation] 添加到库中,可通过键 [param name] 访问。"
msgid ""
"Returns the [Animation] with the key [param name]. If the animation does not "
"exist, [code]null[/code] is returned and an error is logged."
msgstr ""
"返回带有键 [param name] 的 [Animation]。如果动画不存在,则返回 [code]null[/"
"code] 并记录错误。"
msgid "Returns the keys for the [Animation]s stored in the library."
msgstr "返回库中存储的 [Animation] 的键。"
msgid ""
"Returns [code]true[/code] if the library stores an [Animation] with [param "
"name] as the key."
msgstr ""
"如果该库存储了以 [param name] 作为键的 [Animation],则返回 [code]true[/code]。"
msgid "Removes the [Animation] with the key [param name]."
msgstr "使用键 [param name] 移除 [Animation]。"
msgid ""
"Changes the key of the [Animation] associated with the key [param name] to "
"[param newname]."
msgstr "将与键 [param name] 关联的 [Animation] 的键更改为 [param newname]。"
msgid "Emitted when an [Animation] is added, under the key [param name]."
msgstr "在键 [param name] 下添加 [Animation] 时发出。"
msgid ""
"Emitted when there's a change in one of the animations, e.g. tracks are "
"added, moved or have changed paths. [param name] is the key of the animation "
"that was changed.\n"
"See also [signal Resource.changed], which this acts as a relay for."
msgstr ""
"当其中一个动画发生变化时发出,例如轨道被添加、移动,或路径被更改。[param "
"name] 是被改变的动画的键。\n"
"另见 [signal Resource.changed],本信号充当该信号的中继。"
msgid "Emitted when an [Animation] stored with the key [param name] is removed."
msgstr "当使用键 [param name] 存储的 [Animation] 被移除时发出。"
msgid ""
"Emitted when the key for an [Animation] is changed, from [param name] to "
"[param to_name]."
msgstr "当 [Animation] 的键从 [param name] 更改为 [param to_name] 时发出。"
msgid "Base class for [AnimationPlayer] and [AnimationTree]."
msgstr "[AnimationPlayer] 和 [AnimationTree] 的基类。"
msgid ""
"Base class for [AnimationPlayer] and [AnimationTree] to manage animation "
"lists. It also has general properties and methods for playback and blending.\n"
"After instantiating the playback information data within the extended class, "
"the blending is processed by the [AnimationMixer]."
msgstr ""
"[AnimationPlayer] 和 [AnimationTree] 的基类,用于管理动画列表。同时还提供了用"
"于播放和混合的常用属性和方法。\n"
"在扩展后的类中实例化播放信息数据后,就会由 [AnimationMixer] 负责处理混合。"
msgid "A virtual function for processing after key getting during playback."
msgstr "虚函数,用于播放期间在获取关键帧之后的处理。"
msgid ""
"Adds [param library] to the animation player, under the key [param name]."
msgstr "将 [param library] 添加到该动画播放器的键 [param name] 下。"
msgid "Manually advance the animations by the specified time (in seconds)."
msgstr "手动将动画前进指定的时间(单位为秒)。"
msgid ""
"[AnimationMixer] caches animated nodes. It may not notice if a node "
"disappears; [method clear_caches] forces it to update the cache again."
msgstr ""
"[AnimationMixer] 会缓存动画节点。如果一个节点消失,它可能不会注意到;[method "
"clear_caches] 能够强制它再次更新缓存。"
msgid ""
"Returns the key of [param animation] or an empty [StringName] if not found."
msgstr "返回 [param animation] 的键;如果未找到,则返回一个空的 [StringName]。"
msgid ""
"Returns the key for the [AnimationLibrary] that contains [param animation] or "
"an empty [StringName] if not found."
msgstr ""
"返回包含 [param animation] 的 [AnimationLibrary] 的键;如果找不到,则返回一个"
"空的 [StringName]。"
msgid ""
"Returns the first [AnimationLibrary] with key [param name] or [code]null[/"
"code] if not found.\n"
"To get the [AnimationPlayer]'s global animation library, use "
"[code]get_animation_library(\"\")[/code]."
msgstr ""
"返回第一个键为 [param name] 的 [AnimationLibrary],如果没有找到则返回 "
"[code]null[/code]。\n"
"要获得 [AnimationPlayer] 的全局动画库,请使用 "
"[code]get_animation_library(\"\")[/code]。"
msgid "Returns the list of stored library keys."
msgstr "返回存储库的键名列表。"
msgid "Returns the list of stored animation keys."
msgstr "返回存储的动画键列表。"
msgid ""
"Retrieve the motion delta of position with the [member root_motion_track] as "
"a [Vector3] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying position to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"By using this in combination with [method "
"get_root_motion_position_accumulator], you can apply the root motion position "
"more correctly to account for the rotation of the node.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"将具有 [member root_motion_track] 的位置的运动增量,检索为一个可以在其他地方使"
"用的 [Vector3]。\n"
"如果 [member root_motion_track] 不是 [constant Animation.TYPE_POSITION_3D] 类"
"型轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code]。\n"
"另见 [member root_motion_track] 和 [RootMotionView]。\n"
"最基本的示例是将位置应用于 [CharacterBody3D]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"通过将其与 [method get_root_motion_position_accumulator] 结合使用,你可以更正"
"确地应用根运动位置来考虑节点的旋转。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the blended value of the position tracks with the [member "
"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
"This is useful in cases where you want to respect the initial key values of "
"the animation.\n"
"For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] "
"is played in the previous frame and then an animation with only one key "
"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can "
"be calculated as follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_position_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_position_accumulator: Vector3 = animation_tree."
"get_root_motion_position_accumulator()\n"
" var difference: Vector3 = current_root_motion_position_accumulator - "
"prev_root_motion_position_accumulator\n"
" prev_root_motion_position_accumulator = "
"current_root_motion_position_accumulator\n"
" transform.origin += difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"However, if the animation loops, an unintended discrete change may occur, so "
"this is only useful for some simple use cases."
msgstr ""
"检索具有 [member root_motion_track] 的位置轨道的混合值,返回的是可以在其他地方"
"使用的 [Vector3]。\n"
"在想要遵循动画的初始动画帧值的情况下很有用。\n"
"例如,如果前一帧播放的是一个只有单个动画帧 [code]Vector3(0, 0, 0)[/code] 的动"
"画,然后下一帧播放的是一个只有单个动画帧[code]Vector3(1, 0, 1)[/code] 的动画,"
"它们之间的差异可以这样计算:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_position_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_position_accumulator: Vector3 = animation_tree."
"get_root_motion_position_accumulator()\n"
" var difference: Vector3 = current_root_motion_position_accumulator - "
"prev_root_motion_position_accumulator\n"
" prev_root_motion_position_accumulator = "
"current_root_motion_position_accumulator\n"
" transform.origin += difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"不过,如果动画是循环播放的,就可能会发生预料之外的不连续变化,所以这只对一些简"
"单的情况有用。"
msgid ""
"Retrieve the motion delta of rotation with the [member root_motion_track] as "
"a [Quaternion] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying rotation to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"检索带有 [member root_motion_track] 的旋转运动,作为一个 [Quaternion],可以在"
"其他地方使用。\n"
"如果 [member root_motion_track] 不是 [constant Animation.TYPE_ROTATION_3D] 类"
"型的轨迹的路径,返回 [code]Quaternion(0, 0, 0, 1)[/code] 。\n"
"另见 [member root_motion_track] 和 [RootMotionView]。\n"
"最基本的例子是对 [CharacterBody3D] 应用旋转。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation() )\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the blended value of the rotation tracks with the [member "
"root_motion_track] as a [Quaternion] that can be used elsewhere.\n"
"This is necessary to apply the root motion position correctly, taking "
"rotation into account. See also [method get_root_motion_position].\n"
"Also, this is useful in cases where you want to respect the initial key "
"values of the animation.\n"
"For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/"
"code] is played in the previous frame and then an animation with only one key "
"[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the "
"difference can be calculated as follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_rotation_accumulator: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_rotation_accumulator: Quaternion = animation_tree."
"get_root_motion_Quaternion_accumulator()\n"
" var difference: Quaternion = prev_root_motion_rotation_accumulator."
"inverse() * current_root_motion_rotation_accumulator\n"
" prev_root_motion_rotation_accumulator = "
"current_root_motion_rotation_accumulator\n"
" transform.basis *= difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"However, if the animation loops, an unintended discrete change may occur, so "
"this is only useful for some simple use cases."
msgstr ""
"检索带有 [member root_motion_track] 的旋转轨道的混合值,作为一个 "
"[Quaternion],可以在其他地方使用。\n"
"这里必须正确地结合根运动位置,并且要考虑到旋转。参考 [method "
"get_root_motion_position]。\n"
"并且,当你想重视动画的初始动画帧的值时,这会很有用。\n"
"比如说,如果一个动画在上一帧只播放一个 [code]Quaternion(0, 0, 0, 1)[/code] 动"
"画帧,并且一个动画在下一帧只播放了一个动画帧的 [code]Quaternion(0, 0.707, 0, "
"0.707)[/code] 时,它们相差的值可以这样求出:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_rotation_accumulator: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_rotation_accumulator: Quaternion = animation_tree."
"get_root_motion_Quaternion_accumulator()\n"
" var difference: Quaternion = prev_root_motion_rotation_accumulator."
"inverse() * current_root_motion_rotation_accumulator\n"
" prev_root_motion_rotation_accumulator = "
"current_root_motion_rotation_accumulator\n"
" transform.basis *= difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况"
"下才有用。"
msgid ""
"Retrieve the motion delta of scale with the [member root_motion_track] as a "
"[Vector3] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying scale to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_scale: Vector3 = Vector3(1, 1, 1)\n"
"var scale_accum: Vector3 = Vector3(1, 1, 1)\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_scale = get_scale()\n"
" scale_accum = Vector3(1, 1, 1)\n"
" state_machine.travel(\"Animate\")\n"
" scale_accum += animation_tree.get_root_motion_scale()\n"
" set_scale(current_scale * scale_accum)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"获取 [member root_motion_track] 的缩放运动增量,类型为 [Vector3],可以在其他地"
"方使用。\n"
"如果 [member root_motion_track] 不是类型为 [constant Animation.TYPE_SCALE_3D] "
"的轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code] 。\n"
"另见 [member root_motion_track] 和 [RootMotionView]。\n"
"最基本的例子是对 [CharacterBody3D] 应用缩放。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_scale: Vector3 = Vector3(1, 1, 1)\n"
"var scale_accum: Vector3 = Vector3(1, 1, 1)\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_scale = get_scale()\n"
" scale_accum = Vector3(1, 1, 1)\n"
" state_machine.travel(\"Animate\")\n"
" scale_accum += animation_tree.get_root_motion_scale()\n"
" set_scale(current_scale * scale_accum)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the blended value of the scale tracks with the [member "
"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
"For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] "
"is played in the previous frame and then an animation with only one key "
"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can "
"be calculated as follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_scale_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_scale_accumulator: Vector3 = animation_tree."
"get_root_motion_scale_accumulator()\n"
" var difference: Vector3 = current_root_motion_scale_accumulator - "
"prev_root_motion_scale_accumulator\n"
" prev_root_motion_scale_accumulator = "
"current_root_motion_scale_accumulator\n"
" transform.basis = transform.basis.scaled(difference)\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"However, if the animation loops, an unintended discrete change may occur, so "
"this is only useful for some simple use cases."
msgstr ""
"检索带有 [member root_motion_track] 的缩放轨道的混合值,作为一个 [Vector3],可"
"以在其他地方使用。\n"
"例如,如果一个动画在前一帧只播放了一个动画帧 [code]Vector3(1, 1, 1)[/code],并"
"且一个动画在后一帧只播放了一个动画帧 [code]Vector3(2, 2, 2)[/code],他们之间相"
"差的值可以这样求出:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_scale_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_scale_accumulator: Vector3 = animation_tree."
"get_root_motion_scale_accumulator()\n"
" var difference: Vector3 = current_root_motion_scale_accumulator - "
"prev_root_motion_scale_accumulator\n"
" prev_root_motion_scale_accumulator = "
"current_root_motion_scale_accumulator\n"
" transform.basis = transform.basis.scaled(difference)\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况"
"下才有用。"
msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with "
"key [param name]."
msgstr ""
"如果该 [AnimationPlayer] 使用键 [param name] 存储 [Animation],则返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an "
"[AnimationLibrary] with key [param name]."
msgstr ""
"如果该 [AnimationPlayer] 使用键 [param name] 存储 [AnimationLibrary],则返回 "
"[code]true[/code]。"
msgid "Removes the [AnimationLibrary] associated with the key [param name]."
msgstr "移除与键 [param name] 关联的 [AnimationLibrary]。"
msgid ""
"Moves the [AnimationLibrary] associated with the key [param name] to the key "
"[param newname]."
msgstr ""
"将与键 [param name] 关联的 [AnimationLibrary] 移动到键 [param newname]。"
msgid "If [code]true[/code], the [AnimationMixer] will be processing."
msgstr "如果 [code]true[/code] 时,[AnimationMixer] 将执行逻辑处理。"
msgid ""
"The number of possible simultaneous sounds for each of the assigned "
"AudioStreamPlayers.\n"
"For example, if this value is [code]32[/code] and the animation has two audio "
"tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to "
"[code]32[/code] voices each."
msgstr ""
"每个指定的 AudioStreamPlayer 可能同时发出的声音的数量。\n"
"例如,如果该值为 [code]32[/code] 并且动画有两个音轨,则分配的两个 "
"[AudioStreamPlayer] 可以同时播放最多 [code]32[/code] 个声音。"
msgid "The call mode to use for Call Method tracks."
msgstr "方法调用轨道所使用的调用模式。"
msgid "The process notification in which to update animations."
msgstr "更新动画的过程通知。"
msgid ""
"If [code]true[/code], the blending uses the deterministic algorithm. The "
"total weight is not normalized and the result is accumulated with an initial "
"value ([code]0[/code] or a [code]\"RESET\"[/code] animation if present).\n"
"This means that if the total amount of blending is [code]0.0[/code], the "
"result is equal to the [code]\"RESET\"[/code] animation.\n"
"If the number of tracks between the blended animations is different, the "
"animation with the missing track is treated as if it had the initial value.\n"
"If [code]false[/code], The blend does not use the deterministic algorithm. "
"The total weight is normalized and always [code]1.0[/code]. If the number of "
"tracks between the blended animations is different, nothing is done about the "
"animation that is missing a track.\n"
"[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], "
"[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than "
"[code]1.0[/code] may produce unexpected results.\n"
"For example, if [AnimationNodeAdd2] blends two nodes with the amount "
"[code]1.0[/code], then total weight is [code]2.0[/code] but it will be "
"normalized to make the total amount [code]1.0[/code] and the result will be "
"equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]."
msgstr ""
"如果为 [code]true[/code],则混合使用确定性算法。总权重不进行归一化,在初始值的"
"基础上进行累加(初始值为 [code]0[/code],表示可能存在的 [code]\"RESET\"[/"
"code] 动画)。\n"
"这意味着如果混合总权重为 [code]0.0[/code],则结果等于 [code]\"RESET\"[/code] "
"动画。\n"
"如果混合动画之间的轨道数量不同,则缺少轨道的动画将被视为具有初始值。\n"
"如果为 [code]false[/code],则混合不会使用确定性算法。总权重将归一化且始终为 "
"[code]1.0[/code]。如果混合动画之间的轨道数量不同,则不会对缺少轨道的动画执行任"
"何操作。\n"
"[b] 注意:[/b] 在 [AnimationTree] 中,与 [AnimationNodeAdd2] 、 "
"[AnimationNodeAdd3] 、 [AnimationNodeSub2] 或权重大于 [code]1.0[/code] 混合可"
"能产生意想不到的结果。\n"
"例如,如果 [AnimationNodeAdd2] 混合了两个取值为 [code]1.0[/code] 的节点,则总"
"权重为 [code]2.0[/code],但它将被归一化使总权重保持 [code]1.0[/code],且结果将"
"等于取值为 [code]0.5[/code] 的 [AnimationNodeBlend2]。"
msgid ""
"This is used by the editor. If set to [code]true[/code], the scene will be "
"saved with the effects of the reset animation (the animation with the key "
"[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the "
"editor keeping the values that the scene had before saving.\n"
"This makes it more convenient to preview and edit animations in the editor, "
"as changes to the scene will not be saved as long as they are set in the "
"reset animation."
msgstr ""
"由编辑器使用。如果设置为 [code]true[/code],场景将被保存,并应用重置动画(带有"
"键 [code]\"RESET\"[/code] 的动画)的效果,就好像它已被定位到时间 0 一样,编辑"
"器保留场景在保存之前的值。\n"
"这使得在编辑器中预览和编辑动画更加方便,因为对场景的更改,只要在重置动画中被设"
"置,就不会被保存。"
msgid ""
"The path to the Animation track used for root motion. Paths must be valid "
"scene-tree paths to a node, and must be specified starting from the parent "
"node of the node that will reproduce the animation. To specify a track that "
"controls properties or bones, append its name after the path, separated by "
"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] or "
"[code]\"character/mesh:transform/local\"[/code].\n"
"If the track has type [constant Animation.TYPE_POSITION_3D], [constant "
"Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the "
"transformation will be canceled visually, and the animation will appear to "
"stay in place. See also [method get_root_motion_position], [method "
"get_root_motion_rotation], [method get_root_motion_scale] and "
"[RootMotionView]."
msgstr ""
"用于根部运动的动画轨道的路径。路径必须是指向节点的场景树有效路径,必须从将实现"
"动画的节点的父节点开始指定。要指定控件属性或骨骼的轨道,请在路径后附加其名称,"
"用 [code]\":\"[/code] 隔开。例如,[code]\"character/skeleton:ankle\"[/code] "
"或 [code]\"character/mesh:transform/local\"[/code]。\n"
"如果轨道的类型是 [constant Animation.TYPE_POSITION_3D]、[constant Animation."
"TYPE_ROTATION_3D]、或者 [constant Animation.TYPE_SCALE_3D],那么将取消视觉上的"
"变换,其动画看起来将是留在原地。参阅 [method get_root_motion_position]、"
"[method get_root_motion_rotation]、[method get_root_motion_scale]、和 "
"[RootMotionView]。"
msgid "The node from which node path references will travel."
msgstr "节点路径引用将从其运行的节点。"
msgid ""
"Notifies when an animation finished playing.\n"
"[b]Note:[/b] This signal is not emitted if an animation is looping."
msgstr ""
"动画播放结束时通知。\n"
"[b]注意:[/b]如果动画正在循环播放,则不会发出此信号。"
msgid "Notifies when the animation libraries have changed."
msgstr "当动画库发生更改时发出通知。"
msgid "Notifies when an animation list is changed."
msgstr "当动画列表发生更改时发出通知。"
msgid "Notifies when an animation starts playing."
msgstr "当动画开始播放时发出通知。"
msgid ""
"Notifies when the caches have been cleared, either automatically, or manually "
"via [method clear_caches]."
msgstr ""
"当缓存被清除时通知,可以是自动清除,也可以是通过 [method clear_caches] 手动清"
"除。"
msgid ""
"Editor only. Notifies when the property have been updated to update dummy "
"[AnimationPlayer] in animation player editor."
msgstr ""
"仅用于编辑器。当属性已完成更新进而更新动画播放编辑器中的虚拟 "
"[AnimationPlayer] 时发出通知。"
msgid ""
"Process animation during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when "
"animating physics bodies."
msgstr ""
"在物理帧中处理动画(见 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。尤其适用于对物理体进行动画处理。"
msgid ""
"Process animation during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"在处理帧中处理动画(见 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。"
msgid ""
"Do not process animation. Use [method advance] to process the animation "
"manually."
msgstr "不处理动画。使用[method advance]手动处理动画。"
msgid ""
"Batch method calls during the animation process, then do the calls after "
"events are processed. This avoids bugs involving deleting nodes or modifying "
"the AnimationPlayer while playing."
msgstr ""
"在动画过程中批量调用方法,然后在处理完事件后再进行调用。这样就避免了在播放过程"
"中涉及删除节点或修改AnimationPlayer的错误。"
msgid "Make method calls immediately when reached in the animation."
msgstr "在动画中达到时立即进行方法调用。"
msgid "Base class for [AnimationTree] nodes. Not related to scene nodes."
msgstr "[AnimationTree] 节点的基类。与场景节点无关。"
msgid ""
"Base resource for [AnimationTree] nodes. In general, it's not used directly, "
"but you can create custom ones with custom blending formulas.\n"
"Inherit this when creating animation nodes mainly for use in "
"[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used "
"instead."
msgstr ""
"[AnimationTree] 节点的基础资源。通常不会直接使用,但你可以使用自定义混合公式创"
"建自定义节点。\n"
"创建动画节点时继承这个类主要是用在 [AnimationNodeBlendTree] 中,否则应改用 "
"[AnimationRootNode]。"
msgid "Using AnimationTree"
msgstr "使用 AnimationTree"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"override the text caption for this animation node."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以覆盖这个动画节点的标题文本。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a child animation node by its [param name]."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以根据名称 [param name] 来返回对"
"应的子动画节点。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return all children animation nodes in order as a [code]name: node[/code] "
"dictionary."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以用 [code]名称:节点[/code] 字典"
"的形式按顺序返回所有子动画节点。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return the default value of a [param parameter]. Parameters are custom local "
"memory used for your animation nodes, given a resource can be reused in "
"multiple trees."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数“[param parameter]”的默"
"认值。参数是动画节点的自定义本地存储,资源可以在多个树中重用。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a list of the properties on this animation node. Parameters are custom "
"local memory used for your animation nodes, given a resource can be reused in "
"multiple trees. Format is similar to [method Object.get_property_list]."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以返回这个节点的属性列表。参数是"
"动画节点的自定义本地存储,资源可以在多个树中重用。格式与 [method Object."
"get_property_list] 类似。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return whether the blend tree editor should display filter editing on this "
"animation node."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以返回混合树编辑器是否应该在这个"
"动画节点上显示过滤器编辑。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return whether the [param parameter] is read-only. Parameters are custom "
"local memory used for your animation nodes, given a resource can be reused in "
"multiple trees."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数 [param parameter] 是否"
"只读。参数是动画节点的自定义本地存储,资源可以在多个树中重用。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"run some code when this animation node is processed. The [param time] "
"parameter is a relative delta, unless [param seek] is [code]true[/code], in "
"which case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
"This function should return the time left for the current animation to finish "
"(if unsure, pass the value from the main blend being called)."
msgstr ""
"继承 [AnimationRootNode] 时,实现这个虚方法可以在这个动画节点进行处理时执行代"
"码。参数 [param time] 是相对增量,除非 [param seek] 为 [code]true[/code],此时"
"为绝对增量。\n"
"请在此处调用 [method blend_input]、[method blend_node] 或 [method "
"blend_animation] 函数。你也可以使用 [method get_parameter] 和 [method "
"set_parameter] 来修改本地存储。\n"
"这个函数应当返回当前动画还需多少时间完成(不确定的话,请传递调用主混合的值)。"
msgid ""
"Adds an input to the animation node. This is only useful for animation nodes "
"created for use in an [AnimationNodeBlendTree]. If the addition fails, "
"returns [code]false[/code]."
msgstr ""
"为节点添加一个输入。这只对创建用于 [AnimationNodeBlendTree] 的动画节点有用。如"
"果添加失败,返回 [code]false[/code]。"
msgid ""
"Blend an animation by [param blend] amount (name must be valid in the linked "
"[AnimationPlayer]). A [param time] and [param delta] may be passed, as well "
"as whether [param seeked] happened.\n"
"A [param looped_flag] is used by internal processing immediately after the "
"loop. See also [enum Animation.LoopedFlag]."
msgstr ""
"按 [param blend] 量混合一个动画(名称必须在链接的 [AnimationPlayer] 中有效)。"
"可以传入时间 [param time] 和增量 [param delta],以及表示是否发生寻道的 [param "
"seeked]。\n"
"[param looped_flag] 在循环后立即由内部处理使用。另见 [enum Animation."
"LoopedFlag]。"
msgid ""
"Blend an input. This is only useful for animation nodes created for an "
"[AnimationNodeBlendTree]. The [param time] parameter is a relative delta, "
"unless [param seek] is [code]true[/code], in which case it is absolute. A "
"filter mode may be optionally passed (see [enum FilterAction] for options)."
msgstr ""
"混合一个输入。这只对为 [AnimationNodeBlendTree] 创建的动画节点有用。时间参数 "
"[param time] 是一个相对的增量,除非 [param seek] 是 [code]true[/code],此时它"
"是绝对的。可以选择传入过滤模式(选项请参阅 [enum FilterAction])。"
msgid ""
"Blend another animation node (in case this animation node contains children "
"animation nodes). This function is only useful if you inherit from "
"[AnimationRootNode] instead, else editors will not display your animation "
"node for addition."
msgstr ""
"混合另一个动画节点(在这个动画节点包含子动画节点的情况下)。这个函数只有在你继"
"承 [AnimationRootNode] 时才有用,否则编辑器在添加节点时不会显示你的动画节点。"
msgid ""
"Returns the input index which corresponds to [param name]. If not found, "
"returns [code]-1[/code]."
msgstr ""
"返回与名称 [param name] 相关的输入索引,如果不存在则返回 [code]-1[/code]。"
msgid ""
"Amount of inputs in this animation node, only useful for animation nodes that "
"go into [AnimationNodeBlendTree]."
msgstr ""
"这个动画节点的输入数量,只对进入 [AnimationNodeBlendTree] 的动画节点有用。"
msgid "Gets the name of an input by index."
msgstr "通过索引获取输入的名称。"
msgid ""
"Gets the value of a parameter. Parameters are custom local memory used for "
"your animation nodes, given a resource can be reused in multiple trees."
msgstr ""
"获取一个参数的值。参数是你的动画节点使用的自定义本地内存,给定的资源可以在多个"
"树中重复使用。"
msgid "Returns whether the given path is filtered."
msgstr "返回给定路径是否被过滤。"
msgid "Removes an input, call this only when inactive."
msgstr "移除输入,仅在处于非活动状态时调用此输入。"
msgid "Adds or removes a path for the filter."
msgstr "添加或移除筛选器的路径。"
msgid ""
"Sets the name of the input at the given [param input] index. If the setting "
"fails, returns [code]false[/code]."
msgstr ""
"在给定的 [param input] 索引处设置输入的名称。如果设置失败,返回 [code]false[/"
"code]。"
msgid ""
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"设置一个自定义参数。这些参数被用作本地内存,因为资源可以在树或场景中重复使用。"
msgid "If [code]true[/code], filtering is enabled."
msgstr "如果为 [code]true[/code],则启用筛选功能。"
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their animation nodes removes. The animation nodes that emit this "
"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
msgstr ""
"由继承自该类的节点发出,并且当其中一个动画节点移除时具有内部树。发出此信号的动"
"画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。"
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their animation node names changes. The animation nodes that emit "
"this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
msgstr ""
"由继承自该类的节点发出,并且当其中一个动画节点名称更改时具有内部树。发出此信号"
"的动画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。"
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their animation nodes changes. The animation nodes that emit this "
"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], [AnimationNodeBlendTree] and "
"[AnimationNodeTransition]."
msgstr ""
"由继承自该类的节点发出,并且当其一个动画节点发生变化时具有内部树。发出此信号的"
"动画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
"[AnimationNodeStateMachine]、[AnimationNodeBlendTree] 和 "
"[AnimationNodeTransition]。"
msgid "Do not use filtering."
msgstr "不要使用筛选功能。"
msgid "Paths matching the filter will be allowed to pass."
msgstr "与筛选器匹配的路径将被允许通过。"
msgid "Paths matching the filter will be discarded."
msgstr "与筛选器匹配的路径将被丢弃。"
msgid "Paths matching the filter will be blended (by the blend value)."
msgstr "与筛选器匹配的路径将被混合(根据混合值)。"
msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中加法地混合两个动画。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"additively based on the amount value.\n"
"If the amount is greater than [code]1.0[/code], the animation connected to "
"\"in\" port is blended with the amplified animation connected to \"add\" "
"port.\n"
"If the amount is less than [code]0.0[/code], the animation connected to "
"\"in\" port is blended with the inverted animation connected to \"add\" port."
msgstr ""
"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将两个动画加法混合在一起。\n"
"如果取值大于 [code]1.0[/code]则与“in”端口相连的动画相混合的是放大后的"
"与“add”端口相连的动画。\n"
"如果取值小于 [code]0.0[/code]则与“in”端口相连的动画相混合的是反转后的"
"与“add”端口相连的动画。"
msgid ""
"Blends two of three animations additively inside of an "
"[AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个动画相加。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations out "
"of three additively out of three based on the amount value.\n"
"This animation node has three inputs:\n"
"- The base animation to add to\n"
"- A \"-add\" animation to blend with when the blend amount is negative\n"
"- A \"+add\" animation to blend with when the blend amount is positive\n"
"If the absolute value of the amount is greater than [code]1.0[/code], the "
"animation connected to \"in\" port is blended with the amplified animation "
"connected to \"-add\"/\"+add\" port."
msgstr ""
"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将三个动画中的两个进行加法混"
"合。\n"
"这个动画节点有三个输入:\n"
"- 加法混合的基础动画\n"
"- 混合取值为负时进行混合的“-add”动画\n"
"- 混合取值为正时进行混合的“+add”动画\n"
"如果取值的绝对值大于 [code]1.0[/code]则与“in”端口相连的动画相混合的是放大后"
"的与“-add”/“+add”端口相连的动画。"
msgid "An input animation for an [AnimationNodeBlendTree]."
msgstr "[AnimationNodeBlendTree] 的输入动画。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Only has one output port "
"using the [member animation] property. Used as an input for [AnimationNode]s "
"that blend animations together."
msgstr ""
"一种添加到 [AnimationNodeBlendTree] 的资源。只有一个输出端口,使用的是 "
"[member animation] 属性。可用作 [AnimationNode] 的输入,将动画混合在一起。"
msgid "3D Platformer Demo"
msgstr "3D 平台跳跃演示"
msgid ""
"Animation to use as an output. It is one of the animations provided by "
"[member AnimationTree.anim_player]."
msgstr ""
"作为输出使用的动画。它是 [member AnimationTree.anim_player] 提供的动画之一。"
msgid "Determines the playback direction of the animation."
msgstr "确定动画的播放方向。"
msgid "Plays animation in forward direction."
msgstr "正序播放动画。"
msgid "Plays animation in backward direction."
msgstr "逆序播放动画。"
msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中将两个动画进行线性混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"linearly based on the amount value.\n"
"In general, the blend value should be in the [code][0.0, 1.0][/code] range. "
"Values outside of this range can blend amplified or inverted animations, "
"however, [AnimationNodeAdd2] works better for this purpose."
msgstr ""
"添加到 [AnimationNodeBlendTree] 的资源。根据取值将两个动画进行线性混合。\n"
"一般而言,混合值应该在 [code][0.0, 1.0][/code] 的范围内。超出该范围的值可以混"
"合放大或翻转后的动画,然而,这种场合 [AnimationNodeAdd2] 的效果更好。"
msgid ""
"Blends two of three animations linearly inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个进行线性混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations out "
"of three linearly out of three based on the amount value.\n"
"This animation node has three inputs:\n"
"- The base animation to blend with\n"
"- A \"-blend\" animation to blend with when the blend amount is negative "
"value\n"
"- A \"+blend\" animation to blend with when the blend amount is positive "
"value\n"
"In general, the blend value should be in the [code][-1.0, 1.0][/code] range. "
"Values outside of this range can blend amplified animations, however, "
"[AnimationNodeAdd3] works better for this purpose."
msgstr ""
"可添加到 [AnimationNodeBlendTree] 的资源。根据取值将三个动画中的两个进行线性混"
"合。\n"
"这个动画节点有三个输入:\n"
"- 加法混合的基础动画\n"
"- 混合取值为负时进行混合的“-blend”动画\n"
"- 混合取值为正时进行混合的“+blend”动画\n"
"一般而言,混合值应该在 [code][-1.0, 1.0][/code] 的范围内。在此范围外的取值能够"
"混合放大后的动画,然而这种场合使用 [AnimationNodeAdd3] 更合适。"
msgid ""
"A set of [AnimationRootNode]s placed on a virtual axis, crossfading between "
"the two adjacent ones. Used by [AnimationTree]."
msgstr ""
"一组放置在一个虚拟轴上的 [AnimationRootNode],在两个相邻节点之间交叉淡化。被 "
"[AnimationTree] 使用。"
msgid ""
"A resource used by [AnimationNodeBlendTree].\n"
"[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of "
"[AnimationRootNode]s can be added using [method add_blend_point]. Outputs the "
"linear blend of the two [AnimationRootNode]s adjacent to the current value.\n"
"You can set the extents of the axis with [member min_space] and [member "
"max_space]."
msgstr ""
"可添加到 [AnimationNodeBlendTree] 的资源。\n"
"[AnimationNodeBlendSpace1D] 代表一个虚拟轴,可以使用 [method add_blend_point] "
"在上面添加任何类型的 [AnimationRootNode]。输出的是最接近当前值的两个 "
"[AnimationRootNode] 之间的线性混合。\n"
"可以使用 [member min_space] 和 [member max_space] 来扩展轴的范围。"
msgid ""
"Adds a new point that represents a [param node] on the virtual axis at a "
"given position set by [param pos]. You can insert it at a specific index "
"using the [param at_index] argument. If you use the default value for [param "
"at_index], the point is inserted at the end of the blend points array."
msgstr ""
"在虚拟轴上 [param pos] 设定的给定位置添加一个代表 [param node] 的新点。你可以"
"使用 [param at_index] 参数将其插入到特定的索引处。如果使用 [param at_index] 的"
"默认值,这个点会被插入到混合点数组的末尾。"
msgid "Returns the number of points on the blend axis."
msgstr "返回混合轴上的点的数量。"
msgid ""
"Returns the [AnimationNode] referenced by the point at index [param point]."
msgstr "返回索引 [param point] 处的点所引用的 [AnimationNode]。"
msgid "Returns the position of the point at index [param point]."
msgstr "返回索引 [param point] 处的点的位置。"
msgid "Removes the point at index [param point] from the blend axis."
msgstr "从混合轴移除索引 [param point] 处的点。"
msgid ""
"Changes the [AnimationNode] referenced by the point at index [param point]."
msgstr "更改索引 [param point] 处的点所引用的 [AnimationNode]。"
msgid ""
"Updates the position of the point at index [param point] on the blend axis."
msgstr "更新混合轴上索引 [param point] 处的点的位置。"
msgid ""
"Controls the interpolation between animations. See [enum BlendMode] constants."
msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。"
msgid ""
"The blend space's axis's upper limit for the points' position. See [method "
"add_blend_point]."
msgstr "用于点位置的混合空间轴的上限。见 [method add_blend_point]。"
msgid ""
"The blend space's axis's lower limit for the points' position. See [method "
"add_blend_point]."
msgstr "用于点位置的混合空间轴的下限。见 [method add_blend_point]。"
msgid "Position increment to snap to when moving a point on the axis."
msgstr "当在轴上移动一个点时,要捕捉到的位置增量。"
msgid ""
"If [code]false[/code], the blended animations' frame are stopped when the "
"blend value is [code]0[/code].\n"
"If [code]true[/code], forcing the blended animations to advance frame."
msgstr ""
"如果为 [code]false[/code],则当混合值为 [code]0[/code] 时,停止混合动画的"
"帧。\n"
"如果为 [code]true[/code],则强制混合动画以前进帧。"
msgid "Label of the virtual axis of the blend space."
msgstr "混合空间虚拟轴的标签。"
msgid "The interpolation between animations is linear."
msgstr "动画之间的插值是线性的。"
msgid ""
"The blend space plays the animation of the animation node which blending "
"position is closest to. Useful for frame-by-frame 2D animations."
msgstr "混合空间播放混合位置最接近的动画节点的动画。可用于逐帧的 2D 动画。"
msgid ""
"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
"the last animation's playback position."
msgstr ""
"类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动"
"画。"
msgid ""
"A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between "
"the three adjacent ones. Used by [AnimationTree]."
msgstr ""
"一组放置在 2D 坐标上的 [AnimationRootNode],在三个相邻节点之间交叉淡化。被 "
"[AnimationTree] 使用。"
msgid ""
"A resource used by [AnimationNodeBlendTree].\n"
"[AnimationNodeBlendSpace1D] represents a virtual 2D space on which "
"[AnimationRootNode]s are placed. Outputs the linear blend of the three "
"adjacent animations using a [Vector2] weight. Adjacent in this context means "
"the three [AnimationRootNode]s making up the triangle that contains the "
"current value.\n"
"You can add vertices to the blend space with [method add_blend_point] and "
"automatically triangulate it by setting [member auto_triangles] to "
"[code]true[/code]. Otherwise, use [method add_triangle] and [method "
"remove_triangle] to triangulate the blend space by hand."
msgstr ""
"[AnimationNodeBlendTree] 使用的资源。\n"
"[AnimationNodeBlendSpace1D] 代表放置 [AnimationRootNode] 的虚拟 2D 空间。输出"
"的是使用 [Vector2] 权重对相邻的三个动画进行线性混合的结果。此处的“相邻”指的是"
"构成包含当前值的三角形的三个 [AnimationRootNode]。\n"
"你可以使用 [method add_blend_point] 向混合空间中添加顶点,将 [member "
"auto_triangles] 设为 [code]true[/code] 可以将其自动三角形化。否则,请使用 "
"[method add_triangle] 和 [method remove_triangle] 手动对混合空间进行三角形化。"
msgid ""
"Adds a new point that represents a [param node] at the position set by [param "
"pos]. You can insert it at a specific index using the [param at_index] "
"argument. If you use the default value for [param at_index], the point is "
"inserted at the end of the blend points array."
msgstr ""
"在 [param pos] 设定的位置添加一个代表 [param node] 的新点。你可以使用 [param "
"at_index] 参数将其插入到特定的索引中。如果使用 [param at_index] 的默认值,这个"
"点会被插入到混合点数组的末尾。"
msgid ""
"Creates a new triangle using three points [param x], [param y], and [param "
"z]. Triangles can overlap. You can insert the triangle at a specific index "
"using the [param at_index] argument. If you use the default value for [param "
"at_index], the point is inserted at the end of the blend points array."
msgstr ""
"使用三个点 [param x]、[param y] 和 [param z] 创建一个新三角形。三角形可以重"
"叠。可以使用 [param at_index] 参数在特定索引处插入三角形。如果使用 [param "
"at_index] 的默认值,该点将插入到混合点数组的末尾。"
msgid "Returns the number of points in the blend space."
msgstr "返回混合空间中的点的数量。"
msgid ""
"Returns the [AnimationRootNode] referenced by the point at index [param "
"point]."
msgstr "返回索引 [param point] 处的点所引用的 [AnimationRootNode]。"
msgid "Returns the number of triangles in the blend space."
msgstr "返回混合空间中三角形的数量。"
msgid ""
"Returns the position of the point at index [param point] in the triangle of "
"index [param triangle]."
msgstr "返回索引 [param point] 处的点在索引 [param triangle] 的三角形中的位置。"
msgid "Removes the point at index [param point] from the blend space."
msgstr "从混合空间中移除索引 [param point] 处的点。"
msgid "Removes the triangle at index [param triangle] from the blend space."
msgstr "从混合空间中移除索引 [param triangle] 处的三角形。"
msgid ""
"If [code]true[/code], the blend space is triangulated automatically. The mesh "
"updates every time you add or remove points with [method add_blend_point] and "
"[method remove_blend_point]."
msgstr ""
"如果为 [code]true[/code],混合空间会自动进行三角测量。每次使用 [method "
"add_blend_point] 和 [method remove_blend_point] 添加或移除点时,网格都会更新。"
msgid ""
"The blend space's X and Y axes' upper limit for the points' position. See "
"[method add_blend_point]."
msgstr ""
"用于点的位置的混合空间的 X 轴和 Y 轴的上限。请参阅 [method add_blend_point]。"
msgid ""
"The blend space's X and Y axes' lower limit for the points' position. See "
"[method add_blend_point]."
msgstr ""
"用于点的位置的混合空间的 X 轴和 Y 轴的下限。请参阅 [method add_blend_point]。"
msgid "Position increment to snap to when moving a point."
msgstr "移动点时要吸附到的位置增量。"
msgid "Name of the blend space's X axis."
msgstr "混合空间 X 轴的名称。"
msgid "Name of the blend space's Y axis."
msgstr "混合空间 Y 轴的名称。"
msgid ""
"Emitted every time the blend space's triangles are created, removed, or when "
"one of their vertices changes position."
msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。"
msgid ""
"A sub-tree of many type [AnimationNode]s used for complex animations. Used by "
"[AnimationTree]."
msgstr ""
"用于复杂动画的许多类型 [AnimationNode] 的子树。由 [AnimationTree] 使用。"
msgid ""
"This animation node may contain a sub-tree of any other type animation nodes, "
"such as [AnimationNodeTransition], [AnimationNodeBlend2], "
"[AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most "
"commonly used animation node roots.\n"
"An [AnimationNodeOutput] node named [code]output[/code] is created by default."
msgstr ""
"这个动画节点可以包含任何其他类型动画节点的子树,例如 "
"[AnimationNodeTransition]、[AnimationNodeBlend2]、[AnimationNodeBlend3]、"
"[AnimationNodeOneShot] 等。这是最常用的动画节点根之一。\n"
"默认会创建一个名为 [code]output[/code] 的 [AnimationNodeOutput] 节点。"
msgid ""
"Adds an [AnimationNode] at the given [param position]. The [param name] is "
"used to identify the created sub animation node later."
msgstr ""
"在给定的位置 [param position] 添加一个 [AnimationNode]。[param name] 用于后续"
"识别该创建的子动画节点。"
msgid ""
"Connects the output of an [AnimationNode] as input for another "
"[AnimationNode], at the input port specified by [param input_index]."
msgstr ""
"连接一个 [AnimationNode] 的输出作为另一个 [AnimationNode] 的输入,连接在 "
"[param input_index] 指定的输入端口。"
msgid "Disconnects the animation node connected to the specified input."
msgstr "断开连接到指定输入端的动画节点。"
msgid "Returns the sub animation node with the specified [param name]."
msgstr "返回名称为 [param name] 的子动画节点。"
msgid ""
"Returns the position of the sub animation node with the specified [param "
"name]."
msgstr "返回名称为 [param name] 的子动画节点的位置。"
msgid ""
"Returns [code]true[/code] if a sub animation node with specified [param name] "
"exists."
msgstr "如果存在名称为 [param name] 的动画子节点,则返回 [code]true[/code]。"
msgid "Removes a sub animation node."
msgstr "移除一个子动画节点。"
msgid "Changes the name of a sub animation node."
msgstr "更改子动画节点的名称。"
msgid "Modifies the position of a sub animation node."
msgstr "修改子动画节点的位置。"
msgid "The global offset of all sub animation nodes."
msgstr "所有子动画节点的全局偏移量。"
msgid "Emitted when the input port information is changed."
msgstr "当输入端口信息发生更改时发出。"
msgid "The connection was successful."
msgstr "连接成功。"
msgid "The input node is [code]null[/code]."
msgstr "输入节点为 [code]null[/code]。"
msgid "The specified input port is out of range."
msgstr "指定的输入端口超出范围。"
msgid "The output node is [code]null[/code]."
msgstr "输出节点为 [code]null[/code]。"
msgid "Input and output nodes are the same."
msgstr "输入和输出节点相同。"
msgid "The specified connection already exists."
msgstr "指定的连接已经存在。"
msgid "Plays an animation once in an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中播放一次动画。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. This animation node will "
"execute a sub-animation and return once it finishes. Blend times for fading "
"in and out can be customized, as well as filters.\n"
"After setting the request and changing the animation playback, the one-shot "
"node automatically clears the request on the next process frame by setting "
"its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Play child animation connected to \"shot\" port.\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FIRE)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FIRE\n"
"\n"
"# Abort child animation connected to \"shot\" port.\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_ABORT)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_ABORT\n"
"\n"
"# Abort child animation with fading out connected to \"shot\" port.\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT\n"
"\n"
"# Get current state (read-only).\n"
"animation_tree.get(\"parameters/OneShot/active\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/active\"]\n"
"\n"
"# Get current internal state (read-only).\n"
"animation_tree.get(\"parameters/OneShot/internal_active\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/internal_active\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// Play child animation connected to \"shot\" port.\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.Fire);\n"
"\n"
"// Abort child animation connected to \"shot\" port.\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.Abort);\n"
"\n"
"// Abort child animation with fading out connected to \"shot\" port.\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.FadeOut);\n"
"\n"
"// Get current state (read-only).\n"
"animationTree.Get(\"parameters/OneShot/active\");\n"
"\n"
"// Get current internal state (read-only).\n"
"animationTree.Get(\"parameters/OneShot/internal_active\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"添加到 [AnimationNodeBlendTree] 的资源。这个动画节点将执行子动画并在完成后返"
"回。可以自定义淡入和淡出的混合时间以及过滤器。\n"
"在设置请求并更改动画播放后,一次性节点会在下一个处理帧中通过将其 "
"[code]request[/code] 值设置为 [constant ONE_SHOT_REQUEST_NONE] 来自动清除请"
"求。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 播放连接到 “shot” 端口的子动画。\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FIRE)\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FIRE\n"
"\n"
"# 中止连接到 “shot” 端口的子动画。\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_ABORT)\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT\n"
"\n"
"# 使用淡出的方法中止连接到 “shot”端口的子动画。\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT)\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT\n"
"\n"
"# 获取当前状态(只读)。\n"
"animation_tree.get(\"parameters/OneShot/active\"))\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/OneShot/active\"]\n"
"\n"
"# 获取当前内部状态(只读)。\n"
"animation_tree.get(\"parameters/OneShot/internal_active\")\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/OneShot/internal_active\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// 播放连接到 “shot” 端口的子动画。\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.Fire);\n"
"\n"
"// 中止连接到 “shot” 端口的子动画。\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.Abort);\n"
"\n"
"// 使用淡出的方法中止连接到 “shot”端口的子动画。\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.FadeOut);\n"
"\n"
"// 获取当前状态(只读)。\n"
"animationTree.Get(\"parameters/OneShot/active\");\n"
"\n"
"// 获取当前内部状态(只读)。\n"
"animationTree.Get(\"parameters/OneShot/internal_active\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]true[/code], the sub-animation will restart automatically after "
"finishing.\n"
"In other words, to start auto restarting, the animation must be played once "
"with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant "
"ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not "
"disable the [member autorestart] itself. So, the [constant "
"ONE_SHOT_REQUEST_FIRE] request will start auto restarting again."
msgstr ""
"如果为 [code]true[/code],子动画结束后会自动重新开始。\n"
"换句话说,要开始自动重启,必须使用 [constant ONE_SHOT_REQUEST_FIRE] 请求播放一"
"次动画。[constant ONE_SHOT_REQUEST_ABORT] 请求停止自动重启,但它不会禁用 "
"[member autorestart] 本身。因此,[constant ONE_SHOT_REQUEST_FIRE] 请求将再次开"
"始自动重启。"
msgid "The delay after which the automatic restart is triggered, in seconds."
msgstr "触发自动重启的延迟时间,以秒为单位。"
msgid ""
"If [member autorestart] is [code]true[/code], a random additional delay (in "
"seconds) between 0 and this value will be added to [member autorestart_delay]."
msgstr ""
"如果 [member autorestart] 为 [code]true[/code]则介于0和此值之间的随机附加延"
"迟(以秒为单位)将添加到 [member autorestart_delay]。"
msgid ""
"Determines how cross-fading between animations is eased. If empty, the "
"transition will be linear."
msgstr "确定如何缓动动画之间的淡入淡出。如果为空,过渡将是线性的。"
msgid ""
"The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 "
"second length animation will produce a cross-fade that starts at 0 second and "
"ends at 1 second during the animation."
msgstr ""
"淡入持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将在动"
"画期间产生从 0 秒开始到 1 秒结束的交叉淡入淡出。"
msgid ""
"The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 "
"second length animation will produce a cross-fade that starts at 4 second and "
"ends at 5 second during the animation."
msgstr ""
"淡出持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将产生"
"从 4 秒开始到 5 秒结束的交叉淡入淡出。"
msgid "The blend type."
msgstr "混合类型。"
msgid "The default state of the request. Nothing is done."
msgstr "请求的默认状态。未完成任何操作。"
msgid "The request to play the animation connected to \"shot\" port."
msgstr "播放连接到“shot”端口的动画的请求。"
msgid "The request to stop the animation connected to \"shot\" port."
msgstr "停止连接到“shot”端口的动画的请求。"
msgid "The request to fade out the animation connected to \"shot\" port."
msgstr "淡出连接到“shot”端口的动画的请求。"
msgid "Blends two animations. See also [AnimationNodeBlend2]."
msgstr "混合两个动画。另请参见 [AnimationNodeBlend2]。"
msgid "Blends two animations additively. See also [AnimationNodeAdd2]."
msgstr "以相加方式混合两个动画。另请参阅 [AnimationNodeAdd2]。"
msgid "The animation output node of an [AnimationNodeBlendTree]."
msgstr "[AnimationNodeBlendTree] 的动画输出节点。"
msgid ""
"A node created automatically in an [AnimationNodeBlendTree] that outputs the "
"final animation."
msgstr "在输出最终动画的 [AnimationNodeBlendTree] 中自动创建的节点。"
msgid ""
"A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]."
msgstr "带有多个 [AnimationRootNode] 的状态机,用于 [AnimationTree]。"
msgid ""
"Contains multiple [AnimationRootNode]s representing animation states, "
"connected in a graph. State transitions can be configured to happen "
"automatically or via code, using a shortest-path algorithm. Retrieve the "
"[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to "
"control it programmatically.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\").Get(\"parameters/"
"playback\") as AnimationNodeStateMachinePlayback;\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"包含表示动画状态的多个 [AnimationRootNode],以图的形式连接。可以使用最短路径算"
"法,将节点过渡配置为自动发生或通过代码发生。要以编程的方式控制过渡,请从 "
"[AnimationTree] 节点获取 [AnimationNodeStateMachinePlayback] 对象。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\").Get(\"parameters/"
"playback\") as AnimationNodeStateMachinePlayback;\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Adds a new animation node to the graph. The [param position] is used for "
"display in the editor."
msgstr "向图中添加一个新的动画节点。[param position] 用于在编辑器中显示。"
msgid "Adds a transition between the given animation nodes."
msgstr "在给定动画节点之间添加一个过渡。"
msgid "Returns the draw offset of the graph. Used for display in the editor."
msgstr "返回图的绘制偏移。用于在编辑器中显示。"
msgid "Returns the animation node with the given name."
msgstr "返回指定名称的动画节点。"
msgid "Returns the given animation node's name."
msgstr "返回指定动画节点的名称。"
msgid ""
"Returns the given animation node's coordinates. Used for display in the "
"editor."
msgstr "返回给定动画节点的坐标。用于在编辑器中显示。"
msgid "Returns the given transition."
msgstr "返回给定的过渡。"
msgid "Returns the number of connections in the graph."
msgstr "返回图中的连接数。"
msgid "Returns the given transition's start node."
msgstr "返回给定过渡的开始节点。"
msgid "Returns the given transition's end node."
msgstr "返回给定过渡的末端节点。"
msgid ""
"Returns [code]true[/code] if the graph contains the given animation node."
msgstr "如果图中包含给定的动画节点,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if there is a transition between the given "
"animation nodes."
msgstr "如果在给定动画节点之间存在过渡,则返回 [code]true[/code]。"
msgid "Deletes the given animation node from the graph."
msgstr "从图中删除指定的动画节点。"
msgid "Deletes the transition between the two specified animation nodes."
msgstr "删除两个指定动画节点之间的过渡。"
msgid "Deletes the given transition by index."
msgstr "按索引删除给定的过渡。"
msgid "Renames the given animation node."
msgstr "重命名给定的动画节点。"
msgid "Sets the draw offset of the graph. Used for display in the editor."
msgstr "设置图形的绘制偏移。用于在编辑器中显示。"
msgid "Sets the animation node's coordinates. Used for display in the editor."
msgstr "设置动画节点的坐标。用于在编辑器中显示。"
msgid ""
"If [code]true[/code], allows teleport to the self state with [method "
"AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled "
"in [method AnimationNodeStateMachinePlayback.travel], the animation is "
"restarted. If [code]false[/code], nothing happens on the teleportation to the "
"self state."
msgstr ""
"如果为 [code]true[/code],允许使用 [method AnimationNodeStateMachinePlayback."
"travel] 传送到当前状态。当在 [method AnimationNodeStateMachinePlayback."
"travel] 中启用重置选项时,动画将重新启动。如果为 [code]false[/code],传送到当"
"前状态时不会发生任何事情。"
msgid ""
"If [code]true[/code], treat the cross-fade to the start and end nodes as a "
"blend with the RESET animation.\n"
"In most cases, when additional cross-fades are performed in the parent "
"[AnimationNode] of the state machine, setting this property to [code]false[/"
"code] and matching the cross-fade time of the parent [AnimationNode] and the "
"state machine's start node and end node gives good results."
msgstr ""
"如果为 [code]true[/code],则将与开始和结束节点的淡入淡出视为与 RESET 动画的混"
"合。\n"
"大多数情况下,状态机的父级 [AnimationNode] 执行额外的淡入淡出时,将这个属性设"
"置为 [code]false[/code] 并将父 [AnimationNode] 和该状态机的开始和结束节点的淡"
"入淡出时间设为相同的值能够得到不错的效果。"
msgid ""
"This property can define the process of transitions for different use cases. "
"See also [enum AnimationNodeStateMachine.StateMachineType]."
msgstr ""
"该属性可以为不同用例定义过渡过程。另见 [enum AnimationNodeStateMachine."
"StateMachineType]。"
msgid ""
"Seeking to the beginning is treated as playing from the start state. "
"Transition to the end state is treated as exiting the state machine."
msgstr "寻道到开头被视为从开始状态开始播放。过渡到结束状态被视为退出状态机。"
msgid ""
"Seeking to the beginning is treated as seeking to the beginning of the "
"animation in the current state. Transition to the end state, or the absence "
"of transitions in each state, is treated as exiting the state machine."
msgstr ""
"寻道到开头被视为在当前状态下寻道到动画的开头。过渡到结束状态,或每个状态的过渡"
"都缺失,被视为退出状态机。"
msgid ""
"This is a grouped state machine that can be controlled from a parent state "
"machine. It does not work on standalone. There must be a state machine with "
"[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or "
"[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor."
msgstr ""
"这是一个可以从父状态机控制的编组的状态机。它不能独立运行。父级或祖先中必须有一"
"个 [member state_machine_type] 为 [constant STATE_MACHINE_TYPE_ROOT] 或 "
"[constant STATE_MACHINE_TYPE_NESTED] 的状态机。"
msgid "Provides playback control for an [AnimationNodeStateMachine]."
msgstr "为 [AnimationNodeStateMachine] 提供播放控制。"
msgid ""
"Allows control of [AnimationTree] state machines created with "
"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree."
"get(\"parameters/playback\")[/code].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\").Get(\"parameters/"
"playback\").As<AnimationNodeStateMachinePlayback>();\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"允许控制使用 [AnimationNodeStateMachine] 创建的 [AnimationTree] 状态机。使用 "
"[code]$AnimationTree.get(\"parameters/playback\")[/code] 检索。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\").Get(\"parameters/"
"playback\").As<AnimationNodeStateMachinePlayback>();\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the current state length.\n"
"[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well "
"as animations. This means that there can be multiple animations within a "
"single state. Which animation length has priority depends on the nodes "
"connected inside it. Also, if a transition does not reset, the remaining "
"length at that point will be returned."
msgstr ""
"返回当前状态长度。\n"
"[b]注意:[/b]有可能任何 [AnimationRootNode] 既可以是节点也可以是动画。这意味着"
"在单个状态中可以有多个动画。哪个动画长度会优先,取决于其内部连接的节点。此外,"
"如果过渡未重置,则将返回该点的剩余长度。"
msgid ""
"Returns the currently playing animation state.\n"
"[b]Note:[/b] When using a cross-fade, the current state changes to the next "
"state immediately after the cross-fade begins."
msgstr ""
"返回当前的动画播放状态。\n"
"[b]注意:[/b]使用交叉叠化时,当前状态会在交叉叠化开始后理解变为下一个状态。"
msgid "Returns the playback position within the current animation state."
msgstr "返回当前动画状态内的播放位置。"
msgid "Returns the starting state of currently fading animation."
msgstr "返回当前淡入淡出动画的开始状态。"
msgid ""
"Returns the current travel path as computed internally by the A* algorithm."
msgstr "返回 A* 算法内部计算的当前行进路径。"
msgid "Returns [code]true[/code] if an animation is playing."
msgstr "如果正在播放动画,返回 [code]true[/code]。"
msgid ""
"If there is a next path by travel or auto advance, immediately transitions "
"from the current state to the next state."
msgstr "如果通过行进或自动前进有下一条路径,则立即从当前状态过渡到下一个状态。"
msgid ""
"Starts playing the given animation.\n"
"If [param reset] is [code]true[/code], the animation is played from the "
"beginning."
msgstr ""
"开始播放给定的动画。\n"
"如果 [param reset] 为 [code]true[/code],则动画从头开始播放。"
msgid "Stops the currently playing animation."
msgstr "停止当前播放的动画。"
msgid ""
"Transitions from the current state to another one, following the shortest "
"path.\n"
"If the path does not connect from the current state, the animation will play "
"after the state teleports.\n"
"If [param reset_on_teleport] is [code]true[/code], the animation is played "
"from the beginning when the travel cause a teleportation."
msgstr ""
"按照最短的路径从当前状态过渡到另一个状态。\n"
"如果路径没有连接到当前状态,则动画将在状态传送后播放。\n"
"如果 [param reset_on_teleport] 为 [code]true[/code],当行进导致传送时,该动画"
"将从头开始播放。"
msgid ""
"A transition within an [AnimationNodeStateMachine] connecting two "
"[AnimationRootNode]s."
msgstr "[AnimationNodeStateMachine] 中连接两个 [AnimationRootNode] 的过渡。"
msgid ""
"The path generated when using [method AnimationNodeStateMachinePlayback."
"travel] is limited to the nodes connected by "
"[AnimationNodeStateMachineTransition].\n"
"You can set the timing and conditions of the transition in detail."
msgstr ""
"使用 [method AnimationNodeStateMachinePlayback.travel] 时生成的路径,仅限于通"
"过 [AnimationNodeStateMachineTransition] 连接的节点。\n"
"可以详细设置过渡的时机和条件。"
msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled from "
"code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-"
"from-code]Using AnimationTree[/url]). For example, if [member AnimationTree."
"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
"is set to [code]\"idle\"[/code]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and "
"(linear_velocity.x == 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<AnimationTree>(\"animation_tree\").Set(\"parameters/conditions/"
"idle\", IsOnFloor && (LinearVelocity.X == 0));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"该条件被设置时打开自动前进。提供的名称将成为 [AnimationTree] 上的布尔参数,可"
"以通过代码进行控制(请参阅 [url=$DOCS_URL/tutorials/animation/animation_tree."
"html#controlling-from-code]使用 AnimationTree[/url])。例如,如果 [member "
"AnimationTree.tree_root] 是一个 [AnimationNodeStateMachine] 并且 [member "
"advance_condition] 被设置为 [code]\"idle\"[/code]\n"
"[codeblocks]\n"
"[gdscript]\n"
"$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and "
"(linear_velocity.x == 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<AnimationTree>(\"animation_tree\").Set(\"parameters/conditions/"
"idle\", IsOnFloor && (LinearVelocity.X == 0));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Use an expression as a condition for state machine transitions. It is "
"possible to create complex animation advance conditions for switching between "
"states and gives much greater flexibility for creating complex state machines "
"by directly interfacing with the script code."
msgstr ""
"将表达式用作状态机过渡的条件。可以为状态之间的切换创建复杂的动画推进条件,并通"
"过直接与脚本代码交互为创建复杂的状态机提供更大的灵活性。"
msgid ""
"Determines whether the transition should disabled, enabled when using [method "
"AnimationNodeStateMachinePlayback.travel], or traversed automatically if the "
"[member advance_condition] and [member advance_expression] checks are true "
"(if assigned)."
msgstr ""
"决定在使用 [method AnimationNodeStateMachinePlayback.travel] 时该过渡是否应该"
"被禁用/启用,或者如果 [member advance_condition] 和 [member "
"advance_expression] 检查为真则自动行进(如果已分配)。"
msgid ""
"Lower priority transitions are preferred when travelling through the tree via "
"[method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is "
"set to [constant ADVANCE_MODE_AUTO]."
msgstr ""
"当在树中通过 [method AnimationNodeStateMachinePlayback.travel] 或将 [member "
"advance_mode] 设置为 [constant ADVANCE_MODE_AUTO] 行进时,倾向于优先级较低的过"
"渡。"
msgid ""
"If [code]true[/code], the destination animation is played back from the "
"beginning when switched."
msgstr "如果为 [code]true[/code],切换时目标动画从头开始播放。"
msgid "The transition type."
msgstr "过渡类型。"
msgid ""
"Ease curve for better control over cross-fade between this state and the next."
msgstr "缓动曲线可以更好地控制此状态和下一个状态之间的交叉淡入淡出。"
msgid "The time to cross-fade between this state and the next."
msgstr "这个状态和下一个状态之间的交叉渐变时间。"
msgid "Emitted when [member advance_condition] is changed."
msgstr "变更 [member advance_condition] 时发出。"
msgid ""
"Switch to the next state immediately. The current state will end and blend "
"into the beginning of the new one."
msgstr "立即切换到下一个状态。当前状态将结束,并混合到新状态的开始。"
msgid ""
"Switch to the next state immediately, but will seek the new state to the "
"playback position of the old state."
msgstr "立即切换到下一个状态,但会将新的状态定位到旧状态的播放位置。"
msgid ""
"Wait for the current state playback to end, then switch to the beginning of "
"the next state animation."
msgstr "等待当前状态播放结束,然后切换到下一个状态动画的开头。"
msgid "Don't use this transition."
msgstr "不要使用该过渡。"
msgid ""
"Only use this transition during [method AnimationNodeStateMachinePlayback."
"travel]."
msgstr "仅在 [method AnimationNodeStateMachinePlayback.travel] 时使用该过渡。"
msgid ""
"Automatically use this transition if the [member advance_condition] and "
"[member advance_expression] checks are true (if assigned)."
msgstr ""
"如果 [member advance_condition] 和 [member advance_expression] 检查为真,则自"
"动使用该过渡(如果已分配)。"
msgid ""
"Blends two animations subtractively inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中对两个动画进行减法混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"subtractively based on the amount value.\n"
"This animation node is usually used for pre-calculation to cancel out any "
"extra poses from the animation for the \"add\" animation source in "
"[AnimationNodeAdd2] or [AnimationNodeAdd3].\n"
"In general, the blend value should be in the [code][0.0, 1.0][/code] range, "
"but values outside of this range can be used for amplified or inverted "
"animations.\n"
"[b]Note:[/b] This calculation is different from using a negative value in "
"[AnimationNodeAdd2], since the transformation matrices do not satisfy the "
"commutative law. [AnimationNodeSub2] multiplies the transformation matrix of "
"the inverted animation from the left side, while negative [AnimationNodeAdd2] "
"multiplies it from the right side."
msgstr ""
"要添加到 [AnimationNodeBlendTree] 的资源。根据数量值以减法方式混合两个动画。\n"
"该动画节点通常用于预先计算,从 [AnimationNodeAdd2] 或 [AnimationNodeAdd3] "
"的“添加”动画源的动画中抵消额外的姿势。\n"
"一般而言,混合值应在 [code][0.0, 1.0][/code] 范围内,但超出该范围的值可用于放"
"大或反转动画。\n"
"[b]注意:[/b]因为变换矩阵不满足交换律,这个计算不同于在 [AnimationNodeAdd2] 中"
"使用负值。[AnimationNodeSub2] 从左侧乘以反转动画的变换矩阵,而负的 "
"[AnimationNodeAdd2] 则是从右侧相乘。"
msgid "AnimationTree"
msgstr "AnimationTree"
msgid ""
"Base class for [AnimationNode]s with more than two input ports that must be "
"synchronized."
msgstr "带有两个以上输入端口的 [AnimationNode] 基类,必须对这两个端口进行同步。"
msgid ""
"An animation node used to combine, mix, or blend two or more animations "
"together while keeping them synchronized within an [AnimationTree]."
msgstr ""
"一种动画节点,用于将两个或多个动画组合、混合、或混合在一起,同时使它们在 "
"[AnimationTree] 中保持同步。"
msgid "A time-scaling animation node used in [AnimationTree]."
msgstr "对时间进行缩放的动画节点,在 [AnimationTree] 中使用。"
msgid ""
"Allows to scale the speed of the animation (or reverse it) in any children "
"[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation."
msgstr ""
"允许缩放任何子节点中动画的速度(或反转)。将其设置为 [code]0.0[/code] 将暂停动"
"画。"
msgid "A time-seeking animation node used in [AnimationTree]."
msgstr "对时间进行检索的动画节点,在 [AnimationTree] 中使用。"
msgid ""
"This animation node can be used to cause a seek command to happen to any sub-"
"children of the animation graph. Use to play an [Animation] from the start or "
"a certain playback position inside the [AnimationNodeBlendTree].\n"
"After setting the time and changing the animation playback, the time seek "
"node automatically goes into sleep mode on the next process frame by setting "
"its [code]seek_request[/code] value to [code]-1.0[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Play child animation from the start.\n"
"animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n"
"\n"
"# Play child animation from 12 second timestamp.\n"
"animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n"
"[/gdscript]\n"
"[csharp]\n"
"// Play child animation from the start.\n"
"animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n"
"\n"
"// Play child animation from 12 second timestamp.\n"
"animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"这个动画节点可用于使检索命令发生在动画图的任何次级子节点上。用于从 "
"[AnimationNodeBlendTree] 的开头或某个特定播放位置开始播放 [Animation]。\n"
"设置时间并更改动画播放后,时间检索节点会在下一个处理帧中将其 "
"[code]seek_request[/code] 值设置为 [code]-1.0[/code],自动进入睡眠模式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 从开始处播放子动画。\n"
"animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n"
"\n"
"# 从 12 秒的时间戳开始播放子动画。\n"
"animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n"
"[/gdscript]\n"
"[csharp]\n"
"// 从开始处播放子动画。\n"
"animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n"
"\n"
"// 从 12 秒的时间戳开始播放子动画。\n"
"animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s."
msgstr "[AnimationTree] 中连接两个 [AnimationNode] 的过渡。"
msgid ""
"Simple state machine for cases which don't require a more advanced "
"[AnimationNodeStateMachine]. Animations can be connected to the inputs and "
"transition times can be specified.\n"
"After setting the request and changing the animation playback, the transition "
"node automatically clears the request on the next process frame by setting "
"its [code]transition_request[/code] value to empty.\n"
"[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and "
"[code]current_index[/code] change to the next state immediately after the "
"cross-fade begins.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Play child animation connected to \"state_2\" port.\n"
"animation_tree.set(\"parameters/Transition/transition_request\", "
"\"state_2\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n"
"\n"
"# Get current state name (read-only).\n"
"animation_tree.get(\"parameters/Transition/current_state\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/Transition/current_state\"]\n"
"\n"
"# Get current state index (read-only).\n"
"animation_tree.get(\"parameters/Transition/current_index\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/Transition/current_index\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// Play child animation connected to \"state_2\" port.\n"
"animationTree.Set(\"parameters/Transition/transition_request\", "
"\"state_2\");\n"
"\n"
"// Get current state name (read-only).\n"
"animationTree.Get(\"parameters/Transition/current_state\");\n"
"\n"
"// Get current state index (read-only).\n"
"animationTree.Get(\"parameters/Transition/current_index\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"适用于不需要更高级 [AnimationNodeStateMachine] 的情况的简单状态机。可以将动画"
"连接到输入,还可以指定过渡时间。\n"
"设置请求并更改动画播放后,过渡节点会在下一个处理帧中通过将其 "
"[code]transition_request[/code] 值设置为空,来自动清除请求。\n"
"[b]注意:[/b]使用交叉淡入淡出时,[code]current_state[/code] 和 "
"[code]current_index[/code] 在交叉淡入淡出开始后立即更改为下一个状态。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 播放连接到 “state_2” 端口的子动画。\n"
"animation_tree.set(\"parameters/Transition/transition_request\", "
"\"state_2\")\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n"
"\n"
"# 获取当前状态名称(只读)。\n"
"animation_tree.get(\"parameters/Transition/current_state\")\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/Transition/current_state\"]\n"
"\n"
"# 获取当前状态索引(只读)。\n"
"animation_tree.get(\"parameters/Transition/current_index\"))\n"
"# 替代语法(与上述结果相同)。\n"
"animation_tree[\"parameters/Transition/current_index\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// 播放连接到 “state_2” 端口的子动画。\n"
"animationTree.Set(\"parameters/Transition/transition_request\", "
"\"state_2\");\n"
"\n"
"// 获取当前状态名称(只读)。\n"
"animationTree.Get(\"parameters/Transition/current_state\");\n"
"\n"
"// 获取当前状态索引(只读)。\n"
"animationTree.Get(\"parameters/Transition/current_index\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns whether the animation restarts when the animation transitions from "
"the other animation."
msgstr "返回当动画从另一个动画过渡时,该动画是否重新开始。"
msgid ""
"Returns [code]true[/code] if auto-advance is enabled for the given [param "
"input] index."
msgstr ""
"如果为给定的 [param input] 索引启用了自动前进,则返回 [code]true[/code]。"
msgid ""
"Enables or disables auto-advance for the given [param input] index. If "
"enabled, state changes to the next input after playing the animation once. If "
"enabled for the last input state, it loops to the first."
msgstr ""
"为给定的 [param input] 索引启用或禁用自动前进。如果启用,状态会在播放一次动画"
"后更改为下一个输入。如果为最后一个输入状态启用,它会循环到第一个。"
msgid ""
"If [code]true[/code], the destination animation is restarted when the "
"animation transitions."
msgstr "如果为 [code]true[/code],则目标动画在动画过渡时重新启动。"
msgid ""
"If [code]true[/code], allows transition to the self state. When the reset "
"option is enabled in input, the animation is restarted. If [code]false[/"
"code], nothing happens on the transition to the self state."
msgstr ""
"如果为 [code]true[/code],允许过渡到当前状态。当在输入中启用重置选项时,动画将"
"重新启动。如果为 [code]false[/code],则在过渡到 当前状态时不会发生任何事情。"
msgid "The number of enabled input ports for this animation node."
msgstr "这个动画节点启用的输入端口的数量。"
msgid ""
"Cross-fading time (in seconds) between each animation connected to the inputs."
msgstr "连接到输入的每个动画之间的交叉渐变时间(秒)。"
msgid "A node used for animation playback."
msgstr "用于播放动画的节点。"
msgid ""
"An animation player is used for general-purpose playback of animations. It "
"contains a dictionary of [AnimationLibrary] resources and custom blend times "
"between animation transitions.\n"
"Some methods and properties use a single key to reference an animation "
"directly. These keys are formatted as the key for the library, followed by a "
"forward slash, then the key for the animation within the library, for example "
"[code]\"movement/run\"[/code]. If the library's key is an empty string (known "
"as the default library), the forward slash is omitted, being the same key "
"used by the library.\n"
"[AnimationPlayer] is better-suited than [Tween] for more complex animations, "
"for example ones with non-trivial timings. It can also be used over [Tween] "
"if the animation track editor is more convenient than doing it in code.\n"
"Updating the target properties of animations occurs at the process frame."
msgstr ""
"动画播放器用于动画的通用播放。它包含 [AnimationLibrary] 资源的字典和动画过渡之"
"间的自定义混合时间。\n"
"某些方法和属性使用单个键直接引用动画。这些键的格式为动画库的键,后跟正斜杠,然"
"后是动画库内动画的键,例如 [code]\"movement/run\"[/code]。如果动画库的键为空字"
"符串(称为默认库),则省略正斜杠,与动画库使用相同的键。\n"
"[AnimationPlayer] 比 [Tween] 更适合用于复杂动画,例如不规则计时的动画。如果用"
"动画轨道编辑器比用代码实现更方便,也可以优先于 [Tween] 使用。\n"
"更新动画的目标属性是在处理帧中进行的。"
msgid ""
"Returns the key of the animation which is queued to play after the [param "
"animation_from] animation."
msgstr "返回在 [param animation_from] 动画之后排队播放的动画的键。"
msgid ""
"Triggers the [param animation_to] animation when the [param animation_from] "
"animation completes."
msgstr "当 [param animation_from] 动画完成时,触发 [param animation_to] 动画。"
msgid "Clears all queued, unplayed animations."
msgstr "清除所有已排队、未播放的动画。"
msgid ""
"Returns the blend time (in seconds) between two animations, referenced by "
"their keys."
msgstr "返回两个动画之间的混合时间(以秒为单位),由它们的键引用。"
msgid ""
"For backward compatibility. See [enum AnimationMixer."
"AnimationCallbackModeMethod]."
msgstr "用于向后兼容。见 [enum AnimationMixer.AnimationCallbackModeMethod]。"
msgid ""
"For backward compatibility. See [enum AnimationMixer."
"AnimationCallbackModeProcess]."
msgstr "用于向后兼容。见 [enum AnimationMixer.AnimationCallbackModeProcess]。"
msgid "Returns a list of the animation keys that are currently queued to play."
msgstr "返回当前排队播放的动画键列表。"
msgid "For backward compatibility. See [member AnimationMixer.root_node]."
msgstr "用于向后兼容。见 [member AnimationMixer.root_node]。"
msgid ""
"Pauses the currently playing animation. The [member "
"current_animation_position] will be kept and calling [method play] or [method "
"play_backwards] without arguments or with the same animation name as [member "
"assigned_animation] will resume the animation.\n"
"See also [method stop]."
msgstr ""
"暂停当前播放的动画。[member current_animation_position] 将被保留,调用 "
"[method play] 或 [method play_backwards] 时,不带参数或使用与 [member "
"assigned_animation] 相同的动画名称,将恢复动画。\n"
"另见 [method stop]。"
msgid ""
"Plays the animation with key [param name]. Custom blend times and speed can "
"be set.\n"
"The [param from_end] option only affects when switching to a new animation "
"track, or if the same track but at the start or end. It does not affect "
"resuming playback that was paused in the middle of an animation. If [param "
"custom_speed] is negative and [param from_end] is [code]true[/code], the "
"animation will play backwards (which is equivalent to calling [method "
"play_backwards]).\n"
"The [AnimationPlayer] keeps track of its current or last played animation "
"with [member assigned_animation]. If this method is called with that same "
"animation [param name], or with no [param name] parameter, the assigned "
"animation will resume playing if it was paused.\n"
"[b]Note:[/b] The animation will be updated the next time the "
"[AnimationPlayer] is processed. If other variables are updated at the same "
"time this is called, they may be updated too early. To perform the update "
"immediately, call [code]advance(0)[/code]."
msgstr ""
"播放键名为 [param name] 的动画。可以设置自定义混合时间和速度。\n"
"[param from_end] 选项仅在切换到新的动画轨道,或在相同轨道的开始或结束时生效。"
"它不影响在动画被中途暂停时恢复播放。如果 [param custom_speed] 为负,且 [param "
"from_end] 为 [code]true[/code],则动画将向后播放(相当于调用 [method "
"play_backwards])。\n"
"[AnimationPlayer] 使用 [member assigned_animation] 跟踪其当前或上次播放的动"
"画。如果使用相同的动画 [param name] 或没有 [param name] 参数调用此方法,则分配"
"的动画将在暂停时恢复播放。\n"
"[b]注意:[/b]动画将在下次处理 [AnimationPlayer] 时更新。如果在调用该方法的同时"
"更新了其他变量,则它们可能更新得太早。要立即执行更新,请调用 [code]advance(0)"
"[/code]。"
msgid ""
"Queues an animation for playback once the current one is done.\n"
"[b]Note:[/b] If a looped animation is currently playing, the queued animation "
"will never play unless the looped animation is stopped somehow."
msgstr ""
"将动画加入队列,在当前动画播放完毕后播放。\n"
"[b]注意:[/b]如果当前正在播放循环动画,除非以某种方式停止循环动画,否则排队的"
"动画将永远不会播放。"
msgid ""
"Seeks the animation to the [param seconds] point in time (in seconds). If "
"[param update] is [code]true[/code], the animation updates too, otherwise it "
"updates at process time. Events between the current frame and [param seconds] "
"are skipped.\n"
"If [param update_only] is true, the method / audio / animation playback "
"tracks will not be processed.\n"
"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
"AnimationMixer.animation_finished]. If you want to skip animation and emit "
"the signal, use [method AnimationMixer.advance]."
msgstr ""
"将动画寻道到时间点 [param seconds](单位为秒)。[param update] 为 [code]true[/"
"code] 时会同时更新动画,否则会在处理时更新。当前帧和 [param seconds] 之间的事"
"件会被跳过。\n"
"如果 [param update_only] 为 true则不会处理方法轨道、音频轨道、动画播放轨"
"道。\n"
"[b]注意:[/b]寻道至动画的末尾不会触发 [signal AnimationMixer."
"animation_finished]。如果想要跳过动画并触发该信号,请使用 [method "
"AnimationMixer.advance]。"
msgid ""
"Specifies a blend time (in seconds) between two animations, referenced by "
"their keys."
msgstr "指定两个动画(由它们的键所引用)之间的混合时间(以秒为单位)。"
msgid ""
"Stops the currently playing animation. The animation position is reset to "
"[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/"
"code]. See also [method pause].\n"
"If [param keep_state] is [code]true[/code], the animation state is not "
"updated visually.\n"
"[b]Note:[/b] The method / audio / animation playback tracks will not be "
"processed by this method."
msgstr ""
"停止当前播放的动画。动画位置被重置为 [code]0[/code][code]custom_speed[/"
"code] 被重置为 [code]1.0[/code]。另见 [method pause]。\n"
"如果 [param keep_state] 为 [code]true[/code],则动画状态不会在视觉上更新。\n"
"[b]注意:[/b]方法/音频/动画播放轨道不会被该方法处理。"
msgid ""
"If playing, the current animation's key, otherwise, the animation last "
"played. When set, this changes the animation, but will not play it unless "
"already playing. See also [member current_animation]."
msgstr ""
"如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除非"
"已经播放,否则不会播放。另见 [member current_animation]。"
msgid ""
"The key of the currently playing animation. If no animation is playing, the "
"property's value is an empty string. Changing this value does not restart the "
"animation. See [method play] for more information on playing animations.\n"
"[b]Note:[/b] While this property appears in the Inspector, it's not meant to "
"be edited, and it's not saved in the scene. This property is mainly used to "
"get the currently playing animation, and internally for animation playback "
"tracks. For more information, see [Animation]."
msgstr ""
"当前播放的动画的名称。如果没有动画正在播放,该属性的值是一个空字符串。改变这个"
"值不会重新启动动画。关于播放动画的更多信息请参阅 [method play]。\n"
"[b]注意:[/b]虽然这个属性会出现在检查器中,但它不是用来编辑的,也不会保存在场"
"景中。该属性主要用于获取当前播放的动画,内部用于动画播放轨道。详情请参阅 "
"[Animation]。"
msgid "The length (in seconds) of the currently playing animation."
msgstr "当前正在播放的动画的长度(以秒为单位)。"
msgid "The position (in seconds) of the currently playing animation."
msgstr "当前播放的动画的位置(以秒为单位)。"
msgid ""
"If [code]true[/code] and the engine is running in Movie Maker mode (see "
"[MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an "
"animation is done playing in this [AnimationPlayer]. A message is printed "
"when the engine quits for this reason.\n"
"[b]Note:[/b] This obeys the same logic as the [signal AnimationMixer."
"animation_finished] signal, so it will not quit the engine if the animation "
"is set to be looping."
msgstr ""
"如果为 [code]true[/code],并且引擎在 Movie Maker 模式下运行(见 "
"[MovieWriter]),则会在此 [AnimationPlayer] 中播放完动画后,立即使用 [method "
"SceneTree.quit] 退出引擎。当引擎因此而退出时,会打印一条消息。\n"
"[b]注意:[/b]这与 [signal AnimationMixer.animation_finished] 信号遵循相同的逻"
"辑,因此如果动画被设置为循环,它不会退出引擎。"
msgid ""
"The default time in which to blend animations. Ranges from 0 to 4096 with "
"0.01 precision."
msgstr "混合动画的默认时间。范围从 0 到 4096精度为 0.01。"
msgid ""
"Emitted when a queued animation plays after the previous animation finished. "
"See also [method AnimationPlayer.queue].\n"
"[b]Note:[/b] The signal is not emitted when the animation is changed via "
"[method AnimationPlayer.play] or by an [AnimationTree]."
msgstr ""
"在前一个动画完成后,队列中的动画播放时发出。另见 [method AnimationPlayer."
"queue]。\n"
"[b]注意:[/b]通过 [method AnimationPlayer.play] 或 [AnimationTree] 改变动画"
"时,不会发出此信号。"
msgid "Emitted when [member current_animation] changes."
msgstr "当 [member current_animation] 更改时发出。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]."
msgstr ""
"用于向后兼容。见 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]."
msgstr ""
"用于向后兼容。见 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]."
msgstr ""
"用于向后兼容。见 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]."
msgstr ""
"用于向后兼容。见 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]."
msgstr ""
"用于向后兼容。见 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]。"
msgid ""
"Base class for [AnimationNode]s that hold one or multiple composite "
"animations. Usually used for [member AnimationTree.tree_root]."
msgstr ""
"包含一个或多个复合动画的 [AnimationNode] 的基类。通常用于 [member "
"AnimationTree.tree_root]。"
msgid ""
"[AnimationRootNode] is a base class for [AnimationNode]s that hold a complete "
"animation. A complete animation refers to the output of an "
"[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of another "
"[AnimationRootNode]. Used for [member AnimationTree.tree_root] or in other "
"[AnimationRootNode]s.\n"
"Examples of built-in root nodes include [AnimationNodeBlendTree] (allows "
"blending nodes between each other using various modes), "
"[AnimationNodeStateMachine] (allows to configure blending and transitions "
"between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] "
"(allows linear blending between [b]three[/b] [AnimationNode]s), "
"[AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] "
"[AnimationNode]s)."
msgstr ""
"[AnimationRootNode] 是存放完整动画的 [AnimationNode] 的基类。完整动画指的是 "
"[AnimationNodeBlendTree] 中 [AnimationNodeOutput] 的输出,或者其他 "
"[AnimationRootNode] 的输出。可以在 [member AnimationTree.tree_root] 或其他 "
"[AnimationRootNode] 中使用。\n"
"内置根节点有 [AnimationNodeBlendTree](能够使用不同的模式将节点进行混合)、"
"[AnimationNodeStateMachine](能够使用状态机模式配置节点之间的混合和过渡)、"
"[AnimationNodeBlendSpace2D](能够在[b]三个[/b] [AnimationNode] 之间进行线性混"
"合)、[AnimationNodeBlendSpace1D](能够在[b]两个[/b] [AnimationNode] 之间进行线"
"性混合)等。"
msgid "A node used for advanced animation transitions in an [AnimationPlayer]."
msgstr "用于 [AnimationPlayer] 中高级动画过渡的节点。"
msgid ""
"A node used for advanced animation transitions in an [AnimationPlayer].\n"
"[b]Note:[/b] When linked with an [AnimationPlayer], several properties and "
"methods of the corresponding [AnimationPlayer] will not function as expected. "
"Playback and transitions should be handled using only the [AnimationTree] and "
"its constituent [AnimationNode](s). The [AnimationPlayer] node should be used "
"solely for adding, deleting, and editing animations."
msgstr ""
"用于 [AnimationPlayer] 中高级动画过渡的节点。\n"
"[b]注意:[/b]与 [AnimationPlayer] 连接时,该 [AnimationPlayer] 的部分属性和方"
"法将不会像预期的那样发挥作用。播放和过渡应该只使用 [AnimationTree] 和组成它的 "
"[AnimationNode] 来处理。[AnimationPlayer] 节点应仅用于添加、删除和编辑动画。"
msgid ""
"The path to the [Node] used to evaluate the [AnimationNode] [Expression] if "
"one is not explicitly specified internally."
msgstr ""
"用于评估 [AnimationNode] [Expression] 的 [Node] 的路径,内部未明确指定路径时使"
"用。"
msgid "The path to the [AnimationPlayer] used for animating."
msgstr "用于动画的 [AnimationPlayer] 的路径。"
msgid ""
"The root animation node of this [AnimationTree]. See [AnimationRootNode]."
msgstr "该 [AnimationTree] 的根动画节点。见 [AnimationRootNode]。"
msgid "Emitted when the [member anim_player] is changed."
msgstr "当 [member anim_player] 被改变时发出。"
msgid ""
"A region of 2D space that detects other [CollisionObject2D]s entering or "
"exiting it."
msgstr "2D 空间中的一个区域,能够检测到其他 [CollisionObject2D] 的进入或退出。"
msgid ""
"[Area2D] is a region of 2D space defined by one or multiple "
"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other "
"[CollisionObject2D]s enter or exit it, and it also keeps track of which "
"collision objects haven't exited it yet (i.e. which one are overlapping it).\n"
"This node can also locally alter or override physics parameters (gravity, "
"damping) and route audio to custom audio buses."
msgstr ""
"[Area2D] 是 2D 空间中的一个区域,由一个或多个 [CollisionShape2D] 或 "
"[CollisionPolygon2D] 子节点定义,能够检测到其他 [CollisionObject2D] 进入或退出"
"该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n"
"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总"
"线。"
msgid "Using Area2D"
msgstr "使用 Area2D"
msgid "2D Pong Demo"
msgstr "2D Pong 演示"
msgid "2D Platformer Demo"
msgstr "2D 平台跳跃演示"
msgid ""
"Returns a list of intersecting [Area2D]s. The overlapping area's [member "
"CollisionObject2D.collision_layer] must be part of this area's [member "
"CollisionObject2D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [Area2D] 的列表。重叠区域的 [member CollisionObject2D."
"collision_layer] 必须是这个区域 [member CollisionObject2D.collision_mask] 的一"
"部分,这样才能被检测到。\n"
"出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理步骤中进行一次修改,"
"而不是在物体被移动后立即修改。可考虑改用信号。"
msgid ""
"Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The "
"overlapping body's [member CollisionObject2D.collision_layer] must be part of "
"this area's [member CollisionObject2D.collision_mask] in order to be "
"detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [PhysicsBody2D] 和 [TileMap]。重叠物体的 [member CollisionObject2D."
"collision_layer] 必须是该区域 [member CollisionObject2D.collision_mask] 的一部"
"分,才能被检测到。\n"
"出于性能原因(所有碰撞都是一起处理的),这个列表只会在每次物理迭代时发生一次更"
"改,不会在对象移动后立即更改。请考虑使用信号。"
msgid ""
"Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns "
"[code]false[/code]. The overlapping area's [member CollisionObject2D."
"collision_layer] must be part of this area's [member CollisionObject2D."
"collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) the "
"list of overlapping areas is modified once during the physics step, not "
"immediately after objects are moved. Consider using signals instead."
msgstr ""
"如果与其他 [Area2D] 相交,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。重叠区域的 [member CollisionObject2D.collision_layer] 必须是该区域 "
"[member CollisionObject2D.collision_mask] 的一部分,才能被检测到。\n"
"出于性能原因(所有碰撞都是一起处理的),重叠区域的列表只会在每次物理迭代时发生"
"一次更改,不会在对象移动后立即更改。请考虑使用信号。"
msgid ""
"Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, "
"otherwise returns [code]false[/code]. The overlapping body's [member "
"CollisionObject2D.collision_layer] must be part of this area's [member "
"CollisionObject2D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) the "
"list of overlapping bodies is modified once during the physics step, not "
"immediately after objects are moved. Consider using signals instead."
msgstr ""
"如果与其他 [PhysicsBody2D] 或 [TileMap] 相交,则返回 [code]true[/code],否则返"
"回 [code]false[/code]。重叠物体的 [member CollisionObject2D.collision_layer] "
"必须是该区域 [member CollisionObject2D.collision_mask] 的一部分,才能被检测"
"到。\n"
"出于性能原因(所有碰撞都是一起处理的),重叠物体的列表只会在每次物理迭代时发生"
"一次更改,不会在对象移动后立即更改。请考虑使用信号。"
msgid ""
"Returns [code]true[/code] if the given [Area2D] intersects or overlaps this "
"[Area2D], [code]false[/code] otherwise.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, the list of overlaps is updated once per frame and before "
"the physics step. Consider using signals instead."
msgstr ""
"如果给定的 [Area2D] 与此 [Area2D] 相交或重叠,则返回 [code]true[/code],否则返"
"回 [code]false[/code]。\n"
"[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只"
"会在物理迭代前更新一次。请考虑使用信号。"
msgid ""
"Returns [code]true[/code] if the given physics body intersects or overlaps "
"this [Area2D], [code]false[/code] otherwise.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead.\n"
"The [param body] argument can either be a [PhysicsBody2D] or a [TileMap] "
"instance. While TileMaps are not physics bodies themselves, they register "
"their tiles with collision shapes as a virtual physics body."
msgstr ""
"如果给定的物理物体与此 [Area2D] 相交或重叠,则返回 [code]true[/code],否则返"
"回 [code]false[/code]。\n"
"[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只"
"会在物理迭代前更新一次。请考虑使用信号。\n"
"参数 [param body] 可以是 [PhysicsBody2D] 实例,也可以是 [TileMap] 实例。"
"TileMap 虽然不是物理物体,但会把图块的碰撞形状注册为虚拟物理物体。"
msgid ""
"The rate at which objects stop spinning in this area. Represents the angular "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more details "
"about damping."
msgstr ""
"物体在此区域停止旋转的速度。代表每秒损失的角速度。\n"
"关于阻尼的更多细节见 [member ProjectSettings.physics/2d/"
"default_angular_damp]。"
msgid ""
"Override mode for angular damping calculations within this area. See [enum "
"SpaceOverride] for possible values."
msgstr ""
"此区域内的角阻尼计算的覆盖模式。有关可能的值,请参阅 [enum SpaceOverride]。"
msgid "The name of the area's audio bus."
msgstr "该区域音频总线的名称。"
msgid ""
"If [code]true[/code], the area's audio bus overrides the default audio bus."
msgstr "如果为 [code]true[/code],该区域的音频总线将覆盖默认的音频总线。"
msgid ""
"The area's gravity intensity (in pixels per second squared). This value "
"multiplies the gravity direction. This is useful to alter the force of "
"gravity without altering its direction."
msgstr ""
"该区域的重力强度(以像素每平方秒为单位)。这个值是重力向量的倍数。这对于改变重"
"力大小而不改变其方向很有用。"
msgid "The area's gravity vector (not normalized)."
msgstr "该区域的重力向量(未归一化)。"
msgid ""
"If [code]true[/code], gravity is calculated from a point (set via [member "
"gravity_point_center]). See also [member gravity_space_override]."
msgstr ""
"如果为 [code]true[/code],则从一个点(通过 [member gravity_point_center] 设"
"置)计算重力。参阅 [member gravity_space_override]。"
msgid ""
"If gravity is a point (see [member gravity_point]), this will be the point of "
"attraction."
msgstr "如果重力是一个点(参见 [member gravity_point]),这将是吸引力点。"
msgid ""
"The distance at which the gravity strength is equal to [member gravity]. For "
"example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/"
"s², set the [member gravity] to 4.0 and the unit distance to 100.0. The "
"gravity will have falloff according to the inverse square law, so in the "
"example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice "
"the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half "
"the distance, 4x the gravity), and so on.\n"
"The above is true only when the unit distance is a positive number. When this "
"is set to 0.0, the gravity will be constant regardless of distance."
msgstr ""
"重力强度等于 [member gravity] 的距离。例如,在一个半径为 100 像素、表面重力为 "
"4.0 px/s² 的行星上,将 [member gravity] 设置为 4.0,将单位距离设置为 100.0。重"
"力将根据平方反比定律衰减,因此在该示例中,距离中心 200 像素处的重力将为 1.0 "
"px/s²距离的两倍重力的 1/4距离 50 像素处为 16.0 px/s²距离的一半重力"
"的 4 倍),依此类推。\n"
"仅当单位距离为正数时,上述情况才成立。当该属性被设置为 0.0 时,无论距离如何,"
"重力都将保持不变。"
msgid ""
"Override mode for gravity calculations within this area. See [enum "
"SpaceOverride] for possible values."
msgstr "该区域内重力计算的覆盖模式。有关可能的值,请参阅 [enum SpaceOverride]。"
msgid ""
"The rate at which objects stop moving in this area. Represents the linear "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
"物体在此区域停止运动的速度。代表每秒损失的线速度。\n"
"关于阻尼的更多细节见 [member ProjectSettings.physics/2d/default_linear_damp]。"
msgid ""
"Override mode for linear damping calculations within this area. See [enum "
"SpaceOverride] for possible values."
msgstr "该区域内线性阻尼计算的覆盖模式。可取的值见 [enum SpaceOverride]。"
msgid "If [code]true[/code], other monitoring areas can detect this area."
msgstr "如果为 [code]true[/code],其他监测区域可以检测到这个区域。"
msgid ""
"If [code]true[/code], the area detects bodies or areas entering and exiting "
"it."
msgstr "为 [code]true[/code] 时,该区域能够检测到进入和退出该区域的实体或区域。"
msgid ""
"The area's priority. Higher priority areas are processed first. The "
"[World2D]'s physics is always processed last, after all areas."
msgstr ""
"该区域的优先级。将优先处理优先级较高的区域。[World2D] 的物理始终在所有区域之后"
"处理。"
msgid ""
"Emitted when the received [param area] enters this area. Requires [member "
"monitoring] to be set to [code]true[/code]."
msgstr ""
"当接收的 [param area] 进入此区域时发出。需要 [member monitoring] 被设置为 "
"[code]true[/code]。"
msgid ""
"Emitted when the received [param area] exits this area. Requires [member "
"monitoring] to be set to [code]true[/code]."
msgstr ""
"当接收的 [param area] 退出此区域时发出。需要 [member monitoring] 被设置为 "
"[code]true[/code]。"
msgid ""
"Emitted when a [Shape2D] of the received [param area] enters a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param area_shape_index] contain indices of the "
"interacting shapes from this area and the other area, respectively. [param "
"area_rid] contains the [RID] of the other area. These values can be used with "
"the [PhysicsServer2D].\n"
"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner(area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"当收到的 [param area] 的 [Shape2D] 进入这个区域的形状时发出。要求 [member "
"monitoring] 被设置为 [code]true[/code] 。\n"
"[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和另"
"一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可以"
"与 [PhysicsServer2D] 一起使用。\n"
"[b]从形状索引中获取[/b] [CollisionShape2D][b]节点的例子:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner( area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape2D] of the received [param area] exits a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"See also [signal area_shape_entered]."
msgstr ""
"当接收的 [param area] 的 [Shape2D] 退出此区域的形状时发出。需要 [member "
"monitoring] 被设置为 [code]true[/code]。\n"
"另见 [signal area_shape_entered]。"
msgid ""
"Emitted when the received [param body] enters this area. [param body] can be "
"a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] "
"has collision shapes configured. Requires [member monitoring] to be set to "
"[code]true[/code]."
msgstr ""
"当接收到的 [param body] 进入这个区域时发出的。[param body] 可以是一个 "
"[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形状,"
"就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。"
msgid ""
"Emitted when the received [param body] exits this area. [param body] can be a "
"[PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] "
"has collision shapes configured. Requires [member monitoring] to be set to "
"[code]true[/code]."
msgstr ""
"当接收到的 [param body] 离开这个区域时发出的。[param body] 可以是一个 "
"[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形状,"
"就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。"
msgid ""
"Emitted when a [Shape2D] of the received [param body] enters a shape of this "
"area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are "
"detected if their [TileSet] has collision shapes configured. Requires [member "
"monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param body_shape_index] contain indices of the "
"interacting shapes from this area and the interacting body, respectively. "
"[param body_rid] contains the [RID] of the body. These values can be used "
"with the [PhysicsServer2D].\n"
"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"当收到的 [param body] 的 [Shape2D] 进入这个区域的形状时发出。[param body] 可以"
"是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰"
"撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。\n"
"[param local_shape_index] 和 [param body_shape_index] 分别包含来自这个区域和交"
"互体的交互形状的指数。[param body_rid] 包含体的 [RID]。这些值可以与 "
"[PhysicsServer2D] 一起使用。\n"
"[b]从形状索引中获取[/b] [CollisionShape2D] [b]节点的例子。[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape2D] of the received [param body] exits a shape of this "
"area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are "
"detected if their [TileSet] has collision shapes configured. Requires [member "
"monitoring] to be set to [code]true[/code].\n"
"See also [signal body_shape_entered]."
msgstr ""
"当收到的 [param body] 的 [Shape2D] 退出这个区域的形状时发出。[param body] 可以"
"是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰"
"撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。\n"
"另请参阅 [signal body_shape_entered]。"
msgid "This area does not affect gravity/damping."
msgstr "这个区域不影响重力/阻尼。"
msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order)."
msgstr ""
"该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按 [member priority] 排"
"序)。"
msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order), ignoring any lower priority areas."
msgstr ""
"该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按 [member priority] 顺"
"序),而忽略任何较低优先级的区域。"
msgid ""
"This area replaces any gravity/damping, even the defaults, ignoring any lower "
"priority areas."
msgstr "该区域将替换所有重力/阻尼,甚至是默认值,而忽略任何较低优先级的区域。"
msgid ""
"This area replaces any gravity/damping calculated so far (in [member "
"priority] order), but keeps calculating the rest of the areas."
msgstr ""
"这个区域取代了到目前为止计算出的任何重力/阻尼(按 [member priority] 顺序),但"
"继续计算其余的区域。"
msgid ""
"A region of 3D space that detects other [CollisionObject3D]s entering or "
"exiting it."
msgstr "3D 空间中的一个区域,能够检测到其他 [CollisionObject3D] 的进入或退出。"
msgid ""
"[Area3D] is a region of 3D space defined by one or multiple "
"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other "
"[CollisionObject3D]s enter or exit it, and it also keeps track of which "
"collision objects haven't exited it yet (i.e. which one are overlapping it).\n"
"This node can also locally alter or override physics parameters (gravity, "
"damping) and route audio to custom audio buses.\n"
"[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] "
"child of this node (created e.g. by using the [b]Create Trimesh Collision "
"Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a "
"[MeshInstance3D] node) may give unexpected results, since this collision "
"shape is hollow. If this is not desired, it has to be split into multiple "
"[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some "
"cases it may be replaceable by a [CollisionPolygon3D]."
msgstr ""
"[Area3D] 是 3D 空间中的一个区域,由一个或多个 [CollisionShape3D] 或 "
"[CollisionPolygon3D] 子节点定义,能够检测到其他 [CollisionObject3D] 进入或退出"
"该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n"
"这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总"
"线。\n"
"[b]警告:[/b]在这个节点的 [CollisionShape3D] 子节点中使用 "
"[ConcavePolygonShape3D](创建方法是在选中 [MeshInstance3D] 节点后,在出现的 "
"[b]Mesh[/b] 菜单中选择[b]创建三角网格碰撞同级[/b]选项)可能得到意外的结果,因"
"为碰撞形状是空心的。如果不想要这种行为,则应该将其拆分为多个 "
"[ConvexPolygonShape3D] 或 [BoxShape3D] 等基础网格,有些情况下也可以用 "
"[CollisionPolygon3D] 代替。"
msgid "GUI in 3D Demo"
msgstr "3D GUI 演示"
msgid ""
"Returns a list of intersecting [Area3D]s. The overlapping area's [member "
"CollisionObject3D.collision_layer] must be part of this area's [member "
"CollisionObject3D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [Area3D] 的列表。重叠区域的 [member CollisionObject3D."
"collision_layer] 必须是该区域的 [member CollisionObject3D.collision_mask] 的一"
"部分才能被检测到。\n"
"出于性能原因(同时处理所有碰撞),此列表在物理步骤期间修改一次,而不是在实体被"
"移动后立即修改。可考虑改用信号。"
msgid ""
"Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The "
"overlapping body's [member CollisionObject3D.collision_layer] must be part of "
"this area's [member CollisionObject3D.collision_mask] in order to be "
"detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [PhysicsBody3D] 和 [GridMap]。重叠物体的 [member CollisionObject3D."
"collision_layer] 必须是该区域 [member CollisionObject3D.collision_mask] 的一部"
"分,才能被检测到。\n"
"出于性能原因(所有碰撞都是一起处理的),这个列表只会在每次物理迭代时发生一次更"
"改,不会在对象移动后立即更改。请考虑使用信号。"
msgid ""
"Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns "
"[code]false[/code]. The overlapping area's [member CollisionObject3D."
"collision_layer] must be part of this area's [member CollisionObject3D."
"collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) the "
"list of overlapping areas is modified once during the physics step, not "
"immediately after objects are moved. Consider using signals instead."
msgstr ""
"如果与其他 [Area3D] 相交,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。重叠区域的 [member CollisionObject3D.collision_layer] 必须是该区域 "
"[member CollisionObject3D.collision_mask] 的一部分,才能被检测到。\n"
"出于性能原因(所有碰撞都是一起处理的),重叠区域的列表只会在每次物理迭代时发生"
"一次更改,不会在对象移动后立即更改。请考虑使用信号。"
msgid ""
"Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, "
"otherwise returns [code]false[/code]. The overlapping body's [member "
"CollisionObject3D.collision_layer] must be part of this area's [member "
"CollisionObject3D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) the "
"list of overlapping bodies is modified once during the physics step, not "
"immediately after objects are moved. Consider using signals instead."
msgstr ""
"如果与其他 [PhysicsBody3D] 或 [GridMap] 相交,则返回 [code]true[/code],否则返"
"回 [code]false[/code]。重叠物体的 [member CollisionObject3D.collision_layer] "
"必须是该区域 [member CollisionObject3D.collision_mask] 的一部分,才能被检测"
"到。\n"
"出于性能原因(所有碰撞都是一起处理的),重叠物体的列表只会在每次物理迭代时发生"
"一次更改,不会在对象移动后立即更改。请考虑使用信号。"
msgid ""
"Returns [code]true[/code] if the given [Area3D] intersects or overlaps this "
"[Area3D], [code]false[/code] otherwise.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
"如果给定的 [Area3D] 与此 [Area3D] 相交或重叠,则返回 [code]true[/code],否则返"
"回 [code]false[/code]。\n"
"[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只"
"会在物理迭代前更新一次。请考虑使用信号。"
msgid ""
"Returns [code]true[/code] if the given physics body intersects or overlaps "
"this [Area3D], [code]false[/code] otherwise.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead.\n"
"The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] "
"instance. While GridMaps are not physics body themselves, they register their "
"tiles with collision shapes as a virtual physics body."
msgstr ""
"如果给定的物理物体与此 [Area3D] 相交或重叠,则返回 [code]true[/code],否则返"
"回 [code]false[/code]。\n"
"[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只"
"会在物理迭代前更新一次。请考虑使用信号。\n"
"参数 [param body] 可以是 [PhysicsBody3D] 实例,也可以是 [GridMap] 实例。"
"GridMap 虽然不是物理物体,但会把图块的碰撞形状注册为虚拟物理物体。"
msgid ""
"The rate at which objects stop spinning in this area. Represents the angular "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more details "
"about damping."
msgstr ""
"物体在此区域停止旋转的速度。代表每秒损失的角速度.\n"
"关于阻尼的更多细节,见 [member ProjectSettings.physics/3d/"
"default_angular_damp]。"
msgid ""
"The area's gravity intensity (in meters per second squared). This value "
"multiplies the gravity direction. This is useful to alter the force of "
"gravity without altering its direction."
msgstr ""
"该区域的重力强度(以米每平方秒为单位)。这个值是重力向量的倍数。这对于改变重力"
"大小而不改变其方向很有用。"
msgid ""
"The distance at which the gravity strength is equal to [member gravity]. For "
"example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², "
"set the [member gravity] to 4.0 and the unit distance to 100.0. The gravity "
"will have falloff according to the inverse square law, so in the example, at "
"200 meters from the center the gravity will be 1.0 m/s² (twice the distance, "
"1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x "
"the gravity), and so on.\n"
"The above is true only when the unit distance is a positive number. When this "
"is set to 0.0, the gravity will be constant regardless of distance."
msgstr ""
"重力强度等于 [member gravity] 的距离。例如,在一个半径为 100 米、表面重力为 "
"4.0 m/s² 的行星上,将 [member gravity] 设置为 4.0,将单位距离设置为 100.0。重"
"力会根据平方反比定律衰减,因此在该示例中,距中心 200 米处的重力将为 1.0 m/s²"
"(距离的两倍,重力的 1/4在 50 米处为 16.0 m/s²距离的一半重力的 4 "
"倍),依此类推。\n"
"仅当单位距离为正数时,上述情况才成立。当该属性被设置为 0.0 时,无论距离如何,"
"重力都将保持不变。"
msgid ""
"The rate at which objects stop moving in this area. Represents the linear "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
"实体在此区域减速的速率。代表每秒损失的线速度。\n"
"关于阻尼的更多细节,见[member ProjectSettings.physics/3d/"
"default_linear_damp]。"
msgid ""
"The area's priority. Higher priority areas are processed first. The "
"[World3D]'s physics is always processed last, after all areas."
msgstr ""
"该区域的优先级。将优先处理优先级较高的区域。[World3D] 的物理始终在所有区域之后"
"处理。"
msgid ""
"The degree to which this area applies reverb to its associated audio. Ranges "
"from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
"该区域对其相关音频应用混响的程度。范围从 [code]0[/code] 到 [code]1[/code],精"
"度为 [code]0.1[/code]。"
msgid "If [code]true[/code], the area applies reverb to its associated audio."
msgstr "如果为 [code]true[/code],该区域会将混响应用于其关联音频。"
msgid "The name of the reverb bus to use for this area's associated audio."
msgstr "用于该区域关联音频的混响总线的名称。"
msgid ""
"The degree to which this area's reverb is a uniform effect. Ranges from "
"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
"该区域的混响效果均匀的程度。范围从 [code]0[/code] 到 [code]1[/code],精度为 "
"[code]0.1[/code]。"
msgid ""
"The exponential rate at which wind force decreases with distance from its "
"origin."
msgstr "风力随着距其原点的距离而衰减的指数速率。"
msgid "The magnitude of area-specific wind force."
msgstr "特定区域风力的大小。"
msgid ""
"The [Node3D] which is used to specify the direction and origin of an area-"
"specific wind force. The direction is opposite to the z-axis of the "
"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s "
"local transform."
msgstr ""
"[Node3D] 用于指定特定区域风力的方向和原点。方向与 [Node3D] 局部变换的 z 轴相"
"反,其原点为 [Node3D] 局部变换的原点。"
msgid ""
"Emitted when a [Shape3D] of the received [param area] enters a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param area_shape_index] contain indices of the "
"interacting shapes from this area and the other area, respectively. [param "
"area_rid] contains the [RID] of the other area. These values can be used with "
"the [PhysicsServer3D].\n"
"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner(area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"当收到的 [param area] 的 [Shape3D] 进入这个区域的形状时发出。要求 [member "
"monitoring] 被设置为 [code]true[/code] 。\n"
"[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和另"
"一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可以"
"与 [PhysicsServer3D] 一起使用。\n"
"[b]从形状索引中获取[/b] [CollisionShape3D] [b]节点的例子。[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner( area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape3D] of the received [param area] exits a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"See also [signal area_shape_entered]."
msgstr ""
"当接收的 [param area] 的 [Shape3D] 退出此区域的形状时发出。需要 [member "
"monitoring] 被设置为 [code]true[/code]。\n"
"另见 [signal area_shape_entered]。"
msgid ""
"Emitted when the received [param body] enters this area. [param body] can be "
"a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their "
"[MeshLibrary] has collision shapes configured. Requires [member monitoring] "
"to be set to [code]true[/code]."
msgstr ""
"当接收到的 [param body] 进入这个区域时发出。[param body] 可以是一个 "
"[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形"
"状就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。"
msgid ""
"Emitted when the received [param body] exits this area. [param body] can be a "
"[PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their "
"[MeshLibrary] has collision shapes configured. Requires [member monitoring] "
"to be set to [code]true[/code]."
msgstr ""
"当接收到的 [param body] 离开这个区域时发出的。[param body] 可以是一个 "
"[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形"
"状,就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。"
msgid ""
"Emitted when a [Shape3D] of the received [param body] enters a shape of this "
"area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are "
"detected if their [MeshLibrary] has collision shapes configured. Requires "
"[member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param body_shape_index] contain indices of the "
"interacting shapes from this area and the interacting body, respectively. "
"[param body_rid] contains the [RID] of the body. These values can be used "
"with the [PhysicsServer3D].\n"
"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"当接收到的物体 [param body] 中的某个 [Shape3D] 进入此区域中的某个形状时发出。"
"[param body] 可以是 [PhysicsBody3D] 或 [GridMap]。[GridMap] 的 [MeshLibrary] "
"配置有碰撞形状时才能够被检测到。要求将 [member monitoring] 设置为 [code]true[/"
"code]。\n"
"[param local_shape_index] 和 [param body_shape_index] 分别对应此区域中以及交互"
"物体中正在进行交互的形状的索引。[param body_rid] 包含该物体的 [RID]。这些值可"
"以在 [PhysicsServer3D] 中使用。\n"
"[b]根据形状索引获取[/b] [CollisionShape3D] [b]节点的示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape3D] of the received [param body] exits a shape of this "
"area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are "
"detected if their [MeshLibrary] has collision shapes configured. Requires "
"[member monitoring] to be set to [code]true[/code].\n"
"See also [signal body_shape_entered]."
msgstr ""
"当接收到的物体 [param body] 中的某个 [Shape3D] 离开此区域中的某个形状时发出。"
"[param body] 可以是 [PhysicsBody3D] 或 [GridMap]。[GridMap] 的 [MeshLibrary] "
"配置有碰撞形状时才能够被检测到。要求将 [member monitoring] 设置为 [code]true[/"
"code]。\n"
"另见 [signal body_shape_entered]。"
msgid "A built-in data structure that holds a sequence of elements."
msgstr "一种内置数据结构,包含一系列元素。"
msgid ""
"An array data structure that can contain a sequence of elements of any type. "
"Elements are accessed by a numerical index starting at 0. Negative indices "
"are used to count from the back (-1 is the last element, -2 is the second to "
"last, etc.).\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = [\"One\", 2, 3, \"Four\"]\n"
"print(array[0]) # One.\n"
"print(array[2]) # 3.\n"
"print(array[-1]) # Four.\n"
"array[2] = \"Three\"\n"
"print(array[-2]) # Three.\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n"
"GD.Print(array[0]); // One.\n"
"GD.Print(array[2]); // 3.\n"
"GD.Print(array[array.Count - 1]); // Four.\n"
"array[2] = \"Three\";\n"
"GD.Print(array[array.Count - 2]); // Three.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Arrays can be concatenated using the [code]+[/code] operator:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array1 = [\"One\", 2]\n"
"var array2 = [3, \"Four\"]\n"
"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// Array concatenation is not possible with C# arrays, but is with Godot."
"Collections.Array.\n"
"var array1 = new Godot.Collections.Array{\"One\", 2};\n"
"var array2 = new Godot.Collections.Array{3, \"Four\"};\n"
"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an array "
"that can be modified independently of the original array, use [method "
"duplicate].\n"
"[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] "
"supported and will result in unpredictable behavior."
msgstr ""
"通用数组,可以包含任意类型的多个元素,可以通过从 0 开始的数字索引进行访问。负"
"数索引可以用来从后面数起,就像在 Python 中一样(-1 是最后一个元素、-2 是倒数第"
"二,以此类推)。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = [\"One\", 2, 3, \"Four\"]\n"
"print(array[0]) # One。\n"
"print(array[2]) # 3。\n"
"print(array[-1]) # Four。\n"
"array[2] = \"Three\"\n"
"print(array[-2]) # Three。\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n"
"GD.Print(array[0]); // One。\n"
"GD.Print(array[2]); // 3。\n"
"GD.Print(array[array.Count - 1]); // Four。\n"
"array[2] = \"Three\";\n"
"GD.Print(array[array.Count - 2]); // Three。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"可以使用 [code]+[/code] 运算符连接数组:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array1 = [\"One\", 2]\n"
"var array2 = [3, \"Four\"]\n"
"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 数组无法进行数组串联,但 Godot.Collections.Array 可以。\n"
"var array1 = new Godot.Collections.Array{\"One\", 2};\n"
"var array2 = new Godot.Collections.Array{3, \"Four\"};\n"
"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]数组总是通过引用来传递。要获得一个可以独立于原始数组而被修改的数"
"组的副本,请使用 [method duplicate]。\n"
"[b]注意:[/b][b]不[/b]支持在遍历数组时擦除元素,这将导致不可预知的行为。"
msgid "Constructs an empty [Array]."
msgstr "构造空的 [Array]。"
msgid "Creates a typed array from the [param base] array."
msgstr "从 [param base] 数组创建具有类型的数组。"
msgid ""
"Returns the same array as [param from]. If you need a copy of the array, use "
"[method duplicate]."
msgstr ""
"返回与 [param from] 相同的数组。如果你需要一个数组的副本,请使用 [method "
"duplicate]。"
msgid "Constructs an array from a [PackedByteArray]."
msgstr "从 [PackedByteArray] 构造一个数组。"
msgid "Constructs an array from a [PackedColorArray]."
msgstr "从 [PackedColorArray] 构造一个数组。"
msgid "Constructs an array from a [PackedFloat32Array]."
msgstr "从 [PackedFloat32Array] 构造一个数组。"
msgid "Constructs an array from a [PackedFloat64Array]."
msgstr "从 [PackedFloat64Array] 构造一个数组。"
msgid "Constructs an array from a [PackedInt32Array]."
msgstr "从 [PackedInt32Array] 构造一个数组。"
msgid "Constructs an array from a [PackedInt64Array]."
msgstr "从 [PackedInt64Array] 构造一个数组。"
msgid "Constructs an array from a [PackedStringArray]."
msgstr "从 [PackedStringArray] 构造一个数组。"
msgid "Constructs an array from a [PackedVector2Array]."
msgstr "从 [PackedVector2Array] 构造一个数组。"
msgid "Constructs an array from a [PackedVector3Array]."
msgstr "从 [PackedVector3Array] 构造一个数组。"
msgid ""
"Calls the provided [Callable] on each element in the array and returns "
"[code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] "
"elements in the array. If the [Callable] returns [code]false[/code] for one "
"array element or more, this method returns [code]false[/code].\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and return a boolean value.\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].all(greater_than_5)) # Prints True (3/3 elements "
"evaluate to `true`).\n"
" print([4, 10, 4].all(greater_than_5)) # Prints False (1/3 elements "
"evaluate to `true`).\n"
" print([4, 4, 4].all(greater_than_5)) # Prints False (0/3 elements "
"evaluate to `true`).\n"
" print([].all(greater_than_5)) # Prints True (0/0 elements evaluate to "
"`true`).\n"
"\n"
" print([6, 10, 6].all(func(number): return number > 5)) # Prints True. "
"Same as the first line above, but using lambda function.\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"See also [method any], [method filter], [method map] and [method reduce].\n"
"[b]Note:[/b] Unlike relying on the size of an array returned by [method "
"filter], this method will return as early as possible to improve performance "
"(especially with large arrays).\n"
"[b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/"
"wiki/Vacuous_truth]always[/url] returns [code]true[/code]."
msgstr ""
"对数组中的每个元素调用提供的 [Callable],如果 [Callable] 为数组中的 [i]所有[/"
"i] 元素返回 [code]true[/code],则返回 [code]true[/code]。如果 [Callable] 为一"
"个或多个数组元素返回 [code]false[/code],则此方法返回 [code]false[/code]。\n"
"该可调用的方法应采用一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].all(greater_than_5)) # 输出 True3/3 元素评估为 "
"`true`)。\n"
" print([4, 10, 4].all(greater_than_5)) # 输出 False1/3 元素评估为 "
"`true`)。\n"
" print([4, 4, 4].all(greater_than_5)) # 输出 False0/3 元素评估为 "
"`true`)。\n"
" print([].all(greater_than_5)) # 输出 True0/0 元素评估为 `true`)。\n"
"\n"
" print([6, 10, 6].all(func(number): return number > 5)) # 输出 True。与上"
"面的第一行相同,但使用 lambda 函数。\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"另请参见 [method any]、[method filter]、[method map] 和 [method reduce]。\n"
"[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返回"
"以提高性能(尤其是对于大型数组)。\n"
"[b]注意:[/b]对于空数组,此方法 [url=https://en.wikipedia.org/wiki/"
"Vacuous_truth]总是[/url] 返回 [code]true[/code]。"
msgid ""
"Calls the provided [Callable] on each element in the array and returns "
"[code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or "
"more[/i] elements in the array. If the [Callable] returns [code]false[/code] "
"for all elements in the array, this method returns [code]false[/code].\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and return a boolean value.\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements evaluate "
"to `true`).\n"
" print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements evaluate "
"to `true`).\n"
" print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements evaluate "
"to `true`).\n"
" print([].any(greater_than_5)) # Prints False (0 elements evaluate to "
"`true`).\n"
"\n"
" print([6, 10, 6].any(func(number): return number > 5)) # Prints True. "
"Same as the first line above, but using lambda function.\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"See also [method all], [method filter], [method map] and [method reduce].\n"
"[b]Note:[/b] Unlike relying on the size of an array returned by [method "
"filter], this method will return as early as possible to improve performance "
"(especially with large arrays).\n"
"[b]Note:[/b] For an empty array, this method always returns [code]false[/"
"code]."
msgstr ""
"对数组中的每个元素调用提供的 [Callable],如果 [Callable] 为数组中的[i] 一个或"
"多个[/i]元素返回 [code]true[/code],则返回 [code]true[/code]。如果 [Callable] "
"为数组中的所有元素返回 [code]false[/code],则此方法返回 [code]false[/code]。\n"
"可调用体的方法应接受一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].any(greater_than_5)) # 输出 True3 个元素评估为 "
"`true`)。\n"
" print([4, 10, 4].any(greater_than_5)) # 输出 True1 个元素评估为 "
"`true`)。\n"
" print([4, 4, 4].any(greater_than_5)) # 输出 False0 个元素评估为 "
"`true`)。\n"
" print([].any(greater_than_5)) # 输出 False0 个元素评估为 `true`)。\n"
"\n"
" print([6, 10, 6].any(func(number): return number > 5)) # 输出 True。与上"
"面的第一行相同,但使用 lambda 函数。\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"另请参阅 [method all]、[method filter]、[method map] 和 [method reduce]。\n"
"[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返回"
"以提高性能(尤其是对于大型数组)。\n"
"[b]注意:[/b]对于一个空数组,这个方法总是返回 [code]false[/code]。"
msgid ""
"Appends an element at the end of the array (alias of [method push_back])."
msgstr "向数组末尾追加一个元素([method push_back] 的别名)。"
msgid ""
"Appends another array at the end of this array.\n"
"[codeblock]\n"
"var array1 = [1, 2, 3]\n"
"var array2 = [4, 5, 6]\n"
"array1.append_array(array2)\n"
"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgstr ""
"在该数组的末尾追加其他数组。\n"
"[codeblock]\n"
"var array1 = [1, 2, 3]\n"
"var array2 = [4, 5, 6]\n"
"array1.append_array(array2)\n"
"print(array1) # 输出 [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgid ""
"Assigns elements of another [param array] into the array. Resizes the array "
"to match [param array]. Performs type conversions if the array is typed."
msgstr ""
"将另一个 [param array] 的元素赋值到该数组中。调整数组大小以匹配 [param "
"array]。如果数组是有类型的,则执行类型转换。"
msgid ""
"Returns the last element of the array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]"
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
"返回数组的最后一个元素。如果数组为空,则打印一个错误并返回 [code]null[/"
"code]。\n"
"[b]注意:[/b]调用这个函数与写入 [code]array[-1][/code] 不一样,如果数组是空"
"的,当从编辑器运行时,按索引访问将暂停项目的执行。"
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search. Optionally, a [param before] specifier can be passed. If [code]false[/"
"code], the returned index comes after all existing entries of the value in "
"the array.\n"
"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
"unexpected behavior."
msgstr ""
"使用二进法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入索"
"引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code],则"
"返回的索引位于数组中该值的所有已有的条目之后。\n"
"[b]注意:[/b]在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。"
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search and a custom comparison method. Optionally, a [param before] specifier "
"can be passed. If [code]false[/code], the returned index comes after all "
"existing entries of the value in the array. The custom method receives two "
"arguments (an element from the array and the value searched for) and must "
"return [code]true[/code] if the first argument is less than the second, and "
"return [code]false[/code] otherwise.\n"
"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in "
"unexpected behavior."
msgstr ""
"使用二分法和自定义比较方法查找已有值的索引(如果该值尚未存在于数组中,则为保持"
"排序顺序的插入索引)。传递 [param before] 说明符是可选的。如果该参数为 "
"[code]false[/code],则返回的索引位于数组中该值的所有已有条目之后。自定义方法接"
"收两个参数(数组中的一个元素和搜索到的值),如果第一个参数小于第二个参数,则必"
"须返回 [code]true[/code],否则返回 [code]false[/code] .\n"
"[b]注意:[/b]在未排序的数组上调用 [method bsearch_custom] 会产生预料之外的行"
"为。"
msgid ""
"Clears the array. This is equivalent to using [method resize] with a size of "
"[code]0[/code]."
msgstr "清空数组。相当于调用 [method resize] 时指定大小为 [code]0[/code]。"
msgid "Returns the number of times an element is in the array."
msgstr "返回元素在数组中出现的次数。"
msgid ""
"Returns a copy of the array.\n"
"If [param deep] is [code]true[/code], a deep copy is performed: all nested "
"arrays and dictionaries are duplicated and will not be shared with the "
"original array. If [code]false[/code], a shallow copy is made and references "
"to the original nested arrays and dictionaries are kept, so that modifying a "
"sub-array or dictionary in the copy will also impact those referenced in the "
"source array. Note that any [Object]-derived elements will be shallow copied "
"regardless of the [param deep] setting."
msgstr ""
"返回该数组的副本。\n"
"[param deep] 为 [code]true[/code] 时会执行深拷贝:所有嵌套数组和字典都将被复"
"制,且不会与原始数组共享。为 [code]false[/code] 时则进行浅拷贝,并保留对原始嵌"
"套数组和字典的引用,因此修改副本中的子数组或字典,也会影响源数组中引用的子数组"
"或字典。请注意,无论 [param deep] 如何设置,任何 [Object] 派生的元素都是浅拷贝"
"的。"
msgid ""
"Removes the first occurrence of a value from the array. If the value does not "
"exist in the array, nothing happens. To remove an element by index, use "
"[method remove_at] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because all "
"elements placed after the removed element have to be reindexed.\n"
"[b]Note:[/b] Do not erase entries while iterating over the array."
msgstr ""
"从数组中移除第一个匹配的值。如果数组中不存在该值,则什么也不会发生。要通过索引"
"移除元素,请改用 [method remove_at]。\n"
"[b]注意:[/b]这个方法是就地操作的,不返回修改后的数组。\n"
"[b]注意:[/b]在大型数组上,如果移除的元素靠近数组的开头(索引 0则此方法会"
"较慢。这是因为所有放置在移除元素之后的元素都必须重新索引。\n"
"[b]注意:[/b]在遍历数组时不要移除条目。"
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
"initialized elements:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array();\n"
"array.Resize(10);\n"
"array.Fill(0); // Initialize the 10 elements to 0.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If [param value] is of a reference type ([Object]-derived, "
"[Array], [Dictionary], etc.) then the array is filled with the references to "
"the same object, i.e. no duplicates are created."
msgstr ""
"将该数组中的所有元素都设置为给定的值。通常与 [method resize] 一起使用,用于创"
"建给定大小的数组并对其元素进行初始化:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # 将 10 个元素都初始化为 0。\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array();\n"
"array.Resize(10);\n"
"array.Fill(0); // 将 10 个元素都初始化为 0。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果 [param value] 为引用类型(派生自 [Object]、[Array]、"
"[Dictionary] 等),那么会用同一个对象的引用填充该数组,即不会创建副本。"
msgid ""
"Calls the provided [Callable] on each element in the array and returns a new "
"array with the elements for which the method returned [code]true[/code].\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and return a boolean value.\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].filter(remove_1)) # Prints [2, 3].\n"
" print([1, 2, 3].filter(func(number): return number != 1)) # Same as "
"above, but using lambda function.\n"
"\n"
"func remove_1(number):\n"
" return number != 1\n"
"[/codeblock]\n"
"See also [method any], [method all], [method map] and [method reduce]."
msgstr ""
"在数组中的每个元素上调用提供的 [Callable],并返回一个新数组,其中包含调用方法"
"后返回值为 [code]true[/code] 的元素。\n"
"可调用的方法应该采用一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].filter(remove_1)) # 打印 [2, 3]。\n"
" print([1, 2, 3].filter(func(number): return number != 1)) # 同上,但使用 "
"lambda 函数。\n"
"\n"
"func remove_1(number):\n"
" return number != 1\n"
"[/codeblock]\n"
"另请参见 [method any]、[method all]、[method map] 和 [method reduce]。"
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed."
msgstr ""
"在数组中搜索值并返回其索引,如果未找到则返回 [code]-1[/code] 。可选地,可以传"
"递起始搜索索引。"
msgid ""
"Returns the first element of the array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[b]Note:[/b] Calling this function is not the same as writing [code]array[0][/"
"code]. If the array is empty, accessing by index will pause project execution "
"when running from the editor."
msgstr ""
"返回数组的第一个元素。如果数组为空,则打印错误并返回 [code]null[/code]。\n"
"[b]注意:[/b]调用这个函数和写 [code]array[0][/code] 是不一样的,如果数组为空,"
"从编辑器运行时按索引访问将暂停项目执行。"
msgid ""
"Returns the [enum Variant.Type] constant for a typed array. If the [Array] is "
"not typed, returns [constant TYPE_NIL]."
msgstr ""
"返回类型化数组的 [enum Variant.Type] 常量。如果该 [Array] 不是类型化的,则返"
"回 [constant TYPE_NIL]。"
msgid "Returns a class name of a typed [Array] of type [constant TYPE_OBJECT]."
msgstr "返回类型为 [constant TYPE_OBJECT] 的 类型化 [Array] 的类名。"
msgid "Returns the script associated with a typed array tied to a class name."
msgstr "返回与此类型化数组绑定的类名关联的脚本。"
msgid ""
"Returns [code]true[/code] if the array contains the given value.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print([\"inside\", 7].has(\"inside\")) # True\n"
"print([\"inside\", 7].has(\"outside\")) # False\n"
"print([\"inside\", 7].has(7)) # True\n"
"print([\"inside\", 7].has(\"7\")) # False\n"
"[/gdscript]\n"
"[csharp]\n"
"var arr = new Godot.Collections.Array { \"inside\", 7 };\n"
"// has is renamed to Contains\n"
"GD.Print(arr.Contains(\"inside\")); // True\n"
"GD.Print(arr.Contains(\"outside\")); // False\n"
"GD.Print(arr.Contains(7)); // True\n"
"GD.Print(arr.Contains(\"7\")); // False\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
"follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Will evaluate to `true`.\n"
"if 2 in [2, 4, 6, 8]:\n"
" print(\"Contains!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// As there is no \"in\" keyword in C#, you have to use Contains\n"
"var array = new Godot.Collections.Array { 2, 4, 6, 8 };\n"
"if (array.Contains(2))\n"
"{\n"
" GD.Print(\"Contains!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"如果该数组包含给定值,则返回 [code]true[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print([\"inside\", 7].has(\"inside\")) # 真\n"
"print([\"inside\", 7].has(\"outside\")) # 假\n"
"print([\"inside\", 7].has(7)) # 真\n"
"print([\"inside\", 7].has(\"7\")) # 假\n"
"[/gdscript]\n"
"[csharp]\n"
"var arr = new Godot.Collections.Array { \"inside\", 7 };\n"
"// has 被改名为 Contains\n"
"GD.Print(arr.Contains(\"inside\")); // 真\n"
"GD.Print(arr.Contains(\"outside\")); // 假\n"
"GD.Print(arr.Contains(7)); // 真\n"
"GD.Print(arr.Contains(\"7\")); // 假\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]这相当于使用 [code]in[/code] 运算符,如下所示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 将评估为`true`。\n"
"if 2 in [2, 4, 6, 8]:\n"
" print(\"包含!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// 由于 C# 中没有关键字“in”因此必须使用 Contains\n"
"var array = new Godot.Collections.Array { 2, 4, 6, 8 };\n"
"if (array.Contains(2))\n"
"{\n"
" GD.Print(\"包含!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a hashed 32-bit integer value representing the array and its "
"contents.\n"
"[b]Note:[/b] [Array]s with equal content will always produce identical hash "
"values. However, the reverse is not true. Returning identical hash values "
"does [i]not[/i] imply the arrays are equal, because different arrays can have "
"identical hash values due to hash collisions."
msgstr ""
"返回代表该数组及其内容的 32 位整数哈希值。\n"
"[b]注意:[/b]内容相同的 [Array] 会得到一致的哈希值。然而,反之不然。返回一致的"
"哈希值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的哈"
"希值。"
msgid ""
"Inserts a new element at a given position in the array. The position must be "
"valid, or at the end of the array ([code]pos == size()[/code]). Returns "
"[constant OK] on success, or one of the other [enum Error] values if the "
"operation failed.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the inserted "
"element is close to the beginning of the array (index 0). This is because all "
"elements placed after the newly inserted element have to be reindexed."
msgstr ""
"在给定的数组位置插入一个新值。位置必须合法,或者是在数组末尾([code]pos == "
"size()[/code])。操作成功时返回 [constant OK],而如果操作失败则返回其他任意一"
"个 [enum Error] 值。\n"
"[b]注意:[/b]该方法在原地执行,不会返回修改过的数组。\n"
"[b]注意:[/b]在较大的数组中,如果插入值的位置在数组偏前的位置,这个方法的运行"
"速度会比较慢,因为在插入值后面所有的元素都要被重新索引。"
msgid "Returns [code]true[/code] if the array is empty."
msgstr "该数组为空时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the array is read-only. See [method "
"make_read_only]. Arrays are automatically read-only if declared with "
"[code]const[/code] keyword."
msgstr ""
"如果该数组只读,则返回 [code]true[/code]。见 [method make_read_only]。如果数组"
"是用 [code]const[/code] 关键字声明的,则自动只读。"
msgid ""
"Returns [code]true[/code] if the array is typed the same as [param array]."
msgstr "如果该数组的类型与 [param array] 相同,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the array is typed. Typed arrays can only store "
"elements of their associated type and provide type safety for the [code][][/"
"code] operator. Methods of typed array still return [Variant]."
msgstr ""
"如果该数组是类型化的,则返回 [code]true[/code]。类型化数组只能存储与其关联类型"
"的元素,能够为其 [code][][/code] 运算符提供类型安全支持。类型化数组的方法仍然"
"返回 [Variant]。"
msgid ""
"Makes the array read-only, i.e. disabled modifying of the array's elements. "
"Does not apply to nested content, e.g. content of nested arrays."
msgstr ""
"使该数组只读,即禁止修改该数组的元素。不适用于嵌套的内容,例如嵌套数组的内容。"
msgid ""
"Calls the provided [Callable] for each element in the array and returns a new "
"array filled with values returned by the method.\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and can return any [Variant].\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].map(negate)) # Prints [-1, -2, -3].\n"
" print([1, 2, 3].map(func(number): return -number)) # Same as above, but "
"using lambda function.\n"
"\n"
"func negate(number):\n"
" return -number\n"
"[/codeblock]\n"
"See also [method filter], [method reduce], [method any] and [method all]."
msgstr ""
"为数组中的每个元素调用提供的 [Callable] 并返回一个新数组,其中填充了该调用方法"
"返回的值。\n"
"可调用的方法应该采用一个 [Variant] 参数(当前数组元素)并且可以返回任意 "
"[Variant]。\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].map(negate)) # 打印 [-1, -2, -3].\n"
" print([1, 2, 3].map(func(number): return -number)) # 同上,但使用 lambda "
"函数。\n"
"\n"
"func negate(number):\n"
" return -number\n"
"[/codeblock]\n"
"另请参见 [method filter]、[method reduce]、[method any] 和 [method all]。"
msgid ""
"Returns the maximum value contained in the array if all elements are of "
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned.\n"
"To find the maximum value using a custom comparator, you can use [method "
"reduce]. In this example every array element is checked and the first maximum "
"value is returned:\n"
"[codeblock]\n"
"func _ready():\n"
" var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), "
"Vector2(0, 2)]\n"
" # In this example we compare the lengths.\n"
" print(arr.reduce(func(max, val): return val if is_length_greater(val, "
"max) else max))\n"
"\n"
"func is_length_greater(a, b):\n"
" return a.length() > b.length()\n"
"[/codeblock]"
msgstr ""
"如果数组中包含的所有元素都是可比较的类型,则返回其中的最大值。如果无法比较,则"
"返回 [code]null[/code]。\n"
"要使用自定义比较器来查找最大值,可以使用 [method reduce]。这个例子中会比较数组"
"中的每个元素,并返回第一个最大值:\n"
"[codeblock]\n"
"func _ready():\n"
" var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), "
"Vector2(0, 2)]\n"
" # 这个例子中我们比较的是长度。\n"
" print(arr.reduce(func(max, val): return val if is_length_greater(val, "
"max) else max))\n"
"\n"
"func is_length_greater(a, b):\n"
" return a.length() > b.length()\n"
"[/codeblock]"
msgid ""
"Returns the minimum value contained in the array if all elements are of "
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned.\n"
"See also [method max] for an example of using a custom comparator."
msgstr ""
"如果数组中包含的所有元素都是可比较的类型,则返回其中的最小值。如果无法比较,则"
"返回 [code]null[/code]。\n"
"使用自定义比较器的示例见 [method max]。"
msgid ""
"Returns a random value from the target array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array: Array[int] = [1, 2, 3, 4]\n"
"print(array.pick_random()) # Prints either of the four numbers.\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n"
"GD.Print(array.PickRandom()); // Prints either of the four numbers.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从目标数组中返回一个随机值。如果数组为空,则打印一个错误并返回 [code]null[/"
"code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array: Array[int] = [1, 2, 3, 4]\n"
"print(array.pick_random()) # 打印四个数字中的任何一个。\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n"
"GD.Print(array.PickRandom()); // 打印四个数字中的任何一个。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Removes and returns the element of the array at index [param position]. If "
"negative, [param position] is considered relative to the end of the array. "
"Leaves the array untouched and returns [code]null[/code] if the array is "
"empty or if it's accessed out of bounds. An error message is printed when the "
"array is accessed out of bounds, but not when the array is empty.\n"
"[b]Note:[/b] On large arrays, this method can be slower than [method "
"pop_back] as it will reindex the array's elements that are located after the "
"removed element. The larger the array and the lower the index of the removed "
"element, the slower [method pop_at] will be."
msgstr ""
"移除并返回数组中位于 [param position] 索引处的元素。如果 [param position] 为负"
"数,则认为是相对于该数组末尾的值。如果该数组为空,则返回 [code]null[/code],不"
"会改动数组。数组访问越界时会输出错误消息,但如果数组为空时不会。\n"
"[b]注意:[/b]在较大的数组上,这个方法会比 [method pop_back] 慢,因为会对移除元"
"素后的数组元素重新进行索引。数组越大,或者移除元素的索引越小,[method pop_at] "
"就越慢。"
msgid ""
"Removes and returns the last element of the array. Returns [code]null[/code] "
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
"移除并返回数组中的末尾元素。如果数组为空,则返回 [code]null[/code],而不打印错"
"误消息。另见[method pop_front]。"
msgid ""
"Removes and returns the first element of the array. Returns [code]null[/code] "
"if the array is empty, without printing an error message. See also [method "
"pop_back].\n"
"[b]Note:[/b] On large arrays, this method is much slower than [method "
"pop_back] as it will reindex all the array's elements every time it's called. "
"The larger the array, the slower [method pop_front] will be."
msgstr ""
"移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回 "
"[code]null[/code]。另请参阅 [method pop_back]。\n"
"[b]注意:[/b]当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻找"
"数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组越大,[method "
"pop_front] 越慢。"
msgid ""
"Appends an element at the end of the array. See also [method push_front]."
msgstr "在数组的末端追加一个元素。另请参阅 [method push_front]。"
msgid ""
"Adds an element at the beginning of the array. See also [method push_back].\n"
"[b]Note:[/b] On large arrays, this method is much slower than [method "
"push_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method push_front] will be."
msgstr ""
"在数组的开头添加一个元素。另请参阅 [method push_back]。\n"
"[b]注意:[/b]在大数组中,这个方法比 [method push_back] 慢得多,因为每次调用它"
"都会重新索引所有数组的元素。数组越大,[method push_front] 的速度就越慢。"
msgid ""
"Calls the provided [Callable] for each element in array and accumulates the "
"result in [param accum].\n"
"The callable's method takes two arguments: the current value of [param accum] "
"and the current array element. If [param accum] is [code]null[/code] (default "
"value), the iteration will start from the second element, with the first one "
"used as initial value of [param accum].\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].reduce(sum, 10)) # Prints 16.\n"
" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # "
"Same as above, but using lambda function.\n"
"\n"
"func sum(accum, number):\n"
" return accum + number\n"
"[/codeblock]\n"
"See also [method map], [method filter], [method any] and [method all]."
msgstr ""
"为数组中的每个元素调用给定的 [Callable] 并将结果累积在 [param accum] 中。\n"
"该可调用体的方法接受两个参数:[param accum] 的当前值,以及当前的数组元素。如"
"果 [param accum] 为 [code]null[/code](默认值),则会从第二个元素开始迭代,将"
"第一个元素作为 [param accum] 的初始值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].reduce(sum, 10)) # 输出 16.\n"
" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # "
"同上,但使用 lambda 函数。\n"
"\n"
"func sum(accum, number):\n"
" return accum + number\n"
"[/codeblock]\n"
"另见 [method map]、[method filter]、[method any]、[method all]。"
msgid ""
"Removes an element from the array by index. If the index does not exist in "
"the array, nothing happens. To remove an element by searching for its value, "
"use [method erase] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because all "
"elements placed after the removed element have to be reindexed.\n"
"[b]Note:[/b] [param position] cannot be negative. To remove an element "
"relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + "
"1))[/code]. To remove the last element from the array without returning the "
"value, use [code]arr.resize(arr.size() - 1)[/code]."
msgstr ""
"通过索引从数组中移除元素。如果索引在数组中不存在,则什么也不会发生。要通过搜索"
"一个元素的值来移除,请改用 [method erase]。\n"
"[b]注意:[/b]这个方法是就地操作的,不返回修改后的数组。\n"
"[b]注意:[/b]在大数组中,如果被删除的元素靠近数组的开头(索引 0这个方法会"
"比较慢。这是因为所有放置在被移除元素之后的元素都要被重新索引。\n"
"[b]注意:[/b][param position] 不能为负。要移除数组末尾的元素,请使用 "
"[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除数组末尾的元素并不返回"
"值,请使用 [code]arr.resize(arr.size() - 1)[/code]。"
msgid ""
"Resizes the array to contain a different number of elements. If the array "
"size is smaller, elements are cleared, if bigger, new elements are "
"[code]null[/code]. Returns [constant OK] on success, or one of the other "
"[enum Error] values if the operation failed.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a modified array."
msgstr ""
"调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则新"
"元素为 [code]null[/code]。成功时返回 [constant OK],操作失败时返回其他 [enum "
"Error] 值。\n"
"[b]注意:[/b]这个方法是就地操作的,不返回修改后的数组。"
msgid "Reverses the order of the elements in the array."
msgstr "将数组中的元素逆序排列。"
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of the "
"array."
msgstr ""
"逆序搜索数组。还可以传递起始搜索位置索引。如果为负,则起始索引被视为相对于数组"
"的结尾。"
msgid ""
"Shuffles the array such that the items will have a random order. This method "
"uses the global random number generator common to methods such as [method "
"@GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a "
"new seed will be used each time if you want non-reproducible shuffling."
msgstr ""
"将数组打乱,元素随机排列。该方法使用全局随机数生成器,与 [method @GlobalScope."
"randi] 等方法一致。如果你想每次都使用新的种子,让打乱无法重现,则可以调用 "
"[method @GlobalScope.randomize]。"
msgid "Returns the number of elements in the array."
msgstr "返回数组中元素的个数。"
msgid ""
"Returns the slice of the [Array], from [param begin] (inclusive) to [param "
"end] (exclusive), as a new [Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code]).\n"
"If specified, [param step] is the relative index between source elements. It "
"can be negative, then [param begin] must be higher than [param end]. For "
"example, [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] returns [code][5, 3]"
"[/code].\n"
"If [param deep] is true, each element will be copied by value rather than by "
"reference.\n"
"[b]Note:[/b] To include the first element when [param step] is negative, use "
"[code]arr.slice(begin, -arr.size() - 1, step)[/code] (i.e. [code][0, 1, 2]."
"slice(1, -4, -1)[/code] returns [code][1, 0][/code])."
msgstr ""
"返回该 [Array] 的切片,是从 [param begin](含)到 [param end](不含)的全新 "
"[Array]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。\n"
"如果指定了 [param step],则会用作原始元素的索引间距。这个参数可以为负,此时 "
"[param begin] 必须大于 [param end]。例如,[code][0, 1, 2, 3, 4, 5].slice(5, "
"1, -2)[/code] 会返回 [code][5, 3][/code]。\n"
"如果 [param deep] 为 true则每个元素都会按值复制而不是按引用复制。\n"
"[b]注意:[/b]要在 [param step] 为负时包含第一个元素,请使用 [code]arr."
"slice(begin, -arr.size() - 1, step)[/code](即 [code][0, 1, 2].slice(1, -4, "
"-1)[/code] 返回 [code][1, 0][/code])。"
msgid ""
"Sorts the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of strings "
"ending with a sequence of numbers. Consider the following example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort()\n"
"print(strings) # Prints [string1, string10, string11, string2]\n"
"[/gdscript]\n"
"[csharp]\n"
"var strings = new Godot.Collections.Array { \"string1\", \"string2\", "
"\"string10\", \"string11\" };\n"
"strings.Sort();\n"
"GD.Print(strings); // Prints [string1, string10, string11, string2]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To perform natural order sorting, you can use [method sort_custom] with "
"[method String.naturalnocasecmp_to] as follows:\n"
"[codeblock]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n"
"print(strings) # Prints [string1, string2, string10, string11]\n"
"[/codeblock]"
msgstr ""
"对数组进行排序。\n"
"[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/"
"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。"
"也就是说,使用 [method sort] 时相等的值之间的顺序可能会改变。\n"
"[b]注意:[/b]字符串按字母顺序排序(与自然顺序相反)。当对一个以数字序列结尾的"
"字符串数组进行排序时,这可能会导致意外的行为。请看下面的例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort()\n"
"print(strings) # 输出 [string1, string10, string11, string2]\n"
"[/gdscript]\n"
"[csharp]\n"
"var strings = new Godot.Collections.Array { \"string1\", \"string2\", "
"\"string10\", \"string11\" };\n"
"strings.Sort();\n"
"GD.Print(strings); // 输出 [string1, string10, string11, string2]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要执行自然顺序排序,可以使用 [method sort_custom] 和 [method String."
"naturalnocasecmp_to],如下所示:\n"
"[codeblock]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n"
"print(strings) # 输出 [string1, string2, string10, string11]\n"
"[/codeblock]"
msgid ""
"Sorts the array using a custom method. The custom method receives two "
"arguments (a pair of elements from the array) and must return either "
"[code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and "
"[code]b[/code], if the given method returns [code]true[/code], element "
"[code]b[/code] will be after element [code]a[/code] in the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method "
"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
"expects a deterministic result. Randomizing the return value will result in "
"unexpected behavior.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func sort_ascending(a, b):\n"
" if a[0] < b[0]:\n"
" return true\n"
" return false\n"
"\n"
"func _ready():\n"
" var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
" my_items.sort_custom(sort_ascending)\n"
" print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
"\n"
" # Descending, lambda version.\n"
" my_items.sort_custom(func(a, b): return a[0] > b[0])\n"
" print(my_items) # Prints [[9, Rice], [5, Potato], [4, Tomato]].\n"
"[/gdscript]\n"
"[csharp]\n"
"// There is no custom sort support for Godot.Collections.Array\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"使用自定义的方法对数组进行排序。自定义方法接受两个参数(数组中的一对元素),并"
"且必须返回 [code]true[/code] 或者 [code]false[/code]。对于两个元素 [code]a[/"
"code] 和 [code]b[/code],如果给定的方法返回 [code]true[/code],数组中的元素 "
"[code]b[/code] 将排在元素 [code]a[/code] 之后。\n"
"[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/"
"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。"
"也就是说,使用 [method sort_custom] 时相等的值之间的顺序可能会改变。\n"
"[b]注意:[/b]你不能随机化返回值,因为堆排序算法期望确定的结果。随机化返回值将"
"导致意外行为。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func sort_ascending(a, b):\n"
" if a[0] < b[0]:\n"
" return true\n"
" return false\n"
"\n"
"func _ready():\n"
" var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
" my_items.sort_custom(sort_ascending)\n"
" print(my_items) # 输出 [[4, Tomato], [5, Potato], [9, Rice]].\n"
"\n"
" # Descending, lambda version.\n"
" my_items.sort_custom(func(a, b): return a[0] > b[0])\n"
" print(my_items) # 输出 [[9, Rice], [5, Potato], [4, Tomato]].\n"
"[/gdscript]\n"
"[csharp]\n"
"// Godot.Collections.Array 不支持自定义排序\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Compares the left operand [Array] against the [param right] [Array]. Returns "
"[code]true[/code] if the sizes or contents of the arrays are [i]not[/i] "
"equal, [code]false[/code] otherwise."
msgstr ""
"将左操作数 [Array] 与右操作数 [param right] [Array] 进行比较。如果大小或内容"
"[i]不相等[/i],则返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"Concatenates two [Array]s together, with the [param right] [Array] being "
"added to the end of the [Array] specified in the left operand. For example, "
"[code][1, 2] + [3, 4][/code] results in [code][1, 2, 3, 4][/code]."
msgstr ""
"连接两个 [Array],右操作数 [param right] [Array] 加到左操作数指定的 [Array] 的"
"末尾。例如,[code][1, 2] + [3, 4][/code] 的结果是 [code][1, 2, 3, 4][/code]。"
msgid ""
"Performs a comparison for each index between the left operand [Array] and the "
"[param right] [Array], considering the highest common index of both arrays "
"for this comparison: Returns [code]true[/code] on the first occurrence of an "
"element that is less, or [code]false[/code] if the element is greater. Note "
"that depending on the type of data stored, this function may be recursive. If "
"all elements are equal, it compares the length of both arrays and returns "
"[code]false[/code] if the left operand [Array] has fewer elements, otherwise "
"it returns [code]true[/code]."
msgstr ""
"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考"
"虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较小则返回 "
"[code]true[/code],如果该元素较大则返回 [code]false[/code]。请注意,部分类型的"
"存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如"
"果左操作数 [Array] 元素较少则返回 [code]false[/code],否则返回 [code]true[/"
"code]。"
msgid ""
"Performs a comparison for each index between the left operand [Array] and the "
"[param right] [Array], considering the highest common index of both arrays "
"for this comparison: Returns [code]true[/code] on the first occurrence of an "
"element that is less, or [code]false[/code] if the element is greater. Note "
"that depending on the type of data stored, this function may be recursive. If "
"all elements are equal, it compares the length of both arrays and returns "
"[code]true[/code] if the left operand [Array] has the same number of elements "
"or fewer, otherwise it returns [code]false[/code]."
msgstr ""
"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考"
"虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较小则返回 "
"[code]true[/code],如果该元素较大则返回 [code]false[/code]。请注意,部分类型的"
"存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如"
"果左操作数 [Array] 元素数量相等或较少则返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
msgid ""
"Compares the left operand [Array] against the [param right] [Array]. Returns "
"[code]true[/code] if the sizes and contents of the arrays are equal, "
"[code]false[/code] otherwise."
msgstr ""
"将左操作数 [Array] 与 [param right] [Array] 进行比较。如果数组的大小和内容相"
"等,则返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"Performs a comparison for each index between the left operand [Array] and the "
"[param right] [Array], considering the highest common index of both arrays "
"for this comparison: Returns [code]true[/code] on the first occurrence of an "
"element that is greater, or [code]false[/code] if the element is less. Note "
"that depending on the type of data stored, this function may be recursive. If "
"all elements are equal, it compares the length of both arrays and returns "
"[code]true[/code] if the [param right] [Array] has more elements, otherwise "
"it returns [code]false[/code]."
msgstr ""
"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考"
"虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较大则返回 "
"[code]true[/code],如果该元素较小则返回 [code]false[/code]。请注意,部分类型的"
"存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如"
"果左操作数 [Array] 元素较多则返回 [code]true[/code],否则返回 [code]false[/"
"code]。"
msgid ""
"Performs a comparison for each index between the left operand [Array] and the "
"[param right] [Array], considering the highest common index of both arrays "
"for this comparison: Returns [code]true[/code] on the first occurrence of an "
"element that is greater, or [code]false[/code] if the element is less. Note "
"that depending on the type of data stored, this function may be recursive. If "
"all elements are equal, it compares the length of both arrays and returns "
"[code]true[/code] if the [param right] [Array] has more or the same number of "
"elements, otherwise it returns [code]false[/code]."
msgstr ""
"对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考"
"虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较大则返回 "
"[code]true[/code],如果该元素较小则返回 [code]false[/code]。请注意,部分类型的"
"存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如"
"果左操作数 [Array] 元素数量相等或较多则返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
msgid ""
"Returns a reference to the element of type [Variant] at the specified "
"location. Arrays start at index 0. [param index] can be a zero or positive "
"value to start from the beginning, or a negative value to start from the end. "
"Out-of-bounds array access causes a run-time error, which will result in an "
"error being printed and the project execution pausing if run from the editor."
msgstr ""
"该函数返回指定位置的 [Variant] 类型元素的引用。数组从索引0开始。 [param "
"index] 可以是一个从头开始的零或正值,也可以是一个从末尾开始的负值。访问越界的"
"数组会导致运行时错误,这将导致在编辑器中运行时打印错误并暂停项目执行。"
msgid ""
"[Mesh] type that provides utility for constructing a surface from arrays."
msgstr "[Mesh] 网格类型,提供了用于从数组构造表面的工具。"
msgid ""
"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as "
"arrays.\n"
"The most basic example is the creation of a single triangle:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var vertices = PackedVector3Array()\n"
"vertices.push_back(Vector3(0, 1, 0))\n"
"vertices.push_back(Vector3(1, 0, 0))\n"
"vertices.push_back(Vector3(0, 0, 1))\n"
"\n"
"# Initialize the ArrayMesh.\n"
"var arr_mesh = ArrayMesh.new()\n"
"var arrays = []\n"
"arrays.resize(Mesh.ARRAY_MAX)\n"
"arrays[Mesh.ARRAY_VERTEX] = vertices\n"
"\n"
"# Create the Mesh.\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
"var m = MeshInstance3D.new()\n"
"m.mesh = arr_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var vertices = new Vector3[]\n"
"{\n"
" new Vector3(0, 1, 0),\n"
" new Vector3(1, 0, 0),\n"
" new Vector3(0, 0, 1),\n"
"};\n"
"\n"
"// Initialize the ArrayMesh.\n"
"var arrMesh = new ArrayMesh();\n"
"var arrays = new Godot.Collections.Array();\n"
"arrays.Resize((int)Mesh.ArrayType.Max);\n"
"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n"
"\n"
"// Create the Mesh.\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n"
"var m = new MeshInstance3D();\n"
"m.Mesh = arrMesh;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n"
"See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive "
"modes."
msgstr ""
"[ArrayMesh] 是用来构造 [Mesh] 的,其属性指定为数组。\n"
"最基本的例子是创建单个三角形:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var vertices = PackedVector3Array()\n"
"vertices.push_back(Vector3(0, 1, 0))\n"
"vertices.push_back(Vector3(1, 0, 0))\n"
"vertices.push_back(Vector3(0, 0, 1))\n"
"\n"
"# 初始化 ArrayMesh。\n"
"var arr_mesh = ArrayMesh.new()\n"
"var arrays = []\n"
"arrays.resize(Mesh.ARRAY_MAX)\n"
"arrays[Mesh.ARRAY_VERTEX] = vertices\n"
"\n"
"# 创建 Mesh。\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
"var m = MeshInstance3D.new()\n"
"m.mesh = arr_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var vertices = new Vector3[]\n"
"{\n"
" new Vector3(0, 1, 0),\n"
" new Vector3(1, 0, 0),\n"
" new Vector3(0, 0, 1),\n"
"};\n"
"\n"
"// 初始化 ArrayMesh。\n"
"var arrMesh = new ArrayMesh();\n"
"var arrays = new Godot.Collections.Array();\n"
"arrays.Resize((int)Mesh.ArrayType.Max);\n"
"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n"
"\n"
"// 创建 Mesh。\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n"
"var m = new MeshInstance3D();\n"
"m.Mesh = arrMesh;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"这个 [MeshInstance3D] 就可以添加到要显示的 [SceneTree] 中了。\n"
"程序几何体生成请参阅 [ImmediateMesh]、[MeshDataTool]、[SurfaceTool]。\n"
"[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-"
"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序[/url]。"
msgid "Procedural geometry using the ArrayMesh"
msgstr "使用 ArrayMesh 的程序化几何体"
msgid ""
"Adds name for a blend shape that will be added with [method "
"add_surface_from_arrays]. Must be called before surface is added."
msgstr ""
"为混合形状添加名称,该形状将用 [method add_surface_from_arrays] 添加。必须在添"
"加面之前调用。"
msgid ""
"Creates a new surface. [method Mesh.get_surface_count] will become the "
"[code]surf_idx[/code] for this new surface.\n"
"Surfaces are created to be rendered using a [param primitive], which may be "
"any of the values defined in [enum Mesh.PrimitiveType].\n"
"The [param arrays] argument is an array of arrays. Each of the [constant Mesh."
"ARRAY_MAX] elements contains an array with some of the mesh data for this "
"surface as described by the corresponding member of [enum Mesh.ArrayType] or "
"[code]null[/code] if it is not used by the surface. For example, "
"[code]arrays[0][/code] is the array of vertices. That first vertex sub-array "
"is always required; the others are optional. Adding an index array puts this "
"surface into \"index mode\" where the vertex and other arrays become the "
"sources of data and the index array defines the vertex order. All sub-arrays "
"must have the same length as the vertex array (or be an exact multiple of the "
"vertex array's length, when multiple elements of a sub-array correspond to a "
"single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is "
"used.\n"
"The [param blend_shapes] argument is an array of vertex data for each blend "
"shape. Each element is an array of the same structure as [param arrays], but "
"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant "
"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and "
"all other entries are [code]null[/code].\n"
"The [param lods] argument is a dictionary with [float] keys and "
"[PackedInt32Array] values. Each entry in the dictionary represents a LOD "
"level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] "
"array to use for the LOD level and the key is roughly proportional to the "
"distance at which the LOD stats being used. I.e., increasing the key of a LOD "
"also increases the distance that the objects has to be from the camera before "
"the LOD is used.\n"
"The [param flags] argument is the bitwise or of, as required: One value of "
"[enum Mesh.ArrayCustomFormat] left shifted by "
"[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, "
"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh."
"ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh."
"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n"
"[b]Note:[/b] When using indices, it is recommended to only use points, lines, "
"or triangles."
msgstr ""
"创建一个新的表面。[method Mesh.get_surface_count] 将成为这个新表面的 "
"[code]surf_idx[/code]。\n"
"创建表面以使用 [param primitive] 进行渲染,它可以是 [enum Mesh.PrimitiveType] "
"中定义的任何值。\n"
"[param arrays] 参数是数组的数组。每个 [constant Mesh.ARRAY_MAX] 元素都包含一个"
"数组,其中包含此表面的一些网格数据,如 [enum Mesh.ArrayType] 的相应成员所描述"
"的一样;如果它未被使用,则为 [code]null[/code]。例如,[code]arrays[0][/code] "
"是顶点数组。始终需要第一个顶点子数组;其他的是可选的。添加索引数组会将此表面置"
"于“索引模式”,其中顶点和其他数组成为数据源,索引数组定义顶点顺序。所有子数组的"
"长度必须与顶点数组的长度相同(或者是顶点数组长度的精确倍数,当子数组的多个元素"
"对应于单个顶点时);或者为空,如果使用了 [constant Mesh.ARRAY_INDEX ] 则除"
"外。\n"
"[param blend_shapes] 参数是每个混合形状的顶点数据数组。 每个元素都是与 [param "
"arrays] 具有相同结构的数组,但是 [constant Mesh.ARRAY_VERTEX]、[constant Mesh."
"ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TANGENT] 这些条目,当且仅当在 [param "
"arrays] 被设置且所有其他条目都是 [code]null[/code] 时,会被设置。\n"
"[param lods] 参数是一个带有 [float] 键和 [PackedInt32Array] 值的字典。字典中的"
"每个条目代表了表面的一个 LOD 级别,其中值是用于 LOD 级别的 [constant Mesh."
"ARRAY_INDEX] 数组,键大致与使用 LOD 统计信息的距离成正比。即,增加 LOD 的关键"
"点也会增加在使用 LOD 之前对象必须与相机的距离。\n"
"[param flags] 参数是根据需要按位或的:[enum Mesh.ArrayCustomFormat] 的一个值左"
"移 [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code],用于每个正在使用的自定义通道,"
"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE]、[constant Mesh."
"ARRAY_FLAG_USE_8_BONE_WEIGHTS]、或 [constant Mesh."
"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]。\n"
"[b]注意:[/b]使用索引时,建议只使用点、线或三角形。"
msgid "Removes all blend shapes from this [ArrayMesh]."
msgstr "移除此 [ArrayMesh] 的所有混合形状。"
msgid "Removes all surfaces from this [ArrayMesh]."
msgstr "移除此 [ArrayMesh] 的所有表面。"
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
msgstr "返回 [ArrayMesh] 持有的混合形状的数量。"
msgid "Returns the name of the blend shape at this index."
msgstr "返回此索引处的混合形状的名称。"
msgid ""
"Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping."
msgstr "在 [ArrayMesh] 上执行 UV 展开,为光照贴图准备该网格。"
msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces."
msgstr "为每个 [ArrayMesh] 的表面重新生成切线。"
msgid "Sets the name of the blend shape at this index."
msgstr "在此索引处设置混合形状的名称。"
msgid ""
"Returns the index of the first surface with this name held within this "
"[ArrayMesh]. If none are found, -1 is returned."
msgstr ""
"返回此 [ArrayMesh] 中带有此名称的第一个曲面的索引。如果没有找到,则返回 -1。"
msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
"返回所请求的面中索引数组的索引长度(参见 [method add_surface_from_arrays])。"
msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
"返回所请求曲面中顶点数组的顶点长度(见 [method add_surface_from_arrays])。"
msgid ""
"Returns the format mask of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr "返回所请求表面的格式掩码(见 [method add_surface_from_arrays])。"
msgid "Gets the name assigned to this surface."
msgstr "获取分配给此表面的名称。"
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr "返回所请求曲面的图元类型(见 [method add_surface_from_arrays])。"
msgid "Sets a name for a given surface."
msgstr "设置给定曲面的名称。"
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
msgstr "将混合形状模式设置为 [enum Mesh.BlendShapeMode] 之一。"
msgid ""
"Overrides the [AABB] with one defined by user for use with frustum culling. "
"Especially useful to avoid unexpected culling when using a shader to offset "
"vertices."
msgstr ""
"用用户定义的用于使用视锥剔除的一种替代 [AABB]。在使用着色器偏移顶点时,避免非"
"预期的剔除特别有用。"
msgid ""
"An optional mesh which is used for rendering shadows and can be used for the "
"depth prepass. Can be used to increase performance of shadow rendering by "
"using a mesh that only contains vertex position data (without normals, UVs, "
"colors, etc.)."
msgstr ""
"用于渲染阴影并可用于深度预通道的可选网格。可用于通过使用仅包含顶点位置数据(不"
"含法线、UV、颜色等的网格来提高阴影渲染的性能。"
msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "用于与 [OccluderInstance3D] 中的遮挡剔除一起使用的 3D 多边形形状。"
msgid ""
"[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by "
"the engine's occlusion culling system. This is analogous to [ArrayMesh], but "
"for occluders.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[ArrayOccluder3D] 存储一个任意的 3D 多边形形状,可供引擎的遮挡剔除系统使用。这"
"类似于 [ArrayMesh],但适用于遮挡物。\n"
"有关设置遮挡剔除的说明,请参阅 [OccluderInstance3D] 的文档。"
msgid "Occlusion culling"
msgstr "遮挡剔除"
msgid ""
"Sets [member indices] and [member vertices], while updating the final "
"occluder only once after both values are set."
msgstr ""
"设置 [member indices] 和 [member vertices],同时会在两个值都被设置后仅更新一次"
"最终遮挡物。"
msgid ""
"The occluder's index position. Indices determine which points from the "
"[member vertices] array should be drawn, and in which order.\n"
"[b]Note:[/b] The occluder is always updated after setting this value. If "
"creating occluders procedurally, consider using [method set_arrays] instead "
"to avoid updating the occluder twice when it's created."
msgstr ""
"该遮挡物的索引位置。索引确定 [member vertices] 数组中的哪些点应被绘制,以及以"
"哪种顺序绘制。\n"
"[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改用 "
"[method set_arrays] 来避免在创建时更新遮挡物两次。"
msgid ""
"The occluder's vertex positions in local 3D coordinates.\n"
"[b]Note:[/b] The occluder is always updated after setting this value. If "
"creating occluders procedurally, consider using [method set_arrays] instead "
"to avoid updating the occluder twice when it's created."
msgstr ""
"该遮挡物在局部 3D 坐标中的顶点位置。\n"
"[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改用 "
"[method set_arrays] 来避免在创建时更新遮挡物两次。"
msgid "A container that preserves the proportions of its child controls."
msgstr "保留子控件长宽比的容器。"
msgid ""
"A container type that arranges its child controls in a way that preserves "
"their proportions automatically when the container is resized. Useful when a "
"container has a dynamic size and the child nodes must adjust their sizes "
"accordingly without losing their aspect ratios."
msgstr ""
"一种容器类型,它以一种在调整容器大小时自动保持其比例的方式排列其子控件。当容器"
"具有动态大小,并且子节点必须相应地调整其大小而不丢失其长宽比时很有用。"
msgid "Using Containers"
msgstr "使用容器"
msgid "Specifies the horizontal relative position of child controls."
msgstr "指定子控件的水平相对位置。"
msgid "Specifies the vertical relative position of child controls."
msgstr "指定子控件的垂直相对位置。"
msgid ""
"The aspect ratio to enforce on child controls. This is the width divided by "
"the height. The ratio depends on the [member stretch_mode]."
msgstr ""
"对子控件强制实施的长宽比。这是宽度除以高度。这个比例取决于 [member "
"stretch_mode]。"
msgid "The stretch mode used to align child controls."
msgstr "用来对齐子控件的拉伸模式。"
msgid ""
"The height of child controls is automatically adjusted based on the width of "
"the container."
msgstr "子控件的高度会根据容器的宽度自动调整。"
msgid ""
"The width of child controls is automatically adjusted based on the height of "
"the container."
msgstr "子控件的宽度会根据容器的高度自动调整。"
msgid ""
"The bounding rectangle of child controls is automatically adjusted to fit "
"inside the container while keeping the aspect ratio."
msgstr "子控件的边界矩形会自动调整以适应容器,同时保持长宽比。"
msgid ""
"The width and height of child controls is automatically adjusted to make "
"their bounding rectangle cover the entire area of the container while keeping "
"the aspect ratio.\n"
"When the bounding rectangle of child controls exceed the container's size and "
"[member Control.clip_contents] is enabled, this allows to show only the "
"container's area restricted by its own bounding rectangle."
msgstr ""
"子控件的宽度和高度被自动调整,以使其边框覆盖容器的整个区域,同时保持长宽比。\n"
"当子控件的边界矩形超过容器的大小,并且 [member Control.clip_contents] 被启用"
"时,这允许仅显示受其自身边界矩形限制的容器区域。"
msgid "Aligns child controls with the beginning (left or top) of the container."
msgstr "将子控件与容器的开头对齐(左侧或顶部)。"
msgid "Aligns child controls with the center of the container."
msgstr "使子控件与容器的中心对齐。"
msgid "Aligns child controls with the end (right or bottom) of the container."
msgstr "将子控件与容器的末端对齐(右侧或底部)。"
msgid ""
"An implementation of A* for finding the shortest path between two vertices on "
"a connected graph in 2D space."
msgstr "A* 的一种实现,用于查找 2D 空间中连通图上两个顶点之间的最短路径。"
msgid ""
"An implementation of the A* algorithm, used to find the shortest path between "
"two vertices on a connected graph in 2D space.\n"
"See [AStar3D] for a more thorough explanation on how to use this class. "
"[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates."
msgstr ""
"A* 算法的一种实现,用于在 2D 空间中的连通图上找到两个顶点之间的最短路径。\n"
"有关如何使用该类的更详尽的解释,请参阅 [AStar3D]。[AStar2D] 是 [AStar3D] 的包"
"装器,它强制执行 2D 坐标。"
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [AStar2D] class."
msgstr ""
"计算两个连接点之间的成本时调用。\n"
"注意这个函数隐藏在默认的 [AStar2D] 类中。"
msgid ""
"Called when estimating the cost between a point and the path's ending point.\n"
"Note that this function is hidden in the default [AStar2D] class."
msgstr ""
"估计一个点和路径终点之间的成本时调用。\n"
"注意这个函数隐藏在默认的 [AStar2D] 类中。"
msgid ""
"Adds a new point at the given position with the given identifier. The [param "
"id] must be 0 or larger, and the [param weight_scale] must be 0.0 or "
"greater.\n"
"The [param weight_scale] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
"the algorithm prefers points with lower [param weight_scale]s to form a "
"path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
"weight_scale 4 and id 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with "
"weight_scale 4 and id 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If there already exists a point for the given [param id], its position and "
"weight scale are updated to the given values."
msgstr ""
"在具有给定标识符的给定位置添加一个新点。[param id] 必须为 0 或更大,[param "
"weight_scale] 必须为 0.0 或更大。\n"
"在确定从相邻点到此点的一段路程的总成本时,[param weight_scale] 要乘以 [method "
"_compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 [param "
"weight_scale] 较低的点来形成路径。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 0), 4) # 添加点 (1, 0)、权重为 4、ID 为 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 0), 4); // 添加点 (1, 0)、权重为 4、ID 为 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果已经存在一个给定 [param id] 的点,则它的位置和权重缩放将被更新为给定值。"
msgid ""
"Returns whether there is a connection/segment between the given points. If "
"[param bidirectional] is [code]false[/code], returns whether movement from "
"[param id] to [param to_id] is possible through this segment."
msgstr ""
"返回两个给定点之间是否存在连接/线段。如果 [param bidirectional] 为 "
"[code]false[/code],则返回是否可以通过此段从 [param id] 移动到 [param to_id]。"
msgid "Clears all the points and segments."
msgstr "清除所有点和线段。"
msgid ""
"Creates a segment between the given points. If [param bidirectional] is "
"[code]false[/code], only movement from [param id] to [param to_id] is "
"allowed, not the reverse direction.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 1))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 1));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在给定的点之间创建一个线段。如果 [param bidirectional] 为 [code]false[/code]"
"则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 1))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 1));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Deletes the segment between the given points. If [param bidirectional] is "
"[code]false[/code], only movement from [param id] to [param to_id] is "
"prevented, and a unidirectional segment possibly remains."
msgstr ""
"删除给定点之间的线段。如果 [param bidirectional] 为 [code]false[/code],则仅阻"
"止从 [param id] 到 [param to_id] 的移动,并且可能会保留一个单向线段。"
msgid "Returns the next available point ID with no point associated to it."
msgstr "返回下一个没有关联点的可用点 ID。"
msgid ""
"Returns the ID of the closest point to [param to_position], optionally taking "
"disabled points into account. Returns [code]-1[/code] if there are no points "
"in the points pool.\n"
"[b]Note:[/b] If several points are the closest to [param to_position], the "
"one with the smallest ID will be returned, ensuring a deterministic result."
msgstr ""
"返回距离 [param to_position] 最近的点的 ID可以选择将禁用的点考虑在内。如果点"
"池中没有点,则返回 [code]-1[/code]。\n"
"[b]注意:[/b]如果有多个点距离 [param to_position] 最近,则返回 ID 最小的那个"
"点,以保证结果的确定性。"
msgid ""
"Returns the closest position to [param to_position] that resides inside a "
"segment between two connected points.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, "
"3)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // "
"Returns (0, 3)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
"返回最接近 [param to_position] 的位置,该位置位于两个连接点之间的线段内。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # 返回 (0, 3)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // 返回 "
"(0, 3)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"结果位于从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距给定"
"点最近的位置。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar2D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
"返回一个数组,其中包含构成由 AStar2D 在给定点之间找到的路径的点的 ID。数组从路"
"径的起点到终点进行排序。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1), 1) # 默认权重为 1\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1), 1); // 默认权重为 1\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果将第2个点的权重更改为 3则结果将改为 [code][1, 4, 3][/code],因为现在即使"
"距离更长,通过第 4 点也比通过第 2 点“更容易”。"
msgid ""
"Returns the capacity of the structure backing the points, useful in "
"conjunction with [method reserve_space]."
msgstr ""
"该函数返回支持点的数据结构的容量,可以与 [method reserve_space] 方法一起使用。"
msgid ""
"Returns an array with the IDs of the points that form the connection with the "
"given point.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1))\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1));\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一个数组,其中包含与给定点形成连接的点的 ID。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1))\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1));\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Returns the number of points currently in the points pool."
msgstr "返回点池中当前的点数。"
msgid "Returns an array of all point IDs."
msgstr "返回所有点 ID 的数组。"
msgid ""
"Returns an array with the points that are in the path found by AStar2D "
"between the given points. The array is ordered from the starting point to the "
"ending point of the path.\n"
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PackedVector2Array] and will print an error message."
msgstr ""
"返回一个数组,其中包含 AStar2D 在给定点之间找到的路径中的点。数组从路径的起点"
"到终点进行排序。\n"
"[b]注意:[/b]该方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 "
"[PackedVector2Array] 并打印一条错误消息。"
msgid "Returns the position of the point associated with the given [param id]."
msgstr "返回与给定 [param id] 相关联的点的位置。"
msgid ""
"Returns the weight scale of the point associated with the given [param id]."
msgstr "返回与给定 [param id] 关联的点的权重比例。"
msgid "Returns whether a point associated with the given [param id] exists."
msgstr "返回与给定 [param id] 相关联的点是否存在。"
msgid ""
"Returns whether a point is disabled or not for pathfinding. By default, all "
"points are enabled."
msgstr "返回用于寻路时点是否被禁用。默认情况下,所有点均被启用。"
msgid ""
"Removes the point associated with the given [param id] from the points pool."
msgstr "从点池中移除与给定 [param id] 关联的点。"
msgid ""
"Reserves space internally for [param num_nodes] points, useful if you're "
"adding a known large number of points at once, such as points on a grid. New "
"capacity must be greater or equals to old capacity."
msgstr ""
"在内部为 [param num_nodes] 个点保留空间,如果你想要一次性添加大量的点且数量已"
"知,例如网格,那么就会很有用。新容量必须大于或等于旧容量。"
msgid ""
"Disables or enables the specified point for pathfinding. Useful for making a "
"temporary obstacle."
msgstr "用于寻路时禁用或启用指定的点。适用于制作临时障碍物。"
msgid "Sets the [param position] for the point with the given [param id]."
msgstr "为具有给定 [param id] 的点设置位置 [param position]。"
msgid ""
"Sets the [param weight_scale] for the point with the given [param id]. The "
"[param weight_scale] is multiplied by the result of [method _compute_cost] "
"when determining the overall cost of traveling across a segment from a "
"neighboring point to this point."
msgstr ""
"为给定的 [param id] 的点设置 [param weight_scale]。在确定从邻接点到这个点的一"
"段路程的总成本时,[param weight_scale] 要乘以 [method _compute_cost] 的结果。"
msgid ""
"An implementation of A* for finding the shortest path between two vertices on "
"a connected graph in 3D space."
msgstr "A* 的一种实现,用于寻找 3D 空间中连接图中的两个顶点之间的最短路径。"
msgid ""
"A* (A star) is a computer algorithm used in pathfinding and graph traversal, "
"the process of plotting short paths among vertices (points), passing through "
"a given set of edges (segments). It enjoys widespread use due to its "
"performance and accuracy. Godot's A* implementation uses points in 3D space "
"and Euclidean distances by default.\n"
"You must add points manually with [method add_point] and create segments "
"manually with [method connect_points]. Once done, you can test if there is a "
"path between two points with the [method are_points_connected] function, get "
"a path containing indices by [method get_id_path], or one containing actual "
"coordinates with [method get_point_path].\n"
"It is also possible to use non-Euclidean distances. To do so, create a class "
"that extends [AStar3D] and override methods [method _compute_cost] and "
"[method _estimate_cost]. Both take two indices and return a length, as is "
"shown in the following example.\n"
"[codeblocks]\n"
"[gdscript]\n"
"class MyAStar:\n"
" extends AStar3D\n"
"\n"
" func _compute_cost(u, v):\n"
" return abs(u - v)\n"
"\n"
" func _estimate_cost(u, v):\n"
" return min(0, abs(u - v) - 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyAStar : AStar3D\n"
"{\n"
" public override float _ComputeCost(long fromId, long toId)\n"
" {\n"
" return Mathf.Abs((int)(fromId - toId));\n"
" }\n"
"\n"
" public override float _EstimateCost(long fromId, long toId)\n"
" {\n"
" return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[method _estimate_cost] should return a lower bound of the distance, i.e. "
"[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a "
"hint to the algorithm because the custom [method _compute_cost] might be "
"computation-heavy. If this is not the case, make [method _estimate_cost] "
"return the same value as [method _compute_cost] to provide the algorithm with "
"the most accurate information.\n"
"If the default [method _estimate_cost] and [method _compute_cost] methods are "
"used, or if the supplied [method _estimate_cost] method returns a lower bound "
"of the cost, then the paths returned by A* will be the lowest-cost paths. "
"Here, the cost of a path equals the sum of the [method _compute_cost] results "
"of all segments in the path multiplied by the [code]weight_scale[/code]s of "
"the endpoints of the respective segments. If the default methods are used and "
"the [code]weight_scale[/code]s of all points are set to [code]1.0[/code], "
"then this equals the sum of Euclidean distances of all segments in the path."
msgstr ""
"A*A 星)是一种计算机算法,用于寻路和图遍历,即穿过一组给定的边(线段),在顶"
"点之间绘制短路径的过程。由于其性能和准确性它被广泛使用。Godot 的 A* 实"
"现默认使用 3D 空间中的点和欧几里德距离。\n"
"你需要使用 [method add_point] 手动添加点,并使用 [method connect_points] 手动"
"创建线段。完成后,可以使用 [method are_points_connected] 函数,测试两点之间是"
"否存在路径,通过 [method get_id_path] 获取包含索引的路径,或使用 [method "
"get_point_path] 获取包含实际坐标的路径。\n"
"也可以使用非欧几里德距离。为此,创建一个扩展 [AStar3D] 的类,并覆盖方法 "
"[method _compute_cost] 和 [method _estimate_cost]。两者都接受两个索引并返回一"
"个长度,如以下示例所示。\n"
"[codeblocks]\n"
"[gdscript]\n"
"class MyAStar:\n"
" extends AStar3D\n"
"\n"
" func _compute_cost(u, v):\n"
" return abs(u - v)\n"
"\n"
" func _estimate_cost(u, v):\n"
" return min(0, abs(u - v) - 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyAStar : AStar3D\n"
"{\n"
" public override float _ComputeCost(long fromId, long toId)\n"
" {\n"
" return Mathf.Abs((int)(fromId - toId));\n"
" }\n"
"\n"
" public override float _EstimateCost(long fromId, long toId)\n"
" {\n"
" return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[method _estimate_cost] 应该返回距离的下限,即 [code]_estimate_cost(u, v) <= "
"_compute_cost(u, v)[/code]。这可以作为算法的提示,因为自定义 [method "
"_compute_cost] 可能计算量很大。如果不是这种情况,请使 [method _estimate_cost] "
"返回与 [method _compute_cost] 相同的值,以便为算法提供最准确的信息。\n"
"如果使用默认的 [method _estimate_cost] 和 [method _compute_cost] 方法,或者如"
"果提供的 [method _estimate_cost] 方法返回成本的下限,则 A* 返回的路径将是成本"
"最低的路径。这里,路径的代价等于路径中所有段的 [method _compute_cost] 结果乘以"
"各个段端点的权重 [code]weight_scale[/code] 之和。如果使用默认方法,并且所有点"
"的 [code]weight_scale[/code] 设置为 [code]1.0[/code],则这等于路径中所有段的欧"
"几里德距离之和。"
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [AStar3D] class."
msgstr ""
"计算两个连接点之间的成本时调用。\n"
"注意这个函数隐藏在默认的 [AStar3D] 类中。"
msgid ""
"Called when estimating the cost between a point and the path's ending point.\n"
"Note that this function is hidden in the default [AStar3D] class."
msgstr ""
"估计一个点和路径终点之间的成本时调用。\n"
"注意这个函数隐藏在默认的 [AStar3D] 类中。"
msgid ""
"Adds a new point at the given position with the given identifier. The [param "
"id] must be 0 or larger, and the [param weight_scale] must be 0.0 or "
"greater.\n"
"The [param weight_scale] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
"the algorithm prefers points with lower [param weight_scale]s to form a "
"path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
"weight_scale 4 and id 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with "
"weight_scale 4 and id 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If there already exists a point for the given [param id], its position and "
"weight scale are updated to the given values."
msgstr ""
"在给定的位置添加一个新的点,并使用给定的标识符。[param id] 必须大于等于 0"
"[param weight_scale] 必须大于等于 0.0。\n"
"在确定从邻点到此点的一段路程的总成本时,[param weight_scale] 要乘以 [method "
"_compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 [param "
"weight_scale] 较低的点来形成路径。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 0, 0), 4) # 添加点 (1, 0, 0),其 weight_scale "
"为 4 且 id 为 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 0, 0), 4); // 添加点 (1, 0, 0),其 "
"weight_scale 为 4 且 id 为 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果对于给定的 [param id] 已经存在一个点,它的位置和权重将被更新为给定的值。"
msgid ""
"Returns whether the two given points are directly connected by a segment. If "
"[param bidirectional] is [code]false[/code], returns whether movement from "
"[param id] to [param to_id] is possible through this segment."
msgstr ""
"返回两个给定点是否通过线段直接连接。如果 [param bidirectional] 为 "
"[code]false[/code],则返回是否可以通过该线段从 [param id] 移动到 [param "
"to_id]。"
msgid ""
"Creates a segment between the given points. If [param bidirectional] is "
"[code]false[/code], only movement from [param id] to [param to_id] is "
"allowed, not the reverse direction.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 1, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 1, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在给定的点之间创建一条线段。如果 [param bidirectional] 为 [code]false[/code]"
"则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 1, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 1, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the closest position to [param to_position] that resides inside a "
"segment between two connected points.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns "
"(0, 3, 0)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // "
"Returns (0, 3, 0)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
"返回位于两个连接点之间的线段中离 [param to_position] 最近的位置。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # 返回 (0, "
"3, 0)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // 返"
"回 (0, 3, 0)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"结果是在从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距离给"
"定点最近的位置。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar3D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
"返回一个数组,其中包含构成 AStar3D 在给定点之间找到的路径中的点的 ID。数组从路"
"径的起点到终点排序。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0), 1) # 默认权重为 1\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // 默认权重为 1\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果将第2个点的权重更改为 3则结果将改为 [code][1, 4, 3][/code],因为现在即使"
"距离更长,但通过第 4 点也比通过第 2 点“更容易”。"
msgid ""
"Returns an array with the IDs of the points that form the connection with the "
"given point.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0))\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0));\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一个数组,其中包含与给定点形成连接的点的 ID。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0))\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0));\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns an array with the points that are in the path found by AStar3D "
"between the given points. The array is ordered from the starting point to the "
"ending point of the path.\n"
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PackedVector3Array] and will print an error message."
msgstr ""
"返回一个数组,其中包含 AStar3D 在给定点之间找到的路径中的点。数组从路径的起点"
"到终点进行排序。\n"
"[b]注意:[/b]这种方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 "
"[PackedVector3Array],并打印一条错误消息。"
msgid ""
"Reserves space internally for [param num_nodes] points. Useful if you're "
"adding a known large number of points at once, such as points on a grid. New "
"capacity must be greater or equals to old capacity."
msgstr ""
"该函数为 [param num_nodes] 个点内部预留空间。如果一次添加了大量已知数量的点,"
"例如网格上的点,则此函数很有用。新的容量必须大于或等于旧的容量。"
msgid ""
"An implementation of A* for finding the shortest path between two points on a "
"partial 2D grid."
msgstr "A* 的一种实现,用于寻找疏松 2D 网格中两点之间的最短路径。"
msgid ""
"[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D "
"grids. It is simpler to use because it doesn't require you to manually create "
"points and connect them together. This class also supports multiple types of "
"heuristics, modes for diagonal movement, and a jumping mode to speed up "
"calculations.\n"
"To use [AStarGrid2D], you only need to set the [member region] of the grid, "
"optionally set the [member cell_size], and then call the [method update] "
"method:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar_grid = AStarGrid2D.new()\n"
"astar_grid.region = Rect2i(0, 0, 32, 32)\n"
"astar_grid.cell_size = Vector2(16, 16)\n"
"astar_grid.update()\n"
"print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, "
"0), (1, 1), (2, 2), (3, 3), (3, 4)\n"
"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, "
"0), (16, 16), (32, 32), (48, 48), (48, 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"AStarGrid2D astarGrid = new AStarGrid2D();\n"
"astarGrid.Region = new Rect2I(0, 0, 32, 32);\n"
"astarGrid.CellSize = new Vector2I(16, 16);\n"
"astarGrid.Update();\n"
"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints "
"(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n"
"GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // "
"prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To remove a point from the pathfinding grid, it must be set as \"solid\" with "
"[method set_point_solid]."
msgstr ""
"[AStarGrid2D] 是 [AStar2D] 的变种,针对疏松 2D 网格进行了优化。因为不需要手动"
"创建点并进行连接,所以用起来更加简单。这个类还支持使用不同的启发方法、斜向移动"
"模式、跳跃模式,从而加速运算。\n"
"要使用 [AStarGrid2D],你只需要设置网格的 [member region][member cell_size] "
"可以不设置,最后调用 [method update] 方法即可:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar_grid = AStarGrid2D.new()\n"
"astar_grid.region = Rect2i(0, 0, 32, 32)\n"
"astar_grid.cell_size = Vector2(16, 16)\n"
"astar_grid.update()\n"
"print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # 输出 (0, 0), "
"(1, 1), (2, 2), (3, 3), (3, 4)\n"
"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # 输出 (0, "
"0), (16, 16), (32, 32), (48, 48), (48, 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"AStarGrid2D astarGrid = new AStarGrid2D();\n"
"astarGrid.Region = new Rect2I(0, 0, 32, 32);\n"
"astarGrid.CellSize = new Vector2I(16, 16);\n"
"astarGrid.Update();\n"
"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 (0, "
"0), (1, 1), (2, 2), (3, 3), (3, 4)\n"
"GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 "
"(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要从寻路网格中移除某个点,必须使用 [method set_point_solid] 将其设置为“实心”。"
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [AStarGrid2D] class."
msgstr ""
"计算两个连接点之间的成本时调用。\n"
"注意这个函数隐藏在默认的 [AStarGrid2D] 类中。"
msgid ""
"Called when estimating the cost between a point and the path's ending point.\n"
"Note that this function is hidden in the default [AStarGrid2D] class."
msgstr ""
"估计一个点和路径终点之间的成本时调用。\n"
"注意这个函数隐藏在默认的 [AStarGrid2D] 类中。"
msgid ""
"Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/"
"code]."
msgstr "清空网格并将 [member region] 设置为 [code]Rect2i(0, 0, 0, 0)[/code]。"
msgid ""
"Fills the given [param region] on the grid with the specified value for the "
"solid flag.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"使用指定的值填充网格上 [param region] 区域的实心标志。\n"
"[b]注意:[/b]调用该函数后不需要调用 [method update]。"
msgid ""
"Fills the given [param region] on the grid with the specified value for the "
"weight scale.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"使用指定的值填充网格上 [param region] 区域的权重缩放。\n"
"[b]注意:[/b]调用该函数后不需要调用 [method update]。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar2D between the given points. The array is ordered from the starting "
"point to the ending point of the path."
msgstr ""
"返回一个数组,其中包含形成 AStar2D 在给定点之间找到的路径的点的 ID。该数组从路"
"径的起点到终点排序。"
msgid ""
"Returns an array with the points that are in the path found by [AStarGrid2D] "
"between the given points. The array is ordered from the starting point to the "
"ending point of the path.\n"
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PackedVector3Array] and will print an error message."
msgstr ""
"返回一个数组,其中包含 [AStarGrid2D] 在给定点之间找到的路径上的点。数组从路径"
"的起点到终点排序。\n"
"[b]注意:[/b]该方法不是线程安全的。如果从 [Thread] 中调用它,它将返回一个空的 "
"[PackedVector3Array] 并打印一条错误消息。"
msgid ""
"Indicates that the grid parameters were changed and [method update] needs to "
"be called."
msgstr "表示网格参数发生改变,需要调用 [method update]。"
msgid ""
"Returns [code]true[/code] if the [param x] and [param y] is a valid grid "
"coordinate (id), i.e. if it is inside [member region]. Equivalent to "
"[code]region.has_point(Vector2i(x, y))[/code]."
msgstr ""
"如果 [param x] 和 [param y] 是有效的网格坐标ID即如果它位于 [member "
"region] 内部,则返回 [code]true[/code]。相当于 [code]region."
"has_point(Vector2i(x, y))[/code]。"
msgid ""
"Returns [code]true[/code] if the [param id] vector is a valid grid "
"coordinate, i.e. if it is inside [member region]. Equivalent to [code]region."
"has_point(id)[/code]."
msgstr ""
"如果 [param id] 向量是有效的网格坐标,即如果它位于 [member region] 内部,则返"
"回 [code]true[/code]。相当于 [code]region.has_point(id)[/code]。"
msgid ""
"Returns [code]true[/code] if a point is disabled for pathfinding. By default, "
"all points are enabled."
msgstr ""
"如果寻路时会禁用某个点,则返回 [code]true[/code]。默认情况下,所有点均处于启用"
"状态。"
msgid ""
"Disables or enables the specified point for pathfinding. Useful for making an "
"obstacle. By default, all points are enabled.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"禁用或启用指定的寻路点。用于制造障碍物。默认情况下,启用所有点。\n"
"[b]注意:[/b]调用该函数后不需要调用 [method update]。"
msgid ""
"Sets the [param weight_scale] for the point with the given [param id]. The "
"[param weight_scale] is multiplied by the result of [method _compute_cost] "
"when determining the overall cost of traveling across a segment from a "
"neighboring point to this point.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"为具有给定 [param id] 的点设置 [param weight_scale]。在确定从相邻点到该点穿越"
"路段的总成本时,[param weight_scale] 要乘以 [method _compute_cost] 的结果。\n"
"[b]注意:[/b]调用该函数后不需要调用 [method update]。"
msgid ""
"Updates the internal state of the grid according to the parameters to prepare "
"it to search the path. Needs to be called if parameters like [member region], "
"[member cell_size] or [member offset] are changed. [method is_dirty] will "
"return [code]true[/code] if this is the case and this needs to be called.\n"
"[b]Note:[/b] All point data (solidity and weight scale) will be cleared."
msgstr ""
"根据参数更新网格的内部状态,以准备搜索路径。如果更改了 [member region]、"
"[member cell_size] 或 [member offset] 等参数就需要调用它。如果是这种情况,则 "
"[method is_dirty] 将返回 [code]true[/code],需要调用此方法。\n"
"[b]注意:[/b]会清空所有点的数据(坚固以及权重比例)。"
msgid ""
"The size of the point cell which will be applied to calculate the resulting "
"point position returned by [method get_point_path]. If changed, [method "
"update] needs to be called before finding the next path."
msgstr ""
"要用于计算由 [method get_point_path] 返回的结果点位置的点单元的大小。如果更改"
"了这个值,在查找下一个路径之前需要调用 [method update]。"
msgid ""
"The default [enum Heuristic] which will be used to calculate the cost between "
"two points if [method _compute_cost] was not overridden."
msgstr ""
"默认 [enum Heuristic],用于在没有覆盖 [method _compute_cost] 时计算两点之间的"
"消耗。"
msgid ""
"The default [enum Heuristic] which will be used to calculate the cost between "
"the point and the end point if [method _estimate_cost] was not overridden."
msgstr ""
"默认 [enum Heuristic],用于在没有覆盖 [method _estimate_cost] 时计算该点和终点"
"之间的消耗。"
msgid ""
"A specific [enum DiagonalMode] mode which will force the path to avoid or "
"accept the specified diagonals."
msgstr "特定的 [enum DiagonalMode],会强制路径避免或接受特定的对角线。"
msgid ""
"Enables or disables jumping to skip up the intermediate points and speeds up "
"the searching algorithm.\n"
"[b]Note:[/b] Currently, toggling it on disables the consideration of weight "
"scaling in pathfinding."
msgstr ""
"启用或禁用跳跃,以跳过中间点并加快搜索算法的速度。\n"
"[b]注意:[/b]目前,打开它会在寻路过程中忽略权重缩放。"
msgid ""
"The offset of the grid which will be applied to calculate the resulting point "
"position returned by [method get_point_path]. If changed, [method update] "
"needs to be called before finding the next path."
msgstr ""
"栅格的偏移量,将被应用以计算 [method get_point_path] 返回的结果点的位置。如果"
"发生变化,需要在查找下一条路径之前调用 [method update]。"
msgid ""
"The region of grid cells available for pathfinding. If changed, [method "
"update] needs to be called before finding the next path."
msgstr ""
"栅格上用来寻路的区域。如果发生变化,需要在查找下一条路径之前调用 [method "
"update]。"
msgid ""
"The size of the grid (number of cells of size [member cell_size] on each "
"axis). If changed, [method update] needs to be called before finding the next "
"path.\n"
"[i]Deprecated.[/i] Use [member region] instead."
msgstr ""
"栅格的大小(每个轴上大小为 [member cell_size] 的单元格数)。如果发生变化,需要"
"在查找下一条路径之前调用 [method update]。\n"
"[i]已弃用。[/i]请使用 [member region] 替代。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean "
"heuristic[/url] to be used for the pathfinding using the following formula:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = sqrt(dx * dx + dy * dy)\n"
"[/codeblock]\n"
"[b]Note:[/b] This is also the internal heuristic used in [AStar3D] and "
"[AStar2D] by default (with the inclusion of possible z-axis coordinate)."
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E6%AC%A7%E5%87%A0%E9%87%8C%E5%BE%97%E8%B7%9D%E7%A6%BB]欧几里德启发式算法[/"
"url]将被用于寻路,使用的公式如下:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = sqrt(dx * dx + dy * dy)\n"
"[/codeblock]\n"
"[b]注意:[/b]这也是 [AStar3D] 和 [AStar2D] 默认使用的内部启发式算法(包括可能"
"的 z 轴坐标)。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/"
"url] to be used for the pathfinding using the following formula:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = dx + dy\n"
"[/codeblock]\n"
"[b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal "
"movements, provided by setting the [member diagonal_mode] to [constant "
"DIAGONAL_MODE_NEVER]."
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E6%9B%BC%E5%93%88%E9%A0%93%E8%B7%9D%E9%9B%A2]曼哈顿启发式算法[/url]将被用于寻"
"路,使用的公式如下:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = dx + dy\n"
"[/codeblock]\n"
"[b]注意:[/b]该启发式算法旨在与 4 边正交运动一起使用4 边正交运动可通过将 "
"[member diagonal_mode] 设置为 [constant DIAGONAL_MODE_NEVER] 来提供。"
msgid ""
"The Octile heuristic to be used for the pathfinding using the following "
"formula:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"f = sqrt(2) - 1\n"
"result = (dx < dy) ? f * dx + dy : f * dy + dx;\n"
"[/codeblock]"
msgstr ""
"Octile 启发式算法将被用于寻路,使用的公式如下:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"f = sqrt(2) - 1\n"
"result = (dx < dy) ? f * dx + dy : f * dy + dx;\n"
"[/codeblock]"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev "
"heuristic[/url] to be used for the pathfinding using the following formula:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = max(dx, dy)\n"
"[/codeblock]"
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E5%88%87%E6%AF%94%E9%9B%AA%E5%A4%AB%E8%B7%9D%E7%A6%BB]切比雪夫启发式算法[/"
"url]将被用于寻路,使用的公式如下:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = max(dx, dy)\n"
"[/codeblock]"
msgid "Represents the size of the [enum Heuristic] enum."
msgstr "代表 [enum Heuristic] 枚举的大小。"
msgid ""
"The pathfinding algorithm will ignore solid neighbors around the target cell "
"and allow passing using diagonals."
msgstr "该寻路算法将忽略目标单元格周围的实体邻居,并允许沿对角线通过。"
msgid ""
"The pathfinding algorithm will ignore all diagonals and the way will be "
"always orthogonal."
msgstr "该寻路算法将忽略所有对角线,并且路径始终是正交的。"
msgid ""
"The pathfinding algorithm will avoid using diagonals if at least two "
"obstacles have been placed around the neighboring cells of the specific path "
"segment."
msgstr ""
"如果在特定路径段的相邻单元格周围放置了至少两个障碍物,则该寻路算法将避免使用对"
"角线。"
msgid ""
"The pathfinding algorithm will avoid using diagonals if any obstacle has been "
"placed around the neighboring cells of the specific path segment."
msgstr ""
"如果在特定路径段的相邻单元格周围放置了任意障碍物,则该寻路算法将避免使用对角"
"线。"
msgid "Represents the size of the [enum DiagonalMode] enum."
msgstr "代表 [enum DiagonalMode] 枚举的大小。"
msgid "A texture that crops out part of another Texture2D."
msgstr "裁剪其他 Texture2D 的纹理。"
msgid ""
"[Texture2D] resource that draws only part of its [member atlas] texture, as "
"defined by the [member region]. An additional [member margin] can also be "
"set, which is useful for small adjustments.\n"
"Multiple [AtlasTexture] resources can be cropped from the same [member "
"atlas]. Packing many smaller textures into a singular large texture helps to "
"optimize video memory costs and render calls.\n"
"[b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and may "
"not tile properly in nodes such as [TextureRect], when inside other "
"[AtlasTexture] resources."
msgstr ""
"[Texture2D] 资源,只绘制其 [member atlas] 纹理中的由 [member region] 所定义的"
"那部分。还可以设置一个额外的 [member margin],这对于小的调整很有用。\n"
"可以从同一个[member atlas]中裁剪出多个 [AtlasTexture] 资源。将许多较小的纹理打"
"包成一个单一的大纹理有助于优化视频内存成本和渲染调用。\n"
"[b]注意:[/b][AtlasTexture] 不能在 [AnimatedTexture] 中使用,并且当在其他 "
"[AtlasTexture] 资源内时,可能无法在 [TextureRect] 等节点中正确平铺。"
msgid ""
"The texture that contains the atlas. Can be any type inheriting from "
"[Texture2D], including another [AtlasTexture]."
msgstr ""
"包含该图集的纹理。可以是任何继承自 [Texture2D] 的类型,包括其他 "
"[AtlasTexture]。"
msgid ""
"If [code]true[/code], the area outside of the [member region] is clipped to "
"avoid bleeding of the surrounding texture pixels."
msgstr ""
"如果为 [code]true[/code],则 [member region] 之外的区域将被裁剪以避免周围纹理"
"像素的渗色。"
msgid ""
"The margin around the [member region]. Useful for small adjustments. If the "
"[member Rect2.size] of this property (\"w\" and \"h\" in the editor) is set, "
"the drawn texture is resized to fit within the margin."
msgstr ""
"围绕 [member region] 的边距。对小的调整很有用。如果设置了该属性(编辑器中"
"的“w”和“h”的 [member Rect2.size],则绘制的纹理将被调整大小以适合该边距。"
msgid "The region used to draw the [member atlas]."
msgstr "用于绘制 [member atlas] 的区域。"
msgid "Stores information about the audio buses."
msgstr "存储有关音频总线的信息。"
msgid ""
"Stores position, muting, solo, bypass, effects, effect position, volume, and "
"the connections between buses. See [AudioServer] for usage."
msgstr ""
"存储位置、静音、独奏、旁通、效果、效果位置、音量以及总线之间的连接。使用方法"
"见 [AudioServer] 。"
msgid "Audio effect for audio."
msgstr "用于音频的音频效果。"
msgid ""
"Base resource for audio bus. Applies an audio effect on the bus that the "
"resource is applied on."
msgstr "音频总线的基础资源。在该资源所应用的总线上应用音频效果。"
msgid "Audio Mic Record Demo"
msgstr "音频麦克风录音演示"
msgid "Adds an amplifying audio effect to an audio bus."
msgstr "向音频总线添加一个放大的音频效果。"
msgid "Increases or decreases the volume being routed through the audio bus."
msgstr "增加或减少通过音频总线传送的音量。"
msgid "Audio buses"
msgstr "音频总线"
msgid ""
"Amount of amplification in decibels. Positive values make the sound louder, "
"negative values make it quieter. Value can range from -80 to 24."
msgstr ""
"以分贝为单位的放大量。正值使声音更响亮,负值使声音更安静。数值范围从 -80 到 "
"24。"
msgid "Adds a band limit filter to the audio bus."
msgstr "为音频总线添加一个带限滤波器。"
msgid ""
"Limits the frequencies in a range around the [member AudioEffectFilter."
"cutoff_hz] and allows frequencies outside of this range to pass."
msgstr ""
"限制 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,允许这个范围外的频"
"率通过。"
msgid "Adds a band pass filter to the audio bus."
msgstr "为音频总线添加一个带通滤波器。"
msgid ""
"Attenuates the frequencies inside of a range around the [member "
"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
msgstr ""
"衰减 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,并切断这个频段之外"
"的频率。"
msgid "Captures audio from an audio bus in real-time."
msgstr "从音频总线上实时捕捉音频。"
msgid ""
"AudioEffectCapture is an AudioEffect which copies all audio frames from the "
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from an [AudioStreamMicrophone], implement application-defined effects, "
"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
"PCM.\n"
"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
"AudioEffectCapture 是一种 AudioEffect可将所有音频帧从附加的音频效果总线复制"
"到其内部的环形缓冲区中。\n"
"应用程序代码应使用 [method get_buffer] 从该环形缓冲区中消耗这些音频帧,并根据"
"需要对其进行处理,例如从 [AudioStreamMicrophone] 捕获数据,实现应用程序定义的"
"效果,或通过网络传输音频。从麦克风捕获音频数据时,样本格式将为立体声 32 位浮"
"点 PCM。\n"
"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 "
"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作"
"系统隐私设置相关的注意事项。"
msgid ""
"Returns [code]true[/code] if at least [param frames] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
"如果内部环形缓冲区中至少有 [param frames] 个音频帧可供读取,则返回 "
"[code]true[/code]。"
msgid "Clears the internal ring buffer."
msgstr "清除内部环形缓冲区。"
msgid ""
"Gets the next [param frames] audio samples from the internal ring buffer.\n"
"Returns a [PackedVector2Array] containing exactly [param frames] audio "
"samples if available, or an empty [PackedVector2Array] if insufficient data "
"was available."
msgstr ""
"从内部环形缓冲区获取后续 [param frames] 个音频样本。\n"
"如果足够的话,则返回一个恰好包含 [param frames] 个音频样本的 "
"[PackedVector2Array];如果可用数据不足,则返回一个空的 [PackedVector2Array]。"
msgid "Returns the total size of the internal ring buffer in frames."
msgstr "返回内部环形缓冲区的总大小,以帧为单位。"
msgid ""
"Returns the number of audio frames discarded from the audio bus due to full "
"buffer."
msgstr "返回由于缓冲区满而从音频总线上丢弃的音频帧的数量。"
msgid ""
"Returns the number of frames available to read using [method get_buffer]."
msgstr "返回可使用 [method get_buffer] 读取的帧数。"
msgid "Returns the number of audio frames inserted from the audio bus."
msgstr "返回从音频总线插入的音频帧的数量。"
msgid ""
"Length of the internal ring buffer, in seconds. Setting the buffer length "
"will have no effect if already initialized."
msgstr ""
"内部环形缓冲区的长度,单位为秒。如果已经初始化,设置缓冲区长度将没有效果。"
msgid "Adds a chorus audio effect."
msgstr "添加合唱音频效果。"
msgid ""
"Adds a chorus audio effect. The effect applies a filter with voices to "
"duplicate the audio source and manipulate it through the filter."
msgstr "添加一个合唱音频效果。该效果复制音频源,并应用声音滤波器进行操作。"
msgid "The effect's raw signal."
msgstr "效果的原始信号。"
msgid "The voice's cutoff frequency."
msgstr "声音的截止频率。"
msgid "The voice's signal delay."
msgstr "声音的信号延迟。"
msgid "The voice filter's depth."
msgstr "声音过滤器的深度。"
msgid "The voice's volume."
msgstr "声音的音量。"
msgid "The voice's pan level."
msgstr "声音的声像级别。"
msgid "The voice's filter rate."
msgstr "声音过滤比率。"
msgid "The number of voices in the effect."
msgstr "该效果中的声音数量。"
msgid "The effect's processed signal."
msgstr "效果的处理信号。"
msgid ""
"Adds a compressor audio effect to an audio bus.\n"
"Reduces sounds that exceed a certain threshold level, smooths out the "
"dynamics and increases the overall volume."
msgstr ""
"为音频总线添加压缩音频效果。\n"
"减少超过一定阈值水平的声音,平滑动态,增加整体音量。"
msgid ""
"Dynamic range compressor reduces the level of the sound when the amplitude "
"goes over a certain threshold in Decibels. One of the main uses of a "
"compressor is to increase the dynamic range by clipping as little as possible "
"(when sound goes over 0dB).\n"
"Compressor has many uses in the mix:\n"
"- In the Master bus to compress the whole output (although an "
"[AudioEffectLimiter] is probably better).\n"
"- In voice channels to ensure they sound as balanced as possible.\n"
"- Sidechained. This can reduce the sound level sidechained with another audio "
"bus for threshold detection. This technique is common in video game mixing to "
"the level of music and SFX while voices are being heard.\n"
"- Accentuates transients by using a wider attack, making effects sound more "
"punchy."
msgstr ""
"动态范围压缩器在振幅超过一定的阈值(以分贝为单位)时,降低声音的电平。压缩器的"
"主要用途之一是通过尽可能少的削波(当声音超过 0dB 时)来增加动态范围。\n"
"压缩器在混音中的用途很多。\n"
"- 在主总线上压缩整个输出(虽然 [AudioEffectLimiter] 可能更好些)。\n"
"- 在声音通道中,以确保它们听起来尽可能的平衡。\n"
"- 侧链。这可以降低与另一条音频总线侧链的声音级别,以进行阈值检测。这种技术在视"
"频游戏混音中很常见以音乐和SFX的级别从而声音被听到。\n"
"- 通过使用更宽的冲攻来突出瞬态,使效果听起来更有冲击力。"
msgid ""
"Compressor's reaction time when the signal exceeds the threshold, in "
"microseconds. Value can range from 20 to 2000."
msgstr ""
"当信号超过阈值时,压缩器的反应时间,以微秒为单位。数值范围从 20 到 2000。"
msgid "Gain applied to the output signal."
msgstr "应用于输出信号的增益。"
msgid ""
"Balance between original signal and effect signal. Value can range from 0 "
"(totally dry) to 1 (totally wet)."
msgstr ""
"原始信号和效果信号之间的平衡。数值范围从 0完全干燥到 1完全浸润。"
msgid ""
"Amount of compression applied to the audio once it passes the threshold "
"level. The higher the ratio, the more the loud parts of the audio will be "
"compressed. Value can range from 1 to 48."
msgstr ""
"音频通过阈值级别后,应用于音频的压缩量。比率越高,音频的大声部分将被压缩。数值"
"范围从 1 到 48。"
msgid ""
"Compressor's delay time to stop reducing the signal after the signal level "
"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
msgstr ""
"压缩器在信号电平低于阈值后,停止降低信号的延迟时间,以毫秒为单位。取值范围为 "
"20 到 2000。"
msgid "Reduce the sound level using another audio bus for threshold detection."
msgstr "使用另一条音频总线进行阈值检测,降低声音级别。"
msgid ""
"The level above which compression is applied to the audio. Value can range "
"from -60 to 0."
msgstr "超过该电平,压缩将应用于音频。值的范围可以从 -60 到 0。"
msgid ""
"Adds a delay audio effect to an audio bus. Plays input signal back after a "
"period of time.\n"
"Two tap delay and feedback options."
msgstr ""
"为音频总线添加延迟音频效果。在一段时间后回放输入信号。\n"
"两个节拍延迟和反馈选项。"
msgid ""
"Plays input signal back after a period of time. The delayed signal may be "
"played back multiple times to create the sound of a repeating, decaying echo. "
"Delay effects range from a subtle echo effect to a pronounced blending of "
"previous sounds with new sounds."
msgstr ""
"在一段时间后回放输入信号。延迟的信号可以多次回放,以产生重复、衰减的回声。延迟"
"效果的范围是从微弱回声效果到明显的以前声音和新声音的混合。"
msgid ""
"Output percent of original sound. At 0, only delayed sounds are output. Value "
"can range from 0 to 1."
msgstr "原始声音的输出百分比。为 0 时,只输出延迟的声音。取值范围为 0 到 1。"
msgid "If [code]true[/code], feedback is enabled."
msgstr "如果为 [code]true[/code],则启用反馈。"
msgid "Feedback delay time in milliseconds."
msgstr "反馈延迟时间,单位为毫秒。"
msgid "Sound level for feedback."
msgstr "反馈的声级。"
msgid ""
"Low-pass filter for feedback, in Hz. Frequencies below this value are "
"filtered out of the source signal."
msgstr "反馈的低通滤波器,单位为 Hz。低于此值的频率会被源信号过滤掉。"
msgid "If [code]true[/code], the first tap will be enabled."
msgstr "如果为 [code]true[/code],将启用第一拍。"
msgid "First tap delay time in milliseconds."
msgstr "第一拍延迟时间,单位为毫秒。"
msgid "Sound level for the first tap."
msgstr "第一拍的声级。"
msgid ""
"Pan position for the first tap. Value can range from -1 (fully left) to 1 "
"(fully right)."
msgstr "第一拍的声像位置。取值范围为 -1完全向左到 1完全向右。"
msgid "If [code]true[/code], the second tap will be enabled."
msgstr "如果为 [code]true[/code],将启用第二拍。"
msgid "Second tap delay time in milliseconds."
msgstr "第二拍的延迟时间,单位为毫秒。"
msgid "Sound level for the second tap."
msgstr "第二拍的声级。"
msgid ""
"Pan position for the second tap. Value can range from -1 (fully left) to 1 "
"(fully right)."
msgstr "第二拍的声像位置。取值范围为 -1完全向左到 1完全向右。"
msgid ""
"Adds a distortion audio effect to an Audio bus.\n"
"Modifies the sound to make it distorted."
msgstr ""
"为音频总线添加失真音频效果。\n"
"修改声音,使其失真。"
msgid ""
"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or "
"waveshape.\n"
"By distorting the waveform the frequency content changes, which will often "
"make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound "
"coming from some saturated device or speaker very efficiently."
msgstr ""
"可以使用不同的类型:削波、正切、低保真(位破碎)、过载、波形。\n"
"通过扭曲波形,频率内容会发生变化,这通常会使声音“清脆”或“粗糙”。对于游戏,它可"
"以非常有效地模拟来自某些饱和设备或扬声器的声音。"
msgid "Distortion power. Value can range from 0 to 1."
msgstr "失真度。值的范围可在 0 到 1 之间。"
msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
"高通滤波器,单位为 Hz。高于此值的频率不会受到失真的影响。该值的范围为 1 至 "
"20000。"
msgid "Distortion type."
msgstr "失真类型。"
msgid ""
"Increases or decreases the volume after the effect, in decibels. Value can "
"range from -80 to 24."
msgstr "在效果后增加或减少的音量,单位为分贝。取值范围从 -80 到 24。"
msgid ""
"Increases or decreases the volume before the effect, in decibels. Value can "
"range from -60 to 60."
msgstr "在效果前增加或减少的音量,单位为分贝。取值范围从 -60 到 60。"
msgid ""
"Digital distortion effect which cuts off peaks at the top and bottom of the "
"waveform."
msgstr "数字失真效果,可以切断波形顶部和底部的峰值。"
msgid ""
"Low-resolution digital distortion effect (bit depth reduction). You can use "
"it to emulate the sound of early digital audio devices."
msgstr ""
"低分辨率的数字失真效果(位深度减少)。可以使用它来模拟早期数字音频设备的声音。"
msgid ""
"Emulates the warm distortion produced by a field effect transistor, which is "
"commonly used in solid-state musical instrument amplifiers. The [member "
"drive] property has no effect in this mode."
msgstr ""
"模拟通常用于固态乐器放大器的场效应晶体管产生的暖失真。[member drive] 属性在该"
"模式下无效。"
msgid ""
"Waveshaper distortions are used mainly by electronic musicians to achieve an "
"extra-abrasive sound."
msgstr "波形变形失真主要是电子音乐人为了获得格外粗糙的声音而使用的。"
msgid ""
"Base class for audio equalizers. Gives you control over frequencies.\n"
"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or "
"[AudioEffectEQ21] don't fit your needs."
msgstr ""
"音频均衡器的基类。让你可以控制频率。\n"
"如果 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21] 不符合你的需求,"
"请用它来创建自定义均衡器。"
msgid ""
"AudioEffectEQ gives you control over frequencies. Use it to compensate for "
"existing deficiencies in audio. AudioEffectEQs are useful on the Master bus "
"to completely master a mix and give it more character. They are also useful "
"when a game is run on a mobile device, to adjust the mix to that kind of "
"speakers (it can be added but disabled when headphones are plugged)."
msgstr ""
"AudioEffectEQ 可用于频率控制。用它来弥补音频中不足之处。AudioEffectEQ 在 "
"Master 总线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设"
"备上运行时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入耳"
"机时禁用)。"
msgid "Returns the number of bands of the equalizer."
msgstr "返回均衡器的频段数。"
msgid "Returns the band's gain at the specified index, in dB."
msgstr "返回指定索引处的波段增益,单位为 dB。"
msgid "Sets band's gain at the specified index, in dB."
msgstr "设置指定索引处的波段增益,单位为 dB。"
msgid ""
"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over "
"frequencies from 31 Hz to 16000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
"为音频总线添加 10 段均衡器音频效果。让你控制 31Hz 到 16000Hz 的频率。\n"
"每个频率可以在 -60/+24 dB 之间进行调制。"
msgid ""
"Frequency bands:\n"
"Band 1: 31 Hz\n"
"Band 2: 62 Hz\n"
"Band 3: 125 Hz\n"
"Band 4: 250 Hz\n"
"Band 5: 500 Hz\n"
"Band 6: 1000 Hz\n"
"Band 7: 2000 Hz\n"
"Band 8: 4000 Hz\n"
"Band 9: 8000 Hz\n"
"Band 10: 16000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
msgstr ""
"频段:\n"
"频段 131 Hz\n"
"频段 262 Hz\n"
"频段 3125 Hz\n"
"频段 4250 Hz\n"
"频段 5500 Hz\n"
"频段 61000 Hz\n"
"频段 72000 Hz\n"
"频段 84000 Hz\n"
"频段 98000 Hz\n"
"频段 1016000 Hz\n"
"另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。"
msgid ""
"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over "
"frequencies from 22 Hz to 22000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
"向音频总线添加一个 21 频段均衡器音频效果。可以控制从 22 Hz 到 22000 Hz 的频"
"率。\n"
"每个频率都可以在 -60/+24 dB 之间进行调制。"
msgid ""
"Frequency bands:\n"
"Band 1: 22 Hz\n"
"Band 2: 32 Hz\n"
"Band 3: 44 Hz\n"
"Band 4: 63 Hz\n"
"Band 5: 90 Hz\n"
"Band 6: 125 Hz\n"
"Band 7: 175 Hz\n"
"Band 8: 250 Hz\n"
"Band 9: 350 Hz\n"
"Band 10: 500 Hz\n"
"Band 11: 700 Hz\n"
"Band 12: 1000 Hz\n"
"Band 13: 1400 Hz\n"
"Band 14: 2000 Hz\n"
"Band 15: 2800 Hz\n"
"Band 16: 4000 Hz\n"
"Band 17: 5600 Hz\n"
"Band 18: 8000 Hz\n"
"Band 19: 11000 Hz\n"
"Band 20: 16000 Hz\n"
"Band 21: 22000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
msgstr ""
"频段:\n"
"频段 122 Hz\n"
"频段 232 Hz\n"
"频段 344 Hz\n"
"频段 463 Hz\n"
"频段 590 Hz\n"
"频段 6125 Hz\n"
"频段 7175 Hz\n"
"频段 8250 Hz\n"
"频段 9350 Hz\n"
"频段 10500 Hz\n"
"频段 11700 Hz\n"
"频段 121000 Hz\n"
"频段 131400 Hz\n"
"频段 142000 Hz\n"
"频段 152800 Hz\n"
"频段 164000 Hz\n"
"频段 175600 Hz\n"
"频段 188000 Hz\n"
"频段 1911000 Hz\n"
"频段 2016000 Hz\n"
"频段 2122000 Hz\n"
"另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。"
msgid ""
"Adds a 6-band equalizer audio effect to an audio bus. Gives you control over "
"frequencies from 32 Hz to 10000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
"向音频总线添加一个 6 频段均衡器音频效果。可以控制从 32 Hz 到 10000 Hz 的频"
"率。\n"
"每个频率都可以在 -60/+24 dB 之间进行调制。"
msgid ""
"Frequency bands:\n"
"Band 1: 32 Hz\n"
"Band 2: 100 Hz\n"
"Band 3: 320 Hz\n"
"Band 4: 1000 Hz\n"
"Band 5: 3200 Hz\n"
"Band 6: 10000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
msgstr ""
"频段:\n"
"频段 132 Hz\n"
"频段 2100 Hz\n"
"频段 3320 Hz\n"
"频段 41000 Hz\n"
"频段 53200 Hz\n"
"频段 610000 Hz\n"
"另请参阅 [AudioEffectEQ]、[AudioEffectEQ10]、[AudioEffectEQ21]。"
msgid "Adds a filter to the audio bus."
msgstr "为音频总线添加一个滤波器。"
msgid "Allows frequencies other than the [member cutoff_hz] to pass."
msgstr "允许通过 [member cutoff_hz] 以外的频率。"
msgid "Threshold frequency for the filter, in Hz."
msgstr "滤波器的阈值频率,单位为 Hz。"
msgid "Gain amount of the frequencies after the filter."
msgstr "滤波后频率的增益量。"
msgid "Amount of boost in the frequency range near the cutoff frequency."
msgstr "在截断频率附近的频率范围内的提升量。"
msgid "Adds a high-pass filter to the audio bus."
msgstr "向音频总线添加一个高通滤波器。"
msgid ""
"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
"allows higher frequencies to pass."
msgstr ""
"削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。"
msgid "Adds a high-shelf filter to the audio bus."
msgstr "向音频总线添加一个高架滤波器。"
msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
msgstr "降低所有高于 [member AudioEffectFilter.cutoff_hz] 的频率。"
msgid "Adds a soft-clip limiter audio effect to an Audio bus."
msgstr "为音频总线添加一个软剪辑限制器音频效果。"
msgid ""
"A limiter is similar to a compressor, but it's less flexible and designed to "
"disallow sound going over a given dB threshold. Adding one in the Master bus "
"is always recommended to reduce the effects of clipping.\n"
"Soft clipping starts to reduce the peaks a little below the threshold level "
"and progressively increases its effect as the input level increases such that "
"the threshold is never exceeded."
msgstr ""
"限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的 dB 阈值。始终"
"建议在主总线中添加一个以减少削波的影响。\n"
"软削波开始将峰值降低到略低于阈值水平,并随着输入水平的增加而逐渐增强其效果,从"
"而永不超过阈值。"
msgid ""
"The waveform's maximum allowed value, in decibels. Value can range from -20 "
"to -0.1."
msgstr "波形的最大允许值,单位是分贝。数值范围从 -20 到 -0.1。"
msgid ""
"Applies a gain to the limited waves, in decibels. Value can range from 0 to 6."
msgstr "将增益应用于被限制的波,以分贝为单位。取值范围是 0 到 6。"
msgid ""
"Threshold from which the limiter begins to be active, in decibels. Value can "
"range from -30 to 0."
msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从 -30 到 0。"
msgid "Adds a low-pass filter to the audio bus."
msgstr "向音频总线添加一个低通滤波器。"
msgid ""
"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
"allows lower frequencies to pass."
msgstr ""
"削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。"
msgid "Adds a low-shelf filter to the audio bus."
msgstr "向音频总线添加一个低架滤波器。"
msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
msgstr "降低 [member AudioEffectFilter.cutoff_hz] 以下的所有频率。"
msgid "Adds a notch filter to the Audio bus."
msgstr "在音频总线上添加一个陷波滤波器。"
msgid ""
"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
"cutoff_hz] and cuts frequencies outside of this range."
msgstr ""
"衰减 [member AudioEffectFilter.cutoff_hz] 周围窄带的频率,并切断这个范围以外的"
"频率。"
msgid "Adds a panner audio effect to an audio bus. Pans sound left or right."
msgstr "向音频总线添加一个声像器音频效果。向左或向右声像移动声音。"
msgid ""
"Determines how much of an audio signal is sent to the left and right buses."
msgstr "决定向左右总线发送的音频信号量。"
msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
msgstr "声像位置。值的范围可以从 -1完全左到1完全右。"
msgid ""
"Adds a phaser audio effect to an audio bus.\n"
"Combines the original signal with a copy that is slightly out of phase with "
"the original."
msgstr ""
"向音频总线添加一个移相器音频效果。\n"
"将原始信号和与原始信号稍有相位偏差的副本组合在一起。"
msgid ""
"Combines phase-shifted signals with the original signal. The movement of the "
"phase-shifted signals is controlled using a low-frequency oscillator."
msgstr "将相移信号与原始信号相结合。使用低频振荡器控制相移信号的移动。"
msgid ""
"Governs how high the filter frequencies sweep. Low value will primarily "
"affect bass frequencies. High value can sweep high into the treble. Value can "
"range from 0.1 to 4."
msgstr ""
"控制滤波器频率扫描的高度。较低的值将主要影响低音频率。高值可以推高高音。值的范"
"围可以从 0.1 到 4。"
msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
msgstr "修改后声音的输出百分比。数值范围从 0.1 到 0.9。"
msgid ""
"Determines the maximum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
msgstr "决定受 LFO 调制影响的最大频率,单位为 Hz。数值范围为 10-10000。"
msgid ""
"Determines the minimum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
msgstr "决定受 LFO 调制影响的最小频率,单位为 Hz。数值范围为 10-10000。"
msgid ""
"Adjusts the rate in Hz at which the effect sweeps up and down across the "
"frequency range."
msgstr "以 Hz 为单位调整效果在整个频率范围内上下扫描的速度。"
msgid ""
"Adds a pitch-shifting audio effect to an audio bus.\n"
"Raises or lowers the pitch of original sound."
msgstr ""
"为音频总线添加音高变换的音频效果。\n"
"升高或降低原始声音的音高。"
msgid ""
"Allows modulation of pitch independently of tempo. All frequencies can be "
"increased/decreased with minimal effect on transients."
msgstr "允许独立于速度调制音高。所有频率都可以增加或减少,而对瞬态的影响最小。"
msgid ""
"The size of the [url=https://en.wikipedia.org/wiki/"
"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
"smooth out the effect over time, but have greater latency. The effects of "
"this higher latency are especially noticeable on sounds that have sudden "
"amplitude changes."
msgstr ""
"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/url]"
"缓冲区的大小。较高的数值可以使效果随时间平滑,但有较大的延迟。这种较高的延迟对"
"有突然幅度变化的声音的影响特别明显。"
msgid ""
"The oversampling factor to use. Higher values result in better quality, but "
"are more demanding on the CPU and may cause audio cracking if the CPU can't "
"keep up."
msgstr ""
"要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU 跟"
"不上,可能会导致音频破裂。"
msgid ""
"The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
"the initial pitch)."
msgstr ""
"要使用的音高缩放。[code]1.0[/code] 是默认的音高,声音会按原样播放。[member "
"pitch_scale] 的范围从 [code]0.0[/code](无限低的音高,听不见)到 [code]16[/"
"code](比初始音高要高 16 倍)。"
msgid ""
"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
"but least stable over time."
msgstr ""
"使用 256 个样本的缓冲器进行快速傅里叶变换。最低延迟,但随着时间的推移最不稳"
"定。"
msgid ""
"Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but "
"less stable over time."
msgstr ""
"使用 512 个样本的缓冲器进行快速傅里叶变换。低延迟,但随着时间的推移不太稳定。"
msgid ""
"Use a buffer of 1024 samples for the Fast Fourier transform. This is a "
"compromise between latency and stability over time."
msgstr ""
"使用 1024 个样本的缓冲器进行快速傅里叶变换。这是延迟和随着时间的推移的稳定性之"
"间的折衷。"
msgid ""
"Use a buffer of 2048 samples for the Fast Fourier transform. High latency, "
"but stable over time."
msgstr ""
"使用 2048 个样本的缓冲器进行快速傅里叶变换。高延迟,但随着时间的推移稳定。"
msgid ""
"Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, "
"but most stable over time."
msgstr ""
"使用 4096 个样本的缓冲器进行快速傅里叶变换。延迟最高,但随着时间的推移最稳定。"
msgid "Represents the size of the [enum FFTSize] enum."
msgstr "代表 [enum FFTSize] 枚举的大小。"
msgid "Audio effect used for recording the sound from an audio bus."
msgstr "用于录制来自音频总线的声音的音频效果。"
msgid ""
"Allows the user to record the sound from an audio bus. This can include all "
"audio output by Godot when used on the \"Master\" audio bus.\n"
"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n"
"It sets and gets the format in which the audio file will be recorded (8-bit, "
"16-bit, or compressed). It checks whether or not the recording is active, and "
"if it is, records the sound. It then returns the recorded sample."
msgstr ""
"允许用户录制来自音频总线的声音。在“Master”音频总线上使用时会包含所有 Godot 输"
"出的音频。\n"
"可以用于录制麦克风(使用 [AudioStreamMicrophone])。\n"
"它设置和获取记录音频文件的格式8位16位或压缩。它检查录音是否处于活动状"
"态,如果是,则记录声音。然后返回记录的样本。"
msgid "Recording with microphone"
msgstr "使用麦克风录音"
msgid "Returns the recorded sample."
msgstr "返回录音的样本。"
msgid "Returns whether the recording is active or not."
msgstr "返回录音是否处于激活状态。"
msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将移除先前录音的样"
"本。"
msgid ""
"Specifies the format in which the sample will be recorded. See [enum "
"AudioStreamWAV.Format] for available formats."
msgstr ""
"指定样本将被记录的格式。有关可用格式,请参阅 [enum AudioStreamWAV.Format]。"
msgid "Adds a reverberation audio effect to an Audio bus."
msgstr "向音频总线添加一个混响音频效果。"
msgid ""
"Simulates the sound of acoustic environments such as rooms, concert halls, "
"caverns, or an open spaces."
msgstr "模拟房间、音乐厅、洞穴或开放空间等声学环境的声音。"
msgid ""
"Defines how reflective the imaginary room's walls are. Value can range from 0 "
"to 1."
msgstr "定义虚拟房间墙壁的反射程度。值的范围是 0 到 1。"
msgid ""
"Output percent of original sound. At 0, only modified sound is outputted. "
"Value can range from 0 to 1."
msgstr "原始声音的输出百分比。为 0 时,只输出修改后的声音。取值范围是 0 到 1。"
msgid ""
"High-pass filter passes signals with a frequency higher than a certain cutoff "
"frequency and attenuates signals with frequencies lower than the cutoff "
"frequency. Value can range from 0 to 1."
msgstr ""
"高通滤波器通过频率高于某一截止频率的信号,衰减频率低于截止频率的信号。数值范围"
"为 0 到 1。"
msgid "Output percent of predelay. Value can range from 0 to 1."
msgstr "预延迟的输出百分比。数值范围为 0 到 1。"
msgid ""
"Time between the original signal and the early reflections of the reverb "
"signal, in milliseconds."
msgstr "原始信号与混响信号早期反射之间的时间,以毫秒为单位。"
msgid ""
"Dimensions of simulated room. Bigger means more echoes. Value can range from "
"0 to 1."
msgstr "模拟房间的尺寸。越大表示回声越多。值的范围可以从 0 到 1。"
msgid ""
"Widens or narrows the stereo image of the reverb tail. 1 means fully widens. "
"Value can range from 0 to 1."
msgstr "扩大或缩小混响尾音的立体声图像。1 表示完全扩大。值的范围是 0 到 1。"
msgid ""
"Output percent of modified sound. At 0, only original sound is outputted. "
"Value can range from 0 to 1."
msgstr "修改后声音的输出百分比。为 0 时,只输出原始声音。取值范围是 0 到 1。"
msgid "Audio effect that can be used for real-time audio visualizations."
msgstr "可用于实时音频可视化的音频效果。"
msgid ""
"This audio effect does not affect sound output, but can be used for real-time "
"audio visualizations.\n"
"See also [AudioStreamGenerator] for procedurally generating sounds."
msgstr ""
"这种音频效果不影响声音输出,但可以用于实时音频可视化。\n"
"使用程序生成声音请参阅 [AudioStreamGenerator]。"
msgid "Audio Spectrum Demo"
msgstr "音频频谱演示"
msgid "Godot 3.2 will get new audio features"
msgstr "Godot 3.2 将获得新的音频功能"
msgid ""
"The length of the buffer to keep (in seconds). Higher values keep data around "
"for longer, but require more memory."
msgstr ""
"要保留的缓冲区长度(以秒为单位)。较高的值将数据保存的时间更长,但需要更多的内"
"存。"
msgid ""
"The size of the [url=https://en.wikipedia.org/wiki/"
"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
"smooth out the spectrum analysis over time, but have greater latency. The "
"effects of this higher latency are especially noticeable with sudden "
"amplitude changes."
msgstr ""
"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/url]"
"缓冲区的大小。较高的值可以使频谱分析随时间的推移而平滑,但有较大的延迟。这种较"
"高延迟的影响在突然的振幅变化中特别明显。"
msgid "Use the average value as magnitude."
msgstr "用平均值作为幅度。"
msgid "Use the maximum value as magnitude."
msgstr "用最大值作为幅度。"
msgid ""
"An audio effect that can be used to adjust the intensity of stereo panning."
msgstr "一种可用于调整立体声声像强度的音频效果。"
msgid ""
"Values greater than 1.0 increase intensity of any panning on audio passing "
"through this effect, whereas values less than 1.0 will decrease the panning "
"intensity. A value of 0.0 will downmix audio to mono."
msgstr ""
"大于 1.0 的值会增加通过该效果的音频的任何声像强度,而小于 1.0 的值会降低声像强"
"度。值为 0.0 会将音频缩混为单声道。"
msgid "Overrides the location sounds are heard from."
msgstr "覆盖听到声音的位置。"
msgid ""
"Once added to the scene tree and enabled using [method make_current], this "
"node will override the location sounds are heard from. Only one "
"[AudioListener2D] can be current. Using [method make_current] will disable "
"the previous [AudioListener2D].\n"
"If there is no active [AudioListener2D] in the current [Viewport], center of "
"the screen will be used as a hearing point for the audio. [AudioListener2D] "
"needs to be inside [SceneTree] to function."
msgstr ""
"一旦被添加到场景树并使用 [method make_current] 启用,此节点将覆盖听到声音的位"
"置。只有一个 [AudioListener2D] 可以是当前的。使用 [method make_current] 将禁用"
"之前的 [AudioListener2D]。\n"
"如果当前 [Viewport] 中没有活动的 [AudioListener2D],则屏幕中心将用作音频的聆听"
"点。[AudioListener2D] 需要在 [SceneTree] 内才能起作用。"
msgid ""
"Disables the [AudioListener2D]. If it's not set as current, this method will "
"have no effect."
msgstr "禁用 [AudioListener2D]。如果未设置为当前,则此方法无效。"
msgid "Returns [code]true[/code] if this [AudioListener2D] is currently active."
msgstr "如果该 [AudioListener2D] 当前处于激活状态,则返回 [code]true[/code]。"
msgid ""
"Makes the [AudioListener2D] active, setting it as the hearing point for the "
"sounds. If there is already another active [AudioListener2D], it will be "
"disabled.\n"
"This method will have no effect if the [AudioListener2D] is not added to "
"[SceneTree]."
msgstr ""
"激活该 [AudioListener2D],将其设置为声音的聆听点。如果已经有另一个激活的 "
"[AudioListener2D],它将被禁用。\n"
"如果 [AudioListener2D] 未添加到 [SceneTree],则该方法无效。"
msgid ""
"Once added to the scene tree and enabled using [method make_current], this "
"node will override the location sounds are heard from. This can be used to "
"listen from a location different from the [Camera3D]."
msgstr ""
"一旦添加到场景树并使用 [method make_current] 启用,该节点将覆盖听到声音的位"
"置。这可用于从与 [Camera3D] 不同的位置聆听。"
msgid "Disables the listener to use the current camera's listener instead."
msgstr "禁用该监听器,用当前相机的监听器代替。"
msgid "Returns the listener's global orthonormalized [Transform3D]."
msgstr "返回该监听器的全局正交归一化 [Transform3D]。"
msgid ""
"Returns [code]true[/code] if the listener was made current using [method "
"make_current], [code]false[/code] otherwise.\n"
"[b]Note:[/b] There may be more than one AudioListener3D marked as \"current\" "
"in the scene tree, but only the one that was made current last will be used."
msgstr ""
"如果使用 [method make_current] 将监听器设为当前,则返回 [code]true[/code],否"
"则返回 [code]false[/code]。\n"
"[b]注意:[/b]场景树中标记为“当前”的 AudioListener3D 可能不止一个,但只会使用最"
"后被设置为当前的那个。"
msgid "Enables the listener. This will override the current camera's listener."
msgstr "启用该监听器。将覆盖当前相机的监听器。"
msgid "Server interface for low-level audio access."
msgstr "低级音频访问的服务器接口。"
msgid ""
"[AudioServer] is a low-level server interface for audio access. It is in "
"charge of creating sample data (playable audio) as well as its playback via a "
"voice interface."
msgstr ""
"[AudioServer] 是用于音频访问的底层服务器接口。它负责创建样本数据(可播放的音"
"频)以及通过语音接口进行播放。"
msgid "Audio Device Changer Demo"
msgstr "音频设备切换演示"
msgid "Adds a bus at [param at_position]."
msgstr "在 [param at_position] 处添加一条总线。"
msgid ""
"Adds an [AudioEffect] effect to the bus [param bus_idx] at [param "
"at_position]."
msgstr ""
"为在 [param at_position] 处索引为 [param bus_idx] 的总线添加 [AudioEffect] 效"
"果。"
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr "使用可用的总线和效果来生成 [AudioBusLayout]。"
msgid "Returns the number of channels of the bus at index [param bus_idx]."
msgstr "返回索引为 [param bus_idx] 的总线的通道数。"
msgid ""
"Returns the [AudioEffect] at position [param effect_idx] in bus [param "
"bus_idx]."
msgstr ""
"返回索引为 [param bus_idx] 的总线中位于 [param effect_idx] 的 [AudioEffect]。"
msgid "Returns the number of effects on the bus at [param bus_idx]."
msgstr "返回索引为 [param bus_idx] 的总线上的效果数。"
msgid ""
"Returns the [AudioEffectInstance] assigned to the given bus and effect "
"indices (and optionally channel)."
msgstr "返回分配给给定总线和效果索引(以及可选的通道)的[AudioEffectInstance]。"
msgid ""
"Returns the index of the bus with the name [param bus_name]. Returns "
"[code]-1[/code] if no bus with the specified name exist."
msgstr ""
"返回名称为 [param bus_name] 的总线的索引。如果不存在指定名称的总线,则返回 "
"[code]-1[/code]。"
msgid "Returns the name of the bus with the index [param bus_idx]."
msgstr "返回索引为 [param bus_idx] 的总线的名称。"
msgid ""
"Returns the peak volume of the left speaker at bus index [param bus_idx] and "
"channel index [param channel]."
msgstr ""
"返回总线索引为 [param bus_idx] 且通道索引为 [param channel] 处的左扬声器的峰值"
"音量。"
msgid ""
"Returns the peak volume of the right speaker at bus index [param bus_idx] and "
"channel index [param channel]."
msgstr ""
"返回总线索引为 [param bus_idx] 且通道索引为 [param channel] 处的右扬声器的峰值"
"音量。"
msgid ""
"Returns the name of the bus that the bus at index [param bus_idx] sends to."
msgstr "返回索引为 [param bus_idx] 的总线的发送目标总线的名称。"
msgid "Returns the volume of the bus at index [param bus_idx] in dB."
msgstr "返回索引为 [param bus_idx] 的总线的音量,单位为 dB。"
msgid ""
"Returns the names of all audio input devices detected on the system.\n"
"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
"返回系统中检测到的所有音频输入设备的名称。\n"
"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 "
"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作"
"系统隐私设置相关的注意事项。"
msgid "Returns the sample rate at the output of the [AudioServer]."
msgstr "返回 [AudioServer] 输出的采样率。"
msgid "Returns the names of all audio output devices detected on the system."
msgstr "返回系统中检测到的所有音频输出设备的名称。"
msgid ""
"Returns the audio driver's effective output latency. This is based on [member "
"ProjectSettings.audio/driver/output_latency], but the exact returned value "
"will differ depending on the operating system and audio driver.\n"
"[b]Note:[/b] This can be expensive; it is not recommended to call [method "
"get_output_latency] every frame."
msgstr ""
"返回音频驱动程序的有效输出延迟。该方法基于 [ 成员 ProjectSettings.audio/"
"driver/output_latency],但精确的返回值将依赖操作系统和音频驱动程序而有所不"
"同。\n"
"[b] 注意:[/b] 该方法可能存在大量性能开销;不建议逐帧调用 [ 方法 "
"get_output_latency]。"
msgid "Returns the speaker configuration."
msgstr "返回扬声器的配置。"
msgid "Returns the relative time since the last mix occurred."
msgstr "返回自上次混合以来的相对时间。"
msgid "Returns the relative time until the next mix occurs."
msgstr "返回下一次混合之前的相对时间。"
msgid ""
"If [code]true[/code], the bus at index [param bus_idx] is bypassing effects."
msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线会绕过效果。"
msgid ""
"If [code]true[/code], the effect at index [param effect_idx] on the bus at "
"index [param bus_idx] is enabled."
msgstr ""
"如果为 [code]true[/code],则索引为 [param bus_idx] 的总线上启用了索引为 "
"[param effect_idx] 的效果。"
msgid "If [code]true[/code], the bus at index [param bus_idx] is muted."
msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线已静音。"
msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode."
msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线处于独奏模式。"
msgid ""
"Locks the audio driver's main loop.\n"
"[b]Note:[/b] Remember to unlock it afterwards."
msgstr ""
"锁定音频驱动程序的主循环。\n"
"[b]注意:[/b]之后记得解锁。"
msgid "Moves the bus from index [param index] to index [param to_index]."
msgstr "将总线从索引 [param index] 移动到索引 [param to_index]。"
msgid "Removes the bus at index [param index]."
msgstr "移除索引 [param index] 处的总线。"
msgid ""
"Removes the effect at index [param effect_idx] from the bus at index [param "
"bus_idx]."
msgstr "将索引 [param effect_idx] 的效果从索引 [param bus_idx] 的总线上移除。"
msgid "Overwrites the currently used [AudioBusLayout]."
msgstr "覆盖当前使用的 [AudioBusLayout]。"
msgid "Sets the name of the bus at index [param bus_idx] to [param name]."
msgstr "将索引为 [param bus_idx] 的总线的名称设为 [param name]。"
msgid ""
"Connects the output of the bus at [param bus_idx] to the bus named [param "
"send]."
msgstr "将索引为 [param bus_idx] 处的总线输出连接到名为 [param send] 的总线。"
msgid ""
"Sets the volume of the bus at index [param bus_idx] to [param volume_db]."
msgstr "将索引为 [param bus_idx] 的总线的音量设为 [param volume_db]。"
msgid "Swaps the position of two effects in bus [param bus_idx]."
msgstr "在索引为 [param bus_idx] 的总线中交换两个效果的位置。"
msgid ""
"Unlocks the audio driver's main loop. (After locking it, you should always "
"unlock it.)"
msgstr "解锁音频驱动程序的主循环。(锁定后,你始终需要手动解锁它。)"
msgid "Number of available audio buses."
msgstr "可用音频总线的数量。"
msgid ""
"Name of the current device for audio input (see [method "
"get_input_device_list]). On systems with multiple audio inputs (such as "
"analog, USB and HDMI audio), this can be used to select the audio input "
"device. The value [code]\"Default\"[/code] will record audio on the system-"
"wide default audio input. If an invalid device name is set, the value will be "
"reverted back to [code]\"Default\"[/code].\n"
"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
"当前音频输入设备的名称(见 [method get_input_device_list])。在具有多个音频输"
"入例如模拟、USB、HDMI 音频)的系统中,可用于选择音频输入设备。为 "
"[code]\"Default\"[/code] 时会从系统默认的音频输入录制音频。如果设置了无效的设"
"备名称,该值会被恢复为 [code]\"Default\"[/code]。\n"
"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 "
"[code]true[/code] 音频输入才能正常工作。另请参阅该设置项的描述,了解权限和操作"
"系统隐私设置相关的说明。"
msgid ""
"Name of the current device for audio output (see [method "
"get_output_device_list]). On systems with multiple audio outputs (such as "
"analog, USB and HDMI audio), this can be used to select the audio output "
"device. The value [code]\"Default\"[/code] will play audio on the system-wide "
"default audio output. If an invalid device name is set, the value will be "
"reverted back to [code]\"Default\"[/code]."
msgstr ""
"当前音频输出设备的名称(见 [method get_output_device_list])。在具有多个音频输"
"出例如模拟、USB、HDMI 音频)的系统中,可用于选择音频输出设备。为 "
"[code]\"Default\"[/code] 时会从系统默认的音频输出播放音频。如果设置了无效的设"
"备名称,该值会被恢复为 [code]\"Default\"[/code]。"
msgid ""
"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] "
"will make the audio be played at half its speed)."
msgstr ""
"音频播放的缩放速率(即将其设置为 [code]0.5[/code] 将使音频以其一半的速度播"
"放)。"
msgid "Emitted when an audio bus is added, deleted, or moved."
msgstr "添加、修改、删除音频总线时发出。"
msgid ""
"Emitted when the audio bus at [param bus_index] is renamed from [param "
"old_name] to [param new_name]."
msgstr ""
"当索引为 [param bus_index] 的音频总线的名称从 [param old_name] 更改为 [param "
"new_name] 时发出。"
msgid "Two or fewer speakers were detected."
msgstr "检测到两个或更少的扬声器。"
msgid "A 3.1 channel surround setup was detected."
msgstr "检测到 3.1 声道环绕声设置。"
msgid "A 5.1 channel surround setup was detected."
msgstr "检测到 5.1 声道环绕声设置。"
msgid "A 7.1 channel surround setup was detected."
msgstr "检测到 7.1 声道环绕声设置。"
msgid "Base class for audio streams."
msgstr "音频流的基类。"
msgid ""
"Base class for audio streams. Audio streams are used for sound effects and "
"music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via "
"[AudioStreamOggVorbis]) file formats."
msgstr ""
"音频流的基类。音频流用于播放音效和音乐,支持 WAV通过 [AudioStreamWAV])和 "
"Ogg通过 [AudioStreamOggVorbis])文件格式。"
msgid "Audio streams"
msgstr "音频流"
msgid "Audio Generator Demo"
msgstr "音频生成器演示"
msgid "Returns the length of the audio stream in seconds."
msgstr "返回音频流的长度,单位为秒。"
msgid ""
"Returns an AudioStreamPlayback. Useful for when you want to extend [method "
"_instantiate_playback] but call [method instantiate_playback] from an "
"internally held AudioStream subresource. An example of this can be found in "
"the source files for [code]AudioStreamRandomPitch::instantiate_playback[/"
"code]."
msgstr ""
"返回一个 AudioStreamPlayback。当想要扩展 [method _instantiate_playback],但从"
"一个内部持有的 AudioStream 子资源调用 [method instantiate_playback] 时很有用。"
"在 [code]AudioStreamRandomPitch::instantiate_playback[/code] 的源文件中可以找"
"到这方面的示例。"
msgid ""
"Returns true if this audio stream only supports monophonic playback, or false "
"if the audio stream supports polyphony."
msgstr ""
"如果该音频流仅支持单声道播放,则返回 true如果音频流支持复调则返回 false。"
msgid "An audio stream with utilities for procedural sound generation."
msgstr "提供程序式声音生成工具的音频流。"
msgid ""
"[AudioStreamGenerator] is a type of audio stream that does not play back "
"sounds on its own; instead, it expects a script to generate audio data for "
"it. See also [AudioStreamGeneratorPlayback].\n"
"Here's a sample on how to use it to generate a sine wave:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var playback # Will hold the AudioStreamGeneratorPlayback.\n"
"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n"
"var pulse_hz = 440.0 # The frequency of the sound wave.\n"
"\n"
"func _ready():\n"
" $AudioStreamPlayer.play()\n"
" playback = $AudioStreamPlayer.get_stream_playback()\n"
" fill_buffer()\n"
"\n"
"func fill_buffer():\n"
" var phase = 0.0\n"
" var increment = pulse_hz / sample_hz\n"
" var frames_available = playback.get_frames_available()\n"
"\n"
" for i in range(frames_available):\n"
" playback.push_frame(Vector2.ONE * sin(phase * TAU))\n"
" phase = fmod(phase + increment, 1.0)\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export] public AudioStreamPlayer Player { get; set; }\n"
"\n"
"private AudioStreamGeneratorPlayback _playback; // Will hold the "
"AudioStreamGeneratorPlayback.\n"
"private float _sampleHz;\n"
"private float _pulseHz = 440.0f; // The frequency of the sound wave.\n"
"\n"
"public override void _Ready()\n"
"{\n"
" if (Player.Stream is AudioStreamGenerator generator) // Type as a "
"generator to access MixRate.\n"
" {\n"
" _sampleHz = generator.MixRate;\n"
" Player.Play();\n"
" _playback = (AudioStreamGeneratorPlayback)Player."
"GetStreamPlayback();\n"
" FillBuffer();\n"
" }\n"
"}\n"
"\n"
"public void FillBuffer()\n"
"{\n"
" double phase = 0.0;\n"
" float increment = _pulseHz / _sampleHz;\n"
" int framesAvailable = _playback.GetFramesAvailable();\n"
"\n"
" for (int i = 0; i < framesAvailable; i++)\n"
" {\n"
" _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf."
"Tau));\n"
" phase = Mathf.PosMod(phase + increment, 1.0);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In the example above, the \"AudioStreamPlayer\" node must use an "
"[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function "
"provides audio data for approximating a sine wave.\n"
"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
"spectrum analysis.\n"
"[b]Note:[/b] Due to performance constraints, this class is best used from C# "
"or from a compiled language via GDExtension. If you still want to use this "
"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
"Hz or 22,050 Hz."
msgstr ""
"[AudioStreamGenerator] 是一种音频流,它自己并不播放声音,而是要用脚本来为它生"
"成音频数据。另见 [AudioStreamGeneratorPlayback]。\n"
"以下是用它来生成正弦波的例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var playback # 存放 AudioStreamGeneratorPlayback。\n"
"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n"
"var pulse_hz = 440.0 # 声音波形的频率。\n"
"\n"
"func _ready():\n"
" $AudioStreamPlayer.play()\n"
" playback = $AudioStreamPlayer.get_stream_playback()\n"
" fill_buffer()\n"
"\n"
"func fill_buffer():\n"
" var phase = 0.0\n"
" var increment = pulse_hz / sample_hz\n"
" var frames_available = playback.get_frames_available()\n"
"\n"
" for i in range(frames_available):\n"
" playback.push_frame(Vector2.ONE * sin(phase * TAU))\n"
" phase = fmod(phase + increment, 1.0)\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export] public AudioStreamPlayer Player { get; set; }\n"
"\n"
"private AudioStreamGeneratorPlayback _playback; // 存放 "
"AudioStreamGeneratorPlayback。\n"
"private float _sampleHz;\n"
"private float _pulseHz = 440.0f; // 音频波形的频率。\n"
"\n"
"public override void _Ready()\n"
"{\n"
" if (Player.Stream is AudioStreamGenerator generator) // Type as a "
"generator to access MixRate.\n"
" {\n"
" _sampleHz = generator.MixRate;\n"
" Player.Play();\n"
" _playback = (AudioStreamGeneratorPlayback)Player."
"GetStreamPlayback();\n"
" FillBuffer();\n"
" }\n"
"}\n"
"\n"
"public void FillBuffer()\n"
"{\n"
" double phase = 0.0;\n"
" float increment = _pulseHz / _sampleHz;\n"
" int framesAvailable = _playback.GetFramesAvailable();\n"
"\n"
" for (int i = 0; i < framesAvailable; i++)\n"
" {\n"
" _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf."
"Tau));\n"
" phase = Mathf.PosMod(phase + increment, 1.0);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"上面的例子中“AudioStreamPlayer”节点必须使用 [AudioStreamGenerator] 作为其"
"流。[code]fill_buffer[/code] 函数负责提供模拟正弦波的音频数据。\n"
"要执行实时音频频谱分析,见 [AudioEffectSpectrumAnalyzer]。\n"
"[b]注意:[/b]由于性能的限制,这个类最好在 C# 或者在利用 GDExtension 的编译语言"
"中使用。如果你仍然想要在 GDScript 中使用这个类,请考虑使用 11,025 Hz 或 "
"22,050 Hz 等较低的 [member mix_rate]。"
msgid ""
"The length of the buffer to generate (in seconds). Lower values result in "
"less latency, but require the script to generate audio data faster, resulting "
"in increased CPU usage and more risk for audio cracking if the CPU can't keep "
"up."
msgstr ""
"要生成的缓冲区的长度,以秒为单位。较低的值会带来更少的延迟,但需要脚本更快地生"
"成音频数据,从而导致 CPU 使用率增加,如果 CPU 跟不上,则音频破裂的风险更大。"
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"generating lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"使用的采样率单位Hz。更高的值对 CPU 要求更高,但会带来更好的质量。\n"
"在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、[code]22050[/"
"code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/code]。\n"
"根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]奈"
"奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别(因"
"为大多数人最多只能听到 ~20000 赫兹,往往更少)。如果你要生成语音等音高较低的声"
"音,则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不会降"
"低质量。"
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr "播放使用 [AudioStreamGenerator] 生成的音频。"
msgid ""
"This class is meant to be used with [AudioStreamGenerator] to play back the "
"generated audio in real-time."
msgstr "此类旨在与 [AudioStreamGenerator] 一起使用以实时播放生成的音频。"
msgid ""
"Returns [code]true[/code] if a buffer of the size [param amount] can be "
"pushed to the audio sample data buffer without overflowing it, [code]false[/"
"code] otherwise."
msgstr ""
"如果可以将大小为 [param amount] 的缓冲区推送到音频采样数据缓冲区而不会使其溢"
"出,则返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid "Clears the audio sample data buffer."
msgstr "清除音频样本数据缓冲区。"
msgid ""
"Returns the number of frames that can be pushed to the audio sample data "
"buffer without overflowing it. If the result is [code]0[/code], the buffer is "
"full."
msgstr ""
"返回能够推送到音频采样数据缓冲区而不使其溢出的帧数。如果结果为 [code]0[/"
"code],则缓冲区已满。"
msgid ""
"Returns the number of times the playback skipped due to a buffer underrun in "
"the audio sample data. This value is reset at the start of the playback."
msgstr ""
"返回由于音频样本数据中缓冲区不足而导致播放跳过的次数。该值在播放开始时重置。"
msgid ""
"Pushes several audio data frames to the buffer. This is usually more "
"efficient than [method push_frame] in C# and compiled languages via "
"GDExtension, but [method push_buffer] may be [i]less[/i] efficient in "
"GDScript."
msgstr ""
"将多个音频数据帧推送到缓冲区。这通常比 C# 中的以及通过 GDExtension 编译的语言"
"中的 [method push_frame] 效率更高,但在 GDScript 中的 [method push_buffer] 的"
"效率可能[i]更低[/i]。"
msgid ""
"Pushes a single audio data frame to the buffer. This is usually less "
"efficient than [method push_buffer] in C# and compiled languages via "
"GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
"将单个音频数据帧推送到缓冲区。这通常比 C# 中的以及通过 GDExtension 编译的语言"
"中的 [method push_buffer] 效率更低,但在 GDScript 中的 [method push_frame] 的"
"效率可能[i]更高[/i]。"
msgid "Plays real-time audio input data."
msgstr "播放实时音频输入数据。"
msgid ""
"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
"plays back microphone input in real-time. This can be used in conjunction "
"with [AudioEffectCapture] to process the data or save it.\n"
"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
"当直接在 [AudioStreamPlayer] 节点中使用时,[AudioStreamMicrophone] 会实时播放"
"麦克风的输入。这可以配合 [AudioEffectCapture] 使用,以处理数据或保存数据。\n"
"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 "
"[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作"
"系统隐私设置相关的注意事项。"
msgid "MP3 audio stream driver."
msgstr "MP3 音频流驱动程序。"
msgid ""
"MP3 audio stream driver. See [member data] if you want to load an MP3 file at "
"run-time."
msgstr "MP3 音频流驱动程序。如果要在运行时加载 MP3 文件,请参阅 [member data]。"
msgid ""
"Contains the audio data in bytes.\n"
"You can load a file without having to import it beforehand using the code "
"snippet below. Keep in mind that this snippet loads the whole file into "
"memory and may not be ideal for huge files (hundreds of megabytes or more).\n"
"[codeblocks]\n"
"[gdscript]\n"
"func load_mp3(path):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var sound = AudioStreamMP3.new()\n"
" sound.data = file.get_buffer(file.get_length())\n"
" return sound\n"
"[/gdscript]\n"
"[csharp]\n"
"public AudioStreamMP3 LoadMP3(string path)\n"
"{\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" var sound = new AudioStreamMP3();\n"
" sound.Data = file.GetBuffer(file.GetLength());\n"
" return sound;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"包含以字节为单位的音频数据。\n"
"你可以使用下面的代码片段,加载文件而无需事先导入它。请记住,此代码段将整个文件"
"加载到内存中,对于大文件(数百兆字节或更多)可能并不理想。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func load_mp3(path):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var sound = AudioStreamMP3.new()\n"
" sound.data = file.get_buffer(file.get_length())\n"
" return sound\n"
"[/gdscript]\n"
"[csharp]\n"
"public AudioStreamMP3 LoadMP3(string path)\n"
"{\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" var sound = new AudioStreamMP3();\n"
" sound.Data = file.GetBuffer(file.GetLength());\n"
" return sound;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]true[/code], the stream will automatically loop when it reaches the "
"end."
msgstr "如果为 [code]true[/code],当流到达末尾时将自动循环。"
msgid "Time in seconds at which the stream starts after being looped."
msgstr "循环时,流开始的时间,单位为秒。"
msgid "A class representing an Ogg Vorbis audio stream."
msgstr "代表 Ogg Vorbis 音频流的类。"
msgid ""
"The AudioStreamOggVorbis class is a specialized [AudioStream] for handling "
"Ogg Vorbis file formats. It offers functionality for loading and playing back "
"Ogg Vorbis files, as well as managing looping and other playback properties. "
"This class is part of the audio stream system, which also supports WAV files "
"through the [AudioStreamWAV] class."
msgstr ""
"AudioStreamOggVorbis 类是专用于处理 Ogg Vorbis 文件格式的 [ 音频流 ] 类。它提"
"供加载和播放 Ogg Vorbis 文件以及管理循环和其他播放属性的功能。该类是音频流系统"
"的一部分,该系统还通过 [AudioStreamWAV] 类支持 WAV 系统。"
msgid ""
"Creates a new AudioStreamOggVorbis instance from the given buffer. The buffer "
"must contain Ogg Vorbis data."
msgstr ""
"从给定缓冲区创建一个新的 AudioStreamOggVorbis 实例。缓冲区必须包含 Ogg Vorbis "
"数据。"
msgid ""
"Creates a new AudioStreamOggVorbis instance from the given file path. The "
"file must be in Ogg Vorbis format."
msgstr ""
"从给定文件路径创建新的 AudioStreamOggVorbis 实例。文件必须采用 Ogg Vorbis 格"
"式。"
msgid ""
"If [code]true[/code], the audio will play again from the specified [member "
"loop_offset] once it is done playing. Useful for ambient sounds and "
"background music."
msgstr ""
"如果为 [code]true[/code],则音频播放完成后将从 [ 成员 loop_offset] 指定的位置"
"再次播放。该方法对环境声音和背景音乐很有用。"
msgid "Contains the raw Ogg data for this stream."
msgstr "包含用于这个流的原始 Ogg 数据。"
msgid "Meta class for playing back audio."
msgstr "播放音频的元类。"
msgid ""
"Can play, loop, pause a scroll through audio. See [AudioStream] and "
"[AudioStreamOggVorbis] for usage."
msgstr ""
"可以播放、循环播放、暂停滚动播放音频。有关用法,请参阅 [AudioStream] 和 "
"[AudioStreamOggVorbis]。"
msgid "Playback instance for [AudioStreamPolyphonic]."
msgstr "[AudioStreamPolyphonic] 的播放实例。"
msgid ""
"Playback instance for [AudioStreamPolyphonic]. After setting the "
"[code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], "
"or [AudioStreamPlayer3D], the playback instance can be obtained by calling "
"[method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D."
"get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] "
"methods."
msgstr ""
"[AudioStreamPolyphonic] 的播放实例。设置 [AudioStreamPlayer]、"
"[AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 的 [code]stream[/code] 属性后,"
"可以通过调用 [method AudioStreamPlayer.get_stream_playback]、[method "
"AudioStreamPlayer2D.get_stream_playback] 或 [method AudioStreamPlayer3D."
"get_stream_playback] 方法获取播放实例。"
msgid ""
"Return true whether the stream associated with an integer ID is still "
"playing. Check [method play_stream] for information on when this ID becomes "
"invalid."
msgstr ""
"与整数 ID 关联的流仍在播放时返回 true。请检查 [method play_stream] 以获取有关"
"此 ID 何时失效的信息。"
msgid ""
"Play an [AudioStream] at a given offset, volume and pitch scale. Playback "
"starts immediately.\n"
"The return value is a unique integer ID that is associated to this playback "
"stream and which can be used to control it.\n"
"This ID becomes invalid when the stream ends (if it does not loop), when the "
"[AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is "
"called.\n"
"This function returns [constant INVALID_ID] if the amount of streams "
"currently playing equals [member AudioStreamPolyphonic.polyphony]. If you "
"need a higher amount of maximum polyphony, raise this value."
msgstr ""
"以给定的偏移量、音量和音高播放 [AudioStream]。播放立即开始。\n"
"返回值是与该播放流关联的唯一整数 ID可用于控制该播放流。\n"
"当流结束(不循环)、[AudioStreamPlaybackPolyphonic] 停止或 [method "
"stop_stream] 被调用时,该 ID 将失效。\n"
"如果当前播放的流的数量等于 [member AudioStreamPolyphonic.polyphony],则该函数"
"将返回 [constant INVALID_ID]。如果需要更大的最大复音数,请提高该值。"
msgid ""
"Change the stream pitch scale. The [param stream] argument is an integer ID "
"returned by [method play_stream]."
msgstr ""
"改变流的音阶。[param stream] 参数是一个由 [method play_stream] 返回的整数 ID。"
msgid ""
"Change the stream volume (in db). The [param stream] argument is an integer "
"ID returned by [method play_stream]."
msgstr ""
"改变流的音量单位db。[param stream] 参数是一个由 [method play_stream] 返"
"回的整数 ID。"
msgid ""
"Stop a stream. The [param stream] argument is an integer ID returned by "
"[method play_stream], which becomes invalid after calling this function."
msgstr ""
"停止某个流。[param stream] 参数是由 [method play_stream] 返回的整数 ID在调用"
"这个函数后失效。"
msgid ""
"Returned by [method play_stream] in case it could not allocate a stream for "
"playback."
msgstr "无法为播放分配一个流时由 [method play_stream] 返回。"
msgid "Plays back audio non-positionally."
msgstr "播放音频,不考虑所处位置。"
msgid ""
"Plays an audio stream non-positionally.\n"
"To play audio positionally, use [AudioStreamPlayer2D] or "
"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
msgstr ""
"以非位置方式支持播放音频流。\n"
"要在位置上播放音频,请使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而不"
"是 [AudioStreamPlayer]。"
msgid "Returns the position in the [AudioStream] in seconds."
msgstr "返回 [AudioStream] 中的位置,单位为秒。"
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer]."
msgstr "返回与此 [AudioStreamPlayer] 关联的 [AudioStreamPlayback] 对象。"
msgid ""
"Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] "
"object or not."
msgstr "返回该 [AudioStreamPlayer] 是否能够返回 [AudioStreamPlayback] 对象。"
msgid "Plays the audio from the given [param from_position], in seconds."
msgstr "从给定的位置 [param from_position] 播放音频,以秒为单位。"
msgid "Sets the position from which audio will be played, in seconds."
msgstr "设置音频的播放位置,以秒为单位。"
msgid "Stops the audio."
msgstr "停止音频。"
msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。"
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
"这个音频在哪个总线上播放。\n"
"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行"
"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运行"
"时无法解析,就会回退到 [code]\"Master\"[/code]。"
msgid ""
"The maximum number of sounds this node can play at the same time. Playing "
"additional sounds after this value is reached will cut off the oldest sounds."
msgstr ""
"该节点可以同时播放的最大声音数。达到此值后,播放额外的声音将切断最旧的声音。"
msgid ""
"If the audio configuration has more than two speakers, this sets the target "
"channels. See [enum MixTarget] constants."
msgstr ""
"如果音频配置有两个以上的扬声器,则设置目标通道。见 [enum MixTarget] 常量。"
msgid ""
"The pitch and the tempo of the audio, as a multiplier of the audio sample's "
"sample rate."
msgstr "音频的音高和节奏,作为音频样本的采样率的倍数。"
msgid "If [code]true[/code], audio is playing."
msgstr "如果为 [code]true[/code],则播放音频。"
msgid "The [AudioStream] object to be played."
msgstr "要播放的 [AudioStream] 对象。"
msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[member stream_paused] to [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] 设"
"置为 [code]false[/code]来恢复它。"
msgid "Volume of sound, in dB."
msgstr "音量,单位为 dB。"
msgid "Emitted when the audio stops playing."
msgstr "当音频停止播放时发出。"
msgid "The audio will be played only on the first channel."
msgstr "音频将只在第一个声道中播放。"
msgid "The audio will be played on all surround channels."
msgstr "音频将在所有环绕声声道中播放。"
msgid ""
"The audio will be played on the second channel, which is usually the center."
msgstr "音频将在第二个声道中播放,通常位于中央。"
msgid "Plays positional sound in 2D space."
msgstr "在 2D 空间中播放与位置相关的声音。"
msgid ""
"Plays audio that is attenuated with distance to the listener.\n"
"By default, audio is heard from the screen center. This can be changed by "
"adding an [AudioListener2D] node to the scene and enabling it by calling "
"[method AudioListener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
"播放随与监听者的距离增大而衰减的音频。\n"
"默认情况下,音频是从屏幕中心收听的。要修改这个位置,可以在场景中添加一个 "
"[AudioListener2D] 节点,并通过调用 [method AudioListener2D.make_current] 将其"
"启用。\n"
"另请参阅 [AudioStreamPlayer] 以非定位的方式播放声音。\n"
"[b]注意:[/b]隐藏 [AudioStreamPlayer2D] 节点并不能禁用其音频输出。要暂时禁用 "
"[AudioStreamPlayer2D] 的音频输出,请将 [member volume_db] 设置为非常低的值,"
"如 [code]-100[/code](人的听觉听不到)。"
msgid "Returns the position in the [AudioStream]."
msgstr "返回 [AudioStream] 中的位置。"
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer2D]."
msgstr "返回与该 [AudioStreamPlayer2D] 相关联的 [AudioStreamPlayback] 对象。"
msgid ""
"Queues the audio to play on the next physics frame, from the given position "
"[param from_position], in seconds."
msgstr ""
"将要播放的音频入队,将在下一物理帧从给定的位置 [param from_position] 开始播"
"放,单位为秒。"
msgid ""
"Determines which [Area2D] layers affect the sound for reverb and audio bus "
"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
"certain audio bus. An example of how you might use this is making a \"water\" "
"area so that sounds played in the water are redirected through an audio bus "
"to make them sound like they are being played underwater."
msgstr ""
"决定对混响及音频总线效果有影响的 [Area2D] 层。可使用区域对 [AudioStream] 进行"
"重定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放的"
"声音重定向至单独的音频总线,让声音听起来像是在水下播放。"
msgid "The volume is attenuated over distance with this as an exponent."
msgstr "以该属性为指数,将音量随着距离的增加而衰减。"
msgid "Maximum distance from which audio is still hearable."
msgstr "音频仍可听到的最大距离。"
msgid ""
"Scales the panning strength for this node by multiplying the base [member "
"ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher "
"values will pan audio from left to right more dramatically than lower values."
msgstr ""
"通过将基础 [member ProjectSettings.audio/general/2d_panning_strength] 乘以该因"
"子,来缩放该节点的声像强度。与较低的值相比,较高的值将从左到右更显著地声像移动"
"音频。"
msgid ""
"If [code]true[/code], audio is playing or is queued to be played (see [method "
"play])."
msgstr ""
"如果为 [code]true[/code],则音频正在播放,或者已加入播放队列(见 [method "
"play])。"
msgid "Base volume before attenuation."
msgstr "衰减前的基础音量。"
msgid "Plays positional sound in 3D space."
msgstr "在 3D 空间中播放与位置相关的声音。"
msgid ""
"Plays audio with positional sound effects, based on the relative position of "
"the audio listener. Positional effects include distance attenuation, "
"directionality, and the Doppler effect. For greater realism, a low-pass "
"filter is applied to distant sounds. This can be disabled by setting [member "
"attenuation_filter_cutoff_hz] to [code]20500[/code].\n"
"By default, audio is heard from the camera position. This can be changed by "
"adding an [AudioListener3D] node to the scene and enabling it by calling "
"[method AudioListener3D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set "
"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
"根据音频收听者的相对位置播放具有位置音效的音频。位置效应包括距离衰减、方向性、"
"和多普勒效应。为了更逼真,低通滤波器会自动应用于远处的声音。这可以通过将 "
"[member attenuation_filter_cutoff_hz] 设置为 [code]20500[/code] 来禁用。\n"
"默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个 "
"[AudioListener3D] 节点,并通过对其调用 [method AudioListener3D.make_current] "
"来启用该节点来改变。\n"
"参阅 [AudioStreamPlayer] 来播放非位置的声音。\n"
"[b]注意:[/b]隐藏一个 [AudioStreamPlayer3D] 节点并不能禁用其音频输出。要暂时禁"
"用 [AudioStreamPlayer3D] 的音频输出,请将 [member volume_db] 设置为一个非常低"
"的值,如 [code]-100[/code](人的听觉听不到)。"
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer3D]."
msgstr "返回与这个 [AudioStreamPlayer3D] 相关联的 [AudioStreamPlayback] 对象。"
msgid ""
"Determines which [Area3D] layers affect the sound for reverb and audio bus "
"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
"certain audio bus. An example of how you might use this is making a \"water\" "
"area so that sounds played in the water are redirected through an audio bus "
"to make them sound like they are being played underwater."
msgstr ""
"确定哪些 [Area3D] 层影响混响和音频总线效果的声音。区域可用于重定向 "
"[AudioStream],以便它们在特定音频总线中播放。可以如何使用它的一个示例是制作一"
"个“水”区域,以便在水中播放的声音通过音频总线重定向,使它们听起来像是在水下播放"
"的。"
msgid ""
"The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above "
"this frequency is attenuated more than a sound below this frequency. To "
"disable this effect, set this to [code]20500[/code] as this frequency is "
"above the human hearing limit."
msgstr ""
"衰减低通滤波器的截止频率,单位为 Hz。高于该频率的声音比低于此频率的声音衰减得"
"更多。要禁用该效果,请将其设置为 [code]20500[/code],因为该频率高于人类听力极"
"限。"
msgid "Amount how much the filter affects the loudness, in decibels."
msgstr "滤波器对响度的影响程度,以分贝为单位。"
msgid ""
"Decides if audio should get quieter with distance linearly, quadratically, "
"logarithmically, or not be affected by distance, effectively disabling "
"attenuation."
msgstr ""
"决定音频是否应该随着距离,以线性、二次、对数的方式变得更安静,或者不受距离影"
"响,有效地禁用衰减。"
msgid ""
"If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
"to scene tree."
msgstr ""
"如果为 [code]true[/code],则在将 AudioStreamPlayer3D 节点添加到场景树时播放音"
"频。"
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
"播放音频的总线。\n"
"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行"
"校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运行"
"时无法解析,就会回退到 [code]\"Master\"[/code]。"
msgid "Decides in which step the Doppler effect should be calculated."
msgstr "决定应该在哪个步骤计算多普勒效应。"
msgid "The angle in which the audio reaches a listener unattenuated."
msgstr "音频到达听者而不衰减的角度。"
msgid ""
"If [code]true[/code], the audio should be attenuated according to the "
"direction of the sound."
msgstr "如果为 [code]true[/code],则音频应该根据声音的方向衰减。"
msgid ""
"Attenuation factor used if listener is outside of [member "
"emission_angle_degrees] and [member emission_angle_enabled] is set, in "
"decibels."
msgstr ""
"听者在 [member emission_angle_degrees] 之外且 [member emission_angle_enabled] "
"被设置时使用的衰减系数,单位是分贝。"
msgid "Sets the absolute maximum of the sound level, in decibels."
msgstr "设置声级的绝对最大值,以分贝为单位。"
msgid ""
"The distance past which the sound can no longer be heard at all. Only has an "
"effect if set to a value greater than [code]0.0[/code]. [member max_distance] "
"works in tandem with [member unit_size]. However, unlike [member unit_size] "
"whose behavior depends on the [member attenuation_model], [member "
"max_distance] always works in a linear fashion. This can be used to prevent "
"the [AudioStreamPlayer3D] from requiring audio mixing when the listener is "
"far away, which saves CPU resources."
msgstr ""
"完全听不到声音的距离。仅当设置为大于 [code]0.0[/code] 的值时才有效。[member "
"max_distance] 与 [member unit_size] 协同工作。但是,与 [member unit_size] 的行"
"为取决于 [member attenuation_model] 不同,[member max_distance] 始终以线性方式"
"工作。这可用于防止 [AudioStreamPlayer3D] 在听者较远时需要混音,从而节省 CPU 资"
"源。"
msgid ""
"Scales the panning strength for this node by multiplying the base [member "
"ProjectSettings.audio/general/3d_panning_strength] with this factor. Higher "
"values will pan audio from left to right more dramatically than lower values."
msgstr ""
"通过将基础 [member ProjectSettings.audio/general/3d_panning_strength] 乘以该因"
"子,来缩放该节点的声像强度。与较低的值相比,较高的值将从左到右更显著地声像移动"
"音频。"
msgid "The [AudioStream] resource to be played."
msgstr "要播放的 [AudioStream] 资源。"
msgid ""
"The factor for the attenuation effect. Higher values make the sound audible "
"over a larger distance."
msgstr "衰减效果的系数。更高的值使声音在更远的距离可以听到。"
msgid "The base sound level before attenuation, in decibels."
msgstr "不受衰减影响的基础声级,单位为分贝。"
msgid "Attenuation of loudness according to linear distance."
msgstr "根据距离对响度进行线性衰减。"
msgid "Attenuation of loudness according to squared distance."
msgstr "根据距离对响度进行平方衰减。"
msgid "Attenuation of loudness according to logarithmic distance."
msgstr "根据距离对响度进行对数衰减。"
msgid ""
"No attenuation of loudness according to distance. The sound will still be "
"heard positionally, unlike an [AudioStreamPlayer]. [constant "
"ATTENUATION_DISABLED] can be combined with a [member max_distance] value "
"greater than [code]0.0[/code] to achieve linear attenuation clamped to a "
"sphere of a defined size."
msgstr ""
"不根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。"
"[constant ATTENUATION_DISABLED] 可以与大于 [code]0.0[/code] 的 [member "
"max_distance] 值结合使用,以实现线性衰减,限制在定义的球体大小。"
msgid "Disables doppler tracking."
msgstr "禁用多普勒跟踪。"
msgid ""
"Executes doppler tracking during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"在过程帧期间执行多普勒跟踪(请参阅 [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])。"
msgid ""
"Executes doppler tracking during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
msgstr ""
"在物理帧期间执行多普勒跟踪(请参阅 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。"
msgid ""
"AudioStream that lets the user play custom streams at any time from code, "
"simultaneously using a single player."
msgstr ""
"音频流 AudioStream允许用户从代码中随时播放自定义流可以使用单个播放器同时播"
"放。"
msgid ""
"AudioStream that lets the user play custom streams at any time from code, "
"simultaneously using a single player.\n"
"Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set "
"inside the player, which can be obtained via [method AudioStreamPlayer."
"get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or "
"[method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the "
"playback instance is only valid after the [code]stream[/code] property is set "
"as an [AudioStreamPolyphonic] in those players."
msgstr ""
"AudioStream 允许用户随时通过代码,同时使用单个播放器播放自定义流。\n"
"播放控制是通过播放器内部设置的 [AudioStreamPlaybackPolyphonic] 实例完成的,可"
"以通过 [method AudioStreamPlayer.get_stream_playback]、[method "
"AudioStreamPlayer2D.get_stream_playback] 或 [method AudioStreamPlayer3D."
"get_stream_playback] 方法获取该实例。只有在这些播放器中将 [code]stream[/code] "
"属性设置为 [AudioStreamPolyphonic] 后,才能获取该播放实例。"
msgid "Maximum amount of simultaneous streams that can be played."
msgstr "可以同时播放的流的最大数量。"
msgid "Wraps a pool of audio streams with pitch and volume shifting."
msgstr "用音高和音量偏移,包装一个音频流池。"
msgid ""
"Picks a random AudioStream from the pool, depending on the playback mode, and "
"applies random pitch shifting and volume shifting during playback."
msgstr ""
"根据播放模式,从池中随机选择一个 AudioStream并在播放期间应用随机音高偏移和音"
"量偏移。"
msgid ""
"Insert a stream at the specified index. If the index is less than zero, the "
"insertion occurs at the end of the underlying pool."
msgstr "在指定索引处插入一个流。如果索引小于零,则插入发生在底层池的末尾。"
msgid "Returns the stream at the specified index."
msgstr "返回指定索引处的流。"
msgid ""
"Returns the probability weight associated with the stream at the given index."
msgstr "返回与给定索引处的流关联的概率权重。"
msgid "Move a stream from one index to another."
msgstr "将流从一个索引移动到另一个索引。"
msgid "Remove the stream at the specified index."
msgstr "移除指定索引处的流。"
msgid "Set the AudioStream at the specified index."
msgstr "设置指定索引处的 AudioStream。"
msgid ""
"Set the probability weight of the stream at the specified index. The higher "
"this value, the more likely that the randomizer will choose this stream "
"during random playback modes."
msgstr ""
"设置流在指定索引处的概率权重。该值越高,随机化器在随机播放模式下选择该流的可能"
"性就越大。"
msgid ""
"Controls how this AudioStreamRandomizer picks which AudioStream to play next."
msgstr "控制该 AudioStreamRandomizer 如何选择下一个要播放的 AudioStream。"
msgid ""
"The intensity of random pitch variation. A value of 1 means no variation."
msgstr "随机音高变化的强度。值为 1 表示没有变化。"
msgid ""
"The intensity of random volume variation. A value of 0 means no variation."
msgstr "随机音量变化的强度。值为 0 表示没有变化。"
msgid "The number of streams in the stream pool."
msgstr "流池中流的数量。"
msgid ""
"Pick a stream at random according to the probability weights chosen for each "
"stream, but avoid playing the same stream twice in a row whenever possible. "
"If only 1 sound is present in the pool, the same sound will always play, "
"effectively allowing repeats to occur."
msgstr ""
"根据为每个流选择的概率权重随机挑选一个流,但尽可能避免连续两次播放同一个流。如"
"果池中只有 1 个声音,则将始终播放同一个声音,从而有效地允许重复发生。"
msgid ""
"Pick a stream at random according to the probability weights chosen for each "
"stream. If only 1 sound is present in the pool, the same sound will always "
"play."
msgstr ""
"根据为每个流选择的概率权重随机挑选一个流。如果池中只有 1 个声音,则将始终播放"
"同一个声音。"
msgid ""
"Play streams in the order they appear in the stream pool. If only 1 sound is "
"present in the pool, the same sound will always play."
msgstr ""
"按照流池中出现的顺序播放流。如果池中只有 1 个声音,则将始终播放同一个声音。"
msgid "Stores audio data loaded from WAV files."
msgstr "存储从 WAV 文件加载的音频数据。"
msgid ""
"AudioStreamWAV stores sound samples loaded from WAV files. To play the stored "
"sound, use an [AudioStreamPlayer] (for non-positional audio) or "
"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound "
"can be looped.\n"
"This class can also be used to store dynamically-generated PCM audio data. "
"See also [AudioStreamGenerator] for procedural audio generation."
msgstr ""
"AudioStreamWAV 存储从 WAV 文件加载的声音样本。要播放存储的声音,请使用 "
"[AudioStreamPlayer](用于非空间定位音频)或 [AudioStreamPlayer2D]/"
"[AudioStreamPlayer3D](用于空间定位音频)。声音可以循环播放。\n"
"这个类还可用于存储动态生成的 PCM 音频数据。另请参阅 [AudioStreamGenerator] 以"
"了解程序化音频生成。"
msgid ""
"Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA "
"ADPCM format can't be saved.\n"
"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to "
"[param path] if it is missing."
msgstr ""
"将 AudioStreamWAV 作为 WAV 文件保存到 [param path]。无法保存 IMA ADPCM 格式的"
"样本。\n"
"[b]注意:[/b]如果缺少 [code].wav[/code] 扩展名,则会自动将其追加到 [param "
"path]。"
msgid ""
"Contains the audio data in bytes.\n"
"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 "
"to signed PCM8, subtract 128 from each byte."
msgstr ""
"包含以字节为单位的音频数据。\n"
"[b]注意:[/b]此属性需要有符号的 PCM8 数据。要将无符号的 PCM8 转换为有符号的 "
"PCM8需要从每个字节中减去 128。"
msgid "Audio format. See [enum Format] constants for values."
msgstr "音频格式。取值见 [enum Format] 常量。"
msgid ""
"The loop start point (in number of samples, relative to the beginning of the "
"sample). This information will be imported automatically from the WAV file if "
"present."
msgstr ""
"循环起始点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导"
"入。"
msgid ""
"The loop end point (in number of samples, relative to the beginning of the "
"sample). This information will be imported automatically from the WAV file if "
"present."
msgstr ""
"循环结束点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导"
"入。"
msgid ""
"The loop mode. This information will be imported automatically from the WAV "
"file if present. See [enum LoopMode] constants for values."
msgstr ""
"循环模式。如果 WAV 文件中存在此信息,则将自动导入。取值请参阅 [enum LoopMode] "
"常量。"
msgid ""
"The sample rate for mixing this audio. Higher values require more storage "
"space, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"using lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"混合这个音频的采样率。更高的数值需要更多的存储空间,但会带来更好的质量。\n"
"在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、[code]22050[/"
"code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/code]。\n"
"根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]奈"
"奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别(因"
"为大多数人只能听到 ~20000 赫兹,往往更少)。如果你要使用语音等音高较低的声音,"
"则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不会降低质"
"量。"
msgid "If [code]true[/code], audio is stereo."
msgstr "如果为 [code]true[/code],则音频为立体声。"
msgid "8-bit audio codec."
msgstr "8 位音频编解码器。"
msgid "16-bit audio codec."
msgstr "16 位音频编解码器。"
msgid "Audio is compressed using IMA ADPCM."
msgstr "音频使用 IMA ADPCM 进行压缩。"
msgid "Audio does not loop."
msgstr "音频不循环。"
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing forward only."
msgstr ""
"音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,仅向前播放。"
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing back and forth."
msgstr ""
"音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,来回播放。"
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing backward only."
msgstr ""
"音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,仅向后播放。"
msgid ""
"A node that copies a region of the screen to a buffer for access in shader "
"code."
msgstr "这种节点能够将屏幕中的某个区域复制到缓冲中,方便从着色器代码中访问。"
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined in "
"the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the [member copy_mode]. It can be "
"accessed in shader scripts using the screen texture (i.e. a uniform sampler "
"with [code]hint_screen_texture[/code]).\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can be "
"problematic when resizing the window. To avoid this, add [Control]-derived "
"nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them "
"as children."
msgstr ""
"用于后台缓冲当前显示屏幕的节点。会根据 [member copy_mode] 对 [BackBufferCopy] "
"节点中定义的区域所覆盖的屏幕内容或整个屏幕进行缓冲。可以在着色器脚本中使用屏幕"
"纹理来访问(即带有 [code]hint_screen_texture[/code] 的 uniform 采样器)。\n"
"[b]注意:[/b]由于该节点继承自 [Node2D](而非 [Control]),因此锚点和边距不适用"
"于子 [Control] 派生节点。这在调整窗口大小时可能会出现问题。为避免这种情况,请"
"将 [Control] 派生节点添加为 [BackBufferCopy] 节点的[i]同级[/i]节点,而不是将它"
"们添加为子节点。"
msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "缓冲区模式。见 [enum CopyMode] 常量。"
msgid ""
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
"该 [BackBufferCopy] 所覆盖的区域。只有当 [member copy_mode] 为 [constant "
"COPY_MODE_RECT] 时才使用。"
msgid ""
"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
"禁用缓冲模式。这意味着该 [BackBufferCopy] 节点将直接使用它所覆盖的屏幕部分。"
msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "[BackBufferCopy] 缓冲一个矩形区域。"
msgid "[BackBufferCopy] buffers the entire screen."
msgstr "[BackBufferCopy] 缓冲整个屏幕。"
msgid "Abstract base class for GUI buttons."
msgstr "GUI 按钮的抽象基类。"
msgid ""
"[BaseButton] is an abstract base class for GUI buttons. It doesn't display "
"anything by itself."
msgstr "[BaseButton] 是 GUI 按钮的抽象基类。本身不显示任何东西。"
msgid ""
"Called when the button is pressed. If you need to know the button's pressed "
"state (and [member toggle_mode] is active), use [method _toggled] instead."
msgstr ""
"当按钮被按下时调用。如果你需要知道按钮被按下的状态(并且 [member toggle_mode] "
"is active]是活动状态),请使用[method _toggled]代替。"
msgid ""
"Called when the button is toggled (only if [member toggle_mode] is active)."
msgstr "当按钮被切换时调用(仅当 [member toggle_mode] 处于活动状态时)。"
msgid ""
"Returns the visual state used to draw the button. This is useful mainly when "
"implementing your own draw code by either overriding _draw() or connecting to "
"\"draw\" signal. The visual state of the button is defined by the [enum "
"DrawMode] enum."
msgstr ""
"返回用于绘制按钮的视觉状态。主要可以通过覆盖 _draw() 或连接到“draw”信号来实现"
"你自己的绘制代码。按钮的视觉状态由 [enum DrawMode] 枚举定义。"
msgid ""
"Returns [code]true[/code] if the mouse has entered the button and has not "
"left it yet."
msgstr "如果鼠标已进入按钮,且尚未离开,则返回 [code]true[/code]。"
msgid ""
"Changes the [member button_pressed] state of the button, without emitting "
"[signal toggled]. Use when you just want to change the state of the button "
"without sending the pressed event (e.g. when initializing scene). Only works "
"if [member toggle_mode] is [code]true[/code].\n"
"[b]Note:[/b] This method doesn't unpress other buttons in [member "
"button_group]."
msgstr ""
"更改按钮的 [member button_pressed] 状态,而不发出 [signal toggled]。当只想更改"
"按钮的状态而不发送按下的事件时使用(例如,在初始化场景时)。仅当 [member "
"toggle_mode] 为 [code]true[/code] 时才有效。\n"
"[b]注意:[/b]该方法不会取消按下 [member button_group] 中的其他按钮。"
msgid ""
"Determines when the button is considered clicked, one of the [enum "
"ActionMode] constants."
msgstr "确定按钮何时被认为被点击,是 [enum ActionMode] 常量之一。"
msgid ""
"The [ButtonGroup] associated with the button. Not to be confused with node "
"groups.\n"
"[b]Note:[/b] The button will be configured as a radio button if a "
"[ButtonGroup] is assigned to it."
msgstr ""
"与按钮关联的 [ButtonGroup]。不要与节点组混淆。\n"
"[b]注意:[/b]如果按钮被分配了 [ButtonGroup],则它将被配置为单选按钮。"
msgid ""
"Binary mask to choose which mouse buttons this button will respond to.\n"
"To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | "
"MOUSE_BUTTON_MASK_RIGHT[/code]."
msgstr ""
"二进制掩码,用于选择该按钮将响应哪些鼠标按钮。\n"
"要同时允许左键单击和右键单击,请使用 [code]MOUSE_BUTTON_MASK_LEFT | "
"MOUSE_BUTTON_MASK_RIGHT[/code]。"
msgid ""
"If [code]true[/code], the button's state is pressed. Means the button is "
"pressed down or toggled (if [member toggle_mode] is active). Only works if "
"[member toggle_mode] is [code]true[/code].\n"
"[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] "
"to be emitted. If you want to change the pressed state without emitting that "
"signal, use [method set_pressed_no_signal]."
msgstr ""
"如果为 [code]true[/code],则该按钮的状态为被按下。表示按钮被按下或被切换(如"
"果 [member toggle_mode] 处于活动状态)。仅当 [member toggle_mode] 为 "
"[code]true[/code] 时才有效。\n"
"[b]注意:[/b]设置 [member button_pressed] 将导致 [signal toggled] 被发出。如果"
"想在不发出该信号的情况下更改按下状态,请使用 [method set_pressed_no_signal]。"
msgid ""
"If [code]true[/code], the button is in disabled state and can't be clicked or "
"toggled."
msgstr "如果为 [code]true[/code],则该按钮处于禁用状态,无法点击或切换。"
msgid ""
"If [code]true[/code], the button stays pressed when moving the cursor outside "
"the button while pressing it.\n"
"[b]Note:[/b] This property only affects the button's visual appearance. "
"Signals will be emitted at the same moment regardless of this property's "
"value."
msgstr ""
"如果为 [code]true[/code],当按下按钮时将光标移到按钮外时,按钮会保持按下状"
"态。\n"
"[b]注意:[/b]该属性只影响按钮的视觉表现。无论该属性的值是多少,信号都会在同一"
"时刻发出。"
msgid "[Shortcut] associated to the button."
msgstr "与该按钮关联的 [Shortcut]。"
msgid ""
"If [code]true[/code], the button will highlight for a short amount of time "
"when its shortcut is activated. If [code]false[/code] and [member "
"toggle_mode] is [code]false[/code], the shortcut will activate without any "
"visual feedback."
msgstr ""
"如果为 [code]true[/code] ,则当其快捷方式被激活时,该按钮将高亮一小段时间。如"
"果为 [code]false[/code] 且 [member toggle_mode] 为 [code]false[/code],则该快"
"捷方式将在没有任何视觉反馈的情况下激活。"
msgid ""
"If [code]true[/code], the button will add information about its shortcut in "
"the tooltip."
msgstr "如果为 [code]true[/code],按钮将在工具提示中添加其快捷方式的信息。"
msgid ""
"If [code]true[/code], the button is in toggle mode. Makes the button flip "
"state between pressed and unpressed each time its area is clicked."
msgstr ""
"如果为 [code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按下"
"和未按下之间转换状态。"
msgid "Emitted when the button starts being held down."
msgstr "当按钮开始被按下时发出。"
msgid "Emitted when the button stops being held down."
msgstr "当按钮停止按下时发出。"
msgid ""
"Emitted when the button is toggled or pressed. This is on [signal "
"button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] "
"and on [signal button_up] otherwise.\n"
"If you need to know the button's pressed state (and [member toggle_mode] is "
"active), use [signal toggled] instead."
msgstr ""
"当按钮被切换或按下时发出。如果 [member action_mode] 为 [constant "
"ACTION_MODE_BUTTON_PRESS],则在 [signal button_down] 时发出,否则当 [signal "
"button_up] 时发出。\n"
"如果需要知道按钮的按下状态(并且 [member toggle_mode] 处于活动状态),请改用 "
"[signal toggled]。"
msgid ""
"Emitted when the button was just toggled between pressed and normal states "
"(only if [member toggle_mode] is active). The new state is contained in the "
"[param toggled_on] argument."
msgstr ""
"当按钮刚刚在按下和正常状态之间切换时发出(仅当 [member toggle_mode] 处于活动状"
"态时)。新状态包含在 [param toggled_on] 参数中。"
msgid ""
"The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
"buttons."
msgstr "按钮的正常状态(即未按下、未悬停、未切换和启用)。"
msgid "The state of buttons are pressed."
msgstr "按钮被按下的状态。"
msgid "The state of buttons are hovered."
msgstr "按钮的状态为悬停。"
msgid "The state of buttons are disabled."
msgstr "按钮的状态为禁用。"
msgid "The state of buttons are both hovered and pressed."
msgstr "按钮的状态既是悬停的,也是按下的。"
msgid "Require just a press to consider the button clicked."
msgstr "只需要按一下就可以认为按钮被点击了。"
msgid ""
"Require a press and a subsequent release before considering the button "
"clicked."
msgstr "要求按下后再释放,才算点击了按钮。"
msgid "Abstract base class for defining the 3D rendering properties of meshes."
msgstr "用于定义网格 3D 渲染属性的抽象基类。"
msgid ""
"This class serves as a default material with a wide variety of rendering "
"features and properties without the need to write shader code. See the "
"tutorial below for details."
msgstr ""
"这个类提供了默认的材质,具有多种渲染功能和属性,无需编写着色器代码。详情见下面"
"的教程。"
msgid "Standard Material 3D and ORM Material 3D"
msgstr "标准 3D 材质与 ORM 3D 材质"
msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
msgstr "如果指定的 [enum Feature] 被启用,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] "
"enumerator for options."
msgstr ""
"如果指定的标志被启用,返回 [code]true[/code]。选项见 [enum Flags] 枚举值。"
msgid ""
"Returns the [Texture2D] associated with the specified [enum TextureParam]."
msgstr "返回与指定 [enum TextureParam] 关联的 [Texture2D]。"
msgid ""
"If [code]true[/code], enables the specified [enum Feature]. Many features "
"that are available in [BaseMaterial3D]s need to be enabled before use. This "
"way the cost for using the feature is only incurred when specified. Features "
"can also be enabled by setting the corresponding member to [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则启用指定的 [enum Feature]。[BaseMaterial3D] 中的许"
"多功能都需要在使用前启用。这样,仅在指定时才会产生使用该功能的成本。也可以通过"
"将相应的成员设置为 [code]true[/code] 来启用功能。"
msgid ""
"If [code]true[/code], enables the specified flag. Flags are optional behavior "
"that can be turned on and off. Only one flag can be enabled at a time with "
"this function, the flag enumerators cannot be bit-masked together to enable "
"or disable multiple flags at once. Flags can also be enabled by setting the "
"corresponding member to [code]true[/code]. See [enum Flags] enumerator for "
"options."
msgstr ""
"如果为 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。使"
"用该函数一次只能启用一个标志,不能将标志枚举值像位掩码一样进行合并,一次启用或"
"禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。选项见 "
"[enum Flags] 枚举值。"
msgid ""
"Sets the texture for the slot specified by [param param]. See [enum "
"TextureParam] for available slots."
msgstr ""
"设置由 [param param] 指定的插槽的纹理。有关可用插槽,请参阅 [enum "
"TextureParam]。"
msgid ""
"The material's base color.\n"
"[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member "
"detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] "
"modulate the detail texture. This can be used to color partial areas of a "
"material by not specifying an albedo texture and using a transparent [member "
"detail_albedo] texture instead."
msgstr ""
"材质的基础颜色。\n"
"[b]注意:[/b]如果 [member detail_enabled] 为 [code]true[/code] 并且指定了 "
"[member detail_albedo] 纹理,则 [member albedo_color] [i]不会[/i]调制细节纹"
"理。可用于通过不指定反照率纹理并使用透明 [member detail_albedo] 纹理,来为材质"
"的部分区域着色。"
msgid ""
"Texture to multiply by [member albedo_color]. Used for basic texturing of "
"objects.\n"
"If the texture appears unexpectedly too dark or too bright, check [member "
"albedo_texture_force_srgb]."
msgstr ""
"要乘以 [member albedo_color] 的纹理。用于对象的基本纹理。\n"
"如果纹理意外地显得太暗或太亮,请检查 [member albedo_texture_force_srgb]。"
msgid ""
"If [code]true[/code], forces a conversion of the [member albedo_texture] from "
"sRGB color space to linear color space. See also [member "
"vertex_color_is_srgb].\n"
"This should only be enabled when needed (typically when using a "
"[ViewportTexture] as [member albedo_texture]). If [member "
"albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the "
"texture will appear to be too dark. If [member albedo_texture_force_srgb] is "
"[code]false[/code] when it shouldn't be, the texture will appear to be too "
"bright."
msgstr ""
"如果为 [code]true[/code],则强制将 [member albedo_texture] 从 sRGB 颜色空间转"
"换为线性颜色空间。另见 [member vertex_color_is_srgb]。\n"
"该属性应该只在需要时启用(通常在使用 [ViewportTexture] 作为 [member "
"albedo_texture] 时)。如果 [member albedo_texture_force_srgb] 在不应该的情况下"
"为 [code]true[/code],则纹理会显得太暗。如果 [member "
"albedo_texture_force_srgb] 在不应该的情况下为 [code]false[/code],则纹理会显得"
"太亮。"
msgid ""
"Enables multichannel signed distance field rendering shader. Use [member "
"msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters."
msgstr ""
"启用多通道有符号距离场渲染着色器。使用 [member msdf_pixel_range] 和 [member "
"msdf_outline_size] 配置 MSDF 参数。"
msgid "Threshold at which antialiasing will be applied on the alpha channel."
msgstr "将在 Alpha 通道上应用抗锯齿的阈值。"
msgid "The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing]."
msgstr "要应用的 Alpha 抗锯齿类型。见 [enum AlphaAntiAliasing]。"
msgid ""
"The hashing scale for Alpha Hash. Recommended values between [code]0[/code] "
"and [code]2[/code]."
msgstr "Alpha Hash 的哈希比例。推荐 [code]0[/code] 和 [code]2[/code] 之间的值。"
msgid ""
"Threshold at which the alpha scissor will discard values. Higher values will "
"result in more pixels being discarded. If the material becomes too opaque at "
"a distance, try increasing [member alpha_scissor_threshold]. If the material "
"disappears at a distance, try decreasing [member alpha_scissor_threshold]."
msgstr ""
"Alpha 剪刀将丢弃值的阈值。较高的值将导致更多像素被丢弃。如果材质在远处变得太不"
"透明,请尝试增加 [member alpha_scissor_threshold]。如果材质在远处消失,请尝试"
"降低 [member alpha_scissor_threshold]。"
msgid ""
"The strength of the anisotropy effect. This is multiplied by [member "
"anisotropy_flowmap]'s alpha channel if a texture is defined there and the "
"texture contains an alpha channel."
msgstr ""
"各向异性效果的强度。如果 [member anisotropy_flowmap] 是一张带有 Alpha 通道的纹"
"理,那么这个值会与其 Alpha 通道相乘。"
msgid ""
"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of "
"the specular blob and aligns it to tangent space. This is useful for brushed "
"aluminium and hair reflections.\n"
"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh "
"does not contain tangents, the anisotropy effect will appear broken.\n"
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering, which can be enabled by setting [member texture_filter] to "
"[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]."
msgstr ""
"如果为 [code]true[/code],则启用各向异性。各向异性会改变镜面反射斑点的形状并将"
"其与切线空间对齐。可用于拉丝铝材和毛发反射。\n"
"[b]注意:[/b]各向异性需要网格切线才能正常工作。如果网格中不包含切线,则各向异"
"性效果会显得破碎。\n"
"[b]注意:[/b]材质的各向异性不应与各向异性纹理过滤相混淆,后者可以通过将 "
"[member texture_filter] 设置为 [constant "
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 来启用。"
msgid ""
"Texture that offsets the tangent map for anisotropy calculations and "
"optionally controls the anisotropy effect (if an alpha channel is present). "
"The flowmap texture is expected to be a derivative map, with the red channel "
"representing distortion on the X axis and green channel representing "
"distortion on the Y axis. Values below 0.5 will result in negative "
"distortion, whereas values above 0.5 will result in positive distortion.\n"
"If present, the texture's alpha channel will be used to multiply the strength "
"of the [member anisotropy] effect. Fully opaque pixels will keep the "
"anisotropy effect's original strength while fully transparent pixels will "
"disable the anisotropy effect entirely. The flowmap texture's blue channel is "
"ignored."
msgstr ""
"用于对切线图进行偏移的纹理,用于各向异性的计算,(如果存在 Alpha 通道)还可以"
"控制各向异性的效果。Flowmap 方向图纹理应该是一张派生图,红色通道表示 X 轴上的"
"变形、绿色通道表示 Y 轴上的变形。小于 0.5 的值会朝负方向进行变形,而大于 0.5 "
"的值则朝正方向变形。\n"
"纹理的 Alpha 通道如果存在,则会用于与 [member anisotropy] 效果的强度相乘。完全"
"不透明的像素会保持原始强度,而完全透明的像素则会完全禁用各向异性效果。方向图纹"
"理的蓝色通道会被忽略。"
msgid ""
"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens "
"areas based on the [member ao_texture]."
msgstr ""
"如果为 [code]true[/code],启用环境遮挡。环境遮挡根据 [member ao_texture] 使区"
"域变暗。"
msgid ""
"Amount that ambient occlusion affects lighting from lights. If [code]0[/"
"code], ambient occlusion only affects ambient light. If [code]1[/code], "
"ambient occlusion affects lights just as much as it affects ambient light. "
"This can be used to impact the strength of the ambient occlusion effect, but "
"typically looks unrealistic."
msgstr ""
"环境遮挡对灯光照明的影响程度。如果 [code]0[/code],环境遮挡只影响环境光。如果 "
"[code]1[/code],环境遮挡对灯光的影响和对环境光的影响一样大。这可以用来影响环境"
"遮挡效果的强度,但通常看起来不真实。"
msgid ""
"If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
"[member ao_texture]."
msgstr ""
"如果为 [code]true[/code],请使用 [code]UV2[/code] 坐标从 [member ao_texture] "
"中查找。"
msgid ""
"Texture that defines the amount of ambient occlusion for a given point on the "
"object."
msgstr "定义物体上给定点的环境遮挡量的纹理。"
msgid ""
"Specifies the channel of the [member ao_texture] in which the ambient "
"occlusion information is stored. This is useful when you store the "
"information for multiple effects in a single texture. For example if you "
"stored metallic in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
"指定 [member ao_texture] 的通道,其中存储环境遮挡信息。可以用来在一个纹理中存"
"储多个效果的信息。例如,如果你将金属效果存储在 R 通道中,将粗糙度存储在 B 通道"
"中,将环境遮挡存储在 G 通道中,就可以减少你使用的纹理数量。"
msgid ""
"The color used by the backlight effect. Represents the light passing through "
"an object."
msgstr "背光效果使用的颜色。表示穿过物体的光。"
msgid ""
"If [code]true[/code], the backlight effect is enabled. See also [member "
"subsurf_scatter_transmittance_enabled]."
msgstr ""
"如果为 [code]true[/code],则启用背光效果。另请参阅 [member "
"subsurf_scatter_transmittance_enabled]。"
msgid ""
"Texture used to control the backlight effect per-pixel. Added to [member "
"backlight]."
msgstr "用于控制每像素背光效果的纹理。与 [member backlight] 相加。"
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise, the scale is lost when billboarding. Only applies when [member "
"billboard_mode] is not [constant BILLBOARD_DISABLED]."
msgstr ""
"如果为 [code]true[/code],则着色器将保持为网格设置的缩放。否则,在做公告板时会"
"丢失缩放。仅在 [member billboard_mode] 不为 [constant BILLBOARD_DISABLED] 时适"
"用。"
msgid ""
"Controls how the object faces the camera. See [enum BillboardMode].\n"
"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right "
"vector of the camera is not horizontal when the screen is attached to your "
"head instead of on the table. See [url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url] for details."
msgstr ""
"控制该对象如何面对相机。见 [enum BillboardMode]。\n"
"[b]注意:[/b]公告板模式不适合 VR因为当屏幕贴在你的头上而不是在桌子上时相机"
"的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url]。"
msgid ""
"The material's blend mode.\n"
"[b]Note:[/b] Values other than [code]Mix[/code] force the object into the "
"transparent pipeline. See [enum BlendMode]."
msgstr ""
"材质的混合模式。\n"
"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。见 [enum "
"BlendMode]。"
msgid ""
"Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks "
"the same as disabling the clearcoat effect."
msgstr "设置清漆效果的强度。设置为 [code]0[/code] 看起来与禁用清漆效果相同。"
msgid ""
"If [code]true[/code], clearcoat rendering is enabled. Adds a secondary "
"transparent pass to the lighting calculation resulting in an added specular "
"blob. This makes materials appear as if they have a clear layer on them that "
"can be either glossy or rough.\n"
"[b]Note:[/b] Clearcoat rendering is not visible if the material's [member "
"shading_mode] is [constant SHADING_MODE_UNSHADED]."
msgstr ""
"如果为 [code]true[/code],则启用清漆渲染。将辅助透明通道添加到照明计算中,从而"
"产生一个添加的镜面反射斑点。这使得材质看起来好像它们表面上有一层透明层,该透明"
"层可以是有光泽的也可以是粗糙的。\n"
"[b]注意:[/b]如果材质的 [member shading_mode] 为 [constant "
"SHADING_MODE_UNSHADED],则清漆渲染不可见。"
msgid ""
"Sets the roughness of the clearcoat pass. A higher value results in a rougher "
"clearcoat while a lower value results in a smoother clearcoat."
msgstr ""
"设置清漆通道的粗糙度。较高的值会产生较粗糙的清漆,而较低的值会产生更光滑的清"
"漆。"
msgid ""
"Texture that defines the strength of the clearcoat effect and the glossiness "
"of the clearcoat. Strength is specified in the red channel while glossiness "
"is specified in the green channel."
msgstr ""
"定义清漆效果的强度和清漆的光泽度的纹理。强度在红色通道中指定,光泽度在绿色通道"
"中指定。"
msgid ""
"Determines which side of the triangle to cull depending on whether the "
"triangle faces towards or away from the camera. See [enum CullMode]."
msgstr ""
"根据三角形是朝向还是背离相机,来确定要剔除三角形的哪一侧。请参阅 [enum "
"CullMode]。"
msgid ""
"Determines when depth rendering takes place. See [enum DepthDrawMode]. See "
"also [member transparency]."
msgstr ""
"确定深度渲染发生的时间。参见 [enum DepthDrawMode]。另见 [member "
"transparency]。"
msgid ""
"Texture that specifies the color of the detail overlay. [member "
"detail_albedo]'s alpha channel is used as a mask, even when the material is "
"opaque. To use a dedicated texture as a mask, see [member detail_mask].\n"
"[b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member "
"albedo_color]."
msgstr ""
"用于指定细节覆盖层颜色的纹理。[member detail_albedo] 的 alpha 通道会被用作遮"
"罩,即使该材质不透明。要将专用纹理用作遮罩,请参阅 [member detail_mask]。\n"
"[b]注意:[/b][member detail_albedo] [i]不会[/i]被 [member albedo_color] 调制。"
msgid ""
"Specifies how the [member detail_albedo] should blend with the current "
"[code]ALBEDO[/code]. See [enum BlendMode] for options."
msgstr ""
"指定 [member detail_albedo] 应如何与当前 [code]ALBEDO[/code] 混合。参阅 [enum "
"BlendMode] 选项。"
msgid ""
"If [code]true[/code], enables the detail overlay. Detail is a second texture "
"that gets mixed over the surface of the object based on [member detail_mask] "
"and [member detail_albedo]'s alpha channel. This can be used to add variation "
"to objects, or to blend between two different albedo/normal textures."
msgstr ""
"如果为 [code]true[/code],启用细节叠加。细节是基于 [member detail_mask] 和 "
"[member detail_albedo] 的 Alpha 通道,在对象表面上混合的第二个纹理。这可用于为"
"对象添加变化,或混合两种不同的反照率/法线纹理。"
msgid ""
"Texture used to specify how the detail textures get blended with the base "
"textures. [member detail_mask] can be used together with [member "
"detail_albedo]'s alpha channel (if any)."
msgstr ""
"纹理用于指定细节纹理如何与基础纹理混合。[member detail_mask] 可以与 [member "
"detail_albedo] 的 Alpha 通道(如果有)一起使用。"
msgid ""
"Texture that specifies the per-pixel normal of the detail overlay. The "
"[member detail_normal] texture only uses the red and green channels; the blue "
"and alpha channels are ignored. The normal read from [member detail_normal] "
"is oriented around the surface normal provided by the [Mesh].\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a "
"comparison of normal map coordinates expected by popular engines."
msgstr ""
"用于指定细节覆盖层逐像素法线的纹理。[member detail_normal] 纹理只使用红色和绿"
"色通道;会忽略蓝色和 alpha 通道。从 [member detail_normal] 读取的法线是围绕 "
"[Mesh] 所提供的表面法线的进行朝向的。\n"
"[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的"
"法线贴图坐标系见[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。"
msgid ""
"Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail "
"layer. See [enum DetailUV] for options."
msgstr ""
"指定细节层是使用 [code]UV[/code] 还是 [code]UV2[/code]。选项请参阅 [enum "
"DetailUV]。"
msgid "The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
msgstr "用于漫反射光散射的算法。见 [enum DiffuseMode]。"
msgid "If [code]true[/code], the object receives no ambient light."
msgstr "如果为 [code]true[/code],则对象不接收环境光。"
msgid ""
"If [code]true[/code], the object will not be affected by fog (neither "
"volumetric nor depth fog). This is useful for unshaded or transparent "
"materials (e.g. particles), which without this setting will be affected even "
"if fully transparent."
msgstr ""
"如果为 [code]true[/code],则对象不会受到雾的影响(包括体积雾和深度雾)。可用于"
"不着色材质和透明材质(例如例子),不开启时即便完全透明也会受到影响。"
msgid ""
"If [code]true[/code], the object receives no shadow that would otherwise be "
"cast onto it."
msgstr "如果为 [code]true[/code],则对象不会收到投射到其上的阴影。"
msgid ""
"Distance at which the object appears fully opaque.\n"
"[b]Note:[/b] If [member distance_fade_max_distance] is less than [member "
"distance_fade_min_distance], the behavior will be reversed. The object will "
"start to fade away at [member distance_fade_max_distance] and will fully "
"disappear once it reaches [member distance_fade_min_distance]."
msgstr ""
"物体看起来完全不透明的距离。\n"
"[b]注意:[/b]如果 [member distance_fade_max_distance] 小于 [member "
"distance_fade_min_distance],则行为相反。物体将在 [member "
"distance_fade_max_distance] 处开始逐渐消失,并在到达 [member "
"distance_fade_min_distance] 时完全消失。"
msgid ""
"Distance at which the object starts to become visible. If the object is less "
"than this distance away, it will be invisible.\n"
"[b]Note:[/b] If [member distance_fade_min_distance] is greater than [member "
"distance_fade_max_distance], the behavior will be reversed. The object will "
"start to fade away at [member distance_fade_max_distance] and will fully "
"disappear once it reaches [member distance_fade_min_distance]."
msgstr ""
"物体开始变得可见的距离。如果物体的距离小于这个距离,它将是不可见的。\n"
"[b]注意:[/b]如果 [member distance_fade_min_distance] 大于 [member "
"distance_fade_max_distance],则行为将相反。物体将在 [member "
"distance_fade_max_distance] 处开始逐渐消失,并在到达 [member "
"distance_fade_min_distance] 时完全消失。"
msgid ""
"Specifies which type of fade to use. Can be any of the [enum "
"DistanceFadeMode]s."
msgstr "指定要使用的淡入淡出类型。可以是任何一个 [enum DistanceFadeMode]。"
msgid "The emitted light's color. See [member emission_enabled]."
msgstr "发出的光的颜色。见 [member emission_enabled]。"
msgid ""
"If [code]true[/code], the body emits light. Emitting light makes the object "
"appear brighter. The object can also cast light on other objects if a "
"[VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked "
"lighting."
msgstr ""
"如果为 [code]true[/code],则实体会发光。发光会使物体看起来更亮。如果使用 "
"[VoxelGI]、SDFGI、或 [LightmapGI],并且该对象用于烘焙光照,则该对象还可以将光"
"投射到其他对象上。"
msgid "Multiplier for emitted light. See [member emission_enabled]."
msgstr "发出的光的乘数。请参阅 [member emission_enabled]。"
msgid ""
"Luminance of emitted light, measured in nits (candela per square meter). Only "
"available when [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] is enabled. The default is roughly equivalent to an "
"indoor lightbulb."
msgstr ""
"发出的光的亮度,单位是尼特(坎德拉/平方米)。仅在启用 [member ProjectSettings."
"rendering/lights_and_shadows/use_physical_light_units] 时可用。默认值大致相当"
"于一个室内灯泡。"
msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
msgstr "使用 [code]UV2[/code] 从 [member emission_texture] 中读取。"
msgid ""
"Sets how [member emission] interacts with [member emission_texture]. Can "
"either add or multiply. See [enum EmissionOperator] for options."
msgstr ""
"设置 [member emission] 与 [member emission_texture] 的交互方式。可以是加法或乘"
"法。可选值见 [enum EmissionOperator] 。"
msgid "Texture that specifies how much surface emits light at a given point."
msgstr "纹理,指定某点的表面发光的程度。"
msgid ""
"If [code]true[/code], the object is rendered at the same size regardless of "
"distance."
msgstr "如果为 [code]true[/code],则无论距离远近,对象都以相同的大小渲染。"
msgid ""
"If [code]true[/code], enables the vertex grow setting. This can be used to "
"create mesh-based outlines using a second material pass and its [member "
"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n"
"[b]Note:[/b] Vertex growth cannot create new vertices, which means that "
"visible gaps may occur in sharp corners. This can be alleviated by designing "
"the mesh to use smooth normals exclusively using [url=https://wiki.polycount."
"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D "
"authoring software. In this case, grow will be able to join every outline "
"together, just like in the original mesh."
msgstr ""
"如果为 [code]true[/code],则启用顶点增长设置。可用于创建基于网格的轮廓,请在第"
"二个材质阶段中使用,并将 [member cull_mode] 设置为 [constant CULL_FRONT]。另"
"见 [member grow_amount]。\n"
"[b]注意:[/b]顶点增长无法新建顶点,这意味着锐角可能会造成可见的缺口。缓解方法"
"是在设计网格时就只用平滑的法线,在 3D 创作软件中使用 [url=https://wiki."
"polycount.com/wiki/Face_weighted_normals]面加权法线[/url]。这样增长就能够将所"
"有轮廓连接到一起,和原始网格一致。"
msgid ""
"Grows object vertices in the direction of their normals. Only effective if "
"[member grow] is [code]true[/code]."
msgstr ""
"将对象的顶点沿着对应的法线方向生长。仅在 [member grow] 为 [code]true[/code] 时"
"有效。"
msgid ""
"If [code]true[/code], uses parallax occlusion mapping to represent depth in "
"the material instead of simple offset mapping (see [member "
"heightmap_enabled]). This results in a more convincing depth effect, but is "
"much more expensive on the GPU. Only enable this on materials where it makes "
"a significant visual difference."
msgstr ""
"如果为 [code]true[/code],则使用视差遮挡贴图来表示材质中的深度,而不是简单的偏"
"移贴图(参见 [member heightmap_enabled])。这会产生更令人信服的深度效果,但在 "
"GPU 上的成本要高得多。仅在具有显著视觉差异的材质上启用该功能。"
msgid ""
"If [code]true[/code], height mapping is enabled (also called \"parallax "
"mapping\" or \"depth mapping\"). See also [member normal_enabled]. Height "
"mapping is a demanding feature on the GPU, so it should only be used on "
"materials where it makes a significant visual difference.\n"
"[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on "
"the same material. The value of [member heightmap_enabled] will be ignored if "
"[member uv1_triplanar] is enabled."
msgstr ""
"如果为 [code]true[/code],则启用高度映射(也称为“视差映射”或“深度映射”)。另"
"见 [member normal_enabled]。高度映射是 GPU 上的一项要求很高的功能,因此它只能"
"用于具有显著视觉差异的材质。\n"
"[b]注意:[/b]如果在同一材质上使用三平面贴图,则不支持高度图。如果 [member "
"uv1_triplanar] 被启用,则 [member heightmap_enabled] 的值将被忽略。"
msgid ""
"If [code]true[/code], flips the mesh's binormal vectors when interpreting the "
"height map. If the heightmap effect looks strange when the camera moves (even "
"with a reasonable [member heightmap_scale]), try setting this to [code]true[/"
"code]."
msgstr ""
"如果为 [code]true[/code],则在解释高度图时翻转网格的副法线向量。如果相机移动时"
"高度图效果看起来很奇怪(即使使用合理的 [member heightmap_scale]),请尝试将该"
"属性设置为 [code]true[/code]。"
msgid ""
"If [code]true[/code], flips the mesh's tangent vectors when interpreting the "
"height map. If the heightmap effect looks strange when the camera moves (even "
"with a reasonable [member heightmap_scale]), try setting this to [code]true[/"
"code]."
msgstr ""
"如果为 [code]true[/code],则在解释高度图时翻转网格的切线向量。如果相机移动时高"
"度图效果看起来很奇怪(即使使用合理的 [member heightmap_scale]),请尝试将该属"
"性设置为 [code]true[/code]。"
msgid ""
"If [code]true[/code], interprets the height map texture as a depth map, with "
"brighter values appearing to be \"lower\" in altitude compared to darker "
"values.\n"
"This can be enabled for compatibility with some materials authored for Godot "
"3.x. This is not necessary if the Invert import option was used to invert the "
"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should "
"remain [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则将高度图纹理解释为深度图,与较暗的值相比,较亮的值"
"在高度上显得“更低”。\n"
"可以启用该功能以与为 Godot 3.x 编写的某些材质兼容。如果在 Godot 3.x 中使用反转"
"导入选项来反转深度图,则不需要这样做,在这种情况下,[member "
"heightmap_flip_texture] 应该保持为 [code]false[/code]。"
msgid ""
"The number of layers to use for parallax occlusion mapping when the camera is "
"up close to the material. Higher values result in a more convincing depth "
"effect, especially in materials that have steep height changes. Higher values "
"have a significant cost on the GPU, so it should only be increased on "
"materials where it makes a significant visual difference.\n"
"[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is "
"[code]true[/code]."
msgstr ""
"当相机靠近材质时用于视差遮挡贴图的层数。较高的值会产生更令人信服的深度效果,尤"
"其是在具有陡峭高度变化的材质中。较高的值会显著地增加 GPU 的成本,因此只能在会"
"产生显著视觉差异的材质上增加它。\n"
"[b]注意:[/b]仅当 [member heightmap_deep_parallax] 为 [code]true[/code] 时有"
"效。"
msgid ""
"The number of layers to use for parallax occlusion mapping when the camera is "
"far away from the material. Higher values result in a more convincing depth "
"effect, especially in materials that have steep height changes. Higher values "
"have a significant cost on the GPU, so it should only be increased on "
"materials where it makes a significant visual difference.\n"
"[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is "
"[code]true[/code]."
msgstr ""
"当相机远离材质时用于视差遮挡贴图的层数。较高的值会产生更令人信服的深度效果,尤"
"其是在具有陡峭高度变化的材质中。较高的值会显著地增加 GPU 的成本,因此只能在会"
"产生显著视觉差异的材质上增加它。\n"
"[b]注意:[/b]仅当 [member heightmap_deep_parallax] 为 [code]true[/code] 时有"
"效。"
msgid ""
"The heightmap scale to use for the parallax effect (see [member "
"heightmap_enabled]). The default value is tuned so that the highest point "
"(value = 255) appears to be 5 cm higher than the lowest point (value = 0). "
"Higher values result in a deeper appearance, but may result in artifacts "
"appearing when looking at the material from oblique angles, especially when "
"the camera moves. Negative values can be used to invert the parallax effect, "
"but this is different from inverting the texture using [member "
"heightmap_flip_texture] as the material will also appear to be \"closer\" to "
"the camera. In most cases, [member heightmap_scale] should be kept to a "
"positive value.\n"
"[b]Note:[/b] If the height map effect looks strange regardless of this value, "
"try adjusting [member heightmap_flip_binormal] and [member "
"heightmap_flip_tangent]. See also [member heightmap_texture] for "
"recommendations on authoring heightmap textures, as the way the heightmap "
"texture is authored affects how [member heightmap_scale] behaves."
msgstr ""
"用于视差效果的高度图缩放(参见 [member heightmap_enabled])。调整默认值,使最"
"高点(值 = 255看起来比最低点值 = 0高 5 厘米。较高的值会导致更深的外观,"
"但可能会导致从倾斜角度查看材质时出现伪影,尤其是在相机移动时。负值可用于反转视"
"差效果,但这与使用 [member heightmap_flip_texture] 反转纹理不同,因为材质也会"
"看起来“更接近”相机。在大多数情况下,[member heightmap_scale] 应保持为正值。\n"
"[b]注意:[/b]如果忽略这个值后高度图效果看起来很奇怪,请尝试调整 [member "
"heightmap_flip_binormal] 和 [member heightmap_flip_tangent]。另请参阅 [member "
"heightmap_texture] 以获取有关创作高度图纹理的建议,因为创作高度图纹理的方式会"
"影响 [member heightmap_scale] 的行为方式。"
msgid ""
"The texture to use as a height map. See also [member heightmap_enabled].\n"
"For best results, the texture should be normalized (with [member "
"heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], "
"this can be done using [b]Colors > Auto > Equalize[/b]. If the texture only "
"uses a small part of its available range, the parallax effect may look "
"strange, especially when the camera moves.\n"
"[b]Note:[/b] To reduce memory usage and improve loading times, you may be "
"able to use a lower-resolution heightmap texture as most heightmaps are only "
"comprised of low-frequency data."
msgstr ""
"用作高度图的纹理。另见 [member heightmap_enabled]。\n"
"为获得最佳效果,应将纹理归一化(减少 [member heightmap_scale] 以进行补偿)。"
"在 [url=https://gimp.org]GIMP[/url] 中,这可以使用[b]颜色Colors > 自动"
"Auto > 均衡Equalize[/b]来完成。如果纹理只使用其可用范围的一小部分,则"
"视差效果可能看起来很奇怪,尤其是当相机移动时。\n"
"[b]注意:[/b]为了减少内存使用和缩短加载时间,可以使用分辨率较低的高度图纹理,"
"因为大多数高度图仅包含低频数据。"
msgid ""
"A high value makes the material appear more like a metal. Non-metals use "
"their albedo as the diffuse color and add diffuse to the specular reflection. "
"With non-metals, the reflection appears on top of the albedo color. Metals "
"use their albedo as a multiplier to the specular reflection and set the "
"diffuse color to black resulting in a tinted reflection. Materials work "
"better when fully metal or fully non-metal, values between [code]0[/code] and "
"[code]1[/code] should only be used for blending between metal and non-metal "
"sections. To alter the amount of reflection use [member roughness]."
msgstr ""
"高值使材质看起来更像金属。非金属使用其反射率作为漫射色,并在镜面反射上添加漫"
"射。对于非金属,反射出现在反照率颜色之上。金属使用其反射率作为镜面反射的倍数,"
"并将漫射色设置为黑色,从而产生有色反射。材质在全金属或全非金属时效果更好,介"
"于 [code]0[/code] 和 [code]1[/code] 之间的值只能用于金属和非金属部分之间的混"
"合。要改变反射量,请使用[member roughness]。"
msgid ""
"Adjusts the strength of specular reflections. Specular reflections are "
"composed of scene reflections and the specular lobe which is the bright spot "
"that is reflected from light sources. When set to [code]0.0[/code], no "
"specular reflections will be visible. This differs from the [constant "
"SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only "
"applies to the specular lobe from the light source.\n"
"[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it "
"should be left at [code]0.5[/code] in most cases. See also [member roughness]."
msgstr ""
"调整镜面反射的强度。镜面反射由场景反射和镜面波瓣组成,镜面波瓣是从光源反射的亮"
"点。当设置为 [code]0.0[/code] 时,镜面反射将不可见。这与 [constant "
"SPECULAR_DISABLED] [enum SpecularMode] 不同,因为 [constant "
"SPECULAR_DISABLED] 仅适用于来自光源的镜面反射波瓣。\n"
"[b]注意:[/b]与 [member metallic] 不同,这不是节能的,所以在大多数情况下应将其"
"保留在 [code]0.5[/code]。另见 [member roughness]。"
msgid ""
"Texture used to specify metallic for an object. This is multiplied by [member "
"metallic]."
msgstr "用于指定对象的金属质感。这个值会与 [member metallic] 相乘。"
msgid ""
"Specifies the channel of the [member metallic_texture] in which the metallic "
"information is stored. This is useful when you store the information for "
"multiple effects in a single texture. For example if you stored metallic in "
"the red channel, roughness in the blue, and ambient occlusion in the green "
"you could reduce the number of textures you use."
msgstr ""
"指定存储金属度信息的 [member metallic_texture] 的通道。当将多个效果的信息存储"
"在单个纹理中时,这很有用。例如,如果在红色通道中存储金属度,在蓝色通道中存储粗"
"糙度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。"
msgid "The width of the shape outline."
msgstr "形状轮廓的宽度。"
msgid ""
"The width of the range around the shape between the minimum and maximum "
"representable signed distance."
msgstr "围绕最小和最大可表示有符号距离之间的形状的范围的宽度。"
msgid ""
"If [code]true[/code], depth testing is disabled and the object will be drawn "
"in render order."
msgstr "如果为 [code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。"
msgid ""
"If [code]true[/code], normal mapping is enabled. This has a slight "
"performance cost, especially on mobile GPUs."
msgstr ""
"如果为 [code]true[/code],则启用法线映射。略微影响性能,尤其在移动 GPU 上。"
msgid "The strength of the normal map's effect."
msgstr "法线贴图的效果强度。"
msgid ""
"Texture used to specify the normal at a given pixel. The [member "
"normal_texture] only uses the red and green channels; the blue and alpha "
"channels are ignored. The normal read from [member normal_texture] is "
"oriented around the surface normal provided by the [Mesh].\n"
"[b]Note:[/b] The mesh must have both normals and tangents defined in its "
"vertex data. Otherwise, the normal map won't render correctly and will only "
"appear to darken the whole surface. If creating geometry with [SurfaceTool], "
"you can use [method SurfaceTool.generate_normals] and [method SurfaceTool."
"generate_tangents] to automatically generate normals and tangents "
"respectively.\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a "
"comparison of normal map coordinates expected by popular engines.\n"
"[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member "
"detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To "
"display a normal map [i]above[/i] the [member detail_albedo] texture, use "
"[member detail_normal] instead."
msgstr ""
"用于指定给定像素的法线的纹理。[member normal_texture] 只使用红色和绿色通道;会"
"忽略蓝色和 alpha 通道。从 [member normal_texture] 读取的法线是围绕 [Mesh] 所提"
"供的表面法线的进行朝向的。\n"
"[b]注意:[/b]该网格必须在其顶点数据中同时定义法线和切线。否则法线贴图将无法正"
"确渲染,只会使整个表面变暗。如果使用 [SurfaceTool] 创建几何体,可以使用 "
"[method SurfaceTool.generate_normals] 和 [method SurfaceTool."
"generate_tangents] 分别自动生成法线和切线。\n"
"[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的"
"法线贴图坐标系见[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。\n"
"[b]注意:[/b]如果 [member detail_enabled] 为 [code]true[/code],则 [member "
"detail_albedo] 纹理将在 [member normal_texture] [i]下方[/i]绘制。要在 [member "
"detail_albedo] 纹理[i]之上[/i]显示法线贴图,请改用 [member detail_normal]。"
msgid ""
"The Occlusion/Roughness/Metallic texture to use. This is a more efficient "
"replacement of [member ao_texture], [member roughness_texture] and [member "
"metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red "
"channel. Roughness map is stored in the green channel. Metallic map is stored "
"in the blue channel. The alpha channel is ignored."
msgstr ""
"要使用的遮挡/粗糙度/金属纹理。这是对 [ORMMaterial3D] 中 [member ao_texture]、"
"[member roughness_texture]、和 [member metallic_texture] 的更有效替代。环境遮"
"挡被存储在红色通道中。粗糙度贴图被存储在绿色通道中。金属度贴图被存储在蓝色通道"
"中。Alpha 通道将被忽略。"
msgid ""
"The number of horizontal frames in the particle sprite sheet. Only enabled "
"when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]."
msgstr ""
"粒子精灵表中的水平帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。见 "
"[member billboard_mode]。"
msgid ""
"If [code]true[/code], particle animations are looped. Only enabled when using "
"[constant BILLBOARD_PARTICLES]. See [member billboard_mode]."
msgstr ""
"如果为 [code]true[/code],则循环粒子动画。仅在使用 [constant "
"BILLBOARD_PARTICLES] 时启用。见 [member billboard_mode]。"
msgid ""
"The number of vertical frames in the particle sprite sheet. Only enabled when "
"using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]."
msgstr ""
"粒子精灵表中的垂直帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。见 "
"[member billboard_mode]。"
msgid "The point size in pixels. See [member use_point_size]."
msgstr "点大小,单位为像素。见 [member use_point_size]。"
msgid ""
"Distance over which the fade effect takes place. The larger the distance the "
"longer it takes for an object to fade."
msgstr "渐变效果发生的距离。距离越大,物体褪色的时间越长。"
msgid ""
"If [code]true[/code], the proximity fade effect is enabled. The proximity "
"fade effect fades out each pixel based on its distance to another object."
msgstr ""
"如果为 [code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另一"
"个对象的距离淡出。"
msgid ""
"If [code]true[/code], the refraction effect is enabled. Distorts transparency "
"based on light from behind the object."
msgstr ""
"如果为 [code]true[/code],则启用折射效果。根据来自对象后面的光线来扭曲透明度。"
msgid "The strength of the refraction effect."
msgstr "折射效果的强度。"
msgid ""
"Texture that controls the strength of the refraction per-pixel. Multiplied by "
"[member refraction_scale]."
msgstr "控制每个像素折射强度的纹理。会与 [member refraction_scale] 相乘。"
msgid ""
"Specifies the channel of the [member refraction_texture] in which the "
"refraction information is stored. This is useful when you store the "
"information for multiple effects in a single texture. For example if you "
"stored refraction in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
"指定存储折射信息的 [member refraction_texture] 的通道。当将多个效果的信息存储"
"在单个纹理中时,这很有用。例如,如果在红色通道中存储折射,在蓝色通道中存储粗糙"
"度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。"
msgid "Sets the strength of the rim lighting effect."
msgstr "设置边缘照明效果的强度。"
msgid ""
"If [code]true[/code], rim effect is enabled. Rim lighting increases the "
"brightness at glancing angles on an object.\n"
"[b]Note:[/b] Rim lighting is not visible if the material's [member "
"shading_mode] is [constant SHADING_MODE_UNSHADED]."
msgstr ""
"如果为 [code]true[/code],则启用边缘效果。边缘照明会增加物体上掠射角度的亮"
"度。\n"
"[b]注意:[/b]如果材质的 [member shading_mode] 为 [constant "
"SHADING_MODE_UNSHADED],则边缘照明不可见。"
msgid ""
"Texture used to set the strength of the rim lighting effect per-pixel. "
"Multiplied by [member rim]."
msgstr "纹理用于设置每个像素的边缘光照效果的强度。会与 [member rim] 相乘。"
msgid ""
"The amount of to blend light and albedo color when rendering rim effect. If "
"[code]0[/code] the light color is used, while [code]1[/code] means albedo "
"color is used. An intermediate value generally works best."
msgstr ""
"渲染边缘效果时,混合光照色和反射色的数量。如果 [code]0[/code] 表示使用光色,"
"[code]1[/code] 表示使用反照色。一般来说,中间值的效果最好。"
msgid ""
"Surface reflection. A value of [code]0[/code] represents a perfect mirror "
"while a value of [code]1[/code] completely blurs the reflection. See also "
"[member metallic]."
msgstr ""
"表面反射。[code]0[/code] 值表示一面完美的镜像,而 [code]1[/code] 值则完全模糊"
"了反射。另请参阅 [member metallic]。"
msgid ""
"Texture used to control the roughness per-pixel. Multiplied by [member "
"roughness]."
msgstr "用于控制每个像素粗糙度的纹理。会与 [member roughness] 相乘。"
msgid ""
"Specifies the channel of the [member roughness_texture] in which the "
"roughness information is stored. This is useful when you store the "
"information for multiple effects in a single texture. For example if you "
"stored metallic in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
"指定存储粗糙度信息的[member roughness_texture]的通道。当将多个效果的信息存储在"
"单个纹理中时,这很有用。例如,如果在红色通道中存储金属度,在蓝色通道中存储粗糙"
"度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。"
msgid ""
"Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-"
"vertex lighting is faster, making it the best choice for mobile applications, "
"however it looks considerably worse than per-pixel. Unshaded rendering is the "
"fastest, but disables all interactions with lights.\n"
"[b]Note:[/b] Setting the shading mode vertex shading currently has no effect, "
"as vertex shading is not implemented yet."
msgstr ""
"设置是否发生着色,逐像素、逐顶点或无阴影。逐顶点时照明速度更快,使其成为移动应"
"用程序的最佳选择,但它看起来比逐像素时差很多。无阴影渲染是最快的,但会禁用与灯"
"光的所有交互。\n"
"[b]注意:[/b]设置着色模式为顶点着色时目前没有效果,因为顶点着色还没有实现。"
msgid ""
"If [code]true[/code], enables the \"shadow to opacity\" render mode where "
"lighting modifies the alpha so shadowed areas are opaque and non-shadowed "
"areas are transparent. Useful for overlaying shadows onto a camera feed in AR."
msgstr ""
"如果为 [code]true[/code],启用“阴影到不透明度”的渲染模式,在该模式下,光照会修"
"改 Alpha使阴影区域不透明非阴影区域透明。对于在 AR 中把阴影叠加到相机画面上"
"很有用。"
msgid ""
"The method for rendering the specular blob. See [enum SpecularMode].\n"
"[b]Note:[/b] [member specular_mode] only applies to the specular blob. It "
"does not affect specular reflections from the sky, screen-space reflections, "
"[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these "
"sources as well, set [member metallic_specular] to [code]0.0[/code] instead."
msgstr ""
"渲染镜面反射斑点的方法。请参阅 [enum SpecularMode]。\n"
"[b]注意:[/b][member specular_mode] 仅适用于镜面反射斑点。它不影响来自天空的镜"
"面反射、屏幕空间反射、[VoxelGI]、SDFGI 或 [ReflectionProbe]。要同时禁用来自这"
"些源的反射,请将 [member metallic_specular] 设置为 [code]0.0[/code]。"
msgid ""
"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
"penetrates an object's surface, is scattered, and then emerges. Subsurface "
"scattering quality is controlled by [member ProjectSettings.rendering/"
"environment/subsurface_scattering/subsurface_scattering_quality]."
msgstr ""
"如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然后"
"出现。次表面散射质量由 [member ProjectSettings.rendering/environment/"
"subsurface_scattering/subsurface_scattering_quality] 控制。"
msgid ""
"If [code]true[/code], subsurface scattering will use a special mode optimized "
"for the color and density of human skin, such as boosting the intensity of "
"the red channel in subsurface scattering."
msgstr ""
"如果为 [code]true[/code],则次表面散射将使用针对人类皮肤的颜色和密度进行优化的"
"特殊模式,例如提升次表面散射中红色通道的强度。"
msgid ""
"The strength of the subsurface scattering effect. The depth of the effect is "
"also controlled by [member ProjectSettings.rendering/environment/"
"subsurface_scattering/subsurface_scattering_scale], which is set globally."
msgstr ""
"次表面散射效果的强度。效果的深度也受到全局的 [member ProjectSettings."
"rendering/environment/subsurface_scattering/subsurface_scattering_scale] 的控"
"制。"
msgid ""
"Texture used to control the subsurface scattering strength. Stored in the red "
"texture channel. Multiplied by [member subsurf_scatter_strength]."
msgstr ""
"用于控制次表面散射强度的纹理。存储在红色纹理通道中。会与 [member "
"subsurf_scatter_strength] 相乘。"
msgid "The intensity of the subsurface scattering transmittance effect."
msgstr "次表面散射透射率效果的强度。"
msgid ""
"The color to multiply the subsurface scattering transmittance effect with. "
"Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]."
msgstr ""
"与次表面散射透射率效果相乘的颜色。[member subsurf_scatter_skin_mode] 为 "
"[code]true[/code] 时忽略。"
msgid "The depth of the subsurface scattering transmittance effect."
msgstr "次表面散射透射率效果的深度。"
msgid ""
"If [code]true[/code], enables subsurface scattering transmittance. Only "
"effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also "
"[member backlight_enabled]."
msgstr ""
"如果为 [code]true[/code],则启用次表面散射透射率。仅当 [member "
"subsurf_scatter_enabled] 为 [code]true[/code] 时有效。另请参见 [member "
"backlight_enabled]。"
msgid ""
"The texture to use for multiplying the intensity of the subsurface scattering "
"transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored "
"if [member subsurf_scatter_skin_mode] is [code]true[/code]."
msgstr ""
"用于乘以次表面散射透射率强度的纹理。另请参见 [member "
"subsurf_scatter_texture]。[member subsurf_scatter_skin_mode] 为 [code]true[/"
"code] 时忽略。"
msgid ""
"Filter flags for the texture. See [enum TextureFilter] for options.\n"
"[b]Note:[/b] [member heightmap_texture] is always sampled with linear "
"filtering, even if nearest-neighbor filtering is selected here. This is to "
"ensure the heightmap effect looks as intended. If you need sharper height "
"transitions between pixels, resize the heightmap texture in an image editor "
"with nearest-neighbor filtering."
msgstr ""
"纹理的过滤标志。有关选项,请参阅 [enum TextureFilter]。\n"
"[b]注意:[/b]即便这里选择了最近邻过滤,[member heightmap_texture] 也始终使用线"
"性过滤采样。这是为了确保高度图效果看起来符合预期。如果需要像素之间的高度过渡更"
"加清晰,请在图像编辑器中使用最近邻过滤调整高度图纹理的大小。"
msgid "Repeat flags for the texture. See [enum TextureFilter] for options."
msgstr "纹理的重复标志。可选项见 [enum TextureFilter]。"
msgid ""
"The material's transparency mode. Some transparency modes will disable shadow "
"casting. Any transparency mode other than [constant TRANSPARENCY_DISABLED] "
"has a greater performance impact compared to opaque rendering. See also "
"[member blend_mode]."
msgstr ""
"该材质的透明模式。一些透明模式将禁用阴影投射。除了 [constant "
"TRANSPARENCY_DISABLED] 以外的任何透明模式都会对性能产生较大的影响。另见 "
"[member blend_mode]。"
msgid ""
"If [code]true[/code], enables parts of the shader required for "
"[GPUParticles3D] trails to function. This also requires using a mesh with "
"appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling "
"this feature outside of materials used in [GPUParticles3D] meshes will break "
"material rendering."
msgstr ""
"如果为 [code]true[/code],则启用 [GPUParticles3D] 尾迹所需的部分着色器以发挥作"
"用。这也需要使用具有适当蒙皮的网格,例如 [RibbonTrailMesh] 或 "
"[TubeTrailMesh]。在 [GPUParticles3D] 网格中使用的材质之外启用该功能将破坏材质"
"渲染。"
msgid ""
"If [code]true[/code], render point size can be changed.\n"
"[b]Note:[/b] This is only effective for objects whose geometry is point-based "
"rather than triangle-based. See also [member point_size]."
msgstr ""
"如果为 [code]true[/code],可以改变渲染点大小。\n"
"[b]注意:[/b]这仅对几何形状基于点而非基于三角形的对象有效。另见 [member "
"point_size]。"
msgid ""
"How much to offset the [code]UV[/code] coordinates. This amount will be added "
"to [code]UV[/code] in the vertex function. This can be used to offset a "
"texture. The Z component is used when [member uv1_triplanar] is enabled, but "
"it is not used anywhere else."
msgstr ""
"[code]UV[/code] 坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV[/code] "
"中。可以用来偏移纹理。Z 分量在启用 [member uv1_triplanar] 时使用,在其他任何地"
"方都不会被使用。"
msgid ""
"How much to scale the [code]UV[/code] coordinates. This is multiplied by "
"[code]UV[/code] in the vertex function. The Z component is used when [member "
"uv1_triplanar] is enabled, but it is not used anywhere else."
msgstr ""
"[code]UV[/code] 坐标的缩放值。将与顶点函数中的 [code]UV[/code] 相乘。Z 分量在"
"启用 [member uv1_triplanar] 时使用,在其他任何地方都不会被使用。"
msgid ""
"If [code]true[/code], instead of using [code]UV[/code] textures will use a "
"triplanar texture lookup to determine how to apply textures. Triplanar uses "
"the orientation of the object's surface to blend between texture coordinates. "
"It reads from the source texture 3 times, once for each axis and then blends "
"between the results based on how closely the pixel aligns with each axis. "
"This is often used for natural features to get a realistic blend of "
"materials. Because triplanar texturing requires many more texture reads per-"
"pixel it is much slower than normal UV texturing. Additionally, because it is "
"blending the texture between the three axes, it is unsuitable when you are "
"trying to achieve crisp texturing."
msgstr ""
"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找"
"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹理"
"中读取3次每个轴一次然后根据像素与每个轴的紧密程度在结果之间进行混合。这通"
"常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更多的纹"
"理读取所以它比普通的UV纹理处理要慢得多。此外由于它是在三个轴之间混合纹理"
"所以当你试图实现清晰的纹理时,它是不合适的。"
msgid ""
"A lower number blends the texture more softly while a higher number blends "
"the texture more sharply.\n"
"[b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/"
"code] and [code]150.0[/code] (inclusive) as values outside that range can "
"look broken depending on the mesh."
msgstr ""
"数字越小使纹理混合得越柔和,数字越大使纹理混合得越锐利。\n"
"[b]注意:[/b][member uv1_triplanar_sharpness] 被钳制在 [code]0.0[/code] 和 "
"[code]150.0[/code](包括)之间,因为超出该范围的值可能看起来会破损,具体取决于"
"网格。"
msgid ""
"If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in "
"world space rather than object local space. See also [member uv1_triplanar]."
msgstr ""
"如果为 [code]true[/code],则 [code]UV[/code] 的三平面映射是在世界空间而不是对"
"象局部空间中计算的。另见 [member uv1_triplanar]。"
msgid ""
"How much to offset the [code]UV2[/code] coordinates. This amount will be "
"added to [code]UV2[/code] in the vertex function. This can be used to offset "
"a texture. The Z component is used when [member uv2_triplanar] is enabled, "
"but it is not used anywhere else."
msgstr ""
"[code]UV2[/code] 坐标的偏移量。在顶点函数中这个量将被加到 [code]UV2[/code] "
"中。这可以用来偏移纹理。Z 分量仅在启用 [member uv2_triplanar] 时使用,在其他任"
"何地方不会被使用。"
msgid ""
"How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
"[code]UV2[/code] in the vertex function. The Z component is used when [member "
"uv2_triplanar] is enabled, but it is not used anywhere else."
msgstr ""
"[code]UV2[/code] 坐标的缩放比例。在顶点函数中该属性乘以 [code]UV2[/code]。Z 分"
"量仅在启用 [member uv2_triplanar] 时使用,在其他任何地方不会被使用。"
msgid ""
"If [code]true[/code], instead of using [code]UV2[/code] textures will use a "
"triplanar texture lookup to determine how to apply textures. Triplanar uses "
"the orientation of the object's surface to blend between texture coordinates. "
"It reads from the source texture 3 times, once for each axis and then blends "
"between the results based on how closely the pixel aligns with each axis. "
"This is often used for natural features to get a realistic blend of "
"materials. Because triplanar texturing requires many more texture reads per-"
"pixel it is much slower than normal UV texturing. Additionally, because it is "
"blending the texture between the three axes, it is unsuitable when you are "
"trying to achieve crisp texturing."
msgstr ""
"如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找"
"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹理"
"中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这"
"通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更多的"
"纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴之间混合纹"
"理,所以当你试图实现清晰的纹理时,它是不合适的。"
msgid ""
"A lower number blends the texture more softly while a higher number blends "
"the texture more sharply.\n"
"[b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/"
"code] and [code]150.0[/code] (inclusive) as values outside that range can "
"look broken depending on the mesh."
msgstr ""
"数字越小使纹理混合得越柔和,数字越大使纹理混合得越锐利。\n"
"[b]注意:[/b][member uv2_triplanar_sharpness] 被钳制在 [code]0.0[/code] 和 "
"[code]150.0[/code](包括)之间,因为超出该范围的值可能看起来会破损,具体取决于"
"网格。"
msgid ""
"If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in "
"world space rather than object local space. See also [member uv2_triplanar]."
msgstr ""
"如果为 [code]true[/code],则 [code]UV2[/code] 的三平面映射是在世界空间而不是对"
"象局部空间中计算的。另见 [member uv2_triplanar]。"
msgid ""
"If [code]true[/code], vertex colors are considered to be stored in sRGB color "
"space and are converted to linear color space during rendering. If "
"[code]false[/code], vertex colors are considered to be stored in linear color "
"space and are rendered as-is. See also [member albedo_texture_force_srgb].\n"
"[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering "
"methods, not Compatibility."
msgstr ""
"如果为 [code]true[/code],则顶点颜色被认为使用 sRGB 颜色空间存储,并在渲染期间"
"被转换为线性颜色空间。如果为 [code]false[/code],则顶点颜色被认为使用线性颜色"
"空间存储并按原样渲染。另见 [member albedo_texture_force_srgb]。\n"
"[b]注意:[/b]仅在使用 Forward+ 和移动渲染方式时有效,不支持兼容模式。"
msgid "If [code]true[/code], the vertex color is used as albedo color."
msgstr "如果为 [code]true[/code],则使用顶点颜色作为反射率颜色。"
msgid "Texture specifying per-pixel color."
msgstr "指定每个像素颜色的纹理。"
msgid "Texture specifying per-pixel metallic value."
msgstr "指定每个像素金属度值的纹理。"
msgid "Texture specifying per-pixel roughness value."
msgstr "指定每个像素粗糙度值的纹理。"
msgid "Texture specifying per-pixel emission color."
msgstr "指定每个像素自发光颜色的纹理。"
msgid "Texture specifying per-pixel normal vector."
msgstr "指定每个像素法向量的纹理。"
msgid "Texture specifying per-pixel rim value."
msgstr "指定每个像素边缘值的纹理。"
msgid "Texture specifying per-pixel clearcoat value."
msgstr "指定每个像素清漆值的纹理。"
msgid ""
"Texture specifying per-pixel flowmap direction for use with [member "
"anisotropy]."
msgstr "指定每个像素流图方向的纹理,用于 [member anisotropy]。"
msgid "Texture specifying per-pixel ambient occlusion value."
msgstr "指定每个像素环境光遮蔽的纹理。"
msgid "Texture specifying per-pixel height."
msgstr "指定每个像素高度的纹理。"
msgid "Texture specifying per-pixel subsurface scattering."
msgstr "指定每个像素次表面散射的纹理。"
msgid "Texture specifying per-pixel transmittance for subsurface scattering."
msgstr "指定每个像素用于次表面散射的透射率的纹理。"
msgid "Texture specifying per-pixel backlight color."
msgstr "指定每个像素背光颜色的纹理。"
msgid "Texture specifying per-pixel refraction strength."
msgstr "指定每个像素折射强度的纹理。"
msgid "Texture specifying per-pixel detail mask blending value."
msgstr "指定每个像素细节蒙版混合值的纹理。"
msgid "Texture specifying per-pixel detail color."
msgstr "指定每个像素细节颜色的纹理。"
msgid "Texture specifying per-pixel detail normal."
msgstr "指定每个像素细节法线的纹理。"
msgid "Texture holding ambient occlusion, roughness, and metallic."
msgstr "保存环境光遮蔽、粗糙度和金属度信息的纹理。"
msgid "Represents the size of the [enum TextureParam] enum."
msgstr "代表 [enum TextureParam] 枚举的大小。"
msgid ""
"The texture filter reads from the nearest pixel only. The simplest and "
"fastest method of filtering, but the texture will look pixelized."
msgstr ""
"纹理过滤器仅读取最邻近的像素。最简单快速的过滤方法,但纹理看起来会像素化。"
msgid ""
"The texture filter blends between the nearest 4 pixels. Use this when you "
"want to avoid a pixelated style, but do not want mipmaps."
msgstr ""
"纹理过滤器在最邻近的 4 个像素之间混合。如果你想要避免像素化风格,但又不想使用 "
"mipmap那么请使用这个选项。"
msgid ""
"The texture filter reads from the nearest pixel in the nearest mipmap. The "
"fastest way to read from textures with mipmaps."
msgstr ""
"纹理过滤器读取最邻近的 mipmap 中的最邻近的像素。带有 mipmap 的纹理的最快读取方"
"法。"
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth "
"out pixels that are far from the camera."
msgstr ""
"纹理过滤器在最邻近的 4 个像素和最邻近的 2 个 mipmap 之间混合。请在大多数情况下"
"使用,因为 mipmap 对于平滑远离相机的像素很重要。"
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
"textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"纹理过滤器读取最邻近的像素,但会根据表面和相机视图之间的夹角选择 mipmap。可以"
"减少几乎与相机成一直线的表面的不自然情况。各向异性过滤级别可以通过调整 "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 来改变。"
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"纹理过滤器在最邻近的 4 个像素之间进行混合,并会根据表面和相机视图之间的夹角选"
"择 mipmap。可以减少几乎与相机成一直线的表面的不自然情况。这是过滤选项中最慢的"
"一个,但可以得到最高质量的纹理。各向异性过滤级别可以通过调整 [member "
"ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 来改变。"
msgid "Represents the size of the [enum TextureFilter] enum."
msgstr "代表 [enum TextureFilter] 枚举的大小。"
msgid "Use [code]UV[/code] with the detail texture."
msgstr "使用 [code]UV[/code] 与细节纹理。"
msgid "Use [code]UV2[/code] with the detail texture."
msgstr "使用 [code]UV2[/code] 与细节纹理。"
msgid "The material will not use transparency. This is the fastest to render."
msgstr "该材质将不使用透明度。渲染最快。"
msgid ""
"The material will use the texture's alpha values for transparency. This is "
"the slowest to render, and disables shadow casting."
msgstr "该材质将使用纹理的 Alpha 值作为透明度。渲染最慢,且会禁用阴影投射。"
msgid ""
"The material will cut off all values below a threshold, the rest will remain "
"opaque. The opaque portions will be rendered in the depth prepass. This is "
"faster to render than alpha blending, but slower than opaque rendering. This "
"also supports casting shadows."
msgstr ""
"该材质会将所有低于阈值的值截断,其余部分将保持不透明。不透明部分将在深度预通道"
"中渲染。这比 Alpha 混合的渲染速度更快,但比不透明渲染慢。支持投射阴影。"
msgid ""
"The material will cut off all values below a spatially-deterministic "
"threshold, the rest will remain opaque. This is faster to render than alpha "
"blending, but slower than opaque rendering. This also supports casting "
"shadows. Alpha hashing is suited for hair rendering."
msgstr ""
"该材质会将所有低于空间确定性阈值的值截断,其余部分将保持不透明。这比 Alpha 混"
"合的渲染速度更快但比不透明渲染慢。支持投射阴影。Alpha 哈希适合毛发渲染。"
msgid ""
"The material will use the texture's alpha value for transparency, but will "
"discard fragments with an alpha of less than 0.99 during the depth prepass "
"and fragments with an alpha less than 0.1 during the shadow pass. This also "
"supports casting shadows."
msgstr ""
"该材质将使用纹理的 Alpha 值作为透明度,但会在深度预通道阶段丢弃 Alpha 小于 "
"0.99 的片段,并在阴影通道期间丢弃 Alpha 小于 0.1 的片段。支持投射阴影。"
msgid "Represents the size of the [enum Transparency] enum."
msgstr "代表 [enum Transparency] 枚举的大小。"
msgid ""
"The object will not receive shadows. This is the fastest to render, but it "
"disables all interactions with lights."
msgstr "该对象不会接受阴影。渲染速度最快,但会禁用与灯光的所有交互。"
msgid ""
"The object will be shaded per pixel. Useful for realistic shading effects."
msgstr "对象将逐像素进行着色。对于逼真的阴影效果很有用。"
msgid ""
"The object will be shaded per vertex. Useful when you want cheaper shaders "
"and do not care about visual quality. Not implemented yet (this mode will act "
"like [constant SHADING_MODE_PER_PIXEL])."
msgstr ""
"对象将逐顶点进行着色。当想要更便宜的着色器并且不关心视觉质量时很有用。尚未实现"
"(该模式的行为类似于 [constant SHADING_MODE_PER_PIXEL])。"
msgid "Represents the size of the [enum ShadingMode] enum."
msgstr "代表 [enum ShadingMode] 枚举的大小。"
msgid "Constant for setting [member emission_enabled]."
msgstr "用于设置 [member emission_enabled] 的常量。"
msgid "Constant for setting [member normal_enabled]."
msgstr "用于设置 [member normal_enabled] 的常量。"
msgid "Constant for setting [member rim_enabled]."
msgstr "用于设置 [member rim_enabled] 的常量。"
msgid "Constant for setting [member clearcoat_enabled]."
msgstr "用于设置 [member clearcoat_enabled] 的常量。"
msgid "Constant for setting [member anisotropy_enabled]."
msgstr "用于设置 [member anisotropy_enabled] 的常量。"
msgid "Constant for setting [member ao_enabled]."
msgstr "用于设置 [member ao_enabled] 的常量。"
msgid "Constant for setting [member heightmap_enabled]."
msgstr "用于设置 [member heightmap_enabled] 的常量。"
msgid "Constant for setting [member subsurf_scatter_enabled]."
msgstr "用于设置 [member subsurf_scatter_enabled] 的常量。"
msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]."
msgstr "用于设置 [member subsurf_scatter_transmittance_enabled] 的常量。"
msgid "Constant for setting [member backlight_enabled]."
msgstr "用于设置 [member backlight_enabled] 的常量。"
msgid "Constant for setting [member refraction_enabled]."
msgstr "用于设置 [member refraction_enabled] 的常量。"
msgid "Constant for setting [member detail_enabled]."
msgstr "用于设置 [member detail_enabled] 的常量。"
msgid "Represents the size of the [enum Feature] enum."
msgstr "代表 [enum Feature] 枚举的大小。"
msgid ""
"Default blend mode. The color of the object is blended over the background "
"based on the object's alpha value."
msgstr "默认的混合模式。根据对象的 Alpha 值,将对象的颜色混合到背景上。"
msgid "The color of the object is added to the background."
msgstr "对象的颜色被加到背景中。"
msgid "The color of the object is subtracted from the background."
msgstr "从背景中减去对象的颜色。"
msgid "The color of the object is multiplied by the background."
msgstr "对象的颜色与背景相乘。"
msgid "Disables Alpha AntiAliasing for the material."
msgstr "禁用该材质的 Alpha 抗锯齿。"
msgid ""
"Enables AlphaToCoverage. Alpha values in the material are passed to the "
"AntiAliasing sample mask."
msgstr ""
"启用 AlphaToCoverage。材质中的 Alpha 值会被传递到 AntiAliasing 采样遮罩。"
msgid ""
"Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/"
"code]. Alpha values in the material are passed to the AntiAliasing sample "
"mask."
msgstr ""
"启用 AlphaToCoverage 并将所有非零的 alpha 值强制设为 [code]1[/code]。材质中的 "
"Alpha 值会被传递到 AntiAliasing 采样遮罩。"
msgid ""
"Default depth draw mode. Depth is drawn only for opaque objects during the "
"opaque prepass (if any) and during the opaque pass."
msgstr ""
"默认的深度绘制模式。在不透明预通道(如果有)和不透明通道期间,仅为不透明对象绘"
"制深度。"
msgid ""
"Objects will write to depth during the opaque and the transparent passes. "
"Transparent objects that are close to the camera may obscure other "
"transparent objects behind them.\n"
"[b]Note:[/b] This does not influence whether transparent objects are included "
"in the depth prepass or not. For that, see [enum Transparency]."
msgstr ""
"在不透明和透明通道期间,对象将写入深度。靠近相机的透明物体可能会遮挡它们后面的"
"其他透明物体。\n"
"[b]注意:[/b]这不影响透明对象是否包含在深度预通道中。为此,请参阅 [enum "
"Transparency]。"
msgid ""
"Objects will not write their depth to the depth buffer, even during the depth "
"prepass (if enabled)."
msgstr ""
"对象不会将其深度写入深度缓冲区,即使在深度预通道期间(如果启用)也是如此。"
msgid ""
"Default cull mode. The back of the object is culled when not visible. Back "
"face triangles will be culled when facing the camera. This results in only "
"the front side of triangles being drawn. For closed-surface meshes, this "
"means that only the exterior of the mesh will be visible."
msgstr ""
"默认剔除模式。对象的背面在不可见时被剔除。面对相机时,背面三角形将被剔除。这导"
"致仅绘制三角形的正面。对于封闭表面网格,这意味着只有网格的外部可见。"
msgid ""
"Front face triangles will be culled when facing the camera. This results in "
"only the back side of triangles being drawn. For closed-surface meshes, this "
"means that the interior of the mesh will be drawn instead of the exterior."
msgstr ""
"面对相机时,正面三角形将被剔除。这导致仅绘制三角形的背面。对于封闭表面网格,这"
"意味着将绘制网格的内部而不是外部。"
msgid ""
"No face culling is performed; both the front face and back face will be "
"visible."
msgstr "不执行面剔除;正反面均可见。"
msgid ""
"Disables the depth test, so this object is drawn on top of all others drawn "
"before it. This puts the object in the transparent draw pass where it is "
"sorted based on distance to camera. Objects drawn after it in the draw order "
"may cover it. This also disables writing to depth."
msgstr ""
"禁用深度测试,所以这个对象将被绘制到在它之前绘制的所有其他对象之上。这会将对象"
"置于透明绘制通道中,并根据到相机的距离对其进行排序。按照绘制顺序在它之后绘制的"
"对象可能会覆盖它。会禁用深度写入。"
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。"
msgid ""
"Vertex colors are considered to be stored in sRGB color space and are "
"converted to linear color space during rendering. See also [member "
"vertex_color_is_srgb].\n"
"[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering "
"methods."
msgstr ""
"顶点颜色被认为使用 sRGB 颜色空间存储,并在渲染期间转换为线性颜色空间。另见 "
"[member vertex_color_is_srgb]。\n"
"[b]注意:[/b]仅在使用 Forward+ 和移动渲染方式时有效。"
msgid ""
"Uses point size to alter the size of primitive points. Also changes the "
"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
"code]."
msgstr ""
"使用点大小来改变图元点的大小。同时改变反射率纹理查找,使用 [code]POINT_COORD[/"
"code] 而不是 [code]UV[/code]。"
msgid ""
"Object is scaled by depth so that it always appears the same size on screen."
msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。"
msgid ""
"Shader will keep the scale set for the mesh. Otherwise the scale is lost when "
"billboarding. Only applies when [member billboard_mode] is [constant "
"BILLBOARD_ENABLED]."
msgstr ""
"着色器将保持网格的缩放设置。否则,在用作公告板时会丢失缩放。仅在 [member "
"billboard_mode] 为 [constant BILLBOARD_ENABLED] 时适用。"
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV[/code]."
msgstr "对所有通常会使用 [code]UV[/code] 的纹理查找使用三平面纹理查找。"
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV2[/code]."
msgstr "对所有通常会使用 [code]UV2[/code] 的纹理查找使用三平面纹理查找。"
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
msgstr "使用 [code]UV2[/code] 坐标从 [member ao_texture] 中查找。"
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member "
"emission_texture]."
msgstr "使用 [code]UV2[/code] 坐标从 [member emission_texture] 中查找。"
msgid ""
"Forces the shader to convert albedo from sRGB space to linear space. See also "
"[member albedo_texture_force_srgb]."
msgstr ""
"强制着色器将反照率从 sRGB 空间转换为线性空间。另见 [member "
"albedo_texture_force_srgb]。"
msgid "Disables receiving shadows from other objects."
msgstr "禁用从其他对象接收阴影。"
msgid "Disables receiving ambient light."
msgstr "禁用接收环境光。"
msgid "Enables the shadow to opacity feature."
msgstr "启用阴影到不透明度功能。"
msgid ""
"Enables the texture to repeat when UV coordinates are outside the 0-1 range. "
"If using one of the linear filtering modes, this can result in artifacts at "
"the edges of a texture when the sampler filters across the edges of the "
"texture."
msgstr ""
"当 UV 坐标超出 0-1 范围时,使纹理能够重复。如果使用其中一种线性过滤模式,则当"
"采样器过滤纹理边缘时,这可能会导致纹理边缘出现伪影。"
msgid ""
"Invert values read from a depth texture to convert them to height values "
"(heightmap)."
msgstr "反转从深度纹理读取的值以将它们转换为高度值(高度图)。"
msgid ""
"Enables the skin mode for subsurface scattering which is used to improve the "
"look of subsurface scattering when used for human skin."
msgstr ""
"启用用于次表面散射的皮肤模式,该模式用于改善被用于人体皮肤时的次表面散射的外"
"观。"
msgid ""
"Enables parts of the shader required for [GPUParticles3D] trails to function. "
"This also requires using a mesh with appropriate skinning, such as "
"[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of "
"materials used in [GPUParticles3D] meshes will break material rendering."
msgstr ""
"启用使 [GPUParticles3D] 尾迹生效所需的部分着色器。这也需要使用具有适当蒙皮的网"
"格,例如 [RibbonTrailMesh] 或 [TubeTrailMesh]。在 [GPUParticles3D] 网格中使用"
"的材质之外启用该功能将破坏材质的渲染。"
msgid "Enables multichannel signed distance field rendering shader."
msgstr "启用多通道有符号距离场渲染着色器。"
msgid "Disables receiving depth-based or volumetric fog."
msgstr "禁用接收基于深度或体积雾。"
msgid "Represents the size of the [enum Flags] enum."
msgstr "代表 [enum Flags] 枚举的大小。"
msgid "Default diffuse scattering algorithm."
msgstr "默认的漫反射散射算法。"
msgid "Diffuse scattering ignores roughness."
msgstr "漫散射忽略了粗糙度。"
msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
msgstr "当粗糙度增加时,将 Lambert 延伸到 90 度以上。"
msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
msgstr "使用硬切口进行照明,平滑度受粗糙度影响。"
msgid "Default specular blob."
msgstr "默认镜面反射斑点。"
msgid "Toon blob which changes size based on roughness."
msgstr "基于粗糙度更改大小的 Toon 斑点。"
msgid ""
"No specular blob. This is slightly faster to render than other specular modes."
msgstr "没有镜面反射斑点。这比其他镜面反射模式渲染速度稍快。"
msgid "Billboard mode is disabled."
msgstr "公告板模式已禁用。"
msgid "The object's Z axis will always face the camera."
msgstr "对象的 Z 轴将始终面向相机。"
msgid "The object's X axis will always face the camera."
msgstr "对象的 X 轴将始终面向相机。"
msgid ""
"Used for particle systems when assigned to [GPUParticles3D] and "
"[CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/"
"code] properties.\n"
"The [member ParticleProcessMaterial.anim_speed_min] or [member CPUParticles3D."
"anim_speed_min] should also be set to a value bigger than zero for the "
"animation to play."
msgstr ""
"分配给 [GPUParticles3D] 和 [CPUParticles3D] 节点时被用于粒子系统(翻页动画)。"
"启用 [code]particles_anim_*[/code] 属性。\n"
"[member ParticleProcessMaterial.anim_speed_min] 或 [member CPUParticles3D."
"anim_speed_min] 也应设置为大于零的值,以便播放动画。"
msgid "Used to read from the red channel of a texture."
msgstr "用来读取纹理的红色通道。"
msgid "Used to read from the green channel of a texture."
msgstr "用来读取纹理的绿色通道。"
msgid "Used to read from the blue channel of a texture."
msgstr "用来读取纹理的蓝色通道。"
msgid "Used to read from the alpha channel of a texture."
msgstr "用来读取纹理的 Alpha 通道。"
msgid ""
"Used to read from the linear (non-perceptual) average of the red, green and "
"blue channels of a texture."
msgstr "用于读取纹理的红色、绿色和蓝色通道的线性(非感知)平均值。"
msgid "Adds the emission color to the color from the emission texture."
msgstr "将自发光颜色加到自发光纹理的颜色上。"
msgid "Multiplies the emission color by the color from the emission texture."
msgstr "将自发光颜色乘以自发光纹理的颜色。"
msgid "Do not use distance fade."
msgstr "不使用距离淡化。"
msgid ""
"Smoothly fades the object out based on each pixel's distance from the camera "
"using the alpha channel."
msgstr "根据每个像素与相机的距离,使用 Alpha 通道平滑地淡出对象。"
msgid ""
"Smoothly fades the object out based on each pixel's distance from the camera "
"using a dithering approach. Dithering discards pixels based on a set pattern "
"to smoothly fade without enabling transparency. On certain hardware, this can "
"be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
msgstr ""
"根据每个像素与相机的距离,使用一种抖动方法平滑地淡出对象。抖动会根据设定的模式"
"丢弃像素,在不启用透明的情况下平滑淡化。在某些硬件上,该选项可能比 [constant "
"DISTANCE_FADE_PIXEL_ALPHA] 更快。"
msgid ""
"Smoothly fades the object out based on the object's distance from the camera "
"using a dithering approach. Dithering discards pixels based on a set pattern "
"to smoothly fade without enabling transparency. On certain hardware, this can "
"be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant "
"DISTANCE_FADE_PIXEL_DITHER]."
msgstr ""
"根据对象与相机的距离,使用一种抖动方法平滑淡出对象。抖动根据设定的模式丢弃像"
"素,在不启用透明的情况下平滑淡化。在某些硬件上,该选项可能比 [constant "
"DISTANCE_FADE_PIXEL_ALPHA] 和 [constant DISTANCE_FADE_PIXEL_DITHER] 更快。"
msgid "A 3×3 matrix for representing 3D rotation and scale."
msgstr "用于表示 3D 旋转和缩放的 3×3 矩阵。"
msgid ""
"A 3×3 matrix used for representing 3D rotation and scale. Usually used as an "
"orthogonal basis for a [Transform3D].\n"
"Contains 3 vector fields X, Y and Z as its columns, which are typically "
"interpreted as the local basis vectors of a transformation. For such use, it "
"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n"
"Basis can also be accessed as an array of 3D vectors. These vectors are "
"usually orthogonal to each other, but are not necessarily normalized (due to "
"scaling).\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
"用于表示 3D 旋转和缩放的 3×3 矩阵。通常用作 [Transform3D] 的正交基。\n"
"包含 3 个向量字段 X、Y 和 Z 作为其列,它们通常被解释为变换的局部基向量。对于这"
"种用途,它由缩放和旋转矩阵组成,顺序为 (M = R.S)。\n"
"基也可以作为 3D 向量的数组访问。这些向量通常彼此正交,但(由于缩放)不一定是归"
"一化的。\n"
"更多信息请阅读文档文章《矩阵与变换》。"
msgid "Matrices and transforms"
msgstr "矩阵与变换"
msgid "Using 3D transforms"
msgstr "使用 3D 变换"
msgid "Matrix Transform Demo"
msgstr "矩阵变换演示"
msgid "2.5D Demo"
msgstr "2.5D 演示"
msgid "Constructs a default-initialized [Basis] set to [constant IDENTITY]."
msgstr "构造默认初始化为 [constant IDENTITY] 的 [Basis] 。"
msgid "Constructs a [Basis] as a copy of the given [Basis]."
msgstr "构造给定 [Basis] 的副本。"
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given [param "
"axis] by [param angle] (in radians). The axis must be a normalized vector."
msgstr ""
"构造纯旋转的基矩阵,围绕给定的轴 [param axis] 旋转 [param angle](单位为弧"
"度)。该轴必须是归一化向量。"
msgid "Constructs a pure rotation basis matrix from the given quaternion."
msgstr "根据给定的四元数构造纯旋转的基矩阵。"
msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
msgstr "从 3 个轴向量(矩阵列)构造一个基矩阵。"
msgid ""
"Returns the determinant of the basis matrix. If the basis is uniformly "
"scaled, its determinant is the square of the scale.\n"
"A negative determinant means the basis has a negative scale. A zero "
"determinant means the basis isn't invertible, and is usually considered "
"invalid."
msgstr ""
"返回基矩阵的行列式。如果基是均匀缩放的,它的行列式是缩放的平方。\n"
"负的行列式意味着基的缩放是负的。负的行列式意味着基不可逆,通常被认为无效。"
msgid ""
"Constructs a pure rotation Basis matrix from Euler angles in the specified "
"Euler rotation order. By default, use YXZ order (most common). See the [enum "
"EulerOrder] enum for possible values."
msgstr ""
"按照指定的欧拉旋转顺序,从欧拉角中构造一个纯旋转的 Basis 矩阵。默认情况下,使"
"用 YXZ 顺序(最常用)。参见枚举 [enum EulerOrder] 的可能值。"
msgid ""
"Constructs a pure scale basis matrix with no rotation or shearing. The scale "
"values are set as the diagonal of the matrix, and the other parts of the "
"matrix are zero."
msgstr ""
"构造一个没有旋转或剪切的纯缩放基础矩阵。scale 值被设置为矩阵的对角线,矩阵的其"
"他部分为零。"
msgid ""
"Returns the basis's rotation in the form of Euler angles. The Euler order "
"depends on the [param order] parameter, by default it uses the YXZ "
"convention: when decomposing, first Z, then X, and Y last. The returned "
"vector contains the rotation angles in the format (X angle, Y angle, Z "
"angle).\n"
"Consider using the [method get_rotation_quaternion] method instead, which "
"returns a [Quaternion] quaternion instead of Euler angles."
msgstr ""
"以欧拉角的形式返回基的旋转。欧拉顺序取决于 [param order] 参数,默认使用 YXZ 惯"
"例:分解时,先 Z、再 X、最后 Y。返回的向量包含格式为X 角、Y 角、Z 角)的旋转"
"角。\n"
"可考虑改用 [method get_rotation_quaternion] 方法,将返回 [Quaternion] 四元数而"
"不是欧拉角。"
msgid ""
"Returns the basis's rotation in the form of a quaternion. See [method "
"get_euler] if you need Euler angles, but keep in mind quaternions should "
"generally be preferred to Euler angles."
msgstr ""
"以四元数的形式返回基的旋转。如果你需要欧拉角,请参阅 [method get_euler] 方法,"
"但通常首选四元数而不是欧拉角。"
msgid ""
"Assuming that the matrix is the combination of a rotation and scaling, return "
"the absolute value of scaling factors along each axis."
msgstr "假设矩阵是旋转和缩放的组合,返回沿各轴缩放系数的绝对值。"
msgid "Returns the inverse of the matrix."
msgstr "返回矩阵的逆值。"
msgid ""
"Returns [code]true[/code] if the basis is conformal, meaning it preserves "
"angles and distance ratios, and may only be composed of rotation and uniform "
"scale. Returns [code]false[/code] if the basis has non-uniform scale or shear/"
"skew. This can be used to validate if the basis is non-distorted, which is "
"important for physics and other use cases."
msgstr ""
"如果该基是共形的,则返回[code]true[/code],这意味着它保留角度和距离比率,并且"
"只能由旋转和均匀缩放组成。如果该基具有不均匀的缩放或剪切/倾斜,则返回 "
"[code]false[/code]。这可以用来验证该基是否不失真,这对于物理和其他用例很重要。"
msgid ""
"Returns [code]true[/code] if this basis and [param b] are approximately "
"equal, by calling [method @GlobalScope.is_equal_approx] on all vector "
"components."
msgstr ""
"如果该基和 [param b] 近似相等,则返回 [code]true[/code],判断方法是在每个向量"
"分量上调用 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this basis is finite, by calling [method "
"@GlobalScope.is_finite] on all vector components."
msgstr ""
"如果该基是有限的,则返回 [code]true[/code],判断方法是在每个向量分量上调用 "
"[method @GlobalScope.is_finite]。"
msgid ""
"Creates a Basis with a rotation such that the forward axis (-Z) points "
"towards the [param target] position.\n"
"The up axis (+Y) points as close to the [param up] vector as possible while "
"staying perpendicular to the forward axis. The resulting Basis is "
"orthonormalized. The [param target] and [param up] vectors cannot be zero, "
"and cannot be parallel to each other.\n"
"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is "
"treated as forward (implies +X is left) and points toward the [param target] "
"position. By default, the -Z axis (camera forward) is treated as forward "
"(implies +X is right)."
msgstr ""
"创建旋转 Basis向前的轴-Z指向 [param target] 的位置。\n"
"向上的轴(+Y在保持与向前的轴垂直的前提下尽可能接近 [param up] 向量。最终"
"的 Basis 是标准正交基。 [param target] 和 [param up] 向量不能为零,不能互相平"
"行。\n"
"如果 [param use_model_front] 为 [code]true[/code],则会将 +Z 轴(资产正面)作"
"为向前的轴(此时 +X 为左),指向 [param target] 的位置。默认情况下会将 -Z 轴"
"(相机前方)作为向前的轴(此时 +X 为右)。"
msgid ""
"Returns the orthonormalized version of the matrix (useful to call from time "
"to time to avoid rounding error for orthogonal matrices). This performs a "
"Gram-Schmidt orthonormalization on the basis of the matrix."
msgstr ""
"返回矩阵的正交归一化版本(对于正交矩阵来说,偶尔调用以避免四舍五入错误是有用"
"的)。这将在矩阵的基上执行 Gram-Schmidt 正交化。"
msgid ""
"Introduce an additional rotation around the given axis by [param angle] (in "
"radians). The axis must be a normalized vector."
msgstr ""
"围绕给定轴线引入一个额外的旋转 [param angle](单位为弧度)。该轴必须是一个归一"
"化的向量。"
msgid ""
"Introduce an additional scaling specified by the given 3D scaling factor."
msgstr "引入一个由给定的 3D 缩放因子指定的附加缩放。"
msgid ""
"Assuming that the matrix is a proper rotation matrix, slerp performs a "
"spherical-linear interpolation with another rotation matrix."
msgstr ""
"假设该矩阵是一个合适的旋转矩阵slerp 与另一个旋转矩阵进行球面直线插值。"
msgid "Transposed dot product with the X axis of the matrix."
msgstr "与矩阵 X 轴的转置点积。"
msgid "Transposed dot product with the Y axis of the matrix."
msgstr "与矩阵 Y 轴的转置点积。"
msgid "Transposed dot product with the Z axis of the matrix."
msgstr "与矩阵 Z 轴的转置点积。"
msgid "Returns the transposed version of the matrix."
msgstr "返回矩阵的转置版本。"
msgid ""
"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
"code]."
msgstr "基矩阵的 X 向量(第 0 列)。相当于数组索引 [code]0[/code]。"
msgid ""
"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/"
"code]."
msgstr "基矩阵的 Y 向量(第 1 列)。相当于数组索引 [code]1[/code]。"
msgid ""
"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/"
"code]."
msgstr "基矩阵的 Z 向量(第 2 列)。相当于数组索引 [code]2[/code]。"
msgid ""
"The identity basis, with no rotation or scaling applied.\n"
"This is identical to creating [constructor Basis] without any parameters. "
"This constant can be used to make your code clearer, and for consistency with "
"C#."
msgstr ""
"恒等基,未应用旋转或缩放。\n"
"这与不带任何参数调用 [constructor Basis] 来创建是一样的。这个常量可以用来让你"
"的代码更清晰,并与 C# 保持一致。"
msgid ""
"The basis that will flip something along the X axis when used in a "
"transformation."
msgstr "在变换中使用时,会沿 X 轴翻转某物的基。"
msgid ""
"The basis that will flip something along the Y axis when used in a "
"transformation."
msgstr "在变换中使用时,会沿 Y 轴翻转某物的基。"
msgid ""
"The basis that will flip something along the Z axis when used in a "
"transformation."
msgstr "在变换中使用时,会沿 Z 轴翻转某物的基。"
msgid ""
"Returns [code]true[/code] if the [Basis] matrices are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果 [Basis] 矩阵不相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Composes these two basis matrices by multiplying them together. This has the "
"effect of transforming the second basis (the child) by the first basis (the "
"parent)."
msgstr ""
"通过将这两个 basis 矩阵相乘来组合它们。这具有使用第一个 basis父项变换第二"
"个 basis子项的效果。"
msgid "Transforms (multiplies) the [Vector3] by the given [Basis] matrix."
msgstr "使用给定的 [Basis] 矩阵变换(乘)该 [Vector3]。"
msgid ""
"This operator multiplies all components of the [Basis], which scales it "
"uniformly."
msgstr "该运算符会对 [Basis] 的所有分量进行乘操作,达到统一缩放的效果。"
msgid ""
"Returns [code]true[/code] if the [Basis] matrices are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果 [Basis] 矩阵完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Access basis components using their index. [code]b[0][/code] is equivalent to "
"[code]b.x[/code], [code]b[1][/code] is equivalent to [code]b.y[/code], and "
"[code]b[2][/code] is equivalent to [code]b.z[/code]."
msgstr ""
"使用索引访问基的分量。[code]b[0][/code] 相当于 [code]b.x[/code]、[code]b[1][/"
"code] 相当于 [code]b.y[/code]、[code]b[2][/code] 相当于 [code]b.z[/code]。"
msgid "Boolean matrix."
msgstr "布尔矩阵。"
msgid ""
"A two-dimensional array of boolean values, can be used to efficiently store a "
"binary matrix (every matrix element takes only one bit) and query the values "
"using natural cartesian coordinates."
msgstr ""
"布尔值二维数组,可以用来高效存储二进制矩阵(每个矩阵元素只占一个比特位),并使"
"用自然的笛卡尔坐标查询数值。"
msgid ""
"Returns an image of the same size as the bitmap and with a [enum Image."
"Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the "
"bitmap are being converted into white pixels, and [code]false[/code] bits "
"into black."
msgstr ""
"返回与该位图大小相同且具有 [constant Image.FORMAT_L8] 类型的 [enum Image."
"Format] 的图像。该位图中的 [code]true[/code] 位被转换为白色像素,[code]false[/"
"code] 位被转换为黑色像素。"
msgid ""
"Creates a bitmap with the specified size, filled with [code]false[/code]."
msgstr "创建一个指定尺寸的位图,用 [code]false[/code] 填充。"
msgid ""
"Creates a bitmap that matches the given image dimensions, every element of "
"the bitmap is set to [code]false[/code] if the alpha value of the image at "
"that position is equal to [param threshold] or less, and [code]true[/code] in "
"other case."
msgstr ""
"创建一个匹配给定图像大小的位图,如果该位图的 Alpha 值等于或小于 [param "
"threshold],则位图的每个元素都被设置为 [code]false[/code];否则被设置为 "
"[code]true[/code]。"
msgid "Returns bitmap's value at the specified position."
msgstr "返回位图在指定位置的值。"
msgid "Returns bitmap's dimensions."
msgstr "返回位图的尺寸。"
msgid "Returns the number of bitmap elements that are set to [code]true[/code]."
msgstr "返回设置为 [code]true[/code] 的位图元素的数量。"
msgid ""
"Applies morphological dilation or erosion to the bitmap. If [param pixels] is "
"positive, dilation is applied to the bitmap. If [param pixels] is negative, "
"erosion is applied to the bitmap. [param rect] defines the area where the "
"morphological operation is applied. Pixels located outside the [param rect] "
"are unaffected by [method grow_mask]."
msgstr ""
"对位图进行形态学膨胀或腐蚀操作。如果 [param pixels] 为正,则对位图执行膨胀。如"
"果 [param pixels] 为负,则对位图执行腐蚀。[param rect] 定义进行形态学操作的区"
"域。位于 [param rect]] 之外的像素不会被 [method grow_mask] 影响。"
msgid ""
"Creates an [Array] of polygons covering a rectangular portion of the bitmap. "
"It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) "
"reduction of the number of vertices. Each polygon is described as a "
"[PackedVector2Array] of its vertices.\n"
"To get polygons covering the whole bitmap, pass:\n"
"[codeblock]\n"
"Rect2(Vector2(), get_size())\n"
"[/codeblock]\n"
"[param epsilon] is passed to RDP to control how accurately the polygons cover "
"the bitmap: a lower [param epsilon] corresponds to more points in the "
"polygons."
msgstr ""
"创建一个多边形 [Array],以覆盖位图的矩形部分。它使用行进方块算法,然后使用 "
"Ramer-Douglas-PeuckerRDP减少顶点数。每个多边形都被描述为其顶点的 "
"[PackedVector2Array]。\n"
"要获取覆盖整个位图的多边形,请传递:\n"
"[codeblock]\n"
"Rect2(Vector2(), get_size())\n"
"[/codeblock]\n"
"[param epsilon] 被传递给 RDP以控制多边形覆盖位图的准确程度[param epsilon] "
"越低,对应的多边形中的点越多。"
msgid "Resizes the image to [param new_size]."
msgstr "将该图像的大小修改为 [param new_size]。"
msgid ""
"Sets the bitmap's element at the specified position, to the specified value."
msgstr "将位图中指定位置的元素设置为指定值。"
msgid "Sets a rectangular portion of the bitmap to the specified value."
msgstr "将位图的矩形部分设置为指定值。"
msgid "A joint used with [Skeleton2D] to control and animate other nodes."
msgstr "与 [Skeleton2D] 一起使用的关节,能够控制并动画其他节点。"
msgid ""
"A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and "
"animate other [Node2D] nodes.\n"
"You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created with "
"the [Polygon2D] UV editor.\n"
"Each bone has a [member rest] transform that you can reset to with [method "
"apply_rest]. These rest poses are relative to the bone's parent.\n"
"If in the editor, you can set the rest pose of an entire skeleton using a "
"menu option, from the code, you need to iterate over the bones to set their "
"individual rest poses."
msgstr ""
"[Bone2D] 层级结构可以绑定到 [Skeleton2D] 上,控制并动画其他 [Node2D] 节点。\n"
"你可以使用 [Bone2D] 和 [Skeleton2D] 节点对使用 [Polygon2D] UV 编辑器创建的 2D "
"网格进行动画。\n"
"每个骨骼都有一个 [member rest] 变换,你可以用 [method apply_rest] 来重置到这个"
"变换。这些放松姿势是相对于骨骼的父节点而言的。\n"
"如果在编辑器中,你可以使用菜单选项设置整个骨架的放松姿势,从代码中,你需要遍历"
"骨骼来设置它们各自的放松姿势。"
msgid "Stores the node's current transforms in [member rest]."
msgstr "将节点当前的变换存储在 [member rest] 中。"
msgid ""
"Returns whether this [Bone2D] is going to autocalculate its length and bone "
"angle using its first [Bone2D] child node, if one exists. If there are no "
"[Bone2D] children, then it cannot autocalculate these values and will print a "
"warning."
msgstr ""
"如果该 [Bone2D] 存在骨骼子节点,则返回是否要使用第一个 [Bone2D] 子节点自动计算"
"其长度和骨骼角度。如果没有 [Bone2D] 子节点,则无法自动计算这些值,会打印一条警"
"告。"
msgid ""
"Returns the angle of the bone in the [Bone2D].\n"
"[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle "
"is the rotation of the bone shown by the gizmo, which is unaffected by the "
"[Bone2D]'s [member Node2D.transform]."
msgstr ""
"返回 [Bone2D] 中骨骼的角度。\n"
"[b]注意:[/b]这与 [Bone2D] 的旋转不同。骨骼角度是小工具显示的骨骼旋转,不受 "
"[Bone2D] 的 [member Node2D.transform] 的影响。"
msgid ""
"Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
msgstr "返回节点在整个骨架中的索引号。见 [Skeleton2D]。"
msgid "Returns the length of the bone in the [Bone2D] node."
msgstr "返回 [Bone2D] 节点中骨骼的长度。"
msgid ""
"Returns the node's [member rest] [Transform2D] if it doesn't have a parent, "
"or its rest pose relative to its parent."
msgstr ""
"如果节点没有父节点,返回节点的 [member rest] [Transform2D],或者返回它相对于父"
"节点的放松姿势。"
msgid ""
"When set to [code]true[/code], the [Bone2D] node will attempt to "
"automatically calculate the bone angle and length using the first child "
"[Bone2D] node, if one exists. If none exist, the [Bone2D] cannot "
"automatically calculate these values and will print a warning."
msgstr ""
"当设置为 [code]true[/code] 时,该 [Bone2D] 节点将尝试使用第一个子 [Bone2D] 节"
"点(如果存在)自动计算骨骼角度和长度。如果不存在子节点,[Bone2D] 将无法自动计"
"算这些值,并将输出一条警告。"
msgid ""
"Sets the bone angle for the [Bone2D]. This is typically set to the rotation "
"from the [Bone2D] to a child [Bone2D] node.\n"
"[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle "
"is the rotation of the bone shown by the gizmo, which is unaffected by the "
"[Bone2D]'s [member Node2D.transform]."
msgstr ""
"设置 [Bone2D] 节点的骨骼角度。这通常设置为从 [Bone2D] 节点到子 [Bone2D] 节点的"
"旋转。\n"
"[b]注意:[/b]这与 [Bone2D] 的旋转不同。骨骼角度是 [Bone2D] 小工具显示的骨骼旋"
"转,不受 [Bone2D] 的 [member Node2D.transform] 的影响。"
msgid "Sets the length of the bone in the [Bone2D]."
msgstr "设置该 [Bone2D] 中骨骼的长度。"
msgid ""
"Rest transform of the bone. You can reset the node's transforms to this value "
"using [method apply_rest]."
msgstr ""
"骨骼的放松变换。你可以使用 [method apply_rest] 将节点的变换重置为这个值。"
msgid ""
"А node that dynamically copies or overrides the 3D transform of a bone in its "
"parent [Skeleton3D]."
msgstr "对父级 [Skeleton3D] 中某个骨骼的 3D 变换进行复制或覆盖的节点。"
msgid ""
"This node selects a bone in a [Skeleton3D] and attaches to it. This means "
"that the [BoneAttachment3D] node will either dynamically copy or override the "
"3D transform of the selected bone."
msgstr ""
"这个节点能够选中 [Skeleton3D] 中的某个骨骼并附加到这个骨骼上。这样 "
"[BoneAttachment3D] 节点就能够动态复制或覆盖所选骨骼的 3D 变换。"
msgid ""
"Returns the [NodePath] to the external [Skeleton3D] node, if one has been set."
msgstr "返回到外部 [Skeleton3D] 节点的 [NodePath](如果已设置)。"
msgid ""
"Returns whether the BoneAttachment3D node is using an external [Skeleton3D] "
"rather than attempting to use its parent node as the [Skeleton3D]."
msgstr ""
"返回该 BoneAttachment3D 节点是否正在使用外部 [Skeleton3D],而不是尝试将其父节"
"点用作 [Skeleton3D]。"
msgid ""
"A function that is called automatically when the [Skeleton3D] the "
"BoneAttachment3D node is using has a bone that has changed its pose. This "
"function is where the BoneAttachment3D node updates its position so it is "
"correctly bound when it is [i]not[/i] set to override the bone pose."
msgstr ""
"当该 BoneAttachment3D 节点正在使用的 [Skeleton3D] 中有骨骼已改变其姿势时,自动"
"调用的函数。该函数是 BoneAttachment3D 节点更新其位置的地方,以便在[i]未[/i]设"
"置为覆盖骨骼姿势时正确绑定。"
msgid ""
"Sets the [NodePath] to the external skeleton that the BoneAttachment3D node "
"should use. See [method set_use_external_skeleton] to enable the external "
"[Skeleton3D] node."
msgstr ""
"设置该 BoneAttachment3D 节点到其应使用的外部骨架的 [NodePath]。请参阅 [method "
"set_use_external_skeleton] 以启用外部 [Skeleton3D] 节点。"
msgid ""
"Sets whether the BoneAttachment3D node will use an external [Skeleton3D] node "
"rather than attempting to use its parent node as the [Skeleton3D]. When set "
"to [code]true[/code], the BoneAttachment3D node will use the external "
"[Skeleton3D] node set in [method set_external_skeleton]."
msgstr ""
"设置该 BoneAttachment3D 节点是否将使用外部 [Skeleton3D] 节点,而不是尝试使用其"
"父节点作为 [Skeleton3D]。当设置为 [code]true[/code] 时BoneAttachment3D 节点"
"将使用 [method set_external_skeleton] 中设置的外部 [Skeleton3D] 节点。"
msgid "The index of the attached bone."
msgstr "所附着骨骼的索引。"
msgid "The name of the attached bone."
msgstr "所附着骨骼的名称。"
msgid ""
"Whether the BoneAttachment3D node will override the bone pose of the bone it "
"is attached to. When set to [code]true[/code], the BoneAttachment3D node can "
"change the pose of the bone. When set to [code]false[/code], the "
"BoneAttachment3D will always be set to the bone's transform."
msgstr ""
"BoneAttachment3D 节点是否将覆盖它所附着到的骨骼的骨骼姿势。当设置为 "
"[code]true[/code] 时BoneAttachment3D 节点可以改变骨骼的姿势。当设置为 "
"[code]false[/code] 时BoneAttachment3D 将始终被设置为骨骼的变换。"
msgid ""
"Describes a mapping of bone names for retargeting [Skeleton3D] into common "
"names defined by a [SkeletonProfile]."
msgstr ""
"描述骨骼名称的映射,用于将 [Skeleton3D] 重定向至 [SkeletonProfile] 中定义的通"
"用名称。"
msgid ""
"This class contains a dictionary that uses a list of bone names in "
"[SkeletonProfile] as key names.\n"
"By assigning the actual [Skeleton3D] bone name as the key value, it maps the "
"[Skeleton3D] to the [SkeletonProfile]."
msgstr ""
"这个类中有一个字典,使用 [SkeletonProfile] 中的骨骼名称作为键名。\n"
"将实际的 [Skeleton3D] 骨骼名称赋为键值后,就会将 [Skeleton3D] 映射到 "
"[SkeletonProfile]。"
msgid "Retargeting 3D Skeletons"
msgstr "重定向 3D 骨架"
msgid ""
"Returns a profile bone name having [param skeleton_bone_name]. If not found, "
"an empty [StringName] will be returned.\n"
"In the retargeting process, the returned bone name is the bone name of the "
"target skeleton."
msgstr ""
"返回具有 [param skeleton_bone_name] 的轮廓骨骼名称。如果没有找到,将返回一个空"
"的 [StringName]。\n"
"在重定向过程中,返回的骨骼名称是目标骨架的骨骼名称。"
msgid ""
"Returns a skeleton bone name is mapped to [param profile_bone_name].\n"
"In the retargeting process, the returned bone name is the bone name of the "
"source skeleton."
msgstr ""
"返回与配置中的某个骨骼名称 [param profile_bone_name] 映射的骨架中的骨骼名"
"称。\n"
"在重定向过程中,设置的骨骼名称是源骨架中骨骼的名称。"
msgid ""
"Maps a skeleton bone name to [param profile_bone_name].\n"
"In the retargeting process, the setting bone name is the bone name of the "
"source skeleton."
msgstr ""
"将骨架中的某个骨骼名称映射到配置中的骨骼名称 [param profile_bone_name]。\n"
"在重定向过程中,设置的骨骼名称是源骨架中骨骼的名称。"
msgid ""
"A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are "
"synchronized with it."
msgstr "映射目标的 [SkeletonProfile]。[BoneMap] 中的键名与此同步。"
msgid ""
"This signal is emitted when change the key value in the [BoneMap]. This is "
"used to validate mapping and to update [BoneMap] editor."
msgstr ""
"[BoneMap] 中的键值发生改变时发出此信号。用于验证映射和更新 [BoneMap] 编辑器。"
msgid ""
"This signal is emitted when change the value in profile or change the "
"reference of profile. This is used to update key names in the [BoneMap] and "
"to redraw the [BoneMap] editor."
msgstr ""
"配置中的值发生改变或配置的引用发生改变时发出此信号。用于更新 [BoneMap] 中的键"
"名、重绘 [BoneMap] 编辑器。"
msgid "A built-in boolean type."
msgstr "内置布尔类型。"
msgid ""
"The [bool] is a built-in [Variant] type that may only store one of two "
"values: [code]true[/code] or [code]false[/code]. You can imagine it as a "
"switch that can be either turned on or off, or as a binary digit that can "
"either be 1 or 0.\n"
"Booleans can be directly used in [code]if[/code], and other conditional "
"statements:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var can_shoot = true\n"
"if can_shoot:\n"
" launch_bullet()\n"
"[/gdscript]\n"
"[csharp]\n"
"bool canShoot = true;\n"
"if (canShoot)\n"
"{\n"
" LaunchBullet();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"All comparison operators return booleans ([code]==[/code], [code]>[/code], "
"[code]<=[/code], etc.). As such, it is not necessary to compare booleans "
"themselves. You do not need to add [code]== true[/code] or [code]== false[/"
"code].\n"
"Booleans can be combined with the logical operators [code]and[/code], "
"[code]or[/code], [code]not[/code] to create complex conditions:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if bullets > 0 and not is_reloading():\n"
" launch_bullet()\n"
"\n"
"if bullets == 0 or is_reloading():\n"
" play_clack_sound()\n"
"[/gdscript]\n"
"[csharp]\n"
"if (bullets > 0 && !IsReloading())\n"
"{\n"
" LaunchBullet();\n"
"}\n"
"\n"
"if (bullets == 0 || IsReloading())\n"
"{\n"
" PlayClackSound();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In modern programming languages, logical operators are evaluated "
"in order. All remaining conditions are skipped if their result would have no "
"effect on the final value. This concept is known as [url=https://en.wikipedia."
"org/wiki/Short-circuit_evaluation]short-circuit evaluation[/url] and can be "
"useful to avoid evaluating expensive conditions in some performance-critical "
"cases.\n"
"[b]Note:[/b] By convention, built-in methods and properties that return "
"booleans are usually defined as yes-no questions, single adjectives, or "
"similar ([method String.is_empty], [method Node.can_process], [member "
"Camera2D.enabled], etc.)."
msgstr ""
"布尔类型 [bool] 是内置的 [Variant] 类型,只能存储 [code]true[/code](真)和 "
"[code]false[/code](假)的其中之一。你可以把它理解为开关,要么处于打开状态,要"
"么处于关闭状态。也可以理解为二进制所使用的数字,只有 1 或者 0。\n"
"[code]if[/code] 等条件语句中可以直接使用布尔值:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var can_shoot = true\n"
"if can_shoot:\n"
" launch_bullet()\n"
"[/gdscript]\n"
"[csharp]\n"
"bool canShoot = true;\n"
"if (canShoot)\n"
"{\n"
" LaunchBullet();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"比较运算符返回的都是布尔值([code]==[/code]、[code]>[/code]、[code]<=[/code] "
"等)。没有必要比较布尔值本身,因此不需要在这些比较后面加上 [code]== true[/"
"code] 或 [code]== false[/code]。\n"
"布尔值可以和逻辑运算符 [code]and[/code]、[code]or[/code]、[code]not[/code] 组"
"合,构成复杂的条件:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if bullets > 0 and not is_reloading():\n"
" launch_bullet()\n"
"\n"
"if bullets == 0 or is_reloading():\n"
" play_clack_sound()\n"
"[/gdscript]\n"
"[csharp]\n"
"if (bullets > 0 && !IsReloading())\n"
"{\n"
" LaunchBullet();\n"
"}\n"
"\n"
"if (bullets == 0 || IsReloading())\n"
"{\n"
" PlayClackSound();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在现代编程语言中,逻辑运算符是按顺序求值的。如果后续条件不会对最"
"终结果产生影响,那么就会跳过对这些条件的求值。这种行为叫作[url=https://zh."
"wikipedia.org/wiki/%E7%9F%AD%E8%B7%AF%E6%B1%82%E5%80%BC]短路求值[/url],在注重"
"性能的场合能够避免对开销较大的条件进行求值。\n"
"[b]注意:[/b]根据惯例,返回布尔值的内置方法和属性通常都以判断题、形容词等形式"
"命名([method String.is_empty]、[method Node.can_process]、[member Camera2D."
"enabled] 等)。"
msgid "Constructs a [bool] set to [code]false[/code]."
msgstr "构造设置为 [code]false[/code] 的 [bool]。"
msgid "Constructs a [bool] as a copy of the given [bool]."
msgstr "构造给定 [bool] 的副本。"
msgid ""
"Cast a [float] value to a boolean value. Returns [code]false[/code] if [param "
"from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and "
"[code]true[/code] for all other values (including [constant @GDScript.INF] "
"and [constant @GDScript.NAN])."
msgstr ""
"将 [float] 值转换为布尔值。如果 [param from] 等于 [code]0.0[/code](包括 "
"[code]-0.0[/code])则返回 [code]false[/code],其他值则返回 [code]true[/code]"
"(包括 [constant @GDScript.INF] 和 [constant @GDScript.NAN])。"
msgid ""
"Cast an [int] value to a boolean value. Returns [code]false[/code] if [param "
"from] is equal to [code]0[/code], and [code]true[/code] for all other values."
msgstr ""
"将 [int] 值转换为布尔值。如果 [param from] 等于 [code]0[/code] 则返回 "
"[code]false[/code],其他值则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the two booleans are not equal. That is, one is "
"[code]true[/code] and the other is [code]false[/code]. This operation can be "
"seen as a logical XOR."
msgstr ""
"如果两个布尔值不同则返回 [code]true[/code],即一个是 [code]true[/code]、一个"
"是 [code]false[/code] 的情况。这个运算可以视为逻辑异或XOR。"
msgid ""
"Returns [code]true[/code] if the left operand is [code]false[/code] and the "
"right operand is [code]true[/code]."
msgstr ""
"如果左操作数为 [code]false[/code] 且右操作数为 [code]true[/code],则返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the two booleans are equal. That is, both are "
"[code]true[/code] or both are [code]false[/code]. This operation can be seen "
"as a logical EQ or XNOR."
msgstr ""
"如果两个布尔值相同则返回 [code]true[/code],即都是 [code]true[/code] 或都是 "
"[code]false[/code] 的情况。这个运算可以视为逻辑相等EQ或者同或XNOR。"
msgid ""
"Returns [code]true[/code] if the left operand is [code]true[/code] and the "
"right operand is [code]false[/code]."
msgstr ""
"如果左操作数为 [code]true[/code] 且右操作数为 [code]false[/code],则返回 "
"[code]true[/code]。"
msgid "A container that arranges its child controls horizontally or vertically."
msgstr "将子控件横向或纵向排列的容器。"
msgid ""
"A container that arranges its child controls horizontally or vertically, "
"rearranging them automatically when their minimum size changes."
msgstr ""
"将子控件横向或纵向排列的容器,会在这些控件的最小尺寸发生改变时自动重排。"
msgid ""
"Adds a [Control] node to the box as a spacer. If [param begin] is [code]true[/"
"code], it will insert the [Control] node in front of all other children."
msgstr ""
"添加 [Control] 节点作为间隔。如果 [param begin] 为 [code]true[/code],则会将"
"该 [Control] 节点添加到所有其他节点之前。"
msgid ""
"The alignment of the container's children (must be one of [constant "
"ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END])."
msgstr ""
"该容器子节点的对齐方式(必须是 [constant ALIGNMENT_BEGIN]、[constant "
"ALIGNMENT_CENTER]、[constant ALIGNMENT_END] 之一)。"
msgid ""
"If [code]true[/code], the [BoxContainer] will arrange its children "
"vertically, rather than horizontally.\n"
"Can't be changed when using [HBoxContainer] and [VBoxContainer]."
msgstr ""
"如果为 [code]true[/code],则该 [BoxContainer] 会将子节点垂直排列,否则会水平排"
"列。\n"
"使用 [HBoxContainer] 和 [VBoxContainer] 时无法改变。"
msgid ""
"The child controls will be arranged at the beginning of the container, i.e. "
"top if orientation is vertical, left if orientation is horizontal (right for "
"RTL layout)."
msgstr ""
"子控件会被排列在该容器的开头,如果是垂直朝向则为顶部,如果是水平朝向则为左侧"
"RTL 布局时为右侧)。"
msgid "The child controls will be centered in the container."
msgstr "子控件会在该容器里居中。"
msgid ""
"The child controls will be arranged at the end of the container, i.e. bottom "
"if orientation is vertical, right if orientation is horizontal (left for RTL "
"layout)."
msgstr ""
"子控件会被排列在该容器的末尾,如果是垂直朝向则为底部,如果是水平朝向则为右侧"
"RTL 布局时为左侧)。"
msgid "The space between the [BoxContainer]'s elements, in pixels."
msgstr "[BoxContainer] 元素之间的距离,单位为像素。"
msgid "Generate an axis-aligned box [PrimitiveMesh]."
msgstr "生成轴对齐盒 [PrimitiveMesh]。"
msgid ""
"Generate an axis-aligned box [PrimitiveMesh].\n"
"The box's UV layout is arranged in a 3×2 layout that allows texturing each "
"face individually. To apply the same texture on all faces, change the "
"material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent "
"to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n"
"[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may "
"stumble upon UV jittering issues depending on the camera angle. To solve "
"this, increase [member subdivide_depth], [member subdivide_height] and "
"[member subdivide_width] until you no longer notice UV jittering."
msgstr ""
"生成轴对齐盒 [PrimitiveMesh]。\n"
"这个盒子的 UV 布局是以 3×2 的方式排列的,允许单独对每个面进行贴图。要在所有的"
"面上应用相同的纹理,请将材质的 UV 属性改为 [code]Vector3(3, 2, 1)[/code]。这样"
"做等价于在顶点着色器中添加 [code]UV *= vec2(3.0, 2.0)[/code]。\n"
"[b]注意:[/b]当使用很大且有纹理的 [BoxMesh] 时(例如作为地板),你可能会发现 "
"UV 偶尔抖动的问题,这取决于相机的角度。要解决此问题,请增加 [member "
"subdivide_depth]、[member subdivide_height] 和 [member subdivide_width],直到"
"你不再注意到 UV 抖动。"
msgid "The box's width, height and depth."
msgstr "该盒子的宽度、高度和深度。"
msgid "Number of extra edge loops inserted along the Z axis."
msgstr "沿 Z 轴插入的额外边缘环的数量。"
msgid "Number of extra edge loops inserted along the Y axis."
msgstr "沿 Y 轴插入的额外边缘环的数量。"
msgid "Number of extra edge loops inserted along the X axis."
msgstr "沿 X 轴插入的额外边缘环的数量。"
msgid "Cuboid shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "与 [OccluderInstance3D] 中的遮挡剔除一起使用的长方体形状。"
msgid ""
"[BoxOccluder3D] stores a cuboid shape that can be used by the engine's "
"occlusion culling system.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[BoxOccluder3D] 存储一个长方体形状,可供引擎的遮挡剔除系统使用。\n"
"有关设置遮挡剔除的说明,请参阅 [OccluderInstance3D] 的文档。"
msgid "The box's size in 3D units."
msgstr "以 3D 单位表示的盒子大小。"
msgid "A 3D box shape used for physics collision."
msgstr "用于物理碰撞的 3D 盒形资源。"
msgid ""
"A 3D box shape, intended for use in physics. Usually used to provide a shape "
"for a [CollisionShape3D].\n"
"[b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is "
"faster than [CapsuleShape3D] and [CylinderShape3D], but slower than "
"[SphereShape3D]."
msgstr ""
"3D 盒子形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n"
"[b]性能:[/b][BoxShape3D] 可以快速检测碰撞,比 [CapsuleShape3D] 和 "
"[CylinderShape3D] 快,但比 [SphereShape3D] 慢。"
msgid "3D Kinematic Character Demo"
msgstr "3D 动力学角色演示"
msgid "A themed button that can contain text and an icon."
msgstr "按钮,支持主题,能够包含文本和图标。"
msgid ""
"[Button] is the standard themed button. It can contain text and an icon, and "
"it will display them according to the current [Theme].\n"
"[b]Example of creating a button and assigning an action when pressed by code:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" button.text = \"Click me\"\n"
" button.pressed.connect(self._button_pressed)\n"
" add_child(button)\n"
"\n"
"func _button_pressed():\n"
" print(\"Hello world!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" button.Text = \"Click me\";\n"
" button.Pressed += ButtonPressed;\n"
" AddChild(button);\n"
"}\n"
"\n"
"private void ButtonPressed()\n"
"{\n"
" GD.Print(\"Hello world!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node.\n"
"[b]Note:[/b] Buttons do not interpret touch input and therefore don't support "
"multitouch, since mouse emulation can only press one button at a given time. "
"Use [TouchScreenButton] for buttons that trigger gameplay movement or actions."
msgstr ""
"[Button] 是标准的主题按钮,可以包含文字和图标,显示样式会根据当前的 [Theme] 改"
"变。\n"
"[b]示例:通过代码创建按钮并指定在按下时的动作[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" button.text = \"Click me\"\n"
" button.pressed.connect(self._button_pressed)\n"
" add_child(button)\n"
"\n"
"func _button_pressed():\n"
" print(\"Hello world!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" button.Text = \"Click me\";\n"
" button.Pressed += ButtonPressed;\n"
" AddChild(button);\n"
"}\n"
"\n"
"private void ButtonPressed()\n"
"{\n"
" GD.Print(\"Hello world!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"另请参阅 [BaseButton],其中包含与此节点相关联的通用属性和方法。\n"
"[b]注意:[/b]按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间只"
"能按下一个按钮。请用 [TouchScreenButton] 制作触发游戏移动或动作的按钮。"
msgid "OS Test Demo"
msgstr "操作系统测试演示"
msgid ""
"Text alignment policy for the button's text, use one of the [enum "
"HorizontalAlignment] constants."
msgstr "按钮文本的文本对齐策略,使用 [enum HorizontalAlignment] 常量之一。"
msgid ""
"When this property is enabled, text that is too large to fit the button is "
"clipped, when disabled the Button will always be wide enough to hold the text."
msgstr ""
"当此属性被启用时,过大而无法容纳按钮的文本会被剪掉,当被禁用时,按钮将始终有足"
"够的宽度来容纳文本。"
msgid ""
"When enabled, the button's icon will expand/shrink to fit the button's size "
"while keeping its aspect. See also [theme_item icon_max_width]."
msgstr ""
"启用后,将在保持按钮图标长宽比的前提下对该图标进行扩展/收缩,从而适应按钮的大"
"小。另见 [theme_item icon_max_width]。"
msgid "Flat buttons don't display decoration."
msgstr "平面按钮不显示装饰。"
msgid ""
"Button's icon, if text is present the icon will be placed before the text.\n"
"To edit margin and spacing of the icon, use [theme_item h_separation] theme "
"property and [code]content_margin_*[/code] properties of the used "
"[StyleBox]es."
msgstr ""
"按钮的图标,如果文本存在,则图标将被放置在文本之前。\n"
"要编辑图标的边距和间距,请使用 [theme_item h_separation] 主题属性,和所用 "
"[StyleBox] 的 [code]content_margin_*[/code] 属性。"
msgid ""
"Specifies if the icon should be aligned horizontally to the left, right, or "
"center of a button. Uses the same [enum HorizontalAlignment] constants as the "
"text alignment. If centered horizontally and vertically, text will draw on "
"top of the icon."
msgstr ""
"指定图标在按钮上水平对齐的方式应该为左对齐、右对齐还是居中对齐。请使用与文本对"
"齐相同的 [enum HorizontalAlignment] 常量。如果水平居中并且垂直居中,则文本将被"
"绘制在图标之上。"
msgid ""
"Language code used for line-breaking and text shaping algorithms, if left "
"empty current locale is used instead."
msgstr "语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设置。"
msgid "The button's text that will be displayed inside the button's area."
msgstr "该按钮的文本,将显示在按钮的区域内。"
msgid "Base text writing direction."
msgstr "基础文本书写方向。"
msgid ""
"Sets the clipping behavior when the text exceeds the node's bounding "
"rectangle. See [enum TextServer.OverrunBehavior] for a description of all "
"modes."
msgstr ""
"设置文本超出节点的边界矩形时的裁剪行为。有关所有模式的描述,请参阅 [enum "
"TextServer.OverrunBehavior]。"
msgid ""
"Specifies if the icon should be aligned vertically to the top, bottom, or "
"center of a button. Uses the same [enum VerticalAlignment] constants as the "
"text alignment. If centered horizontally and vertically, text will draw on "
"top of the icon."
msgstr ""
"指定图标在按钮上垂直对齐的方式应该为顶端对齐、底部对齐还是居中对齐。请使用与文"
"本对齐相同的 [enum VerticalAlignment] 常量。如果水平居中并且垂直居中,则文本将"
"被绘制在图标之上。"
msgid "Default text [Color] of the [Button]."
msgstr "该 [Button] 的默认文本 [Color]。"
msgid "Text [Color] used when the [Button] is disabled."
msgstr "该 [Button] 处于禁用状态时,使用的文本 [Color]。"
msgid ""
"Text [Color] used when the [Button] is focused. Only replaces the normal text "
"color of the button. Disabled, hovered, and pressed states take precedence "
"over this color."
msgstr ""
"该 [Button] 处于聚焦状态时,使用的文本 [Color]。只替换该按钮的正常文本颜色。禁"
"用、悬停、按下状态优先于这个颜色。"
msgid "Text [Color] used when the [Button] is being hovered."
msgstr "该 [Button] 处于悬停状态时,使用的文本 [Color]。"
msgid "Text [Color] used when the [Button] is being hovered and pressed."
msgstr "该 [Button] 处于悬停并按下状态时,使用的文本 [Color]。"
msgid "The tint of text outline of the [Button]."
msgstr "该 [Button] 的文本轮廓的色调。"
msgid "Text [Color] used when the [Button] is being pressed."
msgstr "该 [Button] 处于按下状态时,使用的文本 [Color] 。"
msgid "Icon modulate [Color] used when the [Button] is disabled."
msgstr "该 [Button] 处于禁用状态时,使用的图标调制 [Color]。"
msgid ""
"Icon modulate [Color] used when the [Button] is focused. Only replaces the "
"normal modulate color of the button. Disabled, hovered, and pressed states "
"take precedence over this color."
msgstr ""
"该 [Button] 处于聚焦状态时,使用的图标调制 [Color]。仅替换该按钮的正常调制颜"
"色。禁用、悬停和按下状态优先于这个颜色。"
msgid "Icon modulate [Color] used when the [Button] is being hovered."
msgstr "该 [Button] 处于悬停状态时,使用的图标调制[Color]。"
msgid ""
"Icon modulate [Color] used when the [Button] is being hovered and pressed."
msgstr "该 [Button] 处于悬停并按下按下状态时,使用的图标调制 [Color]。"
msgid "Default icon modulate [Color] of the [Button]."
msgstr "该 [Button] 的默认图标调制 [Color]。"
msgid "Icon modulate [Color] used when the [Button] is being pressed."
msgstr "该 [Button] 处于按下状态时,使用的图标调制 [Color]。"
msgid ""
"The horizontal space between [Button]'s icon and text. Negative values will "
"be treated as [code]0[/code] when used."
msgstr ""
"[Button] 的图标和文本之间的水平间距。使用时会将负值当作 [code]0[/code]。"
msgid ""
"The maximum allowed width of the [Button]'s icon. This limit is applied on "
"top of the default size of the icon, or its expanded size if [member "
"expand_icon] is [code]true[/code]. The height is adjusted according to the "
"icon's ratio."
msgstr ""
"[Button] 图标的最大允许宽度。如果 [member expand_icon] 为 [code]true[/code]"
"则该限制适用于图标的默认大小或扩展大小。高度将根据图标的比例进行调整。"
msgid ""
"The size of the text outline.\n"
"[b]Note:[/b] If using a font with [member FontFile."
"multichannel_signed_distance_field] enabled, its [member FontFile."
"msdf_pixel_range] must be set to at least [i]twice[/i] the value of "
"[theme_item outline_size] for outline rendering to look correct. Otherwise, "
"the outline may appear to be cut off earlier than intended."
msgstr ""
"文字轮廓的大小。\n"
"[b]注意:[/b]如果使用启用了 [member FontFile."
"multichannel_signed_distance_field] 的字体,其 [member FontFile."
"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓"
"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。"
msgid "[Font] of the [Button]'s text."
msgstr "该 [Button] 文本的 [Font]。"
msgid "Font size of the [Button]'s text."
msgstr "该 [Button] 文本的字体大小。"
msgid ""
"Default icon for the [Button]. Appears only if [member icon] is not assigned."
msgstr "该 [Button] 的默认图标。仅在未指定 [member icon] 时显示。"
msgid "[StyleBox] used when the [Button] is disabled."
msgstr "该 [Button] 处于禁用状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [Button] is disabled (for right-to-left layouts)."
msgstr "该 [Button] 处于禁用状态时使用的 [StyleBox](用于从右至左布局)。"
msgid ""
"[StyleBox] used when the [Button] is focused. The [theme_item focus] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended for "
"accessibility reasons."
msgstr ""
"该 [Button] 处于聚焦状态时使用的 [StyleBox]。[theme_item focus] [StyleBox] 显"
"示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 "
"[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要"
"禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会"
"影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。"
msgid "[StyleBox] used when the [Button] is being hovered."
msgstr "该 [Button] 处于悬停状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [Button] is being hovered (for right-to-left "
"layouts)."
msgstr "该 [Button] 处于悬停状态时使用的 [StyleBox](用于从右至左布局)。"
msgid ""
"[StyleBox] used when the [Button] is being pressed and hovered at the same "
"time."
msgstr "该 [Button] 同时处于按下和悬停状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [Button] is being pressed and hovered at the same "
"time (for right-to-left layouts)."
msgstr ""
"该 [Button] 同时处于按下和悬停状态时使用的 [StyleBox](用于从右至左布局)。"
msgid "Default [StyleBox] for the [Button]."
msgstr "该 [Button] 的默认 [StyleBox]。"
msgid "Default [StyleBox] for the [Button] (for right-to-left layouts)."
msgstr "该 [Button] 的默认 [StyleBox](用于从右至左布局)。"
msgid "[StyleBox] used when the [Button] is being pressed."
msgstr "该 [Button] 处于按下状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [Button] is being pressed (for right-to-left "
"layouts)."
msgstr "该 [Button] 处于按下状态时使用的 [StyleBox](用于从右至左布局)。"
msgid ""
"A group of buttons that doesn't allow more than one button to be pressed at a "
"time."
msgstr "不允许同时按下多个按钮的按钮的一个分组。"
msgid ""
"A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are "
"treated like radio buttons: No more than one button can be pressed at a time. "
"Some types of buttons (such as [CheckBox]) may have a special appearance in "
"this state.\n"
"Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] "
"set to [code]true[/code]."
msgstr ""
"[BaseButton] 派生按钮的分组。[ButtonGroup] 中的按钮被视为单选按钮:同一时间最"
"多只能按下一个按钮。某些类型的按钮(例如 [CheckBox])在该状态下可能会有特殊的"
"外观。\n"
"[ButtonGroup] 的每个成员都应该将 [member BaseButton.toggle_mode] 设置为 "
"[code]true[/code]。"
msgid ""
"Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see "
"[member BaseButton.button_group])."
msgstr ""
"返回元素类型为 [Button] 的 [Array],这些 [Button] 将其作为 [ButtonGroup](见 "
"[member BaseButton.button_group])。"
msgid "Returns the current pressed button."
msgstr "返回当前按下的按钮。"
msgid ""
"If [code]true[/code], it is possible to unpress all buttons in this "
"[ButtonGroup]."
msgstr "如果为 [code]true[/code],则可以取消按下该 [ButtonGroup] 中的所有按钮。"
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "当该组中的某个按钮被按下时发出。"
msgid "A built-in type representing a method or a standalone function."
msgstr "代表一个方法或一个独立函数的内置类型。"
msgid ""
"[Callable] is a built-in [Variant] type that represents a function. It can "
"either be a method within an [Object] instance, or a standalone function not "
"related to any object, like a lambda function. Like all [Variant] types, it "
"can be stored in variables and passed to other functions. It is most commonly "
"used for signal callbacks.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func print_args(arg1, arg2, arg3 = \"\"):\n"
" prints(arg1, arg2, arg3)\n"
"\n"
"func test():\n"
" var callable = Callable(self, \"print_args\")\n"
" callable.call(\"hello\", \"world\") # Prints \"hello world \".\n"
" callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node."
"gd)::print_args\".\n"
" callable.call(\"invalid\") # Invalid call, should have at least 2 "
"arguments.\n"
"[/gdscript]\n"
"[csharp]\n"
"// Default parameter values are not supported.\n"
"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n"
"{\n"
" GD.PrintS(arg1, arg2, arg3);\n"
"}\n"
"\n"
"public void Test()\n"
"{\n"
" // Invalid calls fail silently.\n"
" Callable callable = new Callable(this, MethodName.PrintArgs);\n"
" callable.Call(\"hello\", \"world\"); // Default parameter values are not "
"supported, should have 3 arguments.\n"
" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 Node(Node."
"cs)::PrintArgs\".\n"
" callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In GDScript, it's possible to create lambda functions within a method. Lambda "
"functions are custom callables that are not associated with an [Object] "
"instance. Optionally, lambda functions can also be named. The name will be "
"displayed in the debugger, or when calling [method get_method].\n"
"[codeblock]\n"
"func _init():\n"
" var my_lambda = func (message):\n"
" print(message)\n"
"\n"
" # Prints Hello everyone!\n"
" my_lambda.call(\"Hello everyone!\")\n"
"\n"
" # Prints \"Attack!\", when the button_pressed signal is emitted.\n"
" button_pressed.connect(func(): print(\"Attack!\"))\n"
"[/codeblock]\n"
"[b]Note:[/b] Methods of native types such as [Signal], [Array], or "
"[Dictionary] are not of type [Callable] in order to avoid unnecessary "
"overhead. If you need to pass those methods as [Callable], use a lambda "
"function as a wrapper.\n"
"[codeblock]\n"
"func _init():\n"
" var my_dictionary = { \"hello\": \"world\" }\n"
"\n"
" # This will not work, `clear` is not a callable.\n"
" create_tween().tween_callback(my_dictionary.clear)\n"
"\n"
" # This will work, as lambdas are custom callables.\n"
" create_tween().tween_callback(func(): my_dictionary.clear())\n"
"[/codeblock]"
msgstr ""
"可调用体 [Callable] 是内置的 [Variant] 类型,代表某个函数。可以是 [Object] 实"
"例中的某个方法,也可以是与对象无关的独立函数,比如 lambda 函数。和所有 "
"[Variant] 类型一样可以保存在变量里,传递给其他函数。最常用于信号回调。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func print_args(arg1, arg2, arg3 = \"\"):\n"
" prints(arg1, arg2, arg3)\n"
"\n"
"func test():\n"
" var callable = Callable(self, \"print_args\")\n"
" callable.call(\"hello\", \"world\") # 输出 \"hello world \".\n"
" callable.call(Vector2.UP, 42, callable) # 输出 \"(0, -1) 42 Node(node."
"gd)::print_args\".\n"
" callable.call(\"invalid\") # 无效调用,应当至少有 2 个参数。\n"
"[/gdscript]\n"
"[csharp]\n"
"// 不支持参数默认值。\n"
"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n"
"{\n"
" GD.PrintS(arg1, arg2, arg3);\n"
"}\n"
"\n"
"public void Test()\n"
"{\n"
" // Invalid calls fail silently.\n"
" Callable callable = new Callable(this, MethodName.PrintArgs);\n"
" callable.Call(\"hello\", \"world\"); // 不支持参数默认值,应当有 3 个参"
"数。\n"
" callable.Call(Vector2.Up, 42, callable); // 输出 \"(0, -1) 42 Node(Node."
"cs)::PrintArgs\".\n"
" callable.Call(\"invalid\"); // 无效调用,应当有 3 个参数。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"GDScript 中可以在方法里创建 lambda 函数。Lambda 函数是自定义的可调用体,不与 "
"[Object] 实例关联。也可以为 Lambda 函数命名。该名称会显示在调试器中,也会在 "
"[method get_method] 中使用。\n"
"[codeblock]\n"
"func _init():\n"
" var my_lambda = func (message):\n"
" print(message)\n"
"\n"
" # 输出 大家好呀!\n"
" my_lambda.call(\"大家好呀!\")\n"
"\n"
" # 发出 button_pressed 信号时输出 \"全军出击!\"。\n"
" button_pressed.connect(func(): print(\"全军出击!\"))\n"
"[/codeblock]\n"
"[b]注意:[/b][Signal]、[Array]、[Dictionary] 等原生类型的方法不是 [Callable] "
"类型,这是为了避免不必要的开销。如果你需要将这些方法作为 [Callable] 传递,请使"
"用 Lambda 函数进行封装。\n"
"[codeblock]\n"
"func _init():\n"
" var my_dictionary = { \"hello\": \"world\" }\n"
"\n"
" # 不可行,因为`clear` 不是可调用体。\n"
" create_tween().tween_callback(my_dictionary.clear)\n"
"\n"
" # 可行,因为 Lambda 是自定义可调用体。\n"
" create_tween().tween_callback(func(): my_dictionary.clear())\n"
"[/codeblock]"
msgid "Constructs an empty [Callable], with no object nor method bound."
msgstr "构造空的 [Callable],没有绑定对象和方法。"
msgid "Constructs a [Callable] as a copy of the given [Callable]."
msgstr "构造给定 [Callable] 的副本。"
msgid ""
"Creates a new [Callable] for the method named [param method] in the specified "
"[param object]."
msgstr ""
"创建新的 [Callable],使用指定对象 [param object] 中名为 [param method] 的方"
"法。"
msgid ""
"Returns a copy of this [Callable] with one or more arguments bound. When "
"called, the bound arguments are passed [i]after[/i] the arguments supplied by "
"[method call]. See also [method unbind].\n"
"[b]Note:[/b] When this method is chained with other similar methods, the "
"order in which the argument list is modified is read from right to left."
msgstr ""
"返回该 [Callable] 的副本,绑定其中的一个或多个参数。调用时,被绑定的参数在提供"
"给 [method call] 的参数[i]之后[/i]传递。另见 [method unbind]。\n"
"[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左"
"的。"
msgid ""
"Returns a copy of this [Callable] with one or more arguments bound, reading "
"them from an array. When called, the bound arguments are passed [i]after[/i] "
"the arguments supplied by [method call]. See also [method unbind].\n"
"[b]Note:[/b] When this method is chained with other similar methods, the "
"order in which the argument list is modified is read from right to left."
msgstr ""
"返回该 [Callable] 的副本,绑定其中的一个或多个参数,参数从数组中读取。调用时,"
"被绑定的参数在提供给 [method call] 的参数[i]之后[/i]传递。另见 [method "
"unbind]。\n"
"[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左"
"的。"
msgid ""
"Calls the method represented by this [Callable]. Arguments can be passed and "
"should match the method's signature."
msgstr ""
"调用该 [Callable] 所代表的方法。可以传递参数,必须与该方法的签名相匹配。"
msgid ""
"Calls the method represented by this [Callable] in deferred mode, i.e. at the "
"end of the current frame. Arguments can be passed and should match the "
"method's signature.\n"
"[codeblock]\n"
"func _ready():\n"
" grab_focus.call_deferred()\n"
"[/codeblock]\n"
"See also [method Object.call_deferred]."
msgstr ""
"使用延迟模式调用该 [Callable] 所代表的方法,即在当前帧的末尾调用。可以传递参"
"数,必须与该方法的签名相匹配。\n"
"[codeblock]\n"
"func _ready():\n"
" grab_focus.call_deferred()\n"
"[/codeblock]\n"
"另见 [method Object.call_deferred]。"
msgid ""
"Calls the method represented by this [Callable]. Unlike [method call], this "
"method expects all arguments to be contained inside the [param arguments] "
"[Array]."
msgstr ""
"调用该 [Callable] 所代表的方法。与 [method call] 不同,这个方法需要所有参数都"
"放在 [param arguments] [Array] 之中。"
msgid ""
"Return the bound arguments (as long as [method get_bound_arguments_count] is "
"greater than zero), or empty (if [method get_bound_arguments_count] is less "
"than or equal to zero)."
msgstr ""
"返回绑定的参数(只要 [method get_bound_arguments_count] 大于零)或者空数组(如"
"果 [method get_bound_arguments_count] 小于等于零)。"
msgid ""
"Returns the total amount of arguments bound (or unbound) via successive "
"[method bind] or [method unbind] calls. If the amount of arguments unbound is "
"greater than the ones bound, this function returns a value less than zero."
msgstr ""
"返回通过成功调用 [method bind] 或 [method unbind] 绑定(或解绑)参数的总数。如"
"果解绑参数的总数比绑定参数大,则这个函数的返回值小于零。"
msgid ""
"Returns the name of the method represented by this [Callable]. If the "
"callable is a GDScript lambda function, returns the function's name or "
"[code]\"<anonymous lambda>\"[/code]."
msgstr ""
"返回该 [Callable] 所代表的方法的名称。如果该可调用体是 GDScript lambda 函数,"
"则返回该函数的名称或 [code]\"<anonymous lambda>\"[/code]。"
msgid "Returns the object on which this [Callable] is called."
msgstr "返回该 [Callable] 所调用的对象。"
msgid ""
"Returns the ID of this [Callable]'s object (see [method Object."
"get_instance_id])."
msgstr "返回该 [Callable] 中对象的 ID见 [method Object.get_instance_id])。"
msgid ""
"Returns the 32-bit hash value of this [Callable]'s object.\n"
"[b]Note:[/b] [Callable]s with equal content will always produce identical "
"hash values. However, the reverse is not true. Returning identical hash "
"values does [i]not[/i] imply the callables are equal, because different "
"callables can have identical hash values due to hash collisions. The engine "
"uses a 32-bit hash algorithm for [method hash]."
msgstr ""
"返回该 [Callable] 对象的 32 位哈希值。\n"
"[b]注意:[/b]内容相同的 [Callable] 哈希值始终相同。反之则不然,返回的哈希值相"
"同[i]并不[/i]意味着可调用体相等,因为不同的可调用体可能由于哈希冲突而具有相同"
"的哈希值。引擎在 [method hash] 中使用 32 位哈希算法。"
msgid ""
"Returns [code]true[/code] if this [Callable] is a custom callable. Custom "
"callables are created from [method bind] or [method unbind]. In GDScript, "
"lambda functions are also custom callables."
msgstr ""
"如果该 [Callable] 为自定义可调用体,则返回 [code]true[/code]。自定义可调用体是"
"由 [method bind] 或 [method unbind] 创建的。在 GDScript 中lambda 函数也是自"
"定义可调用体。"
msgid ""
"Returns [code]true[/code] if this [Callable] has no target to call the method "
"on."
msgstr "如果该 [Callable] 没有调用方法的目标,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [Callable] is a standard callable. This "
"method is the opposite of [method is_custom]. Returns [code]false[/code] if "
"this callable is a lambda function."
msgstr ""
"如果该 [Callable] 为标准可调用体,则返回 [code]true[/code]。这个方法与 "
"[method is_custom] 相对。如果该可调用体为 lambda 函数,则返回 [code]false[/"
"code]。"
msgid ""
"Returns [code]true[/code] if the callable's object exists and has a valid "
"method name assigned, or is a custom callable."
msgstr ""
"如果该可调用体的对象存在,且分配了有效的方法名,或者为自定义可调用体,则返回 "
"[code]true[/code]。"
msgid ""
"Perform an RPC (Remote Procedure Call) on all connected peers. This is used "
"for multiplayer and is normally not available, unless the function being "
"called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or "
"[method Node.rpc_config]). Calling this method on unsupported functions will "
"result in an error. See [method Node.rpc]."
msgstr ""
"在所有已连接的对等体上执行 RPCRemote Procedure Call远程过程调用。用于多"
"人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记(使用 [annotation "
"@GDScript.@rpc] 或 [method Node.rpc_config])。在不支持的方法上调用该方法会导"
"致出错。见 [method Node.rpc]。"
msgid ""
"Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer "
"documentation for reference). This is used for multiplayer and is normally "
"not available unless the function being called has been marked as [i]RPC[/i] "
"(using [annotation @GDScript.@rpc] or [method Node.rpc_config]). Calling this "
"method on unsupported functions will result in an error. See [method Node."
"rpc_id]."
msgstr ""
"在指定的对等体 ID请参阅多人游戏文档上执行 RPCRemote Procedure Call远程"
"过程调用)。用于多人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记(使"
"用 [annotation @GDScript.@rpc] 或 [method Node.rpc_config])。在不支持的方法上"
"调用该方法会导致出错。见 [method Node.rpc_id]。"
msgid ""
"Returns a copy of this [Callable] with a number of arguments unbound. In "
"other words, when the new callable is called the last few arguments supplied "
"by the user are ignored, according to [param argcount]. The remaining "
"arguments are passed to the callable. This allows to use the original "
"callable in a context that attempts to pass more arguments than this callable "
"can handle, e.g. a signal with a fixed number of arguments. See also [method "
"bind].\n"
"[b]Note:[/b] When this method is chained with other similar methods, the "
"order in which the argument list is modified is read from right to left.\n"
"[codeblock]\n"
"func _ready():\n"
" foo.unbind(1).call(1, 2) # Calls foo(1).\n"
" foo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it "
"does not change the arguments from bind.\n"
"[/codeblock]"
msgstr ""
"返回这个 [Callable] 的副本,解绑了一些参数。换句话说,调用新的可调用体时,用户"
"提供的最后几个参数会被忽略,忽略几个由 [param argcount] 决定。剩余的参数会被传"
"递给该可调用体。这样传入的参数就能够比原本可调用体所能处理的参数要多,例如带有"
"固定数量参数的信号。另见 [method bind]。\n"
"[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左"
"的。\n"
"[codeblock]\n"
"func _ready():\n"
" foo.unbind(1).call(1, 2) # 调用 foo(1).\n"
" foo.bind(3, 4).unbind(1).call(1, 2) # 调用 foo(1, 3, 4),注意改动的不是 "
"bind 中的参数。\n"
"[/codeblock]"
msgid "Returns [code]true[/code] if both [Callable]s invoke different targets."
msgstr "如果两个 [Callable] 调用的目标不同,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if both [Callable]s invoke the same custom target."
msgstr "如果两个 [Callable] 调用的自定义目标相同,则返回 [code]true[/code]。"
msgid "Calls the specified method after optional delay."
msgstr "在可选的延迟之后调用指定的方法。"
msgid ""
"[CallbackTweener] is used to call a method in a tweening sequence. See "
"[method Tween.tween_callback] for more usage information.\n"
"The tweener will finish automatically if the callback's target object is "
"freed.\n"
"[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create "
"[CallbackTweener]. Any [CallbackTweener] created manually will not function "
"correctly."
msgstr ""
"[CallbackTweener] 可用于在补间序列中调用方法。更多用法信息请参阅 [method "
"Tween.tween_callback]。\n"
"如果回调的目标对象被释放,该补间将自动结束。\n"
"[b]注意:[/b]创建 [CallbackTweener] 的唯一正确方法是 [method Tween."
"tween_callback]。任何手动创建的 [CallbackTweener] 都无法正常工作。"
msgid ""
"Makes the callback call delayed by given time in seconds.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
"after 2 seconds\n"
"[/codeblock]"
msgstr ""
"让该回调延迟给定的时间,单位为秒。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback(queue_free).set_delay(2) # 会在 2 秒后调用 queue_free()\n"
"[/codeblock]"
msgid "Camera node for 2D scenes."
msgstr "2D 场景的相机节点。"
msgid ""
"Camera node for 2D scenes. It forces the screen (current layer) to scroll "
"following this node. This makes it easier (and faster) to program scrollable "
"scenes than manually changing the position of [CanvasItem]-based nodes.\n"
"Cameras register themselves in the nearest [Viewport] node (when ascending "
"the tree). Only one camera can be active per viewport. If no viewport is "
"available ascending the tree, the camera will register in the global "
"viewport.\n"
"This node is intended to be a simple helper to get things going quickly, but "
"more functionality may be desired to change how the camera works. To make "
"your own custom camera node, inherit it from [Node2D] and change the "
"transform of the canvas by setting [member Viewport.canvas_transform] in "
"[Viewport] (you can obtain the current [Viewport] by using [method Node."
"get_viewport]).\n"
"Note that the [Camera2D] node's [code]position[/code] doesn't represent the "
"actual position of the screen, which may differ due to applied smoothing or "
"limits. You can use [method get_screen_center_position] to get the real "
"position."
msgstr ""
"用于 2D 场景的相机节点。它强制屏幕(当前层)跟随该节点滚动。与手动改变基于 "
"[CanvasItem] 节点的坐标相比,这使得对可滚动场景进行编程更加容易和快捷。\n"
"相机会在最近的 [Viewport](在上层树时)节点中注册自己。每个视口只能激活一个相"
"机。如果树上没有可用的视口,相机将在全局视口中注册。\n"
"这个节点旨在成为简单的辅助工具,让事情便捷,但可能需要更多的功能来改变相机的工"
"作方式。要制作自定义相机节点,则从 [Node2D] 继承,并通过设置 [Viewport] 中的 "
"[member Viewport.canvas_transform] 来改变画布的变换(你可以通过使用 [method "
"Node.get_viewport] 获得当前的 [Viewport])。\n"
"请注意,[Camera2D] 节点的 [code]position[/code] 并不代表屏幕的实际位置,这可能"
"会因应用的平滑或限制而有所不同。可以使用 [method get_screen_center_position] "
"获取真实位置。"
msgid "2D Isometric Demo"
msgstr "2D 等轴演示"
msgid "2D HDR Demo"
msgstr "2D HDR 演示"
msgid "Aligns the camera to the tracked node."
msgstr "将相机与跟踪的节点对齐。"
msgid "Forces the camera to update scroll immediately."
msgstr "强制相机立即更新滚动。"
msgid ""
"Returns the specified [enum Side]'s margin. See also [member "
"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and "
"[member drag_right_margin]."
msgstr ""
"返回指定边 [enum Side] 的边距。另见 [member drag_bottom_margin]、[member "
"drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。"
msgid ""
"Returns the camera limit for the specified [enum Side]. See also [member "
"limit_bottom], [member limit_top], [member limit_left], and [member "
"limit_right]."
msgstr ""
"返回指定边 [enum Side] 的相机极限。另见 [member limit_bottom]、[member "
"limit_top]、[member limit_left] 和 [member limit_right]。"
msgid ""
"Returns the center of the screen from this camera's point of view, in global "
"coordinates.\n"
"[b]Note:[/b] The exact targeted position of the camera may be different. See "
"[method get_target_position]."
msgstr ""
"返回该 [Camera2D] 视角下的屏幕中心位置,使用全局坐标。\n"
"[b]注意:[/b]相机实际的目标位置可能与此不同。见 [method get_target_position]。"
msgid ""
"Returns this camera's target position, in global coordinates.\n"
"[b]Note:[/b] The returned value is not the same as [member Node2D."
"global_position], as it is affected by the drag properties. It is also not "
"the same as the current position if [member position_smoothing_enabled] is "
"[code]true[/code] (see [method get_screen_center_position])."
msgstr ""
"返回该相机的目标位置,使用全局坐标。\n"
"[b]注意:[/b]返回值与 [member Node2D.global_position] 不同,因为会受到拖动属性"
"的影响。如果 [member position_smoothing_enabled] 为 [code]true[/code] ,也不等"
"同于当前位置(见 [method get_screen_center_position])。"
msgid ""
"Returns [code]true[/code] if this [Camera2D] is the active camera (see "
"[method Viewport.get_camera_2d])."
msgstr ""
"如果该 [Camera2D] 为活动相机,则返回 [code]true[/code](见 [method Viewport."
"get_camera_2d])。"
msgid ""
"Forces this [Camera2D] to become the current active one. [member enabled] "
"must be [code]true[/code]."
msgstr ""
"强制该 [Camera2D] 成为当前的活动相机。[member enabled] 必须为 [code]true[/"
"code]。"
msgid ""
"Sets the camera's position immediately to its current smoothing destination.\n"
"This method has no effect if [member position_smoothing_enabled] is "
"[code]false[/code]."
msgstr ""
"将相机的位置立即设置为其当前平滑的目标位置。\n"
"当 [member position_smoothing_enabled] 为 [code]false[/code] 时,本方法无效。"
msgid ""
"Sets the specified [enum Side]'s margin. See also [member "
"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and "
"[member drag_right_margin]."
msgstr ""
"设置指定边 [enum Side] 的边距。另见 [member drag_bottom_margin]、[member "
"drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。"
msgid ""
"Sets the camera limit for the specified [enum Side]. See also [member "
"limit_bottom], [member limit_top], [member limit_left], and [member "
"limit_right]."
msgstr ""
"设置指定边 [enum Side] 的相机极限。另见 [member limit_bottom]、[member "
"limit_top]、[member limit_left] 和 [member limit_right]。"
msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
msgstr "Camera2D 的锚点。见 [enum AnchorMode] 常量。"
msgid ""
"The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
"or not a [Viewport], uses the default viewport instead."
msgstr ""
"连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者不是 "
"[Viewport],则使用默认的视口。"
msgid ""
"Bottom margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the bottom edge of the screen."
msgstr ""
"拖动相机所需的下边距。值为 [code]1[/code] 时,相机仅在到达屏幕底部边缘时移动。"
msgid ""
"If [code]true[/code], the camera only moves when reaching the horizontal "
"(left and right) drag margins. If [code]false[/code], the camera moves "
"horizontally regardless of margins."
msgstr ""
"如果为 [code]true[/code],相机仅在到达水平(左或右)拖动边距时移动。如果为 "
"[code]false[/code],则相机水平移动时不考虑边距。"
msgid ""
"The relative horizontal drag offset of the camera between the right "
"([code]-1[/code]) and left ([code]1[/code]) drag margins.\n"
"[b]Note:[/b] Used to set the initial horizontal drag offset; determine the "
"current offset; or force the current offset. It's not automatically updated "
"when [member drag_horizontal_enabled] is [code]true[/code] or the drag "
"margins are changed."
msgstr ""
"相机在右侧([code]-1[/code])和左侧([code]1[/code])拖动边距之间的相对水平拖"
"动偏移量。\n"
"[b]注意:[/b]用于设置初始水平拖动偏移量;确定当前偏移量;或强制当前偏移量。当 "
"[member drag_horizontal_enabled] 为 [code]true[/code] 或更改拖动边距时,它不会"
"自动更新。"
msgid ""
"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the left edge of the screen."
msgstr ""
"拖动相机所需的左边距。值为 [code]1[/code] 时,相机仅在到达屏幕左侧边缘时移动。"
msgid ""
"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the right edge of the screen."
msgstr ""
"拖动相机所需的右边距。值为 [code]1[/code] 时,相机仅在到达屏幕右侧边缘时移动。"
msgid ""
"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the top edge of the screen."
msgstr ""
"拖动相机所需的上边距。值为 [code]1[/code] 时,相机仅在到达屏幕顶部边缘时移动。"
msgid ""
"If [code]true[/code], the camera only moves when reaching the vertical (top "
"and bottom) drag margins. If [code]false[/code], the camera moves vertically "
"regardless of the drag margins."
msgstr ""
"如果为 [code]true[/code],相机仅在达到垂直(顶部及底部)拖动边距时才移动。如果"
"为 [code]false[/code],相机会垂直移动而不管边距。"
msgid ""
"The relative vertical drag offset of the camera between the bottom ([code]-1[/"
"code]) and top ([code]1[/code]) drag margins.\n"
"[b]Note:[/b] Used to set the initial vertical drag offset; determine the "
"current offset; or force the current offset. It's not automatically updated "
"when [member drag_vertical_enabled] is [code]true[/code] or the drag margins "
"are changed."
msgstr ""
"相机在底部([code]-1[/code])和顶部([code]1[/code])拖动边距之间的相对垂直拖"
"动偏移量。\n"
"[b]注意:[/b]用于设置初始垂直拖动偏移量;确定当前偏移量;或强制当前偏移量。当 "
"[member drag_vertical_enabled] 为 [code]true[/code] 或更改拖动边距时,它不会自"
"动更新。"
msgid ""
"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
msgstr "如果为 [code]true[/code],在编辑器中绘制相机的拖动边距矩形。"
msgid "If [code]true[/code], draws the camera's limits rectangle in the editor."
msgstr "如果为 [code]true[/code],在编辑器中绘制相机的极限矩形。"
msgid "If [code]true[/code], draws the camera's screen rectangle in the editor."
msgstr "如果为 [code]true[/code],在编辑器中绘制相机的画面矩形。"
msgid ""
"Controls whether the camera can be active or not. If [code]true[/code], the "
"[Camera2D] will become the main camera when it enters the scene tree and "
"there is no active camera currently (see [method Viewport.get_camera_2d]).\n"
"When the camera is currently active and [member enabled] is set to "
"[code]false[/code], the next enabled [Camera2D] in the scene tree will become "
"active."
msgstr ""
"控制该相机是否可以激活。如果为 [code]true[/code],当该 [Camera2D] 进入场景树并"
"且当前没有活动的相机时,它将成为主相机(参见 [method Viewport."
"get_camera_2d])。\n"
"当该相机当前处于活动状态且 [member enabled] 被设置为 [code]false[/code] 时,则"
"场景树中下一个启用的 [Camera2D] 将变为活动状态。"
msgid ""
"If [code]true[/code], the camera's rendered view is not affected by its "
"[member Node2D.rotation] and [member Node2D.global_rotation]."
msgstr ""
"如果为 [code]true[/code] ,相机的渲染视图不会受到其 [member Node2D.rotation] "
"和 [member Node2D.global_rotation] 的影响。"
msgid ""
"Bottom scroll limit in pixels. The camera stops moving when reaching this "
"value, but [member offset] can push the view past the limit."
msgstr ""
"底部滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可"
"以把视图推过该极限。"
msgid ""
"Left scroll limit in pixels. The camera stops moving when reaching this "
"value, but [member offset] can push the view past the limit."
msgstr ""
"左侧滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可"
"以把视图推过该极限。"
msgid ""
"Right scroll limit in pixels. The camera stops moving when reaching this "
"value, but [member offset] can push the view past the limit."
msgstr ""
"右侧滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可"
"以把视图推过该极限。"
msgid ""
"If [code]true[/code], the camera smoothly stops when reaches its limits.\n"
"This property has no effect if [member position_smoothing_enabled] is "
"[code]false[/code].\n"
"[b]Note:[/b] To immediately update the camera's position to be within limits "
"without smoothing, even with this setting enabled, invoke [method "
"reset_smoothing]."
msgstr ""
"如果为 [code]true[/code],相机会在达到极限时平滑地停止。\n"
"如果 [member position_smoothing_enabled] 为 [code]false[/code],则该属性无"
"效。\n"
"[b]注意:[/b]要立即将相机的位置更新到限制范围内而不进行平滑,即使启用了该设"
"置,也要调用 [method reset_smoothing]。"
msgid ""
"Top scroll limit in pixels. The camera stops moving when reaching this value, "
"but [member offset] can push the view past the limit."
msgstr ""
"顶部滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可"
"以把视图推过该极限。"
msgid ""
"The camera's relative offset. Useful for looking around or camera shake "
"animations. The offsetted camera can go past the limits defined in [member "
"limit_top], [member limit_bottom], [member limit_left] and [member "
"limit_right]."
msgstr ""
"相机的相对偏移量。用于环顾四周或相机抖动动画。偏移后的相机可以超过 [member "
"limit_top]、[member limit_bottom]、[member limit_left] 和 [member "
"limit_right] 中定义的限制。"
msgid ""
"If [code]true[/code], the camera's view smoothly moves towards its target "
"position at [member position_smoothing_speed]."
msgstr ""
"如果为 [code]true[/code],相机的视图会以 [member position_smoothing_speed] 的"
"速度,平滑地移向其目标位置。"
msgid ""
"Speed in pixels per second of the camera's smoothing effect when [member "
"position_smoothing_enabled] is [code]true[/code]."
msgstr ""
"当 [member position_smoothing_enabled] 为 [code]true[/code] 时,相机平滑效果的"
"速度,单位为每秒像素。"
msgid "The camera's process callback. See [enum Camera2DProcessCallback]."
msgstr "该相机的处理回调。见 [enum Camera2DProcessCallback]。"
msgid ""
"If [code]true[/code], the camera's view smoothly rotates, via asymptotic "
"smoothing, to align with its target rotation at [member "
"rotation_smoothing_speed].\n"
"[b]Note:[/b] This property has no effect if [member ignore_rotation] is "
"[code]true[/code]."
msgstr ""
"如果为 [code]true[/code],相机的视图会通过渐近平滑的方式平滑地旋转,以 "
"[member rotation_smoothing_speed] 的速度与其目标旋转对齐。\n"
"[b]注意:[/b]如果 [member ignore_rotation] 为 [code]true[/code],则该属性无"
"效。"
msgid ""
"The angular, asymptotic speed of the camera's rotation smoothing effect when "
"[member rotation_smoothing_enabled] is [code]true[/code]."
msgstr ""
"当 [member rotation_smoothing_enabled] 为 [code]true[/code] 时,相机旋转平滑效"
"果的角度渐近速度。"
msgid ""
"The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen "
"in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen "
"in the viewport.\n"
"[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] "
"zoom into account. This means that zooming in/out will cause bitmap fonts and "
"rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the "
"font is part of a [CanvasLayer] that makes it ignore camera zoom. To ensure "
"text remains crisp regardless of zoom, you can enable MSDF font rendering by "
"enabling [member ProjectSettings.gui/theme/"
"default_font_multichannel_signed_distance_field] (applies to the default "
"project font only), or enabling [b]Multichannel Signed Distance Field[/b] in "
"the import options of a DynamicFont for custom fonts. On system fonts, "
"[member SystemFont.multichannel_signed_distance_field] can be enabled in the "
"inspector."
msgstr ""
"相机的缩放。 设置为 [code]Vector(2, 2)[/code] 的缩放值会使通过视口看到的尺寸翻"
"倍。设置为 [code]Vector(0.5, 0.5)[/code]的缩放值会使会使通过视口看到的尺寸减"
"半。\n"
"[b]注意:[/b][member FontFile.oversampling] [i]不会[/i]考虑 [Camera2D] 的缩放"
"值。这意味着放大/缩小将导致位图字体和光栅化(非 MSDF动态字体看起来模糊或像素"
"化,除非字体是[CanvasLayer]的一部分从而使其忽略相机缩放。为了确保文本无论如何"
"缩放都保持清晰,你可以通过启用 [member ProjectSettings.gui/theme/"
"default_font_multichannel_signed_distance_field] (仅适用于默认项目字体)来启"
"用 MSDF 字体渲染,或在自定义字体的动态字体导入选项中启用[b]多通道带符号距离场"
"[/b]。对于系统字体,可以在检查器中启用 [member SystemFont."
"multichannel_signed_distance_field] 。"
msgid ""
"The camera's position is fixed so that the top-left corner is always at the "
"origin."
msgstr "相机的位置是固定的,所以左上角总是在原点。"
msgid ""
"The camera's position takes into account vertical/horizontal offsets and the "
"screen size."
msgstr "相机的位置要考虑垂直/水平偏移和屏幕尺寸。"
msgid ""
"The camera updates during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
msgstr ""
"相机在物理帧期间更新(见 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。"
msgid ""
"The camera updates during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"相机在进程帧期间更新(见 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。"
msgid "Camera node, displays from a point of view."
msgstr "相机节点,会从某个角度进行显示。"
msgid ""
"[Camera3D] is a special node that displays what is visible from its current "
"location. Cameras register themselves in the nearest [Viewport] node (when "
"ascending the tree). Only one camera can be active per viewport. If no "
"viewport is available ascending the tree, the camera will register in the "
"global viewport. In other words, a camera just provides 3D display "
"capabilities to a [Viewport], and, without one, a scene registered in that "
"[Viewport] (or higher viewports) can't be displayed."
msgstr ""
"[Camera3D] 是一个特殊节点,用于显示从其当前位置可见的内容。相机在最近的 "
"[Viewport] 节点中注册自己(当树上行)。每个视口中只能有一个激活的相机。如果在"
"树上没有可用的视口,相机将在全局视口中注册。换句话说,相机只是用来为 "
"[Viewport] 提供 3D 显示能力的,如果没有,则在该 [Viewport](或更高层视口)中注"
"册的场景无法显示。"
msgid ""
"If this is the current camera, remove it from being current. If [param "
"enable_next] is [code]true[/code], request to make the next camera current, "
"if any."
msgstr ""
"如果这是当前相机,则将其从当前相机中移除。如果 [param enable_next] 为 "
"[code]true[/code],则请求使下一个相机(如果有)成为当前相机。"
msgid ""
"Returns the projection matrix that this camera uses to render to its "
"associated viewport. The camera must be part of the scene tree to function."
msgstr ""
"返回该相机用于渲染至关联视口的投影矩阵。相机必须是场景树的一部分才能正常工作。"
msgid "Returns the camera's RID from the [RenderingServer]."
msgstr "从 [RenderingServer] 返回该相机的 RID。"
msgid ""
"Returns the transform of the camera plus the vertical ([member v_offset]) and "
"horizontal ([member h_offset]) offsets; and any other adjustments made to the "
"position and orientation of the camera by subclassed cameras such as "
"[XRCamera3D]."
msgstr ""
"返回该相机的变换,该变换会加上垂直([member v_offset])和水平([member "
"h_offset])偏移;以及 [XRCamera3D] 等子类相机对相机位置和方向所做的任何其他调"
"整。"
msgid ""
"Returns whether or not the specified layer of the [member cull_mask] is "
"enabled, given a [param layer_number] between 1 and 20."
msgstr ""
"返回是否启用了 [member cull_mask] 的指定层,该层由一个介于 1 和 20 之间的给定 "
"[param layer_number] 指定。"
msgid ""
"Returns the camera's frustum planes in world space units as an array of "
"[Plane]s in the following order: near, far, left, top, right, bottom. Not to "
"be confused with [member frustum_offset]."
msgstr ""
"以世界空间单位将相机的视锥平面作为 [Plane] 数组按以下顺序返回near、far、"
"left、top、right、bottom。不要与 [member frustum_offset] 混淆。"
msgid ""
"Returns the RID of a pyramid shape encompassing the camera's view frustum, "
"ignoring the camera's near plane. The tip of the pyramid represents the "
"position of the camera."
msgstr ""
"返回包含该相机视锥的锥体形状的 RID忽略相机的近处平面。锥体的尖端代表该相机的"
"位置。"
msgid ""
"Returns [code]true[/code] if the given position is behind the camera (the "
"blue part of the linked diagram). [url=https://raw.githubusercontent.com/"
"godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this "
"diagram[/url] for an overview of position query methods.\n"
"[b]Note:[/b] A position which returns [code]false[/code] may still be outside "
"the camera's field of view."
msgstr ""
"如果给定位置在相机后面(链接图的蓝色部分),则返回 [code]true[/code]。"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"camera3d_position_frustum.png]查看此图[/url]以了解位置查询方法的概述。\n"
"[b]注意:[/b]返回 [code]false[/code] 的位置可能仍然在相机的视野之外。"
msgid ""
"Returns [code]true[/code] if the given position is inside the camera's "
"frustum (the green part of the linked diagram). [url=https://raw."
"githubusercontent.com/godotengine/godot-docs/master/img/"
"camera3d_position_frustum.png]See this diagram[/url] for an overview of "
"position query methods."
msgstr ""
"如果给定位置在相机的视锥内(位于链接图中的绿色部分),则返回 [code]true[/"
"code]。[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/"
"img/camera3d_position_frustum.png]查看此图[/url]以了解位置查询方法的概述。"
msgid ""
"Makes this camera the current camera for the [Viewport] (see class "
"description). If the camera node is outside the scene tree, it will attempt "
"to become current once it's added."
msgstr ""
"使此相机成为 [Viewport] 的当前相机(见类的说明)。如果相机节点在场景树之外,一"
"旦添加,它将尝试成为当前相机。"
msgid ""
"Returns a normal vector from the screen point location directed along the "
"camera. Orthogonal cameras are normalized. Perspective cameras account for "
"perspective, screen width/height, etc."
msgstr ""
"返回从屏幕点位置沿相机方向的法向量。正交相机会被归一化。透视相机考虑到透视、屏"
"幕宽度/高度等因素。"
msgid ""
"Returns the 3D point in world space that maps to the given 2D coordinate in "
"the [Viewport] rectangle on a plane that is the given [param z_depth] "
"distance into the scene away from the camera."
msgstr ""
"返回世界空间中的 3D 点,该点映射到平面上 [Viewport] 矩形中的给定 2D 坐标,该平"
"面是距相机到场景的给定 [param z_depth] 距离。"
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
"返回世界空间中的法线向量,即通过逆相机投影将点投影到 [Viewport] 矩形上的结果。"
"这对于以(原点,法线)的形式投射光线,以进行对象相交或拾取很有用。"
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
"返回世界空间中的 3D 位置,即通过逆相机投影将点投影到 [Viewport] 矩形上的结果。"
"这对于以(原点,法线)的形式投射光线,以进行对象相交或拾取很有用。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member cull_mask], given a [param layer_number] between 1 and 20."
msgstr ""
"基于 [param value],启用或禁用 [member cull_mask] 中的指定层,该层由一个介于 "
"1 和 20 之间的给定 [param layer_number] 指定。"
msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and "
"the [param z_near] and [param z_far] clip planes in world space units. See "
"also [member frustum_offset]."
msgstr ""
"通过指定的以世界空间单位为单位的 [param size]、[param offset]、以及 [param "
"z_near] 和 [param z_far] 裁剪平面,将相机投影设置为视锥模式(见 [constant "
"PROJECTION_FRUSTUM])。另见 [member frustum_offset]。"
msgid ""
"Sets the camera projection to orthogonal mode (see [constant "
"PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param z_near] "
"and [param z_far] clip planes in world space units. (As a hint, 2D games "
"often use this projection, with values specified in pixels.)"
msgstr ""
"通过指定的以世界空间单位为单位的 [param size]、以及 [param z_near] 和 [param "
"z_far] 裁剪平面,将相机投影设置为正交模式(参见 [constant "
"PROJECTION_ORTHOGONAL]作为提示2D 游戏经常使用这种投影,其值以像素为单"
"位指定。)"
msgid ""
"Sets the camera projection to perspective mode (see [constant "
"PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle "
"in degrees, and the [param z_near] and [param z_far] clip planes in world "
"space units."
msgstr ""
"通过指定的以度为单位的 [param fov](视野)角度,以及以世界空间单位为单位的 "
"[param z_near] 和 [param z_far] 裁剪平面,将相机投影设置为透视模式(参见 "
"[constant PROJECTION_PERSPECTIVE])。"
msgid ""
"Returns the 2D coordinate in the [Viewport] rectangle that maps to the given "
"3D point in world space.\n"
"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use "
"[method is_position_behind] to prevent them from appearing if the 3D point is "
"behind the camera:\n"
"[codeblock]\n"
"# This code block is part of a script that inherits from Node3D.\n"
"# `control` is a reference to a node inheriting from Control.\n"
"control.visible = not get_viewport().get_camera_3d()."
"is_position_behind(global_transform.origin)\n"
"control.position = get_viewport().get_camera_3d()."
"unproject_position(global_transform.origin)\n"
"[/codeblock]"
msgstr ""
"返回映射到世界空间中给定 3D 点的 [Viewport] 矩形中的 2D 坐标。\n"
"[b]注意:[/b]当使用它在 3D 视口上定位 GUI 元素时,如果 3D 点在相机后面,请使"
"用 [method is_position_behind] 来防止它们出现:\n"
"[codeblock]\n"
"# 该代码块是从 Node3D 继承的脚本的一部分。\n"
"# `control` 是对从 Control 继承的节点的引用。\n"
"control.visible = not get_viewport().get_camera_3d()."
"is_position_behind(global_transform.origin)\n"
"control.position = get_viewport().get_camera_3d()."
"unproject_position(global_transform.origin)\n"
"[/codeblock]"
msgid "The [CameraAttributes] to use for this camera."
msgstr "该相机所使用的 [CameraAttributes]。"
msgid ""
"The culling mask that describes which [member VisualInstance3D.layers] are "
"rendered by this camera. By default, all 20 user-visible layers are "
"rendered.\n"
"[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored "
"in total, there are an additional 12 layers that are only used internally by "
"the engine and aren't exposed in the editor. Setting [member cull_mask] using "
"a script allows you to toggle those reserved layers, which can be useful for "
"editor plugins.\n"
"To adjust [member cull_mask] more easily using a script, use [method "
"get_cull_mask_value] and [method set_cull_mask_value].\n"
"[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers "
"into account to determine what contributes to global illumination. If this is "
"an issue, set [member GeometryInstance3D.gi_mode] to [constant "
"GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D."
"light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude "
"them from global illumination."
msgstr ""
"剔除掩码,描述该相机渲染了哪些 [member VisualInstance3D.layers]。默认情况下,"
"20 个用户可见层全都被渲染。\n"
"[b]注意:[/b]由于 [member cull_mask] 允许总共存储 32 个层,因此另外 12 个层仅"
"供引擎内部使用,不会在编辑器中公开。使用脚本设置 [member cull_mask] 允许你切换"
"那些保留层,这对编辑器插件很有用。\n"
"要使用脚本更轻松地调整 [member cull_mask],请使用 [method "
"get_cull_mask_value] 和 [method set_cull_mask_value]。\n"
"[b]注意:[/b][VoxelGI]、SDFGI 和 [LightmapGI] 将始终考虑所有层以确定对全局光照"
"有贡献的内容。如果这是一个问题,请将网格的 [member GeometryInstance3D."
"gi_mode] 设置为 [constant GeometryInstance3D.GI_MODE_DISABLED],并将灯光的 "
"[member Light3D.light_bake_mode] 设置为 [constant Light3D.BAKE_DISABLED],以将"
"它们从全局光照中排除。"
msgid ""
"If [code]true[/code], the ancestor [Viewport] is currently using this "
"camera.\n"
"If multiple cameras are in the scene, one will always be made current. For "
"example, if two [Camera3D] nodes are present in the scene and only one is "
"current, setting one camera's [member current] to [code]false[/code] will "
"cause the other camera to be made current."
msgstr ""
"如果为 [code]true[/code],则祖级 [Viewport] 正在使用这个相机。\n"
"如果场景中有多个相机,总会有一个被设为当前相机。例如,假设场景中存在两个 "
"[Camera3D] 节点并且只有一个为当前相机,那么如果把某一个相机的 [member "
"current] 设为 [code]false[/code] 就会导致另一个相机被设为当前相机。"
msgid ""
"If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the "
"[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for "
"objects changed in particular [code]_process[/code] methods. See [enum "
"DopplerTracking] for possible values."
msgstr ""
"如果不是 [constant DOPPLER_TRACKING_DISABLED],此相机将为在 [code]_process[/"
"code] 中变化的对象模拟[url=https://zh.wikipedia.org/wiki/"
"%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/url]。可能的值见 "
"[enum DopplerTracking]。"
msgid "The [Environment] to use for this camera."
msgstr "此相机要使用的 [Environment]。"
msgid ""
"The distance to the far culling boundary for this camera relative to its "
"local Z axis. Higher values allow the camera to see further away, while "
"decreasing [member far] can improve performance if it results in objects "
"being partially or fully culled."
msgstr ""
"该相机相对于其局部 Z 轴到远剔除边界的距离。较高的值允许相机看得更远,而减少 "
"[member far] 如果会导致对象被部分或完全剔除,则可以提高性能。"
msgid ""
"The camera's field of view angle (in degrees). Only applicable in perspective "
"mode. Since [member keep_aspect] locks one axis, [member fov] sets the other "
"axis' field of view angle.\n"
"For reference, the default vertical field of view value ([code]75.0[/code]) "
"is equivalent to a horizontal FOV of:\n"
"- ~91.31 degrees in a 4:3 viewport\n"
"- ~101.67 degrees in a 16:10 viewport\n"
"- ~107.51 degrees in a 16:9 viewport\n"
"- ~121.63 degrees in a 21:9 viewport"
msgstr ""
"相机的视野角度(单位为度)。仅适用于透视模式。由于 [member keep_aspect] 锁定一"
"个轴,因此 [member fov] 设置另一个轴的视角。\n"
"作为参考,默认的垂直视野值([code]70.0[/code])相当于以下水平 FOV\n"
"- 在 4:3 视口中约 91.31 度\n"
"- 在 16:10 视口中约 101.67 度\n"
"- 在 16:9 视口中约 107.51 度\n"
"- 在 21:9 视口中约 121.63 度"
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
"shearing[/url].\n"
"[b]Note:[/b] Only effective if [member projection] is [constant "
"PROJECTION_FRUSTUM]."
msgstr ""
"相机的视锥偏移。可以更改默认值,以创建如 [url=https://zdoom.org/wiki/Y-"
"shearing]Y-shearing[/url] 一样的“倾斜的视锥”效果。\n"
"[b]注意:[/b]仅在 [member projection] 为 [constant PROJECTION_FRUSTUM] 时有"
"效。"
msgid "The horizontal (X) offset of the camera viewport."
msgstr "相机视口的水平X偏移量。"
msgid ""
"The axis to lock during [member fov]/[member size] adjustments. Can be either "
"[constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
msgstr ""
"在 [member fov]/[member size] 调整时要锁定的轴。可以是 [constant KEEP_WIDTH] "
"或 [constant KEEP_HEIGHT]。"
msgid ""
"The distance to the near culling boundary for this camera relative to its "
"local Z axis. Lower values allow the camera to see objects more up close to "
"its origin, at the cost of lower precision across the [i]entire[/i] range. "
"Values lower than the default can lead to increased Z-fighting."
msgstr ""
"该相机相对于其局部 Z 轴到近剔除边界的距离。较低的值允许相机看到更靠近其原点的"
"对象,但代价是[i]整个[/i]范围内的精度较低。低于默认值的值会导致 Z 冲突增加。"
msgid ""
"The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, "
"objects' Z distance from the camera's local space scales their perceived size."
msgstr ""
"相机的投影模式。在 [constant PROJECTION_PERSPECTIVE] 模式下,物体与相机局部空"
"间的Z距离会影响其感知的大小。"
msgid ""
"The camera's size in meters measured as the diameter of the width or height, "
"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
"modes."
msgstr ""
"该相机的大小,单位为米,描述的是完整的宽度或者高度,取决于 [member "
"keep_aspect]。仅适用于正交和视锥模式。"
msgid "The vertical (Y) offset of the camera viewport."
msgstr "相机视口的垂直Y偏移量。"
msgid ""
"Perspective projection. Objects on the screen becomes smaller when they are "
"far away."
msgstr "透视投影。物体距离相机屏幕越远显示就越小。"
msgid ""
"Orthogonal projection, also known as orthographic projection. Objects remain "
"the same size on the screen no matter how far away they are."
msgstr "正交投影,又称正交投影。物体无论距离多远,在屏幕上都保持相同的大小。"
msgid ""
"Frustum projection. This mode allows adjusting [member frustum_offset] to "
"create \"tilted frustum\" effects."
msgstr ""
"视锥投影。通过该模式可以调整 [member frustum_offset] 来创建“倾斜的视锥”效果。"
msgid ""
"Preserves the horizontal aspect ratio; also known as Vert- scaling. This is "
"usually the best option for projects running in portrait mode, as taller "
"aspect ratios will benefit from a wider vertical FOV."
msgstr ""
"保留水平长宽比,也称为 Vert- 缩放。这通常是在纵向模式下运行的项目的最佳选择,"
"因为较高的纵横比将从更宽的垂直视场中受益。"
msgid ""
"Preserves the vertical aspect ratio; also known as Hor+ scaling. This is "
"usually the best option for projects running in landscape mode, as wider "
"aspect ratios will automatically benefit from a wider horizontal FOV."
msgstr ""
"保留垂直长宽比,也称为 Hor+ 缩放。这通常是在横向模式下运行的项目的最佳选择,因"
"为较宽的纵横比会自动从较宽的水平视场中受益。"
msgid ""
"Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] simulation (default)."
msgstr ""
"禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效应[/url]模拟(默"
"认)。"
msgid ""
"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] by tracking positions of objects that are changed in [code]_process[/"
"code]. Changes in the relative velocity of this camera compared to those "
"objects affect how audio is perceived (changing the audio's [member "
"AudioStreamPlayer3D.pitch_scale])."
msgstr ""
"通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh."
"wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/"
"url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 "
"[member AudioStreamPlayer3D.pitch_scale])。"
msgid ""
"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] by tracking positions of objects that are changed in "
"[code]_physics_process[/code]. Changes in the relative velocity of this "
"camera compared to those objects affect how audio is perceived (changing the "
"audio's [member AudioStreamPlayer3D.pitch_scale])."
msgstr ""
"通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh."
"wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/"
"url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 "
"[member AudioStreamPlayer3D.pitch_scale])。"
msgid "Parent class for camera settings."
msgstr "相机设置的父类。"
msgid ""
"Controls camera-specific attributes such as depth of field and exposure "
"override.\n"
"When used in a [WorldEnvironment] it provides default settings for exposure, "
"auto-exposure, and depth of field that will be used by all cameras without "
"their own [CameraAttributes], including the editor camera. When used in a "
"[Camera3D] it will override any [CameraAttributes] set in the "
"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure "
"settings will be used.\n"
"See also [Environment] for general 3D environment settings.\n"
"This is a pure virtual class that is inherited by [CameraAttributesPhysical] "
"and [CameraAttributesPractical]."
msgstr ""
"控制相机的特定属性,如景深和曝光覆盖。\n"
"当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设置,"
"这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相机。当"
"在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 "
"[CameraAttributes]。当在 [VoxelGI] 或 [LightmapGI] 中使用时,将只会使用曝光设"
"置。\n"
"另请参阅 [Environment] 了解一般的 3D 环境设置。\n"
"这是一个由 [CameraAttributesPhysical] 和 [CameraAttributesPractical] 继承的纯"
"虚类。"
msgid ""
"If [code]true[/code], enables the tonemapping auto exposure mode of the scene "
"renderer. If [code]true[/code], the renderer will automatically determine the "
"exposure setting to adapt to the scene's illumination and the observed light."
msgstr ""
"如果为 [code]true[/code],启用场景渲染器的色调映射自动曝光模式。如果为 "
"[code]true[/code],渲染器将自动确定曝光设置,以适应场景的照明和观察到的光线。"
msgid ""
"The scale of the auto exposure effect. Affects the intensity of auto exposure."
msgstr "自动曝光效果的比例。影响自动曝光的强度。"
msgid ""
"The speed of the auto exposure effect. Affects the time needed for the camera "
"to perform auto exposure."
msgstr "自动曝光效果的速度。影响相机执行自动曝光所需的时间。"
msgid ""
"Multiplier for the exposure amount. A higher value results in a brighter "
"image."
msgstr "曝光量的乘数。较高的值会产生较亮的图像。"
msgid ""
"Sensitivity of camera sensors, measured in ISO. A higher sensitivity results "
"in a brighter image. Only available when [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] is enabled. When [member "
"auto_exposure_enabled] this can be used as a method of exposure compensation, "
"doubling the value will increase the exposure value (measured in EV100) by 1 "
"stop."
msgstr ""
"相机传感器的灵敏度,以 ISO 测量。灵敏度越高,图像越亮。仅在启用 [member "
"ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] 时可"
"用。当 [member auto_exposure_enabled] 启用时,这可以用作曝光补偿的方法,将该值"
"加倍将使曝光值(以 EV100 测量)增加 1 档。"
msgid "Physically-based camera settings."
msgstr "基于物理的相机设置。"
msgid ""
"[CameraAttributesPhysical] is used to set rendering settings based on a "
"physically-based camera's settings. It is responsible for exposure, auto-"
"exposure, and depth of field.\n"
"When used in a [WorldEnvironment] it provides default settings for exposure, "
"auto-exposure, and depth of field that will be used by all cameras without "
"their own [CameraAttributes], including the editor camera. When used in a "
"[Camera3D] it will override any [CameraAttributes] set in the "
"[WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], "
"[member Camera3D.near], [member Camera3D.fov], and [member Camera3D."
"keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the "
"exposure settings will be used.\n"
"The default settings are intended for use in an outdoor environment, tips for "
"settings for use in an indoor environment can be found in each setting's "
"documentation.\n"
"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility."
msgstr ""
"[CameraAttributesPhysical] 用于根据基于物理的相机的设置来设置渲染设置。它负责"
"曝光、自动曝光、以及景深。\n"
"当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设置,"
"这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相机。当"
"在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 "
"[CameraAttributes],并将覆盖 [Camera3D] 的 [member Camera3D.far]、[member "
"Camera3D.near]、[member Camera3D.fov]、以及 [member Camera3D.keep_aspect] 属"
"性。当在 [VoxelGI] 或 [LightmapGI] 中使用时,将只会使用曝光设置。\n"
"默认设置适用于室外环境,可在每个设置的文档中找到有关在室内环境中使用的设置的提"
"示。\n"
"[b]注意:[/b]景深模糊只支持 Forward+ 和移动渲染方式,不支持兼容模式。"
msgid "Physical light and camera units"
msgstr "物理灯光与相机单位"
msgid ""
"Returns the vertical field of view that corresponds to the [member "
"frustum_focal_length]. This value is calculated internally whenever [member "
"frustum_focal_length] is changed."
msgstr ""
"返回对应于 [member frustum_focal_length] 的垂直视野。每当 [member "
"frustum_focal_length] 发生变化时,该值都会在内部计算。"
msgid ""
"The maximum luminance (in EV100) used when calculating auto exposure. When "
"calculating scene average luminance, color values will be clamped to at least "
"this value. This limits the auto-exposure from exposing below a certain "
"brightness, resulting in a cut off point where the scene will remain bright."
msgstr ""
"计算自动曝光时使用的最大亮度单位EV100。在计算场景平均亮度时颜色值将至"
"少被钳制在这个值上。这限制了自动曝光在低于一定的亮度进行曝光时,导致场景将保持"
"明亮的一个截止点。"
msgid ""
"The minimum luminance luminance (in EV100) used when calculating auto "
"exposure. When calculating scene average luminance, color values will be "
"clamped to at least this value. This limits the auto-exposure from exposing "
"above a certain brightness, resulting in a cut off point where the scene will "
"remain dark."
msgstr ""
"计算自动曝光时使用的最小亮度单位EV100。在计算场景平均亮度时颜色值将至"
"少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保持"
"黑暗的一个截止点。"
msgid ""
"Size of the aperture of the camera, measured in f-stops. An f-stop is a "
"unitless ratio between the focal length of the camera and the diameter of the "
"aperture. A high aperture setting will result in a smaller aperture which "
"leads to a dimmer image and sharper focus. A low aperture results in a wide "
"aperture which lets in more light resulting in a brighter, less-focused "
"image. Default is appropriate for outdoors at daytime (i.e. for use with a "
"default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 "
"is more appropriate.\n"
"Only available when [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] is enabled."
msgstr ""
"相机光圈的大小,以 f 档为单位进行测量。f 档是相机焦距与光圈直径之间的一个无单"
"位比率。高光圈设置将产生一个更小的光圈,从而导致更暗的图像和更清晰的焦点。低光"
"圈会产生一个大光圈,让更多的光线进入,从而产生一个更亮、更不聚焦的图像。默认值"
"适用于白天的室外(即与默认 [DirectionalLight3D] 一起使用对于室内照明2 "
"到 4 之间的值更合适。\n"
"仅在启用 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 时可用。"
msgid ""
"Time for shutter to open and close, measured in seconds. A higher value will "
"let in more light leading to a brighter image, while a lower amount will let "
"in less light leading to a darker image.\n"
"Only available when [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] is enabled."
msgstr ""
"快门打开和关闭的时间,单位:秒。较高的值将使更多的光线进入,从而使图像更亮;而"
"较低的值将使更少的光线进入,从而使图像更暗。\n"
"仅在启用 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 时可用。"
msgid ""
"Override value for [member Camera3D.far]. Used internally when calculating "
"depth of field. When attached to a [Camera3D] as its [member Camera3D."
"attributes], it will override the [member Camera3D.far] property."
msgstr ""
"覆盖 [member Camera3D.far] 的值。在内部计算景深时使用。当被附加到 [Camera3D] "
"作为其 [member Camera3D.attributes] 时,它将覆盖 [member Camera3D.fov] 属性。"
msgid ""
"Distance between camera lens and camera aperture, measured in millimeters. "
"Controls field of view and depth of field. A larger focal length will result "
"in a smaller field of view and a narrower depth of field meaning fewer "
"objects will be in focus. A smaller focal length will result in a wider field "
"of view and a larger depth of field meaning more objects will be in focus. "
"When attached to a [Camera3D] as its [member Camera3D.attributes], it will "
"override the [member Camera3D.fov] property and the [member Camera3D."
"keep_aspect] property."
msgstr ""
"相机镜头和相机光圈之间的距离,单位:毫米。控制视野和景深。较大的焦距会导致较小"
"的视野和较窄的景深,这意味着更少的对象将在焦点中。较小的焦距会导致更宽的视野和"
"更大的景深,这意味着更多的物体将在焦点中。当被附加到 [Camera3D] 作为其 "
"[member Camera3D.attributes] 时,它将覆盖 [member Camera3D.fov] 属性和 "
"[member Camera3D.keep_aspect] 属性。"
msgid ""
"Distance from camera of object that will be in focus, measured in meters. "
"Internally this will be clamped to be at least 1 millimeter larger than "
"[member frustum_focal_length]."
msgstr ""
"将在焦点中的物体与相机的距离,以米为单位进行测量。在内部,这将被钳制为至少比 "
"[member frustum_focal_length] 大 1 毫米。"
msgid ""
"Override value for [member Camera3D.near]. Used internally when calculating "
"depth of field. When attached to a [Camera3D] as its [member Camera3D."
"attributes], it will override the [member Camera3D.near] property."
msgstr ""
"覆盖 [member Camera3D.near] 的值。在内部计算景深时使用。当被附加到 [Camera3D] "
"作为其 [member Camera3D.attributes] 时,它将覆盖 [member Camera3D.near] 属性。"
msgid "Camera settings in an easy to use format."
msgstr "相机设置,格式比较易用。"
msgid ""
"Controls camera-specific attributes such as auto-exposure, depth of field, "
"and exposure override.\n"
"When used in a [WorldEnvironment] it provides default settings for exposure, "
"auto-exposure, and depth of field that will be used by all cameras without "
"their own [CameraAttributes], including the editor camera. When used in a "
"[Camera3D] it will override any [CameraAttributes] set in the "
"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure "
"settings will be used."
msgstr ""
"控制相机的特定属性,如自动曝光、景深、以及曝光覆盖。\n"
"当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设置,"
"这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相机。当"
"在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 "
"[CameraAttributes]。当在 [VoxelGI] 或 [LightmapGI] 中使用时,只会使用曝光设"
"置。"
msgid ""
"The maximum sensitivity (in ISO) used when calculating auto exposure. When "
"calculating scene average luminance, color values will be clamped to at least "
"this value. This limits the auto-exposure from exposing below a certain "
"brightness, resulting in a cut off point where the scene will remain bright."
msgstr ""
"计算自动曝光时使用的最大感光度单位ISO。在计算场景平均亮度时颜色值将至"
"少被钳制在这个值上。这限制了自动曝光在低于一定的亮度进行曝光时,导致场景将保持"
"明亮的一个截止点。"
msgid ""
"The minimum sensitivity (in ISO) used when calculating auto exposure. When "
"calculating scene average luminance, color values will be clamped to at least "
"this value. This limits the auto-exposure from exposing above a certain "
"brightness, resulting in a cut off point where the scene will remain dark."
msgstr ""
"计算自动曝光时使用的最小感光度单位ISO。在计算场景平均亮度时颜色值将至"
"少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保持"
"黑暗的一个截止点。"
msgid ""
"Sets the maximum amount of blur. When using physically-based blur amounts, "
"will instead act as a multiplier. High values lead to an increased amount of "
"bluriness, but can be much more expensive to calculate. It is best to keep "
"this as low as possible for a given art style."
msgstr ""
"设置最大模糊量。当使用基于物理的模糊量时,将改为充当一个乘数。高值会导致模糊度"
"增加,但计算起来会更昂贵。对于一个给定的艺术风格,最好将该值保持得尽可能低。"
msgid ""
"Objects further from the [Camera3D] by this amount will be blurred by the "
"depth of field effect. Measured in meters."
msgstr ""
"距离该 [Camera3D] 比该值远的对象将因景深效果而变得模糊。以米为单位进行测量。"
msgid ""
"Enables depth of field blur for objects further than [member "
"dof_blur_far_distance]. Strength of blur is controlled by [member "
"dof_blur_amount] and modulated by [member dof_blur_far_transition].\n"
"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility."
msgstr ""
"为比 [member dof_blur_far_distance] 更远的对象启用景深模糊。模糊强度由 "
"[member dof_blur_amount] 控制并由 [member dof_blur_far_transition] 调制。\n"
"[b]注意:[/b]景深模糊只支持 Forward+ 和移动渲染方式,不支持兼容模式。"
msgid ""
"When positive, distance over which (starting from [member "
"dof_blur_far_distance]) blur effect will scale from 0 to [member "
"dof_blur_amount]. When negative, uses physically-based scaling so depth of "
"field effect will scale from 0 at [member dof_blur_far_distance] and will "
"increase in a physically accurate way as objects get further from the "
"[Camera3D]."
msgstr ""
"当为正数时,距离超过该值(从 [member dof_blur_far_distance] 开始)时,模糊效果"
"将从 0 缩放到 [member dof_blur_amount]。当为负数时,使用基于物理的缩放,因此景"
"深效果将在 [member dof_blur_far_distance] 处从 0 开始缩放,并且随着对象远离该 "
"[Camera3D],将以物理上准确的方式增加该效果。"
msgid ""
"Objects closer from the [Camera3D] by this amount will be blurred by the "
"depth of field effect. Measured in meters."
msgstr ""
"距离该 [Camera3D] 比该值近的对象将因景深效果而变得模糊。以米为单位进行测量。"
msgid ""
"Enables depth of field blur for objects closer than [member "
"dof_blur_near_distance]. Strength of blur is controlled by [member "
"dof_blur_amount] and modulated by [member dof_blur_near_transition].\n"
"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility."
msgstr ""
"为比 [member dof_blur_near_distance] 更近的对象启用景深模糊。模糊强度由 "
"[member dof_blur_amount] 控制并由 [member dof_blur_near_transition] 调制。\n"
"[b]注意:[/b]景深模糊只支持 Forward+ 和移动渲染方式,不支持兼容模式。"
msgid ""
"When positive, distance over which blur effect will scale from 0 to [member "
"dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, "
"uses physically-based scaling so depth of field effect will scale from 0 at "
"[member dof_blur_near_distance] and will increase in a physically accurate "
"way as objects get closer to the [Camera3D]."
msgstr ""
"当为正数时,距离超过该值且截止到 [member dof_blur_near_distance] 时,模糊效果"
"将从 0 缩放到 [member dof_blur_amount]。当为负数时,使用基于物理的缩放,因此景"
"深效果将在 [member dof_blur_near_distance] 处从 0 开始缩放,并且随着对象靠近"
"该 [Camera3D],将以物理上准确的方式增加该效果。"
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device."
msgstr "通过相机源,你可以访问连接到设备的单个物理相机。"
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device. When enabled, Godot will start capturing frames from the camera which "
"can then be used. See also [CameraServer].\n"
"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
"textures and need to be combined in a shader. Godot does this automatically "
"for you if you set the environment to show the camera image in the background."
msgstr ""
"通过相机源你可以访问连接到设备的单个物理相机。启用后Godot 将开始从相机捕获"
"帧,然后使用。另请参阅 [CameraServer]。\n"
"[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器中"
"组合。如果你将环境设置为在背景中显示相机图像Godot 会自动为将执行此操作。"
msgid "Returns feed image data type."
msgstr "返回源图像的数据类型。"
msgid "Returns the unique ID for this feed."
msgstr "返回该源的唯一ID。"
msgid "Returns the camera's name."
msgstr "返回相机的名称。"
msgid "Returns the position of camera on the device."
msgstr "返回设备上的相机位置。"
msgid "If [code]true[/code], the feed is active."
msgstr "如果为 [code]true[/code],则源是激活的。"
msgid "The transform applied to the camera's image."
msgstr "应用于相机图像的变换。"
msgid "No image set for the feed."
msgstr "没有为该源设置图像。"
msgid "Feed supplies RGB images."
msgstr "源提供 RGB 图像。"
msgid "Feed supplies YCbCr images that need to be converted to RGB."
msgstr "源提供的 YCbCr 图像需要转换成 RGB 图像。"
msgid ""
"Feed supplies separate Y and CbCr images that need to be combined and "
"converted to RGB."
msgstr "源提供单独的 Y 和 CbCr 图像,需要合并并转换为 RGB。"
msgid "Unspecified position."
msgstr "未指定坐标。"
msgid "Camera is mounted at the front of the device."
msgstr "相机安装在了设备前部。"
msgid "Camera is mounted at the back of the device."
msgstr "相机安装在了设备后部。"
msgid "Server keeping track of different cameras accessible in Godot."
msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。"
msgid ""
"The [CameraServer] keeps track of different cameras accessible in Godot. "
"These are external cameras such as webcams or the cameras on your phone.\n"
"It is notably used to provide AR modules with a video feed from the camera.\n"
"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
"other platforms, no [CameraFeed]s will be available."
msgstr ""
"[CameraServer] 记录了 Godot 中可访问的不同相机。此处的相机指外部相机,例如网络"
"摄像头或手机上的摄像头。\n"
"主要用于为 AR 模块提供来自相机的视频源。\n"
"[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 "
"[CameraFeed]。"
msgid "Adds the camera [param feed] to the camera server."
msgstr "将相机源 [param feed] 添加到相机服务器中。"
msgid "Returns an array of [CameraFeed]s."
msgstr "返回一个 [CameraFeed] 数组。"
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given [param "
"index]."
msgstr "返回与给定索引 [param index] 的相机对应的 [CameraFeed]。"
msgid "Returns the number of [CameraFeed]s registered."
msgstr "返回注册的 [CameraFeed] 的数量。"
msgid "Removes the specified camera [param feed]."
msgstr "移除指定的相机源 [param feed]。"
msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
msgstr "当添加 [CameraFeed] 时发出(例如插入网络摄像头时)。"
msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
msgstr "当移除 [CameraFeed] 时发出(例如拔掉网络摄像头时)。"
msgid "The RGBA camera image."
msgstr "RGBA 相机图像。"
msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 相机图像。"
msgid "The Y component camera image."
msgstr "Y 分量相机图像。"
msgid "The CbCr component camera image."
msgstr "CbCr 分量相机图像。"
msgid "Texture provided by a [CameraFeed]."
msgstr "由 [CameraFeed] 提供的纹理。"
msgid ""
"This texture gives access to the camera texture provided by a [CameraFeed].\n"
"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a "
"shader."
msgstr ""
"该纹理可以访问 [CameraFeed] 提供的相机纹理。\n"
"[b]注意:[/b]许多相机提供的都是 YCbCr 图像,需要在着色器中进行转换。"
msgid "The ID of the [CameraFeed] for which we want to display the image."
msgstr "我们要显示图像的 [CameraFeed] 的 ID。"
msgid ""
"Convenience property that gives access to the active property of the "
"[CameraFeed]."
msgstr "给予访问 [CameraFeed] 的活动属性的便利属性。"
msgid ""
"Which image within the [CameraFeed] we want access to, important if the "
"camera image is split in a Y and CbCr component."
msgstr ""
"我们要访问 [CameraFeed] 中的哪个图像,如果相机图像被分割成 Y 和 CbCr 分量,这"
"一点很重要。"
msgid "Merges several 2D nodes into a single draw operation."
msgstr "将若干 2D 节点合并至单次绘制操作。"
msgid ""
"Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It "
"allows to e.g. draw overlapping translucent 2D nodes without blending (set "
"[member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this "
"effect).\n"
"[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the "
"backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] "
"overrides the builtin shader. To duplicate the behavior of the builtin shader "
"in a custom [Shader] use the following:\n"
"[codeblock]\n"
"shader_type canvas_item;\n"
"render_mode unshaded;\n"
"\n"
"uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, "
"filter_nearest;\n"
"\n"
"void fragment() {\n"
" vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n"
"\n"
" if (c.a > 0.0001) {\n"
" c.rgb /= c.a;\n"
" }\n"
"\n"
" COLOR *= c;\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both "
"utilize the backbuffer, children of a [CanvasGroup] who have their [member "
"CanvasItem.clip_children] set to anything other than [constant CanvasItem."
"CLIP_CHILDREN_DISABLED] will not function correctly."
msgstr ""
"[CanvasGroup] 的所有子 [CanvasItem] 节点会作为一个单独的对象绘制。它允许在不混"
"合的情况下绘制重叠的半透明 2D 节点(设置 [CanvasGroup] 的 [member CanvasItem."
"self_modulate] 属性来实现这一效果)。\n"
"[b]注意:[/b][CanvasGroup] 使用一个自定义着色器从后台缓冲区读取以绘制其子节"
"点。为 [CanvasGroup] 指定一个 [Material] 会覆盖内置着色器。要在自定义 "
"[Shader] 中复制内置着色器的行为,请使用以下方法:\n"
"[codeblock]\n"
"shader_type canvas_item;\n"
"render_mode unshaded;\n"
"\n"
"uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, "
"filter_nearest;\n"
"\n"
"void fragment() {\n"
" vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n"
"\n"
" if (c.a > 0.0001) {\n"
" c.rgb /= c.a;\n"
" }\n"
"\n"
" COLOR *= c;\n"
"}\n"
"[/codeblock]\n"
"[b]注意:[/b]由于 [CanvasGroup] 和 [member CanvasItem.clip_children] 都使用后"
"台缓冲区,因此 [CanvasGroup] 的子级如果将其 [member CanvasItem.clip_children] "
"设置为 [constant CanvasItem.CLIP_CHILDREN_DISABLED] 以外的其他值将无法正常工"
"作。"
msgid ""
"Sets the size of the margin used to expand the clearing rect of this "
"[CanvasGroup]. This expands the area of the backbuffer that will be used by "
"the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer "
"used which can increase performance, however if [member use_mipmaps] is "
"enabled, a small margin may result in mipmap errors at the edge of the "
"[CanvasGroup]. Accordingly, this should be left as small as possible, but "
"should be increased if artifacts appear along the edges of the canvas group."
msgstr ""
"设置用于扩展该 [CanvasGroup] 清除矩形的边距大小。会对该 [CanvasGroup] 所使用的"
"后台缓冲的区域进行扩展。边距较小时可以减少后台缓冲的区域大小,从而提升性能,但"
"如果启用了 [member use_mipmaps],较小的边距可能在该 [CanvasGroup] 边缘造成 "
"mipmap 错误。因此,这个值应该尽量调小,但是如果画布组的边缘出现问题,就应该将"
"其调大。"
msgid ""
"Sets the size of a margin used to expand the drawable rect of this "
"[CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect "
"around its children then expanding that rect by [member fit_margin]. This "
"increases both the backbuffer area used and the area covered by the "
"[CanvasGroup] both of which can reduce performance. This should be kept as "
"small as possible and should only be expanded when an increased size is "
"needed (e.g. for custom shader effects)."
msgstr ""
"设置用于扩展该 [CanvasGroup] 绘图矩形的边距大小。确定该 [CanvasGroup] 大小的方"
"法是:首先框定子节点的矩形区域,然后将该矩形按照 [member fit_margin] 进行扩"
"展。会增大该 [CanvasGroup] 所使用的后台缓冲的区域,也会增大该 [CanvasGroup] 所"
"覆盖的面积,两者都会降低性能。这个值应该尽量调小,仅在需要时调大(例如自定义着"
"色器效果)。"
msgid ""
"If [code]true[/code], calculates mipmaps for the backbuffer before drawing "
"the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] "
"attached to the [CanvasGroup]. Generating mipmaps has a performance cost so "
"this should not be enabled unless required."
msgstr ""
"如果为 [code]true[/code],则会在绘制该 [CanvasGroup] 之前为其后台缓冲计算 "
"mipmap附加到该 [CanvasGroup] 的自定义 [ShaderMaterial] 就可以使用 mipmap。"
"Mipmap 的生成会造成性能消耗,所以应在必要时才启用。"
msgid "Abstract base class for everything in 2D space."
msgstr "2D 空间中所有对象的抽象基类。"
msgid ""
"Abstract base class for everything in 2D space. Canvas items are laid out in "
"a tree; children inherit and extend their parent's transform. [CanvasItem] is "
"extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game "
"objects.\n"
"Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the "
"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
"request a redraw. Because of this, canvas items don't need to be redrawn on "
"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). "
"However, they can only be used inside [method _draw], its corresponding "
"[method Object._notification] or methods connected to the [signal draw] "
"signal.\n"
"Canvas items are drawn in tree order on their canvas layer. By default, "
"children are on top of their parents, so a root [CanvasItem] will be drawn "
"behind everything. This behavior can be changed on a per-item basis.\n"
"A [CanvasItem] can be hidden, which will also hide its children. By adjusting "
"various other properties of a [CanvasItem], you can also modulate its color "
"(via [member modulate] or [member self_modulate]), change its Z-index, blend "
"mode, and more."
msgstr ""
"2D 空间中所有对象的抽象基类。画布项目以树状排列;子节点继承并扩展其父节点的变"
"换。[CanvasItem] 由 [Control] 扩展为 GUI 相关的节点,由 [Node2D] 扩展为 2D 游"
"戏对象。\n"
"任何 [CanvasItem] 都可以进行绘图。绘图时,引擎会调用 [method queue_redraw],然"
"后 [constant NOTIFICATION_DRAW] 就会在空闲时被接收到以请求重绘。因此,画布项目"
"不需要每一帧都重绘,这显著提升了性能。这个类还提供了几个用于在 [CanvasItem] 上"
"绘图的函数(见 [code]draw_*[/code] 函数)。不过这些函数都只能在 [method "
"_draw] 及其对应的 [method Object._notification] 或连接到 [signal draw] 的方法"
"内使用。\n"
"画布项目在其画布层上是按树状顺序绘制的。默认情况下,子项目位于其父项目的上方,"
"因此根 [CanvasItem] 将被画在所有项目的后面。这种行为可以针对每个画布项目进行更"
"改。\n"
"[CanvasItem] 可以隐藏,隐藏时也会隐藏其子项目。通过调整 [CanvasItem] 的各种其"
"它属性,你还可以调制它的颜色(通过 [member modulate] 或 [member "
"self_modulate])、更改 Z 索引、混合模式等。"
msgid "Viewport and canvas transforms"
msgstr "Viewport 和画布变换"
msgid "Custom drawing in 2D"
msgstr "2D 中的自定义绘图"
msgid ""
"Called when [CanvasItem] has been requested to redraw (after [method "
"queue_redraw] is called, either manually or by the engine).\n"
"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
"Object._notification]."
msgstr ""
"当 [CanvasItem] 被请求重绘时调用(手动调用或者引擎调用 [method queue_redraw] "
"之后)。\n"
"对应于 [method Object._notification] 中的 [constant NOTIFICATION_DRAW] 通知。"
msgid ""
"Subsequent drawing commands will be ignored unless they fall within the "
"specified animation slice. This is a faster way to implement animations that "
"loop on background rather than redrawing constantly."
msgstr ""
"后续的绘制命令将被忽略,除非它们位于指定的动画切片内。这是实现在背景上循环而不"
"是不断重绘的动画的更快方法。"
msgid ""
"Draws an unfilled arc between the given angles with a uniform [param color] "
"and [param width] and optional antialiasing (supported only for positive "
"[param width]). The larger the value of [param point_count], the smoother the "
"curve. See also [method draw_circle].\n"
"If [param width] is negative, it will be ignored and the arc will be drawn "
"using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when "
"the CanvasItem is scaled, the arc will remain thin. If this behavior is not "
"desired, then pass a positive [param width] like [code]1.0[/code].\n"
"The arc is drawn from [param start_angle] towards the value of [param "
"end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] "
"and counter-clockwise otherwise. Passing the same angles but in reversed "
"order will produce the same arc. If absolute difference of [param "
"start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] "
"radians, then a full circle arc is drawn (i.e. arc will not overlap itself)."
msgstr ""
"使用一个 uniform [param color] 和 [param width] 以及可选的抗锯齿(仅支持正 "
"[param width] ),在给定的角度之间绘制一条未填充的弧线。[param point_count] 的"
"值越大,该曲线越平滑。另见 [method draw_circle]。\n"
"如果 [param width] 为负,则它将被忽略,并使用 [constant RenderingServer."
"PRIMITIVE_LINE_STRIP] 绘制该弧线。这意味着当缩放 CanvasItem 时,弧线将保持细"
"长。如果不需要此行为,请传递一个正的 [param width],如 [code]1.0[/code]。\n"
"如果 [code]start_angle < end_angle[/code] ,则圆弧是从 [param start_angle] 朝"
"向 [param end_angle] 的值绘制的,即是顺时针方向;否则为逆时针方向。以相反的顺"
"序传递相同的角度,将产生相同的弧线。如果 [param start_angle] 和 [param "
"end_angle] 的差的绝对值大于 [constant @GDScript.TAU] 弧度,则绘制一个完整的圆"
"弧(即弧线不会与自身重叠)。"
msgid "Draws a string first character using a custom font."
msgstr "使用自定义字体绘制字符串的第一个字符。"
msgid "Draws a string first character outline using a custom font."
msgstr "使用自定义字体绘制字符串中第一个字符的轮廓。"
msgid ""
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon]."
msgstr ""
"绘制彩色的实心圆。另见 [method draw_arc]、[method draw_polyline] 和 [method "
"draw_polygon]。"
msgid ""
"Draws a colored polygon of any number of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole polygon."
msgstr ""
"绘制一个由任意数量的点组成的彩色多边形,凸形或凹形。与 [method draw_polygon] "
"不同,必须为整个多边形指定一个单一颜色。"
msgid ""
"Draws a dashed line from a 2D point to another, with a given color and width. "
"See also [method draw_multiline] and [method draw_polyline].\n"
"If [param width] is negative, then a two-point primitives will be drawn "
"instead of a four-point ones. This means that when the CanvasItem is scaled, "
"the line parts will remain thin. If this behavior is not desired, then pass a "
"positive [param width] like [code]1.0[/code]."
msgstr ""
"使用给定的颜色和宽度,从一个 2D 点到另一个点绘制一条虚线。另见 [method "
"draw_multiline] 和 [method draw_polyline]。\n"
"如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩"
"放 CanvasItem 时,线条部分将保持细长。如果不需要此行为,请传递一个正的 [param "
"width],如 [code]1.0[/code]。"
msgid ""
"After submitting all animations slices via [method draw_animation_slice], "
"this function can be used to revert drawing to its default state (all "
"subsequent drawing commands will be visible). If you don't care about this "
"particular use case, usage of this function after submitting the slices is "
"not required."
msgstr ""
"通过 [method draw_animation_slice] 提交所有动画切片后,该函数可以被用来将绘制"
"恢复到其默认状态(所有后续绘制命令都将可见)。如果不关心这个特定用例,则不需要"
"在提交切片后使用该函数。"
msgid ""
"Draws a textured rectangle region of the font texture with LCD subpixel anti-"
"aliasing at a given position, optionally modulated by a color.\n"
"Texture is drawn using the following blend operation, blend mode of the "
"[CanvasItemMaterial] is ignored:\n"
"[codeblock]\n"
"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * "
"modulate.a);\n"
"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * "
"modulate.a);\n"
"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * "
"modulate.a);\n"
"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n"
"[/codeblock]"
msgstr ""
"在给定的位置绘制一个带有 LCD 子像素抗锯齿的字体纹理的矩形区域,可以选择用一种"
"颜色来调制。\n"
"纹理是通过以下混合操作绘制的,[CanvasItemMaterial] 的混合模式被忽略:\n"
"[codeblock]\n"
"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * "
"modulate.a);\n"
"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * "
"modulate.a);\n"
"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * "
"modulate.a);\n"
"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n"
"[/codeblock]"
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It can "
"be optionally antialiased. See also [method draw_multiline] and [method "
"draw_polyline].\n"
"If [param width] is negative, then a two-point primitive will be drawn "
"instead of a four-point one. This means that when the CanvasItem is scaled, "
"the line will remain thin. If this behavior is not desired, then pass a "
"positive [param width] like [code]1.0[/code]."
msgstr ""
"使用给定的颜色和宽度,从一个 2D 点到另一个点绘制一条直线。它可以选择抗锯齿。另"
"请参阅 [method draw_multiline] 和 [method draw_polyline]。\n"
"如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩"
"放 CanvasItem 时,线条将保持细长。如果不需要此行为,请传递一个正的 [param "
"width],如 [code]1.0[/code]。"
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation."
msgstr ""
"使用所提供的纹理以 2D 方式绘制一个 [Mesh]。相关文档请参阅 [MeshInstance2D]。"
msgid ""
"Draws a textured rectangle region of the multi-channel signed distance field "
"texture at a given position, optionally modulated by a color. See [member "
"FontFile.multichannel_signed_distance_field] for more information and caveats "
"about MSDF font rendering.\n"
"If [param outline] is positive, each alpha channel value of pixel in region "
"is set to maximum value of true distance in the [param outline] radius.\n"
"Value of the [param pixel_range] should the same that was used during "
"distance field texture generation."
msgstr ""
"在给定位置,绘制一条多通道有符号距离场纹理的纹理矩形区域,可以选择用一种颜色来"
"调制。有关 MSDF 字体渲染的更多信息和注意事项,请参阅 [member FontFile."
"multichannel_signed_distance_field]。\n"
"如果 [param outline] 为正,则区域中像素的每个 Alpha 通道值都被设置为 [param "
"outline] 半径内真实距离的最大值。\n"
"[param pixel_range] 的值应该与距离场纹理生成期间使用的值相同。"
msgid ""
"Draws multiple disconnected lines with a uniform [param width] and [param "
"color]. Each line is defined by two consecutive points from [param points] "
"array, i.e. i-th segment consists of [code]points[2 * i][/code], "
"[code]points[2 * i + 1][/code] endpoints. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To draw "
"interconnected lines, use [method draw_polyline] instead.\n"
"If [param width] is negative, then two-point primitives will be drawn instead "
"of a four-point ones. This means that when the CanvasItem is scaled, the "
"lines will remain thin. If this behavior is not desired, then pass a positive "
"[param width] like [code]1.0[/code]."
msgstr ""
"使用一致的宽度 [param width] 和颜色 [param color] 绘制多条断开的线段。[param "
"points] 数组中相邻的两个点定义一条线段,即第 i 条线段由端点 [code]points[2 * "
"i][/code] 和 [code]points[2 * i + 1][/code] 组成。绘制大量线段时,这种方法比使"
"用 [method draw_line] 一条条画要快。要绘制相连的线段,请改用 [method "
"draw_polyline]。\n"
"如果 [param width] 为负数,则会绘制由两个点组成的图元,不使用四个点组成的图"
"元。此时如果 CanvasItem 发生缩放,则线段仍然会很细。如果不想要这样的行为,请传"
"入 [code]1.0[/code] 等正数 [param width]。"
msgid ""
"Draws multiple disconnected lines with a uniform [param width] and segment-by-"
"segment coloring. Each segment is defined by two consecutive points from "
"[param points] array and a corresponding color from [param colors] array, i."
"e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + "
"1][/code] endpoints and has [code]colors[i][/code] color. When drawing large "
"amounts of lines, this is faster than using individual [method draw_line] "
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"If [param width] is negative, then two-point primitives will be drawn instead "
"of a four-point ones. This means that when the CanvasItem is scaled, the "
"lines will remain thin. If this behavior is not desired, then pass a positive "
"[param width] like [code]1.0[/code]."
msgstr ""
"使用一致的宽度 [param width] 分段颜色绘制多条断开的线段。[param points] 数组中"
"相邻的两个点定义一条线段,即第 i 条线段由端点 [code]points[2 * i][/code] 和 "
"[code]points[2 * i + 1][/code] 组成,使用的颜色为 [code]colors[i][/code]。绘制"
"大量线段时,这种方法比使用 [method draw_line] 一条条画要快。要绘制相连的线段,"
"请改用 [method draw_polyline_colors]。\n"
"如果 [param width] 为负数,则会绘制由两个点组成的图元,不使用四个点组成的图"
"元。此时如果 CanvasItem 发生缩放,则线段仍然会很细。如果不想要这样的行为,请传"
"入 [code]1.0[/code] 等正数 [param width]。"
msgid ""
"Breaks [param text] into lines and draws it using the specified [param font] "
"at the [param pos] (top-left corner). The text will have its color multiplied "
"by [param modulate]. If [param width] is greater than or equal to 0, the text "
"will be clipped if it exceeds the specified width."
msgstr ""
"将 [param text] 分成几行,并在 [param pos](左上角)处使用指定的 [param font] "
"绘制文本。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等于 0"
"则当该文本超过指定宽度时将被裁剪。"
msgid ""
"Breaks [param text] to the lines and draws text outline using the specified "
"[param font] at the [param pos] (top-left corner). The text will have its "
"color multiplied by [param modulate]. If [param width] is greater than or "
"equal to 0, the text will be clipped if it exceeds the specified width."
msgstr ""
"将 [param text] 分成几行,并在 [param pos](左上角)处使用指定的 [param font] "
"绘制文本轮廓。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等"
"于 0则当该文本超过指定宽度时将被裁剪。"
msgid ""
"Draws a [MultiMesh] in 2D with the provided texture. See "
"[MultiMeshInstance2D] for related documentation."
msgstr ""
"用所提供的纹理以 2D 方式绘制一个 [MultiMesh]。相关文档请参考 "
"[MultiMeshInstance2D]。"
msgid ""
"Draws a solid polygon of any number of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
"draw_polyline_colors]. If you need more flexibility (such as being able to "
"use bones), use [method RenderingServer.canvas_item_add_triangle_array] "
"instead."
msgstr ""
"绘制一个由任意数量的点构成的实心多边形,凸形或凹形。与 [method "
"draw_colored_polygon] 不同,每个点的颜色都可以单独改变。另见 [method "
"draw_polyline] 和 [method draw_polyline_colors]。如果你需要更大的自由度(例如"
"能够使用骨骼),请改用 [method RenderingServer."
"canvas_item_add_triangle_array]。"
msgid ""
"Draws interconnected line segments with a uniform [param color] and [param "
"width] and optional antialiasing (supported only for positive [param width]). "
"When drawing large amounts of lines, this is faster than using individual "
"[method draw_line] calls. To draw disconnected lines, use [method "
"draw_multiline] instead. See also [method draw_polygon].\n"
"If [param width] is negative, it will be ignored and the polyline will be "
"drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that "
"when the CanvasItem is scaled, the polyline will remain thin. If this "
"behavior is not desired, then pass a positive [param width] like [code]1.0[/"
"code]."
msgstr ""
"使用一致的 [param color] 和 [param width] 以及可选的抗锯齿(仅支持正 [param "
"width] ),绘制相互连接的线段。绘制大量线条时,这比使用单独的 [method "
"draw_line] 调用更快。要绘制不相连的的线段,请改用 [method draw_multiline]。另"
"见 [method draw_polygon]。\n"
"如果 [param width] 为负,则它将被忽略,并使用 [constant RenderingServer."
"PRIMITIVE_LINE_STRIP] 绘制该折线。这意味着当 CanvasItem 被缩放时,折线将保持为"
"细线。如果不需要该行为,请传入一个正的 [param width],如 [code]1.0[/code]。"
msgid ""
"Draws interconnected line segments with a uniform [param width], point-by-"
"point coloring, and optional antialiasing (supported only for positive [param "
"width]). Colors assigned to line points match by index between [param points] "
"and [param colors], i.e. each line segment is filled with a gradient between "
"the colors of the endpoints. When drawing large amounts of lines, this is "
"faster than using individual [method draw_line] calls. To draw disconnected "
"lines, use [method draw_multiline_colors] instead. See also [method "
"draw_polygon].\n"
"If [param width] is negative, it will be ignored and the polyline will be "
"drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that "
"when the CanvasItem is scaled, the polyline will remain thin. If this "
"behavior is not desired, then pass a positive [param width] like [code]1.0[/"
"code]."
msgstr ""
"绘制相连的线段,使用一致的宽度 [param width],按点指定颜色,还可以开启抗锯齿"
"(仅支持正的 [param width])。将颜色与线段上的点匹配时,使用的是 [param "
"points] 和 [param colors] 的索引,即每条线段填充的都是在两个端点之间颜色的渐变"
"色。绘制大量线段时,这种方法比使用 [method draw_line] 一条条画要快。要绘制不相"
"连的线段,请改用 [method draw_multiline_colors]。另见 [method "
"draw_polygon]。\n"
"如果 [param width] 为负,则它将被忽略,并使用 [constant RenderingServer."
"PRIMITIVE_LINE_STRIP] 绘制该折线。这意味着当 CanvasItem 被缩放时,折线将保持为"
"细线。如果不需要该行为,请传入一个正的 [param width],如 [code]1.0[/code]。"
msgid ""
"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points "
"for a triangle, and 4 points for a quad. If 0 points or more than 4 points "
"are specified, nothing will be drawn and an error message will be printed. "
"See also [method draw_line], [method draw_polyline], [method draw_polygon], "
"and [method draw_rect]."
msgstr ""
"绘制自定义图元。1 个点的是个点2 个点的是线段3 个点的是三角形4 个点的是四"
"边形。如果没有指定点或者指定了超过 4 个点,则不会绘制任何东西,只会输出错误消"
"息。另请参阅 [method draw_line]、[method draw_polyline]、[method "
"draw_polygon]、[method draw_rect]。"
msgid ""
"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will "
"be filled with the [param color] specified. If [param filled] is [code]false[/"
"code], the rectangle will be drawn as a stroke with the [param color] and "
"[param width] specified. See also [method draw_texture_rect].\n"
"If [param width] is negative, then two-point primitives will be drawn instead "
"of a four-point ones. This means that when the CanvasItem is scaled, the "
"lines will remain thin. If this behavior is not desired, then pass a positive "
"[param width] like [code]1.0[/code].\n"
"[b]Note:[/b] [param width] is only effective if [param filled] is "
"[code]false[/code].\n"
"[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not "
"display perfectly. For example, corners may be missing or brighter due to "
"overlapping lines (for a translucent [param color])."
msgstr ""
"绘制一个矩形。如果 [param filled] 为 [code]true[/code],则矩形将使用指定的 "
"[param color] 填充。如果 [param filled] 为 [code]false[/code],则矩形将被绘制"
"为具有指定的 [param color] 和 [param width] 的笔划。另见 [method "
"draw_texture_rect]。\n"
"如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩"
"放 CanvasItem 时,线条将保持细长。如果不需要此行为,请传递一个正的 [param "
"width],如 [code]1.0[/code]。\n"
"[b]注意:[/b][param width] 只有在 [param filled] 为 [code]false[/code] 时才有"
"效。\n"
"[b]注意:[/b]使用负 [param width] 绘制的未填充矩形可能不会完美显示。例如,由于"
"线条的重叠,角可能会缺失或变亮(对于半透明的 [param color])。"
msgid ""
"Sets a custom transform for drawing via components. Anything drawn afterwards "
"will be transformed by this.\n"
"[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param "
"scale] into account. This means that scaling up/down will cause bitmap fonts "
"and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To "
"ensure text remains crisp regardless of scale, you can enable MSDF font "
"rendering by enabling [member ProjectSettings.gui/theme/"
"default_font_multichannel_signed_distance_field] (applies to the default "
"project font only), or enabling [b]Multichannel Signed Distance Field[/b] in "
"the import options of a DynamicFont for custom fonts. On system fonts, "
"[member SystemFont.multichannel_signed_distance_field] can be enabled in the "
"inspector."
msgstr ""
"使用分量设置用于绘图的自定义变换。后续的绘制都会使用这个变换。\n"
"[b]注意:[/b][member FontFile.oversampling] [i]不会[/i]考虑 [param scale]。这"
"意味着将位图字体及栅格化(非 MSDF动态字体放大/缩小会产生模糊或像素化的结果。"
"要让文本无论如何缩放都保持清晰,可以启用 MSDF 字体渲染,方法是启用 [member "
"ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](仅"
"应用于默认项目字体),或者启用自定义 DynamicFont 的[b]多通道带符号距离场[/b]导"
"入选项。对于系统字体,可以在检查器中启用 [member SystemFont."
"multichannel_signed_distance_field]。"
msgid ""
"Sets a custom transform for drawing via matrix. Anything drawn afterwards "
"will be transformed by this."
msgstr "设置通过矩阵绘制时的自定义变换。此后绘制的任何东西都将被它变换。"
msgid ""
"Draws [param text] using the specified [param font] at the [param pos] "
"(bottom-left corner using the baseline of the font). The text will have its "
"color multiplied by [param modulate]. If [param width] is greater than or "
"equal to 0, the text will be clipped if it exceeds the specified width.\n"
"[b]Example using the default project font:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# If using this method in a script that redraws constantly, move the\n"
"# `default_font` declaration to a member variable assigned in `_ready()`\n"
"# so the Control is only created once.\n"
"var default_font = ThemeDB.fallback_font\n"
"var default_font_size = ThemeDB.fallback_font_size\n"
"draw_string(default_font, Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n"
"[/gdscript]\n"
"[csharp]\n"
"// If using this method in a script that redraws constantly, move the\n"
"// `default_font` declaration to a member variable assigned in `_Ready()`\n"
"// so the Control is only created once.\n"
"Font defaultFont = ThemeDB.FallbackFont;\n"
"int defaultFontSize = ThemeDB.FallbackFontSize;\n"
"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [method Font.draw_string]."
msgstr ""
"使用指定的 [param font] 在 [param pos](使用的字体的基线的左下角)处绘制 "
"[param text]。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等"
"于 0则文本超过指定宽度将被裁剪。\n"
"[b]使用项目默认字体的例子:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 如果在不断重绘的脚本中使用此方法,\n"
"# 则将 `default_font` 声明移动到在 `_ready()` 中赋值的成员变量中\n"
"# 这样 Control 只创建一次。\n"
"var default_font = ThemeDB.fallback_font\n"
"var default_font_size = ThemeDB.fallback_font_size\n"
"draw_string(default_font, Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 如果在不断重绘的脚本中使用此方法,\n"
"// 则将 `default_font` 声明移动到在 `_ready()` 中赋值的成员变量中\n"
"// 这样 Control 只创建一次。\n"
"Font defaultFont = ThemeDB.FallbackFont;\n"
"int defaultFontSize = ThemeDB.FallbackFontSize;\n"
"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"另请参阅 [method Font.draw_string]。"
msgid ""
"Draws [param text] outline using the specified [param font] at the [param "
"pos] (bottom-left corner using the baseline of the font). The text will have "
"its color multiplied by [param modulate]. If [param width] is greater than or "
"equal to 0, the text will be clipped if it exceeds the specified width."
msgstr ""
"在 [param pos](左下角使用字体的基线)处使用指定的 [param font] 绘制 [param "
"text] 轮廓。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等于 "
"0则当文本超过指定宽度时将被裁剪。"
msgid "Draws a styled rectangle."
msgstr "绘制一个样式矩形。"
msgid "Draws a texture at a given position."
msgstr "在给定的位置绘制纹理。"
msgid ""
"Draws a textured rectangle at a given position, optionally modulated by a "
"color. If [param transpose] is [code]true[/code], the texture will have its X "
"and Y coordinates swapped. See also [method draw_rect] and [method "
"draw_texture_rect_region]."
msgstr ""
"在给定位置绘制一个带纹理的矩形,可以选择用颜色调制。如果 [param transpose] 为 "
"[code]true[/code],则纹理将交换其 X 和 Y 坐标。另见 [method draw_rect] 和 "
"[method draw_texture_rect_region]。"
msgid ""
"Draws a textured rectangle from a texture's region (specified by [param "
"src_rect]) at a given position, optionally modulated by a color. If [param "
"transpose] is [code]true[/code], the texture will have its X and Y "
"coordinates swapped. See also [method draw_texture_rect]."
msgstr ""
"在给定的位置绘制具有纹理的矩形,可以指定所使用的纹理区域(由 [param src_rect] "
"指定),可选择用颜色调制。如果 [param transpose] 为 [code]true[/code],则纹理"
"将交换其 X 和 Y 坐标。另见 [method draw_texture_rect]。"
msgid ""
"Forces the transform to update. Transform changes in physics are not instant "
"for performance reasons. Transforms are accumulated and then set. Use this if "
"you need an up-to-date transform when doing physics operations."
msgstr ""
"强制更新变换。由于性能原因,物理中的变换改变不是即时的。变换是在累积后再设置。"
"如果你在进行物理操作时需要最新的变换,请使用此功能。"
msgid "Returns the [RID] of the [World2D] canvas where this item is in."
msgstr "返回此项目所在的 [World2D] 画布的 [RID]。"
msgid "Returns the canvas item RID used by [RenderingServer] for this item."
msgstr "返回 [RenderingServer] 对该项目使用的画布项目 RID。"
msgid ""
"Returns the transform from the coordinate system of the canvas, this item is "
"in, to the [Viewport]s coordinate system."
msgstr "返回从该项目所在的画布坐标系到 [Viewport] 坐标系的变换。"
msgid ""
"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
"in using the coordinate system of the [CanvasLayer].\n"
"[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded "
"[Popup]), you can use [method DisplayServer.mouse_get_position]."
msgstr ""
"返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] 的"
"坐标系。\n"
"[b]注意:[/b]要得到屏幕空间的坐标(例如使用非嵌入式 [Popup] 时),你可以使用 "
"[method DisplayServer.mouse_get_position]。"
msgid ""
"Returns the global transform matrix of this item, i.e. the combined transform "
"up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that "
"either has no parent, has non-[CanvasItem] parent or it has [member "
"top_level] enabled."
msgstr ""
"返回该项目的全局变换矩阵,即到最顶层的 [CanvasItem] 节点的综合变换。最顶层的项"
"目是一个 [CanvasItem],它要么没有父级,要么有非 [CanvasItem] 父级,或者要么它"
"启用了 [member top_level]。"
msgid ""
"Returns the transform from the local coordinate system of this [CanvasItem] "
"to the [Viewport]s coordinate system."
msgstr "返回从该 [CanvasItem] 的局部坐标系到 [Viewport] 坐标系的变换。"
msgid ""
"Returns the mouse's position in this [CanvasItem] using the local coordinate "
"system of this [CanvasItem]."
msgstr "返回该 [CanvasItem] 中鼠标的位置,使用该 [CanvasItem] 的局部坐标系。"
msgid ""
"Returns the transform of this [CanvasItem] in global screen coordinates (i.e. "
"taking window position into account). Mostly useful for editor plugins.\n"
"Equals to [method get_global_transform] if the window is embedded (see "
"[member Viewport.gui_embed_subwindows])."
msgstr ""
"返回该 [CanvasItem] 在全局屏幕坐标中的变换(即考虑窗口位置)。主要用于编辑器插"
"件。\n"
"如果窗口是嵌入的,则等于 [method get_global_transform](参见 [member Viewport."
"gui_embed_subwindows])。"
msgid "Returns the transform matrix of this item."
msgstr "返回此项目的变换矩阵。"
msgid "Returns the viewport's boundaries as a [Rect2]."
msgstr "以 [Rect2] 形式返回视口的边界。"
msgid ""
"Returns the transform from the coordinate system of the canvas, this item is "
"in, to the [Viewport]s embedders coordinate system."
msgstr "返回从该项目所在的画布坐标系到 [Viewport] 嵌入坐标系的变换。"
msgid "Returns an individual bit on the rendering visibility layer."
msgstr "返回渲染可见层上的某个比特位。"
msgid "Returns the [World2D] where this item is in."
msgstr "返回此物品所在的 [World2D]。"
msgid ""
"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
"如果该 [CanvasItem] 目前是可见的,则将其隐藏。相当于将 [member visible] 设为 "
"[code]false[/code]。"
msgid ""
"Returns [code]true[/code] if local transform notifications are communicated "
"to children."
msgstr "如果将局部变换通知传达给子级,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if global transform notifications are communicated "
"to children."
msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its ancestors are also "
"visible. If any ancestor is hidden, this node will not be visible in the "
"scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/"
"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点"
"被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。"
msgid "Assigns [param screen_point] as this node's new local transform."
msgstr "将 [param screen_point] 指定为该节点的新局部变换。"
msgid ""
"Transformations issued by [param event]'s inputs are applied in local space "
"instead of global space."
msgstr "[param event] 的输入发出的变换将在局部空间而不是全局空间中应用。"
msgid ""
"Moves this node to display on top of its siblings.\n"
"Internally, the node is moved to the bottom of parent's children list. The "
"method has no effect on nodes without a parent."
msgstr ""
"移动该节点以显示在其同级节点之上。\n"
"在内部,该节点被移动到父节点的子节点列表的底部。该方法对没有父节点的节点没有影"
"响。"
msgid ""
"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
"This only occurs [b]once[/b] per frame, even if this method has been called "
"multiple times."
msgstr ""
"将该 [CanvasItem] 加入重绘队列。空闲时,如果 [CanvasItem] 可见,则会发送 "
"[constant NOTIFICATION_DRAW] 并调用 [method _draw]。即便多次调用这个方法,每帧"
"也都只会发生[b]一次[/b]绘制。"
msgid ""
"If [param enable] is [code]true[/code], this node will receive [constant "
"NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform changes."
msgstr ""
"如果 [param enable] 为 [code]true[/code],则该节点将在其局部变换发生改变时收"
"到 [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED]。"
msgid ""
"If [param enable] is [code]true[/code], this node will receive [constant "
"NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
"如果 [param enable] 为 [code]true[/code],那么这个节点会在其全局变换发生改变时"
"接收到 [constant NOTIFICATION_TRANSFORM_CHANGED]。"
msgid ""
"Set/clear individual bits on the rendering visibility layer. This simplifies "
"editing this [CanvasItem]'s visibility layer."
msgstr ""
"设置或清除渲染可见层上的单个位。这简化了对该 [CanvasItem] 的可见层的编辑。"
msgid ""
"Show the [CanvasItem] if it's currently hidden. This is equivalent to setting "
"[member visible] to [code]true[/code]. For controls that inherit [Popup], the "
"correct way to make them visible is to call one of the multiple [code]popup*()"
"[/code] functions instead."
msgstr ""
"如果该 [CanvasItem] 目前是隐藏的,则将其显示。相当于将 [member visible] 设为 "
"[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用各"
"种 [code]popup*()[/code] 函数的其中之一。"
msgid ""
"Allows the current node to clip children nodes, essentially acting as a mask."
msgstr "允许当前节点裁剪子节点,本质上是充当遮罩。"
msgid ""
"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
msgstr "该 [CanvasItem] 的渲染层,用于响应 [Light2D] 节点。"
msgid "The material applied to this [CanvasItem]."
msgstr "应用于这个 [CanvasItem] 的材质。"
msgid ""
"The color applied to this [CanvasItem]. This property does affect child "
"[CanvasItem]s, unlike [member self_modulate] which only affects the node "
"itself."
msgstr ""
"应用于这个 [CanvasItem] 的颜色。这个属性会影响子级 [CanvasItem],与只会影响节"
"点自身的 [member self_modulate] 不同。"
msgid ""
"The color applied to this [CanvasItem]. This property does [b]not[/b] affect "
"child [CanvasItem]s, unlike [member modulate] which affects both the node "
"itself and its children.\n"
"[b]Note:[/b] Internal children (e.g. sliders in [ColorPicker] or tab bar in "
"[TabContainer]) are also not affected by this property (see "
"[code]include_internal[/code] parameter of [method Node.get_child] and other "
"similar methods)."
msgstr ""
"应用于这个 [CanvasItem] 的颜色。这个属性[b]不会[/b]影响子级 [CanvasItem],与会"
"同时影响节点自身和子级的 [member modulate] 不同。\n"
"[b]注意:[/b]内部子节点(例如 [ColorPicker] 中的滑动条、[TabContainer] 中的选"
"项卡栏)也不受这个属性的影响(见 [method Node.get_child] 等类似方法的 "
"[code]include_internal[/code] 参数)。"
msgid "If [code]true[/code], the object draws behind its parent."
msgstr "如果为 [code]true[/code],则对象在其父对象后面绘制。"
msgid "The texture filtering mode to use on this [CanvasItem]."
msgstr "在该 [CanvasItem] 上使用的纹理过滤模式。"
msgid "The texture repeating mode to use on this [CanvasItem]."
msgstr "在该 [CanvasItem] 上使用的纹理重复模式。"
msgid ""
"If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its transform "
"from parent [CanvasItem]s. Its draw order will also be changed to make it "
"draw on top of other [CanvasItem]s that do not have [member top_level] set to "
"[code]true[/code]. The [CanvasItem] will effectively act as if it was placed "
"as a child of a bare [Node]."
msgstr ""
"如果为 [code]true[/code],则该 [CanvasItem] [i]不会[/i]继承父级 [CanvasItem] "
"的变换。它的绘制顺序也会发生改变,会在其他没有将 [member top_level] 设置为 "
"[code]true[/code] 的 [CanvasItem] 之上绘制。效果和把该 [CanvasItem] 作为裸 "
"[Node] 的子级一样。"
msgid ""
"If [code]true[/code], the parent [CanvasItem]'s [member material] property is "
"used as this one's material."
msgstr ""
"如果为 [code]true[/code],则将父级 [CanvasItem] 的 [member material] 属性用作"
"此项的材质。"
msgid ""
"The rendering layer in which this [CanvasItem] is rendered by [Viewport] "
"nodes. A [Viewport] will render a [CanvasItem] if it and all its parents "
"share a layer with the [Viewport]'s canvas cull mask."
msgstr ""
"[Viewport] 节点渲染该 [CanvasItem] 时所使用的渲染层。只有 [CanvasItem] 及其所"
"有父级均与 [Viewport] 的画布剔除遮罩有交集,该 [Viewport] 才会渲染此 "
"[CanvasItem]。"
msgid ""
"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if "
"all of its ancestors are visible as well (in other words, [method "
"is_visible_in_tree] must return [code]true[/code]).\n"
"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them "
"visible is to call one of the multiple [code]popup*()[/code] functions "
"instead."
msgstr ""
"如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可见"
"时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 "
"[code]true[/code])。\n"
"[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 "
"[code]popup*()[/code] 函数之一。"
msgid ""
"If [code]true[/code], child nodes with the lowest Y position are drawn before "
"those with a higher Y position. If [code]false[/code], Y-sorting is disabled. "
"Y-sorting only affects children that inherit from [CanvasItem].\n"
"You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the "
"same space as the parent Y-sort. This feature allows you to organize a scene "
"better or divide it into multiple ones without changing your scene tree."
msgstr ""
"如果为 [code]true[/code],则会在绘制 Y 位置最低的子节点之后再绘制 Y 位置较高的"
"子节点。如果为 [code]false[/code],则禁用 Y 排序。Y 排序仅影响继承自 "
"[CanvasItem] 的子节点。\n"
"可以将 Y 排序的节点进行嵌套。子级 Y 排序的节点,会与父级在同一空间中进行 Y 排"
"序。此功能可以让你在不更改场景树的情况下,更好地组织场景,或者将场景分为多个场"
"景。"
msgid ""
"If [code]true[/code], the node's Z index is relative to its parent's Z index. "
"If this node's Z index is 2 and its parent's effective Z index is 3, then "
"this node's effective Z index will be 2 + 3 = 5."
msgstr ""
"如果为 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如果"
"这个节点的 Z 索引是 2它的父节点的实际 Z 索引是 3那么这个节点的实际 Z 索引"
"将是 2 + 3 = 5。"
msgid ""
"Z index. Controls the order in which the nodes render. A node with a higher Z "
"index will display in front of others. Must be between [constant "
"RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer."
"CANVAS_ITEM_Z_MAX] (inclusive).\n"
"[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing "
"order, not the order in which input events are handled. This can be useful to "
"implement certain UI animations, e.g. a menu where hovered items are scaled "
"and should overlap others."
msgstr ""
"Z 索引。控制节点的渲染顺序。具有较高 Z 索引的节点将显示在其他节点的前面。必须"
"在 [constant RenderingServer.CANVAS_ITEM_Z_MIN] 和 [constant RenderingServer."
"CANVAS_ITEM_Z_MAX]之间(包含)。\n"
"[b]注意:[/b]改变 [Control] 的 Z 索引只影响绘图顺序,不影响处理输入事件的顺"
"序。可用于实现某些 UI 动画,例如对处于悬停状态的菜单项进行缩放,此时会与其他内"
"容重叠。"
msgid ""
"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant "
"NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.\n"
"[b]Note:[/b] Deferred connections do not allow drawing through the "
"[code]draw_*[/code] methods."
msgstr ""
"当该 [CanvasItem] 必须重绘时发出,发生在相关的 [constant NOTIFICATION_DRAW] 通"
"知[i]之后[/i],调用 [method _draw] [i]之前[/i]。\n"
"[b]注意:[/b]延迟连接无法使用 [code]draw_*[/code] 方法进行绘制。"
msgid "Emitted when becoming hidden."
msgstr "当隐藏时发出。"
msgid ""
"Emitted when the item's [Rect2] boundaries (position or size) have changed, "
"or when an action is taking place that may have impacted these boundaries (e."
"g. changing [member Sprite2D.texture])."
msgstr ""
"当 CanvasItem 的 [Rect2] 边界(位置或大小)发生变化时,或者当发生可能影响这些"
"边界的操作(例如,更改 [member Sprite2D.texture])时发出。"
msgid "Emitted when the visibility (hidden/visible) changes."
msgstr "当可见性(隐藏/可见)更改时发出。"
msgid ""
"The [CanvasItem]'s global transform has changed. This notification is only "
"received if enabled by [method set_notify_transform]."
msgstr ""
"该 [CanvasItem] 的全局变换已更改。只有在通过 [method set_notify_transform] 启"
"用时,才会收到这个通知。"
msgid ""
"The [CanvasItem]'s local transform has changed. This notification is only "
"received if enabled by [method set_notify_local_transform]."
msgstr ""
"该 [CanvasItem] 的局部变换已更改。只有在通过 [method "
"set_notify_local_transform] 启用时,才会收到这个通知。"
msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr "要求绘制该 [CanvasItem](见 [method _draw])。"
msgid "The [CanvasItem]'s visibility has changed."
msgstr "该 [CanvasItem] 的可见性已更改。"
msgid "The [CanvasItem] has entered the canvas."
msgstr "该 [CanvasItem] 已进入画布。"
msgid "The [CanvasItem] has exited the canvas."
msgstr "该 [CanvasItem] 已退出画布。"
msgid "The [CanvasItem]'s active [World2D] changed."
msgstr "该 [CanvasItem] 的活动 [World2D] 已更改。"
msgid "The [CanvasItem] will inherit the filter from its parent."
msgstr "该 [CanvasItem] 将从其父级继承过滤器。"
msgid ""
"The texture filter reads from the nearest pixel only. The simplest and "
"fastest method of filtering. Useful for pixel art."
msgstr "纹理过滤器仅读取最邻近的像素。最简单、最快的过滤方法。可用于像素画。"
msgid ""
"The texture filter blends between the nearest four pixels. Use this for most "
"cases where you want to avoid a pixelated style."
msgstr ""
"纹理过滤器在最邻近的四个像素之间混合。如果想要避免像素化样式,大多数情况下请使"
"用此选项。"
msgid ""
"The texture filter reads from the nearest pixel in the nearest mipmap. This "
"is the fastest way to read from textures with mipmaps."
msgstr ""
"纹理过滤器读取最邻近的 mipmap 中的最邻近像素。这是使用 mipmap 从纹理中读取的最"
"快方法。"
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at "
"a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth "
"out pixels that are smaller than on-screen pixels."
msgstr ""
"纹理过滤器在最邻近的 4 个像素和最邻近的 2 个 mipmap 之间混合。请用于可能以低缩"
"放率查看的非像素画纹理(例如由 [Camera2D] 缩放造成),因为 mipmap 对于平滑小于"
"屏幕像素的像素很重要。"
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
"textures/default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate."
msgstr ""
"纹理过滤器读取最邻近的像素,但会根据表面和相机视图之间的角度选择 mipmap。可以"
"减少几乎与相机成一直线的表面的伪影。各向异性过滤级别可以通过调整 [member "
"ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 来改变。\n"
"[b]注意:[/b]这个纹理过滤器很少用于 2D 项目。[constant "
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 通常更合适。"
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate."
msgstr ""
"纹理过滤器在最邻近的 4 个像素之间进行混合,并会根据表面和相机视图之间的角度选"
"择 mipmap。可以减少几乎与相机成一直线的表面的伪影。这是最慢的过滤选项但可以"
"得到最高质量的纹理。各向异性过滤级别可以通过调整 [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level] 来改变。\n"
"[b]注意:[/b]这个纹理过滤器很少用于 2D 项目。[constant "
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 通常更合适。"
msgid "Texture will not repeat."
msgstr "纹理不会重复。"
msgid "Texture will repeat normally."
msgstr "纹理将正常重复。"
msgid ""
"Texture will repeat in a 2x2 tiled mode, where elements at even positions are "
"mirrored."
msgstr "纹理将以 2x2 平铺模式重复,其中偶数位置的元素会被镜像。"
msgid "Represents the size of the [enum TextureRepeat] enum."
msgstr "代表 [enum TextureRepeat] 枚举的大小。"
msgid "Child draws over parent and is not clipped."
msgstr "子级绘制在父级之上,不会被裁剪。"
msgid ""
"Parent is used for the purposes of clipping only. Child is clipped to the "
"parent's visible area, parent is not drawn."
msgstr "父级仅用于裁剪目的。子级被裁剪到父级的可见区域,不绘制父级。"
msgid ""
"Parent is used for clipping child, but parent is also drawn underneath child "
"as normal before clipping child to its visible area."
msgstr ""
"父级用于裁剪子级,但在将子级剪裁到其可见区域之前,父级也像往常一样绘制在子级下"
"方。"
msgid "Represents the size of the [enum ClipChildrenMode] enum."
msgstr "代表 [enum ClipChildrenMode] 枚举的大小。"
msgid "A material for [CanvasItem]s."
msgstr "[CanvasItem]的材质。"
msgid ""
"[CanvasItemMaterial]s provide a means of modifying the textures associated "
"with a CanvasItem. They specialize in describing blend and lighting behaviors "
"for textures. Use a [ShaderMaterial] to more fully customize a material's "
"interactions with a [CanvasItem]."
msgstr ""
"[CanvasItemMaterial]提供了一种修改与CanvasItem相关联的纹理的方法。他们专注于描"
"述纹理的混合和照明行为。使用[ShaderMaterial]可以更全面地自定义材质与"
"[CanvasItem]的交互。"
msgid ""
"The manner in which a material's rendering is applied to underlying textures."
msgstr "将材质的渲染应用于基础纹理的方式。"
msgid "The manner in which material reacts to lighting."
msgstr "材质对照明的反应方式。"
msgid ""
"The number of columns in the spritesheet assigned as [Texture2D] for a "
"[GPUParticles2D] or [CPUParticles2D].\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
"[GPUParticles2D] 或 [CPUParticles2D] 指定给 [Texture2D] 的精灵表中拥有的列"
"数。\n"
"[b]注意:[/b]该属性只有在 [member particles_animation] 为 [code]true[/code] "
"时,才会在编辑器中被使用和可见。"
msgid ""
"If [code]true[/code], the particles animation will loop.\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],粒子动画将循环播放。\n"
"[b]注意:[/b]该属性只有在 [member particles_animation]为 [code]true[/code] "
"时,才会在编辑器中被使用和可见。"
msgid ""
"The number of rows in the spritesheet assigned as [Texture2D] for a "
"[GPUParticles2D] or [CPUParticles2D].\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
"[GPUParticles2D] 或 [CPUParticles2D] 指定给 [Texture2D] 的精灵表中拥有的行"
"数。\n"
"[b]注意:[/b]该属性只有在 [member particles_animation] 为 [code]true[/code] "
"时,才会在编辑器中被使用和可见。"
msgid ""
"If [code]true[/code], enable spritesheet-based animation features when "
"assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member "
"ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D."
"anim_speed_max] should also be set to a positive value for the animation to "
"play.\n"
"This property (and other [code]particles_anim_*[/code] properties that depend "
"on it) has no effect on other types of nodes."
msgstr ""
"如果 [code]true[/code] ,在分配给 [GPUParticles2D] 和 [CPUParticles2D] 节点"
"时,启用基于精灵表的动画功能。[member ParticleProcessMaterial.anim_speed_max] "
"或 [member CPUParticles2D.anim_speed_max] 也应该设置为正值,才能播放动画。\n"
"这个属性(以及其他依赖它的 [code]particles_anim_*[/code] 属性)对其他类型的节"
"点没有影响。"
msgid ""
"Mix blending mode. Colors are assumed to be independent of the alpha "
"(opacity) value."
msgstr "混合混合模式。假设颜色与 Alpha 值(不透明度)无关。"
msgid "Additive blending mode."
msgstr "添加混合模式。"
msgid "Subtractive blending mode."
msgstr "减去混合模式。"
msgid "Multiplicative blending mode."
msgstr "正片叠底混合模式。"
msgid ""
"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
"(opacity) value."
msgstr "混合混合模式。假定颜色已预先乘以 Alpha 值(不透明度)。"
msgid ""
"Render the material using both light and non-light sensitive material "
"properties."
msgstr "使用光敏和非光敏材料属性渲染材质。"
msgid "Render the material as if there were no light."
msgstr "将材质渲染成没有光的样子。"
msgid "Render the material as if there were only light."
msgstr "将材质渲染成只有光的样子。"
msgid "A node used for independent rendering of objects within a 2D scene."
msgstr "用于 2D 场景中的对象的独立渲染的节点。"
msgid ""
"[CanvasItem]-derived nodes that are direct or indirect children of a "
"[CanvasLayer] will be drawn in that layer. The layer is a numeric index that "
"defines the draw order. The default 2D scene renders with index [code]0[/"
"code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, and "
"a [CanvasLayer] with index [code]1[/code] will be drawn above. This order "
"will hold regardless of the [member CanvasItem.z_index] of the nodes within "
"each layer.\n"
"[CanvasLayer]s can be hidden and they can also optionally follow the "
"viewport. This makes them useful for HUDs like health bar overlays (on layers "
"[code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] and "
"lower).\n"
"[b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. "
"[CanvasItem]s on layers [code]1025[/code] and higher appear in front of "
"embedded windows.\n"
"[b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and "
"cannot be shared between multiple [Viewport]s, see [member custom_viewport]. "
"When using multiple [Viewport]s, for example in a split-screen game, you need "
"create an individual [CanvasLayer] for each [Viewport] you want it to be "
"drawn on."
msgstr ""
"[CanvasLayer] 的直接或间接子节点中,派生自 [CanvasItem] 的节点会在该图层中进行"
"绘制。图层是定义绘制顺序的数字索引。默认 2D 场景使用的索引为 [code]0[/code]"
"因此索引为 [code]-1[/code] 的 [CanvasLayer] 会在下方绘制,而索引为 [code]1[/"
"code] 的 [CanvasLayer] 会在上方绘制。无论节点在图层中的 [member CanvasItem."
"z_index] 是多少,这一顺序都成立。\n"
"[CanvasLayer] 可以隐藏,也可以跟随视口。因此常用于血条等 HUD位于 [code]1[/"
"code] 或更高的图层上)和背景(位于 [code]-1[/code] 或更低的图层上)。\n"
"[b]注意:[/b]嵌入式 [Window] 位于 [code]1024[/code] 图层。位于 [code]1025[/"
"code] 或更高图层的 [CanvasItem] 会显示在嵌入式窗口之上。\n"
"[b]注意:[/b]每个 [CanvasLayer] 都是在一个特定的 [Viewport] 中绘制的,不能在多"
"个 [Viewport] 之间共享,见 [member custom_viewport]。使用多个 [Viewport] 时,"
"例如分屏游戏中,你需要为每个想要绘制的 [Viewport] 创建一个单独的 "
"[CanvasLayer]。"
msgid "Canvas layers"
msgstr "画布层"
msgid "Returns the RID of the canvas used by this layer."
msgstr "返回此层使用的画布的 RID。"
msgid ""
"Returns the transform from the [CanvasLayer]s coordinate system to the "
"[Viewport]s coordinate system."
msgstr "返回从 [CanvasLayer] 坐标系到 [Viewport] 坐标系的变换。"
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
"隐藏该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 "
"[code]false[/code]。"
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
"显示该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 "
"[code]true[/code]。"
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
"分配给该 [CanvasLayer] 的自定义 [Viewport] 节点。如果为 [code]null[/code],则"
"使用默认的视口。"
msgid ""
"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
"move when camera moves instead of being anchored in a fixed position on the "
"screen.\n"
"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
"启用时,该 [CanvasLayer] 会使用视口的变换,所以它会随相机移动,而不是保持在屏"
"幕上的某个固定位置。\n"
"与 [member follow_viewport_scale] 配合可以实现伪 3D 效果。"
msgid ""
"Scales the layer when using [member follow_viewport_enabled]. Layers moving "
"into the foreground should have increasing scales, while layers moving into "
"the background should have decreasing scales."
msgstr ""
"使用 [member follow_viewport_enabled] 时缩放图层。移入到前景的图层应具有增加的"
"缩放,而移入到背景的图层应具有减小的缩放。"
msgid ""
"Layer index for draw order. Lower values are drawn behind higher values.\n"
"[b]Note:[/b] If multiple CanvasLayers have the same layer index, [CanvasItem] "
"children of one CanvasLayer are drawn behind the [CanvasItem] children of the "
"other CanvasLayer. Which CanvasLayer is drawn in front is non-deterministic."
msgstr ""
"画布层的索引,用于确定绘制顺序。索引值小的画布层绘制在索引值大的画布层后面。\n"
"[b]注意:[/b]如果多个 CanvasLayer 的画布层索引相同,一个 CanvasLayer 的 "
"[CanvasItem] 子节点都会绘制在另一个 CanvasLayer 的 [CanvasItem] 子节点之后。哪"
"个 CanvasLayer 画在前面并不一定。"
msgid "The layer's base offset."
msgstr "图层的基本偏移量。"
msgid "The layer's rotation in radians."
msgstr "图层的旋转弧度。"
msgid "The layer's scale."
msgstr "图层的缩放。"
msgid "The layer's transform."
msgstr "图层的变换。"
msgid ""
"If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be "
"hidden.\n"
"Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
"propagated to underlying layers."
msgstr ""
"为 [code]false[/code] 时,该 [CanvasLayer] 下的所有 [CanvasItem] 都会被隐"
"藏。\n"
"与 [member CanvasItem.visible] 不同,[CanvasLayer] 的显示与否不会传播到其内部"
"的层。"
msgid "Emitted when visibility of the layer is changed. See [member visible]."
msgstr "当该层的可见性发生变化时触发。请参阅 [member visible]。"
msgid "A node that applies a color tint to a canvas."
msgstr "将一种色调应用于一张画布的节点。"
msgid ""
"[CanvasModulate] applies a color tint to all nodes on a canvas. Only one can "
"be used to tint a canvas, but [CanvasLayer]s can be used to render things "
"independently."
msgstr ""
"[CanvasModulate] 将一种色调应用于一张画布上的所有节点。一张画布只有一个可用于"
"为画布着色,但 [CanvasLayer] 可用于独立渲染事物。"
msgid "The tint color to apply."
msgstr "要应用的色调颜色。"
msgid "Texture with optional normal and specular maps for use in 2D rendering."
msgstr "用于 2D 渲染的纹理,带有可选的法线和镜面贴图。"
msgid ""
"[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It "
"allows using normal maps and specular maps in any node that inherits from "
"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and "
"repeat mode independently of the node's properties (or the project "
"settings).\n"
"[b]Note:[/b] [CanvasTexture] cannot be used in 3D rendering. For physically-"
"based materials in 3D, use [BaseMaterial3D] instead."
msgstr ""
"[CanvasTexture] 是用于 2D 渲染的 [ImageTexture] 的替代品。它允许在任何继承自 "
"[CanvasItem] 的节点中使用法线贴图和镜面贴图。[CanvasTexture] 还允许独立于节点"
"的属性(或项目设置)覆盖纹理的过滤模式和重复模式。\n"
"[b]注意:[/b][CanvasTexture] 不能用于 3D 渲染。对于 3D 中基于物理的材质,请使"
"用 [BaseMaterial3D] 来代替。"
msgid "2D Lights and Shadows"
msgstr "2D 灯光和阴影"
msgid ""
"The diffuse (color) texture to use. This is the main texture you want to set "
"in most cases."
msgstr "要使用的漫反射(颜色)纹理。这是你在大多数情况下要设置的主要纹理。"
msgid ""
"The normal map texture to use. Only has a visible effect if [Light2D]s are "
"affecting this [CanvasTexture].\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a "
"comparison of normal map coordinates expected by popular engines."
msgstr ""
"要使用的法线贴图纹理。仅在有 [Light2D] 影响该 [CanvasTexture] 时才有可见的效"
"果。\n"
"[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的"
"法线贴图坐标系见[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。"
msgid ""
"The multiplier for specular reflection colors. The [Light2D]'s color is also "
"taken into account when determining the reflection color. Only has a visible "
"effect if [Light2D]s are affecting this [CanvasTexture]."
msgstr ""
"镜面反射颜色的乘数。在确定反射颜色时,[Light2D] 的颜色也会被考虑在内。只有在 "
"[Light2D] 影响到这个 [CanvasTexture] 时才有可见的效果。"
msgid ""
"The specular exponent for [Light2D] specular reflections. Higher values "
"result in a more glossy/\"wet\" look, with reflections becoming more "
"localized and less visible overall. The default value of [code]1.0[/code] "
"disables specular reflections entirely. Only has a visible effect if "
"[Light2D]s are affecting this [CanvasTexture]."
msgstr ""
"用于 [Light2D] 镜面反射的镜面指数。更高的值会产生更有光泽或更加“湿润”的外观,"
"反射变得更局部,且整体上不太明显。默认值为 [code]1.0[/code] ,将完全禁用镜面反"
"射。只有在 [Light2D] 影响到这个 [CanvasTexture] 时才会有可见的效果。"
msgid ""
"The specular map to use for [Light2D] specular reflections. This should be a "
"grayscale or colored texture, with brighter areas resulting in a higher "
"[member specular_shininess] value. Using a colored [member specular_texture] "
"allows controlling specular shininess on a per-channel basis. Only has a "
"visible effect if [Light2D]s are affecting this [CanvasTexture]."
msgstr ""
"用于 [Light2D] 镜面反射的镜面贴图。这应该是一个灰度或彩色纹理,更亮的区域会产"
"生更高的 [member specular_shininess] 值。使用彩色 [member specular_texture] 允"
"许在每个通道的基础上控制镜面反射光泽度。仅当 [Light2D] 影响该 [CanvasTexture] "
"时才有可见的效果。"
msgid "The texture filtering mode to use when drawing this [CanvasTexture]."
msgstr "绘制该 [CanvasTexture] 时所使用的纹理过滤模式。"
msgid "The texture repeat mode to use when drawing this [CanvasTexture]."
msgstr "绘制该 [CanvasTexture] 时所使用的纹理重复模式。"
msgid "Class representing a capsule-shaped [PrimitiveMesh]."
msgstr "表示胶囊状 [PrimitiveMesh] 的类。"
msgid "Total height of the capsule mesh (including the hemispherical ends)."
msgstr "胶囊网格的总高度(包括半球形末端)。"
msgid "Number of radial segments on the capsule mesh."
msgstr "胶囊网格上的径向线段数。"
msgid "Radius of the capsule mesh."
msgstr "胶囊网格的半径。"
msgid "Number of rings along the height of the capsule."
msgstr "沿胶囊高度的环数。"
msgid "A 2D capsule shape used for physics collision."
msgstr "用于物理碰撞的 2D 胶囊形状。"
msgid ""
"A 2D capsule shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape2D].\n"
"[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, but "
"it is slower than [RectangleShape2D] and [CircleShape2D]."
msgstr ""
"2D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。\n"
"[b]性能:[/b][CapsuleShape2D] 可以快速检查碰撞,但比 [RectangleShape2D] 和 "
"[CircleShape2D] 慢。"
msgid "The capsule's height."
msgstr "胶囊体的高度。"
msgid "The capsule's radius."
msgstr "胶囊体的半径。"
msgid "A 3D capsule shape used for physics collision."
msgstr "用于物理碰撞的 3D 胶囊形状。"
msgid ""
"A 3D capsule shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape3D].\n"
"[b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It "
"is faster than [CylinderShape3D], but slower than [SphereShape3D] and "
"[BoxShape3D]."
msgstr ""
"3D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n"
"[b]性能:[/b][CapsuleShape3D] 可以快速检查碰撞。比 [CylinderShape3D] 快,但比 "
"[SphereShape3D] 和 [BoxShape3D] 慢。"
msgid "A container that keeps child controls in its center."
msgstr "将子控件保持在其中心的容器。"
msgid ""
"[CenterContainer] is a container that keeps all of its child controls in its "
"center at their minimum size."
msgstr "[CenterContainer] 是一种容器,它将其所有子控件以最小尺寸保持在其中心。"
msgid ""
"If [code]true[/code], centers children relative to the [CenterContainer]'s "
"top left corner."
msgstr ""
"如果为 [code]true[/code],会将子节点相对于 [CenterContainer] 的左上角居中。"
msgid "A 2D physics body specialized for characters moved by script."
msgstr "专门用于通过脚本移动的角色的 2D 物理物体。"
msgid ""
"[CharacterBody2D] is a specialized class for physics bodies that are meant to "
"be user-controlled. They are not affected by physics at all, but they affect "
"other physics bodies in their path. They are mainly used to provide high-"
"level API to move objects with wall and slope detection ([method "
"move_and_slide] method) in addition to the general collision detection "
"provided by [method PhysicsBody2D.move_and_collide]. This makes it useful for "
"highly configurable physics bodies that must move in specific ways and "
"collide with the world, as is often the case with user-controlled "
"characters.\n"
"For game objects that don't require complex movement or collision detection, "
"such as moving platforms, [AnimatableBody2D] is simpler to configure."
msgstr ""
"[CharacterBody2D] 是针对用户控制的物理体的特化类。它们不会受到物理的影响,但会"
"影响路径上的其他物理体。除了由 [method PhysicsBody2D.move_and_collide] 提供的"
"常见的碰撞检测之外,它们主要用于提供移动对象的高阶 API能够检测墙壁和斜坡"
"[method move_and_slide] 方法)。因此适用于需要高度可配置的物理体,因为通常是"
"用户控制的角色,所以必须按照特定的方式移动、与世界发生碰撞。\n"
"如果是移动平台等不需要复杂移动和碰撞检测的游戏对象,[AnimatableBody2D] 更方便"
"配置。"
msgid "Kinematic character (2D)"
msgstr "运动学角色2D"
msgid "Using CharacterBody2D"
msgstr "使用 CharacterBody2D"
msgid "2D Kinematic Character Demo"
msgstr "2D 运动学角色演示"
msgid ""
"Allows to manually apply a snap to the floor regardless of the body's "
"velocity. This function does nothing when [method is_on_floor] returns "
"[code]true[/code]."
msgstr ""
"允许手动应用向地板的吸附,无论该物体的速度多大。[method is_on_floor] 返回 "
"[code]true[/code] 时这个函数什么都不做。"
msgid ""
"Returns the floor's collision angle at the last collision point according to "
"[param up_direction], which is [constant Vector2.UP] by default. This value "
"is always positive and only valid after calling [method move_and_slide] and "
"when [method is_on_floor] returns [code]true[/code]."
msgstr ""
"返回地板在最近一次碰撞点的碰撞角度,依据为 [param up_direction],默认为 "
"[constant Vector2.UP]。该值始终为正数,只有在调用了 [method move_and_slide] 并"
"且 [method is_on_floor] 返回值为 [code]true[/code] 时才有效。"
msgid ""
"Returns the surface normal of the floor at the last collision point. Only "
"valid after calling [method move_and_slide] and when [method is_on_floor] "
"returns [code]true[/code]."
msgstr ""
"返回最近一次碰撞点的地面法线。只有在调用了 [method move_and_slide] 并且 "
"[method is_on_floor] 返回值为 [code]true[/code] 时才有效。"
msgid ""
"Returns the last motion applied to the [CharacterBody2D] during the last call "
"to [method move_and_slide]. The movement can be split into multiple motions "
"when sliding occurs, and this method return the last one, which is useful to "
"retrieve the current direction of the movement."
msgstr ""
"返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody2D] 的最后一"
"次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一次,可"
"用于获取当前的移动方向。"
msgid ""
"Returns a [KinematicCollision2D], which contains information about the latest "
"collision that occurred during the last call to [method move_and_slide]."
msgstr ""
"返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生的"
"最后一次运动的相关信息。"
msgid ""
"Returns the linear velocity of the platform at the last collision point. Only "
"valid after calling [method move_and_slide]."
msgstr ""
"返回位于最近一次碰撞点的平台线速度。仅在调用 [method move_and_slide] 后有效。"
msgid ""
"Returns the travel (position delta) that occurred during the last call to "
"[method move_and_slide]."
msgstr "返回最近一次调用 [method move_and_slide] 所产生的运动(位置增量)。"
msgid ""
"Returns the current real velocity since the last call to [method "
"move_and_slide]. For example, when you climb a slope, you will move "
"diagonally even though the velocity is horizontal. This method returns the "
"diagonal movement, as opposed to [member velocity] which returns the "
"requested velocity."
msgstr ""
"返回最近一次调用 [method move_and_slide] 之后的当前真实速度。例如,即便速度为"
"水平方向,爬坡时你也会斜向移动。此方法返回的就是那个斜向移动,与返回请求速度"
"的 [member velocity] 相对。"
msgid ""
"Returns a [KinematicCollision2D], which contains information about a "
"collision that occurred during the last call to [method move_and_slide]. "
"Since the body can collide several times in a single call to [method "
"move_and_slide], you must specify the index of the collision in the range 0 "
"to ([method get_slide_collision_count] - 1).\n"
"[b]Example usage:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in get_slide_collision_count():\n"
" var collision = get_slide_collision(i)\n"
" print(\"Collided with: \", collision.get_collider().name)\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < GetSlideCollisionCount(); i++)\n"
"{\n"
" KinematicCollision2D collision = GetSlideCollision(i);\n"
" GD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生的"
"碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须指"
"定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。\n"
"[b]用法示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in get_slide_collision_count():\n"
"var collision = get_slide_collision(i)\n"
"print(\"碰到了:\", collision.get_collider().name)\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < GetSlideCollisionCount(); i++)\n"
"{\n"
" KinematicCollision2D collision = GetSlideCollision(i);\n"
" GD.Print(\"碰到了:\", (collision.GetCollider() as Node).Name);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the number of times the body collided and changed direction during "
"the last call to [method move_and_slide]."
msgstr ""
"返回最近一次调用 [method move_and_slide] 时,该物体发生碰撞并改变方向的次数。"
msgid ""
"Returns the surface normal of the wall at the last collision point. Only "
"valid after calling [method move_and_slide] and when [method is_on_wall] "
"returns [code]true[/code]."
msgstr ""
"返回最近一次碰撞点的墙面法线。只有在调用了 [method move_and_slide] 并且 "
"[method is_on_wall] 返回值为 [code]true[/code] 时才有效。"
msgid ""
"Returns [code]true[/code] if the body collided with the ceiling on the last "
"call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The "
"[member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"ceiling\" or not."
msgstr ""
"如果最近一次调用 [method move_and_slide] 时,该物体和天花板发生了碰撞,则返回 "
"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided only with the ceiling on the "
"last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. "
"The [member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"ceiling\" or not."
msgstr ""
"如果最近一次调用 [method move_and_slide] 时,该物体仅和天花板发生了碰撞,则返"
"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided with the floor on the last "
"call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The "
"[member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"floor\" or not."
msgstr ""
"如果最近一次调用 [method move_and_slide] 时,该物体和地板发生了碰撞,则返回 "
"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“地板”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided only with the floor on the "
"last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. "
"The [member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"floor\" or not."
msgstr ""
"如果最近一次调用 [method move_and_slide] 时,该物体仅和地板发生了碰撞,则返回 "
"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“地板”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided with a wall on the last call "
"of [method move_and_slide]. Otherwise, returns [code]false[/code]. The "
"[member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"wall\" or not."
msgstr ""
"如果最近一次调用 [method move_and_slide] 时,该物体和墙壁发生了碰撞,则返回 "
"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“墙壁”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided only with a wall on the last "
"call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The "
"[member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"wall\" or not."
msgstr ""
"如果最近一次调用 [method move_and_slide] 时,该物体仅和墙壁发生了碰撞,则返回 "
"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“墙壁”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body (by default only on floor) rather than "
"stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], "
"it will also be affected by the motion of the other body. You can use this to "
"make moving and rotating platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for detailed information "
"about collisions that occurred, use [method get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"The general behavior and available properties change according to the [member "
"motion_mode].\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"根据 [member velocity] 移动该物体。该物体如果与其他物体发生碰撞,则会沿着对方"
"滑动(默认只在地板上滑动),不会立即停止移动。如果对方是 [CharacterBody2D] 或 "
"[RigidBody2D],还会受到对方运动的影响。可以用于制作移动、旋转的平台,也可用于"
"推动其他节点。\n"
"发生滑动碰撞时会改变 [member velocity]。要获取最后一次碰撞,请调用 [method "
"get_last_slide_collision],要获取碰撞的更多信息,请使用 [method "
"get_slide_collision]。\n"
"该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成的"
"碰撞始终为所有滑动碰撞中的第一个。\n"
"通用行为和可用属性会根据 [member motion_mode] 发生改变。\n"
"如果该物体发生了碰撞,则返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"If [code]true[/code], the body will be able to move on the floor only. This "
"option avoids to be able to walk on walls, it will however allow to slide "
"down along them."
msgstr ""
"如果为 [code]true[/code],则该物体将只能在地板上移动。此选项能够避免在墙壁上行"
"走,但允许沿墙壁向下滑动。"
msgid ""
"If [code]false[/code] (by default), the body will move faster on downward "
"slopes and slower on upward slopes.\n"
"If [code]true[/code], the body will always move at the same speed on the "
"ground no matter the slope. Note that you need to use [member "
"floor_snap_length] to stick along a downward slope at constant speed."
msgstr ""
"如果为 [code]false[/code](默认),则该物体在下坡时会移动得更快,在上坡时会移"
"动得更慢。\n"
"如果为 [code]true[/code],则无论坡度如何,该物体在地面上都会以相同的速度移动。"
"请注意,你需要使用 [member floor_snap_length] 以恒定速度粘着至向下的斜坡。"
msgid ""
"Maximum angle (in radians) where a slope is still considered a floor (or a "
"ceiling), rather than a wall, when calling [method move_and_slide]. The "
"default value equals 45 degrees."
msgstr ""
"调用 [method move_and_slide] 时,斜坡仍被视为地板(或天花板)而不是墙壁的最大"
"角度(单位为弧度)。默认值等于 45 度。"
msgid ""
"Sets a snapping distance. When set to a value different from [code]0.0[/"
"code], the body is kept attached to slopes when calling [method "
"move_and_slide]. The snapping vector is determined by the given distance "
"along the opposite direction of the [member up_direction].\n"
"As long as the snapping vector is in contact with the ground and the body "
"moves against [member up_direction], the body will remain attached to the "
"surface. Snapping is not applied if the body moves along [member "
"up_direction], meaning it contains vertical rising velocity, so it will be "
"able to detach from the ground when jumping or when the body is pushed up by "
"something. If you want to apply a snap without taking into account the "
"velocity, use [method apply_floor_snap]."
msgstr ""
"设置吸附距离。设为非 [code]0.0[/code] 值时,该物体在调用 [method "
"move_and_slide] 时会保持附着到斜坡上。吸附向量会根据给定的距离和 [member "
"up_direction] 反方向决定。\n"
"只要吸附向量与地面有接触,该物体就会逆 [member up_direction] 移动,保持附着到"
"表面。如果该物体是沿着 [member up_direction] 移动的,则不会应用吸附,这样跳跃"
"时或者被其他物体推动时就能够不再附着地面。如果想要在应用吸附时无视速度,请使"
"用 [method apply_floor_snap]。"
msgid ""
"If [code]true[/code], the body will not slide on slopes when calling [method "
"move_and_slide] when the body is standing still.\n"
"If [code]false[/code], the body will slide on floor's slopes when [member "
"velocity] applies a downward force."
msgstr ""
"如果为 [code]true[/code],则该物体静止时,调用 [method move_and_slide] 不会让"
"它在斜坡上发生滑动。\n"
"如果为 [code]false[/code],则 [member velocity] 施加向下的力时,该物体会在地板"
"的斜坡上发生滑动。"
msgid ""
"Maximum number of times the body can change direction before it stops when "
"calling [method move_and_slide]."
msgstr ""
"调用 [method move_and_slide] 时,该物体在停止之前可以改变方向的最大次数。"
msgid ""
"Sets the motion mode which defines the behavior of [method move_and_slide]. "
"See [enum MotionMode] constants for available modes."
msgstr ""
"设置运动模式,定义 [method move_and_slide] 的行为。可用的模式见 [enum "
"MotionMode] 常量。"
msgid ""
"Collision layers that will be included for detecting floor bodies that will "
"act as moving platforms to be followed by the [CharacterBody2D]. By default, "
"all floor bodies are detected and propagate their velocity."
msgstr ""
"用于检测地板物体的碰撞层,该地板物体会被用作 [CharacterBody2D] 所要跟随的移动"
"平台。默认情况下会检测所有地板物体并传播其速度。"
msgid ""
"Sets the behavior to apply when you leave a moving platform. By default, to "
"be physically accurate, when you leave the last platform velocity is applied. "
"See [enum PlatformOnLeave] constants for available behavior."
msgstr ""
"设置离开移动平台时要应用的行为。为了达到物理准确,默认会应用你离开时最后的平台"
"速度。可用的行为见 [enum PlatformOnLeave] 常量。"
msgid ""
"Collision layers that will be included for detecting wall bodies that will "
"act as moving platforms to be followed by the [CharacterBody2D]. By default, "
"all wall bodies are ignored."
msgstr ""
"用于检测墙壁物体的碰撞层,该墙壁物体会被用作 [CharacterBody2D] 所要跟随的移动"
"平台。默认情况下会忽略所有墙壁物体。"
msgid ""
"Extra margin used for collision recovery when calling [method "
"move_and_slide].\n"
"If the body is at least this close to another body, it will consider them to "
"be colliding and will be pushed away before performing the actual motion.\n"
"A higher value means it's more flexible for detecting collision, which helps "
"with consistently detecting walls and floors.\n"
"A lower value forces the collision algorithm to use more exact detection, so "
"it can be used in cases that specifically require precision, e.g at very low "
"scale to avoid visible jittering, or for stability with a stack of character "
"bodies."
msgstr ""
"额外边距,用于在调用 [method move_and_slide] 时进行碰撞恢复。\n"
"如果该物体与另一个物体至少有这么近,就会认为它们正在碰撞,并在执行实际运动前推"
"开。\n"
"值较高时,对碰撞的检测会更加灵活,有助于持续检测墙壁和地板。\n"
"值较低时,会强制碰撞算法进行更精确的检测,因此可以在特别需要精度的情况下使用,"
"例如在非常低的缩放下避免可见的抖动,或者为了让一堆角色物体的达到稳定。"
msgid ""
"If [code]true[/code], during a jump against the ceiling, the body will slide, "
"if [code]false[/code] it will be stopped and will fall vertically."
msgstr ""
"如果为 [code]true[/code],则该物体在跳到天花板时会滑动;如果为 [code]false[/"
"code],则会停止并垂直下落。"
msgid ""
"Vector pointing upwards, used to determine what is a wall and what is a floor "
"(or a ceiling) when calling [method move_and_slide]. Defaults to [constant "
"Vector2.UP]. As the vector will be normalized it can't be equal to [constant "
"Vector2.ZERO], if you want all collisions to be reported as walls, consider "
"using [constant MOTION_MODE_FLOATING] as [member motion_mode]."
msgstr ""
"指向上方的向量,用于在调用 [method move_and_slide] 时决定什么是墙壁、什么是地"
"板(或者天花板)。默认为 [constant Vector2.UP]。因为会对该向量进行归一化,所以"
"不能等于 [constant Vector2.ZERO],如果你想要让所有碰撞都被报告为墙壁,请考虑使"
"用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。"
msgid ""
"Current velocity vector in pixels per second, used and modified during calls "
"to [method move_and_slide]."
msgstr ""
"当前速度向量,单位为像素每秒,调用 [method move_and_slide] 期间会进行使用并修"
"改。"
msgid ""
"Minimum angle (in radians) where the body is allowed to slide when it "
"encounters a slope. The default value equals 15 degrees. This property only "
"affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING]."
msgstr ""
"该物体遇到斜面时,允许滑动的最小角度(单位为弧度)。默认值等于 15 度。只有在 "
"[member motion_mode] 为 [constant MOTION_MODE_FLOATING] 时,该属性才会影响运"
"动。"
msgid ""
"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
"body motion will react to slopes (acceleration/slowdown). This mode is "
"suitable for sided games like platformers."
msgstr ""
"请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反应"
"(加减速)。该模式适合平台跳跃等侧视角游戏。"
msgid ""
"Apply when there is no notion of floor or ceiling. All collisions will be "
"reported as [code]on_wall[/code]. In this mode, when you slide, the speed "
"will always be constant. This mode is suitable for top-down games."
msgstr ""
"请在没有地板和天花板等概念时应用。所有碰撞都会作为 [code]on_wall[/code](撞"
"墙)汇报。在该模式下,滑动时的速度恒定。该模式适合俯视角游戏。"
msgid ""
"Add the last platform velocity to the [member velocity] when you leave a "
"moving platform."
msgstr "离开移动平台时,将最后的平台速度添加到 [member velocity] 中。"
msgid ""
"Add the last platform velocity to the [member velocity] when you leave a "
"moving platform, but any downward motion is ignored. It's useful to keep full "
"jump height even when the platform is moving down."
msgstr ""
"离开移动平台时,将最后的平台速度添加到 [member velocity] 中,但是忽略向下的运"
"动。如果想要在平台向下移动时保持完整的跳跃高度,就非常有用。"
msgid "Do nothing when leaving a platform."
msgstr "离开平台时什么也不做。"
msgid "A 3D physics body specialized for characters moved by script."
msgstr "专门用于通过脚本移动的角色的 3D 物理物体。"
msgid ""
"[CharacterBody3D] is a specialized class for physics bodies that are meant to "
"be user-controlled. They are not affected by physics at all, but they affect "
"other physics bodies in their path. They are mainly used to provide high-"
"level API to move objects with wall and slope detection ([method "
"move_and_slide] method) in addition to the general collision detection "
"provided by [method PhysicsBody3D.move_and_collide]. This makes it useful for "
"highly configurable physics bodies that must move in specific ways and "
"collide with the world, as is often the case with user-controlled "
"characters.\n"
"For game objects that don't require complex movement or collision detection, "
"such as moving platforms, [AnimatableBody3D] is simpler to configure."
msgstr ""
"[CharacterBody3D] 是针对用户控制的物理体的特化类。它们不会受到物理的影响,但会"
"影响路径上的其他物理体。除了由 [method PhysicsBody3D.move_and_collide] 提供的"
"常见的碰撞检测之外,它们主要用于提供移动对象的高阶 API能够检测墙壁和斜坡"
"[method move_and_slide] 方法)。因此适用于需要高度可配置的物理体,因为通常是"
"用户控制的角色,所以必须按照特定的方式移动、与世界发生碰撞。\n"
"如果是移动平台等不需要复杂移动和碰撞检测的游戏对象,[AnimatableBody3D] 更方便"
"配置。"
msgid ""
"Returns the floor's collision angle at the last collision point according to "
"[param up_direction], which is [constant Vector3.UP] by default. This value "
"is always positive and only valid after calling [method move_and_slide] and "
"when [method is_on_floor] returns [code]true[/code]."
msgstr ""
"返回地板在最近一次碰撞点的碰撞角度,依据为 [param up_direction],默认为 "
"[constant Vector3.UP]。该值始终为正数,只有在调用了 [method move_and_slide] 并"
"且 [method is_on_floor] 返回值为 [code]true[/code] 时才有效。"
msgid ""
"Returns the last motion applied to the [CharacterBody3D] during the last call "
"to [method move_and_slide]. The movement can be split into multiple motions "
"when sliding occurs, and this method return the last one, which is useful to "
"retrieve the current direction of the movement."
msgstr ""
"返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody3D] 的最后一"
"次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一次,可"
"用于获取当前的移动方向。"
msgid ""
"Returns a [KinematicCollision3D], which contains information about the latest "
"collision that occurred during the last call to [method move_and_slide]."
msgstr ""
"返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生的"
"最后一次运动的相关信息。"
msgid ""
"Returns the angular velocity of the platform at the last collision point. "
"Only valid after calling [method move_and_slide]."
msgstr ""
"返回位于最近一次碰撞点的平台角速度。仅在调用 [method move_and_slide] 后有效。"
msgid ""
"Returns a [KinematicCollision3D], which contains information about a "
"collision that occurred during the last call to [method move_and_slide]. "
"Since the body can collide several times in a single call to [method "
"move_and_slide], you must specify the index of the collision in the range 0 "
"to ([method get_slide_collision_count] - 1)."
msgstr ""
"返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生的"
"碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须指"
"定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。"
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body rather than stop immediately. If the other "
"body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the "
"motion of the other body. You can use this to make moving and rotating "
"platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for more detailed "
"information about collisions that occurred, use [method "
"get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"根据 [member velocity] 移动该物体。该物体如果与其他物体发生碰撞,则会沿着对方"
"滑动,不会立即停止移动。如果对方是 [CharacterBody3D] 或 [RigidBody3D],还会受"
"到对方运动的影响。可以用于制作移动、旋转的平台,也可用于推动其他节点。\n"
"发生滑动碰撞时会改变 [member velocity]。要获取最后一次碰撞,请调用 [method "
"get_last_slide_collision],要获取碰撞的更多信息,请使用 [method "
"get_slide_collision]。\n"
"该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成的"
"碰撞始终为所有滑动碰撞中的第一个。\n"
"如果该物体发生了碰撞,则返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"Collision layers that will be included for detecting floor bodies that will "
"act as moving platforms to be followed by the [CharacterBody3D]. By default, "
"all floor bodies are detected and propagate their velocity."
msgstr ""
"用于检测地板物体的碰撞层,该地板物体会被用作 [CharacterBody3D] 所要跟随的移动"
"平台。默认情况下会检测所有地板物体并传播其速度。"
msgid ""
"Collision layers that will be included for detecting wall bodies that will "
"act as moving platforms to be followed by the [CharacterBody3D]. By default, "
"all wall bodies are ignored."
msgstr ""
"用于检测墙壁物体的碰撞层,该墙壁物体会被用作 [CharacterBody3D] 所要跟随的移动"
"平台。默认情况下会忽略所有墙壁物体。"
msgid ""
"Vector pointing upwards, used to determine what is a wall and what is a floor "
"(or a ceiling) when calling [method move_and_slide]. Defaults to [constant "
"Vector3.UP]. As the vector will be normalized it can't be equal to [constant "
"Vector3.ZERO], if you want all collisions to be reported as walls, consider "
"using [constant MOTION_MODE_FLOATING] as [member motion_mode]."
msgstr ""
"指向上方的向量,用于在调用 [method move_and_slide] 时决定什么是墙壁、什么是地"
"板(或者天花板)。默认为 [constant Vector3.UP]。因为会对该向量进行归一化,所以"
"不能等于 [constant Vector3.ZERO],如果你想要让所有碰撞都被报告为墙壁,请考虑使"
"用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。"
msgid ""
"Current velocity vector (typically meters per second), used and modified "
"during calls to [method move_and_slide]."
msgstr ""
"当前速度向量(通常为米每秒),调用 [method move_and_slide] 期间会进行使用并修"
"改。"
msgid ""
"Minimum angle (in radians) where the body is allowed to slide when it "
"encounters a slope. The default value equals 15 degrees. When [member "
"motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if "
"[member floor_block_on_wall] is [code]true[/code]."
msgstr ""
"该物体遇到斜面时,允许滑动的最小角度(单位为弧度)。默认值等于 15 度。当 "
"[member motion_mode] 为 [constant MOTION_MODE_GROUNDED] 时,只有 [member "
"floor_block_on_wall] 为 [code]true[/code] 才会影响运动。"
msgid ""
"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
"body motion will react to slopes (acceleration/slowdown). This mode is "
"suitable for grounded games like platformers."
msgstr ""
"请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反应"
"(加减速)。该模式适合平台跳跃等地面游戏。"
msgid ""
"Apply when there is no notion of floor or ceiling. All collisions will be "
"reported as [code]on_wall[/code]. In this mode, when you slide, the speed "
"will always be constant. This mode is suitable for games without ground like "
"space games."
msgstr ""
"请在没有地板和天花板等概念时应用。所有碰撞都会作为 [code]on_wall[/code](撞"
"墙)汇报。在该模式下,滑动时的速度恒定。该模式适合太空游戏等没有地面的游戏。"
msgid ""
"Controls how an individual character will be displayed in a [RichTextEffect]."
msgstr "控制单个字符在 [RichTextEffect] 中的显示方式。"
msgid ""
"By setting various properties on this object, you can control how individual "
"characters will be displayed in a [RichTextEffect]."
msgstr ""
"通过在此对象上设置各种属性,可以控制单个字符在 [RichTextEffect] 中的显示方式。"
msgid "BBCode in RichTextLabel"
msgstr "RichTextLabel 中的 BBCode"
msgid "RichTextEffect test project (third-party)"
msgstr "RichTextEffect 测试项目(第三方)"
msgid "The color the character will be drawn with."
msgstr "绘制字符所用的颜色。"
msgid ""
"The time elapsed since the [RichTextLabel] was added to the scene tree (in "
"seconds). Time stops when the [RichTextLabel] is paused (see [member Node."
"process_mode]). Resets when the text in the [RichTextLabel] is changed.\n"
"[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
msgstr ""
"自 [RichTextLabel] 被添加到场景树以来经过的时间(单位:秒)。时间在 "
"[RichTextLabel] 暂停时停止(参见 [member Node.process_mode])。在 "
"[RichTextLabel] 中的文本改变时重置。\n"
"[b]注意:[/b]当 [RichTextLabel] 被隐藏时,时间仍在流逝。"
msgid ""
"Contains the arguments passed in the opening BBCode tag. By default, "
"arguments are strings; if their contents match a type such as [bool], [int] "
"or [float], they will be converted automatically. Color codes in the form "
"[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque "
"[Color]. String arguments may not contain spaces, even if they're quoted. If "
"present, quotes will also be present in the final string.\n"
"For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 "
"color=#ffffff][/code] will map to the following [Dictionary]:\n"
"[codeblock]\n"
"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
"1)}\n"
"[/codeblock]"
msgstr ""
"包含在开头的 BBCode 标记中传递的参数。默认情况下,参数是字符串。如果它们的内容"
"与 [bool]、[int]、[float] 之类的类型匹配,它们将被自动转换。格式为 "
"[code]#rrggbb[/code] 或 [code]#rgb[/code] 的颜色代码将转换为不透明的 [Color]。"
"字符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字符串中。\n"
"例如,开头的 BBCode 标签 [code][example foo = hello bar = true baz = 42 color "
"=ffffff][/code] 将映射到以下 [Dictionary]\n"
"[codeblock]\n"
"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
"1)}\n"
"[/codeblock]"
msgid "Font resource used to render glyph."
msgstr "用于渲染字形的字体资源。"
msgid ""
"Number of glyphs in the grapheme cluster. This value is set in the first "
"glyph of a cluster. Setting this property won't affect drawing."
msgstr ""
"字素簇中的字形数量。该值在簇的第一个字形中设置。设置此属性不会影响绘制。"
msgid ""
"Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this "
"property won't affect drawing."
msgstr ""
"字形标志。详情见 [enum TextServer.GraphemeFlag]。设置此属性不会影响绘制。"
msgid "Font specific glyph index."
msgstr "字体特定字形的索引。"
msgid "The position offset the character will be drawn with (in pixels)."
msgstr "绘制字符的位置偏移量(单位:像素)。"
msgid ""
"If [code]true[/code], FX transform is called for outline drawing. Setting "
"this property won't affect drawing."
msgstr ""
"如果为 [code]true[/code],则调用 FX 变换进行轮廓绘制。设置该属性不会影响绘制。"
msgid ""
"Absolute character range in the string, corresponding to the glyph. Setting "
"this property won't affect drawing."
msgstr "该字符串中的绝对字符范围,对应于字形。设置该属性不会影响绘制。"
msgid ""
"The character offset of the glyph, relative to the current [RichTextEffect] "
"custom block. Setting this property won't affect drawing."
msgstr ""
"该字形的字符偏移量,相对于当前 [RichTextEffect] 自定义块。设置该属性不会影响绘"
"制。"
msgid ""
"The current transform of the current glyph. It can be overridden (for "
"example, by driving the position and rotation from a curve). You can also "
"alter the existing value to apply transforms on top of other effects."
msgstr ""
"当前字形的当前变换。可以被覆盖(例如根据曲线来确定位置和旋转)。你还可以修改现"
"有值,在其他效果的基础上应用变换。"
msgid ""
"If [code]true[/code], the character will be drawn. If [code]false[/code], the "
"character will be hidden. Characters around hidden characters will reflow to "
"take the space of hidden characters. If this is not desired, set their "
"[member color] to [code]Color(1, 1, 1, 0)[/code] instead."
msgstr ""
"如果为 [code]true[/code],将绘制字符。如果为 [code]false[/code],则隐藏字符。"
"隐藏字符周围的字符将回流以占用隐藏字符的空间。如果不希望这样做,可以将它们的 "
"[member color] 设置为[code]Color(1, 1, 1, 0)[/code]。"
msgid "A button that represents a binary choice."
msgstr "代表二元选项的按钮。"
msgid ""
"[CheckBox] allows the user to choose one of only two possible options. It's "
"similar to [CheckButton] in functionality, but it has a different appearance. "
"To follow established UX patterns, it's recommended to use [CheckBox] when "
"toggling it has [b]no[/b] immediate effect on something. For example, it "
"could be used when toggling it will only do something once a confirmation "
"button is pressed.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node.\n"
"When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] "
"changes its appearance to that of a radio button and uses the various "
"[code]radio_*[/code] theme properties."
msgstr ""
"[CheckBox] 允许用户在仅有的两个可能的选项中选择一个。它在功能上类似于 "
"[CheckButton],但外观不同。为了遵循既定的 UX 模式,建议在切换而[b]不会[/b]立即"
"对某些内容产生影响时使用 [CheckBox]。例如,切换后只会在按下确认按钮后才执行某"
"些操作时,就可以使用它。\n"
"另见 [BaseButton],其中包含与该节点相关的通用属性和方法。\n"
"当 [member BaseButton.button_group] 指定 [ButtonGroup] 时,[CheckBox] 的外观将"
"变为单选按钮,并使用各种 [code]radio_*[/code] 主题属性。"
msgid "The vertical offset used when rendering the check icons (in pixels)."
msgstr "渲染勾选图标时使用的垂直偏移量(单位:像素)。"
msgid "The check icon to display when the [CheckBox] is checked."
msgstr "勾选图标,该 [CheckBox] 被勾选时显示。"
msgid ""
"The check icon to display when the [CheckBox] is checked and is disabled."
msgstr "勾选图标,该 [CheckBox] 被勾选且被禁用时显示。"
msgid ""
"The check icon to display when the [CheckBox] is configured as a radio button "
"and is checked."
msgstr "勾选图标,该 [CheckBox] 被配置为单选按钮、被勾选时显示。"
msgid ""
"The check icon to display when the [CheckBox] is configured as a radio "
"button, is disabled, and is unchecked."
msgstr "勾选图标,该 [CheckBox] 被配置为单选按钮、被禁用且未勾选时显示。"
msgid ""
"The check icon to display when the [CheckBox] is configured as a radio button "
"and is unchecked."
msgstr "勾选图标,该 [CheckBox] 被配置为单选按钮、未勾选时显示。"
msgid "The check icon to display when the [CheckBox] is unchecked."
msgstr "勾选图标,该 [CheckBox] 未勾选时显示。"
msgid ""
"The check icon to display when the [CheckBox] is unchecked and is disabled."
msgstr "勾选图标,该 [CheckBox] 未勾选且被禁用时显示。"
msgid ""
"[CheckButton] is a toggle button displayed as a check field. It's similar to "
"[CheckBox] in functionality, but it has a different appearance. To follow "
"established UX patterns, it's recommended to use [CheckButton] when toggling "
"it has an [b]immediate[/b] effect on something. For example, it can be used "
"when pressing it shows or hides advanced settings, without asking the user to "
"confirm this action.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node."
msgstr ""
"[CheckButton] 是一种显示为勾选字段的切换按钮。它在功能上类似于 [CheckBox],但"
"外观不同。为了遵循既定的 UX 模式,建议在切换后会[b]立即[/b]生效时使用 "
"[CheckButton]。例如,如果切换后立即启用/禁用设置而无需用户按下确认按钮时,就可"
"以使用它。\n"
"另见 [BaseButton],其中包含与该节点相关的通用属性和方法。"
msgid "The vertical offset used when rendering the toggle icons (in pixels)."
msgstr "渲染切换图标时使用的垂直偏移量(单位:像素)。"
msgid ""
"The icon to display when the [CheckButton] is checked (for left-to-right "
"layouts)."
msgstr "切换图标,该 [CheckButton] 被勾选时显示(用于从左至右布局)。"
msgid ""
"The icon to display when the [CheckButton] is checked and disabled (for left-"
"to-right layouts)."
msgstr "切换图标,该 [CheckButton] 被勾选且被禁用时显示(用于从左至右布局)。"
msgid ""
"The icon to display when the [CheckButton] is checked and disabled (for right-"
"to-left layouts)."
msgstr "切换图标,该 [CheckButton] 被勾选且被禁用时显示(用于从右至左布局)。"
msgid ""
"The icon to display when the [CheckButton] is checked (for right-to-left "
"layouts)."
msgstr "切换图标,该 [CheckButton] 被勾选时显示(用于从右至左布局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked (for left-to-right "
"layouts)."
msgstr "切换图标,该 [CheckButton] 未勾选时显示(用于从左至右布局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked and disabled (for "
"left-to-right layouts)."
msgstr "切换图标,该 [CheckButton] 未勾选且被禁用时显示(用于从左至右布局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked and disabled (for "
"right-to-left layouts)."
msgstr "切换图标,该 [CheckButton] 未勾选且被禁用时显示(用于从右至左布局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked (for right-to-left "
"layouts)."
msgstr "切换图标,该 [CheckButton] 未勾选时显示(用于从右至左布局)。"
msgid "A 2D circle shape used for physics collision."
msgstr "2D 圆形,旨在用于物理学。"
msgid ""
"A 2D circle shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape2D].\n"
"[b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It "
"is faster than [RectangleShape2D] and [CapsuleShape2D]."
msgstr ""
"2D 圆形,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。\n"
"[b]性能:[/b][CircleShape2D] 可以快速检测碰撞。比 [RectangleShape2D] 和 "
"[CapsuleShape2D] 快。"
msgid "The circle's radius."
msgstr "圆的半径。"
msgid "A class information repository."
msgstr "类信息的存储库。"
msgid "Provides access to metadata stored for every available class."
msgstr "提供对为每个可用类存储的元数据的访问。"
msgid ""
"Returns [code]true[/code] if objects can be instantiated from the specified "
"[param class], otherwise returns [code]false[/code]."
msgstr ""
"如果可以从指定的 [param class] 实例化对象,则返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
msgid "Returns whether the specified [param class] is available or not."
msgstr "返回指定的类 [param class] 是否可用。"
msgid ""
"Returns an array with all the keys in [param enum] of [param class] or its "
"ancestry."
msgstr ""
"返回一个数组,其中包含 [param class] 或其祖先的 [param enum] 中的所有键。"
msgid "Returns an array with all the enums of [param class] or its ancestry."
msgstr "返回一个数组,其中包含 [param class] 或其祖先的所有枚举。"
msgid ""
"Returns the value of the integer constant [param name] of [param class] or "
"its ancestry. Always returns 0 when the constant could not be found."
msgstr ""
"返回 [param class] 或其父级的整数常量值 [param name]。如果找不到该常量,则总是"
"返回0。"
msgid ""
"Returns which enum the integer constant [param name] of [param class] or its "
"ancestry belongs to."
msgstr "返回 [param class] 或其祖先的整数常量 [param name] 所属的枚举。"
msgid ""
"Returns an array with the names all the integer constants of [param class] or "
"its ancestry."
msgstr "返回包含 [param class] 或其父级全部整数常量的名称数组。"
msgid ""
"Returns an array with all the methods of [param class] or its ancestry if "
"[param no_inheritance] is [code]false[/code]. Every element of the array is a "
"[Dictionary] with the following keys: [code]args[/code], [code]default_args[/"
"code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: "
"(class_name, hint, hint_string, name, type, usage)[/code].\n"
"[b]Note:[/b] In exported release builds the debug info is not available, so "
"the returned dictionaries will contain only method names."
msgstr ""
"如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] 或"
"其祖先的所有方法的数组。数组的每个元素都是一个 [Dictionary],包含以下键:"
"[code]args[/code]、[code]default_args[/code]、[code]flags[/code]、[code]id[/"
"code]、[code]name[/code]、[code]return: (class_name, hint, hint_string, name, "
"type, usage)[/code]。\n"
"[b]注意:[/b]在导出的发布版本中,调试信息不可用,因此返回的字典将仅包含方法名"
"称。"
msgid "Returns the value of [param property] of [param object] or its ancestry."
msgstr "返回 [param object] 或其父级 [param property] 的属性值。"
msgid ""
"Returns an array with all the properties of [param class] or its ancestry if "
"[param no_inheritance] is [code]false[/code]."
msgstr ""
"如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] 或"
"其祖先的所有属性的数组。"
msgid ""
"Returns the [param signal] data of [param class] or its ancestry. The "
"returned value is a [Dictionary] with the following keys: [code]args[/code], "
"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/"
"code], [code]return: (class_name, hint, hint_string, name, type, usage)[/"
"code]."
msgstr ""
"返回 [param class] 或其祖先的 [param signal] 数据。返回值是具有以下键的 "
"[Dictionary][code]args[/code]、[code]default_args[/code]、[code]flags[/"
"code]、[code]id[/code]、[code]name[/code]、[code]return: (class_name, hint, "
"hint_string, name, type, usage)[/code]。"
msgid ""
"Returns an array with all the signals of [param class] or its ancestry if "
"[param no_inheritance] is [code]false[/code]. Every element of the array is a "
"[Dictionary] as described in [method class_get_signal]."
msgstr ""
"如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] 或"
"其祖先的所有信号的数组。数组的每个元素都是一个如 [method class_get_signal] 中"
"所述的 [Dictionary]。"
msgid ""
"Returns whether [param class] or its ancestry has an enum called [param name] "
"or not."
msgstr "返回类 [param class] 或其祖类是否有名为 [param name] 的枚举。"
msgid ""
"Returns whether [param class] or its ancestry has an integer constant called "
"[param name] or not."
msgstr "返回类 [param class] 或其祖类是否有名为 [param name] 的整数常量。"
msgid ""
"Returns whether [param class] (or its ancestry if [param no_inheritance] is "
"[code]false[/code]) has a method called [param method] or not."
msgstr ""
"返回类 [param class] 是否有名为 [param method] 的方法(如果 [param "
"no_inheritance] 为 [code]false[/code] 则还会检查其祖类)。"
msgid ""
"Returns whether [param class] or its ancestry has a signal called [param "
"signal] or not."
msgstr "返回类 [param class] 或其祖类是否有名为 [param signal] 的信号。"
msgid "Sets [param property] value of [param object] to [param value]."
msgstr "将对象 [param object] 的 [param property] 属性值设置为 [param value]。"
msgid "Returns the names of all the classes available."
msgstr "返回所有可用类的名称。"
msgid ""
"Returns the names of all the classes that directly or indirectly inherit from "
"[param class]."
msgstr "返回所有直接或间接继承自 [param class] 的类的名称。"
msgid "Returns the parent class of [param class]."
msgstr "返回 [param class] 的父类。"
msgid "Creates an instance of [param class]."
msgstr "创建 [param class] 的实例。"
msgid "Returns whether this [param class] is enabled or not."
msgstr "返回这个 [param class] 是否已启用。"
msgid "Returns whether [param inherits] is an ancestor of [param class] or not."
msgstr "返回 [param inherits] 是否为 [param class] 的祖先。"
msgid "A multiline text editor designed for editing code."
msgstr "多行文本编辑器,针对编辑代码而设计。"
msgid ""
"CodeEdit is a specialized [TextEdit] designed for editing plain text code "
"files. It has many features commonly found in code editors such as line "
"numbers, line folding, code completion, indent management, and string/comment "
"management.\n"
"[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use left-"
"to-right text direction to correctly display source code."
msgstr ""
"CodeEdit 是一种专门用于编辑纯文本代码文件的 [TextEdit]。它包含了许多代码编辑器"
"中的常见功能,如行号、折行、代码补全、缩进管理以及字符串/注释管理。\n"
"[b]注意:[/b]无论使用什么区域设置,[CodeEdit] 默认总是使用从左至右的文本方向来"
"正确显示源代码。"
msgid ""
"Override this method to define how the selected entry should be inserted. If "
"[param replace] is true, any existing text should be replaced."
msgstr ""
"覆盖此方法以定义所选条目应如何插入。如果 [param replace] 为真,任何现有的文本"
"都应该被替换。"
msgid ""
"Override this method to define what items in [param candidates] should be "
"displayed.\n"
"Both [param candidates] and the return is a [Array] of [Dictionary], see "
"[method get_code_completion_option] for [Dictionary] content."
msgstr ""
"覆盖此方法以确定应该显示 [param candidates] 中的哪些项。\n"
"参数 [param candidates] 和返回值都是一个 [Array] 的 [Dictionary],而 "
"[Dictionary] 的键值,详见 [method get_code_completion_option]。"
msgid ""
"Override this method to define what happens when the user requests code "
"completion. If [param force] is true, any checks should be bypassed."
msgstr ""
"覆盖此方法以定义当用户请求代码完成时发生的情况。如果 [param force] 为真,会绕"
"过任何检查。"
msgid ""
"Adds a brace pair.\n"
"Both the start and end keys must be symbols. Only the start key has to be "
"unique."
msgstr ""
"添加一对括号。\n"
"开始和结束键都必须是符号。只有开始键必须是唯一的。"
msgid ""
"Submits an item to the queue of potential candidates for the autocomplete "
"menu. Call [method update_code_completion_options] to update the list.\n"
"[param location] indicates location of the option relative to the location of "
"the code completion query. See [enum CodeEdit.CodeCompletionLocation] for how "
"to set this value.\n"
"[b]Note:[/b] This list will replace all current candidates."
msgstr ""
"向自动补全菜单的潜在候选队列提交条目。请调用 [method "
"update_code_completion_options] 来更新列表。\n"
"[param location] 指示的是该选项相对于代码补全请求位置的位置。这个值如何设置见 "
"[enum CodeEdit.CodeCompletionLocation]。\n"
"[b]注意:[/b]这个列表将替换所有当前候选。"
msgid ""
"Adds a comment delimiter.\n"
"Both the start and end keys must be symbols. Only the start key has to be "
"unique.\n"
"[param line_only] denotes if the region should continue until the end of the "
"line or carry over on to the next line. If the end key is blank this is "
"automatically set to [code]true[/code]."
msgstr ""
"添加注释分隔符。\n"
"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n"
"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束键"
"为空,则自动设置为[code]true[/code]。"
msgid ""
"Adds a string delimiter.\n"
"Both the start and end keys must be symbols. Only the start key has to be "
"unique.\n"
"[param line_only] denotes if the region should continue until the end of the "
"line or carry over on to the next line. If the end key is blank this is "
"automatically set to [code]true[/code]."
msgstr ""
"添加字符串分隔符。\n"
"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n"
"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束键"
"为空,则自动设置为[code]true[/code]。"
msgid ""
"Returns if the given line is foldable, that is, it has indented lines right "
"below it or a comment / string block."
msgstr ""
"返回给定的行是否可折叠,也就是说,它的正下方有缩进的行或注释 / 字符串块。"
msgid "Cancels the autocomplete menu."
msgstr "取消自动补全菜单。"
msgid "Clears all bookmarked lines."
msgstr "清除所有书签行。"
msgid "Clears all breakpointed lines."
msgstr "清除所有断点行。"
msgid "Removes all comment delimiters."
msgstr "移除所有注释分隔符。"
msgid "Clears all executed lines."
msgstr "清除所有已执行的行。"
msgid "Removes all string delimiters."
msgstr "移除所有字符串分隔符。"
msgid ""
"Inserts the selected entry into the text. If [param replace] is true, any "
"existing text is replaced rather than merged."
msgstr ""
"将选定的条目插入到文本中。如果 [param replace] 为真,任何现有的文本都会被替"
"换,而不是被合并。"
msgid ""
"Converts the indents of lines between [param from_line] and [param to_line] "
"to tabs or spaces as set by [member indent_use_spaces].\n"
"Values of [code]-1[/code] convert the entire text."
msgstr ""
"将 [param from_line] 和 [param to_line] 之间的行缩进,转换为 [member "
"indent_use_spaces] 设置的制表符或空格。\n"
"值均为 [code]-1[/code] 将转换整个文本。"
msgid ""
"Creates a new code region with the selection. At least one single line "
"comment delimiter have to be defined (see [method add_comment_delimiter]).\n"
"A code region is a part of code that is highlighted when folded and can help "
"organize your script.\n"
"Code region start and end tags can be customized (see [method "
"set_code_region_tags]).\n"
"Code regions are delimited using start and end tags (respectively "
"[code]region[/code] and [code]endregion[/code] by default) preceded by one "
"line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/code])"
msgstr ""
"使用选区创建一个新的代码区块。必须至少定义一个单行注释分隔符(见 [method "
"add_comment_delimiter])。\n"
"代码区块是代码的一部分,它在折叠时会高亮显示,且可以帮助组织脚本。\n"
"代码区块的开始和结束标记可以被自定义(见 [method set_code_region_tags])。\n"
"代码区块使用开始和结束标记(默认情况下分别为 [code]region[/code] 和 "
"[code]endregion[/code])进行分隔,前面有一个行注释分隔符。(例如 "
"[code]#region[/code] 和 [code]#endregion[/code]"
msgid ""
"Perform an indent as if the user activated the \"ui_text_indent\" action."
msgstr "执行一个缩进就像用户触发了“ui_text_indent”动作一样。"
msgid ""
"Duplicates all lines currently selected with any caret. Duplicates the entire "
"line beneath the current one no matter where the caret is within the line."
msgstr ""
"复制当前使用任何文本光标选择的所有行。无论文本光标位于行内的哪个位置,复制当前"
"行所在的整行。"
msgid ""
"Folds all lines that are possible to be folded (see [method can_fold_line])."
msgstr "折叠所有可能被折叠的行(参见 [method can_fold_line])。"
msgid "Folds the given line, if possible (see [method can_fold_line])."
msgstr "如果可能,折叠给定的行(参见 [method can_fold_line])。"
msgid "Gets the matching auto brace close key for [param open_key]."
msgstr "获取 [param open_key] 相匹配的括号自动闭合键。"
msgid "Gets all bookmarked lines."
msgstr "获取所有书签行。"
msgid "Gets all breakpointed lines."
msgstr "获取所有断点行。"
msgid ""
"Gets the completion option at [param index]. The return [Dictionary] has the "
"following key-values:\n"
"[code]kind[/code]: [enum CodeCompletionKind]\n"
"[code]display_text[/code]: Text that is shown on the autocomplete menu.\n"
"[code]insert_text[/code]: Text that is to be inserted when this item is "
"selected.\n"
"[code]font_color[/code]: Color of the text on the autocomplete menu.\n"
"[code]icon[/code]: Icon to draw on the autocomplete menu.\n"
"[code]default_value[/code]: Value of the symbol."
msgstr ""
"获取在 [param index] 处的补全选项。返回的 [Dictionary] 有以下键值。\n"
"[code]kind[/code][enum CodeCompletionKind]\n"
"[code]display_text[/code] :在自动补全菜单上显示的文本。\n"
"[code]insert_text[/code] :当选中这个选项时要插入的文本。\n"
"[code]font_color[/code]:自动补全菜单上文本的颜色。\n"
"[code]icon[/code] :在自动补全菜单上绘制的图标。\n"
"[code]default_value[/code]:符号的值。"
msgid ""
"Gets all completion options, see [method get_code_completion_option] for "
"return content."
msgstr "获取所有补全选项,返回值见 [method get_code_completion_option]。"
msgid "Gets the index of the current selected completion option."
msgstr "获取当前已选定补全项的索引。"
msgid "Returns the code region end tag (without comment delimiter)."
msgstr "返回代码区块结束标签(不带注释分隔符)。"
msgid "Returns the code region start tag (without comment delimiter)."
msgstr "返回代码区块开始标签(不带注释分隔符)。"
msgid "Gets the end key for a string or comment region index."
msgstr "获取字符串或注释块索引的结束键。"
msgid ""
"If [param line] [param column] is in a string or comment, returns the end "
"position of the region. If not or no end could be found, both [Vector2] "
"values will be [code]-1[/code]."
msgstr ""
"如果 [param line] [param column] 是在一个字符串或注释中,则返回该区域的结束位"
"置。如果不在或未找到结束位置,则 [Vector2] 的两个值都将是 [code]-1[/code] 。"
msgid "Gets the start key for a string or comment region index."
msgstr "获取字符串或注释块索引的开始键。"
msgid ""
"If [param line] [param column] is in a string or comment, returns the start "
"position of the region. If not or no start could be found, both [Vector2] "
"values will be [code]-1[/code]."
msgstr ""
"如果 [param line] [param column] 是在一个字符串或注释中,则返回该区域的起始位"
"置。如果不在或未找到开始位置,则 [Vector2] 的两个值都将是 [code]-1[/code] 。"
msgid "Gets all executing lines."
msgstr "获取所有正在执行的行。"
msgid "Returns all lines that are current folded."
msgstr "返回当前折叠的所有行。"
msgid ""
"Returns the full text with char [code]0xFFFF[/code] at the caret location."
msgstr "返回在文本光标位置带有 [code]0xFFFF[/code] 字符的全文。"
msgid ""
"Returns the full text with char [code]0xFFFF[/code] at the cursor location."
msgstr "返回在鼠标光标处带有 [code]0xFFFF[/code] 字符的全文。"
msgid ""
"Returns the full text with char [code]0xFFFF[/code] at the specified location."
msgstr "返回在指定位置带有 [code]0xFFFF[/code] 字符的全文。"
msgid "Returns [code]true[/code] if close key [param close_key] exists."
msgstr "如果关闭键 [param close_key] 存在,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if open key [param open_key] exists."
msgstr "如果打开键 [param open_key] 存在,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if comment [param start_key] exists."
msgstr "如果注释的 [param start_key] 存在,返回 [code]true[/code] 。"
msgid "Returns [code]true[/code] if string [param start_key] exists."
msgstr "如果字符串的 [param start_key] 存在,返回 [code]true[/code] 。"
msgid ""
"Indents selected lines, or in the case of no selection the caret line by one."
msgstr "缩进选定的行,或者在没有选择的情况下,将光标行缩进一个。"
msgid ""
"Returns delimiter index if [param line] [param column] is in a comment. If "
"[param column] is not provided, will return delimiter index if the entire "
"[param line] is a comment. Otherwise [code]-1[/code]."
msgstr ""
"如果 [param line] [param column] 在一条注释中,则返回分隔符索引。如果没有提供 "
"[param column],且整个 [param line] 是一条注释,则将返回分隔符索引。否则返回 "
"[code]-1[/code]。"
msgid ""
"Returns the delimiter index if [param line] [param column] is in a string. If "
"[param column] is not provided, will return the delimiter index if the entire "
"[param line] is a string. Otherwise [code]-1[/code]."
msgstr ""
"如果 [param line] [param column] 在一条字符串中,则返回分隔符索引。如果没有提"
"供 [param column],且整个 [param line] 是一个字符串,则将返回分隔符索引。否则"
"返回 [code]-1[/code]。"
msgid "Returns whether the line at the specified index is bookmarked or not."
msgstr "返回指定索引处的行是否添加了书签。"
msgid "Returns whether the line at the specified index is breakpointed or not."
msgstr "返回指定索引处的行是否有断点。"
msgid "Returns whether the line at the specified index is a code region end."
msgstr "返回指定索引处的行是否是代码区块末尾。"
msgid "Returns whether the line at the specified index is a code region start."
msgstr "返回指定索引处的行是否是代码区块开始。"
msgid ""
"Returns whether the line at the specified index is marked as executing or not."
msgstr "返回指定索引处的行是否标记为正在执行。"
msgid "Returns whether the line at the specified index is folded or not."
msgstr "返回指定索引处的行是否折叠。"
msgid "Removes the comment delimiter with [param start_key]."
msgstr "移除带有 [param start_key] 的注释分隔符。"
msgid "Removes the string delimiter with [param start_key]."
msgstr "移除带有 [param start_key] 的字符串分隔符。"
msgid ""
"Emits [signal code_completion_requested], if [param force] is true will "
"bypass all checks. Otherwise will check that the caret is in a word or in "
"front of a prefix. Will ignore the request if all current options are of type "
"file path, node path or signal."
msgstr ""
"发出 [signal code_completion_requested],如果 [param force] 为真将绕过所有检"
"查。否则,将检查光标是否在一个词中或在一个前缀的前面。如果当前所有选项都是文件"
"路径、节点路径或信号类型,将忽略该请求。"
msgid "Sets the current selected completion option."
msgstr "设置当前选定的补全选项。"
msgid "Sets the code hint text. Pass an empty string to clear."
msgstr "设置代码提示文本。传递一个空字符串来清除。"
msgid "Sets if the code hint should draw below the text."
msgstr "设置代码提示是否应绘制在文本下方。"
msgid "Sets the code region start and end tags (without comment delimiter)."
msgstr "设置代码区块的开始和结束标签(不含注释分隔符)。"
msgid "Sets the line as bookmarked."
msgstr "将该行设置为书签。"
msgid "Sets the line as breakpointed."
msgstr "将该行设置为断点。"
msgid "Sets the line as executing."
msgstr "将该行设置为正在执行。"
msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup."
msgstr "将 [signal symbol_validate] 发出的符号设置为有效查找。"
msgid "Toggle the folding of the code block at the given line."
msgstr "在给定行切换代码块的折叠。"
msgid "Unfolds all lines, folded or not."
msgstr "展开所有行,无论是否被折叠。"
msgid "Unfolds all lines that were previously folded."
msgstr "展开之前被折叠的所有行。"
msgid ""
"Unindents selected lines, or in the case of no selection the caret line by "
"one. Same as performing \"ui_text_unindent\" action."
msgstr ""
"解除所选行的缩进,或者在没有选择的情况下,将光标行缩进一个。与触"
"发“ui_text_unindent ”动作相同。"
msgid ""
"Submits all completion options added with [method "
"add_code_completion_option]. Will try to force the autocomplete menu to "
"popup, if [param force] is [code]true[/code].\n"
"[b]Note:[/b] This will replace all current candidates."
msgstr ""
"提交所有用 [method add_code_completion_option] 添加的补全选项。如果 [param "
"force] 是 [code]true[/code],将尝试强制弹出自动补全菜单 。\n"
"[b]注意:[/b]这将取代所有当前的候补选项。"
msgid "Sets whether brace pairs should be autocompleted."
msgstr "设置括号对是否应自动补全。"
msgid "Highlight mismatching brace pairs."
msgstr "高亮不匹配的括号对。"
msgid "Sets the brace pairs to be autocompleted."
msgstr "将括号对设置为自动补全。"
msgid "Sets whether code completion is allowed."
msgstr "设置是否允许代码补全。"
msgid "Sets prefixes that will trigger code completion."
msgstr "设置将触发代码补全的前缀。"
msgid ""
"Sets the comment delimiters. All existing comment delimiters will be removed."
msgstr "设置注释分隔符。将删除所有的现有注释分隔符。"
msgid ""
"Sets the string delimiters. All existing string delimiters will be removed."
msgstr "设置字符串分隔符。将删除所有的现有字符串分隔符。"
msgid ""
"Sets if bookmarked should be drawn in the gutter. This gutter is shared with "
"breakpoints and executing lines."
msgstr "设置是否应在边栏中绘制书签。该边栏与断点和执行行共享。"
msgid ""
"Sets if breakpoints should be drawn in the gutter. This gutter is shared with "
"bookmarks and executing lines."
msgstr "设置是否应在边栏中绘制断点。该边栏与书签和执行行共享。"
msgid ""
"Sets if executing lines should be marked in the gutter. This gutter is shared "
"with breakpoints and bookmarks lines."
msgstr "设置是否应在边栏中绘制执行行。该边栏与断点和书签共享。"
msgid "Sets if foldable lines icons should be drawn in the gutter."
msgstr "设置是否应在装订线中绘制可折叠行图标。"
msgid "Sets if line numbers should be drawn in the gutter."
msgstr "设置是否应在装订线中绘制行号。"
msgid "Sets if line numbers drawn in the gutter are zero padded."
msgstr "设置在装订线中绘制的行号是否填充零。"
msgid ""
"Sets whether automatic indent are enabled, this will add an extra indent if a "
"prefix or brace is found."
msgstr "设置是否启用自动缩进,如果找到前缀或括号,这将添加额外的缩进。"
msgid "Prefixes to trigger an automatic indent."
msgstr "触发自动缩进的前缀。"
msgid ""
"Size of the tabulation indent (one [kbd]Tab[/kbd] press) in characters. If "
"[member indent_use_spaces] is enabled the number of spaces to use."
msgstr ""
"制表缩进的大小(按一次 [kbd]Tab[/kbd]),以字符为单位。如果启用 [member "
"indent_use_spaces],则代表使用的空格数。"
msgid "Use spaces instead of tabs for indentation."
msgstr "使用空格代替制表符进行缩进。"
msgid "Sets whether line folding is allowed."
msgstr "设置是否允许折叠行。"
msgid ""
"Draws vertical lines at the provided columns. The first entry is considered a "
"main hard guideline and is draw more prominently."
msgstr ""
"在提供的列上绘制垂直线。第一个条目被认为是主要的硬参考线,并且被绘制得更显眼。"
msgid ""
"Set when a validated word from [signal symbol_validate] is clicked, the "
"[signal symbol_lookup] should be emitted."
msgstr ""
"设置当来自 [signal symbol_validate] 的验证词被点击时,应发出 [signal "
"symbol_lookup]。"
msgid ""
"Emitted when a breakpoint is added or removed from a line. If the line is "
"moved via backspace a removed is emitted at the old line."
msgstr ""
"在行中添加或移除断点时触发。如果该行通过退格键移动,则在旧行处触发一个移除的信"
"号。"
msgid "Emitted when the user requests code completion."
msgstr "当用户请求代码补全时触发。"
msgid "Emitted when the user has clicked on a valid symbol."
msgstr "用户点击有效符号时发出。"
msgid ""
"Emitted when the user hovers over a symbol. The symbol should be validated "
"and responded to, by calling [method set_symbol_lookup_word_as_valid]."
msgstr ""
"用户将鼠标悬停在符号上时发出。应该通过调用 [method "
"set_symbol_lookup_word_as_valid] 对该符号进行验证和响应。"
msgid "Marks the option as a class."
msgstr "将该选项标记为类。"
msgid "Marks the option as a function."
msgstr "将该选项标记为函数。"
msgid "Marks the option as a Godot signal."
msgstr "将该选项标记为 Godot 信号。"
msgid "Marks the option as a variable."
msgstr "将该选项标记为变量。"
msgid "Marks the option as a member."
msgstr "将该选项标记为成员。"
msgid "Marks the option as an enum entry."
msgstr "将该选项标记为枚举条目。"
msgid "Marks the option as a constant."
msgstr "将该选项标记为常量。"
msgid "Marks the option as a Godot node path."
msgstr "将该选项标记为 Godot 节点路径。"
msgid "Marks the option as a file path."
msgstr "将该选项标记为文件路径。"
msgid "Marks the option as unclassified or plain text."
msgstr "将该选项标记为未分类或纯文本。"
msgid ""
"The option is local to the location of the code completion query - e.g. a "
"local variable. Subsequent value of location represent options from the outer "
"class, the exact value represent how far they are (in terms of inner classes)."
msgstr ""
"该选项是相对于代码补全查询位置的 - 例如局部变量。位置的后续值表示选项来自外部"
"类,确切的值表示它们的距离(就内部类而言)。"
msgid ""
"The option is from the containing class or a parent class, relative to the "
"location of the code completion query. Perform a bitwise OR with the class "
"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, "
"etc) to store the depth of an option in the class or a parent class."
msgstr ""
"该选项来自于所在的类或父类,相对于代码补全查询的位置。请使用类的深度进行按位 "
"OR运算例如 0 表示当前类1 表示父类2 表示父类的父类等),从而在当前"
"类或父类中存储选项的深度。"
msgid ""
"The option is from user code which is not local and not in a derived class (e."
"g. Autoload Singletons)."
msgstr "该选项来自用户代码,不是局部,也不是派生类(例如自动加载单例)。"
msgid ""
"The option is from other engine code, not covered by the other enum constants "
"- e.g. built-in classes."
msgstr "该选项来自其他引擎代码,未被其他枚举常量覆盖 - 例如内置类。"
msgid "[Color] of the bookmark icon for bookmarked lines."
msgstr "书签图标的 [Color],用于标记了书签的行。"
msgid "[Color] of the text to highlight mismatched braces."
msgstr "用于高亮不匹配括号文本的 [Color]。"
msgid "[Color] of the breakpoint icon for bookmarked lines."
msgstr "书签行的断点图标的 [Color]。"
msgid "[Color] for all icons related to line folding."
msgstr "所有与折叠行相关的图标的 [Color]。"
msgid "Sets the background [Color] for the code completion popup."
msgstr "设置代码补全弹出窗口的背景色 [Color]。"
msgid ""
"Background highlight [Color] for matching text in code completion options."
msgstr "用于匹配代码补全选项中的文本的背景高亮的 [Color]。"
msgid "[Color] of the scrollbar in the code completion popup."
msgstr "代码补全弹出窗口中滚动条的 [Color]。"
msgid "[Color] of the scrollbar in the code completion popup when hovered."
msgstr "代码补全弹出窗口中滚动条在悬停状态的 [Color]。"
msgid ""
"Background highlight [Color] for the current selected option item in the code "
"completion popup."
msgstr "代码补全弹出窗口中,当前选定选项的背景高亮的 [Color]。"
msgid "[Color] of the executing icon for executing lines."
msgstr "执行行执行图标的 [Color]。"
msgid "[Color] of background line highlight for folded code region."
msgstr "折叠代码区块的背景行高亮 [Color]。"
msgid ""
"[Color] of the main line length guideline, secondary guidelines will have 50% "
"alpha applied."
msgstr "主行长度参考线的 [Color],次要参考线将应用 50% 的 Alpha。"
msgid "Sets the [Color] of line numbers."
msgstr "设置行号的颜色 [Color]。"
msgid ""
"Max number of options to display in the code completion popup at any one time."
msgstr "同时在代码补全弹出窗口中显示的最大选项数。"
msgid ""
"Max width of options in the code completion popup. Options longer than this "
"will be cut off."
msgstr "代码补全弹出窗口中选项的最大宽度。超过此长度的选项将被截断。"
msgid "Width of the scrollbar in the code completion popup."
msgstr "代码补全弹出窗口中滚动条的宽度。"
msgid ""
"Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked lines."
msgstr "设置书签行的自定义 [Texture2D],会在书签栏中绘制。"
msgid ""
"Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed "
"lines."
msgstr "设置断点行的自定义 [Texture2D],会在断点栏中绘制。"
msgid ""
"Sets a custom [Texture2D] to draw in the line folding gutter when a line can "
"be folded."
msgstr "设置可折叠行的自定义 [Texture2D],会在折叠行栏中绘制。"
msgid ""
"Sets a custom [Texture2D] to draw in the line folding gutter when a code "
"region can be folded."
msgstr "设置一个自定义 [Texture2D],以在代码区块可以折叠时在行折叠栏中绘制。"
msgid "Icon to draw in the executing gutter for executing lines."
msgstr "执行行的图标,会在执行栏中绘制。"
msgid ""
"Sets a custom [Texture2D] to draw in the line folding gutter when a line is "
"folded and can be unfolded."
msgstr ""
"设置一个自定义 [Texture2D],以在行被折叠且可以展开时,在行折叠边栏中绘制。"
msgid ""
"Sets a custom [Texture2D] to draw in the line folding gutter when a code "
"region is folded and can be unfolded."
msgstr ""
"设置一个自定义 [Texture2D],以在代码区块被折叠且可以展开时,在行折叠边栏中绘"
"制。"
msgid "Sets a custom [Texture2D] to draw at the end of a folded line."
msgstr "设置要绘制在折叠行末尾的一个自定义 [Texture2D]。"
msgid "[StyleBox] for the code completion popup."
msgstr "用于代码补全弹窗的 [StyleBox]。"
msgid "A syntax highlighter intended for code."
msgstr "用于代码的语法高亮器。"
msgid ""
"By adjusting various properties of this resource, you can change the colors "
"of strings, comments, numbers, and other text patterns inside a [TextEdit] "
"control."
msgstr ""
"通过调整该资源的各种属性,可以更改 [TextEdit] 控件内的字符串、注释、数字、和其"
"他文本图案的颜色。"
msgid ""
"Adds a color region such as comments or strings.\n"
"Both the start and end keys must be symbols. Only the start key has to be "
"unique.\n"
"[param line_only] denotes if the region should continue until the end of the "
"line or carry over on to the next line. If the end key is blank this is "
"automatically set to [code]true[/code]."
msgstr ""
"添加颜色区域,类似注释和字符串。\n"
"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n"
"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束键"
"为空,则自动设置为[code]true[/code]。"
msgid ""
"Sets the color for a keyword.\n"
"The keyword cannot contain any symbols except '_'."
msgstr ""
"设置关键字的颜色。\n"
"关键字不能包含除“_”之外的任何符号。"
msgid ""
"Sets the color for a member keyword.\n"
"The member keyword cannot contain any symbols except '_'.\n"
"It will not be highlighted if preceded by a '.'."
msgstr ""
"设置成员关键字的颜色。\n"
"成员关键字不能包含除“_”之外的任何符号。\n"
"如果前面有“.”,则不会高亮显示。"
msgid "Removes all color regions."
msgstr "移除所有颜色区域。"
msgid "Removes all keywords."
msgstr "移除所有关键字。"
msgid "Removes all member keywords."
msgstr "移除所有成员关键字。"
msgid "Returns the color for a keyword."
msgstr "返回某个关键字的颜色。"
msgid "Returns the color for a member keyword."
msgstr "返回某个成员关键字的颜色。"
msgid ""
"Returns [code]true[/code] if the start key exists, else [code]false[/code]."
msgstr "如果开始键存在则返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the keyword exists, else [code]false[/code]."
msgstr "如果关键字存在则返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the member keyword exists, else [code]false[/"
"code]."
msgstr ""
"如果成员关键字存在则返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid "Removes the color region that uses that start key."
msgstr "移除使用该开始键的颜色区域。"
msgid "Removes the keyword."
msgstr "移除关键字。"
msgid "Removes the member keyword."
msgstr "移除成员关键字。"
msgid ""
"Sets the color regions. All existing regions will be removed. The "
"[Dictionary] key is the region start and end key, separated by a space. The "
"value is the region color."
msgstr ""
"设置颜色区域。现有区域都将被移除。[Dictionary] 的键为该区域的开始键和结束键,"
"用空格隔开。对应的值为区域的颜色。"
msgid ""
"Sets color for functions. A function is a non-keyword string followed by a "
"'('."
msgstr "设置函数的颜色。函数是后跟“(”的非关键字字符串。"
msgid ""
"Sets the keyword colors. All existing keywords will be removed. The "
"[Dictionary] key is the keyword. The value is the keyword color."
msgstr ""
"设置关键字的颜色。现有关键字都将被移除。[Dictionary] 的键为关键字。对应的值为"
"关键字的颜色。"
msgid ""
"Sets the member keyword colors. All existing member keyword will be removed. "
"The [Dictionary] key is the member keyword. The value is the member keyword "
"color."
msgstr ""
"设置成员关键字的颜色。现有成员关键字都将被移除。[Dictionary] 的键为成员关键"
"字。对应的值为成员关键字的颜色。"
msgid ""
"Sets color for member variables. A member variable is non-keyword, non-"
"function string proceeded with a '.'."
msgstr "设置成员变量的颜色。成员变量是以“.”开头的非关键字、非函数字符串。"
msgid "Sets the color for numbers."
msgstr "设置数字的颜色。"
msgid "Sets the color for symbols."
msgstr "设置符号的颜色。"
msgid "Abstract base class for 2D physics objects."
msgstr "2D 物理对象的抽象基类。"
msgid ""
"Abstract base class for 2D physics objects. [CollisionObject2D] can hold any "
"number of [Shape2D]s for collision. Each shape must be assigned to a [i]shape "
"owner[/i]. Shape owners are not nodes and do not appear in the editor, but "
"are accessible through code using the [code]shape_owner_*[/code] methods.\n"
"[b]Note:[/b] Only collisions between objects within the same canvas "
"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
"collisions between objects in different canvases is undefined."
msgstr ""
"2D 物理对象的抽象基类。[CollisionObject2D] 能够容纳任意数量的 [Shape2D] 用作碰"
"撞形状。每个形状必须分配给一个[i]形状所有者[/i]。形状所有者不是节点,也不会出"
"现在编辑器中,但可以通过代码使用 [code]shape_owner_*[/code] 方法访问。\n"
"[b]注意:[/b]仅支持相同画布中不同对象的碰撞([Viewport] 画布或 "
"[CanvasLayer])。不同画布中的对象之间的碰撞行为是未定义的。"
msgid ""
"Accepts unhandled [InputEvent]s. [param shape_idx] is the child index of the "
"clicked [Shape2D]. Connect to [signal input_event] to easily pick up these "
"events.\n"
"[b]Note:[/b] [method _input_event] requires [member input_pickable] to be "
"[code]true[/code] and at least one [member collision_layer] bit to be set."
msgstr ""
"接收未处理的 [InputEvent]。[param shape_idx] 是被点击的 [Shape2D] 的子索引。连"
"接到 [signal input_event] 即可轻松获取这些事件。\n"
"[b]注意:[/b][method _input_event] 要求 [member input_pickable] 为 "
"[code]true[/code],并且至少要设置一个 [member collision_layer] 位。"
msgid ""
"Called when the mouse pointer enters any of this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject2D] won't cause this function to be called."
msgstr ""
"当鼠标指针进入该实体的任何形状时调用。要求 [member input_pickable] 为 "
"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单"
"个 [CollisionObject2D] 中的不同形状之间移动,不会导致该函数被调用。"
msgid ""
"Called when the mouse pointer exits all this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject2D] won't cause this function to be called."
msgstr ""
"当鼠标指针退出该实体的所有形状时调用。要求 [member input_pickable] 为 "
"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单"
"个 [CollisionObject2D] 中的不同形状之间移动,不会导致该函数被调用。"
msgid ""
"Called when the mouse pointer enters any of this object's shapes or moves "
"from one shape to another. [param shape_idx] is the child index of the newly "
"entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] "
"and at least one [member collision_layer] bit to be called."
msgstr ""
"当鼠标指针进入该实体的任何形状或从一个形状移动到另一个形状时调用。[param "
"shape_idx] 是新进入的 [Shape2D] 的子索引。要求 [member input_pickable] 为 "
"[code]true[/code] 并且要至少设置一个 [member collision_layer] 位。"
msgid ""
"Called when the mouse pointer exits any of this object's shapes. [param "
"shape_idx] is the child index of the exited [Shape2D]. Requires [member "
"input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be called."
msgstr ""
"当鼠标指针离开该实体的任何形状时调用。[param shape_idx] 是退出的 [Shape2D] 的"
"子索引。要求 [member input_pickable] 为 [code]true[/code] 并且至少要设置一个 "
"[member collision_layer] 位。"
msgid ""
"Creates a new shape owner for the given object. Returns [code]owner_id[/code] "
"of the new owner for future reference."
msgstr ""
"为给定对象创建一个新的形状所有者。返回 [code]owner_id[/code]的新所有者,供将来"
"引用。"
msgid ""
"Returns whether or not the specified layer of the [member collision_layer] is "
"enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回 [member collision_layer] 中是否启用了指定的层,给定的 [param "
"layer_number] 应在 1 和 32 之间。"
msgid ""
"Returns whether or not the specified layer of the [member collision_mask] is "
"enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回 [member collision_mask] 中是否启用了指定的层,给定的 [param "
"layer_number] 应在 1 和 32 之间。"
msgid "Returns the object's [RID]."
msgstr "返回对象的 [RID]。"
msgid ""
"Returns the [code]one_way_collision_margin[/code] of the shape owner "
"identified by given [param owner_id]."
msgstr ""
"返回由给定 [param owner_id] 标识的形状所有者的 "
"[code]one_way_collision_margin[/code]。"
msgid ""
"Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
"ids in other methods that take [code]owner_id[/code] as an argument."
msgstr ""
"返回一个 [code]owner_id[/code] 标识符的 [Array]。你可以在其他使用 "
"[code]owner_id[/code] 作为参数的方法中使用这些 ID。"
msgid "If [code]true[/code], the shape owner and its shapes are disabled."
msgstr "如果为 [code]true[/code],则禁用形状所有者及其形状。"
msgid ""
"Returns [code]true[/code] if collisions for the shape owner originating from "
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
"返回 [code]true[/code],如果源于这个 [CollisionObject2D] 的形状所有者的碰撞不"
"会被报告给 [CollisionObject2D]。"
msgid "Removes the given shape owner."
msgstr "移除给定形状的所有者。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member collision_layer], given a [param layer_number] between 1 and 32."
msgstr ""
"根据 [param value],启用或禁用 [member collision_layer] 中指定的层,给定的 "
"[param layer_number] 应在 1 和 32 之间。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member collision_mask], given a [param layer_number] between 1 and 32."
msgstr ""
"根据 [param value],启用或禁用 [member collision_mask] 中指定的层,给定的 "
"[param layer_number] 应在 1 和 32 之间。"
msgid "Returns the [code]owner_id[/code] of the given shape."
msgstr "返回指定形状的 [code]owner_id[/code]。"
msgid "Adds a [Shape2D] to the shape owner."
msgstr "给形状所有者添加一个 [Shape2D]。"
msgid "Removes all shapes from the shape owner."
msgstr "移除形状所有者的所有形状。"
msgid "Returns the parent object of the given shape owner."
msgstr "返回给定形状所有者的父对象。"
msgid "Returns the [Shape2D] with the given ID from the given shape owner."
msgstr "从给定形状所有者返回具有给定 ID 的 [Shape2D]。"
msgid "Returns the number of shapes the given shape owner contains."
msgstr "返回给定形状所有者包含的形状数量。"
msgid ""
"Returns the child index of the [Shape2D] with the given ID from the given "
"shape owner."
msgstr "从给定形状所有者返回具有给定 ID 的 [Shape2D] 的子索引。"
msgid "Returns the shape owner's [Transform2D]."
msgstr "返回形状所有者的 [Transform2D]。"
msgid "Removes a shape from the given shape owner."
msgstr "从给定的形状所有者中移除一个形状。"
msgid "If [code]true[/code], disables the given shape owner."
msgstr "如果为 [code]true[/code],则禁用给定的形状所有者。"
msgid ""
"If [param enable] is [code]true[/code], collisions for the shape owner "
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
"如果 [param enable] 为 [code]true[/code],则源自该 [CollisionObject2D] 的形状"
"所有者的碰撞将不会被报告为与 [CollisionObject2D] 发生碰撞。"
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [param owner_id] to [param margin] pixels."
msgstr ""
"将由给定 [param owner_id] 标识的形状所有者的 [code]one_way_collision_margin[/"
"code] 设置为 [param margin] 像素。"
msgid "Sets the [Transform2D] of the given shape owner."
msgstr "设置给定形状所有者的 [Transform2D]。"
msgid ""
"The physics layers this CollisionObject2D is in. Collision objects can exist "
"in one or more of 32 different layers. See also [member collision_mask].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"此 CollisionObject2D 所在的物理层。碰撞对象可以存在于 32 个不同层中的一个或多"
"个中。另见 [member collision_mask]。\n"
"[b]注意:[/b]只有当对象 B 在对象 A 扫描的任何层中时,对象 A 才能检测到与对象 "
"B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。"
msgid ""
"The physics layers this CollisionObject2D scans. Collision objects can scan "
"one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"此 CollisionObject2D 扫描的物理层。碰撞对象可以扫描 32 个不同层中的一个或多"
"个。另见 [member collision_layer]。\n"
"[b]注意:[/b]只有当对象 B 在对象 A 扫描的任何层中时,对象 A 才能检测到与对象 "
"B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。"
msgid ""
"The priority used to solve colliding when occurring penetration. The higher "
"the priority is, the lower the penetration into the object will be. This can "
"for example be used to prevent the player from breaking through the "
"boundaries of a level."
msgstr ""
"发生穿透时用于解决碰撞的优先级。优先级越高,对物体的穿透度就越低。例如,可以用"
"来防止玩家突破关卡的边界。"
msgid ""
"Defines the behavior in physics when [member Node.process_mode] is set to "
"[constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more "
"details about the different modes."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,定义物理行为。有关不同模式的更多详细信息,请参阅 [enum DisableMode]。"
msgid ""
"If [code]true[/code], this object is pickable. A pickable object can detect "
"the mouse pointer entering/leaving, and if the mouse is inside it, report "
"input events. Requires at least one [member collision_layer] bit to be set."
msgstr ""
"如果为 [code]true[/code],则该对象是可拾取的。可拾取的对象可以检测鼠标指针的进"
"入/离开,鼠标位于其中时,就会报告输入事件。要求至少设置一个 [member "
"collision_layer] 位。"
msgid ""
"Emitted when an input event occurs. Requires [member input_pickable] to be "
"[code]true[/code] and at least one [member collision_layer] bit to be set. "
"See [method _input_event] for details."
msgstr ""
"当输入事件发生时发出。要求 [member input_pickable] 为 [code]true[/code] 并且至"
"少设置了一个 [member collision_layer] 位。详见 [method _input_event]。"
msgid ""
"Emitted when the mouse pointer enters any of this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject2D] won't cause this signal to be emitted.\n"
"[b]Note:[/b] Due to the lack of continuous collision detection, this signal "
"may not be emitted in the expected order if the mouse moves fast enough and "
"the [CollisionObject2D]'s area is small. This signal may also not be emitted "
"if another [CollisionObject2D] is overlapping the [CollisionObject2D] in "
"question."
msgstr ""
"当鼠标指针进入该对象的任何形状时发出。要求 [member input_pickable] 为 "
"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单"
"个 [CollisionObject2D] 中的不同形状之间移动,不会导致发出该信号。\n"
"[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 "
"[CollisionObject2D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 "
"[CollisionObject2D] 与所讨论的 [CollisionObject2D] 重叠,则也可能不会发出该信"
"号。"
msgid ""
"Emitted when the mouse pointer exits all this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject2D] won't cause this signal to be emitted.\n"
"[b]Note:[/b] Due to the lack of continuous collision detection, this signal "
"may not be emitted in the expected order if the mouse moves fast enough and "
"the [CollisionObject2D]'s area is small. This signal may also not be emitted "
"if another [CollisionObject2D] is overlapping the [CollisionObject2D] in "
"question."
msgstr ""
"当鼠标指针离开该对象的所有形状时发出。要求 [member input_pickable] 为 "
"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单"
"个 [CollisionObject2D] 中的不同形状之间移动,不会导致发出该信号。\n"
"[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 "
"[CollisionObject2D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 "
"[CollisionObject2D] 与所讨论的 [CollisionObject2D] 重叠,则也可能不会发出该信"
"号。"
msgid ""
"Emitted when the mouse pointer enters any of this object's shapes or moves "
"from one shape to another. [param shape_idx] is the child index of the newly "
"entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] "
"and at least one [member collision_layer] bit to be set."
msgstr ""
"当鼠标指针进入该实体的任何形状或从一种形状移动到另一种形状时发出。[param "
"shape_idx] 是新进入的 [Shape2D] 的子索引。要求 [member input_pickable] 为 "
"[code]true[/code] 并且至少设置一个 [member collision_layer] 位。"
msgid ""
"Emitted when the mouse pointer exits any of this object's shapes. [param "
"shape_idx] is the child index of the exited [Shape2D]. Requires [member "
"input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set."
msgstr ""
"当鼠标指针离开该实体的任何形状时发出。[param shape_idx] 是退出的 [Shape2D] 的"
"子索引。要求 [member input_pickable] 为 [code]true[/code] 并且至少设置一个 "
"[member collision_layer] 位。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [CollisionObject2D].\n"
"Automatically re-added to the physics simulation when the [Node] is processed "
"again."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,从物理仿真中移除,停止与此 [CollisionObject2D] 的所有物理交互。\n"
"当该 [Node] 再次被处理时,会自动重新加入到物理仿真中。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. "
"[PhysicsBody2D] can't be affected by forces or other bodies while static.\n"
"Automatically set [PhysicsBody2D] back to its original mode when the [Node] "
"is processed again."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,使物体进入静态模式。不影响 [Area2D]。处于静态模式的 [PhysicsBody2D] 不会受"
"到力和其他物体的影响。\n"
"当该 [Node] 再次被处理时,会自动将 [PhysicsBody2D] 设置回其原始模式。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], do not affect the physics simulation."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,不影响物理仿真。"
msgid "Abstract base class for 3D physics objects."
msgstr "3D 物理对象的抽象基类。"
msgid ""
"Abstract base class for 3D physics objects. [CollisionObject3D] can hold any "
"number of [Shape3D]s for collision. Each shape must be assigned to a [i]shape "
"owner[/i]. Shape owners are not nodes and do not appear in the editor, but "
"are accessible through code using the [code]shape_owner_*[/code] methods.\n"
"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as "
"expected. It is advised to keep its scale the same on all axes and adjust its "
"collision shape(s) instead."
msgstr ""
"3D 物理对象的抽象基类。[CollisionObject3D] 能够容纳任意数量的 [Shape3D] 用作碰"
"撞形状。每个形状必须分配给一个[i]形状所有者[/i]。形状所有者不是节点,也不会出"
"现在编辑器中,但可以通过代码使用 [code]shape_owner_*[/code] 方法访问。\n"
"[b]警告:[/b]如果使用非均匀缩放,则该节点可能无法按预期工作。建议让所有轴上的"
"缩放保持一致,可以用对碰撞形状的调整来代替非均匀缩放。"
msgid ""
"Receives unhandled [InputEvent]s. [param position] is the location in world "
"space of the mouse pointer on the surface of the shape with index [param "
"shape_idx] and [param normal] is the normal vector of the surface at that "
"point. Connect to the [signal input_event] signal to easily pick up these "
"events.\n"
"[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be "
"[code]true[/code] and at least one [member collision_layer] bit to be set."
msgstr ""
"接收未处理的 [InputEvent]。[param position] 是鼠标指针在索引为 [param "
"shape_idx] 的形状表面上的世界空间位置,[param normal] 是该点表面的法向量。连接"
"到 [signal input_event] 信号即可轻松获取这些事件。\n"
"[b]注意:[/b][method _input_event] 要求 [member input_ray_pickable] 为 "
"[code]true[/code],并且至少要设置一个 [member collision_layer] 位。"
msgid ""
"Called when the mouse pointer enters any of this object's shapes. Requires "
"[member input_ray_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject3D] won't cause this function to be called."
msgstr ""
"当鼠标指针进入该实体的任何形状时调用。要求 [member input_ray_pickable] 为 "
"[code]true[/code] 并且至少设置一个 [member collision_layer] 位。请注意,在单"
"个 [CollisionObject3D] 中的不同形状之间移动,不会导致该函数被调用。"
msgid ""
"Called when the mouse pointer exits all this object's shapes. Requires "
"[member input_ray_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject3D] won't cause this function to be called."
msgstr ""
"当鼠标指针离开该实体的所有形状时调用。要求 [member input_ray_pickable] 为 "
"[code]true[/code] 并且至少设置一个 [member collision_layer] 位。请注意,在单"
"个 [CollisionObject3D] 中的不同形状之间移动,不会导致该函数被调用。"
msgid "Adds a [Shape3D] to the shape owner."
msgstr "向形状拥有者添加 [Shape3D]。"
msgid "Returns the [Shape3D] with the given ID from the given shape owner."
msgstr "返回形状所有者中具有给定 ID 的 [Shape3D]。"
msgid ""
"Returns the child index of the [Shape3D] with the given ID from the given "
"shape owner."
msgstr "返回形状所有者中具有给定 ID 的 [Shape3D] 的子索引。"
msgid "Returns the shape owner's [Transform3D]."
msgstr "返回形状所有者的 [Transform3D]。"
msgid "Sets the [Transform3D] of the given shape owner."
msgstr "设置给定形状所有者的 [Transform3D]。"
msgid ""
"The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can "
"exist in one or more of 32 different layers. See also [member "
"collision_mask].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"该 CollisionObject3D [b]所在的[/b]物理层。碰撞对象可以存在于 32 个不同层中的一"
"层或多层。另见 [member collision_mask]。\n"
"[b]注意:[/b]只有当对象 B 位于对象 A 扫描的任何层中时,对象 A 才能检测到与对"
"象 B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层和掩码》[/url]。"
msgid ""
"The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can "
"scan one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"该 CollisionObject3D [b]扫描的[/b]物理层。碰撞对象可以扫描 32 个不同层中的一层"
"或多层。另见 [member collision_layer]。\n"
"[b]注意:[/b]只有当对象 B 位于对象 A 扫描的任何层中时,对象 A 才能检测到与对"
"象 B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层和掩码》[/url]。"
msgid ""
"If [code]true[/code], the [CollisionObject3D] will continue to receive input "
"events as the mouse is dragged across its shapes."
msgstr ""
"如果为 [code]true[/code],则当鼠标拖过其形状时,[CollisionObject3D] 将继续接收"
"输入事件。"
msgid ""
"Emitted when the object receives an unhandled [InputEvent]. [param position] "
"is the location in world space of the mouse pointer on the surface of the "
"shape with index [param shape_idx] and [param normal] is the normal vector of "
"the surface at that point."
msgstr ""
"当对象收到未处理的 [InputEvent] 时发出。[param position] 是鼠标指针在索引为 "
"[param shape_idx] 的形状表面上的世界空间位置,[param normal] 是表面在该点的法"
"向量。"
msgid ""
"Emitted when the mouse pointer enters any of this object's shapes. Requires "
"[member input_ray_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set.\n"
"[b]Note:[/b] Due to the lack of continuous collision detection, this signal "
"may not be emitted in the expected order if the mouse moves fast enough and "
"the [CollisionObject3D]'s area is small. This signal may also not be emitted "
"if another [CollisionObject3D] is overlapping the [CollisionObject3D] in "
"question."
msgstr ""
"当鼠标指针进入该对象的任何形状时发出。要求 [member input_ray_pickable] 为 "
"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。\n"
"[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 "
"[CollisionObject3D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 "
"[CollisionObject3D] 与所讨论的 [CollisionObject3D] 重叠,则也可能不会发出该信"
"号。"
msgid ""
"Emitted when the mouse pointer exits all this object's shapes. Requires "
"[member input_ray_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set.\n"
"[b]Note:[/b] Due to the lack of continuous collision detection, this signal "
"may not be emitted in the expected order if the mouse moves fast enough and "
"the [CollisionObject3D]'s area is small. This signal may also not be emitted "
"if another [CollisionObject3D] is overlapping the [CollisionObject3D] in "
"question."
msgstr ""
"当鼠标指针离开该对象的所有形状时发出。要求 [member input_ray_pickable] 为 "
"[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。\n"
"[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 "
"[CollisionObject3D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 "
"[CollisionObject3D] 与所讨论的 [CollisionObject3D] 重叠,则也可能不会发出该信"
"号。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [CollisionObject3D].\n"
"Automatically re-added to the physics simulation when the [Node] is processed "
"again."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,从物理仿真中移除,停止与此 [CollisionObject3D] 的所有物理交互。\n"
"当该 [Node] 再次被处理时,会自动重新加入到物理仿真中。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. "
"[PhysicsBody3D] can't be affected by forces or other bodies while static.\n"
"Automatically set [PhysicsBody3D] back to its original mode when the [Node] "
"is processed again."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,使实体静态化。不影响 [Area3D]。[PhysicsBody3D] 在静态时不会受到力或其他实"
"体的影响。\n"
"当该 [Node] 再次被处理时,自动将 [PhysicsBody3D] 设置回其原始模式。"
msgid "A node that provides a polygon shape to a [CollisionObject2D] parent."
msgstr "向 [CollisionObject2D] 父级提供多边形形状的节点。"
msgid ""
"A node that provides a thickened polygon shape (a prism) to a "
"[CollisionObject2D] parent and allows to edit it. The polygon can be concave "
"or convex. This can give a detection shape to an [Area2D] or turn "
"[PhysicsBody2D] into a solid object.\n"
"[b]Warning:[/b] A non-uniformly scaled [CollisionShape2D] will likely not "
"behave as expected. Make sure to keep its scale the same on all axes and "
"adjust its shape resource instead."
msgstr ""
"一个节点,为 [CollisionObject2D] 父级提供加厚多边形形状(角柱体)并允许对其进"
"行编辑。该多边形可以是凹的或凸的。这可以为 [Area2D] 提供检测形状,也能够将 "
"[PhysicsBody2D] 转变为实体对象。\n"
"[b]警告:[/b]非均匀缩放的 [CollisionShape2D] 可能不会按预期运行。可改为确保在"
"所有轴上保持其缩放相同,并调整其形状资源。"
msgid "Collision build mode. Use one of the [enum BuildMode] constants."
msgstr "碰撞构建模式。使用 [enum BuildMode] 常量之一。"
msgid "If [code]true[/code], no collisions will be detected."
msgstr "如果为 [code]true[/code],则不会检测到碰撞。"
msgid ""
"If [code]true[/code], only edges that face up, relative to "
"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
"child of an [Area2D] node."
msgstr ""
"如果为 [code]true[/code],则只有面朝上的边缘才会与其他对象发生碰撞,方向是相对"
"于 [CollisionPolygon2D] 的旋转而言的。\n"
"[b]注意:[/b]如果这个 [CollisionPolygon2D] 是 [Area2D] 节点的子节点,则这个属"
"性无效。"
msgid ""
"The margin used for one-way collision (in pixels). Higher values will make "
"the shape thicker, and work better for colliders that enter the polygon at a "
"high velocity."
msgstr ""
"用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于以高速进入多"
"边形的对撞机来说效果更好。"
msgid ""
"The polygon's list of vertices. Each point will be connected to the next, and "
"the final point will be connected to the first.\n"
"[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], "
"not a reference."
msgstr ""
"该多边形的顶点列表。每个点都与下一个点相连,最后一个点与第一个点相连。\n"
"[b]警告:[/b]返回值是 [PackedVector2Array] 的副本,不是引用。"
msgid ""
"Collisions will include the polygon and its contained area. In this mode the "
"node has the same effect as several [ConvexPolygonShape2D] nodes, one for "
"each convex shape in the convex decomposition of the polygon (but without the "
"overhead of multiple nodes)."
msgstr ""
"碰撞包含多边形及其内部区域。在这个模式下,该节点的效果与使用若干 "
"[ConvexPolygonShape2D] 节点相同,其中的每个节点都包含该多边形凸分解后的凸形状"
"(但不会有使用多个节点的负担)。"
msgid ""
"Collisions will only include the polygon edges. In this mode the node has the "
"same effect as a single [ConcavePolygonShape2D] made of segments, with the "
"restriction that each segment (after the first one) starts where the previous "
"one ends, and the last one ends where the first one starts (forming a closed "
"but hollow polygon)."
msgstr ""
"碰撞经包含多边形的边缘。在这个模式下,该节点的效果与单个由若干线段组成的 "
"[ConcavePolygonShape2D] 相同,其中(第一条以后的)每条线段都从上一条的终点开"
"始,最后一条线段在第一条的起点结束(构成闭合但中空的多边形)。"
msgid ""
"A node that provides a thickened polygon shape (a prism) to a "
"[CollisionObject3D] parent."
msgstr "向 [CollisionObject3D] 父级提供加厚多边形形状(角柱体)的节点。"
msgid ""
"A node that provides a thickened polygon shape (a prism) to a "
"[CollisionObject3D] parent and allows to edit it. The polygon can be concave "
"or convex. This can give a detection shape to an [Area3D] or turn "
"[PhysicsBody3D] into a solid object.\n"
"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not "
"behave as expected. Make sure to keep its scale the same on all axes and "
"adjust its shape resource instead."
msgstr ""
"向 [CollisionObject3D] 父级提供加厚多边形形状(角柱体)的节点,能够为这个形状"
"提供编辑的方法。该多边形可以是凹多边形,也可以是凸多边形。能够为 [Area3D] 提供"
"检测形状,也能够将 [PhysicsBody3D] 变为实体。\n"
"[b]警告:[/b]非均匀缩放的 [CollisionShape3D] 应该无法按预期工作。请确保它在所"
"有轴上的缩放是一致的,可以用对形状资源的调整来代替非均匀缩放。"
msgid ""
"Length that the resulting collision extends in either direction perpendicular "
"to its 2D polygon."
msgstr "产生的碰撞沿着与 2D 多边形垂直的任意方向深入的长度。"
msgid "If [code]true[/code], no collision will be produced."
msgstr "如果为 [code]true[/code],将不会产生碰撞。"
msgid ""
"The collision margin for the generated [Shape3D]. See [member Shape3D.margin] "
"for more details."
msgstr "生成的 [Shape3D] 的碰撞边距。详情见 [member Shape3D.margin]。"
msgid ""
"Array of vertices which define the 2D polygon in the local XY plane.\n"
"[b]Note:[/b] The returned value is a copy of the original. Methods which "
"mutate the size or properties of the return value will not impact the "
"original polygon. To change properties of the polygon, assign it to a "
"temporary variable and make changes before reassigning the class property."
msgstr ""
"顶点数组,定义局部 XY 平面上的 2D 多边形。\n"
"[b]注意:[/b]返回值为原始值的副本。修改返回值大小或属性的方法不会影响原始的多"
"边形。要修改该多边形的属性,请先将其赋值给临时变量,修改完成后再重新赋值给该类"
"属性。"
msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent."
msgstr "向 [CollisionObject2D] 父级提供 [Shape2D] 的节点。"
msgid ""
"A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows "
"to edit it. This can give a detection shape to an [Area2D] or turn a "
"[PhysicsBody2D] into a solid object."
msgstr ""
"向 [CollisionObject2D] 父级提供 [Shape2D] 并允许对其进行编辑的节点。这可以为 "
"[Area2D] 提供检测形状或将 [PhysicsBody2D] 转变为实体对象。"
msgid "Physics introduction"
msgstr "物理介绍"
msgid ""
"The collision shape debug color.\n"
"[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/"
"collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented "
"here is a placeholder, and not the actual default debug color."
msgstr ""
"碰撞形状的调试颜色。\n"
"[b]注意:[/b]默认值为 [member ProjectSettings.debug/shapes/collision/"
"shape_color]。这里记录的 [code]Color(0, 0, 0, 1)[/code] 值是占位符,不是实际的"
"默认调试颜色。"
msgid ""
"A disabled collision shape has no effect in the world. This property should "
"be changed with [method Object.set_deferred]."
msgstr ""
"禁用的碰撞形状在世界中没有影响。这个属性应该用 [method Object.set_deferred] 改"
"变。"
msgid ""
"Sets whether this collision shape should only detect collision on one side "
"(top or bottom).\n"
"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
"child of an [Area2D] node."
msgstr ""
"设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。\n"
"[b]注意:[/b]如果这个 [CollisionShape2D] 是 [Area2D] 节点的子节点,则这个属性"
"无效。"
msgid ""
"The margin used for one-way collision (in pixels). Higher values will make "
"the shape thicker, and work better for colliders that enter the shape at a "
"high velocity."
msgstr ""
"用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于高速进入形状"
"的对撞机来说效果更好。"
msgid "The actual shape owned by this collision shape."
msgstr "该碰撞形状拥有的实际形状。"
msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent."
msgstr "向 [CollisionObject3D] 父级提供 [Shape3D] 的节点。"
msgid ""
"A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows "
"to edit it. This can give a detection shape to an [Area3D] or turn a "
"[PhysicsBody3D] into a solid object.\n"
"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not "
"behave as expected. Make sure to keep its scale the same on all axes and "
"adjust its [member shape] resource instead."
msgstr ""
"向 [CollisionObject3D] 父级提供 [Shape3D] 并能够对其进行编辑的节点。可以为 "
"[Area3D] 提供检测形状,也可以将 [PhysicsBody3D] 变为实体对象。\n"
"[b]警告:[/b]非均匀缩放的 [CollisionShape3D] 可能无法按预期运行。请保持在所有"
"轴上使用相同的缩放,需要时可以更改其 [member shape] 资源代替。"
msgid ""
"Sets the collision shape's shape to the addition of all its convexed "
"[MeshInstance3D] siblings geometry."
msgstr "将碰撞形状的形状设置为其所有凸面 [MeshInstance3D] 兄弟几何体的相加。"
msgid "[i]Obsoleted.[/i] Use [signal Resource.changed] instead."
msgstr "[i]已废弃 [/i] 请改用 [signal Resource.changed] 。"
msgid "A disabled collision shape has no effect in the world."
msgstr "禁用的碰撞形状对世界没有任何影响。"
msgid "A color represented in RGBA format."
msgstr "以 RGBA 格式表示的颜色。"
msgid ""
"A color represented in RGBA format by a red ([member r]), green ([member g]), "
"blue ([member b]), and alpha ([member a]) component. Each component is a 16-"
"bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/"
"code]. Some properties (such as [member CanvasItem.modulate]) may support "
"values greater than [code]1.0[/code], for overbright or HDR (High Dynamic "
"Range) colors.\n"
"Colors can be created in various ways: By the various [Color] constructors, "
"by static methods such as [method from_hsv], and by using a name from the set "
"of standardized colors based on [url=https://en.wikipedia.org/wiki/"
"X11_color_names]X11 color names[/url] with the addition of [constant "
"TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses "
"integers from [code]0[/code] to [code]255[/code] and doesn't support "
"overbright colors.\n"
"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/"
"code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). "
"Otherwise, a Color will always evaluate to [code]true[/code].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color constants cheatsheet[/url]"
msgstr ""
"由红([member r])、绿([member g])、蓝([member b])和 alpha[member a])分"
"量表示的 RGBA 格式的颜色。每个分量都是一个 16 位浮点值,通常介于 [code]0.0[/"
"code] 到 [code]1.0[/code] 之间。某些属性(例如 [member CanvasItem.modulate]"
"可能支持大于 [code]1.0[/code] 的值,用于表示过亮或 HDRHigh Dynamic Range高"
"动态范围)颜色。\n"
"创建颜色的方法有很多:可以使用 [Color] 的各种构造函数,[method from_hsv] 等静"
"态方法,以及使用基于 [url=https://en.wikipedia.org/wiki/X11_color_names]X11 颜"
"色名称[/url]的标准化颜色集外加 [constant TRANSPARENT]。GDScript 还提供了 "
"[method @GDScript.Color8],使用的是 [code]0[/code] 到 [code]255[/code] 之间的"
"整数,且不支持过亮的颜色。\n"
"[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑"
"色)的 Color 将被评估为 [code]false[/code]。否则Color 将始终被评估为 "
"[code]true[/code]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color 常量速查表[/url]"
msgid "2D GD Paint Demo"
msgstr "2D GD 画图演示"
msgid "Tween Demo"
msgstr "Tween 演示"
msgid "GUI Drag And Drop Demo"
msgstr "GUI 拖放演示"
msgid ""
"Constructs a default [Color] from opaque black. This is the same as [constant "
"BLACK].\n"
"[b]Note:[/b] in C#, constructs an empty color with all of its components set "
"to [code]0.0[/code] (transparent black)."
msgstr ""
"用不透明的黑色构造默认的 [Color],与 [constant BLACK] 相同。\n"
"[b]注意:[/b]在 C# 中构造的空颜色,其所有分量都为 [code]0.0[/code](透明黑)。"
msgid ""
"Constructs a [Color] from the existing color, with [member a] set to the "
"given [param alpha] value.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(Color.RED, 0.2) # 20% opaque red.\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(Colors.Red, 0.2f); // 20% opaque red.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从现有的颜色构造 [Color][member a] 设置为给定的 [param alpha] 值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(Color.RED, 0.2) # 20% 不透明红色。\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(Colors.Red, 0.2f); // 20% 不透明红色。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Constructs a [Color] as a copy of the given [Color]."
msgstr "构造给定 [Color] 的副本。"
msgid ""
"Constructs a [Color] either from an HTML color code or from a standardized "
"color name. The supported color names are the same as the constants."
msgstr ""
"从 HTML 颜色代码或标准化的颜色名称中构建 [Color]。支持的颜色名称与常量名相同。"
msgid ""
"Constructs a [Color] either from an HTML color code or from a standardized "
"color name, with [param alpha] on the range of 0.0 to 1.0. The supported "
"color names are the same as the constants."
msgstr ""
"从 HTML 颜色代码或标准化的颜色名称中构建 [Color][param alpha] 的范围为 0.0 "
"到 1.0。支持的颜色名称与常量名相同。"
msgid ""
"Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member "
"a] is set to 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, "
"178, 255)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从通常介于 0.0 和 1.0 之间的 RGB 值构造一个 [Color]。[member a] 被设置为 "
"1.0。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7) # 类似于 `Color8(51, 255, 178, 255)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f); // 类似于 `Color.Color8(51, 255, "
"178, 255)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, "
"204)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to `Color."
"Color8(51, 255, 178, 255, 204)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从通常介于 0.0 和 1.0 之间的 RGBA 值构造一个 [Color]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7, 0.8) # 类似于 `Color8(51, 255, 178, 204)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // 类似于 `Color.Color8(51, "
"255, 178, 255, 204)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color resulting from overlaying this color over the given "
"color. In a painting program, you can imagine it as the [param over] color "
"painted over this color (including alpha).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n"
"var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n"
"var blended_color = bg.blend(fg) # Brown with alpha of 75%\n"
"[/gdscript]\n"
"[csharp]\n"
"var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50%\n"
"var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50%\n"
"Color blendedColor = bg.Blend(fg); // Brown with alpha of 75%\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回将该颜色混合到给定颜色上所产生的新颜色。在绘画程序中,你可以将其想象为在该"
"颜色(包括 alpha上绘制的 [param over] 颜色。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var bg = Color(0.0, 1.0, 0.0, 0.5) # 50% 不透明的绿色\n"
"var fg = Color(1.0, 0.0, 0.0, 0.5) # 50% 不透明的红色\n"
"var blended_color = bg.blend(fg) # 75% 不透明的棕色\n"
"[/gdscript]\n"
"[csharp]\n"
"var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // 50% 不透明的绿色\n"
"var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // 50% 不透明的红色\n"
"Color blendedColor = bg.Blend(fg); // 75% 不透明的棕色\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color with all components clamped between the components of "
"[param min] and [param max], by running [method @GlobalScope.clamp] on each "
"component."
msgstr ""
"通过在每个分量上运行 [method @GlobalScope.clamp],返回一种新颜色,其中所有分量"
"都被钳制在 [param min] 和 [param max] 的分量之间。"
msgid ""
"Returns a new color resulting from making this color darker by the specified "
"[param amount] (ratio from 0.0 to 1.0). See also [method lightened].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回通过指定 [param amount](从 0.0 到 1.0 的比率)使该颜色变暗而产生的新颜"
"色。另见 [method lightened]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var darkgreen = green.darkened(0.2) # 比普通的绿色深 20%\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color darkgreen = green.Darkened(0.2f); // 比普通的绿色深 20%\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV "
"profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param "
"v]) are typically between 0.0 and 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"根据 [url=https://zh.wikipedia.org/wiki/"
"HSL%E5%92%8CHSV%E8%89%B2%E5%BD%A9%E7%A9%BA%E9%97%B4]HSV 配置[/url]构建颜色。色"
"相([param h])、饱和度([param s])和值([param v])通常在 0.0 和 1.0 之"
"间。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Constructs a color from an [url=https://bottosson.github.io/posts/"
"colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param "
"s]), and lightness ([param l]) are typically between 0.0 and 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"根据 [url=https://bottosson.github.io/posts/colorpicker/]OK HSL 配置[/url]构建"
"颜色。色相([param h])、饱和度([param s])和亮度([param l])通常在 0.0 和 "
"1.0 之间。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Decodes a [Color] from a RGBE9995 format integer. See [constant Image."
"FORMAT_RGBE9995]."
msgstr ""
"从 RGBE9995 格式的整数解码 [Color]。见 [constant Image.FORMAT_RGBE9995]。"
msgid ""
"Creates a [Color] from the given string, which can be either an HTML color "
"code or a named color (case-insensitive). Returns [param default] if the "
"color cannot be inferred from the string."
msgstr ""
"从给定的字符串创建 [Color],该字符串可以是 HTML 颜色代码,也可以是颜色名称(不"
"区分大小写)。如果无法从字符串中推断出颜色,则返回 [param default]。"
msgid ""
"Returns the light intensity of the color, as a value between 0.0 and 1.0 "
"(inclusive). This is useful when determining light or dark color. Colors with "
"a luminance smaller than 0.5 can be generally considered dark.\n"
"[b]Note:[/b] [method get_luminance] relies on the color being in the linear "
"color space to return an accurate relative luminance value. If the color is "
"in the sRGB color space, use [method srgb_to_linear] to convert it to the "
"linear color space first."
msgstr ""
"将颜色的光照强度返回为一个介于 0.0 和 1.0(包含)之间的值。这在确定浅色或深色"
"时很有用。亮度小于 0.5 的颜色通常可以认为是深色。\n"
"[b]注意:[/b][method get_luminance] 依赖于线性色彩空间中的颜色,以返回准确的相"
"对亮度值。如果颜色在 sRGB 色彩空间,请先使用 [method srgb_to_linear] 将其转换"
"为线性色彩空间。"
msgid ""
"Returns the [Color] associated with the provided [param hex] integer in 32-"
"bit RGBA format (8 bits per channel).\n"
"In GDScript and C#, the [int] is best visualized with hexadecimal notation "
"([code]\"0x\"[/code] prefix, making it [code]\"0xRRGGBBAA\"[/code]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color.hex(0xff0000ff)\n"
"var dark_cyan = Color.hex(0x008b8bff)\n"
"var my_color = Color.hex(0xbbefd2a4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(0xff0000ff);\n"
"var dark_cyan = new Color(0x008b8bff);\n"
"var my_color = new Color(0xbbefd2a4);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回与提供的整数 [param hex] 相关联的 [Color],使用 32 位 RGBA 格式(每通道 8 "
"位)。\n"
"在 GDScript 和 C# 中,展示该 [int] 的最好方法是十六进制表示法(使用 "
"[code]\"0x\"[/code] 前缀,得到 [code]\"0xRRGGBBAA\"[/code])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color.hex(0xff0000ff)\n"
"var dark_cyan = Color.hex(0x008b8bff)\n"
"var my_color = Color.hex(0xbbefd2a4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(0xff0000ff);\n"
"var dark_cyan = new Color(0x008b8bff);\n"
"var my_color = new Color(0xbbefd2a4);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the [Color] associated with the provided [param hex] integer in 64-"
"bit RGBA format (16 bits per channel).\n"
"In GDScript and C#, the [int] is best visualized with hexadecimal notation "
"([code]\"0x\"[/code] prefix, making it [code]\"0xRRRRGGGGBBBBAAAA\"[/code])."
msgstr ""
"返回与提供的整数 [param hex] 相关联的 [Color],使用 64 位 RGBA 格式(每通道 8 "
"位)。\n"
"在 GDScript 和 C# 中,展示该 [int] 的最好方法是十六进制表示法(使用 "
"[code]\"0x\"[/code] 前缀,得到 [code]\"0xRRRRGGGGBBBBAAAA\"[/code])。"
msgid ""
"Returns a new color from [param rgba], an HTML hexadecimal color string. "
"[param rgba] is not case-sensitive, and may be prefixed by a hash sign "
"([code]#[/code]).\n"
"[param rgba] must be a valid three-digit or six-digit hexadecimal color "
"string, and may contain an alpha channel value. If [param rgba] does not "
"contain an alpha channel value, an alpha channel value of 1.0 is applied. If "
"[param rgba] is invalid, returns an empty color.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var blue = Color.html(\"#0000ff\") # blue is Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.html(\"#0F0\") # green is Color(0.0, 1.0, 0.0, 1.0)\n"
"var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, "
"1.0)\n"
"var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从 HTML 十六进制颜色字符串 [param rgba] 返回一个新颜色。[param rgba] 不区分大"
"小写,可以使用哈希符号([code]#[/code])作为前缀。\n"
"[param rgba] 必须是有效的三位或六位十六进制颜色字符串,并且可以包含 alpha 通道"
"值。如果 [param rgba] 不包含 alpha 通道值,则应用 alpha 通道值 1.0。如果 "
"[param rgba] 无效,则返回一个空颜色。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var blue = Color.html(\"#0000ff\") # blue 为 Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.html(\"#0F0\") # green 为 Color(0.0, 1.0, 0.0, 1.0)\n"
"var col = Color.html(\"663399cc\") # col 为 Color(0.4, 0.2, 0.6, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var blue = Color.FromHtml(\"#0000ff\"); // blue 为 Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.FromHtml(\"#0F0\"); // green 为 Color(0.0, 1.0, 0.0, "
"1.0)\n"
"var col = Color.FromHtml(\"663399cc\"); // col 为 Color(0.4, 0.2, 0.6, 0.8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color "
"string. The string must be a hexadecimal value (case-insensitive) of either "
"3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). "
"This method is identical to [method String.is_valid_html_color].\n"
"[codeblocks]\n"
"[gdscript]\n"
"Color.html_is_valid(\"#55aaFF\") # Returns true\n"
"Color.html_is_valid(\"#55AAFF20\") # Returns true\n"
"Color.html_is_valid(\"55AAFF\") # Returns true\n"
"Color.html_is_valid(\"#F2C\") # Returns true\n"
"\n"
"Color.html_is_valid(\"#AABBC\") # Returns false\n"
"Color.html_is_valid(\"#55aaFF5\") # Returns false\n"
"[/gdscript]\n"
"[csharp]\n"
"Color.HtmlIsValid(\"#55AAFF\"); // Returns true\n"
"Color.HtmlIsValid(\"#55AAFF20\"); // Returns true\n"
"Color.HtmlIsValid(\"55AAFF\"); // Returns true\n"
"Color.HtmlIsValid(\"#F2C\"); // Returns true\n"
"\n"
"Color.HtmlIsValid(\"#AABBC\"); // Returns false\n"
"Color.HtmlIsValid(\"#55aaFF5\"); // Returns false\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"如果 [param color] 是一个有效的 HTML 十六进制颜色字符串,则返回 [code]true[/"
"code]。该字符串必须是一个由 3、4、6 或 8 位数字组成的十六进制值(不区分大小"
"写),并且可以以井号 ([code]#[/code]) 作为前缀。该方法与 [method String."
"is_valid_html_color] 相同。\n"
"[codeblocks]\n"
"[gdscript]\n"
"Color.html_is_valid(\"#55aaFF\") # 返回 true\n"
"Color.html_is_valid(\"#55AAFF20\") # 返回 true\n"
"Color.html_is_valid(\"55AAFF\") # 返回 true\n"
"Color.html_is_valid(\"#F2C\") # 返回 true\n"
"\n"
"Color.html_is_valid(\"#AABBC\") # 返回 false\n"
"Color.html_is_valid(\"#55aaFF5\") # 返回 false\n"
"[/gdscript]\n"
"[csharp]\n"
"Color.HtmlIsValid(\"#55AAFF\"); // 返回 true\n"
"Color.HtmlIsValid(\"#55AAFF20\"); // 返回 true\n"
"Color.HtmlIsValid(\"55AAFF\"); // 返回 true\n"
"Color.HtmlIsValid(\"#F2C\"); // 返回 true\n"
"\n"
"Color.HtmlIsValid(\"#AABBC\"); // 返回 false\n"
"Color.HtmlIsValid(\"#55aaFF5\"); // 返回 false\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color with its [member r], [member g], and [member b] components "
"inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var black = Color.WHITE.inverted()\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var black = Colors.White.Inverted();\n"
"var color = new Color(0.3f, 0.4f, 0.9f);\n"
"Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, "
"0.6f, 0.1f)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回将 [member r]、[member g]、[member b] 分量翻转后的颜色([code](1 - r, 1 - "
"g, 1 - b, a)[/code])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var black = Color.WHITE.inverted()\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var inverted_color = color.inverted() # 等价于 `Color(0.7, 0.6, 0.1)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var black = Colors.White.Inverted();\n"
"var color = new Color(0.3f, 0.4f, 0.9f);\n"
"Color invertedColor = color.Inverted(); // 等价于 `new Color(0.7f, 0.6f, "
"0.1f)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if this color and [param to] are approximately "
"equal, by running [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"如果该颜色和 [param to] 近似相等,则返回 [code]true[/code],判断近似相等的方法"
"是通过在每个分量上运行 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns the linear interpolation between this color's components and [param "
"to]'s components. The interpolation factor [param weight] should be between "
"0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(1.0, 0.0, 0.0)\n"
"var aqua = Color(0.0, 1.0, 0.8)\n"
"\n"
"red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n"
"red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n"
"red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(1.0f, 0.0f, 0.0f);\n"
"var aqua = new Color(0.0f, 1.0f, 0.8f);\n"
"\n"
"red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n"
"red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n"
"red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回将该颜色的分量和 [param to] 的分量进行线性插值的结果。插值系数 [param "
"weight] 应该在 0.0 和 1.0 之间(闭区间)。另请参阅 [method @GlobalScope."
"lerp]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(1.0, 0.0, 0.0)\n"
"var aqua = Color(0.0, 1.0, 0.8)\n"
"\n"
"red.lerp(aqua, 0.2) # 返回 Color(0.8, 0.2, 0.16)\n"
"red.lerp(aqua, 0.5) # 返回 Color(0.5, 0.5, 0.4)\n"
"red.lerp(aqua, 1.0) # 返回 Color(0.0, 1.0, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(1.0f, 0.0f, 0.0f);\n"
"var aqua = new Color(0.0f, 1.0f, 0.8f);\n"
"\n"
"red.Lerp(aqua, 0.2f); // 返回 Color(0.8f, 0.2f, 0.16f)\n"
"red.Lerp(aqua, 0.5f); // 返回 Color(0.5f, 0.5f, 0.4f)\n"
"red.Lerp(aqua, 1.0f); // 返回 Color(0.0f, 1.0f, 0.8f)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color resulting from making this color lighter by the specified "
"[param amount], which should be a ratio from 0.0 to 1.0. See also [method "
"darkened].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var light_green = green.lightened(0.2) # 20% lighter than regular green\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回通过指定 [param amount](从 0.0 到 1.0 的比率)使该颜色变亮而产生的新颜"
"色。另见 [method darkened]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var light_green = green.lightened(0.2) # 比普通的绿色要淡 20%\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color lightGreen = green.Lightened(0.2f); // 比普通的绿色要淡 20%\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to the [url=https://en.wikipedia.org/wiki/"
"SRGB]sRGB[/url] color space. This method assumes the original color is in the "
"linear color space. See also [method srgb_to_linear] which performs the "
"opposite operation."
msgstr ""
"返回转换到 [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] 色彩空间的颜色。"
"该方法假定原始颜色位于线性色彩空间中。另请参阅执行相反操作的 [method "
"srgb_to_linear]。"
msgid ""
"Returns the color converted to the linear color space. This method assumes "
"the original color already is in the sRGB color space. See also [method "
"linear_to_srgb] which performs the opposite operation."
msgstr ""
"返回转换到线性色彩空间的颜色。该方法假定原始颜色已经在 sRGB 色彩空间中。另请参"
"见执行相反操作的 [method linear_to_srgb]。"
msgid ""
"Returns the color converted to a 32-bit integer in ABGR format (each "
"component is 8 bits). ABGR is the reversed version of the default RGBA "
"format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr32()) # Prints 4281565439\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr32()); // Prints 4281565439\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 ABGR 格式(每个分量为 8 位)的 32 位整数的颜色。ABGR 是默认 RGBA 格"
"式的反转版本。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr32()) # 输出 4281565439\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr32()); // 输出 4281565439\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 64-bit integer in ABGR format (each "
"component is 16 bits). ABGR is the reversed version of the default RGBA "
"format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr64()) # Prints -225178692812801\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr64()); // Prints -225178692812801\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 ABGR 格式(每个分量为 16 位)的 64 位整数的颜色。ABGR 是默认 RGBA "
"格式的反转版本。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr64()) # 输出 -225178692812801\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr64()); // 输出 -225178692812801\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 32-bit integer in ARGB format (each "
"component is 8 bits). ARGB is more compatible with DirectX.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb32()) # Prints 4294934323\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb32()); // Prints 4294934323\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 ARGB 格式(每个分量为 8 位)的 32 位整数的颜色。ARGB 与 DirectX 更"
"兼容。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb32()) # 输出 4294934323\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb32()); // 输出 4294934323\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 64-bit integer in ARGB format (each "
"component is 16 bits). ARGB is more compatible with DirectX.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb64()) # Prints -2147470541\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb64()); // Prints -2147470541\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 ARGB 格式(每个分量为 16 位)的 64 位整数的颜色。ARGB 与 DirectX 更"
"兼容。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb64()) # 输出 -2147470541\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb64()); // 输出 -2147470541\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to an HTML hexadecimal color [String] in RGBA "
"format, without the hash ([code]#[/code]) prefix.\n"
"Setting [param with_alpha] to [code]false[/code], excludes alpha from the "
"hexadecimal string, using RGB format instead of RGBA format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var white = Color(1, 1, 1, 0.5)\n"
"var with_alpha = white.to_html() # Returns \"ffffff7f\"\n"
"var without_alpha = white.to_html(false) # Returns \"ffffff\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var white = new Color(1, 1, 1, 0.5f);\n"
"string withAlpha = white.ToHtml(); // Returns \"ffffff7f\"\n"
"string withoutAlpha = white.ToHtml(false); // Returns \"ffffff\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回将该颜色转换为 RGBA 格式的 HTML 十六进制颜色 [String],不带([code]#[/"
"code])前缀。\n"
"将 [param with_alpha] 设置为 [code]false[/code],会从十六进制字符串中排除 "
"alpha使用 RGB 格式而不是 RGBA 格式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var white = Color(1, 1, 1, 0.5)\n"
"var with_alpha = white.to_html() # 返回 \"ffffff7f\"\n"
"var without_alpha = white.to_html(false) # 返回 \"ffffff\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var white = new Color(1, 1, 1, 0.5f);\n"
"string withAlpha = white.ToHtml(); // 返回 \"ffffff7f\"\n"
"string withoutAlpha = white.ToHtml(false); // 返回 \"ffffff\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 32-bit integer in RGBA format (each "
"component is 8 bits). RGBA is Godot's default format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba32()) # Prints 4286526463\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba32()); // Prints 4286526463\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 RGBA 格式(每个分量为 8 位)的 32 位整数的颜色。RGBA 是 Godot 的默"
"认格式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba32()) # 输出 4286526463\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba32()); // 输出 4286526463\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 64-bit integer in RGBA format (each "
"component is 16 bits). RGBA is Godot's default format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba64()) # Prints -140736629309441\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba64()); // Prints -140736629309441\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Godot 的默"
"认格式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba64()) # 输出 -140736629309441\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba64()); // 输出 -140736629309441\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The color's alpha component, typically on the range of 0 to 1. A value of 0 "
"means that the color is fully transparent. A value of 1 means that the color "
"is fully opaque."
msgstr ""
"颜色的 Alpha 分量,一般在 0 到 1 的范围内。0 表示该颜色完全透明。1 表示该颜色"
"完全不透明。"
msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1."
msgstr "对 [member a] 的封装,使用 0 到 255 的范围而不是 0 到 1。"
msgid "The color's blue component, typically on the range of 0 to 1."
msgstr "颜色的蓝色分量,一般在 0 到 1 的范围内。"
msgid "Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1."
msgstr "对 [member b] 的封装,使用 0 到 255 的范围而不是 0 到 1。"
msgid "The color's green component, typically on the range of 0 to 1."
msgstr "颜色的绿色分量,一般在 0 到 1 的范围内。"
msgid "Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1."
msgstr "对 [member g] 的封装,使用 0 到 255 的范围而不是 0 到 1。"
msgid "The HSV hue of this color, on the range 0 to 1."
msgstr "这个颜色的 HSV 色相,范围是 0 到 1。"
msgid "The color's red component, typically on the range of 0 to 1."
msgstr "颜色的红色分量,通常在 0 到 1 的范围内。"
msgid "Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1."
msgstr "对 [member r] 的封装,使用 0 到 255 的范围而不是 0 到 1。"
msgid "The HSV saturation of this color, on the range 0 to 1."
msgstr "这个颜色的 HSV 饱和度,范围为 0 到 1。"
msgid "The HSV value (brightness) of this color, on the range 0 to 1."
msgstr "这个颜色的 HSV 值(亮度),范围为 0 至 1。"
msgid "Alice blue color."
msgstr "爱丽丝蓝。"
msgid "Antique white color."
msgstr "古董白。"
msgid "Aqua color."
msgstr "水色。"
msgid "Aquamarine color."
msgstr "海蓝色。"
msgid "Azure color."
msgstr "天蓝色。"
msgid "Beige color."
msgstr "米黄色。"
msgid "Bisque color."
msgstr "橘黄色。"
msgid "Black color. In GDScript, this is the default value of any color."
msgstr "黑色。在 GDScript 中,这是所有颜色的默认值。"
msgid "Blanched almond color."
msgstr "杏仁白色。"
msgid "Blue color."
msgstr "蓝色。"
msgid "Blue violet color."
msgstr "蓝紫色的颜色。"
msgid "Brown color."
msgstr "棕色。"
msgid "Burlywood color."
msgstr "硬木色。"
msgid "Cadet blue color."
msgstr "军服蓝。"
msgid "Chartreuse color."
msgstr "黄褐色。"
msgid "Chocolate color."
msgstr "巧克力色。"
msgid "Coral color."
msgstr "珊瑚色。"
msgid "Cornflower blue color."
msgstr "矢车菊蓝色。"
msgid "Cornsilk color."
msgstr "玉米须色。"
msgid "Crimson color."
msgstr "绯红的颜色。"
msgid "Cyan color."
msgstr "青色。"
msgid "Dark blue color."
msgstr "深蓝色。"
msgid "Dark cyan color."
msgstr "深青色。"
msgid "Dark goldenrod color."
msgstr "深色菊科植物的颜色。"
msgid "Dark gray color."
msgstr "深灰色。"
msgid "Dark green color."
msgstr "深绿色。"
msgid "Dark khaki color."
msgstr "深卡其色。"
msgid "Dark magenta color."
msgstr "深洋红色。"
msgid "Dark olive green color."
msgstr "深橄榄绿色。"
msgid "Dark orange color."
msgstr "深橙色。"
msgid "Dark orchid color."
msgstr "深色的兰花色。"
msgid "Dark red color."
msgstr "深红色。"
msgid "Dark salmon color."
msgstr "深鲑鱼色。"
msgid "Dark sea green color."
msgstr "深海绿色。"
msgid "Dark slate blue color."
msgstr "深板蓝的颜色。"
msgid "Dark slate gray color."
msgstr "暗石板灰色。"
msgid "Dark turquoise color."
msgstr "深绿松石色。"
msgid "Dark violet color."
msgstr "深紫罗兰色。"
msgid "Deep pink color."
msgstr "深粉色。"
msgid "Deep sky blue color."
msgstr "深邃的天蓝色。"
msgid "Dim gray color."
msgstr "暗灰色。"
msgid "Dodger blue color."
msgstr "道奇蓝色。"
msgid "Firebrick color."
msgstr "耐火砖红色。"
msgid "Floral white color."
msgstr "花白色。"
msgid "Forest green color."
msgstr "森林绿色。"
msgid "Fuchsia color."
msgstr "洋红色。"
msgid "Gainsboro color."
msgstr "庚斯伯勒灰色。"
msgid "Ghost white color."
msgstr "幽灵白颜色。"
msgid "Gold color."
msgstr "金色。"
msgid "Goldenrod color."
msgstr "金菊色。"
msgid "Gray color."
msgstr "灰色。"
msgid "Green color."
msgstr "绿色。"
msgid "Green yellow color."
msgstr "绿黄色。"
msgid "Honeydew color."
msgstr "蜜露色。"
msgid "Hot pink color."
msgstr "亮粉色。"
msgid "Indian red color."
msgstr "印度红色。"
msgid "Indigo color."
msgstr "靛青色。"
msgid "Ivory color."
msgstr "象牙色。"
msgid "Khaki color."
msgstr "卡其色。"
msgid "Lavender color."
msgstr "薰衣草色。"
msgid "Lavender blush color."
msgstr "薰衣草紫红色。"
msgid "Lawn green color."
msgstr "草坪绿色。"
msgid "Lemon chiffon color."
msgstr "柠檬雪纺色。"
msgid "Light blue color."
msgstr "浅蓝色。"
msgid "Light coral color."
msgstr "浅珊瑚色。"
msgid "Light cyan color."
msgstr "淡青色。"
msgid "Light goldenrod color."
msgstr "亮金菊黄色。"
msgid "Light gray color."
msgstr "浅灰色。"
msgid "Light green color."
msgstr "浅绿色。"
msgid "Light pink color."
msgstr "浅粉色。"
msgid "Light salmon color."
msgstr "浅鲑鱼色。"
msgid "Light sea green color."
msgstr "浅海绿色。"
msgid "Light sky blue color."
msgstr "浅天蓝色。"
msgid "Light slate gray color."
msgstr "浅板岩灰色。"
msgid "Light steel blue color."
msgstr "浅钢蓝色。"
msgid "Light yellow color."
msgstr "浅黄色。"
msgid "Lime color."
msgstr "青柠色。"
msgid "Lime green color."
msgstr "石灰绿色。"
msgid "Linen color."
msgstr "亚麻色。"
msgid "Magenta color."
msgstr "洋红色。"
msgid "Maroon color."
msgstr "栗色。"
msgid "Medium aquamarine color."
msgstr "中等海蓝宝石色。"
msgid "Medium blue color."
msgstr "中蓝色。"
msgid "Medium orchid color."
msgstr "中等兰色。"
msgid "Medium purple color."
msgstr "中等紫色。"
msgid "Medium sea green color."
msgstr "中海绿色。"
msgid "Medium slate blue color."
msgstr "中等板岩蓝色。"
msgid "Medium spring green color."
msgstr "中等春天绿色。"
msgid "Medium turquoise color."
msgstr "中等绿松石色。"
msgid "Medium violet red color."
msgstr "中等紫红色。"
msgid "Midnight blue color."
msgstr "午夜蓝色。"
msgid "Mint cream color."
msgstr "薄荷奶油色。"
msgid "Misty rose color."
msgstr "朦胧的玫瑰色。"
msgid "Moccasin color."
msgstr "鹿皮鞋颜色。"
msgid "Navajo white color."
msgstr "纳瓦白。"
msgid "Navy blue color."
msgstr "藏青色。"
msgid "Old lace color."
msgstr "旧蕾丝色。"
msgid "Olive color."
msgstr "橄榄色。"
msgid "Olive drab color."
msgstr "暗淡橄榄色。"
msgid "Orange color."
msgstr "橙色。"
msgid "Orange red color."
msgstr "橘红色。"
msgid "Orchid color."
msgstr "兰花色。"
msgid "Pale goldenrod color."
msgstr "淡金色。"
msgid "Pale green color."
msgstr "淡绿色。"
msgid "Pale turquoise color."
msgstr "淡绿松石色。"
msgid "Pale violet red color."
msgstr "淡紫红色。"
msgid "Papaya whip color."
msgstr "木瓜鞭色。"
msgid "Peach puff color."
msgstr "桃花粉。"
msgid "Peru color."
msgstr "秘鲁色。"
msgid "Pink color."
msgstr "粉红色。"
msgid "Plum color."
msgstr "梅花色。"
msgid "Powder blue color."
msgstr "浅蓝色。"
msgid "Purple color."
msgstr "紫色。"
msgid "Rebecca purple color."
msgstr "丽贝卡紫色。"
msgid "Red color."
msgstr "红色。"
msgid "Rosy brown color."
msgstr "玫瑰棕。"
msgid "Royal blue color."
msgstr "宝蓝色。"
msgid "Saddle brown color."
msgstr "鞍棕色。"
msgid "Salmon color."
msgstr "鲑鱼色。"
msgid "Sandy brown color."
msgstr "沙褐色。"
msgid "Sea green color."
msgstr "海绿色。"
msgid "Seashell color."
msgstr "贝壳色。"
msgid "Sienna color."
msgstr "西恩娜色。"
msgid "Silver color."
msgstr "银色。"
msgid "Sky blue color."
msgstr "天蓝色。"
msgid "Slate blue color."
msgstr "石板蓝色。"
msgid "Slate gray color."
msgstr "石板灰。"
msgid "Snow color."
msgstr "雪白。"
msgid "Spring green color."
msgstr "春绿。"
msgid "Steel blue color."
msgstr "钢蓝色。"
msgid "Tan color."
msgstr "棕褐色。"
msgid "Teal color."
msgstr "青色。"
msgid "Thistle color."
msgstr "蓟色。"
msgid "Tomato color."
msgstr "番茄色。"
msgid "Transparent color (white with zero alpha)."
msgstr "透明色Alpha 为零的白色)。"
msgid "Turquoise color."
msgstr "松石绿。"
msgid "Violet color."
msgstr "紫罗兰色。"
msgid "Web gray color."
msgstr "网格灰。"
msgid "Web green color."
msgstr "网络绿。"
msgid "Web maroon color."
msgstr "网络栗。"
msgid "Web purple color."
msgstr "网络紫。"
msgid "Wheat color."
msgstr "小麦色。"
msgid "White color."
msgstr "白色。"
msgid "White smoke color."
msgstr "白烟色。"
msgid "Yellow color."
msgstr "黄色。"
msgid "Yellow green color."
msgstr "黄绿色。"
msgid ""
"Returns [code]true[/code] if the colors are not exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果颜色不完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Multiplies each component of the [Color] by the components of the given "
"[Color]."
msgstr "将该 [Color] 的每个分量乘以给定 [Color] 的对应分量。"
msgid "Multiplies each component of the [Color] by the given [float]."
msgstr "将该 [Color] 的每个分量乘以给定的 [float]。"
msgid "Multiplies each component of the [Color] by the given [int]."
msgstr "将该 [Color] 的每个分量乘以给定的 [int]。"
msgid ""
"Adds each component of the [Color] with the components of the given [Color]."
msgstr "将该 [Color] 的每个分量加上给定 [Color] 的对应分量。"
msgid ""
"Subtracts each component of the [Color] by the components of the given "
"[Color]."
msgstr "将该 [Color] 的每个分量减去给定 [Color] 的对应分量。"
msgid ""
"Divides each component of the [Color] by the components of the given [Color]."
msgstr "将该 [Color] 的每个分量除以给定 [Color] 的每个分量。"
msgid "Divides each component of the [Color] by the given [float]."
msgstr "将该 [Color] 的每个分量除以给定的 [float]。"
msgid "Divides each component of the [Color] by the given [int]."
msgstr "将该 [Color] 的每个分量除以给定的 [int]。"
msgid ""
"Returns [code]true[/code] if the colors are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果颜色完全相同,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点精度误差,请考虑改用更可靠的 [method is_equal_approx]。"
msgid ""
"Access color components using their index. [code][0][/code] is equivalent to "
"[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is "
"equivalent to [member b], and [code][3][/code] is equivalent to [member a]."
msgstr ""
"使用索引访问颜色分量。[code][0][/code] 相当于 [member r][code][1][/code] 相"
"当于 [member g][code][2][/code] 相当于 [member b][code][3][/code] 相当于 "
"[member a]."
msgid ""
"Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/"
"code] does nothing, but sometimes it can make your code more readable."
msgstr ""
"返回与 [code]+[/code] 不存在时相同的值。单目 [code]+[/code] 没有作用,但有时可"
"以使你的代码更具可读性。"
msgid ""
"Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] "
"or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with "
"[method inverted], the [member a] component is inverted, too."
msgstr ""
"反转给定的颜色。这相当于 [code]Color.WHITE - c[/code] 或 [code]Color(1 - c.r, "
"1 - c.g, 1 - c.b, 1 - c.a)[/code]。与 [method inverted] 不同,[member a] 分量"
"也将被反转。"
msgid "A widget that provides an interface for selecting or modifying a color."
msgstr "提供用于选择或修改颜色的界面的小工具。"
msgid ""
"A widget that provides an interface for selecting or modifying a color. It "
"can optionally provide functionalities like a color sampler (eyedropper), "
"color modes, and presets.\n"
"[b]Note:[/b] This control is the color picker widget itself. You can use a "
"[ColorPickerButton] instead if you need a button that brings up a "
"[ColorPicker] in a popup."
msgstr ""
"提供用于选择或修改颜色的界面的小工具。还可以提供取色器(吸管)、颜色模式、预设"
"等功能。\n"
"[b]注意:[/b]这个控件就是取色器本身。如果你需要一个能够弹出 [ColorPicker] 窗口"
"的按钮,可以改用 [ColorPickerButton]。"
msgid ""
"Adds the given color to a list of color presets. The presets are displayed in "
"the color picker and the user will be able to select them.\n"
"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
msgstr ""
"将给定的颜色添加到颜色预设列表中。预设会显示在取色器中,可以被用户选择。\n"
"[b]注意:[/b]预设列表仅适用于[i]这个[/i]取色器。"
msgid ""
"Adds the given color to a list of color recent presets so that it can be "
"picked later. Recent presets are the colors that were picked recently, a new "
"preset is automatically created and added to recent presets when you pick a "
"new color.\n"
"[b]Note:[/b] The recent presets list is only for [i]this[/i] color picker."
msgstr ""
"将给定的颜色添加到近期颜色预设列表中,以便以后可以选择它。近期预设是最近选择的"
"颜色,当选择新颜色时,会自动创建新的预设并将其添加到近期预设中。\n"
"[b]注意:[/b]近期预设列表仅适用于[i]这个[/i]取色器。"
msgid ""
"Removes the given color from the list of color presets of this color picker."
msgstr "从这个取色器的颜色预设列表中移除给定的颜色。"
msgid ""
"Removes the given color from the list of color recent presets of this color "
"picker."
msgstr "从这个取色器的颜色近期预设列表中移除给定的颜色。"
msgid "Returns the list of colors in the presets of the color picker."
msgstr "返回取色器的预设颜色列表。"
msgid "Returns the list of colors in the recent presets of the color picker."
msgstr "返回取色器的近期预设中的颜色列表。"
msgid ""
"If [code]true[/code], it's possible to add presets under Swatches. If "
"[code]false[/code], the button to add presets is disabled."
msgstr ""
"如果为 [code]true[/code],则可以在色板下添加预设。如果为 [code]false[/code]"
"添加预设的按钮将被禁用。"
msgid "The currently selected color."
msgstr "当前选择的颜色。"
msgid "The currently selected color mode. See [enum ColorModeType]."
msgstr "当前选择的颜色模式。见 [enum ColorModeType]。"
msgid "If [code]true[/code], the color mode buttons are visible."
msgstr "如果为 [code]true[/code],则颜色模式按钮可见。"
msgid ""
"If [code]true[/code], the color will apply only after the user releases the "
"mouse button, otherwise it will apply immediately even in mouse motion event "
"(which can cause performance issues)."
msgstr ""
"如果为 [code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠标"
"移动事件中也会立即应用(会造成性能问题)。"
msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑动条(不透明度)。"
msgid "If [code]true[/code], the hex color code input field is visible."
msgstr "如果为 [code]true[/code],则十六进制颜色代码输入框可见。"
msgid "The shape of the color space view. See [enum PickerShapeType]."
msgstr "色彩空间视图的形状。见 [enum PickerShapeType]。"
msgid ""
"If [code]true[/code], the Swatches and Recent Colors presets are visible."
msgstr "如果为 [code]true[/code],则色板和近期颜色预设可见。"
msgid "If [code]true[/code], the color sampler and color preview are visible."
msgstr "如果为 [code]true[/code],则颜色采样器和颜色预览可见。"
msgid "If [code]true[/code], the color sliders are visible."
msgstr "如果为 [code]true[/code],则颜色滑块可见。"
msgid "Emitted when the color is changed."
msgstr "更改颜色时发出。"
msgid "Emitted when a preset is added."
msgstr "添加预设时发出。"
msgid "Emitted when a preset is removed."
msgstr "移除预设时发出。"
msgid "Allows editing the color with Red/Green/Blue sliders."
msgstr "允许使用红、绿、蓝滑块编辑颜色。"
msgid "Allows editing the color with Hue/Saturation/Value sliders."
msgstr "允许使用色相、饱和度、明度滑块编辑颜色。"
msgid ""
"Allows the color R, G, B component values to go beyond 1.0, which can be used "
"for certain special operations that require it (like tinting without "
"darkening or rendering sprites in HDR)."
msgstr ""
"允许颜色 R、G、B 分量值超过 1.0,这可用于某些需要它的特殊操作(例如在 HDR 中,"
"着色而不变暗或渲染精灵)。"
msgid ""
"Allows editing the color with Hue/Saturation/Lightness sliders.\n"
"OKHSL is a new color space similar to HSL but that better match perception by "
"leveraging the Oklab color space which is designed to be simple to use, while "
"doing a good job at predicting perceived lightness, chroma and hue.\n"
"[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color "
"spaces[/url]"
msgstr ""
"允许使用色相/饱和度/亮度滑块编辑颜色。\n"
"OKHSL 是一种类似于 HSL 的新色彩空间,但通过利用设计简单易用的 Oklab 色彩空间更"
"好地匹配感知,同时在预测感知亮度、色度和色调方面做得很好。\n"
"[url=https://bottosson.github.io/posts/colorpicker/]Okhsv 和 Okhsl 色彩空间[/"
"url]"
msgid "HSV Color Model rectangle color space."
msgstr "HSV 颜色模型矩形色彩空间。"
msgid "HSV Color Model rectangle color space with a wheel."
msgstr "HSV 颜色模型矩形色彩空间,带轮。"
msgid "HSV Color Model circle color space. Use Saturation as a radius."
msgstr "HSV 颜色模型圆形色彩空间。半径为饱和度。"
msgid "HSL OK Color Model circle color space."
msgstr "HSL OK 颜色模型圆形色彩空间。"
msgid ""
"The color space shape and the shape select button are hidden. Can't be "
"selected from the shapes popup."
msgstr "色彩空间形状和形状选择按钮被隐藏。不能从形状弹出窗口中选择。"
msgid ""
"Overrides the [theme_item Slider.center_grabber] theme property of the "
"sliders."
msgstr "覆盖滑块的 [theme_item Slider.center_grabber] 主题属性。"
msgid "The width of the hue selection slider."
msgstr "色相选择滑块的宽度。"
msgid "The minimum width of the color labels next to sliders."
msgstr "滑块旁颜色标签的最小宽度。"
msgid "The margin around the [ColorPicker]."
msgstr "[ColorPicker] 周围的边距。"
msgid "The height of the saturation-value selection box."
msgstr "饱和值选择框的高度。"
msgid "The width of the saturation-value selection box."
msgstr "饱和度选择框的宽度。"
msgid "The icon for the \"Add Preset\" button."
msgstr "“添加预设”按钮的图标。"
msgid "The texture for the arrow grabber."
msgstr "箭头抓取器的纹理。"
msgid "Custom texture for the hue selection slider on the right."
msgstr "右侧的色相选择滑块的自定义纹理。"
msgid "Custom texture for the H slider in the OKHSL color mode."
msgstr "OKHSL 颜色模式的 H 滑块的自定义纹理。"
msgid "The icon for color preset drop down menu when expanded."
msgstr "颜色预设下拉菜单展开时使用的图标。"
msgid "The icon for color preset drop down menu when folded."
msgstr "颜色预设下拉菜单折叠时使用的图标。"
msgid ""
"The indicator used to signalize that the color value is outside the 0-1 range."
msgstr "该指示器用于指示颜色值在 0-1 范围之外。"
msgid ""
"The image displayed over the color box/circle (depending on the [member "
"picker_shape]), marking the currently selected color."
msgstr ""
"显示在颜色框/圆(取决于 [member picker_shape])上的图像,标记当前选择的颜色。"
msgid ""
"Background panel for the color preview box (visible when the color is "
"translucent)."
msgstr "颜色预览框的背景面板(颜色为半透明时可见)。"
msgid "The icon for the screen color picker button."
msgstr "屏幕取色器按钮的图标。"
msgid "The icon for circular picker shapes."
msgstr "圆形拾取器形状的图标。"
msgid "The icon for rectangular picker shapes."
msgstr "矩形拾取器形状的图标。"
msgid "The icon for rectangular wheel picker shapes."
msgstr "矩形轮拾取器形状的图标。"
msgid "A button that brings up a [ColorPicker] when pressed."
msgstr "点击后会显示 [ColorPicker] 的按钮。"
msgid ""
"Encapsulates a [ColorPicker], making it accessible by pressing a button. "
"Pressing the button will toggle the [ColorPicker]'s visibility.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node.\n"
"[b]Note:[/b] By default, the button may not be wide enough for the color "
"preview swatch to be visible. Make sure to set [member Control."
"custom_minimum_size] to a big enough value to give the button enough space."
msgstr ""
"封装一个 [ColorPicker],按下按钮即可访问该控件。按下按钮会切换 [ColorPicker] "
"的可见性。\n"
"另见 [BaseButton],其中包含与该节点关联的通用属性和方法。\n"
"[b]注意:[/b]默认情况下,按钮的宽度可能不足以使颜色预览色板可见。确保将 "
"[member Control.custom_minimum_size] 设置为足够大的值,以便为按钮提供足够的空"
"间。"
msgid ""
"Returns the [ColorPicker] that this node toggles.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回此节点所切换的 [ColorPicker]。\n"
"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望隐"
"藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。"
msgid ""
"Returns the control's [PopupPanel] which allows you to connect to popup "
"signals. This allows you to handle events when the ColorPicker is shown or "
"hidden.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回该控件的 [PopupPanel],它允许连接到其弹出信号。这允许在显示或隐藏 "
"ColorPicker 时处理事件。\n"
"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果希望隐藏"
"它或它的任何子项,请使用它们的 [member Window.visible] 属性。"
msgid ""
"If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
"be visible."
msgstr ""
"如果为 [code]true[/code],则显示的 [ColorPicker] 中的 Alpha 通道将可见。"
msgid "Emitted when the color changes."
msgstr "颜色改变时发出。"
msgid ""
"Emitted when the [ColorPicker] is created (the button is pressed for the "
"first time)."
msgstr "创建 [ColorPicker] 时(第一次按下按钮)发出。"
msgid "Emitted when the [ColorPicker] is closed."
msgstr "当 [ColorPicker] 关闭时发出。"
msgid "The background of the color preview rect on the button."
msgstr "颜色预览的背景将在按钮上显示。"
msgid "A control that displays a solid color rectangle."
msgstr "显示单色矩形的控件。"
msgid ""
"Displays a rectangle filled with a solid [member color]. If you need to "
"display the border alone, consider using a [Panel] instead."
msgstr ""
"显示一个用纯色 [member color] 填充的矩形。如果你需要单独显示边框,请考虑改用 "
"[Panel]。"
msgid "The fill color of the rectangle."
msgstr "该矩形的填充颜色。"
msgid "An optionally compressed [Cubemap]."
msgstr "可选压缩的 [Cubemap] 。"
msgid ""
"A cubemap that is loaded from a [code].ccube[/code] file. This file format is "
"internal to Godot; it is created by importing other image formats with the "
"import system. [CompressedCubemap] can use one of 4 compresson methods:\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
"- Lossy (WebP, uncompressed on the GPU)\n"
"- VRAM Compressed (compressed on the GPU)\n"
"- VRAM Uncompressed (uncompressed on the GPU)\n"
"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The "
"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required "
"storage on disk, but they will not reduce memory usage on the GPU as the "
"texture is sent to the GPU uncompressed.\n"
"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
"textures are faster to load compared to textures using lossless or lossy "
"compression. VRAM compression can exhibit noticeable artifacts and is "
"intended to be used for 3D rendering, not 2D.\n"
"See [Cubemap] for a general description of cubemaps."
msgstr ""
"一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使用"
"的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 种"
"压缩方法中的一种:\n"
"- 无损WebP 或 PNG在 GPU 上不压缩)\n"
"- 有损WebP在 GPU 上不压缩)\n"
"- VRAM 压缩(在 GPU 上压缩)\n"
"- VRAM 未压缩(在 GPU 上不压缩)\n"
"- Basis Universal在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、"
"质量更低)\n"
"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压"
"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未"
"经压缩地被发送到 GPU。\n"
"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比,"
"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲"
"染,而不是 2D。\n"
"有关立方体贴图的一般描述,请参阅 [Cubemap]。"
msgid "An optionally compressed [CubemapArray]."
msgstr "一个可选压缩的 [CubemapArray] 。"
msgid ""
"A cubemap array that is loaded from a [code].ccubearray[/code] file. This "
"file format is internal to Godot; it is created by importing other image "
"formats with the import system. [CompressedCubemapArray] can use one of 4 "
"compresson methods:\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
"- Lossy (WebP, uncompressed on the GPU)\n"
"- VRAM Compressed (compressed on the GPU)\n"
"- VRAM Uncompressed (uncompressed on the GPU)\n"
"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The "
"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required "
"storage on disk, but they will not reduce memory usage on the GPU as the "
"texture is sent to the GPU uncompressed.\n"
"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
"textures are faster to load compared to textures using lossless or lossy "
"compression. VRAM compression can exhibit noticeable artifacts and is "
"intended to be used for 3D rendering, not 2D.\n"
"See [CubemapArray] for a general description of cubemap arrays."
msgstr ""
"一种从 [code].ccubearray[/code] 文件加载的立方体贴图数组。这种文件格式是 "
"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。"
"[CompressedCubemapArray] 可以使用 4 种压缩方法中的一种:\n"
"- 无损WebP 或 PNG在 GPU 上不压缩)\n"
"- 有损WebP在 GPU 上不压缩)\n"
"- VRAM 压缩(在 GPU 上压缩)\n"
"- VRAM 未压缩(在 GPU 上不压缩)\n"
"- Basis Universal在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、"
"质量更低)\n"
"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压"
"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未"
"经压缩地被发送到 GPU。\n"
"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比,"
"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲"
"染,而不是 2D。\n"
"有关立方体贴图数组的一般说明,请参阅 [CubemapArray]。"
msgid "Texture with 2 dimensions, optionally compressed."
msgstr "二维纹理,可选择压缩。"
msgid ""
"A texture that is loaded from a [code].ctex[/code] file. This file format is "
"internal to Godot; it is created by importing other image formats with the "
"import system. [CompressedTexture2D] can use one of 4 compression methods "
"(including a lack of any compression):\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
"- Lossy (WebP, uncompressed on the GPU)\n"
"- VRAM Compressed (compressed on the GPU)\n"
"- VRAM Uncompressed (uncompressed on the GPU)\n"
"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The "
"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required "
"storage on disk, but they will not reduce memory usage on the GPU as the "
"texture is sent to the GPU uncompressed.\n"
"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
"textures are faster to load compared to textures using lossless or lossy "
"compression. VRAM compression can exhibit noticeable artifacts and is "
"intended to be used for 3D rendering, not 2D."
msgstr ""
"一种从 [code].ctex[/code] 文件加载的纹理。这种文件格式是 Godot 内部使用的;它"
"是通过导入系统导入其他图像格式创建的。[CompressedTexture2D] 可以使用 4 种压缩"
"方法中的一种(包括没有任何压缩):\n"
"- 无损WebP 或 PNG在 GPU 上不压缩)\n"
"- 有损WebP在 GPU 上不压缩)\n"
"- VRAM 压缩(在 GPU 上压缩)\n"
"- VRAM 未压缩(在 GPU 上不压缩)\n"
"- Basis Universal在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、"
"质量更低)\n"
"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压"
"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未"
"经压缩地被发送到 GPU。\n"
"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比,"
"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲"
"染,而不是 2D。"
msgid "Loads the texture from the specified [param path]."
msgstr "从指定的路径 [param path] 加载纹理。"
msgid "The [CompressedTexture2D]'s file path to a [code].ctex[/code] file."
msgstr "该 [CompressedTexture2D] 的文件路径,指向 [code].ctex[/code] 文件。"
msgid "Array of 2-dimensional textures, optionally compressed."
msgstr "二维纹理的数组,可选择压缩。"
msgid ""
"A texture array that is loaded from a [code].ctexarray[/code] file. This file "
"format is internal to Godot; it is created by importing other image formats "
"with the import system. [CompressedTexture2DArray] can use one of 4 "
"compresson methods:\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
"- Lossy (WebP, uncompressed on the GPU)\n"
"- VRAM Compressed (compressed on the GPU)\n"
"- VRAM Uncompressed (uncompressed on the GPU)\n"
"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The "
"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required "
"storage on disk, but they will not reduce memory usage on the GPU as the "
"texture is sent to the GPU uncompressed.\n"
"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
"textures are faster to load compared to textures using lossless or lossy "
"compression. VRAM compression can exhibit noticeable artifacts and is "
"intended to be used for 3D rendering, not 2D.\n"
"See [Texture2DArray] for a general description of texture arrays."
msgstr ""
"一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部使"
"用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可以"
"使用 4 种压缩方法中的一种:\n"
"- 无损WebP 或 PNG在 GPU 上不压缩)\n"
"- 有损WebP在 GPU 上不压缩)\n"
"- VRAM 压缩(在 GPU 上压缩)\n"
"- VRAM 未压缩(在 GPU 上不压缩)\n"
"- Basis Universal在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、"
"质量更低)\n"
"只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压"
"缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未"
"经压缩地被发送到 GPU。\n"
"使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比,"
"VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲"
"染,而不是 2D。\n"
"有关纹理数组的一般描述,请参阅 [Texture2DArray]。"
msgid "Texture with 3 dimensions, optionally compressed."
msgstr "三维纹理,可选择压缩。"
msgid ""
"[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. "
"The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. "
"This file format is internal to Godot; it is created by importing other image "
"formats with the import system.\n"
"[CompressedTexture3D] uses VRAM compression, which allows to reduce memory "
"usage on the GPU when rendering the texture. This also improves loading "
"times, as VRAM-compressed textures are faster to load compared to textures "
"using lossless compression. VRAM compression can exhibit noticeable artifacts "
"and is intended to be used for 3D rendering, not 2D.\n"
"See [Texture3D] for a general description of 3D textures."
msgstr ""
"[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 压缩对应物。"
"[CompressedTexture3D] 文件的文件扩展名为 [code].ctex3d[/code]。这种文件格式是 "
"Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。\n"
"[CompressedTexture3D] 使用 VRAM 压缩,这可以在渲染纹理时减少 GPU 的内存使用"
"量。这也缩短了加载时间因为与使用无损压缩的纹理相比VRAM 压缩的纹理加载速度"
"更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲染,而不是 2D。\n"
"有关 3D 纹理的一般描述,请参阅 [Texture3D]。"
msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file."
msgstr "该 [CompressedTexture3D] 的文件路径,指向 [code].ctex3d[/code] 文件。"
msgid "Base class for texture arrays that can optionally be compressed."
msgstr "可压缩纹理数组的基类。"
msgid ""
"Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot "
"be used directly, but contains all the functions necessary for accessing the "
"derived resource types. See also [TextureLayered]."
msgstr ""
"[CompressedTexture2DArray] 和 [CompressedTexture3D] 的基类。不能直接使用,但包"
"含了访问派生资源类型所需的所有函数。另见 [TextureLayered]。"
msgid "Loads the texture at [param path]."
msgstr "加载位于 [param path] 的纹理。"
msgid "The path the texture should be loaded from."
msgstr "加载纹理所使用的路径。"
msgid "A 2D polyline shape used for physics collision."
msgstr "用于物理碰撞的 2D 多线段形状。"
msgid ""
"A 2D polyline shape, intended for use in physics. Used internally in "
"[CollisionPolygon2D] when it's in [constant CollisionPolygon2D."
"BUILD_SEGMENTS] mode.\n"
"Being just a collection of interconnected line segments, "
"[ConcavePolygonShape2D] is the most freely configurable single 2D shape. It "
"can be used to form polygons of any nature, or even shapes that don't enclose "
"an area. However, [ConcavePolygonShape2D] is [i]hollow[/i] even if the "
"interconnected line segments do enclose an area, which often makes it "
"unsuitable for physics or detection.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to "
"work with static [CollisionShape2D] nodes like [StaticBody2D] and will likely "
"not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode other than "
"Static.\n"
"[b]Warning:[/b] Physics bodies that are small have a chance to clip through "
"this shape when moving fast. This happens because on one frame, the physics "
"body may be on the \"outside\" of the shape, and on the next frame it may be "
"\"inside\" it. [ConcavePolygonShape2D] is hollow, so it won't detect a "
"collision.\n"
"[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the "
"slowest 2D collision shape to check collisions against. Its use should "
"generally be limited to level geometry. If the polyline is closed, "
"[CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can be "
"used, which decomposes the polygon into convex ones; see "
"[ConvexPolygonShape2D]'s documentation for instructions."
msgstr ""
"一种 2D 折线形状,用于物理运算。当 [CollisionPolygon2D] 处于 [constant "
"CollisionPolygon2D.BUILD_SEGMENTS] 模式时,会在其内部使用。\n"
"作为一组相互连接线段,[ConcavePolygonShape2D] 是最自由的可配置的单一 2D 形状。"
"它可以用于形成任何性质的多边形,甚至是不封闭区域的形状。然而,即使相互连接的线"
"段确实封闭了一个区域,[ConcavePolygonShape2D] 仍然是[i]中空的[/i],这常常使其"
"不适用于物理模拟或碰撞检测。\n"
"[b]注意:[/b]当用于碰撞计算时,[ConcavePolygonShape2D] 旨在与 [StaticBody2D] "
"等静态 [CollisionShape2D] 节点一起使用,并且对于 [CharacterBody2D] 或 "
"[RigidBody2D],在除静态模式之外的其他模式下可能表现不佳。\n"
"[b]警告:[/b]较小的物理物体在快速移动时有机会穿过该形状。发生这种情况是因为在"
"一帧上,物理物体可能位于形状的“外部”,而在下一帧上,它可能位于形状的“内部”。由"
"于[ConcavePolygonShape2D] 是中空的,因此它不会检测到碰撞。\n"
"[b]性能:[/b]由于其复杂性, [ConcavePolygonShape2D] 是检测碰撞最慢的 2D 碰撞形"
"状。它的使用一般仅限于关卡几何体。如果折线是闭合的,可以使用 "
"[CollisionPolygon2D] 的 [constant CollisionPolygon2D.BUILD_SOLIDS] 模式,它会"
"将多边形分解成凸多边形;相关说明请参阅 [ConvexPolygonShape2D] 文档。"
msgid ""
"The array of points that make up the [ConcavePolygonShape2D]'s line segments. "
"The array (of length divisible by two) is naturally divided into pairs (one "
"pair for each segment); each pair consists of the starting point of a segment "
"and the endpoint of a segment."
msgstr ""
"顶点数组,构成 [ConcavePolygonShape2D] 的线段。该(长度能被二整除的)数组自然"
"两两分组(每组代表一条线段);每组都由一条线段的起点和终点构成。"
msgid "A 3D trimesh shape used for physics collision."
msgstr "用于物理碰撞的 3D 三角网格形状。"
msgid ""
"A 3D trimesh shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape3D].\n"
"Being just a collection of interconnected triangles, [ConcavePolygonShape3D] "
"is the most freely configurable single 3D shape. It can be used to form "
"polyhedra of any nature, or even shapes that don't enclose a volume. However, "
"[ConcavePolygonShape3D] is [i]hollow[/i] even if the interconnected triangles "
"do enclose a volume, which often makes it unsuitable for physics or "
"detection.\n"
"[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to "
"work with static [CollisionShape3D] nodes like [StaticBody3D] and will likely "
"not behave well for [CharacterBody3D]s or [RigidBody3D]s in a mode other than "
"Static.\n"
"[b]Warning:[/b] Physics bodies that are small have a chance to clip through "
"this shape when moving fast. This happens because on one frame, the physics "
"body may be on the \"outside\" of the shape, and on the next frame it may be "
"\"inside\" it. [ConcavePolygonShape3D] is hollow, so it won't detect a "
"collision.\n"
"[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the "
"slowest 3D collision shape to check collisions against. Its use should "
"generally be limited to level geometry. For convex geometry, "
"[ConvexPolygonShape3D] should be used. For dynamic physics bodies that need "
"concave collision, several [ConvexPolygonShape3D]s can be used to represent "
"its collision by using convex decomposition; see [ConvexPolygonShape3D]'s "
"documentation for instructions."
msgstr ""
"一种用于物理模拟的 3D 三角网格形状。通常用于为 [CollisionShape3D] 提供形状。\n"
"作为一组相互连接的三角形, [ConcavePolygonShape3D] 是最自由的可配置的单一 3D "
"形状。它可以用于形成任何性质的多面体,甚至是不封闭体积的形状。然而,即使相互连"
"接的三角形封闭了一个体积, [ConvexPolygonShape3D] 仍然是[i]中空[/i]的,这常常"
"使其不适用于物理模拟或碰撞检测。\n"
"[b]注意:[/b]当用于碰撞计算时, [ConcavePolygonShape3D] 旨在与 [StaticBody3D] "
"等静态 [CollisionShape3D] 节点一起使用 。并且对于 [CharacterBody3D] 或 "
"[RigidBody3D],在除静态模式之外的其他模式下可能表现不佳。\n"
"[b]警告:[/b]较小的物理物体在快速移动时有机会穿过该形状。发生这种情况是因为在"
"一帧上,物理物体可能位于形状的“外部”,而在下一帧上,它可能位于形状的“内部”。由"
"于[ConcavePolygonShape3D] 是中空的,因此它不会检测到碰撞。\n"
"[b]性能:[/b]由于其复杂性, [ConcavePolygonShape3D] 是检测碰撞最慢的 3D 碰撞形"
"状。它的使用一般仅限于关卡几何体。对于凸几何体,应使用 "
"[ConvexPolygonShape3D] 。对于需要凹碰撞的动态物体,可以使用多个 "
"[ConvexPolygonShape3D] 通过凸分解来表示其碰撞;相关说明请参阅 "
"[ConvexPolygonShape3D] 文档。"
msgid ""
"Returns the faces of the trimesh shape as an array of vertices. The array (of "
"length divisible by three) is naturally divided into triples; each triple of "
"vertices defines a triangle."
msgstr ""
"以顶点数组的形式返回三角网格形状中的面。该(长度能被三整除的)数组自然三三分"
"组;每组中的三个顶点定义一个三角形。"
msgid ""
"Sets the faces of the trimesh shape from an array of vertices. The [param "
"faces] array should be composed of triples such that each triple of vertices "
"defines a triangle."
msgstr ""
"根据顶点数组设置三角网格形状的面。[param faces] 数组应更多由若干三元组构成,每"
"三个顶点定义一个三角形。"
msgid ""
"If set to [code]true[/code], collisions occur on both sides of the concave "
"shape faces. Otherwise they occur only along the face normals."
msgstr ""
"如果设置为 [code]true[/code],则碰撞会发生在凹形面的两侧。否则,它们只会沿着面"
"法线发生。"
msgid ""
"A physics joint that connects two 3D physics bodies in a way that simulates a "
"ball-and-socket joint."
msgstr "以模拟球窝关节的方式连接两个 3D 物理物体的物理关节。"
msgid ""
"A physics joint that connects two 3D physics bodies in a way that simulates a "
"ball-and-socket joint. The twist axis is initiated as the X axis of the "
"[ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is "
"calculated as the middle of the X axes of the joint in the local space of the "
"two physics bodies. Useful for limbs like shoulders and hips, lamps hanging "
"off a ceiling, etc."
msgstr ""
"以模拟球窝关节的方式连接两个 3D 物理物体的物理关节。扭转轴被初始化为 "
"[ConeTwistJoint3D] 的 X 轴。一旦物理体摆动,扭转轴将被计算为两个物理体局部空间"
"中关节的 X 轴的中间值。可用作肩膀、臀部等肢体,也可以用作从天花板荡下的灯之类"
"的对象。"
msgid "Returns the value of the specified parameter."
msgstr "返回指定参数的值。"
msgid "Sets the value of the specified parameter."
msgstr "设置指定参数的值。"
msgid ""
"The speed with which the swing or twist will take place.\n"
"The higher, the faster."
msgstr ""
"摆动或扭转的速度。\n"
"越高,速度越快。"
msgid ""
"Defines, how fast the swing- and twist-speed-difference on both sides gets "
"synced."
msgstr "定义两侧的摆动速度和扭转速度差异同步的速度。"
msgid ""
"The ease with which the joint starts to twist. If it's too low, it takes more "
"force to start twisting the joint."
msgstr "关节开始扭转的难易程度。如果太低,则需要更多的力才能开始扭转关节。"
msgid ""
"Swing is rotation from side to side, around the axis perpendicular to the "
"twist axis.\n"
"The swing span defines, how much rotation will not get corrected along the "
"swing axis.\n"
"Could be defined as looseness in the [ConeTwistJoint3D].\n"
"If below 0.05, this behavior is locked."
msgstr ""
"摆动是围绕垂直于扭转轴的轴线,从一边到另一边的旋转。\n"
"摆动跨度定义了沿摆动轴旋转多少不会得到校正。\n"
"可以被定义为 [ConeTwistJoint3D] 中的松动。\n"
"如果低于 0.05,该行为将被锁定。"
msgid ""
"Twist is the rotation around the twist axis, this value defined how far the "
"joint can twist.\n"
"Twist is locked if below 0.05."
msgstr ""
"扭转是绕扭转轴的旋转,此值定义了关节可以扭转多远。\n"
"如果低于 0.05,则扭转被锁定。"
msgid "Represents the size of the [enum Param] enum."
msgstr "代表 [enum Param] 枚举的大小。"
msgid "Helper class to handle INI-style files."
msgstr "用于处理 INI 样式文件的辅助类。"
msgid ""
"This helper class can be used to store [Variant] values on the filesystem "
"using INI-style formatting. The stored values are identified by a section and "
"a key:\n"
"[codeblock]\n"
"[section]\n"
"some_key=42\n"
"string_example=\"Hello World3D!\"\n"
"a_vector=Vector3(1, 0, 2)\n"
"[/codeblock]\n"
"The stored data can be saved to or parsed from a file, though ConfigFile "
"objects can also be used directly without accessing the filesystem.\n"
"The following example shows how to create a simple [ConfigFile] and save it "
"on disc:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Create new ConfigFile object.\n"
"var config = ConfigFile.new()\n"
"\n"
"# Store some values.\n"
"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n"
"config.set_value(\"Player1\", \"best_score\", 10)\n"
"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n"
"config.set_value(\"Player2\", \"best_score\", 9001)\n"
"\n"
"# Save it to a file (overwrite if already exists).\n"
"config.save(\"user://scores.cfg\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// Create new ConfigFile object.\n"
"var config = new ConfigFile();\n"
"\n"
"// Store some values.\n"
"config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n"
"config.SetValue(\"Player1\", \"best_score\", 10);\n"
"config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n"
"config.SetValue(\"Player2\", \"best_score\", 9001);\n"
"\n"
"// Save it to a file (overwrite if already exists).\n"
"config.Save(\"user://scores.cfg\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This example shows how the above file could be loaded:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var score_data = {}\n"
"var config = ConfigFile.new()\n"
"\n"
"# Load data from a file.\n"
"var err = config.load(\"user://scores.cfg\")\n"
"\n"
"# If the file didn't load, ignore it.\n"
"if err != OK:\n"
" return\n"
"\n"
"# Iterate over all sections.\n"
"for player in config.get_sections():\n"
" # Fetch the data for each section.\n"
" var player_name = config.get_value(player, \"player_name\")\n"
" var player_score = config.get_value(player, \"best_score\")\n"
" score_data[player_name] = player_score\n"
"[/gdscript]\n"
"[csharp]\n"
"var score_data = new Godot.Collections.Dictionary();\n"
"var config = new ConfigFile();\n"
"\n"
"// Load data from a file.\n"
"Error err = config.Load(\"user://scores.cfg\");\n"
"\n"
"// If the file didn't load, ignore it.\n"
"if (err != Error.Ok)\n"
"{\n"
" return;\n"
"}\n"
"\n"
"// Iterate over all sections.\n"
"foreach (String player in config.GetSections())\n"
"{\n"
" // Fetch the data for each section.\n"
" var player_name = (String)config.GetValue(player, \"player_name\");\n"
" var player_score = (int)config.GetValue(player, \"best_score\");\n"
" score_data[player_name] = player_score;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Any operation that mutates the ConfigFile such as [method set_value], [method "
"clear], or [method erase_section], only changes what is loaded in memory. If "
"you want to write the change to a file, you have to save the changes with "
"[method save], [method save_encrypted], or [method save_encrypted_pass].\n"
"Keep in mind that section and property names can't contain spaces. Anything "
"after a space will be ignored on save and on load.\n"
"ConfigFiles can also contain manually written comment lines starting with a "
"semicolon ([code];[/code]). Those lines will be ignored when parsing the "
"file. Note that comments will be lost when saving the ConfigFile. This can "
"still be useful for dedicated server configuration files, which are typically "
"never overwritten without explicit user action.\n"
"[b]Note:[/b] The file extension given to a ConfigFile does not have any "
"impact on its formatting or behavior. By convention, the [code].cfg[/code] "
"extension is used here, but any other extension such as [code].ini[/code] is "
"also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are "
"standardized, Godot's ConfigFile formatting may differ from files written by "
"other programs."
msgstr ""
"该辅助类可用于使用 INI 样式格式在文件系统上存储 [Variant] 值。存储的值由一个小"
"节和一个键标识:\n"
"[codeblock]\n"
"[section]\n"
"some_key=42\n"
"string_example=\"Hello World3D!\"\n"
"a_vector=Vector3(1, 0, 2)\n"
"[/codeblock]\n"
"存储的数据可以被保存到文件中或从文件中解析出来,尽管 ConfigFile 对象也可以直接"
"使用而无需访问文件系统。\n"
"以下示例显示了如何创建一个简单的 [ConfigFile] 并将其保存在磁盘上:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 创建新的 ConfigFile 对象。\n"
"var config = ConfigFile.new()\n"
"\n"
"# 存储一些值。\n"
"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n"
"config.set_value(\"Player1\", \"best_score\", 10)\n"
"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n"
"config.set_value(\"Player2\", \"best_score\", 9001)\n"
"\n"
"# 将其保存到文件中(如果已存在则覆盖)。\n"
"config.save(\"user://scores.cfg\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// 创建新的 ConfigFile 对象。\n"
"var config = new ConfigFile();\n"
"\n"
"// 存储一些值。\n"
"config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n"
"config.SetValue(\"Player1\", \"best_score\", 10);\n"
"config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n"
"config.SetValue(\"Player2\", \"best_score\", 9001);\n"
"\n"
"// 将其保存到文件中(如果已存在则覆盖)。\n"
"config.Save(\"user://scores.cfg\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"该示例展示了如何加载上面的文件:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var score_data = {}\n"
"var config = ConfigFile.new()\n"
"\n"
"# 从文件加载数据。\n"
"var err = config.load(\"user://scores.cfg\")\n"
"\n"
"# 如果文件没有加载,忽略它。\n"
"if err != OK:\n"
" return\n"
"\n"
"# 迭代所有小节。\n"
"for player in config.get_sections():\n"
" # 获取每个小节的数据。\n"
" var player_name = config.get_value(player, \"player_name\")\n"
" var player_score = config.get_value(player, \"best_score\")\n"
" score_data[player_name] = player_score\n"
"[/gdscript]\n"
"[csharp]\n"
"var score_data = new Godot.Collections.Dictionary();\n"
"var config = new ConfigFile();\n"
"\n"
"// 从文件加载数据。\n"
"Error err = config.Load(\"user://scores.cfg\");\n"
"\n"
"// 如果文件没有加载,忽略它。\n"
"if (err != Error.Ok)\n"
"{\n"
" return;\n"
"}\n"
"\n"
"// 迭代所有小节。\n"
"foreach (String player in config.GetSections())\n"
"{\n"
" // 获取每个小节的数据。\n"
" var player_name = (String)config.GetValue(player, \"player_name\");\n"
" var player_score = (int)config.GetValue(player, \"best_score\");\n"
" score_data[player_name] = player_score;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"任何改变 ConfigFile 的操作,例如 [method set_value]、[method clear]、或 "
"[method erase_section],只会改变加载到内存中的内容。如果要将更改写入文件,则必"
"须使用 [method save]、[method save_encrypted]、或 [method "
"save_encrypted_pass] 保存更改。\n"
"请记住,小节和属性名称不能包含空格。保存和加载时将忽略空格后的任何内容。\n"
"ConfigFiles 还可以包含以分号([code];[/code])开头的手动编写的注释行。解析文件"
"时将忽略这些行。请注意,保存 ConfigFile 时注释将丢失。注释对于专用服务器配置文"
"件仍然很有用,如果没有明确的用户操作,这些文件通常永远不会被覆盖。\n"
"[b]注意:[/b]为 ConfigFile 指定的文件扩展名对其格式或行为没有任何影响。按照惯"
"例,此处使用 [code].cfg[/code] 扩展名,但 [code].ini[/code] 等任何其他扩展名也"
"有效。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的格式Godot "
"的 ConfigFile 格式可能与其他程序编写的文件不同。"
msgid "Removes the entire contents of the config."
msgstr "移除配置的全部内容。"
msgid ""
"Obtain the text version of this config file (the same text that would be "
"written to a file)."
msgstr "获得该配置文件的文本版本(与写入文件的文本相同)。"
msgid ""
"Deletes the specified section along with all the key-value pairs inside. "
"Raises an error if the section does not exist."
msgstr "删除指定小节以及其中的所有键值对。如果该小节不存在,则会引发错误。"
msgid ""
"Deletes the specified key in a section. Raises an error if either the section "
"or the key do not exist."
msgstr "删除小节中的指定键。如果该小节或键不存在,则会引发错误。"
msgid ""
"Returns an array of all defined key identifiers in the specified section. "
"Raises an error and returns an empty array if the section does not exist."
msgstr ""
"返回指定小节中所有已定义键标识符的数组。如果该小节不存在,则会引发错误并返回一"
"个空数组。"
msgid "Returns an array of all defined section identifiers."
msgstr "返回所有已定义小节的标识符的数组。"
msgid ""
"Returns the current value for the specified section and key. If either the "
"section or the key do not exist, the method returns the fallback [param "
"default] value. If [param default] is not specified or set to [code]null[/"
"code], an error is also raised."
msgstr ""
"返回指定小节和键的当前值。如果该小节或键不存在,则该方法返回后备值 [param "
"default]。如果未指定 [param default] 或将其设置为 [code]null[/code],则会引发"
"一个错误。"
msgid "Returns [code]true[/code] if the specified section exists."
msgstr "如果指定的小节存在,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the specified section-key pair exists."
msgstr "如果指定的小节-键对存在,则返回 [code]true[/code]。"
msgid ""
"Loads the config file specified as a parameter. The file's contents are "
"parsed and loaded in the [ConfigFile] object which the method was called on.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 [ConfigFile] "
"对象中。\n"
"成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。"
msgid ""
"Loads the encrypted config file specified as a parameter, using the provided "
"[param key] to decrypt it. The file's contents are parsed and loaded in the "
"[ConfigFile] object which the method was called on.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"加载指定为参数的加密配置文件,使用提供的 [param key] 对其解密。解析文件的内容"
"并将其加载到调用该方法的 [ConfigFile] 对象中。\n"
"成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。"
msgid ""
"Loads the encrypted config file specified as a parameter, using the provided "
"[param password] to decrypt it. The file's contents are parsed and loaded in "
"the [ConfigFile] object which the method was called on.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"加载作为参数的加密配置文件,使用提供的 [param password] 解密。该文件的内容被解"
"析并加载到调用该方法的 [ConfigFile] 对象中。\n"
"成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。"
msgid ""
"Parses the passed string as the contents of a config file. The string is "
"parsed and loaded in the ConfigFile object which the method was called on.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"将传递的字符串解析为配置文件的内容。该字符串被解析并加载到调用该方法的 "
"ConfigFile 对象中。\n"
"成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。"
msgid ""
"Saves the contents of the [ConfigFile] object to the file specified as a "
"parameter. The output file uses an INI-style structure.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"将 [ConfigFile] 对象的内容保存到指定为参数的文件中。输出文件使用 INI 样式的结"
"构。\n"
"成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。"
msgid ""
"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
"specified as a parameter, using the provided [param key] to encrypt it. The "
"output file uses an INI-style structure.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"使用提供的 [param key] 将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 "
"加密文件中。输出文件使用 INI 样式的结构。\n"
"成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。"
msgid ""
"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
"specified as a parameter, using the provided [param password] to encrypt it. "
"The output file uses an INI-style structure.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供的 "
"[param password] 进行加密。输出文件使用 INI 风格的结构。\n"
"成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。"
msgid ""
"Assigns a value to the specified key of the specified section. If either the "
"section or the key do not exist, they are created. Passing a [code]null[/"
"code] value deletes the specified key if it exists, and deletes the section "
"if it ends up empty once the key has been removed."
msgstr ""
"为指定小节的指定键赋值。如果小节或键不存在,则创建它们。如果指定的键存在,传"
"递 [code]null[/code] 值就会移除指定的键,如果键被移除后,小节最终是空的,就会"
"移除小节。"
msgid "A dialog used for confirmation of actions."
msgstr "用于确认动作的对话框。"
msgid ""
"A dialog used for confirmation of actions. This window is similar to "
"[AcceptDialog], but pressing its Cancel button can have a different outcome "
"from pressing the OK button. The order of the two buttons varies depending on "
"the host OS.\n"
"To get cancel action, you can use:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_cancel_button().pressed.connect(self.canceled)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetCancelButton().Pressed += Canceled;\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"用于确认动作的对话框。这个窗口类似于 [AcceptDialog],但按下“取消”按钮和按下“确"
"定”按钮的效果是不同的。这两个按钮的顺序取决于主机操作系统。\n"
"要获得取消操作,你可以使用:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_cancel_button().pressed.connect(self.canceled)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetCancelButton().Pressed += Canceled;\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the cancel button.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回取消按钮。\n"
"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
msgid ""
"The text displayed by the cancel button (see [method get_cancel_button])."
msgstr "取消按钮显示的文本(见 [method get_cancel_button])。"
msgid "Base class for all GUI containers."
msgstr "所有 GUI 容器的基类。"
msgid ""
"Base class for all GUI containers. A [Container] automatically arranges its "
"child controls in a certain way. This class can be inherited to make custom "
"container types."
msgstr ""
"所有 GUI 容器的基础节点。[Container] 包含其他控件,并自动以某种方式排列它们。"
"可以继承此类来生成自定义的容器类。"
msgid ""
"Implement to return a list of allowed horizontal [enum Control.SizeFlags] for "
"child nodes. This doesn't technically prevent the usages of any other size "
"flags, if your implementation requires that. This only limits the options "
"available to the user in the Inspector dock.\n"
"[b]Note:[/b] Having no size flags is equal to having [constant Control."
"SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed."
msgstr ""
"实现以返回子节点允许的水平 [enum Control.SizeFlags] 列表。这在技术上并不妨碍任"
"何其他大小标志的使用,如果你的实现需要这样做。这只会限制检查器停靠面板中用户可"
"用的选项。\n"
"[b]注意:[/b]没有大小标志等同于有 [constant Control.SIZE_SHRINK_BEGIN]。因此,"
"该值始终是隐式允许的。"
msgid ""
"Implement to return a list of allowed vertical [enum Control.SizeFlags] for "
"child nodes. This doesn't technically prevent the usages of any other size "
"flags, if your implementation requires that. This only limits the options "
"available to the user in the Inspector dock.\n"
"[b]Note:[/b] Having no size flags is equal to having [constant Control."
"SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed."
msgstr ""
"实现以返回子节点允许的垂直 [enum Control.SizeFlags] 列表。这在技术上并不妨碍任"
"何其他大小标志的使用,如果你的实现需要这样做。这只会限制检查器停靠面板中用户可"
"用的选项。\n"
"[b]注意:[/b]没有大小标志等同于有 [constant Control.SIZE_SHRINK_BEGIN]。因此,"
"该值始终是隐式允许的。"
msgid ""
"Fit a child control in a given rect. This is mainly a helper for creating "
"custom container classes."
msgstr "在给定的矩形中适配子控件。这主要是用于创建自定义容器类的辅助工具。"
msgid ""
"Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request."
msgstr "将子节点的重排加入队列。虽然会被自动调用,但也可以在需要时手动调用。"
msgid "Emitted when children are going to be sorted."
msgstr "子节点将要被排序时发出。"
msgid "Emitted when sorting the children is needed."
msgstr "需要对子节点进行排序时发出。"
msgid ""
"Notification just before children are going to be sorted, in case there's "
"something to process beforehand."
msgstr "在子节点将要被排序之前通知,以防有事情需要事先处理。"
msgid ""
"Notification for when sorting the children, it must be obeyed immediately."
msgstr "对子节点进行排序时的通知,必须立即服从。"
msgid ""
"Base class for all GUI controls. Adapts its position and size based on its "
"parent control."
msgstr "所有 GUI 控件的基类。根据其父控件调整其位置和大小。"
msgid ""
"Base class for all UI-related nodes. [Control] features a bounding rectangle "
"that defines its extents, an anchor position relative to its parent control "
"or the current viewport, and offsets relative to the anchor. The offsets "
"update automatically when the node, any of its parents, or the screen size "
"change.\n"
"For more information on Godot's UI system, anchors, offsets, and containers, "
"see the related tutorials in the manual. To build flexible UIs, you'll need a "
"mix of UI elements that inherit from [Control] and [Container] nodes.\n"
"[b]User Interface nodes and input[/b]\n"
"Godot propagates input events via viewports. Each [Viewport] is responsible "
"for propagating [InputEvent]s to their child nodes. As the [member SceneTree."
"root] is a [Window], this already happens automatically for all UI elements "
"in your game.\n"
"Input events are propagated through the [SceneTree] from the root node to all "
"child nodes by calling [method Node._input]. For UI elements specifically, it "
"makes more sense to override the virtual method [method _gui_input], which "
"filters out unrelated input events, such as by checking z-order, [member "
"mouse_filter], focus, or if the event was inside of the control's bounding "
"box.\n"
"Call [method accept_event] so no other node receives the event. Once you "
"accept an input, it becomes handled so [method Node._unhandled_input] will "
"not process it.\n"
"Only one [Control] node can be in focus. Only the node in focus will receive "
"events. To get the focus, call [method grab_focus]. [Control] nodes lose "
"focus when another node grabs it, or if you hide the node in focus.\n"
"Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a "
"[Control] node to ignore mouse or touch events. You'll need it if you place "
"an icon on top of a button.\n"
"[Theme] resources change the Control's appearance. If you change the [Theme] "
"on a [Control] node, it affects all of its children. To override some of the "
"theme's parameters, call one of the [code]add_theme_*_override[/code] "
"methods, like [method add_theme_font_override]. You can override the theme "
"with the Inspector.\n"
"[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you "
"can't access their values using [method Object.get] and [method Object.set]. "
"Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/"
"code] methods provided by this class."
msgstr ""
"所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形,相对于父控件或当前"
"视口的锚点位置,以及相对于锚点的偏移。当节点、任何父节点或屏幕尺寸发生变化时,"
"偏移就会自动更新。\n"
"更多关于 Godot 的 UI 系统、锚点、偏移和容器的信息,请参阅手册中的相关教程。要"
"构建灵活的 UI你需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元"
"素。\n"
"[b]用户界面节点与输入[/b]\n"
"Godot 使用视口来传播输入事件。视口负责将 [InputEvent] 传播给它的子节点。因为 "
"[member SceneTree.root] 是 [Window],所以游戏中的所有 UI 元素都会自动进行传"
"播。\n"
"输入事件通过调用 [method Node._input] 在 [SceneTree] 中传播,从根节点传播到所"
"有子节点。对 UI 元素而言,覆盖的最好是 [method _gui_input],可以过滤掉无关的输"
"入事件,例如它会对 Z 顺序、[member mouse_filter]、焦点、事件是否在该控件的边界"
"框内等条件进行检查。\n"
"请调用 [method accept_event],这样其他节点就不会收到该事件。输入被接受后,就会"
"被标记为已处理,[method Node._unhandled_input] 不会对它进行处理。\n"
"只能有一个 [Control] 节点处于焦点。只有处于焦点的节点才会接收到事件。要获得焦"
"点,请调用 [method grab_focus]。导致 [Control] 节点失去焦点的情况有:其他节点"
"获得了焦点、隐藏了聚焦节点。\n"
"将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE] 可以让 "
"[Control] 节点忽略鼠标或触摸事件。如果你在按钮上放了一个图标,就会需要用到。\n"
"[Theme] 资源会更改控件的外观。如果你更改了 [Control] 节点上的 [Theme],则会影"
"响其所有子节点。要覆盖某些主题的参数,请调用 [code]add_theme_*_override[/"
"code] 方法,例如 [method add_theme_font_override]。你可以使用检查器覆盖主"
"题。\n"
"[b]注意:[/b]主题项[i]不是[/i] [Object] 的属性。这意味着你无法使用 [method "
"Object.get] 和 [method Object.set] 访问它们的值。请改用这个类的 "
"[code]get_theme_*[/code] 和 [code]add_theme_*_override[/code] 方法。"
msgid "GUI documentation index"
msgstr "GUI 文档索引"
msgid "Control node gallery"
msgstr "控件节点一览"
msgid "Multiple resolutions"
msgstr "多分辨率"
msgid "All GUI Demos"
msgstr "所有 GUI 演示"
msgid ""
"Godot calls this method to test if [param data] from a control's [method "
"_get_drag_data] can be dropped at [param at_position]. [param at_position] is "
"local to this control.\n"
"This method should only be used to test the data. Process the data in [method "
"_drop_data].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" # Check position if it is relevant to you\n"
" # Otherwise, just check data\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" // Check position if it is relevant to you\n"
" // Otherwise, just check data\n"
" return data.VariantType == Variant.Type.Dictionary && data."
"AsGodotDictionary().ContainsKey(\"expected\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Godot 调用这个方法来检查是否能够将来自某个控件 [method _get_drag_data] 方法的 "
"[param data] 拖放到 [param at_position]。[param at_position] 使用的是这个控件"
"的局部坐标系。\n"
"这个方法应该只用于检查数据。请在 [method _drop_data] 中处理数据。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" # 如果和位置相关就检查 position\n"
" # 否则只检查 data 即可\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" // 如果和位置相关就检查 position\n"
" // 否则只检查 data 即可\n"
" return data.VariantType == Variant.Type.Dictionary && data."
"AsGodotDictionary().ContainsKey(\"expected\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Godot calls this method to pass you the [param data] from a control's [method "
"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if "
"[param data] is allowed to drop at [param at_position] where [param "
"at_position] is local to this control.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
"\n"
"func _drop_data(position, data):\n"
" var color = data[\"color\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" return data.VariantType == Variant.Type.Dictionary && dict."
"AsGodotDictionary().ContainsKey(\"color\");\n"
"}\n"
"\n"
"public override void _DropData(Vector2 atPosition, Variant data)\n"
"{\n"
" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Godot 调用这个方法把 [param data] 传给你,这是从某个控件的 [method "
"_get_drag_data] 获得的结果。Godot 首先会调用 [method _can_drop_data] 来检查是"
"否允许把 [param data] 拖放到 [param at_position],这里的 [param at_position] "
"使用的是这个控件的局部坐标系。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
"\n"
"func _drop_data(position, data):\n"
" var color = data[\"color\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" return data.VariantType == Variant.Type.Dictionary && dict."
"AsGodotDictionary().ContainsKey(\"color\");\n"
"}\n"
"\n"
"public override void _DropData(Vector2 atPosition, Variant data)\n"
"{\n"
" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Godot calls this method to get data that can be dragged and dropped onto "
"controls that expect drop data. Returns [code]null[/code] if there is no data "
"to drag. Controls that want to receive drop data should implement [method "
"_can_drop_data] and [method _drop_data]. [param at_position] is local to this "
"control. Drag may be forced with [method force_drag].\n"
"A preview that will follow the mouse that should represent the data can be "
"set with [method set_drag_preview]. A good time to set the preview is in this "
"method.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_drag_data(position):\n"
" var mydata = make_data() # This is your custom method generating the drag "
"data.\n"
" set_drag_preview(make_preview(mydata)) # This is your custom method "
"generating the preview of the drag data.\n"
" return mydata\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" var myData = MakeData(); // This is your custom method generating the "
"drag data.\n"
" SetDragPreview(MakePreview(myData)); // This is your custom method "
"generating the preview of the drag data.\n"
" return myData;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Godot 调用该方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的数"
"据,则返回 [code]null[/code]。想要接收拖放数据的控件应该实现 [method "
"_can_drop_data] 和 [method _drop_data]。[param at_position] 是该控件的局部位"
"置。可以使用 [method force_drag] 强制拖动。\n"
"可以使用 [method set_drag_preview] 设置跟随鼠标显示数据的预览。设置预览的好时"
"机就是在这个方法中。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_drag_data(position):\n"
" var mydata = make_data() # This is your custom method generating the drag "
"data.\n"
" set_drag_preview(make_preview(mydata)) # 这是你生成拖动数据预览的自定义方"
"法。\n"
" return mydata\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" var myData = MakeData(); // This is your custom method generating the "
"drag data.\n"
" SetDragPreview(MakePreview(myData)); // 这是你生成拖动数据预览的自定义方"
"法。\n"
" return myData;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Virtual method to be implemented by the user. Returns the minimum size for "
"this control. Alternative to [member custom_minimum_size] for controlling "
"minimum size via code. The actual minimum size will be the max value of these "
"two (in each axis separately).\n"
"If not overridden, defaults to [constant Vector2.ZERO].\n"
"[b]Note:[/b] This method will not be called when the script is attached to a "
"[Control] node that already overrides its minimum size (e.g. [Label], "
"[Button], [PanelContainer] etc.). It can only be used with most basic GUI "
"nodes, like [Control], [Container], [Panel] etc."
msgstr ""
"由用户实现的虚方法。返回此控件的最小大小。替代 [member custom_minimum_size]"
"以用于通过代码控制最小尺寸。实际的最小尺寸将是这两者的最大值(分别在每个轴"
"上)。\n"
"如果未覆盖,则默认为 [constant Vector2.ZERO]。\n"
"[b]注意:[/b]当脚本被附加到已经覆盖其最小大小的 [Control] 节点(例如 [Label]、"
"[Button]、[PanelContainer] 等)时,该方法将不会被调用。它只能用于最基本的 GUI "
"节点,如 [Control]、[Container]、[Panel] 等。"
msgid ""
"Virtual method to be implemented by the user. Returns the tooltip text for "
"the position [param at_position] in control's local coordinates, which will "
"typically appear when the cursor is resting over this control. See [method "
"get_tooltip].\n"
"[b]Note:[/b] If this method returns an empty [String], no tooltip is "
"displayed."
msgstr ""
"用户实现的虚方法。返回位于控件局部坐标系中 [param at_position] 位置的工具提示"
"文本,工具提示一般会在鼠标停留在该控件上时显示。见 [method get_tooltip]。\n"
"[b]注意:[/b]如果返回的是空 [String],则不会显示工具提示。"
msgid ""
"Virtual method to be implemented by the user. Use this method to process and "
"accept inputs on UI elements. See [method accept_event].\n"
"[b]Example usage for clicking a control:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _gui_input(event):\n"
" if event is InputEventMouseButton:\n"
" if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n"
" print(\"I've been clicked D:\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _GuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton mb)\n"
" {\n"
" if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n"
" {\n"
" GD.Print(\"I've been clicked D:\");\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The event won't trigger if:\n"
"* clicking outside the control (see [method _has_point]);\n"
"* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
"* control is obstructed by another [Control] on top of it, which doesn't have "
"[member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
"* control's parent has [member mouse_filter] set to [constant "
"MOUSE_FILTER_STOP] or has accepted the event;\n"
"* it happens outside the parent's rectangle and the parent has either [member "
"clip_contents] enabled.\n"
"[b]Note:[/b] Event position is relative to the control origin."
msgstr ""
"由用户实现的虚方法。使用此方法处理和接受 UI 元素上的输入。请参阅 [method "
"accept_event]。\n"
"[b]点击控件的用法示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _gui_input(event):\n"
" if event is InputEventMouseButton:\n"
" if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n"
" print(\"我已被点击 D:\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _GuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton mb)\n"
" {\n"
" if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n"
" {\n"
" GD.Print(\"我已被点击 D:\");\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果出现以下情况,则不会触发该事件:\n"
"* 在控件外点击(参阅[method _has_point]\n"
"* 控件将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE]\n"
"* 控件被其上的另一个 [Control] 阻挡,该控件没有将 [member mouse_filter] 设置"
"为 [constant MOUSE_FILTER_IGNORE]\n"
"* 控件的父级已将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_STOP] 或"
"已接受该事件;\n"
"* 它发生在父级的矩形之外,并且父级已启用 [member clip_contents]。\n"
"[b]注意:[/b]事件位置相对于该控件原点。"
msgid ""
"Virtual method to be implemented by the user. Returns whether the given "
"[param point] is inside this control.\n"
"If not overridden, default behavior is checking if the point is within "
"control's Rect.\n"
"[b]Note:[/b] If you want to check if a point is inside the control, you can "
"use [code]Rect2(Vector2.ZERO, size).has_point(point)[/code]."
msgstr ""
"由用户实现的虚方法。返回给定的 [param point] 是否在该控件内。\n"
"如果没有被覆盖,则默认行为是检查该点是否在控件的 Rect 内。\n"
"[b]注意:[/b]如果要检查一个点是否在该控件内部,可以使用 [code]Rect2(Vector2."
"ZERO, size).has_point(point)[/code]。"
msgid ""
"Virtual method to be implemented by the user. Returns a [Control] node that "
"should be used as a tooltip instead of the default one. The [param for_text] "
"includes the contents of the [member tooltip_text] property.\n"
"The returned node must be of type [Control] or Control-derived. It can have "
"child nodes of any type. It is freed when the tooltip disappears, so make "
"sure you always provide a new instance (if you want to use a pre-existing "
"node from your scene tree, you can duplicate it and pass the duplicated "
"instance). When [code]null[/code] or a non-Control node is returned, the "
"default tooltip will be used instead.\n"
"The returned node will be added as child to a [PopupPanel], so you should "
"only provide the contents of that panel. That [PopupPanel] can be themed "
"using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] "
"(see [member tooltip_text] for an example).\n"
"[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure "
"it's fully visible, you might want to set its [member custom_minimum_size] to "
"some non-zero value.\n"
"[b]Note:[/b] The node (and any relevant children) should be [member "
"CanvasItem.visible] when returned, otherwise, the viewport that instantiates "
"it will not be able to calculate its minimum size reliably.\n"
"[b]Example of usage with a custom-constructed node:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var label = Label.new()\n"
" label.text = for_text\n"
" return label\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" var label = new Label();\n"
" label.Text = forText;\n"
" return label;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example of usage with a custom scene instance:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n"
" tooltip.get_node(\"Label\").text = for_text\n"
" return tooltip\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" Node tooltip = ResourceLoader.Load<PackedScene>(\"res://"
"some_tooltip_scene.tscn\").Instantiate();\n"
" tooltip.GetNode<Label>(\"Label\").Text = forText;\n"
" return tooltip;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"由用户实现的虚方法。返回一个 [Control] 节点,该节点取代默认节点以用作工具提"
"示。[param for_text] 包含 [member tooltip_text] 属性的内容。\n"
"返回的节点必须是 [Control] 类型或 Control 派生类型。它可以有任何类型的子节点。"
"当工具提示消失时它会被释放,因此请确保你始终提供一个新实例(如果你想使用场景树"
"中预先存在的节点,你可以复制它并传递复制的实例)。当返回 [code]null[/code] 或"
"非控制节点时,将使用默认的工具提示。\n"
"返回的节点将作为子节点添加到 [PopupPanel],因此你应该只提供该面板的内容。该 "
"[PopupPanel] 可以使用 [method Theme.set_stylebox] 为类型 "
"[code]\"TooltipPanel\"[/code] 设置主题(参见 [member tooltip_text] 示例)。\n"
"[b]注意:[/b]工具提示会被缩小到最小大小。如果你想确保它完全可见,你可能需要将"
"其 [member custom_minimum_size] 设置为非零值。\n"
"[b]注意:[/b]返回时节点(和任何相关的子节点)应该是 [member CanvasItem."
"visible],否则,实例化它的视口将无法可靠地计算它的最小大小。\n"
"[b]自定义构造节点的用法示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var label = Label.new()\n"
" label.text = for_text\n"
" return label\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" var label = new Label();\n"
" label.Text = forText;\n"
" return label;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]自定义场景实例的使用示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n"
" tooltip.get_node(\"Label\").text = for_text\n"
" return tooltip\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" Node tooltip = ResourceLoader.Load<PackedScene>(\"res://"
"some_tooltip_scene.tscn\").Instantiate();\n"
" tooltip.GetNode<Label>(\"Label\").Text = forText;\n"
" return tooltip;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"User defined BiDi algorithm override function.\n"
"Returns an [Array] of [Vector3i] text ranges and text base directions, in the "
"left-to-right order. Ranges should cover full source [param text] without "
"overlaps. BiDi algorithm will be used on each range separately."
msgstr ""
"用户定义的 BiDi 算法覆盖函数。\n"
"返回 [Vector3i] 文本范围和文本基础方向的 [Array],顺序为从左至右。这些范围应该"
"覆盖完整的来源文本 [param text]不应该存在重叠。BiDi 算法会对每个范围单独应"
"用。"
msgid ""
"Marks an input event as handled. Once you accept an input event, it stops "
"propagating, even to nodes listening to [method Node._unhandled_input] or "
"[method Node._unhandled_key_input].\n"
"[b]Note:[/b] This does not affect the methods in [Input], only the way events "
"are propagated."
msgstr ""
"将输入事件标记为已处理。一旦接受输入事件,传播就会停止,不会再传播到正在侦听 "
"[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的节"
"点。\n"
"[b]注意:[/b]不会影响 [Input] 中的方法,只会影响事件的传播。"
msgid ""
"Creates a local override for a theme [Color] with the specified [param name]. "
"Local overrides always take precedence when fetching theme items for the "
"control. An override can be removed with [method "
"remove_theme_color_override].\n"
"See also [method get_theme_color].\n"
"[b]Example of overriding a label's color and resetting it later:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Given the child Label node \"MyLabel\", override its font color with a "
"custom value.\n"
"$MyLabel.add_theme_color_override(\"font_color\", Color(1, 0.5, 0))\n"
"# Reset the font color of the child label.\n"
"$MyLabel.remove_theme_color_override(\"font_color\")\n"
"# Alternatively it can be overridden with the default value from the Label "
"type.\n"
"$MyLabel.add_theme_color_override(\"font_color\", "
"get_theme_color(\"font_color\", \"Label\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"// Given the child Label node \"MyLabel\", override its font color with a "
"custom value.\n"
"GetNode<Label>(\"MyLabel\").AddThemeColorOverride(\"font_color\", new "
"Color(1, 0.5f, 0));\n"
"// Reset the font color of the child label.\n"
"GetNode<Label>(\"MyLabel\").RemoveThemeColorOverride(\"font_color\");\n"
"// Alternatively it can be overridden with the default value from the Label "
"type.\n"
"GetNode<Label>(\"MyLabel\").AddThemeColorOverride(\"font_color\", "
"GetThemeColor(\"font_color\", \"Label\"));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"为名称为 [param name] 的主题 [Color] 创建本地覆盖项。为控件获取主题项目时,本"
"地覆盖项始终优先。覆盖项可以使用 [method remove_theme_color_override] 移除。\n"
"另见 [method get_theme_color]。\n"
"[b]覆盖标签颜色并在之后重置的示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 存在名叫“MyLabel”的子 Label 节点,使用自定义的值覆盖其字体颜色。\n"
"$MyLabel.add_theme_color_override(\"font_color\", Color(1, 0.5, 0))\n"
"# 重置该子标签的字体颜色。\n"
"$MyLabel.remove_theme_color_override(\"font_color\")\n"
"# 也可以使用 Label 类型的默认值覆盖。\n"
"$MyLabel.add_theme_color_override(\"font_color\", "
"get_theme_color(\"font_color\", \"Label\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"// 存在名叫“MyLabel”的子 Label 节点,使用自定义的值覆盖其字体颜色。\n"
"GetNode<Label>(\"MyLabel\").AddThemeColorOverride(\"font_color\", new "
"Color(1, 0.5f, 0));\n"
"// 重置该子标签的字体颜色。\n"
"GetNode<Label>(\"MyLabel\").RemoveThemeColorOverride(\"font_color\");\n"
"// 也可以使用 Label 类型的默认值覆盖。\n"
"GetNode<Label>(\"MyLabel\").AddThemeColorOverride(\"font_color\", "
"GetThemeColor(\"font_color\", \"Label\"));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Creates a local override for a theme constant with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
"remove_theme_constant_override].\n"
"See also [method get_theme_constant]."
msgstr ""
"为名称为 [param name] 的主题常量创建本地覆盖项。为控件获取主题项目时,本地覆盖"
"项始终优先。覆盖项可以使用 [method remove_theme_constant_override] 移除。\n"
"另见 [method get_theme_constant]。"
msgid ""
"Creates a local override for a theme [Font] with the specified [param name]. "
"Local overrides always take precedence when fetching theme items for the "
"control. An override can be removed with [method "
"remove_theme_font_override].\n"
"See also [method get_theme_font]."
msgstr ""
"为名称为 [param name] 的主题 [Font] 创建本地覆盖项。为控件获取主题项目时,本地"
"覆盖项始终优先。覆盖项可以使用 [method remove_theme_font_override] 移除。\n"
"另见 [method get_theme_font]。"
msgid ""
"Creates a local override for a theme font size with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
"remove_theme_font_size_override].\n"
"See also [method get_theme_font_size]."
msgstr ""
"为名称为 [param name] 的主题字体大小创建本地覆盖项。为控件获取主题项目时,本地"
"覆盖项始终优先。覆盖项可以使用 [method remove_theme_font_size_override] 移"
"除。\n"
"另见 [method get_theme_font_size]。"
msgid ""
"Creates a local override for a theme icon with the specified [param name]. "
"Local overrides always take precedence when fetching theme items for the "
"control. An override can be removed with [method "
"remove_theme_icon_override].\n"
"See also [method get_theme_icon]."
msgstr ""
"为名称为 [param name] 的主题图标创建本地覆盖项。为控件获取主题项目时,本地覆盖"
"项始终优先。覆盖项可以使用 [method remove_theme_icon_override] 移除。\n"
"另见 [method get_theme_icon]。"
msgid ""
"Creates a local override for a theme [StyleBox] with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
"remove_theme_stylebox_override].\n"
"See also [method get_theme_stylebox].\n"
"[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# The snippet below assumes the child node MyButton has a StyleBoxFlat "
"assigned.\n"
"# Resources are shared across instances, so we need to duplicate it\n"
"# to avoid modifying the appearance of all other buttons.\n"
"var new_stylebox_normal = $MyButton.get_theme_stylebox(\"normal\")."
"duplicate()\n"
"new_stylebox_normal.border_width_top = 3\n"
"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
"$MyButton.add_theme_stylebox_override(\"normal\", new_stylebox_normal)\n"
"# Remove the stylebox override.\n"
"$MyButton.remove_theme_stylebox_override(\"normal\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// The snippet below assumes the child node MyButton has a StyleBoxFlat "
"assigned.\n"
"// Resources are shared across instances, so we need to duplicate it\n"
"// to avoid modifying the appearance of all other buttons.\n"
"StyleBoxFlat newStyleboxNormal = GetNode<Button>(\"MyButton\")."
"GetThemeStylebox(\"normal\").Duplicate() as StyleBoxFlat;\n"
"newStyleboxNormal.BorderWidthTop = 3;\n"
"newStyleboxNormal.BorderColor = new Color(0, 1, 0.5f);\n"
"GetNode<Button>(\"MyButton\").AddThemeStyleboxOverride(\"normal\", "
"newStyleboxNormal);\n"
"// Remove the stylebox override.\n"
"GetNode<Button>(\"MyButton\").RemoveThemeStyleboxOverride(\"normal\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"为名称为 [param name] 的主题 [StyleBox] 创建本地覆盖项。为控件获取主题项目时,"
"本地覆盖项始终优先。覆盖项可以使用 [method remove_theme_stylebox_override] 移"
"除。\n"
"另见 [method get_theme_stylebox]。\n"
"[b]通过创建副本来修改 StyleBox 属性的示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 以下代码片段要求子节点 MyButton 分配了 StyleBoxFlat。\n"
"# 资源是跨实例共享的,因此我们需要制作其副本\n"
"# 来避免修改其他所有按钮的外观。\n"
"var new_stylebox_normal = $MyButton.get_theme_stylebox(\"normal\")."
"duplicate()\n"
"new_stylebox_normal.border_width_top = 3\n"
"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
"$MyButton.add_theme_stylebox_override(\"normal\", new_stylebox_normal)\n"
"# 移除样式盒覆盖项。\n"
"$MyButton.remove_theme_stylebox_override(\"normal\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// 以下代码片段要求子节点 MyButton 分配了 StyleBoxFlat。\n"
"// 资源是跨实例共享的,因此我们需要制作其副本\n"
"// 来避免修改其他所有按钮的外观。\n"
"StyleBoxFlat newStyleboxNormal = GetNode<Button>(\"MyButton\")."
"GetThemeStylebox(\"normal\").Duplicate() as StyleBoxFlat;\n"
"newStyleboxNormal.BorderWidthTop = 3;\n"
"newStyleboxNormal.BorderColor = new Color(0, 1, 0.5f);\n"
"GetNode<Button>(\"MyButton\").AddThemeStyleboxOverride(\"normal\", "
"newStyleboxNormal);\n"
"// 移除样式盒覆盖项。\n"
"GetNode<Button>(\"MyButton\").RemoveThemeStyleboxOverride(\"normal\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prevents [code]*_theme_*_override[/code] methods from emitting [constant "
"NOTIFICATION_THEME_CHANGED] until [method end_bulk_theme_override] is called."
msgstr ""
"防止 [code]*_theme_*_override[/code] 方法发出 [constant "
"NOTIFICATION_THEME_CHANGED],直到 [method end_bulk_theme_override] 被调用。"
msgid ""
"Ends a bulk theme override update. See [method begin_bulk_theme_override]."
msgstr "结束批量主题覆盖更新。见 [method begin_bulk_theme_override]。"
msgid "Finds the next (below in the tree) [Control] that can receive the focus."
msgstr "找到下一个可以接受焦点的 [Control],在树的下方。"
msgid ""
"Finds the previous (above in the tree) [Control] that can receive the focus."
msgstr "找到上一个可以接受焦点的 [Control],在树的上方。"
msgid ""
"Finds the next [Control] that can receive the focus on the specified [enum "
"Side].\n"
"[b]Note:[/b] This is different from [method get_focus_neighbor], which "
"returns the path of a specified focus neighbor."
msgstr ""
"查找指定 [enum Side] 上可以接收焦点的下一个 [Control]。\n"
"[b]注意:[/b]这与 [method get_focus_neighbor] 不同,后者返回指定焦点邻居的路"
"径。"
msgid ""
"Forces drag and bypasses [method _get_drag_data] and [method "
"set_drag_preview] by passing [param data] and [param preview]. Drag will "
"start even if the mouse is neither over nor pressed on this control.\n"
"The methods [method _can_drop_data] and [method _drop_data] must be "
"implemented on controls that want to receive drop data."
msgstr ""
"通过传递 [param data] 和 [param preview] 强制拖动并绕过 [method "
"_get_drag_data] 和 [method set_drag_preview]。即使鼠标既没有在该控件悬停也没有"
"在该控件上按下,拖动都将开始。\n"
"方法 [method _can_drop_data] 和 [method _drop_data] 必须在想要接收拖放数据的控"
"件上实现。"
msgid ""
"Returns the anchor for the specified [enum Side]. A getter method for [member "
"anchor_bottom], [member anchor_left], [member anchor_right] and [member "
"anchor_top]."
msgstr ""
"返回指定 [enum Side] 的锚点。用于 [member anchor_bottom]、[member "
"anchor_left]、[member anchor_right]、和 [member anchor_top] 的取值方法。"
msgid ""
"Returns [member offset_left] and [member offset_top]. See also [member "
"position]."
msgstr ""
"返回 [member offset_left] 和 [member offset_top]。另请参阅 [member position]。"
msgid ""
"Returns combined minimum size from [member custom_minimum_size] and [method "
"get_minimum_size]."
msgstr ""
"返回 [member custom_minimum_size] 和 [method get_minimum_size] 的组合最小大"
"小。"
msgid ""
"Returns the mouse cursor shape the control displays on mouse hover. See [enum "
"CursorShape]."
msgstr "返回控件在鼠标悬停时显示的鼠标指针形状。见 [enum CursorShape]。"
msgid "Returns [member offset_right] and [member offset_bottom]."
msgstr "返回 [member offset_right] 和 [member offset_bottom]。"
msgid ""
"Returns the focus neighbor for the specified [enum Side]. A getter method for "
"[member focus_neighbor_bottom], [member focus_neighbor_left], [member "
"focus_neighbor_right] and [member focus_neighbor_top].\n"
"[b]Note:[/b] To find the next [Control] on the specific [enum Side], even if "
"a neighbor is not assigned, use [method find_valid_focus_neighbor]."
msgstr ""
"返回指定 [enum Side] 的焦点邻居。用于 [member focus_neighbor_bottom]、[member "
"focus_neighbor_left]、[member focus_neighbor_right]、和 [member "
"focus_neighbor_top] 的取值方法。\n"
"[b]注意:[/b]要查找特定 [enum Side] 上的下一个 [Control],即使未指定邻居,也请"
"使用 [method find_valid_focus_neighbor]。"
msgid ""
"Returns the position and size of the control relative to the containing "
"canvas. See [member global_position] and [member size].\n"
"[b]Note:[/b] If the node itself or any parent [CanvasItem] between the node "
"and the canvas have a non default rotation or skew, the resulting size is "
"likely not meaningful.\n"
"[b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to "
"[code]true[/code] can lead to rounding inaccuracies between the displayed "
"control and the returned [Rect2]."
msgstr ""
"返回控件相对于所属画布的位置和大小。参见 [member global_position] 和 [member "
"size]。\n"
"[b]注意:[/b]如果节点本身或节点与画布之间的任何父级 [CanvasItem] 具有非默认旋"
"转或倾斜,则生成的大小可能没有意义。\n"
"[b]注意:[/b]将 [member Viewport.gui_snap_controls_to_pixels] 设置为 "
"[code]true[/code] 会导致显示的控件和返回的 [Rect2] 之间的舍入不准确。"
msgid ""
"Returns the minimum size for this control. See [member custom_minimum_size]."
msgstr "返回该控件的最小尺寸。见 [member custom_minimum_size]。"
msgid ""
"Returns the offset for the specified [enum Side]. A getter method for [member "
"offset_bottom], [member offset_left], [member offset_right] and [member "
"offset_top]."
msgstr ""
"返回指定 [enum Side] 的偏移。这是 [member offset_bottom]、[member "
"offset_left]、[member offset_right] 和 [member offset_top] 的 getter 方法。"
msgid "Returns the width/height occupied in the parent control."
msgstr "返回父控件中占用的宽度/高度。"
msgid "Returns the parent control node."
msgstr "返回父控制节点。"
msgid ""
"Returns the position and size of the control in the coordinate system of the "
"containing node. See [member position], [member scale] and [member size].\n"
"[b]Note:[/b] If [member rotation] is not the default rotation, the resulting "
"size is not meaningful.\n"
"[b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to "
"[code]true[/code] can lead to rounding inaccuracies between the displayed "
"control and the returned [Rect2]."
msgstr ""
"返回控件在包含节点的坐标系中的位置和大小。参见 [member position]、[member "
"scale] 和 [member size]。\n"
"[b]注意:[/b]如果 [member rotation] 不是默认的旋转,那么得到的大小是没有意义"
"的。\n"
"[b]注意:[/b]将 [member Viewport.gui_snap_controls_to_pixels] 设置为 "
"[code]true[/code],会导致显示的控件和返回的 [Rect2] 之间的舍入不准确。"
msgid ""
"Returns the position of this [Control] in global screen coordinates (i.e. "
"taking window position into account). Mostly useful for editor plugins.\n"
"Equals to [member global_position] if the window is embedded (see [member "
"Viewport.gui_embed_subwindows]).\n"
"[b]Example usage for showing a popup:[/b]\n"
"[codeblock]\n"
"popup_menu.position = get_screen_position() + get_local_mouse_position()\n"
"popup_menu.reset_size()\n"
"popup_menu.popup()\n"
"[/codeblock]"
msgstr ""
"返回该 [Control] 在全局屏幕坐标系中的位置(即考虑窗口的位置)。主要用于编辑器"
"插件。\n"
"如果窗口是嵌入式的,则等于 [member global_position](见 [member Viewport."
"gui_embed_subwindows])。\n"
"[b]显示弹出框的用法示例:[/b]\n"
"[codeblock]\n"
"popup_menu.position = get_screen_position() + get_local_mouse_position()\n"
"popup_menu.reset_size()\n"
"popup_menu.popup()\n"
"[/codeblock]"
msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that [Theme] "
"has a color item with the specified [param name] and [param theme_type]. If "
"[param theme_type] is omitted the class name of the current control is used "
"as the type, or [member theme_type_variation] if it is defined. If the type "
"is a class name its parent classes are also checked, in order of inheritance. "
"If the type is a variation its base types are checked, in order of "
"dependency, then the control's class name and its parent classes are "
"checked.\n"
"For the current control its local overrides are considered first (see [method "
"add_theme_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
"considered; controls without a [member theme] assigned are skipped. If no "
"matching [Theme] is found in the tree, the custom project [Theme] (see "
"[member ProjectSettings.gui/theme/custom]) and the default [Theme] are used "
"(see [ThemeDB]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # Get the font color defined for the current Control's class, if it "
"exists.\n"
" modulate = get_theme_color(\"font_color\")\n"
" # Get the font color defined for the Button class.\n"
" modulate = get_theme_color(\"font_color\", \"Button\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // Get the font color defined for the current Control's class, if it "
"exists.\n"
" Modulate = GetThemeColor(\"font_color\");\n"
" // Get the font color defined for the Button class.\n"
" Modulate = GetThemeColor(\"font_color\", \"Button\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从树中第一个匹配的 [Theme] 返回 [Color],该 [Theme] 中应存在指定名称 [param "
"name] 和主题类型 [param theme_type] 的颜色项。如果省略 [param theme_type] 则会"
"使用当前控件的类名,如果定义了 [member theme_type_variation] 则会优先使用。如"
"果该类型为类名,则还会按照继承顺序检查父类。如果该类型为变种,则还会按照依赖顺"
"序检查基础类型,然后再检查该控件的类名及其父类。\n"
"会首先考虑当前控件的本地覆盖项(见 [method add_theme_color_override]),然后才"
"是其 [member theme]。各个父控件及其 [member theme] 在当前控件之后考虑;会跳过"
"没有 [member theme] 的控件。如果树中没有匹配的 [Theme],则会使用自定义项目 "
"[Theme](见 [member ProjectSettings.gui/theme/custom])和默认 [Theme](见 "
"[ThemeDB])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # 获取当前 Control 类中定义的字体颜色,前提是存在。\n"
" modulate = get_theme_color(\"font_color\")\n"
" # 获取 Button 类中定义的字体颜色。\n"
" modulate = get_theme_color(\"font_color\", \"Button\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // 获取当前 Control 类中定义的字体颜色,前提是存在。\n"
" Modulate = GetThemeColor(\"font_color\");\n"
" // 获取 Button 类中定义的字体颜色。\n"
" Modulate = GetThemeColor(\"font_color\", \"Button\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a constant from the first matching [Theme] in the tree if that "
"[Theme] has a constant item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回常量,该 [Theme] 中应存在指定名称 [param name] "
"和主题类型 [param theme_type] 的常量项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns the default base scale value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_base_scale] value.\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回默认基础缩放值,该 [Theme] 中应存在有效的 "
"[member Theme.default_base_scale] 值。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns the default font from the first matching [Theme] in the tree if that "
"[Theme] has a valid [member Theme.default_font] value.\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回默认字体,该 [Theme] 中应存在有效的 [member "
"Theme.default_font] 值。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns the default font size value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_font_size] value.\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回默认字体大小,该 [Theme] 中应存在有效的 "
"[member Theme.default_font_size] 值。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
"has a font item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回 [Font],该 [Theme] 中应存在指定名称 [param "
"name] 和主题类型 [param theme_type] 的字体项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns a font size from the first matching [Theme] in the tree if that "
"[Theme] has a font size item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回字体大小,该 [Theme] 中应存在指定名称 [param "
"name] 和主题类型 [param theme_type] 的字体大小项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
"has an icon item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回图标,该 [Theme] 中应存在指定名称 [param name] "
"和主题类型 [param theme_type] 的图标项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns a [StyleBox] from the first matching [Theme] in the tree if that "
"[Theme] has a stylebox item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 返回 [StyleBox],该 [Theme] 中应存在指定名称 "
"[param name] 和主题类型 [param theme_type] 的样式盒项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns the tooltip text for the position [param at_position] in control's "
"local coordinates, which will typically appear when the cursor is resting "
"over this control. By default, it returns [member tooltip_text].\n"
"This method can be overridden to customize its behavior. See [method "
"_get_tooltip].\n"
"[b]Note:[/b] If this method returns an empty [String], no tooltip is "
"displayed."
msgstr ""
"返回位于该控件局部坐标系中 [param at_position] 位置的工具提示文本,工具提示一"
"般会在鼠标停留在该控件上时显示。默认情况下返回的是 [member tooltip_text]。\n"
"覆盖这个方法可以自定义行为。见 [method _get_tooltip]。\n"
"[b]注意:[/b]如果返回的是空 [String],则不会显示工具提示。"
msgid ""
"Creates an [InputEventMouseButton] that attempts to click the control. If the "
"event is received, the control acquires focus.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" grab_click_focus() # When clicking another Control node, this node will "
"be clicked instead.\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Process(double delta)\n"
"{\n"
" GrabClickFocus(); // When clicking another Control node, this node will "
"be clicked instead.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"创建一个尝试点击控件的 [InputEventMouseButton]。如果收到该事件,则该控件将获得"
"焦点。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" grab_click_focus() # 点击另一个控制节点时,将改为点击该节点。\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Process(double delta)\n"
"{\n"
" GrabClickFocus(); // 点击另一个控制节点时,将改为点击该节点。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Steal the focus from another control and become the focused control (see "
"[member focus_mode]).\n"
"[b]Note:[/b] Using this method together with [method Callable.call_deferred] "
"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
"从别的控件上窃取焦点,从而成为聚焦的控件(见 [member focus_mode])。\n"
"[b]注意:[/b]这个方法与 [method Object.call_deferred] 配合使用会更加可靠,尤其"
"是在 [method Node._ready] 中调用时。"
msgid ""
"Returns [code]true[/code] if this is the current focused control. See [member "
"focus_mode]."
msgstr ""
"如果这是当前的焦点控件,则返回 [code]true[/code]。见 [member focus_mode]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a color item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名"
"称 [param name] 和主题类型 [param theme_type] 的颜色项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Color] "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_color_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题 [Color] 本地覆盖项,则"
"返回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_color_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a constant item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名"
"称 [param name] 和主题类型 [param theme_type] 的常量项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme constant "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_constant_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题常量本地覆盖项,则返回 "
"[code]true[/code]。\n"
"详情请参阅 [method add_theme_constant_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a font item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名"
"称 [param name] 和主题类型 [param theme_type] 的字体项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Font] "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_font_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题 [Font] 本地覆盖项,则"
"返回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_font_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a font size item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名"
"称 [param name] 和主题类型 [param theme_type] 的字体大小项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme font size "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_font_size_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题字体大小本地覆盖项,则"
"返回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_font_size_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"an icon item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名"
"称 [param name] 和主题类型 [param theme_type] 的图标项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme icon with "
"the specified [param name] in this [Control] node.\n"
"See [method add_theme_icon_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题图标本地覆盖项,则返回 "
"[code]true[/code]。\n"
"详情请参阅 [method add_theme_icon_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a stylebox item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme] 则返回 [code]true[/code],该 [Theme] 中应存在指定名"
"称 [param name] 和主题类型 [param theme_type] 的样式盒项。\n"
"详情请参阅 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [StyleBox] "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_stylebox_override]."
msgstr ""
"如果该 [Control] 节点中存在名为指定 [param name] 的主题 [StyleBox] 本地覆盖"
"项,则返回 [code]true[/code]。\n"
"详情请参阅 [method add_theme_stylebox_override]。"
msgid ""
"Returns [code]true[/code] if a drag operation is successful. Alternative to "
"[method Viewport.gui_is_drag_successful].\n"
"Best used with [constant Node.NOTIFICATION_DRAG_END]."
msgstr ""
"如果拖放操作成功则返回 [code]true[/code],是 [method Viewport."
"gui_is_drag_successful] 的替代方案。\n"
"建议与 [constant Node.NOTIFICATION_DRAG_END] 配合使用。"
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr "如果布局是从右至左的,则返回 [code]true[/code]。"
msgid "Give up the focus. No other control will be able to receive input."
msgstr "放弃焦点。不会让其他控件能够接收键盘输入。"
msgid ""
"Removes a local override for a theme [Color] with the specified [param name] "
"previously added by [method add_theme_color_override] or via the Inspector "
"dock."
msgstr ""
"移除名为指定 [param name] 的主题 [Color] 本地覆盖项,该覆盖项由 [method "
"add_theme_color_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme constant with the specified [param name] "
"previously added by [method add_theme_constant_override] or via the Inspector "
"dock."
msgstr ""
"移除名为指定 [param name] 的主题常量本地覆盖项,该覆盖项由 [method "
"add_theme_constant_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme [Font] with the specified [param name] "
"previously added by [method add_theme_font_override] or via the Inspector "
"dock."
msgstr ""
"移除名为指定 [param name] 的主题 [Font] 本地覆盖项,该覆盖项由 [method "
"add_theme_font_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme font size with the specified [param "
"name] previously added by [method add_theme_font_size_override] or via the "
"Inspector dock."
msgstr ""
"移除名为指定 [param name] 的主题字体大小本地覆盖项,该覆盖项由 [method "
"add_theme_font_size_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme icon with the specified [param name] "
"previously added by [method add_theme_icon_override] or via the Inspector "
"dock."
msgstr ""
"移除名为指定 [param name] 的主题图标本地覆盖项,该覆盖项由 [method "
"add_theme_icon_override] 或检查器面板添加的。"
msgid ""
"Removes a local override for a theme [StyleBox] with the specified [param "
"name] previously added by [method add_theme_stylebox_override] or via the "
"Inspector dock."
msgstr ""
"移除名为指定 [param name] 的主题 [StyleBox] 本地覆盖项,该覆盖项由 [method "
"add_theme_stylebox_override] 或检查器面板添加的。"
msgid ""
"Resets the size to [method get_combined_minimum_size]. This is equivalent to "
"calling [code]set_size(Vector2())[/code] (or any size below the minimum)."
msgstr ""
"将大小重置为 [method get_combined_minimum_size]。等价于调用 "
"[code]set_size(Vector2())[/code](或任何小于最小值的大小)。"
msgid ""
"Sets the anchor for the specified [enum Side] to [param anchor]. A setter "
"method for [member anchor_bottom], [member anchor_left], [member "
"anchor_right] and [member anchor_top].\n"
"If [param keep_offset] is [code]true[/code], offsets aren't updated after "
"this operation.\n"
"If [param push_opposite_anchor] is [code]true[/code] and the opposite anchor "
"overlaps this anchor, the opposite one will have its value overridden. For "
"example, when setting left anchor to 1 and the right anchor has value of 0.5, "
"the right anchor will also get value of 1. If [param push_opposite_anchor] "
"was [code]false[/code], the left anchor would get value 0.5."
msgstr ""
"将指定 [enum Side] 的锚点设置为 [param anchor]。用于 [member anchor_bottom]、"
"[member anchor_left]、[member anchor_right]、和 [member anchor_top] 的设值函"
"数。\n"
"如果 [param keep_offset] 为 [code]true[/code],则偏移量不会在该操作后更新。\n"
"如果 [param push_opposite_anchor] 为 [code]true[/code],并且相对的锚点与该锚点"
"重叠,则相对的锚点的值将被覆盖。例如,当将左锚点设置为 1 且右锚点的值为 0.5 "
"时,右锚点的值也将为 1。如果 [param push_opposite_anchor] 为 [code]false[/"
"code],则左锚点的值将为 0.5。"
msgid ""
"Works the same as [method set_anchor], but instead of [code]keep_offset[/"
"code] argument and automatic update of offset, it allows to set the offset "
"yourself (see [method set_offset])."
msgstr ""
"工作原理与 [method set_anchor] 相同,但取代 [code]keep_offset[/code] 参数和自"
"动更新的偏移,它允许你自己设置偏移量(参见 [method set_offset])。"
msgid ""
"Sets both anchor preset and offset preset. See [method set_anchors_preset] "
"and [method set_offsets_preset]."
msgstr ""
"设置锚点预设和偏移预设。参见 [method set_anchors_preset] 和 [method "
"set_offsets_preset]。"
msgid ""
"Sets the anchors to a [param preset] from [enum Control.LayoutPreset] enum. "
"This is the code equivalent to using the Layout menu in the 2D editor.\n"
"If [param keep_offsets] is [code]true[/code], control's position will also be "
"updated."
msgstr ""
"将锚点设置为 [enum Control.LayoutPreset] 枚举中的 [param preset]。这是相当于"
"在 2D 编辑器中使用布局菜单的代码。\n"
"如果 [param keep_offsets] 为 [code]true[/code],则控件的位置也将被更新。"
msgid ""
"Sets [member offset_left] and [member offset_top] at the same time. "
"Equivalent of changing [member position]."
msgstr ""
"同时设置 [member offset_left] 和 [member offset_top]。相当于改变 [member "
"position]。"
msgid ""
"Forwards the handling of this control's [method _get_drag_data], [method "
"_can_drop_data] and [method _drop_data] virtual functions to delegate "
"callables.\n"
"For each argument, if not empty, the delegate callable is used, otherwise the "
"local (virtual) function is used.\n"
"The function format for each callable should be exactly the same as the "
"virtual functions described above."
msgstr ""
"转发该控件的 [method _get_drag_data]、[method _can_drop_data] 和 [method "
"_drop_data] 虚函数的处理,以委托给可调用体。\n"
"对于每个参数,如果不为空,则使用委托的可调用体,否则使用本地(虚)函数。\n"
"每个可调用体的函数格式应该与上面描述的虚函数完全相同。"
msgid ""
"Shows the given control at the mouse pointer. A good time to call this method "
"is in [method _get_drag_data]. The control must not be in the scene tree. You "
"should not free the control, and you should not keep a reference to the "
"control beyond the duration of the drag. It will be deleted automatically "
"after the drag has ended.\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export var color = Color(1, 0, 0, 1)\n"
"\n"
"func _get_drag_data(position):\n"
" # Use a control that is not in the tree\n"
" var cpb = ColorPickerButton.new()\n"
" cpb.color = color\n"
" cpb.size = Vector2(50, 50)\n"
" set_drag_preview(cpb)\n"
" return color\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export]\n"
"private Color _color = new Color(1, 0, 0, 1);\n"
"\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" // Use a control that is not in the tree\n"
" var cpb = new ColorPickerButton();\n"
" cpb.Color = _color;\n"
" cpb.Size = new Vector2(50, 50);\n"
" SetDragPreview(cpb);\n"
" return _color;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在鼠标指针处显示给定的控件。调用此方法的好时机是在 [method _get_drag_data] "
"中。控件不得位于场景树中。你不应释放控件,也不应在拖动持续时间之外保留对控件的"
"引用。拖拽结束后它会自动删除。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export var color = Color(1, 0, 0, 1)\n"
"\n"
"func _get_drag_data(position):\n"
" #使用不在树中的控件\n"
" var cpb = ColorPickerButton.new()\n"
" cpb.color = color\n"
" cpb.size = Vector2(50, 50)\n"
" set_drag_preview(cpb)\n"
" return color\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export]\n"
"private Color _color = new Color(1, 0, 0, 1);\n"
"\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" // 使用不在树中的控件\n"
" var cpb = new ColorPickerButton();\n"
" cpb.Color = _color;\n"
" cpb.Size = new Vector2(50, 50);\n"
" SetDragPreview(cpb);\n"
" return _color;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Sets [member offset_right] and [member offset_bottom] at the same time."
msgstr "同时设置 [member offset_right] 和 [member offset_bottom]。"
msgid ""
"Sets the focus neighbor for the specified [enum Side] to the [Control] at "
"[param neighbor] node path. A setter method for [member "
"focus_neighbor_bottom], [member focus_neighbor_left], [member "
"focus_neighbor_right] and [member focus_neighbor_top]."
msgstr ""
"将指定 [enum Side] 的焦点邻居设置为节点路径 [param neighbor] 处的 [Control]。"
"这是 [member focus_neighbor_bottom]、[member focus_neighbor_left]、[member "
"focus_neighbor_right] 和 [member focus_neighbor_top] 的 setter 方法。"
msgid ""
"Sets the [member global_position] to given [param position].\n"
"If [param keep_offsets] is [code]true[/code], control's anchors will be "
"updated instead of offsets."
msgstr ""
"将 [member global_position] 设置为给定的 [param position]。\n"
"如果 [param keep_offsets] 为 [code]true[/code],则将更新控件的锚点而不是偏移"
"量。"
msgid ""
"Sets the offset for the specified [enum Side] to [param offset]. A setter "
"method for [member offset_bottom], [member offset_left], [member "
"offset_right] and [member offset_top]."
msgstr ""
"将指定 [enum Side] 的偏移设置为 [param offset]。用于 [member offset_bottom]、"
"[member offset_left]、[member offset_right]、和 [member offset_top] 的设值方"
"法。"
msgid ""
"Sets the offsets to a [param preset] from [enum Control.LayoutPreset] enum. "
"This is the code equivalent to using the Layout menu in the 2D editor.\n"
"Use parameter [param resize_mode] with constants from [enum Control."
"LayoutPresetMode] to better determine the resulting size of the [Control]. "
"Constant size will be ignored if used with presets that change size, e.g. "
"[constant PRESET_LEFT_WIDE].\n"
"Use parameter [param margin] to determine the gap between the [Control] and "
"the edges."
msgstr ""
"将偏移设置为 [enum Control.LayoutPreset] 枚举中的 [param preset]。这是相当于"
"在 2D 编辑器中使用布局菜单的代码。\n"
"将参数 [param resize_mode] 与 [enum Control.LayoutPresetMode] 中的常量一起使"
"用,以更好地确定 [Control] 的最终大小。如果与更改尺寸大小的预设一起使用,则将"
"忽略常量尺寸大小,例如 [constant PRESET_LEFT_WIDE]。\n"
"使用参数 [param margin] 来确定 [Control] 和边缘之间的间隙。"
msgid ""
"Sets the [member position] to given [param position].\n"
"If [param keep_offsets] is [code]true[/code], control's anchors will be "
"updated instead of offsets."
msgstr ""
"将 [member position] 设置为给定的 [param position]。\n"
"如果 [param keep_offsets] 为 [code]true[/code],则将更新控件的锚点而不是偏移"
"量。"
msgid ""
"Sets the size (see [member size]).\n"
"If [param keep_offsets] is [code]true[/code], control's anchors will be "
"updated instead of offsets."
msgstr ""
"设置大小(参见 [member size])。\n"
"如果 [param keep_offsets] 为 [code]true[/code],则将更新控件的锚点而不是偏移"
"量。"
msgid ""
"Invalidates the size cache in this node and in parent nodes up to top level. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member custom_minimum_size] directly calls this method "
"automatically."
msgstr ""
"使该节点和直至顶级的父节点中的大小缓存无效。旨在当返回值更改时与 [method "
"get_minimum_size] 一起使用。直接设置 [member custom_minimum_size] 将自动调用该"
"方法。"
msgid ""
"Moves the mouse cursor to [param position], relative to [member position] of "
"this [Control].\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"将鼠标光标移动到 [param position],相对于该 [Control] 的 [member position]。\n"
"[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux 上受支持。它在 "
"Android、iOS 和 Web 上没有效果。"
msgid ""
"Anchors the bottom edge of the node to the origin, the center, or the end of "
"its parent control. It changes how the bottom offset updates when the node "
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
"将节点的底部边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大小"
"时底部偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。"
msgid ""
"Anchors the left edge of the node to the origin, the center or the end of its "
"parent control. It changes how the left offset updates when the node moves or "
"changes size. You can use one of the [enum Anchor] constants for convenience."
msgstr ""
"将节点的左侧边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大小"
"时左侧偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。"
msgid ""
"Anchors the right edge of the node to the origin, the center or the end of "
"its parent control. It changes how the right offset updates when the node "
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
"将节点的右侧边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大小"
"时右侧偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。"
msgid ""
"Anchors the top edge of the node to the origin, the center or the end of its "
"parent control. It changes how the top offset updates when the node moves or "
"changes size. You can use one of the [enum Anchor] constants for convenience."
msgstr ""
"将节点的顶部边缘锚定到父控件的原点、中心或末端。会改变该节点发生移动或改变大小"
"时顶部偏移量的更新方式。方便起见,你可以使用 [enum Anchor] 常量。"
msgid ""
"Toggles if any text should automatically change to its translated version "
"depending on the current locale.\n"
"Also decides if the node's strings should be parsed for POT generation."
msgstr ""
"切换是否所有文本都应该根据当前区域设置自动变为翻译后的版本。\n"
"还会决定生成 POT 时是否应解析该节点中的字符串。"
msgid ""
"Enables whether rendering of [CanvasItem] based children should be clipped to "
"this control's rectangle. If [code]true[/code], parts of a child which would "
"be visibly outside of this control's rectangle will not be rendered and won't "
"receive input."
msgstr ""
"渲染基于 [CanvasItem] 的子节点时,是否应剪裁到该控件的矩形中。如果为 "
"[code]true[/code],则子节点显示在该控件的矩形范围之外的部分,不会渲染,也不会"
"接收输入。"
msgid ""
"The minimum size of the node's bounding rectangle. If you set it to a value "
"greater than (0, 0), the node's bounding rectangle will always have at least "
"this size, even if its content is smaller. If it's set to (0, 0), the node "
"sizes automatically to fit its content, be it a texture or child nodes."
msgstr ""
"节点的边界矩形的最小尺寸。如果你将它设置为大于 (00) 的值,节点的边界矩形将始"
"终至少有这个大小,即使它的内容更小。如果设置为 (00),节点的大小会自动适应其"
"内容,无论是纹理还是子节点。"
msgid ""
"The focus access mode for the control (None, Click or All). Only one Control "
"can be focused at the same time, and it will receive keyboard, gamepad, and "
"mouse signals."
msgstr ""
"该控件的焦点访问模式(“无”“单击”或“全部”)。只能同时聚焦一个控件,该控件会收到"
"键盘、手柄以及鼠标的信号。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the down "
"arrow on the keyboard or down on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_down] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
"告诉 Godot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点"
"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_down] "
"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性Godot 会将焦点移"
"交给该节点下方距离最近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the left "
"arrow on the keyboard or left on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_left] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the left of this one."
msgstr ""
"告诉 Godot 当用户按下键盘上的左方向键或游戏手柄上的左方向键时,默认应该将焦点"
"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_left] "
"来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性Godot 会将焦点移"
"交给该节点左侧距离最近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the right "
"arrow on the keyboard or right on a gamepad by default. You can change the "
"key by editing the [member ProjectSettings.input/ui_right] input action. The "
"node must be a [Control]. If this property is not set, Godot will give focus "
"to the closest [Control] to the right of this one."
msgstr ""
"告诉 Godot 当用户按下键盘上的右方向键或游戏手柄上的右方向键时,默认应该将焦点"
"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/"
"ui_right] 来修改具体的按键。该节点必须为 [Control]。如果未设置这个属性Godot "
"会将焦点移交给该节点右侧距离最近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the top "
"arrow on the keyboard or top on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_up] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the top of this one."
msgstr ""
"告诉 Godot 当用户按下键盘上的下方向键或游戏手柄上的下方向键时,默认应该将焦点"
"移交给哪个节点。你可以通过编辑输入动作 [member ProjectSettings.input/ui_up] 来"
"修改具体的按键。该节点必须为 [Control]。如果未设置这个属性Godot 会将焦点移交"
"给该节点上方距离最近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses [kbd]Tab[/"
"kbd] on a keyboard by default. You can change the key by editing the [member "
"ProjectSettings.input/ui_focus_next] input action.\n"
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
"告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Tab[/kbd] 时,应将焦点交给哪"
"个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_next] 的输入动作"
"来更改按键。\n"
"如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。"
msgid ""
"Tells Godot which node it should give focus to if the user presses [kbd]Shift "
"+ Tab[/kbd] on a keyboard by default. You can change the key by editing the "
"[member ProjectSettings.input/ui_focus_prev] input action.\n"
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
"告诉 Godot 在默认情况下,当用户按下键盘上的 [kbd]Shift + Tab[/kbd] 时,应将焦"
"点交给哪个节点。你可以通过编辑 [member ProjectSettings.input/ui_focus_prev] 的"
"输入动作来更改按键。\n"
"如果未设置此属性,则 Godot 会将根据场景树中的附近节点选择一个“最佳猜测”。"
msgid ""
"The node's global position, relative to the world (usually to the "
"[CanvasLayer])."
msgstr "该节点的全局位置,相对于世界(通常为 [CanvasLayer])。"
msgid ""
"Controls the direction on the horizontal axis in which the control should "
"grow if its horizontal minimum size is changed to be greater than its current "
"size, as the control always has to be at least the minimum size."
msgstr ""
"控制水平轴的方向,如果控件的水平最小尺寸更改为大于其当前尺寸,则控件应沿水平轴"
"增长,因为控件始终必须至少为最小尺寸。"
msgid ""
"Controls the direction on the vertical axis in which the control should grow "
"if its vertical minimum size is changed to be greater than its current size, "
"as the control always has to be at least the minimum size."
msgstr ""
"控制控件在垂直轴上的方向,如果控件的垂直最小尺寸更改为大于当前尺寸,则控件应沿"
"该方向增大,因为控件始终必须至少为最小尺寸。"
msgid ""
"Controls layout direction and text writing direction. Right-to-left layouts "
"are necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"控制布局方向和文本书写方向。某些语言需要从右至左的布局(例如阿拉伯语和希伯来"
"语)。"
msgid ""
"If [code]true[/code], automatically converts code line numbers, list indices, "
"[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the "
"numeral systems used in current locale.\n"
"[b]Note:[/b] Numbers within the text are not automatically converted, it can "
"be done manually, using [method TextServer.format_number]."
msgstr ""
"如果为 [code]true[/code],则会自动将代码行号、列表索引号、[SpinBox] 和 "
"[ProgressBar] 的值从阿拉伯数字0..9)转换为当前区域设置所使用的记数系统。\n"
"[b]注意:[/b]不会自动转换文本中的数字,可以使用 [method TextServer."
"format_number] 手动转换。"
msgid ""
"The default cursor shape for this control. Useful for Godot plugins and "
"applications or games that use the system's mouse cursors.\n"
"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
"system."
msgstr ""
"此控件的默认光标形状。对于 Godot 插件和使用系统鼠标光标的应用程序或游戏很有"
"用。\n"
"[b]注意:[/b]在 Linux 上,形状可能会有所不同,具体取决于系统的光标主题。"
msgid ""
"Controls whether the control will be able to receive mouse button input "
"events through [method _gui_input] and how these events should be handled. "
"Also controls whether the control can receive the [signal mouse_entered], and "
"[signal mouse_exited] signals. See the constants to learn what each does."
msgstr ""
"控制控件是否能够通过 [method _gui_input] 接收鼠标按钮输入事件,以及如何处理这"
"些事件。还控制控件是否能接收 [signal mouse_entered] 和 [signal mouse_exited] "
"信号。参阅常量来了解每个常量的作用。"
msgid ""
"When enabled, scroll wheel events processed by [method _gui_input] will be "
"passed to the parent control even if [member mouse_filter] is set to "
"[constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested "
"scrollable containers to work out of the box.\n"
"You should disable it on the root of your UI if you do not want scroll events "
"to go to the [method Node._unhandled_input] processing."
msgstr ""
"启用后,即使 [member mouse_filter] 被设置为 [constant MOUSE_FILTER_STOP],由 "
"[method _gui_input] 处理的滚轮事件也会被传递给父控件。由于它默认为“真”,这允许"
"嵌套的可滚动容器可以开箱即用。\n"
"如果不希望滚动事件进入 [method Node._unhandled_input] 处理,则应该在用户界面的"
"根部禁用它。"
msgid ""
"Distance between the node's bottom edge and its parent control, based on "
"[member anchor_bottom].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"该节点底部边缘与其父控件之间的距离,基于 [member anchor_bottom]。\n"
"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 [Container] "
"的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移量会自动更新。"
msgid ""
"Distance between the node's left edge and its parent control, based on "
"[member anchor_left].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"该节点左侧边缘与其父控件之间的距离,基于 [member anchor_left]。\n"
"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 [Container] "
"的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移量会自动更新。"
msgid ""
"Distance between the node's right edge and its parent control, based on "
"[member anchor_right].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"该节点右侧边缘与其父控件之间的距离,基于 [member anchor_right]。\n"
"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 [Container] "
"的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移量会自动更新。"
msgid ""
"Distance between the node's top edge and its parent control, based on [member "
"anchor_top].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"该节点顶部边缘与其父控件之间的距离,基于 [member anchor_top]。\n"
"偏移量通常由一个或多个父 [Container] 节点控制,因此如果你的节点是 [Container] "
"的直接子节点,则不应进行手动修改。移动节点或调整节点大小时,偏移量会自动更新。"
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
"[member rotation] or [member scale], it will rotate or scale around this "
"pivot. Set this property to [member size] / 2 to pivot around the Control's "
"center."
msgstr ""
"默认情况下,该节点的轴心位于左上角。更改 [member rotation] 或 [member scale] "
"时,将围绕该轴心进行旋转或缩放。如果将该属性设置为 [member size] / 2则围绕的"
"是该控件的中心点。"
msgid ""
"The node's position, relative to its containing node. It corresponds to the "
"rectangle's top-left corner. The property is not affected by [member "
"pivot_offset]."
msgstr ""
"该节点的位置,相对于父节点。对应的是矩形的左上角。该属性不受 [member "
"pivot_offset] 的影响。"
msgid ""
"The node's rotation around its pivot, in radians. See [member pivot_offset] "
"to change the pivot's position.\n"
"[b]Note:[/b] This property is edited in the inspector in degrees. If you want "
"to use degrees in a script, use [member rotation_degrees]."
msgstr ""
"该节点围绕其轴心的旋转,单位为弧度。要更改轴心的位置,请参阅 [member "
"pivot_offset]。\n"
"[b]注意:[/b]该属性在检查器中以度为单位进行编辑。如果要在脚本中使用度数,请使"
"用 [member rotation_degrees]。"
msgid ""
"Helper property to access [member rotation] in degrees instead of radians."
msgstr "辅助属性,用于按度数访问 [member rotation] 而不是弧度数。"
msgid ""
"The node's scale, relative to its [member size]. Change this property to "
"scale the node around its [member pivot_offset]. The Control's [member "
"tooltip_text] will also scale according to this value.\n"
"[b]Note:[/b] This property is mainly intended to be used for animation "
"purposes. To support multiple resolutions in your project, use an appropriate "
"viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/"
"multiple_resolutions.html]documentation[/url] instead of scaling Controls "
"individually.\n"
"[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Control] "
"[member scale] into account. This means that scaling up/down will cause "
"bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or "
"pixelated. To ensure text remains crisp regardless of scale, you can enable "
"MSDF font rendering by enabling [member ProjectSettings.gui/theme/"
"default_font_multichannel_signed_distance_field] (applies to the default "
"project font only), or enabling [b]Multichannel Signed Distance Field[/b] in "
"the import options of a DynamicFont for custom fonts. On system fonts, "
"[member SystemFont.multichannel_signed_distance_field] can be enabled in the "
"inspector.\n"
"[b]Note:[/b] If the Control node is a child of a [Container] node, the scale "
"will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. "
"To set the Control's scale when it's instantiated, wait for one frame using "
"[code]await get_tree().process_frame[/code] then set its [member scale] "
"property."
msgstr ""
"节点的缩放,相对于它的 [member size]。更改该属性以围绕其 [member "
"pivot_offset] 缩放节点。该 Control 的 [member tooltip_text] 也将根据该值进行缩"
"放。\n"
"[b]注意:[/b]该属性主要用于动画用途。要在项目中支持多种分辨率,请使用 "
"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]文档[/url] 中所述"
"的合适的视口拉伸模式,而不是单独缩放控件。\n"
"[b]注意:[/b][member FontFile.oversampling] [i]不[/i]考虑 [Control] [member "
"scale]。这意味着放大/缩小会导致位图字体和光栅化(非 MSDF动态字体显得模糊或像"
"素化。为确保无论缩放比例如何,文本都保持清晰,你可以通过启用 [member "
"ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](仅"
"适用于默认项目字体);或在自定义字体的 DynamicFont 的导入选项中,启用[b]多通道"
"有符号距离场[/b]来启用 MSDF 字体渲染。对于系统字体,可以在检查器中启用 "
"[member SystemFont.multichannel_signed_distance_field]。\n"
"[b]注意:[/b]如果该 Control 节点是 [Container] 节点的子节点,则场景实例化时,"
"缩放将重置为 [code]Vector2(1, 1)[/code]。要在实例化时设置控件的缩放,请使用 "
"[code]await get_tree().process_frame[/code] 等待一帧,然后再设置其 [member "
"scale] 属性。"
msgid ""
"The [Node] which must be a parent of the focused [Control] for the shortcut "
"to be activated. If [code]null[/code], the shortcut can be activated when any "
"control is focused (a global shortcut). This allows shortcuts to be accepted "
"only when the user has a certain area of the GUI focused."
msgstr ""
"该 [Node] 必须是被聚焦 [Control] 的父节点,才能激活快捷方式。如果为 "
"[code]null[/code],则可以在任何控件获得焦点时激活该快捷方式(全局快捷方式)。"
"这允许快捷方式只在用户聚焦 GUI 的特定区域时才被接受。"
msgid ""
"The size of the node's bounding rectangle, in the node's coordinate system. "
"[Container] nodes update this property automatically."
msgstr ""
"该节点的边界矩形的大小,使用该节点的坐标系。[Container] 节点会自动更新此属性。"
msgid ""
"Tells the parent [Container] nodes how they should resize and place the node "
"on the X axis. Use a combination of the [enum SizeFlags] constants to change "
"the flags. See the constants to learn what each does."
msgstr ""
"告诉父 [Container] 节点应如何调整尺寸并将其放置在 X 轴上。请使用 [enum "
"SizeFlags] 常量的组合来更改标志。查看常量以了解每个常量的作用。"
msgid ""
"If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] "
"size flag, the parent [Container] will let it take more or less space "
"depending on this property. If this node has a stretch ratio of 2 and its "
"neighbor a ratio of 1, this node will take two thirds of the available space."
msgstr ""
"如果该节点及其至少一个邻居节点使用 [constant SIZE_EXPAND] 大小标志,则父 "
"[Container] 将根据该属性让它占用更多或更少的空间。如果该节点的拉伸比为 2其邻"
"居节点的拉伸比为 1则该节点将占用三分之二的可用空间。"
msgid ""
"Tells the parent [Container] nodes how they should resize and place the node "
"on the Y axis. Use a combination of the [enum SizeFlags] constants to change "
"the flags. See the constants to learn what each does."
msgstr ""
"告诉父 [Container] 节点应如何调整尺寸并将其放置在 Y 轴上。请使用 [enum "
"SizeFlags] 常量的组合来更改标志。查看常量以了解每个常量的作用。"
msgid ""
"The [Theme] resource this node and all its [Control] and [Window] children "
"use. If a child node has its own [Theme] resource set, theme items are merged "
"with child's definitions having higher priority.\n"
"[b]Note:[/b] [Window] styles will have no effect unless the window is "
"embedded."
msgstr ""
"该节点及其子 [Control] 和 [Window] 所使用的 [Theme] 资源。如果子节点也设置了 "
"[Theme] 资源,则会合并主题项,子节点的定义优先级更高。\n"
"[b]注意:[/b]除非 [Window] 为嵌入式,否则窗口样式无效。"
msgid ""
"The name of a theme type variation used by this [Control] to look up its own "
"theme items. When empty, the class name of the node is used (e.g. [code skip-"
"lint]Button[/code] for the [Button] control), as well as the class names of "
"all parent classes (in order of inheritance).\n"
"When set, this property gives the highest priority to the type of the "
"specified name. This type can in turn extend another type, forming a "
"dependency chain. See [method Theme.set_type_variation]. If the theme item "
"cannot be found using this type or its base types, lookup falls back on the "
"class names.\n"
"[b]Note:[/b] To look up [Control]'s own items use various [code]get_theme_*[/"
"code] methods without specifying [code]theme_type[/code].\n"
"[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
"root, where each [Control] node is checked for its [member theme] property. "
"The earliest match against any type/class name is returned. The project-level "
"Theme and the default Theme are checked last."
msgstr ""
"该 [Control] 用于查找其自有的主题项的主题类型变体的名称。当为空时,将使用节点"
"的类名(例如 [code skip-lint]Button[/code] 用于 [Button] 控件),以及所有父类"
"的类名(按继承顺序)。\n"
"设置后,该属性将最高优先级赋予指定名称的类型。这种类型又可以扩展另一种类型,形"
"成依赖链。参见 [method Theme.set_type_variation]。如果使用该类型或其基类型无法"
"找到主题项,则查找会回退到依赖类名查找。\n"
"[b]注意:[/b]要查找 [Control] 自有的项目,请使用各种 [code]get_theme_*[/code] "
"方法且无需指定 [code]theme_type[/code]。\n"
"[b]注意:[/b]主题项按树状顺序查找,从分支到根,其中每个 [Control] 节点的 "
"[member theme] 属性都将被检查。最早匹配任意类型名称/类名称的项将被返回。最后检"
"查项目级的主题和默认主题。"
msgid ""
"The default tooltip text. The tooltip appears when the user's mouse cursor "
"stays idle over this control for a few moments, provided that the [member "
"mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time "
"required for the tooltip to appear can be changed with the [member "
"ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method "
"get_tooltip].\n"
"The tooltip popup will use either a default implementation, or a custom one "
"that you can provide by overriding [method _make_custom_tooltip]. The default "
"tooltip includes a [PopupPanel] and [Label] whose theme properties can be "
"customized using [Theme] methods with the [code]\"TooltipPanel\"[/code] and "
"[code]\"TooltipLabel\"[/code] respectively. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var style_box = StyleBoxFlat.new()\n"
"style_box.set_bg_color(Color(1, 1, 0))\n"
"style_box.set_border_width_all(2)\n"
"# We assume here that the `theme` property has been assigned a custom Theme "
"beforehand.\n"
"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/gdscript]\n"
"[csharp]\n"
"var styleBox = new StyleBoxFlat();\n"
"styleBox.SetBgColor(new Color(1, 1, 0));\n"
"styleBox.SetBorderWidthAll(2);\n"
"// We assume here that the `Theme` property has been assigned a custom Theme "
"beforehand.\n"
"Theme.SetStyleBox(\"panel\", \"TooltipPanel\", styleBox);\n"
"Theme.SetColor(\"font_color\", \"TooltipLabel\", new Color(0, 1, 1));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"默认工具提示文本。如果 [member mouse_filter] 属性不是 [constant "
"MOUSE_FILTER_IGNORE],则当用户的鼠标光标在此控件上停留片刻时,将出现工具提示。"
"可以使用 [member ProjectSettings.gui/timers/tooltip_delay_sec] 选项更改工具提"
"示出现所需的时间。另见 [method get_tooltip]。\n"
"工具提示弹出窗口将使用默认实现,或者使用通过覆盖 [method "
"_make_custom_tooltip] 提供的自定义实现。默认工具提示包括一个 [PopupPanel] 和 "
"[Label],其主题属性可以使用 [Theme] 方法分别对 [code]\"TooltipPanel\"[/code] "
"和 [code]\"TooltipLabel\"[/code] 进行自定义。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var style_box = StyleBoxFlat.new()\n"
"style_box.set_bg_color(Color(1, 1, 0))\n"
"style_box.set_border_width_all(2)\n"
"# 我们在这里假设`Theme`属性已经被事先分配了一个自定义的主题。\n"
"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/gdscript]\n"
"[csharp]\n"
"var styleBox = new StyleBoxFlat();\n"
"styleBox.SetBgColor(new Color(1, 1, 0));\n"
"styleBox.SetBorderWidthAll(2);\n"
"// 我们在这里假设`Theme`属性已经被事先分配了一个自定义的主题。\n"
"Theme.SetStyleBox(\"panel\", \"TooltipPanel\", styleBox);\n"
"Theme.SetColor(\"font_color\", \"TooltipLabel\", new Color(0, 1, 1));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Emitted when the node gains focus."
msgstr "当该节点获得焦点时发出。"
msgid "Emitted when the node loses focus."
msgstr "当该节点失去焦点时发出。"
msgid "Emitted when the node receives an [InputEvent]."
msgstr "当节点收到 [InputEvent] 时发出。"
msgid "Emitted when the node's minimum size changes."
msgstr "当节点的最小大小更改时发出。"
msgid ""
"Emitted when the mouse cursor enters the control's (or any child control's) "
"visible area, that is not occluded behind other Controls or Windows, provided "
"its [member mouse_filter] lets the event reach it and regardless if it's "
"currently focused or not.\n"
"[b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control "
"receives the signal."
msgstr ""
"当鼠标光标进入控件(或任何子控件)的可见区域时发出,可见区域即未被其他 "
"Control 和 Window 遮挡的区域,需要 [member mouse_filter] 允许事件达到,与控件"
"是否持有焦点无关。\n"
"[b]注意:[/b][member CanvasItem.z_index] 不影响哪个 Control 会收到信号。"
msgid ""
"Emitted when the mouse cursor leaves the control's (and all child control's) "
"visible area, that is not occluded behind other Controls or Windows, provided "
"its [member mouse_filter] lets the event reach it and regardless if it's "
"currently focused or not.\n"
"[b]Note:[/b] [member CanvasItem.z_index] doesn't affect, which Control "
"receives the signal.\n"
"[b]Note:[/b] If you want to check whether the mouse truly left the area, "
"ignoring any top nodes, you can use code like this:\n"
"[codeblock]\n"
"func _on_mouse_exited():\n"
" if not Rect2(Vector2(), size).has_point(get_local_mouse_position()):\n"
" # Not hovering over area.\n"
"[/codeblock]"
msgstr ""
"当鼠标光标离开控件(或任何子控件)的可见区域时发出,可见区域即未被其他 "
"Control 和 Window 遮挡的区域,需要 [member mouse_filter] 允许事件达到,与控件"
"是否持有焦点无关。\n"
"[b]注意:[/b][member CanvasItem.z_index] 不影响哪个 Control 会收到信号。\n"
"[b]注意:[/b]如果要忽略任何顶部节点,检查鼠标是否真的离开了该区域,可以使用如"
"下代码:\n"
"[codeblock]\n"
"func _on_mouse_exited():\n"
" if not Rect2(Vector2(), size).has_point(get_local_mouse_position()):\n"
" # 未悬停在区域上。\n"
"[/codeblock]"
msgid "Emitted when the control changes size."
msgstr "当控件更改大小时发出。"
msgid ""
"Emitted when one of the size flags changes. See [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
"当大小标志之一更改时发出。见 [member size_flags_horizontal] 和 [member "
"size_flags_vertical]。"
msgid ""
"Emitted when the [constant NOTIFICATION_THEME_CHANGED] notification is sent."
msgstr "发送 [constant NOTIFICATION_THEME_CHANGED] 通知时发出。"
msgid "The node cannot grab focus. Use with [member focus_mode]."
msgstr "该节点无法获取焦点。在 [member focus_mode] 中使用。"
msgid ""
"The node can only grab focus on mouse clicks. Use with [member focus_mode]."
msgstr "该节点只能通过鼠标点击获取焦点。在 [member focus_mode] 中使用。"
msgid ""
"The node can grab focus on mouse click, using the arrows and the Tab keys on "
"the keyboard, or using the D-pad buttons on a gamepad. Use with [member "
"focus_mode]."
msgstr ""
"该节点可以通过鼠标单击、使用键盘上的箭头和 Tab 键、或使用游戏手柄上的方向键来"
"获取焦点。用于 [member focus_mode]。"
msgid "Sent when the node changes size. Use [member size] to get the new size."
msgstr "当节点改变大小时发送。请使用 [member size] 获取新大小。"
msgid ""
"Sent when the mouse cursor enters the control's (or any child control's) "
"visible area, that is not occluded behind other Controls or Windows, provided "
"its [member mouse_filter] lets the event reach it and regardless if it's "
"currently focused or not.\n"
"[b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control "
"receives the notification.\n"
"See also [constant NOTIFICATION_MOUSE_ENTER_SELF]."
msgstr ""
"当鼠标光标进入控件(或任何子控件)的可见区域时发送,可见区域即未被其他 "
"Control 和 Window 遮挡的区域,需要 [member mouse_filter] 允许事件达到,与控件"
"是否持有焦点无关。\n"
"[b]注意:[/b][member CanvasItem.z_index] 不影响哪个 Control 会收到该通知。\n"
"另见 [constant NOTIFICATION_MOUSE_ENTER_SELF]。"
msgid ""
"Sent when the mouse cursor leaves the control's (and all child control's) "
"visible area, that is not occluded behind other Controls or Windows, provided "
"its [member mouse_filter] lets the event reach it and regardless if it's "
"currently focused or not.\n"
"[b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control "
"receives the notification.\n"
"See also [constant NOTIFICATION_MOUSE_EXIT_SELF]."
msgstr ""
"当鼠标光标离开控件(以及所有子控件)的可见区域时发送,可见区域即未被其他 "
"Control 和 Window 遮挡的区域,需要 [member mouse_filter] 允许事件达到,与控件"
"是否持有焦点无关。\n"
"[b]注意:[/b][member CanvasItem.z_index] 不影响哪个 Control 会收到该通知。\n"
"另见 [constant NOTIFICATION_MOUSE_EXIT_SELF]。"
msgid ""
"Sent when the mouse cursor enters the control's visible area, that is not "
"occluded behind other Controls or Windows, provided its [member mouse_filter] "
"lets the event reach it and regardless if it's currently focused or not.\n"
"[b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control "
"receives the notification.\n"
"See also [constant NOTIFICATION_MOUSE_ENTER]."
msgstr ""
"当鼠标光标进入控件的可见区域时发送,可见区域即未被其他 Control 和 Window 遮挡"
"的区域,需要 [member mouse_filter] 允许事件达到,与控件是否持有焦点无关。\n"
"[b]注意:[/b][member CanvasItem.z_index] 不影响哪个 Control 会收到该通知。\n"
"另见 [constant NOTIFICATION_MOUSE_ENTER]。"
msgid ""
"Sent when the mouse cursor leaves the control's visible area, that is not "
"occluded behind other Controls or Windows, provided its [member mouse_filter] "
"lets the event reach it and regardless if it's currently focused or not.\n"
"[b]Note:[/b] [member CanvasItem.z_index] doesn't affect which Control "
"receives the notification.\n"
"See also [constant NOTIFICATION_MOUSE_EXIT]."
msgstr ""
"当鼠标光标离开控件的可见区域时发送,可见区域即未被其他 Control 和 Window 遮挡"
"的区域,需要 [member mouse_filter] 允许事件达到,与控件是否持有焦点无关。\n"
"[b]注意:[/b][member CanvasItem.z_index] 不影响哪个 Control 会收到该通知。\n"
"另见 [constant NOTIFICATION_MOUSE_EXIT]。"
msgid "Sent when the node grabs focus."
msgstr "当节点获得焦点时发送。"
msgid "Sent when the node loses focus."
msgstr "当节点失去焦点时发送。"
msgid ""
"Sent when the node needs to refresh its theme items. This happens in one of "
"the following cases:\n"
"- The [member theme] property is changed on this node or any of its "
"ancestors.\n"
"- The [member theme_type_variation] property is changed on this node.\n"
"- One of the node's theme property overrides is changed.\n"
"- The node enters the scene tree.\n"
"[b]Note:[/b] As an optimization, this notification won't be sent from changes "
"that occur while this node is outside of the scene tree. Instead, all of the "
"theme item updates can be applied at once when the node enters the scene tree."
msgstr ""
"当节点需要刷新其主题项目时发送。这发生在以下情况之一:\n"
"- 在该节点或其任何祖先节点上的 [member theme] 属性被更改。\n"
"- 该节点上的 [member theme_type_variation] 属性被更改。\n"
"- 该节点的一个主题属性覆盖被更改。\n"
"- 该节点进入场景树。\n"
"[b]注意:[/b]作为一种优化,当该节点在场景树之外时,发生的更改不会发送该通知。"
"相反,所有的主题项更新可以在该节点进入场景树时一次性应用。"
msgid ""
"Sent when this node is inside a [ScrollContainer] which has begun being "
"scrolled when dragging the scrollable area [i]with a touch event[/i]. This "
"notification is [i]not[/i] sent when scrolling by dragging the scrollbar, "
"scrolling with the mouse wheel or scrolling with keyboard/gamepad events.\n"
"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web "
"platforms when [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse] is enabled."
msgstr ""
"当该节点位于 [ScrollContainer] 内部时发送,该容器在通过[i]触摸事件[/i]拖动该可"
"滚动区域时已开始滚动。通过拖动滚动条滚动、使用鼠标滚轮滚动、或使用键盘/游戏手"
"柄事件滚动时,[i]不[/i]会发送该通知。\n"
"[b]注意:[/b]该信号仅在在 Android 或 iOS 上、或当启用 [member ProjectSettings."
"input_devices/pointing/emulate_touch_from_mouse] 时的桌面/Web 平台上发出。"
msgid ""
"Sent when this node is inside a [ScrollContainer] which has stopped being "
"scrolled when dragging the scrollable area [i]with a touch event[/i]. This "
"notification is [i]not[/i] sent when scrolling by dragging the scrollbar, "
"scrolling with the mouse wheel or scrolling with keyboard/gamepad events.\n"
"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web "
"platforms when [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse] is enabled."
msgstr ""
"当该节点位于 [ScrollContainer] 内部时发送,该容器在通过[i]触摸事件[/i]拖动该可"
"滚动区域时已停止滚动。通过拖动滚动条滚动、使用鼠标滚轮滚动、或使用键盘/游戏手"
"柄事件滚动时,[i]不[/i]会发送该通知。\n"
"[b]注意:[/b]该信号仅在在 Android 或 iOS 上、或当启用 [member ProjectSettings."
"input_devices/pointing/emulate_touch_from_mouse] 时的桌面/Web 平台上发出。"
msgid "Sent when control layout direction is changed."
msgstr "当控件的布局方向改变时发送。"
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
msgstr ""
"当用户将节点悬停时,显示系统的箭头鼠标光标。与 [member "
"mouse_default_cursor_shape] 成员一起使用。"
msgid ""
"Show the system's I-beam mouse cursor when the user hovers the node. The I-"
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
"当用户将节点悬停时,显示系统的 I 型光束鼠标光标。工字梁指针的形状类似于“I”。它"
"告诉用户他们可以突出显示或插入文本。"
msgid ""
"Show the system's pointing hand mouse cursor when the user hovers the node."
msgstr "当用户将节点悬停时,显示系统的手形鼠标光标。"
msgid "Show the system's cross mouse cursor when the user hovers the node."
msgstr "当用户将鼠标悬停在节点上时,显示系统的交叉鼠标光标。"
msgid ""
"Show the system's wait mouse cursor when the user hovers the node. Often an "
"hourglass."
msgstr "当用户悬停节点时,显示系统等待的鼠标光标。通常是一个沙漏。"
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
"arrow with a small hourglass."
msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是箭头加一个小沙漏。"
msgid ""
"Show the system's drag mouse cursor, often a closed fist or a cross symbol, "
"when the user hovers the node. It tells the user they're currently dragging "
"an item, like a node in the Scene dock."
msgstr ""
"当用户悬停在节点上时,显示系统的拖动鼠标光标,通常是一个闭合的拳头或十字符号。"
"它告诉用户他们当前正在拖动一个项目,例如场景面板中的节点。"
msgid ""
"Show the system's drop mouse cursor when the user hovers the node. It can be "
"an open hand. It tells the user they can drop an item they're currently "
"grabbing, like a node in the Scene dock."
msgstr ""
"当用户悬停节点时,显示系统的落地鼠标光标。它可以是一个张开的手。它告诉用户可以"
"放下一个他们当前正在抓取的物品,比如场景面板中的一个节点。"
msgid ""
"Show the system's forbidden mouse cursor when the user hovers the node. Often "
"a crossed circle."
msgstr "当用户悬停节点时,显示系统禁止的鼠标光标。通常是一个交叉的圆圈。"
msgid ""
"Show the system's vertical resize mouse cursor when the user hovers the node. "
"A double-headed vertical arrow. It tells the user they can resize the window "
"or the panel vertically."
msgstr ""
"当用户悬停节点时,显示系统的垂直调整鼠标光标。一个双头的垂直箭头。它告诉用户可"
"以垂直调整窗口或面板的大小。"
msgid ""
"Show the system's horizontal resize mouse cursor when the user hovers the "
"node. A double-headed horizontal arrow. It tells the user they can resize the "
"window or the panel horizontally."
msgstr ""
"当用户悬停节点时,显示系统的水平调整鼠标光标。一个双头的水平箭头。它告诉用户可"
"以水平调整窗口或面板的大小。"
msgid ""
"Show the system's window resize mouse cursor when the user hovers the node. "
"The cursor is a double-headed arrow that goes from the bottom left to the top "
"right. It tells the user they can resize the window or the panel both "
"horizontally and vertically."
msgstr ""
"当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是从左下角到右上角的双"
"向箭头。它告诉用户可以水平和垂直调整窗口或面板的大小。"
msgid ""
"Show the system's window resize mouse cursor when the user hovers the node. "
"The cursor is a double-headed arrow that goes from the top left to the bottom "
"right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they "
"can resize the window or the panel both horizontally and vertically."
msgstr ""
"当用户将节点悬停时,显示系统窗口调整大小的鼠标光标。光标是一个双向箭头,从左上"
"角到右下角,与 [constant CURSOR_BDIAGSIZE] 相反。它告诉用户可以水平和垂直调整"
"窗口或面板的大小。"
msgid ""
"Show the system's move mouse cursor when the user hovers the node. It shows 2 "
"double-headed arrows at a 90 degree angle. It tells the user they can move a "
"UI element freely."
msgstr ""
"当用户将节点悬停时,显示系统的移动鼠标光标。它以 90 度角显示 2 个双向箭头。它"
"告诉用户他们可以自由移动 UI 元素。"
msgid ""
"Show the system's vertical split mouse cursor when the user hovers the node. "
"On Windows, it's the same as [constant CURSOR_VSIZE]."
msgstr ""
"当用户将节点悬停时,显示系统的垂直拆分鼠标光标。在 Windows 上与 [constant "
"CURSOR_VSIZE] 相同。"
msgid ""
"Show the system's horizontal split mouse cursor when the user hovers the "
"node. On Windows, it's the same as [constant CURSOR_HSIZE]."
msgstr ""
"当用户将节点悬停时,显示系统的水平拆分鼠标光标。在 Windows 上与 [constant "
"CURSOR_HSIZE] 相同。"
msgid ""
"Show the system's help mouse cursor when the user hovers the node, a question "
"mark."
msgstr "当用户将节点悬停在一个节点上时,显示系统的帮助鼠标光标,一个问号。"
msgid ""
"Snap all 4 anchors to the top-left of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的左上角。与 [method set_anchors_preset] 一起使"
"用。"
msgid ""
"Snap all 4 anchors to the top-right of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的右上角。与 [method set_anchors_preset] 一起使"
"用。"
msgid ""
"Snap all 4 anchors to the bottom-left of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的左下角。与 [method set_anchors_preset] 一起使"
"用。"
msgid ""
"Snap all 4 anchors to the bottom-right of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的右下角。与 [method set_anchors_preset] 一起使"
"用。"
msgid ""
"Snap all 4 anchors to the center of the left edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的左边缘的中点。与 [method set_anchors_preset] "
"一起使用。"
msgid ""
"Snap all 4 anchors to the center of the top edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的顶边缘的中点。与 [method set_anchors_preset] "
"一起使用。"
msgid ""
"Snap all 4 anchors to the center of the right edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的右边缘的中点。与 [method set_anchors_preset] "
"一起使用。"
msgid ""
"Snap all 4 anchors to the center of the bottom edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的底边缘的中点。与 [method set_anchors_preset] "
"一起使用。"
msgid ""
"Snap all 4 anchors to the center of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件边界的中心。与 [method set_anchors_preset] 一起使"
"用。"
msgid ""
"Snap all 4 anchors to the left edge of the parent control. The left offset "
"becomes relative to the left edge and the top offset relative to the top left "
"corner of the node's parent. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件的左边缘。左偏移量相对于父节点的左边缘,上偏移量相"
"对于父节点的左上角。与 [method set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the top edge of the parent control. The left offset "
"becomes relative to the top left corner, the top offset relative to the top "
"edge, and the right offset relative to the top right corner of the node's "
"parent. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件的上边缘。左偏移量相对于父节点的左上角,上偏移量相"
"对于父节点的上边缘,右偏移相对于父节点的右上角。与 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the right edge of the parent control. The right offset "
"becomes relative to the right edge and the top offset relative to the top "
"right corner of the node's parent. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件的右边缘。右偏移量相对于父节点的右边缘,上偏移量相"
"对于父节点的右上角。与 [method set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the bottom edge of the parent control. The left offset "
"becomes relative to the bottom left corner, the bottom offset relative to the "
"bottom edge, and the right offset relative to the bottom right corner of the "
"node's parent. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件的下边缘。左偏移量相对于父节点的左下角,下偏移量相"
"对于父节点的下边缘,右偏移相对于父节点的右下角。与 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to a vertical line that cuts the parent control in half. "
"Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到一条垂直线,该垂直线将父控件切成两半。与 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to a horizontal line that cuts the parent control in half. "
"Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到一条水平线,该水平线将父控件切成两半。与 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the respective corners of the parent control. Set all 4 "
"offsets to 0 after you applied this preset and the [Control] will fit its "
"parent control. Use with [method set_anchors_preset]."
msgstr ""
"将所有 4 个锚点对齐到父控件对应的角。应用此预设后,会将所有 4 个偏移都设置为 "
"0该 [Control] 将适合其父控件。与 [method set_anchors_preset] 一起使用。"
msgid "The control will be resized to its minimum size."
msgstr "控件将被调整为最小尺寸。"
msgid "The control's width will not change."
msgstr "控件的宽度不会改变。"
msgid "The control's height will not change."
msgstr "控件的高度不会改变。"
msgid "The control's size will not change."
msgstr "控件的大小不会改变。"
msgid ""
"Tells the parent [Container] to align the node with its start, either the top "
"or the left edge. It is mutually exclusive with [constant SIZE_FILL] and "
"other shrink size flags, but can be used with [constant SIZE_EXPAND] in some "
"containers. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical].\n"
"[b]Note:[/b] Setting this flag is equal to not having any size flags."
msgstr ""
"告诉父级 [Container] 将该节点与其起点对齐,即顶部或左侧。它与 [constant "
"SIZE_FILL] 以及其他收缩大小标志互斥,但可以在某些容器中与 [constant "
"SIZE_EXPAND] 一起使用。与 [member size_flags_horizontal] 和 [member "
"size_flags_vertical] 一起使用。\n"
"[b]注意:[/b]设置这个标志相当于没有任何大小标志。"
msgid ""
"Tells the parent [Container] to expand the bounds of this node to fill all "
"the available space without pushing any other node. It is mutually exclusive "
"with shrink size flags. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical]."
msgstr ""
"告诉父级 [Container] 扩展该节点的边界以填充所有可用空间,而无需推动任何其他节"
"点。它与收缩大小标志互斥。与 [member size_flags_horizontal] 和 [member "
"size_flags_vertical] 一起使用。"
msgid ""
"Tells the parent [Container] to let this node take all the available space on "
"the axis you flag. If multiple neighboring nodes are set to expand, they'll "
"share the space based on their stretch ratio. See [member "
"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
"[member size_flags_vertical]."
msgstr ""
"告诉父级 [Container] 让该节点占用你标记的轴上的所有可用空间。如果将多个相邻节"
"点设置为扩展,它们将根据其拉伸比共享空间。见 [member "
"size_flags_stretch_ratio]。用于 [member size_flags_horizontal] 和 [member "
"size_flags_vertical]。"
msgid ""
"Sets the node's size flags to both fill and expand. See [constant SIZE_FILL] "
"and [constant SIZE_EXPAND] for more information."
msgstr ""
"将该节点的大小标志设置为填充和扩展。有关详细信息,请参阅 [constant SIZE_FILL] "
"和 [constant SIZE_EXPAND]。"
msgid ""
"Tells the parent [Container] to center the node in the available space. It is "
"mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but "
"can be used with [constant SIZE_EXPAND] in some containers. Use with [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
"告诉父级 [Container] 将节点置于可用空间的中心。它与 [constant SIZE_FILL] 以及"
"其他收缩大小标志互斥,但可以在某些容器中与 [constant SIZE_EXPAND] 一起使用。"
"与 [member size_flags_horizontal] 和 [member size_flags_vertical] 一起使用。"
msgid ""
"Tells the parent [Container] to align the node with its end, either the "
"bottom or the right edge. It is mutually exclusive with [constant SIZE_FILL] "
"and other shrink size flags, but can be used with [constant SIZE_EXPAND] in "
"some containers. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical]."
msgstr ""
"告诉父级 [Container] 将节点与其末端对齐,即底部或右侧。它与 [constant "
"SIZE_FILL] 以及其他收缩大小标志互斥,但可以在某些容器中与 [constant "
"SIZE_EXPAND] 一起使用。与 [member size_flags_horizontal] 和 [member "
"size_flags_vertical] 一起使用。"
msgid ""
"The control will receive mouse movement input events and mouse button input "
"events if clicked on through [method _gui_input]. And the control will "
"receive the [signal mouse_entered] and [signal mouse_exited] signals. These "
"events are automatically marked as handled, and they will not propagate "
"further to other controls. This also results in blocking signals in other "
"controls."
msgstr ""
"在控件上点击时,将通过 [method _gui_input] 收到鼠标移动输入事件和鼠标按钮输入"
"事件。控件能够接收到 [signal mouse_entered] 和 [signal mouse_exited] 信号。这"
"些事件将自动被标记为已处理,不会进一步传播到其他控件。这也会导致其他控件中的信"
"号被阻止。"
msgid ""
"The control will receive mouse movement input events and mouse button input "
"events if clicked on through [method _gui_input]. And the control will "
"receive the [signal mouse_entered] and [signal mouse_exited] signals. If this "
"control does not handle the event, the parent control (if any) will be "
"considered, and so on until there is no more parent control to potentially "
"handle it. This also allows signals to fire in other controls. If no control "
"handled it, the event will be passed to [method Node._shortcut_input] for "
"further processing."
msgstr ""
"在控件上点击时,将通过 [method _gui_input] 收到鼠标移动输入事件和鼠标按钮输入"
"事件。并且控件能够接收到 [signal mouse_entered] 和 [signal mouse_exited] 信"
"号。如果此控件不处理事件,则将考虑其父控件(如果有的话),依此类推,直到没有更"
"多的父控件可以处理该事件。这也允许信号在其他控件中触发。如果没有控件处理它,该"
"事件将被传递到 [method Node._shortcut_input] 进行进一步处理。"
msgid ""
"The control will not receive mouse movement input events and mouse button "
"input events if clicked on through [method _gui_input]. The control will also "
"not receive the [signal mouse_entered] nor [signal mouse_exited] signals. "
"This will not block other controls from receiving these events or firing the "
"signals. Ignored events will not be handled automatically.\n"
"[b]Note:[/b] If the control has received [signal mouse_entered] but not "
"[signal mouse_exited], changing the [member mouse_filter] to [constant "
"MOUSE_FILTER_IGNORE] will cause [signal mouse_exited] to be emitted."
msgstr ""
"在控件上点击时,不会通过 [method _gui_input] 收到鼠标移动输入事件和鼠标按钮输"
"入事件,也不会接收到 [signal mouse_entered] 和 [signal mouse_exited] 信号。这"
"不会阻止其他控件接收这些事件或触发信号。被忽略的事件将不会被自动处理。\n"
"[b]注意:[/b]如果控件已收到 [signal mouse_entered] 但未收到 [signal "
"mouse_exited],则将 [member mouse_filter] 更改为 [constant "
"MOUSE_FILTER_IGNORE] 将导致发出 [signal mouse_exited]。"
msgid ""
"The control will grow to the left or top to make up if its minimum size is "
"changed to be greater than its current size on the respective axis."
msgstr ""
"如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向左或顶部增大以进行"
"组合。"
msgid ""
"The control will grow to the right or bottom to make up if its minimum size "
"is changed to be greater than its current size on the respective axis."
msgstr ""
"如果控件的最小尺寸更改为大于其相应轴上的当前尺寸,则控件将向右或向下增大以进行"
"补偿。"
msgid ""
"The control will grow in both directions equally to make up if its minimum "
"size is changed to be greater than its current size."
msgstr ""
"如果控件的最小大小更改为大于其当前大小,则控件将在两个方向上均等地增长以组成该"
"控件。"
msgid ""
"Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/"
"code], in the top left. Use it with one of the [code]anchor_*[/code] member "
"variables, like [member anchor_left]. To change all 4 anchors at once, use "
"[method set_anchors_preset]."
msgstr ""
"将 4 个锚点的某一侧吸附到节点的 [code]Rect[/code] 的左上角。在 "
"[code]anchor_*[/code] 成员变量中使用,例如 [member anchor_left]。要一次更改全"
"部 4 个锚点,请使用 [method set_anchors_preset]。"
msgid ""
"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/code], "
"in the bottom right. Use it with one of the [code]anchor_*[/code] member "
"variables, like [member anchor_left]. To change all 4 anchors at once, use "
"[method set_anchors_preset]."
msgstr ""
"将 4 个锚点的某一侧吸附到节点的 [code]Rect[/code] 的右下角。在 "
"[code]anchor_*[/code] 成员变量中使用,例如 [member anchor_left]。要一次更改全"
"部 4 个锚点,请使用 [method set_anchors_preset]。"
msgid ""
"Automatic layout direction, determined from the parent control layout "
"direction."
msgstr "自动布局方向,由父控件布局方向决定。"
msgid "Automatic layout direction, determined from the current locale."
msgstr "自动布局方向,根据当前语言环境确定。"
msgid "Left-to-right layout direction."
msgstr "从左至右的布局方向。"
msgid "Right-to-left layout direction."
msgstr "从右至左的布局方向。"
msgid "Text writing direction is the same as layout direction."
msgstr "文字书写方向与布局方向相同。"
msgid ""
"Automatic text writing direction, determined from the current locale and text "
"content."
msgstr "自动文本书写方向,根据当前区域设置和文本内容确定。"
msgid "Left-to-right text writing direction."
msgstr "从左至右的文本书写方向。"
msgid "Right-to-left text writing direction."
msgstr "从右至左的文本书写方向。"
msgid "A 2D convex polygon shape used for physics collision."
msgstr "用于物理碰撞的 2D 凸多边形形状。"
msgid ""
"A 2D convex polygon shape, intended for use in physics. Used internally in "
"[CollisionPolygon2D] when it's in [constant CollisionPolygon2D.BUILD_SOLIDS] "
"mode.\n"
"[ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions "
"from objects that are fully inside it, unlike [ConcavePolygonShape2D] which "
"is hollow. This makes it more suitable for both detection and physics.\n"
"[b]Convex decomposition:[/b] A concave polygon can be split up into several "
"convex polygons. This allows dynamic physics bodies to have complex concave "
"collisions (at a performance cost) and can be achieved by using several "
"[ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in "
"[constant CollisionPolygon2D.BUILD_SOLIDS] mode. To generate a collision "
"polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] "
"menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/"
"b].\n"
"[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions "
"against compared to [ConcavePolygonShape2D], but it is slower than primitive "
"collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use "
"should generally be limited to medium-sized objects that cannot have their "
"collision accurately represented by primitive shapes."
msgstr ""
"2D 凸多边形形状,旨在用于物理。[CollisionPolygon2D] 为 [constant "
"CollisionPolygon2D.BUILD_SOLIDS] 模式时内部会使用这个类。\n"
"[ConvexPolygonShape2D] 是[i]实心[/i]的,与空心的 [ConcavePolygonShape2D] 不"
"同,如果对象完全位于其内部,也能够检测到碰撞。因此更适于检测和物理。\n"
"[b]凸分解:[/b]凹多边形可以拆分为多个凸多边形。这样就能够让动态物理体拥有复杂"
"的凹碰撞(以消耗性能为代价),做法是使用多个 [ConvexPolygonShape3D] 节点,或者"
"使用 [constant CollisionPolygon2D.BUILD_SOLIDS] 模式的 [CollisionPolygon2D] 节"
"点。要根据精灵生成碰撞多边形,请选中 [Sprite2D] 节点,前往出现在视口上方的 "
"[b]Sprite2D[/b] 菜单,然后选择[b]创建 Polygon2D 同级[/b]。\n"
"[b]性能:[/b][ConvexPolygonShape2D] 检查碰撞的速度比 [ConcavePolygonShape2D] "
"要快,但比 [CircleShape2D]、[RectangleShape2D] 等基本碰撞形状要慢。通常应该仅"
"限于中等大小的对象,在无法使用基本形状精确表示碰撞时使用。"
msgid ""
"Based on the set of points provided, this assigns the [member points] "
"property using the convex hull algorithm, removing all unneeded points. See "
"[method Geometry2D.convex_hull] for details."
msgstr ""
"根据提供的点集,使用凸包算法分配 [member points] 属性,移除所有不必要的点。详"
"见 [method Geometry2D.convex_hull]。"
msgid ""
"The polygon's list of vertices that form a convex hull. Can be in either "
"clockwise or counterclockwise order.\n"
"[b]Warning:[/b] Only set this property to a list of points that actually form "
"a convex hull. Use [method set_point_cloud] to generate the convex hull of an "
"arbitrary set of points."
msgstr ""
"该多边形构成凸包的顶点列表。顺时针顺序或逆时针顺序都有可能。\n"
"[b]警告:[/b]请务必将这个属性设置为能够形成凸包的顶点列表。可以使用 [method "
"set_point_cloud] 从任意顶点集生成凸包。"
msgid "A 3D convex polyhedron shape used for physics collision."
msgstr "用于物理碰撞的 3D 凸多面体形状。"
msgid ""
"A 3D convex polyhedron shape, intended for use in physics. Usually used to "
"provide a shape for a [CollisionShape3D].\n"
"[ConvexPolygonShape3D] is [i]solid[/i], which means it detects collisions "
"from objects that are fully inside it, unlike [ConcavePolygonShape3D] which "
"is hollow. This makes it more suitable for both detection and physics.\n"
"[b]Convex decomposition:[/b] A concave polyhedron can be split up into "
"several convex polyhedra. This allows dynamic physics bodies to have complex "
"concave collisions (at a performance cost) and can be achieved by using "
"several [ConvexPolygonShape3D] nodes. To generate a convex decomposition from "
"a mesh, select the [MeshInstance3D] node, go to the [b]Mesh[/b] menu that "
"appears above the viewport, and choose [b]Create Multiple Convex Collision "
"Siblings[/b]. Alternatively, [method MeshInstance3D."
"create_multiple_convex_collisions] can be called in a script to perform this "
"decomposition at run-time.\n"
"[b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions "
"against compared to [ConcavePolygonShape3D], but it is slower than primitive "
"collision shapes such as [SphereShape3D] and [BoxShape3D]. Its use should "
"generally be limited to medium-sized objects that cannot have their collision "
"accurately represented by primitive shapes."
msgstr ""
"3D 凸多面体形状,旨在用于物理。常用来为 [CollisionShape3D] 提供形状。\n"
"[ConvexPolygonShape3D] 是[i]实心[/i]的,与空心的 [ConcavePolygonShape3D] 不"
"同,如果对象完全位于其内部,也能够检测到碰撞。因此更适于检测和物理。\n"
"[b]凸分解:[/b]凹多面体可以拆分为多个凸多面体。这样就能够让动态物理体拥有复杂"
"的凹碰撞(以消耗性能为代价),做法是使用多个 [ConvexPolygonShape3D] 节点。要根"
"据网格生成凸分解,请选中 [MeshInstance3D] 节点,前往出现在视口上方的 [b]Mesh[/"
"b] 菜单,然后选择[b]创建多个凸碰撞同级[/b]。或者也可以在脚本中调用 [method "
"MeshInstance3D.create_multiple_convex_collisions],在运行时执行分解。\n"
"[b]性能:[/b][ConvexPolygonShape3D] 检查碰撞的速度比 [ConcavePolygonShape3D] "
"要快,但比 [SphereShape3D]、[BoxShape3D] 等基本碰撞形状要慢。通常应该仅限于中"
"等大小的对象,在无法使用基本形状精确表示碰撞时使用。"
msgid "The list of 3D points forming the convex polygon shape."
msgstr "形成凸多边形的 3D 点列表。"
msgid "A CPU-based 2D particle emitter."
msgstr "基于 CPU 的 2D 粒子发射器。"
msgid ""
"CPU-based 2D particle node used to create a variety of particle systems and "
"effects.\n"
"See also [GPUParticles2D], which provides the same functionality with "
"hardware acceleration, but may not run on older devices."
msgstr ""
"基于 CPU 的 2D 粒子节点,可用于创建各种粒子系统、粒子效果。\n"
"另见 [GPUParticles2D],利用硬件加速提供了相同的功能,但可能无法在较旧的设备上"
"运行。"
msgid "Particle systems (2D)"
msgstr "粒子系统2D"
msgid ""
"Sets this node's properties to match a given [GPUParticles2D] node with an "
"assigned [ParticleProcessMaterial]."
msgstr ""
"设置该节点的属性以匹配给定的 [GPUParticles2D] 节点,该给定节点已分配了一个 "
"[ParticleProcessMaterial]。"
msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
msgstr "返回由 [enum Parameter] 指定的参数的 [Curve]。"
msgid "Returns the maximum value range for the given parameter."
msgstr "返回给定参数的最大值范围。"
msgid "Returns the minimum value range for the given parameter."
msgstr "返回给定参数的最小值范围。"
msgid ""
"Returns the enabled state of the given flag (see [enum ParticleFlags] for "
"options)."
msgstr "返回给定标志的启用状态(选项见 [enum ParticleFlags])。"
msgid "Restarts the particle emitter."
msgstr "重新启动粒子发射器。"
msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
msgstr "设置 [enum Parameter] 指定的参数的 [Curve]。"
msgid "Sets the maximum value for the given parameter."
msgstr "设置给定参数的最大值。"
msgid "Sets the minimum value for the given parameter."
msgstr "设置给定参数的最小值。"
msgid ""
"Enables or disables the given flag (see [enum ParticleFlags] for options)."
msgstr "启用或禁用给定的标志(选项见 [enum ParticleFlags])。"
msgid "Number of particles emitted in one emission cycle."
msgstr "单个发射周期内发射的粒子数。"
msgid "Each particle's rotation will be animated along this [Curve]."
msgstr "每个粒子的旋转将沿着这条 [Curve] 进行动画处理。"
msgid "Maximum initial rotation applied to each particle, in degrees."
msgstr "应用于每个粒子的最大初始旋转,单位:度。"
msgid "Minimum equivalent of [member angle_max]."
msgstr "[member angle_max] 的对应最小值。"
msgid "Each particle's angular velocity will vary along this [Curve]."
msgstr "每个粒子的角速度将沿着这条 [Curve] 变化。"
msgid ""
"Maximum initial angular velocity (rotation speed) applied to each particle in "
"[i]degrees[/i] per second."
msgstr "应用于每个粒子的最大初始角速度(旋转速度),单位:[i]度[/i]每秒。"
msgid "Minimum equivalent of [member angular_velocity_max]."
msgstr "[member angular_velocity_max] 的对应最小值。"
msgid "Each particle's animation offset will vary along this [Curve]."
msgstr "每个粒子的动画偏移将沿着这条 [Curve] 变化。"
msgid ""
"Maximum animation offset that corresponds to frame index in the texture. "
"[code]0[/code] is the first frame, [code]1[/code] is the last one. See "
"[member CanvasItemMaterial.particles_animation]."
msgstr ""
"与纹理中的帧索引相对应的最大动画偏移量。[code]0[/code] 是第一帧,[code]1[/"
"code] 是最后一帧。参见 [member CanvasItemMaterial.particles_animation]。"
msgid "Minimum equivalent of [member anim_offset_max]."
msgstr "[member anim_offset_max] 的对应最小值。"
msgid "Each particle's animation speed will vary along this [Curve]."
msgstr "每个粒子的动画速度将沿着这条 [Curve] 变化。"
msgid ""
"Maximum particle animation speed. Animation speed of [code]1[/code] means "
"that the particles will make full [code]0[/code] to [code]1[/code] offset "
"cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.\n"
"With animation speed greater than [code]1[/code], remember to enable [member "
"CanvasItemMaterial.particles_anim_loop] property if you want the animation to "
"repeat."
msgstr ""
"最大粒子动画速度。[code]1[/code] 的动画速度是指粒子在生命周期内会做完整的 "
"[code]0[/code] 到 [code]1[/code] 的偏移循环,[code]2[/code] 则表示 [code]2[/"
"code] 个循环,如此等等。\n"
"当动画速度大于 [code]1[/code] 时,如果希望动画重复,请记住启用 [member "
"CanvasItemMaterial.particles_anim_loop] 属性。"
msgid "Minimum equivalent of [member anim_speed_max]."
msgstr "[member anim_speed_max] 的对应最小值。"
msgid ""
"Each particle's initial color. If [member texture] is defined, it will be "
"multiplied by this color."
msgstr "每个粒子的初始颜色。如果定义了 [member texture],它将乘以该颜色。"
msgid ""
"Each particle's initial color will vary along this [GradientTexture1D] "
"(multiplied with [member color])."
msgstr ""
"每个粒子的初始颜色将沿着这条 [GradientTexture1D](乘以 [member color])而变"
"化。"
msgid ""
"Each particle's color will vary along this [Gradient] (multiplied with "
"[member color])."
msgstr "每个粒子的颜色将沿着这条 [Gradient] 变化(与 [member color] 相乘)。"
msgid "Damping will vary along this [Curve]."
msgstr "阻尼将沿着这条 [Gradient] 变化。"
msgid ""
"The maximum rate at which particles lose velocity. For example value of "
"[code]100[/code] means that the particle will go from [code]100[/code] "
"velocity to [code]0[/code] in [code]1[/code] second."
msgstr ""
"粒子失去速度的最大速率。例如 [code]100[/code] 的值表示粒子将在 [code]1[/code] "
"秒内,速度从 [code]100[/code] 变为 [code]0[/code]。"
msgid "Minimum equivalent of [member damping_max]."
msgstr "[member damping_max] 的对应最小值。"
msgid "Unit vector specifying the particles' emission direction."
msgstr "指定粒子发射方向的单位向量。"
msgid "Particle draw order. Uses [enum DrawOrder] values."
msgstr "粒子绘制顺序。使用 [enum DrawOrder] 的值。"
msgid ""
"Sets the [Color]s to modulate particles by when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
"设置使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
"EMISSION_SHAPE_DIRECTED_POINTS] 时对粒子进行调制的 [Color]。"
msgid ""
"Sets the direction the particles will be emitted in when using [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr "设置使用 [constant EMISSION_SHAPE_DIRECTED_POINTS] 时粒子发射的方向。"
msgid ""
"Sets the initial positions to spawn particles when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
"设置使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
"EMISSION_SHAPE_DIRECTED_POINTS] 时出生粒子的初始位置。"
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_RECTANGLE]."
msgstr ""
"[member emission_shape] 被设置为 [constant EMISSION_SHAPE_RECTANGLE] 时,该矩"
"形的范围。"
msgid ""
"Particles will be emitted inside this region. See [enum EmissionShape] for "
"possible values."
msgstr "粒子将在此区域内发射。可能的取值见 [enum EmissionShape]。"
msgid ""
"The sphere's radius if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
"[member emission_shape] 被设置为 [constant EMISSION_SHAPE_SPHERE] 时,该球体的"
"半径。"
msgid ""
"If [code]true[/code], particles are being emitted. [member emitting] can be "
"used to start and stop particles from emitting. However, if [member one_shot] "
"is [code]true[/code] setting [member emitting] to [code]true[/code] will not "
"restart the emission cycle until after all active particles finish "
"processing. You can use the [signal finished] signal to be notified once all "
"active particles finish processing."
msgstr ""
"如果为 [code]true[/code],则正在发射粒子。[member emitting] 可用于启动和停止粒"
"子发射。但是,如果 [member one_shot] 为 [code]true[/code],则将 [member "
"emitting] 设置为 [code]true[/code] 将不会重新启动该发射循环,直到所有活动粒子"
"完成处理为止。一旦所有活动粒子完成处理,你可以使用 [signal finished] 信号来收"
"取通知。"
msgid ""
"How rapidly particles in an emission cycle are emitted. If greater than "
"[code]0[/code], there will be a gap in emissions before the next cycle begins."
msgstr ""
"粒子在单个发射周期中的发射有多急。如果大于 [code]0[/code],则在下一个发射周期"
"开始之前,发射会出现一个间隔。"
msgid ""
"The particle system's frame rate is fixed to a value. For example, changing "
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the simulation of the particle system itself."
msgstr ""
"粒子系统的帧速率被固定为一个值。例如,将值更改为 2 会使粒子以每秒 2 帧的速度渲"
"染。请注意,这并不会降低粒子系统本身的模拟速度。"
msgid ""
"If [code]true[/code], results in fractional delta calculation which has a "
"smoother particles display effect."
msgstr ""
"如果为 [code]为true[/code],则使用分数增量 delta 计算,将具有更平滑的粒子显示"
"效果。"
msgid "Gravity applied to every particle."
msgstr "应用于每个粒子的重力。"
msgid "Each particle's hue will vary along this [Curve]."
msgstr "每个粒子的色相都会沿着这条 [Curve] 变化。"
msgid ""
"Maximum initial hue variation applied to each particle. It will shift the "
"particle color's hue."
msgstr "应用于每个粒子的最大初始色相变化。会改变粒子颜色的色相。"
msgid "Minimum equivalent of [member hue_variation_max]."
msgstr "[member hue_variation_max] 的对应最小值。"
msgid ""
"Maximum initial velocity magnitude for each particle. Direction comes from "
"[member direction] and [member spread]."
msgstr ""
"每个粒子的最大初始速度大小。方向来自 [member direction] 和 [member spread]。"
msgid "Minimum equivalent of [member initial_velocity_max]."
msgstr "[member initial_velocity_max] 的对应最小值。"
msgid "Amount of time each particle will exist."
msgstr "每个粒子存在的时间。"
msgid "Particle lifetime randomness ratio."
msgstr "粒子寿命随机率。"
msgid "Each particle's linear acceleration will vary along this [Curve]."
msgstr "每个粒子的线性加速度将沿这条 [Curve] 变化。"
msgid ""
"Maximum linear acceleration applied to each particle in the direction of "
"motion."
msgstr "在运动方向上应用于每个粒子的最大线性加速度。"
msgid "Minimum equivalent of [member linear_accel_max]."
msgstr "[member linear_accel_max] 的对应最小值。"
msgid ""
"If [code]true[/code], particles use the parent node's coordinate space (known "
"as local coordinates). This will cause particles to move and rotate along the "
"[CPUParticles2D] node (and its parents) when it is moved or rotated. If "
"[code]false[/code], particles use global coordinates; they will not move or "
"rotate along the [CPUParticles2D] node (and its parents) when it is moved or "
"rotated."
msgstr ""
"如果为 [code]true[/code],粒子使用父节点的坐标空间(称为局部坐标)。这将导致粒"
"子在移动或旋转时,沿着 [CPUParticles2D] 节点(及其父节点)移动和旋转。如果为 "
"[code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 "
"[CPUParticles2D] 节点(及其父节点)移动或旋转。"
msgid ""
"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
"code] during a cycle, emission will stop at the cycle's end."
msgstr ""
"如果为 [code]true[/code],则只发生一个发射周期。如果在某个周期内设置为 "
"[code]true[/code],则发射将在该周期结束时停止。"
msgid "Each particle's orbital velocity will vary along this [Curve]."
msgstr "每个粒子的轨道速度将沿着这条 [Curve] 变化。"
msgid ""
"Maximum orbital velocity applied to each particle. Makes the particles circle "
"around origin. Specified in number of full rotations around origin per second."
msgstr ""
"应用于每个粒子的最大轨道速度。使粒子围绕原点旋转。以每秒围绕原点的完整旋转数指"
"定。"
msgid "Minimum equivalent of [member orbit_velocity_max]."
msgstr "[member orbit_velocity_max] 的对应最小值。"
msgid "Align Y axis of particle with the direction of its velocity."
msgstr "将粒子的 Y 轴与其速度方向对齐。"
msgid "Particle system starts as if it had already run for this many seconds."
msgstr "粒子系统启动时就好像已经运行了这么多秒一样。"
msgid "Each particle's radial acceleration will vary along this [Curve]."
msgstr "每个粒子的径向加速度将沿着这条 [Curve] 变化。"
msgid ""
"Maximum radial acceleration applied to each particle. Makes particle "
"accelerate away from the origin or towards it if negative."
msgstr ""
"应用于每个粒子的最大径向加速度。使粒子加速远离原点;或如果为负,则加速靠近原"
"点。"
msgid "Minimum equivalent of [member radial_accel_max]."
msgstr "[member radial_accel_max] 的对应最小值。"
msgid "Emission lifetime randomness ratio."
msgstr "发射寿命随机率。"
msgid "Each particle's scale will vary along this [Curve]."
msgstr "每个粒子的缩放将沿着这条 [Curve] 变化。"
msgid "Maximum initial scale applied to each particle."
msgstr "应用于每个粒子的最大初始缩放。"
msgid "Minimum equivalent of [member scale_amount_max]."
msgstr "[member scale_amount_max] 的对应最小值。"
msgid ""
"Each particle's horizontal scale will vary along this [Curve].\n"
"[member split_scale] must be enabled."
msgstr ""
"每个粒子的水平缩放都会沿着这条 [Curve] 变化。\n"
"必须启用 [member split_scale]。"
msgid ""
"Each particle's vertical scale will vary along this [Curve].\n"
"[member split_scale] must be enabled."
msgstr ""
"每个粒子的垂直缩放都会沿着这条 [Curve] 变化。\n"
"必须启用 [member split_scale]。"
msgid ""
"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
"be used to pause the particles."
msgstr "粒子系统的运行速度的缩放率。[code]0[/code] 值可用于暂停粒子。"
msgid ""
"If [code]true[/code], the scale curve will be split into x and y components. "
"See [member scale_curve_x] and [member scale_curve_y]."
msgstr ""
"如果为 [code]true[/code],缩放曲线将被拆分成 x 和 y 分量。见 [member "
"scale_curve_x] 和 [member scale_curve_y]。"
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees."
msgstr ""
"每个粒子的初始方向范围,从 [code]+spread[/code] 度到 [code]-spread[/code] 度。"
msgid "Each particle's tangential acceleration will vary along this [Curve]."
msgstr "每个粒子的切向加速度将沿着这条 [Curve] 变化。"
msgid ""
"Maximum tangential acceleration applied to each particle. Tangential "
"acceleration is perpendicular to the particle's velocity giving the particles "
"a swirling motion."
msgstr ""
"应用于每个粒子的最大切向加速度。切向加速度垂直于粒子的速度,从而使粒子产生涡旋"
"运动。"
msgid "Minimum equivalent of [member tangential_accel_max]."
msgstr "[member tangential_accel_max] 的对应最小值。"
msgid "Particle texture. If [code]null[/code], particles will be squares."
msgstr "粒子纹理。如果为 [code]null[/code],则粒子将为正方形。"
msgid ""
"Emitted when all active particles have finished processing. When [member "
"one_shot] is disabled, particles will process continuously, so this is never "
"emitted."
msgstr ""
"当所有活动粒子完成处理时发出。当 [member one_shot] 被禁用时,粒子将连续处理,"
"因此它永远不会触发。"
msgid "Particles are drawn in the order emitted."
msgstr "粒子按发射顺序绘制。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set initial velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置初始速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set angular velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置角速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set orbital velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置轨道速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set linear acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置线性加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set radial acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置径向加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set tangential acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置切向加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set damping properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置阻尼属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set angle properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置角度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set scale properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置缩放属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set hue variation properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置色相变化属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set animation speed properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置动画速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set animation offset properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,设置动画偏移属性。"
msgid "Represents the size of the [enum Parameter] enum."
msgstr "代表 [enum Parameter] 枚举的大小。"
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_align_y]."
msgstr ""
"与 [method set_particle_flag] 一起使用,设置 [member particle_flag_align_y]。"
msgid "Present for consistency with 3D particle nodes, not used in 2D."
msgstr "为了与 3D 粒子节点保持一致而存在,在 2D 中不被使用。"
msgid "Represents the size of the [enum ParticleFlags] enum."
msgstr "代表 [enum ParticleFlags] 枚举的大小。"
msgid "All particles will be emitted from a single point."
msgstr "所有粒子将从单个点发射。"
msgid ""
"Particles will be emitted in the volume of a sphere flattened to two "
"dimensions."
msgstr "粒子将在扁平化到二维的球体内发射。"
msgid ""
"Particles will be emitted on the surface of a sphere flattened to two "
"dimensions."
msgstr "粒子将在扁平化到二维的球面上发射。"
msgid "Particles will be emitted in the area of a rectangle."
msgstr "粒子将在矩形区域内发射。"
msgid ""
"Particles will be emitted at a position chosen randomly among [member "
"emission_points]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
"粒子将在 [member emission_points] 中随机选择的位置发射。粒子颜色将通过 "
"[member emission_colors] 进行调制。"
msgid ""
"Particles will be emitted at a position chosen randomly among [member "
"emission_points]. Particle velocity and rotation will be set based on [member "
"emission_normals]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
"粒子将在 [member emission_points] 中随机选择的位置发射。粒子的速度和旋转将基"
"于 [member emission_normals] 进行设置。粒子颜色将通过 [member "
"emission_colors] 进行调制。"
msgid "Represents the size of the [enum EmissionShape] enum."
msgstr "代表 [enum EmissionShape] 枚举的大小。"
msgid "A CPU-based 3D particle emitter."
msgstr "基于 CPU 的 3D 粒子发射器。"
msgid ""
"CPU-based 3D particle node used to create a variety of particle systems and "
"effects.\n"
"See also [GPUParticles3D], which provides the same functionality with "
"hardware acceleration, but may not run on older devices."
msgstr ""
"基于 CPU 的 3D 粒子节点,可用于创建各种粒子系统、粒子效果。\n"
"另见 [GPUParticles3D],利用硬件加速提供了相同的功能,但可能无法在较旧的设备上"
"运行。"
msgid "Particle systems (3D)"
msgstr "粒子系统3D"
msgid ""
"Sets this node's properties to match a given [GPUParticles3D] node with an "
"assigned [ParticleProcessMaterial]."
msgstr ""
"设置该节点的属性以匹配给定的 [GPUParticles3D] 节点,该给定节点已分配了一个 "
"[ParticleProcessMaterial]。"
msgid ""
"Returns the enabled state of the given particle flag (see [enum "
"ParticleFlags] for options)."
msgstr "返回给定粒子标志的启用状态(选项见 [enum ParticleFlags])。"
msgid ""
"Enables or disables the given particle flag (see [enum ParticleFlags] for "
"options)."
msgstr "启用或禁用给定的粒子标志(选项见 [enum ParticleFlags])。"
msgid "Maximum angle."
msgstr "最大角度。"
msgid "Minimum angle."
msgstr "最小角度。"
msgid ""
"Each particle's angular velocity (rotation speed) will vary along this "
"[Curve] over its lifetime."
msgstr "每个粒子的角速度(旋转速度)将在其生命周期内沿着这条 [Curve] 变化。"
msgid ""
"Minimum initial angular velocity (rotation speed) applied to each particle in "
"[i]degrees[/i] per second."
msgstr "应用于每个粒子的最小初始角速度(旋转速度),单位:[i]度[/i]每秒 。"
msgid "Maximum animation offset."
msgstr "最大动画偏移。"
msgid "Minimum animation offset."
msgstr "最小动画偏移。"
msgid "Maximum particle animation speed."
msgstr "最大粒子动画速度。"
msgid "Minimum particle animation speed."
msgstr "最小粒子动画速度。"
msgid ""
"Each particle's initial color.\n"
"[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To "
"have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function. Otherwise, [member color] will "
"have no visible effect."
msgstr ""
"每个粒子的初始颜色。\n"
"[b]注意:[/b][member color] 乘以粒子网格的顶点颜色。要在 [BaseMaterial3D] 上产"
"生可见效果,[member BaseMaterial3D.vertex_color_use_as_albedo] [i]必须[/i]为 "
"[code]true[/code]。对于 [ShaderMaterial],必须在着色器的 [code]fragment()[/"
"code] 函数中插入 [code]ALBEDO *= COLOR.rgb;[/code]。否则,[member color] 将没"
"有可见效果。"
msgid ""
"Each particle's initial color will vary along this [GradientTexture1D] "
"(multiplied with [member color]).\n"
"[b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's "
"vertex colors. To have a visible effect on a [BaseMaterial3D], [member "
"BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. "
"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in "
"the shader's [code]fragment()[/code] function. Otherwise, [member "
"color_initial_ramp] will have no visible effect."
msgstr ""
"每个粒子的初始颜色将沿着该 [GradientTexture1D](乘以 [member color])而变"
"化。\n"
"[b]注意:[/b][member color_initial_ramp] 乘以粒子网格的顶点颜色。要在 "
"[BaseMaterial3D] 上产生可见效果,[member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]必须[/i]为 [code]true[/code]。对于 "
"[ShaderMaterial],必须在着色器的 [code]fragment()[/code] 函数中插入 "
"[code]ALBEDO *= COLOR.rgb;[/code]。否则,[member color_initial_ramp] 将没有可"
"见效果。"
msgid ""
"Each particle's color will vary along this [GradientTexture1D] over its "
"lifetime (multiplied with [member color]).\n"
"[b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex "
"colors. To have a visible effect on a [BaseMaterial3D], [member "
"BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. "
"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in "
"the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] "
"will have no visible effect."
msgstr ""
"每个粒子的颜色将在其生命周期内沿该 [GradientTexture1D] 变化(乘以 [member "
"color])。\n"
"[b]注意:[/b][member color_ramp] 乘以粒子网格的顶点颜色。要在 "
"[BaseMaterial3D] 上产生可见效果,[member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]必须[/i]为 [code]true[/code]。对于 "
"[ShaderMaterial],必须在着色器的 [code]fragment()[/code] 函数中插入 "
"[code]ALBEDO *= COLOR.rgb;[/code]。否则,[member color_ramp] 将没有可见效果。"
msgid "Maximum damping."
msgstr "最大阻尼。"
msgid "Minimum damping."
msgstr "最小阻尼。"
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
"[member emission_shape] 被设置为 [constant EMISSION_SHAPE_BOX] 时,该矩形的范"
"围。"
msgid ""
"Sets the [Color]s to modulate particles by when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].\n"
"[b]Note:[/b] [member emission_colors] multiplies the particle mesh's vertex "
"colors. To have a visible effect on a [BaseMaterial3D], [member "
"BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. "
"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in "
"the shader's [code]fragment()[/code] function. Otherwise, [member "
"emission_colors] will have no visible effect."
msgstr ""
"设置使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
"EMISSION_SHAPE_DIRECTED_POINTS] 时对粒子进行调制的 [Color]。\n"
"[b]注意:[/b][member emission_colors] 会与粒子网格的顶点颜色相乘。要在 "
"[BaseMaterial3D] 上产生可见效果,[member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]必须[/i]为 [code]true[/code]。对于 "
"[ShaderMaterial],必须在着色器的 [code]fragment()[/code] 函数中插入 "
"[code]ALBEDO *= COLOR.rgb;[/code]。否则 [member emission_colors] 不会产生可见"
"效果。"
msgid ""
"The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr "使用形为 [constant EMISSION_SHAPE_RING] 的发射器时环的轴。"
msgid ""
"The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr "使用形为 [constant EMISSION_SHAPE_RING] 的发射器时环的高度。"
msgid ""
"The inner radius of the ring when using the emitter [constant "
"EMISSION_SHAPE_RING]."
msgstr "使用形为 [constant EMISSION_SHAPE_RING] 的发射器时环的内半径。"
msgid ""
"The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr "使用形为 [constant EMISSION_SHAPE_RING] 的发射器时环的半径。"
msgid ""
"The sphere's radius if [enum EmissionShape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
"[enum EmissionShape] 被设置为 [constant EMISSION_SHAPE_SPHERE]时,该球体的半"
"径。"
msgid ""
"The particle system's frame rate is fixed to a value. For example, changing "
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the particle system itself."
msgstr ""
"粒子系统的帧速率被固定为一个值。例如,将值更改为 2 会使粒子以每秒 2 帧的速度渲"
"染。请注意,这并不会降低粒子系统本身的速度。"
msgid ""
"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
"particles to X/Z plane."
msgstr ""
"Y/Z 平面中的 [member spread] 数量。值 [code]1[/code] 将粒子限制在 X/Z 平面上。"
msgid "Maximum hue variation."
msgstr "最大色相变化。"
msgid "Minimum hue variation."
msgstr "最小色相变化。"
msgid "Maximum value of the initial velocity."
msgstr "初始速度的最大值。"
msgid "Minimum value of the initial velocity."
msgstr "初始速度的最小值。"
msgid "Maximum linear acceleration."
msgstr "最大线性加速度。"
msgid "Minimum linear acceleration."
msgstr "最小线性加速度。"
msgid ""
"If [code]true[/code], particles use the parent node's coordinate space (known "
"as local coordinates). This will cause particles to move and rotate along the "
"[CPUParticles3D] node (and its parents) when it is moved or rotated. If "
"[code]false[/code], particles use global coordinates; they will not move or "
"rotate along the [CPUParticles3D] node (and its parents) when it is moved or "
"rotated."
msgstr ""
"如果为 [code]true[/code],粒子使用父节点的坐标空间(称为局部坐标)。这将导致粒"
"子在移动或旋转时,沿着 [CPUParticles3D] 节点(及其父节点)移动和旋转。如果为 "
"[code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 "
"[CPUParticles3D] 节点(及其父节点)移动或旋转。"
msgid ""
"The [Mesh] used for each particle. If [code]null[/code], particles will be "
"spheres."
msgstr "每个粒子使用的 [Mesh]。如果为 [code]null[/code],则粒子将为球形。"
msgid "Maximum orbit velocity."
msgstr "最大轨道速度。"
msgid "Minimum orbit velocity."
msgstr "最小轨道速度。"
msgid "If [code]true[/code], particles will not move on the Z axis."
msgstr "如果为 [code]true[/code],则粒子将不会在 Z 轴上移动。"
msgid ""
"If [code]true[/code], particles rotate around Y axis by [member angle_min]."
msgstr "如果为 [code]true[/code],则粒子绕 Y 轴旋转 [member angle_min]。"
msgid "Maximum radial acceleration."
msgstr "最大径向加速度。"
msgid "Minimum radial acceleration."
msgstr "最小径向加速度。"
msgid "Maximum scale."
msgstr "最大缩放。"
msgid "Minimum scale."
msgstr "最小缩放。"
msgid "Curve for the scale over life, along the x axis."
msgstr "生命周期内,沿 X 轴的缩放曲线。"
msgid "Curve for the scale over life, along the y axis."
msgstr "生命周期内,沿 Y 轴的缩放曲线。"
msgid "Curve for the scale over life, along the z axis."
msgstr "生命周期内,沿 Z 轴的缩放曲线。"
msgid ""
"If set to [code]true[/code], three different scale curves can be specified, "
"one per scale axis."
msgstr ""
"如果设置为 [code]true[/code],则可以指定三条不同的缩放曲线,每个缩放轴一条。"
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
msgstr ""
"每个粒子的初始方向范围为 [code]+spread[/code] 至 [code]-spread[/code] 度。适用"
"于 X/Z 平面和 Y/Z 平面。"
msgid "Maximum tangent acceleration."
msgstr "最大切向加速度。"
msgid "Minimum tangent acceleration."
msgstr "最小切向加速度。"
msgid "Particles are drawn in order of depth."
msgstr "粒子按深度顺序绘制。"
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_rotate_y]."
msgstr ""
"与 [method set_particle_flag] 一起使用,设置 [member particle_flag_rotate_y]。"
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_disable_z]."
msgstr ""
"与 [method set_particle_flag] 一起使用,设置[member particle_flag_disable_z]。"
msgid "Particles will be emitted in the volume of a sphere."
msgstr "粒子将在球体的体积中发射。"
msgid "Particles will be emitted on the surface of a sphere."
msgstr "粒子将在球体表面发射。"
msgid "Particles will be emitted in the volume of a box."
msgstr "粒子将在盒子的体积中发射。"
msgid "Particles will be emitted in a ring or cylinder."
msgstr "粒子将以环形或圆柱的形式发射出来。"
msgid "Provides access to advanced cryptographic functionalities."
msgstr "提供对高阶加密功能的访问。"
msgid ""
"The Crypto class provides access to advanced cryptographic functionalities.\n"
"Currently, this includes asymmetric key encryption/decryption, signing/"
"verification, and generating cryptographically secure random bytes, RSA keys, "
"HMAC digests, and self-signed [X509Certificate]s.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var crypto = Crypto.new()\n"
"var key = CryptoKey.new()\n"
"var cert = X509Certificate.new()\n"
"\n"
"func _ready():\n"
" # Generate new RSA key.\n"
" key = crypto.generate_rsa(4096)\n"
" # Generate new self-signed certificate with the given key.\n"
" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\")\n"
" # Save key and certificate in the user folder.\n"
" key.save(\"user://generated.key\")\n"
" cert.save(\"user://generated.crt\")\n"
" # Encryption\n"
" var data = \"Some data\"\n"
" var encrypted = crypto.encrypt(key, data.to_utf8_buffer())\n"
" # Decryption\n"
" var decrypted = crypto.decrypt(key, encrypted)\n"
" # Signing\n"
" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
"sha256_buffer(), key)\n"
" # Verifying\n"
" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
"sha256_buffer(), signature, key)\n"
" # Checks\n"
" assert(verified)\n"
" assert(data.to_utf8_buffer() == decrypted)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private Crypto _crypto = new Crypto();\n"
" private CryptoKey _key = new CryptoKey();\n"
" private X509Certificate _cert = new X509Certificate();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" // Generate new RSA key.\n"
" _key = _crypto.GenerateRsa(4096);\n"
" // Generate new self-signed certificate with the given key.\n"
" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\");\n"
" // Save key and certificate in the user folder.\n"
" _key.Save(\"user://generated.key\");\n"
" _cert.Save(\"user://generated.crt\");\n"
" // Encryption\n"
" string data = \"Some data\";\n"
" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8Buffer());\n"
" // Decryption\n"
" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n"
" // Signing\n"
" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), _key);\n"
" // Verifying\n"
" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), signature, _key);\n"
" // Checks\n"
" Debug.Assert(verified);\n"
" Debug.Assert(data.ToUtf8Buffer() == decrypted);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Crypto 类提供对高阶加密功能的访问。\n"
"目前,包括非对称密钥的加密/解密和签名/验证、生成加密安全随机字节、RSA 密钥、"
"HMAC 摘要以及自签名的 [X509Certificate]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var crypto = Crypto.new()\n"
"var key = CryptoKey.new()\n"
"var cert = X509Certificate.new()\n"
"\n"
"func _ready():\n"
" # 生成新的 RSA 密钥。\n"
" key = crypto.generate_rsa(4096)\n"
" # 使用给定的密钥生成新的自签名证书。\n"
" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\")\n"
" # 将密钥和证书保存在用户文件夹中。\n"
" key.save(\"user://generated.key\")\n"
" cert.save(\"user://generated.crt\")\n"
" # 加密\n"
" var data = \"Some data\"\n"
" var encrypted = crypto.encrypt(key, data.to_utf8_buffer())\n"
" # 解密\n"
" var decrypted = crypto.decrypt(key, encrypted)\n"
" # 签名\n"
" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
"sha256_buffer(), key)\n"
" # 验证\n"
" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
"sha256_buffer(), signature, key)\n"
" # 校验\n"
" assert(verified)\n"
" assert(data.to_utf8_buffer() == decrypted)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private Crypto _crypto = new Crypto();\n"
" private CryptoKey _key = new CryptoKey();\n"
" private X509Certificate _cert = new X509Certificate();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" // 生成新的 RSA 密钥。\n"
" _key = _crypto.GenerateRsa(4096);\n"
" // 使用给定的密钥生成新的自签名证书。\n"
" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\");\n"
" // 将密钥和证书保存在用户文件夹中。\n"
" _key.Save(\"user://generated.key\");\n"
" _cert.Save(\"user://generated.crt\");\n"
" // 加密\n"
" string data = \"Some data\";\n"
" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8Buffer());\n"
" // 解密\n"
" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n"
" // 签名\n"
" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), _key);\n"
" // 验证\n"
" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), signature, _key);\n"
" // 校验\n"
" Debug.Assert(verified);\n"
" Debug.Assert(data.ToUtf8Buffer() == decrypted);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Compares two [PackedByteArray]s for equality without leaking timing "
"information in order to prevent timing attacks.\n"
"See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
"string-comparison-with-double-hmac-strategy]this blog post[/url] for more "
"information."
msgstr ""
"比较两个 [PackedByteArray] 是否相等,不会泄漏时序信息,能够防止时序攻击。\n"
"详情见[url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
"string-comparison-with-double-hmac-strategy]这篇博文[/url]。"
msgid ""
"Decrypt the given [param ciphertext] with the provided private [param key].\n"
"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
"size."
msgstr ""
"用提供的私钥 [param key] 解密给定的密文 [param ciphertext]。\n"
"[b]注意:[/b]所接受的密文的最大尺寸受到密钥大小的限制。"
msgid ""
"Encrypt the given [param plaintext] with the provided public [param key].\n"
"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
"size."
msgstr ""
"用提供的公钥 [param key] 加密给定的明文 [param plaintext]。\n"
"[b]注意:[/b]所接受的明文的最大尺寸受到密钥大小的限制。"
msgid ""
"Generates a [PackedByteArray] of cryptographically secure random bytes with "
"given [param size]."
msgstr "生成具有给定大小 [param size] 的加密安全随机字节的 [PackedByteArray]。"
msgid ""
"Generates an RSA [CryptoKey] that can be used for creating self-signed "
"certificates and passed to [method StreamPeerTLS.accept_stream]."
msgstr ""
"生成可用于创建自签名证书并传递给 [method StreamPeerTLS.accept_stream] 的 RSA "
"[CryptoKey]。"
msgid ""
"Generates a self-signed [X509Certificate] from the given [CryptoKey] and "
"[param issuer_name]. The certificate validity will be defined by [param "
"not_before] and [param not_after] (first valid date and last valid date). The "
"[param issuer_name] must contain at least \"CN=\" (common name, i.e. the "
"domain name), \"O=\" (organization, i.e. your company name), \"C=\" (country, "
"i.e. 2 lettered ISO-3166 code of the country the organization is based in).\n"
"A small example to generate an RSA key and a X509 self-signed certificate.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var crypto = Crypto.new()\n"
"# Generate 4096 bits RSA key.\n"
"var key = crypto.generate_rsa(4096)\n"
"# Generate self-signed certificate using the given key.\n"
"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
"Game Company,C=IT\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var crypto = new Crypto();\n"
"// Generate 4096 bits RSA key.\n"
"CryptoKey key = crypto.GenerateRsa(4096);\n"
"// Generate self-signed certificate using the given key.\n"
"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "
"\"CN=mydomain.com,O=My Game Company,C=IT\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"根据给定的 [CryptoKey] 和 [param issuer_name] 生成自签名的 [X509Certificate]。"
"证书有效性将由 [param not_before] 和 [param not_after](第一个有效日期和最后一"
"个有效日期)定义。[param issuer_name] 必须至少包含“CN=”(通用名称,即域"
"名、“O=”组织即你的公司名称、“C=”(国家,即 2 个字母的该组织所在的国家/"
"地区的 ISO-3166 代码)。\n"
"生成 RSA 密钥和 X509 自签名证书的小示例。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var crypto = Crypto.new()\n"
"# 生成 4096 比特 RSA 密钥。\n"
"var key = crypto.generate_rsa(4096)\n"
"# 使用给定的密钥生成自签名证书。\n"
"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
"Game Company,C=IT\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var crypto = new Crypto();\n"
"// 生成 4096 比特 RSA 密钥。\n"
"CryptoKey key = crypto.GenerateRsa(4096);\n"
"// 使用给定的密钥生成自签名证书。\n"
"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "
"\"CN=mydomain.com,O=My Game Company,C=IT\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of "
"[param msg] using [param key]. The [param hash_type] parameter is the hashing "
"algorithm that is used for the inner and outer hashes.\n"
"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
"HashingContext.HASH_SHA1] are supported."
msgstr ""
"使用密钥 [param key] 生成 [param msg] 的 [url=https://zh.wikipedia.org/wiki/"
"HMAC]HMAC[/url] 摘要。[param hash_type] 参数是用于内部和外部哈希的哈希算法。\n"
"目前仅支持 [constant HashingContext.HASH_SHA256] 和 [constant HashingContext."
"HASH_SHA1]。"
msgid ""
"Sign a given [param hash] of type [param hash_type] with the provided private "
"[param key]."
msgstr ""
"使用提供的私钥 [param key] 对类型为 [param hash_type] 的给定 [param hash] 进行"
"签名。"
msgid ""
"Verify that a given [param signature] for [param hash] of type [param "
"hash_type] against the provided public [param key]."
msgstr ""
"使用提供的公钥 [param key] 验证类型为 [param hash_type] 的给定签名 [param "
"signature]。"
msgid "A cryptographic key (RSA)."
msgstr "加密密钥RSA。"
msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
"StreamPeerTLS.accept_stream] along with the appropriate certificate."
msgstr ""
"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保存。\n"
"密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名的 "
"[X509Certificate],并可作为 [method StreamPeerTLS.accept_stream] 中相应的证书"
"的私钥。"
msgid "SSL certificates"
msgstr "SSL 证书"
msgid ""
"Returns [code]true[/code] if this CryptoKey only has the public part, and not "
"the private one."
msgstr ""
"如果该 CryptoKey 仅具有公钥部分,没有私钥部分,则返回 [code]true[/code]。"
msgid ""
"Loads a key from [param path]. If [param public_only] is [code]true[/code], "
"only the public key will be loaded.\n"
"[b]Note:[/b] [param path] should be a \"*.pub\" file if [param public_only] "
"is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
"从路径 [param path] 加载密钥。如果 [param public_only] 为 [code]true[/code]"
"将只加载公钥。\n"
"[b]注意:[/b]如果 [param public_only] 为 [code]true[/code],则 [param path] 应"
"该是“*.pub”文件否则是“*.key”文件。"
msgid ""
"Loads a key from the given [param string_key]. If [param public_only] is "
"[code]true[/code], only the public key will be loaded."
msgstr ""
"从给定的 [param string_key] 加载密钥。如果 [param public_only] 为 [code]true[/"
"code],则仅会加载公钥。"
msgid ""
"Saves a key to the given [param path]. If [param public_only] is [code]true[/"
"code], only the public key will be saved.\n"
"[b]Note:[/b] [param path] should be a \"*.pub\" file if [param public_only] "
"is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
"将密钥保存到给定的路径 [param path]。如果 [param public_only] 为 [code]true[/"
"code],则只会保存公钥。\n"
"[b]注意:[/b]如果 [param public_only] 为 [code]true[/code],则 [param path] 应"
"该是“*.pub”文件否则是“*.key”文件。"
msgid ""
"Returns a string containing the key in PEM format. If [param public_only] is "
"[code]true[/code], only the public key will be included."
msgstr ""
"返回包含 PEM 格式的密钥的字符串。如果 [param public_only] 为 [code]true[/"
"code],则仅包含公钥。"
msgid "A CSG Box shape."
msgstr "CSG 盒子形状。"
msgid ""
"This node allows you to create a box for use with the CSG system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"此节点允许你创建与 CSG 系统一起使用的盒子。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显着的 CPU 成本。在另一个 CSG 节点中,"
"移动一个 CSG 节点,也会大量消耗 CPU因此在游戏过程中应该避免这种情况。"
msgid "Prototyping levels with CSG"
msgstr "使用 CSG 设计关卡原型"
msgid "The material used to render the box."
msgstr "用于渲染盒子的材质。"
msgid "A CSG node that allows you to combine other CSG modifiers."
msgstr "允许你组合其他 CSG 修改器的 CSG 节点。"
msgid ""
"For complex arrangements of shapes, it is sometimes needed to add structure "
"to your CSG nodes. The CSGCombiner3D node allows you to create this "
"structure. The node encapsulates the result of the CSG operations of its "
"children. In this way, it is possible to do operations on one set of shapes "
"that are children of one CSGCombiner3D node, and a set of separate operations "
"on a second set of shapes that are children of a second CSGCombiner3D node, "
"and then do an operation that takes the two end results as its input to "
"create the final shape.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"对于形状的复杂排列,有时需要向 CSG 节点添加结构。CSGCombiner3D 节点允许创建该"
"结构。节点封装了其子节点的 CSG 操作的结果。通过这种方式,可以对作为一个 "
"CSGCombiner3D 节点的子节点的一组形状进行操作,并对作为第二个 CSGCombiner3D 节"
"点的子节点的第二组形状进行一组单独的操作,然后执行以下操作: 将两个最终结果作"
"为输入来创建最终形状。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点中,"
"移动一个 CSG 节点,也会大量消耗 CPU因此在游戏过程中应该避免这种情况。"
msgid "A CSG Cylinder shape."
msgstr "CSG 圆柱形状。"
msgid ""
"This node allows you to create a cylinder (or cone) for use with the CSG "
"system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"此节点允许你创建与 CSG 系统一起使用的圆柱体(或圆锥体)。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显着的 CPU 成本。在另一个 CSG 节点中,"
"移动一个 CSG 节点,也会大量消耗 CPU因此在游戏过程中应该避免这种情况。"
msgid ""
"If [code]true[/code] a cone is created, the [member radius] will only apply "
"to one side."
msgstr "如果为 [code]true[/code],则创建圆锥,仅在一侧应用 [member radius]。"
msgid "The height of the cylinder."
msgstr "圆柱体的高度。"
msgid "The material used to render the cylinder."
msgstr "用于渲染圆柱体的材质。"
msgid "The radius of the cylinder."
msgstr "圆柱体的半径。"
msgid ""
"The number of sides of the cylinder, the higher this number the more detail "
"there will be in the cylinder."
msgstr "圆柱体的边数越多,圆柱体的细节越多。"
msgid ""
"If [code]true[/code] the normals of the cylinder are set to give a smooth "
"effect making the cylinder seem rounded. If [code]false[/code] the cylinder "
"will have a flat shaded look."
msgstr ""
"如果为 [code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是"
"圆形的。如果为 [code]false[/code],则圆柱体将具有平坦的阴影表现。"
msgid "A CSG Mesh shape that uses a mesh resource."
msgstr "使用网格资源的 CSG 网格形状。"
msgid ""
"This CSG node allows you to use any mesh resource as a CSG shape, provided it "
"is closed, does not self-intersect, does not contain internal faces and has "
"no edges that connect to more than two faces. See also [CSGPolygon3D] for "
"drawing 2D extruded polygons to be used as CSG nodes.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"此 CSG 节点允许你将任何网格资源用作 CSG 形状,前提是它是闭合的、不自相交、不包"
"含内部面并且没有连接到两个面以上的边。 另请参阅 [CSGPolygon3D],以绘制 2D 挤出"
"多边形以用作 CSG 节点。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显着的 CPU 成本。在另一个 CSG 节点中,"
"移动一个 CSG 节点,也会大量消耗 CPU因此在游戏过程中应该避免这种情况。"
msgid "The [Material] used in drawing the CSG shape."
msgstr "用于绘制 CSG 形状的 [Material]。"
msgid ""
"The [Mesh] resource to use as a CSG shape.\n"
"[b]Note:[/b] When using an [ArrayMesh], all vertex attributes except "
"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL] and [constant Mesh."
"ARRAY_TEX_UV] are left unused. Only [constant Mesh.ARRAY_VERTEX] and "
"[constant Mesh.ARRAY_TEX_UV] will be passed to the GPU.\n"
"[constant Mesh.ARRAY_NORMAL] is only used to determine which faces require "
"the use of flat shading. By default, CSGMesh will ignore the mesh's vertex "
"normals, recalculate them for each vertex and use a smooth shader. If a flat "
"shader is required for a face, ensure that all vertex normals of the face are "
"approximately equal."
msgstr ""
"用作 CSG 形状的 [Mesh] 资源。\n"
"[b]注意:[/b]使用 [ArrayMesh] 时,除 [constant Mesh.ARRAY_VERTEX]、[constant "
"Mesh.ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TEX_UV] 之外的所有顶点属性均保持未"
"被使用的状态。只有 [constant Mesh.ARRAY_VERTEX] 和 [constant Mesh."
"ARRAY_TEX_UV] 会被传递到 GPU。\n"
"[constant Mesh.ARRAY_NORMAL] 仅被用于确定哪些面需要使用平直着色。默认情况下,"
"CSGMesh 将忽略该网格的顶点法线,为每个顶点重新计算它们并使用一个平滑着色器。如"
"果面需要平直着色器,请确保面的所有顶点法线大致相等。"
msgid "Extrudes a 2D polygon shape to create a 3D mesh."
msgstr "拉伸 2D 多边形形状以创建 3D 网格。"
msgid ""
"An array of 2D points is extruded to quickly and easily create a variety of "
"3D meshes. See also [CSGMesh3D] for using 3D meshes as CSG nodes.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"挤出一组 2D 点,以快速轻松地创建各种 3D 网格。另请参阅 [CSGMesh3D],以了解将 "
"3D 网格用作 CSG 节点。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点中,"
"移动一个 CSG 节点,也会大量消耗 CPU因此在游戏过程中应该避免这种情况。"
msgid "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
msgstr "当 [member mode] 为 [constant MODE_DEPTH] 时,挤出的深度。"
msgid ""
"Material to use for the resulting mesh. The UV maps the top half of the "
"material to the extruded shape (U along the length of the extrusions and V "
"around the outline of the [member polygon]), the bottom-left quarter to the "
"front end face, and the bottom-right quarter to the back end face."
msgstr ""
"用于生成的网格的材质。UV 将材质的上半部分映射到挤出形状U 沿着挤出的长度V "
"围绕 [member polygon] 的轮廓),左下四分之一映射到前端面,右下四分之一映射到后"
"端面。"
msgid "The [member mode] used to extrude the [member polygon]."
msgstr "用于挤出 [member polygon] 的 [member mode] 。"
msgid ""
"When [member mode] is [constant MODE_PATH], by default, the top half of the "
"[member material] is stretched along the entire length of the extruded shape. "
"If [code]false[/code] the top half of the material is repeated every step of "
"the extrusion."
msgstr ""
"当 [member mode] 为[constant MODE_PATH] 时,默认情况下,[member material] 的上"
"半部分会沿着挤出形状的整个长度被拉伸。如果为 [code]false[/code],挤出的每一步"
"都会重复材质的上半部分。"
msgid ""
"When [member mode] is [constant MODE_PATH], the path interval or ratio of "
"path points to extrusions."
msgstr "当 [member mode] 为 [constant MODE_PATH] 时,路径间隔或路径点比例挤出。"
msgid ""
"When [member mode] is [constant MODE_PATH], this will determine if the "
"interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or "
"subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,这将确定间隔是按距离([constant "
"PATH_INTERVAL_DISTANCE])还是细分分数([constant PATH_INTERVAL_SUBDIVIDE])。"
msgid ""
"When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of "
"the path are joined, by adding an extrusion between the last and first points "
"of the path."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,如果 [code]true[/code] 路径的两端"
"会被连接起来,在路径的最后一个点和第一个点之间添加挤出。"
msgid ""
"When [member mode] is [constant MODE_PATH], if [code]true[/code] the "
"[Transform3D] of the [CSGPolygon3D] is used as the starting point for the "
"extrusions, not the [Transform3D] of the [member path_node]."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,如果为 [code]true[/code],则该 "
"[CSGPolygon3D] 的 [Transform3D] 将被用作挤出的起点,而非 [member path_node] "
"的 [Transform3D]。"
msgid ""
"When [member mode] is [constant MODE_PATH], the location of the [Path3D] "
"object used to extrude the [member polygon]."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,用于挤出 [member polygon] 的 "
"[Path3D] 对象的位置。"
msgid ""
"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method "
"used to rotate the [member polygon] as it is extruded."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,[enum PathRotation] 方法用于在挤"
"出时旋转[member polygon]。"
msgid ""
"When [member mode] is [constant MODE_PATH], extrusions that are less than "
"this angle, will be merged together to reduce polygon count."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,小于此角度的挤出将合并在一起以减"
"少多边形数量。"
msgid ""
"When [member mode] is [constant MODE_PATH], this is the distance along the "
"path, in meters, the texture coordinates will tile. When set to 0, texture "
"coordinates will match geometry exactly with no tiling."
msgstr ""
"当 [member mode] 为 [constant MODE_PATH] 时,这是纹理坐标沿着路径的距离,以米"
"为单位,将进行平铺。当设置为 0 时,纹理坐标将与几何图形完全匹配,没有平铺。"
msgid ""
"The point array that defines the 2D polygon that is extruded. This can be a "
"convex or concave polygon with 3 or more points. The polygon must [i]not[/i] "
"have any intersecting edges. Otherwise, triangulation will fail and no mesh "
"will be generated.\n"
"[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
"will be generated."
msgstr ""
"顶点数组,用于定义要挤出的 2D 多边形。需要包含 3 个或更多顶点,可以是凸多边形"
"也可以是凹多边形。该多边形中[i]不能[/i]存在相交的边。否则,三角形化会失败,不"
"会生成任何网格。\n"
"[b]注意:[/b]如果 [member polygon] 中只定义了 1 个或 2 个顶点,则不会生成网"
"格。"
msgid "If [code]true[/code], applies smooth shading to the extrusions."
msgstr "如果为 [code]true[/code],则对挤出应用平滑着色。"
msgid ""
"When [member mode] is [constant MODE_SPIN], the total number of degrees the "
"[member polygon] is rotated when extruding."
msgstr ""
"当 [member mode] 为 [constant MODE_SPIN][member polygon] 在挤出时旋转的总度"
"数。"
msgid ""
"When [member mode] is [constant MODE_SPIN], the number of extrusions made."
msgstr "[member mode] 为 [constant MODE_SPIN] 时,挤出的次数。"
msgid "The [member polygon] shape is extruded along the negative Z axis."
msgstr "[member polygon] 形状沿负 Z 轴挤出。"
msgid "The [member polygon] shape is extruded by rotating it around the Y axis."
msgstr "[member polygon] 形状通过围绕 Y 轴旋转来挤出。"
msgid ""
"The [member polygon] shape is extruded along the [Path3D] specified in "
"[member path_node]."
msgstr "[member polygon] 形状沿 [member path_node] 中指定的 [Path3D] 挤出。"
msgid ""
"The [member polygon] shape is not rotated.\n"
"[b]Note:[/b] Requires the path Z coordinates to continually decrease to "
"ensure viable shapes."
msgstr ""
"[member polygon] 形状不会被旋转。\n"
"[b]注意:[/b]要求路径的 Z 坐标不断减少,以确保可行的形状。"
msgid ""
"The [member polygon] shape is rotated along the path, but it is not rotated "
"around the path axis.\n"
"[b]Note:[/b] Requires the path Z coordinates to continually decrease to "
"ensure viable shapes."
msgstr ""
"[member polygon] 形状沿路径旋转,但并不绕路径轴旋转。\n"
"[b]注意:[/b]需要路径的 Z 坐标不断减小,以确保可行的形状。"
msgid ""
"The [member polygon] shape follows the path and its rotations around the path "
"axis."
msgstr "[member polygon] 多边形的形状跟随路径及其围绕路径轴的旋转。"
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will determine the distance, in meters, each interval of the path will "
"extrude."
msgstr ""
"当 [member mode] 被设置为 [constant MODE_PATH] 时,[member path_interval] 将决"
"定路径的每个间隔将被挤出的距离,单位为米。"
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will subdivide the polygons along the path."
msgstr ""
"当 [member mode] 被设置为 [constant MODE_PATH]时,[member path_interval] 将沿"
"着路径细分多边形。"
msgid "Base class for CSG primitives."
msgstr "CSG 图元的基类。"
msgid ""
"Parent class for various CSG primitives. It contains code and functionality "
"that is common between them. It cannot be used directly. Instead use one of "
"the various classes that inherit from it.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"各种 CSG 图元的父类,包含了它们所需的公共代码和功能。无法直接使用这个类,请使"
"用继承它的各种类。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在一个 CSG 节点中移动"
"另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似的操"
"作。"
msgid ""
"If set, the order of the vertices in each triangle are reversed resulting in "
"the backside of the mesh being drawn."
msgstr "如果设置,则每个三角形中顶点的顺序会颠倒,从而导致绘制网格的背面。"
msgid "The CSG base class."
msgstr "CSG 基类。"
msgid ""
"This is the CSG base class that provides CSG operation support to the various "
"CSG nodes in Godot.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"这是为 Godot 中的各种 CSG 节点提供 CSG 操作支持的 CSG 基类。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在一个 CSG 节点中移动"
"另一个 CSG 节点也会产生显著的 CPU 消耗,所以应当在游戏过程中避免进行类似的操"
"作。"
msgid ""
"Returns an [Array] with two elements, the first is the [Transform3D] of this "
"node and the second is the root [Mesh] of this node. Only works when this "
"node is the root shape."
msgstr ""
"返回一个包含两个元素的 [Array],第一个元素是该节点的 [Transform3D],第二个元素"
"是该节点的根 [Mesh]。仅当该节点是根形状时才有效。"
msgid ""
"Returns [code]true[/code] if this is a root shape and is thus the object that "
"is rendered."
msgstr "如果这是根形状,因此是渲染的对象,则返回 [code]true[/code]。"
msgid ""
"Calculate tangents for the CSG shape which allows the use of normal maps. "
"This is only applied on the root shape, this setting is ignored on any child."
msgstr ""
"计算允许使用法线贴图的 CSG 形状的切线。这仅适用于根部形状,此设置将在所有子级"
"上均被忽略。"
msgid ""
"The physics layers this area is in.\n"
"Collidable objects can exist in any of 32 different layers. These layers work "
"like a tagging system, and are not visual. A collidable can use these layers "
"to select with which objects it can collide, using the collision_mask "
"property.\n"
"A contact is detected if object A is in any of the layers that object B "
"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"这个区域所处的物理层。\n"
"可碰撞的物体可以存在于 32 个不同层中的任何一个。这些层的工作就像一个标签系统,"
"而不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞,使用 "
"collision_mask 属性。\n"
"如果对象 A 在对象 B 所扫描的任何层中,或者对象 B 在对象 A 所扫描的任何层中,就"
"会检测到接触。详情请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。"
msgid ""
"The physics layers this CSG shape scans for collisions. Only effective if "
"[member use_collision] is [code]true[/code]. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"该 CSG 形状扫描碰撞的物理层。仅当 [member use_collision] 为 [code]true[/code] "
"时有效。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。"
msgid ""
"The priority used to solve colliding when occurring penetration. Only "
"effective if [member use_collision] is [code]true[/code]. The higher the "
"priority is, the lower the penetration into the object will be. This can for "
"example be used to prevent the player from breaking through the boundaries of "
"a level."
msgstr ""
"发生穿透时用于解算碰撞的优先级。仅当 [member use_collision] 为 [code]true[/"
"code] 时有效。优先级越高,对对象的穿透力就越低。例如,这可以用来防止玩家突破关"
"卡的边界。"
msgid ""
"The operation that is performed on this shape. This is ignored for the first "
"CSG child node as the operation is between this node and the previous child "
"of this nodes parent."
msgstr ""
"在此形状上执行的操作。对于第一个 CSG 子节点,将忽略此操作,因为操作是在此节点"
"与该节点父级的上一个子级之间进行的。"
msgid ""
"Snap makes the mesh vertices snap to a given distance so that the faces of "
"two meshes can be perfectly aligned. A lower value results in greater "
"precision but may be harder to adjust."
msgstr ""
"吸附使网格顶点吸附到给定的距离,以便两个网格的面可以完美对齐。值越低,精度越"
"高,但也可能更难以调整。"
msgid ""
"Adds a collision shape to the physics engine for our CSG shape. This will "
"always act like a static body. Note that the collision shape is still active "
"even if the CSG shape itself is hidden. See also [member collision_mask] and "
"[member collision_priority]."
msgstr ""
"为我们的 CSG 形状向物理引擎添加碰撞形状。这样行为就始终与静态物体类似。请注"
"意,即使 CSG 形状本身被隐藏,碰撞形状仍处于活动状态。另见 [member "
"collision_mask] 和 [member collision_priority]。"
msgid "Geometry of both primitives is merged, intersecting geometry is removed."
msgstr "合并两个图元的几何体,移除相交的几何体。"
msgid "Only intersecting geometry remains, the rest is removed."
msgstr "仅保留相交的几何,其余的将被移除。"
msgid ""
"The second shape is subtracted from the first, leaving a dent with its shape."
msgstr "从第一个形状减去第二个形状,留下一个带有其形状的凹痕。"
msgid "A CSG Sphere shape."
msgstr "CSG 球形形状。"
msgid ""
"This node allows you to create a sphere for use with the CSG system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"该节点允许创建与 CSG 系统一起使用的球体。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点中,"
"移动一个 CSG 节点,也会大量消耗 CPU因此在游戏过程中应该避免这种情况。"
msgid "The material used to render the sphere."
msgstr "用于渲染球体的材质。"
msgid "Number of vertical slices for the sphere."
msgstr "球体的垂直切片数。"
msgid "Radius of the sphere."
msgstr "球体的半径。"
msgid "Number of horizontal slices for the sphere."
msgstr "球体的水平切片数。"
msgid ""
"If [code]true[/code] the normals of the sphere are set to give a smooth "
"effect making the sphere seem rounded. If [code]false[/code] the sphere will "
"have a flat shaded look."
msgstr ""
"如果为 [code]true[/code],则将球体的法线设置为具有平滑效果,使球体看起来是圆形"
"的。如果为 [code]false[/code],则球体将具有平坦的阴影表现。"
msgid "A CSG Torus shape."
msgstr "CSG 圆环形状。"
msgid ""
"This node allows you to create a torus for use with the CSG system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"该节点允许创建与 CSG 系统一起使用的环面。\n"
"[b]注意:[/b]CSG 节点旨在用于关卡原型设计。与使用 [PrimitiveMesh] 创建 "
"[MeshInstance3D] 相比,创建 CSG 节点具有显著的 CPU 成本。在另一个 CSG 节点中,"
"移动一个 CSG 节点,也会大量消耗 CPU因此在游戏过程中应该避免这种情况。"
msgid "The inner radius of the torus."
msgstr "圆环的内半径。"
msgid "The material used to render the torus."
msgstr "用于渲染圆环的材质。"
msgid "The outer radius of the torus."
msgstr "圆环的外半径。"
msgid "The number of edges each ring of the torus is constructed of."
msgstr "构造每个圆环的边缘的数量。"
msgid "The number of slices the torus is constructed of."
msgstr "构成圆环的切片数。"
msgid ""
"If [code]true[/code] the normals of the torus are set to give a smooth effect "
"making the torus seem rounded. If [code]false[/code] the torus will have a "
"flat shaded look."
msgstr ""
"如果 [code]true[/code] 设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。"
"如果为 [code]false[/code],则圆环将具有平坦的阴影表现。"
msgid ""
"A script implemented in the C# programming language, saved with the [code]."
"cs[/code] extension (Mono-enabled builds only)."
msgstr ""
"用 C# 编程语言实现的脚本,使用 [code].cs[/code] 扩展名保存(仅 Mono 版本中存"
"在)。"
msgid ""
"This class represents a C# script. It is the C# equivalent of the [GDScript] "
"class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]."
msgstr ""
"这个类表示 C# 脚本,是 [GDScript] 类在 C# 中的对等体,仅在启用了 Mono 的 "
"Godot 版本中可用。\n"
"另请参阅 [GodotSharp]。"
msgid "C# documentation index"
msgstr "C# 文档索引"
msgid "Returns a new instance of the script."
msgstr "返回该脚本的新实例。"
msgid ""
"Six square textures representing the faces of a cube. Commonly used as a "
"skybox."
msgstr "代表立方体面的六个正方形纹理。通常用作天空盒。"
msgid ""
"A cubemap is made of 6 textures organized in layers. They are typically used "
"for faking reflections in 3D rendering (see [ReflectionProbe]). It can be "
"used to make an object look as if it's reflecting its surroundings. This "
"usually delivers much better performance than other reflection methods.\n"
"This resource is typically used as a uniform in custom shaders. Few core "
"Godot methods make use of [Cubemap] resources.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets.\n"
"[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. "
"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an "
"equirectangular sky map."
msgstr ""
"单个立方体贴图是由 6 个纹理分层组织的纹理组成的。它们通常用于在 3D 渲染中伪造"
"反射(参见 [ReflectionProbe])。可以用来让对象看起来像是在反射它的周围环境。与"
"其他反射方法相比,这通常能提供更好的性能。\n"
"这种资源通常在自定义着色器中用作一个 uniform。很少有 Godot 的核心方法会使用 "
"[Cubemap] 资源。\n"
"要想自己创建这样的纹理文件,请使用 Godot 编辑器的导入预设重新导入你的图像文"
"件。\n"
"[b]注意:[/b]Godot 不支持在 [PanoramaSkyMaterial] 中使用立方体贴图。可以使用"
"[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]这个工具[/url]将立方体贴图转换为等距柱状天空贴图。"
msgid "Creates a placeholder version of this resource ([PlaceholderCubemap])."
msgstr "创建该资源的占位符版本([PlaceholderCubemap])。"
msgid "An array of [Cubemap]s, stored together and with a single reference."
msgstr "[Cubemap] 数组,存储在一起并使用单个引用。"
msgid ""
"[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are "
"made of multiple textures, the amount of which must be divisible by 6 (one "
"for each face of the cube). The primary benefit of [CubemapArray]s is that "
"they can be accessed in shader code using a single texture reference. In "
"other words, you can pass multiple [Cubemap]s into a shader using a single "
"[CubemapArray].\n"
"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. This "
"makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n"
"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] "
"if you set [member ProjectSettings.rendering/reflections/sky_reflections/"
"texture_array_reflections] to [code]true[/code].\n"
"To create such a texture file yourself, reimport your image files using the "
"import presets of the File System dock.\n"
"[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering "
"backend."
msgstr ""
"[CubemapArray] 由一组 [Cubemap] 组成。它们像 [Cubemap] 一样是由多个纹理组成"
"的,其纹理的数量必须能被 6 整除(立方体的每个面都有一个)。[CubemapArray] 的主"
"要好处是可以使用单个纹理引用在着色器代码中访问它们。换句话说,可以使用单个 "
"[CubemapArray] 将多个 [Cubemap] 传入着色器。\n"
"此外,[Cubemap] 被分配在 GPU 上相邻的缓存区块中。这使得 [CubemapArray] 成为存"
"储多个 [Cubemap] 的最有效方式。\n"
"如果将 [member ProjectSettings.rendering/reflections/sky_reflections/"
"texture_array_reflections] 设置为 [code]true[/code]Godot 在内部会将 "
"[CubemapArray] 用于多种效果,包括 [Sky]。\n"
"要想自己创建这样的纹理文件,请使用文件系统停靠面板的导入预设重新导入你的图像文"
"件。\n"
"[b]注意:[/b][CubemapArray] 在 OpenGL 3 渲染后端中不受支持。"
msgid ""
"Creates a placeholder version of this resource ([PlaceholderCubemapArray])."
msgstr "创建该资源的占位符版本([PlaceholderCubemapArray])。"
msgid "A mathematical curve."
msgstr "数学曲线。"
msgid ""
"This resource describes a mathematical curve by defining a set of points and "
"tangents at each point. By default, it ranges between [code]0[/code] and "
"[code]1[/code] on the Y axis and positions points relative to the [code]0.5[/"
"code] Y position.\n"
"See also [Gradient] which is designed for color interpolation. See also "
"[Curve2D] and [Curve3D]."
msgstr ""
"该资源通过定义一组点和每个点的切线来描述数学曲线。默认情况下,它在 Y 轴上的范"
"围在 [code]0[/code] 到 [code]1[/code] 之间,并且位置点相对于 [code]0.5[/code] "
"Y 位置。\n"
"另请参阅为颜色插值设计的 [Gradient]。另请参阅 [Curve2D] 和 [Curve3D]。"
msgid ""
"Adds a point to the curve. For each side, if the [code]*_mode[/code] is "
"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses "
"the slope of the curve halfway to the adjacent point. Allows custom "
"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is set "
"to [constant TANGENT_FREE]."
msgstr ""
"在曲线上添加一个点。对于每一侧,如果 [code]*_mode[/code] 为 [constant "
"TANGENT_LINEAR],则 [code]*_tangent[/code] 角度(以度为单位)将使用曲线到邻近"
"点的一半的斜率。如果 [code]*_mode[/code] 设置为 [constant TANGENT_FREE],则允"
"许自定义分配给 [code]*_tangent[/code] 的角度。"
msgid "Recomputes the baked cache of points for the curve."
msgstr "重新计算曲线的烘焙点缓存。"
msgid ""
"Removes duplicate points, i.e. points that are less than 0.00001 units "
"(engine epsilon value) away from their neighbor on the curve."
msgstr ""
"移除重复点,即与曲线上相邻点的距离小于 0.00001 个单位(引擎中的 epsilon 值)的"
"点。"
msgid "Removes all points from the curve."
msgstr "从曲线中移除所有点。"
msgid "Returns the left [enum TangentMode] for the point at [param index]."
msgstr "返回索引为 [param index] 的点的左侧切线模式 [enum TangentMode]。"
msgid ""
"Returns the left tangent angle (in degrees) for the point at [param index]."
msgstr "返回索引为 [param index] 的点的左侧切线夹角(单位为度)。"
msgid "Returns the curve coordinates for the point at [param index]."
msgstr "返回索引为 [param index] 的点的曲线坐标。"
msgid "Returns the right [enum TangentMode] for the point at [param index]."
msgstr "返回索引为 [param index] 的点的右侧切线模式 [enum TangentMode]。"
msgid ""
"Returns the right tangent angle (in degrees) for the point at [param index]."
msgstr "返回索引为 [param index] 的点的右侧切线夹角(单位为度)。"
msgid "Removes the point at [param index] from the curve."
msgstr "移除曲线中索引为 [param index] 的点。"
msgid ""
"Returns the Y value for the point that would exist at the X position [param "
"offset] along the curve."
msgstr "返回沿曲线的 X 位置 [param offset] 处将存在的点的 Y 值。"
msgid ""
"Returns the Y value for the point that would exist at the X position [param "
"offset] along the curve using the baked cache. Bakes the curve's points if "
"not already baked."
msgstr ""
"使用烘焙的缓存返回沿曲线的 X 位置 [param offset] 处将存在的点的 Y 值。烘焙尚未"
"烘焙的曲线的点。"
msgid ""
"Sets the left [enum TangentMode] for the point at [param index] to [param "
"mode]."
msgstr ""
"将索引为 [param index] 的点的左侧 [enum TangentMode] 设置为 [param mode]。"
msgid ""
"Sets the left tangent angle for the point at [param index] to [param tangent]."
msgstr "将索引为 [param index] 的点的左侧切线角度设置为 [param tangent]。"
msgid "Sets the offset from [code]0.5[/code]."
msgstr "设置相对于 [code]0.5[/code] 的偏移量。"
msgid ""
"Sets the right [enum TangentMode] for the point at [param index] to [param "
"mode]."
msgstr ""
"将索引为 [param index] 的点的右侧 [enum TangentMode] 设置为 [param mode]。"
msgid ""
"Sets the right tangent angle for the point at [param index] to [param "
"tangent]."
msgstr "将索引为 [param index] 的点的右侧切线角度设置为 [param tangent]。"
msgid "Assigns the vertical position [param y] to the point at [param index]."
msgstr "将索引为 [param index] 的点的垂直位置设置为 [param y]。"
msgid "The number of points to include in the baked (i.e. cached) curve data."
msgstr "烘焙(即缓存)曲线数据中包含的点的数量。"
msgid "The maximum value the curve can reach."
msgstr "曲线能达到的最大值。"
msgid "The minimum value the curve can reach."
msgstr "曲线能达到的最小值。"
msgid "The number of points describing the curve."
msgstr "描述该曲线的点的数量。"
msgid "Emitted when [member max_value] or [member min_value] is changed."
msgstr "更改 [member max_value] 或 [member min_value] 时发出。"
msgid "The tangent on this side of the point is user-defined."
msgstr "点这边的切线是用户自定义的。"
msgid ""
"The curve calculates the tangent on this side of the point as the slope "
"halfway towards the adjacent point."
msgstr "曲线计算点的这一侧的切线,作为向相邻点的一半的斜率。"
msgid "The total number of available tangent modes."
msgstr "可用切线模式的总数。"
msgid "Describes a Bézier curve in 2D space."
msgstr "描述 2D 空间的贝塞尔曲线。"
msgid ""
"This class describes a Bézier curve in 2D space. It is mainly used to give a "
"shape to a [Path2D], but can be manually sampled for other purposes.\n"
"It keeps a cache of precalculated points along the curve, to speed up further "
"calculations."
msgstr ""
"该类描述了 2D 空间中的贝塞尔曲线。它主要用于给 [Path2D] 一个形状,但也可以手动"
"采样用于其他目的。\n"
"它保留了沿曲线的预计算点的缓存,以加快进一步的计算。"
msgid ""
"Adds a point with the specified [param position] relative to the curve's own "
"position, with control points [param in] and [param out]. Appends the new "
"point at the end of the point list.\n"
"If [param index] is given, the new point is inserted before the existing "
"point identified by index [param index]. Every existing point starting from "
"[param index] is shifted further down the list of points. The index must be "
"greater than or equal to [code]0[/code] and must not exceed the number of "
"existing points in the line. See [member point_count]."
msgstr ""
"添加一个具有相对于曲线自身位置的指定 [param position],且带有控制点 [param "
"in] 和 [param out] 的点。在点列表的末尾追加该新点。\n"
"如果给定了 [param index],则将新点插入到由索引 [param index] 标识的已有点之"
"前。从 [param index] 开始的每个已有点,都会在点列表中进一步向下移动。索引必须"
"大于或等于 [code]0[/code],并且不得超过线段中已有点的数量。参见 [member "
"point_count]。"
msgid ""
"Returns the total length of the curve, based on the cached points. Given "
"enough density (see [member bake_interval]), it should be approximate enough."
msgstr ""
"根据缓存的点,返回曲线的总长度。给予足够的密度(见 [member bake_interval]"
"它应该是足够近似的。"
msgid "Returns the cache of points as a [PackedVector2Array]."
msgstr "返回缓存的点,形式为 [PackedVector2Array]。"
msgid ""
"Returns the closest offset to [param to_point]. This offset is meant to be "
"used in [method sample_baked].\n"
"[param to_point] must be in this curve's local space."
msgstr ""
"返回最接近 [param to_point] 的偏移量。该偏移量被用于 [method sample_baked]。\n"
"[param to_point] 必须在该曲线的局部空间中。"
msgid ""
"Returns the closest point on baked segments (in curve's local space) to "
"[param to_point].\n"
"[param to_point] must be in this curve's local space."
msgstr ""
"返回已烘焙的线段上最接近 [param to_point] 的点(在曲线的局部空间中)。\n"
"[param to_point] 必须在该曲线的局部空间中。"
msgid ""
"Returns the position of the control point leading to the vertex [param idx]. "
"The returned position is relative to the vertex [param idx]. If the index is "
"out of bounds, the function sends an error to the console, and returns [code]"
"(0, 0)[/code]."
msgstr ""
"返回指向顶点 [param idx] 的控制点的位置。返回的位置是相对于顶点 [param idx] "
"的。如果索引越界,则该函数将向控制台发送一个错误,并返回 [code](0, 0)[/code]。"
msgid ""
"Returns the position of the control point leading out of the vertex [param "
"idx]. The returned position is relative to the vertex [param idx]. If the "
"index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0)[/code]."
msgstr ""
"返回离向顶点 [param idx] 的控制点的位置。返回的位置是相对于顶点 [param idx] "
"的。如果索引越界,则该函数将向控制台发送一个错误,并返回 [code](0, 0)[/code]。"
msgid ""
"Returns the position of the vertex [param idx]. If the index is out of "
"bounds, the function sends an error to the console, and returns [code](0, 0)[/"
"code]."
msgstr ""
"返回顶点的位置 [param idx]。如果索引越界,则该函数将向控制台发送一个错误,并返"
"回 [code](0, 0)[/code]。"
msgid ""
"Deletes the point [param idx] from the curve. Sends an error to the console "
"if [param idx] is out of bounds."
msgstr ""
"从曲线上删除点 [param idx]。如果 [param idx] 越界,则会向控制台发送错误信息。"
msgid ""
"Returns the position between the vertex [param idx] and the vertex [code]idx "
"+ 1[/code], where [param t] controls if the point is the first vertex "
"([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), or in "
"between. Values of [param t] outside the range ([code]0.0 >= t <=1[/code]) "
"give strange, but predictable results.\n"
"If [param idx] is out of bounds it is truncated to the first or last vertex, "
"and [param t] is ignored. If the curve has no points, the function sends an "
"error to the console, and returns [code](0, 0)[/code]."
msgstr ""
"返回顶点 [param idx] 和顶点 [code]idx + 1[/code] 之间的位置,其中 [param t] 控"
"制该点是否为第一个顶点([code]t = 0.0[/code])、最后一个顶点([code]t = 1.0[/"
"code])、或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param t] 的"
"值会给出奇怪但可预测的结果。\n"
"如果 [param idx] 越界,它将被截断到第一个或最后一个顶点,而 [param t] 将被忽"
"略。如果曲线没有点,则该函数将向控制台发送一个错误,并返回 [code](0, 0)[/"
"code]。"
msgid ""
"Returns a point within the curve at position [param offset], where [param "
"offset] is measured as a pixel distance along the curve.\n"
"To do that, it finds the two cached points where the [param offset] lies "
"between, then interpolates the values. This interpolation is cubic if [param "
"cubic] is set to [code]true[/code], or linear if set to [code]false[/code].\n"
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
"返回曲线内位于 [param offset] 位置的一个点,其中 [param offset] 为沿曲线的像素"
"测量距离。\n"
"为此,它会找到 [param offset] 位于其中的两个缓存点,然后对值进行插值。如果 "
"[param cubic] 被设置为 [code]true[/code],则该插值是立方插值;如果被设置为 "
"[code]false[/code],则该插值是线性插值。\n"
"立方插值往往能更好地跟随曲线,但线性插值速度更快(而且通常足够精确)。"
msgid ""
"Similar to [method sample_baked], but returns [Transform2D] that includes a "
"rotation along the curve, with [member Transform2D.origin] as the point "
"position, [member Transform2D.x] as the sideways vector, and [member "
"Transform2D.y] as the forward vector. Returns an empty transform if the "
"length of the curve is [code]0[/code].\n"
"[codeblock]\n"
"var baked = curve.sample_baked_with_rotation(offset)\n"
"# This will rotate and position the node with the up direction pointing along "
"the curve.\n"
"position = baked.get_origin()\n"
"rotation = baked.get_rotation()\n"
"# Alternatively, not preserving scale.\n"
"transform = baked * Transform2D.FLIP_Y\n"
"# To match the rotation of PathFollow2D, not preserving scale.\n"
"transform = Transform2D(baked.y, baked.x, baked.origin)\n"
"[/codeblock]"
msgstr ""
"与 [method sample_baked] 类似,但返回的是 [Transform2D],包含沿曲线进行的旋"
"转,[member Transform2D.origin] 为点的位置,[member Transform2D.x] 为侧面向"
"量,[member Transform2D.y] 为前进方向的向量。如果曲线长度为 [code]0[/code] 则"
"返回的是一个空变换。\n"
"[codeblock]\n"
"var baked = curve.sample_baked_with_rotation(offset)\n"
"# 旋转并放置节点,让原来的上方向指向曲线的方向。\n"
"position = baked.get_origin()\n"
"rotation = baked.get_rotation()\n"
"# 也可以这样,但是不保留缩放。\n"
"transform = baked * Transform2D.FLIP_Y\n"
"# 匹配 PathFollow2D 的旋转,但是不保留缩放。\n"
"transform = Transform2D(baked.y, baked.x, baked.origin)\n"
"[/codeblock]"
msgid ""
"Returns the position at the vertex [param fofs]. It calls [method sample] "
"using the integer part of [param fofs] as [code]idx[/code], and its "
"fractional part as [code]t[/code]."
msgstr ""
"返回顶点 [param fofs] 的位置。该函数使用 [param fofs] 的整数部分作为 "
"[code]idx[/code],其小数部分作为 [code]t[/code],调用 [method sample]。"
msgid ""
"Sets the position of the control point leading to the vertex [param idx]. If "
"the index is out of bounds, the function sends an error to the console. The "
"position is relative to the vertex."
msgstr ""
"设置通往顶点 [param idx] 的控制点位置。如果索引超出范围,函数会向控制台发送错"
"误信息。位置相对于顶点。"
msgid ""
"Sets the position of the control point leading out of the vertex [param idx]. "
"If the index is out of bounds, the function sends an error to the console. "
"The position is relative to the vertex."
msgstr ""
"设置从顶点 [param idx] 引出的控制点位置。如果索引超出范围,函数会向控制台发送"
"错误信息。位置相对于顶点。"
msgid ""
"Sets the position for the vertex [param idx]. If the index is out of bounds, "
"the function sends an error to the console."
msgstr ""
"设置顶点 [param idx] 的位置。如果索引超出范围,函数会向控制台发送错误信息。"
msgid ""
"Returns a list of points along the curve, with a curvature controlled point "
"density. That is, the curvier parts will have more points than the straighter "
"parts.\n"
"This approximation makes straight segments between each point, then "
"subdivides those segments until the resulting shape is similar enough.\n"
"[param max_stages] controls how many subdivisions a curve segment may face "
"before it is considered approximate enough. Each subdivision splits the "
"segment in half, so the default 5 stages may mean up to 32 subdivisions per "
"curve segment. Increase with care!\n"
"[param tolerance_degrees] controls how many degrees the midpoint of a segment "
"may deviate from the real curve, before the segment has to be subdivided."
msgstr ""
"返回沿曲线的点的列表,点的密度由曲率控制。也就是说,弯曲的部分比直的部分有更多"
"的点。\n"
"这种近似会在每个点之间制作直段,然后将这些直段细分,直到得到的形状足够相似。\n"
"[param max_stages] 控制曲线段在被认为足够近似之前可能会面临多少次细分。每次细"
"分会将曲线段分成两半,因此默认的 5 个阶段可能意味着每个曲线段最多得到 32 个细"
"分。请谨慎增加!\n"
"[param tolerance_degrees] 控制曲线段在其中点偏离真实曲线的多少度会被细分。"
msgid ""
"Returns a list of points along the curve, with almost uniform density. [param "
"max_stages] controls how many subdivisions a curve segment may face before it "
"is considered approximate enough. Each subdivision splits the segment in "
"half, so the default 5 stages may mean up to 32 subdivisions per curve "
"segment. Increase with care!\n"
"[param tolerance_length] controls the maximal distance between two "
"neighboring points, before the segment has to be subdivided."
msgstr ""
"返回沿曲线的点列表,具有几乎均匀的密度。[param max_stages] 控制曲线段在被认为"
"足够近似之前可能面临多少次细分。每次细分将段分成两半,因此默认的 5 个阶段可能"
"意味着每个曲线段最多 32 个细分。请谨慎增加!\n"
"[param tolerance_length] 控制在必须细分线段之前两个相邻点之间的最大距离。"
msgid ""
"The distance in pixels between two adjacent cached points. Changing it forces "
"the cache to be recomputed the next time the [method get_baked_points] or "
"[method get_baked_length] function is called. The smaller the distance, the "
"more points in the cache and the more memory it will consume, so use with "
"care."
msgstr ""
"相邻两个缓存点之间的距离,以像素为单位。改变它将迫使缓存在下次调用 [method "
"get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存"
"中的点越多,占用的内存也越多,所以使用时要注意。"
msgid "Describes a Bézier curve in 3D space."
msgstr "描述 3D 空间的贝兹尔曲线。"
msgid ""
"This class describes a Bézier curve in 3D space. It is mainly used to give a "
"shape to a [Path3D], but can be manually sampled for other purposes.\n"
"It keeps a cache of precalculated points along the curve, to speed up further "
"calculations."
msgstr ""
"该类描述了 3D 空间中的贝塞尔曲线。它主要用于给 [Path3D] 提供一个形状,但也可以"
"手动采样以用于其他目的。\n"
"它保留沿曲线预先计算的点的缓存,以加速进一步的计算。"
msgid "Returns the cache of points as a [PackedVector3Array]."
msgstr "返回缓存的点,类型为 [PackedVector3Array]。"
msgid "Returns the cache of tilts as a [PackedFloat32Array]."
msgstr "将倾斜缓存返回为一个 [PackedFloat32Array]。"
msgid ""
"Returns the cache of up vectors as a [PackedVector3Array].\n"
"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
msgstr ""
"将向上向量的缓存返回为一个 [PackedVector3Array]。\n"
"如果 [member up_vector_enabled] 为 [code]false[/code],则缓存将为空。"
msgid ""
"Returns the closest offset to [param to_point]. This offset is meant to be "
"used in [method sample_baked] or [method sample_baked_up_vector].\n"
"[param to_point] must be in this curve's local space."
msgstr ""
"返回最接近 [param to_point] 的偏移量。该偏移量被用于 [method sample_baked] 或 "
"[method sample_baked_up_vector]。\n"
"[param to_point] 必须在该曲线的局部空间中。"
msgid ""
"Returns the position of the control point leading to the vertex [param idx]. "
"The returned position is relative to the vertex [param idx]. If the index is "
"out of bounds, the function sends an error to the console, and returns [code]"
"(0, 0, 0)[/code]."
msgstr ""
"返回指向顶点 [param idx] 的控制点的位置。返回的位置是相对于顶点 [param idx] "
"的。如果索引越界,则该函数将向控制台发送一个错误,并返回 [code](0, 0, 0)[/"
"code]。"
msgid ""
"Returns the position of the control point leading out of the vertex [param "
"idx]. The returned position is relative to the vertex [param idx]. If the "
"index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0, 0)[/code]."
msgstr ""
"返回离向顶点 [param idx] 的控制点的位置。返回的位置是相对于顶点 [param idx] "
"的。如果索引越界,则该函数将向控制台发送一个错误,并返回 [code](0, 0, 0)[/"
"code]。"
msgid ""
"Returns the position of the vertex [param idx]. If the index is out of "
"bounds, the function sends an error to the console, and returns [code](0, 0, "
"0)[/code]."
msgstr ""
"返回顶点 [param idx] 的位置。如果索引越界,则该函数将向控制台发送一个错误,并"
"返回 [code](0, 0, 0)[/code]。"
msgid ""
"Returns the tilt angle in radians for the point [param idx]. If the index is "
"out of bounds, the function sends an error to the console, and returns "
"[code]0[/code]."
msgstr ""
"返回点 [param idx] 的倾斜弧度角。如果索引越界,则该函数将向控制台发送一个错"
"误,并返回 [code]0[/code]。"
msgid ""
"Returns the position between the vertex [param idx] and the vertex [code]idx "
"+ 1[/code], where [param t] controls if the point is the first vertex "
"([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), or in "
"between. Values of [param t] outside the range ([code]0.0 >= t <=1[/code]) "
"give strange, but predictable results.\n"
"If [param idx] is out of bounds it is truncated to the first or last vertex, "
"and [param t] is ignored. If the curve has no points, the function sends an "
"error to the console, and returns [code](0, 0, 0)[/code]."
msgstr ""
"返回顶点 [param idx] 和顶点 [code]idx + 1[/code] 之间的位置,其中 [param t] 控"
"制该点是否为第一个顶点([code]t = 0.0[/code])、最后一个顶点([code]t = 1.0[/"
"code])、或介于两者之间。超出范围([code]0.0 >= t <=1[/code])的 [param t] 的"
"值会给出奇怪但可预测的结果。\n"
"如果 [param idx] 越界,它将被截断到第一个或最后一个顶点,而 [param t] 将被忽"
"略。如果曲线没有点,则该函数将向控制台发送一个错误,并返回 [code](0, 0, 0)[/"
"code]。"
msgid ""
"Returns a point within the curve at position [param offset], where [param "
"offset] is measured as a distance in 3D units along the curve. To do that, it "
"finds the two cached points where the [param offset] lies between, then "
"interpolates the values. This interpolation is cubic if [param cubic] is set "
"to [code]true[/code], or linear if set to [code]false[/code].\n"
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
"返回曲线内位于 [param offset] 位置的一个点,其中 [param offset] 为沿曲线的 3D "
"单位测量距离。为此,它会找到 [param offset] 位于其间的两个缓存点,然后对值进行"
"插值。如果 [param cubic] 被设置为 [code]true[/code],则该插值是立方插值;如果"
"被设置为 [code]false[/code],则该插值是线性插值。\n"
"立方插值往往能更好地跟随曲线,但线性插值速度更快(而且通常足够精确)。"
msgid ""
"Returns an up vector within the curve at position [param offset], where "
"[param offset] is measured as a distance in 3D units along the curve. To do "
"that, it finds the two cached up vectors where the [param offset] lies "
"between, then interpolates the values. If [param apply_tilt] is [code]true[/"
"code], an interpolated tilt is applied to the interpolated up vector.\n"
"If the curve has no up vectors, the function sends an error to the console, "
"and returns [code](0, 1, 0)[/code]."
msgstr ""
"返回曲线内位于 [param offset] 位置的向上向量,其中 [param offset] 为沿曲线的 "
"3D 单位测量距离。为此,它会找到 [param offset] 位于其间的两个缓存向上向量,然"
"后对值进行插值。如果 [param apply_tilt] 为 [code]true[/code],则对插值后的向上"
"向量应用插值后的倾斜。\n"
"如果曲线没有向上向量,则该函数将向控制台发送一个错误,并返回 [code](0, 1, 0)[/"
"code]。"
msgid ""
"Returns a [Transform3D] with [code]origin[/code] as point position, "
"[code]basis.x[/code] as sideway vector, [code]basis.y[/code] as up vector, "
"[code]basis.z[/code] as forward vector. When the curve length is 0, there is "
"no reasonable way to calculate the rotation, all vectors aligned with global "
"space axes. See also [method sample_baked]."
msgstr ""
"返回一个 [Transform3D],其中 [code]origin[/code] 作为点位置,[code]basis.x[/"
"code] 作为横向向量,[code]basis.y[/code] 作为向上向量,[code]basis.z[/code] 作"
"为前向向量。当曲线长度为 0 时,将没有合理的方法来计算旋转,所有向量都会与全局"
"空间轴对齐。另请参见 [method sample_baked]。"
msgid ""
"Sets the tilt angle in radians for the point [param idx]. If the index is out "
"of bounds, the function sends an error to the console.\n"
"The tilt controls the rotation along the look-at axis an object traveling the "
"path would have. In the case of a curve controlling a [PathFollow3D], this "
"tilt is an offset over the natural tilt the [PathFollow3D] calculates."
msgstr ""
"以弧度为单位,设置点 [param idx] 的倾斜角度。如果索引超出范围,则该函数将向控"
"制台发送一个错误。\n"
"倾斜控制对象沿着路径行进时,沿着观察轴的旋转。在曲线控制 [PathFollow3D] 的情况"
"下,该倾斜是 [PathFollow3D] 计算的自然倾斜的偏移。"
msgid ""
"The distance in meters between two adjacent cached points. Changing it forces "
"the cache to be recomputed the next time the [method get_baked_points] or "
"[method get_baked_length] function is called. The smaller the distance, the "
"more points in the cache and the more memory it will consume, so use with "
"care."
msgstr ""
"相邻两个缓存点之间的距离,单位为米。改变它将迫使缓存在下次调用 [method "
"get_baked_points] 或 [method get_baked_length] 函数时重新计算。距离越小,缓存"
"中的点越多,占用的内存也越多,所以使用时要注意。"
msgid ""
"If [code]true[/code], the curve will bake up vectors used for orientation. "
"This is used when [member PathFollow3D.rotation_mode] is set to [constant "
"PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be "
"recomputed."
msgstr ""
"如果为 [code]true[/code],则曲线将烘焙用于定向的向量。当 [member PathFollow3D."
"rotation_mode] 被设置为 [constant PathFollow3D.ROTATION_ORIENTED] 时使用。更改"
"它会强制缓存被重新计算。"
msgid "A 1D texture where pixel brightness corresponds to points on a curve."
msgstr "一维纹理,其中像素亮度对应于曲线上的点。"
msgid ""
"A 1D texture where pixel brightness corresponds to points on a [Curve] "
"resource, either in grayscale or in red. This visual representation "
"simplifies the task of saving curves as image files.\n"
"If you need to store up to 3 curves within a single texture, use "
"[CurveXYZTexture] instead. See also [GradientTexture1D] and "
"[GradientTexture2D]."
msgstr ""
"1D 纹理,其中像素亮度对应于 [Curve] 资源上的点(以灰度或红色来表示)。这种视觉"
"表示简化了将曲线保存为图像文件的任务。\n"
"如果需要在单个纹理中,存储最多 3 条曲线,请改用 [CurveXYZTexture]。另见 "
"[GradientTexture1D] 和 [GradientTexture2D]。"
msgid "The [Curve] that is rendered onto the texture."
msgstr "渲染到纹理上的 [Curve]。"
msgid ""
"The format the texture should be generated with. When passing a CurveTexture "
"as an input to a [Shader], this may need to be adjusted."
msgstr ""
"生成纹理时应使用的格式。当将 CurveTexture 作为输入传递给 [Shader] 时,可能需要"
"调整。"
msgid ""
"The width of the texture (in pixels). Higher values make it possible to "
"represent high-frequency data better (such as sudden direction changes), at "
"the cost of increased generation time and memory usage."
msgstr ""
"纹理宽度(单位为像素)。较大的值能够更好地表示高频数据(例如方向的突变),但会"
"增加生成时间和内存占用。"
msgid ""
"Store the curve equally across the red, green and blue channels. This uses "
"more video memory, but is more compatible with shaders that only read the "
"green and blue values."
msgstr ""
"将曲线平均存储在红色、绿色和蓝色通道上。这会使用更多的显存,但与只读取绿色和蓝"
"色值的着色器更兼容。"
msgid ""
"Store the curve only in the red channel. This saves video memory, but some "
"custom shaders may not be able to work with this."
msgstr ""
"仅将曲线存储在红色通道中。这可以节省显存,但某些自定义着色器可能无法使用它。"
msgid ""
"A 1D texture where the red, green, and blue color channels correspond to "
"points on 3 curves."
msgstr "一维纹理,其中红色、绿色和蓝色通道分别对应 3 条曲线上的点。"
msgid ""
"A 1D texture where the red, green, and blue color channels correspond to "
"points on 3 [Curve] resources. Compared to using separate [CurveTexture]s, "
"this further simplifies the task of saving curves as image files.\n"
"If you only need to store one curve within a single texture, use "
"[CurveTexture] instead. See also [GradientTexture1D] and [GradientTexture2D]."
msgstr ""
"1D 纹理,其中红色、绿色和蓝色通道对应于 3 条 [Curve] 资源上的点。与使用单独的 "
"[CurveTexture] 相比,这进一步简化了将曲线保存为图像文件的任务。\n"
"如果只需要在单个纹理中存储一条曲线,请改用 [CurveTexture]。另见 "
"[GradientTexture1D] 和 [GradientTexture2D]。"
msgid "The [Curve] that is rendered onto the texture's red channel."
msgstr "渲染到该纹理红色通道上的 [Curve]。"
msgid "The [Curve] that is rendered onto the texture's green channel."
msgstr "渲染到该纹理绿色通道上的 [Curve]。"
msgid "The [Curve] that is rendered onto the texture's blue channel."
msgstr "渲染到该纹理蓝色通道上的 [Curve]。"
msgid "Class representing a cylindrical [PrimitiveMesh]."
msgstr "表示圆柱形 [PrimitiveMesh] 的类。"
msgid ""
"Class representing a cylindrical [PrimitiveMesh]. This class can be used to "
"create cones by setting either the [member top_radius] or [member "
"bottom_radius] properties to [code]0.0[/code]."
msgstr ""
"表示圆柱形 [PrimitiveMesh] 的类。通过将 [member top_radius] 或 [member "
"bottom_radius] 属性设置为 [code]0.0[/code],这个类可以用来创建圆锥体。"
msgid ""
"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
"will not be generated, resulting in a conic shape. See also [member "
"cap_bottom]."
msgstr ""
"圆柱体的底部半径。如果设置为 [code]0.0[/code],则不会生成底面,呈圆锥状。另见 "
"[member cap_bottom]。"
msgid ""
"If [code]true[/code], generates a cap at the bottom of the cylinder. This can "
"be set to [code]false[/code] to speed up generation and rendering when the "
"cap is never seen by the camera. See also [member bottom_radius].\n"
"[b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation is "
"always skipped even if [member cap_bottom] is [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则在圆柱体底部生成一个盖子。这可以设置为 "
"[code]false[/code] 以在相机从未看到盖子时加速生成和渲染。另见 [member "
"bottom_radius]。\n"
"[b]注意:[/b]如果 [member bottom_radius] 为 [code]0.0[/code],即使 [member "
"cap_bottom] 为 [code]true[/code],盖子生成也会始终被跳过。"
msgid ""
"If [code]true[/code], generates a cap at the top of the cylinder. This can be "
"set to [code]false[/code] to speed up generation and rendering when the cap "
"is never seen by the camera. See also [member top_radius].\n"
"[b]Note:[/b] If [member top_radius] is [code]0.0[/code], cap generation is "
"always skipped even if [member cap_top] is [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则在圆柱体顶部生成一个盖子。这可以设置为 "
"[code]false[/code] 以在相机从未看到盖子时加速生成和渲染。另见 [member "
"top_radius]。\n"
"[b]注意:[/b]如果 [member top_radius] 为 [code]0.0[/code],即使 [member "
"cap_top] 为 [code]true[/code],盖子生成也会始终被跳过。"
msgid "Full height of the cylinder."
msgstr "圆柱体的全高。"
msgid ""
"Number of radial segments on the cylinder. Higher values result in a more "
"detailed cylinder/cone at the cost of performance."
msgstr ""
"圆柱体上的径向段数。更高的值会生成更细致的圆柱体或圆锥体,但以性能为代价。"
msgid ""
"Number of edge rings along the height of the cylinder. Changing [member "
"rings] does not have any visual impact unless a shader or procedural mesh "
"tool is used to alter the vertex data. Higher values result in more "
"subdivisions, which can be used to create smoother-looking effects with "
"shaders or procedural mesh tools (at the cost of performance). When not "
"altering the vertex data using a shader or procedural mesh tool, [member "
"rings] should be kept to its default value."
msgstr ""
"沿圆柱体的高度的边缘环的数量。除非使用着色器或程序网格工具来更改顶点数据,否则"
"更改 [member rings] 不会影响显示,[member rings] 应保持其默认值。较高的值会产"
"生更多的细分,这可用于使用着色器或程序式网格工具创建更平滑的显示效果,但以性能"
"为代价。"
msgid ""
"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
"not be generated, resulting in a conic shape. See also [member cap_top]."
msgstr ""
"圆柱体的顶部半径。如果设置为 [code]0.0[/code],则不会生成顶面,呈圆锥状。另见 "
"[member cap_top]。"
msgid "A 3D cylinder shape used for physics collision."
msgstr "用于物理碰撞的 3D 圆柱体形状。"
msgid ""
"A 3D cylinder shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape3D].\n"
"[b]Note:[/b] There are several known bugs with cylinder collision shapes. "
"Using [CapsuleShape3D] or [BoxShape3D] instead is recommended.\n"
"[b]Performance:[/b] [CylinderShape3D] is fast to check collisions against, "
"but it is slower than [CapsuleShape3D], [BoxShape3D], and [SphereShape3D]."
msgstr ""
"3D 圆柱体形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n"
"[b]注意:[/b]圆柱体碰撞形状有若干已知的问题。建议改用 [CapsuleShape3D] 或 "
"[BoxShape3D]。\n"
"[b]性能:[/b][CylinderShape3D] 可以快速检查碰撞,但比 [CapsuleShape3D]、"
"[BoxShape3D] 和 [SphereShape3D] 慢。"
msgid "The cylinder's height."
msgstr "圆柱体的高度。"
msgid "The cylinder's radius."
msgstr "圆柱体的半径。"
msgid ""
"A physics joint that connects two 2D physics bodies with a spring-like force."
msgstr "通过类似弹簧的力连接两个 2D 物理物体的物理关节。"
msgid ""
"A physics joint that connects two 2D physics bodies with a spring-like force. "
"This resembles a spring that always wants to stretch to a given length."
msgstr ""
"通过类似弹簧的力连接两个 2D 物理物体的物理关节。这就像一个总是想拉伸到给定长度"
"的弹簧。"
msgid ""
"The spring joint's damping ratio. A value between [code]0[/code] and [code]1[/"
"code]. When the two bodies move into different directions the system tries to "
"align them to the spring axis again. A high [member damping] value forces the "
"attached bodies to align faster."
msgstr ""
"弹簧关节的阻尼比。值在 [code]0[/code] 和 [code]1[/code] 之间。当两个实体移动到"
"不同的方向时,系统会尝试将它们再次对准弹簧轴。高的 [member damping] 值迫使连接"
"的实体更快地对齐。"
msgid ""
"The spring joint's maximum length. The two attached bodies cannot stretch it "
"past this value."
msgstr "弹簧关节的最大长度。两个连接体不能超过这个值。"
msgid ""
"When the bodies attached to the spring joint move they stretch or squash it. "
"The joint always tries to resize towards this length."
msgstr ""
"当连接到弹簧关节的机构移动时,它们会拉伸或挤压它。关节总是尝试向这个长度调整。"
msgid ""
"The higher the value, the less the bodies attached to the joint will deform "
"it. The joint applies an opposing force to the bodies, the product of the "
"stiffness multiplied by the size difference from its resting length."
msgstr ""
"该值越大,连接在关节上的机构变形越小。关节对各机构施加一个相反的力,即刚度乘以"
"与其静止长度的大小差的乘积。"
msgid "Node that projects a texture onto a [MeshInstance3D]."
msgstr "将纹理投影到 [MeshInstance3D] 上的节点。"
msgid ""
"[Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals "
"to add detail to a scene without affecting the underlying [Mesh]. They are "
"often used to add weathering to building, add dirt or mud to the ground, or "
"add variety to props. Decals can be moved at any time, making them suitable "
"for things like blob shadows or laser sight dots.\n"
"They are made of an [AABB] and a group of [Texture2D]s specifying [Color], "
"normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals "
"are projected within their [AABB] so altering the orientation of the Decal "
"affects the direction in which they are projected. By default, Decals are "
"projected down (i.e. from positive Y to negative Y).\n"
"The [Texture2D]s associated with the Decal are automatically stored in a "
"texture atlas which is used for drawing the decals so all decals can be drawn "
"at once. Godot uses clustered decals, meaning they are stored in cluster data "
"and drawn when the mesh is drawn, they are not drawn as a post-processing "
"effect after.\n"
"[b]Note:[/b] Decals cannot affect an underlying material's transparency, "
"regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, "
"opaque pre-pass). This means translucent or transparent areas of a material "
"will remain translucent or transparent even if an opaque decal is applied on "
"them.\n"
"[b]Note:[/b] Decals are only supported in the Forward+ and Mobile rendering "
"methods, not Compatibility. When using the Mobile rendering method, only 8 "
"decals can be displayed on each mesh resource. Attempting to display more "
"than 8 decals on a single mesh resource will result in decals flickering in "
"and out as the camera moves.\n"
"[b]Note:[/b] When using the Mobile rendering method, decals will only "
"correctly affect meshes whose visibility AABB intersects with the decal's "
"AABB. If using a shader to deform the mesh in a way that makes it go outside "
"its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on "
"the mesh. Otherwise, the decal may not be visible on the mesh."
msgstr ""
"[Decal] 用于将纹理投射到场景中的 [Mesh] 上。使用贴花可在不影响底层 [Mesh] 的情"
"况下向场景中添加细节。它们通常用于为建筑物添加风化效果,为地面添加污垢或泥土,"
"或为道具添加多样性。贴花可以随时移动,使其适用于斑点阴影或激光瞄准点之类的东"
"西。\n"
"贴花由一个 [AABB] 和一组用于指定 [Color]、法线、ORM环境光遮蔽、粗糙度、金属"
"度)和自发光的 [Texture2D] 组成。贴花在其 [AABB] 内投影,因此改变贴花的朝向会"
"影响它们投影的方向。默认情况下,贴花向下投影(即从正 Y 到负 Y。\n"
"与贴花关联的 [Texture2D] 会自动存储在用于绘制贴花的纹理图集中,因此可以一次绘"
"制所有贴花。Godot 使用集群贴花,这意味着贴花是存储在集群数据中的,会在绘制网格"
"时绘制,而不是作为后期处理效果在此之后进行绘制。\n"
"[b]注意:[/b]贴花不会影响底层材质的透明度无论其透明度模式如何Alpha 混合、"
"Alpha 剪切、Alpha 哈希、不透明预通)。这意味着材质的半透明或透明区域将保持半透"
"明或透明,即使在其上应用不透明贴花也是如此。\n"
"[b]注意:[/b]贴花仅在支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。"
"使用 Mobile 渲染方式时,每个网格资源上最多只能显示 8 个贴花。尝试在单个网格资"
"源上显示超过 8 个贴花,将导致贴花随着相机移动而闪烁。\n"
"[b]注意:[/b]当使用 Mobile 渲染方式时,贴花只会正确影响其可视 AABB 与该贴花的 "
"AABB 相交的网格。如果使用着色器变形网格,使其超出网格自身的 AABB则必须增大网"
"格上的 [member GeometryInstance3D.extra_cull_margin]。否则,贴花可能在该网格上"
"不可见。"
msgid ""
"Returns the [Texture2D] associated with the specified [enum DecalTexture]. "
"This is a convenience method, in most cases you should access the texture "
"directly.\n"
"For example, instead of [code]albedo_tex = $Decal.get_texture(Decal."
"TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/code].\n"
"One case where this is better than accessing the texture directly is when you "
"want to copy one Decal's textures to another. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回与指定的 [enum DecalTexture] 关联的 [Texture2D]。这是一个便捷方法,在大多"
"数情况下,你应该直接访问纹理。\n"
"例如,相比于 [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/"
"code],请使用 [code]albedo_tex = $Decal.texture_albedo[/code]。\n"
"有一种情况下这种写法比直接访问纹理更好,那就是当想要将贴花的纹理复制到另一个贴"
"花是。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Sets the [Texture2D] associated with the specified [enum DecalTexture]. This "
"is a convenience method, in most cases you should access the texture "
"directly.\n"
"For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, "
"albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n"
"One case where this is better than accessing the texture directly is when you "
"want to copy one Decal's textures to another. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"设置与指定的 [enum DecalTexture] 关联的 [Texture2D]。这是一个便捷方法,在大多"
"数情况下,你应该直接访问纹理。\n"
"例如,相比于 [code]albedo_tex = $Decal.set_texture(Decal.TEXTURE_ALBEDO, "
"albedo_tex)[/code],请使用 [code]$Decal.texture_albedo = albedo_tex[/code]。\n"
"有一种情况下这种写法比直接访问纹理更好,那就是当想要将贴花的纹理复制到另一个贴"
"花是。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Blends the albedo [Color] of the decal with albedo [Color] of the underlying "
"mesh. This can be set to [code]0.0[/code] to create a decal that only affects "
"normal or ORM. In this case, an albedo texture is still required as its alpha "
"channel will determine where the normal and ORM will be overridden. See also "
"[member modulate]."
msgstr ""
"将该贴花的反照率 [Color] 与底层网格的反照率 [Color] 混合。可以将其设置为 "
"[code]0.0[/code],从而创建仅影响法线或 ORM 的贴花。这种情况下仍然需要反照率纹"
"理,因为它的 Alpha 通道将决定覆盖法线和 ORM 的位置。另见 [member modulate]。"
msgid ""
"Specifies which [member VisualInstance3D.layers] this decal will project on. "
"By default, Decals affect all layers. This is used so you can specify which "
"types of objects receive the Decal and which do not. This is especially "
"useful so you can ensure that dynamic objects don't accidentally receive a "
"Decal intended for the terrain under them."
msgstr ""
"指定此贴花将投射到哪些 [member VisualInstance3D.layers] 上。默认情况下,贴花会"
"影响所有图层。可用于指定哪些类型的对象接收该贴花、哪些不接收。这一点特别有用,"
"你可以确保动态对象不会意外收到用于其下方地形的贴花。"
msgid ""
"The distance from the camera at which the Decal begins to fade away (in 3D "
"units)."
msgstr "与相机的距离,贴花从该处开始淡出(以 3D 单位表示)。"
msgid ""
"If [code]true[/code], decals will smoothly fade away when far from the active "
"[Camera3D] starting at [member distance_fade_begin]. The Decal will fade out "
"over [member distance_fade_begin] + [member distance_fade_length], after "
"which it will be culled and not sent to the shader at all. Use this to reduce "
"the number of active Decals in a scene and thus improve performance."
msgstr ""
"如果为 [code]true[/code],贴花会在远离活动的 [Camera3D] 时平滑地淡出,从 "
"[member distance_fade_begin] 开始。该贴花将在 [member distance_fade_begin] + "
"[member distance_fade_length] 处消失,之后就会被剔除,根本不会发送到着色器。请"
"使用这个选项来减少场景中激活贴花的数量,从而提高性能。"
msgid ""
"The distance over which the Decal fades (in 3D units). The Decal becomes "
"slowly more transparent over this distance and is completely invisible at the "
"end. Higher values result in a smoother fade-out transition, which is more "
"suited when the camera moves fast."
msgstr ""
"该贴花淡出的距离(以 3D 单位表示)。这段距离内,该贴花会慢慢变得透明,直至完全"
"不可见。值越大,淡出过渡更平滑,更适合于相机快速移动的情况。"
msgid ""
"Energy multiplier for the emission texture. This will make the decal emit "
"light at a higher or lower intensity, independently of the albedo color. See "
"also [member modulate]."
msgstr ""
"自发光纹理的能量倍数。会使贴花以更高或更低的强度发光,与反照率颜色无关。另见 "
"[member modulate]。"
msgid ""
"Sets the curve over which the decal will fade as the surface gets further "
"from the center of the [AABB]. Only positive values are valid (negative "
"values will be clamped to [code]0.0[/code]). See also [member upper_fade]."
msgstr ""
"设置该贴花的淡出曲线,表示随着表面远离 [AABB] 中心而逐渐淡出。仅正值有效(负值"
"将被限制到 [code]0.0[/code])。另见 [member upper_fade]。"
msgid ""
"Changes the [Color] of the Decal by multiplying the albedo and emission "
"colors with this value. The alpha component is only taken into account when "
"multiplying the albedo color, not the emission color. See also [member "
"emission_energy] and [member albedo_mix] to change the emission and albedo "
"intensity independently of each other."
msgstr ""
"更改贴花的 [Color],将其反照率和自发光颜色乘以这个值。仅在与反照率颜色相乘时才"
"会考虑 Alpha 分量,与自发光颜色相乘时则不会。如果要独立更改自发光和反照率强"
"度,请参阅 [member emission_energy] 和 [member albedo_mix]。"
msgid ""
"Fades the Decal if the angle between the Decal's [AABB] and the target "
"surface becomes too large. A value of [code]0[/code] projects the Decal "
"regardless of angle, a value of [code]1[/code] limits the Decal to surfaces "
"that are nearly perpendicular.\n"
"[b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/"
"code] has a small performance cost due to the added normal angle computations."
msgstr ""
"如果贴花的 [AABB] 与目标表面之间的角度变得过大,则淡出贴花。值为 [code]0[/"
"code] 时在投影贴花会忽略角度,值为 [code]1[/code] 时会将贴花限制到几乎垂直的表"
"面。\n"
"[b]注意:[/b]将 [member normal_fade] 设置为大于 [code]0.0[/code] 的值会有较小"
"的性能成本,因为增加了法线角度计算。"
msgid ""
"Sets the size of the [AABB] used by the decal. All dimensions must be set to "
"a value greater than zero (they will be clamped to [code]0.001[/code] if this "
"is not the case). The AABB goes from [code]-size/2[/code] to [code]size/2[/"
"code].\n"
"[b]Note:[/b] To improve culling efficiency of \"hard surface\" decals, set "
"their [member upper_fade] and [member lower_fade] to [code]0.0[/code] and set "
"the Y component of the [member size] as low as possible. This will reduce the "
"decals' AABB size without affecting their appearance."
msgstr ""
"设置贴花使用的 [AABB] 的大小。所有大小都必须设置为大于零的值(如果不是这种情"
"况,它们将被钳制为 [code]0.001[/code])。该 AABB 从 [code]-size/2[/code] 到 "
"[code]size/2[/code]。\n"
"[b]注意:[/b]为了提高“硬表面”贴花的剔除效率,将它们的 [member upper_fade] 和 "
"[member lower_fade] 设置为 [code]0.0[/code],并将 [member size] 的 Y 分量设置"
"的越低越好。这将减少贴花的 AABB 大小而不影响它们的外观。"
msgid ""
"[Texture2D] with the base [Color] of the Decal. Either this or the [member "
"texture_emission] must be set for the Decal to be visible. Use the alpha "
"channel like a mask to smoothly blend the edges of the decal with the "
"underlying object.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally with "
"[member ProjectSettings.rendering/textures/decals/filter]."
msgstr ""
"带有贴花的基础 [Color] 的 [Texture2D]。必须设置这个属性或者 [member "
"texture_emission] 贴花才可见。要将贴花的边缘与底层对象平滑地混合,请像遮罩一样"
"使用 Alpha 通道。\n"
"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹"
"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] "
"全局设置的。"
msgid ""
"[Texture2D] with the emission [Color] of the Decal. Either this or the "
"[member texture_albedo] must be set for the Decal to be visible. Use the "
"alpha channel like a mask to smoothly blend the edges of the decal with the "
"underlying object.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally with "
"[member ProjectSettings.rendering/textures/decals/filter]."
msgstr ""
"带有贴花的自发光 [Color] 的 [Texture2D]。必须设置这个属性或者 [member "
"texture_albedo] 贴花才可见。要将贴花的边缘与底层对象平滑地混合,请像遮罩一样使"
"用 Alpha 通道。\n"
"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹"
"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] "
"全局设置的。"
msgid ""
"[Texture2D] with the per-pixel normal map for the decal. Use this to add "
"extra detail to decals.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally with "
"[member ProjectSettings.rendering/textures/decals/filter].\n"
"[b]Note:[/b] Setting this texture alone will not result in a visible decal, "
"as [member texture_albedo] must also be set. To create a normal-only decal, "
"load an albedo texture into [member texture_albedo] and set [member "
"albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be "
"used to determine where the underlying surface's normal map should be "
"overridden (and its intensity)."
msgstr ""
"带有贴花的逐像素法线贴图的 [Texture2D]。可用于为贴花添加额外的细节。\n"
"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹"
"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] "
"全局设置的。\n"
"[b]注意:[/b]单独设置此纹理时贴花不可见,因为还必须设置 [member "
"texture_albedo]。要创建仅包含法线的贴花,请将反照率纹理加载到 [member "
"texture_albedo],并将 [member albedo_mix] 设置为 [code]0.0[/code]。反照率纹理"
"的 Alpha 通道将用于确定应在何处覆盖底层表面的法线贴图(及其强度)。"
msgid ""
"[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. "
"Use this to add extra detail to decals.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally with "
"[member ProjectSettings.rendering/textures/decals/filter].\n"
"[b]Note:[/b] Setting this texture alone will not result in a visible decal, "
"as [member texture_albedo] must also be set. To create an ORM-only decal, "
"load an albedo texture into [member texture_albedo] and set [member "
"albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be "
"used to determine where the underlying surface's ORM map should be overridden "
"(and its intensity)."
msgstr ""
"存有贴花的环境光遮蔽、粗糙度、金属性的 [Texture2D]。可用于为贴花添加额外的细"
"节。\n"
"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹"
"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] "
"全局设置的。\n"
"[b]注意:[/b]单独设置此纹理时贴花不可见,因为还必须设置 [member "
"texture_albedo]。要创建仅包含 ORM 的贴花,请将反照率纹理加载到 [member "
"texture_albedo],并将 [member albedo_mix] 设置为 [code]0.0[/code]。反照率纹理"
"的 Alpha 通道将用于确定应在何处覆盖底层表面的 ORM 贴图(及其强度)。"
msgid ""
"Sets the curve over which the decal will fade as the surface gets further "
"from the center of the [AABB]. Only positive values are valid (negative "
"values will be clamped to [code]0.0[/code]). See also [member lower_fade]."
msgstr ""
"设置该贴花的淡出曲线,表示随着表面远离 [AABB] 中心而逐渐淡出。仅正值有效(负值"
"将被限制到 [code]0.0[/code])。另见 [member upper_fade]。"
msgid "[Texture2D] corresponding to [member texture_albedo]."
msgstr "与 [member texture_albedo] 对应的 [Texture2D]。"
msgid "[Texture2D] corresponding to [member texture_normal]."
msgstr "与 [member texture_normal] 对应的 [Texture2D]。"
msgid "[Texture2D] corresponding to [member texture_orm]."
msgstr "与 [member texture_orm] 对应的 [Texture2D]。"
msgid "[Texture2D] corresponding to [member texture_emission]."
msgstr "与 [member texture_emission] 对应的 [Texture2D]。"
msgid "Max size of [enum DecalTexture] enum."
msgstr "[enum DecalTexture] 枚举的最大大小。"
msgid "A built-in data structure that holds key-value pairs."
msgstr "包含键值对的内置数据结构。"
msgid ""
"Dictionaries are associative containers that contain values referenced by "
"unique keys. Dictionaries will preserve the insertion order when adding new "
"entries. In other programming languages, this data structure is often "
"referred to as a hash map or an associative array.\n"
"You can define a dictionary by placing a comma-separated list of [code]key: "
"value[/code] pairs inside curly braces [code]{}[/code].\n"
"Creating a dictionary:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {} # Creates an empty dictionary.\n"
"\n"
"var dict_variable_key = \"Another key name\"\n"
"var dict_variable_value = \"value2\"\n"
"var another_dict = {\n"
" \"Some key name\": \"value1\",\n"
" dict_variable_key: dict_variable_value,\n"
"}\n"
"\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"\n"
"# Alternative Lua-style syntax.\n"
"# Doesn't require quotes around keys, but only string constants can be used "
"as key names.\n"
"# Additionally, key names must start with a letter or an underscore.\n"
"# Here, `some_key` is a string literal, not a variable!\n"
"another_dict = {\n"
" some_key = 42,\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary(); // Creates an empty "
"dictionary.\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"You can access a dictionary's value by referencing its corresponding key. In "
"the above example, [code]points_dict[\"White\"][/code] will return [code]50[/"
"code]. You can also write [code]points_dict.White[/code], which is "
"equivalent. However, you'll have to use the bracket syntax if the key you're "
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export_enum(\"White\", \"Yellow\", \"Orange\") var my_color: String\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
" var points = points_dict[my_color]\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n"
"public string MyColor { get; set; }\n"
"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections."
"Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"\n"
"public override void _Ready()\n"
"{\n"
" int points = (int)_pointsDict[MyColor];\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In the above code, [code]points[/code] will be assigned the value that is "
"paired with the appropriate color selected in [code]my_color[/code].\n"
"Dictionaries can contain more complex data:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"First Array\": [1, 2, 3, 4] # Assigns an Array to a String key.\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To add a key to an existing dictionary, access it like an existing key and "
"assign to it:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its "
"value.\n"
"[/gdscript]\n"
"[csharp]\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"pointsDict[\"Blue\"] = 150; // Add \"Blue\" as a key and assign 150 as its "
"value.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Finally, dictionaries can contain different types of keys and values in the "
"same dictionary:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This is a valid dictionary.\n"
"# To access the string \"Nested value\" below, use `my_dict.sub_dict.sub_key` "
"or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n"
"# Indexing styles can be mixed and matched depending on your needs.\n"
"var my_dict = {\n"
" \"String Key\": 5,\n"
" 4: [1, 2, 3],\n"
" 7: \"Hello\",\n"
" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"// This is a valid dictionary.\n"
"// To access the string \"Nested value\" below, use `((Godot.Collections."
"Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n"
"var myDict = new Godot.Collections.Dictionary {\n"
" {\"String Key\", 5},\n"
" {4, new Godot.Collections.Array{1,2,3}},\n"
" {7, \"Hello\"},\n"
" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested "
"value\"}}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The keys of a dictionary can be iterated with the [code]for[/code] keyword:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var groceries = {\"Orange\": 20, \"Apple\": 2, \"Banana\": 4}\n"
"for fruit in groceries:\n"
" var amount = groceries[fruit]\n"
"[/gdscript]\n"
"[csharp]\n"
"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, "
"{\"Apple\", 2}, {\"Banana\", 4}};\n"
"foreach (var (fruit, amount) in groceries)\n"
"{\n"
" // `fruit` is the key, `amount` is the value.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a "
"dictionary which can be modified independently of the original dictionary, "
"use [method duplicate].\n"
"[b]Note:[/b] Erasing elements while iterating over dictionaries is [b]not[/b] "
"supported and will result in unpredictable behavior."
msgstr ""
"字典是关系容器包含的值Value由唯一的键Key引用。添加新条目时字典会保"
"持插入顺序。在其他编程语言中,这种数据结构有时也称为哈希表或关联数组。\n"
"在大括号 [code]{}[/code] 中放置用逗号分隔的一对对 [code]键: 值[/code] 列表就可"
"以定义字典。\n"
"字典的创建:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {} # 创建空字典。\n"
"\n"
"var dict_variable_key = \"Another key name\"\n"
"var dict_variable_value = \"value2\"\n"
"var another_dict = {\n"
" \"Some key name\": \"value1\",\n"
" dict_variable_key: dict_variable_value,\n"
"}\n"
"\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"\n"
"# 备选 Lua 分隔语法。\n"
"# 不需要在键周围加引号,但键名只能为字符串常量。\n"
"# 另外,键名必须以字母或下划线开头。\n"
"# 此处的 `some_key` 是字符串字面量,不是变量!\n"
"another_dict = {\n"
" some_key = 42,\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary(); // 创建空字典。\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"你可以通过键来访问字典中对应的值。上面的例子中,[code]points_dict[\"White\"][/"
"code] 会返回 [code]50[/code]。你也可以写 [code]points_dict.White[/code],和前"
"面的写法是等价的。不过如果用来访问字典的键不是固定字符串的话(例如数字或者变"
"量),那么就只能使用方括号语法。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export_enum(\"White\", \"Yellow\", \"Orange\") var my_color: String\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # 不能使用点语法,因为 `my_color` 是变量。\n"
" var points = points_dict[my_color]\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n"
"public string MyColor { get; set; }\n"
"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections."
"Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"\n"
"public override void _Ready()\n"
"{\n"
" int points = (int)_pointsDict[MyColor];\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在上面的代码中,[code]points[/code] 会被赋值为与 [code]my_color[/code] 中选中"
"的颜色相对应的值。\n"
"字典可以包含更复杂的数据:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"First Array\": [1, 2, 3, 4] # 将 Array 赋给 String 键。\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要往已有字典中添加键,请像已有键一样进行访问并赋值:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"points_dict[\"Blue\"] = 150 # 将 \"Blue\" 添加为键,并将 150 赋为它的值。\n"
"[/gdscript]\n"
"[csharp]\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"pointsDict[\"Blue\"] = 150; // 将 \"Blue\" 添加为键,并将 150 赋为它的值。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"最后,同一个字典里可以包含不同类型的键和值:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 这是有效的字典。\n"
"# 要访问下面的 \"Nested value\",请使用 `my_dict.sub_dict.sub_key` 或 "
"`my_dict[\"sub_dict\"][\"sub_key\"]`。\n"
"# 索引风格可以按需混合使用。\n"
"var my_dict = {\n"
" \"String Key\": 5,\n"
" 4: [1, 2, 3],\n"
" 7: \"Hello\",\n"
" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"// 这是有效的字典。\n"
"// 要访问下面的 \"Nested value\",请使用 `((Godot.Collections."
"Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`。\n"
"var myDict = new Godot.Collections.Dictionary {\n"
" {\"String Key\", 5},\n"
" {4, new Godot.Collections.Array{1,2,3}},\n"
" {7, \"Hello\"},\n"
" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested "
"value\"}}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"字典中的键可以用 [code]for[/code] 关键字进行遍历:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var groceries = {\"Orange\": 20, \"Apple\": 2, \"Banana\": 4}\n"
"for fruit in groceries:\n"
" var amount = groceries[fruit]\n"
"[/gdscript]\n"
"[csharp]\n"
"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, "
"{\"Apple\", 2}, {\"Banana\", 4}};\n"
"foreach (var (fruit, amount) in groceries)\n"
"{\n"
" // `fruit` 为键,`amount` 为值。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]字典始终按引用传递。要获取字典的副本,能独立于原字典进行修改,请"
"使用 [method duplicate]。\n"
"[b]注意:[/b][b]不支持[/b]在遍历字典时清除元素,可能造成无法预知的行为。"
msgid "GDScript basics: Dictionary"
msgstr "GDScript 基础:字典"
msgid "Constructs an empty [Dictionary]."
msgstr "构造空的 [Dictionary]。"
msgid ""
"Returns the same dictionary as [param from]. If you need a copy of the "
"dictionary, use [method duplicate]."
msgstr ""
"返回与 [param from] 相同的字典。如果你需要该字典的副本,请使用 [method "
"duplicate]。"
msgid "Clears the dictionary, removing all entries from it."
msgstr "清空该字典,移除其中的所有条目。"
msgid ""
"Creates and returns a new copy of the dictionary. If [param deep] is "
"[code]true[/code], inner [Dictionary] and [Array] keys and values are also "
"copied, recursively."
msgstr ""
"创建并返回该字典的副本。如果 [param deep] 为 [code]true[/code],内部的 "
"[Dictionary] 和 [Array] 键和值也会被递归复制。"
msgid ""
"Removes the dictionary entry by key, if it exists. Returns [code]true[/code] "
"if the given [param key] existed in the dictionary, otherwise [code]false[/"
"code].\n"
"[b]Note:[/b] Do not erase entries while iterating over the dictionary. You "
"can iterate over the [method keys] array instead."
msgstr ""
"如果字典中存在与键对应的条目,则将其移除。如果给定的键 [param key] 在字典中存"
"在,则返回 [code]true[/code] ,否则返回 [code]false[/code] 。\n"
"[b]注意:[/b]请勿在遍历字典时擦除条目。你可以改为遍历 [method keys] 数组。"
msgid ""
"Finds and returns the first key whose associated value is equal to [param "
"value], or [code]null[/code] if it is not found.\n"
"[b]Note:[/b] [code]null[/code] is also a valid key. If inside the dictionary, "
"[method find_key] may give misleading results."
msgstr ""
"找到并返回关联值等于 [param value] 的第一个键,如果没有找到,则返回 "
"[code]null[/code]。\n"
"[b]注意:[/b][code]null[/code] 也是有效的键。如果字典中包含这个键,则 [method "
"find_key] 可能会给出误导性的结果。"
msgid ""
"Returns the corresponding value for the given [param key] in the dictionary. "
"If the [param key] does not exist, returns [param default], or [code]null[/"
"code] if the parameter is omitted."
msgstr ""
"返回该字典中与给定的键 [param key] 对应的值。如果 [param key] 不存在,则返回 "
"[param default],如果省略了该参数则返回 [code]null[/code]。"
msgid ""
"Returns [code]true[/code] if the dictionary contains an entry with the given "
"[param key].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"Godot\" : 4,\n"
" 210 : null,\n"
"}\n"
"\n"
"print(my_dict.has(\"Godot\")) # Prints true\n"
"print(my_dict.has(210)) # Prints true\n"
"print(my_dict.has(4)) # Prints false\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" { \"Godot\", 4 },\n"
" { 210, default },\n"
"};\n"
"\n"
"GD.Print(myDict.ContainsKey(\"Godot\")); // Prints true\n"
"GD.Print(myDict.ContainsKey(210)); // Prints true\n"
"GD.Print(myDict.ContainsKey(4)); // Prints false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In GDScript, this is equivalent to the [code]in[/code] operator:\n"
"[codeblock]\n"
"if \"Godot\" in {\"Godot\": 4}:\n"
" print(\"The key is here!\") # Will be printed.\n"
"[/codeblock]\n"
"[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] "
"exists, even if its corresponding value is [code]null[/code]."
msgstr ""
"如果该字典包含给定的键 [param key],则返回 [code]true[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"Godot\" : 4,\n"
" 210 : null,\n"
"}\n"
"\n"
"print(my_dict.has(\"Godot\")) # 输出 true\n"
"print(my_dict.has(210)) # 输出 true\n"
"print(my_dict.has(4)) # 输出 false\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" { \"Godot\", 4 },\n"
" { 210, default },\n"
"};\n"
"\n"
"GD.Print(myDict.ContainsKey(\"Godot\")); // 输出 true\n"
"GD.Print(myDict.ContainsKey(210)); // 输出 true\n"
"GD.Print(myDict.ContainsKey(4)); // 输出 false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在 GDScript 中等价于 [code]in[/code] 运算符:\n"
"[codeblock]\n"
"if \"Godot\" in {\"Godot\": 4}:\n"
" print(\"这个键存在!\") # 会进行输出。\n"
"[/codeblock]\n"
"[b]注意:[/b]只要键 [param key] 存在,该方法就会返回 [code]true[/code],即便这"
"个键对应的值为 [code]null[/code]。"
msgid ""
"Returns [code]true[/code] if the dictionary contains all keys in the given "
"[param keys] array.\n"
"[codeblock]\n"
"var data = {\"width\" : 10, \"height\" : 20}\n"
"data.has_all([\"height\", \"width\"]) # Returns true\n"
"[/codeblock]"
msgstr ""
"如果该字典包含给定数组 [param keys] 中的所有键,则返回 [code]true[/code]。\n"
"[codeblock]\n"
"var data = {\"width\" : 10, \"height\" : 20}\n"
"data.has_all([\"height\", \"width\"]) # 返回 true\n"
"[/codeblock]"
msgid ""
"Returns a hashed 32-bit integer value representing the dictionary contents.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var dict1 = {\"A\": 10, \"B\": 2}\n"
"var dict2 = {\"A\": 10, \"B\": 2}\n"
"\n"
"print(dict1.hash() == dict2.hash()) # Prints true\n"
"[/gdscript]\n"
"[csharp]\n"
"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"\n"
"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n"
"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Dictionaries with the same entries but in a different order will "
"not have the same hash.\n"
"[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed to "
"be the same, because of hash collisions. On the contrary, dictionaries with "
"different hash values are guaranteed to be different."
msgstr ""
"返回代表该字典内容的 32 位整数哈希值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var dict1 = {\"A\": 10, \"B\": 2}\n"
"var dict2 = {\"A\": 10, \"B\": 2}\n"
"\n"
"print(dict1.hash() == dict2.hash()) # 输出 true\n"
"[/gdscript]\n"
"[csharp]\n"
"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"\n"
"// Godot.Collections.Dictionary 没有 Hash() 方法。请改用 GD.Hash()。\n"
"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // 输出 true\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果两个字典条目相同,但顺序不同,则哈希值也不同。\n"
"[b]注意:[/b]哈希值相同的字典[i]不保证[/i]相同,因为可能存在哈希碰撞。相对地,"
"哈希值不同的字典保证不同。"
msgid ""
"Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/"
"code]). See also [method size]."
msgstr ""
"如果该字典为空(大小为 [code]0[/code]),则返回 [code]true[/code]。另见 "
"[method size]。"
msgid ""
"Returns [code]true[/code] if the dictionary is read-only. See [method "
"make_read_only]. Dictionaries are automatically read-only if declared with "
"[code]const[/code] keyword."
msgstr ""
"如果该字典是只读的,则返回 [code]true[/code] 。见 [method make_read_only]。用 "
"[code]const[/code] 关键字声明的字典自动只读。"
msgid "Returns the list of keys in the dictionary."
msgstr "返回该字典中的键列表。"
msgid ""
"Makes the dictionary read-only, i.e. disables modification of the "
"dictionary's contents. Does not apply to nested content, e.g. content of "
"nested dictionaries."
msgstr ""
"使该字典只读,即禁用字典内容的修改。不适用于嵌套内容,例如内嵌字典的内容。"
msgid ""
"Adds entries from [param dictionary] to this dictionary. By default, "
"duplicate keys are not copied over, unless [param overwrite] is [code]true[/"
"code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var dict = { \"item\": \"sword\", \"quantity\": 2 }\n"
"var other_dict = { \"quantity\": 15, \"color\": \"silver\" }\n"
"\n"
"# Overwriting of existing keys is disabled by default.\n"
"dict.merge(other_dict)\n"
"print(dict) # { \"item\": \"sword\", \"quantity\": 2, \"color\": "
"\"silver\" }\n"
"\n"
"# With overwriting of existing keys enabled.\n"
"dict.merge(other_dict, true)\n"
"print(dict) # { \"item\": \"sword\", \"quantity\": 15, \"color\": "
"\"silver\" }\n"
"[/gdscript]\n"
"[csharp]\n"
"var dict = new Godot.Collections.Dictionary\n"
"{\n"
" [\"item\"] = \"sword\",\n"
" [\"quantity\"] = 2,\n"
"};\n"
"\n"
"var otherDict = new Godot.Collections.Dictionary\n"
"{\n"
" [\"quantity\"] = 15,\n"
" [\"color\"] = \"silver\",\n"
"};\n"
"\n"
"// Overwriting of existing keys is disabled by default.\n"
"dict.Merge(otherDict);\n"
"GD.Print(dict); // { \"item\": \"sword\", \"quantity\": 2, \"color\": "
"\"silver\" }\n"
"\n"
"// With overwriting of existing keys enabled.\n"
"dict.Merge(otherDict, true);\n"
"GD.Print(dict); // { \"item\": \"sword\", \"quantity\": 15, \"color\": "
"\"silver\" }\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] [method merge] is [i]not[/i] recursive. Nested dictionaries are "
"considered as keys that can be overwritten or not depending on the value of "
"[param overwrite], but they will never be merged together."
msgstr ""
"将 [param dictionary] 中的条目添加到该字典中。默认情况下,不会复制重复的键,除"
"非 [param overwrite] 为 [code]true[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var dict = { \"item\": \"sword\", \"quantity\": 2 }\n"
"var other_dict = { \"quantity\": 15, \"color\": \"silver\" }\n"
"\n"
"# 默认情况下禁用覆盖已有键。\n"
"dict.merge(other_dict)\n"
"print(dict) # { \"item\": \"sword\", \"quantity\": 2, \"color\": "
"\"silver\" }\n"
"\n"
"# 启用覆盖已有键。\n"
"dict.merge(other_dict, true)\n"
"print(dict) # { \"item\": \"sword\", \"quantity\": 15, \"color\": "
"\"silver\" }\n"
"[/gdscript]\n"
"[csharp]\n"
"var dict = new Godot.Collections.Dictionary\n"
"{\n"
" [\"item\"] = \"sword\",\n"
" [\"quantity\"] = 2,\n"
"};\n"
"\n"
"var otherDict = new Godot.Collections.Dictionary\n"
"{\n"
" [\"quantity\"] = 15,\n"
" [\"color\"] = \"silver\",\n"
"};\n"
"\n"
"// 默认情况下禁用覆盖已有键。\n"
"dict.Merge(otherDict);\n"
"GD.Print(dict); // { \"item\": \"sword\", \"quantity\": 2, \"color\": "
"\"silver\" }\n"
"\n"
"// 启用覆盖已有键。\n"
"dict.Merge(otherDict, true);\n"
"GD.Print(dict); // { \"item\": \"sword\", \"quantity\": 15, \"color\": "
"\"silver\" }\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b][method merge] [i]不[/i]是递归的。嵌套的字典是否可被视为键可以被"
"覆盖,具体取决于 [param overwrite] 的值,但它们永远不会被合并在一起。"
msgid ""
"Returns the number of entries in the dictionary. Empty dictionaries ([code]{ }"
"[/code]) always return [code]0[/code]. See also [method is_empty]."
msgstr ""
"返回该字典中条目的数量。空字典([code]{ }[/code])始终返回 [code]0[/code]。另"
"见 [method is_empty]。"
msgid "Returns the list of values in this dictionary."
msgstr "返回该字典中的值列表。"
msgid ""
"Returns [code]true[/code] if the two dictionaries do not contain the same "
"keys and values."
msgstr "如果两个字典包含的键、值不同,则返回 [code]true[/code] 。"
msgid ""
"Returns [code]true[/code] if the two dictionaries contain the same keys and "
"values. The order of the entries does not matter.\n"
"[b]Note:[/b] In C#, by convention, this operator compares by [b]reference[/"
"b]. If you need to compare by value, iterate over both dictionaries."
msgstr ""
"如果两个字典包含的键、值心相同,则返回 [code]true[/code] 。条目顺序并不重"
"要。\n"
"[b]注意:[/b]在 C# 中,按照惯例,这个操作符进行的是按[b]引用[/b]比较。如果你需"
"要按值比较,请遍历这两个字典。"
msgid ""
"Returns the corresponding value for the given [param key] in the dictionary. "
"If the entry does not exist, fails and returns [code]null[/code]. For safe "
"access, use [method get] or [method has]."
msgstr ""
"返回该字典中与给定的键 [param key] 对应的值。如果条目不存在或者失败,则返回 "
"[code]null[/code]。为了更安全的访问,请使用 [method get] 或 [method has]。"
msgid "Provides methods for managing directories and their content."
msgstr "提供管理目录及其内容的方法。"
msgid ""
"This class is used to manage directories and their content, even outside of "
"the project folder.\n"
"[DirAccess] can't be instantiated directly. Instead it is created with a "
"static method that takes a path for which it will be opened.\n"
"Most of the methods have a static alternative that can be used without "
"creating a [DirAccess]. Static methods only support absolute paths (including "
"[code]res://[/code] and [code]user://[/code]).\n"
"[codeblock]\n"
"# Standard\n"
"var dir = DirAccess.open(\"user://levels\")\n"
"dir.make_dir(\"world1\")\n"
"# Static\n"
"DirAccess.make_dir_absolute(\"user://levels/world1\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
"files), and their source asset will not be included in the exported game, as "
"only the imported version is used. Use [ResourceLoader] to access imported "
"resources.\n"
"Here is an example on how to iterate through the files of a directory:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func dir_contents(path):\n"
" var dir = DirAccess.open(path)\n"
" if dir:\n"
" dir.list_dir_begin()\n"
" var file_name = dir.get_next()\n"
" while file_name != \"\":\n"
" if dir.current_is_dir():\n"
" print(\"Found directory: \" + file_name)\n"
" else:\n"
" print(\"Found file: \" + file_name)\n"
" file_name = dir.get_next()\n"
" else:\n"
" print(\"An error occurred when trying to access the path.\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public void DirContents(string path)\n"
"{\n"
" using var dir = DirAccess.Open(path);\n"
" if (dir != null)\n"
" {\n"
" dir.ListDirBegin();\n"
" string fileName = dir.GetNext();\n"
" while (fileName != \"\")\n"
" {\n"
" if (dir.CurrentIsDir())\n"
" {\n"
" GD.Print($\"Found directory: {fileName}\");\n"
" }\n"
" else\n"
" {\n"
" GD.Print($\"Found file: {fileName}\");\n"
" }\n"
" fileName = dir.GetNext();\n"
" }\n"
" }\n"
" else\n"
" {\n"
" GD.Print(\"An error occurred when trying to access the path.\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"这个类可以用来管理目录及其内容,不限于项目文件夹。\n"
"[DirAccess] 无法直接实例化。请使用接受要打开的路径的静态方法创建。\n"
"大多数方法都有静态备选项,无需创建 [DirAccess] 即可使用。静态方法仅支持绝对路"
"径(包含 [code]res://[/code] 和 [code]user://[/code])。\n"
"[codeblock]\n"
"# 标准\n"
"var dir = DirAccess.open(\"user://levels\")\n"
"dir.make_dir(\"world1\")\n"
"# 静态\n"
"DirAccess.make_dir_absolute(\"user://levels/world1\")\n"
"[/codeblock]\n"
"[b]注意:[/b]很多资源类型是经过导入的(例如纹理和声音文件),因为在游戏中只会"
"用到导入后的版本,所以导出后的游戏中不包含对应的源资产。请使用 "
"[ResourceLoader] 访问导入的资源。\n"
"以下是遍历目录中文件的示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func dir_contents(path):\n"
" var dir = DirAccess.open(path)\n"
" if dir:\n"
" dir.list_dir_begin()\n"
" var file_name = dir.get_next()\n"
" while file_name != \"\":\n"
" if dir.current_is_dir():\n"
" print(\"发现目录:\" + file_name)\n"
" else:\n"
" print(\"发现文件:\" + file_name)\n"
" file_name = dir.get_next()\n"
" else:\n"
" print(\"尝试访问路径时出错。\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public void DirContents(string path)\n"
"{\n"
" using var dir = DirAccess.Open(path);\n"
" if (dir != null)\n"
" {\n"
" dir.ListDirBegin();\n"
" string fileName = dir.GetNext();\n"
" while (fileName != \"\")\n"
" {\n"
" if (dir.CurrentIsDir())\n"
" {\n"
" GD.Print($\"发现目录:{fileName}\");\n"
" }\n"
" else\n"
" {\n"
" GD.Print($\"发现文件:{fileName}\");\n"
" }\n"
" fileName = dir.GetNext();\n"
" }\n"
" }\n"
" else\n"
" {\n"
" GD.Print(\"尝试访问路径时出错。\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "File system"
msgstr "文件系统"
msgid ""
"Changes the currently opened directory to the one passed as an argument. The "
"argument can be relative to the current directory (e.g. [code]newdir[/code] "
"or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/"
"code] or [code]res://somedir/newdir[/code]).\n"
"Returns one of the [enum Error] code constants ([constant OK] on success).\n"
"[b]Note:[/b] The new directory must be within the same scope, e.g. when you "
"had opened a directory inside [code]res://[/code], you can't change it to "
"[code]user://[/code] directory. If you need to open a directory in another "
"access scope, use [method open] to create a new instance instead."
msgstr ""
"将当前打开的目录改为作为参数传递的目录。该参数可以是相对于当前目录的(例如 "
"[code]newdir[/code] 或 [code]../newdir[/code]),也可以是绝对路径(例如 "
"[code]/tmp/newdir[/code] 或 [code]res://somedir/newdir[/code])。\n"
"返回 [enum Error] 错误码常量之一(成功时为 [constant OK])。\n"
"[b]注意:[/b]新目录必须在相同范围内,例如当在 [code]res://[/code] 中打开目录"
"时,无法将其更改为 [code]user://[/code] 目录。如果需要在另一个访问范围中打开目"
"录,请使用 [method open] 创建一个新实例。"
msgid ""
"Copies the [param from] file to the [param to] destination. Both arguments "
"should be paths to files, either relative or absolute. If the destination "
"file exists and is not access-protected, it will be overwritten.\n"
"If [param chmod_flags] is different than [code]-1[/code], the Unix "
"permissions for the destination path will be set to the provided value, if "
"available on the current operating system.\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"将 [param from] 文件复制到 [param to] 目标位置。两个参数都应该是文件的路径,可"
"以是相对路径,也可以是绝对路径。如果目标文件存在并且没有访问保护,则它将被覆"
"盖。\n"
"如果 [param chmod_flags] 不同于 [code]-1[/code],且如果在当前操作系统上可用,"
"目标路径的 Unix 权限将设置为提供的值。\n"
"返回 [enum Error] 错误码常量之一(成功时为 [constant OK])。"
msgid "Static version of [method copy]. Supports only absolute paths."
msgstr "静态版本的 [method copy]。仅支持绝对路径。"
msgid ""
"Returns whether the current item processed with the last [method get_next] "
"call is a directory ([code].[/code] and [code]..[/code] are considered "
"directories)."
msgstr ""
"返回上一次 [method get_next] 调用处理的当前项目是否为目录([code].[/code] 和 "
"[code].[/code] 属于目录)。"
msgid ""
"Returns whether the target directory exists. The argument can be relative to "
"the current directory, or an absolute path."
msgstr ""
"返回目标目录是否存在。参数可以是相对于当前目录的路径,也可以是绝对路径。"
msgid "Static version of [method dir_exists]. Supports only absolute paths."
msgstr "静态版本的 [method dir_exists]。仅支持绝对路径。"
msgid ""
"Returns whether the target file exists. The argument can be relative to the "
"current directory, or an absolute path.\n"
"For a static equivalent, use [method FileAccess.file_exists]."
msgstr ""
"返回目标文件是否存在。参数可以是相对于当前目录的路径,也可以是绝对路径。\n"
"对于静态等效项,请使用 [method FileAccess.file_exists]。"
msgid ""
"Returns the absolute path to the currently opened directory (e.g. [code]res://"
"folder[/code] or [code]C:\\tmp\\folder[/code])."
msgstr ""
"返回当前打开目录的绝对路径(例如 [code]res://文件夹[/code] 或 [code]C:"
"\\tmp\\文件夹[/code])。"
msgid ""
"Returns the currently opened directory's drive index. See [method "
"get_drive_name] to convert returned index to the name of the drive."
msgstr ""
"返回当前打开目录的驱动器索引。要将返回的索引转换为驱动器名称,请参阅 [method "
"get_drive_name]。"
msgid ""
"Returns a [PackedStringArray] containing filenames of the directory contents, "
"excluding files. The array is sorted alphabetically.\n"
"Affected by [member include_hidden] and [member include_navigational]."
msgstr ""
"返回该目录内容的文件名 [PackedStringArray],不含文件。该数组按字母排序。\n"
"受 [member include_hidden] 和 [member include_navigational] 的影响。"
msgid ""
"Returns a [PackedStringArray] containing filenames of the directory contents, "
"excluding files, at the given [param path]. The array is sorted "
"alphabetically.\n"
"Use [method get_directories] if you want more control of what gets included."
msgstr ""
"返回位于给定路径 [param path] 的目录内容的文件名 [PackedStringArray],不含文"
"件。该数组按字母排序。\n"
"如果你想要对包括的内容有更多的控制,请使用 [method get_directories]。"
msgid ""
"On Windows, returns the number of drives (partitions) mounted on the current "
"filesystem.\n"
"On macOS, returns the number of mounted volumes.\n"
"On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n"
"On other platforms, the method returns 0."
msgstr ""
"在 Windows 上,返回挂载在当前文件系统上的驱动器(分区)数量。\n"
"在 macOS 上,返回挂载卷的数量。\n"
"在 Linux 上,返回挂载卷与 GTK 3 书签的数量。\n"
"在其他平台上,该方法返回 0。"
msgid ""
"On Windows, returns the name of the drive (partition) passed as an argument "
"(e.g. [code]C:[/code]).\n"
"On macOS, returns the path to the mounted volume passed as an argument.\n"
"On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as "
"an argument.\n"
"On other platforms, or if the requested drive does not exist, the method "
"returns an empty String."
msgstr ""
"在 Windows 上,返回作为参数传递的驱动器(分区)的名称(例如 [code]C:[/"
"code])。\n"
"在 macOS 上,返回作为参数传递的挂载卷的路径。\n"
"在 Linux 上,返回作为参数传递的挂载卷或 GTK 3 书签的路径。\n"
"在其他平台上,或者当请求的驱动器不存在时,该方法会返回空的 String。"
msgid ""
"Returns a [PackedStringArray] containing filenames of the directory contents, "
"excluding directories. The array is sorted alphabetically.\n"
"Affected by [member include_hidden].\n"
"[b]Note:[/b] When used on a [code]res://[/code] path in an exported project, "
"only the files actually included in the PCK at the given folder level are "
"returned. In practice, this means that since imported resources are stored in "
"a top-level [code].godot/[/code] folder, only paths to [code]*.gd[/code] and "
"[code]*.import[/code] files are returned (plus a few files such as "
"[code]project.godot[/code] or [code]project.binary[/code] and the project "
"icon). In an exported project, the list of returned files will also vary "
"depending on whether [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] is [code]true[/code]."
msgstr ""
"返回目录内容的文件名 [PackedStringArray],不含目录。该数组按字母排序。\n"
"受 [member include_hidden] 的影响。\n"
"[b]注意:[/b]在导出后的项目中对 [code]res://[/code] 使用时,只会返回确实在 "
"PCK 的给定文件夹中存在的文件。在实践中,导入后的资源是存放在顶层的 [code]."
"godot[/code] 文件夹中的,因此只会返回 [code]*.gd[/code] 和 [code]*.import[/"
"code] 文件的路径(以及 [code]project.godot[/code] 或者 [code]project.binary[/"
"code] 和项目图标等文件)。导出后的项目中,返回的列表也会因为 [member "
"ProjectSettings.editor/export/convert_text_resources_to_binary] 是否为 "
"[code]true[/code] 而变化。"
msgid ""
"Returns a [PackedStringArray] containing filenames of the directory contents, "
"excluding directories, at the given [param path]. The array is sorted "
"alphabetically.\n"
"Use [method get_files] if you want more control of what gets included."
msgstr ""
"返回位于给定路径 [param path] 的目录内容的文件名 [PackedStringArray],不含目"
"录。该数组按字母排序。\n"
"如果你想要对包括的内容有更多的控制,请使用 [method get_files]。"
msgid ""
"Returns the next element (file or directory) in the current directory.\n"
"The name of the file or directory is returned (and not its full path). Once "
"the stream has been fully processed, the method returns an empty [String] and "
"closes the stream automatically (i.e. [method list_dir_end] would not be "
"mandatory in such a case)."
msgstr ""
"返回当前目录中的下一个元素(文件或目录)。\n"
"返回的是文件或目录的名称(不是完整路径)。完全处理完流之后,该方法会返回空 "
"[String] 并自动将流关闭(即此时不必再调用 [method list_dir_end])。"
msgid "Returns the result of the last [method open] call in the current thread."
msgstr "返回当前线程中最后一次 [method open] 调用的结果。"
msgid ""
"Returns the available space on the current directory's disk, in bytes. "
"Returns [code]0[/code] if the platform-specific method to query the available "
"space fails."
msgstr ""
"返回当前目录所在磁盘的可用空间,单位为字节。如果该平台查询可用空间的方法失败,"
"则返回 [code]0[/code]。"
msgid ""
"Returns [code]true[/code] if the file system or directory use case sensitive "
"file names.\n"
"[b]Note:[/b] This method is implemented on macOS, Linux (for EXT4 and F2FS "
"filesystems only) and Windows. On other platforms, it always returns "
"[code]true[/code]."
msgstr ""
"如果文件系统或目录使用区分大小写的文件名,则返回 [code]true[/code]。\n"
"[b]注意:[/b]该方法在 macOS、Linux仅对于 EXT4 和 F2FS 文件系统)和 Windows "
"上实现。在其他平台上,它始终返回 [code]true[/code]。"
msgid ""
"Initializes the stream used to list all files and directories using the "
"[method get_next] function, closing the currently opened stream if needed. "
"Once the stream has been processed, it should typically be closed with "
"[method list_dir_end].\n"
"Affected by [member include_hidden] and [member include_navigational].\n"
"[b]Note:[/b] The order of files and directories returned by this method is "
"not deterministic, and can vary between operating systems. If you want a list "
"of all files or folders sorted alphabetically, use [method get_files] or "
"[method get_directories]."
msgstr ""
"初始化流,用于使用 [method get_next] 函数列出所有文件和目录,如果需要还会关闭"
"目前打开的流。处理完流之后,一般应使用 [method list_dir_end] 关闭。\n"
"受 [member include_hidden] 和 [member include_navigational] 的影响。\n"
"[b]注意:[/b]该方法返回的文件和目录顺序是不确定的,不同操作系统也可能不同。如"
"果你想要获取按字母排序的文件或文件夹列表,请使用 [method get_files] 或 "
"[method get_directories]。"
msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it has "
"been fully processed with [method get_next] does not matter)."
msgstr ""
"关闭用 [method list_dir_begin] 打开的当前流(并不关注是否已经用 [method "
"get_next] 完成处理)。"
msgid ""
"Creates a directory. The argument can be relative to the current directory, "
"or an absolute path. The target directory should be placed in an already "
"existing directory (to create the full path recursively, see [method "
"make_dir_recursive]).\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"创建目录。参数可以相对于当前目录,也可以是绝对路径。目标目录应该位于已经存在的"
"目录中(递归创建完整的路径请参阅 [method make_dir_recursive])。\n"
"返回 [enum Error] 错误码常量(成功时为 [constant OK])。"
msgid "Static version of [method make_dir]. Supports only absolute paths."
msgstr "静态版本的 [method make_dir]。仅支持绝对路径。"
msgid ""
"Creates a target directory and all necessary intermediate directories in its "
"path, by calling [method make_dir] recursively. The argument can be relative "
"to the current directory, or an absolute path.\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"递归调用 [method make_dir] 方法,创建目标目录及其路径中所有必要的中间目录。参"
"数可以相对于当前目录,也可以是绝对路径。\n"
"返回 [enum Error] 错误码常量(成功时为 [constant OK])。"
msgid ""
"Static version of [method make_dir_recursive]. Supports only absolute paths."
msgstr "静态版本的 [method make_dir_recursive]。仅支持绝对路径。"
msgid ""
"Creates a new [DirAccess] object and opens an existing directory of the "
"filesystem. The [param path] argument can be within the project tree "
"([code]res://folder[/code]), the user directory ([code]user://folder[/code]) "
"or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or "
"[code]C:\\tmp\\folder[/code]).\n"
"Returns [code]null[/code] if opening the directory failed. You can use "
"[method get_open_error] to check the error that occurred."
msgstr ""
"新建 [DirAccess] 对象并打开文件系统中的某个现存目录。[param path] 参数可以是在"
"项目树中([code]res://folder[/code])、用户目录中([code]user://folder[/"
"code]),也可以是用户文件系统的绝对路径(例如 [code]/tmp/folder[/code] 或 "
"[code]C:\\tmp\\folder[/code])。\n"
"如果打开目录失败,则返回 [code]null[/code]。你可以使用 [method "
"get_open_error] 来查看发生的错误。"
msgid ""
"Permanently deletes the target file or an empty directory. The argument can "
"be relative to the current directory, or an absolute path. If the target "
"directory is not empty, the operation will fail.\n"
"If you don't want to delete the file/directory permanently, use [method OS."
"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"将目标文件或空目录永久删除。参数可以相对于当前目录,也可以是绝对路径。如果目标"
"目录非空,则操作失败。\n"
"如果你不想永久删除该文件/目录,请改用 [method OS.move_to_trash]。\n"
"返回 [enum Error] 错误码常量(成功时为 [constant OK])。"
msgid "Static version of [method remove]. Supports only absolute paths."
msgstr "静态版本的 [method remove]。仅支持绝对路径。"
msgid ""
"Renames (move) the [param from] file or directory to the [param to] "
"destination. Both arguments should be paths to files or directories, either "
"relative or absolute. If the destination file or directory exists and is not "
"access-protected, it will be overwritten.\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"将 [param from] 文件或目录重命名为(移动至)[param to] 目标。两个参数都应该是"
"文件或目录的路径,可以是相对路径也可以是绝对路径。如果目标文件或目录已存在,并"
"且没有写保护,则会被覆盖。\n"
"返回 [enum Error] 错误码常量(成功时为 [constant OK])。"
msgid "Static version of [method rename]. Supports only absolute paths."
msgstr "静态版本的 [method rename]。仅支持绝对路径。"
msgid ""
"If [code]true[/code], hidden files are included when navigating the "
"directory.\n"
"Affects [method list_dir_begin], [method get_directories] and [method "
"get_files]."
msgstr ""
"如果为 [code]true[/code],则在导航目录时包含隐藏文件。\n"
"影响 [method list_dir_begin]、[method get_directories]、[method get_files]。"
msgid ""
"If [code]true[/code], [code].[/code] and [code]..[/code] are included when "
"navigating the directory.\n"
"Affects [method list_dir_begin] and [method get_directories]."
msgstr ""
"如果为 [code]true[/code],则在导航目录时包含 [code].[/code] 和 [code]..[/"
"code]。\n"
"影响 [method list_dir_begin] 和 [method get_directories]。"
msgid "Directional 2D light from a distance."
msgstr "来自远处的 2D 平行光。"
msgid ""
"A directional light is a type of [Light2D] node that models an infinite "
"number of parallel rays covering the entire scene. It is used for lights with "
"strong intensity that are located far away from the scene (for example: to "
"model sunlight or moonlight).\n"
"[b]Note:[/b] [DirectionalLight2D] does not support light cull masks (but it "
"supports shadow cull masks). It will always light up 2D nodes, regardless of "
"the 2D node's [member CanvasItem.light_mask]."
msgstr ""
"平行光是一种 [Light2D] 节点,模拟覆盖整个场景的无数平行光线。可用于远离场景的"
"强光(例如:模拟日光或月光)。\n"
"[b]注意:[/b][DirectionalLight2D] 不支持灯光剔除遮罩(但支持阴影剔除遮罩)。它"
"会忽略 2D 节点的 [member CanvasItem.light_mask],始终点亮 2D 节点。"
msgid "2D lights and shadows"
msgstr "2D 灯光和阴影"
msgid ""
"The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel "
"to the plane) to 1 (perpendicular to the plane)."
msgstr ""
"灯光的高度。用于 2D 法线贴图。范围从 0平行于平面到 1垂直于平面。"
msgid ""
"The maximum distance from the camera center objects can be before their "
"shadows are culled (in pixels). Decreasing this value can prevent objects "
"located outside the camera from casting shadows (while also improving "
"performance). [member Camera2D.zoom] is not taken into account by [member "
"max_distance], which means that at higher zoom values, shadows will appear to "
"fade out sooner when zooming onto a given point."
msgstr ""
"对象在其阴影被剔除前与相机中心的最大距离(单位:像素)。降低这个值可以防止位于"
"相机外部的对象投射阴影(同时还可以提高性能)。[member Camera2D.zoom] 不被 "
"[member max_distance] 考虑在内,这意味着在较高的缩放值下,当缩放到一个给定的点"
"时,阴影会更快地淡出。"
msgid "Directional light from a distance, as from the Sun."
msgstr "来自远处的平行光,如太阳光。"
msgid ""
"A directional light is a type of [Light3D] node that models an infinite "
"number of parallel rays covering the entire scene. It is used for lights with "
"strong intensity that are located far away from the scene to model sunlight "
"or moonlight. The worldspace location of the DirectionalLight3D transform "
"(origin) is ignored. Only the basis is used to determine light direction."
msgstr ""
"平行光是一种 [Light3D] 节点,它可以模拟覆盖整个场景的无限数量的平行光线。它用"
"于距离场景较远的强光,以模拟日光或月光。 DirectionalLight3D 变换的世界空间位置"
"(原点)将被忽略。只有基被用于确定光线方向。"
msgid "3D lights and shadows"
msgstr "3D 灯光与阴影"
msgid "Faking global illumination"
msgstr "伪造全局光照"
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
"如果为 [code]true[/code],会牺牲阴影的细节,换取分割区域之间更平滑的过渡。启用"
"阴影混合分割同时也会带来一些性能消耗。当 [member directional_shadow_mode] 为 "
"[constant SHADOW_ORTHOGONAL] 时会被忽略。"
msgid ""
"Proportion of [member directional_shadow_max_distance] at which point the "
"shadow starts to fade. At [member directional_shadow_max_distance], the "
"shadow will disappear. The default value is a balance between smooth fading "
"and distant shadow visibility. If the camera moves fast and the [member "
"directional_shadow_max_distance] is low, consider lowering [member "
"directional_shadow_fade_start] below [code]0.8[/code] to make shadow "
"transitions less noticeable. On the other hand, if you tuned [member "
"directional_shadow_max_distance] to cover the entire scene, you can set "
"[member directional_shadow_fade_start] to [code]1.0[/code] to prevent the "
"shadow from fading in the distance (it will suddenly cut off instead)."
msgstr ""
"阴影开始消失时,[member directional_shadow_max_distance] 的比例。在 [member "
"directional_shadow_max_distance] 处,阴影会消失。默认值是平滑淡化和远处阴影可"
"见性之间的平衡。如果相机移动较快且 [member directional_shadow_max_distance] 较"
"低,请考虑将 [member directional_shadow_fade_start] 降低到 [code]0.8[/code] 以"
"下,以使阴影过渡不那么明显。另一方面,如果调整了 [member "
"directional_shadow_max_distance] 来覆盖整个场景,可以将 [member "
"directional_shadow_fade_start] 设置为 [code]1.0[/code],以防止阴影在远处逐渐淡"
"化(它将会突然切断 )。"
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
"阴影分割的最大距离。将这个值增大会让定向阴影在更远处可见,代价是整体的阴影细节"
"降低和性能(因为渲染定向阴影时需要包含更多的物体)。"
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
msgstr "灯光的阴影渲染算法。见 [enum ShadowMode]。"
msgid ""
"Sets the size of the directional shadow pancake. The pancake offsets the "
"start of the shadow's camera frustum to provide a higher effective depth "
"resolution for the shadow. However, a high pancake size can cause artifacts "
"in the shadows of large objects that are close to the edge of the frustum. "
"Reducing the pancake size can help. Setting the size to [code]0[/code] turns "
"off the pancaking effect."
msgstr ""
"设置定向阴影斑点的大小。 斑点偏移了阴影的相机视锥体的起点,为阴影提供更高的有"
"效深度分辨率。但是,较大的斑点尺寸会导致靠近视锥体边缘的大型物体的阴影出现伪"
"影。减少斑点的大小会有所帮助。将大小设置为 [code]0[/code] 会关闭斑点效果。"
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"相机到阴影分割 1 的距离。相对于 [member directional_shadow_max_distance]。只有"
"当 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] 或 "
"[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"从阴影分割 1 到阴影分割 2 的距离。相对于 [member "
"directional_shadow_max_distance]。仅在 [member directional_shadow_mode] 为 "
"[constant SHADOW_PARALLEL_4_SPLITS] 时使用。"
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"从阴影分割 2 到阴影分割 3 的距离。相对于 [member "
"directional_shadow_max_distance]。只有当 [member directional_shadow_mode] 为 "
"[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
msgid ""
"Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or "
"both in the sky and in the scene. See [enum SkyMode] for options."
msgstr ""
"设置该 [DirectionalLight3D] 是否在天空、场景、或天空和场景中可见。有关选项,请"
"参阅 [enum SkyMode]。"
msgid ""
"Renders the entire scene's shadow map from an orthogonal point of view. This "
"is the fastest directional shadow mode. May result in blurrier shadows on "
"close objects."
msgstr ""
"从正交的角度渲染整个场景的阴影图。这是最快的定向阴影模式。可能会导致近距离物体"
"的阴影更模糊。"
msgid ""
"Splits the view frustum in 2 areas, each with its own shadow map. This shadow "
"mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant "
"SHADOW_PARALLEL_4_SPLITS] in terms of performance."
msgstr ""
"将视锥体分成2个区域每个区域都有自己的阴影贴图。这种阴影模式是 [constant "
"SHADOW_ORTHOGONAL] 和 [constant SHADOW_PARALLEL_4_SPLITS] 在性能上的折衷。"
msgid ""
"Splits the view frustum in 4 areas, each with its own shadow map. This is the "
"slowest directional shadow mode."
msgstr ""
"将视锥体分成 4 个区域,每个区域都有自己的阴影贴图。这是最慢的定向阴影模式。"
msgid "Makes the light visible in both scene lighting and sky rendering."
msgstr "使灯光在场景照明和天空渲染中都可见。"
msgid ""
"Makes the light visible in scene lighting only (including direct lighting and "
"global illumination). When using this mode, the light will not be visible "
"from sky shaders."
msgstr ""
"使灯光仅在场景照明中可见(包括直接照明和全局照明)。使用此模式时,天空着色器看"
"不到此灯光。"
msgid ""
"Makes the light visible to sky shaders only. When using this mode the light "
"will not cast light into the scene (either through direct lighting or through "
"global illumination), but can be accessed through sky shaders. This can be "
"useful, for example, when you want to control sky effects without "
"illuminating the scene (during a night cycle, for example)."
msgstr ""
"使灯光仅对天空着色器可见。使用此模式时,灯光不会将灯光投射到场景中(通过直接照"
"明或通过全局照明),但可以通过天空着色器访问。例如,当你想要控制天空效果而不照"
"亮场景时(例如,在夜间循环期间),这可能很有用。"
msgid "A server interface for low-level window management."
msgstr "用于低阶窗口管理的服务器接口。"
msgid ""
"[DisplayServer] handles everything related to window management. It is "
"separated from [OS] as a single operating system may support multiple display "
"servers.\n"
"[b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
"argument[/url] disables all rendering and window management functions. Most "
"functions from [DisplayServer] will return dummy values in this case."
msgstr ""
"所有与窗口管理相关的内容都由 [DisplayServer](显示服务器)处理。因为一个操作系"
"统可能支持多个显示服务器,所以与 [OS] 是分开的。\n"
"[b]无头模式:[/b]如果使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/"
"editor/command_line_tutorial.html]命令行参数[/url]启动引擎,就会禁用所有渲染和"
"窗口管理功能。此时 [DisplayServer] 的大多数函数都会返回虚拟值。"
msgid "Returns the user's clipboard as a string if possible."
msgstr "如果可能,将用户的剪贴板作为字符串返回。"
msgid "Returns the user's clipboard as an image if possible."
msgstr "如果可能,将用户的剪贴板作为图像返回。"
msgid ""
"Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-"
"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] "
"clipboard as a string if possible. This is the clipboard that is set when the "
"user selects text in any application, rather than when pressing [kbd]Ctrl + "
"C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse "
"button in any application that supports the primary clipboard mechanism.\n"
"[b]Note:[/b] This method is only implemented on Linux (X11)."
msgstr ""
"如果可能的话,将用户的[url=https://unix.stackexchange.com/questions/139191/"
"whats-the-difference-between-primary-selection-and-clipboard-buffer]主[/url]剪"
"贴板作为字符串返回。这是当用户在任何应用程序中选择文本时设置的剪贴板,而不是在"
"按下 [kbd]Ctrl + C[/kbd] 时设置的。然后可以通过在支持主剪贴板机制的任何应用程"
"序中,通过点击鼠标中键来粘贴该剪贴板数据。\n"
"[b]注意:[/b]这个方法只在 LinuxX11上实现。"
msgid ""
"Returns [code]true[/code] if there is a text content on the user's clipboard."
msgstr "如果用户的剪贴板中有文本内容,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if there is an image content on the user's "
"clipboard."
msgstr "如果用户的剪贴板中有图像内容,则返回 [code]true[/code]。"
msgid "Sets the user's clipboard content to the given string."
msgstr "将用户的剪贴板内容设置为给定的字符串。"
msgid ""
"Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-"
"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] "
"clipboard content to the given string. This is the clipboard that is set when "
"the user selects text in any application, rather than when pressing [kbd]Ctrl "
"+ C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse "
"button in any application that supports the primary clipboard mechanism.\n"
"[b]Note:[/b] This method is only implemented on Linux (X11)."
msgstr ""
"将用户的[url=https://unix.stackexchange.com/questions/139191/whats-the-"
"difference-between-primary-selection-and-clipboard-buffer]主剪贴板[/url]内容设"
"置为给定的字符串。这是用户在应用程序中选中文本时设置的剪贴板,不是按 "
"[kbd]Ctrl + C[/kbd] 时设置的。设置后可以在任何支持主剪贴板机制的应用程序中通过"
"点击鼠标中键粘贴剪贴板数据。\n"
"[b]注意:[/b]这个方法只在 LinuxX11上实现。"
msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]."
msgstr "返回默认鼠标光标形状,由 [method cursor_set_shape] 设置。"
msgid ""
"Sets a custom mouse cursor image for the defined [param shape]. This means "
"the user's operating system and mouse cursor theme will no longer influence "
"the mouse cursor's appearance. The image must be [code]256x256[/code] or "
"smaller for correct appearance. [param hotspot] can optionally be set to "
"define the area where the cursor will click. By default, [param hotspot] is "
"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. "
"See also [method cursor_set_shape]."
msgstr ""
"为定义的形状 [param shape] 设置自定义鼠标指针图像。这意味着用户的操作系统和鼠"
"标光标主题不再影响鼠标光标的外观。图像的最大尺寸为 [code]256x256[/code],否则"
"无法正确显示。还可以设置 [param hotspot],用来定义光标的点击位置。默认情况下,"
"[param hotspot] 为 [code]Vector2(0, 0)[/code],即图像的左上角。另见 [method "
"cursor_set_shape]。"
msgid ""
"Sets the default mouse cursor shape. The cursor's appearance will vary "
"depending on the user's operating system and mouse cursor theme. See also "
"[method cursor_get_shape] and [method cursor_set_custom_image]."
msgstr ""
"设置默认的鼠标光标形状。光标的外观将根据用户的操作系统和鼠标光标主题而变化。另"
"见 [method cursor_get_shape] 和 [method cursor_set_custom_image]。"
msgid ""
"Shows a text input dialog which uses the operating system's native look-and-"
"feel. [param callback] will be called with a [String] argument equal to the "
"text field's contents when the dialog is closed for any reason.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"显示文本输入对话框,这个对话框的外观和行为与操作系统原生对话框一致。无论该对话"
"框因为什么原因而关闭,都会使用文本字段的内容作为 [String] 参数来调用 [param "
"callback]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Shows a text dialog which uses the operating system's native look-and-feel. "
"[param callback] will be called when the dialog is closed for any reason.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"显示文本对话框,这个对话框的外观和行为与操作系统原生对话框一致。无论该对话框因"
"为什么原因而关闭,都会使用调用 [param callback]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Allows the [param process_id] PID to steal focus from this window. In other "
"words, this disables the operating system's focus stealing protection for the "
"specified PID.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"让进程 PID [param process_id] 窃取该窗口的焦点。换句话说,会禁用操作系统对指"
"定 PID 的焦点窃取保护。\n"
"[b]注意:[/b]该方法仅在 Windows 上实现。"
msgid ""
"Displays OS native dialog for selecting files or directories in the file "
"system.\n"
"Callbacks have the following arguments: [code]bool status, PackedStringArray "
"selected_paths, int selected_filter_index[/code].\n"
"[b]Note:[/b] This method is implemented if the display server has the "
"[constant FEATURE_NATIVE_DIALOG] feature.\n"
"[b]Note:[/b] This method is implemented on Linux, Windows and macOS.\n"
"[b]Note:[/b] [param current_directory] might be ignored.\n"
"[b]Note:[/b] On Linux, [param show_hidden] is ignored.\n"
"[b]Note:[/b] On macOS, native file dialogs have no title.\n"
"[b]Note:[/b] On macOS, sandboxed apps will save security-scoped bookmarks to "
"retain access to the opened folders across multiple sessions. Use [method OS."
"get_granted_permissions] to get a list of saved bookmarks."
msgstr ""
"显示操作系统原生对话框,用于选择文件系统中的文件或目录。\n"
"回调具有以下参数:[code]bool status, PackedStringArray selected_paths, int "
"selected_filter_index[/code]。\n"
"[b]注意:[/b]如果显示服务器具有 [constant FEATURE_NATIVE_DIALOG] 功能,则该方"
"法已被实现。\n"
"[b]注意:[/b]该方法在 Linux、Windows 和 macOS 上实现。\n"
"[b]注意:[/b][param current_directory] 可能会被忽略。\n"
"[b]注意:[/b]在 Linux 上,[param show_hidden] 被忽略。\n"
"[b]注意:[/b]在 macOS 上,原生文件对话框没有标题。\n"
"[b]注意:[/b]在 macOS 上,沙盒应用程序将保存安全范围的书签,以保留对多个会话中"
"打开的文件夹的访问权限。使用 [method OS.get_granted_permissions] 获取已保存书"
"签的列表。"
msgid ""
"Forces window manager processing while ignoring all [InputEvent]s. See also "
"[method process_events].\n"
"[b]Note:[/b] This method is implemented on Windows and macOS."
msgstr ""
"强制窗口管理器进行处理,会忽略所有 [InputEvent]。另见 [method "
"process_events]。\n"
"[b]注意:[/b]这个方法在 Windows 和 macOS 上实现。"
msgid ""
"Returns OS theme accent color. Returns [code]Color(0, 0, 0, 0)[/code], if "
"accent color is unknown.\n"
"[b]Note:[/b] This method is implemented on macOS and Windows."
msgstr ""
"返回操作系统主题强调色。如果强调色未知,则返回 [code]Color(0, 0, 0, 0)[/"
"code]。\n"
"[b]注意:[/b]这个方法在 macOS 和 Windows 上实现。"
msgid ""
"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
"display cutout or notch. These are non-functional areas on edge-to-edge "
"screens used by cameras and sensors. Returns an empty array if the device "
"does not have cutouts. See also [method get_display_safe_area].\n"
"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
"return an empty array even if they do have display cutouts or notches."
msgstr ""
"返回 [Rect2] 的 [Array],其中每个都是显示切口或凹口的边界矩形。这些是相机和传"
"感器使用的无边框屏幕上的非功能区域。如果设备没有切口,则返回一个空数组。另见 "
"[method get_display_safe_area]。\n"
"[b]注意:[/b]目前仅在 Android 上实现。其他平台将返回一个空数组,即使它们确实有"
"显示切口或凹口。"
msgid ""
"Returns the unobscured area of the display where interactive controls should "
"be rendered. See also [method get_display_cutouts]."
msgstr ""
"返回应渲染交互式控件的显示器的未遮挡区域。另见 [method get_display_cutouts]。"
msgid ""
"Returns the index of the screen containing the window with the keyboard "
"focus, or the primary screen if there's no focused window."
msgstr ""
"返回包含具有键盘焦点的窗口的屏幕索引,如果没有被聚焦的窗口,则返回主屏幕。"
msgid ""
"Returns the name of the [DisplayServer] currently in use. Most operating "
"systems only have a single [DisplayServer], but Linux has access to more than "
"one [DisplayServer] (although only X11 is currently implemented in Godot).\n"
"The names of built-in display servers are [code]Windows[/code], [code]macOS[/"
"code], [code]X11[/code] (Linux), [code]Android[/code], [code]iOS[/code], "
"[code]web[/code] (HTML5) and [code]headless[/code] (when started with the "
"[code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url])."
msgstr ""
"返回当前使用的 [DisplayServer] 的名称。大多数操作系统只有一种 "
"[DisplayServer],但 Linux 可以使用多种 [DisplayServer](尽管 Godot 中目前只实"
"现了 X11。\n"
"内置显示服务器的名称有 [code]Windows[/code]、[code]macOS[/code]、[code]X11[/"
"code]Linux、[code]Android[/code]、[code]iOS[/code]、[code]web[/code]"
"HTML5、[code]headless[/code](使用 [code]--headless[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令行参数[/url]启动)。"
msgid "Returns index of the primary screen."
msgstr "返回主屏幕的索引。"
msgid "Returns the number of displays available."
msgstr "返回可用的显示器数量。"
msgid "Returns index of the screen which contains specified rectangle."
msgstr "返回包含指定矩形的屏幕的索引。"
msgid ""
"Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] buttons "
"are swapped in dialogs. This is enabled by default on Windows to follow "
"interface conventions, and be toggled by changing [member ProjectSettings.gui/"
"common/swap_cancel_ok].\n"
"[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by "
"[method DisplayServer.dialog_show]."
msgstr ""
"如果对话框中的[b]确定[/b]和[b]取消[/b]按钮进行了交换,则返回 [code]true[/"
"code]。在 Windows 上默认启用,从而遵循界面规范,可以使用 [member "
"ProjectSettings.gui/common/swap_cancel_ok] 开关。\n"
"[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生对话框不受影"
"响。"
msgid ""
"Returns the ID of the window at the specified screen [param position] (in "
"pixels). On multi-monitor setups, the screen position is relative to the "
"virtual desktop area. On multi-monitor setups with different screen "
"resolutions or orientations, the origin may be located outside any display "
"like this:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]"
msgstr ""
"返回位于指定屏幕位置 [param position] 的窗口 ID单位为像素。使用多个监视器"
"时,屏幕位置是相对于虚拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率或"
"朝向,原点有可能位于所有显示器之外,类似于:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]"
msgid ""
"Returns the list of Godot window IDs belonging to this process.\n"
"[b]Note:[/b] Native dialogs are not included in this list."
msgstr ""
"返回属于该进程的 Godot 窗口 ID 列表。\n"
"[b]注意:[/b]这个列表中不含原生对话框。"
msgid ""
"Adds a new checkable item with text [param label] to the global menu with ID "
"[param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 "
"[param label]。\n"
"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n"
"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进"
"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按"
"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/"
"kbd])。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 "
"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new checkable item with text [param label] and icon [param icon] to "
"the global menu with ID [param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 为 [param menu_root] 的全局菜单添加新的可勾选菜单项,显示的文本为 "
"[param label],图标为 [param icon]。\n"
"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n"
"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进"
"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按"
"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/"
"kbd])。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 "
"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new item with text [param label] and icon [param icon] to the global "
"menu with ID [param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param "
"label],图标为 [param icon]。\n"
"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n"
"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进"
"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按"
"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/"
"kbd])。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 "
"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new radio-checkable item with text [param label] and icon [param icon] "
"to the global menu with ID [param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have "
"any built-in checking behavior and must be checked/unchecked manually. See "
"[method global_menu_set_item_checked] for more info on how to control it.\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param "
"label],图标为 [param icon]。\n"
"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n"
"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进"
"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按"
"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/"
"kbd])。\n"
"[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进"
"行选中、取消选中的操作。关于如何进行控制的更多信息见 [method "
"global_menu_set_item_checked]。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 "
"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new item with text [param label] to the global menu with ID [param "
"menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param "
"label]。\n"
"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n"
"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进"
"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按"
"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/"
"kbd])。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 "
"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new item with text [param label] to the global menu with ID [param "
"menu_root].\n"
"Contrarily to normal binary items, multistate items can have more than two "
"states, as defined by [param max_states]. Each press or activate of the item "
"will increase the state by one. The default value is defined by [param "
"default_state].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] By default, there's no indication of the current item state, it "
"should be changed manually.\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 为 [param menu_root] 的全局菜单添加新的菜单项,显示的文本为 [param "
"label]。\n"
"与常规的二态菜单项不同,多状态菜单项的状态可以多于两个,由 [param max_states] "
"定义。每点击或激活该菜单项一次,状态就会加一。默认值由 [param default_state] "
"定义。\n"
"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n"
"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进"
"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按"
"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/"
"kbd])。\n"
"[b]注意:[/b]默认情况下不会展示当前菜单项的状态,应该手动更改。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 "
"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new radio-checkable item with text [param label] to the global menu "
"with ID [param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have "
"any built-in checking behavior and must be checked/unchecked manually. See "
"[method global_menu_set_item_checked] for more info on how to control it.\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 为 [param menu_root] 的全局菜单添加新的单选菜单项,显示的文本为 [param "
"label]。\n"
"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n"
"还可以定义键盘快捷键 [param accelerator],按下后即便该菜单按钮尚未打开,也会进"
"行触发。[param accelerator] 通常是将 [enum KeyModifierMask] 和 [enum Key] 用按"
"位或操作进行的组合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/"
"kbd])。\n"
"[b]注意:[/b]单选菜单项只负责显示选中标记,并没有任何内置检查行为,必须手动进"
"行选中、取消选中的操作。关于如何进行控制的更多信息见 [method "
"global_menu_set_item_checked]。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一个 "
"Variant 参数,传入 Callable 的参数是传给 [param tag] 的参数。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Adds a separator between items to the global menu with ID [param menu_root]. "
"Separators also occupy an index.\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 为 [param menu_root] 的全局菜单添加分隔符。分隔符也拥有索引。\n"
"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Adds an item that will act as a submenu of the global menu [param menu_root]. "
"The [param submenu] argument is the ID of the global menu root that will be "
"shown when the item is clicked.\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 为 [param menu_root] 的全局菜单添加作为子菜单的菜单项。[param submenu] "
"参数为全局菜单根菜单项的 ID会在点击该菜单项时显示\n"
"返回插入菜单项的索引,不保证与 [param index] 的值相同。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Removes all items from the global menu with ID [param menu_root].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"移除 ID 为 [param menu_root] 的全局菜单中的所有菜单项。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]支持的系统菜单 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主菜单macOS。\n"
"\"_dock\" - 程序坞弹出菜单macOS。\n"
"[/codeblock]"
msgid ""
"Returns the accelerator of the item at index [param idx]. Accelerators are "
"special combinations of keys that activate the item, no matter which control "
"is focused.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引为 [param idx] 的菜单项的快捷键。快捷键是能够激活该菜单项的特殊按键组"
"合,无论该控件是否有焦点。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the callback of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引为 [param idx] 的菜单项的回调。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns number of items in the global menu with ID [param menu_root].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回 ID 为 [param menu_root] 的全局菜单中菜单项的数量。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the icon of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引为 [param idx] 的菜单项的图标。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the horizontal offset of the item at the given [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引为 [param idx] 的菜单项的水平偏移量。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the index of the item with the specified [param tag]. Index is "
"automatically assigned to each item by the engine. Index can not be set "
"manually.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回标签为指定的 [param tag] 的菜单项的索引。引擎会自动为每个菜单项赋予索引。"
"索引无法手动设置。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the index of the item with the specified [param text]. Index is "
"automatically assigned to each item by the engine. Index can not be set "
"manually.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回文本为指定的 [param text] 的菜单项的索引。引擎会自动为每个菜单项赋予索引。"
"索引无法手动设置。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the callback of the item accelerator at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引为 [param idx] 的菜单项的快捷键回调。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns number of states of a multistate item. See [method "
"global_menu_add_multistate_item] for details.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回多状态项的状态数。详见 [method global_menu_add_multistate_item]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the state of a multistate item. See [method "
"global_menu_add_multistate_item] for details.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回多状态项的状态。详见 [method global_menu_add_multistate_item]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the submenu ID of the item at index [param idx]. See [method "
"global_menu_add_submenu_item] for more info on how to add a submenu.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引为 [param idx] 的菜单项的子菜单 ID。关于如何添加子菜单的更多信息见 "
"[method global_menu_add_submenu_item]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the metadata of the specified item, which might be of any type. You "
"can set it with [method global_menu_set_item_tag], which provides a simple "
"way of assigning context data to items.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回指定菜单项的元数据,可能是任何类型。元数据可以使用 [method "
"global_menu_set_item_tag] 设置,可以方法地为菜单项关联上下文数据。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the text of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引为 [param idx] 的菜单项的文本。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the tooltip associated with the specified index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引为 [param idx] 的菜单项所关联的工具提示。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is checkable in "
"some way, i.e. if it has a checkbox or radio button.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果索引为 [param idx] 的菜单项能够以某种方式选中,即有复选框或单选按钮,则返"
"回 [code]true[/code]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is checked.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果索引为 [param idx] 的菜单项处于选中状态,则返回 [code]true[/code]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is disabled. When "
"it is disabled it can't be selected, or its action invoked.\n"
"See [method global_menu_set_item_disabled] for more info on how to disable an "
"item.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果索引为 [param idx] 的菜单项处于禁用状态,则返回 [code]true[/code]。禁用状"
"态下无法被选中,也无法激活动作。\n"
"关于如何禁用菜单项的更多信息见 [method global_menu_set_item_disabled]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is hidden.\n"
"See [method global_menu_set_item_hidden] for more info on how to hide an "
"item.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果索引为 [param idx] 的菜单项被隐藏,则返回 [code]true[/code]。\n"
"关于如何隐藏菜单项的更多信息见 [method global_menu_set_item_hidden]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] has radio button-"
"style checkability.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果索引为 [param idx] 的菜单项为单选按钮风格,则返回 [code]true[/code]。\n"
"[b]注意:[/b]仅为装饰作用;必须自行为单选组添加选中、取消选中的逻辑。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Removes the item at index [param idx] from the global menu [param "
"menu_root].\n"
"[b]Note:[/b] The indices of items after the removed item will be shifted by "
"one.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"从全局菜单 [param menu_root] 移除索引为 [param idx] 的菜单项。\n"
"[b]注意:[/b]位置在被移除菜单项之后的菜单项的索引号都会减一。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the accelerator of the item at index [param idx]. [param keycode] can be "
"a single [enum Key], or a combination of [enum KeyModifierMask]s and [enum "
"Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl "
"+ A[/kbd]).\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项的快捷键。[param keycode] 可以是单一 [enum "
"Key],也可以是 [enum KeyModifierMask] 和 [enum Key] 用按位或操作进行的组合,例"
"如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/kbd])。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the callback of the item at index [param idx]. Callback is emitted when "
"an item is pressed.\n"
"[b]Note:[/b] The [param callback] Callable needs to accept exactly one "
"Variant parameter, the parameter passed to the Callable will be the value "
"passed to the [code]tag[/code] parameter when the menu item was created.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项的回调。回调会在按下菜单项时发出。\n"
"[b]注意:[/b][param callback] Callable 只接受一个 Variant 参数,传入 Callable "
"的参数是创建菜单项时传给 [code]tag[/code] 参数的值。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets whether the item at index [param idx] has a checkbox. If [code]false[/"
"code], sets the type of the item to plain text.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项是否为复选框。如果为 [code]false[/code],则会将"
"该菜单项的类型设置为纯文本。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the checkstate status of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项的选中状态。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Enables/disables the item at index [param idx]. When it is disabled, it can't "
"be selected and its action can't be invoked.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"启用/禁用索引为 [param idx] 的菜单项。禁用状态下无法被选中,也无法激活动作。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Hides/shows the item at index [param idx]. When it is hidden, an item does "
"not appear in a menu and its action cannot be invoked.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"隐藏/显示索引为 [param idx] 的菜单项。当它被隐藏时,项目不会出现在菜单中,并且"
"无法调用其操作。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the callback of the item at index [param idx]. The callback is emitted "
"when an item is hovered.\n"
"[b]Note:[/b] The [param callback] Callable needs to accept exactly one "
"Variant parameter, the parameter passed to the Callable will be the value "
"passed to the [code]tag[/code] parameter when the menu item was created.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项的回调。回调会在菜单项被悬停时发出。\n"
"[b]注意:[/b][param callback] Callable 需要接受一个 Variant 参数,传入 "
"Callable 的参数是创建菜单项时传给 [code]tag[/code] 参数的值。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Replaces the [Texture2D] icon of the specified [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Note:[/b] This method is not supported by macOS \"_dock\" menu items."
msgstr ""
"替换指定索引 [param idx] 的 [Texture2D] 图标。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。\n"
"[b]注意:[/b]该方法不支持 macOS 的“_dock”菜单项。"
msgid ""
"Sets the horizontal offset of the item at the given [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项的水平偏移量。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the callback of the item at index [param idx]. Callback is emitted when "
"its accelerator is activated.\n"
"[b]Note:[/b] The [param key_callback] Callable needs to accept exactly one "
"Variant parameter, the parameter passed to the Callable will be the value "
"passed to the [code]tag[/code] parameter when the menu item was created.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项的回调。回调会在激活快捷键时发出。\n"
"[b]注意:[/b][param key_callback] Callable 只接受一个 Variant 参数,传入 "
"Callable 的参数是创建菜单项时传给 [code]tag[/code] 参数的值。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets number of state of a multistate item. See [method "
"global_menu_add_multistate_item] for details.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置多状态项的状态数。详见 [method global_menu_add_multistate_item]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the type of the item at the specified index [param idx] to radio button. "
"If [code]false[/code], sets the type of the item to plain text.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"将索引为 [param idx] 的菜单项设置为单选按钮风格。如果为 [code]false[/code],则"
"会将该菜单项的类型设置为纯文本。\n"
"[b]注意:[/b]仅为装饰作用;必须自行为单选组添加选中、取消选中的逻辑。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the state of a multistate item. See [method "
"global_menu_add_multistate_item] for details.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置多状态项的状态。详见 [method global_menu_add_multistate_item]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the submenu of the item at index [param idx]. The submenu is the ID of a "
"global menu root that would be shown when the item is clicked.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项的子菜单。子菜单是某个全局菜单根菜单项的 ID点"
"击该菜单项时会显示子菜单。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the metadata of an item, which may be of any type. You can later get it "
"with [method global_menu_get_item_tag], which provides a simple way of "
"assigning context data to items.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置指定菜单项的元数据,可以是任何类型。后续可以使用 [method "
"global_menu_get_item_tag] 获取,可以方法地为菜单项关联上下文数据。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the text of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项的文本。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Sets the [String] tooltip of the item at the specified index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"设置索引为 [param idx] 的菜单项的工具提示 [String]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Registers callables to emit when the menu is respectively about to show or "
"closed."
msgstr "注册当菜单分别即将显示或关闭时发出的可调用对象。"
msgid ""
"Returns [code]true[/code] if the specified [param feature] is supported by "
"the current [DisplayServer], [code]false[/code] otherwise."
msgstr ""
"如果当前的 [DisplayServer] 支持指定的特性 [param feature],则返回 [code]true[/"
"code],否则返回 [code]false[/code]。"
msgid ""
"Returns the text selection in the [url=https://en.wikipedia.org/wiki/"
"Input_method]Input Method Editor[/url] composition string, with the "
"[Vector2i]'s [code]x[/code] component being the caret position and [code]y[/"
"code] being the length of the selection.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回[url=https://zh.wikipedia.org/wiki/%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑"
"器[/url]编组字符串中选中的文本,[Vector2i] 的 [code]x[/code] 分量为光标的位"
"置,[code]y[/code] 则为所选项的长度。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the composition string contained within the [url=https://en.wikipedia."
"org/wiki/Input_method]Input Method Editor[/url] window.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回[url=https://zh.wikipedia.org/wiki/%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑"
"器[/url]窗口中的编组字符串。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns [code]true[/code] if OS is using dark mode.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and "
"Linux (X11)."
msgstr ""
"如果操作系统正在使用暗黑模式,则返回 [code]true[/code]。\n"
"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 LinuxX11上实现。"
msgid ""
"Returns [code]true[/code] if OS supports dark mode.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and "
"Linux (X11)."
msgstr ""
"如果操作系统支持暗黑模式,则返回 [code]true[/code]。\n"
"[b]注意:[/b]该方法在 Android、iOS、macOS、Windows 和 LinuxX11上实现。"
msgid ""
"Returns [code]true[/code] if touch events are available (Android or iOS), the "
"capability is detected on the Web platform or if [member ProjectSettings."
"input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code]."
msgstr ""
"如果触摸事件可用Android 或 iOS、在 Web 平台上检测到该功能或如果 [member "
"ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 为 "
"[code]true[/code] 时,则返回 [code]true[/code]。"
msgid ""
"Returns active keyboard layout index.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回激活的键盘布局的索引。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上实现。"
msgid ""
"Converts a physical (US QWERTY) [param keycode] to one in the active keyboard "
"layout.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"将物理(美式 QWERTY键码 [param keycode] 转换为激活键盘布局中的键码。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上实现。"
msgid ""
"Converts a physical (US QWERTY) [param keycode] to localized label printed on "
"the key in the active keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"将物理(美式 QWERTY键码 [param keycode] 转换为活动键盘布局中的按键上印刷的本"
"地化标签。\n"
"[b]注意:[/b]该方法在 LinuxX11、macOS 和 Windows 上实现。"
msgid ""
"Returns the number of keyboard layouts.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回键盘布局的数量。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上实现。"
msgid ""
"Returns the ISO-639/BCP-47 language code of the keyboard layout at position "
"[param index].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回位于 [param index] 位置的键盘布局的 ISO-639/BCP-47 语言代码。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上实现。"
msgid ""
"Returns the localized name of the keyboard layout at position [param index].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回位于 [param index] 位置的键盘布局的本地化名称。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上实现。"
msgid ""
"Sets the active keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"设置激活的键盘布局。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上实现。"
msgid ""
"Returns the current state of mouse buttons (whether each button is pressed) "
"as a bitmask. If multiple mouse buttons are pressed at the same time, the "
"bits are added together. Equivalent to [method Input.get_mouse_button_mask]."
msgstr ""
"以位掩码的形式返回当前鼠标按键的状态(各个按钮是否处于按下状态)。如果同时按下"
"了多个按键,则会同时设置多个比特位。等价于 [method Input."
"get_mouse_button_mask]。"
msgid "Returns the current mouse mode. See also [method mouse_set_mode]."
msgstr "返回当前的鼠标模式。另见 [method mouse_set_mode]。"
msgid "Returns the mouse cursor's current position in screen coordinates."
msgstr "返回鼠标光标的当前位置,使用屏幕坐标。"
msgid "Sets the current mouse mode. See also [method mouse_get_mode]."
msgstr "设置当前的鼠标模式。另见 [method mouse_get_mode]。"
msgid ""
"Perform window manager processing, including input flushing. See also [method "
"force_process_and_drop_events], [method Input.flush_buffered_events] and "
"[member Input.use_accumulated_input]."
msgstr ""
"执行窗口管理器处理,包括输入的清空。另见 [method "
"force_process_and_drop_events]、[method Input.flush_buffered_events]、[member "
"Input.use_accumulated_input]。"
msgid ""
"Returns the dots per inch density of the specified screen. If [param screen] "
"is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the "
"main window will be used.\n"
"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display "
"scaling mode is used.\n"
"[b]Note:[/b] On Android devices, the actual screen densities are grouped into "
"six generalized densities:\n"
"[codeblock]\n"
" ldpi - 120 dpi\n"
" mdpi - 160 dpi\n"
" hdpi - 240 dpi\n"
" xhdpi - 320 dpi\n"
" xxhdpi - 480 dpi\n"
"xxxhdpi - 640 dpi\n"
"[/codeblock]\n"
"[b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and "
"Windows. Returns [code]72[/code] on unsupported platforms."
msgstr ""
"返回指定屏幕的每英寸点数密度。如果 [param screen] 为 [constant "
"SCREEN_OF_MAIN_WINDOW](默认值),则将使用带有主窗口的屏幕。\n"
"[b]注意:[/b]在 macOS 上,如果使用小数显示缩放模式,则返回值不准确。\n"
"[b]注意:[/b]在 Android 设备上,实际屏幕密度分为六种通用密度:\n"
"[codeblock]\n"
" ldpi - 120 dpi\n"
" mdpi - 160 dpi\n"
" hdpi - 240 dpi\n"
" xhdpi - 320 dpi\n"
" xxhdpi - 480 dpi\n"
"xxxhdpi - 640 dpi\n"
"[/codeblock]\n"
"[b]注意:[/b]该方法在 Android、Linux(X11)、macOS 和 Windows 上实现。在不受支持"
"的平台上返回 [code]72[/code]。"
msgid ""
"Returns screenshot of the [param screen].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.\n"
"[b]Note:[/b] On macOS, this method requires \"Screen Recording\" permission, "
"if permission is not granted it will return desktop wallpaper color."
msgstr ""
"返回 [param screen] 的屏幕截图。\n"
"[b]注意:[/b]该方法在 LinuxX11、macOS 和 Windows 上实现。\n"
"[b]注意:[/b]在 macOS 上,该方法需要“屏幕录制”权限,如果未授予权限将返回桌面壁"
"纸颜色。"
msgid ""
"Returns the greatest scale factor of all screens.\n"
"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least "
"one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other "
"cases.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回所有屏幕的最大缩放系数。\n"
"[b]注意:[/b]在 macOS 上,如果系统中至少有一个 hiDPIRetina屏幕则返回值"
"为 [code]2.0[/code],在所有其他情况下返回值为 [code]1.0[/code] 。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the [param screen]'s current orientation. See also [method "
"screen_set_orientation].\n"
"[b]Note:[/b] This method is implemented on Android and iOS."
msgstr ""
"返回 [param screen] 的当前朝向。另见 [method screen_set_orientation]。\n"
"[b]注意:[/b]该方法在 Android 和 iOS 上实现。"
msgid ""
"Returns color of the display pixel at the [param position].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.\n"
"[b]Note:[/b] On macOS, this method requires \"Screen Recording\" permission, "
"if permission is not granted it will return desktop wallpaper color."
msgstr ""
"返回 [param position] 处的显示像素的颜色。\n"
"[b]注意:[/b]该方法在 LinuxX11、macOS 和 Windows 上实现。\n"
"[b]注意:[/b]在 macOS 上,该方法需要“屏幕录制”权限,如果未授予权限将返回桌面壁"
"纸颜色。"
msgid ""
"Returns the screen's top-left corner position in pixels. On multi-monitor "
"setups, the screen position is relative to the virtual desktop area. On multi-"
"monitor setups with different screen resolutions or orientations, the origin "
"may be located outside any display like this:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"See also [method screen_get_size]."
msgstr ""
"返回屏幕左上角的位置,单位为像素。使用多个监视器时,屏幕位置是相对于虚拟桌面区"
"域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所有显示器"
"之外,类似于:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"另见 [method screen_get_size]。"
msgid ""
"Returns the current refresh rate of the specified screen. If [param screen] "
"is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the "
"main window will be used.\n"
"[b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find the "
"refresh rate for the specified screen. On Web, [method "
"screen_get_refresh_rate] will always return [code]-1.0[/code] as there is no "
"way to retrieve the refresh rate on that platform.\n"
"To fallback to a default refresh rate if the method fails, try:\n"
"[codeblock]\n"
"var refresh_rate = DisplayServer.screen_get_refresh_rate()\n"
"if refresh_rate < 0:\n"
" refresh_rate = 60.0\n"
"[/codeblock]"
msgstr ""
"返回指定屏幕的当前刷新率。如果 [param screen] 为 [constant "
"SCREEN_OF_MAIN_WINDOW](默认值),将使用带有主窗口的屏幕。\n"
"[b]注意:[/b]如果 DisplayServer 未能找到指定屏幕的刷新率,则返回 [code]-1.0[/"
"code]。在 Web 上,[method screen_get_refresh_rate] 将始终返回 [code]-1.0[/"
"code],因为无法在该平台上检索到刷新率。\n"
"要在该方法失败时回退至默认刷新率,请尝试:\n"
"[codeblock]\n"
"var refresh_rate = DisplayServer.screen_get_refresh_rate()\n"
"if refresh_rate < 0:\n"
" refresh_rate = 60.0\n"
"[/codeblock]"
msgid ""
"Returns the scale factor of the specified screen by index.\n"
"[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) "
"screen, and [code]1.0[/code] for all other cases.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回按索引指定的屏幕的缩放系数。\n"
"[b]注意:[/b]在 macOS 上,对于 hiDPI (Retina) 屏幕,返回值为 [code]2.0[/"
"code];对于所有其他情况,返回值为 [code]1.0[/code]。\n"
"[b]注意:[/b]该方法仅在 macOS 上实现。"
msgid ""
"Returns the screen's size in pixels. See also [method screen_get_position] "
"and [method screen_get_usable_rect]."
msgstr ""
"返回屏幕大小。单位:像素。另见 [method screen_get_position] 和 [method "
"screen_get_usable_rect]。"
msgid ""
"Returns the portion of the screen that is not obstructed by a status bar in "
"pixels. See also [method screen_get_size]."
msgstr ""
"返回屏幕上没有被状态栏遮挡的部分,单位为像素。另见 [method screen_get_size]。"
msgid ""
"Returns [code]true[/code] if the screen should never be turned off by the "
"operating system's power-saving measures. See also [method "
"screen_set_keep_on]."
msgstr ""
"如果操作系统的节电措施永远不会关闭屏幕,则返回 [code]true[/code]。另见 "
"[method screen_set_keep_on]。"
msgid ""
"Sets whether the screen should never be turned off by the operating system's "
"power-saving measures. See also [method screen_is_kept_on]."
msgstr ""
"设置屏幕是否总是不会被操作系统的节能措施关闭。另见 [method "
"screen_is_kept_on]。"
msgid ""
"Sets the [param screen]'s [param orientation]. See also [method "
"screen_get_orientation].\n"
"[b]Note:[/b] On iOS, this method has no effect if [member ProjectSettings."
"display/window/handheld/orientation] is not set to [constant SCREEN_SENSOR]."
msgstr ""
"设置 [param screen] 的 [param orientation]。另见 [method "
"screen_get_orientation]。\n"
"[b]注意:[/b]在 iOS 上,如果 [member ProjectSettings.display/window/handheld/"
"orientation] 未设置为 [constant SCREEN_SENSOR],则该方法无效。"
msgid ""
"Sets the window icon (usually displayed in the top-left corner) with an "
"[Image]. To use icons in the operating system's native format, use [method "
"set_native_icon] instead."
msgstr ""
"使用 [Image] 设置窗口图标(通常显示在左上角)。要使用操作系统的原生格式设置图"
"标,请改用 [method set_native_icon]。"
msgid ""
"Sets the window icon (usually displayed in the top-left corner) in the "
"operating system's [i]native[/i] format. The file at [param filename] must be "
"in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By "
"using specially crafted [code].ico[/code] or [code].icns[/code] icons, "
"[method set_native_icon] allows specifying different icons depending on the "
"size the icon is displayed at. This size is determined by the operating "
"system and user preferences (including the display scale factor). To use "
"icons in other formats, use [method set_icon] instead."
msgstr ""
"使用操作系统的[i]原生[/i]格式设置窗口图标(通常显示在左上角)。位于 [param "
"filename] 的文件在 Windows 上必须为 [code].ico[/code] 格式,在 macOS 上必须为 "
"[code].icns[/code] 格式。使用特制的 [code].ico[/code] 或 [code].icns[/code] 图"
"标,就能够让 [method set_native_icon] 指定以不同尺寸显示图标时显示不同的图标。"
"大小由操作系统和用户首选项决定(包括显示器缩放系数)。要使用其他格式的图标,请"
"改用 [method set_icon]。"
msgid ""
"Returns current active tablet driver name.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"返回当前活动的数位板驱动程序的名称。\n"
"[b]注意:[/b]该方法仅在 Windows 上实现。"
msgid ""
"Returns the total number of available tablet drivers.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"返回可用的数位板驱动程序的总数。\n"
"[b]注意:[/b]该方法仅在 Windows 上实现。"
msgid ""
"Returns the tablet driver name for the given index.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"返回给定索引的数位板驱动程序名称。\n"
"[b]注意:[/b]该方法仅在 Windows 上实现。"
msgid ""
"Set active tablet driver name.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"设置活动的数位板驱动程序的名称。\n"
"[b]注意:[/b]该方法仅在 Windows 上实现。"
msgid ""
"Returns an [Array] of voice information dictionaries.\n"
"Each [Dictionary] contains two [String] entries:\n"
"- [code]name[/code] is voice name.\n"
"- [code]id[/code] is voice identifier.\n"
"- [code]language[/code] is language code in [code]lang_Variant[/code] format. "
"The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 "
"standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-"
"dependent string describing country, region or/and dialect.\n"
"Note that Godot depends on system libraries for text-to-speech functionality. "
"These libraries are installed by default on Windows and macOS, but not on all "
"Linux distributions. If they are not present, this method will return an "
"empty list. This applies to both Godot users on Linux, as well as end-users "
"on Linux running Godot games that use text-to-speech.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"返回语音信息字典的 [Array]。\n"
"每个 [Dictionary] 包含两个 [String] 条目:\n"
"- [code]name[/code] 是语音名称。\n"
"- [code]id[/code] 是语音标识符。\n"
"- [code]language[/code] 是语言代码,格式为 [code]lang_Variant[/code] 。"
"[code]lang[/code] 部分是小写的基于 ISO-639 标准的 2 或 3 字母代码。而 [code "
"skip-lint]Variant[/code] 部分是一个依赖于引擎的字符串,描述国家、地区或/和方"
"言。\n"
"请注意Godot 依赖于系统库来实现文本到语音的功能。这些库在 Windows 和 MacOS 上"
"是默认安装的,但并非安装在所有 Linux 发行版上。如果它们不存在,此方法将返回一"
"个空列表。这适用于 Linux 上的 Godot 用户,以及在 Linux 上运行使用文本到语音的 "
"Godot 游戏的最终用户。\n"
"[b]注意:[/b]这个方法在 Android、iOS、Web、LinuxX11、macOS 和 Windows 上实"
"现。\n"
"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应当为 "
"[code]true[/code] 才能够使用文本到语音功能。"
msgid ""
"Returns an [PackedStringArray] of voice identifiers for the [param "
"language].\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"返回 [param language] 的语音标识符的 [PackedStringArray]。\n"
"[b]注意:[/b]该方法在 Android、iOS、Web、LinuxX11、macOS 和 Windows 上实"
"现。\n"
"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 "
"[code]true[/code] 才能使用文本转语音。"
msgid ""
"Returns [code]true[/code] if the synthesizer is in a paused state.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"如果合成器处于暂停状态,则返回 [code]true[/code]。\n"
"[b]注意:[/b]该方法在 Android、iOS、Web、LinuxX11、macOS 和 Windows 上实"
"现。\n"
"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 "
"[code]true[/code] 才能使用文本转语音。"
msgid ""
"Returns [code]true[/code] if the synthesizer is generating speech, or have "
"utterance waiting in the queue.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"如果合成器正在生成语音,或者有发言正在队列中等待,则返回 [code]true[/code]。\n"
"[b]注意:[/b]该方法在 Android、iOS、Web、LinuxX11、macOS 和 Windows 上实"
"现。\n"
"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 应为 "
"[code]true[/code] 才能使用文本转语音。"
msgid ""
"Puts the synthesizer into a paused state.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"让合成器进入暂停状态。\n"
"[b]注意:[/b]该方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上实"
"现。\n"
"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/"
"text_to_speech] 应该为 [code]true[/code]。"
msgid ""
"Resumes the synthesizer if it was paused.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"让处于暂停状态的合成器继续执行。\n"
"[b]注意:[/b]该方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上实"
"现。\n"
"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/"
"text_to_speech] 应该为 [code]true[/code]。"
msgid ""
"Adds a callback, which is called when the utterance has started, finished, "
"canceled or reached a text boundary.\n"
"- [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and "
"[constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] "
"parameter, the utterance ID.\n"
"- [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] "
"parameters, the index of the character and the utterance ID.\n"
"[b]Note:[/b] The granularity of the boundary callbacks is engine dependent.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"添加回调,会在发言开始、结束、取消、到达文本边界时调用。\n"
"- [constant TTS_UTTERANCE_STARTED]、[constant TTS_UTTERANCE_ENDED]、[constant "
"TTS_UTTERANCE_CANCELED] 可调用体的方法应接受一个 [int] 参数,即发言 ID。\n"
"- [constant TTS_UTTERANCE_BOUNDARY] 可调用体的方法应接受两个 [int] 参数:字符"
"索引和发言 ID。\n"
"[b]注意:[/b]边界回调的颗粒度由引擎决定。\n"
"[b]注意:[/b]该方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上实"
"现。\n"
"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/"
"text_to_speech] 应该为 [code]true[/code]。"
msgid ""
"Adds an utterance to the queue. If [param interrupt] is [code]true[/code], "
"the queue is cleared first.\n"
"- [param voice] identifier is one of the [code]\"id\"[/code] values returned "
"by [method tts_get_voices] or one of the values returned by [method "
"tts_get_voices_for_language].\n"
"- [param volume] ranges from [code]0[/code] (lowest) to [code]100[/code] "
"(highest).\n"
"- [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] "
"(highest), [code]1.0[/code] is default pitch for the current voice.\n"
"- [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] "
"(highest), [code]1.0[/code] is a normal speaking rate. Other values act as a "
"percentage relative.\n"
"- [param utterance_id] is passed as a parameter to the callback functions.\n"
"[b]Note:[/b] On Windows and Linux (X11), utterance [param text] can use SSML "
"markup. SSML support is engine and voice dependent. If the engine does not "
"support SSML, you should strip out all XML markup before calling [method "
"tts_speak].\n"
"[b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice "
"dependent. Values may be truncated.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"向队列中添加发言。如果 [param interrupt] 为 [code]true[/code],则会先清空队"
"列。\n"
"- [param voice] 语音标识符是 [method tts_get_voices] 所返回的 [code]\"id\"[/"
"code] 值,也可以是 [method tts_get_voices_for_language] 返回的值。\n"
"- [param volume] 音量从 [code]0[/code](最低)到 [code]100[/code](最高)。\n"
"- [param pitch] 音高从 [code]0.0[/code](最低)到 [code]2.0[/code](最高), "
"[code]1.0[/code] 为当前语音的默认音高。\n"
"- [param rate] 语速从 [code]0.1[/code](最低)到 [code]10.0[/code](最高), "
"[code]1.0[/code] 为普通语速。其他值为相对百分比。\n"
"- [param utterance_id] 话语 ID 会作为参数传递给回调函数。\n"
"[b]注意:[/b]在 Windows 和 LinuxX11发言的 [param text] 可以使用 SSML "
"标记。对 SSML 支持取决于引擎和语音。如果引擎不支持 SSML你应该在调用 [method "
"tts_speak] 之前剥离所有 XML 标记。\n"
"[b]注意:[/b]音高、语速、音量的颗粒度由引擎和语音决定。设置的值可能被截断。\n"
"[b]注意:[/b]该方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上实"
"现。\n"
"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/"
"text_to_speech] 应该为 [code]true[/code]。"
msgid ""
"Stops synthesis in progress and removes all utterances from the queue.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"停止执行中的合成器,移除队列中的所有发言。\n"
"[b]注意:[/b]该方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上实"
"现。\n"
"[b]注意:[/b]要使用文本转语音,[member ProjectSettings.audio/general/"
"text_to_speech] 应该为 [code]true[/code]。"
msgid ""
"Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
"keyboard or if it is currently hidden."
msgstr ""
"返回键盘在屏幕上的高度单位为像素。如果没有键盘或当前键盘被隐藏则返回0。"
msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
msgstr "如果虚拟键盘为显示状态则隐藏虚拟键盘,否则不做任何操作。"
msgid ""
"Shows the virtual keyboard if the platform has one.\n"
"[param existing_text] parameter is useful for implementing your own "
"[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has "
"already been typed (the virtual keyboard uses it for auto-correct and "
"predictions).\n"
"[param position] parameter is the screen space [Rect2] of the edited text.\n"
"[param type] parameter allows configuring which type of virtual keyboard to "
"show.\n"
"[param max_length] limits the number of characters that can be entered if "
"different from [code]-1[/code].\n"
"[param cursor_start] can optionally define the current text cursor position "
"if [param cursor_end] is not set.\n"
"[param cursor_start] and [param cursor_end] can optionally define the current "
"text selection.\n"
"[b]Note:[/b] This method is implemented on Android, iOS and Web."
msgstr ""
"如果该平台有虚拟键盘,则显示虚拟键盘。\n"
"[param existing_text] 参数对于实现你自己的 [LineEdit] 或 [TextEdit] 很有用,因"
"为它告诉虚拟键盘已经输入了哪些文本(虚拟键盘使用它进行自动更正和预测)。\n"
"[param position] 参数为编辑文本的屏幕空间 [Rect2]。\n"
"[param type] 参数允许配置要显示的虚拟键盘类型。\n"
"[param max_length] 在当与 [code]-1[/code] 不同时,限制可输入的字符数。\n"
"如果未设置 [param cursor_end],则可选参数 [param cursor_start] 可以定义当前文"
"本光标位置。\n"
"可选参数 [param cursor_start] 和 [param cursor_end],可以定义当前文本选区。\n"
"[b]注意:[/b]该方法在 Android、iOS 和 Web 上实现。"
msgid ""
"Sets the mouse cursor position to the given [param position] relative to an "
"origin at the upper left corner of the currently focused game Window Manager "
"window.\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"将鼠标光标位置设置为相对于当前聚焦的游戏窗口管理器窗口左上角的原点的给定 "
"[param position]。\n"
"[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux 上受支持。它在 "
"Android、iOS 和 Web 上无效。"
msgid ""
"Returns [code]true[/code] if anything can be drawn in the window specified by "
"[param window_id], [code]false[/code] otherwise. Using the [code]--disable-"
"render-loop[/code] command line argument or a headless build will return "
"[code]false[/code]."
msgstr ""
"如果可以在 [param window_id] 指定的窗口中绘制任何内容,则返回 [code]true[/"
"code],否则返回 [code]false[/code]。使用 [code]--disable-render-loop[/code] 命"
"令行参数或无头构建将返回 [code]false[/code]。"
msgid ""
"Returns ID of the active popup window, or [constant INVALID_WINDOW_ID] if "
"there is none."
msgstr "返回活动弹出窗口的 ID如果没有则返回 [constant INVALID_WINDOW_ID]。"
msgid ""
"Returns the [method Object.get_instance_id] of the [Window] the [param "
"window_id] is attached to."
msgstr ""
"返回 [param window_id] 所附加的 [Window] 的 [method Object.get_instance_id]。"
msgid ""
"Returns the screen the window specified by [param window_id] is currently "
"positioned on. If the screen overlaps multiple displays, the screen where the "
"window's center is located is returned. See also [method "
"window_set_current_screen]."
msgstr ""
"该函数返回窗口 [param window_id] 所在的屏幕。如果屏幕跨越多个显示器,则返回窗"
"口中心所在的屏幕。另见 [method window_set_current_screen] 。"
msgid "Returns the current value of the given window's [param flag]."
msgstr "返回给定窗口当前的 [param flag] 值。"
msgid ""
"Returns the window's maximum size (in pixels). See also [method "
"window_set_max_size]."
msgstr "返回该窗口的最大尺寸,单位为像素。另见 [method window_set_max_size]。"
msgid ""
"Returns the window's minimum size (in pixels). See also [method "
"window_set_min_size]."
msgstr "返回该窗口的最小尺寸,单位为像素。另见 [method window_set_min_size]。"
msgid "Returns the mode of the given window."
msgstr "返回给定窗口的模式。"
msgid ""
"Returns internal structure pointers for use in plugins.\n"
"[b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and "
"Windows."
msgstr ""
"该函数返回用于插件的内部结构指针。\n"
"[b]注意:[/b]该方法在 Android、LinuxX11、macOS 和 Windows 上实现。"
msgid ""
"Returns the bounding box of control, or menu item that was used to open the "
"popup window, in the screen coordinate system."
msgstr ""
"该函数返回控件或菜单项在屏幕坐标系统中的边界框,这个控件或菜单项被用来打开弹出"
"窗口。"
msgid ""
"Returns the position of the client area of the given window on the screen."
msgstr "返回屏幕上给定窗口的客户端区域位置。"
msgid ""
"Returns the position of the given window on the screen including the borders "
"drawn by the operating system. See also [method window_get_position]."
msgstr ""
"该函数返回给定窗口在屏幕上的位置,包括操作系统绘制的边框。另见 [method "
"window_get_position]。"
msgid ""
"Returns left margins ([code]x[/code]), right margins ([code]y[/code]) and "
"height ([code]z[/code]) of the title that are safe to use (contains no "
"buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag "
"is set."
msgstr ""
"当设置了 [constant WINDOW_FLAG_EXTEND_TO_TITLE] 标志时,该函数返回标题左边距 "
"([code]x[/code])、右边距 ([code]y[/code]) 和高度 ([code]z[/code]),这些边距可"
"以安全地使用(不包含任何按钮或其他元素)。"
msgid ""
"Returns the size of the window specified by [param window_id] (in pixels), "
"excluding the borders drawn by the operating system. This is also called the "
"\"client area\". See also [method window_get_size_with_decorations], [method "
"window_set_size] and [method window_get_position]."
msgstr ""
"返回窗口的大小(单位为像素),不包含操作系统绘制的边框,该窗口由 [param "
"window_id] 指定。这个区域也叫做“客户区域”。另见 [method "
"window_get_size_with_decorations]、[method window_set_size]、[method "
"window_get_position]。"
msgid ""
"Returns the size of the window specified by [param window_id] (in pixels), "
"including the borders drawn by the operating system. See also [method "
"window_get_size]."
msgstr ""
"返回窗口的大小(单位为像素),包含操作系统绘制的边框,该窗口由 [param "
"window_id] 指定。另见 [method window_get_size]。"
msgid ""
"Returns the estimated window title bar size (including text and window "
"buttons) for the window specified by [param window_id] (in pixels). This "
"method does not change the window title.\n"
"[b]Note:[/b] This method is implemented on macOS and Windows."
msgstr ""
"返回由 [param window_id] 指定的窗口的估计窗口标题栏大小(包括文本和窗口按钮)"
"(单位:像素)。该方法不会更改窗口标题。\n"
"[b]注意:[/b]该方法在 macOS 和 Windows 上实现。"
msgid "Returns the V-Sync mode of the given window."
msgstr "返回给定窗口的垂直同步模式。"
msgid ""
"Returns [code]true[/code] if the window specified by [param window_id] is "
"focused."
msgstr "如果 [param window_id] 指定的窗口已获得焦点,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the given window can be maximized (the maximize "
"button is enabled)."
msgstr ""
"如果给定的窗口能够最大化(最大化按钮已启用),则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if double-click on a window title should maximize "
"it.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果双击窗口标题应将其最大化,则返回 [code]true[/code]。\n"
"[b]注意:[/b]这个方法仅在 macOS 上实现。"
msgid ""
"Returns [code]true[/code], if double-click on a window title should minimize "
"it.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果双击窗口标题应将其最小化,则返回 [code]true[/code]。\n"
"[b]注意:[/b]这个方法仅在 macOS 上实现。"
msgid ""
"Moves the window specified by [param window_id] to the foreground, so that it "
"is visible over other windows."
msgstr "将由 [param window_id] 指定的窗口移动至前台,使其位于其他窗口之上。"
msgid ""
"Makes the window specified by [param window_id] request attention, which is "
"materialized by the window title and taskbar entry blinking until the window "
"is focused. This usually has no visible effect if the window is currently "
"focused. The exact behavior varies depending on the operating system."
msgstr ""
"让由 [param window_id] 指定的窗口请求注意,该窗口获得焦点之前会闪烁窗口标题和"
"任务栏项目。如果该窗口目前持有焦点,则通常是没有可见效果的。实际的行为因操作系"
"统而异。"
msgid ""
"Moves the window specified by [param window_id] to the specified [param "
"screen]. See also [method window_get_current_screen]."
msgstr ""
"将由 [param window_id] 指定的窗口移动至指定的屏幕 [param screen]。另见 "
"[method window_get_current_screen]。"
msgid ""
"Sets the [param callback] that should be called when files are dropped from "
"the operating system's file manager to the window specified by [param "
"window_id].\n"
"[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] "
"node will override its default implementation, which can introduce bugs.\n"
"[b]Note:[/b] This method is implemented on Windows, macOS, Linux (X11) and "
"Web."
msgstr ""
"设置回调 [param callback],将文件从操作系统的文件管理器拖放到由 [param "
"window_id] 指定的窗口中时会进行调用。\n"
"[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] 节点将覆盖其默认实现,"
"这可能会引入错误。\n"
"[b]注意:[/b]这个方法在 Windows、macOS、LinuxX11、Web 上实现。"
msgid ""
"If set to [code]true[/code], this window will always stay on top of its "
"parent window, parent window will ignore input while this window is opened.\n"
"[b]Note:[/b] On macOS, exclusive windows are confined to the same space "
"(virtual desktop or screen) as the parent window.\n"
"[b]Note:[/b] This method is implemented on macOS and Windows."
msgstr ""
"如果设置为 [code]true[/code],该窗口将始终位于其父窗口之上,父窗口将在该窗口打"
"开时忽略输入。\n"
"[b]注意:[/b]在 macOS 上,独占窗口被限制在与父窗口相同的空间(虚拟桌面或屏幕)"
"中。\n"
"[b]注意:[/b]该方法在 macOS 和 Windows 上实现。"
msgid ""
"Enables or disables the given window's given [param flag]. See [enum "
"WindowFlags] for possible values and their behavior."
msgstr ""
"启用或禁用给定窗口的给定标志 [param flag]。可能的值和相应的行为见 [enum "
"WindowFlags]。"
msgid ""
"Sets whether [url=https://en.wikipedia.org/wiki/Input_method]Input Method "
"Editor[/url] should be enabled for the window specified by [param window_id]. "
"See also [method window_set_ime_position]."
msgstr ""
"设置是否应该为窗口启用[url=https://zh.wikipedia.org/wiki/"
"%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑器[/url],该窗口由 [param window_id] 指"
"定。另见 [method window_set_ime_position]。"
msgid ""
"Sets the position of the [url=https://en.wikipedia.org/wiki/"
"Input_method]Input Method Editor[/url] popup for the specified [param "
"window_id]. Only effective if [method window_set_ime_active] was set to "
"[code]true[/code] for the specified [param window_id]."
msgstr ""
"设置指定 [param window_id] 的[url=https://zh.wikipedia.org/wiki/"
"%E8%BE%93%E5%85%A5%E6%B3%95]输入法编辑器[/url]弹出框的位置。仅在指定 [param "
"window_id] 的 [method window_set_ime_active] 为 [code]true[/code] 时有效。"
msgid ""
"Sets the [param callback] that should be called when any [InputEvent] is sent "
"to the window specified by [param window_id].\n"
"[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] "
"node will override its default implementation, which can introduce bugs."
msgstr ""
"设置回调 [param callback],向由 [param window_id] 指定的窗口发送任何 "
"[InputEvent] 时会进行回调。\n"
"[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] 节点将覆盖其默认实现,"
"这可能会引入错误。"
msgid ""
"Sets the [param callback] that should be called when text is entered using "
"the virtual keyboard to the window specified by [param window_id].\n"
"[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] "
"node will override its default implementation, which can introduce bugs."
msgstr ""
"设置回调 [param callback],使用虚拟键盘向由 [param window_id] 指定的窗口输入文"
"本时会进行回调。\n"
"[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] 节点将覆盖其默认实现,"
"这可能会引入错误。"
msgid ""
"Sets the maximum size of the window specified by [param window_id] in pixels. "
"Normally, the user will not be able to drag the window to make it smaller "
"than the specified size. See also [method window_get_max_size].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"max_size] instead.\n"
"[b]Note:[/b] Using third-party tools, it is possible for users to disable "
"window geometry restrictions and therefore bypass this limit."
msgstr ""
"设置由 [param window_id] 指定的窗口的最大大小(单位为像素)。通常,用户将无法"
"拖动窗口使其小于指定大小。另见 [method window_get_max_size]。\n"
"[b]注意:[/b]建议改用 [member Window.max_size] 更改此值。\n"
"[b]注意:[/b]使用第三方工具,用户可以禁用窗口几何限制,从而绕过此限制。"
msgid ""
"Sets the minimum size for the given window to [param min_size] (in pixels). "
"Normally, the user will not be able to drag the window to make it larger than "
"the specified size. See also [method window_get_min_size].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"min_size] instead.\n"
"[b]Note:[/b] By default, the main window has a minimum size of "
"[code]Vector2i(64, 64)[/code]. This prevents issues that can arise when the "
"window is resized to a near-zero size.\n"
"[b]Note:[/b] Using third-party tools, it is possible for users to disable "
"window geometry restrictions and therefore bypass this limit."
msgstr ""
"将给定窗口的最小大小设置为 [param min_size](单位为像素)。通常,用户将无法拖"
"动窗口使其大于指定大小。另见 [method window_get_min_size]。\n"
"[b]注意:[/b]建议改用 [member Window.min_size] 来更改此值。\n"
"[b]注意:[/b]默认情况下,主窗口的最小大小为 [code]Vector2i(64, 64)[/code]。这"
"可以防止将窗口调整为接近零的大小时可能出现的问题。\n"
"[b]注意:[/b]使用第三方工具,用户可以禁用窗口几何限制,从而绕过此限制。"
msgid ""
"Sets window mode for the given window to [param mode]. See [enum WindowMode] "
"for possible values and how each mode behaves.\n"
"[b]Note:[/b] Setting the window to full screen forcibly sets the borderless "
"flag to [code]true[/code], so make sure to set it back to [code]false[/code] "
"when not wanted."
msgstr ""
"将给定窗口的窗口模式设置为 [param mode]。可能的值以及各个模式的行为见 [enum "
"WindowMode]。\n"
"[b]注意:[/b]将窗口设置为全屏会强制将无边框标志设为 [code]true[/code],所以不"
"再需要时请务必将其设回 [code]false[/code]。"
msgid ""
"Sets a polygonal region of the window which accepts mouse events. Mouse "
"events outside the region will be passed through.\n"
"Passing an empty array will disable passthrough support (all mouse events "
"will be intercepted by the window, which is the default behavior).\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set region, using Path2D node.\n"
"DisplayServer.window_set_mouse_passthrough($Path2D.curve.get_baked_points())\n"
"\n"
"# Set region, using Polygon2D node.\n"
"DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon)\n"
"\n"
"# Reset region to default.\n"
"DisplayServer.window_set_mouse_passthrough([])\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set region, using Path2D node.\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Path2D>(\"Path2D\").Curve."
"GetBakedPoints());\n"
"\n"
"// Set region, using Polygon2D node.\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Polygon2D>(\"Polygon2D\")."
"Polygon);\n"
"\n"
"// Reset region to default.\n"
"DisplayServer.WindowSetMousePassthrough(new Vector2[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] On Windows, the portion of a window that lies outside the region "
"is not drawn, while on Linux (X11) and macOS it is.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"设置一个接受鼠标事件的窗口的多边形区域。该区域外的鼠标事件将被传递出去。\n"
"传递一个空数组将禁用穿透支持(所有鼠标事件将被窗口拦截,这是默认行为)。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 设置区域,使用 Path2D 节点。\n"
"DisplayServer.window_set_mouse_passthrough($Path2D.curve.get_baked_points())\n"
"\n"
"# 设置区域,使用 Polygon2D 节点。\n"
"DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon)\n"
"\n"
"# 重置区域为默认值。\n"
"DisplayServer.window_set_mouse_passthrough([])\n"
"[/gdscript]\n"
"[csharp]\n"
"// 设置区域,使用 Path2D 节点。\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Path2D>(\"Path2D\").Curve."
"GetBakedPoints());\n"
"\n"
"// 设置区域,使用 Polygon2D 节点。\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Polygon2D>(\"Polygon2D\")."
"Polygon);\n"
"\n"
"// 重置区域为默认值。\n"
"DisplayServer.WindowSetMousePassthrough(new Vector2[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 Windows 上,不会绘制位于区域之外的窗口部分,而在 LinuxX11"
"和 macOS 上则会绘制。\n"
"[b]注意:[/b]该方法在 LinuxX11、macOS 和 Windows 上实现。"
msgid ""
"Sets the bounding box of control, or menu item that was used to open the "
"popup window, in the screen coordinate system. Clicking this area will not "
"auto-close this popup."
msgstr ""
"设置用于打开弹出窗口的控件或菜单项的范围框,使用屏幕坐标系。在该区域中点击不会"
"自动关闭该弹出框。"
msgid ""
"Sets the position of the given window to [param position]. On multi-monitor "
"setups, the screen position is relative to the virtual desktop area. On multi-"
"monitor setups with different screen resolutions or orientations, the origin "
"may be located outside any display like this:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"See also [method window_get_position] and [method window_set_size].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"position] instead."
msgstr ""
"将给定窗口的位置设置为 [param position]。使用多个监视器时,屏幕位置是相对于虚"
"拟桌面区域的位置。如果多监视器中使用了不同的屏幕分辨率或朝向,原点有可能位于所"
"有显示器之外,类似于:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"另见 [method window_get_position] 和 [method window_set_size]。\n"
"[b]注意:[/b]建议改用 [member Window.position] 更改此值。"
msgid ""
"Sets the [param callback] that will be called when the window specified by "
"[param window_id] is moved or resized.\n"
"[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] "
"node will override its default implementation, which can introduce bugs."
msgstr ""
"设置回调 [param callback],由 [param window_id] 指定的窗口发生移动或调整大小时"
"会进行回调。\n"
"[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] 节点将覆盖其默认实现,"
"这可能会引入错误。"
msgid ""
"Sets the size of the given window to [param size] (in pixels). See also "
"[method window_get_size] and [method window_get_position].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window.size] "
"instead."
msgstr ""
"将给定窗口的大小设置为 [param size](单位为像素)。另见 [method "
"window_get_size] 和 [method window_get_position]。\n"
"[b]注意:[/b]建议改用 [member Window.size] 更改此值。"
msgid ""
"Sets the title of the given window to [param title].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"title] instead.\n"
"[b]Note:[/b] Avoid changing the window title every frame, as this can cause "
"performance issues on certain window managers. Try to change the window title "
"only a few times per second at most."
msgstr ""
"将给定窗口的标题设置为 [param title]。\n"
"[b]注意:[/b]建议改用 [member Window.title] 更改此值。\n"
"[b]注意:[/b]避免每一帧都更改窗口标题,因为这会导致某些窗口管理器出现性能问"
"题。尝试每秒最多更改几次窗口标题。"
msgid ""
"Sets window transient parent. Transient window is will be destroyed with its "
"transient parent and will return focus to their parent when closed. The "
"transient window is displayed on top of a non-exclusive full-screen parent "
"window. Transient windows can't enter full-screen mode.\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"transient] instead.\n"
"[b]Note:[/b] The behavior might be different depending on the platform."
msgstr ""
"设置窗口瞬态父级。瞬态窗口将与其瞬态父级一起销毁,并在关闭时将焦点返回到它们的"
"父级。瞬态窗口显示在非排他性全屏父窗口的顶部。瞬态窗口无法进入全屏模式。\n"
"[b]注意:[/b]建议改用 [member Window.transient] 更改此值。\n"
"[b]注意:[/b]行为可能因平台而异。"
msgid ""
"Sets the V-Sync mode of the given window. See also [member ProjectSettings."
"display/window/vsync/vsync_mode].\n"
"See [enum DisplayServer.VSyncMode] for possible values and how they affect "
"the behavior of your application.\n"
"Depending on the platform and used renderer, the engine will fall back to "
"[constant VSYNC_ENABLED] if the desired mode is not supported.\n"
"[b]Note:[/b] V-Sync modes other than [constant VSYNC_ENABLED] are only "
"supported in the Forward+ and Mobile rendering methods, not Compatibility."
msgstr ""
"设置给定窗口的垂直同步模式。另见 [member ProjectSettings.display/window/vsync/"
"vsync_mode]。\n"
"参阅 [enum DisplayServer.VSyncMode] 了解可能的值,以及它们如何影响应用程序的行"
"为。\n"
"根据平台和使用的渲染器,如果不支持所需的模式,引擎将回退到 [constant "
"VSYNC_ENABLED]。\n"
"[b]注意:[/b]除 [constant VSYNC_ENABLED] 以外的垂直同步模式,仅支持 Forward+ "
"和 Mobile 渲染方式,不支持 Compatibility。"
msgid ""
"When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the "
"center of the first titlebar button.\n"
"[b]Note:[/b] This flag is implemented only on macOS."
msgstr ""
"设置了 [constant WINDOW_FLAG_EXTEND_TO_TITLE] 标志时,会设置第一个标题栏按钮中"
"心的偏移量。\n"
"[b]注意:[/b]这个标志仅在 macOS 上实现。"
msgid ""
"Sets the [param callback] that will be called when an event occurs in the "
"window specified by [param window_id].\n"
"[b]Warning:[/b] Advanced users only! Adding such a callback to a [Window] "
"node will override its default implementation, which can introduce bugs."
msgstr ""
"设置回调 [param callback],由 [param window_id] 指定的窗口发生事件时会进行回"
"调。\n"
"[b]警告:[/b]仅限高级用户!将这样的回调添加到 [Window] 节点将覆盖其默认实现,"
"这可能会引入错误。"
msgid ""
"Display server supports global menu. This allows the application to display "
"its menu items in the operating system's top bar. [b]macOS[/b]"
msgstr ""
"显示服务器支持全局菜单。能够让应用程序在操作系统的顶部栏显示其菜单项。"
"[b]macOS[/b]"
msgid ""
"Display server supports multiple windows that can be moved outside of the "
"main window. [b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"显示服务器支持多窗口,可以移动到主窗口之外。[b]Windows、macOS、LinuxX11[/"
"b]"
msgid ""
"Display server supports touchscreen input. [b]Windows, Linux (X11), Android, "
"iOS, Web[/b]"
msgstr "显示服务器支持触屏输入。[b]Windows、LinuxX11、Android、iOS、Web[/b]"
msgid ""
"Display server supports mouse input. [b]Windows, macOS, Linux (X11), Android, "
"Web[/b]"
msgstr ""
"显示服务器支持鼠标输入。[b]Windows、macOS、LinuxX11、Android、Web[/b]"
msgid ""
"Display server supports warping mouse coordinates to keep the mouse cursor "
"constrained within an area, but looping when one of the edges is reached. "
"[b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"显示服务器支持扭曲鼠标坐标以将鼠标光标限制在一个区域内,但在到达其中一个边缘时"
"循环。[b]Windows, macOS, Linux (X11)[/b]"
msgid ""
"Display server supports setting and getting clipboard data. See also "
"[constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11), "
"Android, iOS, Web[/b]"
msgstr ""
"显示服务器支持剪贴板数据的设置和获取。另见 [constant "
"FEATURE_CLIPBOARD_PRIMARY]。[b]Windows、macOS、LinuxX11、Android、iOS、"
"Web[/b]"
msgid ""
"Display server supports popping up a virtual keyboard when requested to input "
"text without a physical keyboard. [b]Android, iOS, Web[/b]"
msgstr ""
"显示服务器支持在请求输入文本但没有物理键盘时弹出虚拟键盘。[b]Android、iOS、"
"Web[/b]"
msgid ""
"Display server supports setting the mouse cursor shape to be different from "
"the default. [b]Windows, macOS, Linux (X11), Android, Web[/b]"
msgstr ""
"显示服务器支持将鼠标光标形状设置为与默认不同。[b]Windows、macOS、Linux"
"X11、Android、Web[/b]"
msgid ""
"Display server supports setting the mouse cursor shape to a custom image. "
"[b]Windows, macOS, Linux (X11), Web[/b]"
msgstr ""
"显示服务器支持将鼠标光标形状设置为自定义图像。[b]Windows、macOS、Linux"
"X11、Web[/b]"
msgid ""
"Display server supports spawning dialogs using the operating system's native "
"look-and-feel. [b]macOS[/b]"
msgstr "显示服务器支持使用操作系统的本地界面外观来生成对话框。[b]macOS[/b]"
msgid ""
"Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input "
"Method Editor[/url], which is commonly used for inputting Chinese/Japanese/"
"Korean text. This is handled by the operating system, rather than by Godot. "
"[b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"显示服务器支持 [url=https://en.wikipedia.org/wiki/Input_method]输入法[/url]"
"它通常用于输入中文、日文和韩文文本。这由操作系统处理,而不是由 Godot 处理。"
"[b]Windows, macOS, Linux (X11)[/b]"
msgid ""
"Display server supports windows can use per-pixel transparency to make "
"windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11)"
"[/b]"
msgstr ""
"显示服务器支持窗口可以使用逐像素透明,以使它们后面的窗口部分或完全可见。"
"[b]Windows, macOS, Linux (X11)[/b]"
msgid ""
"Display server supports querying the operating system's display scale factor. "
"This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed "
"to guessing based on the screen resolution and reported display DPI (which "
"can be unreliable due to broken monitor EDID). [b]Windows, macOS[/b]"
msgstr ""
"显示服务器支持查询操作系统的显示缩放系数。这允许[i]可靠地[/i]执行自动 hiDPI 显"
"示器检测,而不是根据屏幕分辨率和报告的显示器 DPI 进行猜测(由于显示器 EDID 损"
"坏,这可能不可靠)。[b]Windows, macOS[/b]"
msgid ""
"Display server supports changing the window icon (usually displayed in the "
"top-left corner). [b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"显示服务器支持改变窗口图标(通常显示在左上角)。[b]Windows、macOS、Linux"
"X11[/b]"
msgid ""
"Display server supports changing the window icon (usually displayed in the "
"top-left corner). [b]Windows, macOS[/b]"
msgstr "显示服务器支持改变窗口图标(通常显示在左上角)。[b]Windows、macOS[/b]"
msgid ""
"Display server supports changing the screen orientation. [b]Android, iOS[/b]"
msgstr "显示服务器支持改变屏幕朝向。[b]Android、iOS[/b]"
msgid ""
"Display server supports V-Sync status can be changed from the default (which "
"is forced to be enabled platforms not supporting this feature). [b]Windows, "
"macOS, Linux (X11)[/b]"
msgstr ""
"显示服务器支持将垂直同步状态改为非默认状态(不支持此功能的平台强制启用垂直同"
"步)。[b]Windows、macOS、LinuxX11[/b]"
msgid ""
"Display server supports Primary clipboard can be used. This is a different "
"clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11)[/b]"
msgstr ""
"显示服务器支持使用主剪贴板。主剪贴板和 [constant FEATURE_CLIPBOARD] 是不同的剪"
"贴板。[b]LinuxX11[/b]"
msgid ""
"Display server supports text-to-speech. See [code]tts_*[/code] methods. "
"[b]Windows, macOS, Linux (X11), Android, iOS, Web[/b]"
msgstr ""
"显示服务器支持文字转语音。见 [code]tts_*[/code] 方法。[b]Windows、macOS、Linux"
"X11、Android、iOS、Web[/b]"
msgid ""
"Display server supports expanding window content to the title. See [constant "
"WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]"
msgstr ""
"显示服务器支持将窗口内容扩展到标题。见 [constant "
"WINDOW_FLAG_EXTEND_TO_TITLE]。[b]macOS[/b]"
msgid ""
"Display server supports reading screen pixels. See [method screen_get_pixel]."
msgstr "显示服务器支持读取屏幕像素。见 [method screen_get_pixel]。"
msgid "Makes the mouse cursor visible if it is hidden."
msgstr "如果鼠标光标处于隐藏状态,则使其可见。"
msgid "Makes the mouse cursor hidden if it is visible."
msgstr "如果鼠标光标是可见的,则使其隐藏。"
msgid ""
"Captures the mouse. The mouse will be hidden and its position locked at the "
"center of the window manager's window.\n"
"[b]Note:[/b] If you want to process the mouse's movement in this mode, you "
"need to use [member InputEventMouseMotion.relative]."
msgstr ""
"捕获鼠标。鼠标将被隐藏,其位置被锁定在窗口管理器窗口的中心。\n"
"[b]注意:[/b]如果你想在这种模式下处理鼠标的移动,则需要使用 [member "
"InputEventMouseMotion.relative]。"
msgid "Confines the mouse cursor to the game window, and make it visible."
msgstr "将鼠标光标限制在游戏窗口内,并使其可见。"
msgid "Confines the mouse cursor to the game window, and make it hidden."
msgstr "将鼠标光标限制在游戏窗口内,并使其隐藏。"
msgid "Represents the screen containing the mouse pointer."
msgstr "代表包含鼠标指针的屏幕。"
msgid "Represents the screen containing the window with the keyboard focus."
msgstr "代表包含具有键盘焦点的窗口的屏幕。"
msgid "Represents the primary screen."
msgstr "代表主屏幕。"
msgid ""
"Represents the screen where the main window is located. This is usually the "
"default value in functions that allow specifying one of several screens."
msgstr "代表主窗口所在的屏幕。如果函数允许指定不同的屏幕,这个值通常是默认值。"
msgid ""
"The ID of the main window spawned by the engine, which can be passed to "
"methods expecting a [code]window_id[/code]."
msgstr ""
"主窗口的 ID可以传给需要 [code]window_id[/code] 的方法,该窗口由引擎生成。"
msgid ""
"The ID that refers to a nonexisting window. This is be returned by some "
"[DisplayServer] methods if no window matches the requested result."
msgstr ""
"指向一个不存在窗口的 ID。如果没有窗口与请求的结果相匹配某些 [DisplayServer] "
"方法将返回这个 ID。"
msgid "Default landscape orientation."
msgstr "默认横屏朝向。"
msgid "Default portrait orientation."
msgstr "默认竖屏朝向。"
msgid "Reverse landscape orientation (upside down)."
msgstr "倒横屏朝向(上下颠倒)。"
msgid "Reverse portrait orientation (upside down)."
msgstr "倒竖屏朝向(上下颠倒)。"
msgid ""
"Automatic landscape orientation (default or reverse depending on sensor)."
msgstr "自动横屏朝向(传感器决定默认或倒向)。"
msgid "Automatic portrait orientation (default or reverse depending on sensor)."
msgstr "自动竖屏朝向(传感器决定默认或倒向)。"
msgid ""
"Automatic landscape or portrait orientation (default or reverse depending on "
"sensor)."
msgstr "自动横屏或竖屏朝向(传感器决定默认或倒向)。"
msgid "Default text virtual keyboard."
msgstr "默认文本虚拟键盘。"
msgid "Multiline virtual keyboard."
msgstr "多行虚拟键盘。"
msgid "Virtual number keypad, useful for PIN entry."
msgstr "虚拟数字键盘,可用于 PIN 输入。"
msgid "Virtual number keypad, useful for entering fractional numbers."
msgstr "虚拟数字键盘,可用于输入小数。"
msgid "Virtual phone number keypad."
msgstr "虚拟手机号码键盘。"
msgid ""
"Virtual keyboard with additional keys to assist with typing email addresses."
msgstr "带有附加键的虚拟键盘,可帮助输入电子邮件地址。"
msgid ""
"Virtual keyboard for entering a password. On most platforms, this should "
"disable autocomplete and autocapitalization.\n"
"[b]Note:[/b] This is not supported on Web. Instead, this behaves identically "
"to [constant KEYBOARD_TYPE_DEFAULT]."
msgstr ""
"用于输入密码的虚拟键盘。在大多数平台上,这应该会禁用自动完成和自动首字母大写功"
"能。\n"
"[b]注意:[/b]Web 平台不支持。与 [constant KEYBOARD_TYPE_DEFAULT] 的行为相同。"
msgid "Virtual keyboard with additional keys to assist with typing URLs."
msgstr "带有附加键的虚拟键盘,可帮助输入 URL。"
msgid ""
"Arrow cursor shape. This is the default when not pointing anything that "
"overrides the mouse cursor, such as a [LineEdit] or [TextEdit]."
msgstr ""
"箭头光标形状。这是默认形状,没有指向 [LineEdit] 和 [TextEdit] 等会覆盖鼠标指针"
"的节点时显示。"
msgid ""
"I-beam cursor shape. This is used by default when hovering a control that "
"accepts text input, such as [LineEdit] or [TextEdit]."
msgstr ""
"工字光标形状。默认在悬停于 [LineEdit] 和 [TextEdit] 等接受文本输入的控件时显"
"示。"
msgid ""
"Pointing hand cursor shape. This is used by default when hovering a "
"[LinkButton] or a URL tag in a [RichTextLabel]."
msgstr ""
"指点的手形光标形状。默认在悬停于 [LinkButton] 或 [RichTextLabel] 中的 URL 标签"
"时使用。"
msgid ""
"Crosshair cursor. This is intended to be displayed when the user needs "
"precise aim over an element, such as a rectangle selection tool or a color "
"picker."
msgstr ""
"十字光标。应当在用户需要精确瞄准某个元素时显示,例如矩形选择工具和颜色拾取器。"
msgid ""
"Wait cursor. On most cursor themes, this displays a spinning icon [i]besides[/"
"i] the arrow. Intended to be used for non-blocking operations (when the user "
"can do something else at the moment). See also [constant CURSOR_BUSY]."
msgstr ""
"等待光标。大多数光标主题会在箭头[i]旁边[/i]显示旋转图标。旨在用于非阻塞操作"
"(此时用户可以做其他事情)。另见 [constant CURSOR_BUSY]。"
msgid ""
"Wait cursor. On most cursor themes, this [i]replaces[/i] the arrow with a "
"spinning icon. Intended to be used for blocking operations (when the user "
"can't do anything else at the moment). See also [constant CURSOR_WAIT]."
msgstr ""
"等待光标。大多数光标主题会把箭头[i]替换[/i]为旋转图标。旨在用于阻塞操作(此时"
"用户无法做其他事情)。另见 [constant CURSOR_WAIT]。"
msgid ""
"Dragging hand cursor. This is displayed during drag-and-drop operations. See "
"also [constant CURSOR_CAN_DROP]."
msgstr "拖动的手形光标。在拖放操作过程中显示。另见 [constant CURSOR_CAN_DROP]。"
msgid ""
"\"Can drop\" cursor. This is displayed during drag-and-drop operations if "
"hovering over a [Control] that can accept the drag-and-drop event. On most "
"cursor themes, this displays a dragging hand with an arrow symbol besides it. "
"See also [constant CURSOR_DRAG]."
msgstr ""
"“能放下”光标。在拖放操作过程中,如果将鼠标悬停在可以接受拖放事件的 [Control] "
"上,就会显示这个光标。大多数光标主题会显示一只正在拖拽的手,旁边有一个箭头符"
"号。另见 [constant CURSOR_DRAG]。"
msgid ""
"Forbidden cursor. This is displayed during drag-and-drop operations if the "
"hovered [Control] can't accept the drag-and-drop event."
msgstr ""
"禁止光标。在拖放操作过程中,如果将鼠标悬停在不可接受拖放事件的 [Control] 上,"
"就会显示这个光标。"
msgid ""
"Vertical resize cursor. Intended to be displayed when the hovered [Control] "
"can be vertically resized using the mouse. See also [constant CURSOR_VSPLIT]."
msgstr ""
"垂直尺寸调整光标。只在用于悬停的 [Control] 可以用鼠标调整垂直大小时显示。另见 "
"[constant CURSOR_VSPLIT]。"
msgid ""
"Horizontal resize cursor. Intended to be displayed when the hovered [Control] "
"can be horizontally resized using the mouse. See also [constant "
"CURSOR_HSPLIT]."
msgstr ""
"水平尺寸调整光标。只在用于悬停的 [Control] 可以用鼠标调整水平大小时显示。另见 "
"[constant CURSOR_HSPLIT]。"
msgid ""
"Secondary diagonal resize cursor (top-right/bottom-left). Intended to be "
"displayed when the hovered [Control] can be resized on both axes at once "
"using the mouse."
msgstr ""
"辅助对角线尺寸调整光标(右上/左下)。只在但悬停的 [Control] 可以使用鼠标同时在"
"两个轴上调整大小时显示。"
msgid ""
"Main diagonal resize cursor (top-left/bottom-right). Intended to be displayed "
"when the hovered [Control] can be resized on both axes at once using the "
"mouse."
msgstr ""
"主对角线尺寸调整光标(左上/右下)。只在当悬停的 [Control] 可以使用鼠标同时在两"
"个轴上调整大小时显示。"
msgid ""
"Move cursor. Intended to be displayed when the hovered [Control] can be moved "
"using the mouse."
msgstr "移动光标。应在能够使用鼠标移动被悬停 [Control] 时显示。"
msgid ""
"Vertical split cursor. This is displayed when hovering a [Control] with "
"splits that can be vertically resized using the mouse, such as "
"[VSplitContainer]. On some cursor themes, this cursor may have the same "
"appearance as [constant CURSOR_VSIZE]."
msgstr ""
"垂直分割光标。当光标悬停于 [VSplitContainer] 等能够使用鼠标调整拆分的垂直大小"
"的 [Control] 时显示。部分光标主题中,该光标的外观和 [constant CURSOR_VSIZE] 一"
"致。"
msgid ""
"Horizontal split cursor. This is displayed when hovering a [Control] with "
"splits that can be horizontally resized using the mouse, such as "
"[HSplitContainer]. On some cursor themes, this cursor may have the same "
"appearance as [constant CURSOR_HSIZE]."
msgstr ""
"水平分割光标。当光标悬停于 [HSplitContainer] 等能够使用鼠标调整拆分的水平大小"
"的 [Control] 时显示。部分光标主题中,该光标的外观和 [constant CURSOR_HSIZE] 一"
"致。"
msgid ""
"Help cursor. On most cursor themes, this displays a question mark icon "
"instead of the mouse cursor. Intended to be used when the user has requested "
"help on the next element that will be clicked."
msgstr ""
"帮助光标。在大多数光标主题中显示为问号图标,不显示为鼠标光标。应在用户请求对下"
"一次点击的元素提供帮助信息时使用。"
msgid "Represents the size of the [enum CursorShape] enum."
msgstr "代表 [enum CursorShape] 枚举的大小。"
msgid "The native file dialog allows selecting one, and only one file."
msgstr "该原生对话框只允许选择一个文件。"
msgid "The native file dialog allows selecting multiple files."
msgstr "该原生对话框允许选择多个文件。"
msgid ""
"The native file dialog only allows selecting a directory, disallowing the "
"selection of any file."
msgstr "该原生对话框只允许选择一个目录,不允许选择任何文件。"
msgid "The native file dialog allows selecting one file or directory."
msgstr "该原生对话框允许选择一个文件或目录。"
msgid "The native file dialog will warn when a file exists."
msgstr "当文件存在时,原生对话框会发出警告。"
msgid ""
"Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to "
"the size of the screen)."
msgstr "窗口模式,即 [Window] 不占据整个屏幕(除非设置为屏幕的大小)。"
msgid ""
"Minimized window mode, i.e. [Window] is not visible and available on window "
"manager's window list. Normally happens when the minimize button is pressed."
msgstr ""
"最小化窗口模式,即 [Window] 在窗口管理器的窗口列表中既不可见也不可用。通常发生"
"在按下最小化按钮时。"
msgid ""
"Maximized window mode, i.e. [Window] will occupy whole screen area except "
"task bar and still display its borders. Normally happens when the maximize "
"button is pressed."
msgstr ""
"最大化窗口模式,即 [Window] 会占据整个屏幕区域,任务栏除外,并且会显示边框。通"
"常发生在按下最大化按钮时。"
msgid ""
"Full screen mode with full multi-window support.\n"
"Full screen window covers the entire display area of a screen and has no "
"decorations. The display's video mode is not changed.\n"
"[b]On Windows:[/b] Multi-window full-screen mode has a 1px border of the "
"[member ProjectSettings.rendering/environment/defaults/default_clear_color] "
"color.\n"
"[b]On macOS:[/b] A new desktop is used to display the running project.\n"
"[b]Note:[/b] Regardless of the platform, enabling full screen will change the "
"window size to match the monitor's size. Therefore, make sure your project "
"supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions."
"html]multiple resolutions[/url] when enabling full screen mode."
msgstr ""
"具有完整多窗口支持的全屏模式。\n"
"全屏窗口覆盖屏幕的整个显示区域,且没有任何装饰。显示的视频模式没有更改。\n"
"[b]在 Windows 上:[/b]多窗口全屏模式具有 1px 宽的颜色为 [member "
"ProjectSettings.rendering/environment/defaults/default_clear_color] 的边框。\n"
"[b]在 macOS 上:[/b]使用新桌面来显示正在运行的项目。\n"
"[b]注意:[/b]无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此,"
"请确保你的项目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/"
"multiple_resolutions.html]多种分辨率[/url]。"
msgid ""
"A single window full screen mode. This mode has less overhead, but only one "
"window can be open on a given screen at a time (opening a child window or "
"application switching will trigger a full screen transition).\n"
"Full screen window covers the entire display area of a screen and has no "
"border or decorations. The display's video mode is not changed.\n"
"[b]On Windows:[/b] Depending on video driver, full screen transition might "
"cause screens to go black for a moment.\n"
"[b]On macOS:[/b] A new desktop is used to display the running project. "
"Exclusive full screen mode prevents Dock and Menu from showing up when the "
"mouse pointer is hovering the edge of the screen.\n"
"[b]On Linux (X11):[/b] Exclusive full screen mode bypasses compositor.\n"
"[b]Note:[/b] Regardless of the platform, enabling full screen will change the "
"window size to match the monitor's size. Therefore, make sure your project "
"supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions."
"html]multiple resolutions[/url] when enabling full screen mode."
msgstr ""
"单窗口全屏模式。这种模式开销较小,但一次只能在给定屏幕上打开一个窗口(打开子窗"
"口或切换应用程序会触发全屏过渡)。\n"
"全屏窗口会覆盖屏幕的整个显示区域,没有边框或装饰。显示视频模式没有改变。\n"
"[b]在 Windows 上:[/b]取决于视频驱动程序,全屏过渡可能会导致屏幕暂时变黑。\n"
"[b]在 macOS 上:[/b]一个新的桌面用于显示正在运行的项目。当鼠标指针悬停在屏幕边"
"缘时,独占全屏模式会阻止 Dock 和 Menu 出现。\n"
"[b]在 LinuxX11[/b]独占全屏模式会绕过合成器。\n"
"[b]注意:[/b]无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此,"
"确保你的项目在启用全屏模式时支持[url=$DOCS_URL/tutorials/rendering/"
"multiple_resolutions.html]多个分辨率[/url]。"
msgid ""
"The window can't be resized by dragging its resize grip. It's still possible "
"to resize the window using [method window_set_size]. This flag is ignored for "
"full screen windows."
msgstr ""
"该窗口不能通过拖动其调整大小的手柄来调整大小。但仍然可以使用 [method "
"window_set_size] 调整窗口大小。全屏窗口会忽略该标志。"
msgid ""
"The window do not have native title bar and other decorations. This flag is "
"ignored for full-screen windows."
msgstr "该窗口没有原生标题栏和其他装饰。全屏窗口会忽略该标志。"
msgid ""
"The window is floating on top of all other windows. This flag is ignored for "
"full-screen windows."
msgstr "该窗口悬浮在所有其他窗口之上。全屏窗口会忽略该标志。"
msgid ""
"The window background can be transparent.\n"
"[b]Note:[/b] This flag has no effect if [member ProjectSettings.display/"
"window/per_pixel_transparency/allowed] is set to [code]false[/code].\n"
"[b]Note:[/b] Transparency support is implemented on Linux (X11), macOS and "
"Windows, but availability might vary depending on GPU driver, display "
"manager, and compositor capabilities."
msgstr ""
"该窗口的背景可以是透明的。\n"
"[b]注意:[/b]如果 [member ProjectSettings.display/window/"
"per_pixel_transparency/allowed] 被设置为 [code]false[/code],则该标志无效。\n"
"[b]注意:[/b]透明度支持在 LinuxX11、macOS 和 Windows 上实现,但可用性可能"
"因 GPU 驱动、显示管理器、和合成器功能而异。"
msgid ""
"The window can't be focused. No-focus window will ignore all input, except "
"mouse clicks."
msgstr "该窗口无法获得焦点。无聚焦窗口会忽略除鼠标点击外的所有输入。"
msgid ""
"Window is part of menu or [OptionButton] dropdown. This flag can't be changed "
"when the window is visible. An active popup window will exclusively receive "
"all input, without stealing focus from its parent. Popup windows are "
"automatically closed when uses click outside it, or when an application is "
"switched. Popup window must have transient parent set (see [method "
"window_set_transient])."
msgstr ""
"窗口是菜单或 [OptionButton] 下拉菜单的一部分。当窗口可见时,不能更改该标志。活"
"动的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。当在其外部点"
"击或切换应用程序时,弹出窗口将会自动关闭。 弹出窗口必须已经设置了临时父级(参"
"见 [method window_set_transient])。"
msgid ""
"Window content is expanded to the full size of the window. Unlike borderless "
"window, the frame is left intact and can be used to resize the window, title "
"bar is transparent, but have minimize/maximize/close buttons.\n"
"Use [method window_set_window_buttons_offset] to adjust minimize/maximize/"
"close buttons offset.\n"
"Use [method window_get_safe_title_margins] to determine area under the title "
"bar that is not covered by decorations.\n"
"[b]Note:[/b] This flag is implemented only on macOS."
msgstr ""
"窗口内容扩展到窗口的全部大小。与无边框窗口不同,框架仍保持不变,可以调整窗口大"
"小,标题栏是透明的,但具有最小化/最大化/关闭按钮。\n"
"使用 [method window_set_window_buttons_offset] 调整最小化/最大化/关闭按钮的偏"
"移量。\n"
"使用 [method window_get_safe_title_margins] 确定标题栏下方未被装饰覆盖的区"
"域。\n"
"[b]注意:[/b]该标志仅在 macOS 上实现。"
msgid ""
"All mouse events are passed to the underlying window of the same application."
msgstr "所有鼠标事件都被传递到同一应用程序的底层窗口。"
msgid "Max value of the [enum WindowFlags]."
msgstr "[enum WindowFlags] 的最大值。"
msgid "Sent when the mouse pointer enters the window."
msgstr "当鼠标指针进入该窗口时发送。"
msgid "Sent when the mouse pointer exits the window."
msgstr "当鼠标指针退出该窗口时发送。"
msgid "Sent when the window grabs focus."
msgstr "当窗口获得焦点时发送。"
msgid "Sent when the window loses focus."
msgstr "当窗口失去焦点时发送。"
msgid ""
"Sent when the user has attempted to close the window (e.g. close button is "
"pressed)."
msgstr "当用户试图关闭该窗口时发送(例如按下关闭按钮)。"
msgid ""
"Sent when the device \"Back\" button is pressed.\n"
"[b]Note:[/b] This event is implemented only on Android."
msgstr ""
"当按下设备的“后退”按钮时发送。\n"
"[b]注意:[/b]该事件仅在 Android 上实现。"
msgid ""
"Sent when the window is moved to the display with different DPI, or display "
"DPI is changed.\n"
"[b]Note:[/b] This flag is implemented only on macOS."
msgstr ""
"当窗口被移动到具有不同 DPI 的显示器上,或者显示器的 DPI 更改时发送。\n"
"[b]注意:[/b]该标志仅在 macOS 上实现。"
msgid ""
"Sent when the window title bar decoration is changed (e.g. [constant "
"WINDOW_FLAG_EXTEND_TO_TITLE] is set or window entered/exited full screen "
"mode).\n"
"[b]Note:[/b] This flag is implemented only on macOS."
msgstr ""
"当窗口标题栏的装饰改变时发送(例如 [constant WINDOW_FLAG_EXTEND_TO_TITLE] 被设"
"置或窗口进入/退出全屏模式)。\n"
"[b]注意:[/b]该标志仅在 macOS 上实现。"
msgid ""
"No vertical synchronization, which means the engine will display frames as "
"fast as possible (tearing may be visible). Framerate is unlimited "
"(notwithstanding [member Engine.max_fps])."
msgstr ""
"没有垂直同步,这意味着引擎将尽可能快地显示帧(可能会有可见的撕裂)。帧速率是未"
"限制的(不考虑 [member Engine.max_fps])。"
msgid ""
"Default vertical synchronization mode, the image is displayed only on "
"vertical blanking intervals (no tearing is visible). Framerate is limited by "
"the monitor refresh rate (notwithstanding [member Engine.max_fps])."
msgstr ""
"默认的垂直同步模式,图像只在垂直消隐间隔显示(没有可见的撕裂)。帧速率受显示器"
"刷新率的限制(不考虑 [member Engine.max_fps])。"
msgid ""
"Behaves like [constant VSYNC_DISABLED] when the framerate drops below the "
"screen's refresh rate to reduce stuttering (tearing may be visible). "
"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is "
"limited by the monitor refresh rate (notwithstanding [member Engine."
"max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility "
"rendering method."
msgstr ""
"当帧速率降至屏幕刷新率以下以减少卡顿(可能有可见的撕裂)时,行为类似于 "
"[constant VSYNC_DISABLED]。否则,启用垂直同步以避免撕裂。帧速率受显示器刷新率"
"的限制(不考虑 [member Engine.max_fps])。使用兼容渲染方法时表现得像 "
"[constant VSYNC_ENABLED]。"
msgid ""
"Displays the most recent image in the queue on vertical blanking intervals, "
"while rendering to the other images (no tearing is visible). Framerate is "
"unlimited (notwithstanding [member Engine.max_fps]).\n"
"Although not guaranteed, the images can be rendered as fast as possible, "
"which may reduce input lag (also called \"Fast\" V-Sync mode). [constant "
"VSYNC_MAILBOX] works best when at least twice as many frames as the display "
"refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using "
"the Compatibility rendering method."
msgstr ""
"在垂直消隐间隔显示队列中的最新图像,同时对其他图像渲染(没有可见的撕裂)。帧速"
"率是未限制的(不考虑 [member Engine.max_fps])。\n"
"虽然不能保证但可以尽可能快地渲染图像这可能会减少输入滞后也称为“快速”V-"
"Sync 模式)。[constant VSYNC_MAILBOX] 在渲染的帧数至少是显示器刷新率的两倍时效"
"果最佳。使用兼容渲染方法时表现得像 [constant VSYNC_ENABLED]。"
msgid ""
"Display handle:\n"
"- Linux (X11): [code]X11::Display*[/code] for the display.\n"
"- Android: [code]EGLDisplay[/code] for the display."
msgstr ""
"显示器句柄:\n"
"- Linux (X11):显示器的 [code]X11::Display*[/code]。\n"
"- Android显示器的 [code]EGLDisplay[/code]。"
msgid ""
"Window handle:\n"
"- Windows: [code]HWND[/code] for the window.\n"
"- Linux (X11): [code]X11::Window*[/code] for the window.\n"
"- macOS: [code]NSWindow*[/code] for the window.\n"
"- iOS: [code]UIViewController*[/code] for the view controller.\n"
"- Android: [code]jObject[/code] for the activity."
msgstr ""
"窗口句柄:\n"
"- Windows窗口的 [code]HWND[/code]。\n"
"- Linux (X11):窗口的 [code]X11::Window*[/code]。\n"
"- macOS窗口的 [code]NSWindow*[/code]。\n"
"- iOS视图控制器的 [code]UIViewController*[/code]。\n"
"- AndroidActivity 的 [code]jObject[/code]。"
msgid ""
"Window view:\n"
"- Windows: [code]HDC[/code] for the window (only with the GL Compatibility "
"renderer).\n"
"- macOS: [code]NSView*[/code] for the window main view.\n"
"- iOS: [code]UIView*[/code] for the window main view."
msgstr ""
"窗口视图:\n"
"- Windows窗口的 [code]HDC[/code](仅适用于 GL 兼容性渲染器)。\n"
"- macOS窗口主视图的 [code]NSView*[/code]。\n"
"- iOS窗口主视图的 [code]UIView*[/code]。"
msgid ""
"OpenGL context (only with the GL Compatibility renderer):\n"
"- Windows: [code]HGLRC[/code] for the window (native GL), or "
"[code]EGLContext[/code] for the window (ANGLE).\n"
"- Linux: [code]GLXContext*[/code] for the window.\n"
"- macOS: [code]NSOpenGLContext*[/code] for the window (native GL), or "
"[code]EGLContext[/code] for the window (ANGLE).\n"
"- Android: [code]EGLContext[/code] for the window."
msgstr ""
"OpenGL 上下文(仅适用于 GL 兼容性渲染器):\n"
"- Windows窗口的 [code]HGLRC[/code](原生 GL或窗口的 [code]EGLContext[/"
"code]ANGLE。\n"
"- Linux窗口的 [code]GLXContext*[/code]。\n"
"- macOS窗口的 [code]NSOpenGLContext*[/code](原生 GL或窗口的 "
"[code]EGLContext[/code]ANGLE。\n"
"- Android窗口的 [code]EGLContext[/code]。"
msgid "Utterance has begun to be spoken."
msgstr "发言开始。"
msgid "Utterance was successfully finished."
msgstr "发言顺利结束。"
msgid "Utterance was canceled, or TTS service was unable to process it."
msgstr "发言取消,或者 TTS 服务无法处理。"
msgid "Utterance reached a word or sentence boundary."
msgstr "发言到达单词或句子的边界。"
msgid "Helper class to implement a DTLS server."
msgstr "实现 DTLS 服务器的辅助类。"
msgid ""
"This class is used to store the state of a DTLS server. Upon [method setup] "
"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
"[method take_connection] as DTLS clients. Under the hood, this class is used "
"to store the DTLS state and cookies of the server. The reason of why the "
"state and cookies are needed is outside of the scope of this documentation.\n"
"Below a small example of how to use it:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"extends Node\n"
"\n"
"var dtls := DTLSServer.new()\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
" var key = load(\"key.key\") # Your private key.\n"
" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
" while server.is_connection_available():\n"
" var peer: PacketPeerUDP = server.take_connection()\n"
" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
" continue # It is normal that 50% of the connections fails due to "
"cookie exchange.\n"
" print(\"Peer connected!\")\n"
" peers.append(dtls_peer)\n"
"\n"
" for p in peers:\n"
" p.poll() # Must poll to update the state.\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
" print(\"Received message from client: %s\" % p.get_packet()."
"get_string_from_utf8())\n"
" p.put_packet(\"Hello DTLS client\".to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private DtlsServer _dtls = new DtlsServer();\n"
" private UdpServer _server = new UdpServer();\n"
" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot."
"Collections.Array<PacketPeerDTLS>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" var key = GD.Load<CryptoKey>(\"key.key\"); // Your private key.\n"
" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // Your X509 "
"certificate.\n"
" _dtls.Setup(key, cert);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" while (Server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUDP peer = _server.TakeConnection();\n"
" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n"
" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n"
" {\n"
" continue; // It is normal that 50% of the connections fails "
"due to cookie exchange.\n"
" }\n"
" GD.Print(\"Peer connected!\");\n"
" _peers.Add(dtlsPeer);\n"
" }\n"
"\n"
" foreach (var p in _peers)\n"
" {\n"
" p.Poll(); // Must poll to update the state.\n"
" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" while (p.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Received Message From Client: {p.GetPacket()."
"GetStringFromUtf8()}\");\n"
" p.PutPacket(\"Hello DTLS Client\".ToUtf8Buffer());\n"
" }\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"extends Node\n"
"\n"
"var dtls := PacketPeerDTLS.new()\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
" dtls.connect_to_peer(udp, false) # Use true in production for certificate "
"validation!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
" # Try to contact server\n"
" dtls.put_packet(\"The answer is... 42!\".to_utf8_buffer())\n"
" while dtls.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % dtls.get_packet()."
"get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"using System.Text;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerDtls _dtls = new PacketPeerDtls();\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" _dtls.ConnectToPeer(_udp, validateCerts: false); // Use true in "
"production for certificate validation!\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _dtls.Poll();\n"
" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // Try to contact server\n"
" _dtls.PutPacket(\"The Answer Is..42!\".ToUtf8Buffer());\n"
" }\n"
" while (_dtls.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Connected: {_dtls.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"该类用于存储 DTLS 服务器的状态。在 [method setup] 之后,它将连接的 "
"[PacketPeerUDP] 转换为 [PacketPeerDTLS],通过 [method take_connection] 接受它"
"们作为 DTLS 客户端。在底层,这个类用于存储服务器的 DTLS 状态和 cookie。为什么"
"需要状态和 cookie 的原因不在本文档的范围内。\n"
"下面是一个如何使用它的小例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"extends Node\n"
"\n"
"var dtls := DTLSServer.new()\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
" var key = load(\"key.key\") # 你的私钥。\n"
" var cert = load(\"cert.crt\") # 你的 X509 证书。\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
" while server.is_connection_available():\n"
" var peer: PacketPeerUDP = server.take_connection()\n"
" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
" continue # 由于 cookie 交换50% 的连接会失败,这是正常现象。\n"
" print(\"对等体已连接!\")\n"
" peers.append(dtls_peer)\n"
"\n"
" for p in peers:\n"
" p.poll() # 必须轮询以更新状态。\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
" print(\"从客户端收到消息:%s\" % p.get_packet()."
"get_string_from_utf8())\n"
" p.put_packet(\"你好 DTLS 客户端\".to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private DtlsServer _dtls = new DtlsServer();\n"
" private UdpServer _server = new UdpServer();\n"
" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot."
"Collections.Array<PacketPeerDTLS>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" var key = GD.Load<CryptoKey>(\"key.key\"); // 你的私钥。\n"
" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // 你的 X509 证"
"书。\n"
" _dtls.Setup(key, cert);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" while (Server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUDP peer = _server.TakeConnection();\n"
" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n"
" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n"
" {\n"
" continue; // 由于 cookie 交换50% 的连接会失败,这是正常现"
"象。\n"
" }\n"
" GD.Print(\"对等体已连接!\");\n"
" _peers.Add(dtlsPeer);\n"
" }\n"
"\n"
" foreach (var p in _peers)\n"
" {\n"
" p.Poll(); // 必须轮询以更新状态。\n"
" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" while (p.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"从客户端收到消息:{p.GetPacket()."
"GetStringFromUtf8()}\");\n"
" p.PutPacket(\"你好 DTLS 客户端\".ToUtf8Buffer());\n"
" }\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"extends Node\n"
"\n"
"var dtls := PacketPeerDTLS.new()\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
" dtls.connect_to_peer(udp, false) # 生产环境中请使用 true 进行证书校验!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
" # 尝试联系服务器\n"
" dtls.put_packet(\"回应是… 42\".to_utf8_buffer())\n"
" while dtls.get_available_packet_count() > 0:\n"
" print(\"已连接:%s\" % dtls.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"using System.Text;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerDtls _dtls = new PacketPeerDtls();\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" _dtls.ConnectToPeer(_udp, validateCerts: false); // 生产环境中请使用 "
"true 进行证书校验!\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _dtls.Poll();\n"
" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // 尝试联系服务器\n"
" _dtls.PutPacket(\"回应是… 42\".ToUtf8Buffer());\n"
" }\n"
" while (_dtls.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"已连接:{_dtls.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Setup the DTLS server to use the given [param server_options]. See [method "
"TLSOptions.server]."
msgstr ""
"设置 DTLS 服务器以使用给定的 [param server_options]。请参阅 [method "
"TLSOptions.server]。"
msgid ""
"Try to initiate the DTLS handshake with the given [param udp_peer] which must "
"be already connected (see [method PacketPeerUDP.connect_to_host]).\n"
"[b]Note:[/b] You must check that the state of the return PacketPeerUDP is "
"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the "
"new connections will be invalid due to cookie exchange."
msgstr ""
"尝试与给定 [param udp_peer] 启动 DTLS 握手,必须已连接到该 [param udp_peer]"
"(请参阅 [method PacketPeerUDP.connect_to_host])。\n"
"[b]注意:[/b]必须检查返回的 PacketPeerUDP 的状态是否为 [constant "
"PacketPeerDTLS.STATUS_HANDSHAKING]因为正常情况下50% 的新连接会因为 cookie "
"交换而无效。"
msgid "Godot editor's command palette."
msgstr "Godot 编辑器的命令面板。"
msgid ""
"Object that holds all the available Commands and their shortcuts text. These "
"Commands can be accessed through [b]Editor > Command Palette[/b] menu.\n"
"Command key names use slash delimiters to distinguish sections, for example: "
"[code]\"example/command1\"[/code] then [code]example[/code] will be the "
"section name.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var command_palette = EditorInterface.get_command_palette()\n"
"# external_command is a function that will be called with the command is "
"executed.\n"
"var command_callable = Callable(self, \"external_command\").bind(arguments)\n"
"command_palette.add_command(\"command\", \"test/command\",command_callable)\n"
"[/gdscript]\n"
"[csharp]\n"
"EditorCommandPalette commandPalette = EditorInterface.Singleton."
"GetCommandPalette();\n"
"// ExternalCommand is a function that will be called with the command is "
"executed.\n"
"Callable commandCallable = new Callable(this, MethodName.ExternalCommand);\n"
"commandPalette.AddCommand(\"command\", \"test/command\", commandCallable)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_command_palette]."
msgstr ""
"该对象包含所有可用命令及其快捷方式文本。这些命令可以通过 [b]Editor > 命令面板"
"[/b] 菜单访问。\n"
"命令键名使用斜杠分隔符来区分部分,例如:[code]\"example/command1\"[/code],那"
"么 [code]example[/code] 将是部分名称。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var command_palette = EditorInterface.get_command_palette()\n"
"# external_command 是将在命令执行时调用的函数。\n"
"var command_callable = Callable(self, \"external_command\").bind(arguments)\n"
"command_palette.add_command(\"command\", \"test/command\",command_callable)\n"
"[/gdscript]\n"
"[csharp]\n"
"EditorCommandPalette commandPalette = EditorInterface.Singleton."
"GetCommandPalette();\n"
"// ExternalCommand 是将在命令执行时调用的函数。\n"
"Callable commandCallable = new Callable(this, MethodName.ExternalCommand);\n"
"commandPalette.AddCommand(\"command\", \"test/command\", commandCallable)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]不应直接实例化此类。相反,使用 [method EditorInterface."
"get_command_palette] 访问单例。"
msgid ""
"Adds a custom command to EditorCommandPalette.\n"
"- [param command_name]: [String] (Name of the [b]Command[/b]. This is "
"displayed to the user.)\n"
"- [param key_name]: [String] (Name of the key for a particular [b]Command[/"
"b]. This is used to uniquely identify the [b]Command[/b].)\n"
"- [param binded_callable]: [Callable] (Callable of the [b]Command[/b]. This "
"will be executed when the [b]Command[/b] is selected.)\n"
"- [param shortcut_text]: [String] (Shortcut text of the [b]Command[/b] if "
"available.)"
msgstr ""
"向 EditorCommandPalette 添加自定义命令。\n"
"- [param command_name][String][b]Command[/b] 的名称。这会显示给用户。)\n"
"- [param key_name][String](特定 [b]Command[/b] 的密钥名称。这用于唯一标识 "
"[b]Command[/b]。)\n"
"- [param binded_callable][Callable][b]Command[/b] 的 Callable。这将在选择 "
"[b]Command[/b] 时执行。)\n"
"- [param shortcut_text][String][b]Command[/b] 的快捷键文本,如果可用。)"
msgid ""
"Removes the custom command from EditorCommandPalette.\n"
"- [param key_name]: [String] (Name of the key for a particular [b]Command[/"
"b].)"
msgstr ""
"从 EditorCommandPalette 中删除自定义命令。\n"
"- [param key_name]: [String] (特定 [b]Command[/b] 的键名)"
msgid "A base class to implement debugger plugins."
msgstr "实现调试器插件的基类。"
msgid ""
"[EditorDebuggerPlugin] provides functions related to the editor side of the "
"debugger.\n"
"To interact with the debugger, an instance of this class must be added to the "
"editor via [method EditorPlugin.add_debugger_plugin].\n"
"Once added, the [method _setup_session] callback will be called for every "
"[EditorDebuggerSession] available to the plugin, and when new ones are "
"created (the sessions may be inactive during this stage).\n"
"You can retrieve the available [EditorDebuggerSession]s via [method "
"get_sessions] or get a specific one via [method get_session].\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorPlugin\n"
"\n"
"class ExampleEditorDebugger extends EditorDebuggerPlugin:\n"
"\n"
" func _has_capture(prefix):\n"
" # Return true if you wish to handle message with this prefix.\n"
" return prefix == \"my_plugin\"\n"
"\n"
" func _capture(message, data, session_id):\n"
" if message == \"my_plugin:ping\":\n"
" get_session(session_id).send_message(\"my_plugin:echo\", data)\n"
"\n"
" func _setup_session(session_id):\n"
" # Add a new tab in the debugger session UI containing a label.\n"
" var label = Label.new()\n"
" label.name = \"Example plugin\"\n"
" label.text = \"Example plugin\"\n"
" var session = get_session(session_id)\n"
" # Listens to the session started and stopped signals.\n"
" session.started.connect(func (): print(\"Session started\"))\n"
" session.stopped.connect(func (): print(\"Session stopped\"))\n"
" session.add_session_tab(label)\n"
"\n"
"var debugger = ExampleEditorDebugger.new()\n"
"\n"
"func _enter_tree():\n"
" add_debugger_plugin(debugger)\n"
"\n"
"func _exit_tree():\n"
" remove_debugger_plugin(debugger)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"编辑器调试器插件 [EditorDebuggerPlugin] 提供了与调试器的编辑器端相关的函数。\n"
"要与调试器交互,必须将这个类的实例通过 [method EditorPlugin."
"add_debugger_plugin] 添加至编辑器。\n"
"添加完成后,会针对该插件可用的每一个编辑器调试器会话 [EditorDebuggerSession] "
"回调一次 [method _setup_session],后续有新的会话也会进行回调(这些会话在此阶段"
"可能尚未激活)。\n"
"你可以通过 [method get_sessions] 获取所有可用的 [EditorDebuggerSession],也可"
"以通过 [method get_session] 获取特定的会话。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorPlugin\n"
"\n"
"class ExampleEditorDebugger extends EditorDebuggerPlugin:\n"
"\n"
" func _has_capture(prefix):\n"
" # 如果想要处理带有这个前缀的消息则返回 true。\n"
" return prefix == \"my_plugin\"\n"
"\n"
" func _capture(message, data, session_id):\n"
" if message == \"my_plugin:ping\":\n"
" get_session(session_id).send_message(\"my_plugin:echo\", data)\n"
"\n"
" func _setup_session(session_id):\n"
" # 在调试器会话 UI 中添加新的选项卡,其中包含一个标签。\n"
" var label = Label.new()\n"
" label.name = \"Example plugin\"\n"
" label.text = \"示例插件\"\n"
" var session = get_session(session_id)\n"
" # 监听会话开始和停止信号。\n"
" session.started.connect(func (): print(\"会话已开始\"))\n"
" session.stopped.connect(func (): print(\"会话已停止\"))\n"
" session.add_session_tab(label)\n"
"\n"
"var debugger = ExampleEditorDebugger.new()\n"
"\n"
"func _enter_tree():\n"
" add_debugger_plugin(debugger)\n"
"\n"
"func _exit_tree():\n"
" remove_debugger_plugin(debugger)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Override this method to process incoming messages. The [param session_id] is "
"the ID of the [EditorDebuggerSession] that received the message (which you "
"can retrieve via [method get_session])."
msgstr ""
"覆盖此方法以处理传入的消息。[param session_id] 是接收到消息的 "
"[EditorDebuggerSession] 的 ID你可以通过 [method get_session] 检索到它)。"
msgid ""
"Override this method to enable receiving messages from the debugger. If "
"[param capture] is \"my_message\" then messages starting with \"my_message:\" "
"will be passes to the [method _capture] method."
msgstr ""
"覆盖此方法以启用从调试器接收消息。如果[param capture]是\"my_message\",那么以"
"\"my_message:\"开头的消息将会传递到[method _capture]方法。"
msgid ""
"Override this method to be notified whenever a new [EditorDebuggerSession] is "
"created (the session may be inactive during this stage)."
msgstr ""
"覆盖此方法,以在创建新的[EditorDebuggerSession]时被通知(此阶段期间可能处于非"
"活动状态)。"
msgid "Returns the [EditorDebuggerSession] with the given [param id]."
msgstr "返回具有给定 [param id] 的 [EditorDebuggerSession]。"
msgid ""
"Returns an array of [EditorDebuggerSession] currently available to this "
"debugger plugin.\n"
"[b]Note:[/b] Sessions in the array may be inactive, check their state via "
"[method EditorDebuggerSession.is_active]."
msgstr ""
"返回该调试器插件当前可用的 [EditorDebuggerSession] 数组。\n"
"[b]注意:[/b]数组中的会话可能处于非活动状态,请通过 [method "
"EditorDebuggerSession.is_active] 检查它们的状态。"
msgid "A class to interact with the editor debugger."
msgstr "与编辑器调试器交互的类。"
msgid ""
"This class cannot be directly instantiated and must be retrieved via a "
"[EditorDebuggerPlugin].\n"
"You can add tabs to the session UI via [method add_session_tab], send "
"messages via [method send_message], and toggle [EngineProfiler]s via [method "
"toggle_profiler]."
msgstr ""
"这个类不能直接实例化,必须通过 [EditorDebuggerPlugin] 来获取。\n"
"通过 [method add_session_tab] 可以向会话 UI 添加标签,通过 [method "
"send_message] 可以发送消息,通过 [method toggle_profiler] 可以切换 "
"[EngineProfiler]。"
msgid ""
"Adds the given [param control] to the debug session UI in the debugger bottom "
"panel."
msgstr "将给定的控件 [param control] 添加到底部调试器面板的调试会话 UI 中。"
msgid ""
"Returns [code]true[/code] if the debug session is currently attached to a "
"remote instance."
msgstr "如果调试会话附加到了某个远程实例,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the attached remote instance is currently in the "
"debug loop."
msgstr "如果附加的远程实例正处于调试循环中,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the attached remote instance can be debugged."
msgstr "如果附加的远程实例可以调试,则返回 [code]true[/code]。"
msgid ""
"Removes the given [param control] from the debug session UI in the debugger "
"bottom panel."
msgstr "将给定的控件 [param control] 从底部调试器面板的调试会话 UI 中移除。"
msgid ""
"Sends the given [param message] to the attached remote instance, optionally "
"passing additionally [param data]. See [EngineDebugger] for how to retrieve "
"those messages."
msgstr ""
"向原生实例发送给定的消息 [param message],还可以传入额外的数据 [param data]。"
"如何获取这些消息见 [EngineDebugger]。"
msgid ""
"Toggle the given [param profiler] on the attached remote instance, optionally "
"passing additionally [param data]. See [EngineProfiler] for more details."
msgstr ""
"在所附加的远程实例上开关给定的 [param profiler],还可以传入额外的数据 [param "
"data]。详见 [EngineProfiler]。"
msgid ""
"Emitted when the attached remote instance enters a break state. If [param "
"can_debug] is [code]true[/code], the remote instance will enter the debug "
"loop."
msgstr ""
"当连接的远程实例进入中断状态时发出。如果 [param can_debug] 为 [code]true[/"
"code],则远程实例将进入调试循环。"
msgid "Emitted when the attached remote instance exits a break state."
msgstr "当连接的远程实例退出中断状态时触发。"
msgid ""
"Emitted when a remote instance is attached to this session (i.e. the session "
"becomes active)."
msgstr "当一个远程实例连接到该会话时触发(即该会话成为活动状态)。"
msgid ""
"Emitted when a remote instance is detached from this session (i.e. the "
"session becomes inactive)."
msgstr "当一个远程实例从该会话中分离出来时(即该会话变为非活动状态)发出。"
msgid ""
"Identifies a supported export platform, and internally provides the "
"functionality of exporting to that platform."
msgstr "标识一个支持的导出平台,并在内部提供导出到该平台的功能。"
msgid ""
"Base resource that provides the functionality of exporting a release build of "
"a project to a platform, from the editor. Stores platform-specific metadata "
"such as the name and supported features of the platform, and performs the "
"exporting of projects, PCK files, and ZIP files. Uses an export template for "
"the platform provided at the time of project exporting.\n"
"Used in scripting by [EditorExportPlugin] to configure platform-specific "
"customization of scenes and resources. See [method EditorExportPlugin."
"_begin_customize_scenes] and [method EditorExportPlugin."
"_begin_customize_resources] for more details."
msgstr ""
"基础资源,提供从编辑器将项目的发布构建导出到平台的功能。存储特定于平台的元数"
"据例如平台的名称和支持的功能并执行项目、PCK 文件和 ZIP 文件的导出。使用在"
"项目导出时提供的平台导出模板。\n"
"在 [EditorExportPlugin] 的脚本中用于配置特定于平台的场景和资源的定制。有关详细"
"信息,请参阅 [method EditorExportPlugin._begin_customize_scenes] 和 [method "
"EditorExportPlugin._begin_customize_resources]。"
msgid "$DOCS_URL/tutorials/platform/consoles.html"
msgstr "$DOCS_URL/tutorials/platform/consoles.html"
msgid ""
"Returns the name of the export operating system handled by this "
"[EditorExportPlatform] class, as a friendly string. Possible return values "
"are [code]Windows[/code], [code]Linux[/code], [code]macOS[/code], "
"[code]Android[/code], [code]iOS[/code], and [code]Web[/code]."
msgstr ""
"以友好字符串的形式,返回由该 [EditorExportPlatform] 类处理的导出操作系统的名"
"称。可能的返回值为 [code]Windows[/code]、[code]Linux[/code]、[code]macOS[/"
"code]、[code]Android[/code]、[code]iOS[/code]、和 [code]Web[/code]。"
msgid "Exporter for Android."
msgstr "适用于 Android 的导出器。"
msgid "Exporting for Android"
msgstr "为 Android 导出"
msgid "Gradle builds for Android"
msgstr "适用于 Android 的 Gradle 构建"
msgid "Android plugins documentation index"
msgstr "Android 插件文档索引"
msgid ""
"Array of random bytes that the licensing Policy uses to create an "
"[url=https://developer.android.com/google/play/licensing/adding-"
"licensing#impl-Obfuscator]Obfuscator[/url]."
msgstr ""
"许可政策用于创建 [url=https://developer.android.com/google/play/licensing/"
"adding-licensing#impl-Obfuscator]Obfuscator[/url] 的随机字节数组。"
msgid ""
"If [code]true[/code], project resources are stored in the separate APK "
"expansion file, instead APK.\n"
"[b]Note:[/b] APK expansion should be enabled to use PCK encryption."
msgstr ""
"如果为 [code]true[/code],则项目资源被存储在单独的 APK 扩展文件中,而不是 "
"APK。\n"
"[b]注意:[/b]APK 扩展应被启用才能使用 PCK 加密。"
msgid ""
"Base64 encoded RSA public key for your publisher account, available from the "
"profile page on the \"Play Console\"."
msgstr ""
"你的发布者帐户的 Base64 编码的 RSA 公钥可从“Play 管理中心”的个人资料页面获"
"取。"
msgid ""
"If [code]true[/code], [code]arm64[/code] binaries are included into exported "
"project."
msgstr ""
"如果为 [code]true[/code][code]arm64[/code] 二进制文件将包含在导出的项目中。"
msgid ""
"If [code]true[/code], [code]arm32[/code] binaries are included into exported "
"project."
msgstr ""
"如果为 [code]true[/code][code]arm32[/code] 二进制文件将包含在导出的项目中。"
msgid ""
"If [code]true[/code], [code]x86_32[/code] binaries are included into exported "
"project."
msgstr ""
"如果为 [code]true[/code][code]x86_32[/code] 二进制文件将包含在导出的项目中。"
msgid ""
"If [code]true[/code], [code]x86_64[/code] binaries are included into exported "
"project."
msgstr ""
"如果为 [code]true[/code][code]x86_64[/code] 二进制文件将包含在导出的项目中。"
msgid ""
"A list of additional command line arguments, exported project will receive "
"when started."
msgstr "附加命令行参数的列表,导出的项目将在启动时收到该列表。"
msgid ""
"Path to the custom export template. If left empty, default template is used."
msgstr "到自定义导出模板的路径。如果留空,则默认模板将被使用。"
msgid "Export format for Gradle build."
msgstr "Gradle 构建的导出格式。"
msgid "Minimal Android SDK version for Gradle build."
msgstr "Gradle 构建的最低 Android SDK 版本。"
msgid "Target Android SDK version for Gradle build."
msgstr "Gradle 构建的目标 Android SDK 版本。"
msgid "If [code]true[/code], Gradle build is used instead of pre-built APK."
msgstr "如果为 [code]true[/code],则使用 Gradle 构建而不是预构建的 APK。"
msgid ""
"If [code]true[/code], OpenGL ES debug context will be created (additional "
"runtime checking, validation, and logging)."
msgstr ""
"如果为 [code]true[/code],则将创建 OpenGL ES 调试上下文(额外的运行时检查、验"
"证、和日志记录)。"
msgid ""
"Path of the debug keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code].\n"
"Fallbacks to [code]EditorSettings.export/android/debug_keystore[/code] if "
"empty."
msgstr ""
"调试密钥库文件的路径。\n"
"可以被环境变量 [code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code] 覆盖。\n"
"如果为空,则回退到 [code]EditorSettings.export/android/debug_keystore[/code]。"
msgid ""
"Password for the debug keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code].\n"
"Fallbacks to [code]EditorSettings.export/android/debug_keystore_pass[/code] "
"if both it and [member keystore/debug] are empty."
msgstr ""
"调试密钥库文件的密码。\n"
"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code] 覆盖。\n"
"如果该属性和 [member keystore/debug] 都为空,则回退到 [code]EditorSettings."
"export/android/debug_keystore_pass[/code]。"
msgid ""
"User name for the debug keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code].\n"
"Fallbacks to [code]EditorSettings.export/android/debug_keystore_user[/code] "
"if both it and [member keystore/debug] are empty."
msgstr ""
"调试密钥库文件的用户名。\n"
"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code] 覆盖。\n"
"如果该属性和 [member keystore/debug] 都为空,则回退到 [code]EditorSettings."
"export/android/debug_keystore_user[/code]。"
msgid ""
"Path of the release keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code]."
msgstr ""
"发布密钥库文件的路径。\n"
"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code] 覆盖。"
msgid ""
"Password for the release keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code]."
msgstr ""
"发布密钥库文件的密码。\n"
"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code] 覆盖。"
msgid ""
"User name for the release keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code]."
msgstr ""
"发布密钥库文件的用户名。\n"
"可以使用环境变量 [code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code] 覆盖。"
msgid "Background layer of the application adaptive icon file."
msgstr "应用程序自适应图标文件的背景图层。"
msgid "Foreground layer of the application adaptive icon file."
msgstr "应用程序自适应图标文件的前景图层。"
msgid ""
"Application icon file. If left empty, it will fallback to [member "
"ProjectSettings.application/config/icon]."
msgstr ""
"应用程序图标文件。如果留空,它将回退到 [member ProjectSettings.application/"
"config/icon]。"
msgid "Application category for the Play Store."
msgstr "Play 商店的应用程序类别。"
msgid ""
"If [code]true[/code], task initiated by main activity will be excluded from "
"the list of recently used applications."
msgstr ""
"如果为 [code]true[/code],则主 Activity 启动的任务将从最近使用的应用程序列表中"
"排除。"
msgid "Name of the application."
msgstr "应用程序的名称。"
msgid ""
"If [code]true[/code], when the user uninstalls an app, a prompt to keep the "
"app's data will be shown."
msgstr ""
"如果为 [code]true[/code],当用户卸载应用程序时,将显示保留应用程序数据的提示。"
msgid ""
"If [code]true[/code], the user will be able to set this app as the system "
"launcher in Android preferences."
msgstr ""
"如果为 [code]true[/code],用户将能够在 Android 首选项中将该应用程序设置为系统"
"启动器。"
msgid "If [code]true[/code], this app will show in Android TV launcher UI."
msgstr "如果为 [code]true[/code],该应用将显示在 Android TV 启动器 UI 中。"
msgid ""
"If [code]true[/code], this app will show in the device's app library.\n"
"[b]Note:[/b] This is [code]true[/code] by default."
msgstr ""
"如果为 [code]true[/code],则该应用程序将显示在设备的应用程序库中。\n"
"[b]注意:[/b]默认情况下为 [code]true[/code]。"
msgid "If [code]true[/code], package signing is enabled."
msgstr "如果为 [code]true[/code],则包签名被启用。"
msgid ""
"Unique application identifier in a reverse-DNS format, can only contain "
"alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/"
"code]), hyphens ([code]-[/code]), and periods ([code].[/code])."
msgstr ""
"反向 DNS 格式的唯一应用程序标识符,只能包含字母数字字符([code]A-Z[/code]、"
"[code]a-z[/code] 和 [code]0-9[/code])、连字符([code]-[/code])和句点"
"[code].[/code])。"
msgid ""
"Allows read/write access to the \"properties\" table in the checkin database. "
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url]."
msgstr ""
"允许对签到数据库的“properties”表进行读写访问。见 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url]。"
msgid ""
"Allows access to the approximate location information. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url]."
msgstr ""
"允许访问大致位置信息。见 [url=https://developer.android.com/reference/android/"
"Manifest.permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url]。"
msgid ""
"Allows access to the precise location information. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]."
msgstr ""
"允许访问精确位置信息。见 [url=https://developer.android.com/reference/android/"
"Manifest.permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]。"
msgid ""
"Allows access to the extra location provider commands. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ACCESS_LOCATION_EXTRA_COMMANDS]ACCESS_LOCATION_EXTRA_COMMANDS[/"
"url]."
msgstr ""
"允许对额外位置提供方命令的访问。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#ACCESS_LOCATION_EXTRA_COMMANDS]ACCESS_LOCATION_EXTRA_COMMANDS[/"
"url]。"
msgid "Allows an application to create mock location providers for testing."
msgstr "允许应用程序为测试目的创建 Mock 位置提供方。"
msgid ""
"Allows access to the information about networks. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#ACCESS_NETWORK_STATE]ACCESS_NETWORK_STATE[/url]."
msgstr ""
"允许对网络相关信息进行访问。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#ACCESS_NETWORK_STATE]ACCESS_NETWORK_STATE[/url]。"
msgid "Allows an application to use SurfaceFlinger's low level features."
msgstr "允许应用程序使用 SurfaceFlinger 的底层特性。"
msgid ""
"Allows access to the information about Wi-Fi networks. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ACCESS_WIFI_STATE]ACCESS_WIFI_STATE[/url]."
msgstr ""
"允许对 Wi-Fi 网络相关信息进行访问。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#ACCESS_WIFI_STATE]ACCESS_WIFI_STATE[/"
"url]。"
msgid ""
"Allows applications to call into AccountAuthenticators. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ACCOUNT_MANAGER]ACCOUNT_MANAGER[/url]."
msgstr ""
"允许应用程序对 AccountAuthenticator 进行调用。见 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#ACCOUNT_MANAGER]ACCOUNT_MANAGER[/url]。"
msgid ""
"Allows an application to add voicemails into the system. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ADD_VOICEMAIL]ADD_VOICEMAIL[/url]."
msgstr ""
"允许应用程序向系统中添加语音邮件。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#ADD_VOICEMAIL]ADD_VOICEMAIL[/url]。"
msgid ""
"Allows an application to act as an AccountAuthenticator for the "
"AccountManager."
msgstr "允许应用程序在 AccountManager 中扮演 AccountAuthenticator 的角色。"
msgid ""
"Allows an application to collect battery statistics. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BATTERY_STATS]BATTERY_STATS[/url]."
msgstr ""
"允许应用程序收集电池统计信息。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#BATTERY_STATS]BATTERY_STATS[/url]。"
msgid ""
"Must be required by an AccessibilityService, to ensure that only the system "
"can bind to it. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#BIND_ACCESSIBILITY_SERVICE]BIND_ACCESSIBILITY_SERVICE[/"
"url]."
msgstr ""
"AccessibilityService 必须要求此权限,确保只能系统能够进行绑定。见 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_ACCESSIBILITY_SERVICE]BIND_ACCESSIBILITY_SERVICE[/url]。"
msgid ""
"Allows an application to tell the AppWidget service which application can "
"access AppWidget's data. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#BIND_APPWIDGET]BIND_APPWIDGET[/url]."
msgstr ""
"允许应用程序告诉 AppWidget 服务哪个应用程序可以访问 AppWidget 的数据。见 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_APPWIDGET]BIND_APPWIDGET[/url]。"
msgid ""
"Must be required by device administration receiver, to ensure that only the "
"system can interact with it. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url]."
msgstr ""
"设备管理接收器所必需的,以确保只有系统可以与其交互。见 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url]。"
msgid ""
"Must be required by an InputMethodService, to ensure that only the system can "
"bind to it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]."
msgstr ""
"InputMethodService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]。"
msgid ""
"Must be required by a HostApduService or OffHostApduService to ensure that "
"only the system can bind to it. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url]."
msgstr ""
"HostApduService 或 OffHostApduService 必须要求此权限,确保只能系统能够进行绑"
"定。见 [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url]。"
msgid ""
"Must be required by a NotificationListenerService, to ensure that only the "
"system can bind to it. See [url=https://developer.android.com/reference/"
"android/Manifest."
"permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/"
"url]."
msgstr ""
"NotificationListenerService 必须要求此权限,确保只能系统能够进行绑定。见 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/"
"url]。"
msgid ""
"Must be required by a PrintService, to ensure that only the system can bind "
"to it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url]."
msgstr ""
"PrintService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url]。"
msgid ""
"Must be required by a RemoteViewsService, to ensure that only the system can "
"bind to it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]."
msgstr ""
"RemoteViewsService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]。"
msgid ""
"Must be required by a TextService (e.g. SpellCheckerService) to ensure that "
"only the system can bind to it. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/"
"url]."
msgstr ""
"TextService例如 SpellCheckerService必须要求此权限确保只能系统能够进行绑"
"定。见 [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/url]。"
msgid ""
"Must be required by a VpnService, to ensure that only the system can bind to "
"it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url]."
msgstr ""
"VpnService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url]。"
msgid ""
"Must be required by a WallpaperService, to ensure that only the system can "
"bind to it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]."
msgstr ""
"WallpaperService 必须要求此权限,确保只能系统能够进行绑定。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]。"
msgid ""
"Allows applications to connect to paired bluetooth devices. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BLUETOOTH]BLUETOOTH[/url]."
msgstr ""
"允许应用程序连接到配对的蓝牙设备。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#BLUETOOTH]BLUETOOTH[/url]。"
msgid ""
"Allows applications to discover and pair bluetooth devices. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url]."
msgstr ""
"允许应用程序发现并配对蓝牙设备。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url]。"
msgid ""
"Allows applications to pair bluetooth devices without user interaction, and "
"to allow or disallow phonebook access or message access. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url]."
msgstr ""
"允许应用程序在无需用户交互的情况下配对蓝牙设备,并允许或禁止访问电话簿或消息。"
"见 [url=https://developer.android.com/reference/android/Manifest."
"permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url]。"
msgid "Required to be able to disable the device (very dangerous!)."
msgstr "能够禁用该设备(非常危险!)必须要求此权限。"
msgid ""
"Allows an application to broadcast a notification that an application package "
"has been removed. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url]."
msgstr ""
"允许应用程序广播应用程序包已被删除的通知。见 [url=https://developer.android."
"com/reference/android/Manifest."
"permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url]。"
msgid ""
"Allows an application to broadcast an SMS receipt notification. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BROADCAST_SMS]BROADCAST_SMS[/url]."
msgstr ""
"允许应用程序广播短信接收通知。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#BROADCAST_SMS]BROADCAST_SMS[/url]。"
msgid ""
"Allows an application to broadcast sticky intents. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]."
msgstr ""
"允许应用程序广播粘性意图。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]。"
msgid ""
"Allows an application to broadcast a WAP PUSH receipt notification. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/url]."
msgstr ""
"允许应用程序广播 WAP PUSH 回执通知。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/"
"url]。"
msgid ""
"Allows an application to initiate a phone call without going through the "
"Dialer user interface. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#CALL_PHONE]CALL_PHONE[/url]."
msgstr ""
"允许应用程序无需通过拨号器用户界面即可发起电话呼叫。见 [url=https://developer."
"android.com/reference/android/Manifest.permission#CALL_PHONE]CALL_PHONE[/"
"url]。"
msgid ""
"Allows an application to call any phone number, including emergency numbers, "
"without going through the Dialer user interface. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url]."
msgstr ""
"允许应用程序无需通过拨号器用户界面,即可拨打任意电话号码,包括紧急号码。见 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url]。"
msgid ""
"Required to be able to access the camera device. See [url=https://developer."
"android.com/reference/android/Manifest.permission#CAMERA]CAMERA[/url]."
msgstr ""
"能够访问相机设备必须要求此权限。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#CAMERA]CAMERA[/url]。"
msgid ""
"Allows an application to capture audio output. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url]."
msgstr ""
"允许应用程序捕获音频输出。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url]。"
msgid "Allows an application to capture secure video output."
msgstr "允许应用程序捕获安全的视频输出。"
msgid "Allows an application to capture video output."
msgstr "允许应用程序捕获视频输出。"
msgid ""
"Allows an application to change whether an application component (other than "
"its own) is enabled or not. See [url=https://developer.android.com/reference/"
"android/Manifest."
"permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/"
"url]."
msgstr ""
"允许应用程序更改是否启用应用程序组件(除了它自己的组件)。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/"
"url]。"
msgid ""
"Allows an application to modify the current configuration, such as locale. "
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url]."
msgstr ""
"允许应用程序修改当前配置,例如区域设置。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url]。"
msgid ""
"Allows applications to change network connectivity state. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url]."
msgstr ""
"允许应用程序更改网络连接状态。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url]。"
msgid ""
"Allows applications to enter Wi-Fi Multicast mode. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/url]."
msgstr ""
"允许应用程序进入 Wi-Fi 多播模式。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/url]。"
msgid ""
"Allows applications to change Wi-Fi connectivity state. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/url]."
msgstr ""
"允许应用程序更改 Wi-Fi 连接状态。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/"
"url]。"
msgid ""
"Allows an application to clear the caches of all installed applications on "
"the device. See [url=https://developer.android.com/reference/android/Manifest."
"permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]."
msgstr ""
"允许应用程序清除设备上所有已安装应用程序的缓存。见 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]。"
msgid "Allows an application to clear user data."
msgstr "允许应用程序清除用户数据。"
msgid ""
"Allows enabling/disabling location update notifications from the radio. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url]."
msgstr ""
"允许启用/禁用无线电的位置更新通知。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url]。"
msgid "Array of custom permission strings."
msgstr "自定义权限字符串数组。"
msgid "Deprecated."
msgstr "已弃用。"
msgid ""
"Allows an application to delete packages. See [url=https://developer.android."
"com/reference/android/Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/"
"url]."
msgstr ""
"允许应用程序删除包。见 [url=https://developer.android.com/reference/android/"
"Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/url]。"
msgid "Allows low-level access to power management."
msgstr "允许对电源管理进行低级访问。"
msgid ""
"Allows applications to RW to diagnostic resources. See [url=https://developer."
"android.com/reference/android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url]."
msgstr ""
"允许应用程序读写诊断资源。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url]。"
msgid ""
"Allows applications to disable the keyguard if it is not secure. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/url]."
msgstr ""
"如果键盘保护不安全,则允许应用程序禁用它。见 [url=https://developer.android."
"com/reference/android/Manifest.permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/"
"url]。"
msgid ""
"Allows an application to retrieve state dump information from system "
"services. See [url=https://developer.android.com/reference/android/Manifest."
"permission#DUMP]DUMP[/url]."
msgstr ""
"允许应用程序从系统服务检索状态转储信息。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#DUMP]DUMP[/url]。"
msgid ""
"Allows an application to expand or collapse the status bar. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url]."
msgstr ""
"允许应用程序展开或折叠状态栏。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url]。"
msgid ""
"Run as a manufacturer test application, running as the root user. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#FACTORY_TEST]FACTORY_TEST[/url]."
msgstr ""
"作为制造商测试应用程序运行,以 root 用户身份运行。见 [url=https://developer."
"android.com/reference/android/Manifest.permission#FACTORY_TEST]FACTORY_TEST[/"
"url]。"
msgid "Allows access to the flashlight."
msgstr "允许访问手电筒。"
msgid ""
"Allows an application to force a BACK operation on whatever is the top "
"activity."
msgstr "允许应用程序对任何顶部 activity 强制执行 BACK 操作。"
msgid ""
"Allows access to the list of accounts in the Accounts Service. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#GET_ACCOUNTS]GET_ACCOUNTS[/url]."
msgstr ""
"允许访问帐户服务中的帐户列表。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#GET_ACCOUNTS]GET_ACCOUNTS[/url]。"
msgid ""
"Allows an application to find out the space used by any package. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/url]."
msgstr ""
"允许应用程序找出任何包所使用的空间。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/"
"url]。"
msgid "Deprecated in API level 21."
msgstr "在 API 级别 21 中已弃用。"
msgid ""
"Allows an application to retrieve private information about the current top "
"activity."
msgstr "允许应用程序检索有关当前顶部 activity 的私有信息。"
msgid ""
"Used on content providers to allow the global search system to access their "
"data. See [url=https://developer.android.com/reference/android/Manifest."
"permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url]."
msgstr ""
"用于内容提供商,以允许全局搜索系统访问其数据。见 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url]。"
msgid "Allows access to hardware peripherals."
msgstr "允许访问硬件外围设备。"
msgid ""
"Allows an application to inject user events (keys, touch, trackball) into the "
"event stream and deliver them to ANY window."
msgstr ""
"允许应用程序将用户事件(按键、触摸、轨迹球)注入事件流并将它们传递到任意窗口。"
msgid ""
"Allows an application to install a location provider into the Location "
"Manager. See [url=https://developer.android.com/reference/android/Manifest."
"permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/url]."
msgstr ""
"允许应用程序将位置提供程序安装到位置管理器中。见 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/url]。"
msgid ""
"Allows an application to install packages. See [url=https://developer.android."
"com/reference/android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/"
"url]."
msgstr ""
"允许应用程序安装软件包。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/url]。"
msgid ""
"Allows an application to install a shortcut in Launcher. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/url]."
msgstr ""
"允许应用程序在启动器中安装快捷方式。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/"
"url]。"
msgid ""
"Allows an application to open windows that are for use by parts of the system "
"user interface."
msgstr "允许应用程序打开供系统用户界面部分使用的窗口。"
msgid ""
"Allows applications to open network sockets. See [url=https://developer."
"android.com/reference/android/Manifest.permission#INTERNET]INTERNET[/url]."
msgstr ""
"允许应用程序打开网络套接字。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#INTERNET]INTERNET[/url]。"
msgid ""
"Allows an application to call ActivityManager."
"killBackgroundProcesses(String). See [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/url]."
msgstr ""
"允许应用程序调用 ActivityManager.killBackgroundProcesses(String)。见 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/url]。"
msgid ""
"Allows an application to use location features in hardware, such as the "
"geofencing api. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url]."
msgstr ""
"允许应用程序使用硬件中的位置功能,例如地理围栏 API。见 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url]。"
msgid ""
"Allows an application to manage the list of accounts in the AccountManager."
msgstr "允许应用程序管理 AccountManager 中的帐户列表。"
msgid ""
"Allows an application to manage (create, destroy, Z-order) application tokens "
"in the window manager."
msgstr "允许应用程序在窗口管理器中管理创建、销毁、Z 排序)应用程序令牌。"
msgid ""
"Allows an application to manage access to documents, usually as part of a "
"document picker. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url]."
msgstr ""
"允许应用程序管理对文档的访问,通常作为文档选择器的一部分。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url]。"
msgid ""
"Allows an application a broad access to external storage in scoped storage. "
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url]."
msgstr ""
"允许应用程序广泛访问范围存储中的外部存储。见 [url=https://developer.android."
"com/reference/android/Manifest."
"permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url]。"
msgid ""
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#MASTER_CLEAR]MASTER_CLEAR[/url]."
msgstr ""
"见 [url=https://developer.android.com/reference/android/Manifest."
"permission#MASTER_CLEAR]MASTER_CLEAR[/url]。"
msgid ""
"Allows an application to know what content is playing and control its "
"playback. See [url=https://developer.android.com/reference/android/Manifest."
"permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url]."
msgstr ""
"允许应用程序了解正在播放的内容并控制其播放。见 [url=https://developer.android."
"com/reference/android/Manifest."
"permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url]。"
msgid ""
"Allows an application to modify global audio settings. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/url]."
msgstr ""
"允许应用程序修改全局音频设置。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/"
"url]。"
msgid ""
"Allows modification of the telephony state - power on, mmi, etc. Does not "
"include placing calls. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url]."
msgstr ""
"允许修改电话状态 - 开机、mmi 等。不包括拨打电话。见 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url]。"
msgid ""
"Allows formatting file systems for removable storage. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url]."
msgstr ""
"允许格式化可移动存储的文件系统。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url]。"
msgid ""
"Allows mounting and unmounting file systems for removable storage. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/url]."
msgstr ""
"允许挂载和卸载可移动存储的文件系统。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/url]。"
msgid ""
"Allows applications to perform I/O operations over NFC. See [url=https://"
"developer.android.com/reference/android/Manifest.permission#NFC]NFC[/url]."
msgstr ""
"允许应用程序通过 NFC 执行 I/O 操作。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#NFC]NFC[/url]。"
msgid ""
"Allow an application to make its activities persistent.\n"
"Deprecated in API level 15."
msgstr ""
"允许应用程序使其 activity 持久化。\n"
"在 API 级别 15 中已弃用。"
msgid ""
"Allows an application to see the number being dialed during an outgoing call "
"with the option to redirect the call to a different number or abort the call "
"altogether. See [url=https://developer.android.com/reference/android/Manifest."
"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n"
"Deprecated in API level 29."
msgstr ""
"允许应用程序查看拨出呼叫期间拨打的号码,并可以选择将呼叫重定向到其他号码或完全"
"中止呼叫。见 [url=https://developer.android.com/reference/android/Manifest."
"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]。\n"
"在 API 级别 29 中已弃用。"
msgid ""
"Allows an application to read the user's calendar data. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#READ_CALENDAR]READ_CALENDAR[/url]."
msgstr ""
"允许应用程序读取用户的日历数据。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#READ_CALENDAR]READ_CALENDAR[/url]。"
msgid ""
"Allows an application to read the user's call log. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#READ_CALL_LOG]READ_CALL_LOG[/url]."
msgstr ""
"允许应用程序读取用户的通话记录。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#READ_CALL_LOG]READ_CALL_LOG[/url]。"
msgid ""
"Allows an application to read the user's contacts data. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#READ_CONTACTS]READ_CONTACTS[/url]."
msgstr ""
"允许应用程序读取用户的联系人数据。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]。"
msgid ""
"Allows an application to read from external storage. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n"
"Deprecated in API level 33."
msgstr ""
"允许应用程序从外部存储中读取数据。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]。\n"
"在 API 级别 33 中已弃用。"
msgid ""
"Allows an application to take screen shots and more generally get access to "
"the frame buffer data."
msgstr "允许应用程序截取屏幕截图,并且更常见的是访问帧缓冲区数据。"
msgid ""
"Allows an application to read (but not write) the user's browsing history and "
"bookmarks."
msgstr "允许应用程序读取(但不能写入)用户的浏览历史记录和书签。"
msgid "Deprecated in API level 16."
msgstr "在 API 级别 16 中已弃用。"
msgid ""
"Allows an application to read the low-level system log files. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#READ_LOGS]READ_LOGS[/url]."
msgstr ""
"允许应用程序读取低级系统日志文件。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#READ_LOGS]READ_LOGS[/url]。"
msgid ""
"Allows read only access to phone state. See [url=https://developer.android."
"com/reference/android/Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/"
"url]."
msgstr ""
"允许对电话状态进行只读访问。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/url]。"
msgid "Allows an application to read the user's personal profile data."
msgstr "允许应用程序读取用户的个人配置文件数据。"
msgid ""
"Allows an application to read SMS messages. See [url=https://developer."
"android.com/reference/android/Manifest.permission#READ_SMS]READ_SMS[/url]."
msgstr ""
"允许应用程序读取 SMS 消息。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#READ_SMS]READ_SMS[/url]。"
msgid "Allows an application to read from the user's social stream."
msgstr "允许应用程序读取用户的社交流。"
msgid ""
"Allows applications to read the sync settings. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url]."
msgstr ""
"允许应用程序读取同步设置。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url]。"
msgid ""
"Allows applications to read the sync stats. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#READ_SYNC_STATS]READ_SYNC_STATS[/url]."
msgstr ""
"允许应用程序读取同步统计信息。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#READ_SYNC_STATS]READ_SYNC_STATS[/url]。"
msgid "Allows an application to read the user dictionary."
msgstr "允许应用程序读取用户词典。"
msgid ""
"Required to be able to reboot the device. See [url=https://developer.android."
"com/reference/android/Manifest.permission#REBOOT]REBOOT[/url]."
msgstr ""
"能够重新启动设备必须要求此权限。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#REBOOT]REBOOT[/url]。"
msgid ""
"Allows an application to receive the Intent.ACTION_BOOT_COMPLETED that is "
"broadcast after the system finishes booting. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#RECEIVE_BOOT_COMPLETED]RECEIVE_BOOT_COMPLETED[/url]."
msgstr ""
"允许应用程序接收系统启动完成后广播的 Intent.ACTION_BOOT_COMPLETED。见 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#RECEIVE_BOOT_COMPLETED]RECEIVE_BOOT_COMPLETED[/url]。"
msgid ""
"Allows an application to monitor incoming MMS messages. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#RECEIVE_MMS]RECEIVE_MMS[/url]."
msgstr ""
"允许应用程序监听收到的 MMS 消息。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#RECEIVE_MMS]RECEIVE_MMS[/url]。"
msgid ""
"Allows an application to receive SMS messages. See [url=https://developer."
"android.com/reference/android/Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/"
"url]."
msgstr ""
"允许应用程序接收短信。见 [url=https://developer.android.com/reference/android/"
"Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/url]。"
msgid ""
"Allows an application to receive WAP push messages. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#RECEIVE_WAP_PUSH]RECEIVE_WAP_PUSH[/url]."
msgstr ""
"允许应用程序接收 WAP 推送消息。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#RECEIVE_WAP_PUSH]RECEIVE_WAP_PUSH[/"
"url]。"
msgid ""
"Allows an application to record audio. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]."
msgstr ""
"允许应用程序录音。见 [url=https://developer.android.com/reference/android/"
"Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]。"
msgid ""
"Allows an application to change the Z-order of tasks. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#REORDER_TASKS]REORDER_TASKS[/url]."
msgstr ""
"允许应用程序对任务的 Z 顺序进行修改。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url]。"
msgid "Deprecated in API level 15."
msgstr "API 级别 15 中废弃。"
msgid ""
"Allows an application (Phone) to send a request to other applications to "
"handle the respond-via-message action during incoming calls. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url]."
msgstr ""
"允许应用程序(手机)在接听电话时向其他应用程序发送对“通过短信回复”动作的处理请"
"求。见 [url=https://developer.android.com/reference/android/Manifest."
"permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url]。"
msgid ""
"Allows an application to send SMS messages. See [url=https://developer."
"android.com/reference/android/Manifest.permission#SEND_SMS]SEND_SMS[/url]."
msgstr ""
"允许应用程序发送短信。见 [url=https://developer.android.com/reference/android/"
"Manifest.permission#SEND_SMS]SEND_SMS[/url]。"
msgid ""
"Allows an application to watch and control how activities are started "
"globally in the system."
msgstr "允许应用程序对系统如何启动 Activity 进行全局监听和控制。"
msgid ""
"Allows an application to broadcast an Intent to set an alarm for the user. "
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#SET_ALARM]SET_ALARM[/url]."
msgstr ""
"允许应用程序对设置用户闹钟的 Intent 进行广播。见 [url=https://developer."
"android.com/reference/android/Manifest.permission#SET_ALARM]SET_ALARM[/url]。"
msgid ""
"Allows an application to control whether activities are immediately finished "
"when put in the background. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#SET_ALWAYS_FINISH]SET_ALWAYS_FINISH[/url]."
msgstr ""
"允许应用程序对进入后台时是否立即终止 Activity 进行控制。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SET_ALWAYS_FINISH]SET_ALWAYS_FINISH[/url]。"
msgid ""
"Allows to modify the global animation scaling factor. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SET_ANIMATION_SCALE]SET_ANIMATION_SCALE[/url]."
msgstr ""
"允许对全局动画缩放系数进行修改。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#SET_ANIMATION_SCALE]SET_ANIMATION_SCALE[/url]。"
msgid ""
"Configure an application for debugging. See [url=https://developer.android."
"com/reference/android/Manifest.permission#SET_DEBUG_APP]SET_DEBUG_APP[/url]."
msgstr ""
"对应用程序进行调试配置。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#SET_DEBUG_APP]SET_DEBUG_APP[/url]。"
msgid ""
"Allows low-level access to setting the orientation (actually rotation) of the "
"screen."
msgstr "允许对设置屏幕朝向(本质为旋转)的功能进行底层访问。"
msgid "Allows low-level access to setting the pointer speed."
msgstr "允许对设置指针速度的功能进行底层访问。"
msgid ""
"Allows an application to set the maximum number of (not needed) application "
"processes that can be running. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#SET_PROCESS_LIMIT]SET_PROCESS_LIMIT[/"
"url]."
msgstr ""
"允许应用程序对同时能够运行的最大(不再需要的)应用程序进程数进行设置。见 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#SET_PROCESS_LIMIT]SET_PROCESS_LIMIT[/url]。"
msgid ""
"Allows applications to set the system time directly. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SET_TIME]SET_TIME[/url]."
msgstr ""
"允许应用程序对系统时间进行直接设置。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#SET_TIME]SET_TIME[/url]。"
msgid ""
"Allows applications to set the system time zone directly. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SET_TIME_ZONE]SET_TIME_ZONE[/url]."
msgstr ""
"允许应用程序对系统时区进行直接设置。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#SET_TIME_ZONE]SET_TIME_ZONE[/url]。"
msgid ""
"Allows applications to set the wallpaper. See [url=https://developer.android."
"com/reference/android/Manifest.permission#SET_WALLPAPER]SET_WALLPAPER[/url]."
msgstr ""
"允许应用程序对壁纸进行设置。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#SET_WALLPAPER]SET_WALLPAPER[/url]。"
msgid ""
"Allows applications to set the wallpaper hints. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#SET_WALLPAPER_HINTS]SET_WALLPAPER_HINTS[/url]."
msgstr ""
"允许应用程序对壁纸提示进行设置。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#SET_WALLPAPER_HINTS]SET_WALLPAPER_HINTS[/url]。"
msgid ""
"Allow an application to request that a signal be sent to all persistent "
"processes. See [url=https://developer.android.com/reference/android/Manifest."
"permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/url]."
msgstr ""
"允许应用程序请求将信号发送到所有持久化进程。见 [url=https://developer.android."
"com/reference/android/Manifest."
"permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/url]。"
msgid ""
"Allows an application to open, close, or disable the status bar and its "
"icons. See [url=https://developer.android.com/reference/android/Manifest."
"permission#STATUS_BAR]STATUS_BAR[/url]."
msgstr ""
"允许应用程序对状态栏及其图标进行打开、关闭、禁用等操作。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#STATUS_BAR]STATUS_BAR[/url]。"
msgid ""
"Allows an application to allow access the subscribed feeds ContentProvider."
msgstr "允许应用程序对订阅的 ContentProvider 源进行访问。"
msgid ""
"Allows an app to create windows using the type WindowManager.LayoutParams."
"TYPE_APPLICATION_OVERLAY, shown on top of all other apps. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url]."
msgstr ""
"允许应用使用 WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY 类型创建显示"
"在其他应用之上的窗口。见 [url=https://developer.android.com/reference/android/"
"Manifest.permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url]。"
msgid ""
"Allows using the device's IR transmitter, if available. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#TRANSMIT_IR]TRANSMIT_IR[/url]."
msgstr ""
"允许使用该设备的 IR 发送器。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#TRANSMIT_IR]TRANSMIT_IR[/url]。"
msgid ""
"Allows an application to update device statistics. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url]."
msgstr ""
"允许应用程序对设备统计信息进行更新。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url]。"
msgid "Allows an application to request authtokens from the AccountManager."
msgstr "允许应用程序向 AccountManager 请求授权令牌。"
msgid ""
"Allows an application to use SIP service. See [url=https://developer.android."
"com/reference/android/Manifest.permission#USE_SIP]USE_SIP[/url]."
msgstr ""
"允许应用程序使用 SIP 服务。见 [url=https://developer.android.com/reference/"
"android/Manifest.permission#USE_SIP]USE_SIP[/url]。"
msgid ""
"Allows access to the vibrator. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#VIBRATE]VIBRATE[/url]."
msgstr ""
"允许访问振动器。见 [url=https://developer.android.com/reference/android/"
"Manifest.permission#VIBRATE]VIBRATE[/url]。"
msgid ""
"Allows using PowerManager WakeLocks to keep processor from sleeping or screen "
"from dimming. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url]."
msgstr ""
"允许使用 PowerManager WakeLock 放置处理器进入休眠或屏幕变暗。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WAKE_LOCK]WAKE_LOCK[/url]。"
msgid ""
"Allows applications to write the apn settings and read sensitive fields of an "
"existing apn settings like user and password. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url]."
msgstr ""
"允许应用程序写入 APN 设置并读取已有 APN 设置中的用户名、密码等敏感字段。见 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url]。"
msgid ""
"Allows an application to write the user's calendar data. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_CALENDAR]WRITE_CALENDAR[/url]."
msgstr ""
"允许应用程序对用户的日历数据进行写操作。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#WRITE_CALENDAR]WRITE_CALENDAR[/url]。"
msgid ""
"Allows an application to write (but not read) the user's call log data. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url]."
msgstr ""
"允许应用程序对用户的通话记录数据进行写操作(不会允许读操作)。见 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url]。"
msgid ""
"Allows an application to write the user's contacts data. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_CONTACTS]WRITE_CONTACTS[/url]."
msgstr ""
"允许应用程序对用户的通讯录数据进行写操作。见 [url=https://developer.android."
"com/reference/android/Manifest.permission#WRITE_CONTACTS]WRITE_CONTACTS[/"
"url]。"
msgid ""
"Allows an application to write to external storage. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url]."
msgstr ""
"允许应用程序对外部存储进行写操作。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url]。"
msgid ""
"Allows an application to modify the Google service map. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_GSERVICES]WRITE_GSERVICES[/url]."
msgstr ""
"允许应用程序对 Google 服务映射进行修改。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#WRITE_GSERVICES]WRITE_GSERVICES[/url]。"
msgid ""
"Allows an application to write (but not read) the user's browsing history and "
"bookmarks."
msgstr "允许应用程序对用户的浏览器历史和收藏进行写操作(不会允许读操作)。"
msgid ""
"Allows an application to write (but not read) the user's personal profile "
"data."
msgstr "允许应用程序对用户的个人信息数据进行写操作(不会允许读操作)。"
msgid ""
"Allows an application to read or write the secure system settings. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url]."
msgstr ""
"允许应用程序对安全系统设置进行读写操作。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url]。"
msgid ""
"Allows an application to read or write the system settings. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_SETTINGS]WRITE_SETTINGS[/url]."
msgstr ""
"允许应用程序对系统设置进行读写操作。见 [url=https://developer.android.com/"
"reference/android/Manifest.permission#WRITE_SETTINGS]WRITE_SETTINGS[/url]。"
msgid "Allows an application to write SMS messages."
msgstr "允许应用程序发送短信。"
msgid ""
"Allows an application to write (but not read) the user's social stream data."
msgstr "允许应用程序对用户的社交流数据进行写操作(不会允许读操作)。"
msgid ""
"Allows applications to write the sync settings. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#WRITE_SYNC_SETTINGS]WRITE_SYNC_SETTINGS[/url]."
msgstr ""
"允许应用程序对同步设置进行写操作。见 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#WRITE_SYNC_SETTINGS]WRITE_SYNC_SETTINGS[/url]。"
msgid "Allows an application to write to the user dictionary."
msgstr "允许应用程序对用户字典进行写操作。"
msgid "If [code]true[/code], hides navigation and status bar."
msgstr "如果为 [code]true[/code],则隐藏导航栏及状态栏。"
msgid "Indicates whether the application supports larger screen form-factors."
msgstr "表示应用程序是否支持较大屏幕尺寸。"
msgid ""
"Indicates whether an application supports the \"normal\" screen form-factors."
msgstr "表示应用程序是否支持“正常”屏幕尺寸。"
msgid "Indicates whether the application supports smaller screen form-factors."
msgstr "表示应用程序是否支持较小屏幕尺寸。"
msgid ""
"Indicates whether the application supports extra large screen form-factors."
msgstr "表示应用程序是否支持超大屏幕尺寸。"
msgid ""
"If [code]true[/code], allows the application to participate in the backup and "
"restore infrastructure."
msgstr "如果为 [code]true[/code],则允许应用程序参与基础设施的备份与恢复。"
msgid ""
"Machine-readable application version. This must be incremented for every new "
"release pushed to the Play Store."
msgstr ""
"机器可读的应用程序版本。每向 Play Store 推送一个新版本,该版本都必须递增。"
msgid ""
"Application version visible to the user. Falls back to [member "
"ProjectSettings.application/config/version] if left empty."
msgstr ""
"用户可见的应用程序版本。如果留空,则将回退到 [member ProjectSettings."
"application/config/version]。"
msgid "Exporter for iOS."
msgstr "iOS 导出器。"
msgid "Exporting for iOS"
msgstr "为 iOS 导出"
msgid "iOS plugins documentation index"
msgstr "iOS 插件文档索引"
msgid ""
"Apple Team ID, unique 10-character string. To locate your Team ID check "
"\"Membership details\" section in your Apple developer account dashboard, or "
"\"Organizational Unit\" of your code signing certificate. See [url=https://"
"developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate "
"your Team ID[/url]."
msgstr ""
"Apple 团队 ID唯一的 10 字符的字符串。要找到你的团队 ID请检查 Apple 开发者"
"帐户仪表板中的“会员详细信息”部分,或代码签名证书的“组织单位”。见 [url=https://"
"developer.apple.com/cn/help/account/manage-your-team/locate-your-team-id]查找"
"你的团队 ID[/url]。"
msgid ""
"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used "
"for debug export."
msgstr "用于调试导出的签名身份的“全名”、“通用名”或 SHA-1 哈希值。"
msgid ""
"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used "
"for release export."
msgstr "用于发布导出的签名身份的“全名”、“通用名”或 SHA-1 哈希值。"
msgid "Application distribution target (debug export)."
msgstr "应用程序分发目标(调试导出)。"
msgid "Application distribution target (release export)."
msgstr "应用程序分发目标(发布导出)。"
msgid ""
"If [code]true[/code], exports iOS project files without building an XCArchive "
"or [code].ipa[/code] file. If [code]false[/code], exports iOS project files "
"and builds an XCArchive and [code].ipa[/code] file at the same time. When "
"combining Godot with Fastlane or other build pipelines, you may want to set "
"this to [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则导出 iOS 项目文件而不构建一份 XCArchive 或 [code]."
"ipa[/code] 文件。如果为 [code]false[/code],则导出 iOS 项目文件并同时构建一份 "
"XCArchive 和 [code].ipa[/code] 文件。将 Godot 与 Fastlane 或其他构建管道结合使"
"用时,你可能需要将其设置为 [code]true[/code]。"
msgid "Interpolation method used to resize application icon."
msgstr "用于调整应用程序图标大小的插值方法。"
msgid "Interpolation method used to resize launch screen images."
msgstr "用于调整启动屏幕图像大小的插值方法。"
msgid ""
"UUID of the provisioning profile. If left empty, Xcode will download or "
"create a provisioning profile automatically. See [url=https://developer.apple."
"com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, "
"download, or delete provisioning profiles[/url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG[/code]."
msgstr ""
"预置描述文件的 UUID。如果留空则 Xcode 会自动下载或创建一个预置描述文件。见"
"[url=https://developer.apple.com/cn/help/account/manage-profiles/edit-"
"download-or-delete-profiles/]编辑、下载或删除预置描述文件[/url]。\n"
"可以使用环境变量 [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG[/code] 覆盖。"
msgid ""
"UUID of the provisioning profile. If left empty, Xcode will download or "
"create a provisioning profile automatically. See [url=https://developer.apple."
"com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, "
"download, or delete provisioning profiles[/url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code]."
msgstr ""
"预置描述文件的 UUID。如果留空则 Xcode 会自动下载或创建一个预置描述文件。见"
"[url=https://developer.apple.com/cn/help/account/manage-profiles/edit-"
"download-or-delete-profiles/]编辑、下载或删除预置描述文件[/url]。\n"
"可以使用环境变量 [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code] 覆"
"盖。"
msgid ""
"Application version visible to the user, can only contain numeric characters "
"([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member "
"ProjectSettings.application/config/version] if left empty."
msgstr ""
"用户可见的应用程序版本,只能包含数字字符([code]0-9[/code])和句点([code].[/"
"code])。如果留空,则回退到 [member ProjectSettings.application/config/"
"version]。"
msgid "A four-character creator code that is specific to the bundle. Optional."
msgstr "特定于该捆绑包的四字符创建者码。可选的。"
msgid "Supported device family."
msgstr "支持的设备家族。"
msgid ""
"Machine-readable application version, in the [code]major.minor.patch[/code] "
"format, can only contain numeric characters ([code]0-9[/code]) and periods "
"([code].[/code]). This must be incremented on every new release pushed to the "
"App Store."
msgstr ""
"机器可读的应用程序版本,采用 [code]major.minor.patch[/code] 格式,只能包含数字"
"字符([code]0-9[/code])和句点([code].[/code])。该值必须在被推送到 App "
"Store 的每个新版本中递增。"
msgid ""
"If [code]true[/code], networking features related to Wi-Fi access are "
"enabled. See [url=https://developer.apple.com/support/required-device-"
"capabilities/]Required Device Capabilities[/url]."
msgstr ""
"如果为 [code]true[/code],则启用与 Wi-Fi 访问相关的网络功能。见 [url=https://"
"developer.apple.com/cn/support/required-device-capabilities/]App 所需的设备功"
"能[/url]。"
msgid ""
"If [code]true[/code], push notifications are enabled. See [url=https://"
"developer.apple.com/support/required-device-capabilities/]Required Device "
"Capabilities[/url]."
msgstr ""
"如果为 [code]true[/code],则启用推送通知。见 [url=https://developer.apple.com/"
"cn/support/required-device-capabilities/]App 所需的设备功能[/url]。"
msgid ""
"App Store application icon file. If left empty, it will fallback to [member "
"ProjectSettings.application/config/icon]. See [url=https://developer.apple."
"com/design/human-interface-guidelines/foundations/app-icons]App icons[/url]."
msgstr ""
"App Store 应用程序图标文件。如果留空,则会回退至 [member ProjectSettings."
"application/config/icon]。见 [url=https://developer.apple.com/cn/design/human-"
"interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Home screen application icon file on iPad (1x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 主屏幕应用程序图标文件1x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Home screen application icon file on iPad (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 主屏幕应用程序图标文件2x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Home screen application icon file on iPad (3x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 主屏幕应用程序图标文件3x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Home screen application icon file on iPhone (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPhone 主屏幕应用程序图标文件2x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Home screen application icon file on iPhone (3x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPhone 主屏幕应用程序图标文件3x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Notification icon file on iPad and iPhone (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 和 iPhone 上的通知图标文件2x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Notification icon file on iPhone (3x DPI). If left empty, it will fallback to "
"[member ProjectSettings.application/config/icon]. See [url=https://developer."
"apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/"
"url]."
msgstr ""
"iPad 和 iPhone 上的通知图标文件3x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Application settings icon file on iPad and iPhone (2x DPI). If left empty, it "
"will fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 和 iPhone 上的应用程序设置图标文件2x DPI。如果留空则会回退至 "
"[member ProjectSettings.application/config/icon]。见 [url=https://developer."
"apple.com/cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Application settings icon file on iPhone (3x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPhone 上的应用程序设置图标文件3x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Spotlight icon file on iPad (1x DPI). If left empty, it will fallback to "
"[member ProjectSettings.application/config/icon]. See [url=https://developer."
"apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/"
"url]."
msgstr ""
"iPad 上的“聚焦”图标文件1x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Spotlight icon file on iPad and iPhone (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 和 iPhone 上的“聚焦”图标文件2x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/config/icon]。见 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 图标[/url]。"
msgid ""
"Application launch screen image file. If left empty, it will fallback to "
"[member ProjectSettings.application/boot_splash/image]."
msgstr ""
"应用程序启动屏幕图像文件。如果留空,则会回退至 [member ProjectSettings."
"application/boot_splash/image]。"
msgid ""
"A message displayed when requesting access to the device's camera (in "
"English)."
msgstr "请求访问设备相机时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the device's camera (localized)."
msgstr "请求访问设备相机时显示的(本地化)消息。"
msgid ""
"A message displayed when requesting access to the device's microphone (in "
"English)."
msgstr "请求访问设备麦克风时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the device's microphone "
"(localized)."
msgstr "请求访问设备麦克风时显示的(本地化)消息。"
msgid ""
"A message displayed when requesting access to the user's photo library (in "
"English)."
msgstr "请求访问用户照片图库时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's photo library "
"(localized)."
msgstr "请求访问用户照片图库时显示的(本地化)消息。"
msgid "A custom background color of the storyboard launch screen."
msgstr "Storyboard 启动屏幕的自定义背景色。"
msgid ""
"Application launch screen image file (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/boot_splash/image]."
msgstr ""
"应用程序启动屏幕图像文件2x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/boot_splash/image]。"
msgid ""
"Application launch screen image file (3x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/boot_splash/image]."
msgstr ""
"应用程序启动屏幕图像文件3x DPI。如果留空则会回退至 [member "
"ProjectSettings.application/boot_splash/image]。"
msgid "Launch screen image scaling mode."
msgstr "启动屏幕图像缩放模式。"
msgid ""
"If [code]true[/code], [member storyboard/custom_bg_color] is used as a launch "
"screen background color, otherwise [code]application/boot_splash/bg_color[/"
"code] project setting is used."
msgstr ""
"如果为 [code]true[/code],则会将 [member storyboard/custom_bg_color] 用作启动"
"屏幕的背景色,否则会使用项目设置 [code]application/boot_splash/bg_color[/"
"code]。"
msgid ""
"If [code]true[/code], storyboard launch screen is used instead of launch "
"screen images."
msgstr ""
"如果为 [code]true[/code],则使用 storyboard 启动屏幕,不使用启动屏幕图像。"
msgid ""
"If [code]true[/code], the app \"Documents\" folder can be accessed via "
"\"Files\" app. See [url=https://developer.apple.com/documentation/"
"bundleresources/information_property_list/"
"lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url]."
msgstr ""
"如果为 [code]true[/code]应用的“Documents”文件夹可以在“文件”应用中访问。见 "
"[url=https://developer.apple.com/documentation/bundleresources/"
"information_property_list/"
"lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url]。"
msgid ""
"If [code]true[/code], the app \"Documents\" folder can be accessed via iTunes "
"file sharing. See [url=https://developer.apple.com/documentation/"
"bundleresources/information_property_list/"
"uifilesharingenabled]UIFileSharingEnabled[/url]."
msgstr ""
"如果为 [code]true[/code]应用的“Documents”文件夹可以在 iTunes 文件共享中访"
"问。见 [url=https://developer.apple.com/documentation/bundleresources/"
"information_property_list/uifilesharingenabled]UIFileSharingEnabled[/url]。"
msgid "Exporter for Linux/BSD."
msgstr "Linux/BSD 导出器。"
msgid "Exporting for Linux"
msgstr "为 Linux 导出"
msgid ""
"Application executable architecture.\n"
"Supported architectures: [code]x86_32[/code], [code]x86_64[/code], "
"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]ppc64[/"
"code], and [code]ppc32[/code].\n"
"Official export templates include [code]x86_32[/code] and [code]x86_64[/code] "
"binaries only."
msgstr ""
"程序可执行文件架构。\n"
"支持的架构有:[code]x86_32[/code]、[code]x86_64[/code]、[code]arm64[/code]、"
"[code]arm32[/code]、[code]rv64[/code]、[code]ppc64[/code]、[code]ppc32[/"
"code]。\n"
"官方导出模板中仅包含 [code]x86_32[/code] 和 [code]x86_64[/code] 的二进制文件。"
msgid ""
"If [code]true[/code], project resources are embedded into the executable."
msgstr "如果为 [code]true[/code],则会将项目资源嵌入到可执行文件中。"
msgid ""
"If [code]true[/code], a console wrapper is exported alongside the main "
"executable, which allows running the project with enabled console output."
msgstr ""
"如果为 [code]true[/code],则会在导出主可执行文件的同时导出一个控制台封装,能够"
"在运行项目时启用控制台输出。"
msgid ""
"Script code to execute on the remote host when app is finished.\n"
"The following variables can be used in the script:\n"
"- [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to "
"upload app and scripts to.\n"
"- [code]{archive_name}[/code] - Name of the ZIP containing uploaded "
"application.\n"
"- [code]{exe_name}[/code] - Name of application executable.\n"
"- [code]{cmd_args}[/code] - Array of the command line argument for the "
"application."
msgstr ""
"应用结束时,要在远程主机上执行的脚本代码。\n"
"可以在脚本中使用以下变量:\n"
"- [code]{temp_dir}[/code] - 远程的临时文件夹路径,用于上传应用和脚本。\n"
"- [code]{archive_name}[/code] - 包含上传的应用程序的 ZIP 文件的名称。\n"
"- [code]{exe_name}[/code] - 应用程序可执行文件的名称。\n"
"- [code]{cmd_args}[/code] - 应用程序命令行参数的数组。"
msgid "Enables remote deploy using SSH/SCP."
msgstr "启用通过 SSH/SCP 进行远程部署。"
msgid "Array of the additional command line arguments passed to the SCP."
msgstr "要传给 SCP 的额外命令行参数的数组。"
msgid "Array of the additional command line arguments passed to the SSH."
msgstr "要传给 SSH 的额外命令行参数的数组。"
msgid ""
"Remote host SSH user name and address, in [code]user@address[/code] format."
msgstr "远程主机 SSH 用户名及地址,格式为 [code]用户名@地址[/code]。"
msgid "Remote host SSH port number."
msgstr "远程主机 SSH 端口号。"
msgid ""
"Script code to execute on the remote host when running the app.\n"
"The following variables can be used in the script:\n"
"- [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to "
"upload app and scripts to.\n"
"- [code]{archive_name}[/code] - Name of the ZIP containing uploaded "
"application.\n"
"- [code]{exe_name}[/code] - Name of application executable.\n"
"- [code]{cmd_args}[/code] - Array of the command line argument for the "
"application."
msgstr ""
"运行应用时,要在远程主机上执行的脚本代码。\n"
"可以在脚本中使用以下变量:\n"
"- [code]{temp_dir}[/code] - 远程的临时文件夹路径,用于上传应用和脚本。\n"
"- [code]{archive_name}[/code] - 包含上传的应用程序的 ZIP 文件的名称。\n"
"- [code]{exe_name}[/code] - 应用程序可执行文件的名称。\n"
"- [code]{cmd_args}[/code] - 应用程序命令行参数的数组。"
msgid "If [code]true[/code], project textures are exported in the BPTC format."
msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 BPTC 格式。"
msgid "If [code]true[/code], project textures are exported in the ETC format."
msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 ETC 格式。"
msgid "If [code]true[/code], project textures are exported in the ETC2 format."
msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 ETC2 格式。"
msgid "If [code]true[/code], project textures are exported in the S3TC format."
msgstr "如果为 [code]true[/code],则项目中的纹理在导出时使用 S3TC 格式。"
msgid "Exporter for macOS."
msgstr "macOS 导出器。"
msgid "Exporting for macOS"
msgstr "为 macOS 导出"
msgid "Running Godot apps on macOS"
msgstr "在 macOS 上运行 Godot 应用"
msgid "Application category for the App Store."
msgstr "App Store 的应用程序分类。"
msgid "Copyright notice for the bundle visible to the user (in English)."
msgstr "捆绑包的(英文)版权声明,用户可见。"
msgid "Copyright notice for the bundle visible to the user (localized)."
msgstr "捆绑包的(本地化)版权声明,用户可见。"
msgid ""
"If set to [code]1[/code], ANGLE libraries are exported with the exported "
"application. If set to [code]0[/code], ANGLE libraries are exported only if "
"[member ProjectSettings.rendering/gl_compatibility/driver] is set to "
"[code]\"opengl3_angle\"[/code]."
msgstr ""
"如果设置为 [code]1[/code]ANGLE 库将随导出的应用程序一起导出。如果设置为 "
"[code]0[/code],则仅当 [member ProjectSettings.rendering/gl_compatibility/"
"driver] 被设置为 [code]\"opengl3_angle\"[/code] 时才会导出 ANGLE 库。"
msgid ""
"Application icon file. If left empty, it will fallback to [member "
"ProjectSettings.application/config/macos_native_icon], and then to [member "
"ProjectSettings.application/config/icon]."
msgstr ""
"应用程序图标文件。如果留空,则会回退至 [member ProjectSettings.application/"
"config/macos_native_icon],继而回退至 [member ProjectSettings.application/"
"config/icon]。"
msgid ""
"Minimum version of macOS required for this application to run in the "
"[code]major.minor.patch[/code] or [code]major.minor[/code] format, can only "
"contain numeric characters ([code]0-9[/code]) and periods ([code].[/code])."
msgstr ""
"运行该应用程序所需的最低 macOS 版本,格式为 [code]主版本号.次版本号.补丁号[/"
"code] 或 [code]主版本号.次版本号[/code],只能包含数字([code]0-9[/code])和英"
"文句点([code].[/code])。"
msgid ""
"Application executable architecture.\n"
"Supported architectures: [code]x86_64[/code], [code]arm64[/code], and "
"[code]universal[/code] ([code]x86_64 + arm64[/code]).\n"
"Official export templates include [code]universal[/code] binaries only."
msgstr ""
"应用程序可执行文件的架构。\n"
"支持的架构有:[code]x86_64[/code]、[code]arm64[/code]、[code]universal[/code]"
"[code]x86_64 + arm64[/code])。\n"
"官方导出模板中只包含 [code]universal[/code] 的二进制文件。"
msgid ""
"PKCS #12 certificate file used to sign [code].app[/code] bundle.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code]."
msgstr ""
"用于对 [code].app[/code] 捆绑包进行签名的 PKCS #12 证书文件。\n"
"可以使用环境变量 [code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code] 覆盖。"
msgid ""
"Password for the certificate file used to sign [code].app[/code] bundle.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code]."
msgstr ""
"用于对 [code].app[/code] 捆绑包进行签名的证书文件的密码。\n"
"可以使用环境变量 [code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code] 覆盖。"
msgid "Tool to use for code signing."
msgstr "用于代码签名的工具。"
msgid ""
"Array of the additional command line arguments passed to the code signing "
"tool."
msgstr "要额外传给代码签名工具的命令行参数的数组。"
msgid ""
"Enable to allow access to contacts in the user's address book, if it's "
"enabled you should also provide usage message in the [member privacy/"
"address_book_usage_description] option. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_personal-"
"information_addressbook]com.apple.security.personal-information.addressbook[/"
"url]."
msgstr ""
"启用后允许访问用户地址簿中的联系人,如果启用,还应该在 [member privacy/"
"address_book_usage_description] 选项中提供用途信息。请参阅 [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_personal-information_addressbook]com.apple.security."
"personal-information.addressbook[/url]。"
msgid ""
"Allows app to use dynamic linker environment variables to inject code. If you "
"are using add-ons with dynamic or self-modifying native code, enable them "
"according to the add-on documentation. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-"
"environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/"
"url]."
msgstr ""
"允许应用使用动态链接器环境变量注入代码。如果你使用的插件使用了动态或自我修改的"
"原生代码,请根据该插件文档中的说明启用。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-"
"environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/"
"url]。"
msgid ""
"Allows creating writable and executable memory for JIT code. If you are using "
"add-ons with dynamic or self-modifying native code, enable them according to "
"the add-on documentation. See [url=https://developer.apple.com/documentation/"
"bundleresources/entitlements/com_apple_security_cs_allow-jit]com.apple."
"security.cs.allow-jit[/url]."
msgstr ""
"允许创建可写可执行内存,用于 JIT 代码。如果你使用的插件使用了动态或自我修改的"
"原生代码,请根据该插件文档中的说明启用。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_cs_allow-"
"jit]com.apple.security.cs.allow-jit[/url]。"
msgid ""
"Allows creating writable and executable memory without JIT restrictions. If "
"you are using add-ons with dynamic or self-modifying native code, enable them "
"according to the add-on documentation. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_cs_allow-"
"unsigned-executable-memory]com.apple.security.cs.allow-unsigned-executable-"
"memory[/url]."
msgstr ""
"允许创建可写可执行内存,不受 JIT 限制。如果你使用的插件使用了动态或自我修改的"
"原生代码,请根据该插件文档中的说明启用。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_cs_allow-"
"unsigned-executable-memory]com.apple.security.cs.allow-unsigned-executable-"
"memory[/url]。"
msgid ""
"Enable to allow app to interact with Bluetooth devices. This entitlement is "
"required to use wireless controllers. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/url]."
msgstr ""
"启用后能够允许应用与蓝牙设备交互。使用无线控制器时,必须拥有这项权利。见 "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/"
"url]。"
msgid ""
"Enable to allow app to interact with USB devices. This entitlement is "
"required to use wired controllers. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_device_usb]com."
"apple.security.device.usb[/url]."
msgstr ""
"启用后能够允许应用与 USB 设备交互。使用有线控制器时,必须拥有这项权利。见 "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_device_usb]com.apple.security.device.usb[/url]。"
msgid ""
"Enables App Sandbox. The App Sandbox restricts access to user data, "
"networking, and devices. Sandboxed apps can't access most of the file system, "
"can't use custom file dialogs and execute binaries outside the .app bundle. "
"See [url=https://developer.apple.com/documentation/security/app_sandbox]App "
"Sandbox[/url].\n"
"[b]Note:[/b] To distribute an app through the App Store, you must enable the "
"App Sandbox."
msgstr ""
"启用 App Sandbox 应用沙盒。App Sandbox 能够限制对用户数据、网络以及设备的访"
"问。沙盒应用无法访问文件系统中的大部分区域,无法使用自定义文件对话框,也无法执"
"行 .app 捆绑包之外的二进制文件。见 [url=https://developer.apple.com/"
"documentation/security/app_sandbox]App Sandbox[/url]。\n"
"[b]注意:[/b]通过 App Store 分发应用时必须启用 App Sandbox。"
msgid ""
"Allows read or write access to the user's \"Downloads\" folder. See "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_files_downloads_read-write]com.apple.security.files."
"downloads.read-write[/url]."
msgstr ""
"允许对用户“下载”文件夹的读写访问。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_files_downloads_read-write]com.apple.security.files."
"downloads.read-write[/url]。"
msgid ""
"Allows read or write access to the user's \"Movies\" folder. See [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_assets_movies_read-write]com.apple.security.files.movies."
"read-write[/url]."
msgstr ""
"允许对用户“影片”文件夹的读写访问。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_assets_movies_read-write]com.apple.security.files.movies."
"read-write[/url]。"
msgid ""
"Allows read or write access to the user's \"Music\" folder. See [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_assets_music_read-write]com.apple.security.files.music."
"read-write[/url]."
msgstr ""
"允许对用户“音乐”文件夹的读写访问。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_assets_music_read-write]com.apple.security.files.music."
"read-write[/url]。"
msgid ""
"Allows read or write access to the user's \"Pictures\" folder. See "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_assets_pictures_read-write]com.apple.security.files."
"pictures.read-write[/url]."
msgstr ""
"允许对用户“图片”文件夹的读写访问。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_assets_pictures_read-write]com.apple.security.files."
"pictures.read-write[/url]。"
msgid ""
"Allows read or write access to the locations the user has selected using a "
"native file dialog. See [url=https://developer.apple.com/documentation/"
"bundleresources/entitlements/com_apple_security_files_user-selected_read-"
"write]com.apple.security.files.user-selected.read-write[/url]."
msgstr ""
"允许对用户使用原生文件对话框选择的位置进行读或写访问。请参阅 [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_files_user-selected_read-write]com.apple.security.files."
"user-selected.read-write[/url]。"
msgid ""
"List of helper executables to embedded to the app bundle. Sandboxed app are "
"limited to execute only these executable. See [url=https://developer.apple."
"com/documentation/xcode/embedding-a-helper-tool-in-a-sandboxed-app]Embedding "
"a command-line tool in a sandboxed app[/url]."
msgstr ""
"要嵌入应用捆绑包的辅助可执行文件列表。沙盒应用仅限于执行这些可执行文件。见 "
"[url=https://developer.apple.com/documentation/xcode/embedding-a-helper-tool-"
"in-a-sandboxed-app]Embedding a command-line tool in a sandboxed app[/url]。"
msgid ""
"Enable to allow app to establish outgoing network connections. See "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_network_client]com.apple.security.network.client[/url]."
msgstr ""
"启用后允许应用建立出站的网络连接。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_network_client]com.apple.security.network.client[/url]。"
msgid ""
"Enable to allow app to listen for incoming network connections. See "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_network_server]com.apple.security.network.server[/url]."
msgstr ""
"启用后允许应用监听入站的网络连接。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_network_server]com.apple.security.network.server[/url]。"
msgid ""
"Enable to allow app to send Apple events to other apps. See [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_automation_apple-events]com.apple.security.automation."
"apple-events[/url]."
msgstr ""
"启用后允许应用向其他应用发送 Apple 事件。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_automation_apple-events]com.apple.security.automation."
"apple-events[/url]。"
msgid ""
"Enable if you need to use the microphone or other audio input sources, if "
"it's enabled you should also provide usage message in the [member privacy/"
"microphone_usage_description] option. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_device_audio-"
"input]com.apple.security.device.audio-input[/url]."
msgstr ""
"需要使用麦克风或其他音频输入源时启用,启用时还应在 [member privacy/"
"microphone_usage_description] 选项中提供用途信息。请参阅 [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_device_audio-input]com.apple.security.device.audio-input[/"
"url]。"
msgid ""
"Enable to allow access to the user's calendar, if it's enabled you should "
"also provide usage message in the [member privacy/calendar_usage_description] "
"option. See [url=https://developer.apple.com/documentation/bundleresources/"
"entitlements/com_apple_security_personal-information_calendars]com.apple."
"security.personal-information.calendars[/url]."
msgstr ""
"启用后允许访问用户的日历,启用时还应在 [member privacy/"
"calendar_usage_description] 选项中提供用途信息。请参阅 [url=https://developer."
"apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_personal-information_calendars]com.apple.security.personal-"
"information.calendars[/url]。"
msgid ""
"Enable if you need to use the camera, if it's enabled you should also provide "
"usage message in the [member privacy/camera_usage_description] option. See "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_device_camera]com.apple.security.device.camera[/url]."
msgstr ""
"需要使用相机时启用,启用时还应在 [member privacy/camera_usage_description] 选"
"项中提供用途信息。请参阅 [url=https://developer.apple.com/documentation/"
"bundleresources/entitlements/com_apple_security_device_camera]com.apple."
"security.device.camera[/url]。"
msgid ""
"Custom entitlements [code].plist[/code] file, if specified the rest of "
"entitlements in the export config are ignored."
msgstr ""
"自定义权利 [code].plist[/code] 文件,如果指定,则会忽略导出配置中的其他权利。"
msgid ""
"You can temporarily enable this entitlement to use native debugger (GDB, "
"LLDB) with the exported app. This entitlement should be disabled for "
"production export. See [url=https://developer.apple.com/documentation/xcode/"
"embedding-a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in a "
"sandboxed app[/url]."
msgstr ""
"临时启用这个权利就可以对导出的应用使用原生调试器GDB、LLDB。生产导出应该禁"
"用这项权利。见 [url=https://developer.apple.com/documentation/xcode/embedding-"
"a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in a sandboxed "
"app[/url]。"
msgid ""
"Allows app to load arbitrary libraries and frameworks (not signed with the "
"same Team ID as the main executable or by Apple). Enable it if you are using "
"GDExtension add-ons or ad-hoc signing, or want to support user-provided "
"external add-ons. See [url=https://developer.apple.com/documentation/"
"bundleresources/entitlements/com_apple_security_cs_disable-library-"
"validation]com.apple.security.cs.disable-library-validation[/url]."
msgstr ""
"允许应用加载任意库和框架(没有使用与主可执行文件相同的团队 ID 进行签名,也没有"
"经过 Apple 的签名)。如果你使用了 GDExtension 插件或 ad-hoc 签名,或者想要支持"
"用户提供的外部插件,请启用该选项。见 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_cs_disable-"
"library-validation]com.apple.security.cs.disable-library-validation[/url]。"
msgid ""
"Enable if you need to use location information from Location Services, if "
"it's enabled you should also provide usage message in the [member privacy/"
"location_usage_description] option. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_personal-"
"information_location]com.apple.security.personal-information.location[/url]."
msgstr ""
"需要使用位置服务中的位置信息时启用,启用时还应在 [member privacy/"
"location_usage_description] 选项中提供用途信息。请参阅 [url=https://developer."
"apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_personal-information_location]com.apple.security.personal-"
"information.location[/url]。"
msgid ""
"Enable to allow access to the user's Photos library, if it's enabled you "
"should also provide usage message in the [member privacy/"
"photos_library_usage_description] option. See [url=https://developer.apple."
"com/documentation/bundleresources/entitlements/com_apple_security_personal-"
"information_photos-library]com.apple.security.personal-information.photos-"
"library[/url]."
msgstr ""
"启用后允许访问用户的照片库,启用时还应在 [member privacy/"
"photos_library_usage_description] 选项中提供用途消息。请参阅 [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_personal-information_photos-library]com.apple.security."
"personal-information.photos-library[/url]。"
msgid ""
"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used "
"to sign [code].app[/code] bundle."
msgstr ""
"用于对 [code].app[/code] 捆绑包进行签名的签名身份的“全名”“通用名”或 SHA-1 哈"
"希。"
msgid ""
"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used "
"to sign [code].pkg[/code] installer package for App Store distribution, use "
"[code]3rd Party Mac Developer Installer: Name.[/code] identity."
msgstr ""
"用于对通过 App Store 分发的 [code].pkg[/code] 安装器进行签名的签名身份的“全"
"名”“通用名”或 SHA-1 哈希,使用 [code]3rd Party Mac Developer Installer: Name."
"[/code] 身份。"
msgid ""
"Provisioning profile file downloaded from Apple developer account dashboard. "
"See [url=https://developer.apple.com/help/account/manage-profiles/edit-"
"download-or-delete-profiles]Edit, download, or delete provisioning profiles[/"
"url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code]."
msgstr ""
"从 Apple 开发者账户控制面板下载到的预置描述文件。见 [url=https://developer."
"apple.com/cn/help/account/manage-profiles/edit-download-or-delete-profiles/]编"
"辑、下载或删除预置描述文件[/url]。\n"
"可以使用环境变量 [code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code] 覆盖。"
msgid ""
"If enabled, a wrapper that can be used to run the application with console "
"output is created alongside the exported application."
msgstr ""
"启用后,会在导出后的应用程序旁创建一个封装程序,可以用来以带命令行输出的形式运"
"行该应用程序。"
msgid ""
"If [code]true[/code], the application is rendered at native display "
"resolution, otherwise it is always rendered at loDPI resolution and upscaled "
"by OS when required."
msgstr ""
"如果为 [code]true[/code],则应用程序使用原生显示器分辨率渲染,否则始终使用 "
"loDPI 分辨率渲染,必要时由操作系统放大。"
msgid "Application distribution target."
msgstr "应用程序分发目标。"
msgid ""
"Apple App Store Connect API issuer key file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_API_KEY[/code]."
msgstr ""
"Apple App Store Connect API 发行者密钥文件。\n"
"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_API_KEY[/code] 覆盖。"
msgid ""
"Apple App Store Connect API issuer key ID.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code]."
msgstr ""
"Apple App Store Connect API 发行者密钥 ID。\n"
"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code] 覆盖。"
msgid ""
"Apple App Store Connect API issuer UUID.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_API_UUID[/code]."
msgstr ""
"Apple App Store Connect API 发行者 UUID。\n"
"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_API_UUID[/code] 覆盖。"
msgid ""
"Apple ID account name (email address).\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code]."
msgstr ""
"Apple ID 账户名(邮箱地址)。\n"
"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code] 覆盖。"
msgid ""
"Apple ID app-specific password.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code]."
msgstr ""
"Apple ID 针对应用的密码。\n"
"可以使用环境变量 [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code] 覆"
"盖。"
msgid "Tool to use for notarization."
msgstr "用于公证的工具。"
msgid ""
"A message displayed when requesting access to the user's contacts (in "
"English)."
msgstr "请求访问用户的联系人时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's contacts (localized)."
msgstr "请求访问用户的联系人时显示的(本地化)消息。"
msgid ""
"A message displayed when requesting access to the user's calendar data (in "
"English)."
msgstr "请求访问用户的日历数据时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's calendar data "
"(localized)."
msgstr "请求访问用户的日历数据时显示的(本地化)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Desktop\" folder "
"(in English)."
msgstr "请求访问用户的“桌面”文件夹时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Desktop\" folder "
"(localized)."
msgstr "请求访问用户的“桌面”文件夹时显示的(本地化)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Documents\" folder "
"(in English)."
msgstr "请求访问用户的“文档”文件夹时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Documents\" folder "
"(localized)."
msgstr "请求访问用户的“文档”文件夹时显示的(本地化)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Downloads\" folder "
"(in English)."
msgstr "请求访问用户的“下载”文件夹时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Downloads\" folder "
"(localized)."
msgstr "请求访问用户的“下载”文件夹时显示的(本地化)消息。"
msgid ""
"A message displayed when requesting access to the user's location information "
"(in English)."
msgstr "请求访问用户的位置信息时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's location information "
"(localized)."
msgstr "请求访问用户的位置信息时显示的(本地化)消息。"
msgid ""
"A message displayed when requesting access to the user's network drives (in "
"English)."
msgstr "请求访问用户的网络驱动器时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's network drives "
"(localized)."
msgstr "请求访问用户的网络驱动器时显示的(本地化)消息。"
msgid ""
"A message displayed when requesting access to the user's removable drives (in "
"English)."
msgstr "请求访问用户的可移除驱动器时显示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's removable drives "
"(localized)."
msgstr "请求访问用户的可移除驱动器时显示的(本地化)消息。"
msgid "macOS build number used to build application executable."
msgstr "构建应用程序可执行文件所使用的 macOS 构建号。"
msgid "macOS SDK build number used to build application executable."
msgstr "构建应用程序可执行文件所使用的 macOS SDK 构建号。"
msgid "macOS SDK name used to build application executable."
msgstr "构建应用程序可执行文件所使用的 macOS SDK 名称。"
msgid ""
"macOS SDK version used to build application executable in the [code]major."
"minor[/code] format."
msgstr ""
"构建应用程序可执行文件所使用的 macOS SDK 版本,格式为 [code]主版本号.次版本号"
"[/code]。"
msgid "Xcode build number used to build application executable."
msgstr "构建应用程序可执行文件所使用的 Xcode 构建号。"
msgid "Xcode version used to build application executable."
msgstr "构建应用程序可执行文件所使用的 Xcode 版本。"
msgid "Base class for the desktop platform exporter (Windows and Linux/BSD)."
msgstr "桌面平台导出器的基类Windows 与 Linux/BSD。"
msgid "Exporter for the Web."
msgstr "Web 导出器。"
msgid "Exporting for the Web"
msgstr "为 Web 导出"
msgid "Web documentation index"
msgstr "网页文档索引"
msgid ""
"The canvas resize policy determines how the canvas should be resized by Godot."
msgstr "画布大小调整策略决定 Godot 应当如何调整画布的大小。"
msgid "Exporter for Windows."
msgstr "Windows 导出器。"
msgid "Exporting for Windows"
msgstr "为 Windows 导出"
msgid ""
"Company that produced the application. Required. See [url=https://learn."
"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/"
"url]."
msgstr ""
"出品该程序的公司。必填。见 [url=https://learn.microsoft.com/en-us/windows/"
"win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Console wrapper icon file. If left empty, it will fallback to [member "
"application/icon], then to [member ProjectSettings.application/config/"
"windows_native_icon], and lastly, [member ProjectSettings.application/config/"
"icon]."
msgstr ""
"控制台封装图标文件。如果留空,则依次回退至 [member application/icon]、[member "
"ProjectSettings.application/config/windows_native_icon]、[member "
"ProjectSettings.application/config/icon]。"
msgid ""
"Copyright notice for the bundle visible to the user. Optional. See "
"[url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-"
"block]StringFileInfo[/url]."
msgstr ""
"用户可见的捆绑包版权声明。选填。见 [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"File description to be presented to users. Required. See [url=https://learn."
"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/"
"url]."
msgstr ""
"展示给用户的文件说明。必填。见 [url=https://learn.microsoft.com/en-us/windows/"
"win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Version number of the file. Falls back to [member ProjectSettings.application/"
"config/version] if left empty. See [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]."
msgstr ""
"文件的版本号。如果留空,则回退到 [member ProjectSettings.application/config/"
"version]。请参阅 [url=https://learn.microsoft.com/en-us/windows/win32/menurc/"
"stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Application icon file. If left empty, it will fallback to [member "
"ProjectSettings.application/config/windows_native_icon], and then to [member "
"ProjectSettings.application/config/icon]."
msgstr ""
"应用程序图标文件。如果留空,则会回退至 [member ProjectSettings.application/"
"config/windows_native_icon],继而回退至 [member ProjectSettings.application/"
"config/icon]。"
msgid ""
"If enabled, icon and metadata of the exported executable is set according to "
"the other [code]application/*[/code] values."
msgstr ""
"如果启用,则会根据 [code]application/*[/code] 中的其他值设置导出后可执行文件的"
"图标和元数据。"
msgid ""
"Name of the application. Required. See [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]."
msgstr ""
"应用程序的名称。必填。见 [url=https://learn.microsoft.com/en-us/windows/win32/"
"menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Application version visible to the user. Falls back to [member "
"ProjectSettings.application/config/version] if left empty. See [url=https://"
"learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-"
"block]StringFileInfo[/url]."
msgstr ""
"用户可见的应用程序版本。如果留空,则回退到 [member ProjectSettings."
"application/config/version]。请参阅 [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Trademarks and registered trademarks that apply to the file. Optional. See "
"[url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-"
"block]StringFileInfo[/url]."
msgstr ""
"适用于该文件的商标及注册商标。选填。见 [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Application executable architecture.\n"
"Supported architectures: [code]x86_32[/code], [code]x86_64[/code], and "
"[code]arm64[/code].\n"
"Official export templates include [code]x86_32[/code] and [code]x86_64[/code] "
"binaries only."
msgstr ""
"应用程序可执行文件的架构。\n"
"支持的架构:[code]x86_32[/code]、[code]x86_64[/code]、[code]arm64[/code]。\n"
"官方导出模板中仅包含 [code]x86_32[/code] 和 [code]x86_64[/code] 的二进制文件。"
msgid ""
"Array of the additional command line arguments passed to the code signing "
"tool. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/"
"signtool-exe]Sign Tool[/url]."
msgstr ""
"要传给代码签名工具的额外命令行参数的数据。见[url=https://learn.microsoft.com/"
"zh-cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。"
msgid ""
"Description of the signed content. See [url=https://learn.microsoft.com/en-us/"
"dotnet/framework/tools/signtool-exe]Sign Tool[/url]."
msgstr ""
"对被签名内容的描述。见[url=https://learn.microsoft.com/zh-cn/dotnet/framework/"
"tools/signtool-exe]签名工具[/url]。"
msgid ""
"Digest algorithm to use for creating signature. See [url=https://learn."
"microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]."
msgstr ""
"创建签名所使用的摘要算法。见[url=https://learn.microsoft.com/zh-cn/dotnet/"
"framework/tools/signtool-exe]签名工具[/url]。"
msgid "If [code]true[/code], executable signing is enabled."
msgstr "如果为 [code]true[/code],则启用可执行文件签名。"
msgid ""
"PKCS #12 certificate file used to sign executable or certificate SHA-1 hash "
"(if [member codesign/identity_type] is set to \"Use certificate store\"). See "
"[url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-"
"exe]Sign Tool[/url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code]."
msgstr ""
"用于对可执行文件签名的 PKCS #12 证书文件,或证书的 SHA-1 哈希(如果 [member "
"codesign/identity_type] 为 \"Use certificate store\")。见[url=https://learn."
"microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。\n"
"可以使用环境变量 [code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code] 覆盖。"
msgid ""
"Type of identity to use. See [url=https://learn.microsoft.com/en-us/dotnet/"
"framework/tools/signtool-exe]Sign Tool[/url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code]."
msgstr ""
"要使用的身份类型。见[url=https://learn.microsoft.com/zh-cn/dotnet/framework/"
"tools/signtool-exe]签名工具[/url]。\n"
"可以使用环境变量 [code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code] 覆盖。"
msgid ""
"Password for the certificate file used to sign executable. See [url=https://"
"learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/"
"url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code]."
msgstr ""
"用于对可执行文件签名的证书文件的密码。见[url=https://learn.microsoft.com/zh-"
"cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。\n"
"可以使用环境变量 [code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code] 覆盖。"
msgid ""
"If [code]true[/code], time-stamp is added to the signature. See [url=https://"
"learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]."
msgstr ""
"如果为 [code]true[/code],则会在签名中添加时间戳。见[url=https://learn."
"microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。"
msgid ""
"URL of the time stamp server. If left empty, the default server is used. See "
"[url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-"
"exe]Sign Tool[/url]."
msgstr ""
"时间戳服务器的 URL。如果留空则使用默认服务器。见[url=https://learn.microsoft."
"com/zh-cn/dotnet/framework/tools/signtool-exe]签名工具[/url]。"
msgid ""
"If [code]true[/code], a console wrapper executable is exported alongside the "
"main executable, which allows running the project with enabled console output."
msgstr ""
"如果为 [code]true[/code],则会在导出主可执行文件的同时导出一个控制台封装可执行"
"文件,能够在运行项目时启用控制台输出。"
msgid "A script that is executed when exporting the project."
msgstr "在导出项目时执行的脚本。"
msgid ""
"[EditorExportPlugin]s are automatically invoked whenever the user exports the "
"project. Their most common use is to determine what files are being included "
"in the exported project. For each plugin, [method _export_begin] is called at "
"the beginning of the export process and then [method _export_file] is called "
"for each exported file.\n"
"To use [EditorExportPlugin], register it using the [method EditorPlugin."
"add_export_plugin] method first."
msgstr ""
"[EditorExportPlugin] 会在用户导出项目时自动调用。它们最常见的用途是确定哪些文"
"件应该包含在导出的项目中。对于每个插件,导出过程开始时都会调用 [method "
"_export_begin],然后会为每一个导出的文件调用 [method _export_file]。\n"
"要使用 [EditorExportPlugin],请先用 [method EditorPlugin.add_export_plugin] 注"
"册。"
msgid "Export Android plugins"
msgstr "导出 Android 插件"
msgid ""
"Return [code]true[/code] if this plugin will customize resources based on the "
"platform and features used.\n"
"When enabled, [method _get_customization_configuration_hash], [method "
"_customize_resource] and [method _customize_scene] will be called and must be "
"implemented."
msgstr ""
"如果该插件将根据所使用的平台和功能自定义资源,则返回 [code]true[/code]。\n"
"启用后,[method _get_customization_configuration_hash]、[method "
"_customize_resource] 和 [method _customize_scene] 将被调用并且必须被实现。"
msgid ""
"Return true if this plugin will customize scenes based on the platform and "
"features used."
msgstr "如果这个插件会根据所使用的平台和功能来定制场景,则返回 true。"
msgid ""
"Customize a resource. If changes are made to it, return the same or a new "
"resource. Otherwise, return [code]null[/code].\n"
"The [i]path[/i] argument is only used when customizing an actual file, "
"otherwise this means that this resource is part of another one and it will be "
"empty.\n"
"Implementing this method is required if [method _begin_customize_resources] "
"returns [code]true[/code]."
msgstr ""
"定制一个资源。如果对其进行了修改,则返回相同的或新的资源。否则,返回 "
"[code]null[/code] 。\n"
"[i]path[/i] 参数只在定制一个实际文件时使用,否则这意味着这个资源是另一个资源的"
"一部分,并且它将是空的。\n"
"如果 [method _begin_customize_resources] 返回 [code]true[/code],则需要实现该"
"方法。"
msgid ""
"Customize a scene. If changes are made to it, return the same or a new scene. "
"Otherwise, return [code]null[/code]. If a new scene is returned, it is up to "
"you to dispose of the old one.\n"
"Implementing this method is required if [method _begin_customize_scenes] "
"returns [code]true[/code]."
msgstr ""
"定制一个场景。如果对其进行了修改,则返回相同的或新的场景。否则,返回 "
"[code]null[/code] 。如果返回一个新的场景,则由你来处理旧的场景。\n"
"如果 [method _begin_customize_scenes] 返回 [code]true[/code],则需要实现该方"
"法。"
msgid "This is called when the customization process for resources ends."
msgstr "资源的自定义处理完成时调用。"
msgid "This is called when the customization process for scenes ends."
msgstr "场景的自定义处理完成时调用。"
msgid ""
"Virtual method to be overridden by the user. It is called when the export "
"starts and provides all information about the export. [param features] is the "
"list of features for the export, [param is_debug] is [code]true[/code] for "
"debug builds, [param path] is the target path for the exported project. "
"[param flags] is only used when running a runnable profile, e.g. when using "
"native run on Android."
msgstr ""
"由用户重写的虚方法。它在导出开始时调用,并提供有关导出的所有信息。[param "
"features] 是导出的特性列表,[param is_debug] 是 [code]true[/code] 时用于调试构"
"建,[param path] 是导出项目的目标路径。[param flags] 仅在运行可运行配置文件时"
"使用,例如在 Android 上使用本机运行时。"
msgid ""
"Virtual method to be overridden by the user. Called when the export is "
"finished."
msgstr "可以被用户重写的虚方法。在导出完成后被调用。"
msgid ""
"Virtual method to be overridden by the user. Called for each exported file, "
"providing arguments that can be used to identify the file. [param path] is "
"the path of the file, [param type] is the [Resource] represented by the file "
"(e.g. [PackedScene]) and [param features] is the list of features for the "
"export.\n"
"Calling [method skip] inside this callback will make the file not included in "
"the export."
msgstr ""
"虚方法,需要用户重写。对于每个导出的文件调用,提供可用于标识文件的参数。"
"[param path]是文件的路径,[param type]是文件所表示的[Resource](例如"
"[PackedScene][param features]是导出的特性列表。\n"
"在此回调中调用[method skip]将使文件不包含在导出中。"
msgid ""
"Virtual method to be overridden by the user. This is called to retrieve the "
"set of Android dependencies provided by this plugin. Each returned Android "
"dependency should have the format of an Android remote binary dependency: "
"[code]org.godot.example:my-plugin:0.0.0[/code]\n"
"For more information see [url=https://developer.android.com/build/"
"dependencies?agpversion=4.1#dependency-types]Android documentation on "
"dependencies[/url].\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由用户覆盖的虚方法。调用该函数是为了检索该插件提供的 Android 依赖项集。每个返"
"回的 Android 依赖项应具有 Android 远程二进制依赖项的格式:[code]org.godot."
"example:my-plugin:0.0.0[/code]\n"
"有关详细信息,请参阅 [url=https://developer.android.com/build/dependencies?"
"agpversion=4.1#dependency-types]有关依赖项的 Android 文档[/url]。\n"
"[b]注意:[/b]仅在 Android 上受支持,并且需要启用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is called to retrieve the "
"URLs of Maven repositories for the set of Android dependencies provided by "
"this plugin.\n"
"For more information see [url=https://docs.gradle.org/current/userguide/"
"dependency_management.html#sec:maven_repo]Gradle documentation on dependency "
"management[/url].\n"
"[b]Note:[/b] Google's Maven repo and the Maven Central repo are already "
"included by default.\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由用户覆盖的虚方法。调用该函数是为了检索该插件提供的 Android 依赖项集的 Maven "
"存储库的 URL。\n"
"有关更多信息,请参阅 [url=https://docs.gradle.org/current/userguide/"
"dependency_management.html#sec:maven_repo]有关依赖管理的 Gradle 文档[/url]。\n"
"[b]注意:[/b]Google 的 Maven 存储库和 Maven Central 存储库默认已包含在内。\n"
"[b]注意:[/b]仅在 Android 上受支持,并且需要启用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is called to retrieve the "
"local paths of the Android libraries archive (AAR) files provided by this "
"plugin.\n"
"[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://"
"addons/[/code] directory. For example, an AAR file located under [code]res://"
"addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an "
"absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release."
"aar[/code] or a relative path using [code]hello_world_plugin/HelloWorld."
"release.aar[/code].\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由用户覆盖的虚方法。调用该函数是为了检索该插件提供的 Android 库存档AAR文件"
"的本地路径。\n"
"[b]注意:[/b]相对路径[b]必须[/b]相对于 Godot 的 [code]res://addons/[/code] 目"
"录。例如,位于 [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/"
"code] 下的 AAR 文件,可以使用 [code]res://addons/hello_world_plugin/"
"HelloWorld.release.aar[/code] 作为绝对路径,或使用 [code]hello_world_plugin/"
"HelloWorld.release.aar[/code] 作为相对路径返回。\n"
"[b]注意:[/b]仅在 Android 上受支持,并且需要启用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is used at export time to "
"update the contents of the [code]activity[/code] element in the generated "
"Android manifest.\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由用户覆盖的虚方法。这在导出时用于更新生成的 Android 清单中的 [code]activity[/"
"code] 元素的内容。\n"
"[b]注意:[/b]仅在 Android 上受支持,并且需要启用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is used at export time to "
"update the contents of the [code]application[/code] element in the generated "
"Android manifest.\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由用户覆盖的虚方法。这在导出时用于更新生成的 Android 清单中的 "
"[code]application[/code] 元素的内容。\n"
"[b]注意:[/b]仅在 Android 上受支持,并且需要启用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is used at export time to "
"update the contents of the [code]manifest[/code] element in the generated "
"Android manifest.\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由用户覆盖的虚方法。这在导出时用于更新生成的 Android 清单中的 [code]manifest[/"
"code] 元素的内容。\n"
"[b]注意:[/b]仅在 Android 上受支持,并且需要启用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Return a hash based on the configuration passed (for both scenes and "
"resources). This helps keep separate caches for separate export "
"configurations.\n"
"Implementing this method is required if [method _begin_customize_resources] "
"returns [code]true[/code]."
msgstr ""
"根据传入的配置返回一个哈希值(对于场景和资源)。这有助于为单独的导出配置保留单"
"独的缓存。\n"
"如果 [method _begin_customize_resources] 返回 [code]true[/code],则需要实现该"
"方法。"
msgid ""
"Return a [PackedStringArray] of additional features this preset, for the "
"given [param platform], should have."
msgstr ""
"返回该预设对于给定的 [param platform],应该具有的附加功能的 "
"[PackedStringArray]。"
msgid ""
"Check the requirements for the given [param option] and return a non-empty "
"warning string if they are not met.\n"
"[b]Note:[/b] Use [method get_option] to check the value of the export options."
msgstr ""
"检查给定 [param option] 的要求,如果不满足则返回非空警告字符串。\n"
"[b]注意:[/b]使用 [method get_option] 检查导出选项的值。"
msgid ""
"Return a list of export options that can be configured for this export "
"plugin.\n"
"Each element in the return value is a [Dictionary] with the following keys:\n"
"- [code]option[/code]: A dictionary with the structure documented by [method "
"Object.get_property_list], but all keys are optional.\n"
"- [code]default_value[/code]: The default value for this option.\n"
"- [code]update_visibility[/code]: An optional boolean value. If set to "
"[code]true[/code], the preset will emit [signal Object.property_list_changed] "
"when the option is changed."
msgstr ""
"返回导出选项列表,能够用来配置这个导出插件。\n"
"返回值中的每个元素都是一个 [Dictionary],包含如下字段:\n"
"- [code]option[/code]:字典,结构与 [method Object.get_property_list] 文档中的"
"相同,但所有字段都是可选的。\n"
"- [code]default_value[/code]:该选项的默认值。\n"
"- [code]update_visibility[/code]:可选的布尔值。如果设为 [code]true[/code],则"
"该选项发生变化时,预设会发出 [signal Object.property_list_changed]。"
msgid ""
"Return the name identifier of this plugin (for future identification by the "
"exporter). The plugins are sorted by name before exporting.\n"
"Implementing this method is required."
msgstr ""
"返回该插件的名称标识符(供导出器将来识别)。插件在导出前按名称排序。\n"
"需要实现该方法。"
msgid ""
"Return [code]true[/code], if the result of [method _get_export_options] has "
"changed and the export options of preset corresponding to [param platform] "
"should be updated."
msgstr ""
"如果 [method _get_export_options] 的结果发生了改变,与 [param platform] 对应的"
"导出预设的选项需要更新,则返回 [code]true[/code]。"
msgid ""
"Return [code]true[/code] if the plugin supports the given [param platform]."
msgstr "如果插件支持给定的 [param platform],则返回 [code]true[/code]。"
msgid ""
"Adds a custom file to be exported. [param path] is the virtual path that can "
"be used to load the file, [param file] is the binary data of the file.\n"
"When called inside [method _export_file] and [param remap] is [code]true[/"
"code], the current file will not be exported, but instead remapped to this "
"custom file. [param remap] is ignored when called in other places."
msgstr ""
"添加一个要导出的自定义文件。[param path] 是可以用来加载该文件的虚拟路径,"
"[param file] 是该文件的二进制数据。\n"
"在 [method _export_file] 中调用时,如果 [param remap] 为 [code]true[/code],则"
"当前文件将不会被导出,而是被重新映射到这个自定义文件。在其他地方调用时会忽略 "
"[param remap]。"
msgid ""
"Adds an iOS bundle file from the given [param path] to the exported project."
msgstr "将给定的[param path]中的iOS bundle文件添加到导出的项目中。"
msgid ""
"Adds a C++ code to the iOS export. The final code is created from the code "
"appended by each active export plugin."
msgstr ""
"将 C++ 代码添加到 iOS 导出中。最终的代码是由每个激活的导出插件附加的代码创建"
"的。"
msgid ""
"Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's Xcode "
"project and embeds it into resulting binary.\n"
"[b]Note:[/b] For static libraries (*.a) works in same way as [method "
"add_ios_framework].\n"
"[b]Note:[/b] This method should not be used for System libraries as they are "
"already present on the device."
msgstr ""
"将动态库(*.dylib、*.framework添加到 iOS 的 Xcode 项目的链接阶段,并将其嵌入"
"到生成的二进制文件中。\n"
"[b]注意:[/b]对于静态库(*.a该方法的工作方式与 [method add_ios_framework] "
"相同。\n"
"[b]注意:[/b]此方法不该用于系统库,因为它们已经存在于设备上。"
msgid ""
"Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to "
"Linking Phase in iOS's Xcode project."
msgstr ""
"在 iOS 的 Xcode 项目中链接阶段添加静态库(*.a或动态库*.dylib、*."
"framework。"
msgid "Adds linker flags for the iOS export."
msgstr "为 iOS 导出添加链接器标志。"
msgid "Adds content for iOS Property List files."
msgstr "为 iOS 属性列表文件添加内容。"
msgid "Adds a static lib from the given [param path] to the iOS project."
msgstr "向 iOS 项目中添加位于给定路径 [param path] 的静态库。"
msgid ""
"Adds file or directory matching [param path] to [code]PlugIns[/code] "
"directory of macOS app bundle.\n"
"[b]Note:[/b] This is useful only for macOS exports."
msgstr ""
"将匹配 [param path] 的文件或目录,添加到 macOS 应用程序包的 [code]PlugIns[/"
"code] 目录中。\n"
"[b]注意:[/b]仅适用于 macOS 导出。"
msgid ""
"Adds a shared object or a directory containing only shared objects with the "
"given [param tags] and destination [param path].\n"
"[b]Note:[/b] In case of macOS exports, those shared objects will be added to "
"[code]Frameworks[/code] directory of app bundle.\n"
"In case of a directory code-sign will error if you place non code object in "
"directory."
msgstr ""
"添加一个共享对象或仅包含具有给定 [param tags] 和目标 [param path] 的共享对象的"
"目录。\n"
"[b]注意:[/b]使用 macOS 导出时,这些共享对象将被添加到应用程序包的 "
"[code]Frameworks[/code] 目录中。\n"
"如果使用的是目录,如果将非代码对象放在该目录中,则代码签名时会报错。"
msgid ""
"Returns the current value of an export option supplied by [method "
"_get_export_options]."
msgstr "返回 [method _get_export_options] 提供的导出选项的当前值。"
msgid ""
"To be called inside [method _export_file]. Skips the current file, so it's "
"not included in the export."
msgstr "在 [method _export_file] 中调用。跳过当前文件,因此它不包括在导出中。"
msgid ""
"An editor feature profile which can be used to disable specific features."
msgstr "编辑器功能配置,可用于禁用特定功能。"
msgid ""
"An editor feature profile can be used to disable specific features of the "
"Godot editor. When disabled, the features won't appear in the editor, which "
"makes the editor less cluttered. This is useful in education settings to "
"reduce confusion or when working in a team. For example, artists and level "
"designers could use a feature profile that disables the script editor to "
"avoid accidentally making changes to files they aren't supposed to edit.\n"
"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
"Profiles...[/b] at the top of the editor window."
msgstr ""
"编辑器功能配置可以用来禁用 Godot 编辑器的特定功能。当禁用时,这些功能将不会出"
"现在编辑器中,从而使编辑器不那么混乱。这个设置使编辑器更简洁,在团队中工作时。"
"例如,游戏美术和关卡设计师可以使用禁用脚本编辑器的功能配置,以避免意外地对他们"
"不应该编辑的文件进行更改。\n"
"要可视化地管理编辑器功能配置,请使用编辑器窗口顶部的[b]编辑器 >管理功能配置..."
"[/b]。"
msgid "Returns the specified [param feature]'s human-readable name."
msgstr "返回指定特性 [param feature] 的人类可读名称。"
msgid ""
"Returns [code]true[/code] if the class specified by [param class_name] is "
"disabled. When disabled, the class won't appear in the Create New Node dialog."
msgstr ""
"如果 [param class_name] 指定的类被禁用,则返回 [code]true[/code]。被禁用时,该"
"类不会出现在“创建 Node”对话框中。"
msgid ""
"Returns [code]true[/code] if editing for the class specified by [param "
"class_name] is disabled. When disabled, the class will still appear in the "
"Create New Node dialog but the Inspector will be read-only when selecting a "
"node that extends the class."
msgstr ""
"如果由 [param class_name] 指定的类的编辑被禁用,则返回 [code]true[/code]。被禁"
"用时,该类仍会出现在“创建 Node”对话框中但在选择继承该类的节点时检查器将是"
"只读的。"
msgid ""
"Returns [code]true[/code] if [param property] is disabled in the class "
"specified by [param class_name]. When a property is disabled, it won't appear "
"in the Inspector when selecting a node that extends the class specified by "
"[param class_name]."
msgstr ""
"如果在 [param class_name] 指定的类中禁用 [param property],则返回 [code]true[/"
"code]。当属性被禁用时,在选择继承由 [param class_name] 指定的类的节点时,该属"
"性将不会出现在检查器中。"
msgid ""
"Returns [code]true[/code] if the [param feature] is disabled. When a feature "
"is disabled, it will disappear from the editor entirely."
msgstr ""
"如果 [param feature] 被禁用,则返回 [code]true[/code]。当一个功能被禁用时,它"
"将从编辑器中完全消失。"
msgid ""
"Loads an editor feature profile from a file. The file must follow the JSON "
"format obtained by using the feature profile manager's [b]Export[/b] button "
"or the [method save_to_file] method.\n"
"[b]Note:[/b] Feature profiles created via the user interface are loaded from "
"the [code]feature_profiles[/code] directory, as a file with the [code]."
"profile[/code] extension. The editor configuration folder can be found by "
"using [method EditorPaths.get_config_dir]."
msgstr ""
"从文件加载编辑器功能配置文件。该文件必须遵循使用功能配置文件管理器的[b]导出[/"
"b]按钮或 [method save_to_file] 方法获取的 JSON 格式。\n"
"[b]注意:[/b]通过用户界面创建的功能配置文件将从 [code]feature_profiles[/code] "
"目录中的扩展名为 [code].profile[/code] 的文件加载。可以使用 [method "
"EditorPaths.get_config_dir] 找到编辑器配置文件夹。"
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
"[method load_from_file] method.\n"
"[b]Note:[/b] Feature profiles created via the user interface are saved in the "
"[code]feature_profiles[/code] directory, as a file with the [code].profile[/"
"code] extension. The editor configuration folder can be found by using "
"[method EditorPaths.get_config_dir]."
msgstr ""
"将编辑器功能配置文件保存到一个 JSON 格式的文件中。然后可以使用功能配置文件管理"
"器的[b]导入[/b]按钮或 [method load_from_file] 方法导入它。\n"
"[b]注意:[/b]通过用户界面创建的功能配置文件,将作为扩展名为 [code].profile[/"
"code] 的文件,保存在 [code]feature_profiles[/code] 目录中。可以使用 [method "
"EditorPaths.get_config_dir] 找到编辑器配置文件夹。"
msgid ""
"If [param disable] is [code]true[/code], disables the class specified by "
"[param class_name]. When disabled, the class won't appear in the Create New "
"Node dialog."
msgstr ""
"如果 [param disable] 为 [code]true[/code],则禁用 [param class_name] 指定的"
"类。禁用后,该类不会出现在“创建新 Node”对话框中。"
msgid ""
"If [param disable] is [code]true[/code], disables editing for the class "
"specified by [param class_name]. When disabled, the class will still appear "
"in the Create New Node dialog but the Inspector will be read-only when "
"selecting a node that extends the class."
msgstr ""
"如果 [param disable] 为 [code]true[/code],则禁用 [param class_name] 指定的类"
"的编辑。禁用后,该类仍然会出现在“创建新 Node”对话框中但在选中继承的节点时"
"检查器将只读。"
msgid ""
"If [param disable] is [code]true[/code], disables editing for [param "
"property] in the class specified by [param class_name]. When a property is "
"disabled, it won't appear in the Inspector when selecting a node that extends "
"the class specified by [param class_name]."
msgstr ""
"如果 [param disable] 为 [code]true[/code],则禁用 [param class_name] 指定的类"
"中的 [param property] 属性的编辑。禁用某一属性后,选中继承自 [param "
"class_name] 指定的类的节点时,这个属性将不会出现在检查器中。"
msgid ""
"If [param disable] is [code]true[/code], disables the editor feature "
"specified in [param feature]. When a feature is disabled, it will disappear "
"from the editor entirely."
msgstr ""
"如果 [param disable] 为 [code]true[/code],则禁用 [param feature] 中指定的编辑"
"器功能。当一个功能被禁用时,它将从编辑器中完全消失。"
msgid ""
"The 3D editor. If this feature is disabled, the 3D editor won't display but "
"3D nodes will still display in the Create New Node dialog."
msgstr ""
"3D 编辑器。如果禁用此功能3D 编辑器将不显示,但 3D 节点仍将显示在“创建新 "
"Node”对话框中。"
msgid ""
"The Script tab, which contains the script editor and class reference browser. "
"If this feature is disabled, the Script tab won't display."
msgstr ""
"脚本选项卡,它包含脚本编辑器和类引用浏览器。如果该功能被禁用,脚本选项卡将不会"
"显示。"
msgid ""
"The AssetLib tab. If this feature is disabled, the AssetLib tab won't display."
msgstr "AssetLib 选项卡。如果禁用此功能,则不会显示 AssetLib 选项卡。"
msgid ""
"Scene tree editing. If this feature is disabled, the Scene tree dock will "
"still be visible but will be read-only."
msgstr "场景树编辑。如果禁用此功能,场景树面板仍将可见,但将是只读的。"
msgid ""
"The Node dock. If this feature is disabled, signals and groups won't be "
"visible and modifiable from the editor."
msgstr "节点面板。如果此功能被禁用,信号和组将不可见,也不能从编辑器中修改。"
msgid ""
"The FileSystem dock. If this feature is disabled, the FileSystem dock won't "
"be visible."
msgstr "文件系统面板。如果禁用此功能,则文件系统面板将不可见。"
msgid ""
"The Import dock. If this feature is disabled, the Import dock won't be "
"visible."
msgstr "导入面板。如果禁用此功能,则导入面板将不可见。"
msgid ""
"The History dock. If this feature is disabled, the History dock won't be "
"visible."
msgstr "历史面板。如果禁用此功能,则历史面板将不可见。"
msgid "A modified version of [FileDialog] used by the editor."
msgstr "编辑器使用的 [FileDialog] 的修改版。"
msgid ""
"[EditorFileDialog] is an enhanced version of [FileDialog] available only to "
"editor plugins. Additional features include list of favorited/recent files "
"and the ability to see files as thumbnails grid instead of list."
msgstr ""
"[EditorFileDialog] 是 [FileDialog] 的增强版,只对编辑器插件可用。额外的功能包"
"括收藏列表、最近文件列表和以缩略图网格而不是列表的形式查看文件的能力。"
msgid ""
"Adds a comma-delimited file name [param filter] option to the "
"[EditorFileDialog] with an optional [param description], which restricts what "
"files can be picked.\n"
"A [param filter] should be of the form [code]\"filename.extension\"[/code], "
"where filename and extension can be [code]*[/code] to match any string. "
"Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.\n"
"For example, a [param filter] of [code]\"*.tscn, *.scn\"[/code] and a [param "
"description] of [code]\"Scenes\"[/code] results in filter text \"Scenes (*."
"tscn, *.scn)\"."
msgstr ""
"将一个逗号分隔的文件名 [param filter] 且带有可选 [param description] 的选项添"
"加到的 [EditorFileDialog],这限制了可以选择的文件。\n"
"[param filter] 的格式应为 [code]\"文件名.扩展名\"[/code],其中文件名和扩展名可"
"以是 [code]*[/code],以匹配任意字符串。不允许使用以 [code].[/code] 开头的过滤"
"器(即空文件名)。\n"
"例如,[code]\"*.tscn, *.scn\"[/code] 的 [param filter] 和 [code]\"场景\"[/"
"code] 的 [param description] 会产生过滤文本“场景 (* .tscn, *.scn)”。"
msgid ""
"Adds the given [param menu] to the side of the file dialog with the given "
"[param title] text on top. Only one side menu is allowed."
msgstr ""
"将给定的 [param menu] 添加到文件对话框的侧边,在顶部显示标题文本 [param "
"title]。仅支持一个侧边菜单。"
msgid "Removes all filters except for \"All Files (*)\"."
msgstr "移除“All Files(*)”筛选器之外的所有筛选器。"
msgid ""
"Returns the LineEdit for the selected file.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回所选文件的 LineEdit。\n"
"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
msgid ""
"Returns the [VBoxContainer] used to display the file system.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回用于显示文件系统的 [VBoxContainer]。\n"
"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
"它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。"
msgid ""
"Notify the [EditorFileDialog] that its view of the data is no longer "
"accurate. Updates the view contents on next view update."
msgstr ""
"通知 [EditorFileDialog] 它的数据视图不再准确。在下次视图更新时更新视图内容。"
msgid ""
"The location from which the user may select a file, including [code]res://[/"
"code], [code]user://[/code], and the local file system."
msgstr ""
"用户可以选择文件的位置,包括 [code]res://[/code]、[code]user://[/code] 和本地"
"文件系统。"
msgid "The currently occupied directory."
msgstr "当前占用的目录。"
msgid "The currently selected file."
msgstr "当前选择的文件。"
msgid "The file system path in the address bar."
msgstr "地址栏中的文件系统路径。"
msgid ""
"If [code]true[/code], the [EditorFileDialog] will not warn the user before "
"overwriting files."
msgstr ""
"如果为 [code]true[/code][EditorFileDialog] 将不会在覆盖文件之前警告用户。"
msgid ""
"The view format in which the [EditorFileDialog] displays resources to the "
"user."
msgstr "[EditorFileDialog] 向用户显示资源的视图格式。"
msgid ""
"The dialog's open or save mode, which affects the selection behavior. See "
"[enum FileMode]."
msgstr "对话框的打开或保存模式,会影响选择行为。见 [enum FileMode]。"
msgid ""
"The available file type filters. For example, this shows only [code].png[/"
"code] and [code].gd[/code] files: [code]set_filters(PackedStringArray([\"*."
"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types "
"can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; "
"Supported Images\"[/code] will show both PNG and JPEG files when selected."
msgstr ""
"可用的文件类型过滤器。例如,这样就只会显示 [code].png[/code] 和 [code].gd[/"
"code] 文件:[code]set_filters(PackedStringArray([\"*.png ; PNG Images\",\"*."
"gd ; GDScript Files\"]))[/code]。也可以在单个过滤器中指定多种文件类型。选中 "
"[code]\"*.png, *.jpg, *.jpeg ; 支持的图片\"[/code] 时,将同时显示 PNG 和 JPEG "
"文件。"
msgid ""
"If [code]true[/code], hidden files and directories will be visible in the "
"[EditorFileDialog]. This property is synchronized with [member EditorSettings."
"filesystem/file_dialog/show_hidden_files]."
msgstr ""
"如果为 [code]true[/code],隐藏的文件和目录将在 [EditorFileDialog] 中可见。该属"
"性与 [member EditorSettings.filesystem/file_dialog/show_hidden_files] 同步。"
msgid "Emitted when a directory is selected."
msgstr "选择目录时触发。"
msgid "Emitted when a file is selected."
msgstr "选择文件时触发。"
msgid "Emitted when multiple files are selected."
msgstr "选择多个文件时触发。"
msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"open the file."
msgstr "[EditorFileDialog] 仅可以选择一个文件,选择同意窗口将会打开这个文件。"
msgid ""
"The [EditorFileDialog] can select multiple files. Accepting the window will "
"open all files."
msgstr ""
"[EditorFileDialog] 可以选择多个文件,选择同意窗口将会打开所有选择的文件。"
msgid ""
"The [EditorFileDialog] can select only one directory. Accepting the window "
"will open the directory."
msgstr "[EditorFileDialog] 可以选择一个目录,选择同意窗口将会打开这个目录。"
msgid ""
"The [EditorFileDialog] can select a file or directory. Accepting the window "
"will open it."
msgstr ""
"[EditorFileDialog] 可以选择一个文件或者目录,选择同意窗口将会打开这个文件或目"
"录。"
msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"save the file."
msgstr "[EditorFileDialog] 可以选择一个文件,选择同意窗口将会保存这个文件。"
msgid ""
"The [EditorFileDialog] can only view [code]res://[/code] directory contents."
msgstr "[EditorFileDialog] 只能查看 [code]res://[/code] 目录里的内容。"
msgid ""
"The [EditorFileDialog] can only view [code]user://[/code] directory contents."
msgstr "[EditorFileDialog] 只能查看[code]user://[/code] 目录里的内容。"
msgid "The [EditorFileDialog] can view the entire local file system."
msgstr "[EditorFileDialog] 可以查看整个本地文件系统。"
msgid "The [EditorFileDialog] displays resources as thumbnails."
msgstr "[EditorFileDialog] 以图标的形式显示资源。"
msgid "The [EditorFileDialog] displays resources as a list of filenames."
msgstr "[EditorFileDialog] 以文件名列表的形式显示资源。"
msgid "Resource filesystem, as the editor sees it."
msgstr "编辑器可以浏览的资源文件系统。"
msgid ""
"This object holds information of all resources in the filesystem, their "
"types, etc.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_filesystem]."
msgstr ""
"这个对象储存着文件系统里所有的资源的信息,类型和其他。\n"
"[b]注意:[/b]这个类不应该被直接实例化。应该使用下列方法 [method "
"EditorInterface.get_resource_filesystem] 来读取单例。"
msgid ""
"Returns the resource type of the file, given the full path. This returns a "
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
"返回文件的资源类型,给定完整路径。这将返回字符串,如 [code]\"Resource\"[/"
"code] 或 [code]\"GDScript\"[/code][i]不是[/i]文件扩展名,如 [code]\".gd\"[/"
"code]。"
msgid "Gets the root directory object."
msgstr "获取根目录对象。"
msgid "Returns a view into the filesystem at [param path]."
msgstr "返回在 [param path] 下文件系统的视图。"
msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr "如果文件系统正在被扫描,返回扫描的进度,值为 0-1。"
msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr "如果文件系统正在进行扫描,则返回 [code]true[/code]。"
msgid ""
"Reimports a set of files. Call this if these files or their [code].import[/"
"code] files were directly edited by script or an external program.\n"
"If the file type changed or the file was newly created, use [method "
"update_file] or [method scan].\n"
"[b]Note:[/b] This function blocks until the import is finished. However, the "
"main loop iteration, including timers and [method Node._process], will occur "
"during the import process due to progress bar updates. Avoid calls to [method "
"reimport_files] or [method scan] while an import is in progress."
msgstr ""
"重新导入一组文件。如果这些文件或其 [code].import[/code] 文件是由脚本或外部程序"
"直接编辑的,请调用此函数。\n"
"如果文件类型已更改或文件是新创建的,请使用 [method update_file] 或 [method "
"scan]。\n"
"[b]注意:[/b]此函数会阻塞,直到导入完成。但由于进度条更新,主循环迭代,包括计"
"时器和 [method Node._process],将在导入过程中发生。避免在导入正在进行时调用 "
"[method reimport_files] 或 [method scan]。"
msgid "Scan the filesystem for changes."
msgstr "扫描文件系统的改动。"
msgid "Check if the source of any imported resource changed."
msgstr "检查是否更改了已导入资源的来源。"
msgid ""
"Add a file in an existing directory, or schedule file information to be "
"updated on editor restart. Can be used to update text files saved by an "
"external program.\n"
"This will not import the file. To reimport, call [method reimport_files] or "
"[method scan] methods."
msgstr ""
"在现有目录中添加文件,或计划在编辑器重新启动时更新文件信息。可用于更新由外部程"
"序保存的文本文件。\n"
"这不会导入文件。要重新导入,请调用 [method reimport_files] 或 [method scan] 方"
"法。"
msgid "Emitted if the filesystem changed."
msgstr "在文件系统更改的时候触发。"
msgid "Emitted if a resource is reimported."
msgstr "重新导入资源时触发。"
msgid ""
"Emitted if at least one resource is reloaded when the filesystem is scanned."
msgstr "如果在扫描文件系统的时候,至少有一个资源被重新加载,则触发该信号。"
msgid "Emitted when the list of global script classes gets updated."
msgstr "更新全局脚本类列表时触发。"
msgid "Emitted if the source of any imported file changed."
msgstr "如果导入文件的来源发生变化,则触发。"
msgid "A directory for the resource filesystem."
msgstr "资源文件系统的目录。"
msgid "A more generalized, low-level variation of the directory concept."
msgstr "目录概念的一个更概括的、低级的概念。"
msgid ""
"Returns the index of the directory with name [param name] or [code]-1[/code] "
"if not found."
msgstr "返回名为 [param name] 的目录索引,如果未找到返回 [code]-1[/code]。"
msgid ""
"Returns the index of the file with name [param name] or [code]-1[/code] if "
"not found."
msgstr "返回名为 [param name] 的文件索引,如果未找到返回 [code]-1[/code]。"
msgid "Returns the name of the file at index [param idx]."
msgstr "返回索引 [param idx] 处的文件名。"
msgid "Returns the number of files in this directory."
msgstr "返回目录里文件的数量。"
msgid ""
"Returns [code]true[/code] if the file at index [param idx] imported properly."
msgstr "如果索引 [param idx] 处的文件正确导入,则返回 [code]true[/code]。"
msgid "Returns the path to the file at index [param idx]."
msgstr "返回索引 [param idx] 处的文件所在路径。"
msgid ""
"Returns the base class of the script class defined in the file at index "
"[param idx]. If the file doesn't define a script class using the "
"[code]class_name[/code] syntax, this will return an empty string."
msgstr ""
"返回在索引 [param idx] 的文件中定义的脚本类的基类。如果该文件未使用 "
"[code]class_name[/code] 语法定义脚本类,则返回空字符串。"
msgid ""
"Returns the name of the script class defined in the file at index [param "
"idx]. If the file doesn't define a script class using the [code]class_name[/"
"code] syntax, this will return an empty string."
msgstr ""
"返回索引 [param idx] 处文件中定义的脚本类的名称。如果文件没有使用 "
"[code]class_name[/code] 语法定义脚本类,这将返回一个空字符串。"
msgid ""
"Returns the resource type of the file at index [param idx]. This returns a "
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
"返回在索引 [param idx] 处文件的资源类型。返回的是类似 [code]\"Resource\"[/"
"code] 和 [code]\"GDScript\"[/code] 的字符串,[i]而不是[/i]类似 [code]\".gd\"[/"
"code] 的文件扩展名。"
msgid "Returns the name of this directory."
msgstr "返回这个目录的名字。"
msgid ""
"Returns the parent directory for this directory or [code]null[/code] if "
"called on a directory at [code]res://[/code] or [code]user://[/code]."
msgstr ""
"返回这个目录的上层目录,如果在 [code]res://[/code] 或 [code]user://[/code] 调"
"用这个方法,将会返回 [code]null[/code]。"
msgid "Returns the path to this directory."
msgstr "返回这个目录的路径。"
msgid "Returns the subdirectory at index [param idx]."
msgstr "返回在索引 [param idx] 处的子目录。"
msgid "Returns the number of subdirectories in this directory."
msgstr "返回这个目录的子目录的数量。"
msgid "Used to query and configure import format support."
msgstr "用于查询和配置导入格式支持。"
msgid ""
"This class is used to query and configure a certain import format. It is used "
"in conjunction with asset format import plugins."
msgstr "该类用于查询和配置某种导入格式。它与资产格式导入插件配合使用。"
msgid "Return the file extensions supported."
msgstr "返回支持的文件扩展名。"
msgid "Return whether this importer is active."
msgstr "返回此导入器是否处于活动状态。"
msgid "Query support. Return false if import must not continue."
msgstr "查询支持。如果不能继续导入,则返回 false。"
msgid ""
"Registers a custom resource importer in the editor. Use the class to parse "
"any file and import it as a new resource type."
msgstr ""
"在编辑器中注册一个自定义资源导入器。使用该类来解析任何文件,并将其作为新的资源"
"类型导入。"
msgid ""
"[EditorImportPlugin]s provide a way to extend the editor's resource import "
"functionality. Use them to import resources from custom files or to provide "
"alternatives to the editor's existing importers.\n"
"EditorImportPlugins work by associating with specific file extensions and a "
"resource type. See [method _get_recognized_extensions] and [method "
"_get_resource_type]. They may optionally specify some import presets that "
"affect the import process. EditorImportPlugins are responsible for creating "
"the resources and saving them in the [code].godot/imported[/code] directory "
"(see [member ProjectSettings.application/config/"
"use_hidden_project_data_directory]).\n"
"Below is an example EditorImportPlugin that imports a [Mesh] from a file with "
"the extension \".special\" or \".spec\":\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorImportPlugin\n"
"\n"
"func _get_importer_name():\n"
" return \"my.special.plugin\"\n"
"\n"
"func _get_visible_name():\n"
" return \"Special Mesh\"\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"special\", \"spec\"]\n"
"\n"
"func _get_save_extension():\n"
" return \"mesh\"\n"
"\n"
"func _get_resource_type():\n"
" return \"Mesh\"\n"
"\n"
"func _get_preset_count():\n"
" return 1\n"
"\n"
"func _get_preset_name(preset_index):\n"
" return \"Default\"\n"
"\n"
"func _get_import_options(path, preset_index):\n"
" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
"\n"
"func _import(source_file, save_path, options, platform_variants, gen_files):\n"
" var file = FileAccess.open(source_file, FileAccess.READ)\n"
" if file == null:\n"
" return FAILED\n"
" var mesh = ArrayMesh.new()\n"
" # Fill the Mesh with data read in \"file\", left as an exercise to the "
"reader.\n"
"\n"
" var filename = save_path + \".\" + _get_save_extension()\n"
" return ResourceSaver.save(mesh, filename)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class MySpecialPlugin : EditorImportPlugin\n"
"{\n"
" public override string _GetImporterName()\n"
" {\n"
" return \"my.special.plugin\";\n"
" }\n"
"\n"
" public override string _GetVisibleName()\n"
" {\n"
" return \"Special Mesh\";\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"special\", \"spec\" };\n"
" }\n"
"\n"
" public override string _GetSaveExtension()\n"
" {\n"
" return \"mesh\";\n"
" }\n"
"\n"
" public override string _GetResourceType()\n"
" {\n"
" return \"Mesh\";\n"
" }\n"
"\n"
" public override int _GetPresetCount()\n"
" {\n"
" return 1;\n"
" }\n"
"\n"
" public override string _GetPresetName(int presetIndex)\n"
" {\n"
" return \"Default\";\n"
" }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetImportOptions(string path, int presetIndex)\n"
" {\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
" {\n"
" new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"myOption\" },\n"
" { \"default_value\", false },\n"
" }\n"
" };\n"
" }\n"
"\n"
" public override int _Import(string sourceFile, string savePath, Godot."
"Collections.Dictionary options, Godot.Collections.Array<string> "
"platformVariants, Godot.Collections.Array<string> genFiles)\n"
" {\n"
" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
"Read);\n"
" if (file.GetError() != Error.Ok)\n"
" {\n"
" return (int)Error.Failed;\n"
" }\n"
"\n"
" var mesh = new ArrayMesh();\n"
" // Fill the Mesh with data read in \"file\", left as an exercise to "
"the reader.\n"
" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
" return (int)ResourceSaver.Save(mesh, filename);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To use [EditorImportPlugin], register it using the [method EditorPlugin."
"add_import_plugin] method first."
msgstr ""
"[EditorImportPlugin] 提供了一种方法来扩展编辑器的资源导入功能。使用它们从自定"
"义文件中导入资源,或为编辑器的现有导入器提供替代方案。\n"
"EditorImportPlugin 通过与特定的文件扩展名和资源类型相关联来工作。请参见 "
"[method _get_recognized_extensions] 和 [method _get_resource_type]。它们可以选"
"择性地指定一些影响导入过程的导入预设。EditorImportPlugin 负责创建资源并将它们"
"保存在 [code].godot/imported[/code] 目录中(见 [member ProjectSettings."
"application/config/use_hidden_project_data_directory])。\n"
"下面是一个 EditorImportPlugin 的示例,它从扩展名为“.special”或“.spec”的文件中"
"导入 [Mesh]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorImportPlugin\n"
"\n"
"func _get_importer_name():\n"
" return \"my.special.plugin\"\n"
"\n"
"func _get_visible_name():\n"
" return \"Special Mesh\"\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"special\", \"spec\"]\n"
"\n"
"func _get_save_extension():\n"
" return \"mesh\"\n"
"\n"
"func _get_resource_type():\n"
" return \"Mesh\"\n"
"\n"
"func _get_preset_count():\n"
" return 1\n"
"\n"
"func _get_preset_name(preset_index):\n"
" return \"Default\"\n"
"\n"
"func _get_import_options(path, preset_index):\n"
" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
"\n"
"func _import(source_file, save_path, options, platform_variants, gen_files):\n"
" var file = FileAccess.open(source_file, FileAccess.READ)\n"
" if file == null:\n"
" return FAILED\n"
" var mesh = ArrayMesh.new()\n"
" # 使用从“file”中读取的数据填充 Mesh留作读者的练习。\n"
"\n"
" var filename = save_path + \".\" + _get_save_extension()\n"
" return ResourceSaver.save(mesh, filename)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class MySpecialPlugin : EditorImportPlugin\n"
"{\n"
" public override string _GetImporterName()\n"
" {\n"
" return \"my.special.plugin\";\n"
" }\n"
"\n"
" public override string _GetVisibleName()\n"
" {\n"
" return \"Special Mesh\";\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"special\", \"spec\" };\n"
" }\n"
"\n"
" public override string _GetSaveExtension()\n"
" {\n"
" return \"mesh\";\n"
" }\n"
"\n"
" public override string _GetResourceType()\n"
" {\n"
" return \"Mesh\";\n"
" }\n"
"\n"
" public override int _GetPresetCount()\n"
" {\n"
" return 1;\n"
" }\n"
"\n"
" public override string _GetPresetName(int presetIndex)\n"
" {\n"
" return \"Default\";\n"
" }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetImportOptions(string path, int presetIndex)\n"
" {\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
" {\n"
" new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"myOption\" },\n"
" { \"default_value\", false },\n"
" }\n"
" };\n"
" }\n"
"\n"
" public override int _Import(string sourceFile, string savePath, Godot."
"Collections.Dictionary options, Godot.Collections.Array<string> "
"platformVariants, Godot.Collections.Array<string> genFiles)\n"
" {\n"
" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
"Read);\n"
" if (file.GetError() != Error.Ok)\n"
" {\n"
" return (int)Error.Failed;\n"
" }\n"
"\n"
" var mesh = new ArrayMesh();\n"
" // 使用从“file”中读取的数据填充 Mesh留作读者的练习\n"
" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
" return (int)ResourceSaver.Save(mesh, filename);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要使用 [EditorImportPlugin],请先使用 [method EditorPlugin.add_import_plugin] "
"方法注册它。"
msgid "Import plugins"
msgstr "导入插件"
msgid ""
"Gets the options and default values for the preset at this index. Returns an "
"Array of Dictionaries with the following keys: [code]name[/code], "
"[code]default_value[/code], [code]property_hint[/code] (optional), "
"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
msgstr ""
"获取该索引下预设的选项和默认值。返回一个字典数组,包含以下键名:[code]name[/"
"code]、[code]default_value[/code]、[code]property_hint[/code](可选)、"
"[code]hint_string[/code](可选)、[code]usage[/code](可选)。"
msgid ""
"Gets the order of this importer to be run when importing resources. Importers "
"with [i]lower[/i] import orders will be called first, and higher values will "
"be called later. Use this to ensure the importer runs after the dependencies "
"are already imported. The default import order is [code]0[/code] unless "
"overridden by a specific importer. See [enum ResourceImporter.ImportOrder] "
"for some predefined values."
msgstr ""
"获取该导入器在导入资源时的运行顺序。具有[i]较低[/i]导入顺序的导入器将被首先调"
"用,较高值的将被其后调用。使用这个来确保导入器在依赖项已经被导入后执行。默认的"
"导入顺序是 [code]0[/code],除非被指定的导入器重写。参阅 [enum "
"ResourceImporter.ImportOrder] 了解相关预定义的值。"
msgid "Gets the unique name of the importer."
msgstr "获取导入器的唯一名称。"
msgid ""
"This method can be overridden to hide specific import options if conditions "
"are met. This is mainly useful for hiding options that depend on others if "
"one of them is disabled. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_option_visibility(option, options):\n"
" # Only show the lossy quality setting if the compression mode is set to "
"\"Lossy\".\n"
" if option == \"compress/lossy_quality\" and options.has(\"compress/"
"mode\"):\n"
" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY # This is a "
"constant that you set\n"
"\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary "
"options)\n"
"{\n"
" // Only show the lossy quality setting if the compression mode is set to "
"\"Lossy\".\n"
" if (option == \"compress/lossy_quality\" && options."
"ContainsKey(\"compress/mode\"))\n"
" {\n"
" return (int)options[\"compress/mode\"] == CompressLossy; // This is a "
"constant you set\n"
" }\n"
"\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Returns [code]true[/code] to make all options always visible."
msgstr ""
"覆盖此方法就可以在满足条件时隐藏指定的导入选项。主要用于当某些选项存在依赖项"
"时,如果禁用了某个依赖项就隐藏这些选项。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_option_visibility(option, options):\n"
" # 仅在压缩模式设为“Lossy”时显示有损压缩质量设置。\n"
" if option == \"compress/lossy_quality\" and options.has(\"compress/"
"mode\"):\n"
" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY # 这是你设置"
"的常量\n"
"\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary "
"options)\n"
"{\n"
" // 仅在压缩模式设为“Lossy”时显示有损压缩质量设置。\n"
" if (option == \"compress/lossy_quality\" && options."
"ContainsKey(\"compress/mode\"))\n"
" {\n"
" return (int)options[\"compress/mode\"] == CompressLossy; // 这是你设置"
"的常量\n"
" }\n"
"\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"返回 [code]true[/code],会让所有选项始终可见。"
msgid ""
"Gets the number of initial presets defined by the plugin. Use [method "
"_get_import_options] to get the default options for the preset and [method "
"_get_preset_name] to get the name of the preset."
msgstr ""
"获取插件定义的初始预设的数量。使用 [method _get_import_options] 获取预设的默认"
"选项,使用 [method _get_preset_name] 获取预设的名称。"
msgid "Gets the name of the options preset at this index."
msgstr "获取该索引处预设的选项名称。"
msgid ""
"Gets the priority of this plugin for the recognized extension. Higher "
"priority plugins will be preferred. The default priority is [code]1.0[/code]."
msgstr ""
"获取该插件对识别的扩展的优先级。优先级越高的插件会被优先选择。默认的优先级是 "
"[code]1.0[/code]。"
msgid ""
"Gets the list of file extensions to associate with this loader (case-"
"insensitive). e.g. [code][\"obj\"][/code]."
msgstr ""
"获取与该加载器相关联的文件扩展名列表(不区分大小写),例如 [code][\"obj\"][/"
"code]。"
msgid ""
"Gets the Godot resource type associated with this loader. e.g. "
"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
msgstr ""
"获取与此加载程序关联的 Godot 资源类型,例如 [code]\"Mesh\"[/code] 或 "
"[code]\"Animation\"[/code]。"
msgid ""
"Gets the extension used to save this resource in the [code].godot/imported[/"
"code] directory (see [member ProjectSettings.application/config/"
"use_hidden_project_data_directory])."
msgstr ""
"获取用于在 [code].godot/imported[/code] 目录中保存此资源的扩展名(请参阅 "
"[member ProjectSettings.application/config/"
"use_hidden_project_data_directory])。"
msgid ""
"Gets the name to display in the import window. You should choose this name as "
"a continuation to \"Import as\", e.g. \"Import as Special Mesh\"."
msgstr ""
"获取在导入窗口中显示的名称。你应该选择这个名字作为“导入为”的延续,例如“导入为 "
"Special Mesh”。"
msgid ""
"Imports [param source_file] into [param save_path] with the import [param "
"options] specified. The [param platform_variants] and [param gen_files] "
"arrays will be modified by this function.\n"
"This method must be overridden to do the actual importing work. See this "
"class' description for an example of overriding this method."
msgstr ""
"使用指定的导入选项 [param options] 将 [param source_file] 导入到 [param "
"save_path] 中。此函数将修改 [param platform_variants] 和 [param gen_files] 数"
"组。\n"
"必须重写这个方法才能完成实际的导入工作。参阅本类的描述以了解如何重写该方法。"
msgid ""
"This function can only be called during the [method _import] callback and it "
"allows manually importing resources from it. This is useful when the imported "
"file generates external resources that require importing (as example, "
"images). Custom parameters for the \".import\" file can be passed via the "
"[param custom_options]. Additionally, in cases where multiple importers can "
"handle a file, the [param custom_importer] ca be specified to force a "
"specific one. This function performs a resource import and returns "
"immediately with a success or error code. [param generator_parameters] "
"defines optional extra metadata which will be stored as [code skip-"
"lint]generator_parameters[/code] in the [code]remap[/code] section of the "
"[code].import[/code] file, for example to store a md5 hash of the source data."
msgstr ""
"该函数只能在 [method _import] 回调期间调用,它允许从中手动导入资源。当导入的文"
"件生成需要导入的外部资源(例如图像)时,这很有用。“.import”文件的自定义参数可"
"以通过 [param custom_options] 传递。此外,在多个导入器可以处理一个文件的情况"
"下,可以指定 [param custom_importer] 以强制使用某个特定的导入器。该函数会执行"
"一次资源导入并立即返回成功或错误代码。[param generator_parameters] 定义可选的"
"额外元数据,这些元数据将作为 [code skip-lint]generator_parameters[/code] 存储"
"在 [code].import[/code] 文件的 [code]remap[/code] 小节中,例如存储源数据的一"
"个 md5 散列值。"
msgid "A control used to edit properties of an object."
msgstr "用于编辑对象属性的控件。"
msgid ""
"This is the control that implements property editing in the editor's Settings "
"dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the "
"editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"[EditorInspector] will show properties in the same order as the array "
"returned by [method Object.get_property_list].\n"
"If a property's name is path-like (i.e. if it contains forward slashes), "
"[EditorInspector] will create nested sections for \"directories\" along the "
"path. For example, if a property is named [code]highlighting/gdscript/"
"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
"If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group "
"subsequent properties whose name starts with the property's hint string. The "
"group ends when a property does not start with that hint string or when a new "
"group starts. An empty group name effectively ends the current group. "
"[EditorInspector] will create a top-level section for each group. For "
"example, if a property with group usage is named [code]Collide With[/code] "
"and its hint string is [code]collide_with_[/code], a subsequent "
"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
"\"Collide With\" section. There is also a special case: when the hint string "
"contains the name of a property, that property is grouped too. This is mainly "
"to help grouping properties like [code]font[/code], [code]font_color[/code] "
"and [code]font_size[/code] (using the hint string [code]font_[/code]).\n"
"If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will "
"be created in the same way as a group, and a second-level section will be "
"created for each subgroup.\n"
"[b]Note:[/b] Unlike sections created from path-like property names, "
"[EditorInspector] won't capitalize the name for sections created from groups. "
"So properties with group usage usually use capitalized names instead of "
"snake_cased names."
msgstr ""
"这是为编辑器的“设置”对话框、“检查器”面板等实现属性编辑的控件。要获取编辑器"
"的“检查器”面板中所使用的 [EditorInspector],请使用 [method EditorInterface."
"get_inspector]。\n"
"[EditorInspector] 展示属性的顺序与 [method Object.get_property_list] 返回的数"
"组一致。\n"
"如果属性的名称为路径形式(即包含正斜杠),[EditorInspector] 会为该路径上的各"
"个“目录”创建嵌套的部分。例如,如果某个属性名为 [code]highlighting/gdscript/"
"node_path_color[/code]那么就会显示为“Node Path Color”位于嵌套"
"在“Highlighting”部分的“GDScript”部分中。\n"
"如果属性包含 [constant @GlobalScope.PROPERTY_USAGE_GROUP] 用法,就会将其后续属"
"性中,名称以其提示字符串开头的属性合为一组。如果遇到不以该提示字符串开头的属"
"性,或者开始了一个新的分组,那么这个分组就会结束。分组名称为空的效果为结束当前"
"分组。[EditorInspector] 会为每个分组都创建一个顶层的部分。例如,如果有个包含分"
"组用法的属性名叫 [code]Collide With[/code],其提示字符串为 "
"[code]collide_with_[/code],那么后续的 [code]collide_with_area[/code] 属性就会"
"以“Area”的名称出现在“Collide With”部分中。另外还有一种特殊情况提示字符串包含"
"属性名称时,该属性也会被划入该分组。这样做的目的是将类似 [code]font[/code]、"
"[code]font_color[/code]、[code]font_size[/code] 的属性分在一起(使用 "
"[code]font_[/code] 提示字符串)\n"
"如果属性包含 [constant PROPERTY_USAGE_SUBGROUP] 用法,就会用和分组一样的方法创"
"建子分组,每个子分组都会创建一个二级部分。\n"
"[b]注意:[/b]与根据路径形式的名称而创建的部分不同,[EditorInspector] 不会对根"
"据分组创建的部分的名称进行首字母大写。因此,包含分组用法的属性通常使用首字母大"
"写的名称,而不是 snake_case。"
msgid "Returns the object currently selected in this inspector."
msgstr "返回当前在该检查器中选择的对象。"
msgid "Gets the path of the currently selected property."
msgstr "获取当前选定属性的路径。"
msgid "Emitted when the object being edited by the inspector has changed."
msgstr "当检查器正在编辑的对象发生更改时触发。"
msgid ""
"Emitted when the Edit button of an [Object] has been pressed in the "
"inspector. This is mainly used in the remote scene tree Inspector."
msgstr ""
"在检查器中按下 [Object] 的“编辑”按钮时发出。这主要用于远程场景树检查器。"
msgid "Emitted when a property is removed from the inspector."
msgstr "当从检查器中移除属性时触发。"
msgid "Emitted when a property is edited in the inspector."
msgstr "在检查器中编辑属性时触发。"
msgid ""
"Emitted when a property is keyed in the inspector. Properties can be keyed by "
"clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
"当属性在检查器中被键入时触发。当动画面板打开时,可通过点击属性旁边的“钥匙”图标"
"为属性添加关键帧。"
msgid "Emitted when a property is selected in the inspector."
msgstr "在检查器中选择属性时触发。"
msgid ""
"Emitted when a boolean property is toggled in the inspector.\n"
"[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/"
"code] property enabled. Since this property is always enabled in the editor "
"inspector, this signal is never emitted by the editor itself."
msgstr ""
"在检查器中切换布尔属性时发出。\n"
"[b]注意:[/b]如果启用了内部 [code]autoclear[/code] 属性,则该信号永远不会触"
"发。由于该属性在编辑器检查器中始终处于启用状态,因此编辑器本身绝不会发出该信"
"号。"
msgid "Emitted when a resource is selected in the inspector."
msgstr "在检查器中选择资源时触发。"
msgid ""
"Emitted when a property that requires a restart to be applied is edited in "
"the inspector. This is only used in the Project Settings and Editor Settings."
msgstr ""
"在检查器中编辑需要重启应用的属性时触发。仅在项目设置和编辑器设置中使用。"
msgid "Plugin for adding custom property editors on the inspector."
msgstr "插件,用于在检查器上添加自定义属性编辑器。"
msgid ""
"[EditorInspectorPlugin] allows adding custom property editors to "
"[EditorInspector].\n"
"When an object is edited, the [method _can_handle] function is called and "
"must return [code]true[/code] if the object type is supported.\n"
"If supported, the function [method _parse_begin] will be called, allowing to "
"place custom controls at the beginning of the class.\n"
"Subsequently, the [method _parse_category] and [method _parse_property] are "
"called for every category and property. They offer the ability to add custom "
"controls to the inspector too.\n"
"Finally, [method _parse_end] will be called.\n"
"On each of these calls, the \"add\" functions can be called.\n"
"To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
"add_inspector_plugin] method first."
msgstr ""
"[EditorInspectorPlugin] 允许将自定义属性编辑器添加到 [EditorInspector]。\n"
"当编辑对象时,会调用 [method _can_handle] 函数,如果支持该对象类型,则必须返"
"回 [code]true[/code]。\n"
"如果支持,函数 [method _parse_begin] 将被调用,允许在类的开头放置自定义控"
"件。\n"
"随后,为每个类别和属性调用 [method _parse_category] 和 [method "
"_parse_property]。它们也提供了向检查器添加自定义控件的能力。\n"
"最后,将调用 [method _parse_end]。\n"
"在这些调用中的每一个都可以调用“add”函数。\n"
"要使用 [EditorInspectorPlugin],首先使用 [method EditorPlugin."
"add_inspector_plugin] 方法注册它。"
msgid "Inspector plugins"
msgstr "检查器插件"
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
msgstr "如果此插件可以处理此对象返回 [code]true[/code]。"
msgid ""
"Called to allow adding controls at the beginning of the property list for "
"[param object]."
msgstr "可以将控件添加在 [param object] 的属性列表开头时调用。"
msgid ""
"Called to allow adding controls at the beginning of a category in the "
"property list for [param object]."
msgstr "可以将控件添加在 [param object] 属性列表中的某个分类开头时调用。"
msgid ""
"Called to allow adding controls at the end of the property list for [param "
"object]."
msgstr "可以将控件添加在 [param object] 的属性列表末尾时调用。"
msgid ""
"Called to allow adding controls at the beginning of a group or a sub-group in "
"the property list for [param object]."
msgstr ""
"可以将控件添加在 [param object] 属性列表的某个分组或子分组的开头时调用。"
msgid ""
"Called to allow adding property-specific editors to the property list for "
"[param object]. The added editor control must extend [EditorProperty]. "
"Returning [code]true[/code] removes the built-in editor for this property, "
"otherwise allows to insert a custom editor before the built-in one."
msgstr ""
"可以为 [param object] 的属性列表添加针对属性的编辑器时调用。这些编辑器必须继"
"承 [EditorProperty]。返回 [code]true[/code] 会移除该属性的内置编辑器,否则会在"
"内置编辑器之前插入自定义编辑器。"
msgid "Adds a custom control, which is not necessarily a property editor."
msgstr "添加自定义控件,它不一定是属性编辑器。"
msgid ""
"Adds a property editor for an individual property. The [param editor] control "
"must extend [EditorProperty]."
msgstr ""
"为单独的属性添加属性编辑器。[param editor] 控件必须扩展 [EditorProperty]。"
msgid ""
"Adds an editor that allows modifying multiple properties. The [param editor] "
"control must extend [EditorProperty]."
msgstr ""
"添加能够修改多个属性的编辑器。[param editor] 控件必须扩展 [EditorProperty]。"
msgid "Godot editor's interface."
msgstr "Godot 编辑器的界面。"
msgid ""
"[EditorInterface] gives you control over Godot editor's window. It allows "
"customizing the window, saving and (re-)loading scenes, rendering mesh "
"previews, inspecting and editing resources and objects, and provides access "
"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
"[ScriptEditor], the editor viewport, and information about scenes.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton directly by its name.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var editor_settings = EditorInterface.get_editor_settings()\n"
"[/gdscript]\n"
"[csharp]\n"
"// In C# you can access it via the static Singleton property.\n"
"EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[EditorInterface] 允许控制 Godot 编辑器的窗口,包括自定义窗口,保存和重新加载"
"场景,渲染网格预览,检查和编辑资源和对象,并提供对 [EditorSettings] "
"[EditorFileSystem] [EditorResourcePreview] [ScriptEditor] ,编辑器视口以"
"及场景信息的访问。\n"
"[b]注意:[/b] 这个类不应该被直接实例化。而是,直接通过名称访问单例。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var editor_settings = EditorInterface.get_editor_settings()\n"
"[/gdscript]\n"
"[csharp]\n"
"// 在 C# 中,可以通过静态 Singleton 属性来访问。\n"
"EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Edits the given [Node]. The node will be also selected if it's inside the "
"scene tree."
msgstr "编辑给定的 [Node]。如果该节点在场景树内,将被选中。"
msgid ""
"Edits the given [Resource]. If the resource is a [Script] you can also edit "
"it with [method edit_script] to specify the line and column position."
msgstr ""
"编辑给定的 [Resource]。如果该资源是 [Script],你还可以使用 [method "
"edit_script] 编辑,指定行列位置。"
msgid ""
"Edits the given [Script]. The line and column on which to open the script can "
"also be specified. The script will be open with the user-configured editor "
"for the script's language which may be an external editor."
msgstr ""
"编辑给定的 [Script]。还可以指定所打开脚本的行和列。打开脚本所使用的编辑器是由"
"用户为该脚本的语言所配置,可能是外部编辑器。"
msgid ""
"Returns the main container of Godot editor's window. For example, you can use "
"it to retrieve the size of the container and place your controls "
"accordingly.\n"
"[b]Warning:[/b] Removing and freeing this node will render the editor useless "
"and may cause a crash."
msgstr ""
"返回 Godot 编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你"
"的控件。\n"
"[b]警告:[/b]删除和释放这个节点将使编辑器失效,并可能导致崩溃。"
msgid ""
"Returns the editor's [EditorCommandPalette] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的 [EditorCommandPalette] 实例。\n"
"[b]警告:[/b]删除和释放此节点,将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid ""
"Returns the current directory being viewed in the [FileSystemDock]. If a file "
"is selected, its base directory will be returned using [method String."
"get_base_dir] instead."
msgstr ""
"返回 [FileSystemDock] 中当前正在查看的目录。如果选择了一个文件,则将使用 "
"[method String.get_base_dir] 返回其基本目录。"
msgid ""
"Returns the name of the currently activated feature profile. If the default "
"profile is currently active, an empty string is returned instead.\n"
"In order to get a reference to the [EditorFeatureProfile], you must load the "
"feature profile using [method EditorFeatureProfile.load_from_file].\n"
"[b]Note:[/b] Feature profiles created via the user interface are loaded from "
"the [code]feature_profiles[/code] directory, as a file with the [code]."
"profile[/code] extension. The editor configuration folder can be found by "
"using [method EditorPaths.get_config_dir]."
msgstr ""
"返回当前激活的功能配置文件的名称。如果默认配置文件当前处于活动状态,则返回空字"
"符串。\n"
"为了获取对 [EditorFeatureProfile] 的引用,你必须使用 [method "
"EditorFeatureProfile.load_from_file] 加载该功能配置文件。\n"
"[b]注意:[/b]通过用户界面创建的功能配置文件将从 [code]feature_profiles[/code] "
"目录中的扩展名为 [code].profile[/code] 的文件加载。可以使用 [method "
"EditorPaths.get_config_dir] 找到编辑器配置文件夹。"
msgid "Returns the current path being viewed in the [FileSystemDock]."
msgstr "返回在 [FileSystemDock] 中查看的当前路径。"
msgid "Returns the edited (current) scene's root [Node]."
msgstr "返回正在编辑的(当前)场景的根 [Node]。"
msgid ""
"Returns the editor control responsible for main screen plugins and tools. Use "
"it with plugins that implement [method EditorPlugin._has_main_screen].\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回负责主屏幕插件和工具的编辑器控件。将其与实现了 [method EditorPlugin."
"_has_main_screen] 的插件一起使用。\n"
"[b]警告:[/b]移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid "Returns the [EditorPaths] singleton."
msgstr "返回 [EditorPaths] 单例。"
msgid ""
"Returns the actual scale of the editor UI ([code]1.0[/code] being 100% "
"scale). This can be used to adjust position and dimensions of the UI added by "
"plugins.\n"
"[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/"
"code] and [code]interface/editor/custom_display_scale[/code] editor settings. "
"Editor must be restarted for changes to be properly applied."
msgstr ""
"返回编辑器用户 UI 的实际比例([code]1.0[/code] 表示比例为 100%)。这可以用来调"
"整由插件添加的用户 UI 的位置和尺寸。\n"
"[b]注意:[/b]这个值是通过 [code]interface/editor/display_scale[/code] 和 "
"[code]interface/editor/custom_display_scale[/code] 编辑器设置项来设置。编辑器"
"必须重新启动才能正确应用这些变化。"
msgid "Returns the editor's [EditorSettings] instance."
msgstr "返回编辑器的 [EditorSettings] 实例。"
msgid ""
"Returns the editor's [Theme].\n"
"[b]Note:[/b] When creating custom editor UI, prefer accessing theme items "
"directly from your GUI nodes using the [code]get_theme_*[/code] methods."
msgstr ""
"返回编辑器的 [Theme]。\n"
"[b]注意:[/b]创建自定义编辑器 UI 时,请优先直接通过 GUI 节点的 "
"[code]get_theme_*[/code] 方法来访问主题项目。"
msgid ""
"Returns the 2D editor [SubViewport]. It does not have a camera. Instead, the "
"view transforms are done directly and can be accessed with [member Viewport."
"global_canvas_transform]."
msgstr ""
"返回 2D 编辑器 [SubViewport]。视口中没有相机。视图是直接进行变换的,可以使用 "
"[member Viewport.global_canvas_transform] 访问。"
msgid ""
"Returns the specified 3D editor [SubViewport], from [code]0[/code] to "
"[code]3[/code]. The viewport can be used to access the active editor cameras "
"with [method Viewport.get_camera_3d]."
msgstr ""
"返回指定的 3D 编辑器 [SubViewport],编号从 [code]0[/code] 到 [code]3[/code]。"
"可以通过 [method Viewport.get_camera_3d] 访问视口中的活动编辑器相机。"
msgid ""
"Returns the editor's [FileSystemDock] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的文件系统面板 [FileSystemDock] 实例。\n"
"[b]警告:[/b]移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid ""
"Returns the editor's [EditorInspector] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的属性检查器 [EditorInspector]实例。\n"
"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid "Returns an [Array] with the file paths of the currently opened scenes."
msgstr "返回包含当前打开的场景的文件路径的数组 [Array]。"
msgid ""
"Returns the name of the scene that is being played. If no scene is currently "
"being played, returns an empty string."
msgstr "返回正在播放的场景名称。如果当前没有场景正在播放,返回一个空字符串。"
msgid "Returns the editor's [EditorFileSystem] instance."
msgstr "返回编辑器的 [EditorFileSystem] 实例。"
msgid "Returns the editor's [EditorResourcePreview] instance."
msgstr "返回编辑器的 [EditorResourcePreview] 实例。"
msgid ""
"Returns the editor's [ScriptEditor] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回编辑器的脚本编辑器 [ScriptEditor] 实例。\n"
"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid ""
"Returns an array containing the paths of the currently selected files (and "
"directories) in the [FileSystemDock]."
msgstr "返回一个包含了 [FileSystemDock] 中当前所选文件(和目录)路径的数组。"
msgid "Returns the editor's [EditorSelection] instance."
msgstr "返回编辑器的 [EditorSelection] 实例。"
msgid ""
"Shows the given property on the given [param object] in the editor's "
"Inspector dock. If [param inspector_only] is [code]true[/code], plugins will "
"not attempt to edit [param object]."
msgstr ""
"在编辑器的检查器面板中显示给定 [param object] 的属性。如果 [param "
"inspector_only] 为 [code]true[/code] ,插件将不会试图编辑 [param object]。"
msgid ""
"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
"code] otherwise. Paused scenes are considered as being played."
msgstr ""
"如果场景正在播放,返回 [code]true[/code],否则返回 [code]false[/code]。暂停的"
"场景将被视为正在播放。"
msgid ""
"Returns [code]true[/code] if the specified [param plugin] is enabled. The "
"plugin name is the same as its directory name."
msgstr ""
"如果启用了指定的 [param plugin],则返回 [code]true[/code]。插件名称与其目录名"
"称相同。"
msgid ""
"Returns mesh previews rendered at the given size as an [Array] of "
"[Texture2D]s."
msgstr "将以给定大小渲染的网格预览返回为元素类型为 [Texture2D] 的一个 [Array]。"
msgid "Marks the current scene tab as unsaved."
msgstr "将当前场景选项卡标记为未保存。"
msgid "Opens the scene at the given path."
msgstr "打开给定路径中的场景。"
msgid "Plays the currently active scene."
msgstr "播放当前活动的场景。"
msgid "Plays the scene specified by its filepath."
msgstr "播放文件路径所指定的场景。"
msgid "Plays the main scene."
msgstr "播放主场景。"
msgid ""
"Pops up the [param dialog] in the editor UI with [method Window."
"popup_exclusive]. The dialog must have no current parent, otherwise the "
"method fails.\n"
"See also [method Window.set_unparent_when_invisible]."
msgstr ""
"使用 [method Window.popup_exclusive] 在编辑器 UI 中弹出 [param dialog]。该对话"
"框目前必须没有父级,否则该方法失败。\n"
"另见 [method Window.set_unparent_when_invisible]。"
msgid ""
"Pops up the [param dialog] in the editor UI with [method Window."
"popup_exclusive_centered]. The dialog must have no current parent, otherwise "
"the method fails.\n"
"See also [method Window.set_unparent_when_invisible]."
msgstr ""
"使用 [method Window.popup_exclusive_centered] 在编辑器 UI 中弹出 [param "
"dialog]。该对话框目前必须没有父级,否则该方法失败。\n"
"另见 [method Window.set_unparent_when_invisible]。"
msgid ""
"Pops up the [param dialog] in the editor UI with [method Window."
"popup_exclusive_centered_clamped]. The dialog must have no current parent, "
"otherwise the method fails.\n"
"See also [method Window.set_unparent_when_invisible]."
msgstr ""
"使用 [method Window.popup_exclusive_centered_clamped] 在编辑器 UI 中弹出 "
"[param dialog]。该对话框目前必须没有父级,否则该方法失败。\n"
"另见 [method Window.set_unparent_when_invisible]。"
msgid ""
"Pops up the [param dialog] in the editor UI with [method Window."
"popup_exclusive_centered_ratio]. The dialog must have no current parent, "
"otherwise the method fails.\n"
"See also [method Window.set_unparent_when_invisible]."
msgstr ""
"使用 [method Window.popup_exclusive_centered_ratio] 在编辑器 UI 中弹出 [param "
"dialog]。该对话框目前必须没有父级,否则该方法失败。\n"
"另见 [method Window.set_unparent_when_invisible]。"
msgid "Reloads the scene at the given path."
msgstr "重新加载给定路径的场景。"
msgid ""
"Restarts the editor. This closes the editor and then opens the same project. "
"If [param save] is [code]true[/code], the project will be saved before "
"restarting."
msgstr ""
"重启编辑器。编辑器会关闭,然后再打开相同项目。如果 [param save] 为 "
"[code]true[/code],则重启前会保存项目。"
msgid "Saves all opened scenes in the editor."
msgstr "保存编辑器中打开的所有场景。"
msgid ""
"Saves the currently active scene. Returns either [constant OK] or [constant "
"ERR_CANT_CREATE]."
msgstr "保存当前活动场景。返回 [constant OK] 或 [constant ERR_CANT_CREATE]。"
msgid "Saves the currently active scene as a file at [param path]."
msgstr "将当前活动场景保存为 [param path] 处的文件。"
msgid ""
"Selects the file, with the path provided by [param file], in the FileSystem "
"dock."
msgstr "在文件系统面板中选中文件,路径由 [param file] 提供。"
msgid ""
"Selects and activates the specified feature profile with the given [param "
"profile_name]. Set [param profile_name] to an empty string to reset to the "
"default feature profile.\n"
"A feature profile can be created programmatically using the "
"[EditorFeatureProfile] class.\n"
"[b]Note:[/b] The feature profile that gets activated must be located in the "
"[code]feature_profiles[/code] directory, as a file with the [code].profile[/"
"code] extension. If a profile could not be found, an error occurs. The editor "
"configuration folder can be found by using [method EditorPaths."
"get_config_dir]."
msgstr ""
"使用给定的 [param profile_name] 选择并激活指定的功能配置文件。将 [param "
"profile_name] 设置为空字符串以重置为默认功能配置文件。\n"
"可以使用 [EditorFeatureProfile] 类以编程方式创建功能配置文件。\n"
"[b]注意:[/b]激活的功能配置文件必须位于 [code]feature_profiles[/code] 目录中,"
"且该文件的扩展名为 [code].profile[/code]。如果找不到配置文件,则会发生错误。可"
"以使用 [method EditorPaths.get_config_dir] 找到编辑器配置文件夹。"
msgid ""
"Sets the editor's current main screen to the one specified in [param name]. "
"[param name] must match the title of the tab in question exactly (e.g. "
"[code]2D[/code], [code]3D[/code], [code skip-lint]Script[/code], or "
"[code]AssetLib[/code] for default tabs)."
msgstr ""
"将编辑器的当前主屏幕设置为 [param name] 中指定的屏幕。[param name] 必须与相关"
"选项卡的文本完全匹配([code]2D[/code]、[code]3D[/code]、[code skip-"
"lint]Script[/code]、[code]AssetLib[/code])。"
msgid ""
"Sets the enabled status of a plugin. The plugin name is the same as its "
"directory name."
msgstr "设置插件的启用状态。插件名称与其目录名称相同。"
msgid "Stops the scene that is currently playing."
msgstr "停止当前正在播放的场景。"
msgid ""
"If [code]true[/code], enables distraction-free mode which hides side docks to "
"increase the space available for the main view."
msgstr ""
"如果为 [code]true[/code],将启用专注模式,该模式会隐藏侧边面板,增加主视图的可"
"用空间。"
msgid ""
"If [code]true[/code], the Movie Maker mode is enabled in the editor. See "
"[MovieWriter] for more information."
msgstr ""
"如果为 [code]true[/code],则编辑器启用了 Movie Maker 模式。详见 "
"[MovieWriter]。"
msgid "Gizmo for editing [Node3D] objects."
msgstr "用于编辑 [Node3D] 对象的小工具。"
msgid ""
"Gizmo that is used for providing custom visualization and editing (handles "
"and subgizmos) for [Node3D] objects. Can be overridden to create custom "
"gizmos, but for simple gizmos creating a [EditorNode3DGizmoPlugin] is usually "
"recommended."
msgstr ""
"小工具可用于为 [Node3D] 对象提供自定义可视化和编辑功能(控柄和子小工具)。可以"
"被重写以创建自定义小工具,但对于简单的小工具而言,通常建议创建 "
"[EditorNode3DGizmoPlugin]。"
msgid ""
"Override this method to commit a handle being edited (handles must have been "
"previously added by [method add_handles]). This usually means creating an "
"[UndoRedo] action for the change, using the current handle value as \"do\" "
"and the [param restore] argument as \"undo\".\n"
"If the [param cancel] argument is [code]true[/code], the [param restore] "
"value should be directly set, without any [UndoRedo] action.\n"
"The [param secondary] argument is [code]true[/code] when the committed handle "
"is secondary (see [method add_handles] for more information)."
msgstr ""
"覆盖该方法,以提交一个正在编辑的控柄(控柄必须是之前通过 [method add_handles] "
"添加的)。这通常意味着为该修改创建一个 [UndoRedo] 动作,将当前控柄值用作“做”,"
"并将 [param restore] 参数用作“撤销”。\n"
"如果 [param cancel] 参数为 [code]true[/code],则应直接设置 [param restore] "
"值,而不需要任何 [UndoRedo] 动作。\n"
"当提交的控柄为次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多"
"信息,请参阅 [method add_handles])。"
msgid ""
"Override this method to commit a group of subgizmos being edited (see [method "
"_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This "
"usually means creating an [UndoRedo] action for the change, using the current "
"transforms as \"do\" and the [param restores] transforms as \"undo\".\n"
"If the [param cancel] argument is [code]true[/code], the [param restores] "
"transforms should be directly set, without any [UndoRedo] action."
msgstr ""
"覆盖该方法,以提交一组正在编辑的子小工具(参见 [method "
"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。这通常意"
"味着为该更改创建一个 [UndoRedo] 动作,将当前变换用作“做”,并将 [param "
"restores] 变换用作“撤消”。\n"
"如果 [param cancel] 参数为 [code]true[/code],则[param restores] 变换应被直接"
"设置 ,而无需任何 [UndoRedo] 动作。"
msgid ""
"Override this method to return the name of an edited handle (handles must "
"have been previously added by [method add_handles]). Handles can be named for "
"reference to the user when editing.\n"
"The [param secondary] argument is [code]true[/code] when the requested handle "
"is secondary (see [method add_handles] for more information)."
msgstr ""
"覆盖该方法,以返回编辑的控柄的名称(控柄必须先前通过 [method add_handles] 添加"
"的)。可以命名控柄以供用户在编辑时引用。\n"
"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多"
"信息,请参阅 [method add_handles])。"
msgid ""
"Override this method to return the current value of a handle. This value will "
"be requested at the start of an edit and used as the [code]restore[/code] "
"argument in [method _commit_handle].\n"
"The [param secondary] argument is [code]true[/code] when the requested handle "
"is secondary (see [method add_handles] for more information)."
msgstr ""
"覆盖该方法,以返回一个控柄的当前值。该值将在编辑开始时被请求,并用作 [method "
"_commit_handle] 中的 [code]restore[/code] 参数。\n"
"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多"
"信息,请参阅 [method add_handles])。"
msgid ""
"Override this method to return the current transform of a subgizmo. This "
"transform will be requested at the start of an edit and used as the "
"[code]restore[/code] argument in [method _commit_subgizmos]."
msgstr ""
"覆盖该方法,以返回子小工具的当前变换。该变换将在编辑开始时被请求,并用作 "
"[method _commit_subgizmos] 中的 [code]restore[/code] 参数。"
msgid ""
"Override this method to return [code]true[/code] whenever the given handle "
"should be highlighted in the editor.\n"
"The [param secondary] argument is [code]true[/code] when the requested handle "
"is secondary (see [method add_handles] for more information)."
msgstr ""
"覆盖该方法,只要给定的控柄应该在编辑器中被高亮显示时就返回 [code]true[/"
"code]。\n"
"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多"
"信息,请参阅 [method add_handles])。"
msgid ""
"Override this method to add all the gizmo elements whenever a gizmo update is "
"requested. It's common to call [method clear] at the beginning of this method "
"and then add visual elements depending on the node's properties."
msgstr ""
"覆盖该方法,每当请求小工具更新时将添加所有小工具元素。通常在该方法的开头调用 "
"[method clear],然后根据节点的属性添加可视元素。"
msgid ""
"Override this method to update the node properties when the user drags a "
"gizmo handle (previously added with [method add_handles]). The provided "
"[param point] is the mouse position in screen coordinates and the [param "
"camera] can be used to convert it to raycasts.\n"
"The [param secondary] argument is [code]true[/code] when the edited handle is "
"secondary (see [method add_handles] for more information)."
msgstr ""
"覆盖该方法,当用户拖动小工具控柄(之前使用 [method add_handles] 添加的)时更新"
"节点属性。提供的 [param point] 是屏幕坐标中的鼠标位置, [param camera] 可用于"
"将其转换为射线投射。\n"
"当编辑的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多"
"信息,请参阅 [method add_handles])。"
msgid ""
"Override this method to update the node properties during subgizmo editing "
"(see [method _subgizmos_intersect_ray] and [method "
"_subgizmos_intersect_frustum]). The [param transform] is given in the "
"[Node3D]'s local coordinate system."
msgstr ""
"覆盖该方法,以在子小工具编辑期间更新节点属性(参见 [method "
"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。[param "
"transform] 是在 [Node3D] 的局部坐标系中给出的。"
msgid ""
"Override this method to allow selecting subgizmos using mouse drag box "
"selection. Given a [param camera] and a [param frustum], this method should "
"return which subgizmos are contained within the frustum. The [param frustum] "
"argument consists of an array with all the [Plane]s that make up the "
"selection frustum. The returned value should contain a list of unique "
"subgizmo identifiers, which can have any non-negative value and will be used "
"in other virtual methods like [method _get_subgizmo_transform] or [method "
"_commit_subgizmos]."
msgstr ""
"覆盖该方法,以允许使用鼠标拖动框选来选择子小工具。给定一个 [param camera] 和一"
"个 [param frustum],这个方法应该返回哪些子小工具包含在锥体中。[param frustum] "
"参数由一个数组组成,其中包含构成选择锥体的所有 [Plane]。返回的值应该包含一个唯"
"一的子小工具标识符列表,它可以有任何非负值,并将用于其他虚方法,如 [method "
"_get_subgizmo_transform] 或 [method _commit_subgizmos]。"
msgid ""
"Override this method to allow selecting subgizmos using mouse clicks. Given a "
"[param camera] and a [param point] in screen coordinates, this method should "
"return which subgizmo should be selected. The returned value should be a "
"unique subgizmo identifier, which can have any non-negative value and will be "
"used in other virtual methods like [method _get_subgizmo_transform] or "
"[method _commit_subgizmos]."
msgstr ""
"覆盖该方法,以允许使用鼠标点击选择子小工具。给定屏幕坐标中的 [param camera] "
"和 [param point] 时,该方法应返回应选择哪个子小工具。返回值应该是一个唯一的子"
"小工具标识符,它可以有任何非负值,并将用于其他虚方法,如 [method "
"_get_subgizmo_transform] 或 [method _commit_subgizmos]。"
msgid ""
"Adds the specified [param segments] to the gizmo's collision shape for "
"picking. Call this method during [method _redraw]."
msgstr ""
"将指定的 [param segments] 添加到小工具的碰撞形状以进行拾取。在 [method "
"_redraw] 期间调用该方法。"
msgid ""
"Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be "
"generated from a regular [Mesh] too. Call this method during [method _redraw]."
msgstr ""
"将碰撞三角形添加到小工具以进行拾取。[TriangleMesh] 也可以从常规 [Mesh] 生成。"
"在 [method _redraw] 期间调用该方法。"
msgid ""
"Adds a list of handles (points) which can be used to edit the properties of "
"the gizmo's [Node3D]. The [param ids] argument can be used to specify a "
"custom identifier for each handle, if an empty array is passed, the ids will "
"be assigned automatically from the [param handles] argument order.\n"
"The [param secondary] argument marks the added handles as secondary, meaning "
"they will normally have lower selection priority than regular handles. When "
"the user is holding the shift key secondary handles will switch to have "
"higher priority than regular handles. This change in priority can be used to "
"place multiple handles at the same point while still giving the user control "
"on their selection.\n"
"There are virtual methods which will be called upon editing of these handles. "
"Call this method during [method _redraw]."
msgstr ""
"添加可用于编辑该小工具的 [Node3D] 属性的一组控柄(点)。[param ids] 参数可用于"
"为每个控柄指定一个自定义的标识符如果传递了一个空的数组id 将按照 [param "
"handles] 参数顺序自动分配。\n"
"[param secondary] 参数将添加的控柄标记为次要控柄,这意味着它们通常比普通控柄具"
"有更低的选择优先级。当用户按住 Shift 键时,次要控柄将被切换为比普通控柄具有更"
"高的优先级。这种优先级的变化可用于在同一点放置多个控柄,同时仍让用户控制他们的"
"选择。\n"
"这些虚方法将在编辑这些控柄时被调用。在 [method _redraw] 期间将调用该方法。"
msgid ""
"Adds lines to the gizmo (as sets of 2 points), with a given material. The "
"lines are used for visualizing the gizmo. Call this method during [method "
"_redraw]."
msgstr ""
"为小工具添加使用给定材质的线段(一对对点的集合)。线段将用于展示和选择。请在 "
"[method _redraw] 期间调用此方法。"
msgid ""
"Adds a mesh to the gizmo with the specified [param material], local [param "
"transform] and [param skeleton]. Call this method during [method _redraw]."
msgstr ""
"为小工具添加网格,可以指定材质 [param material]、本地变换 [param transform] 和"
"骨架 [param skeleton]。请在 [method _redraw] 期间调用此方法。"
msgid ""
"Adds an unscaled billboard for visualization and selection. Call this method "
"during [method _redraw]."
msgstr ""
"添加未缩放的公告板,将用于展示和选择。请在 [method _redraw] 期间调用此方法。"
msgid ""
"Removes everything in the gizmo including meshes, collisions and handles."
msgstr "移除小工具中的一切,包括网格、碰撞和控柄。"
msgid "Returns the [Node3D] node associated with this gizmo."
msgstr "返回与这个小工具关联的 [Node3D] 节点。"
msgid ""
"Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to "
"retrieve materials using [method EditorNode3DGizmoPlugin.get_material]."
msgstr ""
"返回拥有该小工具的 [EditorNode3DGizmoPlugin]。可以在使用 [method "
"EditorNode3DGizmoPlugin.get_material] 获取材质时使用。"
msgid ""
"Returns a list of the currently selected subgizmos. Can be used to highlight "
"selected elements during [method _redraw]."
msgstr ""
"返回当前选定的子小工具的列表。可用于在 [method _redraw] 期间高亮显示所选元素。"
msgid ""
"Returns [code]true[/code] if the given subgizmo is currently selected. Can be "
"used to highlight selected elements during [method _redraw]."
msgstr ""
"如果给定的子小工具是当前所选定的,则返回 [code]true[/code]。可用于在 [method "
"_redraw] 期间高亮显示所选元素。"
msgid ""
"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
"hidden. If [code]false[/code], it will be shown."
msgstr ""
"设置该小工具的隐藏状态。如果为 [code]true[/code],则该小工具将被隐藏。如果为 "
"[code]false[/code] 则会显示。"
msgid ""
"Sets the reference [Node3D] node for the gizmo. [param node] must inherit "
"from [Node3D]."
msgstr "设置该小工具参考的 [Node3D] 节点。[param node] 必须继承自 [Node3D]。"
msgid "A class used by the editor to define Node3D gizmo types."
msgstr "编辑器用来定义 Node3D 小工具类型的类。"
msgid ""
"[EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There are "
"two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler "
"gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the "
"documentation for more info.\n"
"To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin."
"add_node_3d_gizmo_plugin] method first."
msgstr ""
"[EditorNode3DGizmoPlugin] 允许定义一种新的小工具类型。定义主要有两种方法:比较"
"简单的小工具可以扩展 [EditorNode3DGizmoPlugin],否则可以创建新的 "
"[EditorNode3DGizmo] 类型。有关详细信息,请参阅文档中的教程。\n"
"要使用 [EditorNode3DGizmoPlugin],请先使用 [method EditorPlugin."
"add_node_3d_gizmo_plugin] 方法注册它。"
msgid "Node3D gizmo plugins"
msgstr "Node3D 小工具插件"
msgid ""
"Override this method to define whether the gizmos handled by this plugin can "
"be hidden or not. Returns [code]true[/code] if not overridden."
msgstr ""
"覆盖该方法,以定义是否可以隐藏该插件处理的小工具。如果未被覆盖,则返回 "
"[code]true[/code]。"
msgid ""
"Override this method to commit a handle being edited (handles must have been "
"previously added by [method EditorNode3DGizmo.add_handles] during [method "
"_redraw]). This usually means creating an [UndoRedo] action for the change, "
"using the current handle value as \"do\" and the [param restore] argument as "
"\"undo\".\n"
"If the [param cancel] argument is [code]true[/code], the [param restore] "
"value should be directly set, without any [UndoRedo] action.\n"
"The [param secondary] argument is [code]true[/code] when the committed handle "
"is secondary (see [method EditorNode3DGizmo.add_handles] for more "
"information).\n"
"Called for this plugin's active gizmos."
msgstr ""
"覆盖该方法,以提交正在编辑的控柄(控柄必须是先前在 [method _redraw] 期间通过 "
"[method EditorNode3DGizmo.add_handles] 添加的)。这通常意味着为该更改创建一个 "
"[UndoRedo] 动作,将当前控柄值用作“做”,并将 [param restore] 参数用作“撤销”。\n"
"如果 [param cancel] 参数为 [code]true[/code],则 [param restore] 值应被直接设"
"置,无需任何 [UndoRedo] 动作。\n"
"当提交的控柄为次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多"
"信息,请参阅 [method EditorNode3DGizmo.add_handles])。\n"
"为该插件的活动小工具而调用。"
msgid ""
"Override this method to commit a group of subgizmos being edited (see [method "
"_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This "
"usually means creating an [UndoRedo] action for the change, using the current "
"transforms as \"do\" and the [param restores] transforms as \"undo\".\n"
"If the [param cancel] argument is [code]true[/code], the [param restores] "
"transforms should be directly set, without any [UndoRedo] action. As with all "
"subgizmo methods, transforms are given in local space respect to the gizmo's "
"Node3D. Called for this plugin's active gizmos."
msgstr ""
"覆盖该方法,以提交一组正在编辑的子小工具(参见 [method "
"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。这通常意"
"味着为该更改创建一个 [UndoRedo] 动作,将当前变换用作“做”,并将 [param "
"restores] 变换用作“撤消”。\n"
"如果 [param cancel] 参数为 [code]true[/code],则 [param restores] 变换应被直接"
"设置,无需任何 [UndoRedo] 动作。对于所有子小工具方法,变换是在与小工具的 "
"Node3D 相关的局部空间中给出的。为该插件的活动小工具而调用。"
msgid ""
"Override this method to return a custom [EditorNode3DGizmo] for the spatial "
"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
"also [method _has_gizmo]."
msgstr ""
"覆盖此方法,为选择的空间节点返回一个自定义的 [EditorNode3DGizmo],为其余节点返"
"回 [code]null[/code]。另见 [method _has_gizmo]。"
msgid ""
"Override this method to provide the name that will appear in the gizmo "
"visibility menu."
msgstr "覆盖该方法,以提供将出现在小工具可见性菜单中的名称。"
msgid ""
"Override this method to provide gizmo's handle names. The [param secondary] "
"argument is [code]true[/code] when the requested handle is secondary (see "
"[method EditorNode3DGizmo.add_handles] for more information). Called for this "
"plugin's active gizmos."
msgstr ""
"覆盖该方法,以提供小工具的控柄名称。当请求的控柄是次要控柄时,[param "
"secondary] 参数为 [code]true[/code](有关更多信息,请参阅 [method "
"EditorNode3DGizmo.add_handles])。为该插件的活动小工具而调用。"
msgid ""
"Override this method to return the current value of a handle. This value will "
"be requested at the start of an edit and used as the [code]restore[/code] "
"argument in [method _commit_handle].\n"
"The [param secondary] argument is [code]true[/code] when the requested handle "
"is secondary (see [method EditorNode3DGizmo.add_handles] for more "
"information).\n"
"Called for this plugin's active gizmos."
msgstr ""
"覆盖该方法,以返回一个控柄的当前值。该值将在编辑开始时被请求,并用作 [method "
"_commit_handle] 中的 [code]restore[/code] 参数。\n"
"当请求的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多"
"信息,请参阅 [method EditorNode3DGizmo.add_handles])。\n"
"为该插件的活动小工具而调用。"
msgid ""
"Override this method to set the gizmo's priority. Gizmos with higher priority "
"will have precedence when processing inputs like handles or subgizmos "
"selection.\n"
"All built-in editor gizmos return a priority of [code]-1[/code]. If not "
"overridden, this method will return [code]0[/code], which means custom gizmos "
"will automatically get higher priority than built-in gizmos."
msgstr ""
"覆盖该方法,以设置该小工具的优先级。具有更高优先级的小工具,将在处理控柄或子小"
"工具选择等输入时具有优先权。\n"
"所有内置编辑器小工具都会返回 [code]-1[/code] 的优先级。如果未被覆盖,该方法将"
"返回 [code]0[/code],这意味着自定义小工具将自动获得比内置小工具更高的优先级。"
msgid ""
"Override this method to return the current transform of a subgizmo. As with "
"all subgizmo methods, the transform should be in local space respect to the "
"gizmo's Node3D. This transform will be requested at the start of an edit and "
"used in the [code]restore[/code] argument in [method _commit_subgizmos]. "
"Called for this plugin's active gizmos."
msgstr ""
"覆盖该方法,以返回子小工具的当前变换。对于所有子小工具方法,变换应该在相对于小"
"工具的 Node3D 的局部空间中。此变换将在编辑开始时被请求,并在 [method "
"_commit_subgizmos] 中的 [code]restore[/code] 参数中使用。为该插件的活动小工具"
"而调用。"
msgid ""
"Override this method to define which Node3D nodes have a gizmo from this "
"plugin. Whenever a [Node3D] node is added to a scene this method is called, "
"if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] "
"assigned and is added to this plugin's list of active gizmos."
msgstr ""
"覆盖该方法,以定义哪些 Node3D 节点具有来自该插件的小工具。每当将 [Node3D] 节点"
"添加到场景时,该方法都会被调用,如果它返回 [code]true[/code],则该节点将被分配"
"一个通用的 [EditorNode3DGizmo],并被添加到该插件的活动小工具列表中。"
msgid ""
"Override this method to return [code]true[/code] whenever to given handle "
"should be highlighted in the editor. The [param secondary] argument is "
"[code]true[/code] when the requested handle is secondary (see [method "
"EditorNode3DGizmo.add_handles] for more information). Called for this "
"plugin's active gizmos."
msgstr ""
"覆盖该方法,以在编辑器中高亮显示给定控柄时返回 [code]true[/code]。当请求的控柄"
"是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多信息,请参"
"阅 [method EditorNode3DGizmo.add_handles])。为该插件的活动小工具而调用。"
msgid ""
"Override this method to define whether Node3D with this gizmo should be "
"selectable even when the gizmo is hidden."
msgstr ""
"覆盖该方法,以定义具有该小工具的 Node3D 是否应该是可选的,即使该小工具被隐藏。"
msgid ""
"Override this method to add all the gizmo elements whenever a gizmo update is "
"requested. It's common to call [method EditorNode3DGizmo.clear] at the "
"beginning of this method and then add visual elements depending on the node's "
"properties."
msgstr ""
"覆盖该方法,以在每当请求小工具更新时添加所有小工具元素。通常在该方法的开头调"
"用 [method EditorNode3DGizmo.clear],然后根据节点的属性添加可视元素。"
msgid ""
"Override this method to update the node's properties when the user drags a "
"gizmo handle (previously added with [method EditorNode3DGizmo.add_handles]). "
"The provided [param screen_pos] is the mouse position in screen coordinates "
"and the [param camera] can be used to convert it to raycasts.\n"
"The [param secondary] argument is [code]true[/code] when the edited handle is "
"secondary (see [method EditorNode3DGizmo.add_handles] for more information).\n"
"Called for this plugin's active gizmos."
msgstr ""
"覆盖该方法,以在用户拖动小工具控柄(控柄是之前使用 [method EditorNode3DGizmo."
"add_handles] 添加的)时更新节点的属性。提供的 [param screen_pos] 是屏幕坐标中"
"的鼠标位置, [param camera] 可用于将其转换为射线投射。\n"
"当编辑的控柄是次要控柄时,[param secondary] 参数为 [code]true[/code](有关更多"
"信息,请参阅 [method EditorNode3DGizmo.add_handles])。\n"
"为该插件的活动小工具而调用。"
msgid ""
"Override this method to update the node properties during subgizmo editing "
"(see [method _subgizmos_intersect_ray] and [method "
"_subgizmos_intersect_frustum]). The [param transform] is given in the "
"Node3D's local coordinate system. Called for this plugin's active gizmos."
msgstr ""
"覆盖该方法,以在子小工具编辑期间更新节点属性(参见 [method "
"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。[param "
"transform] 在 Node3D 的局部坐标系中给出。为该插件的活动小工具而调用。"
msgid ""
"Override this method to allow selecting subgizmos using mouse drag box "
"selection. Given a [param camera] and [param frustum_planes], this method "
"should return which subgizmos are contained within the frustums. The [param "
"frustum_planes] argument consists of an array with all the [Plane]s that make "
"up the selection frustum. The returned value should contain a list of unique "
"subgizmo identifiers, these identifiers can have any non-negative value and "
"will be used in other virtual methods like [method _get_subgizmo_transform] "
"or [method _commit_subgizmos]. Called for this plugin's active gizmos."
msgstr ""
"覆盖该方法,以允许使用鼠标拖动框选来选择子小工具。给定一个 [param camera] 和 "
"[param frustum_planes],该方法应返回哪些子小工具包含在视锥体中。[param "
"frustum_planes] 参数由一个构成选择视锥体的所有 [Plane] 的数组组成。返回的值应"
"该包含一个唯一的子小工具标识符列表,这些标识符可以有任何非负值,并将用于其他虚"
"方法,如 [method _get_subgizmo_transform] 或 [method _commit_subgizmos]。为该"
"插件的活动小工具而调用。"
msgid ""
"Override this method to allow selecting subgizmos using mouse clicks. Given a "
"[param camera] and a [param screen_pos] in screen coordinates, this method "
"should return which subgizmo should be selected. The returned value should be "
"a unique subgizmo identifier, which can have any non-negative value and will "
"be used in other virtual methods like [method _get_subgizmo_transform] or "
"[method _commit_subgizmos]. Called for this plugin's active gizmos."
msgstr ""
"覆盖该方法,以允许使用鼠标点击选择子小工具。给定屏幕坐标中的 [param camera] "
"和 [param screen_pos] 时,该方法应返回应选择哪个子小工具。返回值应该是一个唯一"
"的子小工具标识符,它可以有任何非负值,并将用于其他虚方法,如 [method "
"_get_subgizmo_transform] 或 [method _commit_subgizmos]。为该插件的活动小工具而"
"调用。"
msgid ""
"Adds a new material to the internal material list for the plugin. It can then "
"be accessed with [method get_material]. Should not be overridden."
msgstr ""
"将新材质添加到该插件的内部材质列表中。然后可以使用 [method get_material] 访问"
"它。不应被重写。"
msgid ""
"Creates a handle material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorNode3DGizmo.add_handles]. "
"Should not be overridden.\n"
"You can optionally provide a texture to use instead of the default icon."
msgstr ""
"创建具有变体(选定的和/或可编辑的)的控柄材质,并将它们添加到内部材质列表中。"
"然后可以使用 [method get_material] 访问它们,并在 [method EditorNode3DGizmo."
"add_handles] 中使用它们。不应被重写。\n"
"可以选择提供一个要使用的纹理代替默认图标。"
msgid ""
"Creates an icon material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorNode3DGizmo."
"add_unscaled_billboard]. Should not be overridden."
msgstr ""
"创建具有变体(选定的和/或可编辑的)的图标材质,并将它们添加到内部材质列表中。"
"然后可以使用 [method get_material] 访问它们,并在 [method EditorNode3DGizmo."
"add_unscaled_billboard] 中使用它们。不应被重写。"
msgid ""
"Creates an unshaded material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorNode3DGizmo.add_mesh] and "
"[method EditorNode3DGizmo.add_lines]. Should not be overridden."
msgstr ""
"创建具有变体(选定的和/或可编辑的)的未着色材质,并将它们添加到内部材质列表"
"中。然后可以使用 [method get_material] 访问它们,并在 [method "
"EditorNode3DGizmo.add_mesh] 和 [method EditorNode3DGizmo.add_lines] 中使用。不"
"应被重写。"
msgid ""
"Gets material from the internal list of materials. If an [EditorNode3DGizmo] "
"is provided, it will try to get the corresponding variant (selected and/or "
"editable)."
msgstr ""
"从内部材质列表中获取材质。如果提供了一个 [EditorNode3DGizmo],它将尝试获取相应"
"的变体(选定的和/或可编辑的)。"
msgid ""
"Editor-only singleton that returns paths to various OS-specific data folders "
"and files."
msgstr "编辑器专用单例,返回特定于操作系统的各种数据文件夹和文件的路径。"
msgid ""
"This editor-only singleton returns OS-specific paths to various data folders "
"and files. It can be used in editor plugins to ensure files are saved in the "
"correct location on each operating system.\n"
"[b]Note:[/b] This singleton is not accessible in exported projects. "
"Attempting to access it in an exported project will result in a script error "
"as the singleton won't be declared. To prevent script errors in exported "
"projects, use [method Engine.has_singleton] to check whether the singleton is "
"available before using it.\n"
"[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://"
"specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base "
"Directory Specification[/url]. You can override environment variables "
"following the specification to change the editor and project data paths."
msgstr ""
"这个仅供编辑器使用的单例,可返回特定于操作系统的,到各种数据文件夹和文件的路"
"径。它可以在编辑器插件中使用,以确保文件被保存在各个操作系统的正确位置。\n"
"[b]注意:[/b]这个单例在导出的项目中是不可访问的。尝试在导出的项目中访问它会产"
"生脚本错误,因为该单例没有被声明。为防止导出项目中出现脚本错误,请使用 "
"[method Engine.has_singleton] 检查单例是否可用后再使用该单例。\n"
"[b]注意:[/b]在 Linux/BSD 平台上Godot 遵守 [url=https://specifications."
"freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG 基本目录规范[/url]。"
"可以按照规范覆盖环境变量,来更改编辑器和项目数据路径。"
msgid "File paths in Godot projects"
msgstr "Godot 项目中的文件路径"
msgid ""
"Returns the absolute path to the user's cache folder. This folder should be "
"used for temporary data that can be removed safely whenever the editor is "
"closed (such as generated resource thumbnails).\n"
"[b]Default paths per platform:[/b]\n"
"[codeblock]\n"
"- Windows: %LOCALAPPDATA%\\Godot\\\n"
"- macOS: ~/Library/Caches/Godot/\n"
"- Linux: ~/.cache/godot/\n"
"[/codeblock]"
msgstr ""
"返回用户缓存文件夹的绝对路径。该文件夹应该用于临时数据,关闭编辑器时应该能够安"
"全地移除这些数据(例如生成的资源预览图)。\n"
"[b]各平台的默认路径:[/b]\n"
"[codeblock]\n"
"- Windows: %LOCALAPPDATA%\\Godot\\\n"
"- macOS: ~/Library/Caches/Godot/\n"
"- Linux: ~/.cache/godot/\n"
"[/codeblock]"
msgid ""
"Returns the absolute path to the user's configuration folder. This folder "
"should be used for [i]persistent[/i] user configuration files.\n"
"[b]Default paths per platform:[/b]\n"
"[codeblock]\n"
"- Windows: %APPDATA%\\Godot\\ (same as `get_data_dir()`)\n"
"- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)\n"
"- Linux: ~/.config/godot/\n"
"[/codeblock]"
msgstr ""
"返回用户配置文件夹的绝对路径。该文件夹应该用于[i]持久化[/i]的用户配置文件。\n"
"[b]各平台的默认路径:[/b]\n"
"[codeblock]\n"
"- Windows: %APPDATA%\\Godot\\ (同 `get_data_dir()`\n"
"- macOS: ~/Library/Application Support/Godot/ (同 `get_data_dir()`\n"
"- Linux: ~/.config/godot/\n"
"[/codeblock]"
msgid ""
"Returns the absolute path to the user's data folder. This folder should be "
"used for [i]persistent[/i] user data files such as installed export "
"templates.\n"
"[b]Default paths per platform:[/b]\n"
"[codeblock]\n"
"- Windows: %APPDATA%\\Godot\\ (same as "
"`get_config_dir()`)\n"
"- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)\n"
"- Linux: ~/.local/share/godot/\n"
"[/codeblock]"
msgstr ""
"返回用户数据文件夹的绝对路径。该文件夹应该用于[i]持久化[/i]的用户数据文件,例"
"如已安装的导出模板。\n"
"[b]各平台的默认路径:[/b]\n"
"[codeblock]\n"
"- Windows%APPDATA%\\Godot\\ (同 `get_config_dir()` \n"
"- macOS~/Library/Application Support/Godot/ (同 `get_config_dir()` \n"
"- Linux~/.local/share/godot/\n"
"[/codeblock]"
msgid ""
"Returns the project-specific editor settings path. Projects all have a unique "
"subdirectory inside the settings path where project-specific editor settings "
"are saved."
msgstr ""
"返回针对项目的编辑器设置路径。各个项目在设置路径中都有一个独立的子目录,用于保"
"存针对项目的编辑器设置。"
msgid ""
"Returns the absolute path to the self-contained file that makes the current "
"Godot editor instance be considered as self-contained. Returns an empty "
"string if the current Godot editor instance isn't self-contained. See also "
"[method is_self_contained]."
msgstr ""
"返回自包含文件的绝对路径,该文件会使当前 Godot 编辑器实例被视为是自包含的。如"
"果当前 Godot 编辑器实例不是自包含的,则返回一个空字符串。另见 [method "
"is_self_contained]。"
msgid ""
"Returns [code]true[/code] if the editor is marked as self-contained, "
"[code]false[/code] otherwise. When self-contained mode is enabled, user "
"configuration, data and cache files are saved in an [code]editor_data/[/code] "
"folder next to the editor binary. This makes portable usage easier and "
"ensures the Godot editor minimizes file writes outside its own folder. Self-"
"contained mode is not available for exported projects.\n"
"Self-contained mode can be enabled by creating a file named [code]._sc_[/"
"code] or [code]_sc_[/code] in the same folder as the editor binary or macOS ."
"app bundle while the editor is not running. See also [method "
"get_self_contained_file].\n"
"[b]Note:[/b] On macOS, quarantine flag should be manually removed before "
"using self-contained mode, see [url=https://docs.godotengine.org/en/stable/"
"tutorials/export/running_on_macos.html]Running on macOS[/url].\n"
"[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside ."
"app bundle will break digital signature and make it non-portable, consider "
"placing it in the same folder as the .app bundle instead.\n"
"[b]Note:[/b] The Steam release of Godot uses self-contained mode by default."
msgstr ""
"如果编辑器被标记为是自包含的,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。启用自包含模式后,用户配置、数据和缓存文件将保被存在编辑器二进制文件旁"
"边的 [code]editor_data/[/code] 文件夹中。这使得便携使用更容易,并确保 Godot 编"
"辑器最大限度地减少将文件写入到它自己的文件夹之外的情况。自包含模式不适用于导出"
"的项目。\n"
"当编辑器未运行时,可以通过在与编辑器二进制文件或 macOS .app 捆绑包相同的文件夹"
"中创建名为 [code]._sc_[/code] 或 [code]_sc_[/code] 的文件来启用自包含模式。另"
"见 [method get_self_contained_file]。\n"
"[b]注意:[/b]在 macOS 上,应当在使用自包含模式前手动移除隔离标志,见"
"[url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos."
"html]《在 macOS 上运行》[/url]。\n"
"[b]注意:[/b]在 macOS 上,将 [code]_sc_[/code] 或任何其他文件放入 .app 捆绑包"
"中会破坏其数字签名,使其不再便携,请考虑改为放在与 .app 捆绑包相同的文件夹"
"中。\n"
"[b]注意:[/b]Godot 的 Steam 版本默认使用自包含模式。"
msgid "Used by the editor to extend its functionality."
msgstr "由编辑器使用,用于扩展其功能。"
msgid ""
"Plugins are used by the editor to extend functionality. The most common types "
"of plugins are those which edit a given node or resource type, import plugins "
"and export plugins. See also [EditorScript] to add functions to the editor.\n"
"[b]Note:[/b] Some names in this class contain \"left\" or \"right\" (e.g. "
"[constant DOCK_SLOT_LEFT_UL]). These APIs assume left-to-right layout, and "
"would be backwards when using right-to-left layout. These names are kept for "
"compatibility reasons."
msgstr ""
"编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型的插件、导"
"入插件和导出插件。另见 [EditorScript],能够向编辑器添加功能。\n"
"[b]注意:[/b]这个类中的部分名称中包含“left”和“right”例如 [constant "
"DOCK_SLOT_LEFT_UL])。这些 API 假设的是从左至右的布局,使用从右至左布局时是反"
"的。保留这些名称是出于兼容的原因。"
msgid "Editor plugins documentation index"
msgstr "编辑器插件文档索引"
msgid ""
"This method is called when the editor is about to save the project, switch to "
"another tab, etc. It asks the plugin to apply any pending state changes to "
"ensure consistency.\n"
"This is used, for example, in shader editors to let the plugin know that it "
"must apply the shader code being written by the user to the object."
msgstr ""
"当编辑器将要进行保存项目、切换选项卡等操作时,将调用该方法。它要求插件应用所有"
"暂挂的状态更改以确保一致性。\n"
"例如,在着色器编辑器中使用它来使插件将用户编写的着色代码应用于对象。"
msgid ""
"This method is called when the editor is about to run the project. The plugin "
"can then perform required operations before the project runs.\n"
"This method must return a boolean. If this method returns [code]false[/code], "
"the project will not run. The run is aborted immediately, so this also "
"prevents all other plugins' [method _build] methods from running."
msgstr ""
"该方法在编辑器即将运行项目时被调用。这样,插件可以在项目运行之前,执行所需的操"
"作。\n"
"该方法必须返回一个布尔值。如果该方法返回 [code]false[/code],则项目将不会运"
"行。运行会立即中止,因此这也会阻止运行所有其他插件的 [method _build] 方法。"
msgid ""
"Clear all the state and reset the object being edited to zero. This ensures "
"your plugin does not keep editing a currently existing node, or a node from "
"the wrong scene."
msgstr ""
"清除所有状态,并将正在编辑的对象重置为零。这可确保你的插件不会继续编辑当前存在"
"的节点或来自错误场景的节点。"
msgid ""
"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr "当用户在项目设置窗口的插件选项卡中禁用 [EditorPlugin] 时,由引擎调用。"
msgid ""
"This function is used for plugins that edit specific object types (nodes or "
"resources). It requests the editor to edit the given object.\n"
"[param object] can be [code]null[/code] if the plugin was editing an object, "
"but there is no longer any selected object handled by this plugin. It can be "
"used to cleanup editing state."
msgstr ""
"该函数用于编辑特定对象类型(节点或资源)的插件。它请求编辑器编辑给定的对象。\n"
"如果该插件刚刚正在编辑一个对象,且它不想再处理任何选定的对象,则 [param "
"object] 可以为 [code]null[/code]。这可用于清理编辑状态。"
msgid ""
"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
"当用户在项目设置窗口的插件选项卡中启用该 [EditorPlugin] 时,由引擎调用。"
msgid ""
"Called by the engine when the 3D editor's viewport is updated. Use the "
"[code]overlay[/code] [Control] for drawing. You can update the viewport "
"manually by calling [method update_overlays].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_3d_draw_over_viewport(overlay):\n"
" # Draw a circle at cursor position.\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
"\n"
"func _forward_3d_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
" # Redraw viewport when cursor is moved.\n"
" update_overlays()\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
" return EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Forward3DDrawOverViewport(Control viewportControl)\n"
"{\n"
" // Draw a circle at cursor position.\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"viewportCamera, InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // Redraw viewport when cursor is moved.\n"
" UpdateOverlays();\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
" }\n"
" return EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"当 3D 编辑器的视口更新时由引擎调用。将 [code]overlay[/code] [Control] 用于绘"
"制。可以通过调用 [method update_overlays] 手动更新该视口。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_3d_draw_over_viewport(overlay):\n"
" # 在光标位置画一个圆。\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
"\n"
"func _forward_3d_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
" # 当光标被移动时,重绘视口。\n"
" update_overlays()\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
" return EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Forward3DDrawOverViewport(Control viewportControl)\n"
"{\n"
" // 在光标位置画一个圆。\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"viewportCamera, InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // 当光标被移动时,重绘视口。\n"
" UpdateOverlays();\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
" }\n"
" return EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"This method is the same as [method _forward_3d_draw_over_viewport], except it "
"draws on top of everything. Useful when you need an extra layer that shows "
"over anything else.\n"
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
"该方法与 [method _forward_3d_draw_over_viewport] 相同,只是它绘制在所有内容之"
"上。当需要一个显示在其他任何内容之上的额外图层时很有用。\n"
"需要使用 [method set_force_draw_over_forwarding_enabled] 来启用该方法的调用。"
msgid ""
"Called when there is a root node in the current edited scene, [method "
"_handles] is implemented, and an [InputEvent] happens in the 3D viewport. The "
"return value decides whether the [InputEvent] is consumed or forwarded to "
"other [EditorPlugin]s. See [enum AfterGUIInput] for options.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Prevents the InputEvent from reaching other Editor classes.\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
"[/gdscript]\n"
"[csharp]\n"
"// Prevents the InputEvent from reaching other Editor classes.\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Must [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] in order to "
"forward the [InputEvent] to other Editor classes.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP if event is "
"InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"// Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput."
"Stop : EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在当前编辑的场景中有根节点时调用,实现 [method _handles] 并在 3D 视口中产生 "
"[InputEvent]。返回值决定 [InputEvent] 是被消费还是被转发给其他 "
"[EditorPlugin]。有关选项,请参阅 [enum AfterGUIInput]。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 阻止 InputEvent 到达其他编辑类。\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
"[/gdscript]\n"
"[csharp]\n"
"// 阻止 InputEvent 到达其他编辑类。\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"必须为 [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] 以便将 "
"[InputEvent] 转发给其他编辑器类。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 消耗 InputEventMouseMotion 并转发其他 InputEvent 类型。\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP if event is "
"InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"// 消耗 InputEventMouseMotion 并转发其他 InputEvent 类型。\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput."
"Stop : EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Called by the engine when the 2D editor's viewport is updated. Use the "
"[code]overlay[/code] [Control] for drawing. You can update the viewport "
"manually by calling [method update_overlays].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_canvas_draw_over_viewport(overlay):\n"
" # Draw a circle at cursor position.\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n"
"\n"
"func _forward_canvas_gui_input(event):\n"
" if event is InputEventMouseMotion:\n"
" # Redraw viewport when cursor is moved.\n"
" update_overlays()\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ForwardCanvasDrawOverViewport(Control viewportControl)\n"
"{\n"
" // Draw a circle at cursor position.\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // Redraw viewport when cursor is moved.\n"
" UpdateOverlays();\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"当 2D 编辑器的视口更新时由引擎调用。将 [code]overlay[/code] [Control] 用于绘"
"制。可以通过调用 [method update_overlays] 手动更新该视口。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_canvas_draw_over_viewport(overlay):\n"
" # 在光标位置画一个圆。\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n"
"\n"
"func _forward_canvas_gui_input(event):\n"
" if event is InputEventMouseMotion:\n"
" # 当光标被移动时,重绘视口。\n"
" update_overlays()\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ForwardCanvasDrawOverViewport(Control viewportControl)\n"
"{\n"
" // 在光标位置画一个圆。\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // 当光标被移动时,重绘视口。\n"
" UpdateOverlays();\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"This method is the same as [method _forward_canvas_draw_over_viewport], "
"except it draws on top of everything. Useful when you need an extra layer "
"that shows over anything else.\n"
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
"该方法与 [method _forward_canvas_draw_over_viewport] 相同,只是它绘制在所有内"
"容之上。当需要一个显示在其他任何内容之上的额外图层时很有用。\n"
"需要使用 [method set_force_draw_over_forwarding_enabled] 来启用该方法的调用。"
msgid ""
"Called when there is a root node in the current edited scene, [method "
"_handles] is implemented and an [InputEvent] happens in the 2D viewport. "
"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
"consumes the [param event], otherwise forwards [param event] to other Editor "
"classes.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Prevents the InputEvent from reaching other Editor classes.\n"
"func _forward_canvas_gui_input(event):\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"// Prevents the InputEvent from reaching other Editor classes.\n"
"public override bool ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Must [code]return false[/code] in order to forward the [InputEvent] to other "
"Editor classes.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"func _forward_canvas_gui_input(event):\n"
" if (event is InputEventMouseMotion):\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"// Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在当前编辑的场景中有根节点时调用,实现 [method _handles] 并在 2D 视口中产生 "
"[InputEvent]。如果 [code]return true[/code] [EditorPlugin] 消耗 [param "
"event],则拦截该 [InputEvent];否则将 [param event] 转发给其他编辑器类。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 阻止 InputEvent 到达其他编辑类。\n"
"func _forward_canvas_gui_input(event):\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"// 阻止 InputEvent 到达其他编辑类。\n"
"public override bool ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"必须 [code]return false[/code] 才能将 [InputEvent] 转发到其他编辑器类。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 消耗 InputEventMouseMotion 并转发其他 InputEvent 类型。\n"
"func _forward_canvas_gui_input(event):\n"
" if (event is InputEventMouseMotion):\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"// 消耗 InputEventMouseMotion 并转发其他 InputEvent 类型。\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"This is for editors that edit script-based objects. You can return a list of "
"breakpoints in the format ([code]script:line[/code]), for example: "
"[code]res://path_to_script.gd:25[/code]."
msgstr ""
"该函数用于编辑基于脚本的对象的编辑器。可以返回格式为([code]script:line[/"
"code])的断点的列表,例如:[code]res://path_to_script.gd:25[/code]。"
msgid ""
"Override this method in your plugin to return a [Texture2D] in order to give "
"it an icon.\n"
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n"
"Ideally, the plugin icon should be white with a transparent background and "
"16x16 pixels in size.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_plugin_icon():\n"
" # You can use a custom icon:\n"
" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
" # Or use a built-in icon:\n"
" return EditorInterface.get_editor_theme().get_icon(\"Node\", "
"\"EditorIcons\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Texture2D _GetPluginIcon()\n"
"{\n"
" // You can use a custom icon:\n"
" return ResourceLoader.Load<Texture2D>(\"res://addons/my_plugin/"
"my_plugin_icon.svg\");\n"
" // Or use a built-in icon:\n"
" return EditorInterface.Singleton.GetEditorTheme().GetIcon(\"Node\", "
"\"EditorIcons\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在插件中覆盖该方法,以返回一个 [Texture2D] 以便为插件提供一个图标。\n"
"对于主界面插件它出现在屏幕顶部“2D”、“3D”、“脚本”和 “AssetLib” 按钮的右"
"侧。\n"
"理想情况下,插件图标应为透明背景的白色,大小为 16x16 像素。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_plugin_icon():\n"
" # 你可以使用一个自定义的图标:\n"
" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
" # 或者使用一个内置的图标:\n"
" return EditorInterface.get_editor_theme().get_icon(\"Node\", "
"\"EditorIcons\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Texture2D _GetPluginIcon()\n"
"{\n"
" // 你可以使用一个自定义的图标:\n"
" return ResourceLoader.Load<Texture2D>(\"res://addons/my_plugin/"
"my_plugin_icon.svg\");\n"
" // 或者使用一个内置的图标:\n"
" return EditorInterface.Singleton.GetEditorTheme().GetIcon(\"Node\", "
"\"EditorIcons\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Override this method in your plugin to provide the name of the plugin when "
"displayed in the Godot editor.\n"
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
msgstr ""
"在插件中覆盖该方法,以在 Godot 编辑器中显示时提供该插件的名称。\n"
"对于主屏幕插件它显示在屏幕顶部在“2D”“3D”“脚本”“AssetLib”按钮的右侧。"
msgid ""
"Override this method to provide a state data you want to be saved, like view "
"position, grid settings, folding, etc. This is used when saving the scene (so "
"state is kept when opening it again) and for switching tabs (so state can be "
"restored when the tab returns). This data is automatically saved for each "
"scene in an [code]editstate[/code] file in the editor metadata folder. If you "
"want to store global (scene-independent) editor data for your plugin, you can "
"use [method _get_window_layout] instead.\n"
"Use [method _set_state] to restore your saved state.\n"
"[b]Note:[/b] This method should not be used to save important settings that "
"should persist with the project.\n"
"[b]Note:[/b] You must implement [method _get_plugin_name] for the state to be "
"stored and restored correctly.\n"
"[codeblock]\n"
"func _get_state():\n"
" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
" return state\n"
"[/codeblock]"
msgstr ""
"覆盖该方法,以提供要保存的状态数据,如视图位置、网格设置、折叠等。这可用于保存"
"场景(再次打开时,保持状态)和切换选项卡( 选项卡返回时,可以恢复状态)。每个"
"场景的数据会自动被保存在编辑器元数据文件夹中的 [code]editstate[/code] 文件中。"
"如果想为插件存储全局的(独立于场景的)编辑器数据,可以改用 [method "
"_get_window_layout]。\n"
"使用 [method _set_state] 恢复保存的状态。\n"
"[b]注意:[/b]此方法不应该用于保存应随项目保留的重要设置。\n"
"[b]注意:[/b]必须实现 [method _get_plugin_name],才能正确存储和恢复状态。\n"
"[codeblock]\n"
"func _get_state():\n"
" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
" return state\n"
"[/codeblock]"
msgid ""
"Override this method to provide a custom message that lists unsaved changes. "
"The editor will call this method when exiting or when closing a scene, and "
"display the returned string in a confirmation dialog. Return empty string if "
"the plugin has no unsaved changes.\n"
"When closing a scene, [param for_scene] is the path to the scene being "
"closed. You can use it to handle built-in resources in that scene.\n"
"If the user confirms saving, [method _save_external_data] will be called, "
"before closing the editor.\n"
"[codeblock]\n"
"func _get_unsaved_status(for_scene):\n"
" if not unsaved:\n"
" return \"\"\n"
"\n"
" if for_scene.is_empty():\n"
" return \"Save changes in MyCustomPlugin before closing?\"\n"
" else:\n"
" return \"Scene %s has changes from MyCustomPlugin. Save before "
"closing?\" % for_scene.get_file()\n"
"\n"
"func _save_external_data():\n"
" unsaved = false\n"
"[/codeblock]\n"
"If the plugin has no scene-specific changes, you can ignore the calls when "
"closing scenes:\n"
"[codeblock]\n"
"func _get_unsaved_status(for_scene):\n"
" if not for_scene.is_empty():\n"
" return \"\"\n"
"[/codeblock]"
msgstr ""
"覆盖该方法以提供列出未保存更改的自定义消息。编辑器将在退出或关闭场景时调用该方"
"法,并在确认对话框中显示返回的字符串。如果该插件没有未保存的更改,则返回空字符"
"串。\n"
"关闭场景时,[param for_scene] 是正在关闭的场景的路径。你可以使用它来处理该场景"
"中的内置资源。\n"
"如果用户确认保存,将在关闭编辑器之前将调用 [method _save_external_data]。\n"
"[codeblock]\n"
"func _get_unsaved_status(for_scene):\n"
" if not unsaved:\n"
" return \"\"\n"
"\n"
" if for_scene.is_empty():\n"
" return \"Save changes in MyCustomPlugin before closing?\"\n"
" else:\n"
" return \"Scene %s has changes from MyCustomPlugin. Save before "
"closing?\" % for_scene.get_file()\n"
"\n"
"func _save_external_data():\n"
" unsaved = false\n"
"[/codeblock]\n"
"如果该插件没有特定于场景的更改,则可以在关闭场景时忽略这些调用:\n"
"[codeblock]\n"
"func _get_unsaved_status(for_scene):\n"
" if not for_scene.is_empty():\n"
" return \"\"\n"
"[/codeblock]"
msgid ""
"Override this method to provide the GUI layout of the plugin or any other "
"data you want to be stored. This is used to save the project's editor layout "
"when [method queue_save_layout] is called or the editor layout was changed "
"(for example changing the position of a dock). The data is stored in the "
"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
"Use [method _set_window_layout] to restore your saved layout.\n"
"[codeblock]\n"
"func _get_window_layout(configuration):\n"
" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
"position)\n"
" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
"[/codeblock]"
msgstr ""
"覆盖该方法,以提供该插件的 GUI 布局、或想要存储的任何其他数据。这用于在调用 "
"[method queue_save_layout]、或更改编辑器布局(例如更改停靠面板的位置)时,保存"
"项目的编辑器布局。数据被存储在编辑器元数据目录中的 [code]editor_layout.cfg[/"
"code] 文件中。\n"
"使用 [method _set_window_layout] 恢复保存的布局。\n"
"[codeblock]\n"
"func _get_window_layout(configuration):\n"
" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
"position)\n"
" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
"[/codeblock]"
msgid ""
"Implement this function if your plugin edits a specific type of object "
"(Resource or Node). If you return [code]true[/code], then you will get the "
"functions [method _edit] and [method _make_visible] called when the editor "
"requests them. If you have declared the methods [method "
"_forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be "
"called too.\n"
"[b]Note:[/b] Each plugin should handle only one type of objects at a time. If "
"a plugin handes more types of objects and they are edited at the same time, "
"it will result in errors."
msgstr ""
"如果插件会编辑特定类型的对象(资源或节点),则请实现该函数。如果返回 "
"[code]true[/code],则将在编辑器请求时,调用函数 [method _edit] 和 [method "
"_make_visible]。如果已经声明了方法 [method _forward_canvas_gui_input] 和 "
"[method _forward_3d_gui_input],则它们也会被调用。\n"
"[b]注意:[/b]每个插件一次只应处理一种类型的对象。如果一个插件处理多种类型的对"
"象并且同时编辑这些对象,则会导致错误。"
msgid ""
"Returns [code]true[/code] if this is a main screen editor plugin (it goes in "
"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
"[b]AssetLib[/b]).\n"
"When the plugin's workspace is selected, other main screen plugins will be "
"hidden, but your plugin will not appear automatically. It needs to be added "
"as a child of [method EditorInterface.get_base_control] and made visible "
"inside [method _make_visible].\n"
"Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the "
"plugin button's appearance.\n"
"[codeblock]\n"
"var plugin_control\n"
"\n"
"func _enter_tree():\n"
" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n"
" EditorInterface.get_editor_main_screen().add_child(plugin_control)\n"
" plugin_control.hide()\n"
"\n"
"func _has_main_screen():\n"
" return true\n"
"\n"
"func _make_visible(visible):\n"
" plugin_control.visible = visible\n"
"\n"
"func _get_plugin_name():\n"
" return \"My Super Cool Plugin 3000\"\n"
"\n"
"func _get_plugin_icon():\n"
" return EditorInterface.get_editor_theme().get_icon(\"Node\", "
"\"EditorIcons\")\n"
"[/codeblock]"
msgstr ""
"如果这是一个主屏幕编辑器插件,则返回 [code]true[/code](它与 [b]2D[/b]、"
"[b]3D[/b]、[b]Script[/b] 和 [b]AssetLib[/b] 一起进入工作区选择器)。\n"
"当该插件的工作区被选中时,其他主屏幕插件将被隐藏,但你的插件不会自动出现。它需"
"要被添加为 [method EditorInterface.get_base_control] 的子节点,并在 [method "
"_make_visible] 中使其可见。\n"
"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] 自定义插件按钮的外"
"观。\n"
"[codeblock]\n"
"var plugin_control\n"
"\n"
"func _enter_tree():\n"
" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n"
" EditorInterface.get_editor_main_screen().add_child(plugin_control)\n"
" plugin_control.hide()\n"
"\n"
"func _has_main_screen():\n"
" return true\n"
"\n"
"func _make_visible(visible):\n"
" plugin_control.visible = visible\n"
"\n"
"func _get_plugin_name():\n"
" return \"My Super Cool Plugin 3000\"\n"
"\n"
"func _get_plugin_icon():\n"
" return EditorInterface.get_editor_theme().get_icon(\"Node\", "
"\"EditorIcons\")\n"
"[/codeblock]"
msgid ""
"This function will be called when the editor is requested to become visible. "
"It is used for plugins that edit a specific object type.\n"
"Remember that you have to manage the visibility of all your editor controls "
"manually."
msgstr ""
"当编辑器被要求变为可见时,该函数将被调用。它用于编辑特定对象类型的插件。\n"
"请记住,你必须手动管理所有编辑器控件的可见性。"
msgid ""
"This method is called after the editor saves the project or when it's closed. "
"It asks the plugin to save edited external scenes/resources."
msgstr ""
"这个方法在编辑器保存项目后或关闭项目时被调用,它要求插件保存编辑的外部场景/资"
"源。"
msgid ""
"Restore the state saved by [method _get_state]. This method is called when "
"the current scene tab is changed in the editor.\n"
"[b]Note:[/b] Your plugin must implement [method _get_plugin_name], otherwise "
"it will not be recognized and this method will not be called.\n"
"[codeblock]\n"
"func _set_state(data):\n"
" zoom = data.get(\"zoom\", 1.0)\n"
" preferred_color = data.get(\"my_color\", Color.WHITE)\n"
"[/codeblock]"
msgstr ""
"恢复用 [method _get_state] 保存的状态。这个方法会在编辑器的当前场景选项卡发生"
"改变时调用。\n"
"[b]注意:[/b]你的插件必须实现 [method _get_plugin_name],否则无法被识别,这个"
"方法也不会被调用。\n"
"[codeblock]\n"
"func _set_state(data):\n"
" zoom = data.get(\"zoom\", 1.0)\n"
" preferred_color = data.get(\"my_color\", Color.WHITE)\n"
"[/codeblock]"
msgid ""
"Restore the plugin GUI layout and data saved by [method _get_window_layout]. "
"This method is called for every plugin on editor startup. Use the provided "
"[param configuration] file to read your saved data.\n"
"[codeblock]\n"
"func _set_window_layout(configuration):\n"
" $Window.position = configuration.get_value(\"MyPlugin\", "
"\"window_position\", Vector2())\n"
" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
"Color.WHITE)\n"
"[/codeblock]"
msgstr ""
"恢复用 [method _get_window_layout] 保存的插件 GUI 布局和数据。编辑器启动时会调"
"用每个插件的这个方法。请使用提供的 [param configuration] 文件读取你保存的数"
"据。\n"
"[codeblock]\n"
"func _set_window_layout(configuration):\n"
" $Window.position = configuration.get_value(\"MyPlugin\", "
"\"window_position\", Vector2())\n"
" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
"Color.WHITE)\n"
"[/codeblock]"
msgid "Adds a script at [param path] to the Autoload list as [param name]."
msgstr "将 [param path] 处的脚本作为 [param name] 添加到自动加载列表中。"
msgid ""
"Adds a control to the bottom panel (together with Output, Debug, Animation, "
"etc). Returns a reference to the button added. It's up to you to hide/show "
"the button when needed. When your plugin is deactivated, make sure to remove "
"your custom control with [method remove_control_from_bottom_panel] and free "
"it with [method Node.queue_free]."
msgstr ""
"将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。可以"
"根据需要隐藏/显示按钮。停用插件后,请确保使用 [method "
"remove_control_from_bottom_panel] 移除自定义控件,并使用 [method Node."
"queue_free] 将其释放。"
msgid ""
"Adds a custom control to a container (see [enum CustomControlContainer]). "
"There are many locations where custom controls can be added in the editor "
"UI.\n"
"Please remember that you have to manage the visibility of your custom "
"controls yourself (and likely hide it after adding it).\n"
"When your plugin is deactivated, make sure to remove your custom control with "
"[method remove_control_from_container] and free it with [method Node."
"queue_free]."
msgstr ""
"将自定义控件添加到容器中(见 [enum CustomControlContainer])。在编辑器用户界面"
"中,有许多位置可以添加自定义控件。\n"
"请记住,必须自己管理你的自定义控件的可见性(并且很可能在添加后隐藏它)。\n"
"当插件被停用时,请确保使用 [method remove_control_from_container] 移除自定义控"
"件,并使用 [method Node.queue_free] 将其释放。"
msgid ""
"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n"
"If the dock is repositioned and as long as the plugin is active, the editor "
"will save the dock position on further sessions.\n"
"When your plugin is deactivated, make sure to remove your custom control with "
"[method remove_control_from_docks] and free it with [method Node.queue_free]."
msgstr ""
"将控件添加到特定的停靠面板(有关选项,请参阅 [enum DockSlot])。\n"
"如果重新放置了停靠面板,并且只要该插件处于活动状态,编辑器就会在以后的会话中保"
"存停靠面板的位置。\n"
"停用插件后,请确保使用 [method remove_control_from_docks] 移除自定义控件,并使"
"用 [method Node.queue_free] 将其释放。"
msgid ""
"Adds a custom type, which will appear in the list of nodes or resources. An "
"icon can be optionally passed.\n"
"When a given node or resource is selected, the base type will be instantiated "
"(e.g. \"Node3D\", \"Control\", \"Resource\"), then the script will be loaded "
"and set to this object.\n"
"[b]Note:[/b] The base type is the base engine class which this type's class "
"hierarchy inherits, not any custom type parent classes.\n"
"You can use the virtual method [method _handles] to check if your custom "
"object is being edited by checking the script or using the [code]is[/code] "
"keyword.\n"
"During run-time, this will be a simple object with a script so this function "
"does not need to be called then.\n"
"[b]Note:[/b] Custom types added this way are not true classes. They are just "
"a helper to create a node with specific script."
msgstr ""
"添加一个自定义类型,它将出现在节点或资源的列表中。可以选择传递一个图标。\n"
"选择给定的节点或资源时,将实例化基本类型(例"
"如“Node3D”、“Control”、“Resource”然后脚本将被加载并将其设置为该对象。\n"
"[b]注意:[/b]基本类型是该类型的类层次继承的基本引擎类,而不是任何自定义类型的"
"父类。\n"
"可以使用虚方法 [method _handles] 通过检查脚本或使用 [code]is[/code] 关键字来检"
"查你的自定义对象是否正在被编辑。\n"
"在运行时,这将是一个带有脚本的简单对象,因此不需要调用该函数。\n"
"[b]注意:[/b]以这种方式添加的自定义类型不是真正的类。它们只是使用特定脚本创建"
"节点的助手。"
msgid ""
"Adds a [Script] as debugger plugin to the Debugger. The script must extend "
"[EditorDebuggerPlugin]."
msgstr ""
"将一个 [Script] 作为调试器插件添加到调试器。该脚本必须扩展 "
"[EditorDebuggerPlugin]。"
msgid ""
"Registers a new [EditorExportPlugin]. Export plugins are used to perform "
"tasks when the project is being exported.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
"注册一个新的 [EditorExportPlugin]。导出插件是用来在项目被导出时执行任务的。\n"
"有关如何注册插件的示例,请参见 [method add_inspector_plugin]。"
msgid ""
"Registers a new [EditorImportPlugin]. Import plugins are used to import "
"custom and unsupported assets as a custom [Resource] type.\n"
"If [param first_priority] is [code]true[/code], the new import plugin is "
"inserted first in the list and takes precedence over pre-existing plugins.\n"
"[b]Note:[/b] If you want to import custom 3D asset formats use [method "
"add_scene_format_importer_plugin] instead.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
"注册一个新的 [EditorImportPlugin]。导入插件用于将自定义的和不受支持的资产,作"
"为一种自定义 [Resource] 类型导入。\n"
"如果 [param first_priority] 是 [code]true[/code],则该新的导入插件被首先插入列"
"表中,并优先于预先存在的插件。\n"
"[b]注意:[/b]如果要导入自定义 3D 资产格式,请改用 [method "
"add_scene_format_importer_plugin]。\n"
"有关如何注册插件的示例,请参见 [method add_inspector_plugin]。"
msgid ""
"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to extend "
"[EditorInspector] and provide custom configuration tools for your object's "
"properties.\n"
"[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the "
"registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to "
"prevent leaks and an unexpected behavior.\n"
"[codeblocks]\n"
"[gdscript]\n"
"const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/"
"script.gd\")\n"
"var inspector_plugin = MyInspectorPlugin.new()\n"
"\n"
"func _enter_tree():\n"
" add_inspector_plugin(inspector_plugin)\n"
"\n"
"func _exit_tree():\n"
" remove_inspector_plugin(inspector_plugin)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"注册一个新的 [EditorInspectorPlugin]。检查器插件用于扩展 [EditorInspector],并"
"为对象的属性提供自定义配置工具。\n"
"[b]注意:[/b]当 [EditorPlugin] 被禁用时,请始终使用 [method "
"remove_inspector_plugin] 移除已注册的 [EditorInspectorPlugin],以防止泄漏和意"
"外行为。\n"
"[codeblocks]\n"
"[gdscript]\n"
"const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/"
"script.gd\")\n"
"var inspector_plugin = MyInspectorPlugin.new()\n"
"\n"
"func _enter_tree():\n"
" add_inspector_plugin(inspector_plugin)\n"
"\n"
"func _exit_tree():\n"
" remove_inspector_plugin(inspector_plugin)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add "
"custom gizmos to the 3D preview viewport for a [Node3D].\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
"注册一个新的 [EditorNode3DGizmoPlugin]。小工具插件用于将自定义小工具添加到 "
"[Node3D] 的 3D 预览视图。\n"
"有关如何注册插件的示例,请参阅 [method add_inspector_plugin]。"
msgid ""
"Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins "
"are used to add custom resource converters to the editor inspector.\n"
"See [EditorResourceConversionPlugin] for an example of how to create a "
"resource conversion plugin."
msgstr ""
"注册一个新的 [EditorResourceConversionPlugin]。资源转换插件用于将自定义资源转"
"换器添加到编辑器检查器。\n"
"有关如何创建资源转换插件的示例,请参阅 [EditorResourceConversionPlugin]。"
msgid ""
"Registers a new [EditorSceneFormatImporter]. Scene importers are used to "
"import custom 3D asset formats as scenes.\n"
"If [param first_priority] is [code]true[/code], the new import plugin is "
"inserted first in the list and takes precedence over pre-existing plugins."
msgstr ""
"注册一个新的 [EditorSceneFormatImporter]。场景导入器用于将自定义格式的 3D 资产"
"导入为场景。\n"
"如果 [param first_priority] 为 [code]true[/code],则这个新的导入插件会被插入到"
"列表的首位,优先于预先存在的插件。"
msgid ""
"Add a [EditorScenePostImportPlugin]. These plugins allow customizing the "
"import process of 3D assets by adding new options to the import dialogs.\n"
"If [param first_priority] is [code]true[/code], the new import plugin is "
"inserted first in the list and takes precedence over pre-existing plugins."
msgstr ""
"添加 [EditorScenePostImportPlugin]。这些插件能够在导入对话框中添加新的选项,自"
"定义 3D 资产的导入过程。\n"
"如果 [param first_priority] 为 [code]true[/code],则这个新的导入插件会被插入到"
"列表的首位,优先于预先存在的插件。"
msgid ""
"Adds a custom menu item to [b]Project > Tools[/b] named [param name]. When "
"clicked, the provided [param callable] will be called."
msgstr ""
"在[b]项目 > 工具[/b]中添加名为 [param name] 的自定义菜单项。点击时会调用所提供"
"的 [param callable]。"
msgid ""
"Adds a custom [PopupMenu] submenu under [b]Project > Tools >[/b] [param "
"name]. Use [method remove_tool_menu_item] on plugin clean up to remove the "
"menu."
msgstr ""
"在[b]项目 > 工具[/b]中添加名为 [param name] 的自定义 [PopupMenu] 子菜单。请在"
"清理插件时调用 [method remove_tool_menu_item] 移除该菜单。"
msgid ""
"Registers a custom translation parser plugin for extracting translatable "
"strings from custom files."
msgstr "注册一个自定义翻译解析器插件,用于从自定义文件中提取可翻译的字符串。"
msgid ""
"Hooks a callback into the undo/redo action creation when a property is "
"modified in the inspector. This allows, for example, to save other properties "
"that may be lost when a given property is modified.\n"
"The callback should have 4 arguments: [Object] [code]undo_redo[/code], "
"[Object] [code]modified_object[/code], [String] [code]property[/code] and "
"[Variant] [code]new_value[/code]. They are, respectively, the [UndoRedo] "
"object used by the inspector, the currently modified object, the name of the "
"modified property and the new value the property is about to take."
msgstr ""
"当在检查器中修改属性时,将一个回调函数挂钩到撤消/重做动作创建中。例如,这允许"
"保存在修改给定属性时可能丢失的其他属性。\n"
"该回调函数应该有 4 个参数:[Object] [code]undo_redo[/code]、[Object] "
"[code]modified_object[/code]、[String] [code]property[/code]、和 [Variant] "
"[code]new_value[/code]。它们分别是检查器使用的 [UndoRedo] 对象、当前修改的对"
"象、修改的属性的名称、和该属性即将采用的新值。"
msgid ""
"Returns the [EditorInterface] singleton instance.\n"
"[i]Deprecated.[/i] [EditorInterface] is a global singleton and can be "
"accessed directly by its name."
msgstr ""
"返回 [EditorInterface] 单例实例。\n"
"[i]已废弃。[/i][EditorInterface] 是全局单例,可以使用其名称直接访问。"
msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]."
msgstr "返回[b]场景 > 另存为...[/b]下的 [PopupMenu]。"
msgid ""
"Provide the version of the plugin declared in the [code]plugin.cfg[/code] "
"config file."
msgstr "提供在 [code]plugin.cfg[/code] 配置文件中声明的插件版本。"
msgid ""
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"获取用于创建脚本的编辑器对话框。\n"
"[b]注意:[/b]用户可以在使用前对其进行配置。\n"
"[b]警告:[/b]移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。"
msgid ""
"Gets the undo/redo object. Most actions in the editor can be undoable, so use "
"this object to make sure this happens when it's worth it."
msgstr ""
"获取撤消/重做对象。编辑器中的大多数操作都是可以撤消的,因此请使用此对象来确保"
"在需要时执行此操作。"
msgid "Minimizes the bottom panel."
msgstr "最小化底部面板。"
msgid "Makes a specific item in the bottom panel visible."
msgstr "使底部面板中的一个特定项目可见。"
msgid "Queue save the project's editor layout."
msgstr "排队保存游戏项目的编辑器布局。"
msgid "Removes an Autoload [param name] from the list."
msgstr "从列表中移除自动加载 [param name]。"
msgid ""
"Removes the control from the bottom panel. You have to manually [method Node."
"queue_free] the control."
msgstr ""
"从底部面板上移除该控件。必须手动调用 [method Node.queue_free] 释放该控件。"
msgid ""
"Removes the control from the specified container. You have to manually "
"[method Node.queue_free] the control."
msgstr ""
"从指定的容器中移除该控件。必须手动调用 [method Node.queue_free] 释放该控件。"
msgid ""
"Removes the control from the dock. You have to manually [method Node."
"queue_free] the control."
msgstr ""
"从停靠面板中移除该控件。必须手动调用 [method Node.queue_free] 释放该控件。"
msgid "Removes a custom type added by [method add_custom_type]."
msgstr "移除由 [method add_custom_type] 添加的自定义类型。"
msgid "Removes the debugger plugin with given script from the Debugger."
msgstr "从调试器中移除带有给定脚本的调试器插件。"
msgid "Removes an export plugin registered by [method add_export_plugin]."
msgstr "移除由 [method add_export_plugin] 注册的导出插件。"
msgid "Removes an import plugin registered by [method add_import_plugin]."
msgstr "移除由 [method add_import_plugin] 注册的导入插件。"
msgid "Removes an inspector plugin registered by [method add_import_plugin]"
msgstr "移除由 [method add_import_plugin] 注册的检查器插件"
msgid "Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]."
msgstr "移除由 [method add_node_3d_gizmo_plugin] 注册的小工具插件。"
msgid ""
"Removes a resource conversion plugin registered by [method "
"add_resource_conversion_plugin]."
msgstr "移除由 [method add_resource_conversion_plugin] 注册的资源转换插件。"
msgid ""
"Removes a scene format importer registered by [method "
"add_scene_format_importer_plugin]."
msgstr ""
"移除由 [method add_scene_format_importer_plugin] 注册的场景格式导入器插件。"
msgid ""
"Remove the [EditorScenePostImportPlugin], added with [method "
"add_scene_post_import_plugin]."
msgstr ""
"移除由 [method add_scene_post_import_plugin] 注册的 "
"[EditorScenePostImportPlugin]。"
msgid "Removes a menu [param name] from [b]Project > Tools[/b]."
msgstr "从[b]项目 > 工具[/b]中移除名为 [param name] 的菜单。"
msgid ""
"Removes a custom translation parser plugin registered by [method "
"add_translation_parser_plugin]."
msgstr ""
"移除由 [method add_translation_parser_plugin] 注册的自定义翻译解析器插件。"
msgid ""
"Removes a callback previously added by [method "
"add_undo_redo_inspector_hook_callback]."
msgstr "移除由 [method add_undo_redo_inspector_hook_callback] 添加的回调。"
msgid ""
"Enables calling of [method _forward_canvas_force_draw_over_viewport] for the "
"2D editor and [method _forward_3d_force_draw_over_viewport] for the 3D editor "
"when their viewports are updated. You need to call this method only once and "
"it will work permanently for this plugin."
msgstr ""
"更新视口时,为 2D 编辑器启用 [method "
"_forward_canvas_force_draw_over_viewport] 的调用,为 3D 编辑器启用 [method "
"_forward_3d_force_draw_over_viewport] 的调用。只需调用该方法一次,它将永久适用"
"于该插件。"
msgid ""
"Use this method if you always want to receive inputs from 3D view screen "
"inside [method _forward_3d_gui_input]. It might be especially usable if your "
"plugin will want to use raycast in the scene."
msgstr ""
"如果始终希望从 3D 视图屏幕在 [method _forward_3d_gui_input] 中接收输入,请使用"
"该方法。如果插件想要在场景中使用射线投射,它可能特别有用。"
msgid ""
"Updates the overlays of the 2D and 3D editor viewport. Causes methods [method "
"_forward_canvas_draw_over_viewport], [method "
"_forward_canvas_force_draw_over_viewport], [method "
"_forward_3d_draw_over_viewport] and [method "
"_forward_3d_force_draw_over_viewport] to be called."
msgstr ""
"更新 2D 和 3D 编辑器视口的叠加层。会导致方法 [method "
"_forward_canvas_draw_over_viewport]、[method "
"_forward_canvas_force_draw_over_viewport]、[method "
"_forward_3d_draw_over_viewport] 和 [method "
"_forward_3d_force_draw_over_viewport] 被调用。"
msgid ""
"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], "
"[b]AssetLib[/b]). Also works with custom screens defined by plugins."
msgstr ""
"当用户改变工作空间([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])时发"
"出。也适用于由插件定义的自定义屏幕。"
msgid ""
"Emitted when any project setting has changed.\n"
"[i]Deprecated.[/i] Use [signal ProjectSettings.settings_changed] instead."
msgstr ""
"当任意项目设置发生改变时发出。\n"
"[i]已废弃。[/i]请改用 [signal ProjectSettings.settings_changed]。"
msgid "Emitted when the given [param resource] was saved on disc."
msgstr "给定的资源 [param resource] 保存到磁盘时发出。"
msgid ""
"Emitted when the scene is changed in the editor. The argument will return the "
"root node of the scene that has just become active. If this scene is new and "
"empty, the argument will be [code]null[/code]."
msgstr ""
"在编辑器中更改场景时发出。该参数将返回刚刚变为活动状态的场景的根节点。如果此场"
"景是新场景且为空,则参数将为 [code]null[/code]。"
msgid ""
"Emitted when user closes a scene. The argument is file path to a closed scene."
msgstr "当用户关闭场景时发出。参数是关闭的场景的文件路径。"
msgid "Main editor toolbar, next to play buttons."
msgstr "主编辑器的工具栏,旁边是运行按钮。"
msgid "The toolbar that appears when 3D editor is active."
msgstr "3D 编辑器处于活动状态时出现的工具栏。"
msgid "Left sidebar of the 3D editor."
msgstr "3D 编辑器的左侧边栏。"
msgid "Right sidebar of the 3D editor."
msgstr "3D 编辑器的右侧边栏。"
msgid "Bottom panel of the 3D editor."
msgstr "3D 编辑器的底部面板。"
msgid "The toolbar that appears when 2D editor is active."
msgstr "2D 编辑器处于活动状态时出现的工具条。"
msgid "Left sidebar of the 2D editor."
msgstr "2D 编辑器的左侧边栏。"
msgid "Right sidebar of the 2D editor."
msgstr "2D 编辑器的右侧边栏。"
msgid "Bottom panel of the 2D editor."
msgstr "2D 编辑器的底部面板。"
msgid "Bottom section of the inspector."
msgstr "检查器的底部。"
msgid "Tab of Project Settings dialog, to the left of other tabs."
msgstr "项目设置对话框中的选项卡,在其他选项卡的左侧。"
msgid "Tab of Project Settings dialog, to the right of other tabs."
msgstr "项目设置对话框中的选项卡,在其他选项卡的右侧。"
msgid "Dock slot, left side, upper-left (empty in default layout)."
msgstr "左侧停靠槽的左上(默认布局中为空)。"
msgid "Dock slot, left side, bottom-left (empty in default layout)."
msgstr "左侧停靠槽的左下(默认布局中为空)。"
msgid ""
"Dock slot, left side, upper-right (in default layout includes Scene and "
"Import docks)."
msgstr "左侧停靠槽的右上(默认布局中为“场景”和“导入”面板)。"
msgid ""
"Dock slot, left side, bottom-right (in default layout includes FileSystem "
"dock)."
msgstr "左侧停靠槽的右下(默认布局中为“文件系统”面板)。"
msgid ""
"Dock slot, right side, upper-left (in default layout includes Inspector, "
"Node, and History docks)."
msgstr "右侧停靠槽的左上(默认布局中为“检查器”“节点”以及“历史”面板)。"
msgid "Dock slot, right side, bottom-left (empty in default layout)."
msgstr "右侧停靠槽的左下(默认布局中为空)。"
msgid "Dock slot, right side, upper-right (empty in default layout)."
msgstr "右侧停靠槽的右上(默认布局中为空)。"
msgid "Dock slot, right side, bottom-right (empty in default layout)."
msgstr "右侧停靠槽的右下(默认布局中为空)。"
msgid "Represents the size of the [enum DockSlot] enum."
msgstr "代表 [enum DockSlot] 枚举的大小。"
msgid "Forwards the [InputEvent] to other EditorPlugins."
msgstr "将该 [InputEvent] 转发给其他 EditorPlugin。"
msgid "Prevents the [InputEvent] from reaching other Editor classes."
msgstr "阻止该 [InputEvent] 到达其他 Editor 类。"
msgid ""
"Pass the [InputEvent] to other editor plugins except the main [Node3D] one. "
"This can be used to prevent node selection changes and work with sub-gizmos "
"instead."
msgstr ""
"将该 [InputEvent] 传递给除主 [Node3D] 插件之外的其他编辑器插件。这可用于防止节"
"点选择更改并且改为使用子小工具。"
msgid ""
"Custom control for editing properties that can be added to the "
"[EditorInspector]."
msgstr "用于编辑属性的自定义控件,可以添加到 [EditorInspector] 中。"
msgid ""
"A custom control for editing properties that can be added to the "
"[EditorInspector]. It is added via [EditorInspectorPlugin]."
msgstr ""
"用于编辑属性的自定义控件,可以添加到 [EditorInspector] 中。通过 "
"[EditorInspectorPlugin] 添加。"
msgid ""
"Called when the read-only status of the property is changed. It may be used "
"to change custom controls into a read-only or modifiable state."
msgstr ""
"当属性的只读状态被改变时被调用。它可用于将自定义控件改变为只读或可修改的状态。"
msgid "When this virtual function is called, you must update your editor."
msgstr "当这个虚函数被调用时,你必须更新你的编辑器。"
msgid ""
"If any of the controls added can gain keyboard focus, add it here. This "
"ensures that focus will be restored if the inspector is refreshed."
msgstr ""
"如果添加的任何控件可以获得键盘焦点,将其添加到此处。这样可以确保在检查器被刷新"
"时恢复焦点。"
msgid ""
"If one or several properties have changed, this must be called. [param field] "
"is used in case your editor can modify fields separately (as an example, "
"Vector3.x). The [param changing] argument avoids the editor requesting this "
"property to be refreshed (leave as [code]false[/code] if unsure)."
msgstr ""
"如果一个或几个属性发生了变化,必然会调用这个函数。[param field] 用于你的编辑器"
"可以单独修改字段的情况例如Vector3.x。[param changing] 参数可以避免编辑器"
"请求刷新该属性(如果不确定,请保留为 [code]false[/code])。"
msgid "Gets the edited object."
msgstr "获取被编辑的对象。"
msgid ""
"Gets the edited property. If your editor is for a single property (added via "
"[method EditorInspectorPlugin._parse_property]), then this will return the "
"property."
msgstr ""
"获取被编辑的属性。如果你的编辑器适用于单个属性(通过 [method "
"EditorInspectorPlugin._parse_property] 添加),则返回该属性。"
msgid ""
"Puts the [param editor] control below the property label. The control must be "
"previously added using [method Node.add_child]."
msgstr ""
"将 [param editor] 控件放在属性标签的下方。该控件必须事先用 [method Node."
"add_child] 添加。"
msgid "Forces refresh of the property display."
msgstr "强制刷新属性显示。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is "
"checkable."
msgstr "用于检查器,该属性可勾选时设置为 [code]true[/code]。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is checked."
msgstr "用于检查器,该属性已勾选时设置为 [code]true[/code]。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property can be "
"deleted by the user."
msgstr "用于检查器,该属性可以被用户删除时设置为 [code]true[/code]。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is drawn "
"with the editor theme's warning color. This is used for editable children's "
"properties."
msgstr ""
"用于检查器,该属性用编辑器主题的警告色绘制时设置为 [code]true[/code]。用于可编"
"辑子节点的属性。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property can add "
"keys for animation."
msgstr "用于检查器,该属性可以被添加为动画关键帧时设置为 [code]true[/code]。"
msgid "Set this property to change the label (if you want to show one)."
msgstr "设置此属性可改变标签(如果你想显示标签)。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is read-"
"only."
msgstr "用于检查器,该属性为只读时设置为 [code]true[/code]。"
msgid ""
"Emit it if you want multiple properties modified at the same time. Do not use "
"if added via [method EditorInspectorPlugin._parse_property]."
msgstr ""
"如果想要同时修改多个属性,请发出它。如果属性是通过 [method "
"EditorInspectorPlugin._parse_property] 添加的,请勿使用。"
msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
msgstr "子检查器会使用。如果选择的是对象 ID则触发。"
msgid ""
"Emitted when the revertability (i.e., whether it has a non-default value and "
"thus is displayed with a revert icon) of a property has changed."
msgstr ""
"当属性的可恢复性(即,它是否具有非默认值并因此显示为带有恢复图标)发生变化时发"
"出。"
msgid "Do not emit this manually, use the [method emit_changed] method instead."
msgstr "不要手动触发,使用 [method emit_changed] 方法代替。"
msgid "Emitted when a property was checked. Used internally."
msgstr "勾选某个属性时发出。内部使用。"
msgid "Emitted when a property was deleted. Used internally."
msgstr "删除某个属性时发出。内部使用。"
msgid ""
"Emit it if you want to add this value as an animation key (check for keying "
"being enabled first)."
msgstr "如果你想将此值添加这个值为动画键,请触发它(首先检查是否启用了键控)。"
msgid "Emit it if you want to key a property with a single value."
msgstr "如果你想用一个单一的值来键入一个属性,请触发它。"
msgid ""
"Emit it if you want to mark (or unmark) the value of a property for being "
"saved regardless of being equal to the default value.\n"
"The default value is the one the property will get when the node is just "
"instantiated and can come from an ancestor scene in the inheritance/"
"instantiation chain, a script or a builtin class."
msgstr ""
"如果想要对某个属性进行标记(或者取消标记),让它无论是否与默认值相等都进行保"
"存,请发出它。\n"
"默认值指节点刚刚实例化后属性的取值,可以来自继承/实例化链上的祖先场景、脚本或"
"内置类。"
msgid ""
"If you want a sub-resource to be edited, emit this signal with the resource."
msgstr "如果你想编辑一个子资源,请将此信号与资源一起发出。"
msgid "Emitted when selected. Used internally."
msgstr "选择时触发。内部使用。"
msgid ""
"Plugin for adding custom converters from one resource format to another in "
"the editor resource picker context menu; for example, converting a "
"[StandardMaterial3D] to a [ShaderMaterial]."
msgstr ""
"用于在编辑器资源选择器的上下文菜单中添加从一种资源格式到另一种资源格式的自定义"
"转换器的插件;例如,将 [StandardMaterial3D] 转换为 [ShaderMaterial]。"
msgid ""
"[EditorResourceConversionPlugin] is invoked when the context menu is brought "
"up for a resource in the editor inspector. Relevant conversion plugins will "
"appear as menu options to convert the given resource to a target type.\n"
"Below shows an example of a basic plugin that will convert an [ImageTexture] "
"to a [PortableCompressedTexture2D].\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends EditorResourceConversionPlugin\n"
"\n"
"func _handles(resource: Resource):\n"
" return resource is ImageTexture\n"
"\n"
"func _converts_to():\n"
" return \"PortableCompressedTexture2D\"\n"
"\n"
"func _convert(itex: Resource):\n"
" var ptex = PortableCompressedTexture2D.new()\n"
" ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D."
"COMPRESSION_MODE_LOSSLESS)\n"
" return ptex\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"To use an [EditorResourceConversionPlugin], register it using the [method "
"EditorPlugin.add_resource_conversion_plugin] method first."
msgstr ""
"当编辑器检查器中的资源被调出上下文菜单时,[EditorResourceConversionPlugin] 被"
"调用。相关的转换插件将作为菜单选项出现,以将给定的资源转换为目标类型。\n"
"下面展示了一个将 [ImageTexture] 转换为 [PortableCompressedTexture2D] 的基本插"
"件示例。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends EditorResourceConversionPlugin\n"
"\n"
"func _handles(resource: Resource):\n"
" return resource is ImageTexture\n"
"\n"
"func _converts_to():\n"
" return \"PortableCompressedTexture2D\"\n"
"\n"
"func _convert(itex: Resource):\n"
" var ptex = PortableCompressedTexture2D.new()\n"
" ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D."
"COMPRESSION_MODE_LOSSLESS)\n"
" return ptex\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"要使用 [EditorResourceConversionPlugin],请先使用 [method EditorPlugin."
"add_resource_conversion_plugin] 方法注册它。"
msgid ""
"Takes an input [Resource] and converts it to the type given in [method "
"_converts_to]. The returned [Resource] is the result of the conversion, and "
"the input [Resource] remains unchanged."
msgstr ""
"获取输入 [Resource] 并将其转换为 [method _converts_to] 中给定的类型。返回的 "
"[Resource] 是转换后的结果,输入的 [Resource] 保持不变。"
msgid ""
"Returns the class name of the target type of [Resource] that this plugin "
"converts source resources to."
msgstr "返回该插件将源资源转换为的 [Resource] 的目标类型的类名。"
msgid ""
"Called to determine whether a particular [Resource] can be converted to the "
"target resource type by this plugin."
msgstr "调用以确定特定 [Resource] 是否可以通过该插件转换为目标资源类型。"
msgid "Godot editor's control for selecting [Resource] type properties."
msgstr "Godot 编辑器用于选择 [Resource] 类型属性的控件。"
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
"of [Resource] type properties. It provides options for creating, loading, "
"saving and converting resources. Can be used with [EditorInspectorPlugin] to "
"recreate the same behavior.\n"
"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
"editing is controlled by the Inspector dock itself or sub-Inspectors."
msgstr ""
"此 [Control] 节点用于编辑器的属性检查器以允许编辑 [Resource] 类型属性。它提供"
"了创建、加载、保存和转换资源的选项。可以与 [EditorInspectorPlugin] 检查器插件"
"一起使用以重新创建相同的行为。\n"
"[b]注意:[/b]这个 [Control] 不包括资源的任何编辑器,因为编辑是由属性检查器本身"
"或子检查器控制的。"
msgid ""
"This virtual method can be implemented to handle context menu items not "
"handled by default. See [method _set_create_options]."
msgstr ""
"该虚方法可以被实现,以处理默认未处理的上下文菜单项目。请参阅 [method "
"_set_create_options]。"
msgid ""
"This virtual method is called when updating the context menu of "
"[EditorResourcePicker]. Implement this method to override the \"New ...\" "
"items with your own options. [param menu_node] is a reference to the "
"[PopupMenu] node.\n"
"[b]Note:[/b] Implement [method _handle_menu_selected] to handle these custom "
"items."
msgstr ""
"在更新 [EditorResourcePicker] 的上下文菜单时调用该虚方法。实现该方法以使用你自"
"己的选项覆盖“新建 ...”项目。[param menu_node] 是对 [PopupMenu] 节点的引用。\n"
"[b]注意:[/b]实现 [method _handle_menu_selected] 来处理这些自定义项。"
msgid ""
"Returns a list of all allowed types and subtypes corresponding to the [member "
"base_type]. If the [member base_type] is empty, an empty list is returned."
msgstr ""
"返回一个与 [member base_type] 对应的所有允许的类型和子类型的列表。如果 "
"[member base_type] 是空,将返回一个空的列表。"
msgid ""
"Sets the toggle mode state for the main button. Works only if [member "
"toggle_mode] is set to [code]true[/code]."
msgstr ""
"设置主按钮的切换模式状态。只有当 [member toggle_mode] 被设置为 [code]true[/"
"code] 时才起作用。"
msgid ""
"The base type of allowed resource types. Can be a comma-separated list of "
"several options."
msgstr "允许资源类型的基本类型。可以是几个选项的逗号分离列表。"
msgid "If [code]true[/code], the value can be selected and edited."
msgstr "如果为 [code]true[/code],则可以选择和编辑该值。"
msgid "The edited resource value."
msgstr "已编辑的资源值。"
msgid ""
"If [code]true[/code], the main button with the resource preview works in the "
"toggle mode. Use [method set_toggle_pressed] to manually set the state."
msgstr ""
"如果为 [code]true[/code],带有资源预览的主按钮在切换模式下工作。使用 [method "
"set_toggle_pressed] 来手动设置状态。"
msgid "Emitted when the value of the edited resource was changed."
msgstr "当正在编辑的资源改变值时发出。"
msgid ""
"Emitted when the resource value was set and user clicked to edit it. When "
"[param inspect] is [code]true[/code], the signal was caused by the context "
"menu \"Edit\" or \"Inspect\" option."
msgstr ""
"当资源值被设置,并且用户点击它编辑时触发。当 [param inspect] 为 [code]true[/"
"code] 时,该信号是由上下文菜单“编辑”或“检查”选项引起的。"
msgid "A node used to generate previews of resources or files."
msgstr "用于生成资源或文件的预览的节点。"
msgid ""
"This node is used to generate previews for resources or files.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_previewer]."
msgstr ""
"该节点用于生成文件资源的预览。\n"
"[b]注意:[/b]不应该直接实例化这个类。请使用 [method EditorInterface."
"get_resource_previewer] 访问单例。"
msgid "Create an own, custom preview generator."
msgstr "创建一个自定义的预览生成器。"
msgid ""
"Check if the resource changed, if so, it will be invalidated and the "
"corresponding signal emitted."
msgstr "检查资源是否发生变化,如果发生变化,则无效,并发出相应的信号。"
msgid ""
"Queue the [param resource] being edited for preview. Once the preview is "
"ready, the [param receiver]'s [param receiver_func] will be called. The "
"[param receiver_func] must take the following four arguments: [String] path, "
"[Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. "
"[param userdata] can be anything, and will be returned when [param "
"receiver_func] is called.\n"
"[b]Note:[/b] If it was not possible to create the preview the [param "
"receiver_func] will still be called, but the preview will be null."
msgstr ""
"将正在编辑的 [param resource] 排队以供预览。预览准备就绪后,将调用 [param "
"receiver] 的 [param receiver_func]。[param receiver_func] 必须接受以下四个参"
"数:[String] path、[Texture2D] preview、[Texture2D] thumbnail_preview、"
"[Variant] userdata。[param userdata] 可以是任何东西,并将在调用 [param "
"receiver_func] 时返回。\n"
"[b]注意:[/b]如果无法创建预览,[param receiver_func] 仍将被调用,但 preview 将"
"为 null。"
msgid ""
"Queue a resource file located at [param path] for preview. Once the preview "
"is ready, the [param receiver]'s [param receiver_func] will be called. The "
"[param receiver_func] must take the following four arguments: [String] path, "
"[Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. "
"[param userdata] can be anything, and will be returned when [param "
"receiver_func] is called.\n"
"[b]Note:[/b] If it was not possible to create the preview the [param "
"receiver_func] will still be called, but the preview will be null."
msgstr ""
"将位于 [param path] 的资源文件排队以供预览。预览准备就绪后,将调用 [param "
"receiver] 的 [param receiver_func]。[param receiver_func] 必须接受以下四个参"
"数:[String] path、[Texture2D] preview、[Texture2D] thumbnail_preview、"
"[Variant] userdata。[param userdata] 可以是任何东西,并将在调用 [param "
"receiver_func] 时返回。\n"
"[b]注意:[/b]如果无法创建预览,[param receiver_func] 仍将被调用,但 preview 将"
"为 null。"
msgid "Removes a custom preview generator."
msgstr "移除自定义预览生成器。"
msgid ""
"Emitted if a preview was invalidated (changed). [param path] corresponds to "
"the path of the preview."
msgstr "预览无效(更改)时发出。[param path] 对应预览的路径。"
msgid "Custom generator of previews."
msgstr "自定义的预览生成器。"
msgid ""
"Custom code to generate previews. Please check [code]file_dialog/"
"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
"previews at."
msgstr ""
"自定义代码来生成预览。请查看 [EditorSettings] 中的 [code]file_dialog/"
"thumbnail_size[/code],找出适合做预览的尺寸。"
msgid ""
"If this function returns [code]true[/code], the generator will call [method "
"_generate] or [method _generate_from_path] for small previews as well.\n"
"By default, it returns [code]false[/code]."
msgstr ""
"如果该函数返回 [code]true[/code],则该生成器也会为小型预览调用 [method "
"_generate] 或 [method _generate_from_path]。\n"
"默认情况下,它返回 [code]false[/code]。"
msgid ""
"Generate a preview from a given resource with the specified size. This must "
"always be implemented.\n"
"Returning an empty texture is an OK way to fail and let another generator "
"take care.\n"
"Care must be taken because this function is always called from a thread (not "
"the main thread).\n"
"[param metadata] dictionary can be modified to store file-specific metadata "
"that can be used in [method EditorResourceTooltipPlugin."
"_make_tooltip_for_path] (like image size, sample length etc.)."
msgstr ""
"根据给定的资源生成指定大小的预览。必须始终实现。\n"
"失败时允许返回空纹理,会由其他生成器接手。\n"
"必须保持谨慎,因为这个函数始终是从(主线程以外的)线程中调用的。\n"
"可以修改 [param metadata] 字典,从而保存能够在 [method "
"EditorResourceTooltipPlugin._make_tooltip_for_path] 中使用的文件相关的源数据"
"(例如图片大小、采样长度等)。"
msgid ""
"Generate a preview directly from a path with the specified size. Implementing "
"this is optional, as default code will load and call [method _generate].\n"
"Returning an empty texture is an OK way to fail and let another generator "
"take care.\n"
"Care must be taken because this function is always called from a thread (not "
"the main thread).\n"
"[param metadata] dictionary can be modified to store file-specific metadata "
"that can be used in [method EditorResourceTooltipPlugin."
"_make_tooltip_for_path] (like image size, sample length etc.)."
msgstr ""
"根据路径直接生成指定大小的预览。可选实现,默认代码会在加载后调用 [method "
"_generate]。\n"
"失败时允许返回空纹理,会由其他生成器接手。\n"
"必须保持谨慎,因为这个函数始终是从(主线程以外的)线程中调用的。\n"
"可以修改 [param metadata] 字典,从而保存能够在 [method "
"EditorResourceTooltipPlugin._make_tooltip_for_path] 中使用的文件相关的源数据"
"(例如图片大小、采样长度等)。"
msgid ""
"If this function returns [code]true[/code], the generator will automatically "
"generate the small previews from the normal preview texture generated by the "
"methods [method _generate] or [method _generate_from_path].\n"
"By default, it returns [code]false[/code]."
msgstr ""
"如果该函数返回 [code]true[/code],则该生成器将自动从通过方法 [method "
"_generate] 或 [method _generate_from_path] 生成的普通预览纹理生成小型预览。\n"
"默认情况下,它返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if your generator supports the resource of type "
"[param type]."
msgstr ""
"如果你的生成器支持类型为 [param type] 的资源,则返回 [code]true[/code]。"
msgid "A plugin that advanced tooltip for its handled resource type."
msgstr "为处理的资源类型制作高阶工具提示的插件。"
msgid ""
"Resource tooltip plugins are used by [FileSystemDock] to generate customized "
"tooltips for specific resources. E.g. tooltip for a [Texture2D] displays a "
"bigger preview and the texture's dimensions.\n"
"A plugin must be first registered with [method FileSystemDock."
"add_resource_tooltip_plugin]. When the user hovers a resource in filesystem "
"dock which is handled by the plugin, [method _make_tooltip_for_path] is "
"called to create the tooltip. It works similarly to [method Control."
"_make_custom_tooltip]."
msgstr ""
"[FileSystemDock] 使用的资源工具提示插件,能够为指定资源生成自定义工具提示。例"
"如,[Texture2D] 的工具提示会显示较大的预览和该纹理的尺寸。\n"
"插件必须先使用 [method FileSystemDock.add_resource_tooltip_plugin] 注册。用户"
"悬停在文件系统面板中该插件能够处理的资源上时,就会调用 [method "
"_make_tooltip_for_path] 来创建工具提示。工作原理类似于 [method Control."
"_make_custom_tooltip]。"
msgid ""
"Return [code]true[/code] if the plugin is going to handle the given "
"[Resource] [param type]."
msgstr ""
"如果插件要处理给定的 [Resource] 类型 [param type],则返回 [code]true[/code]。"
msgid ""
"Create and return a tooltip that will be displayed when the user hovers a "
"resource under the given [param path] in filesystem dock.\n"
"The [param metadata] dictionary is provided by preview generator (see [method "
"EditorResourcePreviewGenerator._generate]).\n"
"[param base] is the base default tooltip, which is a [VBoxContainer] with a "
"file name, type and size labels. If another plugin handled the same file "
"type, [param base] will be output from the previous plugin. For best result, "
"make sure the base tooltip is part of the returned [Control].\n"
"[b]Note:[/b] It's unadvised to use [method ResourceLoader.load], especially "
"with heavy resources like models or textures, because it will make the editor "
"unresponsive when creating the tooltip. You can use [method "
"request_thumbnail] if you want to display a preview in your tooltip.\n"
"[b]Note:[/b] If you decide to discard the [param base], make sure to call "
"[method Node.queue_free], because it's not freed automatically.\n"
"[codeblock]\n"
"func _make_tooltip_for_path(path, metadata, base):\n"
" var t_rect = TextureRect.new()\n"
" request_thumbnail(path, t_rect)\n"
" base.add_child(t_rect) # The TextureRect will appear at the bottom of the "
"tooltip.\n"
" return base\n"
"[/codeblock]"
msgstr ""
"创建并返回工具提示,会在用户悬停在文件系统面板上路径为 [param path] 的资源上时"
"显示。\n"
"元数据字典 [param metadata] 由预览生成器提供(见 [method "
"EditorResourcePreviewGenerator._generate])。\n"
"[param base] 是基础的默认工具提示,是一个包含文件名、类型、大小标签的 "
"[VBoxContainer]。如果其他插件也能够处理相同的文件类型,那么 [param base] 就是"
"上一个插件的输出。为了达到最佳效果,请确保基础工具提示是返回的 [Control] 的一"
"部分。\n"
"[b]注意:[/b]不建议使用 [method ResourceLoader.load],尤其是模型、纹理等开销较"
"大的资源,否则会在创建工具提示时让编辑器失去响应。如果想要在工具提示中显示预"
"览,可以使用 [method request_thumbnail]。\n"
"[b]注意:[/b]如果你决定要丢弃 [param base],请确保调用了 [method Node."
"queue_free],否则不会自动释放。\n"
"[codeblock]\n"
"func _make_tooltip_for_path(path, metadata, base):\n"
" var t_rect = TextureRect.new()\n"
" request_thumbnail(path, t_rect)\n"
" base.add_child(t_rect) # TextureRect 会出现在工具提示的底部。\n"
" return base\n"
"[/codeblock]"
msgid ""
"Requests a thumbnail for the given [TextureRect]. The thumbnail is created "
"asynchronously by [EditorResourcePreview] and automatically set when "
"available."
msgstr ""
"为给定的 [TextureRect] 请求缩略图。缩略图使用 [EditorResourcePreview] 异步创"
"建,会在可用时自动设置。"
msgid "Imports scenes from third-parties' 3D files."
msgstr "从第三方的 3D 文件中导入场景。"
msgid ""
"[EditorSceneFormatImporter] allows to define an importer script for a third-"
"party 3D format.\n"
"To use [EditorSceneFormatImporter], register it using the [method "
"EditorPlugin.add_scene_format_importer_plugin] method first."
msgstr ""
"[EditorSceneFormatImporter] 允许为第三方 3D 格式定义导入器脚本。\n"
"要使用 [EditorSceneFormatImporter],请先使用 [method EditorPlugin."
"add_scene_format_importer_plugin] 方法注册它。"
msgid "Importer for Blender's [code].blend[/code] scene file format."
msgstr "Blender 的 [code].blend[/code] 场景文件格式的导入器。"
msgid ""
"Imports Blender scenes in the [code].blend[/code] file format through the "
"glTF 2.0 3D import pipeline. This importer requires Blender to be installed "
"by the user, so that it can be used to export the scene as glTF 2.0.\n"
"The location of the Blender binary is set via the [code]filesystem/import/"
"blender/blender3_path[/code] editor setting.\n"
"This importer is only used if [member ProjectSettings.filesystem/import/"
"blender/enabled] is enabled, otherwise [code].blend[/code] files present in "
"the project folder are not imported.\n"
"Blend import requires Blender 3.0.\n"
"Internally, the EditorSceneFormatImporterBlend uses the Blender glTF \"Use "
"Original\" mode to reference external textures."
msgstr ""
"通过 glTF 2.0 3D 导入管道导入使用 [code].blend[/code] 文件格式的 Blender 场"
"景。该导入器要求用户安装 Blender以便将场景导出为 glTF 2.0。\n"
"Blender 可执行文件的位置是通过 [code]filesystem/import/blender/blender3_path[/"
"code] 编辑器设置来设置的。\n"
"该导入器仅在启用 [member ProjectSettings.filesystem/import/blender/enabled] 时"
"使用,否则不会导入项目文件夹中存在的 [code].blend[/code] 文件。\n"
"Blend 导入需要 Blender 3.0。\n"
"在内部EditorSceneFormatImporterBlend 使用 Blender glTF“使用原始”模式来引用外"
"部纹理。"
msgid "Importer for the [code].fbx[/code] scene file format."
msgstr "[code].fbx[/code] 场景文件格式的导入器。"
msgid ""
"Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using "
"the FBX2glTF command line tool.\n"
"The location of the FBX2glTF binary is set via the [code]filesystem/import/"
"fbx/fbx2gltf_path[/code] editor setting.\n"
"This importer is only used if [member ProjectSettings.filesystem/import/fbx/"
"enabled] is enabled, otherwise [code].fbx[/code] files present in the project "
"folder are not imported."
msgstr ""
"通过使用 FBX2glTF 命令行工具将 Autodesk FBX 3D 场景转换为 glTF 2.0 来导入它"
"们。\n"
"FBX2glTF 可执行文件的位置通过 [code]filesystem/import/fbx/fbx2gltf_path[/"
"code] 编辑器设置来设置的。\n"
"该导入器仅在启用 [member ProjectSettings.filesystem/import/fbx/enabled] 时使"
"用,否则不会导入项目文件夹中存在的 [code].fbx[/code] 文件。"
msgid "Post-processes scenes after import."
msgstr "导入后对场景进行后处理。"
msgid ""
"Imported scenes can be automatically modified right after import by setting "
"their [b]Custom Script[/b] Import property to a [code]tool[/code] script that "
"inherits from this class.\n"
"The [method _post_import] callback receives the imported scene's root node "
"and returns the modified version of the scene. Usage example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool # Needed so it runs in editor.\n"
"extends EditorScenePostImport\n"
"\n"
"# This sample changes all node names.\n"
"# Called right after the scene is imported and gets the root node.\n"
"func _post_import(scene):\n"
" # Change all node names to \"modified_[oldnodename]\"\n"
" iterate(scene)\n"
" return scene # Remember to return the imported scene\n"
"\n"
"func iterate(node):\n"
" if node != null:\n"
" node.name = \"modified_\" + node.name\n"
" for child in node.get_children():\n"
" iterate(child)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"// This sample changes all node names.\n"
"// Called right after the scene is imported and gets the root node.\n"
"[Tool]\n"
"public partial class NodeRenamer : EditorScenePostImport\n"
"{\n"
" public override GodotObject _PostImport(Node scene)\n"
" {\n"
" // Change all node names to \"modified_[oldnodename]\"\n"
" Iterate(scene);\n"
" return scene; // Remember to return the imported scene\n"
" }\n"
"\n"
" public void Iterate(Node node)\n"
" {\n"
" if (node != null)\n"
" {\n"
" node.Name = $\"modified_{node.Name}\";\n"
" foreach (Node child in node.GetChildren())\n"
" {\n"
" Iterate(child);\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"通过将[b]自定义脚本[/b]导入属性设置为从此类继承的 [code]tool[/code] 脚本,可以"
"在导入后立即自动修改导入的场景。\n"
"[method _post_import] 回调接收导入场景的根节点,并返回场景的修改版本。使用示"
"例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool # 需要它才能在编辑器中运行。\n"
"extends EditorScenePostImport\n"
"\n"
"# 该示例更改所有节点名称。\n"
"# 在导入场景并获取根节点后立即调用。\n"
"func _post_import(scene):\n"
" # 将所有节点名称更改为 “modified_[oldnodename]”\n"
" iterate(scene)\n"
" return scene # 记得返回导入的场景\n"
"\n"
"func iterate(node):\n"
" if node != null:\n"
" node.name = \"modified_\" + node.name\n"
" for child in node.get_children():\n"
" iterate(child)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"// 该示例更改所有节点名称。\n"
"// 在导入场景并获取根节点后立即调用。\n"
"[Tool]\n"
"public partial class NodeRenamer : EditorScenePostImport\n"
"{\n"
" public override GodotObject _PostImport(Node scene)\n"
" {\n"
" // 将所有节点名称更改为 “modified_[oldnodename]”\n"
" Iterate(scene);\n"
" return scene; // 记得返回导入的场景\n"
" }\n"
"\n"
" public void Iterate(Node node)\n"
" {\n"
" if (node != null)\n"
" {\n"
" node.Name = $\"modified_{node.Name}\";\n"
" foreach (Node child in node.GetChildren())\n"
" {\n"
" Iterate(child);\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Importing 3D scenes: Configuration: Using import scripts for automation"
msgstr "导入 3D 场景:配置:使用导入脚本进行自动化"
msgid ""
"Called after the scene was imported. This method must return the modified "
"version of the scene."
msgstr "在场景被导入后触发。本方法必须返回场景的修改版本。"
msgid ""
"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
"code])."
msgstr "返回导入的源文件路径(如[code]res://scene.dae[/code])。"
msgid "Plugin to control and modifying the process of importing a scene."
msgstr "用于控制和修改导入场景的过程的插件。"
msgid ""
"This plugin type exists to modify the process of importing scenes, allowing "
"to change the content as well as add importer options at every stage of the "
"process."
msgstr ""
"这种插件类型的存在是为了修改导入场景的处理,允许在处理的每个阶段更改内容以及添"
"加导入器选项。"
msgid ""
"Override to add general import options. These will appear in the main import "
"dock on the editor. Add options via [method add_import_option] and [method "
"add_import_option_advanced]."
msgstr ""
"覆盖以添加常规导入选项。这些将出现在编辑器的主导入停靠面板中。通过 [method "
"add_import_option] 和 [method add_import_option_advanced] 添加选项。"
msgid ""
"Override to add internal import options. These will appear in the 3D scene "
"import dialog. Add options via [method add_import_option] and [method "
"add_import_option_advanced]."
msgstr ""
"覆盖以添加内部导入选项。这些将出现在 3D 场景导入对话框中。通过 [method "
"add_import_option] 和 [method add_import_option_advanced] 添加选项。"
msgid ""
"Return true whether updating the 3D view of the import dialog needs to be "
"updated if an option has changed."
msgstr "返回在选项已更改时是否需要更新导入对话框的 3D 视图,若更新则返回 true。"
msgid ""
"Return true or false whether a given option should be visible. Return null to "
"ignore."
msgstr "返回给定的选项是否应该可见。忽略时返回 null。"
msgid "Process a specific node or resource for a given category."
msgstr "处理给定类别的特定节点或资源。"
msgid ""
"Post process the scene. This function is called after the final scene has "
"been configured."
msgstr "对场景进行后期处理。该方法会在最终场景配置完成后调用。"
msgid ""
"Pre Process the scene. This function is called right after the scene format "
"loader loaded the scene and no changes have been made."
msgstr ""
"对场景进行预处理。该方法会在场景格式加载器加载场景后、尚未进行更改时调用。"
msgid ""
"Add a specific import option (name and default value only). This function can "
"only be called from [method _get_import_options] and [method "
"_get_internal_import_options]."
msgstr ""
"添加特定的导入选项(仅限名称和默认值)。该函数只能从 [method "
"_get_import_options] 和 [method _get_internal_import_options] 被调用。"
msgid ""
"Add a specific import option. This function can only be called from [method "
"_get_import_options] and [method _get_internal_import_options]."
msgstr ""
"添加特定的导入选项。该函数只能从 [method _get_import_options] 和 [method "
"_get_internal_import_options] 被调用。"
msgid ""
"Query the value of an option. This function can only be called from those "
"querying visibility, or processing."
msgstr "查询选项的值。该函数只能从查询可见性的函数或处理函数中被调用。"
msgid "Base script that can be used to add extension functions to the editor."
msgstr "可用于为编辑器添加扩展功能的基础脚本。"
msgid ""
"Scripts extending this class and implementing its [method _run] method can be "
"executed from the Script Editor's [b]File > Run[/b] menu option (or by "
"pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is "
"useful for adding custom in-editor functionality to Godot. For more complex "
"additions, consider using [EditorPlugin]s instead.\n"
"[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n"
"[b]Example script:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorScript\n"
"\n"
"func _run():\n"
" print(\"Hello from the Godot Editor!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class HelloEditor : EditorScript\n"
"{\n"
" public override void _Run()\n"
" {\n"
" GD.Print(\"Hello from the Godot Editor!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
"the usual Godot [b]Output[/b] dock.\n"
"[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when "
"nothing references it. This can cause errors during asynchronous operations "
"if there are no references to the script."
msgstr ""
"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的[b]"
"文件 > 运行[/b]菜单选项(或按 [kbd]Ctrl + Shift + X[/kbd])执行。这对于向 "
"Godot 添加自定义的编辑内功能很有用。对于更复杂的添加,请考虑改用 "
"[EditorPlugin]。\n"
"[b]注意:[/b]扩展脚本需要启用 [code]tool[/code] 工具模式。\n"
"[b]示例脚本:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorScript\n"
"\n"
"func _run():\n"
" print(\"Hello from the Godot Editor!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class HelloEditor : EditorScript\n"
"{\n"
" public override void _Run()\n"
" {\n"
" GD.Print(\"Hello from the Godot Editor!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]脚本在编辑器上下文中运行这意味着输出在使用编辑器stdout启动"
"的控制台窗口中可见,而不是通常的 Godot [b]输出[/b]停靠面板。\n"
"[b]注意:[/b]EditorScript 是 [RefCounted],这意味着它不再被引用时会被销毁。如"
"果没有对脚本的引用,这可能会在异步操作期间导致错误。"
msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
msgstr "当使用[b]文件 > 运行[/b]时,此方法由编辑器执行。"
msgid ""
"Adds [param node] as a child of the root node in the editor context.\n"
"[b]Warning:[/b] The implementation of this method is currently disabled."
msgstr ""
"在编辑器上下文中,将 [param node] 添加为根节点的子节点。\n"
"[b]警告:[/b]该方法的实现目前已被禁用。"
msgid "Returns the Editor's currently active scene."
msgstr "返回编辑器的当前活动场景。"
msgid ""
"Godot editor's control for selecting the [code]script[/code] property of a "
"[Node]."
msgstr ""
"Godot 编辑器的控件,用于选择节点 [Node] 的脚本 [code]script[/code] 属性。"
msgid ""
"Similar to [EditorResourcePicker] this [Control] node is used in the editor's "
"Inspector dock, but only to edit the [code]script[/code] property of a "
"[Node]. Default options for creating new resources of all possible subtypes "
"are replaced with dedicated buttons that open the \"Attach Node Script\" "
"dialog. Can be used with [EditorInspectorPlugin] to recreate the same "
"behavior.\n"
"[b]Note:[/b] You must set the [member script_owner] for the custom context "
"menu items to work."
msgstr ""
"与 [EditorResourcePicker] 类似,这个 [Control] 节点在编辑器的检查器面板中使"
"用,但只用于编辑 [Node] 的 [code]script[/code] 属性。创建包含所有可能子类型的"
"新资源的默认选项 被替换为打开“附加节点脚本”对话框的专用按钮。可以与 "
"[EditorInspectorPlugin] 一起使用以重新创建相同的行为。\n"
"[b]注意:[/b]你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥作"
"用。"
msgid "The owner [Node] of the script property that holds the edited resource."
msgstr "持有被编辑资源的脚本属性的所有者 [Node]。"
msgid "Manages the SceneTree selection in the editor."
msgstr "管理编辑器中的 SceneTree 选择。"
msgid ""
"This object manages the SceneTree selection in the editor.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_selection]."
msgstr ""
"这个对象管理编辑器中的 SceneTree 选择。\n"
"[b]注意:[/b]这个类不应该直接实例化。相反,使用[method EditorInterface."
"get_selection]访问单例。"
msgid ""
"Adds a node to the selection.\n"
"[b]Note:[/b] The newly selected node will not be automatically edited in the "
"inspector. If you want to edit a node, use [method EditorInterface.edit_node]."
msgstr ""
"将一个节点添加到选择中。\n"
"[b]注意:[/b]新选择的节点不会在检查器中自动被编辑。如果你想编辑一个节点,请使"
"用 [method EditorInterface.edit_node]。"
msgid "Clear the selection."
msgstr "清除选中项。"
msgid "Gets the list of selected nodes."
msgstr "获取所选节点的列表。"
msgid ""
"Gets the list of selected nodes, optimized for transform operations (i.e. "
"moving them, rotating, etc). This list avoids situations where a node is "
"selected and also child/grandchild."
msgstr ""
"获取所选节点的列表,针对变换操作(如移动、旋转等)进行优化。这个列表避免了节点"
"被选中的情况,也避免了子/孙节点被选中的情况。"
msgid "Removes a node from the selection."
msgstr "从选择中删除一个节点。"
msgid "Emitted when the selection changes."
msgstr "更改选择时发出。"
msgid "Object that holds the project-independent editor settings."
msgstr "保存编辑器设置的对象,这些设置与项目无关。"
msgid ""
"Object that holds the project-independent editor settings. These settings are "
"generally visible in the [b]Editor > Editor Settings[/b] menu.\n"
"Property names use slash delimiters to distinguish sections. Setting values "
"can be of any [Variant] type. It's recommended to use [code]snake_case[/code] "
"for editor settings to be consistent with the Godot editor itself.\n"
"Accessing the settings can be done using the following methods, such as:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var settings = EditorInterface.get_editor_settings()\n"
"# `settings.set(\"some/property\", 10)` also works as this class overrides "
"`_set()` internally.\n"
"settings.set_setting(\"some/property\", 10)\n"
"# `settings.get(\"some/property\")` also works as this class overrides "
"`_get()` internally.\n"
"settings.get_setting(\"some/property\")\n"
"var list_of_settings = settings.get_property_list()\n"
"[/gdscript]\n"
"[csharp]\n"
"EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n"
"// `settings.set(\"some/property\", value)` also works as this class "
"overrides `_set()` internally.\n"
"settings.SetSetting(\"some/property\", Value);\n"
"// `settings.get(\"some/property\", value)` also works as this class "
"overrides `_get()` internally.\n"
"settings.GetSetting(\"some/property\");\n"
"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = "
"settings.GetPropertyList();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_editor_settings]."
msgstr ""
"保存编辑器设置的对象,这些设置与项目无关,通常在[b]编辑器 > 编辑器设置[/b]菜单"
"中可见。\n"
"属性名称中使用斜线分隔符来区分不同的部分。设置的值可以是任何 [Variant] 类型。"
"编辑器设置的名称建议使用 [code]snake_case[/code] 形式,与 Godot 编辑器本身保持"
"一致。\n"
"可以使用以下方法访问设置,例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var settings = EditorInterface.get_editor_settings()\n"
"# 也可以写 `settings.set(\"some/property\", 10)`,因为这个类内部覆盖了 "
"`_set()`。\n"
"settings.set_setting(\"some/property\", 10)\n"
"# 也可以写 `settings.get(\"some/property\")` ,因为这个类内部覆盖了 "
"`_get()`。\n"
"settings.get_setting(\"some/property\")\n"
"var list_of_settings = settings.get_property_list()\n"
"[/gdscript]\n"
"[csharp]\n"
"EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n"
"// 也可以写 `settings.set(\"some/property\", 10)`,因为这个类内部覆盖了 "
"`_set()`。\n"
"settings.SetSetting(\"some/property\", Value);\n"
"// 也可以写 `settings.get(\"some/property\")` ,因为这个类内部覆盖了 "
"`_get()`。\n"
"settings.GetSetting(\"some/property\");\n"
"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = "
"settings.GetPropertyList();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]不能直接实例化这个类。请改用 [method EditorInterface."
"get_editor_settings] 访问单例。"
msgid ""
"Adds a custom property info to a property. The dictionary must contain:\n"
"- [code]name[/code]: [String] (the name of the property)\n"
"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
"[code]hint_string[/code]: [String]\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var settings = EditorInterface.get_editor_settings()\n"
"settings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"settings.add_property_info(property_info)\n"
"[/gdscript]\n"
"[csharp]\n"
"var settings = GetEditorInterface().GetEditorSettings();\n"
"settings.Set(\"category/property_name\", 0);\n"
"\n"
"var propertyInfo = new Godot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", Variant.Type.Int},\n"
" {\"hint\", PropertyHint.Enum},\n"
" {\"hint_string\", \"one,two,three\"}\n"
"};\n"
"\n"
"settings.AddPropertyInfo(propertyInfo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"向属性添加自定义属性信息。该字典必须包含:\n"
"- [code]name[/code]: [String](属性名称)\n"
"- [code]type[/code]: [int](参见 [enum Variant.Type]\n"
"- (可选) [code]hint[/code]: [int] (参见 [enum PropertyHint])和 "
"[code]hint_string[/code]: [String]\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var settings = EditorInterface.get_editor_settings()\n"
"settings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"settings.add_property_info(property_info)\n"
"[/gdscript]\n"
"[csharp]\n"
"var settings = GetEditorInterface().GetEditorSettings();\n"
"settings.Set(\"category/property_name\", 0);\n"
"\n"
"var propertyInfo = new Godot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", Variant.Type.Int},\n"
" {\"hint\", PropertyHint.Enum},\n"
" {\"hint_string\", \"one,two,three\"}\n"
"};\n"
"\n"
"settings.AddPropertyInfo(propertyInfo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Checks if any settings with the prefix [param setting_prefix] exist in the "
"set of changed settings. See also [method get_changed_settings]."
msgstr ""
"检查已改变的设置中是否存在前缀为 [param setting_prefix] 的设置项。另见 "
"[method get_changed_settings]。"
msgid "Erases the setting whose name is specified by [param property]."
msgstr "擦除名称由 [param property] 指定的设置项。"
msgid ""
"Gets an array of the settings which have been changed since the last save. "
"Note that internally [code]changed_settings[/code] is cleared after a "
"successful save, so generally the most appropriate place to use this method "
"is when processing [constant NOTIFICATION_EDITOR_SETTINGS_CHANGED]."
msgstr ""
"获取上次保存以来发生更改的设置项数组。请注意,成功保存后内部会将 "
"[code]changed_settings[/code] 清空,所以一般最适合使用该方法的地方是在处理 "
"[constant NOTIFICATION_EDITOR_SETTINGS_CHANGED] 时。"
msgid "Returns the list of favorite files and directories for this project."
msgstr "返回该游戏项目收藏的文件和目录的列表。"
msgid ""
"Returns project-specific metadata for the [param section] and [param key] "
"specified. If the metadata doesn't exist, [param default] will be returned "
"instead. See also [method set_project_metadata]."
msgstr ""
"返回由 [param section] 和 [param key] 指定的特定于项目的元数据。如果该元数据不"
"存在,则将返回 [param default]。另见 [method set_project_metadata]。"
msgid ""
"Returns the list of recently visited folders in the file dialog for this "
"project."
msgstr "返回该游戏项目在文件对话框中最近访问的文件夹的列表。"
msgid ""
"Returns the value of the setting specified by [param name]. This is "
"equivalent to using [method Object.get] on the EditorSettings instance."
msgstr ""
"返回由 [param name] 指定的设置项的值。等价于在 EditorSettings 实例上使用 "
"[method Object.get]。"
msgid ""
"Returns [code]true[/code] if the setting specified by [param name] exists, "
"[code]false[/code] otherwise."
msgstr ""
"如果由 [param name] 指定的设置项存在则返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
msgid ""
"Marks the passed editor setting as being changed, see [method "
"get_changed_settings]. Only settings which exist (see [method has_setting]) "
"will be accepted."
msgstr ""
"将传入的编辑器设置项标记为已更改,请参阅 [method get_changed_settings]。只有存"
"在的设置(参见 [method has_setting])才会被接受。"
msgid ""
"Overrides the built-in editor action [param name] with the input actions "
"defined in [param actions_list]."
msgstr ""
"使用 [param actions_list] 中定义的输入动作,覆盖内置的编辑器动作 [param "
"name]。"
msgid "Sets the list of favorite files and directories for this project."
msgstr "设置该游戏项目收藏的文件和目录的列表。"
msgid ""
"Sets the initial value of the setting specified by [param name] to [param "
"value]. This is used to provide a value for the Revert button in the Editor "
"Settings. If [param update_current] is true, the current value of the setting "
"will be set to [param value] as well."
msgstr ""
"将由 [param name] 指定的设置项的初始值设置为 [param value]。用于在“编辑器设"
"置”中为“恢复”按钮提供值。如果 [param update_current] 为 true则该设置的当前值"
"也会被设为 [param value]。"
msgid ""
"Sets project-specific metadata with the [param section], [param key] and "
"[param data] specified. This metadata is stored outside the project folder "
"and therefore won't be checked into version control. See also [method "
"get_project_metadata]."
msgstr ""
"设置由 [param section]、[param key]、[param data] 指定的特定于项目的元数据。该"
"元数据保存在项目文件夹之外,因此不会加入到版本控制中。另见 [method "
"get_project_metadata]。"
msgid ""
"Sets the list of recently visited folders in the file dialog for this project."
msgstr "设置该游戏项目在文件对话框中最近访问的文件夹的列表。"
msgid ""
"Sets the [param value] of the setting specified by [param name]. This is "
"equivalent to using [method Object.set] on the EditorSettings instance."
msgstr ""
"将由 [param name] 指定的设置项设置为 [param value]。等价于在 EditorSettings 实"
"例上使用 [method Object.set]。"
msgid ""
"If [code]true[/code], automatically switches to the [b]Remote[/b] scene tree "
"when running the project from the editor. If [code]false[/code], stays on the "
"[b]Local[/b] scene tree when running the project from the editor."
msgstr ""
"如果为 [code]true[/code],则在从编辑器运行项目时自动切换到[b]远程[/b]场景树。"
"如果为 [code]false[/code],则在从编辑器运行项目时保持[b]本地[/b]场景树。"
msgid ""
"The size of the profiler's frame history. The default value (3600) allows "
"seeing up to 60 seconds of profiling if the project renders at a constant 60 "
"FPS. Higher values allow viewing longer periods of profiling in the graphs, "
"especially when the project is running at high framerates."
msgstr ""
"分析器的帧历史的大小。如果项目以恒定的 60 FPS 渲染则默认值3600允许查看最"
"多 60 秒的分析。更高的值允许在图表中查看更长时间的分析,尤其是当项目以高帧率运"
"行时。"
msgid ""
"The maximum number of script functions that can be displayed per frame in the "
"profiler. If there are more script functions called in a given profiler "
"frame, these functions will be discarded from the profiling results "
"entirely.\n"
"[b]Note:[/b] This setting is only read when the profiler is first started, so "
"changing it during profiling will have no effect."
msgstr ""
"性能分析器中,每帧能够显示的脚本函数的最大数量。如果给定的分析器帧中存在超过这"
"个数量的脚本函数,则这些函数会被完全全部丢弃。\n"
"[b]注意:[/b]这个设置仅在首次启动性能分析器时读取,进行分析时修改无效。"
msgid ""
"The refresh interval for the remote inspector's properties (in seconds). "
"Lower values are more reactive, but may cause stuttering while the project is "
"running from the editor and the [b]Remote[/b] scene tree is selected in the "
"Scene tree dock."
msgstr ""
"远程检查器属性的刷新间隔(单位为秒)。值越低反应越快,但如果项目从编辑器运行并"
"且“场景”面板中选中了[b]远程[/b]场景树就可能导致卡顿。"
msgid ""
"The refresh interval for the remote scene tree (in seconds). Lower values are "
"more reactive, but may cause stuttering while the project is running from the "
"editor and the [b]Remote[/b] scene tree is selected in the Scene tree dock."
msgstr ""
"远程场景树的刷新间隔(单位为秒)。值越低反应越快,但如果项目从编辑器运行并"
"且“场景”面板中选中了[b]远程[/b]场景树就可能导致卡顿。"
msgid ""
"If [code]true[/code], displays folders in the FileSystem dock's bottom pane "
"when split mode is enabled. If [code]false[/code], only files will be "
"displayed in the bottom pane. Split mode can be toggled by pressing the icon "
"next to the [code]res://[/code] folder path.\n"
"[b]Note:[/b] This setting has no effect when split mode is disabled (which is "
"the default)."
msgstr ""
"如果为 [code]true[/code],则在启用拆分模式时,在文件系统停靠面板的底部窗格中显"
"示文件夹。如果为 [code]false[/code],则只有文件将显示在底部窗格中。可以通过按 "
"[code]res://[/code] 文件夹路径旁边的图标来切换拆分模式。\n"
"[b]注意:[/b]当拆分模式被禁用(这是默认设置)时,该设置无效。"
msgid ""
"List of file extensions to consider as editable text files in the FileSystem "
"dock (by double-clicking on the files)."
msgstr ""
"文件扩展名列表,“文件系统”面板会将这些文件认为是可编辑的文本文件(在文件上双击"
"编辑)。"
msgid ""
"The thumbnail size to use in the FileSystem dock (in pixels). See also "
"[member filesystem/file_dialog/thumbnail_size]."
msgstr ""
"“文件系统”面板中使用的缩略图大小(单位为像素)。另见 [member filesystem/"
"file_dialog/thumbnail_size]。"
msgid ""
"The refresh interval to use for the Inspector dock's properties. The effect "
"of this setting is mainly noticeable when adjusting gizmos in the 2D/3D "
"editor and looking at the inspector at the same time. Lower values make the "
"inspector refresh more often, but take up more CPU time."
msgstr ""
"检查器停靠面板中属性的刷新间隔。当在 2D/3D 编辑器中调整小工具并同时查看检查器"
"时,该设置的效果特别明显。值越低检查器刷新越频繁,也会占用更多 CPU 时间。"
msgid ""
"The tint intensity to use for the subresources background in the Inspector "
"dock. The tint is used to distinguish between different subresources in the "
"inspector. Higher values result in a more noticeable background color "
"difference."
msgstr ""
"检查器停靠面板中子资源背景的着色强度。着色用于区分检查器中不同的子资源。值越"
"高,背景颜色差异越明显。"
msgid ""
"If [code]true[/code], the scene tree dock will automatically unfold nodes "
"when a node that has folded parents is selected."
msgstr ""
"如果为 [code]true[/code],则在选中节点时,场景树停靠面板会自动展开该节点已折叠"
"的父节点。"
msgid ""
"If [code]true[/code], the Create dialog (Create New Node/Create New Resource) "
"will start with all its sections expanded. Otherwise, sections will be "
"collapsed until the user starts searching (which will automatically expand "
"sections as needed)."
msgstr ""
"如果为 [code]true[/code],则创建对话框(创建新节点/创建新资源)将以展开其所有"
"部分开始。否则,部分将被折叠,直到用户开始搜索(这将根据需要自动展开部分)。"
msgid ""
"The \"start\" stop of the color gradient to use for bones in the 2D skeleton "
"editor."
msgstr "2D 骨架编辑器中,骨骼颜色渐变的“开始”点。"
msgid ""
"The \"end\" stop of the color gradient to use for bones in the 2D skeleton "
"editor."
msgstr "2D 骨架编辑器中,骨骼颜色渐变的“结束”点。"
msgid ""
"The color to use for inverse kinematics-enabled bones in the 2D skeleton "
"editor."
msgstr "2D 骨架编辑器中,用于启用了反向运动学的骨骼的颜色。"
msgid ""
"The outline color to use for non-selected bones in the 2D skeleton editor. "
"See also [member editors/2d/bone_selected_color]."
msgstr ""
"2D 骨架编辑器中,用于未选中骨骼的轮廓颜色。另见 [member editors/2d/"
"bone_selected_color]。"
msgid ""
"The outline size in the 2D skeleton editor (in pixels). See also [member "
"editors/2d/bone_width].\n"
"[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node "
"in any way, or closing and reopening the scene."
msgstr ""
"2D 骨架编辑器中轮廓的大小(单位为像素)。另见 [member editors/2d/"
"bone_width]。\n"
"[b]注意:[/b]对此值的更改只有在以任何方式修改 [Bone2D] 节点,或者关闭并重新打"
"开场景后才会生效。"
msgid ""
"The color to use for selected bones in the 2D skeleton editor. See also "
"[member editors/2d/bone_outline_color]."
msgstr ""
"2D 骨架编辑器中,用于已选中骨骼的颜色。另见 [member editors/2d/"
"bone_outline_color]。"
msgid ""
"The bone width in the 2D skeleton editor (in pixels). See also [member "
"editors/2d/bone_outline_size].\n"
"[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node "
"in any way, or closing and reopening the scene."
msgstr ""
"2D 骨架编辑器中的骨骼宽度(单位为像素)。另见 [member editors/2d/"
"bone_outline_size]。\n"
"[b]注意:[/b]对此值的更改只有在以任何方式修改 [Bone2D] 节点,或者关闭并重新打"
"开场景后才会生效。"
msgid "The grid color to use in the 2D editor."
msgstr "2D 编辑器使用的栅格颜色。"
msgid ""
"The guides color to use in the 2D editor. Guides can be created by dragging "
"the mouse cursor from the rulers."
msgstr "2D 编辑器使用的参考线颜色。可以通过从标尺上拖动鼠标光标来创建参考线。"
msgid ""
"The color to use when drawing smart snapping lines in the 2D editor. The "
"smart snapping lines will automatically display when moving 2D nodes if smart "
"snapping is enabled in the Snapping Options menu at the top of the 2D editor "
"viewport."
msgstr ""
"在 2D 编辑器中,绘制智能吸附线时使用的颜色。如果在 2D 编辑器视口顶部的“吸附选"
"项”菜单中启用智能吸附,则移动 2D 节点时智能吸附线将自动显示。"
msgid ""
"If [code]true[/code], the 2D editor will snap to integer zoom values while "
"not holding the [kbd]Alt[/kbd] key and powers of two while holding it. If "
"[code]false[/code], this behavior is swapped."
msgstr ""
"如果为 [code]true[/code]2D 编辑器将在不按住 [kbd]Alt[/kbd] 键的情况下吸附到"
"整数缩放值,并在按住时吸附到 2 的幂。如果为 [code]false[/code],则交换这种行"
"为。"
msgid ""
"The color of the viewport border in the 2D editor. This border represents the "
"viewport's size at the base resolution defined in the Project Settings. "
"Objects placed outside this border will not be visible unless a [Camera2D] "
"node is used, or unless the window is resized and the stretch mode is set to "
"[code]disabled[/code]."
msgstr ""
"2D 编辑器中视口边框的颜色。该边框表示在项目设置中定义的基本分辨率下的视口大"
"小。除非使用 [Camera2D] 节点,或者除非调整窗口大小并将拉伸模式设置为 "
"[code]disabled[/code],否则放置在该边界之外的对象将不可见。"
msgid ""
"The default camera field of view to use in the 3D editor (in degrees). The "
"camera field of view can be adjusted on a per-scene basis using the [b]View[/"
"b] menu at the top of the 3D editor. If a scene had its camera field of view "
"adjusted using the [b]View[/b] menu, this setting is ignored in the scene in "
"question. This setting is also ignored while a Camera3D node is being "
"previewed in the editor."
msgstr ""
"在 3D 编辑器中使用的默认相机视野(以度为单位)。可以使用 3D 编辑器顶部的[b]查"
"看[/b]菜单,在每个场景的基础上调整相机视野。如果使用[b]查看[/b]菜单调整了场景"
"的相机视野,则该设置将在相关场景中被忽略。在编辑器中预览 Camera3D 节点时,该设"
"置也将被忽略。"
msgid ""
"The default camera far clip distance to use in the 3D editor (in degrees). "
"Higher values make it possible to view objects placed further away from the "
"camera, at the cost of lower precision in the depth buffer (which can result "
"in visible Z-fighting in the distance). The camera far clip distance can be "
"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D "
"editor. If a scene had its camera far clip distance adjusted using the "
"[b]View[/b] menu, this setting is ignored in the scene in question. This "
"setting is also ignored while a Camera3D node is being previewed in the "
"editor."
msgstr ""
"在 3D 编辑器中使用的默认相机远剪辑距离(以度为单位)。较高的值可以查看距离相机"
"较远的对象,但会降低深度缓冲区的精度(这可能导致远处可见的 Z 冲突)。可以使用 "
"3D 编辑器顶部的[b]查看[/b]菜单在每个场景的基上,调整相机远剪辑距离。如果一个场"
"景使用[b]查看[/b]菜单调整了其相机远剪辑距离,则该设置在相关场景中将被忽略。在"
"编辑器中预览 Camera3D 节点时,该设置也将被忽略。"
msgid ""
"The default camera near clip distance to use in the 3D editor (in degrees). "
"Lower values make it possible to view objects placed closer to the camera, at "
"the cost of lower precision in the depth buffer (which can result in visible "
"Z-fighting in the distance). The camera near clip distance can be adjusted on "
"a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If "
"a scene had its camera near clip distance adjusted using the [b]View[/b] "
"menu, this setting is ignored in the scene in question. This setting is also "
"ignored while a Camera3D node is being previewed in the editor."
msgstr ""
"要在 3D 编辑器中使用的默认相机近剪辑距离(以度为单位)。较低的值可以查看距离相"
"机更近的对象,但会降低深度缓冲区的精度(这可能会导致远处可见的 Z 冲突)。可以"
"使用 3D 编辑器顶部的[b]查看[/b]菜单,在每个场景的基上调整相机近剪辑距离。如果"
"一个场景使用[b]查看[/b]菜单,调整了其相机近剪辑距离,则该设置在相关场景中将被"
"忽略。在编辑器中预览 Camera3D 节点时,该设置也将被忽略。"
msgid ""
"The modifier key to use to enable freelook in the 3D editor (on top of "
"pressing the right mouse button).\n"
"[b]Note:[/b] Regardless of this setting, the freelook toggle keyboard "
"shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"用于在 3D 编辑器中启用自由观看的修饰键(在按下鼠标右键的同时)。\n"
"[b]注意:[/b]无论该设置如何,自由观看切换键盘快捷键(默认为 [kbd]Shift + F[/"
"kbd])始终可用。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时单击鼠标按钮"
"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。"
msgid ""
"The base 3D freelook speed in units per second. This can be adjusted by using "
"the mouse wheel while in freelook mode, or by holding down the \"fast\" or "
"\"slow\" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, "
"respectively)."
msgstr ""
"基本 3D 自由观看速度单位3D 单位unit每秒。这可以通过在自由观看模式下"
"使用鼠标滚轮进行调整,或者按住“快速”或“慢速”修饰键(默认分别为 [kbd]Shift[/"
"kbd] 和 [kbd]Alt[/kbd] )。"
msgid ""
"The inertia of the 3D freelook camera. Higher values make the camera start "
"and stop slower, which looks smoother but adds latency."
msgstr ""
"3D 自由观看相机的惯性。较高的值会使相机启动和停止更慢,这看起来更流畅但会增加"
"延迟。"
msgid ""
"The navigation scheme to use when freelook is enabled in the 3D editor. Some "
"of the navigation schemes below may be more convenient when designing "
"specific levels in the 3D editor.\n"
"- [b]Default:[/b] The \"Freelook Forward\", \"Freelook Backward\", \"Freelook "
"Up\" and \"Freelook Down\" keys will move relative to the camera, taking its "
"pitch angle into account for the movement.\n"
"- [b]Partially Axis-Locked:[/b] The \"Freelook Forward\" and \"Freelook "
"Backward\" keys will move relative to the camera, taking its pitch angle into "
"account for the movement. The \"Freelook Up\" and \"Freelook Down\" keys will "
"move in an \"absolute\" manner, [i]not[/i] taking the camera's pitch angle "
"into account for the movement.\n"
"- [b]Fully Axis-Locked:[/b] The \"Freelook Forward\", \"Freelook Backward\", "
"\"Freelook Up\" and \"Freelook Down\" keys will move in an \"absolute\" "
"manner, [i]not[/i] taking the camera's pitch angle into account for the "
"movement.\n"
"See also [member editors/3d/navigation/navigation_scheme]."
msgstr ""
"在 3D 编辑器中启用自由观看时使用的导航方案。在 3D 编辑器中设计特定关卡时,下面"
"的一些导航方案可能会更方便。\n"
"- [b]默认值:[/b]“自由观看向前”、“自由观看向后”、“自由观看向上”和“自由观看向"
"下”键将相对于相机移动,运动时考虑相机的俯仰角。\n"
"- [b]部分轴锁定:[/b]“自由观看向前”和“自由观看向后”键将相对于相机移动,运动时"
"考虑相机的俯仰角。“自由观看向上”和“自由观看向下”键将以“绝对的”方式移动,运动时"
"[i]不[/i]考虑相机的俯仰角。\n"
"- [b]完全轴锁定:[/b]“自由观看向前”、“自由观看向后”、“自由观看向上”和“自由观看"
"向下”键将以“绝对的”方式移动,运动时[i]不[/i]考虑相机的俯仰角。\n"
"另见 [member editors/3d/navigation/navigation_scheme]。"
msgid ""
"The mouse sensitivity to use while freelook mode is active in the 3D editor. "
"See also [member editors/3d/navigation_feel/orbit_sensitivity]."
msgstr ""
"在 3D 编辑器中启用自由观看模式时使用的鼠标灵敏度。另见 [member editors/3d/"
"navigation_feel/orbit_sensitivity]。"
msgid ""
"If [code]true[/code], freelook speed is linked to the zoom value used in the "
"camera orbit mode in the 3D editor."
msgstr ""
"如果为 [code]true[/code],则自由观看速度与 3D 编辑器中相机轨道模式中使用的缩放"
"值相关联。"
msgid ""
"The grid division bias to use in the 3D editor. Negative values will cause "
"small grid divisions to appear earlier, whereas positive values will cause "
"small grid divisions to appear later."
msgstr ""
"在 3D 编辑器中使用的栅格划分偏差。负值会使小的栅格划分出现得更早,而正值会使小"
"的栅格划分出现得更晚。"
msgid ""
"The largest grid division to use in the 3D editor. Together with [member "
"editors/3d/primary_grid_steps], this determines how large the grid divisions "
"can be. The grid divisions will not be able to get larger than "
"[code]primary_grid_steps ^ grid_division_level_max[/code] units. By default, "
"when [member editors/3d/primary_grid_steps] is [code]8[/code], this means "
"grid divisions cannot get larger than [code]64[/code] units each (so primary "
"grid lines are [code]512[/code] units apart), no matter how far away the "
"camera is from the grid."
msgstr ""
"在 3D 编辑器中使用的最大栅格划分。这个属性与 [member editors/3d/"
"primary_grid_steps] 一同决定栅格划分的大小。栅格不能大于 "
"[code]primary_grid_steps ^ grid_division_level_max[/code] 个单位。默认情况下 "
"[member editors/3d/primary_grid_steps] 为 [code]8[/code],这意味着无论相机离栅"
"格有多远,每个栅格划分都不能大于 [code]64[/code] 个单位(因此主栅格线之间相距 "
"[code]512[/code] 个单位)。"
msgid ""
"The smallest grid division to use in the 3D editor. Together with [member "
"editors/3d/primary_grid_steps], this determines how small the grid divisions "
"can be. The grid divisions will not be able to get smaller than "
"[code]primary_grid_steps ^ grid_division_level_min[/code] units. By default, "
"this means grid divisions cannot get smaller than 1 unit each, no matter how "
"close the camera is from the grid."
msgstr ""
"在 3D 编辑器中使用的最小栅格划分。这个属性与 [member editors/3d/"
"primary_grid_steps] 一同决定栅格划分的大小。栅格不能小于 "
"[code]primary_grid_steps ^ grid_division_level_min[/code] 个单位。默认情况下这"
"意味着无论相机离栅格有多近,每个栅格划分都不能小于 1 个单位。"
msgid ""
"The grid size in units. Higher values prevent the grid from appearing \"cut "
"off\" at certain angles, but make the grid more demanding to render. "
"Depending on the camera's position, the grid may not be fully visible since a "
"shader is used to fade it progressively."
msgstr ""
"栅格大小单位3D 单位unit。较高的值可防止栅格在某些角度出现“截断”但会"
"使栅格对渲染的要求更高。根据相机的位置,栅格可能不会完全可见,因为着色器用于逐"
"渐淡化它。"
msgid ""
"If [code]true[/code], render the grid on an XY plane. This can be useful for "
"3D side-scrolling games."
msgstr ""
"如果为 [code]true[/code],则在 XY 平面上渲染栅格。可用于 3D 横向卷轴游戏。"
msgid "If [code]true[/code], render the grid on an XZ plane."
msgstr "如果为 [code]true[/code],则在 XZ 平面上渲染栅格。"
msgid ""
"If [code]true[/code], render the grid on a YZ plane. This can be useful for "
"3D side-scrolling games."
msgstr ""
"如果为 [code]true[/code],则在 YZ 平面上渲染栅格。可用于 3D 横向卷轴游戏。"
msgid ""
"If [code]true[/code], enables 3-button mouse emulation mode. This is useful "
"on laptops when using a trackpad.\n"
"When 3-button mouse emulation mode is enabled, the pan, zoom and orbit "
"modifiers can always be used in the 3D editor viewport, even when not holding "
"down any mouse button.\n"
"[b]Note:[/b] No matter the orbit modifier configured in [member editors/3d/"
"navigation/orbit_modifier], [kbd]Alt[/kbd] will always remain usable for "
"orbiting in this mode to improve usability with graphics tablets."
msgstr ""
"如果为 [code]true[/code],启用 3 键鼠标模拟模式。这在使用触控板的笔记本电脑上"
"很有用。\n"
"启用 3 键鼠标模拟模式后,即使未按住任何鼠标按钮,也始终可以在 3D 编辑器视口中"
"使用平移、缩放、和视轨修饰键。\n"
"[b]注意:[/b]无论 [member editors/3d/navigation/orbit_modifier] 中配置的视轨修"
"饰键如何,[kbd]Alt[/kbd] 在该模式下始终可用于视轨,以提高绘图板的可用性。"
msgid ""
"If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] keys "
"to function as their equivalent numpad keys for 3D editor navigation. This "
"should be enabled on keyboards that have no numeric keypad available."
msgstr ""
"如果为 [code]true[/code],则允许使用顶行 [kbd]0[/kbd]-[kbd]9[/kbd] 键作为 3D "
"编辑器导航的等效数字键盘键。应该在没有可用数字小键盘的键盘上启用。"
msgid ""
"If [code]true[/code], invert the horizontal mouse axis when panning or "
"orbiting in the 3D editor. This setting does [i]not[/i] apply to freelook "
"mode."
msgstr ""
"如果为 [code]true[/code],则在 3D 编辑器中平移或视轨时,反转鼠标水平轴。该设置"
"[i]不[/i]适用于自由观看模式。"
msgid ""
"If [code]true[/code], invert the vertical mouse axis when panning, orbiting, "
"or using freelook mode in the 3D editor."
msgstr ""
"如果为 [code]true[/code],则在 3D 编辑器中平移、视轨、或使用自由观看模式时,反"
"转鼠标垂直轴。"
msgid ""
"The navigation scheme to use in the 3D editor. Changing this setting will "
"affect the mouse buttons that must be held down to perform certain operations "
"in the 3D editor viewport.\n"
"- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse "
"button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.\n"
"- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse "
"button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times "
"faster. [kbd]Mouse wheel[/kbd] to zoom.\n"
"- [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift "
"+ Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] "
"to zoom.\n"
"See also [member editors/3d/freelook/freelook_navigation_scheme].\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"在 3D 编辑器中使用的导航方案。更改该设置将影响鼠标按钮,这些鼠标按钮必须被按住"
"才能在 3D 编辑器视口中执行某些操作。\n"
"- [b]Godot[/b]鼠标中键进行视轨,[kbd]Shift + 鼠标中键[/kbd]进行平移。[kbd]鼠标"
"滚轮[/kbd]进行缩放。\n"
"- [b]Maya[/b][kbd]Alt + 鼠标左键[/kbd]进行视轨。[kbd]鼠标中键[/kbd]进行平"
"移,[kbd]Shift + 鼠标中键[/kbd] 平移速度提高 10 倍。[kbd]鼠标滚轮[/kbd]进行缩"
"放。\n"
"- [b]Modo[/b][kbd]Alt + 鼠标左键[/kbd]进行视轨。 [kbd]Alt + Shift + 鼠标左键"
"[/kbd]进行平移。 [kbd]Ctrl + Alt + 鼠标左键[/kbd]进行缩放。\n"
"另请参阅 [member editors/3d/freelook/freelook_navigation_scheme]。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮"
"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。"
msgid ""
"The modifier key that must be held to orbit in the 3D editor.\n"
"[b]Note:[/b] If [member editors/3d/navigation/emulate_3_button_mouse] is "
"[code]true[/code], [kbd]Alt[/kbd] will always remain usable for orbiting to "
"improve usability with graphics tablets.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"必须被按住以在 3D 编辑器中进行视轨的修饰键。\n"
"[b]注意:[/b]如果 [member editors/3d/navigation/emulate_3_button_mouse] 为 "
"[code]true[/code],则 [kbd]Alt[/kbd] 将始终可用于视轨以提高绘图板的可用性。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮"
"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。"
msgid ""
"The modifier key that must be held to pan in the 3D editor.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"必须被按住以在 3D 编辑器中进行平移的修饰键。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮"
"时会被窗口管理器拦截。这意味着 Godot 不会看到该修饰键被按下。"
msgid ""
"If [code]true[/code], warps the mouse around the 3D viewport while panning in "
"the 3D editor. This makes it possible to pan over a large area without having "
"to exit panning and adjust the mouse cursor."
msgstr ""
"如果为 [code]true[/code],则会在 3D 编辑器中平移时,鼠标超出 3D 视口范围后将其"
"传送到对侧。这样在大型区域中平移就不必先退出平移然后调整鼠标光标。"
msgid ""
"The modifier key that must be held to zoom in the 3D editor.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"必须被按住以在 3D 编辑器中进行放大的修饰键。\n"
"[b]注意:[/b]在 Linux 的某些窗口管理器上,[kbd]Alt[/kbd] 键在同时点击鼠标按钮"
"时会被窗口管理器拦截。这意味着 Godot 不会看到该修改键被按下。"
msgid ""
"The mouse cursor movement direction to use when zooming by moving the mouse. "
"This does not affect zooming with the mouse wheel."
msgstr ""
"当通过移动鼠标进行缩放时要使用的鼠标光标移动方向。这不会影响使用鼠标滚轮进行缩"
"放。"
msgid ""
"The inertia to use when orbiting in the 3D editor. Higher values make the "
"camera start and stop slower, which looks smoother but adds latency."
msgstr ""
"在 3D 编辑器中进行视轨时要使用的惯性。更高的值会使相机启动和停止更慢,这看起来"
"更流畅但会增加延迟。"
msgid ""
"The mouse sensitivity to use when orbiting in the 3D editor. See also [member "
"editors/3d/freelook/freelook_sensitivity]."
msgstr ""
"在 3D 编辑器中进行视轨时要使用的鼠标灵敏度。另请参阅 [member editors/3d/"
"freelook/freelook_sensitivity]。"
msgid ""
"The inertia to use when panning in the 3D editor. Higher values make the "
"camera start and stop slower, which looks smoother but adds latency."
msgstr ""
"在 3D 编辑器中进行平移时要使用的惯性。更高的值会使相机启动和停止更慢,这看起来"
"更流畅但会增加延迟。"
msgid ""
"The inertia to use when zooming in the 3D editor. Higher values make the "
"camera start and stop slower, which looks smoother but adds latency."
msgstr ""
"在 3D 编辑器中进行缩放时要使用的惯性。更高的值会使相机启动和停止更慢,这看起来"
"更流畅但会增加延迟。"
msgid ""
"The color to use for the primary 3D grid. The color's alpha channel affects "
"the grid's opacity."
msgstr "用于主要 3D 栅格的颜色。颜色的 Alpha 通道会影响栅格的不透明度。"
msgid ""
"If set above 0, where a primary grid line should be drawn. By default, "
"primary lines are configured to be more visible than secondary lines. This "
"helps with measurements in the 3D editor. See also [member editors/3d/"
"primary_grid_color] and [member editors/3d/secondary_grid_color]."
msgstr ""
"如果被设置为大于 0 的值,则主栅格线应在其中被绘制。默认情况下,主栅格线被配置"
"的比次要栅格线更显眼。这有助于在 3D 编辑器中进行测量。另请参阅 [member "
"editors/3d/primary_grid_color] 和 [member editors/3d/secondary_grid_color]。"
msgid ""
"The color to use for the secondary 3D grid. This is generally a less visible "
"color than [member editors/3d/primary_grid_color]. The color's alpha channel "
"affects the grid's opacity."
msgstr ""
"用于次要 3D 栅格的颜色。这通常是没有 [member editors/3d/primary_grid_color] 显"
"眼的颜色。颜色的 Alpha 通道影响栅格的不透明度。"
msgid ""
"The color to use for the selection box that surrounds selected nodes in the "
"3D editor viewport. The color's alpha channel influences the selection box's "
"opacity."
msgstr ""
"用于在 3D 编辑器视口中围绕选定节点的选择框的颜色。颜色的 Alpha 通道影响选择框"
"的不透明度。"
msgid ""
"The color override to use for 3D editor gizmos if the [Node3D] in question is "
"part of an instantiated scene file (from the perspective of the current "
"scene)."
msgstr ""
"用于 3D 编辑器小工具的颜色覆盖,适用于相关的 [Node3D](从当前场景的角度看)属"
"于实例化场景文件的情况。"
msgid "The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s."
msgstr "用于 [Joint3D] 和 [PhysicalBone3D] 的 3D 编辑器小工具颜色。"
msgid ""
"The 3D editor gizmo color for [CollisionShape3D]s, [VehicleWheel3D]s, "
"[RayCast3D]s and [SpringArm3D]s."
msgstr ""
"用于 [CollisionShape3D]、[VehicleWheel3D]、[RayCast3D]、[SpringArm3D] 的 3D 编"
"辑器小工具颜色。"
msgid ""
"If [code]true[/code], automatically updates animation tracks' target paths "
"when renaming or reparenting nodes in the Scene tree dock."
msgstr ""
"如果为 [code]true[/code],则在“场景”面板中重命名节点或重设节点的父节点时,会自"
"动更新动画轨道的目标路径。"
msgid ""
"If [code]true[/code], create a Bezier track instead of a standard track when "
"pressing the \"key\" icon next to a property. Bezier tracks provide more "
"control over animation curves, but are more difficult to adjust quickly."
msgstr ""
"如果为 [code]true[/code],则在按下属性旁的“钥匙”图标向动画中添加新轨道时,创建"
"贝塞尔轨道而不是标准轨道。贝塞尔轨道可以更精细地控制动画曲线,但调整的难度也会"
"大一些。"
msgid ""
"If [code]true[/code], create a [code]RESET[/code] track when creating a new "
"animation track. This track can be used to restore the animation to a "
"\"default\" state."
msgstr ""
"如果为 [code]true[/code],则会在新建动画轨道时创建 [code]RESET[/code] 轨道。这"
"个轨道会用于将动画恢复到“默认”状态。"
msgid ""
"The modulate color to use for \"future\" frames displayed in the animation "
"editor's onion skinning feature."
msgstr "调制颜色,用于在动画编辑器的洋葱皮功能中显示“未来”帧。"
msgid ""
"The modulate color to use for \"past\" frames displayed in the animation "
"editor's onion skinning feature."
msgstr "调制颜色,用于在动画编辑器的洋葱皮功能中显示“过去”帧。"
msgid ""
"The maximum distance at which tiles can be placed on a GridMap, relative to "
"the camera position (in 3D units)."
msgstr "可以在 GridMap 上放置图块的最大距离,相对于相机位置(使用 3D 单位)。"
msgid ""
"The panning speed when using the mouse wheel or touchscreen events in the 2D "
"editor. This setting does not apply to panning by holding down the middle or "
"right mouse buttons."
msgstr ""
"在 2D 编辑器中使用鼠标滚轮或触摸屏事件进行平移的速度。该设置不适用于通过按住鼠"
"标中键或鼠标右键进行的平移。"
msgid ""
"Controls whether the mouse wheel scroll zooms or pans in the 2D editor. See "
"also [member editors/panning/sub_editors_panning_scheme] and [member editors/"
"panning/animation_editors_panning_scheme]."
msgstr ""
"控制在 2D 编辑器中滚动鼠标滚轮是缩放还是平移。另请参阅 [member editors/"
"panning/sub_editors_panning_scheme] 和 [member editors/panning/"
"animation_editors_panning_scheme]。"
msgid ""
"Controls whether the mouse wheel scroll zooms or pans in the animation track "
"and Bezier editors. See also [member editors/"
"panning/2d_editor_panning_scheme] and [member editors/panning/"
"sub_editors_panning_scheme] (which controls the animation blend tree editor's "
"pan behavior)."
msgstr ""
"控制在动画轨道编辑器和贝塞尔编辑器中滚动鼠标滚轮是缩放还是平移。另请参阅 "
"[member editors/panning/2d_editor_panning_scheme] 和 [member editors/panning/"
"sub_editors_panning_scheme](控制的是动画混合树编辑器中的平移行为)。"
msgid ""
"If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the "
"2D editor viewport (in addition to panning with the middle or right mouse "
"buttons). If [code]false[/code], the left mouse button must be held down "
"while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport."
msgstr ""
"如果为 [code]true[/code],允许通过在 2D 编辑器视口中,按住 [kbd]Space[/kbd] 进"
"行平移(除了使用鼠标中键或鼠标右键进行平移)。如果为 [code]false[/code],则必"
"须在按住 [kbd]Space[/kbd] 的同时,按住鼠标左键才能在 2D 编辑器视口中进行平移。"
msgid ""
"Controls whether the mouse wheel scroll zooms or pans in subeditors. The list "
"of affected subeditors is: animation blend tree editor, [Polygon2D] editor, "
"tileset editor, texture region editor and visual shader editor. See also "
"[member editors/panning/2d_editor_panning_scheme] and [member editors/panning/"
"animation_editors_panning_scheme]."
msgstr ""
"控制鼠标滚轮滚动在子编辑器中是缩放还是平移。受影响的子编辑器列表有:动画混合树"
"编辑器、[Polygon2D] 编辑器、图块集编辑器、纹理区域编辑器、和可视着色器编辑器。"
"另请参阅 [member editors/panning/2d_editor_panning_scheme] 和 [member editors/"
"panning/animation_editors_panning_scheme]。"
msgid ""
"If [code]true[/code], warps the mouse around the 2D viewport while panning in "
"the 2D editor. This makes it possible to pan over a large area without having "
"to exit panning and adjust the mouse cursor."
msgstr ""
"如果为 [code]true[/code],则会在 2D 编辑器中平移时,鼠标超出 2D 视口范围后将其"
"传送到对侧。这样在大型区域中平移就不必先退出平移然后调整鼠标光标。"
msgid ""
"The radius in which points can be selected in the [Polygon2D] and "
"[CollisionPolygon2D] editors (in pixels). Higher values make it easier to "
"select points quickly, but can make it more difficult to select the expected "
"point when several points are located close to each other."
msgstr ""
"在 [Polygon2D] 和 [CollisionPolygon2D] 编辑器中,点可以被选择的半径(以像素为"
"单位)。更高的值可以更轻松地快速地选择点,但是当多个点彼此靠近时,可能会使选择"
"想要的点变得更加困难。"
msgid ""
"If [code]true[/code], displays the polygon's previous shape in the 2D polygon "
"editors with an opaque gray outline. This outline is displayed while dragging "
"a point until the left mouse button is released."
msgstr ""
"如果为 [code]true[/code],则在 2D 多边形编辑器中,以不透明的灰色轮廓,显示多边"
"形先前的形状。拖动一个点直到释放鼠标左键前,会显示该轮廓。"
msgid ""
"If [code]true[/code], reopens shader files that were open in the shader "
"editor when the project was last closed."
msgstr ""
"如果为 [code]true[/code],则会重新打开项目上一次关闭时着色器编辑器中打开的着色"
"器文件。"
msgid ""
"If [code]true[/code], displays a grid while the TileMap editor is active. See "
"also [member editors/tiles_editor/grid_color]."
msgstr ""
"如果为 [code]true[/code],则在 TileMap 编辑器处于活动状态时显示一个栅格。另请"
"参阅 [member editors/tiles_editor/grid_color]。"
msgid ""
"The color to use for the TileMap editor's grid.\n"
"[b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is "
"[code]true[/code]."
msgstr ""
"用于 TileMap 编辑器栅格的颜色。\n"
"[b]注意:[/b]仅当 [member editors/tiles_editor/display_grid] 为 [code]true[/"
"code] 时有效。"
msgid ""
"The curvature to use for connection lines in the visual shader editor. Higher "
"values will make connection lines appear more curved, with values above "
"[code]0.5[/code] resulting in more \"angular\" turns in the middle of "
"connection lines."
msgstr ""
"用于可视着色器编辑器中连接线的曲率。更高的值会使连接线看起来更弯曲,值高于 "
"[code]0.5[/code] 会导致连接线中间出现更多“角度”转折。"
msgid ""
"The opacity of the minimap displayed in the bottom-right corner of the visual "
"shader editor."
msgstr "在可视着色器编辑器的右下角显示的小地图的不透明度。"
msgid ""
"The size to use for port previews in the visual shader uniforms (toggled by "
"clicking the \"eye\" icon next to an output). The value is defined in pixels "
"at 100% zoom, and will scale with zoom automatically."
msgstr ""
"在可视着色器 uniform 中用于端口预览的大小(通过点击输出旁边的“眼睛”图标进行切"
"换)。该值以像素为单位且以 100% 缩放时的值定义,并将随缩放自动缩放。"
msgid ""
"The folder where projects should be scanned for (recursively), in a way "
"similar to the project manager's [b]Scan[/b] button. This can be set to the "
"same value as [member filesystem/directories/default_project_path] for "
"convenience.\n"
"[b]Note:[/b] Setting this path to a folder with very large amounts of files/"
"folders can slow down the project manager startup significantly. To keep the "
"project manager quick to start up, it is recommended to set this value to a "
"folder as \"specific\" as possible."
msgstr ""
"项目应该被(递归地)扫描的文件夹,其方式类似于项目经理的[b]扫描[/b]按钮。为方"
"便起见,可以将其设置为与 [member filesystem/directories/default_project_path] "
"相同的值。\n"
"[b]注意:[/b]将该路径设置为一个包含大量文件/文件夹的文件夹,会显著减慢项目管理"
"器的启动速度。为了让项目管理器快速启动,建议将该值设置为一个尽可能“具体”的文件"
"夹。"
msgid ""
"The folder where new projects should be created by default when clicking the "
"project manager's [b]New Project[/b] button. This can be set to the same "
"value as [member filesystem/directories/autoscan_project_path] for "
"convenience."
msgstr ""
"点击项目管理器的[b]新建项目[/b]按钮时,默认应在其中创建新项目的文件夹。为方便"
"起见,可以将其设置为与 [member filesystem/directories/autoscan_project_path] "
"相同的值。"
msgid ""
"The program that opens 3D model scene files when clicking \"Open in External "
"Program\" option in Filesystem Dock. If not specified, the file will be "
"opened in the system's default program."
msgstr ""
"点击文件系统面板中的“在外部程序中打开”选项时,用于打开 3D 模型场景文件的程序。"
"如果未指定,则该文件会使用系统默认的程序打开。"
msgid ""
"The program that opens audio files when clicking \"Open in External Program\" "
"option in Filesystem Dock. If not specified, the file will be opened in the "
"system's default program."
msgstr ""
"点击文件系统面板中的“在外部程序中打开”选项时,用于打开音频文件的程序。如果未指"
"定,则该文件会使用系统默认的程序打开。"
msgid ""
"The program that opens raster image files when clicking \"Open in External "
"Program\" option in Filesystem Dock. If not specified, the file will be "
"opened in the system's default program."
msgstr ""
"点击文件系统面板中的“在外部程序中打开”选项时,用于打开位图文件的程序。如果未指"
"定,则该文件会使用系统默认的程序打开。"
msgid ""
"The program that opens vector image files when clicking \"Open in External "
"Program\" option in Filesystem Dock. If not specified, the file will be "
"opened in the system's default program."
msgstr ""
"点击文件系统面板中的“在外部程序中打开”选项时,用于打开矢量图文件的程序。如果未"
"指定,则该文件会使用系统默认的程序打开。"
msgid ""
"The display mode to use in the editor's file dialogs.\n"
"- [b]Thumbnails[/b] takes more space, but displays dynamic resource "
"thumbnails, making resources easier to preview without having to open them.\n"
"- [b]List[/b] is more compact but doesn't display dynamic resource "
"thumbnails. Instead, it displays static icons based on the file extension."
msgstr ""
"编辑器的文件对话框所使用的显示模式。\n"
"- [b]Thumbnails[/b](缩略图)占据更多空间,但可以显示动态资源缩略图,无需打开"
"也能够方便地预览资源。\n"
"- [b]List[/b](列表)更紧凑,但不显示动态资源缩略图,而是根据文件扩展名显示静"
"态图标。"
msgid ""
"If [code]true[/code], display hidden files in the editor's file dialogs. "
"Files that have names starting with [code].[/code] are considered hidden (e."
"g. [code].hidden_file[/code])."
msgstr ""
"如果为 [code]true[/code],则在编辑器的文件对话框中显示隐藏文件。名称以 [code]."
"[/code] 开头的文件被视为隐藏文件(例如 [code].hidden_file[/code])。"
msgid ""
"The thumbnail size to use in the editor's file dialogs (in pixels). See also "
"[member docks/filesystem/thumbnail_size]."
msgstr ""
"编辑器的文件对话框中使用的缩略图大小(单位为像素)。另请参阅 [member docks/"
"filesystem/thumbnail_size]。"
msgid ""
"The path to the directory containing the Blender executable used for "
"converting the Blender 3D scene files [code].blend[/code] to glTF 2.0 format "
"during import. Blender 3.0 or later is required.\n"
"To enable this feature for your specific project, use [member ProjectSettings."
"filesystem/import/blender/enabled]."
msgstr ""
"包含 Blender 可执行文件的目录,导入时会使用 Blender 将 Blender 3D 场景文件 "
"[code].blend[/code] 转换为 glTF 2.0 格式。需要 Blender 3.0 及更高版本。\n"
"要为指定项目启用这个功能,请使用 [member ProjectSettings.filesystem/import/"
"blender/enabled]。"
msgid ""
"The port number used for Remote Procedure Call (RPC) communication with "
"Godot's created process of the blender executable.\n"
"Setting this to 0 effectively disables communication with Godot and the "
"blender process, making performance slower."
msgstr ""
"用于与 Godot 创建的 Blender 可执行文件进程进行远程过程调用RPC通信的端口"
"号。\n"
"将其设置为 0 会有效禁用与 Godot 的通信和 Blender 进程,从而降低性能。"
msgid ""
"The maximum idle uptime (in seconds) of the Blender process.\n"
"This prevents Godot from having to create a new process for each import "
"within the given seconds."
msgstr ""
"Blender 进程的最大空闲运行时间(单位为秒)。\n"
"能够在给定的秒数内,防止 Godot 每次导入都创建一个新的进程。"
msgid ""
"The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene "
"files [code].fbx[/code] to glTF 2.0 format during import.\n"
"To enable this feature for your specific project, use [member ProjectSettings."
"filesystem/import/fbx/enabled]."
msgstr ""
"包含 FBX2glTF 可执行文件的目录,导入时会使用 FBX2glTF 将 Autodesk FBX 3D 场景"
"文件 [code].fbx[/code] 转换为 glTF 2.0 格式。\n"
"要为指定项目启用这个功能,请使用 [member ProjectSettings.filesystem/import/"
"fbx/enabled]。"
msgid "If [code]true[/code], uses lossless compression for binary resources."
msgstr "如果为 [code]true[/code],则对二进制资源使用无损压缩。"
msgid ""
"If [code]true[/code], when saving a file, the editor will rename the old file "
"to a different name, save a new file, then only remove the old file once the "
"new file has been saved. This makes loss of data less likely to happen if the "
"editor or operating system exits unexpectedly while saving (e.g. due to a "
"crash or power outage).\n"
"[b]Note:[/b] On Windows, this feature can interact negatively with certain "
"antivirus programs. In this case, you may have to set this to [code]false[/"
"code] to prevent file locking issues."
msgstr ""
"如果为 [code]true[/code],当保存文件时,编辑器会将旧文件重命名为不同的名称,保"
"存一个新文件,然后只有在新文件保存后,才删除旧文件。如果编辑器或操作系统在保存"
"时意外退出(例如,由于崩溃或断电),这会降低数据丢失的可能性。\n"
"[b]注意:[/b]在 Windows 上,该功能可能会与某些防病毒程序产生负面的交互。在这种"
"情况下,可能必须将其设置为 [code]false[/code],以防止出现文件锁定问题。"
msgid ""
"The path to the directory containing the Open Image Denoise (OIDN) "
"executable, used optionally for denoising lightmaps. It can be downloaded "
"from [url=https://www.openimagedenoise.org/downloads.html]openimagedenoise."
"org[/url].\n"
"To enable this feature for your specific project, use [member ProjectSettings."
"rendering/lightmapping/denoising/denoiser]."
msgstr ""
"包含开放图像去噪OIDN可执行文件的目录路径可选择用于去噪光照贴图。它可以"
"从 [url=https://www.openimagedenoise.org/downloads.html]openimagedenoise.org[/"
"url] 下载。\n"
"要为特定项目启用该功能,请使用 [member ProjectSettings.rendering/lightmapping/"
"denoising/denoiser]。"
msgid ""
"How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. "
"Different platforms have different standard behaviors for this, which can be "
"overridden using this setting. This is useful if you use Godot both on "
"Windows and macOS/Linux and your Godot muscle memory is stronger than your OS "
"specific one.\n"
"- [b]Auto[/b] follows the platform convention: Cancel first on macOS and "
"Linux, OK first on Windows.\n"
"- [b]Cancel First[/b] forces the ordering Cancel/OK.\n"
"- [b]OK First[/b] forces the ordering OK/Cancel."
msgstr ""
"如何在编辑器的 [AcceptDialog] 中定位取消和确定按钮。不同的平台有不同的标准行"
"为,可以用这个设置来覆盖。如果你在 Windows 和 macOS/Linux 上都使用 Godot而且"
"你的 Godot 肌肉记忆比你的操作系统记忆更强,那么这一点很有用。\n"
"- [b]Auto[/b] 遵守平台约定:在 macOS 和 Linux 上取消在前,在 Windows 上确定在"
"前。\n"
"- [b]Cancel First[/b] 强制为取消/确定的顺序。\n"
"- [b]OK First[/b] 强制为确定/取消的顺序。"
msgid ""
"If [code]true[/code], automatically opens screenshots with the default "
"program associated to [code].png[/code] files after a screenshot is taken "
"using the [b]Editor > Take Screenshot[/b] action."
msgstr ""
"如果为 [code]true[/code],则在使用[b]编辑器 > 截图[/b]动作截取屏幕截图后,使用"
"与 [code].png[/code] 文件关联的默认程序自动打开该屏幕截图。"
msgid ""
"The font to use for the script editor. Must be a resource of a [Font] type "
"such as a [code].ttf[/code] or [code].otf[/code] font file."
msgstr ""
"脚本编辑器所使用的字体。必须是 [Font] 类型的资源,例如 [code].ttf[/code] 或 "
"[code].otf[/code] 字体文件。"
msgid ""
"The font ligatures to enable for the currently configured code font. Not all "
"fonts include support for ligatures.\n"
"[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url]) has contextual ligatures in its font file."
msgstr ""
"为当前配置的代码字体启用的字体连字。并非所有字体都包含对连字的支持。\n"
"[b]注意:[/b]编辑器默认的代码字体([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url])在其字体文件中具有上下文连字。"
msgid ""
"List of custom OpenType features to use, if supported by the currently "
"configured code font. Not all fonts include support for custom OpenType "
"features. The string should follow the OpenType specification.\n"
"[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url]) has custom OpenType features in its font file, "
"but there is no documented list yet."
msgstr ""
"要使用的自定义 OpenType 特性列表,需要当前配置的代码字体支持。并非所有字体都支"
"持自定义 OpenType 特性。该字符串应遵循 OpenType 规范。\n"
"[b]注意:[/b]编辑器默认的代码字体([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url])在其字体文件中具有自定义 OpenType 特性,但是目前还"
"没有文档记录的清单。"
msgid ""
"List of alternative characters to use, if supported by the currently "
"configured code font. Not all fonts include support for custom variations. "
"The string should follow the OpenType specification.\n"
"[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url]) has alternate characters in its font file, but "
"there is no documented list yet."
msgstr ""
"要使用的备选字符列表,需要当前配置的代码字体支持。并非所有字体都支持自定义变"
"体。该字符串应遵循 OpenType 规范。\n"
"[b]注意:[/b]编辑器默认的代码字体([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url])在其字体文件中有备选字符,但是有还没有文档记录的清"
"单。"
msgid ""
"The size of the font in the script editor. This setting does not impact the "
"font size of the Output panel (see [member run/output/font_size])."
msgstr ""
"脚本编辑器中的字体大小。该设置不会影响“输出”面板的字体大小(请参阅 [member "
"run/output/font_size])。"
msgid ""
"The custom editor scale factor to use. This can be used for displays with "
"very high DPI where a scale factor of 200% is not sufficient.\n"
"[b]Note:[/b] Only effective if [member interface/editor/display_scale] is set "
"to [b]Custom[/b]."
msgstr ""
"要使用的自定义编辑器缩放系数。这可用于具有非常高 DPI 的显示器,其中 200% 的缩"
"放系数是不够的。\n"
"[b]注意:[/b]只有当 [member interface/editor/display_scale] 被设置为 [b]自定义"
"Custom[/b] 时才有效。"
msgid ""
"If [code]true[/code], lengthens the editor's localizable strings and replaces "
"their characters with accented variants. This allows spotting non-localizable "
"strings easily, while also ensuring the UI layout doesn't break when strings "
"are made longer (as many languages require strings to be longer).\n"
"This is a debugging feature and should only be enabled when working on the "
"editor itself."
msgstr ""
"如果为 [code]true[/code],则延长编辑器的可本地化字符串,并将其字符替换为重音变"
"体。这允许轻松发现不可本地化的字符串,同时还确保 UI 布局在字符串变长时不会中断"
"(因为许多语言会要求字符串变长)。\n"
"这是一个调试功能,只有在编辑器本身工作时才能启用。"
msgid ""
"The display scale factor to use for the editor interface. Higher values are "
"more suited to hiDPI/Retina displays.\n"
"If set to [b]Auto[/b], the editor scale is automatically determined based on "
"the screen resolution and reported display DPI. This heuristic is not always "
"ideal, which means you can get better results by setting the editor scale "
"manually.\n"
"If set to [b]Custom[/b], the scaling value in [member interface/editor/"
"custom_display_scale] will be used."
msgstr ""
"用于编辑器界面的显示缩放系数。更高的值更适合 hiDPI/Retina 显示器。\n"
"如果被设置为 [b]Auto[/b],则编辑器缩放将根据屏幕分辨率和报告的显示 DPI 自动确"
"定。这种启发式算法并不总是理想的,这意味着可以通过手动设置编辑器缩放来获得更好"
"的结果。\n"
"如果被设置为 [b]Custom[/b],则将使用 [member interface/editor/"
"custom_display_scale] 中的缩放值。"
msgid ""
"The language to use for the editor interface.\n"
"Translations are provided by the community. If you spot a mistake, "
"[url=$DOCS_URL/contributing/documentation/editor_and_docs_localization."
"html]contribute to editor translations on Weblate![/url]"
msgstr ""
"用于编辑器界面的语言。\n"
"翻译由社区提供。如果发现错误,[url=$DOCS_URL/contributing/documentation/"
"editor_and_docs_localization.html]请在 Weblate 上为编辑器翻译作出贡献![/url]"
msgid "The preferred monitor to display the editor."
msgstr "显示编辑器所优先使用的监视器。"
msgid ""
"Expanding main editor window content to the title, if supported by "
"[DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].\n"
"Specific to the macOS platform."
msgstr ""
"将主编辑窗口内容扩展到标题区域,需要 [DisplayServer] 支持。见 [constant "
"DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE]。\n"
"专用于 macOS 平台。"
msgid ""
"FreeType's font anti-aliasing mode used to render the editor fonts. Most "
"fonts are not designed to look good with anti-aliasing disabled, so it's "
"recommended to leave this enabled unless you're using a pixel art font."
msgstr ""
"FreeType 的字体抗锯齿模式,用于渲染编辑器字体。大多数字体在禁用抗锯齿的情况下"
"并不好看,所以建议保持启用,除非你使用的是像素风字体。"
msgid ""
"The font hinting mode to use for the editor fonts. FreeType supports the "
"following font hinting modes:\n"
"- [b]None:[/b] Don't use font hinting when rasterizing the font. This results "
"in a smooth font, but it can look blurry.\n"
"- [b]Light:[/b] Use hinting on the X axis only. This is a compromise between "
"font sharpness and smoothness.\n"
"- [b]Normal:[/b] Use hinting on both X and Y axes. This results in a sharp "
"font, but it doesn't look very smooth.\n"
"If set to [b]Auto[/b], the font hinting mode will be set to match the current "
"operating system in use. This means the [b]Light[/b] hinting mode will be "
"used on Windows and Linux, and the [b]None[/b] hinting mode will be used on "
"macOS."
msgstr ""
"用于编辑器字体的字体提示模式。FreeType 支持以下字体提示模式:\n"
"- [b]无None[/b]光栅化字体时不使用字体提示。这会产生一个流畅的字体,但看"
"起来可能会模糊。\n"
"- [b]Light[/b]仅在 X 轴上使用提示。这是字体清晰度和平滑度之间的折衷。\n"
"- [b]Normal[/b]在 X 和 Y 轴上使用提示。这会产生清晰的字体,但看起来不是很流"
"畅。\n"
"如果被设置为 [b]Auto[/b],字体提示模式将被设置为匹配当前使用的操作系统。这意味"
"着 [b]Light[/b] 提示模式将在 Windows 和 Linux 上使用,而 [b]None[/b] 提示模式"
"将在 macOS 上使用。"
msgid ""
"The subpixel positioning mode to use when rendering editor font glyphs. This "
"affects both the main and code fonts. [b]Disabled[/b] is the fastest to "
"render and uses the least memory. [b]Auto[/b] only uses subpixel positioning "
"for small font sizes (where the benefit is the most noticeable). [b]One Half "
"of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel "
"positioning mode for all editor fonts, regardless of their size (with [b]One "
"Quarter of a Pixel[/b] being the highest-quality option)."
msgstr ""
"渲染编辑器字体字形时要使用的子像素定位模式。这对主字体和代码字体都有影响。[b]"
"禁用[/b] ,渲染速度最快,使用的内存最少。[b]自动[/b] ,只对小尺寸的字体使用子"
"像素定位(这里的好处是最明显的)。[b]二分之一像素[/b]和[b]四分之一像素[/b]对所"
"有编辑器字体强制使用相同的子像素定位模式,无论其大小如何(其中[b]四分之一像素"
"[/b]是最高质量的选项)。"
msgid ""
"The amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU/GPU usage, "
"which can improve battery life on laptops. However, higher values will result "
"in a less responsive editor. The default value is set to allow for maximum "
"smoothness on monitors up to 144 Hz. See also [member interface/editor/"
"unfocused_low_processor_mode_sleep_usec]."
msgstr ""
"启用低处理器使用模式时帧之间的睡眠时间(以微秒为单位)。更高的值将导致更低的 "
"CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命。但是,更高的值会导致编辑器的响"
"应速度更慢。默认值设置为允许在高达 144 Hz 的显示器上实现最大流畅度。另见 "
"[member interface/editor/unfocused_low_processor_mode_sleep_usec]。"
msgid ""
"The font to use for the editor interface. Must be a resource of a [Font] type "
"such as a [code].ttf[/code] or [code].otf[/code] font file."
msgstr ""
"用于编辑器界面的字体。必须是 [Font] 类型的资源,例如 [code].ttf[/code] 或 "
"[code].otf[/code] 字体文件。"
msgid ""
"The font to use for bold text in the editor interface. Must be a resource of "
"a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file."
msgstr ""
"用于编辑器界面中粗体文本的字体。必须是 [Font] 类型的资源,例如 [code].ttf[/"
"code] 或 [code].otf[/code] 字体文件。"
msgid "The size of the font in the editor interface."
msgstr "编辑器界面中字体的大小。"
msgid ""
"If [code]true[/code], the mouse's additional side buttons will be usable to "
"navigate in the script editor's file history. Set this to [code]false[/code] "
"if you're using the side buttons for other purposes (such as a push-to-talk "
"button in a VoIP program)."
msgstr ""
"如果为 [code]true[/code],鼠标的额外侧键将可用于在脚本编辑器的文件历史记录中导"
"航。如果正将侧键用于其他目的(例如 VoIP 程序中的一键通按钮),请将该项设置为 "
"[code]false[/code]。"
msgid "The preferred monitor to display the project manager."
msgstr "显示项目管理器的首选显示器。"
msgid ""
"If [code]false[/code], the editor will save all scenes when confirming the "
"[b]Save[/b] action when quitting the editor or quitting to the project list. "
"If [code]true[/code], the editor will ask to save each scene individually."
msgstr ""
"如果为 [code]false[/code],则当正退出编辑器或正退出到项目列表时,确认[b]保存[/"
"b]动作后,编辑器将保存所有场景。如果为 [code]true[/code],则编辑器将要求单独保"
"存每个场景。"
msgid ""
"If [code]true[/code], the editor's Script tab will have a separate "
"distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], "
"the distraction-free mode toggle is shared between all tabs."
msgstr ""
"如果为 [code]true[/code],则编辑器的 Script 选项卡,将具有与 2D/3D/AssetLib 选"
"项卡不同的干扰模式设置。如果为 [code]false[/code],无干扰模式切换在所有选项卡"
"之间共享。"
msgid ""
"If enabled, displays internal engine errors in toast notifications "
"(toggleable by clicking the \"bell\" icon at the bottom of the editor). No "
"matter the value of this setting, non-internal engine errors will always be "
"visible in toast notifications.\n"
"The default [b]Auto[/b] value will only enable this if the editor was "
"compiled with the [code]dev=yes[/code] option (the default is [code]dev=no[/"
"code])."
msgstr ""
"如果启用,则会使用吐司通知的形式显示引擎的内部错误(可通过点击编辑器底部的“铃"
"铛”图标切换)。无论这个设置项是什么值,非引擎内部错误都会在吐司通知中显示。\n"
"默认的 [b]Auto[/b] 只会在使用 [code]dev=yes[/code] 选项(默认为 [code]dev=no[/"
"code])编译的编辑器中启用这个行为。"
msgid ""
"If [code]true[/code], embed modal windows such as docks inside the main "
"editor window. When single-window mode is enabled, tooltips will also be "
"embedded inside the main editor window, which means they can't be displayed "
"outside of the editor window."
msgstr ""
"如果为 [code]true[/code],则在主编辑器窗口中嵌入停靠面板等模态窗口。当启用单窗"
"口模式时,工具提示也将被嵌入到主编辑器窗口中,这意味着它们不能显示在编辑器窗口"
"之外。"
msgid ""
"When the editor window is unfocused, the amount of sleeping between frames "
"when the low-processor usage mode is enabled (in microseconds). Higher values "
"will result in lower CPU/GPU usage, which can improve battery life on laptops "
"(in addition to improving the running project's performance if the editor has "
"to redraw continuously). However, higher values will result in a less "
"responsive editor. The default value is set to limit the editor to 20 FPS "
"when the editor window is unfocused. See also [member interface/editor/"
"low_processor_mode_sleep_usec]."
msgstr ""
"当编辑器窗口未聚焦时,启用低处理器使用模式时帧之间的睡眠量(以微秒为单位)。更"
"高的值将导致更低的 CPU/GPU 使用率,这可以延长笔记本电脑的电池寿命(如果编辑器"
"必须连续重绘,还可以提高正在运行的项目的性能)。但是,更高的值会导致编辑器的响"
"应速度变慢。默认值设置会在编辑器窗口未聚焦时,将编辑器限制为 20 FPS。另见 "
"[member interface/editor/low_processor_mode_sleep_usec]。"
msgid ""
"If [code]true[/code], editor main menu is using embedded [MenuBar] instead of "
"system global menu.\n"
"Specific to the macOS platform."
msgstr ""
"如果为 [code]true[/code],则编辑器的主菜单使用嵌入式 [MenuBar],不使用系统全局"
"菜单。\n"
"专用于 macOS 平台。"
msgid ""
"Base speed for increasing/decreasing float values by dragging them in the "
"inspector."
msgstr "在检查器中通过拖动来调整浮点数大小时的基础变化速度。"
msgid ""
"The number of [Array] or [Dictionary] items to display on each \"page\" in "
"the inspector. Higher values allow viewing more values per page, but take "
"more time to load. This increased load time is noticeable when selecting "
"nodes that have array or dictionary properties in the editor."
msgstr ""
"在检查器中,为 [Array] 或 [Dictionary] 的每一“页”显示多少项目。值越高,每一页"
"可以查看的值就越多,但也会花越多的时间进行加载。在编辑器中选中具有很多数组或字"
"典属性的节点时,这些多出来的加载时间就会很显著。"
msgid ""
"If [code]true[/code], display OpenType features marked as [code]hidden[/code] "
"by the font file in the [Font] editor."
msgstr ""
"如果为 [code]true[/code],则在 [Font] 编辑器中,显示被字体文件标记为 "
"[code]hidden[/code] 的 OpenType 特性。"
msgid ""
"If [code]true[/code], the multi window support in editor is enabled. The "
"following panels can become dedicated windows (made floating): Docks, Script "
"editor, and Shader editor.\n"
"[b]Note:[/b] When [member interface/editor/single_window_mode] is [code]true[/"
"code], the multi window support is always disabled."
msgstr ""
"如果为 [code]true[/code],将启用编辑器的多窗口支持。以下面板可以成为独立窗口"
"(浮动):停靠面板、脚本编辑器、着色器编辑器。\n"
"[b]注意:[/b][member interface/editor/single_window_mode] 为 [code]true[/"
"code] 时,多窗口支持始终处于禁用状态。"
msgid ""
"If [code]true[/code], when panels are made floating they will be maximized.\n"
"If [code]false[/code], when panels are made floating their position and size "
"will match the ones when they are attached (excluding window border) to the "
"editor window."
msgstr ""
"如果为 [code]true[/code],则将面板设为浮动时会将其最大化。\n"
"如果为 [code]false[/code],则将面板设为浮动时,位置和大小会和编辑器窗口中的状"
"态一致(不含窗口边框)。"
msgid ""
"If [code]true[/code], the floating panel position, size, and screen will be "
"saved on editor exit. On next launch the panels that were floating will be "
"made floating in the saved positions, sizes and screens, if possible."
msgstr ""
"如果为 [code]true[/code],则编辑器在退出时会保存浮动面板的位置、大小、屏幕。下"
"次启动时,会尽可能让浮动面板在保存的位置、大小、屏幕处保持浮动。"
msgid ""
"Controls when the Close (X) button is displayed on scene tabs at the top of "
"the editor."
msgstr "控制关闭X按钮何时显示在编辑器顶部的场景选项卡上。"
msgid "The maximum width of each scene tab at the top editor (in pixels)."
msgstr "顶部编辑器中每个场景选项卡的最大宽度(以像素为单位)。"
msgid ""
"If [code]true[/code], show a button next to each scene tab that opens the "
"scene's \"dominant\" script when clicked. The \"dominant\" script is the one "
"that is at the highest level in the scene's hierarchy."
msgstr ""
"如果为 [code]true[/code],则在每个场景选项卡旁边显示一个按钮,点击该按钮会打开"
"场景的“主导”脚本。“主导”脚本是场景层次结构中位于最高级别的脚本。"
msgid ""
"If [code]true[/code], display an automatically-generated thumbnail when "
"hovering scene tabs with the mouse. Scene thumbnails are generated when "
"saving the scene."
msgstr ""
"如果为 [code]true[/code],当鼠标悬停在场景选项卡上时,会显示自动生成的缩略图。"
"场景缩略图在保存场景时生成。"
msgid ""
"The color to use for \"highlighted\" user interface elements in the editor "
"(pressed and hovered items)."
msgstr "用于编辑器中“高亮显示”的用户界面元素(按下和悬停的项目)的颜色。"
msgid ""
"The spacing to add for buttons and list items in the editor (in pixels). "
"Increasing this value is useful to improve usability on touch screens, at the "
"cost of reducing the amount of usable screen real estate."
msgstr ""
"在编辑器中为按钮和列表项添加的间距(以像素为单位)。增加该值有助于提高触摸屏的"
"可用性,但代价是减少可用屏幕空间。"
msgid ""
"The base color to use for user interface elements in the editor. Secondary "
"colors (such as darker/lighter variants) are derived from this color."
msgstr ""
"用于编辑器中用户界面元素的基色。次要颜色(例如较深/较浅的变体)是从这种颜色派"
"生的。"
msgid "The border size to use for interface elements (in pixels)."
msgstr "界面元素的边框大小(单位为像素)。"
msgid ""
"The contrast factor to use when deriving the editor theme's base color (see "
"[member interface/theme/base_color]). When using a positive values, the "
"derived colors will be [i]darker[/i] than the base color. This contrast "
"factor can be set to a negative value, which will make the derived colors "
"[i]brighter[/i] than the base color. Negative contrast rates often look "
"better for light themes."
msgstr ""
"当派生编辑器主题的基色时,使用的对比度系数(参见 [member interface/theme/"
"base_color])。当使用正值时,派生的颜色将比基色[i]更深[/i]。该对比度系数可以设"
"置为负值,这将使派生颜色比基色[i]更浅[/i]。对于浅色主题,负对比度通常看起来更"
"好。"
msgid ""
"The corner radius to use for interface elements (in pixels). [code]0[/code] "
"is square."
msgstr "界面元素的圆角半径(单位为像素)。[code]0[/code] 则为正方形。"
msgid ""
"The custom theme resource to use for the editor. Must be a Godot theme "
"resource in [code].tres[/code] or [code].res[/code] format."
msgstr ""
"用于编辑器的自定义主题资源。必须是 [code].tres[/code] 或 [code].res[/code] 格"
"式的 Godot 主题资源。"
msgid ""
"If [code]true[/code], draws additional borders around interactive UI elements "
"in the editor. This is automatically enabled when using the [b]Black (OLED)[/"
"b] theme preset, as this theme preset uses a fully black background."
msgstr ""
"如果 [code]true[/code],则在编辑器中的交互式 UI 元素周围绘制额外的边框。使用"
"[b]Black (OLED)[/b]主题预设时该项会自动启用,因为该主题预设使用全黑背景。"
msgid ""
"The icon and font color scheme to use in the editor.\n"
"- [b]Auto[/b] determines the color scheme to use automatically based on "
"[member interface/theme/base_color].\n"
"- [b]Dark[/b] makes fonts and icons light (suitable for dark themes).\n"
"- [b]Light[/b] makes fonts and icons dark (suitable for light themes). Icon "
"colors are automatically converted by the editor following [url=https://"
"github.com/godotengine/godot/blob/master/editor/editor_themes.cpp#L135]this "
"set of rules[/url]."
msgstr ""
"在编辑器中使用的图标和字体的配色方案。\n"
"- [b]Auto[/b] 根据 [member interface/theme/base_color] 自动确定要使用的配色方"
"案。\n"
"- [b]Dark[/b] 使字体和图标变亮(适合深色主题)。\n"
"- [b]Light[/b] 使字体和图标变暗(适合浅色主题)。图标颜色由编辑器按照"
"[url=https://github.com/godotengine/godot/blob/master/editor/editor_themes."
"cpp#L135]这组规则[/url]自动转换。"
msgid ""
"The saturation to use for editor icons. Higher values result in more vibrant "
"colors.\n"
"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot "
"4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/"
"theme/icon_saturation] to [code]0.77[/code]."
msgstr ""
"用于编辑器图标的饱和度。值越高,颜色越鲜艳。\n"
"[b]注意:[/b]在 Godot 4.0 及更高版本中,默认编辑器图标饱和度增加了 30%。要恢复"
"为 Godot 3.x 的图标饱和度,请将 [member interface/theme/icon_saturation] 设置"
"为 [code]0.77[/code]。"
msgid "The editor theme preset to use."
msgstr "要使用的编辑器主题预设。"
msgid ""
"The opacity to use when drawing relationship lines in the editor's [Tree]-"
"based GUIs (such as the Scene tree dock)."
msgstr ""
"在编辑器的基于 [Tree] 的 GUI例如场景树停靠栏绘制关系线时使用的不透明"
"度。"
msgid ""
"If [code]true[/code], long press on touchscreen is treated as right click.\n"
"[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices."
msgstr ""
"如果为 [code]true[/code],长按触摸屏被视为右键点击。\n"
"[b]注意:[/b]在触摸屏设备上默认为 [code]true[/code]。"
msgid ""
"If [code]true[/code], enable two finger pan and scale gestures on touchscreen "
"devices.\n"
"[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices."
msgstr ""
"如果为 [code]true[/code],则在触摸屏设备上启用两指平移和缩放手势。\n"
"[b]注意:[/b]在触摸屏设备上默认为 [code]true[/code]。"
msgid ""
"If [code]true[/code], increases the scrollbar touch area to improve usability "
"on touchscreen devices.\n"
"[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices."
msgstr ""
"如果为 [code]true[/code],则增加滚动条触摸区域以提高触摸屏设备的可用性。\n"
"[b]注意:[/b]在触摸屏设备上默认为 [code]true[/code]。"
msgid ""
"Specify the multiplier to apply to the scale for the editor gizmo handles to "
"improve usability on touchscreen devices.\n"
"[b]Note:[/b] Defaults to [code]1[/code] on non-touchscreen devices."
msgstr ""
"指定为了在提高触摸屏设备的可用性而对编辑器小工具手柄应用的缩放乘数。\n"
"[b]注意:[/b]在非触摸屏设备上默认为 [code]1[/code]。"
msgid ""
"The address to listen to when starting the remote debugger. This can be set "
"to [code]0.0.0.0[/code] to allow external clients to connect to the remote "
"debugger (instead of restricting the remote debugger to connections from "
"[code]localhost[/code])."
msgstr ""
"启动远程调试器时要监听的地址。这可以设置为 [code]0.0.0.0[/code] 以允许外部客户"
"端连接到远程调试器(而不是将远程调试器限制为来自 [code]localhost[/code] 的连"
"接)。"
msgid ""
"The port to listen to when starting the remote debugger. Godot will try to "
"use port numbers above the configured number if the configured number is "
"already taken by another application."
msgstr ""
"启动远程调试器时要监听的端口。如果配置的数字已被另一个应用程序占用Godot 将尝"
"试使用高于该配置数字的端口号。"
msgid ""
"The host to use to contact the HTTP and HTTPS proxy in the editor (for the "
"asset library and export template downloads). See also [member network/"
"http_proxy/port].\n"
"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, "
"so you have to enter them manually here if needed."
msgstr ""
"用于在编辑器中联系 HTTP 和 HTTPS 代理的主机(用于资产库和导出模板下载)。另见 "
"[member network/http_proxy/port]。\n"
"[b]注意:[/b]Godot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动"
"输入。"
msgid ""
"The port number to use to contact the HTTP and HTTPS proxy in the editor (for "
"the asset library and export template downloads). See also [member network/"
"http_proxy/host].\n"
"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, "
"so you have to enter them manually here if needed."
msgstr ""
"用于在编辑器中联系 HTTP 和 HTTPS 代理的端口号(用于资产库和导出模板下载)。另"
"请参阅 [member network/http_proxy/host]。\n"
"[b]注意:[/b]Godot 目前不会自动使用系统代理设置,所以如果需要,必须在此处手动"
"输入。"
msgid ""
"The TLS certificate bundle to use for HTTP requests made within the editor (e."
"g. from the AssetLib tab). If left empty, the [url=https://github.com/"
"godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included "
"Mozilla certificate bundle[/url] will be used."
msgstr ""
"用于在编辑器中发出的 HTTP 请求(例如来自 AssetLib 选项卡)的 TLS 证书包。如果"
"留空,将使用[url=https://github.com/godotengine/godot/blob/master/thirdparty/"
"certs/ca-certificates.crt]包含的 Mozilla 证书包[/url]。"
msgid ""
"The renderer type that will be checked off by default when creating a new "
"project. Accepted strings are \"forward_plus\", \"mobile\" or "
"\"gl_compatibility\"."
msgstr ""
"创建新项目时默认勾选的渲染器类型。可接受的字符串是“forward_plus”、“mobile”、"
"或“gl_compatibility”。"
msgid ""
"The sorting order to use in the project manager. When changing the sorting "
"order in the project manager, this setting is set permanently in the editor "
"settings."
msgstr ""
"在项目管理器中使用的排序顺序。在项目管理器中更改排序顺序时,该设置将在编辑器设"
"置中被永久设置。"
msgid ""
"If [code]true[/code], saves all scenes and scripts automatically before "
"running the project. Setting this to [code]false[/code] prevents the editor "
"from saving if there are no changes which can speed up the project startup "
"slightly, but it makes it possible to run a project that has unsaved changes. "
"(Unsaved changes will not be visible in the running project.)"
msgstr ""
"如果为 [code]true[/code],则在运行游戏项目之前会自动保存所有场景和脚本。将该项"
"设置为 [code]false[/code] 可防止编辑器在没有更改的情况下保存,这可以稍微加快该"
"游戏项目的启动速度,但它可以运行带有未保存的更改的游戏项目。(未保存的更改在正"
"在运行的项目中将不可见。)"
msgid ""
"If [code]true[/code], the editor will clear the Output panel when running the "
"project."
msgstr "如果为 [code]true[/code],则编辑器会在运行游戏项目时清空“输出”面板。"
msgid ""
"If [code]true[/code], the editor will collapse the Output panel when stopping "
"the project."
msgstr "如果为 [code]true[/code],则编辑器会在停止游戏项目时折叠“输出”面板。"
msgid ""
"If [code]true[/code], the editor will expand the Output panel when running "
"the project."
msgstr "如果为 [code]true[/code],则编辑器会在运行游戏项目时展开“输出”面板。"
msgid ""
"The size of the font in the [b]Output[/b] panel at the bottom of the editor. "
"This setting does not impact the font size of the script editor (see [member "
"interface/editor/code_font_size])."
msgstr ""
"编辑器底部[b]输出[/b]面板中的字体大小。该设置不会影响脚本编辑器的字体大小(见 "
"[member interface/editor/code_font_size])。"
msgid ""
"The Android window to display the project on when starting the project from "
"the editor.\n"
"[b]Note:[/b] Only available in the Android editor."
msgstr ""
"从编辑器中启动项目时,用于显示项目的 Android 窗口。\n"
"[b]注意:[/b]仅在 Android 编辑器中可用。"
msgid ""
"The window mode to use to display the project when starting the project from "
"the editor."
msgstr "从编辑器启动游戏项目时,用于显示该游戏项目的窗口模式。"
msgid ""
"The custom position to use when starting the project from the editor (in "
"pixels from the top-left corner). Only effective if [member run/"
"window_placement/rect] is set to [b]Custom Position[/b]."
msgstr ""
"从编辑器启动游戏项目时,使用的自定义位置(相对于左上角,单位为像素)。仅当 "
"[member run/window_placement/rect] 设置为 [b]Custom Position[/b] 时才有效。"
msgid ""
"The monitor to display the project on when starting the project from the "
"editor."
msgstr "从编辑器启动游戏项目时,用于显示该游戏项目的显示屏。"
msgid ""
"If [code]true[/code], makes the caret blink according to [member text_editor/"
"appearance/caret/caret_blink_interval]. Disabling this setting can improve "
"battery life on laptops if you spend long amounts of time in the script "
"editor, since it will reduce the frequency at which the editor needs to be "
"redrawn."
msgstr ""
"如果为 [code]true[/code] ,则文本光标按照 [member text_editor/appearance/"
"caret/caret_blink_interval] 来闪烁。如果长时间使用脚本编辑器,禁用这个设置可以"
"改善笔记本电脑的电池寿命,因为可以减少编辑器需要重绘的频率。"
msgid ""
"The interval at which the caret will blink (in seconds). See also [member "
"text_editor/appearance/caret/caret_blink]."
msgstr ""
"文本光标闪烁的时间间隔(单位为秒)。另见 [member text_editor/appearance/caret/"
"caret_blink]。"
msgid ""
"If [code]true[/code], highlights all occurrences of the currently selected "
"text in the script editor. See also [member text_editor/theme/highlighting/"
"word_highlighted_color]."
msgstr ""
"如果为 [code]true[/code],则在脚本编辑器中高亮显示当前所选文本的所有匹配项。另"
"请参阅 [member text_editor/theme/highlighting/word_highlighted_color]。"
msgid ""
"If [code]true[/code], colors the background of the line the caret is "
"currently on with [member text_editor/theme/highlighting/current_line_color]."
msgstr ""
"如果为 [code]true[/code],则使用 [member text_editor/theme/highlighting/"
"current_line_color] 为文本光标当前所在行的背景着色。"
msgid ""
"The shape of the caret to use in the script editor. [b]Line[/b] displays a "
"vertical line to the left of the current character, whereas [b]Block[/b] "
"displays an outline over the current character."
msgstr ""
"在脚本编辑器中使用的文本光标的形状。[b]Line[/b] 会在当前字符的左侧显示一条垂直"
"线,而 [b]Block[/b] 会在当前字符上方显示一个轮廓。"
msgid ""
"The column at which to display a subtle line as a line length guideline for "
"scripts. This should generally be greater than [member text_editor/appearance/"
"guidelines/line_length_guideline_soft_column]."
msgstr ""
"在哪列将细线显示为脚本的行长参考线。这通常应该大于 [member text_editor/"
"appearance/guidelines/line_length_guideline_soft_column]。"
msgid ""
"The column at which to display a [i]very[/i] subtle line as a line length "
"guideline for scripts. This should generally be lower than [member "
"text_editor/appearance/guidelines/line_length_guideline_hard_column]."
msgstr ""
"在哪行将一条[i]非常[/i]细的线显示为脚本的行长参考线。这通常应该低于 [member "
"text_editor/appearance/guidelines/line_length_guideline_hard_column]。"
msgid ""
"If [code]true[/code], displays line length guidelines to help you keep line "
"lengths in check. See also [member text_editor/appearance/guidelines/"
"line_length_guideline_soft_column] and [member text_editor/appearance/"
"guidelines/line_length_guideline_hard_column]."
msgstr ""
"如果为 [code]true[/code],则显示行长度参考线以帮助控制行的长度。另请参阅 "
"[member text_editor/appearance/guidelines/line_length_guideline_soft_column] "
"和 [member text_editor/appearance/guidelines/"
"line_length_guideline_hard_column]。"
msgid ""
"If [code]true[/code], highlights type-safe lines by displaying their line "
"number color with [member text_editor/theme/highlighting/"
"safe_line_number_color] instead of [member text_editor/theme/highlighting/"
"line_number_color]. Type-safe lines are lines of code where the type of all "
"variables is known at compile-time. These type-safe lines may run faster "
"thanks to typed instructions."
msgstr ""
"如果为 [code]true[/code],则通过使用 [member text_editor/theme/highlighting/"
"safe_line_number_color] 而不是 [member text_editor/theme/highlighting/"
"line_number_color],来显示行号颜色以突出显示类型安全行。类型安全行是指所有变量"
"的类型在编译时已知的代码行。由于类型化的指令,这些类型安全的行可能会运行得更"
"快。"
msgid ""
"If [code]true[/code], displays line numbers with zero padding (e.g. "
"[code]007[/code] instead of [code]7[/code])."
msgstr ""
"如果为 [code]true[/code],则显示的行号使用零填充(例如 [code]7[/code] 会变成 "
"[code]007[/code])。"
msgid ""
"If [code]true[/code], displays a gutter at the left containing icons for "
"methods with signal connections and for overridden methods."
msgstr ""
"如果为 [code]true[/code],则会在左侧显示一个装订线,为存在信号连接和覆盖方法的"
"方法显示图标。"
msgid "If [code]true[/code], displays line numbers in a gutter at the left."
msgstr "如果为 [code]true[/code],则会在左侧的装订线中显示行号。"
msgid ""
"If [member text_editor/appearance/lines/word_wrap] is set to [code]1[/code], "
"sets text wrapping mode. To see how each mode behaves, see [enum TextServer."
"AutowrapMode]."
msgstr ""
"如果 [member text_editor/appearance/lines/word_wrap] 设置为 [code]1[/code],则"
"设置文本换行模式。每种模式的行为见 [enum TextServer.AutowrapMode]。"
msgid ""
"If [code]true[/code], displays the folding arrows next to indented code "
"sections and allows code folding. If [code]false[/code], hides the folding "
"arrows next to indented code sections and disallows code folding."
msgstr ""
"如果为 [code]true[/code],则显示缩进的代码小节旁边的折叠箭头,并允许代码折叠。"
"如果为 [code]false[/code],则隐藏缩进的代码小节旁边的折叠箭头,并禁止代码折"
"叠。"
msgid ""
"If [code]true[/code], wraps long lines over multiple lines to avoid "
"horizontal scrolling. This is a display-only feature; it does not actually "
"insert line breaks in your scripts."
msgstr ""
"如果为 [code]true[/code],则将长行换成多行以避免水平滚动。这是一个仅显示的功"
"能;它实际上并没有在脚本中插入换行符。"
msgid "The width of the minimap in the script editor (in pixels)."
msgstr "脚本编辑器中小地图的宽度(单位为像素)。"
msgid ""
"If [code]true[/code], draws an overview of the script near the scroll bar. "
"The minimap can be left-clicked to scroll directly to a location in an "
"\"absolute\" manner."
msgstr ""
"如果为 [code]true[/code],则在滚动条附近绘制脚本概览。小地图可以被左键点击,"
"以“绝对”的方式直接滚动到某个位置。"
msgid "If [code]true[/code], draws space characters as centered points."
msgstr "如果为 [code]true[/code],则会将空格字符绘制为居中的点。"
msgid "If [code]true[/code], draws tab characters as chevrons."
msgstr "如果为 [code]true[/code],则会将制表符绘制为人字形。"
msgid ""
"The space to add between lines (in pixels). Greater line spacing can help "
"improve readability at the cost of displaying fewer lines on screen."
msgstr ""
"行与行之间要增加的空间(像素)。更大的行间距可以帮助提高可读性,但代价是在屏幕"
"上显示更少的行。"
msgid ""
"If [code]true[/code], automatically reloads scripts in the editor when they "
"have been modified and saved by external editors."
msgstr ""
"如果为 [code]true[/code],当脚本被外部编辑器修改和保存时,会自动在编辑器中重新"
"加载脚本。"
msgid ""
"If set to a value greater than [code]0[/code], automatically saves the "
"current script following the specified interval (in seconds). This can be "
"used to prevent data loss if the editor crashes."
msgstr ""
"如果设置为大于 [code]0[/code] 的值,则按照指定的时间间隔(以秒为单位)会自动保"
"存当前脚本。这可用于防止编辑器崩溃时的数据丢失。"
msgid ""
"If [code]true[/code], converts indentation to match the script editor's "
"indentation settings when saving a script. See also [member text_editor/"
"behavior/indent/type]."
msgstr ""
"如果为 [code]true[/code],则在保存脚本时转换缩进,以匹配脚本编辑器的缩进设置。"
"另见 [member text_editor/behavior/indent/type]。"
msgid ""
"If [code]true[/code], reopens scripts that were opened in the last session "
"when the editor is reopened on a given project."
msgstr ""
"如果为 [code]true[/code],则在给定项目上重新打开编辑器时,重新打开在上次会话中"
"打开的脚本。"
msgid ""
"If [code]true[/code], trims trailing whitespace when saving a script. "
"Trailing whitespace refers to tab and space characters placed at the end of "
"lines. Since these serve no practical purpose, they can and should be removed "
"to make version control diffs less noisy."
msgstr ""
"如果为 [code]true[/code],则在保存脚本时修剪尾随空格。尾随空格是指放置在行尾的"
"制表符和空格字符。由于这些没有任何实际用途,因此可以并且应该将其移除,以减少版"
"本控制差异的干扰。"
msgid ""
"If [code]true[/code], automatically indents code when pressing the "
"[kbd]Enter[/kbd] key based on blocks above the new line."
msgstr ""
"如果为 [code]true[/code],则在按 [kbd]Enter[/kbd] 键时,将根据新行上方的代码"
"块,自动缩进代码。"
msgid ""
"When using tab indentation, determines the length of each tab. When using "
"space indentation, determines how many spaces are inserted when pressing "
"[kbd]Tab[/kbd] and when automatic indentation is performed."
msgstr ""
"使用制表符缩进时,确定每个制表符的长度。使用空格缩进时,确定按下 [kbd]Tab[/"
"kbd] 和执行自动缩进时,插入了多少空格。"
msgid ""
"The indentation style to use (tabs or spaces).\n"
"[b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for "
"indentation. It is advised to change this setting only if you need to work on "
"a project that currently uses spaces for indentation."
msgstr ""
"要使用的缩进风格(制表符或空格)。\n"
"[b]注意:[/b][url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide."
"html]GDScript 风格指南[/url]建议使用制表符进行缩进。建议仅当需要处理当前使用空"
"格进行缩进的游戏项目时,才更改这项设置。"
msgid ""
"If [code]true[/code], allows drag-and-dropping text in the script editor to "
"move text. Disable this if you find yourself accidentally drag-and-dropping "
"text in the script editor."
msgstr ""
"如果为 [code]true[/code],则允许在脚本编辑器中拖放文本以移动文本。如果发现不小"
"心在脚本编辑器中拖放了文本,请禁用该项。"
msgid ""
"If [code]true[/code], the caret will be moved when right-clicking somewhere "
"in the script editor (like when left-clicking or middle-clicking). If "
"[code]false[/code], the caret will only be moved when left-clicking or middle-"
"clicking somewhere."
msgstr ""
"如果为 [code]true[/code],则在脚本编辑器中右键点击某处时,文本光标将被移动(像"
"左键点击或中键点击时一样)。如果为 [code]false[/code],文本光标只会在左键点击"
"或中键点击某个位置时移动。"
msgid "If [code]true[/code], allows scrolling past the end of the file."
msgstr "如果为 [code]true[/code],则允许滚动越过文件的末尾。"
msgid ""
"If [code]true[/code], allows scrolling in sub-line intervals and enables a "
"smooth scrolling animation when using the mouse wheel to scroll.\n"
"[b]Note:[/b] [member text_editor/behavior/navigation/smooth_scrolling] "
"currently behaves poorly in projects where [member ProjectSettings.physics/"
"common/physics_ticks_per_second] has been increased significantly from its "
"default value ([code]60[/code]). In this case, it is recommended to disable "
"this setting."
msgstr ""
"如果为 [code]true[/code],则允许在子行间隔内滚动,并在使用鼠标滚轮滚动时启用平"
"滑的滚动动画。\n"
"[b]注意:[/b][member text_editor/behavior/navigation/smooth_scrolling] 当前在 "
"[member ProjectSettings.physics/common/physics_ticks_per_second] 从其默认值"
"[code]60[/code])显著增加的游戏项目中表现不佳。在这种情况下,建议禁用该设"
"置。"
msgid ""
"If [code]true[/code], prevents automatically switching between the Script and "
"2D/3D screens when selecting a node in the Scene tree dock."
msgstr ""
"如果为 [code]true[/code],则在场景树面板中选择节点时,可防止自动在脚本和 "
"2D/3D 屏幕之间切换。"
msgid ""
"The number of pixels to scroll with every mouse wheel increment. Higher "
"values make the script scroll by faster when using the mouse wheel.\n"
"[b]Note:[/b] You can hold down [kbd]Alt[/kbd] while using the mouse wheel to "
"temporarily scroll 5 times faster."
msgstr ""
"每个鼠标滚轮增量滚动的像素数。使用鼠标滚轮时,较高的值会使脚本滚动得更快。\n"
"[b]注意:[/b]可以在按住 [kbd]Alt[/kbd] 的同时,使用鼠标滚轮将滚动速度暂时提高 "
"5 倍。"
msgid ""
"If [code]true[/code], adds static typing hints such as [code]-> void[/code] "
"and [code]: int[/code] when using code autocompletion or when creating "
"onready variables by drag and dropping nodes into the script editor while "
"pressing the [kbd]Ctrl[/kbd] key."
msgstr ""
"如果为 [code]true[/code] ,则在使用代码自动补全时,或在按下 [kbd]Ctrl[/kbd] 键"
"的同时将节点拖放到脚本编辑器中创建 onready 变量时,将添加静态类型提示,类型提"
"示类似 [code]-> void[/code] 和 [code]: int[/code] 。"
msgid ""
"If [code]true[/code], automatically completes braces when making use of code "
"completion."
msgstr "如果为 [code]true[/code],则在使用代码补全时,自动补全括号。"
msgid ""
"The delay in seconds after which autocompletion suggestions should be "
"displayed when the user stops typing."
msgstr "用户停止输入后,应显示自动补全建议的延迟时间(以秒为单位)。"
msgid ""
"If [code]true[/code], code completion will be triggered automatically after "
"[member text_editor/completion/code_complete_delay]. If [code]false[/code], "
"you can still trigger completion manually by pressing [kbd]Ctrl + Space[/kbd] "
"([kbd]Cmd + Space[/kbd] on macOS)."
msgstr ""
"如果为 [code]true[/code],代码补全将在 [member text_editor/completion/"
"code_complete_delay] 之后自动触发。如果为 [code]false[/code],你仍然可以通过"
"按 [kbd]Ctrl + Space[/kbd](在 macOS 上为 [kbd]Cmd + Space[/kbd])手动触发补"
"全。"
msgid ""
"If [code]true[/code] enables the coloring for some items in the "
"autocompletion suggestions, like vector components."
msgstr ""
"如果为 [code]true[/code],则启用自动补全建议中某些项目的着色,例如向量分量。"
msgid ""
"If [code]true[/code], provides autocompletion suggestions for file paths in "
"methods such as [code]load()[/code] and [code]preload()[/code]."
msgstr ""
"如果为 [code]true[/code],则在 [code]load()[/code] 和 [code]preload()[/code] "
"等方法中,为文件路径提供自动补全建议。"
msgid ""
"The delay in seconds after which the script editor should check for errors "
"when the user stops typing."
msgstr "用户停止输入后,脚本编辑器应检查错误的延迟时间(以秒为单位)。"
msgid ""
"If [code]true[/code], the code completion tooltip will appear below the "
"current line unless there is no space on screen below the current line. If "
"[code]false[/code], the code completion tooltip will appear above the current "
"line."
msgstr ""
"如果为 [code]true[/code],除非当前行下方的屏幕上没有空间,否则代码补全工具提"
"示,将出现在当前行下方。如果为 [code]false[/code],则代码补全工具提示,将出现"
"在当前行上方。"
msgid ""
"If [code]true[/code], performs string autocompletion with single quotes. If "
"[code]false[/code], performs string autocompletion with double quotes (which "
"matches the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide."
"html]GDScript style guide[/url])."
msgstr ""
"如果为 [code]true[/code],则执行带单引号的字符串自动补全。如果为 [code]false[/"
"code],则执行带双引号的字符串自动补全(则与 [url=$DOCS_URL/tutorials/"
"scripting/gdscript/gdscript_styleguide.html]GDScript 风格指南[/url]一致)。"
msgid ""
"Controls which multi-line code blocks should be displayed in the editor help. "
"This setting does not affect single-line code literals in the editor help."
msgstr ""
"控制应在编辑器帮助中显示哪些多行代码块。该设置不会影响编辑器帮助中的单行代码文"
"字。"
msgid "The font size to use for the editor help (built-in class reference)."
msgstr "编辑器帮助(内置类参考)的字体大小。"
msgid ""
"The font size to use for code samples in the editor help (built-in class "
"reference)."
msgstr "编辑器帮助(内置类参考)中示例代码的字体大小。"
msgid ""
"The font size to use for headings in the editor help (built-in class "
"reference)."
msgstr "编辑器帮助(内置类参考)中标题的字体大小。"
msgid ""
"If [code]true[/code], displays a table of contents at the left of the editor "
"help (at the location where the members overview would appear when editing a "
"script)."
msgstr ""
"如果为 [code]true[/code],则在编辑器帮助的左侧显示目录(编辑脚本时出现成员概览"
"的位置)。"
msgid ""
"If [code]true[/code], displays an overview of the current script's member "
"variables and functions at the left of the script editor. See also [member "
"text_editor/script_list/sort_members_outline_alphabetically]."
msgstr ""
"如果为 [code]true[/code],则在脚本编辑器的左侧显示当前脚本的成员变量和函数的概"
"览。另见 [member text_editor/script_list/"
"sort_members_outline_alphabetically]。"
msgid ""
"If [code]true[/code], sorts the members outline (located at the left of the "
"script editor) using alphabetical order. If [code]false[/code], sorts the "
"members outline depending on the order in which members are found in the "
"script.\n"
"[b]Note:[/b] Only effective if [member text_editor/script_list/"
"show_members_overview] is [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则使用字母顺序,对成员大纲(位于脚本编辑器的左侧)进"
"行排序。如果为 [code]false[/code],则根据在脚本中找到成员的顺序,对成员大纲进"
"行排序。\n"
"[b]注意:[/b]仅当 [member text_editor/script_list/show_members_overview] 为 "
"[code]true[/code] 时有效。"
msgid ""
"The syntax theme to use in the script editor.\n"
"You can save your own syntax theme from your current settings by using "
"[b]File > Theme > Save As...[/b] at the top of the script editor. The syntax "
"theme will then be available locally in the list of color themes.\n"
"You can find additional syntax themes to install in the [url=https://github."
"com/godotengine/godot-syntax-themes]godot-syntax-themes[/url] repository."
msgstr ""
"脚本编辑器中,使用的语法主题。\n"
"可以使用脚本编辑器顶部的[b]文件 > 主题 > 另存为...[/b],从当前设置中保存自己的"
"语法主题。然后,语法主题将在本地颜色主题列表中可用。\n"
"可以在 [url=https://github.com/godotengine/godot-syntax-themes]godot-syntax-"
"themes[/url] 存储库中,找到要安装的其他语法主题。"
msgid ""
"The script editor's background color. If set to a translucent color, the "
"editor theme's base color will be visible behind."
msgstr ""
"脚本编辑器中,背景的颜色。如果设置为半透明的颜色,会透出后面的编辑器主题的基础"
"色。"
msgid ""
"The script editor's base type color (used for types like [Vector2], "
"[Vector3], [Color], ...)."
msgstr ""
"脚本编辑器中,基础类型的颜色(用于 [Vector2]、[Vector3]、[Color] 等类型)。"
msgid "The script editor's bookmark icon color (displayed in the gutter)."
msgstr "脚本编辑器中,书签图标的颜色(在装订线中显示)。"
msgid ""
"The script editor's brace mismatch color. Used when the caret is currently on "
"a mismatched brace, parenthesis or bracket character."
msgstr ""
"脚本编辑器中,括号不匹配的颜色。当文本光标位于不匹配的大括号、圆括号或方括号字"
"符上时使用。"
msgid "The script editor's breakpoint icon color (displayed in the gutter)."
msgstr "脚本编辑器中,断点图标的颜色(在装订线中显示)。"
msgid ""
"The script editor's caret background color.\n"
"[b]Note:[/b] This setting has no effect as it's currently unused."
msgstr ""
"脚本编辑器中,文本光标的背景色。\n"
"[b]注意:[/b]该设置无效,因为当前未使用。"
msgid "The script editor's caret color."
msgstr "脚本编辑器中,文本光标的颜色。"
msgid ""
"The script editor's color for the code folding icon (displayed in the gutter)."
msgstr "脚本编辑器中,代码折叠图标的颜色(在装订线中显示)。"
msgid ""
"The script editor's comment color.\n"
"[b]Note:[/b] In GDScript, unlike Python, multiline strings are not considered "
"to be comments, and will use the string highlighting color instead."
msgstr ""
"脚本编辑器中,注释的颜色。\n"
"[b]注意:[/b]在 GDScript 中,与 Python 不同,多行字符串不被视为注释,而是使用"
"字符串高亮显示颜色。"
msgid "The script editor's autocompletion box background color."
msgstr "脚本编辑器中,自动补全框的背景色。"
msgid ""
"The script editor's autocompletion box background color to highlight existing "
"characters in the completion results. This should be a translucent color so "
"that [member text_editor/theme/highlighting/completion_selected_color] can be "
"seen behind."
msgstr ""
"脚本编辑器中,自动补全框的背景颜色,用于高亮显示补全结果中的现有字符。这应该是"
"半透明的颜色,以便在后面可以看到 [member text_editor/theme/highlighting/"
"completion_selected_color]。"
msgid "The script editor's autocompletion box text color."
msgstr "脚本编辑器中,自动补全框的文本颜色。"
msgid "The script editor's autocompletion box scroll bar color."
msgstr "脚本编辑器中,自动补全框的滚动条颜色。"
msgid ""
"The script editor's autocompletion box scroll bar color when hovered or "
"pressed with the mouse."
msgstr "脚本编辑器中,自动补全框的滚动条被鼠标悬停或按下时的颜色。"
msgid ""
"The script editor's autocompletion box background color for the currently "
"selected line."
msgstr "脚本编辑器中,自动补全框的当前选中行的背景色。"
msgid ""
"The script editor's control flow keyword color (used for keywords like "
"[code]if[/code], [code]for[/code], [code]return[/code], ...)."
msgstr ""
"脚本编辑器中,控制流关键字的颜色(用于 [code]if[/code]、[code]for[/code]、"
"[code]return[/code] 等关键字)。"
msgid ""
"The script editor's background color for the line the caret is currently on. "
"This should be set to a translucent color so that it can display on top of "
"other line color modifiers such as [member text_editor/theme/highlighting/"
"mark_color]."
msgstr ""
"脚本编辑器中,文本光标当前所在行的背景色。这应该被设置为半透明颜色,以便它可以"
"显示在其他的行颜色修饰之上,例如 [member text_editor/theme/highlighting/"
"mark_color]。"
msgid ""
"The script editor's documentation comment color. In GDScript, this is used "
"for comments starting with [code]##[/code]. In C#, this is used for comments "
"starting with [code]///[/code] or [code]/**[/code]."
msgstr ""
"脚本编辑器的文档注释颜色。在 GDScript 中,这被用于以 [code]##[/code] 开头的注"
"释。在 C# 中,这被用于以 [code]///[/code] 或 [code]/**[/code] 开头的注释。"
msgid ""
"The script editor's engine type color ([Vector2], [Vector3], [Color], ...)."
msgstr "脚本编辑器中,引擎类型的颜色([Vector2]、[Vector3]、[Color]……)。"
msgid ""
"The script editor's color for the debugger's executing line icon (displayed "
"in the gutter)."
msgstr "脚本编辑器中,调试器执行行图标(显示在装订线中)的颜色。"
msgid ""
"The script editor's background line highlighting color for folded code region."
msgstr "脚本编辑器的背景行高亮颜色,用于折叠代码区块。"
msgid ""
"The script editor's function call color.\n"
"[b]Note:[/b] When using the GDScript syntax highlighter, this is replaced by "
"the function definition color configured in the syntax theme for function "
"definitions (e.g. [code]func _ready():[/code])."
msgstr ""
"脚本编辑器中,函数调用的颜色。\n"
"[b]注意:[/b]当使用 GDScript 语法高亮器时,这将被语法主题中为函数定义(例如:"
"[code]func _ready():[/code] )配置的函数定义颜色所取代。"
msgid ""
"The script editor's non-control flow keyword color (used for keywords like "
"[code]var[/code], [code]func[/code], [code]extends[/code], ...)."
msgstr ""
"脚本编辑器中,非控制流关键字的颜色(用于关键字,如 [code]var[/code]、"
"[code]func[/code]、[code]extends[/code]、...)。"
msgid ""
"The script editor's color for the line length guideline. The \"hard\" line "
"length guideline will be drawn with this color, whereas the \"soft\" line "
"length guideline will be drawn with half of its opacity."
msgstr ""
"脚本编辑器中,行长参考线的颜色。“硬”行长参考线将使用该颜色绘制,而“软”行长参考"
"线将使用其一半的不透明度绘制。"
msgid ""
"The script editor's color for line numbers. See also [member text_editor/"
"theme/highlighting/safe_line_number_color]."
msgstr ""
"脚本编辑器中,行号的颜色。另请参阅 [member text_editor/theme/highlighting/"
"safe_line_number_color]。"
msgid ""
"The script editor's background color for lines with errors. This should be "
"set to a translucent color so that it can display on top of other line color "
"modifiers such as [member text_editor/theme/highlighting/current_line_color]."
msgstr ""
"脚本编辑器中,有错误的行的背景颜色。这应该被设置为半透明颜色,以便它可以显示在"
"其他的行颜色修饰之上,例如 [member text_editor/theme/highlighting/"
"current_line_color]。"
msgid ""
"The script editor's color for member variables on objects (e.g. [code]self."
"some_property[/code]).\n"
"[b]Note:[/b] This color is not used for local variable declaration and access."
msgstr ""
"脚本编辑器中,对象上成员变量(例如 [code]self.some_property[/code])的颜色。\n"
"[b]注意:[/b]该颜色不用于局部变量的声明和访问。"
msgid "The script editor's color for numbers (integer and floating-point)."
msgstr "脚本编辑器中,数字(整数和浮点数)的颜色。"
msgid ""
"The script editor's color for type-safe line numbers. See also [member "
"text_editor/theme/highlighting/line_number_color].\n"
"[b]Note:[/b] Only displayed if [member text_editor/appearance/gutters/"
"highlight_type_safe_lines] is [code]true[/code]."
msgstr ""
"脚本编辑器中,类型安全行号的颜色。另请参阅 [member text_editor/theme/"
"highlighting/line_number_color]。\n"
"[b]注意:[/b]仅当 [member text_editor/appearance/gutters/"
"highlight_type_safe_lines] 为 [code]true[/code] 时才显示。"
msgid ""
"The script editor's color for the border of search results. This border helps "
"bring further attention to the search result. Set this color's opacity to 0 "
"to disable the border."
msgstr ""
"脚本编辑器中,搜索结果边框的颜色。该边框有助于进一步关注搜索结果。将该颜色的不"
"透明度设置为 0 可禁用该边框。"
msgid "The script editor's background color for search results."
msgstr "脚本编辑器中,搜索结果的背景色。"
msgid "The script editor's background color for the currently selected text."
msgstr "脚本编辑器中,当前选中文本的背景色。"
msgid "The script editor's color for strings (single-line and multi-line)."
msgstr "脚本编辑器中,字符串的颜色(单行和多行)。"
msgid ""
"The script editor's color for operators ([code]( ) [ ] { } + - * /[/"
"code], ...)."
msgstr "脚本编辑器中,运算符的颜色([code]( ) [ ] { } + - * /[/code] 等)。"
msgid ""
"The script editor's color for text not highlighted by any syntax highlighting "
"rule."
msgstr "脚本编辑器中,所有语法高亮规则均未高亮显示的文本的颜色。"
msgid ""
"The script editor's background color for text. This should be set to a "
"translucent color so that it can display on top of other line color modifiers "
"such as [member text_editor/theme/highlighting/current_line_color]."
msgstr ""
"脚本编辑器中,文本的背景颜色。这应该被设置为半透明颜色,以便它可以显示在其他的"
"行颜色修饰之上,例如 [member text_editor/theme/highlighting/"
"current_line_color]。"
msgid ""
"The script editor's color for user-defined types (using [code]class_name[/"
"code])."
msgstr "脚本编辑器中,用户定义的类型(使用 [code]class_name[/code] )的颜色。"
msgid ""
"The script editor's color for words highlighted by selecting them. Only "
"visible if [member text_editor/appearance/caret/highlight_all_occurrences] is "
"[code]true[/code]."
msgstr ""
"脚本编辑器中,通过选择单词而高亮显示的颜色。仅当 [member text_editor/"
"appearance/caret/highlight_all_occurrences] 为 [code]true[/code] 时可见。"
msgid "Emitted after any editor setting has changed."
msgstr "在编辑器设置改变后触发。"
msgid ""
"Emitted after any editor setting has changed. It's used by various editor "
"plugins to update their visuals on theme changes or logic on configuration "
"changes."
msgstr ""
"在编辑器设置改变后触发。它被各种编辑器插件使用,以在主题更改时更新视觉效果,或"
"在配置更改时更新逻辑。"
msgid "Godot editor's control for editing numeric values."
msgstr "Godot 编辑器用于编辑数值的控件。"
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
"of numeric values. Can be used with [EditorInspectorPlugin] to recreate the "
"same behavior.\n"
"If the [member Range.step] value is [code]1[/code], the [EditorSpinSlider] "
"will display up/down arrows, similar to [SpinBox]. If the [member Range.step] "
"value is not [code]1[/code], a slider will be displayed instead."
msgstr ""
"这个 [Control] 节点在编辑器的检查器面板中使用,允许编辑数值。可以与 "
"[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。\n"
"如果 [member Range.step] 值为 [code]1[/code],则 [EditorSpinSlider] 将显示向"
"上/向下箭头,类似于 [SpinBox]。如果 [member Range.step] 值不是 [code]1[/"
"code],则会显示一个滑块。"
msgid "If [code]true[/code], the slider will not draw background."
msgstr "如果为 [code]true[/code],则滑块不会绘制背景。"
msgid "If [code]true[/code], the slider and up/down arrows are hidden."
msgstr "如果为 [code]true[/code],则隐藏滑块和向上/向下箭头。"
msgid "The text that displays to the left of the value."
msgstr "在值的左侧显示的文本。"
msgid "If [code]true[/code], the slider can't be interacted with."
msgstr "如果为 [code]true[/code],则无法与滑块交互。"
msgid ""
"The suffix to display after the value (in a faded color). This should "
"generally be a plural word. You may have to use an abbreviation if the suffix "
"is too long to be displayed."
msgstr ""
"在值之后显示的后缀(以一种淡化的颜色显示)。这通常应该是一个复数形式的词。如果"
"后缀太长而无法显示,可能必须使用缩写。"
msgid "Emitted when the spinner/slider is grabbed."
msgstr "当微调器/滑块被抓取时发出。"
msgid "Emitted when the spinner/slider is ungrabbed."
msgstr "当微调器/滑块取消抓取时发出。"
msgid "Emitted when the value form gains focus."
msgstr "值表单获得焦点时发出。"
msgid "Emitted when the value form loses focus."
msgstr "值表单丢失焦点时发出。"
msgid "Base class for [SyntaxHighlighter] used by the [ScriptEditor]."
msgstr "[ScriptEditor] 所使用的 [SyntaxHighlighter] 的基类。"
msgid ""
"Base class that all [SyntaxHighlighter]s used by the [ScriptEditor] extend "
"from.\n"
"Add a syntax highlighter to an individual script by calling [method "
"ScriptEditorBase.add_syntax_highlighter]. To apply to all scripts on open, "
"call [method ScriptEditor.register_syntax_highlighter]."
msgstr ""
"扩展了 [ScriptEditor] 的编辑器所使用的所有 [SyntaxHighlighter] 的基类。\n"
"请通过调用 [method ScriptEditorBase.add_syntax_highlighter] 为各个脚本添加语法"
"高亮器。要在打开时应用于所有脚本,请调用 [method ScriptEditor."
"register_syntax_highlighter]。"
msgid ""
"Virtual method which can be overridden to return the syntax highlighter name."
msgstr "虚函数,可以在重写后返回语法高亮器的名称。"
msgid ""
"Virtual method which can be overridden to return the supported language names."
msgstr "虚函数,可以在重写后返回所支持的语言名称。"
msgid ""
"Plugin for adding custom parsers to extract strings that are to be translated "
"from custom files (.csv, .json etc.)."
msgstr ""
"用于添加自定义解析器,以从自定义文件(.csv、.json等提取已翻译的字符串的插"
"件。"
msgid ""
"[EditorTranslationParserPlugin] is invoked when a file is being parsed to "
"extract strings that require translation. To define the parsing and string "
"extraction logic, override the [method _parse_file] method in script.\n"
"Add the extracted strings to argument [code]msgids[/code] or "
"[code]msgids_context_plural[/code] if context or plural is used.\n"
"When adding to [code]msgids_context_plural[/code], you must add the data "
"using the format [code][\"A\", \"B\", \"C\"][/code], where [code]A[/code] "
"represents the extracted string, [code]B[/code] represents the context, and "
"[code]C[/code] represents the plural version of the extracted string. If you "
"want to add only context but not plural, put [code]\"\"[/code] for the plural "
"slot. The idea is the same if you only want to add plural but not context. "
"See the code below for concrete examples.\n"
"The extracted strings will be written into a POT file selected by user under "
"\"POT Generation\" in \"Localization\" tab in \"Project Settings\" menu.\n"
"Below shows an example of a custom parser that extracts strings from a CSV "
"file to write into a POT.\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorTranslationParserPlugin\n"
"\n"
"func _parse_file(path, msgids, msgids_context_plural):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var text = file.get_as_text()\n"
" var split_strs = text.split(\",\", false)\n"
" for s in split_strs:\n"
" msgids.append(s)\n"
" #print(\"Extracted string: \" + s)\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"csv\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class CustomParser : EditorTranslationParserPlugin\n"
"{\n"
" public override void _ParseFile(string path, Godot.Collections."
"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> "
"msgidsContextPlural)\n"
" {\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" string text = file.GetAsText();\n"
" string[] splitStrs = text.Split(\",\", allowEmpty: false);\n"
" foreach (string s in splitStrs)\n"
" {\n"
" msgids.Add(s);\n"
" //GD.Print($\"Extracted string: {s}\");\n"
" }\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"csv\" };\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To add a translatable string associated with context or plural, add it to "
"[code]msgids_context_plural[/code]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This will add a message with msgid \"Test 1\", msgctxt \"context\", and "
"msgid_plural \"test 1 plurals\".\n"
"msgids_context_plural.append([\"Test 1\", \"context\", \"test 1 plurals\"])\n"
"# This will add a message with msgid \"A test without context\" and "
"msgid_plural \"plurals\".\n"
"msgids_context_plural.append([\"A test without context\", \"\", "
"\"plurals\"])\n"
"# This will add a message with msgid \"Only with context\" and msgctxt \"a "
"friendly context\".\n"
"msgids_context_plural.append([\"Only with context\", \"a friendly context\", "
"\"\"])\n"
"[/gdscript]\n"
"[csharp]\n"
"// This will add a message with msgid \"Test 1\", msgctxt \"context\", and "
"msgid_plural \"test 1 plurals\".\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"Test 1\", \"context\", "
"\"test 1 Plurals\"});\n"
"// This will add a message with msgid \"A test without context\" and "
"msgid_plural \"plurals\".\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"A test without "
"context\", \"\", \"plurals\"});\n"
"// This will add a message with msgid \"Only with context\" and msgctxt \"a "
"friendly context\".\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"Only with context\", "
"\"a friendly context\", \"\"});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you override parsing logic for standard script types "
"(GDScript, C#, etc.), it would be better to load the [code]path[/code] "
"argument using [method ResourceLoader.load]. This is because built-in scripts "
"are loaded as [Resource] type, not [FileAccess] type.\n"
"For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _parse_file(path, msgids, msgids_context_plural):\n"
" var res = ResourceLoader.load(path, \"Script\")\n"
" var text = res.source_code\n"
" # Parsing logic.\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"gd\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ParseFile(string path, Godot.Collections.Array<string> "
"msgids, Godot.Collections.Array<Godot.Collections.Array> "
"msgidsContextPlural)\n"
"{\n"
" var res = ResourceLoader.Load<Script>(path, \"Script\");\n"
" string text = res.SourceCode;\n"
" // Parsing logic.\n"
"}\n"
"\n"
"public override string[] _GetRecognizedExtensions()\n"
"{\n"
" return new string[] { \"gd\" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To use [EditorTranslationParserPlugin], register it using the [method "
"EditorPlugin.add_translation_parser_plugin] method first."
msgstr ""
"[EditorTranslationParserPlugin]在文件被解析以提取需要翻译的字符串时被调用。为"
"了定义解析和提取字符串的逻辑,在脚本中覆盖 [method _parse_file] 方法。\n"
"如果使用上下文或复数形式,则将提取的字符串添加到参数 [code]msgids[/code] 或 "
"[code]msgids_context_plural[/code]。\n"
"添加到 [code]msgids_context_plural[/code] 时,必须使用格式 [code][\"A\", "
"\"B\", \"C\"][/code] 添加数据,其中 [code]A[/code] 表示提取的字符串,[code]B[/"
"code] 表示上下文,[code]C[/code] 表示提取的字符串的复数形式。如果只想添加上下"
"文而不添加复数形式,请将 [code]\"\"[/code] 用于复数形式槽。如果只想添加复数形"
"式而不是上下文,做法也是一样的。有关具体示例,请参阅下面的代码。\n"
"提取的字符串将被写入用户在“项目设置”菜单的“本地化”选项卡中的“POT 生成”下选择"
"的 POT 文件中。\n"
"下面显示了一个自定义解析器的示例,该解析器从 CSV 文件中提取字符串以写入 POT "
"中。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorTranslationParserPlugin\n"
"\n"
"func _parse_file(path, msgids, msgids_context_plural):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var text = file.get_as_text()\n"
" var split_strs = text.split(\",\", false)\n"
" for s in split_strs:\n"
" msgids.append(s)\n"
" #print(\"提取的字符串:\" + s)\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"csv\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class CustomParser : EditorTranslationParserPlugin\n"
"{\n"
" public override void _ParseFile(string path, Godot.Collections."
"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> "
"msgidsContextPlural)\n"
" {\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" string text = file.GetAsText();\n"
" string[] splitStrs = text.Split(\",\", allowEmpty: false);\n"
" foreach (string s in splitStrs)\n"
" {\n"
" msgids.Add(s);\n"
" //GD.Print($\"提取的字符串:{s}\");\n"
" }\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"csv\" };\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要添加一个与上下文或复数关联的可翻译字符串,请将其添加到 "
"[code]msgids_context_plural[/code]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 这将添加一条消息,其中 msgid 为“测试 1”、msgctxt 为“上下文”,以及 "
"msgid_plural 为“测试 1 复数形式”。\n"
"msgids_context_plural.append([\"测试 1\", \"上下文\", \"测试 1 复数形式\"])\n"
"# 这将添加一条消息,其中 msgid 为“一个没有上下文的测试”、msgid_plural 为 “复数"
"形式”。\n"
"msgids_context_plural.append([\"一个没有上下文的测试\", \"\", \"复数形式\"])\n"
"# 这将添加一条消息,其中 msgid 为“仅带有上下文”、msgctxt 为 “一条友好的上下"
"文”。\n"
"msgids_context_plural.append([\"仅带有上下文\", \"一条友好的上下文\", \"\"])\n"
"[/gdscript]\n"
"[csharp]\n"
"// 这将添加一条消息,其中 msgid 为“测试 1”、msgctxt 为“上下文”,以及 "
"msgid_plural 为“测试 1 复数形式”。\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"测试 1\", \"上下文\", "
"\"测试 1 复数形式\"});\n"
"// 这将添加一条消息,其中 msgid 为“一个没有上下文的测试”、msgid_plural 为 “复"
"数形式”。\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"一个没有上下文的测试\", "
"\"\", \"复数形式\"});\n"
"// 这将添加一条消息,其中 msgid 为“仅带有上下文”、msgctxt 为 “一条友好的上下"
"文”。\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"仅带有上下文\", \"一条友"
"好的上下文\", \"\"});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果覆盖了标准脚本类型GDScript、C# 等)的解析逻辑,最好使用 "
"[method ResourceLoader.load] 加载 [code]path[/code] 参数。这是因为内置脚本被加"
"载为 [Resource] 类型,而不是 [FileAccess] 类型。\n"
"例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _parse_file(path, msgids, msgids_context_plural):\n"
" var res = ResourceLoader.load(path, \"Script\")\n"
" var text = res.source_code\n"
" # 解析逻辑。\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"gd\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ParseFile(string path, Godot.Collections.Array<string> "
"msgids, Godot.Collections.Array<Godot.Collections.Array> "
"msgidsContextPlural)\n"
"{\n"
" var res = ResourceLoader.Load<Script>(path, \"Script\");\n"
" string text = res.SourceCode;\n"
" // 解析逻辑。\n"
"}\n"
"\n"
"public override string[] _GetRecognizedExtensions()\n"
"{\n"
" return new string[] { \"gd\" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要使用 [EditorTranslationParserPlugin],请先使用 [method EditorPlugin."
"add_translation_parser_plugin] 方法注册它。"
msgid ""
"Gets the list of file extensions to associate with this parser, e.g. [code]"
"[\"csv\"][/code]."
msgstr "获取与该解析器关联的文件扩展名列表,例如 [code][\"csv\"][/code]。"
msgid ""
"Override this method to define a custom parsing logic to extract the "
"translatable strings."
msgstr "覆盖该方法,定义自定义解析逻辑以提取可翻译的字符串。"
msgid "Manages undo history of scenes opened in the editor."
msgstr "管理编辑器中打开场景的撤销历史。"
msgid ""
"[EditorUndoRedoManager] is a manager for [UndoRedo] objects associated with "
"edited scenes. Each scene has its own undo history and "
"[EditorUndoRedoManager] ensures that each action performed in the editor gets "
"associated with a proper scene. For actions not related to scenes "
"([ProjectSettings] edits, external resources, etc.), a separate global "
"history is used.\n"
"The usage is mostly the same as [UndoRedo]. You create and commit actions and "
"the manager automatically decides under-the-hood what scenes it belongs to. "
"The scene is deduced based on the first operation in an action, using the "
"object from the operation. The rules are as follows:\n"
"- If the object is a [Node], use the currently edited scene;\n"
"- If the object is a built-in resource, use the scene from its path;\n"
"- If the object is external resource or anything else, use global history.\n"
"This guessing can sometimes yield false results, so you can provide a custom "
"context object when creating an action.\n"
"[EditorUndoRedoManager] is intended to be used by Godot editor plugins. You "
"can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses "
"or plugins that don't need to integrate with the editor's undo history, use "
"[UndoRedo] instead.\n"
"The manager's API is mostly the same as in [UndoRedo], so you can refer to "
"its documentation for more examples. The main difference is that "
"[EditorUndoRedoManager] uses object + method name for actions, instead of "
"[Callable]."
msgstr ""
"[EditorUndoRedoManager] 是将 [UndoRedo] 对象与编辑场景相关联的管理器。每个场景"
"都有自己的撤销历史,[EditorUndoRedoManager] 能够确保编辑器中执行的每个动作都与"
"正确的场景相关联。与场景无关的动作(对 [ProjectSettings]、外部资源等对象的编"
"辑)使用单独的全局历史。\n"
"用法与 [UndoRedo] 基本一致。需要创建并提交动作,然后管理器会自动决定这个动作属"
"于哪个场景。场景是根据该动作中第一个操作所使用的对象来推断的。规则如下:\n"
"- 如果该对象为 [Node],则使用当前编辑的场景;\n"
"- 如果该对象为内置资源,则使用其路径上的场景;\n"
"- 如果该对象为外部资源或任何其他对象,则使用全局历史。\n"
"推断的结果有时并不准确,所以在创建动作时你可以提供自定义的上下文对象。\n"
"[EditorUndoRedoManager] 是为 Godot 编辑器插件使用而设计的。你可以使用 [method "
"EditorPlugin.get_undo_redo] 获取。对于非编辑器使用场景或者不需要与编辑器撤销历"
"史记录集成的插件,请改用 [UndoRedo]。\n"
"管理器的 API 与 [UndoRedo] 基本一致,它的文档中有更多示例。主要区别在于 "
"[EditorUndoRedoManager] 的动作使用对象 + 方法名,而不是 [Callable]。"
msgid ""
"Register a method that will be called when the action is committed (i.e. the "
"\"do\" action).\n"
"If this is the first operation, the [param object] will be used to deduce "
"target undo history."
msgstr ""
"注册一个方法,当动作被提交(即“做”的动作)时将被调用。\n"
"如果这是第一次操作,[param object] 将被用于推断目标撤消历史。"
msgid ""
"Register a property value change for \"do\".\n"
"If this is the first operation, the [param object] will be used to deduce "
"target undo history."
msgstr ""
"为“做”注册一个属性值变更。\n"
"如果这是第一次操作,[param object] 将被用于推断目标撤消历史。"
msgid ""
"Register a reference for \"do\" that will be erased if the \"do\" history is "
"lost. This is useful mostly for new nodes created for the \"do\" call. Do not "
"use for resources."
msgstr ""
"为“做”注册一个引用,如果“做”历史丢失,则该引用将被擦除。这主要用于为“做”调用而"
"创建的新节点。请不要用于资源。"
msgid ""
"Register a method that will be called when the action is undone (i.e. the "
"\"undo\" action).\n"
"If this is the first operation, the [param object] will be used to deduce "
"target undo history."
msgstr ""
"注册一个方法,当动作被撤销时(即“撤销”动作)将被调用。\n"
"如果这是第一次操作,[param object] 将被用于推断目标撤消历史。"
msgid ""
"Register a property value change for \"undo\".\n"
"If this is the first operation, the [param object] will be used to deduce "
"target undo history."
msgstr ""
"为“撤销”注册一个属性值变更。\n"
"如果这是第一次操作,[param object] 将被用于推断目标撤消历史。"
msgid ""
"Register a reference for \"undo\" that will be erased if the \"undo\" history "
"is lost. This is useful mostly for nodes removed with the \"do\" call (not "
"the \"undo\" call!)."
msgstr ""
"为“撤消”注册一个引用,如果“撤消”历史丢失,则该引用将被擦除。这主要用于通"
"过“做”调用(而不是“撤销”调用!)而移除的节点。"
msgid ""
"Commit the action. If [param execute] is true (default), all \"do\" methods/"
"properties are called/set when this function is called."
msgstr ""
"提交该动作。如果 [param execute] 为真(默认值),则该函数被调用时所有“做”方法/"
"属性将被调用/设置。"
msgid ""
"Create a new action. After this is called, do all your calls to [method "
"add_do_method], [method add_undo_method], [method add_do_property], and "
"[method add_undo_property], then commit the action with [method "
"commit_action].\n"
"The way actions are merged is dictated by the [param merge_mode] argument. "
"See [enum UndoRedo.MergeMode] for details.\n"
"If [param custom_context] object is provided, it will be used for deducing "
"target history (instead of using the first operation).\n"
"The way undo operation are ordered in actions is dictated by [param "
"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo "
"option are ordered in the same order they were added. Which means the first "
"operation to be added will be the first to be undone."
msgstr ""
"创建一个新的动作。调用后,请执行所有你需要的 [method add_do_method]、[method "
"add_undo_method]、[method add_do_property] 和 [method add_undo_property] 调"
"用,然后再用 [method commit_action] 提交这个动作。\n"
"动作的合并方式由 [param merge_mode] 参数决定。详见 [enum UndoRedo."
"MergeMode]。\n"
"如果提供了 [param custom_context] 对象,则它将被用于推断目标历史(而不是使用第"
"一个操作)。\n"
"动作中撤销操作的顺序由 [param backward_undo_ops] 决定。[param "
"backward_undo_ops] 为 [code]false[/code] 时,撤销选项的顺序和添加顺序一致。也"
"就是说,先添加的操作会先撤销。"
msgid ""
"Returns the [UndoRedo] object associated with the given history [param id].\n"
"[param id] above [code]0[/code] are mapped to the opened scene tabs (but it "
"doesn't match their order). [param id] of [code]0[/code] or lower have "
"special meaning (see [enum SpecialHistory]).\n"
"Best used with [method get_object_history_id]. This method is only provided "
"in case you need some more advanced methods of [UndoRedo] (but keep in mind "
"that directly operating on the [UndoRedo] object might affect editor's "
"stability)."
msgstr ""
"返回与给定历史 [param id] 关联的 [UndoRedo] 对象。\n"
"[code]0[/code] 以上的 [param id] 被映射到打开的场景选项卡(但它与它们的顺序不"
"匹配)。[code]0[/code] 或更低的 [param id] 具有特殊含义(参阅 [enum "
"SpecialHistory])。\n"
"最好与 [method get_object_history_id] 一起使用。该方法被提供,只是以防需要 "
"[UndoRedo] 的一些更高级的方法的情况(但请记住,直接操作 [UndoRedo] 对象可能会"
"影响编辑器的稳定性)。"
msgid ""
"Returns the history ID deduced from the given [param object]. It can be used "
"with [method get_history_undo_redo]."
msgstr ""
"返回从给定的 [param object] 推导出的历史 ID。它可以与 [method "
"get_history_undo_redo] 一起使用。"
msgid ""
"Returns [code]true[/code] if the [EditorUndoRedoManager] is currently "
"committing the action, i.e. running its \"do\" method or property change (see "
"[method commit_action])."
msgstr ""
"如果 [EditorUndoRedoManager] 当前正在提交该动作,即运行其“做”方法或属性更改"
"(请参阅 [method commit_action])时,则返回 [code]true[/code]。"
msgid ""
"Emitted when the list of actions in any history has changed, either when an "
"action is committed or a history is cleared."
msgstr ""
"当任何历史中的动作列表发生变化时发出,无论是当一个动作被提交或一个历史被清除"
"时。"
msgid ""
"Emitted when the version of any history has changed as a result of undo or "
"redo call."
msgstr "当任何历史记录的版本因撤消或重做调用而变化时发出。"
msgid ""
"Global history not associated with any scene, but with external resources etc."
msgstr "全局历史不与任何场景相关联,但与外部资源等相关联。"
msgid ""
"History associated with remote inspector. Used when live editing a running "
"project."
msgstr "与远程检查器相关的历史。在实时编辑正在运行的游戏项目时使用。"
msgid ""
"Invalid \"null\" history. It's a special value, not associated with any "
"object."
msgstr "无效历史“null”。这是一个特殊值不与任何对象相关联。"
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
"VCS in use."
msgstr "版本控制系统VCS接口用于读取和写入正在使用的本地 VCS。"
msgid ""
"Defines the API that the editor uses to extract information from the "
"underlying VCS. The implementation of this API is included in VCS plugins, "
"which are GDExtension plugins that inherit [EditorVCSInterface] and are "
"attached (on demand) to the singleton instance of [EditorVCSInterface]. "
"Instead of performing the task themselves, all the virtual functions listed "
"below are calling the internally overridden functions in the VCS plugins to "
"provide a plug-n-play experience. A custom VCS plugin is supposed to inherit "
"from [EditorVCSInterface] and override each of these virtual functions."
msgstr ""
"定义编辑器使用的 API负责从底层 VCS 提取信息。该 API 的实现包含在 VCS 插件"
"中,这些插件是继承 [EditorVCSInterface] 并被附加(按需)到 "
"[EditorVCSInterface] 的单例实例的 GDExtension 插件。以下列出的所有虚函数都不会"
"亲自执行操作,而是会去调用 VCS 插件中内部覆盖的函数,以提供即插即用的体验。自"
"定义 VCS 插件应当继承 [EditorVCSInterface] 并覆盖这些虚函数。"
msgid "Version control systems"
msgstr "版本控制系统"
msgid "Checks out a [param branch_name] in the VCS."
msgstr "检出 VCS 中的 [param branch_name] 分支。"
msgid ""
"Commits the currently staged changes and applies the commit [param msg] to "
"the resulting commit."
msgstr "提交当前暂存的修改,并对提交应用提交信息 [param msg]。"
msgid "Creates a new branch named [param branch_name] in the VCS."
msgstr "在 VCS 中新建名为 [param branch_name] 的分支。"
msgid ""
"Creates a new remote destination with name [param remote_name] and points it "
"to [param remote_url]. This can be an HTTPS remote or an SSH remote."
msgstr ""
"创建一个名为 [param remote_name] 的新远程仓库目标,并将其指向 [param "
"remote_url]。这既可以是 HTTPS 远程仓库,也可以是 SSH 远程仓库。"
msgid "Discards the changes made in a file present at [param file_path]."
msgstr "丢弃对位于 [param file_path] 的文件进行的修改。"
msgid ""
"Fetches new changes from the [param remote], but doesn't write changes to the "
"current working directory. Equivalent to [code]git fetch[/code]."
msgstr ""
"从远程仓库 [param remote] 中抓取新修改,但不将修改写入当前工作目录。相当于 "
"[code]git fetch[/code]。"
msgid ""
"Gets an instance of an [Array] of [String]s containing available branch names "
"in the VCS."
msgstr "获取 [String] 字符串的 [Array] 数组实例,包含在 VCS 中可用的分支名称。"
msgid "Gets the current branch name defined in the VCS."
msgstr "获取 VCS 中定义的当前分支名称。"
msgid ""
"Returns an array of [Dictionary] items (see [method create_diff_file], "
"[method create_diff_hunk], [method create_diff_line], [method "
"add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), "
"each containing information about a diff. If [param identifier] is a file "
"path, returns a file diff, and if it is a commit identifier, then returns a "
"commit diff."
msgstr ""
"返回 [Dictionary] 项的数组(参见 [method create_diff_file]、[method "
"create_diff_hunk]、[method create_diff_line]、[method "
"add_line_diffs_into_diff_hunk]、和 [method add_diff_hunks_into_diff_file]"
"每项都包含一个差异的信息。如果 [param identifier] 是文件路径,则返回文件差异;"
"如果它是提交标识符,则返回提交差异。"
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), "
"each containing a line diff between a file at [param file_path] and the "
"[param text] which is passed in."
msgstr ""
"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_diff_hunk]),每一"
"项都包含位于 [param file_path] 的文件与传入的 [param text] 之间的单行差异。"
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_status_file]), "
"each containing the status data of every modified file in the project folder."
msgstr ""
"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_status_file]),每"
"一项都包含项目文件夹中每个已修改的文件的状态数据。"
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_commit]), each "
"containing the data for a past commit."
msgstr ""
"返回 [Dictionary] 字典项的 [Array] 数组(见 [method create_commit]),每一项都"
"包含一个过去提交的数据。"
msgid ""
"Returns an [Array] of [String]s, each containing the name of a remote "
"configured in the VCS."
msgstr ""
"返回 [String] 字符串的 [Array] 数组,每一个都包含 VCS 中配置的一个远程仓库的名"
"称。"
msgid "Returns the name of the underlying VCS provider."
msgstr "返回底层 VCS 提供方的名称。"
msgid ""
"Initializes the VCS plugin when called from the editor. Returns whether or "
"not the plugin was successfully initialized. A VCS project is initialized at "
"[param project_path]."
msgstr ""
"从编辑器中调用时初始化该 VCS 插件。返回该插件是否成功初始化。会在 [param "
"project_path] 初始化 VCS 项目。"
msgid "Pulls changes from the remote. This can give rise to merge conflicts."
msgstr "从远程仓库拉取修改。这可能会导致合并冲突。"
msgid ""
"Pushes changes to the [param remote]. If [param force] is [code]true[/code], "
"a force push will override the change history already present on the remote."
msgstr ""
"将修改推送至远程仓库 [param remote]。如果 [param force] 为 [code]true[/code]"
"则会进行强制推送,覆盖远程仓库中现有的修改历史。"
msgid "Remove a branch from the local VCS."
msgstr "从本地 VCS 中移除一个分支。"
msgid "Remove a remote from the local VCS."
msgstr "从本地 VCS 中移除一个远程仓库。"
msgid ""
"Set user credentials in the underlying VCS. [param username] and [param "
"password] are used only during HTTPS authentication unless not already "
"mentioned in the remote URL. [param ssh_public_key_path], [param "
"ssh_private_key_path], and [param ssh_passphrase] are only used during SSH "
"authentication."
msgstr ""
"在底层 VCS 中设置用户认证信息。用户名 [param username] 和密码 [param "
"password] 只会在进行 HTTPS 认证且没有在远程仓库 URL 中给出时使用。SSH 公钥路"
"径 [param ssh_public_key_path]、SSH 私钥路径 [param ssh_private_key_path]、"
"SSH 密码 [param ssh_passphrase] 只会在进行 SSH 认证时使用。"
msgid ""
"Shuts down VCS plugin instance. Called when the user either closes the editor "
"or shuts down the VCS plugin through the editor UI."
msgstr ""
"关闭 VCS 插件实例。会在用户关闭编辑器或通过编辑器 UI 关闭该 VCS 插件时调用。"
msgid "Stages the file present at [param file_path] to the staged area."
msgstr "将位于 [param file_path] 的文件暂存到暂存区。"
msgid ""
"Unstages the file present at [param file_path] from the staged area to the "
"unstaged area."
msgstr "将位于 [param file_path] 的文件从暂存区撤销到未暂存区。"
msgid ""
"Helper function to add an array of [param diff_hunks] into a [param "
"diff_file]."
msgstr "辅助函数,用于将一组 [param diff_hunks] 添加到 [param diff_file]。"
msgid ""
"Helper function to add an array of [param line_diffs] into a [param "
"diff_hunk]."
msgstr "辅助函数,用于将一组 [param line_diffs] 添加到 [param diff_hunk] 中。"
msgid ""
"Helper function to create a commit [Dictionary] item. [param msg] is the "
"commit message of the commit. [param author] is a single human-readable "
"string containing all the author's details, e.g. the email and name "
"configured in the VCS. [param id] is the identifier of the commit, in "
"whichever format your VCS may provide an identifier to commits. [param "
"unix_timestamp] is the UTC Unix timestamp of when the commit was created. "
"[param offset_minutes] is the timezone offset in minutes, recorded from the "
"system timezone where the commit was created."
msgstr ""
"辅助函数, 用于创建一个提交 [Dictionary] 项。[param msg] 是该提交的提交消息。"
"[param author] 是单个人类可读的字符串,包含所有作者的详细信息,例如 VCS 中配置"
"的电子邮件和名称。无论 VCS 可能以哪种格式为提交提供标识符,[param id] 是该提交"
"的标识符。[param unix_timestamp] 是该提交被创建时的 UTC Unix 时间戳。[param "
"offset_minutes] 是该提交创建时当前系统时区的偏移量,单位为分钟。"
msgid ""
"Helper function to create a [Dictionary] for storing old and new diff file "
"paths."
msgstr "辅助函数,用于创建用来保存新旧文件路径差异的 [Dictionary]。"
msgid ""
"Helper function to create a [Dictionary] for storing diff hunk data. [param "
"old_start] is the starting line number in old file. [param new_start] is the "
"starting line number in new file. [param old_lines] is the number of lines in "
"the old file. [param new_lines] is the number of lines in the new file."
msgstr ""
"辅助函数,用于创建用于保存差异块数据的 [Dictionary]。[param old_start] 是旧文"
"件中的起始行号。[param new_start] 是新文件中的起始行号。[param old_lines] 是旧"
"文件中的行数。[param new_lines] 是新文件中的行数。"
msgid ""
"Helper function to create a [Dictionary] for storing a line diff. [param "
"new_line_no] is the line number in the new file (can be [code]-1[/code] if "
"the line is deleted). [param old_line_no] is the line number in the old file "
"(can be [code]-1[/code] if the line is added). [param content] is the diff "
"text. [param status] is a single character string which stores the line "
"origin."
msgstr ""
"辅助函数,创建用于保存行差异的 [Dictionary]。[param new_line_no] 是新文件中的"
"行号(该行被删除时可为 [code]-1[/code])。[param old_line_no] 是旧文件中的行号"
"(该行为新增时可为 [code]-1[/code])。[param content] 为差异文本。[param "
"status] 为保存该行原点的单字符字符串。"
msgid ""
"Helper function to create a [Dictionary] used by editor to read the status of "
"a file."
msgstr "辅助函数,用于创建被编辑器用来读取文件状态的 [Dictionary]。"
msgid ""
"Pops up an error message in the editor which is shown as coming from the "
"underlying VCS. Use this to show VCS specific error messages."
msgstr ""
"在编辑器中弹出一条错误消息,显示为来自底层 VCS。使用它来显示 VCS 特定的错误消"
"息。"
msgid "A new file has been added."
msgstr "添加了新文件。"
msgid "An earlier added file has been modified."
msgstr "先前添加的文件已被修改。"
msgid "An earlier added file has been renamed."
msgstr "先前添加的文件已被重命名。"
msgid "An earlier added file has been deleted."
msgstr "先前添加的文件已被删除。"
msgid "An earlier added file has been typechanged."
msgstr "先前添加的文件已更改类型。"
msgid "A file is left unmerged."
msgstr "文件未合并。"
msgid "A commit is encountered from the commit area."
msgstr "在提交区域遇到了提交。"
msgid "A file is encountered from the staged area."
msgstr "在暂存区域遇到了文件。"
msgid "A file is encountered from the unstaged area."
msgstr "在未暂存区域遇到了文件。"
msgid "Holds a reference to an [Object]'s instance ID."
msgstr "保存对 [Object] 实例 ID 的引用。"
msgid ""
"Utility class which holds a reference to the internal identifier of an "
"[Object] instance, as given by [method Object.get_instance_id]. This ID can "
"then be used to retrieve the object instance with [method @GlobalScope."
"instance_from_id].\n"
"This class is used internally by the editor inspector and script debugger, "
"but can also be used in plugins to pass and display objects as their IDs."
msgstr ""
"实用程序类,其中包含对 [Object] 实例的内部标识符的引用,由 [method Object."
"get_instance_id] 给出。然后可以使用该 ID 通过 [method @GlobalScope."
"instance_from_id] 检索对象实例。\n"
"该类由编辑器检查器和脚本调试器在内部使用,但也可用于插件中,以使用其 ID 传递和"
"显示对象。"
msgid ""
"The [Object] identifier stored in this [EncodedObjectAsID] instance. The "
"object instance can be retrieved with [method @GlobalScope.instance_from_id]."
msgstr ""
"存储在该 [EncodedObjectAsID] 实例中的 [Object] 标识符。可以使用 [method "
"@GlobalScope.instance_from_id] 检索对象实例。"
msgid ""
"A wrapper class for an [url=http://enet.bespin.org/group__host.html]ENetHost[/"
"url]."
msgstr "[url=http://enet.bespin.org/group__host.html]ENetHost[/url] 的包装类。"
msgid ""
"ENet's purpose is to provide a relatively thin, simple and robust network "
"communication layer on top of UDP (User Datagram Protocol)."
msgstr ""
"ENet 的目的是在 UDP用户数据报协议之上提供一个相对轻便、简单和健壮的网络"
"通信层。"
msgid "API documentation on the ENet website"
msgstr "ENet 网站上的 API 文档"
msgid "Adjusts the bandwidth limits of a host."
msgstr "调整主机的带宽限制。"
msgid ""
"Queues a [param packet] to be sent to all peers associated with the host over "
"the specified [param channel]. See [ENetPacketPeer] [code]FLAG_*[/code] "
"constants for available packet flags."
msgstr ""
"将一个 [param packet] 加入队列,以便将其通过指定的 [param channel] 发送到与主"
"机关联的所有对等体。请参阅 [ENetPacketPeer] 中的 [code]FLAG_*[/code] 常量以了"
"解可用的数据包标志。"
msgid "Limits the maximum allowed channels of future incoming connections."
msgstr "限制未来传入连接的最大允许通道数。"
msgid ""
"Sets the compression method used for network packets. These have different "
"tradeoffs of compression speed versus bandwidth, you may need to test which "
"one works best for your use case if you use compression at all.\n"
"[b]Note:[/b] Most games' network design involve sending many small packets "
"frequently (smaller than 4 KB each). If in doubt, it is recommended to keep "
"the default compression algorithm as it works best on these small packets.\n"
"[b]Note:[/b] The compression mode must be set to the same value on both the "
"server and all its clients. Clients will fail to connect if the compression "
"mode set on the client differs from the one set on the server."
msgstr ""
"设置用于网络数据包的压缩方法。这些在压缩速度与带宽之间有不同的权衡,如果需要使"
"用压缩,可能需要测试哪一种最适合你的用例。\n"
"[b]注意:[/b]大多数游戏的网络设计,都涉及频繁发送许多小数据包(每个小于 4 "
"KB。如果有疑问建议保留默认压缩算法因为它最适合这些小数据包。\n"
"[b]注意:[/b]压缩模式必须在服务端及其所有客户端上设置为相同的值。如果客户端上"
"设置的压缩模式与服务端上设置的不同,则客户端将无法连接。"
msgid ""
"Initiates a connection to a foreign [param address] using the specified "
"[param port] and allocating the requested [param channels]. Optional [param "
"data] can be passed during connection in the form of a 32 bit integer.\n"
"[b]Note:[/b] You must call either [method create_host] or [method "
"create_host_bound] before calling this method."
msgstr ""
"使用指定的端口 [param port] 并分配所需的通道 [param channels],向外部地址 "
"[param address] 建立连接。可以在连接期间可以传递数据 [param data] ,形式为 32 "
"位整数。\n"
"[b]注意:[/b]在调用此方法之前,必须先调用 [method create_host] 或 [method "
"create_host_bound]。"
msgid ""
"Create an ENetHost that will allow up to [param max_peers] connected peers, "
"each allocating up to [param max_channels] channels, optionally limiting "
"bandwidth to [param in_bandwidth] and [param out_bandwidth]."
msgstr ""
"创建一个 ENetHost最多允许 [param max_peers] 个连接的对等体,每个连接最多分"
"配 [param max_channels] 个通道,可选择将带宽限制为 [param in_bandwidth] 和 "
"[param out_bandwidth]。"
msgid ""
"Create an ENetHost like [method create_host] which is also bound to the given "
"[param bind_address] and [param bind_port]."
msgstr ""
"创建一个类似 [method create_host] 的 ENetHost它还被绑定到给定的 [param "
"bind_address] 和 [param bind_port]。"
msgid "Destroys the host and all resources associated with it."
msgstr "销毁主机和与其关联的所有资源。"
msgid ""
"Configure this ENetHost to use the custom Godot extension allowing DTLS "
"encryption for ENet clients. Call this before [method connect_to_host] to "
"have ENet connect using DTLS validating the server certificate against [param "
"hostname]. You can pass the optional [param client_options] parameter to "
"customize the trusted certification authorities, or disable the common name "
"verification. See [method TLSOptions.client] and [method TLSOptions."
"client_unsafe]."
msgstr ""
"配置此 ENetHost 以使用允许对 ENet 客户端进行 DTLS 加密的自定义 Godot 扩展。在 "
"[method connect_to_host] 之前调用它,让 ENet 连接使用 DTLS 根据 [param "
"hostname] 验证服务器证书。可以通过可选的 [param client_options] 参数来自定义受"
"信任的证书颁发机构,或禁用通用名称验证。见 [method TLSOptions.client] 和 "
"[method TLSOptions.client_unsafe]。"
msgid ""
"Configure this ENetHost to use the custom Godot extension allowing DTLS "
"encryption for ENet servers. Call this right after [method create_host_bound] "
"to have ENet expect peers to connect using DTLS. See [method TLSOptions."
"server]."
msgstr ""
"配置该 ENetHost 以使用允许对 ENet 服务器进行 DTLS 加密的自定义 Godot 扩展。在 "
"[method create_host_bound] 之后立即调用该方法,以让 ENet 期望对等体使用 DTLS "
"进行连接。请参阅 [method TLSOptions.server]。"
msgid "Sends any queued packets on the host specified to its designated peers."
msgstr "将指定主机上所有被队列的数据包发送到其指定的对等体。"
msgid "Returns the local port to which this peer is bound."
msgstr "返回该对等体绑定到的本地端口。"
msgid "Returns the maximum number of channels allowed for connected peers."
msgstr "返回连接的对等体所允许的最大通道数。"
msgid ""
"Returns the list of peers associated with this host.\n"
"[b]Note:[/b] This list might include some peers that are not fully connected "
"or are still being disconnected."
msgstr ""
"返回与该主机关联的对等体列表。\n"
"[b]注意:[/b]该列表可能包含一些未完全连接或仍在断开连接的对等体。"
msgid ""
"Returns and resets host statistics. See [enum HostStatistic] for more info."
msgstr "返回并重置主机统计信息。详情见 [enum HostStatistic]。"
msgid ""
"Configures the DTLS server to automatically drop new connections.\n"
"[b]Note:[/b] This method is only relevant after calling [method "
"dtls_server_setup]."
msgstr ""
"将 DTLS 服务端配置为自动断开新连接。\n"
"[b]注意:[/b]这个方法只有在调用了 [method dtls_server_setup] 后才有用。"
msgid ""
"Waits for events on the host specified and shuttles packets between the host "
"and its peers. The returned [Array] will have 4 elements. An [enum "
"EventType], the [ENetPacketPeer] which generated the event, the event "
"associated data (if any), the event associated channel (if any). If the "
"generated event is [constant EVENT_RECEIVE], the received packet will be "
"queued to the associated [ENetPacketPeer].\n"
"Call this function regularly to handle connections, disconnections, and to "
"receive new packets."
msgstr ""
"等待指定主机上的事件,并在主机与其对等体之间传送数据包。返回的 [Array] 将有 4 "
"个元素。[enum EventType]、生成事件的 [ENetPacketPeer]、事件关联的数据(如果"
"有)、事件关联的通道(如果有)。如果生成的事件是 [constant EVENT_RECEIVE],则"
"接收到的数据包,将被队列到关联的 [ENetPacketPeer]。\n"
"定期调用该函数来处理连接、断开连接、和接收新数据包。"
msgid ""
"Sends a [param packet] toward a destination from the address and port "
"currently bound by this ENetConnection instance. \n"
"This is useful as it serves to establish entries in NAT routing tables on all "
"devices between this bound instance and the public facing internet, allowing "
"a prospective client's connection packets to be routed backward through the "
"NAT device(s) between the public internet and this host.\n"
"This requires forward knowledge of a prospective client's address and "
"communication port as seen by the public internet - after any NAT devices "
"have handled their connection request. This information can be obtained by a "
"[url=https://en.wikipedia.org/wiki/STUN]STUN[/url] service, and must be "
"handed off to your host by an entity that is not the prospective client. This "
"will never work for a client behind a Symmetric NAT due to the nature of the "
"Symmetric NAT routing algorithm, as their IP and Port cannot be known "
"beforehand."
msgstr ""
"向目标发送数据包 [param packet],发送方是该 ENetConnection 实例当前绑定的地址"
"和端口。\n"
"这样能够在该绑定实例和公共互联网之间的所有设备的 NAT 路由表中建立相关条目,因"
"此非常有用,能够让潜在客户端的连接数据包能够通过公共互联网和该主机之间的 NAT "
"设备进行反向路由。\n"
"要求在 NAT 设备处理连接请求后,预先了解公共互联网所看到的潜在客户端的地址和通"
"信端口。这一信息可以通过 [url=https://zh.wikipedia.org/wiki/STUN]STUN[/url] 服"
"务获取,必须由非潜在客户端的实体交给你的主机。由于对称 NAT 路由算法的性质,这"
"种方法对于对称 NAT 之后的客户端无效,因为无法提前得知他们的 IP 和端口。"
msgid ""
"No compression. This uses the most bandwidth, but has the upside of requiring "
"the fewest CPU resources. This option may also be used to make network "
"debugging using tools like Wireshark easier."
msgstr ""
"无压缩。这使用最多的带宽,但具有占用最少 CPU 资源的好处。这个选项可以用于 "
"Wireshark 等工具使用,更容易进行网络调试。"
msgid ""
"ENet's built-in range encoding. Works well on small packets, but is not the "
"most efficient algorithm on packets larger than 4 KB."
msgstr ""
"ENet 的内置范围编码。适用于小数据包,但对于大于 4 KB 的数据包不是最有效的算"
"法。"
msgid ""
"[url=https://fastlz.org/]FastLZ[/url] compression. This option uses less CPU "
"resources compared to [constant COMPRESS_ZLIB], at the expense of using more "
"bandwidth."
msgstr ""
"[url=https://fastlz.org/]FastLZ[/url] 压缩。与 [constant COMPRESS_ZLIB] 相比,"
"此选项使用的 CPU 资源更少,代价是使用更多的带宽。"
msgid ""
"[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less "
"bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using "
"more CPU resources."
msgstr ""
"[url=https://www.zlib.net/]Zlib[/url] 压缩。与 [constant COMPRESS_FASTLZ] 相"
"比,此选项使用的带宽更少,代价是使用更多的 CPU 资源。"
msgid ""
"[url=https://facebook.github.io/zstd/]Zstandard[/url] compression. Note that "
"this algorithm is not very efficient on packets smaller than 4 KB. Therefore, "
"it's recommended to use other compression algorithms in most cases."
msgstr ""
"[url=https://facebook.github.io/zstd/]Zstandard[/url] 压缩。请注意,此算法对小"
"于 4 KB 的数据包效率不高。因此,建议在大多数情况下使用其他压缩算法。"
msgid ""
"An error occurred during [method service]. You will likely need to [method "
"destroy] the host and recreate it."
msgstr ""
"[method service] 期间发生错误。你可能需要 [method destroy] 主机并重新创建。"
msgid "No event occurred within the specified time limit."
msgstr "在指定的时间限制内没有事件发生。"
msgid ""
"A connection request initiated by enet_host_connect has completed. The array "
"will contain the peer which successfully connected."
msgstr ""
"由 enet_host_connect 发起的连接请求已完成。该数组将包含成功连接的对等体。"
msgid ""
"A peer has disconnected. This event is generated on a successful completion "
"of a disconnect initiated by [method ENetPacketPeer.peer_disconnect], if a "
"peer has timed out, or if a connection request initialized by [method "
"connect_to_host] has timed out. The array will contain the peer which "
"disconnected. The data field contains user supplied data describing the "
"disconnection, or 0, if none is available."
msgstr ""
"对等体已断开连接。如果对等体超时,或者由 [method connect_to_host] 初始化的连接"
"请求超时,则在由 [method ENetPacketPeer.peer_disconnect] 发起的断开连接成功完"
"成时,生成该事件。该数组将包含断开连接的对等体。数据字段包含用户提供的描述断开"
"连接的数据,如果没有可用的数据,则为 0。"
msgid ""
"A packet has been received from a peer. The array will contain the peer which "
"sent the packet and the channel number upon which the packet was received. "
"The received packet will be queued to the associated [ENetPacketPeer]."
msgstr ""
"已从对等体接收到一个数据包。该数组将包含发送数据包的对等体和接收数据包的通道"
"号。接收到的数据包将被排队到关联的 [ENetPacketPeer]。"
msgid "Total data sent."
msgstr "发送数据的总数。"
msgid "Total UDP packets sent."
msgstr "发送 UDP 数据包的总数。"
msgid "Total data received."
msgstr "接收数据的总数。"
msgid "Total UDP packets received."
msgstr "接收 UDP 数据包的总数。"
msgid ""
"A MultiplayerPeer implementation using the [url=http://enet.bespin.org/index."
"html]ENet[/url] library."
msgstr ""
"使用 [url=http://enet.bespin.org/index.html]ENet[/url] 库实现的 "
"MultiplayerPeer。"
msgid ""
"A MultiplayerPeer implementation that should be passed to [member "
"MultiplayerAPI.multiplayer_peer] after being initialized as either a client, "
"server, or mesh. Events can then be handled by connecting to [MultiplayerAPI] "
"signals. See [ENetConnection] for more information on the ENet library "
"wrapper.\n"
"[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to "
"make your server accessible on the public Internet, you only need to forward "
"the server port in UDP. You can use the [UPNP] class to try to forward the "
"server port automatically when starting the server."
msgstr ""
"MultiplayerPeer 的一种实现,应该在初始化为客户端、服务器或网格之后传递给 "
"[member MultiplayerAPI.multiplayer_peer]。然后就可以通过连接到 "
"[MultiplayerAPI] 的信号来处理事件。有关 ENet 库包装的更多信息,请参见 "
"[ENetConnection]。\n"
"[b]注意:[/b]ENet 仅使用 UDP不使用 TCP。当你想要将服务器端口转发到公共互联网"
"上以便让服务器可以被访问时,只需要转发 UDP 服务器端口即可。可以使用 [UPNP] 类"
"尝试在启动服务器时自动转发服务器端口。"
msgid "High-level multiplayer"
msgstr "高级多人游戏"
msgid ""
"Add a new remote peer with the given [param peer_id] connected to the given "
"[param host].\n"
"[b]Note:[/b] The [param host] must have exactly one peer in the [constant "
"ENetPacketPeer.STATE_CONNECTED] state."
msgstr ""
"使用给定的 [param peer_id] 添加一个新的远程对等体,并将其连接到给定的 [param "
"host]。\n"
"[b]注意:[/b][param host] 必须只有一个处于 [constant ENetPacketPeer."
"STATE_CONNECTED] 状态的对等体。"
msgid ""
"Create client that connects to a server at [param address] using specified "
"[param port]. The given address needs to be either a fully qualified domain "
"name (e.g. [code]\"www.example.com\"[/code]) or an IP address in IPv4 or IPv6 "
"format (e.g. [code]\"192.168.1.1\"[/code]). The [param port] is the port the "
"server is listening on. The [param channel_count] parameter can be used to "
"specify the number of ENet channels allocated for the connection. The [param "
"in_bandwidth] and [param out_bandwidth] parameters can be used to limit the "
"incoming and outgoing bandwidth to the given number of bytes per second. The "
"default of 0 means unlimited bandwidth. Note that ENet will strategically "
"drop packets on specific sides of a connection between peers to ensure the "
"peer's bandwidth is not overwhelmed. The bandwidth parameters also determine "
"the window size of a connection which limits the amount of reliable packets "
"that may be in transit at any given time. Returns [constant OK] if a client "
"was created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer "
"instance already has an open connection (in which case you need to call "
"[method MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the "
"client could not be created. If [param local_port] is specified, the client "
"will also listen to the given port; this is useful for some NAT traversal "
"techniques."
msgstr ""
"创建客户端,该客户端使用指定的 [param port] 连接到位于 [param address] 的服务"
"器。给定的地址必须是完全限定的域名(例如 [code]\"www.example.com\"[/code]"
"或 IPv4 或 IPv6 格式的 IP 地址(例如 [code]\"192.168.1.1\"[/code])。[param "
"port] 是服务器监听的端口。[param channel_count] 参数可用于指定为连接分配的 "
"ENet 通道数。[param in_bandwidth] 和 [param out_bandwidth] 参数可用于将传入和"
"传出带宽限制为给定的每秒字节数。默认值 0 表示无限制的带宽。请注意ENet 将对在"
"对等体之间的连接的特定端,策略性地丢弃数据包,以确保对等体的带宽不会被淹没。带"
"宽参数还决定了连接的窗口大小,它限制了在任何给定时间可能正在传输的可靠数据包的"
"数量。如果创建了一个客户端,则返回 [constant OK];如果该 ENetMultiplayerPeer "
"实例已经有一个打开的连接(在这种情况下,需要先调用 [method MultiplayerPeer."
"close]),则返回 [constant ERR_ALREADY_IN_USE];如果不能被创建客户端,则返回 "
"[constant ERR_CANT_CREATE]。如果指定了 [param local_port],客户端也会监听给定"
"的端口;这对一些 NAT 穿越技术很有用。"
msgid ""
"Initialize this [MultiplayerPeer] in mesh mode. The provided [param "
"unique_id] will be used as the local peer network unique ID once assigned as "
"the [member MultiplayerAPI.multiplayer_peer]. In the mesh configuration you "
"will need to set up each new peer manually using [ENetConnection] before "
"calling [method add_mesh_peer]. While this technique is more advanced, it "
"allows for better control over the connection process (e.g. when dealing with "
"NAT punch-through) and for better distribution of the network load (which "
"would otherwise be more taxing on the server)."
msgstr ""
"在网格网络模式下初始化该 [MultiplayerPeer]。提供的 [param unique_id] 一旦被分"
"配为 [member MultiplayerAPI.multiplayer_peer],就将被用作本地对等体的网络唯一 "
"ID。在网格网络配置中需要在调用 [method add_mesh_peer] 之前,使用 "
"[ENetConnection] 手动设置每个新的对等体。这种技术更先进,它可以更好地控制连接"
"过程(例如,在处理 NAT 穿透时),并更好地分配网络负载(否则会给服务器带来更大"
"的负担)。"
msgid ""
"Create server that listens to connections via [param port]. The port needs to "
"be an available, unused port between 0 and 65535. Note that ports below 1024 "
"are privileged and may require elevated permissions depending on the "
"platform. To change the interface the server listens on, use [method "
"set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which "
"listens on all available interfaces. [param max_clients] is the maximum "
"number of clients that are allowed at once, any number up to 4095 may be "
"used, although the achievable number of simultaneous clients may be far lower "
"and depends on the application. For additional details on the bandwidth "
"parameters, see [method create_client]. Returns [constant OK] if a server was "
"created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer instance "
"already has an open connection (in which case you need to call [method "
"MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the server "
"could not be created."
msgstr ""
"创建通过 [param port] 监听连接的服务器。该端口需要是一个介于 0 到 65535 之间的"
"可用且未被使用的端口。请注意,低于 1024 的端口是特权端口,可能需要提升权限,具"
"体取决于平台。要更改服务器监听的接口,请使用 [method set_bind_ip]。默认 IP 是"
"通配符 [code]\"*\"[/code],它会监听所有可用的接口。[param max_clients] 是同时"
"允许的最大客户端数,可以使用最大可达 4095 的任何数字,尽管可实现的同时客户端数"
"可能要低得多,并且取决于应用程序。有关带宽参数的其他详细信息,请参阅 [method "
"create_client]。如果服务器被创建,则返回 [constant OK];如果该 "
"ENetMultiplayerPeer 实例已经有一个打开的连接(在这种情况下,需要先调用 "
"[method MultiplayerPeer.close]),则返回 [constant ERR_ALREADY_IN_USE];如果服"
"务器不能被创建,则返回 [constant ERR_CANT_CREATE]。"
msgid "Returns the [ENetPacketPeer] associated to the given [param id]."
msgstr "返回与给定 [param id] 关联的 [ENetPacketPeer]。"
msgid ""
"The IP used when creating a server. This is set to the wildcard [code]\"*\"[/"
"code] by default, which binds to all available interfaces. The given IP needs "
"to be in IPv4 or IPv6 address format, for example: [code]\"192.168.1.1\"[/"
"code]."
msgstr ""
"创建服务器时使用的 IP。默认情况下这被设置为通配符 [code]\"*\"[/code],它绑定"
"到所有可用的接口。给定的 IP 地址格式需要是 IPv4 或 IPv6例如"
"[code]\"192.168.1.1\"[/code]。"
msgid ""
"The underlying [ENetConnection] created after [method create_client] and "
"[method create_server]."
msgstr ""
"在 [method create_client] 和 [method create_server] 之后,创建的底层 "
"[ENetConnection]。"
msgid ""
"A wrapper class for an [url=http://enet.bespin.org/group__peer.html]ENetPeer[/"
"url]."
msgstr "[url=http://enet.bespin.org/group__peer.html]ENetPeer[/url] 的包装类。"
msgid ""
"A PacketPeer implementation representing a peer of an [ENetConnection].\n"
"This class cannot be instantiated directly but can be retrieved during "
"[method ENetConnection.service] or via [method ENetConnection.get_peers].\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"表示 [ENetConnection] 对等体的 PacketPeer 实现。\n"
"该类无法被直接实例化,但可以在 [method ENetConnection.service] 期间,或通过 "
"[method ENetConnection.get_peers] 进行检索。\n"
"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署之前,请确保在 "
"Android 导出预设中,启用了 [code]INTERNET[/code] 权限。否则Android 将阻止任"
"何类型的网络通信。"
msgid "Returns the number of channels allocated for communication with peer."
msgstr "返回为与对等体通信而分配的通道数。"
msgid "Returns the IP address of this peer."
msgstr "返回该对等体的 IP 地址。"
msgid "Returns the remote port of this peer."
msgstr "返回该对等体的远程端口。"
msgid "Returns the current peer state. See [enum PeerState]."
msgstr "返回该对等体的当前状态。见 [enum PeerState]。"
msgid ""
"Returns the requested [param statistic] for this peer. See [enum "
"PeerStatistic]."
msgstr "返回此对等体请求的 [param statistic]。见 [enum PeerStatistic]。"
msgid ""
"Returns [code]true[/code] if the peer is currently active (i.e. the "
"associated [ENetConnection] is still valid)."
msgstr ""
"如果对等体当前处于活动状态(即关联的 [ENetConnection] 仍然有效),则返回 "
"[code]true[/code]。"
msgid ""
"Request a disconnection from a peer. An [constant ENetConnection."
"EVENT_DISCONNECT] will be generated during [method ENetConnection.service] "
"once the disconnection is complete."
msgstr ""
"请求与对等体断开连接。一旦断开连接完成,在 [method ENetConnection.service] 期"
"间,将生成一个 [constant ENetConnection.EVENT_DISCONNECT]。"
msgid ""
"Request a disconnection from a peer, but only after all queued outgoing "
"packets are sent. An [constant ENetConnection.EVENT_DISCONNECT] will be "
"generated during [method ENetConnection.service] once the disconnection is "
"complete."
msgstr ""
"请求与对等体断开连接,但仅在发送完所有队列的传出数据包之后。一旦断开连接完成,"
"在 [method ENetConnection.service] 期间,将生成一个 [constant ENetConnection."
"EVENT_DISCONNECT]。"
msgid ""
"Force an immediate disconnection from a peer. No [constant ENetConnection."
"EVENT_DISCONNECT] will be generated. The foreign peer is not guaranteed to "
"receive the disconnect notification, and is reset immediately upon return "
"from this function."
msgstr ""
"强制立即断开与对等体的连接。不会生成 [constant ENetConnection."
"EVENT_DISCONNECT]。不保证外部对等体会收到断开连接通知,并会在从此函数返回后立"
"即重置。"
msgid ""
"Sends a ping request to a peer. ENet automatically pings all connected peers "
"at regular intervals, however, this function may be called to ensure more "
"frequent ping requests."
msgstr ""
"向对等体发送 ping 请求。ENet 会定期自动 ping 所有连接的对等体,但也可以手动调"
"用此函数,确保进行更频繁的 ping 请求。"
msgid ""
"Sets the [param ping_interval] in milliseconds at which pings will be sent to "
"a peer. Pings are used both to monitor the liveness of the connection and "
"also to dynamically adjust the throttle during periods of low traffic so that "
"the throttle has reasonable responsiveness during traffic spikes. The default "
"ping interval is [code]500[/code] milliseconds."
msgstr ""
"设置向对等体发送 ping 的间隔 [param ping_interval]单位为毫秒。Ping 既用于监"
"控连接的有效性,也用于在低流量期间动态调整节流,以便在流量高峰期节流具有合理的"
"响应能力。默认的 ping 间隔为 [code]500[/code] 毫秒。"
msgid ""
"Forcefully disconnects a peer. The foreign host represented by the peer is "
"not notified of the disconnection and will timeout on its connection to the "
"local host."
msgstr ""
"强制断开对等体。对等体代表的外部主机不会收到断开连接的通知,并且会在与本地主机"
"的连接上超时。"
msgid ""
"Queues a [param packet] to be sent over the specified [param channel]. See "
"[code]FLAG_*[/code] constants for available packet flags."
msgstr ""
"将数据包 [param packet] 加入通过通道 [param channel] 发送的队列。可用的数据包"
"标志见 [code]FLAG_*[/code] 常量。"
msgid ""
"Sets the timeout parameters for a peer. The timeout parameters control how "
"and when a peer will timeout from a failure to acknowledge reliable traffic. "
"Timeout values are expressed in milliseconds.\n"
"The [param timeout] is a factor that, multiplied by a value based on the "
"average round trip time, will determine the timeout limit for a reliable "
"packet. When that limit is reached, the timeout will be doubled, and the peer "
"will be disconnected if that limit has reached [param timeout_min]. The "
"[param timeout_max] parameter, on the other hand, defines a fixed timeout for "
"which any packet must be acknowledged or the peer will be dropped."
msgstr ""
"设置对等体的超时参数。超时参数控制对等体因无法确认可靠流量而超时的方式和时间。"
"超时值以毫秒表示。\n"
"[param timeout] 是一个系数,乘以基于平均往返时间的值,将确定可靠数据包的超时限"
"制。当达到该限制时,超时将加倍,如果该限制已达到 [param timeout_min],则对等体"
"将断开连接。另一方面,[param timeout_max] 参数定义了一个固定的超时时间,在该时"
"间内必须确认所有数据包,否则对等体将被丢弃。"
msgid ""
"Configures throttle parameter for a peer.\n"
"Unreliable packets are dropped by ENet in response to the varying conditions "
"of the Internet connection to the peer. The throttle represents a probability "
"that an unreliable packet should not be dropped and thus sent by ENet to the "
"peer. By measuring fluctuations in round trip times of reliable packets over "
"the specified [param interval], ENet will either increase the probability by "
"the amount specified in the [param acceleration] parameter, or decrease it by "
"the amount specified in the [param deceleration] parameter (both are ratios "
"to [constant PACKET_THROTTLE_SCALE]).\n"
"When the throttle has a value of [constant PACKET_THROTTLE_SCALE], no "
"unreliable packets are dropped by ENet, and so 100% of all unreliable packets "
"will be sent.\n"
"When the throttle has a value of [code]0[/code], all unreliable packets are "
"dropped by ENet, and so 0% of all unreliable packets will be sent.\n"
"Intermediate values for the throttle represent intermediate probabilities "
"between 0% and 100% of unreliable packets being sent. The bandwidth limits of "
"the local and foreign hosts are taken into account to determine a sensible "
"limit for the throttle probability above which it should not raise even in "
"the best of conditions."
msgstr ""
"为对等体配置节流参数。\n"
"不可靠的数据包会被 ENet 丢弃,以应对与对等体的互联网连接的各种情况。节流表示一"
"个不可靠数据包不应被丢弃并因此由 ENet 将其发送到对等体的概率。通过测量指定 "
"[param interval] 内可靠数据包往返时间的波动ENet 将按照 [param acceleration] "
"参数中指定的量增加概率,或者按照 [param deceleration] 参数中指定的量降低概率"
"(两者都是与 [constant PACKET_THROTTLE_SCALE] 的比率)。\n"
"当节流的值为 [constant PACKET_THROTTLE_SCALE] 时ENet 不会丢弃任何不可靠的数"
"据包,因此所有不可靠数据包以 100% 的概率将被发送。\n"
"当节流的值为 [code]0[/code] 时ENet 将丢弃所有不可靠的数据包,因此所有不可靠"
"数据包以 0% 的概率将被发送。\n"
"节流的中间值表示发送不可靠数据包的 0% 到 100% 之间的中间概率。考虑本地和外部主"
"机的带宽限制,以确定节流概率的合理限制,即使在最好的条件下也不应超过该限制。"
msgid "The peer is disconnected."
msgstr "该对等体已断开连接。"
msgid "The peer is currently attempting to connect."
msgstr "该对等体正在尝试连接。"
msgid "The peer has acknowledged the connection request."
msgstr "该对等体已确认连接请求。"
msgid "The peer is currently connecting."
msgstr "该对等体正在连接。"
msgid ""
"The peer has successfully connected, but is not ready to communicate with yet "
"([constant STATE_CONNECTED])."
msgstr ""
"该对等体已成功连接,但还没有准备好进行通讯([constant STATE_CONNECTED])。"
msgid "The peer is currently connected and ready to communicate with."
msgstr "该对等体已连接,可以进行通讯。"
msgid ""
"The peer is slated to disconnect after it has no more outgoing packets to "
"send."
msgstr "该对等体在没有更多的外发数据包可以发送后,将被预定断开连接。"
msgid "The peer is currently disconnecting."
msgstr "该对等体正在断开连接。"
msgid "The peer has acknowledged the disconnection request."
msgstr "该对等体已确认断开请求。"
msgid ""
"The peer has lost connection, but is not considered truly disconnected (as "
"the peer didn't acknowledge the disconnection request)."
msgstr ""
"该对等体已丢失连接,但并未真正断开连接(因为该对等体还没有对断开连接请求进行确"
"认)。"
msgid ""
"Mean packet loss of reliable packets as a ratio with respect to the [constant "
"PACKET_LOSS_SCALE]."
msgstr "可靠数据包的平均丢包率,即与 [constant PACKET_LOSS_SCALE] 的比率。"
msgid "Packet loss variance."
msgstr "丢包方差。"
msgid ""
"The time at which packet loss statistics were last updated (in milliseconds "
"since the connection started). The interval for packet loss statistics "
"updates is 10 seconds, and at least one packet must have been sent since the "
"last statistics update."
msgstr ""
"丢包统计信息上一次被更新的时间(从连接开始后的毫秒数)。丢包统计信息更新的时间"
"间隔为 10 秒,自上次统计信息更新以来,至少必须有一个数据包被发送。"
msgid "Mean packet round trip time for reliable packets."
msgstr "可靠数据包的平均往返时间。"
msgid "Variance of the mean round trip time."
msgstr "平均往返时间方差。"
msgid "Last recorded round trip time for a reliable packet."
msgstr "可靠数据包的记录的上次行程时间。"
msgid "Variance of the last trip time recorded."
msgstr "记录的上次行程时间方差。"
msgid "The peer's current throttle status."
msgstr "该对等体的当前节流状态。"
msgid ""
"The maximum number of unreliable packets that should not be dropped. This "
"value is always greater than or equal to [code]1[/code]. The initial value is "
"equal to [constant PACKET_THROTTLE_SCALE]."
msgstr ""
"不应被丢弃的不可靠数据包的最大数量。这个值总是大于或等于 [code]1[/code] 。初始"
"值等于 [constant PACKET_THROTTLE_SCALE]。"
msgid ""
"Internal value used to increment the packet throttle counter. The value is "
"hardcoded to [code]7[/code] and cannot be changed. You probably want to look "
"at [constant PEER_PACKET_THROTTLE_ACCELERATION] instead."
msgstr ""
"用于增加数据包节流计数器的内部值。该值被硬编码为 [code]7[/code] 且无法更改。你"
"可能想查看 [constant PEER_PACKET_THROTTLE_ACCELERATION]。"
msgid ""
"The time at which throttle statistics were last updated (in milliseconds "
"since the connection started). The interval for throttle statistics updates "
"is [constant PEER_PACKET_THROTTLE_INTERVAL]."
msgstr ""
"节流统计数据上一次被更新的时间(自连接开始以来的毫秒数)。节流统计更新的时间间"
"隔是 [constant PEER_PACKET_THROTTLE_INTERVAL]。"
msgid ""
"The throttle's acceleration factor. Higher values will make ENet adapt to "
"fluctuating network conditions faster, causing unrelaible packets to be sent "
"[i]more[/i] often. The default value is [code]2[/code]."
msgstr ""
"节流的加速系数。更高的值将使 ENet 更快地适应波动的网络条件,从而导致不可靠的数"
"据包[i]更[/i]频繁地被发送。默认值为 [code]2[/code]。"
msgid ""
"The throttle's deceleration factor. Higher values will make ENet adapt to "
"fluctuating network conditions faster, causing unrelaible packets to be sent "
"[i]less[/i] often. The default value is [code]2[/code]."
msgstr ""
"节流的减速系数。更高的值将使 ENet 更快地适应波动的网络条件,从而导致不可靠的数"
"据包[i]不会[/i]频繁地被发送。默认值为 [code]2[/code]。"
msgid ""
"The interval over which the lowest mean round trip time should be measured "
"for use by the throttle mechanism (in milliseconds). The default value is "
"[code]5000[/code]."
msgstr ""
"测量最低平均往返时间的时间间隔,供节流机制使用(单位:毫秒)。默认值为 "
"[code]5000[/code]。"
msgid ""
"The reference scale for packet loss. See [method get_statistic] and [constant "
"PEER_PACKET_LOSS]."
msgstr ""
"丢包的参考尺度。请参阅 [method get_statistic] 和 [constant PEER_PACKET_LOSS]。"
msgid ""
"The reference value for throttle configuration. The default value is "
"[code]32[/code]. See [method throttle_configure]."
msgstr ""
"节流配置的参考值。默认值为 [code]32[/code]。 请参阅 [method "
"throttle_configure]。"
msgid "Mark the packet to be sent as reliable."
msgstr "将要发送的数据包标记为可靠。"
msgid "Mark the packet to be sent unsequenced (unreliable)."
msgstr "将要发送的数据包标记为无序(不可靠)。"
msgid ""
"Mark the packet to be sent unreliable even if the packet is too big and needs "
"fragmentation (increasing the chance of it being dropped)."
msgstr ""
"将要发送的数据包标记为不可靠,即使数据包太大且需要分片(增加其被丢弃的机会)。"
msgid "Provides access to engine properties."
msgstr "提供对引擎属性的访问。"
msgid ""
"The [Engine] singleton allows you to query and modify the project's run-time "
"parameters, such as frames per second, time scale, and others."
msgstr ""
"[Engine] 单例使你可以查询和修改项目的运行时参数,例如每秒帧数,时间范围等。"
msgid ""
"Returns the name of the CPU architecture the Godot binary was built for. "
"Possible return values are [code]x86_64[/code], [code]x86_32[/code], "
"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/"
"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and "
"[code]wasm32[/code].\n"
"To detect whether the current CPU architecture is 64-bit, you can use the "
"fact that all 64-bit architecture names have [code]64[/code] in their name:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if \"64\" in Engine.get_architecture_name():\n"
" print(\"Running a 64-bit build of Godot.\")\n"
"else:\n"
" print(\"Running a 32-bit build of Godot.\")\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.GetArchitectureName().Contains(\"64\"))\n"
" GD.Print(\"Running a 64-bit build of Godot.\");\n"
"else\n"
" GD.Print(\"Running a 32-bit build of Godot.\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name "
"of the host CPU architecture. For example, if running an x86_32 Godot binary "
"on a x86_64 system, the returned value will be [code]x86_32[/code]."
msgstr ""
"返回构建 Godot 二进制文件所针对的 CPU 架构的名称。可能的返回值有 "
"[code]x86_64[/code]、[code]x86_32[/code]、[code]arm64[/code]、[code]arm32[/"
"code]、[code]rv64[/code]、[code]riscv[/code]、[code]ppc64[/code]、[code]ppc[/"
"code]、[code]wasm64[/code] 和 [code]wasm32[/code]。\n"
"要检测当前 CPU 架构是否为 64 位,可以利用所有 64 位架构名称中都包含 [code]64[/"
"code]\n"
"[codeblocks]\n"
"[gdscript]\n"
"if \"64\" in Engine.get_architecture_name():\n"
" print(\"正在运行 64 位 Godot。\")\n"
"else:\n"
" print(\"正在运行 32 位 Godot。\")\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.GetArchitectureName().Contains(\"64\"))\n"
" GD.Print(\"正在运行 64 位 Godot。\");\n"
"else\n"
" GD.Print(\"正在运行 32 位 Godot。\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b][method get_architecture_name] 返回的[i]不是[/i]主机 CPU 架构的名"
"称。例如,如果在 x86_64 系统上运行 x86_32 的 Godot 二进制文件,那么返回值将是 "
"[code]x86_32[/code]。"
msgid ""
"Returns engine author information in a Dictionary.\n"
"[code]lead_developers[/code] - Array of Strings, lead developer names\n"
"[code]founders[/code] - Array of Strings, founder names\n"
"[code]project_managers[/code] - Array of Strings, project manager names\n"
"[code]developers[/code] - Array of Strings, developer names"
msgstr ""
"返回一个字典中的引擎作者信息。\n"
"[code]lead_developers[/code] - 字符串的数组,主要开发者的名字\n"
"[code]founders[/code] - 创始人姓名的字符串数组\n"
"[code]project_managers[/code] - 项目经理姓名的字符串数组\n"
"[code]developers[/code] - 开发者名称的字符串数组"
msgid ""
"Returns an Array of copyright information Dictionaries.\n"
"[code]name[/code] - String, component name\n"
"[code]parts[/code] - Array of Dictionaries {[code]files[/code], "
"[code]copyright[/code], [code]license[/code]} describing subsections of the "
"component"
msgstr ""
"返回一个版权信息字典数组。\n"
"[code]name[/code] - 字符串,组件名称。\n"
"[code]partic[/code] - 描述组件子部分的字典数组 {[code]files[/code], "
"[code]copyright[/code], [code]license[/code]}"
msgid ""
"Returns a Dictionary of Arrays of donor names.\n"
"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
"code], [code]bronze_donors[/code]}"
msgstr ""
"返回捐赠者姓名数组的字典。\n"
"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
"code], [code]bronze_donors[/code]}"
msgid ""
"Returns the total number of frames drawn. On headless platforms, or if the "
"render loop is disabled with [code]--disable-render-loop[/code] via command "
"line, [method get_frames_drawn] always returns [code]0[/code]. See [method "
"get_process_frames]."
msgstr ""
"返回绘制的总帧数。在无头平台上,或者如果通过命令行使用 [code]--disable-render-"
"loop[/code] 禁用渲染循环,[method get_frames_drawn] 总是返回 [code]0[/code]。"
"请参阅 [method get_process_frames]。"
msgid "Returns the frames per second of the running game."
msgstr "返回运行游戏的每秒帧数。"
msgid ""
"Returns Dictionary of licenses used by Godot and included third party "
"components."
msgstr "返回 Godot 所使用的许可证的 Dictionary 字典列表,其中包括第三方组件。"
msgid "Returns Godot license text."
msgstr "返回Godot许可证文本。"
msgid "Returns the main loop object (see [MainLoop] and [SceneTree])."
msgstr "返回主循环对象(请参阅[MainLoop]和[SceneTree])。"
msgid ""
"Returns the total number of frames passed since engine initialization which "
"is advanced on each [b]physics frame[/b]. See also [method "
"get_process_frames].\n"
"[method get_physics_frames] can be used to run expensive logic less often "
"without relying on a [Timer]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _physics_process(_delta):\n"
" if Engine.get_physics_frames() % 2 == 0:\n"
" pass # Run expensive logic only once every 2 physics frames here.\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _PhysicsProcess(double delta)\n"
"{\n"
" base._PhysicsProcess(delta);\n"
"\n"
" if (Engine.GetPhysicsFrames() % 2 == 0)\n"
" {\n"
" // Run expensive logic only once every 2 physics frames here.\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回自引擎初始化以来通过的总帧数,该帧数在每个[b]物理帧[/b]上行进。参阅 "
"[method get_process_frames]。\n"
"[method get_physics_frames] 可用于在不依赖 [Timer] 的情况下,减少运行昂贵的逻"
"辑的次数:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _physics_process(_delta):\n"
" if Engine.get_physics_frames() % 2 == 0:\n"
" pass # 此处每 2 个物理帧仅运行一次昂贵的逻辑。\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _PhysicsProcess(double delta)\n"
"{\n"
" base._PhysicsProcess(delta);\n"
"\n"
" if (Engine.GetPhysicsFrames() % 2 == 0)\n"
" {\n"
" // 此处每 2 个物理帧仅运行一次昂贵的逻辑。\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the fraction through the current physics tick we are at the time of "
"rendering the frame. This can be used to implement fixed timestep "
"interpolation."
msgstr "返回渲染帧时当前物理周期中的分数。可用于实现固定的时间步插值。"
msgid ""
"Returns the total number of frames passed since engine initialization which "
"is advanced on each [b]process frame[/b], regardless of whether the render "
"loop is enabled. See also [method get_frames_drawn] and [method "
"get_physics_frames].\n"
"[method get_process_frames] can be used to run expensive logic less often "
"without relying on a [Timer]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(_delta):\n"
" if Engine.get_process_frames() % 2 == 0:\n"
" pass # Run expensive logic only once every 2 process (render) frames "
"here.\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Process(double delta)\n"
"{\n"
" base._Process(delta);\n"
"\n"
" if (Engine.GetProcessFrames() % 2 == 0)\n"
" {\n"
" // Run expensive logic only once every 2 physics frames here.\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回自引擎初始化以来通过的总帧数,无论渲染循环是否启用,每个[b]处理帧[/b]都会"
"行进。另见 [method get_frames_drawn] 和 [method get_physics_frames]。\n"
"[method get_process_frames] 可用于在不依赖 [Timer] 的情况下,减少运行昂贵的逻"
"辑的次数:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(_delta):\n"
" if Engine.get_process_frames() % 2 == 0:\n"
" pass # 此处每 2 个处理(渲染)帧仅运行一次昂贵的逻辑。\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Process(double delta)\n"
"{\n"
" base._Process(delta);\n"
"\n"
" if (Engine.GetProcessFrames() % 2 == 0)\n"
" {\n"
" // 此处每 2 个处理(渲染)帧仅运行一次昂贵的逻辑。\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Returns an instance of a [ScriptLanguage] with the given index."
msgstr "返回给定索引处的 [ScriptLanguage] 实例。"
msgid ""
"Returns the number of available script languages. Use with [method "
"get_script_language]."
msgstr "返回可用脚本语言的数量。请配合 [method get_script_language] 使用。"
msgid ""
"Returns a global singleton with given [param name]. Often used for plugins, e."
"g. GodotPayments."
msgstr ""
"返回具有给定名称 [param name] 的全局单例。常用于插件,例如 GodotPayments。"
msgid "Returns a list of available global singletons."
msgstr "返回可用全局单例的列表。"
msgid ""
"Returns the current engine version information in a Dictionary.\n"
"[code]major[/code] - Holds the major version number as an int\n"
"[code]minor[/code] - Holds the minor version number as an int\n"
"[code]patch[/code] - Holds the patch version number as an int\n"
"[code]hex[/code] - Holds the full version number encoded as a "
"hexadecimal int with one byte (2 places) per number (see example below)\n"
"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", "
"\"rc2\", ... \"stable\") as a String\n"
"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a "
"String\n"
"[code]hash[/code] - Holds the full Git commit hash as a String\n"
"[code]year[/code] - Holds the year the version was released in as an int\n"
"[code]string[/code] - [code]major[/code] + [code]minor[/code] + "
"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single "
"String\n"
"The [code]hex[/code] value is encoded as follows, from left to right: one "
"byte for the major, one byte for the minor, one byte for the patch version. "
"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's "
"still an int internally, and printing it will give you its decimal "
"representation, which is not particularly meaningful. Use hexadecimal "
"literals for easy version comparisons from code:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if Engine.get_version_info().hex >= 0x030200:\n"
" # Do things specific to version 3.2 or later\n"
"else:\n"
" # Do things specific to versions before 3.2\n"
"[/gdscript]\n"
"[csharp]\n"
"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n"
"{\n"
" // Do things specific to version 3.2 or later\n"
"}\n"
"else\n"
"{\n"
" // Do things specific to versions before 3.2\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"以字典形式返回当前引擎版本信息。\n"
"[code]major[/code] - 将主要版本号保存为一个 int\n"
"[code]minor[/code] - 将次要版本号保存为一个 int\n"
"[code]patch[/code] - 将补丁版本号保存为一个 int\n"
"[code]hex[/code] - 保存编码为十六进制整数的完整版本号每个数字一个字节2 "
"位)(参见下面的示例)\n"
"[code]status[/code] - 将状态例如“beta”、“rc1”、“rc2”、...“stable”保存为字"
"符串\n"
"[code]build[/code] - 将构建名称例如“custom_build”保存为字符串\n"
"[code]hash[/code] - 将完整的 Git 提交哈希保存为字符串\n"
"[code]year[/code] - 将版本发布的年份保存为 int\n"
"[code]string[/code] - 将 [code]major[/code] + [code]minor[/code] + "
"[code]patch[/code] + [code]status[/code] + [code]build[/code] 保存在单个字符串"
"中\n"
"[code]hex[/code] 值的编码方式如下,从左到右:主版本对应一字节,次版本对应一字"
"节补丁版本对应一字节。例如“3.1.12”将是 [code]0x03010C[/code]。[b]注意:[/"
"b]它内部还是一个 int打印出来就是它的十进制表示没有特别的意义。使用十六进制"
"文字从代码中轻松比较版本:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if Engine.get_version_info().hex >= 0x030200:\n"
" # 执行特定于版本 3.2 或更高版本的操作\n"
"else:\n"
" # 执行特定于 3.2 之前版本的操作\n"
"[/gdscript]\n"
"[csharp]\n"
"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n"
"{\n"
" // 执行特定于版本 3.2 或更高版本的操作\n"
"}\n"
"else\n"
"{\n"
" // 执行特定于 3.2 之前版本的操作\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the path to the [MovieWriter]'s output file, or an empty string if "
"the engine wasn't started in Movie Maker mode. This path can be absolute or "
"relative depending on how the user specified it."
msgstr ""
"返回 [MovieWriter] 的输出文件的路径,如果引擎未在 Movie Maker 模式下启动,则返"
"回一个空字符串。该路径可以是绝对路径或相对路径,具体取决于用户指定它的方式。"
msgid ""
"Returns [code]true[/code] if a singleton with given [param name] exists in "
"global scope."
msgstr ""
"如果全局范围内存在具有给定 [param name] 的单例,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the script is currently running inside the "
"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] "
"scripts to conditionally draw editor helpers, or prevent accidentally running "
"\"game\" code that would affect the scene state while in the editor:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if Engine.is_editor_hint():\n"
" draw_gizmos()\n"
"else:\n"
" simulate_physics()\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.IsEditorHint())\n"
" DrawGizmos();\n"
"else\n"
" SimulatePhysics();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the "
"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/"
"code] will evaluate to [code]true[/code] both when the code is running in the "
"editor and when running the project from the editor, but it will evaluate to "
"[code]false[/code] when the code is run from an exported project."
msgstr ""
"如果脚本当前正在编辑器中运行,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。这对于 [code]@tool[/code] 脚本很有用,可以有条件地绘制编辑器助手,或者"
"防止在编辑器中意外运行会影响场景状态的“游戏”代码:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if Engine.is_editor_hint():\n"
" draw_gizmos()\n"
"else:\n"
" simulate_physics()\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.IsEditorHint())\n"
" DrawGizmos();\n"
"else\n"
" SimulatePhysics();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"有关详细信息,请参阅文档中的[url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]《在编辑器中运行代码》[/url]。\n"
"[b]注意:[/b]要检测脚本是否从编辑器[i]构建[/i]中运行(例如,当按 [kbd]F5[/"
"kbd] 时),请改用 [method OS.has_feature] 和 [code]\"editor\"[/code] 参数。"
"[code]OS.has_feature(\"editor\")[/code] 将在编辑器中运行代码和从编辑器运行项目"
"时,被评估为 [code]true[/code];但当代码从导出的项目运行时,它将被评估为 "
"[code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the game is inside the fixed process and physics "
"phase of the game loop."
msgstr "如果游戏在游戏循环的固定过程和物理阶段内,返回 [code]true[/code]。"
msgid ""
"Registers a [ScriptLanguage] instance to be available with "
"[code]ScriptServer[/code].\n"
"Returns:\n"
"- [constant OK] on success\n"
"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it "
"limit and cannot register any new language\n"
"- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains "
"a language with similar extension/name/type"
msgstr ""
"注册一个 [ScriptLanguage] 实例以供 [code]ScriptServer[/code] 使用。\n"
"返回:\n"
"- [constant OK] 成功\n"
"- [constant ERR_UNAVAILABLE] 如果 [code]ScriptServer[/code] 已达到限制,并且无"
"法注册任何新语言\n"
"- [constant ERR_ALREADY_EXISTS] 如果 [code]ScriptServer[/code] 已经包含一个具"
"有相似扩展名/名称/类型的语言"
msgid ""
"Registers the given object as a singleton, globally available under [param "
"name]."
msgstr "将给定的对象注册为单例,名称 [param name] 全局可用。"
msgid ""
"Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n"
"Returns:\n"
"- [constant OK] on success\n"
"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in "
"[code]ScriptServer[/code]"
msgstr ""
"从 [code]ScriptServer[/code] 注销该 [ScriptLanguage] 实例。\n"
"返回:\n"
"- [constant OK] 成功\n"
"- [constant ERR_DOES_NOT_EXIST] 如果该语言尚未在 [code]ScriptServer[/code] 中"
"注册"
msgid ""
"Unregisters the singleton registered under [param name]. The singleton object "
"is not freed. Only works with user-defined singletons created with [method "
"register_singleton]."
msgstr ""
"将名称为 [param name] 的单例解除注册。该单例对象不会被释放。仅能够对通过 "
"[method register_singleton] 创建的用户定义单例使用。"
msgid ""
"The maximum number of frames per second that can be rendered. A value of "
"[code]0[/code] means \"no limit\". The actual number of frames per second may "
"still be below this value if the CPU or GPU cannot keep up with the project "
"logic and rendering.\n"
"Limiting the FPS can be useful to reduce system power consumption, which "
"reduces heat and noise emissions (and improves battery life on mobile "
"devices).\n"
"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/"
"code] or [code]Adaptive[/code], it takes precedence and the forced FPS number "
"cannot exceed the monitor's refresh rate.\n"
"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/"
"code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), "
"using a FPS limit a few frames lower than the monitor's refresh rate will "
"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while "
"avoiding tearing[/url].\n"
"If [member ProjectSettings.display/window/vsync/vsync_mode] is "
"[code]Disabled[/code], limiting the FPS to a high value that can be "
"consistently reached on the system can reduce input lag compared to an "
"uncapped framerate. Since this works by ensuring the GPU load is lower than "
"100%, this latency reduction is only effective in GPU-bottlenecked scenarios, "
"not CPU-bottlenecked scenarios.\n"
"See also [member physics_ticks_per_second] and [member ProjectSettings."
"application/run/max_fps]."
msgstr ""
"每秒可渲染的最大帧数。值为 [code]0[/code] 表示“无限制”。如果 CPU 或 GPU 跟不上"
"项目逻辑和渲染的速度,实际的每秒帧数仍可能低于这个值。\n"
"限制 FPS 会对降低系统功耗很有帮助,可以减少热量和噪音排放(并延长移动设备的电"
"池寿命)。\n"
"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 为 "
"[code]Enabled[/code] 或 [code]Adaptive[/code] ,则该设置将被优先考虑,并且强制"
"的 FPS 数不能超过显示器的刷新率。\n"
"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 为 "
"[code]Enabled[/code]在启用了可变刷新率G-Sync/FreeSync的显示器上使用比"
"显示器刷新率低几帧的 FPS 限制,将[url=https://blurbusters.com/howto-low-lag-"
"vsync-on/]减少输入延迟,同时可以避免撕裂[/url]。\n"
"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 为 "
"[code]Disabled[/code],则与无上限的帧率相比,将 FPS 限制为可以在系统上持续达到"
"的高值,可以减少输入滞后。由于这是通过确保 GPU 负载低于 100% 来实现的,这种延"
"迟减少仅在 GPU 瓶颈场景中有效,在 CPU 瓶颈的情况下无效。\n"
"另见 [member physics_ticks_per_second] 和 [member ProjectSettings.application/"
"run/max_fps]。"
msgid ""
"Controls the maximum number of physics steps that can be simulated each "
"rendered frame. The default value is tuned to avoid \"spiral of death\" "
"situations where expensive physics simulations trigger more expensive "
"simulations indefinitely. However, the game will appear to slow down if the "
"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of "
"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is "
"consistently used in physics calculations. To avoid this, increase [member "
"max_physics_steps_per_frame] if you have increased [member "
"physics_ticks_per_second] significantly above its default value."
msgstr ""
"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”,防"
"止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member "
"physics_ticks_per_second] 的 [code]1 / max_physics_steps_per_frame[/code],游"
"戏看上去会是降速的。即便在物理计算中始终使用 [code]delta[/code] 也一样会发生。"
"要避免这种情况,如果增大了 [member physics_ticks_per_second],而且远大于默认"
"值,那么建议将 [member max_physics_steps_per_frame] 也调大。"
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
"deviation of the in-game clock and real clock but smooth out framerate "
"jitters. The default value of 0.5 should be fine for most; values above 2 "
"could cause the game to react to dropped frames with a noticeable delay and "
"are not recommended.\n"
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics_jitter_fix] to [code]0[/code]."
msgstr ""
"控制物理周期与实际时间的同步程度。如果小于等于 0则周期是同步的。这样的值建议"
"用于网络游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间"
"的偏差较大但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的超过2"
"的值可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n"
"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将 "
"[member physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖动修复。"
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and [method Node._physics_process] methods are run. This value "
"should generally always be set to [code]60[/code] or above, as Godot doesn't "
"interpolate the physics step. As a result, values lower than [code]60[/code] "
"will look stuttery. This value can be increased to make input more reactive "
"or work around collision tunneling issues, but keep in mind doing so will "
"increase CPU usage. See also [member max_fps] and [member ProjectSettings."
"physics/common/physics_ticks_per_second].\n"
"[b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be "
"simulated per rendered frame at most. If more physics ticks have to be "
"simulated per rendered frame to keep up with rendering, the project will "
"appear to slow down (even if [code]delta[/code] is used consistently in "
"physics calculations). Therefore, it is recommended to also increase [member "
"max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] "
"significantly above its default value."
msgstr ""
"每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的执"
"行频率。因为 Godot 不会进行物理步骤的插值,所以通常应该总是将其设成大于等于 "
"[code]60[/code] 的值。因此,如果值小于 [code]60[/code] 就会看起来卡顿。提高该"
"值可以让输入变得更加灵敏、也可以绕过碰撞隧道问题,但请记得这么做也会提升 CPU "
"的占用率。另请参阅 [member max_fps] 和 [member ProjectSettings.physics/common/"
"physics_ticks_per_second]。\n"
"[b]注意:[/b]每个渲染帧最多只能模拟 [member max_physics_steps_per_frame] 个物"
"理周期。如果为了追赶渲染,需要在每个渲染帧中模拟更多物理周期,游戏看上去会是降"
"速的(即便在物理计算中始终使用 [code]delta[/code])。因此,如果增大了 [member "
"physics_ticks_per_second],而且远大于默认值,那么建议将 [member "
"max_physics_steps_per_frame] 也调大。"
msgid ""
"If [code]false[/code], stops printing error and warning messages to the "
"console and editor Output log. This can be used to hide error and warning "
"messages during unit test suite runs. This property is equivalent to the "
"[member ProjectSettings.application/run/disable_stderr] project setting.\n"
"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the "
"project, important error messages may be hidden even if they are emitted from "
"other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] "
"script, this will also impact the editor itself. Do [i]not[/i] report bugs "
"before ensuring error messages are enabled (as they are by default).\n"
"[b]Note:[/b] This property does not impact the editor's Errors tab when "
"running a project from the editor."
msgstr ""
"如果为 [code]false[/code],则停止向控制台和编辑器输出日志打印错误和警告消息。"
"这可用于在单元测试套件运行期间隐藏错误和警告消息。该属性等效于 [member "
"ProjectSettings.application/run/disable_stderr] 项目设置。\n"
"[b]警告:[/b]如果在项目的任何地方将该项设置为 [code]false[/code],重要的错误消"
"息可能会被隐藏,即使它们是从其他脚本发出的。如果在 [code]@tool[/code] 脚本中将"
"该项设置为 [code]false[/code],这也会影响编辑器本身。在确保错误消息被启用(默"
"认情况下)之前,[i]不[/i]报告错误。\n"
"[b]注意:[/b]从编辑器运行项目时,该属性不会影响编辑器的“错误”选项卡。"
msgid ""
"Controls how fast or slow the in-game clock ticks versus the real life one. "
"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real "
"life, whilst a value of 0.5 means the game moves at half the regular speed. "
"This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree."
"create_timer] for how to control this)."
msgstr ""
"控制游戏中的时钟与现实生活中的时钟的快慢。默认值为 1.0。值为 2.0 意味着游戏的"
"移动速度是现实生活的两倍,而值为 0.5 意味着游戏的移动速度是常规速度的一半。"
"[Timer] 和 [SceneTreeTimer] 也会受到影响(如何控制见 [method SceneTree."
"create_timer])。"
msgid "Exposes the internal debugger."
msgstr "暴露内部调试器。"
msgid ""
"[EngineDebugger] handles the communication between the editor and the running "
"game. It is active in the running game. Messages can be sent/received through "
"it. It also manages the profilers."
msgstr ""
"[EngineDebugger] 处理编辑器与正在运行的游戏之间的通信。它会在运行游戏时激活,"
"可以通过它收发消息,还负责管理性能分析器。"
msgid ""
"Returns [code]true[/code] if a capture with the given name is present "
"otherwise [code]false[/code]."
msgstr ""
"如果存在具有给定名称的捕获,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。"
msgid ""
"Returns [code]true[/code] if a profiler with the given name is present "
"otherwise [code]false[/code]."
msgstr ""
"如果存在具有给定名称的分析器,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。"
msgid ""
"Returns [code]true[/code] if the debugger is active otherwise [code]false[/"
"code]."
msgstr ""
"如果调试器处于活动状态,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。"
msgid ""
"Returns [code]true[/code] if a profiler with the given name is present and "
"active otherwise [code]false[/code]."
msgstr ""
"如果存在具有给定名称的分析器,并且该分析器处于活动状态,则返回 [code]true[/"
"code],否则返回 [code]false[/code]。"
msgid ""
"Calls the [code]add[/code] callable of the profiler with given [param name] "
"and [param data]."
msgstr ""
"使用给定的 [param name] 和 [param data] 调用分析器中的 [code]add[/code] 可调用"
"体。"
msgid ""
"Calls the [code]toggle[/code] callable of the profiler with given [param "
"name] and [param arguments]. Enables/Disables the same profiler depending on "
"[param enable] argument."
msgstr ""
"使用给定的 [param name] 和 [param arguments] 调用分析器中的 [code]toggle[/"
"code] 可调用体。会根据 [param enable] 参数启用/禁用同一分析器。"
msgid ""
"Registers a message capture with given [param name]. If [param name] is "
"\"my_message\" then messages starting with \"my_message:\" will be called "
"with the given callable.\n"
"Callable must accept a message string and a data array as argument. If the "
"message and data are valid then callable must return [code]true[/code] "
"otherwise [code]false[/code]."
msgstr ""
"使用给定的名称 [param name] 注册消息捕获。如果 [param name] 为“my_message”则会"
"为“my_message:”开头的消息调用给定的可调用体。\n"
"Callable 必须接受消息字符串和数据数组参数。如果消息和数据有效,则可调用体必须"
"返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"Registers a profiler with the given [param name]. See [EngineProfiler] for "
"more information."
msgstr "使用给定的名称 [param name] 注册分析器。详情见 [EngineProfiler]。"
msgid "Sends a message with given [param message] and [param data] array."
msgstr "发送消息,内容为给定的 [param message] 和 [param data] 数组。"
msgid "Unregisters the message capture with given [param name]."
msgstr "将具有给定名称 [param name] 的消息捕获解除注册。"
msgid "Unregisters a profiler with given [param name]."
msgstr "将具有给定名称 [param name] 的分析器解除注册。"
msgid "Base class for creating custom profilers."
msgstr "用于创建自定义分析器的基类。"
msgid ""
"This class can be used to implement custom profilers that are able to "
"interact with the engine and editor debugger.\n"
"See [EngineDebugger] and [EditorDebuggerPlugin] for more information."
msgstr ""
"这个类可用于实现自定义分析器,能够与引擎和编辑器调试器进行交互。\n"
"有关详细信息,请参阅 [EngineDebugger] 和 [EditorDebuggerPlugin]。"
msgid ""
"Called when data is added to profiler using [method EngineDebugger."
"profiler_add_frame_data]."
msgstr ""
"使用 [method EngineDebugger.profiler_add_frame_data] 将数据加入分析器时调用。"
msgid ""
"Called once every engine iteration when the profiler is active with "
"information about the current frame. All time values are in seconds. Lower "
"values represent faster processing times and are therefore considered better."
msgstr ""
"当分析器使用有关当前帧的信息处于活动状态时,每次引擎迭代调用一次。所有时间值都"
"以秒为单位。较低的值表示更快的处理时间,因此被认为更好。"
msgid ""
"Called when the profiler is enabled/disabled, along with a set of [param "
"options]."
msgstr "启用/禁用分析器时调用,提供了一组选项 [param options]。"
msgid ""
"Resource for environment nodes (like [WorldEnvironment]) that define multiple "
"rendering options."
msgstr "定义渲染选项的资源,用于环境节点(例如 [WorldEnvironment])。"
msgid ""
"Resource for environment nodes (like [WorldEnvironment]) that define multiple "
"environment operations (such as background [Sky] or [Color], ambient light, "
"fog, depth-of-field...). These parameters affect the final render of the "
"scene. The order of these operations is:\n"
"- Depth of Field Blur\n"
"- Glow\n"
"- Tonemap (Auto Exposure)\n"
"- Adjustments"
msgstr ""
"定义环境操作(例如背景 [Sky] 或 [Color]、环境光、雾、景深等)的资源,用于环境"
"节点(例如 [WorldEnvironment])。这些参数会对场景的最终渲染造成影响。操作的顺"
"序为:\n"
"- 景深模糊\n"
"- 辉光\n"
"- 色调映射(自动曝光)\n"
"- 调整"
msgid "Environment and post-processing"
msgstr "环境和后期处理"
msgid "High dynamic range lighting"
msgstr "高动态范围照明"
msgid "3D Material Testers Demo"
msgstr "3D 材质测试演示"
msgid "Returns the intensity of the glow level [param idx]."
msgstr "返回辉光级别 [param idx] 的强度。"
msgid ""
"Sets the intensity of the glow level [param idx]. A value above [code]0.0[/"
"code] enables the level. Each level relies on the previous level. This means "
"that enabling higher glow levels will slow down the glow effect rendering, "
"even if previous levels aren't enabled."
msgstr ""
"设置辉光级别 [param idx] 的强度。大于 [code]0.0[/code] 时启用该级别。每个级别"
"都依赖于前一个级别。这意味着启用较高的辉光等级会减慢辉光效果的渲染速度,即使之"
"前的等级没有启用。"
msgid ""
"The global brightness value of the rendered scene. Effective only if [member "
"adjustment_enabled] is [code]true[/code]."
msgstr ""
"渲染场景的全局亮度值。只有当 [member adjustment_enabled] 为 [code]true[/code] "
"时才有效。"
msgid ""
"The [Texture2D] or [Texture3D] lookup table (LUT) to use for the built-in "
"post-process color grading. Can use a [GradientTexture1D] for a 1-dimensional "
"LUT, or a [Texture3D] for a more complex LUT. Effective only if [member "
"adjustment_enabled] is [code]true[/code]."
msgstr ""
"用于内置后处理颜色分级的 [Texture2D] 或 [Texture3D] 查找表LUT。可以将 "
"[GradientTexture1D] 用于一维 LUT或将 [Texture3D] 用于更复杂的 LUT。仅当 "
"[member adjustment_enabled] 为 [code]true[/code] 时有效。"
msgid ""
"The global contrast value of the rendered scene (default value is 1). "
"Effective only if [member adjustment_enabled] is [code]true[/code]."
msgstr ""
"渲染场景的全局对比度值(默认值为 1。只有当 [member adjustment_enabled] 为 "
"[code]true[/code] 时才有效。"
msgid ""
"If [code]true[/code], enables the [code]adjustment_*[/code] properties "
"provided by this resource. If [code]false[/code], modifications to the "
"[code]adjustment_*[/code] properties will have no effect on the rendered "
"scene.\n"
"[b]Note:[/b] Adjustments are only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility."
msgstr ""
"如果为 [code]true[/code],则启用该资源提供的 [code]adjustment_*[/code] 属性。"
"如果为 [code]false[/code],则对 [code]adjustment_*[/code] 属性的修改将不会对渲"
"染场景产生影响。\n"
"[b]注意:[/b]调整仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。"
msgid ""
"The global color saturation value of the rendered scene (default value is 1). "
"Effective only if [member adjustment_enabled] is [code]true[/code]."
msgstr ""
"渲染场景的全局色彩饱和度值(默认值为 1。只有在 [member adjustment_enabled] "
"为 [code]true[/code] 时才有效。"
msgid ""
"The ambient light's [Color]. Only effective if [member "
"ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive)."
msgstr ""
"环境光的 [Color]。仅当 [member ambient_light_sky_contribution] 低于 "
"[code]1.0[/code](不包括)时,才有效。"
msgid ""
"The ambient light's energy. The higher the value, the stronger the light. "
"Only effective if [member ambient_light_sky_contribution] is lower than "
"[code]1.0[/code] (exclusive)."
msgstr ""
"环境光的能量。值越高,光线越强。仅当 [member ambient_light_sky_contribution] "
"低于 [code]1.0[/code](不包括)时,才有效。"
msgid ""
"Defines the amount of light that the sky brings on the scene. A value of "
"[code]0.0[/code] means that the sky's light emission has no effect on the "
"scene illumination, thus all ambient illumination is provided by the ambient "
"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the "
"light that affects the scene is provided by the sky, thus the ambient light "
"parameter has no effect on the scene.\n"
"[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive)."
msgstr ""
"定义天空给场景带来的光照量。值为 [code]0.0[/code] 表示天空的发光对场景照明没有"
"影响,因此所有的环境照明都由环境光提供。相反,值为 [code]1.0[/code] 表示[i]所"
"有[/i]影响场景的光线都由天空提供,因此环境光参数对场景没有影响。\n"
"[b]注意:[/b]内部会将 [member ambient_light_sky_contribution] 限制在 "
"[code]0.0[/code] 到 [code]1.0[/code] 之间(闭区间)。"
msgid ""
"The ambient light source to use for rendering materials and global "
"illumination."
msgstr "环境光源,用于渲染材质和全局照明。"
msgid "The ID of the camera feed to show in the background."
msgstr "在背景中显示的相机源的 ID。"
msgid ""
"The maximum layer ID to display. Only effective when using the [constant "
"BG_CANVAS] background mode."
msgstr "要显示的最大图层 ID。只有在使用 [constant BG_CANVAS] 背景模式时有效。"
msgid ""
"The [Color] displayed for clear areas of the scene. Only effective when using "
"the [constant BG_COLOR] background mode."
msgstr ""
"场景中清除区域显示的 [Color]。仅在使用 [constant BG_COLOR] 背景模式时有效。"
msgid ""
"Multiplier for background energy. Increase to make background brighter, "
"decrease to make background dimmer."
msgstr "背景能量的倍数。增加可以使背景更亮,减少可以使背景更暗。"
msgid ""
"Luminance of background measured in nits (candela per square meter). Only "
"used when [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] is enabled. The default value is roughly equivalent "
"to the sky at midday."
msgstr ""
"背景的亮度,单位是尼特(坎德拉/平方米)。仅当启用 [member ProjectSettings."
"rendering/lights_and_shadows/use_physical_light_units] 时使用。默认值大致相当"
"于正午时分的天空。"
msgid "The background mode. See [enum BGMode] for possible values."
msgstr "背景模式。可能的取值见 [enum BGMode]。"
msgid ""
"If set above [code]0.0[/code] (exclusive), blends between the fog's color and "
"the color of the background [Sky]. This has a small performance cost when set "
"above [code]0.0[/code]. Must have [member background_mode] set to [constant "
"BG_SKY].\n"
"This is useful to simulate [url=https://en.wikipedia.org/wiki/"
"Aerial_perspective]aerial perspective[/url] in large scenes with low density "
"fog. However, it is not very useful for high-density fog, as the sky will "
"shine through. When set to [code]1.0[/code], the fog color comes completely "
"from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled."
msgstr ""
"如果设置大于 [code]0.0[/code](不含),会在雾的颜色和背景 [Sky] 的颜色之间进行"
"混合。设置大于 [code]0.0[/code] 时有较小的性能代价。必须将 [member "
"background_mode] 设置为 [constant BG_SKY]。\n"
"对于模拟雾密度较低的大场景中的[url=https://zh.wikipedia.org/wiki/"
"%E7%A9%BA%E6%B0%94%E9%80%8F%E8%A7%86]空气透视[/url]很有用。但对于高密度的雾来"
"说不是很有用,因为天空会被照亮。设置为 [code]1.0[/code] 时,雾的颜色完全来自 "
"[Sky]。设置为 [code]0.0[/code] 时,会禁用空气透视。"
msgid ""
"The [i]exponential[/i] fog density to use. Higher values result in a more "
"dense fog. Fog rendering is exponential as in real life."
msgstr ""
"要使用的[i]指数[/i]形式雾密度。值越高雾越密。雾的渲染是指数式的,和现实生活中"
"相同。"
msgid "If [code]true[/code], fog effects are enabled."
msgstr "如果为 [code]true[/code],则启用雾效果。"
msgid "The height at which the height fog effect begins."
msgstr "高度雾效果开始的高度。"
msgid ""
"The density used to increase fog as height decreases. To make fog increase as "
"height increases, use a negative value."
msgstr "用于随着高度降低而增加雾的密度。要使雾随着高度增加而增加,请使用负值。"
msgid "The fog's color."
msgstr "雾的颜色。"
msgid "The fog's brightness. Higher values result in brighter fog."
msgstr "雾的亮度。值越高,雾越亮。"
msgid ""
"The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/"
"code] means that fog can fully obscure the sky. Lower values reduce the "
"impact of fog on sky rendering, with [code]0.0[/code] not affecting sky "
"rendering at all.\n"
"[b]Note:[/b] [member fog_sky_affect] has no visual effect if [member "
"fog_aerial_perspective] is [code]1.0[/code]."
msgstr ""
"非体积雾影响天空时使用的系数。[code]1.0[/code] 表示雾可以完全遮蔽天空。较低的"
"值会减少雾对天空渲染的影响,[code]0.0[/code] 完全不影响天空的渲染。\n"
"[b]注意:[/b]如果 [member fog_aerial_perspective] 为 [code]1.0[/code]"
"[member fog_sky_affect] 不会有视觉效果。"
msgid ""
"If set above [code]0.0[/code], renders the scene's directional light(s) in "
"the fog color depending on the view angle. This can be used to give the "
"impression that the sun is \"piercing\" through the fog."
msgstr ""
"如果设置为 [code]0.0[/code] 以上,则根据视角以雾色渲染场景的定向光。这可以用来"
"给人一种太阳正在“穿透”雾的印象。"
msgid "The glow blending mode."
msgstr "辉光混合模式。"
msgid ""
"The bloom's intensity. If set to a value higher than [code]0[/code], this "
"will make glow visible in areas darker than the [member glow_hdr_threshold]."
msgstr ""
"泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member "
"glow_hdr_threshold] 成员更暗的区域中显示辉光。"
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering "
"methods, not Compatibility. When using the Mobile rendering method, glow will "
"look different due to the lower dynamic range available in the Mobile "
"rendering method."
msgstr ""
"如果为 [code]true[/code],则启用辉光效果。\n"
"[b]注意:[/b]只有 Forward+ 和 Mobile 渲染方法支持辉光Compatibility 不支持。"
"使用 Mobile 渲染方法时,辉光的外观会有些不同,因为 Mobile 渲染方法可用的动态范"
"围较低。"
msgid ""
"The higher threshold of the HDR glow. Areas brighter than this threshold will "
"be clamped for the purposes of the glow effect."
msgstr ""
"HDR 辉光的较高阈值。比这个阈值更亮的区域将被限制,以达到辉光效果的目的。"
msgid "The bleed scale of the HDR glow."
msgstr "HDR 辉光的逸出缩放。"
msgid ""
"The lower threshold of the HDR glow. When using the Mobile rendering method "
"(which only supports a lower dynamic range up to [code]2.0[/code]), this may "
"need to be below [code]1.0[/code] for glow to be visible. A value of "
"[code]0.9[/code] works well in this case. This value also needs to be "
"decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is "
"performed in SDR."
msgstr ""
"HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低的动态范围,最大为 "
"[code]2.0[/code]),需要低于 [code]1.0[/code] 才能看到辉光。在这种情况下取 "
"[code]0.9[/code] 可以达到不错的效果。在 2D 中使用辉光时也需要降低到 "
"[code]1.0[/code] 以下,因为 2D 渲染使用 SDR。"
msgid ""
"The overall brightness multiplier of the glow effect. When using the Mobile "
"rendering method (which only supports a lower dynamic range up to [code]2.0[/"
"code]), this should be increased to [code]1.5[/code] to compensate."
msgstr ""
"辉光效果的整体亮度倍数。使用 Mobile 渲染方法时(仅支持较低的动态范围,最大为 "
"[code]2.0[/code]),应将其增加到 [code]1.5[/code] 进行补偿。"
msgid ""
"The intensity of the 1st level of glow. This is the most \"local\" level "
"(least blurry)."
msgstr "第 1 级辉光的强度。这是最“局部”的级别(最不模糊)。"
msgid "The intensity of the 2nd level of glow."
msgstr "第 2 级辉光的强度。"
msgid "The intensity of the 3rd level of glow."
msgstr "第 3 级辉光的强度。"
msgid "The intensity of the 4th level of glow."
msgstr "第 4 级辉光的强度。"
msgid "The intensity of the 5th level of glow."
msgstr "第 5 级辉光的强度。"
msgid "The intensity of the 6th level of glow."
msgstr "第 6 级辉光的强度。"
msgid ""
"The intensity of the 7th level of glow. This is the most \"global\" level "
"(blurriest)."
msgstr "第 7 级辉光的强度。这是最“全局”的级别(最模糊)。"
msgid ""
"The texture that should be used as a glow map to [i]multiply[/i] the "
"resulting glow color according to [member glow_map_strength]. This can be "
"used to create a \"lens dirt\" effect. The texture's RGB color channels are "
"used for modulation, but the alpha channel is ignored.\n"
"[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's "
"recommended to use a texture with an aspect ratio that matches your project's "
"base aspect ratio (typically 16:9)."
msgstr ""
"该纹理应被用作一个辉光贴图,以根据 [member glow_map_strength] [i]乘以[/i] 生成"
"的辉光颜色。这可以用来创建一个“镜头污垢”效果。该纹理的 RGB 颜色通道被用于调"
"制,但 Alpha 通道将被忽略。\n"
"[b]注意:[/b]该纹理将被拉伸以适应屏幕。因此,建议使用长宽比与项目的基本长宽比"
"(通常为 16:9相匹配的纹理。"
msgid ""
"How strong of an impact the [member glow_map] should have on the overall glow "
"effect. A strength of [code]0.0[/code] means the glow map has no effect on "
"the overall glow effect. A strength of [code]1.0[/code] means the glow has a "
"full effect on the overall glow effect (and can turn off glow entirely in "
"specific areas of the screen if the glow map has black areas)."
msgstr ""
"[member glow_map] 应该对整体发光效果产生多大的影响。[code]0.0[/code] 的强度,"
"表示辉光贴图对整体辉光效果没有影响。[code]1.0[/code] 的强度,表示辉光对整体辉"
"光效果具有完全的效果(如果辉光贴图有黑色区域,则可以在屏幕的特定区域完全关闭辉"
"光)。"
msgid ""
"When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this "
"controls how much the source image is blended with the glow layer. A value of "
"[code]0.0[/code] makes the glow rendering invisible, while a value of "
"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]."
msgstr ""
"当使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 时,它控制源图"
"像与辉光层混合的程度。[code]0.0[/code] 的值使辉光渲染不可见,而 [code]1.0[/"
"code] 的值等效于 [constant GLOW_BLEND_MODE_REPLACE]。"
msgid ""
"If [code]true[/code], glow levels will be normalized so that summed together "
"their intensities equal [code]1.0[/code]."
msgstr ""
"如果为 [code]true[/code],则辉光级别将被归一化,使强度的总和等于 [code]1.0[/"
"code]。"
msgid ""
"The strength of the glow effect. This applies as the glow is blurred across "
"the screen and increases the distance and intensity of the blur. When using "
"the Mobile rendering method, this should be increased to compensate for the "
"lower dynamic range."
msgstr ""
"辉光效果的强度。适用于屏幕上的辉光模糊,能够增加模糊的距离和强度。使用 Mobile "
"渲染方法时应将其提高,对低动态范围进行补偿。"
msgid "The reflected (specular) light source."
msgstr "反射(镜面反射)光源。"
msgid ""
"The energy multiplier applied to light every time it bounces from a surface "
"when using SDFGI. Values greater than [code]0.0[/code] will simulate multiple "
"bounces, resulting in a more realistic appearance. Increasing [member "
"sdfgi_bounce_feedback] generally has no performance impact. See also [member "
"sdfgi_energy].\n"
"[b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite feedback "
"loops and should be avoided in scenes with bright materials.\n"
"[b]Note:[/b] If [member sdfgi_bounce_feedback] is [code]0.0[/code], indirect "
"lighting will not be represented in reflections as light will only bounce one "
"time."
msgstr ""
"使用 SDFGI 时,每次从表面反弹时应用于光的能量倍增器。大于 [code]0.0[/code] 的"
"值将模拟多次反弹,从而产生更逼真的外观。增加 [member sdfgi_bounce_feedback] 通"
"常对性能没有影响。另见 [member sdfgi_energy]。\n"
"[b]注意:[/b]大于 [code]0.5[/code] 的值会导致无限的反馈循环,应避免在具有明亮"
"材质的场景中使用。\n"
"[b]注意:[/b]如果 [member sdfgi_bounce_feedback] 为 [code]0.0[/code],间接照明"
"会在反射中表现出来,因为光只会反弹一次。"
msgid ""
"[b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and "
"[member sdfgi_max_distance]. Changing its value will automatically change "
"those properties as well."
msgstr ""
"[b]注意:[/b]该属性被链接到 [member sdfgi_min_cell_size] 和 [member "
"sdfgi_max_distance]。更改其值也会自动更改这些属性。"
msgid ""
"The number of cascades to use for SDFGI (between 1 and 8). A higher number of "
"cascades allows displaying SDFGI further away while preserving detail up "
"close, at the cost of performance. When using SDFGI on small-scale levels, "
"[member sdfgi_cascades] can often be decreased between [code]1[/code] and "
"[code]4[/code] to improve performance."
msgstr ""
"用于 SDFGI 的级联数1 到 8 之间)。更高的级联数会以性能为代价,允许在更远的地"
"方显示 SDFGI同时保持近距离的细节。在小型关卡上使用 SDFGI 时,通常 [member "
"sdfgi_cascades] 可以被降低到 [code]1[/code] 和 [code]4[/code] 之间以提高性能。"
msgid ""
"If [code]true[/code], enables signed distance field global illumination for "
"meshes that have their [member GeometryInstance3D.gi_mode] set to [constant "
"GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination "
"technique that works well with procedurally generated and user-built levels, "
"including in situations where geometry is created during gameplay. The signed "
"distance field is automatically generated around the camera as it moves. "
"Dynamic lights are supported, but dynamic occluders and emissive surfaces are "
"not.\n"
"[b]Note:[/b] SDFGI is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility.\n"
"[b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not "
"suited to low-end hardware such as integrated graphics (consider [LightmapGI] "
"instead). To improve SDFGI performance, enable [member ProjectSettings."
"rendering/global_illumination/gi/use_half_resolution] in the Project "
"Settings.\n"
"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks "
"(avoid one-sided walls). For interior levels, enclose your level geometry in "
"a sufficiently large box and bridge the loops to close the mesh."
msgstr ""
"如果为 [code]true[/code],则为将 [member GeometryInstance3D.gi_mode] 设置为 "
"[constant GeometryInstance3D.GI_MODE_STATIC] 的网格,启用有符号距离场全局照明"
"(即 SDFGI。SDFGI 是一种实时全局照明技术,适用于程序生成和用户构建的关卡,包"
"括在游戏过程中创建几何体的情况。有符号距离场会在相机移动时自动围绕相机生成。支"
"持动态光,但不支持动态遮挡物和自发光表面。\n"
"[b]注意:[/b]SDFGI 只支持 Forward+ 渲染方式,不支持 Mobile 或 "
"Compatibility。\n"
"[b]性能:[/b]SDFGI 对 GPU 的要求比较高,不适合集成显卡等低端硬件(可以考虑 "
"[LightmapGI])。要提高 SDFGI 性能,请在项目设置中启用 [member ProjectSettings."
"rendering/global_illumination/gi/use_half_resolution]。\n"
"[b]注意:[/b]网格应该有足够厚的壁以避免漏光(避免单面壁)。对于内部关卡,将关"
"卡几何体放入一个足够大的盒子中,并桥接循环边以闭合网格。"
msgid ""
"The energy multiplier to use for SDFGI. Higher values will result in brighter "
"indirect lighting and reflections. See also [member sdfgi_bounce_feedback]."
msgstr ""
"用于 SDFGI 的能量乘数。较高的值将导致更亮的间接照明和反射。另见 [member "
"sdfgi_bounce_feedback]。"
msgid ""
"The maximum distance at which SDFGI is visible. Beyond this distance, "
"environment lighting or other sources of GI such as [ReflectionProbe] will be "
"used as a fallback.\n"
"[b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and "
"[member sdfgi_cascade0_distance]. Changing its value will automatically "
"change those properties as well."
msgstr ""
"SDFGI 可见的最大距离。超出该距离,环境照明或其他 GI 来源(例如 "
"[ReflectionProbe])将用作后备。\n"
"[b]注意:[/b]该属性被链接到 [member sdfgi_min_cell_size] 和 [member "
"sdfgi_cascade0_distance]。更改其值,也会自动更改这些属性。"
msgid ""
"The cell size to use for the closest SDFGI cascade (in 3D units). Lower "
"values allow SDFGI to be more precise up close, at the cost of making SDFGI "
"updates more demanding. This can cause stuttering when the camera moves fast. "
"Higher values allow SDFGI to cover more ground, while also reducing the "
"performance impact of SDFGI updates.\n"
"[b]Note:[/b] This property is linked to [member sdfgi_max_distance] and "
"[member sdfgi_cascade0_distance]. Changing its value will automatically "
"change those properties as well."
msgstr ""
"用于最接近的 SDFGI 级联的像元大小(以 3D 单位表示)。较低的值允许 SDFGI 近距离"
"更精确,但代价是 SDFGI 更新要求更高。当相机快速移动时,这可能会导致卡顿。较高"
"的值允许 SDFGI 覆盖更多的范围,同时也降低了 SDFGI 更新对性能的影响。\n"
"[b]注意:[/b]该属性被链接到 [member sdfgi_max_distance] 和 [member "
"sdfgi_cascade0_distance]。更改其值也会自动更改这些属性。"
msgid ""
"The normal bias to use for SDFGI probes. Increasing this value can reduce "
"visible streaking artifacts on sloped surfaces, at the cost of increased "
"light leaking."
msgstr ""
"用于 SDFGI 探针的正常偏差。增加此值可以减少倾斜表面上的可见条纹伪影,但会增加"
"漏光。"
msgid ""
"The constant bias to use for SDFGI probes. Increasing this value can reduce "
"visible streaking artifacts on sloped surfaces, at the cost of increased "
"light leaking."
msgstr ""
"用于 SDFGI 探针的恒定偏差。增加此值可以减少倾斜表面上的可见条纹伪影,但会增加"
"漏光。"
msgid ""
"If [code]true[/code], SDFGI takes the environment lighting into account. This "
"should be set to [code]false[/code] for interior scenes."
msgstr ""
"如果为 [code]true[/code],则 SDFGI 会考虑环境光照。对于室内场景,这应该被设置"
"为 [code]false[/code]。"
msgid ""
"If [code]true[/code], SDFGI uses an occlusion detection approach to reduce "
"light leaking. Occlusion may however introduce dark blotches in certain "
"spots, which may be undesired in mostly outdoor scenes. [member "
"sdfgi_use_occlusion] has a performance impact and should only be enabled when "
"needed."
msgstr ""
"如果为 [code]true[/code]SDFGI 使用遮挡检测方法来减少漏光。然而,遮挡可能会在"
"某些位置引入暗斑,这在大多数户外场景中可能是不希望的。[member "
"sdfgi_use_occlusion] 对性能有影响,只应在需要时启用。"
msgid ""
"The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells "
"being packed together more closely on the Y axis. This is used to balance "
"between quality and covering a lot of vertical ground. [member sdfgi_y_scale] "
"should be set depending on how vertical your scene is (and how fast your "
"camera may move on the Y axis)."
msgstr ""
"用于 SDFGI 单元格的 Y 缩放。较低的值将导致 SDFGI 单元格在 Y 轴上更紧密地堆积在"
"一起。这用于在质量和覆盖大量垂直地面之间取得平衡。[member sdfgi_y_scale] 应该"
"根据场景的垂直程度(以及相机在 Y 轴上移动的速度)来设置。"
msgid "The [Sky] resource used for this [Environment]."
msgstr "该 [Environment] 所使用的 [Sky] 资源。"
msgid ""
"If set to a value greater than [code]0.0[/code], overrides the field of view "
"to use for sky rendering. If set to [code]0.0[/code], the same FOV as the "
"current [Camera3D] is used for sky rendering."
msgstr ""
"如果被设置为大于 [code]0.0[/code] 的值,则会覆盖用于天空渲染的视野。如果被设置"
"为 [code]0.0[/code],则使用与当前 [Camera3D] 相同的 FOV 进行天空渲染。"
msgid "The rotation to use for sky rendering."
msgstr "用于天空渲染的旋转。"
msgid ""
"The screen-space ambient occlusion intensity on materials that have an AO "
"texture defined. Values higher than [code]0[/code] will make the SSAO effect "
"visible in areas darkened by AO textures."
msgstr ""
"定义了AO纹理的材质的屏幕空间环境遮挡强度。高于[code]0[/code]的值将使SSAO效果在"
"AO纹理变暗的区域可见。"
msgid ""
"Sets the strength of the additional level of detail for the screen-space "
"ambient occlusion effect. A high value makes the detail pass more prominent, "
"but it may contribute to aliasing in your final image."
msgstr ""
"设置屏幕空间环境遮蔽效果的附加细节级别的强度。高的值会使细节传递更加突出,但它"
"可能会导致最终图像中出现锯齿。"
msgid ""
"If [code]true[/code], the screen-space ambient occlusion effect is enabled. "
"This darkens objects' corners and cavities to simulate ambient light not "
"reaching the entire object as in real life. This works well for small, "
"dynamic objects, but baked lighting or ambient occlusion textures will do a "
"better job at displaying ambient occlusion on large static objects. Godot "
"uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is "
"itself a form of Horizon Based Ambient Occlusion.\n"
"[b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility."
msgstr ""
"如果为 [code]true[/code],则启用屏幕空间环境光遮蔽效果。这会使物体的角落和空腔"
"变暗,以模拟环境光像现实生活中那样不会到达整个物体。这适用于小型动态对象,但烘"
"焙照明或环境光遮蔽纹理在大型静态对象上显示环境光遮蔽方面效果更好。Godot 使用"
"一种称为自适应屏幕空间环境光遮蔽的 SSAO 形式,它本身就是一种基于地平线的环境光"
"遮蔽形式。\n"
"[b]注意:[/b]SSAO 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。"
msgid ""
"The threshold for considering whether a given point on a surface is occluded "
"or not represented as an angle from the horizon mapped into the "
"[code]0.0-1.0[/code] range. A value of [code]1.0[/code] results in no "
"occlusion."
msgstr ""
"用于考虑表面上给定点是否被遮挡的阈值,表示为与地平线的角度,映射到 "
"[code]0.0-1.0[/code] 范围。[code]1.0[/code] 的值不会导致遮蔽。"
msgid ""
"The primary screen-space ambient occlusion intensity. Acts as a multiplier "
"for the screen-space ambient occlusion effect. A higher value results in "
"darker occlusion."
msgstr ""
"主要屏幕空间的环境光遮蔽强度。用作屏幕空间环境光遮蔽效果的乘数。较高的值会导致"
"较暗的遮蔽。"
msgid ""
"The screen-space ambient occlusion intensity in direct light. In real life, "
"ambient occlusion only applies to indirect light, which means its effects "
"can't be seen in direct light. Values higher than [code]0[/code] will make "
"the SSAO effect visible in direct light."
msgstr ""
"直射光下的屏幕空间环境光遮蔽强度。在现实生活中,环境遮挡只适用于间接光,也就是"
"说在直射光下无法看到其效果。高于[code]0[/code]的数值将使SSAO效果在直射光下可"
"见。"
msgid ""
"The distribution of occlusion. A higher value results in darker occlusion, "
"similar to [member ssao_intensity], but with a sharper falloff."
msgstr ""
"光遮蔽的分布。更高的值会导致更暗的光遮蔽,类似于 [member ssao_intensity],但衰"
"减更剧烈。"
msgid ""
"The distance at which objects can occlude each other when calculating screen-"
"space ambient occlusion. Higher values will result in occlusion over a "
"greater distance at the cost of performance and quality."
msgstr ""
"计算屏幕空间环境光遮蔽时,对象可以相互遮蔽的距离。较高的值将导致以性能和质量为"
"代价的更远距离的光遮蔽。"
msgid ""
"The amount that the screen-space ambient occlusion effect is allowed to blur "
"over the edges of objects. Setting too high will result in aliasing around "
"the edges of objects. Setting too low will make object edges appear blurry."
msgstr ""
"允许屏幕空间环境光遮蔽效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出现"
"锯齿。设置太低,会使对象边缘显得模糊。"
msgid ""
"If [code]true[/code], the screen-space indirect lighting effect is enabled. "
"Screen space indirect lighting is a form of indirect lighting that allows "
"diffuse light to bounce between nearby objects. Screen-space indirect "
"lighting works very similarly to screen-space ambient occlusion, in that it "
"only affects a limited range. It is intended to be used along with a form of "
"proper global illumination like SDFGI or [VoxelGI]. Screen-space indirect "
"lighting is not affected by individual light's [member Light3D."
"light_indirect_energy].\n"
"[b]Note:[/b] SSIL is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility."
msgstr ""
"如果为 [code]true[/code],则启用屏幕空间间接照明效果。屏幕空间间接照明是一种间"
"接照明形式,它允许漫射光在附近的物体之间反射。屏幕空间间接照明与屏幕空间环境光"
"遮蔽的工作方式非常相似,因为它只影响有限的范围。它旨在与 SDFGI 或 [VoxelGI] 等"
"适当的全局照明形式一起使用。屏幕空间间接光照不受单个光源 [member Light3D."
"light_indirect_energy] 的影响。\n"
"[b]注意:[/b]SSIL 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。"
msgid ""
"The brightness multiplier for the screen-space indirect lighting effect. A "
"higher value will result in brighter light."
msgstr "屏幕空间间接照明效果的亮度倍增器。更高的值会产生更亮的光。"
msgid ""
"Amount of normal rejection used when calculating screen-space indirect "
"lighting. Normal rejection uses the normal of a given sample point to reject "
"samples that are facing away from the current pixel. Normal rejection is "
"necessary to avoid light leaking when only one side of an object is "
"illuminated. However, normal rejection can be disabled if light leaking is "
"desirable, such as when the scene mostly contains emissive objects that emit "
"light from faces that cannot be seen from the camera."
msgstr ""
"计算屏幕空间间接照明时,使用的法线抛弃量。法线抛弃使用给定样本点的法线,来抛弃"
"远离当前像素的样本。当只有物体的一侧被照亮时,为了避免漏光法线抛弃是必要的。但"
"是,如果需要漏光,则可以禁用法线抛弃,例如当场景主要包含自发光对象,且其发光面"
"从相机无法看到时。"
msgid ""
"The distance that bounced lighting can travel when using the screen space "
"indirect lighting effect. A larger value will result in light bouncing "
"further in a scene, but may result in under-sampling artifacts which look "
"like long spikes surrounding light sources."
msgstr ""
"使用屏幕空间间接照明效果时,反射光可以传播的距离。较大的值,会导致光线在场景中"
"进一步反弹,但可能会导致采样不足的伪影,看起来像光源周围的长尖峰。"
msgid ""
"The amount that the screen-space indirect lighting effect is allowed to blur "
"over the edges of objects. Setting too high will result in aliasing around "
"the edges of objects. Setting too low will make object edges appear blurry."
msgstr ""
"允许屏幕空间间接照明效果,在对象边缘上模糊的量。设置太高,会导致对象边缘出现锯"
"齿。设置太低,会使对象边缘显得模糊。"
msgid "The depth tolerance for screen-space reflections."
msgstr "屏幕空间反射的深度公差。"
msgid ""
"If [code]true[/code], screen-space reflections are enabled. Screen-space "
"reflections are more accurate than reflections from [VoxelGI]s or "
"[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by "
"others.\n"
"[b]Note:[/b] SSR is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility."
msgstr ""
"如果为 [code]true[/code],则启用屏幕空间反射。屏幕空间反射比来自 [VoxelGI] 或 "
"[ReflectionProbe] 的反射更准确,但更慢并且不能反射被其他物体遮挡的表面。\n"
"[b]注意:[/b]SSR 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。"
msgid ""
"The fade-in distance for screen-space reflections. Affects the area from the "
"reflected material to the screen-space reflection. Only positive values are "
"valid (negative values will be clamped to [code]0.0[/code])."
msgstr ""
"屏幕空间反射的淡入距离。影响从反射材质到屏幕空间反射的区域。只有正值有效(负值"
"将被钳制为 [code]0.0[/code])。"
msgid ""
"The fade-out distance for screen-space reflections. Affects the area from the "
"screen-space reflection to the \"global\" reflection. Only positive values "
"are valid (negative values will be clamped to [code]0.0[/code])."
msgstr ""
"屏幕空间反射的淡出距离。影响从屏幕空间反射到“全局”反射的区域。只有正值有效(负"
"值将被钳制为 [code]0.0[/code])。"
msgid ""
"The maximum number of steps for screen-space reflections. Higher values are "
"slower."
msgstr "屏幕空间反射的最大步数。数值越高,速度越慢。"
msgid ""
"The default exposure used for tonemapping. Higher values result in a brighter "
"image. See also [member tonemap_white]."
msgstr "色调映射的默认曝光。值越高,图像越亮。另见 [member tonemap_white]。"
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR "
"values to be suitable for rendering on a LDR display. (Godot doesn't support "
"rendering on HDR displays yet.)"
msgstr ""
"要使用的色调映射模式。色调映射是对 HDR 值进行“转换”的过程,转换后的值适合在 "
"LDR 显示器上渲染。Godot 尚不支持在 HDR 显示器上进行渲染。)"
msgid ""
"The white reference value for tonemapping (also called \"whitepoint\"). "
"Higher values can make highlights look less blown out, and will also slightly "
"darken the whole scene as a result. Only effective if the [member "
"tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member "
"tonemap_exposure]."
msgstr ""
"色调映射的白色参考值(也称为“白点”)。值越高,高光处的过曝越不明显,并且整个场"
"景也会因此而略微变暗。仅当 [member tonemap_mode] 未设置为 [constant "
"TONE_MAPPER_LINEAR] 时有效。另见 [member tonemap_exposure]。"
msgid ""
"The [Color] of the volumetric fog when interacting with lights. Mist and fog "
"have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a "
"darker albedo."
msgstr ""
"与灯光交互时体积雾的 [Color]。当烟雾的反照率颜色更暗时,薄雾和雾的反照率颜色接"
"近 [code]Color(1, 1, 1, 1)[/code]。"
msgid ""
"Scales the strength of ambient light used in the volumetric fog. A value of "
"[code]0.0[/code] means that ambient light will not impact the volumetric fog. "
"[member volumetric_fog_ambient_inject] has a small performance cost when set "
"above [code]0.0[/code].\n"
"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is "
"[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color."
msgstr ""
"衡量体积雾中使用的环境光的强度。值为 [code]0.0[/code] ,意味着环境光不会影响体"
"积雾。当 [member volumetric_fog_ambient_inject] 设置高于 [code]0.0[/code] 时,"
"会有一个小的性能成本。\n"
"[b]注意:[/b]如果 [member volumetric_fog_density] 为 [code]0.0[/code],或 "
"[member volumetric_fog_albedo] 是全黑的颜色,则该属性没有可见效果。"
msgid ""
"The direction of scattered light as it goes through the volumetric fog. A "
"value close to [code]1.0[/code] means almost all light is scattered forward. "
"A value close to [code]0.0[/code] means light is scattered equally in all "
"directions. A value close to [code]-1.0[/code] means light is scattered "
"mostly backward. Fog and mist scatter light slightly forward, while smoke "
"scatters light equally in all directions."
msgstr ""
"散射光穿过体积雾时的方向。接近 [code]1.0[/code] 的值意味着几乎所有的光都是向前"
"散射的。接近 [code]0.0[/code] 的值表示光在所有方向上均匀散射。接近 "
"[code]-1.0[/code] 的值表示光主要向后散射。雾和薄雾会稍微向前散射光,而烟雾则向"
"各个方向均匀散射光。"
msgid ""
"The base [i]exponential[/i] density of the volumetric fog. Set this to the "
"lowest density you want to have globally. [FogVolume]s can be used to add to "
"or subtract from this density in specific areas. Fog rendering is exponential "
"as in real life.\n"
"A value of [code]0.0[/code] disables global volumetric fog while allowing "
"[FogVolume]s to display volumetric fog in specific areas.\n"
"To make volumetric fog work as a volumetric [i]lighting[/i] solution, set "
"[member volumetric_fog_density] to the lowest non-zero value ([code]0.0001[/"
"code]) then increase lights' [member Light3D.light_volumetric_fog_energy] to "
"values between [code]10000[/code] and [code]100000[/code] to compensate for "
"the very low density."
msgstr ""
"体积雾的基本[i]指数[/i]密度。将其设置为希望全局拥有的最低密度。[FogVolume] 可"
"用于增加或减少特定区域的密度。雾渲染如同在现实生活中一样是指数式的。\n"
"[code]0.0[/code] 的值会禁用全局体积雾,同时允许 [FogVolume] 在特定区域显示体积"
"雾。\n"
"要使体积雾作为一种体积[i]照明[/i]解决方案,请将 [member "
"volumetric_fog_density] 设置为最低的非零值([code]0.0001[/code]),然后将灯光"
"的 [member Light3D.light_volumetric_fog_energy] 增加到 [code]10000[/code] 和 "
"[code]100000[/code] 之间的值,以补偿极低的密度。"
msgid ""
"The distribution of size down the length of the froxel buffer. A higher value "
"compresses the froxels closer to the camera and places more detail closer to "
"the camera."
msgstr ""
"视锥体素缓冲区长度的大小分布。较高的值会压缩更靠近相机的视锥体素,并将更多细节"
"放置在更靠近相机的位置。"
msgid ""
"The emitted light from the volumetric fog. Even with emission, volumetric fog "
"will not cast light onto other surfaces. Emission is useful to establish an "
"ambient color. As the volumetric fog effect uses single-scattering only, fog "
"tends to need a little bit of emission to soften the harsh shadows."
msgstr ""
"从体积雾发出的光。即使有自发光,体积雾也不会将光投射到其他表面上。自发光对于建"
"立环境颜色很有用。由于体积雾效果仅使用单次散射,因此雾往往需要一点点自发光来柔"
"化刺眼的阴影。"
msgid "The brightness of the emitted light from the volumetric fog."
msgstr "从体积雾发出的光的亮度。"
msgid ""
"Enables the volumetric fog effect. Volumetric fog uses a screen-aligned "
"froxel buffer to calculate accurate volumetric scattering in the short to "
"medium range. Volumetric fog interacts with [FogVolume]s and lights to "
"calculate localized and global fog. Volumetric fog uses a PBR single-"
"scattering model based on extinction, scattering, and emission which it "
"exposes to users as density, albedo, and emission.\n"
"[b]Note:[/b] Volumetric fog is only supported in the Forward+ rendering "
"method, not Mobile or Compatibility."
msgstr ""
"启用体积雾效果。体积雾使用与屏幕对齐的视锥体素缓冲区,来计算短至中等范围内的精"
"确体积散射。体积雾与 [FogVolume] 和灯光交互,以计算局部和全局的雾。体积雾使用"
"一个基于消光、散射、和自发光的 PBR 单一散射模型,它以密度、反照率、和自发光的"
"形式暴露给用户。\n"
"[b]注意:[/b]体积雾只支持 Forward+ 渲染方式,不支持移动和兼容模式。"
msgid ""
"Scales the strength of Global Illumination used in the volumetric fog's "
"albedo color. A value of [code]0.0[/code] means that Global Illumination will "
"not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small "
"performance cost when set above [code]0.0[/code].\n"
"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is "
"[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black "
"color.\n"
"[b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) "
"are taken into account when using [member volumetric_fog_gi_inject]. Global "
"illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member "
"ssil_enabled]) will be ignored by volumetric fog."
msgstr ""
"衡量体积雾的反照率颜色中使用的全局照明的强度。值为[code]0.0[/code] ,意味着全"
"局照明不会影响体积雾。当 [member volumetric_fog_gi_inject] 设置高于[code]0.0[/"
"code] 时,会有很小的性能成本。\n"
"[b]注意:[/b]如果 [member volumetric_fog_density] 为 [code]0.0[/code],或 "
"[member volumetric_fog_albedo] 是全黑的颜色,则该选项没有可见效果。\n"
"[b]注意:[/b]在使用 [member volumetric_fog_gi_inject] 时,只有 [VoxelGI] 和 "
"SDFGI[member Environment.sdfgi_enabled])会被考虑到。来自 [LightmapGI]、"
"[ReflectionProbe] 和 SSIL参见 [member ssil_enabled])的全局照明将被体积雾所"
"忽略。"
msgid ""
"The distance over which the volumetric fog is computed. Increase to compute "
"fog over a greater range, decrease to add more detail when a long range is "
"not needed. For best quality fog, keep this as low as possible. See also "
"[member ProjectSettings.rendering/environment/volumetric_fog/volume_depth]."
msgstr ""
"计算体积雾的距离。增加以在更大范围内计算雾,减少以在不需要长范围时添加更多细"
"节。为了获得最佳质量的雾,请将其保持在尽可能低的水平。另请参阅 [member "
"ProjectSettings.rendering/environment/volumetric_fog/volume_depth]。"
msgid ""
"The factor to use when affecting the sky with volumetric fog. [code]1.0[/"
"code] means that volumetric fog can fully obscure the sky. Lower values "
"reduce the impact of volumetric fog on sky rendering, with [code]0.0[/code] "
"not affecting sky rendering at all.\n"
"[b]Note:[/b] [member volumetric_fog_sky_affect] also affects [FogVolume]s, "
"even if [member volumetric_fog_density] is [code]0.0[/code]. If you notice "
"[FogVolume]s are disappearing when looking towards the sky, set [member "
"volumetric_fog_sky_affect] to [code]1.0[/code]."
msgstr ""
"使用体积雾影响天空时使用的系数。[code]1.0[/code]表示体积雾可以完全遮蔽天空。较"
"低的值会减少体积雾对天空渲染的影响,[code]0.0[/code] 根本不会影响天空的渲"
"染。\n"
"[b]注意:[/b]即使 [member volumetric_fog_density] 为 [code]0.0[/code]"
"[member volumetric_fog_sky_affect] 也会影响 [FogVolume]。如果发现 [FogVolume] "
"在仰望天空时正在消失,请将 [member volumetric_fog_sky_affect] 设置为 "
"[code]1.0[/code]。"
msgid ""
"The amount by which to blend the last frame with the current frame. A higher "
"number results in smoother volumetric fog, but makes \"ghosting\" much worse. "
"A lower value reduces ghosting but can result in the per-frame temporal "
"jitter becoming visible."
msgstr ""
"将最后一帧与当前帧混合的量。更高的数值会导致体积雾更平滑,但会使“重影”变得更"
"糟。更低的值会减少重影,但会导致每帧时间抖动变得可见。"
msgid ""
"Enables temporal reprojection in the volumetric fog. Temporal reprojection "
"blends the current frame's volumetric fog with the last frame's volumetric "
"fog to smooth out jagged edges. The performance cost is minimal; however, it "
"leads to moving [FogVolume]s and [Light3D]s \"ghosting\" and leaving a trail "
"behind them. When temporal reprojection is enabled, try to avoid moving "
"[FogVolume]s or [Light3D]s too fast. Short-lived dynamic lighting effects "
"should have [member Light3D.light_volumetric_fog_energy] set to [code]0.0[/"
"code] to avoid ghosting."
msgstr ""
"在体积雾中启用时间重投影。时间重投影将当前帧的体积雾与上一帧的体积雾混合,以平"
"滑锯齿状的边缘。性能成本最小;但是,它会导致移动 [FogVolume] 和 [Light3D] "
"时“重影”,并在它们身后留下痕迹。启用时间重投影时,尽量避免将 [FogVolume] 或 "
"[Light3D] 移动得太快。短暂的动态光照效果应将 [member Light3D."
"light_volumetric_fog_energy] 设置为 [code]0.0[/code] 以避免重影。"
msgid ""
"Clears the background using the clear color defined in [member "
"ProjectSettings.rendering/environment/defaults/default_clear_color]."
msgstr ""
"使用 [member ProjectSettings.rendering/environment/defaults/"
"default_clear_color] 中定义的清除颜色来清除背景。"
msgid "Clears the background using a custom clear color."
msgstr "使用自定义的清除颜色来清除背景。"
msgid "Displays a user-defined sky in the background."
msgstr "在背景中显示用户自定义的天空。"
msgid "Displays a [CanvasLayer] in the background."
msgstr "在背景中显示 [CanvasLayer]。"
msgid ""
"Keeps on screen every pixel drawn in the background. This is the fastest "
"background mode, but it can only be safely used in fully-interior scenes (no "
"visible sky or sky reflections). If enabled in a scene where the background "
"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
msgstr ""
"在屏幕上保留在背景中绘制的每个像素。这是最快的背景模式,但它只能安全地用在完全"
"室内的场景(没有可见的天空或天空反射)。如果在背景可见的场景中启用,则移动相机"
"时,将看到“鬼影踪迹”伪影。"
msgid "Displays a camera feed in the background."
msgstr "在背景中显示相机源。"
msgid "Represents the size of the [enum BGMode] enum."
msgstr "代表 [enum BGMode] 枚举的大小。"
msgid ""
"Gather ambient light from whichever source is specified as the background."
msgstr "从指定为背景的任何来源收集环境光。"
msgid ""
"Disable ambient light. This provides a slight performance boost over "
"[constant AMBIENT_SOURCE_SKY]."
msgstr "禁用环境光。这比 [constant AMBIENT_SOURCE_SKY] 提供了轻微的性能提升。"
msgid ""
"Specify a specific [Color] for ambient light. This provides a slight "
"performance boost over [constant AMBIENT_SOURCE_SKY]."
msgstr ""
"为环境光指定特定的 [Color]。与 [constant AMBIENT_SOURCE_SKY] 相比,这提供了轻"
"微的性能提升。"
msgid ""
"Gather ambient light from the [Sky] regardless of what the background is."
msgstr "无论背景如何,都从 [Sky] 收集环境光。"
msgid "Use the background for reflections."
msgstr "使用背景进行反射。"
msgid ""
"Disable reflections. This provides a slight performance boost over other "
"options."
msgstr "禁用反射。与其他选项相比,这提供了轻微的性能提升。"
msgid "Use the [Sky] for reflections regardless of what the background is."
msgstr "无论背景如何,都使用 [Sky] 进行反射。"
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
"unmodified. This can cause bright lighting to look blown out, with noticeable "
"clipping in the output colors."
msgstr ""
"线性色调映射运算子。读取线性数据并将其原样传递。较亮的光照会导致过曝、输出的颜"
"色中会有可见的截断。"
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
"colors by this formula: [code]color = color / (1 + color)[/code]. This avoids "
"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
"Reinhardt 色调映射运算子。对渲染后的像素颜色进行调整,使用的是这个公式:"
"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像可"
"能看上去有些寡淡。"
msgid ""
"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"TONE_MAPPER_REINHARDT]."
msgstr ""
"电影级色调映射器运算子。可以避免对高光处的截断,最终图像通常比 [constant "
"TONE_MAPPER_REINHARDT] 更鲜艳。"
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and "
"[constant TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"使用学院色彩编码系统Academy Color Encoding System色调映射器。ACES 比其他选"
"项消耗略高但对于较亮光照的处理更真实越亮饱和度越低。ACES 的输出在对比度方"
"面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] 更"
"高。\n"
"[b]注意:[/b]Godot 3.x 将该色调映射运算符称为“ACES Fitted”。"
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
msgstr "添加辉光混合模式。主要用于粒子、辉光(泛光)、镜头眩光、亮源。"
msgid ""
"Screen glow blending mode. Increases brightness, used frequently with bloom."
msgstr "滤色辉光混合模式。增加亮度,经常与泛光一起使用。"
msgid ""
"Soft light glow blending mode. Modifies contrast, exposes shadows and "
"highlights (vivid bloom)."
msgstr "柔光辉光混合模式。修改对比度,曝光阴影和高光(高质量泛光)。"
msgid ""
"Replace glow blending mode. Replaces all pixels' color by the glow value. "
"This can be used to simulate a full-screen blur effect by tweaking the glow "
"parameters to match the original image's brightness."
msgstr ""
"替换辉光混合模式。用辉光值替换所有像素的颜色。这可以通过调整辉光参数来模拟全屏"
"模糊效果,使其与原始图像的亮度相匹配。"
msgid ""
"Mixes the glow with the underlying color to avoid increasing brightness as "
"much while still maintaining a glow effect."
msgstr "将辉光与底层颜色混合,以避免在保持辉光效果的同时,尽可能多地增加亮度。"
msgid ""
"Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice "
"as short as they are wide. This allows providing increased GI detail and "
"reduced light leaking with thin floors and ceilings. This is usually the best "
"choice for scenes that don't feature much verticality."
msgstr ""
"在 Y垂直轴上对 SDFGI 使用 50% 的缩放。SDFGI 单元格将比它们的宽度短两倍。这"
"允许提供更多的 GI 细节,并减少薄地板和天花板的漏光。这通常是垂直度不高的场景的"
"最佳选择。"
msgid ""
"Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between "
"the 50% and 100% SDFGI Y scales."
msgstr ""
"在 Y垂直轴上为 SDFGI 使用 75% 的缩放。这是 50% 和 100% SDFGI Y 缩放之间的"
"平衡。"
msgid ""
"Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as "
"tall as they are wide. This is usually the best choice for highly vertical "
"scenes. The downside is that light leaking may become more noticeable with "
"thin floors and ceilings."
msgstr ""
"在 Y垂直轴上为 SDFGI 使用 100% 的缩放。SDFGI 单元格将与宽度一样高。这通常"
"是高度垂直场景的最佳选择。不利之处在于,薄地板和天花板可能会导致漏光更加明显。"
msgid "A class that stores an expression you can execute."
msgstr "存储你可以执行的表达式的类。"
msgid ""
"An expression can be made of any arithmetic operation, built-in math function "
"call, method call of a passed instance, or built-in type construction call.\n"
"An example expression text using the built-in math functions could be "
"[code]sqrt(pow(3, 2) + pow(4, 2))[/code].\n"
"In the following example we use a [LineEdit] node to write our expression and "
"show the result.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var expression = Expression.new()\n"
"\n"
"func _ready():\n"
" $LineEdit.text_submitted.connect(self._on_text_submitted)\n"
"\n"
"func _on_text_submitted(command):\n"
" var error = expression.parse(command)\n"
" if error != OK:\n"
" print(expression.get_error_text())\n"
" return\n"
" var result = expression.execute()\n"
" if not expression.has_execute_failed():\n"
" $LineEdit.text = str(result)\n"
"[/gdscript]\n"
"[csharp]\n"
"private Expression _expression = new Expression();\n"
"\n"
"public override void _Ready()\n"
"{\n"
" GetNode<LineEdit>(\"LineEdit\").TextSubmitted += OnTextEntered;\n"
"}\n"
"\n"
"private void OnTextEntered(string command)\n"
"{\n"
" Error error = _expression.Parse(command);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.Print(_expression.GetErrorText());\n"
" return;\n"
" }\n"
" Variant result = _expression.Execute();\n"
" if (!_expression.HasExecuteFailed())\n"
" {\n"
" GetNode<LineEdit>(\"LineEdit\").Text = result.ToString();\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"表达式可以由任何算术运算、内置数学函数调用、传递实例的方法调用或内置类型构造调"
"用组成。\n"
"一个使用内置数学函数的示例表达式文本可以是 [code]sqrt(pow(3, 2) + pow(4, 2))[/"
"code]。\n"
"在下面的示例中,我们使用 [LineEdit] 节点来编写表达式并显示结果。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var expression = Expression.new()\n"
"\n"
"func _ready():\n"
" $LineEdit.text_submitted.connect(self._on_text_submitted)\n"
"\n"
"func _on_text_submitted(command):\n"
" var error = expression.parse(command)\n"
" if error != OK:\n"
" print(expression.get_error_text())\n"
" return\n"
" var result = expression.execute()\n"
" if not expression.has_execute_failed():\n"
" $LineEdit.text = str(result)\n"
"[/gdscript]\n"
"[csharp]\n"
"private Expression _expression = new Expression();\n"
"\n"
"public override void _Ready()\n"
"{\n"
" GetNode<LineEdit>(\"LineEdit\").TextSubmitted += OnTextEntered;\n"
"}\n"
"\n"
"private void OnTextEntered(string command)\n"
"{\n"
" Error error = _expression.Parse(command);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.Print(_expression.GetErrorText());\n"
" return;\n"
" }\n"
" Variant result = _expression.Execute();\n"
" if (!_expression.HasExecuteFailed())\n"
" {\n"
" GetNode<LineEdit>(\"LineEdit\").Text = result.ToString();\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Evaluating Expressions"
msgstr "表达式求值"
msgid ""
"Executes the expression that was previously parsed by [method parse] and "
"returns the result. Before you use the returned object, you should check if "
"the method failed by calling [method has_execute_failed].\n"
"If you defined input variables in [method parse], you can specify their "
"values in the inputs array, in the same order."
msgstr ""
"执行之前由 [method parse] 解析的表达式,并返回结果。在使用返回的对象之前,应该"
"通过调用 [method has_execute_failed] 来检查方法是否失败。\n"
"如果你在 [method parse] 中定义了输入变量,你可以在输入数组中以同样的顺序指定它"
"们的值。"
msgid "Returns the error text if [method parse] or [method execute] has failed."
msgstr "如果 [method parse] 或 [method execute] 失败,则返回错误文本。"
msgid "Returns [code]true[/code] if [method execute] has failed."
msgstr "如果 [method execute] 失败,返回 [code]true[/code]。"
msgid ""
"Parses the expression and returns an [enum Error] code.\n"
"You can optionally specify names of variables that may appear in the "
"expression with [param input_names], so that you can bind them when it gets "
"executed."
msgstr ""
"解析表达式并返回 [enum Error] 代码。\n"
"你也可以选择用 [param input_names] 来指定可能出现在表达式中的变量名称,这样就"
"可以在执行表达式时进行绑定。"
msgid "Generates noise using the FastNoiseLite library."
msgstr "使用 FastNoiseLite 库生成噪声。"
msgid ""
"This class generates noise using the FastNoiseLite library, which is a "
"collection of several noise algorithms including Cellular, Perlin, Value, and "
"more.\n"
"Most generated noise values are in the range of [code][-1, 1][/code], but not "
"always. Some of the cellular noise algorithms return results above [code]1[/"
"code]."
msgstr ""
"该类使用 FastNoiseLite 库生成噪声,该库是多种噪声算法的集合,包括 Cellular、"
"Perlin、Value 等。\n"
"大多数生成的噪声值都在 [code][-1, 1][/code] 范围内,但并非总是如此。一些蜂窝噪"
"声算法返回高于 [code]1[/code] 的结果。"
msgid ""
"Determines how the distance to the nearest/second-nearest point is computed. "
"See [enum CellularDistanceFunction] for options."
msgstr ""
"确定如何计算到最近/第二最近点的距离。有关选项,请参阅 [enum "
"CellularDistanceFunction]。"
msgid ""
"Maximum distance a point can move off of its grid position. Set to [code]0[/"
"code] for an even grid."
msgstr ""
"一个点可以离开其栅格位置的最大距离。对于偶数栅格,设置为 [code]0[/code]。"
msgid ""
"Return type from cellular noise calculations. See [enum CellularReturnType]."
msgstr "蜂窝噪声计算的返回类型。请参阅 [enum CellularReturnType]。"
msgid "Sets the maximum warp distance from the origin."
msgstr "设置距原点的最大扭曲距离。"
msgid ""
"If enabled, another FastNoiseLite instance is used to warp the space, "
"resulting in a distortion of the noise."
msgstr ""
"如果启用,则另一个 FastNoiseLite 实例将被用于扭曲空间,从而导致噪声失真。"
msgid ""
"Determines the strength of each subsequent layer of the noise which is used "
"to warp the space.\n"
"A low value places more emphasis on the lower frequency base layers, while a "
"high value puts more emphasis on the higher frequency layers."
msgstr ""
"确定用于扭曲空间的噪声的每个后续层的强度。\n"
"较低的值更强调较低频率的基础层,而较高的值则更强调较高频率的层。"
msgid ""
"Octave lacunarity of the fractal noise which warps the space. Increasing this "
"value results in higher octaves producing noise with finer details and a "
"rougher appearance."
msgstr ""
"扭曲空间的分形噪声的八度音阶空隙。增加此值,会导致更高的八度音阶,从而产生细节"
"更精细、外观更粗糙的噪声。"
msgid ""
"The number of noise layers that are sampled to get the final value for the "
"fractal noise which warps the space."
msgstr "为获得扭曲空间的分形噪声的最终值而采样的噪声层数。"
msgid ""
"The method for combining octaves into a fractal which is used to warp the "
"space. See [enum DomainWarpFractalType]."
msgstr ""
"将八度音阶组合成用于扭曲空间的分形的方法。请参阅 [enum "
"DomainWarpFractalType]。"
msgid ""
"Frequency of the noise which warps the space. Low frequency results in smooth "
"noise while high frequency results in rougher, more granular noise."
msgstr ""
"扭曲空间的噪音频率。低频产生平滑的噪声,而高频产生更粗糙、颗粒状更明显的噪声。"
msgid "Sets the warp algorithm. See [enum DomainWarpType]."
msgstr "设置扭曲算法。请参阅 [enum DomainWarpType]。"
msgid ""
"Determines the strength of each subsequent layer of noise in fractal noise.\n"
"A low value places more emphasis on the lower frequency base layers, while a "
"high value puts more emphasis on the higher frequency layers."
msgstr ""
"确定分形噪声中噪声的每个后续层的强度。\n"
"较低的值更强调较低频率的基础层,而较高的值则更强调较高频率的层。"
msgid ""
"Frequency multiplier between subsequent octaves. Increasing this value "
"results in higher octaves producing noise with finer details and a rougher "
"appearance."
msgstr ""
"后续八度音阶之间的倍频器。增加该值,会产生更高的八度音阶,从而产生细节更精细、"
"外观更粗糙的噪声。"
msgid ""
"The number of noise layers that are sampled to get the final value for "
"fractal noise types."
msgstr "为获得分形噪声类型的最终值而采样的噪声层数。"
msgid "Sets the strength of the fractal ping pong type."
msgstr "设置分形乒乓类型的强度。"
msgid "The method for combining octaves into a fractal. See [enum FractalType]."
msgstr "将八度音阶组合成分形的方法。请参阅 [enum FractalType]。"
msgid ""
"Higher weighting means higher octaves have less impact if lower octaves have "
"a large impact."
msgstr ""
"较高的权重意味着如果较低的八度具有较大的影响,则较高的八度具有较小的影响。"
msgid ""
"The frequency for all noise types. Low frequency results in smooth noise "
"while high frequency results in rougher, more granular noise."
msgstr ""
"所有噪声类型的频率。低频产生平滑的噪声,而高频产生更粗糙、颗粒状更明显的噪声。"
msgid "The noise algorithm used. See [enum NoiseType]."
msgstr "所使用的噪声算法。见 [enum NoiseType]。"
msgid "Translate the noise input coordinates by the given [Vector3]."
msgstr "使用给定的 [Vector3] 对噪声输入坐标进行平移。"
msgid "The random number seed for all noise types."
msgstr "所有噪声类型的随机数种子。"
msgid ""
"A lattice of points are assigned random values then interpolated based on "
"neighboring values."
msgstr "点阵被分配随机值,然后根据相邻值进行插值。"
msgid ""
"Similar to Value noise, but slower. Has more variance in peaks and valleys.\n"
"Cubic noise can be used to avoid certain artifacts when using value noise to "
"create a bumpmap. In general, you should always use this mode if the value "
"noise is being used for a heightmap or bumpmap."
msgstr ""
"类似于 Value 噪声,但速度较慢。波峰和波谷的变化更大。\n"
"在使用值噪声创建凹凸贴图时,可以使用三次噪声来避免某些伪影。一般来说,如果值噪"
"声用于高度图或凹凸贴图,则应始终使用此模式。"
msgid ""
"A lattice of random gradients. Their dot products are interpolated to obtain "
"values in between the lattices."
msgstr "随机渐变的一种格子。对它们的点积进行插值,以获得格子之间的值。"
msgid ""
"Cellular includes both Worley noise and Voronoi diagrams which creates "
"various regions of the same value."
msgstr "蜂窝包括 Worley 噪声图和 Voronoi 图,它们创建了相同值的不同区域。"
msgid ""
"As opposed to [constant TYPE_PERLIN], gradients exist in a simplex lattice "
"rather than a grid lattice, avoiding directional artifacts."
msgstr ""
"与 [constant TYPE_PERLIN] 不同,渐变存在于单纯形点阵中,而不是网格点阵中,从而"
"避免了定向伪影。"
msgid "Modified, higher quality version of [constant TYPE_SIMPLEX], but slower."
msgstr "对 [constant TYPE_SIMPLEX] 修改后得到的更高质量版本,但速度较慢。"
msgid "No fractal noise."
msgstr "无分形噪声。"
msgid ""
"Method using Fractional Brownian Motion to combine octaves into a fractal."
msgstr "使用分形布朗运动将八度音阶组合成分形的方法。"
msgid ""
"Method of combining octaves into a fractal resulting in a \"ridged\" look."
msgstr "将八度音阶组合成分形的方法,从而产生一种“脊状”外观。"
msgid "Method of combining octaves into a fractal with a ping pong effect."
msgstr "将八度音阶组合成具有乒乓效果的分形的方法。"
msgid "Euclidean distance to the nearest point."
msgstr "到最近点的欧几里得距离。"
msgid "Squared Euclidean distance to the nearest point."
msgstr "到最近点的欧几里得距离的平方。"
msgid "Manhattan distance (taxicab metric) to the nearest point."
msgstr "到最近点的曼哈顿距离(出租车度量法)。"
msgid ""
"Blend of [constant DISTANCE_EUCLIDEAN] and [constant DISTANCE_MANHATTAN] to "
"give curved cell boundaries"
msgstr ""
"[constant DISTANCE_EUCLIDEAN] 和 [constant DISTANCE_MANHATTAN] 的混合,以给出"
"弯曲的单元格边界"
msgid ""
"The cellular distance function will return the same value for all points "
"within a cell."
msgstr "蜂窝单元格距离函数,将为单元格内的所有点返回相同的值。"
msgid ""
"The cellular distance function will return a value determined by the distance "
"to the nearest point."
msgstr "蜂窝单元格距离函数,将返回一个由到最近点的距离确定的值。"
msgid ""
"The cellular distance function returns the distance to the second-nearest "
"point."
msgstr "蜂窝单元格距离函数,将返回到第二最近点的距离。"
msgid ""
"The distance to the nearest point is added to the distance to the second-"
"nearest point."
msgstr "将最近点的距离与次近点的距离相加。"
msgid ""
"The distance to the nearest point is subtracted from the distance to the "
"second-nearest point."
msgstr "将最近点的距离与次近点的距离相减。"
msgid ""
"The distance to the nearest point is multiplied with the distance to the "
"second-nearest point."
msgstr "将最近点的距离与次近点的距离相乘。"
msgid ""
"The distance to the nearest point is divided by the distance to the second-"
"nearest point."
msgstr "将最近点的距离与次近点的距离相除。"
msgid "The domain is warped using the simplex noise algorithm."
msgstr "使用单纯形噪声算法,对域进行扭曲。"
msgid ""
"The domain is warped using a simplified version of the simplex noise "
"algorithm."
msgstr "使用简化版的单纯形噪声算法,对域进行扭曲。"
msgid ""
"The domain is warped using a simple noise grid (not as smooth as the other "
"methods, but more performant)."
msgstr "使用简单的噪声栅格(不像其他方法那样平滑,但性能更高),对域进行扭曲。"
msgid "No fractal noise for warping the space."
msgstr "没有用于扭曲空间的分形噪声。"
msgid ""
"Warping the space progressively, octave for octave, resulting in a more "
"\"liquified\" distortion."
msgstr "逐渐扭曲空间,一个八度一个八度,导致更“液化”的失真。"
msgid ""
"Warping the space independently for each octave, resulting in a more chaotic "
"distortion."
msgstr "为每个八度音阶独立地扭曲空间,从而导致更混乱的失真。"
msgid "Provides methods for file reading and writing operations."
msgstr "提供用于文件读写操作的方法。"
msgid ""
"This class can be used to permanently store data in the user device's file "
"system and to read from it. This is useful for store game save data or player "
"configuration files.\n"
"Here's a sample on how to write and read from a file:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func save(content):\n"
" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n"
" file.store_string(content)\n"
"\n"
"func load():\n"
" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n"
" var content = file.get_as_text()\n"
" return content\n"
"[/gdscript]\n"
"[csharp]\n"
"public void Save(string content)\n"
"{\n"
" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess."
"ModeFlags.Write);\n"
" file.StoreString(content);\n"
"}\n"
"\n"
"public string Load()\n"
"{\n"
" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess."
"ModeFlags.Read);\n"
" string content = file.GetAsText();\n"
" return content;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In the example above, the file will be saved in the user data folder as "
"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] "
"documentation.\n"
"[FileAccess] will close when it's freed, which happens when it goes out of "
"scope or when it gets assigned with [code]null[/code]. [method close] can be "
"used to close it before then explicitly. In C# the reference must be disposed "
"manually, which can be done with the [code]using[/code] statement or by "
"calling the [code]Dispose[/code] method directly.\n"
"[b]Note:[/b] To access project resources once exported, it is recommended to "
"use [ResourceLoader] instead of [FileAccess], as some files are converted to "
"engine-specific formats and their original source files might not be present "
"in the exported PCK package.\n"
"[b]Note:[/b] Files are automatically closed only if the process exits "
"\"normally\" (such as by clicking the window manager's close button or "
"pressing [b]Alt + F4[/b]). If you stop the project execution by pressing "
"[b]F8[/b] while the project is running, the file won't be closed as the game "
"process will be killed. You can work around this by calling [method flush] at "
"regular intervals."
msgstr ""
"这个类可以用于在用户设备的文件系统中永久存储数据,也可以从中读取数据。适用于存"
"储游戏存档数据或玩家配置文件。\n"
"下面是一个关于如何写入和读取文件的示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func save(content):\n"
" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n"
" file.store_string(content)\n"
"\n"
"func load():\n"
" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n"
" var content = file.get_as_text()\n"
" return content\n"
"[/gdscript]\n"
"[csharp]\n"
"public void Save(string content)\n"
"{\n"
" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess."
"ModeFlags.Write);\n"
" file.StoreString(content);\n"
"}\n"
"\n"
"public string Load()\n"
"{\n"
" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess."
"ModeFlags.Read);\n"
" string content = file.GetAsText();\n"
" return content;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在上面的例子中,文件将被保存在[url=$DOCS_URL/tutorials/io/data_paths.html]数据"
"路径[/url]文件中指定的用户数据文件夹中。\n"
"[FileAccess] 会在释放时关闭,超出作用于、赋值为 [code]null[/code] 等情况都会导"
"致释放。可以使用 [method close] 在此之前显式关闭。在 C# 中,引用必须手动释放,"
"可以通过 [code]using[/code] 语句或直接调用 [code]Dispose[/code] 方法来完成。\n"
"[b]注意:[/b]要在导出后访问项目资源,建议使用 [ResourceLoader] 而不是 "
"[FileAccess],因为有些文件已被转换为特定于引擎的格式,并且它们的原始源文件可能"
"并不存在于导出的 PCK 包中。\n"
"[b]注意:[/b]只有当进程“正常”退出时(例如通过单击窗口管理器的关闭按钮或按 "
"[b]Alt + F4[/b]),文件才会自动关闭。如果在项目运行时按 [b]F8[/b] 停止项目执"
"行,则不会关闭文件,因为游戏进程将被杀死。可以通过定期调用 [method flush] 来解"
"决这个问题。"
msgid ""
"Closes the currently opened file and prevents subsequent read/write "
"operations. Use [method flush] to persist the data to disk without closing "
"the file.\n"
"[b]Note:[/b] [FileAccess] will automatically close when it's freed, which "
"happens when it goes out of scope or when it gets assigned with [code]null[/"
"code]. In C# the reference must be disposed after we are done using it, this "
"can be done with the [code]using[/code] statement or calling the "
"[code]Dispose[/code] method directly."
msgstr ""
"关闭当前打开的文件,阻止后续的读写操作。如果要将数据持久化到磁盘而不关闭文件,"
"请使用 [method flush]。\n"
"[b]注意:[/b][FileAccess] 被释放时会自动关闭,释放发生在离开作用域或被赋值为 "
"[code]null[/code] 时。在 C# 中,使用完后必须弃置该引用,可以使用 [code]using[/"
"code] 语句或直接调用 [code]Dispose[/code] 方法。"
msgid ""
"Returns [code]true[/code] if the file cursor has already read past the end of "
"the file.\n"
"[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check "
"whether there is more data available. To loop while there is more data "
"available, use:\n"
"[codeblocks]\n"
"[gdscript]\n"
"while file.get_position() < file.get_length():\n"
" # Read data\n"
"[/gdscript]\n"
"[csharp]\n"
"while (file.GetPosition() < file.GetLength())\n"
"{\n"
" // Read data\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"如果文件光标已经读到了文件末尾,则返回 [code]true[/code]。\n"
"[b]注意:[/b][code]eof_reached() == false[/code] 不能用于检查是否有更多可用数"
"据。要在有更多可用数据时循环,请使用:\n"
"[codeblocks]\n"
"[gdscript]\n"
"while file.get_position() < file.get_length():\n"
" # 读取数据\n"
"[/gdscript]\n"
"[csharp]\n"
"while (file.GetPosition() < file.GetLength())\n"
"{\n"
" // 读取数据\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if the file exists in the given path.\n"
"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
"files), and their source asset will not be included in the exported game, as "
"only the imported version is used. See [method ResourceLoader.exists] for an "
"alternative approach that takes resource remapping into account.\n"
"For a non-static, relative equivalent, use [method DirAccess.file_exists]."
msgstr ""
"如果文件存在于给定路径中,则返回 [code]true[/code]。\n"
"[b]注意:[/b]许多资源类型是导入的(例如纹理或声音文件),它们的源资产不会包含"
"在导出的游戏中,因为只使用导入的版本。有关考虑资源重新映射的替代方法,请参阅 "
"[method ResourceLoader.exists]。\n"
"对于非静态的相对等效项,请使用 [method DirAccess.file_exists]。"
msgid ""
"Writes the file's buffer to disk. Flushing is automatically performed when "
"the file is closed. This means you don't need to call [method flush] manually "
"before closing a file. Still, calling [method flush] can be used to ensure "
"the data is safe even if the project crashes instead of being closed "
"gracefully.\n"
"[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, "
"it will decrease performance due to constant disk writes."
msgstr ""
"将文件的缓冲区写入磁盘。当关闭文件时,会自动进行刷新。这意味着你不需要在关闭文"
"件前手动调用 [method flush]。尽管如此,即使项目崩溃而不是正常关闭,调用 "
"[method flush] 仍可用于确保数据安全。\n"
"[b]注意:[/b]只有在你真正需要的时候才调用 [method flush]。否则,它会因不断的磁"
"盘写入而降低性能。"
msgid ""
"Returns the next 8 bits from the file as an integer. See [method store_8] for "
"details on what values can be stored and retrieved this way."
msgstr ""
"以整数形式返回文件中接下来的 8 位。请参阅 [method store_8],详细了解哪些值可以"
"通过这种方式存储和检索。"
msgid ""
"Returns the next 16 bits from the file as an integer. See [method store_16] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整数形式返回文件中接下来的 16 位。请参阅 [method store_16],以获取有关可以通"
"过这种方式存储和检索哪些值的详细信息。"
msgid ""
"Returns the next 32 bits from the file as an integer. See [method store_32] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整数形式返回文件中接下来的 32 位。请参阅[method store_32],以获取有关可以通"
"过这种方式存储和检索哪些值的详细信息。"
msgid ""
"Returns the next 64 bits from the file as an integer. See [method store_64] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整数形式返回文件中接下来的 64 位。请参阅 [method store_64],以获取有关可以通"
"过这种方式存储和检索哪些值的详细信息。"
msgid ""
"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
"encoded.\n"
"If [param skip_cr] is [code]true[/code], carriage return characters "
"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
"convention)."
msgstr ""
"以 [String] 形式返回整个文件。文本会按照 UTF-8 编码解析。\n"
"如果 [param skip_cr] 为 [code]true[/code],解析 UTF-8 时会忽略回车符"
"[code]\\r[/code]CR因此只使用换行符[code]\\n[/code]LF表示新一行的"
"开始Unix 规范)。"
msgid "Returns next [param length] bytes of the file as a [PackedByteArray]."
msgstr "将文件中接下来的 [param length] 个字节作为 [PackedByteArray] 返回。"
msgid ""
"Returns the next value of the file in CSV (Comma-Separated Values) format. "
"You can pass a different delimiter [param delim] to use other than the "
"default [code]\",\"[/code] (comma). This delimiter must be one-character "
"long, and cannot be a double quotation mark.\n"
"Text is interpreted as being UTF-8 encoded. Text values must be enclosed in "
"double quotes if they include the delimiter character. Double quotes within a "
"text value can be escaped by doubling their occurrence.\n"
"For example, the following CSV lines are valid and will be properly parsed as "
"two strings each:\n"
"[codeblock]\n"
"Alice,\"Hello, Bob!\"\n"
"Bob,Alice! What a surprise!\n"
"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n"
"[/codeblock]\n"
"Note how the second line can omit the enclosing quotes as it does not include "
"the delimiter. However it [i]could[/i] very well use quotes, it was only "
"written without for demonstration purposes. The third line must use "
"[code]\"\"[/code] for each quotation mark that needs to be interpreted as "
"such instead of the end of a text value."
msgstr ""
"以 CSV逗号分隔值格式返回文件的下一个值。可以传递不同的分隔符 [param "
"delim],以使用默认 [code]\",\"[/code](逗号)以外的其他分隔符。这个分隔符必须"
"为一个字符长,且不能是双引号。\n"
"文本被解析为 UTF-8 编码。如果文本值包含分隔符,则它们必须用双引号引起来。文本"
"值中的双引号可以通过将它们的出现次数加倍来转义。\n"
"例如,以下 CSV 行是有效的,每行将被正确解析为两个字符串:\n"
"[codeblock]\n"
"Alice,\"Hello, Bob!\"\n"
"Bob,Alice! What a surprise!\n"
"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n"
"[/codeblock]\n"
"请注意第二行如何省略封闭的引号,因为它不包含分隔符。然而它[i]可以[/i]很好地使"
"用引号,它只是为了演示目的而没有编写。第三行必须为每个需要被解析为引号而不是文"
"本值的末尾而使用 [code]\"\"[/code]。"
msgid "Returns the next 64 bits from the file as a floating-point number."
msgstr "将文件中接下来的 64 位作为浮点数返回。"
msgid ""
"Returns the last error that happened when trying to perform operations. "
"Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]."
msgstr ""
"返回试图执行操作时发生的最后一个错误。请与 [enum Error] 中的 "
"[code]ERR_FILE_*[/code] 常量比较。"
msgid ""
"Returns the whole [param path] file contents as a [PackedByteArray] without "
"any decoding.\n"
"Returns an empty [PackedByteArray] if an error occurred while opening the "
"file. You can use [method get_open_error] to check the error that occurred."
msgstr ""
"将整个 [param path] 文件内容作为 [PackedByteArray] 返回,无需任何解码。\n"
"如果打开文件时发生错误,则返回空的 [PackedByteArray]。你可以使用 [method "
"get_open_error] 来检查发生的错误。"
msgid ""
"Returns the whole [param path] file contents as a [String]. Text is "
"interpreted as being UTF-8 encoded.\n"
"Returns an empty [String] if an error occurred while opening the file. You "
"can use [method get_open_error] to check the error that occurred."
msgstr ""
"将整个 [param path] 文件内容以 [String] 形式返回。文本被解释为 UTF-8 编码。\n"
"如果打开文件时发生错误,则返回空 [String]。可以使用 [method get_open_error] 来"
"检查发生的错误。"
msgid "Returns the next 32 bits from the file as a floating-point number."
msgstr "将文件中接下来的 32 位作为浮点数返回。"
msgid ""
"Returns [code]true[/code], if file [code]hidden[/code] attribute is set.\n"
"[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows."
msgstr ""
"如果文件 [code]hidden[/code] 属性已设置,则返回 [code]true[/code]。\n"
"[b]注意:[/b]该方法在 iOS、BSD、macOS 和 Windows 上实现。"
msgid "Returns the size of the file in bytes."
msgstr "返回该文件的大小,单位为字节。"
msgid ""
"Returns the next line of the file as a [String].\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
"将文件中的下一行作为 [String] 字符串返回。\n"
"将按照 UTF-8 编码解析文本。"
msgid ""
"Returns an MD5 String representing the file at the given path or an empty "
"[String] on failure."
msgstr "返回一个给定路径文件的 MD5 字符串,如果失败则返回一个空的 [String]。"
msgid ""
"Returns the last time the [param file] was modified in Unix timestamp format, "
"or [code]0[/code] on error. This Unix timestamp can be converted to another "
"format using the [Time] singleton."
msgstr ""
"返回 [param file] 的最后修改时间,使用 Unix 时间戳格式,出错时返回 [code]0[/"
"code]。这个 Unix 时间戳可以用 [Time] 单例转换为其他格式。"
msgid ""
"Returns a [String] saved in Pascal format from the file.\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
"返回文件中按照 Pascal 格式保存的 [String] 字符串。\n"
"将按照 UTF-8 编码解析文本。"
msgid "Returns the path as a [String] for the current open file."
msgstr "返回当前打开的文件的路径为[String]。"
msgid "Returns the absolute path as a [String] for the current open file."
msgstr "返回当前打开的文件的绝对路径为[String]。"
msgid "Returns the file cursor's position."
msgstr "返回文件光标的位置。"
msgid ""
"Returns [code]true[/code], if file [code]read only[/code] attribute is set.\n"
"[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows."
msgstr ""
"如果文件 [code]read only[/code] 属性已设置,则返回 [code]true[/code]。\n"
"[b]注意:[/b]此方法在 iOS、BSD、macOS 和 Windows 上实现。"
msgid "Returns the next bits from the file as a floating-point number."
msgstr "将文件中接下来的若干位以浮点数形式返回。"
msgid ""
"Returns a SHA-256 [String] representing the file at the given path or an "
"empty [String] on failure."
msgstr ""
"返回一个给定路径的文件的 SHA-256 字符串,如果失败则返回一个空的 [String]。"
msgid ""
"Returns file UNIX permissions.\n"
"[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS."
msgstr ""
"返回文件的 UNIX 权限。\n"
"[b]注意:[/b]该方法在 iOS、Linux/BSD 和 macOS 上实现。"
msgid ""
"Returns the next [Variant] value from the file. If [param allow_objects] is "
"[code]true[/code], decoding objects is allowed.\n"
"Internally, this uses the same decoding mechanism as the [method @GlobalScope."
"bytes_to_var] method.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats such as remote code execution."
msgstr ""
"返回文件中的下一个 [Variant] 值。如果 [param allow_objects] 为 [code]true[/"
"code],则允许解码对象。\n"
"在内部,这使用与 [method @GlobalScope.bytes_to_var] 方法相同的解码机制。\n"
"[b]警告:[/b]反序列化得到的对象可能包含被执行的代码。如果序列化的对象来自不受"
"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
msgid "Returns [code]true[/code] if the file is currently opened."
msgstr "如果文件当前被打开,返回 [code]true[/code]。"
msgid ""
"Creates a new [FileAccess] object and opens the file for writing or reading, "
"depending on the flags.\n"
"Returns [code]null[/code] if opening the file failed. You can use [method "
"get_open_error] to check the error that occurred."
msgstr ""
"创建一个新的 [FileAccess] 对象,会根据标志来确定以写入还是读取模式打开文件。\n"
"如果打开文件失败,则返回 [code]null[/code] 。你可以使用 [method "
"get_open_error] 来检查发生的错误。"
msgid ""
"Creates a new [FileAccess] object and opens a compressed file for reading or "
"writing.\n"
"[b]Note:[/b] [method open_compressed] can only read files that were saved by "
"Godot, not third-party compression formats. See [url=https://github.com/"
"godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.\n"
"Returns [code]null[/code] if opening the file failed. You can use [method "
"get_open_error] to check the error that occurred."
msgstr ""
"创建一个新的 [FileAccess] 对象,并打开一个压缩文件以进行读取或写入。\n"
"[b]注意:[/b][method open_compressed] 只能读取 Godot 保存的文件,不能读取第三"
"方压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/"
"issues/28999]GitHub 问题 #28999[/url]。\n"
"如果打开文件失败,则返回 [code]null[/code]。可以使用 [method get_open_error] "
"来检查发生的错误。"
msgid ""
"Creates a new [FileAccess] object and opens an encrypted file in write or "
"read mode. You need to pass a binary key to encrypt/decrypt it.\n"
"[b]Note:[/b] The provided key must be 32 bytes long.\n"
"Returns [code]null[/code] if opening the file failed. You can use [method "
"get_open_error] to check the error that occurred."
msgstr ""
"创建一个新的 [FileAccess] 对象,并以写入或读取模式打开一个加密文件。需要传入一"
"个二进制密钥来加密/解密它。\n"
"[b]注意:[/b]提供的密钥必须是 32 字节长。\n"
"如果打开文件失败,则返回 [code]null[/code]。可以使用 [method get_open_error] "
"来检查发生的错误。"
msgid ""
"Creates a new [FileAccess] object and opens an encrypted file in write or "
"read mode. You need to pass a password to encrypt/decrypt it.\n"
"Returns [code]null[/code] if opening the file failed. You can use [method "
"get_open_error] to check the error that occurred."
msgstr ""
"创建一个新的 [FileAccess] 对象,以写或读的模式打开一个加密文件。你需要传递一个"
"密码来加密/解密它。\n"
"如果打开文件失败,则返回 [code]null[/code] 。你可以使用 [method "
"get_open_error] 来检查发生的错误。"
msgid ""
"Changes the file reading/writing cursor to the specified position (in bytes "
"from the beginning of the file)."
msgstr "将文件的读/写光标改变到指定的位置(从文件开始的字节数)。"
msgid ""
"Changes the file reading/writing cursor to the specified position (in bytes "
"from the end of the file).\n"
"[b]Note:[/b] This is an offset, so you should use negative numbers or the "
"cursor will be at the end of the file."
msgstr ""
"将文件的读/写光标改变到指定的位置(从文件的末端算起,以字节为单位)。\n"
"[b]注意:[/b]这是一个偏移量,所以你应该使用负数,否则光标会在文件的末端。"
msgid ""
"Sets file [b]hidden[/b] attribute.\n"
"[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows."
msgstr ""
"设置文件 [b]hidden[/b] 属性。\n"
"[b]注意:[/b]该方法在 iOS、BSD、macOS 和 Windows 上实现。"
msgid ""
"Sets file [b]read only[/b] attribute.\n"
"[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows."
msgstr ""
"设置文件 [b]read only[/b] 属性。\n"
"[b]注意:[/b]该方法在 iOS、BSD、macOS 和 Windows 上实现。"
msgid ""
"Sets file UNIX permissions.\n"
"[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS."
msgstr ""
"设置文件的 UNIX 权限。\n"
"[b]注意:[/b]该方法在 iOS、Linux/BSD 和 macOS 上实现。"
msgid ""
"Stores an integer as 8 bits in the file.\n"
"[b]Note:[/b] The [param value] should lie in the interval [code][0, 255][/"
"code]. Any other value will overflow and wrap around.\n"
"To store a signed integer, use [method store_64], or convert it manually (see "
"[method store_16] for an example)."
msgstr ""
"将一个整数以 8 位形式存储在文件中。\n"
"[b]注意:[/b][param value] 应该位于 [code][0, 255][/code] 的区间内。任何其他的"
"值都会溢出并环绕。\n"
"要存储有符号的整数,请使用 [method store_64],或者手动转换(见 [method "
"store_16] 的例子)。"
msgid ""
"Stores an integer as 16 bits in the file.\n"
"[b]Note:[/b] The [param value] should lie in the interval [code][0, 2^16 - 1]"
"[/code]. Any other value will overflow and wrap around.\n"
"To store a signed integer, use [method store_64] or store a signed integer "
"from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for "
"the signedness) and compute its sign manually when reading. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"const MAX_15B = 1 << 15\n"
"const MAX_16B = 1 << 16\n"
"\n"
"func unsigned16_to_signed(unsigned):\n"
" return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
"\n"
"func _ready():\n"
" var f = FileAccess.open(\"user://file.dat\", FileAccess.WRITE_READ)\n"
" f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n"
" f.store_16(121) # In bounds, will store 121.\n"
" f.seek(0) # Go back to start to read the stored value.\n"
" var read1 = f.get_16() # 65494\n"
" var read2 = f.get_16() # 121\n"
" var converted1 = unsigned16_to_signed(read1) # -42\n"
" var converted2 = unsigned16_to_signed(read2) # 121\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" using var f = FileAccess.Open(\"user://file.dat\", FileAccess.ModeFlags."
"WriteRead);\n"
" f.Store16(unchecked((ushort)-42)); // This wraps around and stores 65494 "
"(2^16 - 42).\n"
" f.Store16(121); // In bounds, will store 121.\n"
" f.Seek(0); // Go back to start to read the stored value.\n"
" ushort read1 = f.Get16(); // 65494\n"
" ushort read2 = f.Get16(); // 121\n"
" short converted1 = (short)read1; // -42\n"
" short converted2 = (short)read2; // 121\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将一个整数以 16 位形式存储在文件中。\n"
"[b]注意:[/b][param value] 应该位于 [code][0, 2^16 - 1][/code] 区间内。任何其"
"他的值都会溢出并进行环绕。\n"
"要存储有符号的整数,请使用 [method store_64] 或者从区间 [code][-2^15, 2^15 - "
"1][/code] 中存储一个有符号的整数(即保留一位作为符号),在读取时手动计算其符"
"号。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"const MAX_15B = 1 << 15\n"
"const MAX_16B = 1 << 16\n"
"\n"
"func unsigned16_to_signed(unsigned):\n"
" return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
"\n"
"func _ready():\n"
" var f = FileAccess.open(\"user://file.dat\", FileAccess.WRITE_READ)\n"
" f.store_16(-42) # 发生环绕,存储 65494 (2^16 - 42)。\n"
" f.store_16(121) # 在范围内,存储 121。\n"
" f.seek(0) # 回到开头,读取存储的值。\n"
" var read1 = f.get_16() # 65494\n"
" var read2 = f.get_16() # 121\n"
" var converted1 = unsigned16_to_signed(read1) # -42\n"
" var converted2 = unsigned16_to_signed(read2) # 121\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" using var f = FileAccess.Open(\"user://file.dat\", FileAccess.ModeFlags."
"WriteRead);\n"
" f.Store16(unchecked((ushort)-42)); // 发生环绕,存储 65494 (2^16 - 42)。\n"
" f.Store16(121); // 在范围内,存储 121。\n"
" f.Seek(0); // 回到开头,读取存储的值。\n"
" ushort read1 = f.Get16(); // 65494\n"
" ushort read2 = f.Get16(); // 121\n"
" short converted1 = (short)read1; // -42\n"
" short converted2 = (short)read2; // 121\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Stores an integer as 32 bits in the file.\n"
"[b]Note:[/b] The [param value] should lie in the interval [code][0, 2^32 - 1]"
"[/code]. Any other value will overflow and wrap around.\n"
"To store a signed integer, use [method store_64], or convert it manually (see "
"[method store_16] for an example)."
msgstr ""
"将一个整数以 32 位形式存储在文件中。\n"
"[b]注意:[/b][param value] 应该位于 [code][0, 2^32 - 1][/code] 区间内。任何其"
"他的值都会溢出并环绕。\n"
"要存储有符号的整数,请使用 [method store_64],或者手动转换(见 [method "
"store_16] 的例子)。"
msgid ""
"Stores an integer as 64 bits in the file.\n"
"[b]Note:[/b] The [param value] must lie in the interval [code][-2^63, 2^63 - "
"1][/code] (i.e. be a valid [int] value)."
msgstr ""
"将一个整数以 64 位形式存储在文件中。\n"
"[b]注意:[/b][param value] 必须位于 [code][-2^63, 2^63 - 1][/code] 的区间内"
"(即有效的 [int] 值)。"
msgid "Stores the given array of bytes in the file."
msgstr "在文件中存储给定的字节数组。"
msgid ""
"Store the given [PackedStringArray] in the file as a line formatted in the "
"CSV (Comma-Separated Values) format. You can pass a different delimiter "
"[param delim] to use other than the default [code]\",\"[/code] (comma). This "
"delimiter must be one-character long.\n"
"Text will be encoded as UTF-8."
msgstr ""
"将给定的 [PackedStringArray] 作为 CSV逗号分隔值格式的行存储在文件中。你可"
"以传递不同的分隔符 [param delim] 以使用默认 [code]\",\"[/code](逗号)以外的其"
"他分隔符。此分隔符的长度必须为一个字符。\n"
"将使用 UTF-8 编码文本。"
msgid "Stores a floating-point number as 64 bits in the file."
msgstr "将一个浮点数以 64 位形式存储在文件中。"
msgid "Stores a floating-point number as 32 bits in the file."
msgstr "将一个浮点数以 32 位形式存储在文件中。"
msgid ""
"Appends [param line] to the file followed by a line return character "
"([code]\\n[/code]), encoding the text as UTF-8."
msgstr ""
"将 [param line] 附加到文件末尾,并在后面加上一个换行符([code]\\n[/code]),将"
"使用 UTF-8 编码文本。"
msgid ""
"Stores the given [String] as a line in the file in Pascal format (i.e. also "
"store the length of the string).\n"
"Text will be encoded as UTF-8."
msgstr ""
"将给定的 [String] 以 Pascal 格式存储在文件中(即同时存储字符串的长度)。\n"
"将使用 UTF-8 编码文本。"
msgid "Stores a floating-point number in the file."
msgstr "将浮点数存储在文件中。"
msgid ""
"Appends [param string] to the file without a line return, encoding the text "
"as UTF-8.\n"
"[b]Note:[/b] This method is intended to be used to write text files. The "
"string is stored as a UTF-8 encoded buffer without string length or "
"terminating zero, which means that it can't be loaded back easily. If you "
"want to store a retrievable string in a binary file, consider using [method "
"store_pascal_string] instead. For retrieving strings from a text file, you "
"can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know "
"the length) or [method get_as_text]."
msgstr ""
"将 [param string] 追加到文件中,不带换行,且将文本编码为 UTF-8。\n"
"[b]注意:[/b]本方法是用来写入文本文件的。字符串会被存储为 UTF-8 编码的缓冲区,"
"不带字符串长度或末尾零,这意味着它不能被轻易加载回来。如果想在二进制文件中存储"
"一个可检索的字符串,可以考虑改用 [method store_pascal_string]。对于从文本文件"
"中检索字符串,可以使用 [code]get_buffer(length).get_string_from_utf8()[/code]"
"(如果知道长度)或 [method get_as_text]。"
msgid ""
"Stores any Variant value in the file. If [param full_objects] is [code]true[/"
"code], encoding objects is allowed (and can potentially include code).\n"
"Internally, this uses the same encoding mechanism as the [method @GlobalScope."
"var_to_bytes] method.\n"
"[b]Note:[/b] Not all properties are included. Only properties that are "
"configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be "
"serialized. You can add a new usage flag to a property by overriding the "
"[method Object._get_property_list] method in your class. You can also check "
"how property usage is configured by calling [method Object."
"_get_property_list]. See [enum PropertyUsageFlags] for the possible usage "
"flags."
msgstr ""
"在文件中存储任何 Variant 值。如果 [param full_objects] 为 [code]true[/code]"
"则允许编码对象(并且可能包含代码)。\n"
"在内部,这使用与 [method @GlobalScope.var_to_bytes] 方法相同的编码机制。\n"
"[b]注意:[/b]并非所有属性都包括在内。只有配置了 [constant "
"PROPERTY_USAGE_STORAGE] 标志集的属性才会被序列化。可以通过覆盖类中的 [method "
"Object._get_property_list] 方法来向属性添加新的使用标志。还可以通过调用 "
"[method Object._get_property_list] 来检查属性使用的配置方式。有关可能的使用标"
"志,请参阅 [enum PropertyUsageFlags]。"
msgid ""
"If [code]true[/code], the file is read with big-endian [url=https://en."
"wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the "
"file is read with little-endian endianness. If in doubt, leave this to "
"[code]false[/code] as most files are written with little-endian endianness.\n"
"[b]Note:[/b] [member big_endian] is only about the file format, not the CPU "
"type. The CPU endianness doesn't affect the default endianness for files "
"written.\n"
"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open the "
"file. Therefore, you must set [member big_endian] [i]after[/i] opening the "
"file, not before."
msgstr ""
"如果为 [code]true[/code],则文件用大端[url=https://zh.wikipedia.org/wiki/"
"%E5%AD%97%E8%8A%82%E5%BA%8F]字节序[/url]读取。如果为 [code]false[/code],则文"
"件以小端字节序读取。如果有疑问,请将其保留为 [code]false[/code],因为大多数文"
"件都是用小端字节序编写的。\n"
"[b]注意:[/b][member big_endian] 只与文件格式有关,与 CPU 类型无关。CPU 字节序"
"不会影响写入文件的默认字节序。\n"
"[b]注意:[/b]每当打开文件时,该选项总是被重置为 [code]false[/code]。因此,必须"
"在打开文件[i]之后[/i]设置 [member big_endian],而不是之前。"
msgid ""
"Opens the file for read operations. The cursor is positioned at the beginning "
"of the file."
msgstr "打开文件进行读取操作。光标位于文件的开头。"
msgid ""
"Opens the file for write operations. The file is created if it does not "
"exist, and truncated if it does."
msgstr "打开文件进行写操作。如果文件不存在,则创建该文件,如果存在则截断。"
msgid ""
"Opens the file for read and write operations. Does not truncate the file. The "
"cursor is positioned at the beginning of the file."
msgstr "打开文件用于读写操作。不截断文件。光标位于文件的开头。"
msgid ""
"Opens the file for read and write operations. The file is created if it does "
"not exist, and truncated if it does. The cursor is positioned at the "
"beginning of the file."
msgstr ""
"打开文件进行读写操作。如果文件不存在,则创建该文件,如果存在则截断。光标位于文"
"件的开头。"
msgid "Uses the [url=https://fastlz.org/]FastLZ[/url] compression method."
msgstr "使用 [url=https://fastlz.org/]FastLZ[/url] 压缩方法。"
msgid ""
"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression "
"method."
msgstr ""
"使用 [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 压缩方法。"
msgid ""
"Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression "
"method."
msgstr "使用 [url=https://facebook.github.io/zstd/]Zstandard[/url] 压缩方法。"
msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method."
msgstr "使用 [url=https://www.gzip.org/]gzip[/url] 压缩方法。"
msgid ""
"Uses the [url=https://github.com/google/brotli]brotli[/url] compression "
"method (only decompression is supported)."
msgstr ""
"使用 [url=https://github.com/google/brotli]brotli[/url] 压缩方法(仅支持解压"
"缩)。"
msgid "Read for owner bit."
msgstr "读取所有者比特位。"
msgid "Write for owner bit."
msgstr "写入所有者比特位。"
msgid "Execute for owner bit."
msgstr "执行所有者比特位。"
msgid "Read for group bit."
msgstr "读取组比特位。"
msgid "Write for group bit."
msgstr "写入组比特位。"
msgid "Execute for group bit."
msgstr "执行组比特位。"
msgid "Read for other bit."
msgstr "读取其他比特位。"
msgid "Write for other bit."
msgstr "写入其他比特位。"
msgid "Execute for other bit."
msgstr "执行其他比特位。"
msgid "Set user id on execution bit."
msgstr "在执行比特位上设置用户 ID 。"
msgid "Set group id on execution bit."
msgstr "在执行位上设置组 ID。"
msgid "Restricted deletion (sticky) bit."
msgstr "限制删除(粘性)比特位。"
msgid "A dialog for selecting files or directories in the filesystem."
msgstr "用于选择文件系统中的文件或目录的对话框。"
msgid ""
"[FileDialog] is a preset dialog used to choose files and directories in the "
"filesystem. It supports filter masks. [FileDialog] automatically sets its "
"window title according to the [member file_mode]. If you want to use a custom "
"title, disable this by setting [member mode_overrides_title] to [code]false[/"
"code]."
msgstr ""
"[FileDialog] 是用来选择文件系统中文件和目录的预设对话框。支持过滤器掩码。"
"[FileDialog] 会根据 [member file_mode] 自动设置窗口的标题。如果你想使用自定义"
"标题,请将 [member mode_overrides_title] 设置为 [code]false[/code],禁用此功"
"能。"
msgid ""
"Adds a comma-delimited file name [param filter] option to the [FileDialog] "
"with an optional [param description], which restricts what files can be "
"picked.\n"
"A [param filter] should be of the form [code]\"filename.extension\"[/code], "
"where filename and extension can be [code]*[/code] to match any string. "
"Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.\n"
"For example, a [param filter] of [code]\"*.png, *.jpg\"[/code] and a [param "
"description] of [code]\"Images\"[/code] results in filter text \"Images (*."
"png, *.jpg)\"."
msgstr ""
"将一个逗号分隔的文件名 [param filter] 且带有可选 [param description] 的选项添"
"加到的 [FileDialog],这限制了可以选择的文件。\n"
"[param filter] 的格式应为 [code]\"文件名.扩展名\"[/code],其中文件名和扩展名可"
"以是 [code]*[/code],以匹配任意字符串。不允许使用以 [code].[/code] 开头的过滤"
"器(即空文件名)。\n"
"例如,[code]\"*.png, *.jpg\"[/code] 的 [param filter] 和 [code]\"图像\"[/"
"code] 的 [param description] 会产生过滤器文本“图像 (* .png, *.jpg)”。"
msgid "Clear all the added filters in the dialog."
msgstr "清除对话框中所有添加的过滤器。"
msgid "Clear all currently selected items in the dialog."
msgstr "清除对话框中所有当前选定的项目。"
msgid ""
"Returns the vertical box container of the dialog, custom controls can be "
"added to it.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回对话框的垂直框容器,可以向其中添加自定义控件。\n"
"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
msgid "Invalidate and update the current dialog content list."
msgstr "使当前对话框内容列表无效并更新。"
msgid ""
"The file system access scope. See [enum Access] constants.\n"
"[b]Warning:[/b] Currently, in sandboxed environments such as Web builds or "
"sandboxed macOS apps, FileDialog cannot access the host file system. See "
"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
"proposals#1123[/url]."
msgstr ""
"文件系统的访问范围。见 [enum Access] 常量。\n"
"[b]警告:[/b]目前,在 Web 构建或沙盒 macOS 应用程序等沙盒环境中FileDialog 无"
"法访问主机文件系统。参见 [url=https://github.com/godotengine/godot-proposals/"
"issues/1123]godot-proposals#1123[/url]。"
msgid "The current working directory of the file dialog."
msgstr "文件对话框的当前工作目录。"
msgid "The currently selected file of the file dialog."
msgstr "文件对话框的当前选定的文件。"
msgid "The currently selected file path of the file dialog."
msgstr "当前选择的文件对话框的文件路径。"
msgid ""
"If [code]true[/code], changing the [member file_mode] property will set the "
"window title accordingly (e.g. setting [member file_mode] to [constant "
"FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")."
msgstr ""
"如果为 [code]true[/code],更改 [member file_mode] 属性将相应地设置窗口标题(例"
"如,将 [member file_mode] 设置为 [constant FILE_MODE_OPEN_FILE],会将窗口标题"
"更改为“打开文件”)。"
msgid ""
"If non-empty, the given sub-folder will be \"root\" of this [FileDialog], i."
"e. user won't be able to go to its parent directory."
msgstr ""
"如果非空,则给定的子文件夹将是该 [FileDialog] 的“根”,即用户将无法转到其父目"
"录。"
msgid "If [code]true[/code], the dialog will show hidden files."
msgstr "如果为 [code]true[/code],对话框将显示出隐藏文件。"
msgid ""
"If [code]true[/code], [member access] is set to [constant ACCESS_FILESYSTEM], "
"and it is supported by the current [DisplayServer], OS native dialog will be "
"used instead of custom one.\n"
"[b]Note:[/b] On macOS, sandboxed apps always use native dialogs to access "
"host filesystem."
msgstr ""
"如果为 [code]true[/code][member access] 被设置为[constant "
"ACCESS_FILESYSTEM],并且它被当前的 [DisplayServer] 支持,则将使用操作系统原生"
"对话框而不是自定义对话框。\n"
"[b]注意:[/b]在 macOS 上,沙盒应用程序始终使用原生对话框来访问主机文件系统。"
msgid "Emitted when the user selects a directory."
msgstr "当用户选择一个目录时触发的。"
msgid ""
"Emitted when the user selects a file by double-clicking it or pressing the "
"[b]OK[/b] button."
msgstr "当用户通过双击文件或按[b]确定[/b]按钮选择一个文件时触发。"
msgid "Emitted when the user selects multiple files."
msgstr "当用户选择多个文件时触发。"
msgid "The dialog allows selecting one, and only one file."
msgstr "该对话框只允许选择一个文件。"
msgid "The dialog allows selecting multiple files."
msgstr "该对话框允许选择多个文件。"
msgid ""
"The dialog only allows selecting a directory, disallowing the selection of "
"any file."
msgstr "该对话框只允许选择一个目录,不允许选择任何文件。"
msgid "The dialog allows selecting one file or directory."
msgstr "该对话框允许选择一个文件或目录。"
msgid "The dialog will warn when a file exists."
msgstr "当文件存在时,对话框会发出警告。"
msgid ""
"The dialog only allows accessing files under the [Resource] path ([code]res://"
"[/code])."
msgstr "该对话框只允许访问 [Resource] 路径下的文件([code]res://[/code])。"
msgid ""
"The dialog only allows accessing files under user data path ([code]user://[/"
"code])."
msgstr "该对话框只允许访问用户数据路径([code]user://[/code])下的文件。"
msgid "The dialog allows accessing files on the whole file system."
msgstr "该对话框允许访问文件系统上的文件。"
msgid ""
"The color tint for disabled files (when the [FileDialog] is used in open "
"folder mode)."
msgstr "禁用文件的色调(当 [FileDialog] 在打开文件夹模式下使用时)。"
msgid "The color modulation applied to the file icon."
msgstr "应用于文件图标的颜色调制。"
msgid "The color modulation applied to the folder icon."
msgstr "应用于文件夹图标的颜色调制。"
msgid "Custom icon for the back arrow."
msgstr "向后箭头的自定义图标。"
msgid "Custom icon for files."
msgstr "文件的自定义图标。"
msgid "Custom icon for folders."
msgstr "文件夹的自定义图标。"
msgid "Custom icon for the forward arrow."
msgstr "向前箭头的自定义图标。"
msgid "Custom icon for the parent folder arrow."
msgstr "父文件夹箭头的自定义图标。"
msgid "Custom icon for the reload button."
msgstr "重新加载按钮的自定义图标。"
msgid "Custom icon for the toggle hidden button."
msgstr "切换隐藏按钮的自定义图标。"
msgid "Godot editor's dock for managing files in the project."
msgstr "Godot 编辑器中用于管理项目文件的停靠面板。"
msgid ""
"This class is available only in [EditorPlugin]s and can't be instantiated. "
"You can access it using [method EditorInterface.get_file_system_dock].\n"
"While [FileSystemDock] doesn't expose any methods for file manipulation, it "
"can listen for various file-related signals."
msgstr ""
"这个类仅在 [EditorPlugin] 中可用,无法实例化。可以使用 [method "
"EditorInterface.get_file_system_dock] 访问。\n"
"虽然 [FileSystemDock] 没有暴露任何操作文件的方法,但是你可以监听各种与文件相关"
"的信号。"
msgid "Registers a new [EditorResourceTooltipPlugin]."
msgstr "注册一个新的 [EditorResourceTooltipPlugin]。"
msgid ""
"Sets the given [param path] as currently selected, ensuring that the selected "
"file/directory is visible."
msgstr ""
"将给定的 [param path] 设置为当前选定的路径,能够确保选中的文件/目录可见。"
msgid ""
"Removes an [EditorResourceTooltipPlugin]. Fails if the plugin wasn't "
"previously added."
msgstr "移除一个 [EditorResourceTooltipPlugin]。如果该插件尚未添加,则失败。"
msgid "Emitted when the user switches file display mode or split mode."
msgstr "用户切换文件显示模式或分隔模式时发出。"
msgid "Emitted when the given [param file] was removed."
msgstr "给定的文件 [param file] 被移除时发出。"
msgid ""
"Emitted when a file is moved from [param old_file] path to [param new_file] "
"path."
msgstr "文件从 [param old_file] 路径移动到 [param new_file] 路径时发出。"
msgid ""
"Emitted when a folder is moved from [param old_folder] path to [param "
"new_folder] path."
msgstr "文件夹从 [param old_folder] 路径移动到 [param new_folder] 路径时发出。"
msgid "Emitted when the given [param folder] was removed."
msgstr "给定的文件夹 [param folder] 被移除时发出。"
msgid ""
"Emitted when a new scene is created that inherits the scene at [param file] "
"path."
msgstr "创建新场景,且该场景继承自位于 [param file] 路径的场景时发出。"
msgid "Emitted when the given scenes are being instantiated in the editor."
msgstr "在编辑器中实例化给定场景时发出。"
msgid "Emitted when an external [param resource] had its file removed."
msgstr "外部资源 [param resource] 的对应文件被移除时发出。"
msgid "A built-in type for floating point numbers."
msgstr "浮点数内置类型。"
msgid ""
"The [float] built-in type is a 64-bit double-precision floating-point number, "
"equivalent to [code]double[/code] in C++. This type has 14 reliable decimal "
"digits of precision. The maximum value of [float] is approximately "
"[code]1.79769e308[/code], and the minimum is approximately "
"[code]-1.79769e308[/code].\n"
"Many methods and properties in the engine use 32-bit single-precision "
"floating-point numbers instead, equivalent to [code skip-lint]float[/code] in "
"C++, which have 6 reliable decimal digits of precision. For data structures "
"such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by "
"default, but it can be changed to use 64-bit doubles if Godot is compiled "
"with the [code]precision=double[/code] option.\n"
"Math done using the [float] type is not guaranteed to be exact and will often "
"result in small errors. You should usually use the [method @GlobalScope."
"is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of "
"[code]==[/code] to compare [float] values for equality."
msgstr ""
"[float] 内置类型是 64 位双精度浮点数,相当于 C++ 中的 [code]double[/code]。这"
"个类型有 14 个可靠的十进制小数位精度。[float] 的最大值约为 [code]1.79769e308[/"
"code],最小值约为 [code]-1.79769e308[/code]。\n"
"不过引擎中的许多方法和属性默认使用的都是 32 位单精度浮点数,相当于 C++ 中的 "
"[code skip-lint]float[/code],有 6 位可靠的十进制小数位精度。Godot 在 "
"[Vector2] 和 [Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Godot 编译时使"
"用了 [code]precision=double[/code] 选项,就会改为 64 位的 double。\n"
"使用 [float] 类型进行的数学运算无法保证精确与稳定,经常会产生较小的误差。你通"
"常应该使用 [method @GlobalScope.is_equal_approx] 和 [method @GlobalScope."
"is_zero_approx] 方法来比较 [float] 值是否相等,不应该用 [code]==[/code]。"
msgid "Wikipedia: Double-precision floating-point format"
msgstr "维基百科:双精度浮点数格式"
msgid "Wikipedia: Single-precision floating-point format"
msgstr "维基百科:单精度浮点数格式"
msgid "Constructs a default-initialized [float] set to [code]0.0[/code]."
msgstr "构造默认初始化的 [float],会被设为 [code]0.0[/code]。"
msgid "Constructs a [float] as a copy of the given [float]."
msgstr "构造给定 [float] 的副本。"
msgid ""
"Converts a [String] to a [float], following the same rules as [method String."
"to_float]."
msgstr ""
"将 [String] 转换为 [float],遵循与 [method String.to_float] 相同的规则。"
msgid ""
"Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
"be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
msgstr ""
"将 [bool] 值转换为浮点值,[code]float(true)[/code] 将等于 1.0"
"[code]float(false)[/code] 将等于 0.0。"
msgid ""
"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
"equal to [code]1.0[/code]."
msgstr ""
"将 [int] 值转换为浮点值,[code]float(1)[/code] 将等于 [code]1.0[/code]。"
msgid ""
"Returns [code]true[/code] if two floats are different from each other.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果两个浮点数彼此不同,则返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid ""
"Returns [code]true[/code] if the integer has different value than the float."
msgstr "如果整数的值与浮点数不同,则返回 [code]true[/code]。"
msgid ""
"Multiplies each component of the [Color], including the alpha, by the given "
"[float].\n"
"[codeblock]\n"
"print(1.5 * Color(0.5, 0.5, 0.5)) # Prints \"(0.75, 0.75, 0.75, 1.5)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Color] 的每个分量乘以给定的 [float],包括 Alpha。\n"
"[codeblock]\n"
"print(1.5 * Color(0.5, 0.5, 0.5)) # 输出“(0.75, 0.75, 0.75, 1.5)”\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Quaternion] by the given [float]. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression."
msgstr ""
"将该 [Quaternion] 的每个分量乘以给定的 [float]。此操作本身没有意义,但可以用作"
"更大表达式的一部分。"
msgid ""
"Multiplies each component of the [Vector2] by the given [float].\n"
"[codeblock]\n"
"print(2.5 * Vector2(1, 3)) # Prints \"(2.5, 7.5)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量乘以给定的 [float]。\n"
"[codeblock]\n"
"print(2.5 * Vector2(1, 3)) # 输出 \"(2.5, 7.5)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector2i] by the given [float]. Returns a "
"[Vector2].\n"
"[codeblock]\n"
"print(0.9 * Vector2i(10, 15)) # Prints \"(9, 13.5)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量乘以给定的 [float]。返回的是 [Vector2]。\n"
"[codeblock]\n"
"print(0.9 * Vector2i(10, 15)) # 输出 \"(9, 13.5)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector3] by the given [float]."
msgstr "将该 [Vector3] 的每个分量乘以给定的 [float]。"
msgid ""
"Multiplies each component of the [Vector3i] by the given [float]. Returns a "
"[Vector3].\n"
"[codeblock]\n"
"print(0.9 * Vector3i(10, 15, 20)) # Prints \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量乘以给定的 [float]。返回的是 [Vector3]。\n"
"[codeblock]\n"
"print(0.9 * Vector3i(10, 15, 20)) # 输出 \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector4] by the given [float]."
msgstr "将该 [Vector4] 的每个分量乘以给定的 [float]。"
msgid ""
"Multiplies each component of the [Vector4i] by the given [float]. Returns a "
"[Vector4].\n"
"[codeblock]\n"
"print(0.9 * Vector4i(10, 15, 20, -10)) # Prints \"(9, 13.5, 18, -9)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量乘以给定的 [float]。返回的是 [Vector4]。\n"
"[codeblock]\n"
"print(0.9 * Vector4i(10, 15, 20, -10))# 输出 \"(9, 13.5, 18, -9)\"\n"
"[/codeblock]"
msgid "Multiplies two [float]s."
msgstr "将两个 [float] 相乘。"
msgid "Multiplies a [float] and an [int]. The result is a [float]."
msgstr "将 [float] 和 [int] 相乘。结果是 [float]。"
msgid ""
"Raises a [float] to a power of a [float].\n"
"[codeblock]\n"
"print(39.0625**0.25) # 2.5\n"
"[/codeblock]"
msgstr ""
"将 [float] 提升到 [float] 次幂。\n"
"[codeblock]\n"
"print(39.0625**0.25) # 2.5\n"
"[/codeblock]"
msgid ""
"Raises a [float] to a power of an [int]. The result is a [float].\n"
"[codeblock]\n"
"print(0.9**3) # 0.729\n"
"[/codeblock]"
msgstr ""
"将 [float] 提升到 [int] 次幂。结果为 [float]。\n"
"[codeblock]\n"
"print(0.9**3) # 0.729\n"
"[/codeblock]"
msgid "Adds two floats."
msgstr "将两个浮点数相加。"
msgid "Adds a [float] and an [int]. The result is a [float]."
msgstr "将 [float] 加上 [int]。结果为 [float]。"
msgid "Subtracts a float from a float."
msgstr "将一个浮点数减去另一个浮点数。"
msgid "Subtracts an [int] from a [float]. The result is a [float]."
msgstr "将 [float] 减去 [int]。结果为 [float]。"
msgid "Divides two floats."
msgstr "将两个浮点数相除。"
msgid "Divides a [float] by an [int]. The result is a [float]."
msgstr "将 [float] 除以 [int]。结果是 [float]。"
msgid ""
"Returns [code]true[/code] if the left float is less than the right one.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果左侧的浮点数小于右侧的,则返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid "Returns [code]true[/code] if this [float] is less than the given [int]."
msgstr "如果该 [float] 小于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left float is less than or equal to the "
"right one.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果左侧的浮点数小于等于右侧的,则返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid ""
"Returns [code]true[/code] if this [float] is less than or equal to the given "
"[int]."
msgstr "如果该 [float] 小于等于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if both floats are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"@GlobalScope.is_equal_approx] or [method @GlobalScope.is_zero_approx] "
"instead, which are more reliable.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果两个浮点数完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点精度误差,考虑改用更可靠的 [method @GlobalScope."
"is_equal_approx] 或 [method @GlobalScope.is_zero_approx]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid "Returns [code]true[/code] if the [float] and the given [int] are equal."
msgstr "如果该 [float] 等于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left float is greater than the right one.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果左侧的浮点数大于右侧的,则返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid ""
"Returns [code]true[/code] if this [float] is greater than the given [int]."
msgstr "如果该 [float] 大于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left float is greater than or equal to the "
"right one.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果左侧的浮点数大于等于右侧的,则返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid ""
"Returns [code]true[/code] if this [float] is greater than or equal to the "
"given [int]."
msgstr "如果该 [float] 大于等于给定的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns the negative value of the [float]. If positive, turns the number "
"negative. If negative, turns the number positive. With floats, the number "
"zero can be either positive or negative."
msgstr ""
"返回该 [float] 的相反数。如果为正数,则将该数变为负数。如果为负数,则将该数变"
"为正数。对于浮点数,数字零既可以是正数,也可以是负数。"
msgid ""
"A container that arranges its child controls horizontally or vertically and "
"wraps them around at the borders."
msgstr "将子控件横向或纵向排列并在边界处换行的容器。"
msgid ""
"A container that arranges its child controls horizontally or vertically and "
"wraps them around at the borders. This is similar to how text in a book wraps "
"around when no more words can fit on a line."
msgstr ""
"将子控件横向或纵向排列并在边界处换行的容器。类似于书本中文字在一行中写不下以后"
"的换行方式。"
msgid "Returns the current line count."
msgstr "返回当前的行数。"
msgid ""
"If [code]true[/code], the [FlowContainer] will arrange its children "
"vertically, rather than horizontally.\n"
"Can't be changed when using [HFlowContainer] and [VFlowContainer]."
msgstr ""
"如果为 [code]true[/code],则 [FlowContainer] 将垂直排列子节点,而不是水平排"
"列。\n"
"使用 [HFlowContainer] 和 [VFlowContainer] 时不能改变。"
msgid "The horizontal separation of children nodes."
msgstr "子节点的水平分隔量。"
msgid "The vertical separation of children nodes."
msgstr "子节点的垂直分隔量。"
msgid ""
"A material that controls how volumetric fog is rendered, to be assigned to a "
"[FogVolume]."
msgstr "控制体积雾渲染方式的材质,可被分配给 [FogVolume]。"
msgid ""
"A [Material] resource that can be used by [FogVolume]s to draw volumetric "
"effects.\n"
"If you need more advanced effects, use a custom [url=$DOCS_URL/tutorials/"
"shaders/shader_reference/fog_shader.html]fog shader[/url]."
msgstr ""
"[FogVolume] 使用的 [Material] 资源,用于绘制体积效果。\n"
"如果你需要更高阶的效果,请使用自定义[url=$DOCS_URL/tutorials/shaders/"
"shader_reference/fog_shader.html]雾着色器[/url]。"
msgid ""
"The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] "
"is converted into single-scattering, which is additively blended with other "
"[FogVolume]s and the [member Environment.volumetric_fog_albedo]."
msgstr ""
"[FogVolume] 的单次散射 [Color]。在内部,[member albedo] 被转换为单次散射,它与"
"其他 [FogVolume] 和 [member Environment.volumetric_fog_albedo] 进行相加混合。"
msgid ""
"The density of the [FogVolume]. Denser objects are more opaque, but may "
"suffer from under-sampling artifacts that look like stripes. Negative values "
"can be used to subtract fog from other [FogVolume]s or global volumetric "
"fog.\n"
"[b]Note:[/b] Due to limited precision, [member density] values between "
"[code]-0.001[/code] and [code]0.001[/code] (exclusive) act like [code]0.0[/"
"code]. This does not apply to [member Environment.volumetric_fog_density]."
msgstr ""
"[FogVolume] 的密度。更密集的对象更不透明,但可能会受到看起来像条纹的欠采样伪影"
"的影响。负值可用于从其他 [FogVolume] 或全局体积雾中减去雾。\n"
"[b]注意:[/b]由于精度有限,介于 [code]-0.001[/code] 和 [code]0.001[/code](不"
"含)之间的 [member density] 值相当于 [code]0.0[/code]。这不适用于 [member "
"Environment.volumetric_fog_density]。"
msgid ""
"The 3D texture that is used to scale the [member density] of the [FogVolume]. "
"This can be used to vary fog density within the [FogVolume] with any kind of "
"static pattern. For animated effects, consider using a custom [url=$DOCS_URL/"
"tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url]."
msgstr ""
"用于缩放 [FogVolume] 的 [member density] 的 3D 纹理。这可用于改变 [FogVolume] "
"内具有任何静态模式的雾密度。对于动画效果,请考虑使用一个自定义的"
"[url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]雾着色器[/"
"url]。"
msgid ""
"The hardness of the edges of the [FogVolume]. A higher value will result in "
"softer edges, while a lower value will result in harder edges."
msgstr ""
"[FogVolume] 边缘的硬度。较高的值将导致较软的边缘,而较低的值将导致较硬的边缘。"
msgid ""
"The [Color] of the light emitted by the [FogVolume]. Emitted light will not "
"cast light or shadows on other objects, but can be useful for modulating the "
"[Color] of the [FogVolume] independently from light sources."
msgstr ""
"该 [FogVolume] 发出的光的 [Color]。发出的光不会在其他物体上投射光或阴影,但可"
"用于独立于光源调制 [FogVolume] 的 [Color]。"
msgid ""
"The rate by which the height-based fog decreases in density as height "
"increases in world space. A high falloff will result in a sharp transition, "
"while a low falloff will result in a smoother transition. A value of "
"[code]0.0[/code] results in uniform-density fog. The height threshold is "
"determined by the height of the associated [FogVolume]."
msgstr ""
"基于高度的雾,随着世界空间中高度的增加而降低密度的速度。高的衰减将产生急剧的过"
"渡,而低的衰减将产生更平滑的过渡。[code]0.0[/code] 的值会产生均匀密度的雾。高"
"度阈值由关联的 [FogVolume] 的高度决定。"
msgid ""
"A region that contributes to the default volumetric fog from the world "
"environment."
msgstr "影响世界环境中默认体积雾的区块。"
msgid ""
"[FogVolume]s are used to add localized fog into the global volumetric fog "
"effect. [FogVolume]s can also remove volumetric fog from specific areas if "
"using a [FogMaterial] with a negative [member FogMaterial.density].\n"
"Performance of [FogVolume]s is directly related to their relative size on the "
"screen and the complexity of their attached [FogMaterial]. It is best to keep "
"[FogVolume]s relatively small and simple where possible.\n"
"[b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment."
"volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be "
"globally visible (but only within [FogVolume] nodes), set [member Environment."
"volumetric_fog_density] to [code]0.0[/code]."
msgstr ""
"[FogVolume] 用于将局部雾添加到全局体积雾效果中。如果使用具有负 [member "
"FogMaterial.density] 的 [FogMaterial][FogVolume] 也可以从特定区域移除体积"
"雾。\n"
"[FogVolume] 的性能与它在屏幕上的相对大小以及它所附加的 [FogMaterial] 的复杂性"
"直接相关。最好尽可能保持 [FogVolume] 相对较小且简单。\n"
"[b]注意:[/b][FogVolume] 只有在 [member Environment.volumetric_fog_enabled] "
"为 [code]true[/code] 时才会有可见效果。如果不希望雾全局可见(而只是在 "
"[FogVolume] 节点内),请将 [member Environment.volumetric_fog_density] 设置为 "
"[code]0.0[/code]。"
msgid "Volumetric fog and fog volumes"
msgstr "体积雾及规模"
msgid ""
"The [Material] used by the [FogVolume]. Can be either a built-in "
"[FogMaterial] or a custom [ShaderMaterial]."
msgstr ""
"[FogVolume] 使用的 [Material]。可以是一个内置的 [FogMaterial] 或一个自定义的 "
"[ShaderMaterial]。"
msgid ""
"The shape of the [FogVolume]. This can be set to either [constant "
"RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], "
"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer."
"FOG_VOLUME_SHAPE_WORLD]."
msgstr ""
"[FogVolume] 的形状。这可以被设置为 [constant RenderingServer."
"FOG_VOLUME_SHAPE_ELLIPSOID]、[constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER]、"
"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] 或 [constant RenderingServer."
"FOG_VOLUME_SHAPE_WORLD]。"
msgid ""
"The size of the [FogVolume] when [member shape] is [constant RenderingServer."
"FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] "
"or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].\n"
"[b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or "
"rotates. This can be alleviated by increasing [member ProjectSettings."
"rendering/environment/volumetric_fog/volume_depth] (at a performance cost) or "
"by decreasing [member Environment.volumetric_fog_length] (at no performance "
"cost, but at the cost of lower fog range). Alternatively, the [FogVolume] can "
"be made thicker and use a lower density in the [member material].\n"
"[b]Note:[/b] If [member shape] is [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE] or [constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be adjusted to fit within "
"the size. Non-uniform scaling of cone/cylinder shapes via the [member size] "
"property is not supported, but you can scale the [FogVolume] node instead."
msgstr ""
"当 [member shape] 为 [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、"
"[constant RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer.FOG_VOLUME_SHAPE_BOX]"
"时,该 [FogVolume] 的大小。\n"
"[b]注意:[/b]当相机移动或旋转时,薄雾体积可能会出现闪烁。这可以通过增加 "
"[member ProjectSettings.rendering/environment/volumetric_fog/volume_depth](以"
"性能为代价)或减少 [member Environment.volumetric_fog_length](无性能成本,但"
"以降低雾的范围为代价)来缓解。或者,[FogVolume] 可以做得更厚,并在 [member "
"material] 中使用较低的密度。\n"
"[b]注意:[/b]如果 [member shape] 为 [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE] 或 [constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER],圆锥体/圆柱体将被调整以适应该大小。不支持通过 "
"[member size] 属性对圆锥体/圆柱体形状进行非均匀缩放,但可以改为缩放该 "
"[FogVolume] 节点。"
msgid "Abstract base class for fonts and font variations."
msgstr "字体和字体变体的抽象基类。"
msgid ""
"Abstract base class for different font types. It has methods for drawing text "
"and font character introspection."
msgstr "各种字体类型的抽象基类。提供了绘制文本以及内省字体字符的方法。"
msgid ""
"Draw a single Unicode character [param char] into a canvas item using the "
"font, at a given position, with [param modulate] color. [param pos] specifies "
"the baseline, not the top. To draw from the top, [i]ascent[/i] must be added "
"to the Y axis.\n"
"[b]Note:[/b] Do not use this function to draw strings character by character, "
"use [method draw_string] or [TextLine] instead."
msgstr ""
"使用该字体将单个 Unicode 字符 [param char] 绘制在画布项目中的给定的位置,颜色"
"为 [param modulate]。[param pos] 指定的是基线位置而不是顶部。如果要按顶部位置"
"绘制,则必须在 Y 轴中加入[i]升部[/i]。\n"
"[b]注意:[/b]请勿使用这个方法进行逐字符的绘制,请改用 [method draw_string] 或 "
"[TextLine]。"
msgid ""
"Draw a single Unicode character [param char] outline into a canvas item using "
"the font, at a given position, with [param modulate] color and [param size] "
"outline size. [param pos] specifies the baseline, not the top. To draw from "
"the top, [i]ascent[/i] must be added to the Y axis.\n"
"[b]Note:[/b] Do not use this function to draw strings character by character, "
"use [method draw_string] or [TextLine] instead."
msgstr ""
"使用该字体将单个 Unicode 字符 [param char] 的轮廓绘制在画布项目中的给定的位"
"置,颜色为 [param modulate]。[param pos] 指定的是基线位置而不是顶部。如果要按"
"顶部位置绘制,则必须在 Y 轴中加入[i]升部[/i]。\n"
"[b]注意:[/b]请勿使用这个方法进行逐字符的绘制,请改用 [method draw_string] 或 "
"[TextLine]。"
msgid ""
"Breaks [param text] into lines using rules specified by [param brk_flags] and "
"draws it into a canvas item using the font, at a given position, with [param "
"modulate] color, optionally clipping the width and aligning horizontally. "
"[param pos] specifies the baseline of the first line, not the top. To draw "
"from the top, [i]ascent[/i] must be added to the Y axis.\n"
"See also [method CanvasItem.draw_multiline_string]."
msgstr ""
"使用 [param brk_flags] 指定的规则对 [param text] 进行断行,并使用该字体将其绘"
"制在画布项目中的给定位置,颜色为 [param modulate],也可以指定裁剪宽度并进行水"
"平对齐。[param pos] 指定的是基线位置而不是顶部。如果要按顶部位置绘制,则必须"
"在 Y 轴中加入[i]升部[/i]。\n"
"另见 [method CanvasItem.draw_multiline_string]。"
msgid ""
"Breaks [param text] to the lines using rules specified by [param brk_flags] "
"and draws text outline into a canvas item using the font, at a given "
"position, with [param modulate] color and [param size] outline size, "
"optionally clipping the width and aligning horizontally. [param pos] "
"specifies the baseline of the first line, not the top. To draw from the top, "
"[i]ascent[/i] must be added to the Y axis.\n"
"See also [method CanvasItem.draw_multiline_string_outline]."
msgstr ""
"使用 [param brk_flags] 指定的规则对 [param text] 进行断行,并使用该字体将其轮"
"廓绘制在画布项目中的给定位置,颜色为 [param modulate],也可以指定裁剪宽度并进"
"行水平对齐。[param pos] 指定的是基线位置而不是顶部。如果要按顶部位置绘制,则必"
"须在 Y 轴中加入[i]升部[/i]。\n"
"另见 [method CanvasItem.draw_multiline_string_outline]。"
msgid ""
"Draw [param text] into a canvas item using the font, at a given position, "
"with [param modulate] color, optionally clipping the width and aligning "
"horizontally. [param pos] specifies the baseline, not the top. To draw from "
"the top, [i]ascent[/i] must be added to the Y axis.\n"
"See also [method CanvasItem.draw_string]."
msgstr ""
"使用该字体将 [param text] 绘制在画布项目中的给定位置,颜色为 [param "
"modulate],也可以指定裁剪宽度并进行水平对齐。[param pos] 指定的是基线位置而不"
"是顶部。如果要按顶部位置绘制,则必须在 Y 轴中加入[i]升部[/i]。\n"
"另见 [method CanvasItem.draw_string]。"
msgid ""
"Draw [param text] outline into a canvas item using the font, at a given "
"position, with [param modulate] color and [param size] outline size, "
"optionally clipping the width and aligning horizontally. [param pos] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must "
"be added to the Y axis.\n"
"See also [method CanvasItem.draw_string_outline]."
msgstr ""
"使用该字体将 [param text] 的轮廓绘制在画布项目中的给定位置,颜色为 [param "
"modulate],也可以指定裁剪宽度并进行水平对齐。[param pos] 指定的是基线位置而不"
"是顶部。如果要按顶部位置绘制,则必须在 Y 轴中加入[i]升部[/i]。\n"
"另见 [method CanvasItem.draw_string]。"
msgid "Returns [TextServer] RID of the font cache for specific variation."
msgstr "返回特定变体的字体缓存的 [TextServer] RID。"
msgid ""
"Returns the average font ascent (number of pixels above the baseline).\n"
"[b]Note:[/b] Real ascent of the string is context-dependent and can be "
"significantly different from the value returned by this function. Use it only "
"as rough estimate (e.g. as the ascent of empty line)."
msgstr ""
"返回平均上高(基线以上的像素数)。\n"
"[b]注意:[/b]字符串的实际上高是上下文相关的,并且可能与该函数返回的值有很大不"
"同。仅将其用作粗略估计(例如作为空行的上高)。"
msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided.\n"
"[b]Note:[/b] Do not use this function to calculate width of the string "
"character by character, use [method get_string_size] or [TextLine] instead. "
"The height returned is the font height (see also [method get_height]) and has "
"no relation to the glyph height."
msgstr ""
"返回字符的大小,如果提供了下一个字符,则可以选择考虑字距调整。\n"
"[b]注意:[/b]不要使用这个函数逐个字符地计算字符串的宽度,而是使用 [method "
"get_string_size] 或 [TextLine]。返回的高度是字体高度(另见 [method "
"get_height])并且与字形高度无关。"
msgid ""
"Returns the average font descent (number of pixels below the baseline).\n"
"[b]Note:[/b] Real descent of the string is context-dependent and can be "
"significantly different from the value returned by this function. Use it only "
"as rough estimate (e.g. as the descent of empty line)."
msgstr ""
"返回平均下深(基线以下的像素数)。\n"
"[b]注意:[/b]字符串的真实下深是依赖于上下文的,并且可能与此函数返回的值有很大"
"不同。仅将其用作粗略估计(例如作为空行的下深)。"
msgid "Returns number of faces in the TrueType / OpenType collection."
msgstr "返回 TrueType / OpenType 集合中的字体数。"
msgid "Returns font family name."
msgstr "返回字体家族名称。"
msgid ""
"Returns font stretch amount, compared to a normal width. A percentage value "
"between [code]50%[/code] and [code]200%[/code]."
msgstr ""
"返回与正常宽度相比的字体拉伸量。一个介于 [code]50%[/code] 和 [code]200%[/"
"code] 之间的百分比值。"
msgid "Returns font style flags, see [enum TextServer.FontStyle]."
msgstr "返回字体样式标志,见 [enum TextServer.FontStyle]。"
msgid "Returns font style name."
msgstr "返回字体样式名称。"
msgid ""
"Returns weight (boldness) of the font. A value in the [code]100...999[/code] "
"range, normal font weight is [code]400[/code], bold font weight is [code]700[/"
"code]."
msgstr ""
"返回该字体的字重(粗度)。一个在 [code]100...999[/code] 范围内的值,正常字体字"
"重为 [code]400[/code],粗体字体字重为 [code]700[/code]。"
msgid ""
"Returns the total average font height (ascent plus descent) in pixels.\n"
"[b]Note:[/b] Real height of the string is context-dependent and can be "
"significantly different from the value returned by this function. Use it only "
"as rough estimate (e.g. as the height of empty line)."
msgstr ""
"返回总的平均字体高度(上高加下深),单位为像素。\n"
"[b]注意:[/b]字符串的实际高度取决于上下文,并且可能与该函数返回的值有很大差"
"异。仅将其用作粗略估计(例如作为空行的高度)。"
msgid ""
"Returns the size of a bounding box of a string broken into the lines, taking "
"kerning and advance into account.\n"
"See also [method draw_multiline_string]."
msgstr ""
"返回分割成行的字符串的边界框的大小,将字距调整和前进量考虑在内。\n"
"另见 [method draw_multiline_string]。"
msgid ""
"Returns a set of OpenType feature tags. More info: [url=https://docs."
"microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature "
"tags[/url]."
msgstr ""
"返回一组 OpenType 功能标签。更多信息:[url=https://docs.microsoft.com/en-us/"
"typography/opentype/spec/featuretags]OpenType 功能标签[/url]。"
msgid ""
"Returns [Dictionary] with OpenType font name strings (localized font names, "
"version, description, license information, sample text, etc.)."
msgstr ""
"返回 OpenType 字体名称字符串的 [Dictionary](本地化的字体名称、版本、描述、许"
"可信息、示例文本等)。"
msgid ""
"Returns [Array] of valid [Font] [RID]s, which can be passed to the "
"[TextServer] methods."
msgstr "返回有效 [Font] [RID] 的 [Array],可以将其传给 [TextServer] 的方法。"
msgid ""
"Returns the spacing for the given [code]type[/code] (see [enum TextServer."
"SpacingType])."
msgstr ""
"返回给定 [code]type[/code] 的间距(请参阅 [enum TextServer.SpacingType])。"
msgid ""
"Returns the size of a bounding box of a single-line string, taking kerning, "
"advance and subpixel positioning into account. See also [method "
"get_multiline_string_size] and [method draw_string].\n"
"For example, to get the string size as displayed by a single-line Label, "
"use:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var string_size = $Label.get_theme_font(\"font\").get_string_size($Label."
"text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label."
"get_theme_font_size(\"font_size\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"Label label = GetNode<Label>(\"Label\");\n"
"Vector2 stringSize = label.GetThemeFont(\"font\").GetStringSize(label.Text, "
"HorizontalAlignment.Left, -1, label.GetThemeFontSize(\"font_size\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Since kerning, advance and subpixel positioning are taken into "
"account by [method get_string_size], using separate [method get_string_size] "
"calls on substrings of a string then adding the results together will return "
"a different result compared to using a single [method get_string_size] call "
"on the full string.\n"
"[b]Note:[/b] Real height of the string is context-dependent and can be "
"significantly different from the value returned by [method get_height]."
msgstr ""
"返回一个单行字符串的边界框的大小,考虑字距调整、提前量和子像素定位。另见 "
"[method get_multiline_string_size] 和 [method draw_string]。\n"
"例如,要获取单行 Label 所显示的字符串大小,请使用:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var string_size = $Label.get_theme_font(\"font\").get_string_size($Label."
"text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label."
"get_theme_font_size(\"font_size\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"Label label = GetNode<Label>(\"Label\");\n"
"Vector2 stringSize = label.GetThemeFont(\"font\").GetStringSize(label.Text, "
"HorizontalAlignment.Left, -1, label.GetThemeFontSize(\"font_size\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]由于 [method get_string_size] 考虑了字距调整、提前量和子像素定"
"位,因此对字符串的子字符串使用单独的 [method get_string_size] 调用,然后将结果"
"加在一起,将返回与对完整字符串使用单个 [method get_string_size] 调用的返回值不"
"同的结果 。\n"
"[b]注意:[/b]字符串的实际高度取决于上下文,并且可能与 [method get_height] 返回"
"的值有很大不同。"
msgid ""
"Returns a string containing all the characters available in the font.\n"
"If a given character is included in more than one font data source, it "
"appears only once in the returned string."
msgstr ""
"返回一个包含字体中所有可用字符的字符串。\n"
"如果给定字符被包含在多个字体数据源中,则它在返回的字符串中只出现一次。"
msgid "Returns list of OpenType features supported by font."
msgstr "返回字体支持的 OpenType 特性列表。"
msgid ""
"Returns list of supported [url=https://docs.microsoft.com/en-us/typography/"
"opentype/spec/dvaraxisreg]variation coordinates[/url], each coordinate is "
"returned as [code]tag: Vector3i(min_value,max_value,default_value)[/code].\n"
"Font variations allow for continuous change of glyph characteristics along "
"some given design axis, such as weight, width or slant.\n"
"To print available variation axes of a variable font:\n"
"[codeblock]\n"
"var fv = FontVariation.new()\n"
"fv.set_base_font = load(\"res://RobotoFlex.ttf\")\n"
"var variation_list = fv.get_supported_variation_list()\n"
"for tag in variation_list:\n"
" var name = TextServerManager.get_primary_interface().tag_to_name(tag)\n"
" var values = variation_list[tag]\n"
" print(\"variation axis: %s (%d)\\n\\tmin, max, default: %s\" % [name, "
"tag, values])\n"
"[/codeblock]\n"
"[b]Note:[/b] To set and get variation coordinates of a [FontVariation], use "
"[member FontVariation.variation_opentype]."
msgstr ""
"返回支持的[url=https://docs.microsoft.com/en-us/typography/opentype/spec/"
"dvaraxisreg]变体坐标[/url]列表,坐标以 [code]tag: Vector3i(min_value,"
"max_value,default_value)[/code] 的形式返回。\n"
"字体变体能够沿着某个给定的设计轴对字形的特性进行连续的变化,例如字重、宽度、斜"
"度。\n"
"要输出可变字体的可用变体轴:\n"
"[codeblock]\n"
"var fv = FontVariation.new()\n"
"fv.set_base_font = load(\"res://RobotoFlex.ttf\")\n"
"var variation_list = fv.get_supported_variation_list()\n"
"for tag in variation_list:\n"
" var name = TextServerManager.get_primary_interface().tag_to_name(tag)\n"
" var values = variation_list[tag]\n"
" print(\"变体轴:%s (%d)\\n\\t最小值、最大值、默认值%s\" % [name, tag, "
"values])\n"
"[/codeblock]\n"
"[b]注意:[/b][FontVariation] 变体坐标的设置和获取请使用 [member FontVariation."
"variation_opentype]。"
msgid ""
"Returns average pixel offset of the underline below the baseline.\n"
"[b]Note:[/b] Real underline position of the string is context-dependent and "
"can be significantly different from the value returned by this function. Use "
"it only as rough estimate."
msgstr ""
"返回基线下方下划线的平均像素偏移。\n"
"[b]注意:[/b]字符串的实际下划线位置取决于上下文,并且可能与该函数返回的值有很"
"大不同。仅将其用作粗略估计。"
msgid ""
"Returns average thickness of the underline.\n"
"[b]Note:[/b] Real underline thickness of the string is context-dependent and "
"can be significantly different from the value returned by this function. Use "
"it only as rough estimate."
msgstr ""
"返回下划线的平均粗细。\n"
"[b]注意:[/b]字符串的实际下划线粗细取决于上下文,并且可能与该函数返回的值有很"
"大不同。仅将其用作粗略估计。"
msgid ""
"Returns [code]true[/code] if a Unicode [param char] is available in the font."
msgstr "如果该字体中包含 Unicode 字符 [param char],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if font supports given language ([url=https://en."
"wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code)."
msgstr ""
"如果该字体支持给定的语言([url=https://zh.wikipedia.org/wiki/ISO_639-1]ISO "
"639[/url] 代码),则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if font supports given script ([url=https://en."
"wikipedia.org/wiki/ISO_15924]ISO 15924[/url] code)."
msgstr ""
"如果该字体支持给定的文字([url=https://zh.wikipedia.org/wiki/ISO_15924]ISO "
"15924[/url] 代码),则返回 [code]true[/code]。"
msgid "Sets LRU cache capacity for [code]draw_*[/code] methods."
msgstr "为 [code]draw_*[/code] 方法设置 LRU 缓存容量。"
msgid ""
"Array of fallback [Font]s to use as a substitute if a glyph is not found in "
"this current [Font].\n"
"If this array is empty in a [FontVariation], the [member FontVariation."
"base_font]'s fallbacks are used instead."
msgstr ""
"回退 [Font] 数组,会在这个当前 [Font] 中无法找到某个字形时用作替换。\n"
"如果 [FontVariation] 中的这个数组为空,则会改用 [member FontVariation."
"base_font] 的回退字体。"
msgid ""
"Holds font source data and prerendered glyph cache, imported from a dynamic "
"or a bitmap font."
msgstr "存放字体源数据和预渲染字形的缓存,从动态字体或位图字体导入。"
msgid ""
"[FontFile] contains a set of glyphs to represent Unicode characters imported "
"from a font file, as well as a cache of rasterized glyphs, and a set of "
"fallback [Font]s to use.\n"
"Use [FontVariation] to access specific OpenType variation of the font, create "
"simulated bold / slanted version, and draw lines of text.\n"
"For more complex text processing, use [FontVariation] in conjunction with "
"[TextLine] or [TextParagraph].\n"
"Supported font formats:\n"
"- Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), "
"OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), "
"Type 1 (.pfb, .pfm).\n"
"- Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary "
"(version 3) format variants.\n"
"- Monospace image font importer: All supported image formats.\n"
"[b]Note:[/b] A character is a symbol that represents an item (letter, digit "
"etc.) in an abstract way.\n"
"[b]Note:[/b] A glyph is a bitmap or a shape used to draw one or more "
"characters in a context-dependent manner. Glyph indices are bound to the "
"specific font data source.\n"
"[b]Note:[/b] If none of the font data sources contain glyphs for a character "
"used in a string, the character in question will be replaced with a box "
"displaying its hexadecimal code.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n"
"$Label.add_theme_font_override(\"font\", f)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"var f = ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Bold.ttf\");\n"
"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n"
"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[FontFile] 包含了一组字形,代表从字体文件中导入的 Unicode 字符,还包含了光栅化"
"字形的缓存,以及一组备用的回退 [Font]。\n"
"要访问字体的 OpenType 变体,创建模拟的粗体/斜体版本,或者绘制文本行,请使用 "
"[FontVariation]。\n"
"要进行更复杂的文本处理,请将 [FontVariation] 与 [TextLine] 或 [TextParagraph] "
"结合使用。\n"
"支持的字体格式:\n"
"- 动态字体导入器TrueType.ttf、TrueType 合集(.ttc、OpenType.otf、"
"OpenType 合集(.otc、WOFF.woff、WOFF2.woff2、Type 1.pfb."
"pfm。\n"
"- 位图字体导入器AngelCode BMFont.fnt.font支持文本和二进制版本 3"
"格式变体。\n"
"- 等宽图像字体导入器:所有支持的图像格式。\n"
"[b]注意:[/b]字符character是一种表示某个项目字母、数字等的抽象符号。\n"
"[b]注意:[/b]字形glphy是一种位图或形状用于根据上下文绘制一个或多个字符。"
"字形索引绑定的是某个字体数据源。\n"
"[b]注意:[/b]如果所有字体数据源都不包含字符串中某个字符的字形,那么该字符就会"
"被替换为一个中间是对应十六进制码的方框。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n"
"$Label.add_theme_font_override(\"font\", f)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"var f = ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Bold.ttf\");\n"
"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n"
"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Removes all font cache entries."
msgstr "移除所有字体缓存条目。"
msgid ""
"Removes all rendered glyphs information from the cache entry.\n"
"[b]Note:[/b] This function will not remove textures associated with the "
"glyphs, use [method remove_texture] to remove them manually."
msgstr ""
"从字体缓存条目中,移除所有渲染的字形信息。\n"
"[b]注意:[/b]该函数不会移除与字形相关的纹理,请使用 [method remove_texture] 手"
"动移除它们。"
msgid "Removes all kerning overrides."
msgstr "移除所有字距调整覆盖。"
msgid "Removes all font sizes from the cache entry"
msgstr "从缓存条目中移除所有字体大小"
msgid ""
"Removes all textures from font cache entry.\n"
"[b]Note:[/b] This function will not remove glyphs associated with the "
"texture, use [method remove_glyph] to remove them manually."
msgstr ""
"从字体缓存条目中,移除所有纹理。\n"
"[b]注意:[/b]该函数不会移除与纹理相关的字形,请使用 [method remove_glyph] 手动"
"移除它们。"
msgid "Returns the font ascent (number of pixels above the baseline)."
msgstr "返回字体的上升幅度(超出基线的像素数)。"
msgid "Returns number of the font cache entries."
msgstr "返回字体缓存条目的数量。"
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr "返回字体的减少量(低于基线的像素数)。"
msgid "Returns scaling factor of the color bitmap font."
msgstr "返回颜色位图字体的缩放系数。"
msgid "Returns pixel offset of the underline below the baseline."
msgstr "返回基线下方下划线的像素偏移。"
msgid "Returns thickness of the underline in pixels."
msgstr "返回下划线的粗细度,单位为像素。"
msgid ""
"Returns character code associated with [param glyph_index], or [code]0[/code] "
"if [param glyph_index] is invalid. See [method get_glyph_index]."
msgstr ""
"返回与 [param glyph_index] 关联的字符代码,如果 [param glyph_index] 无效则返"
"回 [code]0[/code]。见 [method get_glyph_index]。"
msgid ""
"Returns embolden strength, if is not equal to zero, emboldens the font "
"outlines. Negative values reduce the outline thickness."
msgstr "返回加粗强度,如果不等于零,则加粗字体轮廓。负值会减小轮廓粗细。"
msgid ""
"Returns spacing for [param spacing] (see [enum TextServer.SpacingType]) in "
"pixels (not relative to the font size)."
msgstr ""
"返回 [param spacing] 的间距(见 [enum TextServer.SpacingType]),单位为像素"
"(与字体大小无关)。"
msgid "Returns an active face index in the TrueType / OpenType collection."
msgstr "返回 TrueType / OpenType 集合中的活动字体索引。"
msgid ""
"Returns glyph advance (offset of the next glyph).\n"
"[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph "
"advance and is not saved."
msgstr ""
"返回字形前进量(下一个字形的偏移量)。\n"
"[b]注意:[/b]字形轮廓的前进量,与基础字形的前进量相同,不会被保存。"
msgid ""
"Returns the glyph index of a [param char], optionally modified by the [param "
"variation_selector]."
msgstr "返回 [param char] 的字形索引,可以用 [param variation_selector] 修改。"
msgid "Returns list of rendered glyphs in the cache entry."
msgstr "返回缓存条目中的已渲染字形列表。"
msgid "Returns glyph offset from the baseline."
msgstr "返回字形的基线偏移量。"
msgid "Returns glyph size."
msgstr "返回字形大小。"
msgid "Returns index of the cache texture containing the glyph."
msgstr "返回包含该字形的缓存纹理的索引。"
msgid "Returns rectangle in the cache texture containing the glyph."
msgstr "返回包含该字形的缓存纹理中的矩形。"
msgid "Returns kerning for the pair of glyphs."
msgstr "返回字形对的字距调整。"
msgid "Returns list of the kerning overrides."
msgstr "返回字距调整覆盖的列表。"
msgid ""
"Returns [code]true[/code] if support override is enabled for the [param "
"language]."
msgstr "如果为 [param language] 启用了支持覆盖,则返回 [code]true[/code]。"
msgid "Returns list of language support overrides."
msgstr "返回语言支持覆盖的列表。"
msgid ""
"Returns [code]true[/code] if support override is enabled for the [param "
"script]."
msgstr "如果为 [param script] 启用了支持覆盖,则返回 [code]true[/code]。"
msgid "Returns list of script support overrides."
msgstr "返回文字支持覆盖的列表。"
msgid ""
"Returns list of the font sizes in the cache. Each size is [Vector2i] with "
"font size and outline size."
msgstr ""
"返回缓存中字体大小的列表。每个大小都是由字体大小和轮廓大小组成的 [Vector2i]。"
msgid "Returns number of textures used by font cache entry."
msgstr "返回字体缓存条目所使用的纹理数。"
msgid "Returns a copy of the font cache texture image."
msgstr "返回字体缓存纹理图像的副本。"
msgid "Returns a copy of the array containing glyph packing data."
msgstr "返回包含字形打包数据的数组副本。"
msgid ""
"Returns 2D transform, applied to the font outlines, can be used for slanting, "
"flipping and rotating glyphs."
msgstr "返回应用于字体轮廓的 2D 变换,可用于倾斜、翻转和旋转字形。"
msgid ""
"Returns variation coordinates for the specified font cache entry. See [method "
"Font.get_supported_variation_list] for more info."
msgstr ""
"返回指定字体缓存条目的变体坐标。有关详细信息,请参阅 [method Font."
"get_supported_variation_list]。"
msgid ""
"Loads an AngelCode BMFont (.fnt, .font) bitmap font from file [param path].\n"
"[b]Warning:[/b] This method should only be used in the editor or in cases "
"when you need to load external fonts at run-time, such as fonts located at "
"the [code]user://[/code] directory."
msgstr ""
"从文件 [param path] 中加载一个 AngelCode BMFont (.fnt, .font) 位图字体。\n"
"[b]警告:[/b]该方法只能在编辑器中或需要在运行时加载外部字体的情况下使用,例如"
"位于 [code]user://[/code] 目录的字体。"
msgid ""
"Loads a TrueType (.ttf), OpenType (.otf), WOFF (.woff), WOFF2 (.woff2) or "
"Type 1 (.pfb, .pfm) dynamic font from file [param path].\n"
"[b]Warning:[/b] This method should only be used in the editor or in cases "
"when you need to load external fonts at run-time, such as fonts located at "
"the [code]user://[/code] directory."
msgstr ""
"从文件 [param path] 中加载 TrueType.ttf、OpenType.otf、WOFF.woff、"
"WOFF2.woff2或 Type 1.pfb、.pfm动态字体。\n"
"[b]警告:[/b]该方法只能在编辑器中或需要在运行时加载外部字体的情况下使用,例如"
"位于 [code]user://[/code] 目录的字体。"
msgid "Removes specified font cache entry."
msgstr "删除指定的字体缓存条目。"
msgid ""
"Removes specified rendered glyph information from the cache entry.\n"
"[b]Note:[/b] This function will not remove textures associated with the "
"glyphs, use [method remove_texture] to remove them manually."
msgstr ""
"从缓存条目中移除指定的渲染的字形信息。\n"
"[b]注意:[/b]该函数不会移除与字形相关的纹理,请使用 [method remove_texture] 手"
"动移除它们。"
msgid "Removes kerning override for the pair of glyphs."
msgstr "移除字形对的字距调整覆盖。"
msgid "Remove language support override."
msgstr "移除语言支持覆盖。"
msgid "Removes script support override."
msgstr "移除文字支持覆盖。"
msgid "Removes specified font size from the cache entry."
msgstr "从缓存条目中移除指定的字体大小。"
msgid ""
"Removes specified texture from the cache entry.\n"
"[b]Note:[/b] This function will not remove glyphs associated with the "
"texture. Remove them manually using [method remove_glyph]."
msgstr ""
"从缓存条目中移除指定的纹理。\n"
"[b]注意:[/b]该函数不会移除与纹理相关的字形,请使用 [method remove_glyph] 手动"
"移除它们。"
msgid "Renders specified glyph to the font cache texture."
msgstr "将指定的字符渲染到字体缓存纹理。"
msgid "Renders the range of characters to the font cache texture."
msgstr "将范围内的字符渲染到字体缓存纹理。"
msgid "Sets the font ascent (number of pixels above the baseline)."
msgstr "设置字体的升部(基线上方的像素数)。"
msgid "Sets the font descent (number of pixels below the baseline)."
msgstr "设置字体的降部(基线下方的像素数)。"
msgid "Sets scaling factor of the color bitmap font."
msgstr "设置彩色位图字体的缩放系数。"
msgid "Sets pixel offset of the underline below the baseline."
msgstr "设置基线下方下划线的像素偏移。"
msgid "Sets thickness of the underline in pixels."
msgstr "设置下划线的粗细度,单位为像素。"
msgid ""
"Sets embolden strength, if is not equal to zero, emboldens the font outlines. "
"Negative values reduce the outline thickness."
msgstr "设置加粗强度,如果不等于零,则会加粗字体的轮廓。负值会减小轮廓的厚度。"
msgid ""
"Sets the spacing for [param spacing] (see [enum TextServer.SpacingType]) to "
"[param value] in pixels (not relative to the font size)."
msgstr ""
"将 [param spacing] 的间距(见 [enum TextServer.SpacingType])设置为 [param "
"value],单位为像素(与字体大小无关)。"
msgid "Sets an active face index in the TrueType / OpenType collection."
msgstr "在 TrueType / OpenType 集合中设置活动字体索引。"
msgid ""
"Sets glyph advance (offset of the next glyph).\n"
"[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph "
"advance and is not saved."
msgstr ""
"设置字形前进量(下一个字形的偏移量)。\n"
"[b]注意:[/b]字形轮廓的前进量与基础字形的前进量相同,不会被保存。"
msgid "Sets glyph offset from the baseline."
msgstr "设置字形相对于基线的偏移量。"
msgid "Sets glyph size."
msgstr "设置字形大小。"
msgid "Sets index of the cache texture containing the glyph."
msgstr "设置包含该字形的缓存纹理的索引。"
msgid "Sets rectangle in the cache texture containing the glyph."
msgstr "设置包含该字形的缓存纹理中,该字形的矩形区域。"
msgid "Sets kerning for the pair of glyphs."
msgstr "设置字形对的字距调整。"
msgid "Adds override for [method Font.is_language_supported]."
msgstr "为 [method Font.is_language_supported] 添加覆盖。"
msgid "Adds override for [method Font.is_script_supported]."
msgstr "为 [method Font.is_script_supported] 添加覆盖。"
msgid "Sets font cache texture image."
msgstr "设置字体缓存纹理图像。"
msgid "Sets array containing glyph packing data."
msgstr "设置包含字形打包数据的数组。"
msgid ""
"Sets 2D transform, applied to the font outlines, can be used for slanting, "
"flipping and rotating glyphs."
msgstr "设置应用于字体轮廓的 2D 变换,可用于倾斜、翻转和旋转字形。"
msgid ""
"Sets variation coordinates for the specified font cache entry. See [method "
"Font.get_supported_variation_list] for more info."
msgstr ""
"为指定的字体缓存条目设置变体坐标。有关详细信息,请参阅 [method Font."
"get_supported_variation_list]。"
msgid ""
"If set to [code]true[/code], system fonts can be automatically used as "
"fallbacks."
msgstr "如果设置为 [code]true[/code],则可以自动将系统字体作为回退使用。"
msgid "Font anti-aliasing mode."
msgstr "字体抗锯齿模式。"
msgid "Contents of the dynamic font source file."
msgstr "动态字体源文件的内容。"
msgid "Font size, used only for the bitmap fonts."
msgstr "字体大小,仅用于位图字体。"
msgid ""
"Scaling mode, used only for the bitmap fonts with [member fixed_size] greater "
"than zero."
msgstr "缩放模式,只有 [member fixed_size] 大于零的位图字体会使用。"
msgid "Font family name."
msgstr "字体家族名称。"
msgid ""
"Font stretch amount, compared to a normal width. A percentage value between "
"[code]50%[/code] and [code]200%[/code]."
msgstr ""
"与正常宽度相比的字体的拉伸量。 一个介于 [code]50%[/code] 和 [code]200%[/code] "
"之间的百分比值。"
msgid "Font style flags, see [enum TextServer.FontStyle]."
msgstr "字体样式标志,见 [enum TextServer.FontStyle]。"
msgid ""
"Weight (boldness) of the font. A value in the [code]100...999[/code] range, "
"normal font weight is [code]400[/code], bold font weight is [code]700[/code]."
msgstr ""
"该字体的字重(粗度)。一个在 [code]100...999[/code] 范围内的值,正常字体字重"
"为 [code]400[/code],粗体字体字重为 [code]700[/code]。"
msgid ""
"If set to [code]true[/code], auto-hinting is supported and preferred over "
"font built-in hinting. Used by dynamic fonts only (MSDF fonts don't support "
"hinting)."
msgstr ""
"如果设置为 [code]true[/code],则支持自动提示并且优先于字体内置提示。仅由动态字"
"体使用MSDF 字体不支持提示)。"
msgid "If set to [code]true[/code], generate mipmaps for the font textures."
msgstr "如果设置为 [code]true[/code],则为字体纹理生成 mipmap。"
msgid "Font hinting mode. Used by dynamic fonts only."
msgstr "字体微调模式。仅由动态字体使用。"
msgid ""
"The width of the range around the shape between the minimum and maximum "
"representable signed distance. If using font outlines, [member "
"msdf_pixel_range] must be set to at least [i]twice[/i] the size of the "
"largest font outline. The default [member msdf_pixel_range] value of "
"[code]16[/code] allows outline sizes up to [code]8[/code] to look correct."
msgstr ""
"最小和最大可表示的有符号距离之间的形状周围的范围宽度。如果使用字体轮廓,"
"[member msdf_pixel_range] 必须至少设置为最大字体轮廓大小的[i]两倍[/i]。"
"[member msdf_pixel_range] 的默认值为 [code]16[/code],允许大小最大到 [code]8[/"
"code] 的轮廓看起来正确。"
msgid ""
"Source font size used to generate MSDF textures. Higher values allow for more "
"precision, but are slower to render and require more memory. Only increase "
"this value if you notice a visible lack of precision in glyph rendering."
msgstr ""
"用于生成 MSDF 纹理的源字体大小。较高的值允许更高的精度,但渲染速度较慢并且需要"
"更多内存。只有当注意到字形渲染中明显缺乏精度时,才增加该属性的值。"
msgid ""
"If set to [code]true[/code], glyphs of all sizes are rendered using single "
"multichannel signed distance field (MSDF) generated from the dynamic font "
"vector data. Since this approach does not rely on rasterizing the font every "
"time its size changes, this allows for resizing the font in real-time without "
"any performance penalty. Text will also not look grainy for [Control]s that "
"are scaled down (or for [Label3D]s viewed from a long distance). As a "
"downside, font hinting is not available with MSDF. The lack of font hinting "
"may result in less crisp and less readable fonts at small sizes.\n"
"[b]Note:[/b] If using font outlines, [member msdf_pixel_range] must be set to "
"at least [i]twice[/i] the size of the largest font outline.\n"
"[b]Note:[/b] MSDF font rendering does not render glyphs with overlapping "
"shapes correctly. Overlapping shapes are not valid per the OpenType standard, "
"but are still commonly found in many font files, especially those converted "
"by Google Fonts. To avoid issues with overlapping glyphs, consider "
"downloading the font file directly from the type foundry instead of relying "
"on Google Fonts."
msgstr ""
"如果被设置为 [code]true[/code],则所有大小的字形进行渲染时,都使用从动态字体矢"
"量数据中生成的单个多通道带符号距离场MSDF。由于这种方法不依赖于在每次字体大"
"小发生变化时,对字体进行栅格化,因此可以实时调整字体大小而不会造成任何性能损"
"失。对于按比例缩小的 [Control](或从远距离查看的 [Label3D]),文本也不会看起来"
"有颗粒感。有一个缺点MSDF 不提供字体提示。缺少字体提示可能会导致大小较小的字"
"体的清晰度和可读性较差。\n"
"[b]注意:[/b]如果使用字体轮廓,[member msdf_pixel_range] 必须至少设置为最大字"
"体轮廓大小的[i]两倍[/i]。\n"
"[b]注意:[/b]MSDF 字体渲染不能正确渲染具有重叠形状的字形。根据 OpenType 标准,"
"重叠形状是无效的,但在许多字体文件中仍然很常见,尤其是那些由 Google 字体转换的"
"字体文件。为避免字形重叠的问题,请考虑直接从字体开发公司下载字体文件,而不是依"
"赖 Google 字体。"
msgid "Font OpenType feature set override."
msgstr "字体 OpenType 特性集覆盖。"
msgid ""
"Font oversampling factor. If set to [code]0.0[/code], the global oversampling "
"factor is used instead. Used by dynamic fonts only (MSDF fonts ignore "
"oversampling)."
msgstr ""
"字体过采样系数。如果设置为 [code]0.0[/code] ,则使用全局过采样系数。仅由动态字"
"体使用MSDF 字体忽略过采样)。"
msgid "Font style name."
msgstr "字体样式名称。"
msgid ""
"Font glyph subpixel positioning mode. Subpixel positioning provides shaper "
"text and better kerning for smaller font sizes, at the cost of higher memory "
"usage and lower font rasterization speed. Use [constant TextServer."
"SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size."
msgstr ""
"字体字形的子像素定位模式。子像素定位为较小的字体提供了更清晰的文本和更好的字距"
"调整,但代价是更高的内存占用和更低的字体光栅化速度。使用 [constant TextServer."
"SUBPIXEL_POSITIONING_AUTO] 来根据字体大小自动启用它。"
msgid "A variation of a font with additional settings."
msgstr "字体的变体,提供额外的设置。"
msgid ""
"Provides OpenType variations, simulated bold / slant, and additional font "
"settings like OpenType features and extra spacing.\n"
"To use simulated bold font variant:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fv = FontVariation.new()\n"
"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n"
"fv.set_variation_embolden(1.2)\n"
"$Label.add_theme_font_override(\"font\", fv)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"var fv = new FontVariation();\n"
"fv.SetBaseFont(ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Regular."
"ttf\"));\n"
"fv.SetVariationEmbolden(1.2);\n"
"GetNode(\"Label\").AddThemeFontOverride(\"font\", fv);\n"
"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To set the coordinate of multiple variation axes:\n"
"[codeblock]\n"
"var fv = FontVariation.new();\n"
"var ts = TextServerManager.get_primary_interface()\n"
"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n"
"fv.variation_opentype = { ts.name_to_tag(\"wght\"): 900, ts."
"name_to_tag(\"custom_hght\"): 900 }\n"
"[/codeblock]"
msgstr ""
"提供 OpenType 变体,模拟的粗体/斜体,以及 OpenType 特性和额外间距等额外的字体"
"设置。\n"
"要使用模拟的粗体变体:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fv = FontVariation.new()\n"
"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n"
"fv.set_variation_embolden(1.2)\n"
"$Label.add_theme_font_override(\"font\", fv)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"var fv = new FontVariation();\n"
"fv.SetBaseFont(ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Regular."
"ttf\"));\n"
"fv.SetVariationEmbolden(1.2);\n"
"GetNode(\"Label\").AddThemeFontOverride(\"font\", fv);\n"
"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要设置多个变体轴的坐标:\n"
"[codeblock]\n"
"var fv = FontVariation.new();\n"
"var ts = TextServerManager.get_primary_interface()\n"
"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n"
"fv.variation_opentype = { ts.name_to_tag(\"wght\"): 900, ts."
"name_to_tag(\"custom_hght\"): 900 }\n"
"[/codeblock]"
msgid ""
"Base font used to create a variation. If not set, default [Theme] font is "
"used."
msgstr "用于创建变体的基础字体。如果未设置,则使用默认的 [Theme] 字体。"
msgid ""
"A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-"
"us/typography/opentype/spec/featuretags]OpenType feature tags[/url]."
msgstr ""
"一组 OpenType 功能标签。更多信息:[url=https://docs.microsoft.com/en-us/"
"typography/opentype/spec/featuretags]OpenType 功能标签[/url]。"
msgid "Extra spacing at the bottom of the line in pixels."
msgstr "行底部的额外间距,单位为像素。"
msgid "Extra spacing between graphical glyphs."
msgstr "图形字形之间的额外间距。"
msgid "Extra width of the space glyphs."
msgstr "空格字形的额外宽度。"
msgid "Extra spacing at the top of the line in pixels."
msgstr "行顶部的额外间距,单位为像素。"
msgid ""
"If is not equal to zero, emboldens the font outlines. Negative values reduce "
"the outline thickness.\n"
"[b]Note:[/b] Emboldened fonts might have self-intersecting outlines, which "
"will prevent MSDF fonts and [TextMesh] from working correctly."
msgstr ""
"如果不等于零,则加粗字体轮廓。负值会减小轮廓厚度。\n"
"[b]注意:[/b]加粗字体可能有自相交的轮廓,这将阻止 MSDF 字体和 [TextMesh] 正常"
"工作。"
msgid "Active face index in the TrueType / OpenType collection file."
msgstr "在 TrueType / OpenType 集合文件中的活动字体索引。"
msgid ""
"Font OpenType variation coordinates. More info: [url=https://docs.microsoft."
"com/en-us/typography/opentype/spec/dvaraxisreg]OpenType variation tags[/"
"url].\n"
"[b]Note:[/b] This [Dictionary] uses OpenType tags as keys. Variation axes can "
"be identified both by tags ([int], e.g. [code]0x77678674[/code]) and names "
"([String], e.g. [code]wght[/code]). Some axes might be accessible by multiple "
"names. For example, [code]wght[/code] refers to the same axis as "
"[code]weight[/code]. Tags on the other hand are unique. To convert between "
"names and tags, use [method TextServer.name_to_tag] and [method TextServer."
"tag_to_name].\n"
"[b]Note:[/b] To get available variation axes of a font, use [method Font."
"get_supported_variation_list]."
msgstr ""
"字体 OpenType 变体坐标。详见:[url=https://docs.microsoft.com/en-us/"
"typography/opentype/spec/dvaraxisreg]OpenType 变体标签[/url]。\n"
"[b]注意:[/b]这个 [Dictionary] 使用 OpenType 标签作为键。变体轴既可以用标签来"
"标识([int],例如 [code]0x77678674[/code]),也可以用名称来标识([String],例"
"如 [code]wght[/code])。有些轴可以通过多个名称来访问。例如,[code]wght[/code] "
"和 [code]weight[/code] 引用的是同一个轴。而标签则是唯一的。要在名称和标签之间"
"转换,请使用 [method TextServer.name_to_tag] 和 [method TextServer."
"tag_to_name]。\n"
"[b]注意:[/b]要获取字体的可用变体轴,请使用 [method Font."
"get_supported_variation_list]。"
msgid ""
"2D transform, applied to the font outlines, can be used for slanting, "
"flipping and rotating glyphs.\n"
"For example, to simulate italic typeface by slanting, apply the following "
"transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code]."
msgstr ""
"应用于字体轮廓的 2D 变换,可用于倾斜、翻转和旋转字形。\n"
"例如,要通过倾斜来模拟斜体字体,请应用以下变换 [code]Transform2D(1.0, slant, "
"0.0, 1.0, 0.0, 0.0)[/code]。"
msgid "Emitted after the editor has automatically reloaded any extensions."
msgstr "在编辑器自动重新加载任何扩展后发出。"
msgid "A script implemented in the GDScript programming language."
msgstr "用 GDScript 编程语言实现的脚本。"
msgid ""
"A script implemented in the GDScript programming language, saved with the "
"[code].gd[/code] extension. The script extends the functionality of all "
"objects that instantiate it.\n"
"Calling [method new] creates a new instance of the script. [method Object."
"set_script] extends an existing object, if that object's class matches one of "
"the script's base classes.\n"
"If you are looking for GDScript's built-in functions, see [@GDScript] instead."
msgstr ""
"用 GDScript 编程语言实现的脚本,使用 [code].gd[/code] 扩展名保存。该脚本扩展了"
"将其实例化的所有对象的功能。\n"
"调用 [method new] 会创建该脚本的全新实例。如果现有对象的类与该脚本的基类相匹"
"配,那么 [method Object.set_script] 就能够扩展该对象。\n"
"如果你想要查看 GDScript 的内置函数,请移步 [@GDScript]。"
msgid "GDScript documentation index"
msgstr "GDScript 文档索引"
msgid ""
"Returns a new instance of the script.\n"
"For example:\n"
"[codeblock]\n"
"var MyClass = load(\"myclass.gd\")\n"
"var instance = MyClass.new()\n"
"assert(instance.get_script() == MyClass)\n"
"[/codeblock]"
msgstr ""
"返回该脚本的一个新实例化对象。\n"
"举例:\n"
"[codeblock]\n"
"var MyClass = load(\"myclass.gd\")\n"
"var instance = MyClass.new()\n"
"assert(instance.get_script() == MyClass)\n"
"[/codeblock]"
msgid ""
"A physics joint that allows for complex movement and rotation between two 3D "
"physics bodies."
msgstr "一种物理关节,允许在两个 3D 物理对象之间进行复杂的移动和旋转。"
msgid ""
"The [Generic6DOFJoint3D] (6 Degrees Of Freedom) joint allows for implementing "
"custom types of joints by locking the rotation and translation of certain "
"axes.\n"
"The first 3 DOF represent the linear motion of the physics bodies and the "
"last 3 DOF represent the angular motion of the physics bodies. Each axis can "
"be either locked, or limited."
msgstr ""
"[Generic6DOFJoint3D]6 Degrees Of Freedom六自由度关节允许通过锁定某些轴的"
"旋转和平移来实现自定义类型的关节。\n"
"前三个自由度代表物理体的线性运动,后三个自由度代表物理题的角度运动。每个轴都可"
"以进行锁定或限制。"
msgid ""
"The amount of rotational damping across the X axis.\n"
"The lower, the longer an impulse from one side takes to travel to the other "
"side."
msgstr ""
"跨 X 轴的旋转阻尼量。\n"
"越低,来自一侧的冲量到达另一侧的时间越长。"
msgid "If [code]true[/code], rotation across the X axis is limited."
msgstr "如果为 [code]true[/code],则跨越 X 轴的旋转将受到限制。"
msgid ""
"When rotating across the X axis, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
"当在X轴上旋转时这个误差容限系数定义了修正的速度被减慢的程度。值越低旋转越"
"慢。"
msgid ""
"The maximum amount of force that can occur, when rotating around the X axis."
msgstr "绕 X 轴旋转时所能产生的最大力。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the X axis."
msgstr "负方向的最小旋转,以挣脱并围绕 X 轴旋转。"
msgid ""
"The amount of rotational restitution across the X axis. The lower, the more "
"restitution occurs."
msgstr "X 轴上的旋转恢复量。值越小,产生的恢复量越大。"
msgid "The speed of all rotations across the X axis."
msgstr "跨越 X 轴的所有旋转的速度。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the X axis."
msgstr "正方向的最小旋转,以挣脱并绕 X 轴旋转。"
msgid ""
"The amount of rotational damping across the Y axis. The lower, the more "
"damping occurs."
msgstr "Y轴上的旋转阻尼量。值越小产生的阻尼就越大。"
msgid "If [code]true[/code], rotation across the Y axis is limited."
msgstr "如果为 [code]true[/code],则跨越 Y 轴的旋转将受到限制。"
msgid ""
"When rotating across the Y axis, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
"当在 Y 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转"
"越慢。"
msgid ""
"The maximum amount of force that can occur, when rotating around the Y axis."
msgstr "围绕 Y 轴旋转时,可能发生的最大力。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Y axis."
msgstr "负方向的最小旋转,以挣脱并围绕 Y 轴旋转。"
msgid ""
"The amount of rotational restitution across the Y axis. The lower, the more "
"restitution occurs."
msgstr "跨越 Y 轴的旋转恢复量。越低,发生的恢复量越大。"
msgid "The speed of all rotations across the Y axis."
msgstr "跨越 Y 轴的所有旋转的速度。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Y axis."
msgstr "正方向的最小旋转,以挣脱并绕 Y 轴旋转。"
msgid ""
"The amount of rotational damping across the Z axis. The lower, the more "
"damping occurs."
msgstr "跨越 Z 轴的旋转阻尼量。值越小,产生的阻尼就越大。"
msgid "If [code]true[/code], rotation across the Z axis is limited."
msgstr "如果为 [code]true[/code],则跨越 Z 轴的旋转将受到限制。"
msgid ""
"When rotating across the Z axis, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
"当在 Z 轴上旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转"
"越慢。"
msgid ""
"The maximum amount of force that can occur, when rotating around the Z axis."
msgstr "围绕 Z 轴旋转时,可能发生的最角度。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Z axis."
msgstr "负方向的最小旋转,以挣脱并围绕 Z 轴旋转。"
msgid ""
"The amount of rotational restitution across the Z axis. The lower, the more "
"restitution occurs."
msgstr "跨越 Z 轴的旋转恢复量。越低,发生的恢复量越大。"
msgid "The speed of all rotations across the Z axis."
msgstr "跨越 Z 轴的所有旋转的速度。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Z axis."
msgstr "正方向的最小旋转,并绕 Z 轴旋转。"
msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
msgstr "如果为 [code]true[/code],则启用 X 轴的旋转马达。"
msgid "Maximum acceleration for the motor at the X axis."
msgstr "在 X 轴旋转的最大加速度。"
msgid "Target speed for the motor at the X axis."
msgstr "X 轴上电机的目标速度。"
msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
msgstr "如果为 [code]true[/code],则启用 Y 轴的旋转马达。"
msgid "Maximum acceleration for the motor at the Y axis."
msgstr "电机在 X 轴的最大加速度。"
msgid "Target speed for the motor at the Y axis."
msgstr "电机在 Y 轴的目标速度。"
msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
msgstr "如果为 [code]true[/code],则启用 Z 轴的旋转马达。"
msgid "Maximum acceleration for the motor at the Z axis."
msgstr "电机在 Z 轴的最大加速度。"
msgid "Target speed for the motor at the Z axis."
msgstr "Z 轴上电机的目标速度。"
msgid "The amount of damping that happens at the X motion."
msgstr "发生在 X 运动的阻尼量。"
msgid "If [code]true[/code], the linear motion across the X axis is limited."
msgstr "如果为 [code]true[/code],则跨越 X 轴的线性运动将受到限制。"
msgid "The minimum difference between the pivot points' X axis."
msgstr "轴心点的 X 轴之间的最小差异。"
msgid ""
"The amount of restitution on the X axis movement. The lower, the more "
"momentum gets lost."
msgstr "X 轴运动的恢复量。越低,动量损失越大。"
msgid ""
"A factor applied to the movement across the X axis. The lower, the slower the "
"movement."
msgstr "应用于 X 轴上移动的一个系数。值越低,移动的就越慢。"
msgid "The maximum difference between the pivot points' X axis."
msgstr "轴心点的 X 轴之间的最大差异。"
msgid "The amount of damping that happens at the Y motion."
msgstr "发生在 Y 运动的阻尼量。"
msgid "If [code]true[/code], the linear motion across the Y axis is limited."
msgstr "如果为 [code]true[/code],则跨越 Y 轴的线性运动将受到限制。"
msgid "The minimum difference between the pivot points' Y axis."
msgstr "轴心点的 Y 轴之间的最小差异。"
msgid ""
"The amount of restitution on the Y axis movement. The lower, the more "
"momentum gets lost."
msgstr "Y 轴运动的恢复量。值越低,动量损失越大。"
msgid ""
"A factor applied to the movement across the Y axis. The lower, the slower the "
"movement."
msgstr "应用于 Y 轴上移动的一个系数。值越低,移动的就越慢。"
msgid "The maximum difference between the pivot points' Y axis."
msgstr "轴心点的 Y 轴之间的最大差异。"
msgid "The amount of damping that happens at the Z motion."
msgstr "发生在 Z 运动的阻尼量。"
msgid "If [code]true[/code], the linear motion across the Z axis is limited."
msgstr "如果为 [code]true[/code],则跨越 Z 轴的线性运动将受到限制。"
msgid "The minimum difference between the pivot points' Z axis."
msgstr "轴心点的 Z 轴之间的最小差异。"
msgid ""
"The amount of restitution on the Z axis movement. The lower, the more "
"momentum gets lost."
msgstr "Y 轴运动的恢复量。越低,动量损失越大。"
msgid ""
"A factor applied to the movement across the Z axis. The lower, the slower the "
"movement."
msgstr "适用于跨 Z 轴移动的一个系数。值越低,移动的就越慢。"
msgid "The maximum difference between the pivot points' Z axis."
msgstr "轴心点的 Z 轴之间的最大差异。"
msgid ""
"If [code]true[/code], then there is a linear motor on the X axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
"如果为 [code]true[/code],则 X 轴上存在线性马达。它将试图达到目标速度,同时保"
"持在力的限度内。"
msgid ""
"The maximum force the linear motor can apply on the X axis while trying to "
"reach the target velocity."
msgstr "当尝试达到目标速度时,线性马达可以在 X 轴上应用的最大力。"
msgid "The speed that the linear motor will attempt to reach on the X axis."
msgstr "线性马达在 X 轴上尝试达到的速度。"
msgid ""
"If [code]true[/code], then there is a linear motor on the Y axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
"如果为 [code]true[/code],则 Y 轴上存在线性马达。它将试图达到目标速度,同时保"
"持在力的限度内。"
msgid ""
"The maximum force the linear motor can apply on the Y axis while trying to "
"reach the target velocity."
msgstr "直线电机在试图达到目标速度时可施加在 Y 轴上的最大力。"
msgid "The speed that the linear motor will attempt to reach on the Y axis."
msgstr "线性马达在 Y 轴上将会达到的速度。"
msgid ""
"If [code]true[/code], then there is a linear motor on the Z axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
"如果为 [code]true[/code],则 Z 轴上存在线性马达。它将试图达到目标速度,同时保"
"持在力的限度内。"
msgid ""
"The maximum force the linear motor can apply on the Z axis while trying to "
"reach the target velocity."
msgstr "当试图达到目标速度时,线性马达可以在 X 轴上应用的最大力。"
msgid "The speed that the linear motor will attempt to reach on the Z axis."
msgstr "线性马达在 Z 轴上试图达到的速度。"
msgid "The minimum difference between the pivot points' axes."
msgstr "轴心点的轴之间的最小差异。"
msgid "The maximum difference between the pivot points' axes."
msgstr "轴心点的轴之间的最大差异。"
msgid ""
"A factor applied to the movement across the axes. The lower, the slower the "
"movement."
msgstr "适用于跨轴移动的一个系数。值越低,移动的就越慢。"
msgid ""
"The amount of restitution on the axes' movement. The lower, the more momentum "
"gets lost."
msgstr "轴的运动的恢复量。值越低,动量损失越大。"
msgid "The amount of damping that happens at the linear motion across the axes."
msgstr "发生在跨轴线性运动的阻尼量。"
msgid "The velocity the linear motor will try to reach."
msgstr "线性马达将尝试达到的速度。"
msgid ""
"The maximum force the linear motor will apply while trying to reach the "
"velocity target."
msgstr "线性马达在试图达到速度目标时将施加的最大力。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the axes."
msgstr "负方向的最小旋转,以脱离和绕轴旋转。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the axes."
msgstr "正方向的最小旋转,以挣脱和绕轴旋转。"
msgid "The speed of all rotations across the axes."
msgstr "所有跨轴旋转的速度。"
msgid ""
"The amount of rotational damping across the axes. The lower, the more damping "
"occurs."
msgstr "跨该轴的旋转阻尼量。值越低,发生的阻尼就越多。"
msgid ""
"The amount of rotational restitution across the axes. The lower, the more "
"restitution occurs."
msgstr "在各轴上的旋转恢复量。值越低,发生的恢复量越大。"
msgid ""
"The maximum amount of force that can occur, when rotating around the axes."
msgstr "围绕 Z 轴旋转时,可能发生的最大力。"
msgid ""
"When rotating across the axes, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
"当跨轴旋转时,这个误差容限系数定义了修正的速度被减慢的程度。值越低,旋转越慢。"
msgid "Target speed for the motor at the axes."
msgstr "轴上电机的目标速度。"
msgid "Maximum acceleration for the motor at the axes."
msgstr "马达在轴上的最大加速度。"
msgid "If enabled, linear motion is possible within the given limits."
msgstr "如果启用,在给定范围内可以进行线性运动。"
msgid "If enabled, rotational motion is possible within the given limits."
msgstr "如果启用,在给定的限度内可以进行旋转运动。"
msgid "If enabled, there is a rotational motor across these axes."
msgstr "如果启用,则存在跨这些轴的旋转马达。"
msgid "If enabled, there is a linear motor across these axes."
msgstr "如果启用,则存在跨这些轴的线性马达。"
msgid "Represents the size of the [enum Flag] enum."
msgstr "代表 [enum Flag] 枚举的大小。"
msgid "Provides methods for some common 2D geometric operations."
msgstr "提供常见 2D 几何运算的方法。"
msgid ""
"Provides a set of helper functions to create geometric shapes, compute "
"intersections between shapes, and process various other geometric operations "
"in 2D."
msgstr ""
"为创建几何形状,计算形状之间的交集,以及处理 2D 中的各种其他几何操作提供了一组"
"辅助函数。"
msgid ""
"Clips [param polygon_a] against [param polygon_b] and returns an array of "
"clipped polygons. This performs [constant OPERATION_DIFFERENCE] between "
"polygons. Returns an empty array if [param polygon_b] completely overlaps "
"[param polygon_a].\n"
"If [param polygon_b] is enclosed by [param polygon_a], returns an outer "
"polygon (boundary) and inner polygon (hole) which could be distinguished by "
"calling [method is_polygon_clockwise]."
msgstr ""
"根据 [param polygon_b] 裁剪 [param polygon_a],并返回一组裁剪后的多边形。这会"
"在多边形之间执行 [constant OPERATION_DIFFERENCE]。如果 [param polygon_b] 与 "
"[param polygon_a] 完全重叠,则返回一个空数组。\n"
"如果 [param polygon_b] 被 [param polygon_a] 包围,则返回一个外多边形(边界)和"
"一个内多边形(孔),可以通过调用 [method is_polygon_clockwise] 来区分。"
msgid ""
"Clips [param polyline] against [param polygon] and returns an array of "
"clipped polylines. This performs [constant OPERATION_DIFFERENCE] between the "
"polyline and the polygon. This operation can be thought of as cutting a line "
"with a closed shape."
msgstr ""
"根据 [param polygon] 裁剪 [param polyline],并返回一组裁剪后的折线。这会在折线"
"和多边形之间执行 [constant OPERATION_DIFFERENCE]。这个操作可以被认为是用一个封"
"闭的形状切割一条线。"
msgid ""
"Given an array of [Vector2]s, returns the convex hull as a list of points in "
"counterclockwise order. The last point is the same as the first one."
msgstr ""
"给出一个 [Vector2] 的数组,以逆时针的顺序返回凸面的点的列表。最后一个点与第一"
"个点相同。"
msgid ""
"Decomposes the [param polygon] into multiple convex hulls and returns an "
"array of [PackedVector2Array]."
msgstr ""
"将 [param polygon] 分解为多个凸面,并返回一个 [PackedVector2Array] 的数组。"
msgid ""
"Mutually excludes common area defined by intersection of [param polygon_a] "
"and [param polygon_b] (see [method intersect_polygons]) and returns an array "
"of excluded polygons. This performs [constant OPERATION_XOR] between "
"polygons. In other words, returns all but common area between polygons.\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
"相互排除由 [param polygon_a] 和 [param polygon_b] 的交集(参见 [method "
"intersect_polygons])定义的公共区域,并返回一组排除的多边形。这会在多边形之间"
"执行 [constant OPERATION_XOR]。换句话说,返回各多边形之间除公共区域之外的所有"
"区域。\n"
"该操作可能会产生一个外多边形(边界)和一个内多边形(孔),这可以通过调用 "
"[method is_polygon_clockwise] 来区分。"
msgid ""
"Returns the 2D point on the 2D segment ([param s1], [param s2]) that is "
"closest to [param point]. The returned point will always be inside the "
"specified segment."
msgstr ""
"返回 2D 线段 ([param s1], [param s2]) 上与 [param point] 最接近的 2D 点。返回"
"的点始终在指定的线段上。"
msgid ""
"Returns the 2D point on the 2D line defined by ([param s1], [param s2]) that "
"is closest to [param point]. The returned point can be inside the segment "
"([param s1], [param s2]) or outside of it, i.e. somewhere on the line "
"extending from the segment."
msgstr ""
"返回 2D 直线 ([param s1], [param s2]) 上与 [param point] 最接近的 2D 点。返回"
"的点可能在 ([param s1], [param s2]) 线段上,也有可能不在,即直线上该线段之外的"
"部分。"
msgid ""
"Given the two 2D segments ([param p1], [param q1]) and ([param p2], [param "
"q2]), finds those two points on the two segments that are closest to each "
"other. Returns a [PackedVector2Array] that contains this point on ([param "
"p1], [param q1]) as well the accompanying point on ([param p2], [param q2])."
msgstr ""
"给定两个 2D 线段 ([param p1], [param q1]) 和 ([param p2], [param q2]),找出这"
"两个线段见距离最近的两个点。返回 [PackedVector2Array],包含 ([param p1], "
"[param q1]) 和 ([param p2], [param q2]) 上的点。"
msgid ""
"Intersects [param polygon_a] with [param polygon_b] and returns an array of "
"intersected polygons. This performs [constant OPERATION_INTERSECTION] between "
"polygons. In other words, returns common area shared by polygons. Returns an "
"empty array if no intersection occurs.\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
"将 [param polygon_a] 与 [param polygon_b] 相交,并返回一组相交的多边形。这会在"
"多边形之间执行 [constant OPERATION_INTERSECTION]。换句话说,返回由各多边形共享"
"的公共区域。如果没有交集,则返回一个空数组。\n"
"该操作可能会产生一个外多边形(边界)和一个内多边形(孔),这可以通过调用 "
"[method is_polygon_clockwise] 来区分。"
msgid ""
"Intersects [param polyline] with [param polygon] and returns an array of "
"intersected polylines. This performs [constant OPERATION_INTERSECTION] "
"between the polyline and the polygon. This operation can be thought of as "
"chopping a line with a closed shape."
msgstr ""
"将 [param polyline] 与 [param polygon] 相交,并返回一组相交的折线。这会在折线"
"和多边形之间执行 [constant OPERATION_INTERSECTION]。这个操作可以被认为是用一个"
"封闭的形状切割一条线。"
msgid ""
"Returns [code]true[/code] if [param point] is inside the circle or if it's "
"located exactly [i]on[/i] the circle's boundary, otherwise returns "
"[code]false[/code]."
msgstr ""
"如果 [param point] 在圆内或恰好位于圆的边界[i]上[/i],则返回 [code]true[/"
"code];否则返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if [param point] is inside [param polygon] or if "
"it's located exactly [i]on[/i] polygon's boundary, otherwise returns "
"[code]false[/code]."
msgstr ""
"如果 [param point] 在 [param polygon] 内或者它恰好位于多边形的边界[i]上[/i]"
"则返回 [code]true[/code];否则返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if [param polygon]'s vertices are ordered in "
"clockwise order, otherwise returns [code]false[/code]."
msgstr ""
"如果 [param polygon] 的顶点按顺时针顺序排序,则返回 [code]true[/code];否则返"
"回 [code]false[/code]。"
msgid ""
"Checks if the two lines ([param from_a], [param dir_a]) and ([param from_b], "
"[param dir_b]) intersect. If yes, return the point of intersection as "
"[Vector2]. If no intersection takes place, returns [code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
"检查两条直线 ([param from_a], [param dir_a]) 和 ([param from_b], [param "
"dir_b]) 是否相交。如果相交,则返回交点 [Vector2]。如果不相交,则返回 "
"[code]null[/code]。\n"
"[b]注意:[/b]直线使用方向向量指定,而不是终点。"
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
"returned dictionary has two keys: [code]points[/code] is a "
"[PackedVector2Array] that specifies the positions of each tile, [code]size[/"
"code] contains the overall size of the whole atlas as [Vector2i]."
msgstr ""
"给定一个表示图块的 [Vector2] 数组,构建一个图集。返回的字典有两个键:"
"[code]points[/code] 是一个 [PackedVector2Array],指定每个图块的位置;"
"[code]size[/code] 包含整个图集的整体大小,是一个 [Vector2i]。"
msgid ""
"Merges (combines) [param polygon_a] and [param polygon_b] and returns an "
"array of merged polygons. This performs [constant OPERATION_UNION] between "
"polygons.\n"
"The operation may result in an outer polygon (boundary) and multiple inner "
"polygons (holes) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
"合并(结合)[param polygon_a] 和 [param polygon_b],并返回一组合并的多边形。这"
"在多边形之间执行 [constant OPERATION_UNION]。\n"
"该操作可能会产生一个外部多边形(边界)和多个内部多边形(孔),可以通过调用 "
"[method is_polygon_clockwise] 来区分它们。"
msgid ""
"Inflates or deflates [param polygon] by [param delta] units (pixels). If "
"[param delta] is positive, makes the polygon grow outward. If [param delta] "
"is negative, shrinks the polygon inward. Returns an array of polygons because "
"inflating/deflating may result in multiple discrete polygons. Returns an "
"empty array if [param delta] is negative and the absolute value of it "
"approximately exceeds the minimum bounding rectangle dimensions of the "
"polygon.\n"
"Each polygon's vertices will be rounded as determined by [param join_type], "
"see [enum PolyJoinType].\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise].\n"
"[b]Note:[/b] To translate the polygon's vertices specifically, multiply them "
"to a [Transform2D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), "
"Vector2(100, 100), Vector2(0, 100)])\n"
"var offset = Vector2(50, 50)\n"
"polygon = Transform2D(0, offset) * polygon\n"
"print(polygon) # prints [(50, 50), (150, 50), (150, 150), (50, 150)]\n"
"[/gdscript]\n"
"[csharp]\n"
"var polygon = new Vector2[] { new Vector2(0, 0), new Vector2(100, 0), new "
"Vector2(100, 100), new Vector2(0, 100) };\n"
"var offset = new Vector2(50, 50);\n"
"polygon = new Transform2D(0, offset) * polygon;\n"
"GD.Print((Variant)polygon); // prints [(50, 50), (150, 50), (150, 150), (50, "
"150)]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"按 [param delta] 单位(像素)膨胀或缩小 [param polygon]。如果 [param delta] 为"
"正,则使多边形向外增长。如果 [param delta] 为负,则使多边形向内收缩。返回一个"
"多边形数组,因为膨胀/收缩可能会产生多个离散的多边形。如果 [param delta] 为负,"
"且其绝对值大约超过多边形的最小边界矩形尺寸,则返回一个空数组。\n"
"每个多边形的顶点将根据 [param join_type] 决定进行舍入,参见 [enum "
"PolyJoinType]。\n"
"该操作可能会产生一个外部多边形(边界)和内部多边形(孔),这可以通过调用 "
"[method is_polygon_clockwise] 来区分。\n"
"[b]注意:[/b]要具体平移多边形的顶点,将它们乘以一个 [Transform2D]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), "
"Vector2(100, 100), Vector2(0, 100)])\n"
"var offset = Vector2(50, 50)\n"
"polygon = Transform2D(0, offset) * polygon\n"
"print(polygon) # 输出 [(50, 50), (150, 50), (150, 150), (50, 150)]\n"
"[/gdscript]\n"
"[csharp]\n"
"var polygon = new Vector2[] { new Vector2(0, 0), new Vector2(100, 0), new "
"Vector2(100, 100), new Vector2(0, 100) };\n"
"var offset = new Vector2(50, 50);\n"
"polygon = new Transform2D(0, offset) * polygon;\n"
"GD.Print((Variant)polygon); // 输出 [(50, 50), (150, 50), (150, 150), (50, "
"150)]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Inflates or deflates [param polyline] by [param delta] units (pixels), "
"producing polygons. If [param delta] is positive, makes the polyline grow "
"outward. Returns an array of polygons because inflating/deflating may result "
"in multiple discrete polygons. If [param delta] is negative, returns an empty "
"array.\n"
"Each polygon's vertices will be rounded as determined by [param join_type], "
"see [enum PolyJoinType].\n"
"Each polygon's endpoints will be rounded as determined by [param end_type], "
"see [enum PolyEndType].\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
"将 [param polyline] 膨胀或缩小 [param delta] 个单位(像素),以产生多边形。如"
"果 [param delta] 为正,则使折线向外增长。返回一组多边形,因为膨胀/收缩可能会产"
"生多个离散的多边形。如果 [param delta] 为负,则返回一个空数组。\n"
"每个多边形的顶点将由 [param join_type] 决定进行舍入,参见 [enum "
"PolyJoinType]。\n"
"每个多边形的端点将由 [param end_type] 决定进行舍入,参见 [enum "
"PolyEndType]。\n"
"该操作可能会产生一个外多边形(边界)和一个内多边形(孔),这可以通过调用 "
"[method is_polygon_clockwise] 来区分。"
msgid ""
"Returns if [param point] is inside the triangle specified by [param a], "
"[param b] and [param c]."
msgstr ""
"返回 [param point] 是否位于由 [param a]、[param b]、[param c] 指定的三角形中。"
msgid ""
"Given the 2D segment ([param segment_from], [param segment_to]), returns the "
"position on the segment (as a number between 0 and 1) at which the segment "
"hits the circle that is located at position [param circle_position] and has "
"radius [param circle_radius]. If the segment does not intersect the circle, "
"-1 is returned (this is also the case if the line extending the segment would "
"intersect the circle, but the segment does not)."
msgstr ""
"给定 2D 线段 ([param segment_from], [param segment_to]),返回该线段与圆相交的"
"位置0 和 1 之间的数),这个圆位于 [param circle_position],半径为 [param "
"circle_radius]。如果该线段与圆不相交,则返回 -1同样也适用于这条线段的延长线"
"所在的直线与圆相交,而线段本身不相交的情况)。"
msgid ""
"Checks if the two segments ([param from_a], [param to_a]) and ([param "
"from_b], [param to_b]) intersect. If yes, return the point of intersection as "
"[Vector2]. If no intersection takes place, returns [code]null[/code]."
msgstr ""
"检查两条线段 ([param from_a], [param to_a]) 和 ([param from_b], [param to_b]) "
"是否相交。如果相交,则返回交点 [Vector2]。如果不相交,则返回 [code]null[/"
"code]。"
msgid ""
"Triangulates the area specified by discrete set of [param points] such that "
"no point is inside the circumcircle of any resulting triangle. Returns a "
"[PackedInt32Array] where each triangle consists of three consecutive point "
"indices into [param points] (i.e. the returned array will have [code]n * 3[/"
"code] elements, with [code]n[/code] being the number of found triangles). If "
"the triangulation did not succeed, an empty [PackedInt32Array] is returned."
msgstr ""
"对由离散的 [param points] 集指定的区域进行三角化,使得任何点都不在任何生成的三"
"角形的外接圆内。返回一个 [PackedInt32Array],其中每个三角形由 [param points] "
"中的三个连续点的索引组成(即返回的数组将具有 [code]n * 3[/code] 个元素,其中 "
"[code]n[/code] 是找到的三角形的数量)。如果三角化没有成功,则返回一个空的 "
"[PackedInt32Array]。"
msgid ""
"Triangulates the polygon specified by the points in [param polygon]. Returns "
"a [PackedInt32Array] where each triangle consists of three consecutive point "
"indices into [param polygon] (i.e. the returned array will have [code]n * 3[/"
"code] elements, with [code]n[/code] being the number of found triangles). "
"Output triangles will always be counter clockwise, and the contour will be "
"flipped if it's clockwise. If the triangulation did not succeed, an empty "
"[PackedInt32Array] is returned."
msgstr ""
"对由 [param polygon] 中的点指定的多边形进行三角化。 返回一个 "
"[PackedInt32Array],其中每个三角形由 [param polygon] 中的三个连续点的索引组成"
"(即返回的数组将具有 [code]n * 3[/code] 个元素,其中 [code]n[/code] 是找到的三"
"角形的数量)。输出三角形将始终为逆时针旋转,如果为顺时针旋转,则轮廓将翻转。如"
"果三角化没有成功,则返回一个空的 [PackedInt32Array]。"
msgid ""
"Create regions where either subject or clip polygons (or both) are filled."
msgstr "创建区域,其中主体或剪辑多边形(或两者)被填充。"
msgid ""
"Create regions where subject polygons are filled except where clip polygons "
"are filled."
msgstr "创建主体多边形被填充的区域,但剪辑多边形被填充的区域除外。"
msgid "Create regions where both subject and clip polygons are filled."
msgstr "创建主体和剪辑多边形都被填充的区域。"
msgid ""
"Create regions where either subject or clip polygons are filled but not where "
"both are filled."
msgstr "创建主体或剪辑多边形被填充的区域,但不是两者都被填充的区域。"
msgid ""
"Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/"
"code]."
msgstr "在 [code]1 * delta[/code] 的所有凸边连接处均匀地应用平方。"
msgid ""
"While flattened paths can never perfectly trace an arc, they are approximated "
"by a series of arc chords."
msgstr ""
"虽然扁平化路径不可能完美地追踪一个弧线,但它们可以通过一系列弧弦来近似。"
msgid ""
"There's a necessary limit to mitered joins since offsetting edges that join "
"at very acute angles will produce excessively long and narrow \"spikes\". For "
"any given edge join, when miter offsetting would exceed that maximum "
"distance, \"square\" joining is applied."
msgstr ""
"对斜接有一个必要的限制,因为以非常尖锐的角度连接的边缘偏移会产生过长和过窄的 "
"\"尖刺\"。对于任何给定的边缘连接,当斜接偏移会超过最大距离时,就采用 \"方形 "
"\"连接。"
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polygon."
msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形。"
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polyline."
msgstr "端点使用 [enum PolyJoinType] 值连接,路径被填充为多边形线。"
msgid "Endpoints are squared off with no extension."
msgstr "端点是方形的,没有延伸。"
msgid "Endpoints are squared off and extended by [code]delta[/code] units."
msgstr "端点被平方化并扩展了 [code]delta[/code] 单位。"
msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
msgstr "端点被四舍五入,并以 [code]delta[/code] 为单位进行扩展。"
msgid "Provides methods for some common 3D geometric operations."
msgstr "提供常见 3D 几何运算的方法。"
msgid ""
"Provides a set of helper functions to create geometric shapes, compute "
"intersections between shapes, and process various other geometric operations "
"in 3D."
msgstr ""
"为创建几何形状,计算形状之间的交集,以及处理 3D 中的各种其他几何操作提供了一组"
"辅助函数。"
msgid ""
"Returns an array with 6 [Plane]s that describe the sides of a box centered at "
"the origin. The box size is defined by [param extents], which represents one "
"(positive) corner of the box (i.e. half its actual size)."
msgstr ""
"返回一个包含 6 个 [Plane] 的数组,这些 [Plane] 描述以原点为中心的盒子的边。盒"
"子大小由 [param extents] 定义,它代表盒子的一个(正)角(即实际大小的一半)。"
msgid ""
"Returns an array of [Plane]s closely bounding a faceted capsule centered at "
"the origin with radius [param radius] and height [param height]. The "
"parameter [param sides] defines how many planes will be generated for the "
"side part of the capsule, whereas [param lats] gives the number of "
"latitudinal steps at the bottom and top of the capsule. The parameter [param "
"axis] describes the axis along which the capsule is oriented (0 for X, 1 for "
"Y, 2 for Z)."
msgstr ""
"返回一个 [Plane] 的数组,这些 [Plane] 紧密围绕着以原点为中心的多面胶囊,该胶囊"
"半径为 [param radius]、高度为 [param height]。参数 [param sides] 定义了将为胶"
"囊的侧面部分生成多少个平面,而 [param lats] 给出了胶囊底部和顶部的纬向步数。参"
"数 [param axis] 描述了胶囊的方向轴0 代表 X1 代表 Y2 代表 Z。"
msgid ""
"Returns an array of [Plane]s closely bounding a faceted cylinder centered at "
"the origin with radius [param radius] and height [param height]. The "
"parameter [param sides] defines how many planes will be generated for the "
"round part of the cylinder. The parameter [param axis] describes the axis "
"along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z)."
msgstr ""
"返回一组 [Plane],这些 [Plane] 紧密围绕着以原点为中心的多面圆柱体,该圆柱体半"
"径为 [param radius]、高度为 [param height] 。参数 [param sides] 定义了将为圆柱"
"体的圆形部分生成多少个平面。参数 [param axis] 描述了圆柱体的方向轴0 代表 X"
"1 代表 Y2 代表 Z。"
msgid ""
"Clips the polygon defined by the points in [param points] against the [param "
"plane] and returns the points of the clipped polygon."
msgstr ""
"将 [param points] 中的点所定义的多边形,裁剪该 [param plane] 并返回该裁剪后的"
"多边形的点。"
msgid ""
"Calculates and returns all the vertex points of a convex shape defined by an "
"array of [param planes]."
msgstr "计算并返回由一组 [param planes] 定义的凸形状的所有顶点。"
msgid ""
"Returns the 3D point on the 3D segment ([param s1], [param s2]) that is "
"closest to [param point]. The returned point will always be inside the "
"specified segment."
msgstr ""
"返回 3D 线段 ([param s1], [param s2]) 上与 [param point] 最近的 3D 点。返回的"
"点始终在指定的线段内部。"
msgid ""
"Returns the 3D point on the 3D line defined by ([param s1], [param s2]) that "
"is closest to [param point]. The returned point can be inside the segment "
"([param s1], [param s2]) or outside of it, i.e. somewhere on the line "
"extending from the segment."
msgstr ""
"返回直线上与 [param point] 最近的 3D 点,该直线由 ([param s1], [param s2]) 定"
"义。返回的点可能在线段 ([param s1], [param s2]) 上,也可能不在,即位于线段的延"
"长线上。"
msgid ""
"Given the two 3D segments ([param p1], [param p2]) and ([param q1], [param "
"q2]), finds those two points on the two segments that are closest to each "
"other. Returns a [PackedVector3Array] that contains this point on ([param "
"p1], [param p2]) as well the accompanying point on ([param q1], [param q2])."
msgstr ""
"给定两个 3D 线段 ([param p1], [param p2]) 和 ([param q1], [param q2]),找出这"
"两个线段见距离最近的两个点。返回 [PackedVector3Array],包含 ([param p1], "
"[param q1]) 和 ([param p2], [param q2]) 上的点。"
msgid ""
"Returns a [Vector3] containing weights based on how close a 3D position "
"([param point]) is to a triangle's different vertices ([param a], [param b] "
"and [param c]). This is useful for interpolating between the data of "
"different vertices in a triangle. One example use case is using this to "
"smoothly rotate over a mesh instead of relying solely on face normals.\n"
"[url=https://en.wikipedia.org/wiki/Barycentric_coordinate_system]Here is a "
"more detailed explanation of barycentric coordinates.[/url]"
msgstr ""
"返回一个 [Vector3],其中包含基于 3D 位置([param point])与三角形不同顶点"
"[param a]、[param b] 和 [param c])的接近程度的权重。这对于在三角形中不同顶"
"点的数据之间进行插值非常有用。一个示例用例是使用它在网格上平滑旋转,而不是仅仅"
"依赖于面法线。\n"
"[url=https://en.wikipedia.org/wiki/Barycentric_coordinate_system]这里是重心坐"
"标的更详细解释。[/url]"
msgid ""
"Tests if the 3D ray starting at [param from] with the direction of [param "
"dir] intersects the triangle specified by [param a], [param b] and [param c]. "
"If yes, returns the point of intersection as [Vector3]. If no intersection "
"takes place, returns [code]null[/code]."
msgstr ""
"测试起始于 [param from]、方向为 [param dir] 的 3D 射线是否与 [param a]、"
"[param b]、[param c] 构成的三角形相交。如果相交则返回交点 [Vector3]。如果不相"
"交则返回 [code]null[/code]。"
msgid ""
"Given a convex hull defined though the [Plane]s in the array [param planes], "
"tests if the segment ([param from], [param to]) intersects with that hull. If "
"an intersection is found, returns a [PackedVector3Array] containing the point "
"the intersection and the hull's normal. Otherwise, returns an empty array."
msgstr ""
"给定一个通过数组 [param planes] 中的 [Plane] 定义的凸面体,测试线段([param "
"from][param to])是否与该面体相交。如果找到交点,则返回一个 "
"[PackedVector3Array],其中包含交点和凸面体的法线。否则,返回一个空数组。"
msgid ""
"Checks if the segment ([param from], [param to]) intersects the cylinder with "
"height [param height] that is centered at the origin and has radius [param "
"radius]. If no, returns an empty [PackedVector3Array]. If an intersection "
"takes place, the returned array contains the point of intersection and the "
"cylinder's normal at the point of intersection."
msgstr ""
"检查线段([param from][param to])是否与以原点为中心且高度为 [param "
"height]、半径为 [param radius] 的圆柱相交。如果不相交,则返回一个空的 "
"[PackedVector3Array]。如果相交,则返回的数组包含交点和圆柱体在交点处的法线。"
msgid ""
"Checks if the segment ([param from], [param to]) intersects the sphere that "
"is located at [param sphere_position] and has radius [param sphere_radius]. "
"If no, returns an empty [PackedVector3Array]. If yes, returns a "
"[PackedVector3Array] containing the point of intersection and the sphere's "
"normal at the point of intersection."
msgstr ""
"检查线段([param from][param to])是否与球心位于 [param sphere_position] 且"
"半径为 [param sphere_radius] 的球体相交。如果不相交,则返回一个空的 "
"[PackedVector3Array]。如果相交,则返回一个 [PackedVector3Array],其中包含交点"
"和球体在交点处的法线。"
msgid ""
"Tests if the segment ([param from], [param to]) intersects the triangle "
"[param a], [param b], [param c]. If yes, returns the point of intersection as "
"[Vector3]. If no intersection takes place, returns [code]null[/code]."
msgstr ""
"测试线段([param from][param to])是否与三角形 [param a]、[param b]、[param "
"c] 相交。如果相交,则将交点作为 [Vector3] 返回。如果不相交,则返回 "
"[code]null[/code]。"
msgid "Base node for geometry-based visual instances."
msgstr "基于几何图形的视觉实例的基础节点。"
msgid ""
"Base node for geometry-based visual instances. Shares some common "
"functionality like visibility and custom materials."
msgstr ""
"基于几何图形的视觉实例的基础节点。分享一些共同的机制,如可见性和自定义材质。"
msgid "Visibility ranges (HLOD)"
msgstr "可见范围HLOD"
msgid "Get the value of a shader parameter as set on this instance."
msgstr "获取在该实例上设置的着色器参数值。"
msgid ""
"Set the value of a shader uniform for this instance only ([url=$DOCS_URL/"
"tutorials/shaders/shader_reference/shading_language.html#per-instance-"
"uniforms]per-instance uniform[/url]). See also [method ShaderMaterial."
"set_shader_parameter] to assign a uniform on all instances using the same "
"[ShaderMaterial].\n"
"[b]Note:[/b] For a shader uniform to be assignable on a per-instance basis, "
"it [i]must[/i] be defined with [code]instance uniform ...[/code] rather than "
"[code]uniform ...[/code] in the shader code.\n"
"[b]Note:[/b] [param name] is case-sensitive and must match the name of the "
"uniform in the code exactly (not the capitalized name in the inspector).\n"
"[b]Note:[/b] Per-instance shader uniforms are currently only available in 3D, "
"so there is no 2D equivalent of this method."
msgstr ""
"仅为该实例设置一个着色器 uniform 值([url=$DOCS_URL/tutorials/shaders/"
"shader_reference/shading_language.html#per-instance-uniforms]每实例 uniform[/"
"url] 。另请参阅 [method ShaderMaterial.set_shader_parameter] 以使用相同的 "
"[ShaderMaterial] 在所有实例上分配一个 uniform。\n"
"[b]注意:[/b]要在每个实例的基础上分配一个着色器 uniform则[i]必须[/i]在着色器"
"代码中,使用 [code]instance uniform ...[/code],而不是 [code]uniform ...[/"
"code] 来定义。\n"
"[b]注意:[/b][param name] 是区分大小写的,并且必须与代码中的 uniform 名称完全"
"匹配(而不是检查器中大写的名称)。\n"
"[b]注意:[/b]逐实例着色器 uniform 目前仅在 3D 中可用,因此没有该方法的 2D 等效"
"方法。"
msgid ""
"The selected shadow casting flag. See [enum ShadowCastingSetting] for "
"possible values."
msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。"
msgid ""
"Overrides the bounding box of this node with a custom one. This can be used "
"to avoid the expensive [AABB] recalculation that happens when a skeleton is "
"used with a [MeshInstance3D] or to have fine control over the "
"[MeshInstance3D]'s bounding box. To use the default AABB, set value to an "
"[AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set "
"[member custom_aabb] to a very large AABB that covers your entire game world "
"such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To "
"disable all forms of culling (including occlusion culling), call [method "
"RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s "
"[RID]."
msgstr ""
"使用自定义边界框覆盖该节点的边界框。骨架使用 [MeshInstance3D] 时可以避免重新计"
"算 [AABB] 节省性能,也可以用来对 [MeshInstance3D] 的边界框进行精确控制。要使用"
"默认的 AABB请将其设为所有字段均为 [code]0.0[/code] 的 [AABB]。要避免视锥剔"
"除,请将 [member custom_aabb] 设为大到能够覆盖整个游戏世界的 AABB例如 "
"[code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]。要禁用所有形式"
"的剔除(包括遮挡剔除),请使用该 [GeometryInstance3D] 的 [RID] 调用 [method "
"RenderingServer.instance_set_ignore_culling]。"
msgid ""
"The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to "
"increase its cull box."
msgstr ""
"添加到 GeometryInstance3D 的边界框([AABB]),以增加其剔除框的额外距离。"
msgid ""
"The texel density to use for lightmapping in [LightmapGI]. Greater scale "
"values provide higher resolution in the lightmap, which can result in sharper "
"shadows for lights that have both direct and indirect light baked. However, "
"greater scale values will also increase the space taken by the mesh in the "
"lightmap texture, which increases the memory, storage, and bake time "
"requirements. When using a single mesh at different scales, consider "
"adjusting this value to keep the lightmap texel density consistent across "
"meshes."
msgstr ""
"[LightmapGI] 中用于光照贴图的纹素密度。较大的缩放值可在光照贴图中提供更高的分"
"辨率,这可以为同时烘焙了直接光和间接光的灯光,生成更清晰的阴影。但是,更大的缩"
"放值也会增加光照贴图纹理中网格占用的空间,从而增加需要的内存、存储空间、和烘焙"
"时间。在不同缩放下使用单个网格时,请考虑调整该值,以保持光照贴图纹素密度在网格"
"之间保持一致。"
msgid ""
"The global illumination mode to use for the whole geometry. To avoid "
"inconsistent results, use a mode that matches the purpose of the mesh during "
"gameplay (static/dynamic).\n"
"[b]Note:[/b] Lights' bake mode will also affect the global illumination "
"rendering. See [member Light3D.light_bake_mode]."
msgstr ""
"用于整个几何体的全局照明模式。为避免结果不一致,请在游戏过程中,使用与网格用途"
"相匹配的模式(静态/动态)。\n"
"[b]注意:[/b]灯光的烘焙模式,也会影响全局照明渲染。请参阅 [member Light3D."
"light_bake_mode]。"
msgid ""
"If [code]true[/code], disables occlusion culling for this instance. Useful "
"for gizmos that must be rendered even when occlusion culling is in use.\n"
"[b]Note:[/b] [member ignore_occlusion_culling] does not affect frustum "
"culling (which is what happens when an object is not visible given the "
"camera's angle). To avoid frustum culling, set [member custom_aabb] to a very "
"large AABB that covers your entire game world such as [code]AABB(-10000, "
"-10000, -10000, 20000, 20000, 20000)[/code]."
msgstr ""
"如果为 [code]true[/code],则禁用这个实例的遮挡剔除。可用于即便开启遮挡剔除也必"
"须渲染的小工具。\n"
"[b]注意:[/b][member ignore_occlusion_culling] 不会影响视锥剔除(对象因为相机"
"的角度而不可见时触发)。要避免视锥剔除,请将 [member custom_aabb] 设置为很大"
"的 AABB覆盖住整个游戏世界例如 [code]AABB(-10000, -10000, -10000, 20000, "
"20000, 20000)[/code]。"
msgid ""
"Changes how quickly the mesh transitions to a lower level of detail. A value "
"of 0 will force the mesh to its lowest level of detail, a value of 1 will use "
"the default settings, and larger values will keep the mesh in a higher level "
"of detail at farther distances.\n"
"Useful for testing level of detail transitions in the editor."
msgstr ""
"改变网格过渡到较低细节级别的速度。值为 0 将强制网格达到最低细节级别,值为 1 将"
"使用默认设置,更大的值将使网格在更远的距离处保持更高的细节级别。\n"
"对于测试编辑器中的细节级别的过渡很有用。"
msgid ""
"The material overlay for the whole geometry.\n"
"If a material is assigned to this property, it will be rendered on top of any "
"other active material for all the surfaces."
msgstr ""
"整个几何体的材质覆盖层。\n"
"如果一个材质被分配给这个属性,它将会被渲染在所有表面的任何其他活动材质之上。"
msgid ""
"The material override for the whole geometry.\n"
"If a material is assigned to this property, it will be used instead of any "
"material set in any material slot of the mesh."
msgstr ""
"整个几何体的材质覆盖。\n"
"如果一个材质被分配给这个属性,它将会被用来代替在网格的任何材质槽中设置的任何材"
"质。"
msgid ""
"The transparency applied to the whole geometry (as a multiplier of the "
"materials' existing transparency). [code]0.0[/code] is fully opaque, while "
"[code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] "
"(exclusive) will force the geometry's materials to go through the transparent "
"pipeline, which is slower to render and can exhibit rendering issues due to "
"incorrect transparency sorting. However, unlike using a transparent material, "
"setting [member transparency] to a value greater than [code]0.0[/code] "
"(exclusive) will [i]not[/i] disable shadow rendering.\n"
"In spatial shaders, [code]1.0 - transparency[/code] is set as the default "
"value of the [code]ALPHA[/code] built-in.\n"
"[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and "
"[code]1.0[/code], so this property cannot be used to make transparent "
"materials more opaque than they originally are."
msgstr ""
"应用于整个几何体的透明度(作为材质现有透明度的乘数)。[code]0.0[/code] 是完全"
"不透明的,而 [code]1.0[/code] 是完全透明的。大于 [code]0.0[/code](不含)的值"
"将强制几何体的材质通过透明管道,这会导致渲染速度变慢,并且可能会因不正确的透明"
"度排序而出现渲染问题。但是,与使用透明材质不同的是,将 [member transparency] "
"设置为大于 [code]0.0[/code](不含)的值并[i]不会[/i]禁用阴影渲染。\n"
"在空间着色器中,[code]1.0 - transparency[/code] 被设置为内置 [code]ALPHA[/"
"code] 的默认值。\n"
"[b]注意:[/b][member transparency] 被钳制在 [code]0.0[/code] 和 [code]1.0[/"
"code] 之间,所以这个属性不能被用来使透明材质变得比原来更加不透明。"
msgid ""
"Starting distance from which the GeometryInstance3D will be visible, taking "
"[member visibility_range_begin_margin] into account as well. The default "
"value of 0 is used to disable the range check."
msgstr ""
"GeometryInstance3D 可见的起始距离,同时考虑 [member "
"visibility_range_begin_margin]。默认值 0 用于禁用范围检查。"
msgid ""
"Margin for the [member visibility_range_begin] threshold. The "
"GeometryInstance3D will only change its visibility state when it goes over or "
"under the [member visibility_range_begin] threshold by this amount.\n"
"If [member visibility_range_fade_mode] is [constant "
"VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If "
"[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] "
"or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade "
"transition distance and must be set to a value greater than [code]0.0[/code] "
"for the effect to be noticeable."
msgstr ""
"[member visibility_range_begin] 阈值的边距。GeometryInstance3D 只有在超出或低"
"于 [member visibility_range_begin] 阈值达到这个量时,才会更改其可见性状态。\n"
"如果 [member visibility_range_fade_mode] 为 [constant "
"VISIBILITY_RANGE_FADE_DISABLED],这将作为滞后距离。如果 [member "
"visibility_range_fade_mode] 为 [constant VISIBILITY_RANGE_FADE_SELF] 或 "
"[constant VISIBILITY_RANGE_FADE_DEPENDENCIES],这将作为淡入淡出过渡距离,并且"
"必须被设置为大于 [code]0.0[/code] 的值,才能使效果显眼。"
msgid ""
"Distance from which the GeometryInstance3D will be hidden, taking [member "
"visibility_range_end_margin] into account as well. The default value of 0 is "
"used to disable the range check."
msgstr ""
"GeometryInstance3D 将被隐藏的距离,同时考虑 [member "
"visibility_range_end_margin]。默认值 0 用于禁用范围检查。"
msgid ""
"Margin for the [member visibility_range_end] threshold. The "
"GeometryInstance3D will only change its visibility state when it goes over or "
"under the [member visibility_range_end] threshold by this amount.\n"
"If [member visibility_range_fade_mode] is [constant "
"VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If "
"[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] "
"or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade "
"transition distance and must be set to a value greater than [code]0.0[/code] "
"for the effect to be noticeable."
msgstr ""
"[member visibility_range_end] 阈值的边距。GeometryInstance3D 只有在超出或低于 "
"[member visibility_range_end] 阈值达到这个量时,才会更改其可见性状态。\n"
"如果 [member visibility_range_fade_mode] 为 [constant "
"VISIBILITY_RANGE_FADE_DISABLED],这将作为滞后距离。如果 [member "
"visibility_range_fade_mode] 为 [constant VISIBILITY_RANGE_FADE_SELF] 或 "
"[constant VISIBILITY_RANGE_FADE_DEPENDENCIES],这将作为淡入淡出过渡距离,并且"
"必须被设置为大于 [code]0.0[/code] 的值,才能使效果显眼。"
msgid ""
"Controls which instances will be faded when approaching the limits of the "
"visibility range. See [enum VisibilityRangeFadeMode] for possible values."
msgstr ""
"控制在接近可见范围的限制时,哪些实例将被淡化。有关可能的值,请参阅 [enum "
"VisibilityRangeFadeMode]。"
msgid ""
"Will not cast any shadows. Use this to improve performance for small geometry "
"that is unlikely to cast noticeable shadows (such as debris)."
msgstr ""
"不会投射任何阴影。使用该选项,可提高不太可能投射明显阴影的小型几何体(例如碎"
"片)的性能。"
msgid ""
"Will cast shadows from all visible faces in the GeometryInstance3D.\n"
"Will take culling into account, so faces not being rendered will not be taken "
"into account when shadow casting."
msgstr ""
"将从 GeometryInstance3D 中的所有可见面投射阴影。\n"
"将考虑剔除,因此在阴影投射时,不会考虑那些不会被渲染的面。"
msgid ""
"Will cast shadows from all visible faces in the GeometryInstance3D.\n"
"Will not take culling into account, so all faces will be taken into account "
"when shadow casting."
msgstr ""
"将从 GeometryInstance3D 中的所有可见面投射阴影。\n"
"不会考虑剔除,因此在阴影投射时,将考虑所有面。"
msgid ""
"Will only show the shadows casted from this object.\n"
"In other words, the actual mesh will not be visible, only the shadows casted "
"from the mesh will be."
msgstr ""
"只显示从这个物体投射出来的阴影。\n"
"换句话说,实际的网格将不可见,只有网格投影可见。"
msgid ""
"Disabled global illumination mode. Use for dynamic objects that do not "
"contribute to global illumination (such as characters). When using [VoxelGI] "
"and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections "
"but the geometry will not be considered in GI baking. When using "
"[LightmapGI], the object will receive indirect lighting using lightmap probes "
"instead of using the baked lightmap texture."
msgstr ""
"禁用全局照明模式。用于对全局照明没有贡献的动态对象(例如角色)。使用 "
"[VoxelGI] 和 SDFGI 时,几何体将[i]接收[/i]间接照明和反射,但在 GI 烘焙中不会考"
"虑几何体。使用 [LightmapGI] 时,对象将使用光照贴图探针接收间接光照,而不是使用"
"烘焙的光照贴图纹理。"
msgid ""
"Baked global illumination mode. Use for static objects that contribute to "
"global illumination (such as level geometry). This GI mode is effective when "
"using [VoxelGI], SDFGI and [LightmapGI]."
msgstr ""
"烘焙全局照明模式。用于有助于全局照明的静态对象(例如关卡几何体)。该 GI 模式在"
"使用 [VoxelGI]、SDFGI 和 [LightmapGI] 时有效。"
msgid ""
"Dynamic global illumination mode. Use for dynamic objects that contribute to "
"global illumination. This GI mode is only effective when using [VoxelGI], but "
"it has a higher performance impact than [constant GI_MODE_STATIC]. When using "
"other GI methods, this will act the same as [constant GI_MODE_DISABLED]."
msgstr ""
"动态全局照明模式。用于有助于全局照明的动态对象。这种 GI 模式只有在使用 "
"[VoxelGI] 时才有效,但它对性能的影响,比 [constant GI_MODE_STATIC] 更高。当使"
"用其他 GI 方法时,它的作用与 [constant GI_MODE_DISABLED] 相同。"
msgid "The standard texel density for lightmapping with [LightmapGI]."
msgstr "使用 [LightmapGI] 进行光照贴图的标准纹素密度。"
msgid ""
"Multiplies texel density by 2× for lightmapping with [LightmapGI]. To ensure "
"consistency in texel density, use this when scaling a mesh by a factor "
"between 1.5 and 3.0."
msgstr ""
"使用 [LightmapGI] 进行光照贴图时,将纹素密度乘以 2 倍。为确保纹素密度的一致"
"性,请在按 1.5 到 3.0 之间的系数缩放网格时,使用该选项。"
msgid ""
"Multiplies texel density by 4× for lightmapping with [LightmapGI]. To ensure "
"consistency in texel density, use this when scaling a mesh by a factor "
"between 3.0 and 6.0."
msgstr ""
"使用 [LightmapGI] 进行光照贴图时,将纹素密度乘以 4 倍。为确保纹素密度的一致"
"性,请在按 3.0 到 6.0 之间的系数缩放网格时,使用该选项。"
msgid ""
"Multiplies texel density by 8× for lightmapping with [LightmapGI]. To ensure "
"consistency in texel density, use this when scaling a mesh by a factor "
"greater than 6.0."
msgstr ""
"使用 [LightmapGI] 进行光照贴图时,将纹素密度乘以 8 倍。为确保纹素密度的一致"
"性,请在以大于 6.0 的系数缩放网格时,使用该选项。"
msgid "Represents the size of the [enum LightmapScale] enum."
msgstr "代表 [enum LightmapScale] 枚举的大小。"
msgid ""
"Will not fade itself nor its visibility dependencies, hysteresis will be used "
"instead. This is the fastest approach to manual LOD, but it can result in "
"noticeable LOD transitions depending on how the LOD meshes are authored. See "
"[member visibility_range_begin] and [member Node3D.visibility_parent] for "
"more information."
msgstr ""
"不会自行淡化,也不会淡化其可见性依赖项,而是使用滞后。这是手动 LOD 的最快方"
"法,但它可能会导致明显的 LOD 过渡,具体取决于 LOD 网格的创作方式。有关更多信"
"息,请参阅 [member visibility_range_begin] 和 [member Node3D."
"visibility_parent]。"
msgid ""
"Will fade-out itself when reaching the limits of its own visibility range. "
"This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can "
"provide smoother transitions. The fading range is determined by [member "
"visibility_range_begin_margin] and [member visibility_range_end_margin]."
msgstr ""
"当达到自身可见范围的极限时,会自行淡出。这比 [constant "
"VISIBILITY_RANGE_FADE_DISABLED] 慢,但它可以提供更平滑的过渡。淡出范围由 "
"[member visibility_range_begin_margin] 和 [member "
"visibility_range_end_margin] 决定。"
msgid ""
"Will fade-in its visibility dependencies (see [member Node3D."
"visibility_parent]) when reaching the limits of its own visibility range. "
"This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can "
"provide smoother transitions. The fading range is determined by [member "
"visibility_range_begin_margin] and [member visibility_range_end_margin]."
msgstr ""
"当达到其自身可见性范围的限制时,将淡入其可见性依赖项(参见 [member Node3D."
"visibility_parent])。这比 [constant VISIBILITY_RANGE_FADE_DISABLED] 慢,但它"
"可以提供更平滑的过渡。淡出范围由 [member visibility_range_begin_margin] 和 "
"[member visibility_range_end_margin] 决定。"
msgid "Represents a GLTF camera."
msgstr "代表 GLTF 相机。"
msgid "Represents a camera as defined by the base GLTF spec."
msgstr "代表基础 GLTF 规格中定义的相机。"
msgid "GLTF camera detailed specification"
msgstr "GLTF 相机的详细规格"
msgid "GLTF camera spec and example file"
msgstr "GLTF 相机规格和示例文件"
msgid "Creates a new GLTFCamera instance by parsing the given [Dictionary]."
msgstr "通过解析给定的 [Dictionary] 新建 GLTFCamera 实例。"
msgid "Create a new GLTFCamera instance from the given Godot [Camera3D] node."
msgstr "从给定的 Godot [Camera3D] 节点新建 GLTFCamera 实例。"
msgid "Serializes this GLTFCamera instance into a [Dictionary]."
msgstr "将这个 GLTFCamera 实例序列化为 [Dictionary]。"
msgid "Converts this GLTFCamera instance into a Godot [Camera3D] node."
msgstr "将这个 GLTFCamera 实例转换为 Godot [Camera3D] 节点。"
msgid ""
"The distance to the far culling boundary for this camera relative to its "
"local Z axis, in meters. This maps to GLTF's [code]zfar[/code] property."
msgstr ""
"该相机与远剔除边界的距离,相对于其本地 Z 轴,单位为米。映射到 GLTF 的 "
"[code]zfar[/code] 属性。"
msgid ""
"The distance to the near culling boundary for this camera relative to its "
"local Z axis, in meters. This maps to GLTF's [code]znear[/code] property."
msgstr ""
"该相机与近剔除边界的距离,相对于其本地 Z 轴,单位为米。映射到 GLTF 的 "
"[code]znear[/code] 属性。"
msgid ""
"The FOV of the camera. This class and GLTF define the camera FOV in radians, "
"while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. "
"This value is only used for perspective cameras, when [member perspective] is "
"true."
msgstr ""
"该相机的 FOV。这个类和 GLTF 在定义相机 FOV 时使用的都是弧度,但 Godot 使用的是"
"度。映射到 GLTF 的 [code]yfov[/code] 属性。只在透视相机中使用,即 [member "
"perspective] 为 true 时。"
msgid ""
"Whether or not the camera is in perspective mode. If false, the camera is in "
"orthographic/orthogonal mode. This maps to GLTF's camera [code]type[/code] "
"property. See [member Camera3D.projection] and the GLTF spec for more "
"information."
msgstr ""
"该相机是否处于透视模式。如果为 false则该相机处于正交模式。映射到 GLTF 的相"
"机 [code]type[/code] 属性。详情见 [member Camera3D.projection] 及 GLTF 规格。"
msgid ""
"The size of the camera. This class and GLTF define the camera size magnitude "
"as a radius in meters, while Godot defines it as a diameter in meters. This "
"maps to GLTF's [code]ymag[/code] property. This value is only used for "
"orthographic/orthogonal cameras, when [member perspective] is false."
msgstr ""
"该相机的大小。这个类和 GLTF 在定义相机大小尺度时使用的都是半径的米数,但 "
"Godot 使用的是直径的米数。映射到 GLTF 的 [code]ymag[/code] 属性。只在正交相机"
"中使用,即 [member perspective] 为 false 时。"
msgid "Class for importing and exporting glTF files in and out of Godot."
msgstr "用于在 Godot 中导入和导出 glTF 文件的类。"
msgid ""
"GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. "
"This data can then be written to the filesystem, buffer, or used to create a "
"Godot scene.\n"
"All of the data in a GLTF scene is stored in the [GLTFState] class. "
"GLTFDocument processes state objects, but does not contain any scene data "
"itself. GLTFDocument has member variables to store export configuration "
"settings such as the image format, but is otherwise stateless. Multiple "
"scenes can be processed with the same settings using the same GLTFDocument "
"object and different [GLTFState] objects.\n"
"GLTFDocument can be extended with arbitrary functionality by extending the "
"[GLTFDocumentExtension] class and registering it with GLTFDocument via "
"[method register_gltf_document_extension]. This allows for custom data to be "
"imported and exported."
msgstr ""
"GLTFDocument 支持从 glTF 文件、缓冲区、或 Godot 场景中读取数据。然后可以将该数"
"据写入文件系统、缓冲区、或用于创建 Godot 场景。\n"
"GLTF 场景中的所有数据都存储在 [GLTFState] 类中。GLTFDocument 处理状态对象,但"
"本身不包含任何场景数据。GLTFDocument 有成员变量来存储如图像格式等导出配置设"
"置,但在其他方面是无状态的。可以使用相同的 GLTFDocument 对象和不同的 "
"[GLTFState] 对象以相同的设置处理多个场景。\n"
"通过扩展 [GLTFDocumentExtension] 类并通过 [method "
"register_gltf_document_extension] 将其注册到 GLTFDocument则可以使用任意功能"
"来扩展 GLTFDocument。这允许自定义数据被导入和导出。"
msgid "glTF 'What the duck?' guide"
msgstr "glTF '鸭子是什么?' 指南"
msgid "Khronos glTF specification"
msgstr "Khronos glTF 规范"
msgid ""
"Takes a [PackedByteArray] defining a GLTF and imports the data to the given "
"[GLTFState] object through the [param state] parameter.\n"
"[b]Note:[/b] The [param base_path] tells [method append_from_buffer] where to "
"find dependencies and can be empty."
msgstr ""
"接收一个定义 GLTF 的 [PackedByteArray],并通过 [param state] 参数将数据导入给"
"定的 [GLTFState] 对象。\n"
"[b]注意:[/b][param base_path] 被 [method append_from_buffer] 用作依赖关系的查"
"找路径,可以为空。"
msgid ""
"Takes a path to a GLTF file and imports the data at that file path to the "
"given [GLTFState] object through the [param state] parameter.\n"
"[b]Note:[/b] The [param base_path] tells [method append_from_file] where to "
"find dependencies and can be empty."
msgstr ""
"接收一个 GLTF 文件的路径,并通过 [param state] 参数将该文件路径上的数据导入到"
"给定的 [GLTFState] 对象。\n"
"[b]注意:[/b][param base_path] 被 [method append_from_file] 用作依赖关系的查找"
"路径,可以为空。"
msgid ""
"Takes a Godot Engine scene node and exports it and its descendants to the "
"given [GLTFState] object through the [param state] parameter."
msgstr ""
"接收一个 Godot 引擎的场景节点,并通过 [param state] 参数将其及其后代导出到给定"
"的 [GLTFState] 对象。"
msgid ""
"Takes a [GLTFState] object through the [param state] parameter and returns a "
"GLTF [PackedByteArray]."
msgstr ""
"通过 [param state] 参数接收一个 [GLTFState] 对象,并返回一个 GLTF "
"[PackedByteArray]。"
msgid ""
"Takes a [GLTFState] object through the [param state] parameter and returns a "
"Godot Engine scene node."
msgstr ""
"通过 [param state] 参数接收一个 [GLTFState] 对象,并返回一个 Godot 引擎的场景"
"节点。"
msgid ""
"Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If "
"[param first_priority] is true, this extension will be run first. Otherwise, "
"it will be run last.\n"
"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must "
"be stateless in order to function properly. If you need to store data, use "
"the [code]set_additional_data[/code] and [code]get_additional_data[/code] "
"methods in [GLTFState] or [GLTFNode]."
msgstr ""
"使用 GLTFDocument 注册给定的 [GLTFDocumentExtension] 实例。如果 [param "
"first_priority] 为 true则该扩展将被首先运行。否则它将被最后运行。\n"
"[b]注意:[/b]与 GLTFDocument 本身一样,所有 GLTFDocumentExtension 类都必须是无"
"状态的才能正常运行。如果需要存储数据,使用 [GLTFState] 或 [GLTFNode] 中的 "
"[code]set_additional_data[/code] 和 [code]get_additional_data[/code] 方法。"
msgid "Unregisters the given [GLTFDocumentExtension] instance."
msgstr "将给定的 [GLTFDocumentExtension] 实例取消注册。"
msgid ""
"Takes a [GLTFState] object through the [param state] parameter and writes a "
"glTF file to the filesystem.\n"
"[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary "
"file or a .gltf file."
msgstr ""
"通过 [param state] 参数接收一个 [GLTFState] 对象,并将一个 glTF 文件写入文件系"
"统。\n"
"[b]注意:[/b]glTF 文件的扩展名决定了它是一个 .glb 二进制文件还是一个 .gltf 文"
"件。"
msgid ""
"The user-friendly name of the export image format. This is used when "
"exporting the GLTF file, including writing to a file and writing to a byte "
"array.\n"
"By default, Godot allows the following options: \"None\", \"PNG\", \"JPEG\", "
"\"Lossless WebP\", and \"Lossy WebP\". Support for more image formats can be "
"added in [GLTFDocumentExtension] classes."
msgstr ""
"导出图像格式的用户友好名称。这被用于导出 GLTF 文件,包括写入文件和写入字节数"
"组。\n"
"默认情况下Godot 允许以下选项“无”、“PNG”、“JPEG”、“无损 WebP”、和“有损 "
"WebP”。可以使用 [GLTFDocumentExtension] 类添加对更多图像格式的支持。"
msgid ""
"If [member image_format] is a lossy image format, this determines the lossy "
"quality of the image. On a range of [code]0.0[/code] to [code]1.0[/code], "
"where [code]0.0[/code] is the lowest quality and [code]1.0[/code] is the "
"highest quality. A lossy quality of [code]1.0[/code] is not the same as "
"lossless."
msgstr ""
"如果 [member image_format] 是有损图像格式,则这决定了该图像的有损质量。在 "
"[code]0.0[/code] 到 [code]1.0[/code] 范围内,其中 [code]0.0[/code] 是最低质"
"量,[code]1.0[/code] 是最高质量。[code]1.0[/code] 的有损质量不同于无损质量。"
msgid ""
"How to process the root node during export. See [enum RootNodeMode] for "
"details. The default and recommended value is [constant "
"ROOT_NODE_MODE_SINGLE_ROOT].\n"
"[b]Note:[/b] Regardless of how the glTF file is exported, when importing, the "
"root node type and name can be overridden in the scene import settings tab."
msgstr ""
"导出时如何处理根节点。详见 [enum RootNodeMode]。默认和推荐值为 [constant "
"ROOT_NODE_MODE_SINGLE_ROOT]。\n"
"[b]注意:[/b]无论 glTF 文件如何导出,导入时,根节点类型和名称都可以在场景导入"
"设置选项卡中被覆盖。"
msgid ""
"Treat the Godot scene's root node as the root node of the glTF file, and mark "
"it as the single root node via the [code]GODOT_single_root[/code] glTF "
"extension. This will be parsed the same as [constant "
"ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support "
"[code]GODOT_single_root[/code]."
msgstr ""
"将 Godot 场景的根节点视为 glTF 文件的根节点,并通过 [code]GODOT_single_root[/"
"code] glTF 扩展将其标记为单根节点。如果实现不支持 [code]GODOT_single_root[/"
"code],这将与 [constant ROOT_NODE_MODE_KEEP_ROOT] 进行相同的解析。"
msgid ""
"Treat the Godot scene's root node as the root node of the glTF file, but do "
"not mark it as anything special. An extra root node will be generated when "
"importing into Godot. This uses only vanilla glTF features. This is "
"equivalent to the behavior in Godot 4.1 and earlier."
msgstr ""
"将 Godot 场景的根节点视为 glTF 文件的根节点,但不要将其标记为任何特殊的东西。"
"导入 Godot 时会生成一个额外的根节点。这仅使用普通 glTF 功能。这相当于 Godot "
"4.1 及更早版本中的行为。"
msgid ""
"Treat the Godot scene's root node as the name of the glTF scene, and add all "
"of its children as root nodes of the glTF file. This uses only vanilla glTF "
"features. This avoids an extra root node, but only the name of the Godot "
"scene's root node will be preserved, as it will not be saved as a node."
msgstr ""
"将 Godot 场景的根节点视为 glTF 场景的名称,并将其所有子节点添加为 glTF 文件的"
"根节点。这仅使用普通 glTF 功能。这避免了额外的根节点,但只会保留 Godot 场景根"
"节点的名称,因为它不会被保存为节点。"
msgid "[GLTFDocument] extension class."
msgstr "[GLTFDocument] 扩展类。"
msgid ""
"Extends the functionality of the [GLTFDocument] class by allowing you to run "
"arbitrary code at various stages of GLTF import or export.\n"
"To use, make a new class extending GLTFDocumentExtension, override any "
"methods you need, make an instance of your class, and register it using "
"[method GLTFDocument.register_gltf_document_extension].\n"
"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must "
"be stateless in order to function properly. If you need to store data, use "
"the [code]set_additional_data[/code] and [code]get_additional_data[/code] "
"methods in [GLTFState] or [GLTFNode]."
msgstr ""
"通过允许在 GLTF 导入或导出的各个阶段运行任意代码,来扩展 [GLTFDocument] 类的功"
"能。\n"
"要使用它,请创建一个扩展 GLTFDocumentExtension 的新类,覆盖需要的任何方法,创"
"建你的类的实例,然后使用 [method GLTFDocument."
"register_gltf_document_extension] 注册它。\n"
"[b]注意:[/b]与 GLTFDocument 本身一样,所有 GLTFDocumentExtension 类都必须是无"
"状态的才能正常运行。如果需要存储数据,请使用 [GLTFState] 或 [GLTFNode] 中的 "
"[code]set_additional_data[/code] 和 [code]get_additional_data[/code] 方法。"
msgid ""
"Part of the export process. This method is run after [method "
"_export_preflight] and before [method _export_preserialize].\n"
"Runs when converting the data from a Godot scene node. This method can be "
"used to process the Godot scene node data into a format that can be used by "
"[method _export_node]."
msgstr ""
"导出过程的一部分。该方法在 [method _export_preflight] 之后和 [method "
"_export_preserialize] 之前运行。\n"
"在转换来自 Godot 场景节点的数据时运行。该方法可用于将 Godot 场景节点的数据,处"
"理成可以被 [method _export_node] 使用的格式。"
msgid ""
"Part of the export process. This method is run after [method "
"_get_saveable_image_formats] and before [method _export_post]. If this "
"[GLTFDocumentExtension] is used for exporting images, this runs after [method "
"_serialize_texture_json].\n"
"This method can be used to modify the final JSON of each node."
msgstr ""
"导出过程的一部分。该方法在 [method _get_saveable_image_formats] 之后 [method "
"_export_post] 之前运行。如果该 [GLTFDocumentExtension] 用于导出图像,则会在 "
"[method _serialize_texture_json] 之后运行。\n"
"该方法可用于修改每个节点的最终 JSON。"
msgid ""
"Part of the export process. This method is run last, after all other parts of "
"the export process.\n"
"This method can be used to modify the final JSON of the generated GLTF file."
msgstr ""
"导出过程的一部分。该方法在最后运行,在导出过程的所有其他部分之后。\n"
"该方法可用于修改生成的 GLTF 文件的最终 JSON。"
msgid ""
"Part of the export process. This method is run first, before all other parts "
"of the export process.\n"
"The return value is used to determine if this [GLTFDocumentExtension] "
"instance should be used for exporting a given GLTF file. If [constant OK], "
"the export will use this [GLTFDocumentExtension] instance. If not overridden, "
"[constant OK] is returned."
msgstr ""
"导出过程的一部分。该方法将最初运行,在导出过程的所有其他部分之前。\n"
"返回值用于确定该 [GLTFDocumentExtension] 实例是否应该用于导出一个给定的 GLTF "
"文件。如果为 [constant OK],则导出将使用该 [GLTFDocumentExtension] 实例。如果"
"没有被重写,则返回 [constant OK]。"
msgid ""
"Part of the export process. This method is run after [method "
"_convert_scene_node] and before [method _get_saveable_image_formats].\n"
"This method can be used to alter the state before performing serialization. "
"It runs every time when generating a buffer with [method GLTFDocument."
"generate_buffer] or writing to the file system with [method GLTFDocument."
"write_to_filesystem]."
msgstr ""
"导入过程的一部分。该方法在 [method _convert_scene_node] 之后 [method "
"_get_saveable_image_formats] 之前运行。\n"
"该方法可用于在执行序列化之前更改状态。每次使用 [method GLTFDocument."
"generate_buffer] 生成缓冲区或使用[method GLTFDocument.write_to_filesystem]写入"
"文件系统时,它都会运行。"
msgid ""
"Part of the import process. This method is run after [method "
"_import_post_parse] and before [method _import_node].\n"
"Runs when generating a Godot scene node from a GLTFNode. The returned node "
"will be added to the scene tree. Multiple nodes can be generated in this step "
"if they are added as a child of the returned node.\n"
"[b]Note:[/b] The [param scene_parent] parameter may be null if this is the "
"single root node."
msgstr ""
"导入过程的一部分。该方法在 [method _import_post_parse] 之后 [method "
"_import_node] 之前运行。\n"
"当从 GLTFNode 生成一个 Godot 场景节点时运行。返回的节点将被添加到场景树中。如"
"果将多个节点添加为返回节点的子节点,则可以在该步骤中生成这些节点。\n"
"[b]注意:[/b]如果这是单个根节点,则 [param scene_parent] 参数可以为 null。"
msgid ""
"Returns the file extension to use for saving image data into, for example, "
"[code]\".png\"[/code]. If defined, when this extension is used to handle "
"images, and the images are saved to a separate file, the image bytes will be "
"copied to a file with this extension. If this is set, there should be a "
"[ResourceImporter] class able to import the file. If not defined or empty, "
"Godot will save the image into a PNG file."
msgstr ""
"返回用于保存图像数据的文件的文件扩展名,例如 [code]\".png\"[/code]。如果定义"
"了,当使用该扩展名处理图像并将图像保存到单独的文件时,图像字节将被复制到具有该"
"扩展名的文件中。如果设置了该选项,则应该有一个能够导入该文件的 "
"[ResourceImporter] 类。如果未定义或为空,则 Godot 会将该图像保存到 PNG 文件"
"中。"
msgid ""
"Part of the export process. This method is run after [method "
"_convert_scene_node] and before [method _export_node].\n"
"Returns an array of the image formats that can be saved/exported by this "
"extension. This extension will only be selected as the image exporter if the "
"[GLTFDocument]'s [member GLTFDocument.image_format] is in this array. If this "
"[GLTFDocumentExtension] is selected as the image exporter, one of the [method "
"_save_image_at_path] or [method _serialize_image_to_bytes] methods will run "
"next, otherwise [method _export_node] will run next. If the format name "
"contains [code]\"Lossy\"[/code], the lossy quality slider will be displayed."
msgstr ""
"导出过程的一部分。该方法在 [method _convert_scene_node] 之后和 [method "
"_export_node] 之前运行。\n"
"返回可以由该扩展保存/导出的图像格式的数组。仅当 [GLTFDocument] 的 [member "
"GLTFDocument.image_format] 在该数组中时,才会选择该扩展作为图像导出器。如果选"
"择该 [GLTFDocumentExtension] 作为图像导出器,则接下来将运行 [method "
"_save_image_at_path] 或 [method _serialize_image_to_bytes] 方法之一,否则接下"
"来将运行 [method _export_node]。如果格式名称包含 [code]\"Lossy\"[/code],则会"
"显示有损质量滑块。"
msgid ""
"Part of the import process. This method is run after [method "
"_import_preflight] and before [method _parse_node_extensions].\n"
"Returns an array of the GLTF extensions supported by this "
"GLTFDocumentExtension class. This is used to validate if a GLTF file with "
"required extensions can be loaded."
msgstr ""
"导入过程的一部分。该方法在 [method _import_preflight] 之后 [method "
"_parse_node_extensions] 之前运行。\n"
"返回一组被该 GLTFDocumentExtension 类支持的 GLTF 扩展。这用于验证是否可以加载"
"一个具有所需扩展名的 GLTF 文件。"
msgid ""
"Part of the import process. This method is run after [method "
"_generate_scene_node] and before [method _import_post].\n"
"This method can be used to make modifications to each of the generated Godot "
"scene nodes."
msgstr ""
"导入过程的一部分。该方法在 [method _generate_scene_node] 之后 [method "
"_import_post] 之前运行。\n"
"该方法可用于对生成的每个 Godot 场景节点进行修改。"
msgid ""
"Part of the import process. This method is run last, after all other parts of "
"the import process.\n"
"This method can be used to modify the final Godot scene generated by the "
"import process."
msgstr ""
"导入过程的一部分。该方法在最后运行,在导入过程的所有其他部分之后。\n"
"该方法可用于修改导入过程生成的最终 Godot 场景。"
msgid ""
"Part of the import process. This method is run after [method "
"_parse_node_extensions] and before [method _generate_scene_node].\n"
"This method can be used to modify any of the data imported so far, including "
"any scene nodes, before running the final per-node import step."
msgstr ""
"导入过程的一部分。该方法在 [method _parse_node_extensions] 之后 [method "
"_generate_scene_node] 之前运行。\n"
"在运行最终的各节点导入步骤之前,该方法可用于修改到目前为止导入的任何数据,包括"
"任何场景节点。"
msgid ""
"Part of the import process. This method is run first, before all other parts "
"of the import process.\n"
"The return value is used to determine if this [GLTFDocumentExtension] "
"instance should be used for importing a given GLTF file. If [constant OK], "
"the import will use this [GLTFDocumentExtension] instance. If not overridden, "
"[constant OK] is returned."
msgstr ""
"导入过程的一部分。该方法在最初运行,在导入过程的所有其他部分之前。\n"
"返回值用于确定该 [GLTFDocumentExtension] 实例是否应该用于导入一个给定的 GLTF "
"文件。如果为 [constant OK],导入将使用该 [GLTFDocumentExtension] 实例。如果没"
"有被重写,则返回 [constant OK]。"
msgid ""
"Part of the import process. This method is run after [method "
"_parse_node_extensions] and before [method _parse_texture_json].\n"
"Runs when parsing image data from a GLTF file. The data could be sourced from "
"a separate file, a URI, or a buffer, and then is passed as a byte array."
msgstr ""
"导入过程的一部分。该方法在 [method _parse_node_extensions] 之后 [method "
"_parse_texture_json] 之前运行。\n"
"从 GLTF 文件中解析图像数据时运行。数据可以从单独的文件、URI 或缓冲中获取,然后"
"作为字节数组传递。"
msgid ""
"Part of the import process. This method is run after [method "
"_get_supported_extensions] and before [method _import_post_parse].\n"
"Runs when parsing the node extensions of a GLTFNode. This method can be used "
"to process the extension JSON data into a format that can be used by [method "
"_generate_scene_node]. The return value should be a member of the [enum "
"Error] enum."
msgstr ""
"导入过程的一部分。该方法在 [method _get_supported_extensions] 之后和 [method "
"_import_post_parse] 之前运行。\n"
"在解析 GLTFNode 的节点扩展时运行。该方法可用于将扩展 JSON 数据,处理成可被 "
"[method _generate_scene_node] 使用的格式。该返回值应该是 [enum Error] 枚举中的"
"一个成员。"
msgid ""
"Part of the import process. This method is run after [method "
"_parse_image_data] and before [method _generate_scene_node].\n"
"Runs when parsing the texture JSON from the GLTF textures array. This can be "
"used to set the source image index to use as the texture."
msgstr ""
"导入过程的一部分。该方法在 [method _parse_image_data] 之后 [method "
"_generate_scene_node] 之前运行。\n"
"从 GLTF 纹理数组中解析纹理 JSON 时运行。可用于设置用作纹理的源图像索引。"
msgid ""
"Part of the export process. This method is run after [method "
"_get_saveable_image_formats] and before [method _serialize_texture_json].\n"
"This method is run when saving images separately from the GLTF file. When "
"images are embedded, [method _serialize_image_to_bytes] runs instead. Note "
"that these methods only run when this [GLTFDocumentExtension] is selected as "
"the image exporter."
msgstr ""
"导入过程的一部分。该方法在 [method _get_saveable_image_formats] 之后 [method "
"_serialize_texture_json] 之前运行。\n"
"当与 GLTF 文件分开保存图像时运行该方法。嵌入图像时,将运行 [method "
"_serialize_image_to_bytes]。请注意,这些方法仅在选择该 "
"[GLTFDocumentExtension] 作为图像导出器时运行。"
msgid ""
"Part of the export process. This method is run after [method "
"_get_saveable_image_formats] and before [method _serialize_texture_json].\n"
"This method is run when embedding images in the GLTF file. When images are "
"saved separately, [method _save_image_at_path] runs instead. Note that these "
"methods only run when this [GLTFDocumentExtension] is selected as the image "
"exporter.\n"
"This method must set the image MIME type in the [param image_dict] with the "
"[code]\"mimeType\"[/code] key. For example, for a PNG image, it would be set "
"to [code]\"image/png\"[/code]. The return value must be a [PackedByteArray] "
"containing the image data."
msgstr ""
"导出过程的一部分。该方法在 [method _get_saveable_image_formats] 之后和 "
"[method _serialize_texture_json] 之前运行。\n"
"在 GLTF 文件中嵌入图像时运行该方法。当图像单独保存时,将运行 [method "
"_save_image_at_path]。请注意,这些方法仅在选择该 [GLTFDocumentExtension] 作为"
"图像导出器时运行。\n"
"该方法必须使用 [code]\"mimeType\"[/code] 键在 [param image_dict] 中设置该图像"
"的 MIME 类型。例如,对于 PNG 图像,它将被设置为 [code]\"image/png\"[/code]。该"
"返回值必须是包含该图像数据的 [PackedByteArray]。"
msgid ""
"Part of the export process. This method is run after [method "
"_save_image_at_path] or [method _serialize_image_to_bytes], and before "
"[method _export_node]. Note that this method only runs when this "
"[GLTFDocumentExtension] is selected as the image exporter.\n"
"This method can be used to set up the extensions for the texture JSON by "
"editing [param texture_json]. The extension must also be added as used "
"extension with [method GLTFState.add_used_extension], be sure to set "
"[code]required[/code] to [code]true[/code] if you are not providing a "
"fallback."
msgstr ""
"导出过程的一部分。该方法在 [method _save_image_at_path] 或 [method "
"_serialize_image_to_bytes] 之后、[method _export_node] 之前运行。请注意,该方"
"法仅在选择该 [GLTFDocumentExtension] 作为图像导出器时运行。\n"
"该方法可用于通过编辑 [param texture_json] 设置该纹理 JSON 的扩展。还必须使用 "
"[method GLTFState.add_used_extension] 将该扩展添加为使用的扩展,如果你不提供后"
"备,请务必将 [code]required[/code] 设置为 [code]true[/code]。"
msgid "Represents a GLTF light."
msgstr "代表 GLTF 灯光。"
msgid ""
"Represents a light as defined by the [code]KHR_lights_punctual[/code] GLTF "
"extension."
msgstr "代表由 [code]KHR_lights_punctual[/code] GLTF 扩展定义的灯光。"
msgid "KHR_lights_punctual GLTF extension spec"
msgstr "KHR_lights_punctual GLTF 扩展规格"
msgid "Creates a new GLTFLight instance by parsing the given [Dictionary]."
msgstr "通过解析给定的 [Dictionary] 新建 GLTFLight 实例。"
msgid "Create a new GLTFLight instance from the given Godot [Light3D] node."
msgstr "从给定的 Godot [Light3D] 节点新建 GLTFLight 实例。"
msgid "Serializes this GLTFLight instance into a [Dictionary]."
msgstr "将这个 GLTFLight 实例序列化为 [Dictionary]。"
msgid "Converts this GLTFLight instance into a Godot [Light3D] node."
msgstr "将这个 GLTFLight 实例转换为 Godot [Light3D] 节点。"
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
"to have no effect."
msgstr "灯的 [Color]。默认为白色。黑色会导致灯光无效。"
msgid ""
"The inner angle of the cone in a spotlight. Must be less than or equal to the "
"outer cone angle.\n"
"Within this angle, the light is at full brightness. Between the inner and "
"outer cone angles, there is a transition from full brightness to zero "
"brightness. When creating a Godot [SpotLight3D], the ratio between the inner "
"and outer cone angles is used to calculate the attenuation of the light."
msgstr ""
"聚光灯下圆锥体的内角。必须小于等于外锥角。\n"
"在这个角度内,光线处于全亮状态。在内锥角和外锥角之间,存在一个从全亮度到零亮度"
"的过渡。创建 Godot [SpotLight3D] 时,内外锥角之间的比率将被来计算光的衰减。"
msgid ""
"The intensity of the light. This is expressed in candelas (lumens per "
"steradian) for point and spot lights, and lux (lumens per m²) for directional "
"lights. When creating a Godot light, this value is converted to a unitless "
"multiplier."
msgstr ""
"光的强度。对于点光和聚光,用烛光(流明/立体光)表示;对于平行光,用勒克斯(流"
"明/平方米)表示。在创建 Godot 灯光时,这个值会被转换为无单位的乘数。"
msgid ""
"The type of the light. The values accepted by Godot are \"point\", \"spot\", "
"and \"directional\", which correspond to Godot's [OmniLight3D], "
"[SpotLight3D], and [DirectionalLight3D] respectively."
msgstr ""
"灯光的类型。Godot接受的值有“point”、“spot”、“directional”分别对应 Godot 的 "
"[OmniLight3D]、[SpotLight3D]、[DirectionalLight3D]。"
msgid ""
"The outer angle of the cone in a spotlight. Must be greater than or equal to "
"the inner angle.\n"
"At this angle, the light drops off to zero brightness. Between the inner and "
"outer cone angles, there is a transition from full brightness to zero "
"brightness. If this angle is a half turn, then the spotlight emits in all "
"directions. When creating a Godot [SpotLight3D], the outer cone angle is used "
"as the angle of the spotlight."
msgstr ""
"聚光灯下圆锥体的外角。必须大于等于内锥角。\n"
"在这个角度,光线会下降到零亮度。在内锥角和外锥角之间,存在一个从全亮度到零亮度"
"的过渡。如果这个角度是一个半圆,那么聚光灯会向所有方向发射。创建一个 Godot "
"[SpotLight3D] 时,外锥角被用作聚光灯的角度。"
msgid ""
"The range of the light, beyond which the light has no effect. GLTF lights "
"with no range defined behave like physical lights (which have infinite "
"range). When creating a Godot light, the range is clamped to 4096."
msgstr ""
"灯光的范围,超过这个范围灯光无效。没有定义范围的 GLTF 灯光的行为与无限范围的物"
"理灯光一样。当创建 Godot 灯光时,范围限制在 4096。"
msgid "GLTF node class."
msgstr "GLTF 节点类。"
msgid ""
"Represents a GLTF node. GLTF nodes may have names, transforms, children "
"(other GLTF nodes), and more specialized properties (represented by their own "
"classes).\n"
"GLTF nodes generally exist inside of [GLTFState] which represents all data of "
"a GLTF file. Most of GLTFNode's properties are indices of other data in the "
"GLTF file. You can extend a GLTF node with additional properties by using "
"[method get_additional_data] and [method set_additional_data]."
msgstr ""
"代表 GLTF 节点。GLTF 节点中可以包含名称、变换、子节点GLTF 节点)以及其他专门"
"的属性(由各自不同的类表示)。\n"
"GLTF 节点通常存在于表示 GLTF 文件中的所有数据的 [GLTFState] 内部。大多数 "
"GLTFNode 的属性都是 GLTF 文件中其他数据的索引。你可以使用 [method "
"get_additional_data] 和 [method set_additional_data] 来添加额外的属性,扩展 "
"GLTF 节点。"
msgid "GLTF scene and node spec"
msgstr "GLTF 场景和节点规格"
msgid ""
"Gets additional arbitrary data in this [GLTFNode] instance. This can be used "
"to keep per-node state data in [GLTFDocumentExtension] classes, which is "
"important because they are stateless.\n"
"The argument should be the [GLTFDocumentExtension] name (does not have to "
"match the extension name in the GLTF file), and the return value can be "
"anything you set. If nothing was set, the return value is null."
msgstr ""
"在这个 [GLTFNode] 实例中获取额外的任意数据。这可以用来保持 "
"[GLTFDocumentExtension] 类中每个节点的状态数据,这很重要,因为它们是无状态"
"的。\n"
"参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名相匹"
"配),而该返回值可以是你设置的任何值。如果没有设置任何值,则返回值为 null。"
msgid ""
"Sets additional arbitrary data in this [GLTFNode] instance. This can be used "
"to keep per-node state data in [GLTFDocumentExtension] classes, which is "
"important because they are stateless.\n"
"The first argument should be the [GLTFDocumentExtension] name (does not have "
"to match the extension name in the GLTF file), and the second argument can be "
"anything you want."
msgstr ""
"在这个 [GLTFNode] 实例中设置额外的任意数据。这可以用来保持 "
"[GLTFDocumentExtension] 类中每个节点的状态数据,这很重要,因为它们是无状态"
"的。\n"
"第一个参数应该是 [GLTFDocumentExtension] 的名字(不必与 GLTF 文件中的扩展名相"
"匹配),第二个参数可以是任何你想要的东西。"
msgid ""
"If this GLTF node is a camera, the index of the [GLTFCamera] in the "
"[GLTFState] that describes the camera's properties. If -1, this node is not a "
"camera."
msgstr ""
"如果该 GLTF 节点是一个相机,则 [GLTFState] 中 [GLTFCamera] 的索引将描述该相机"
"的属性。如果为 -1则该节点不是相机。"
msgid ""
"The indices of the children nodes in the [GLTFState]. If this GLTF node has "
"no children, this will be an empty array."
msgstr ""
"[GLTFState] 中子节点的索引。如果该 GLTF 节点没有子节点,则这将是一个空数组。"
msgid ""
"How deep into the node hierarchy this node is. A root node will have a height "
"of 0, its children will have a height of 1, and so on. If -1, the height has "
"not been calculated."
msgstr ""
"该节点在节点层次结构中的深度。根节点的高度为 0其子节点的高度为 1依此类推。"
"如果为 -1则尚未计算高度。"
msgid ""
"If this GLTF node is a light, the index of the [GLTFLight] in the [GLTFState] "
"that describes the light's properties. If -1, this node is not a light."
msgstr ""
"如果该 GLTF 节点是一盏灯,则 [GLTFState] 中 [GLTFLight] 的索引将描述该灯的属"
"性。如果为 -1则该节点不是灯。"
msgid ""
"If this GLTF node is a mesh, the index of the [GLTFMesh] in the [GLTFState] "
"that describes the mesh's properties. If -1, this node is not a mesh."
msgstr ""
"如果该 GLTF 节点是网格,则 [GLTFState] 中 [GLTFMesh] 的索引将描述该网格的属"
"性。如果为 -1则该节点不是网格。"
msgid ""
"The index of the parent node in the [GLTFState]. If -1, this node is a root "
"node."
msgstr "[GLTFState] 中父节点的索引。如果为 -1则该节点为根节点。"
msgid "The position of the GLTF node relative to its parent."
msgstr "该 GLTF 节点相对于其父节点的位置。"
msgid "The rotation of the GLTF node relative to its parent."
msgstr "该 GLTF 节点相对于其父节点的旋转。"
msgid "The scale of the GLTF node relative to its parent."
msgstr "该 GLTF 节点相对于其父节点的缩放。"
msgid ""
"If this GLTF node has a skeleton, the index of the [GLTFSkeleton] in the "
"[GLTFState] that describes the skeleton's properties. If -1, this node does "
"not have a skeleton."
msgstr ""
"如果该 GLTF 节点具有骨架,则 [GLTFState] 中的 [GLTFSkeleton] 的索引将描述骨架"
"的属性。如果为 -1则该节点没有骨架。"
msgid ""
"If this GLTF node has a skin, the index of the [GLTFSkin] in the [GLTFState] "
"that describes the skin's properties. If -1, this node does not have a skin."
msgstr ""
"如果该 GLTF 节点有皮肤,则 [GLTFState] 中的 [GLTFSkin] 的索引将描述皮肤的属"
"性。如果为 -1则该节点没有皮肤。"
msgid ""
"The transform of the GLTF node relative to its parent. This property is "
"usually unused since the position, rotation, and scale properties are "
"preferred."
msgstr ""
"GLTF 节点相对于其父节点的变换。由于通常首选位置、旋转和缩放属性,因此不使用该"
"属性。"
msgid "Represents a GLTF physics body."
msgstr "代表 GLTF 物理体。"
msgid ""
"Represents a physics body as defined by the [code]OMI_physics_body[/code] "
"GLTF extension. This class is an intermediary between the GLTF data and "
"Godot's nodes, and it's abstracted in a way that allows adding support for "
"different GLTF physics extensions in the future."
msgstr ""
"代表 [code]OMI_physics_body[/code] GLTF 扩展中定义的物理体。这个类是 GLTF 数据"
"与 Godot 节点的中介,并且经过了抽象,支持将来加入各种 GLTF 物理扩展。"
msgid "OMI_physics_body GLTF extension"
msgstr "OMI_physics_body GLTF 扩展"
msgid ""
"Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary]."
msgstr "通过解析给定的 [Dictionary] 新建 GLTFPhysicsBody 实例。"
msgid ""
"Create a new GLTFPhysicsBody instance from the given Godot "
"[CollisionObject3D] node."
msgstr "从给定的 Godot [CollisionObject3D] 节点新建 GLTFPhysicsBody 实例。"
msgid "Serializes this GLTFPhysicsBody instance into a [Dictionary]."
msgstr "将这个 GLTFPhysicsBody 实例序列化为 [Dictionary]。"
msgid ""
"Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node."
msgstr "将这个 GLTFPhysicsBody 实例转换为 Godot [CollisionObject3D] 节点。"
msgid ""
"The angular velocity of the physics body, in radians per second. This is only "
"used when the body type is \"rigid\" or \"vehicle\"."
msgstr ""
"该物理体的角速度单位为弧度每秒。仅在物体类型为“rigid”或“vehicle”时使用。"
msgid ""
"The type of the body. When importing, this controls what type of "
"[CollisionObject3D] node Godot should generate. Valid values are \"static\", "
"\"kinematic\", \"character\", \"rigid\", \"vehicle\", and \"trigger\"."
msgstr ""
"该物体的类型。导入时,控制 Godot 应该生成何种类型的 [CollisionObject3D] 节点。"
"有效值有“static”“kinematic”“character”“rigid”“vehicle”“trigger”。"
msgid ""
"The center of mass of the body, in meters. This is in local space relative to "
"the body. By default, the center of the mass is the body's origin."
msgstr ""
"该物体的质心,单位为米。使用相对于物体的局部空间。质心默认为物体的原点。"
msgid ""
"The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). "
"This is only used when the body type is \"rigid\" or \"vehicle\".\n"
"When converted to a Godot [RigidBody3D] node, if this value is zero, then the "
"inertia will be calculated automatically."
msgstr ""
"该物理体的惯性张量单位为千克平方米kg⋅m²。仅在物体类型"
"为“rigid”或“vehicle”时使用。\n"
"转换为 Godot [RigidBody3D] 节点时,如果该值为零,则会自动计算惯性。"
msgid ""
"The linear velocity of the physics body, in meters per second. This is only "
"used when the body type is \"rigid\" or \"vehicle\"."
msgstr ""
"该物理体的线速度单位为米每秒。仅在物体类型为“rigid”或“vehicle”时使用。"
msgid ""
"The mass of the physics body, in kilograms. This is only used when the body "
"type is \"rigid\" or \"vehicle\"."
msgstr "该物理体的质量单位为千克。仅在物体类型为“rigid”或“vehicle”时使用。"
msgid "Represents a GLTF physics shape."
msgstr "代表 GLTF 物理形状。"
msgid ""
"Represents a physics shape as defined by the [code]OMI_collider[/code] GLTF "
"extension. This class is an intermediary between the GLTF data and Godot's "
"nodes, and it's abstracted in a way that allows adding support for different "
"GLTF physics extensions in the future."
msgstr ""
"代表 [code]OMI_collider[/code] GLTF 扩展中定义的物理形状。这个类是 GLTF 数据"
"与 Godot 节点的中介,并且经过了抽象,支持将来加入各种 GLTF 物理扩展。"
msgid "OMI_collider GLTF extension"
msgstr "OMI_collider GLTF 扩展"
msgid ""
"Creates a new GLTFPhysicsShape instance by parsing the given [Dictionary]."
msgstr "通过解析给定的 [Dictionary] 新建 GLTFPhysicsShape 实例。"
msgid ""
"Create a new GLTFPhysicsShape instance from the given Godot "
"[CollisionShape3D] node."
msgstr "根据给定的 Godot [CollisionShape3D] 节点新建 GLTFPhysicsShape 实例。"
msgid "Serializes this GLTFPhysicsShape instance into a [Dictionary]."
msgstr "将这个 GLTFPhysicsShape 实例序列化为 [Dictionary]。"
msgid ""
"Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node."
msgstr "将这个 GLTFPhysicsShape 实例转换为 Godot [CollisionShape3D] 节点。"
msgid ""
"The height of the shape, in meters. This is only used when the shape type is "
"\"capsule\" or \"cylinder\". This value should not be negative, and for "
"\"capsule\" it should be at least twice the radius."
msgstr ""
"形状的高度单位为米。仅在形状类型为“capsule”或“cylinder”时使用。这个值不能为"
"负数并且对于“capsule”而言应当至少是半径的两倍。"
msgid ""
"The [ImporterMesh] resource of the shape. This is only used when the shape "
"type is \"hull\" (convex hull) or \"trimesh\" (concave trimesh)."
msgstr ""
"形状的 [ImporterMesh] 资源。仅在形状类型为“hull”凸包和“trimesh”凹三角网"
"格)时使用。"
msgid ""
"If [code]true[/code], indicates that this shape is a trigger. For Godot, this "
"means that the shape should be a child of an Area3D node.\n"
"This is the only variable not used in the [method to_node] method, it's "
"intended to be used alongside when deciding where to add the generated node "
"as a child."
msgstr ""
"如果为 [code]true[/code],则表示这个形状是触发器。对于 Godot 而言,这意味着该"
"形状应当是 Area3D 节点的子节点。\n"
"这是 [method to_node] 方法中唯一没有用到的变量,应该单独用来确定要将生成的节点"
"添加到哪个节点之下。"
msgid ""
"The index of the shape's mesh in the GLTF file. This is only used when the "
"shape type is \"hull\" (convex hull) or \"trimesh\" (concave trimesh)."
msgstr ""
"形状网格在 GLTF 文件中的索引。仅在形状类型为“hull”凸包和“trimesh”凹三角"
"网格)时使用。"
msgid ""
"The radius of the shape, in meters. This is only used when the shape type is "
"\"capsule\", \"cylinder\", or \"sphere\". This value should not be negative."
msgstr ""
"形状的半径单位为米。仅在形状类型为“capsule”“cylinder”或“sphere”时使用。这个"
"值不应为负数。"
msgid ""
"The type of shape this shape represents. Valid values are \"box\", "
"\"capsule\", \"cylinder\", \"sphere\", \"hull\", and \"trimesh\"."
msgstr ""
"这个形状所代表的形状类型。有效取值有“box”“capsule”“cylinder”“sphere”“hull”以"
"及“trimesh”。"
msgid ""
"The size of the shape, in meters. This is only used when the shape type is "
"\"box\", and it represents the \"diameter\" of the box. This value should not "
"be negative."
msgstr ""
"形状的大小单位为米。仅在碰撞体类型为“box”时使用代表盒子的“直径”。这个值不"
"应为负数。"
msgid ""
"Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF "
"nodes. This property is unused during import, and only set during export. In "
"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes."
msgstr ""
"返回将骨架的骨骼索引映射到 GLTF 节点索引的 [Dictionary]。导入时不使用该属性,"
"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换"
"为 GLTF 节点。"
msgid ""
"Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF "
"nodes. This property is unused during import, and only set during export. In "
"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes."
msgstr ""
"设置将骨架的骨骼索引映射到 GLTF 节点索引的 [Dictionary]。导入时不使用该属性,"
"仅在导出时设置。在 GLTF 文件中,骨骼是一种节点,因此 Godot 将骨架中的骨骼转换"
"为 GLTF 节点。"
msgid "Archived GLTF extension for specular/glossy materials."
msgstr "已归档的 GLTF 扩展,用于镜面/光泽材质。"
msgid ""
"KHR_materials_pbrSpecularGlossiness is an archived GLTF extension. This means "
"that it is deprecated and not recommended for new files. However, it is still "
"supported for loading old files."
msgstr ""
"KHR_materials_pbrSpecularGlossiness 是一个已归档的 GLTF 扩展。这意味着它已被弃"
"用,不推荐用于新文件。但是,它仍然被支持用于加载旧文件。"
msgid "KHR_materials_pbrSpecularGlossiness GLTF extension spec"
msgstr "KHR_materials_pbrSpecularGlossiness GLTF 扩展规范"
msgid "The reflected diffuse factor of the material."
msgstr "该材质反射漫反射系数。"
msgid "The diffuse texture."
msgstr "漫反射纹理。"
msgid "The glossiness or smoothness of the material."
msgstr "材质的光泽度或光滑度。"
msgid "The specular-glossiness texture."
msgstr "镜面光泽度纹理。"
msgid "The specular RGB color of the material. The alpha channel is unused."
msgstr "材质的镜面反射 RGB 颜色。不使用 Alpha 通道。"
msgid "Represents all data of a GLTF file."
msgstr "代表 GLTF 文件中的所有数据。"
msgid ""
"Contains all nodes and resources of a GLTF file. This is used by "
"[GLTFDocument] as data storage, which allows [GLTFDocument] and all "
"[GLTFDocumentExtension] classes to remain stateless.\n"
"GLTFState can be populated by [GLTFDocument] reading a file or by converting "
"a Godot scene. Then the data can either be used to create a Godot scene or "
"save to a GLTF file. The code that converts to/from a Godot scene can be "
"intercepted at arbitrary points by [GLTFDocumentExtension] classes. This "
"allows for custom data to be stored in the GLTF file or for custom data to be "
"converted to/from Godot nodes."
msgstr ""
"包含 GLTF 文件中的所有节点和资源。用于 [GLTFDocument] 的数据存储,能够让 "
"[GLTFDocument] 和所有 [GLTFDocumentExtension] 类保持无状态。\n"
"GLTFState 的填写可以通过 [GLTFDocument] 读取文件进行,也可以通过转换 Godot 场"
"景进行。填写完成后,可以将数据用于 Godot 场景的创建或者 GLTF 文件的保存。与 "
"Godot 场景之间进行转换的代码可以通过 [GLTFDocumentExtension] 类在任意时刻拦"
"截。这样就能够在 GLTF 文件中存储自定义数据,也可以将自定义数据保存到 Godot 节"
"点或者从 Godot 节点读取。"
msgid "GLTF asset header schema"
msgstr "GLTF 资产头的模式"
msgid ""
"Appends an extension to the list of extensions used by this GLTF file during "
"serialization. If [param required] is true, the extension will also be added "
"to the list of required extensions. Do not run this in [method "
"GLTFDocumentExtension._export_post], as that stage is too late to add "
"extensions. The final list is sorted alphabetically."
msgstr ""
"在序列化期间,将一个扩展名追加到该 GLTF 文件使用的扩展名列表在。如果 [param "
"required] 为 true则该扩展名也将被添加到所需扩展名列表中。不要在 [method "
"GLTFDocumentExtension._export_post] 中运行它,因为那个阶段已来不及添加扩展。最"
"终的列表将按字母顺序排序。"
msgid ""
"Gets additional arbitrary data in this [GLTFState] instance. This can be used "
"to keep per-file state data in [GLTFDocumentExtension] classes, which is "
"important because they are stateless.\n"
"The argument should be the [GLTFDocumentExtension] name (does not have to "
"match the extension name in the GLTF file), and the return value can be "
"anything you set. If nothing was set, the return value is null."
msgstr ""
"在该 [GLTFState] 实例中,获取额外的任意数据。这可用于保留在 "
"[GLTFDocumentExtension] 类中的每个文件的状态数据,这很重要,因为它们是无状态"
"的。\n"
"该参数应该是 [GLTFDocumentExtension] 的名称(不必与 GLTF 文件中的扩展名相匹"
"配),而该返回值可以是你设置的任何东西。如果没有设置任何东西,则该返回值为 "
"null。"
msgid ""
"Returns the [AnimationPlayer] node with the given index. These nodes are only "
"used during the export process when converting Godot [AnimationPlayer] nodes "
"to GLTF animations."
msgstr ""
"返回具有给定索引的 [AnimationPlayer] 节点。这些节点仅在将 Godot "
"[AnimationPlayer] 节点转换为 GLTF 动画时的导出过程中使用。"
msgid ""
"Returns the number of [AnimationPlayer] nodes in this [GLTFState]. These "
"nodes are only used during the export process when converting Godot "
"[AnimationPlayer] nodes to GLTF animations."
msgstr ""
"返回该 [GLTFState] 中 [AnimationPlayer] 节点的数量。这些节点仅在将 Godot "
"[AnimationPlayer] 节点转换为 GLTF 动画时的导出过程中使用。"
msgid ""
"Returns an array of all [GLTFAnimation]s in the GLTF file. When importing, "
"these will be generated as animations in an [AnimationPlayer] node. When "
"exporting, these will be generated from Godot [AnimationPlayer] nodes."
msgstr ""
"返回 GLTF 文件中所有 [GLTFAnimation] 的数组。导入时,这些将在一个 "
"[AnimationPlayer] 节点生成为动画。导出时,这些将从 Godot [AnimationPlayer] 节"
"点生成。"
msgid ""
"Returns an array of all [GLTFCamera]s in the GLTF file. These are the cameras "
"that the [member GLTFNode.camera] index refers to."
msgstr ""
"返回 GLTF 文件中所有 [GLTFCamera] 的数组。这些是 [member GLTFNode.camera] 索引"
"引用的相机。"
msgid ""
"Gets the images of the GLTF file as an array of [Texture2D]s. These are the "
"images that the [member GLTFTexture.src_image] index refers to."
msgstr ""
"以 [Texture2D] 数组的形式获取 GLTF 文件中的图像。这些是 [member GLTFTexture."
"src_image] 索引引用的图像。"
msgid ""
"Returns an array of all [GLTFLight]s in the GLTF file. These are the lights "
"that the [member GLTFNode.light] index refers to."
msgstr ""
"返回 GLTF 文件中所有 [GLTFLight] 的数组。这些是 [member GLTFNode.light] 索引引"
"用的灯。"
msgid ""
"Returns an array of all [GLTFMesh]es in the GLTF file. These are the meshes "
"that the [member GLTFNode.mesh] index refers to."
msgstr ""
"返回 GLTF 文件中所有 [GLTFMesh] 的数组。这些是 [member GLTFNode.mesh] 索引引用"
"的网格。"
msgid ""
"Returns the index of the [GLTFNode] corresponding to this Godot scene node. "
"This is the inverse of [method get_scene_node]. Useful during the export "
"process.\n"
"[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], "
"and not every [GLTFNode] will have a scene node generated. If there is no "
"[GLTFNode] index for this scene node, [code]-1[/code] is returned."
msgstr ""
"返回与该 Godot 场景节点对应的 [GLTFNode] 的索引。这个方法与 [method "
"get_scene_node] 互逆。可以在导出过程中使用。\n"
"[b]注意:[/b]并不是所有 Godot 场景节点都有对应的 [GLTFNode],也并不是所有 "
"[GLTFNode] 都会生成场景节点。如果该场景节点没有 [GLTFNode] 索引,则会返回 "
"[code]-1[/code]。"
msgid ""
"Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes "
"that [member GLTFNode.children] and [member root_nodes] refer to. This "
"includes nodes that may not be generated in the Godot scene, or nodes that "
"may generate multiple Godot scene nodes."
msgstr ""
"返回 GLTF 文件中所有 [GLTFNode] 的数组。这些是 [member GLTFNode.children] 和 "
"[member root_nodes] 引用的节点。这包括可能不会在 Godot 场景中生成的节点,或者"
"可能生成多个 Godot 场景节点的节点。"
msgid ""
"Returns the Godot scene node that corresponds to the same index as the "
"[GLTFNode] it was generated from. This is the inverse of [method "
"get_node_index]. Useful during the import process.\n"
"[b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not "
"every generated scene node will have a corresponding [GLTFNode]. If there is "
"no scene node for this [GLTFNode] index, [code]null[/code] is returned."
msgstr ""
"返回指定索引的 [GLTFNode] 对应生成的 Godot 场景节点。这个方法与 [method "
"get_node_index] 互逆。可以在导入过程中使用。\n"
"[b]注意:[/b]并不是所有 [GLTFNode] 都会生成场景节点,也并不是所有 Godot 场景节"
"点都有对应的 [GLTFNode]。如果该 [GLTFNode] 索引没有场景节点,则会返回 "
"[code]null[/code]。"
msgid ""
"Returns an array of all [GLTFSkeleton]s in the GLTF file. These are the "
"skeletons that the [member GLTFNode.skeleton] index refers to."
msgstr ""
"返回 GLTF 文件中所有 [GLTFSkeleton] 的数组。这些是 [member GLTFNode.skeleton] "
"索引引用的骨架。"
msgid ""
"Returns an array of all [GLTFSkin]s in the GLTF file. These are the skins "
"that the [member GLTFNode.skin] index refers to."
msgstr ""
"返回 GLTF 文件中所有 [GLTFSkin] 的数组。这些是 [member GLTFNode.skin] 索引引用"
"的皮肤。"
msgid ""
"Retrieves the array of texture samplers that are used by the textures "
"contained in the GLTF."
msgstr "检索 GLTF 中包含的纹理所使用的纹理采样器的数组。"
msgid ""
"Returns an array of unique animation names. This is only used during the "
"import process."
msgstr "返回一组唯一的动画名称。这仅在导入过程中使用。"
msgid ""
"Returns an array of unique node names. This is used in both the import "
"process and export process."
msgstr "返回唯一节点名称的数组。这用于导入过程和导出过程。"
msgid ""
"Sets additional arbitrary data in this [GLTFState] instance. This can be used "
"to keep per-file state data in [GLTFDocumentExtension] classes, which is "
"important because they are stateless.\n"
"The first argument should be the [GLTFDocumentExtension] name (does not have "
"to match the extension name in the GLTF file), and the second argument can be "
"anything you want."
msgstr ""
"在这个 [GLTFState] 实例中设置额外的任意数据。这可以用来保留在 "
"[GLTFDocumentExtension] 类中的每个文件的状态数据,这很重要,因为它们是无状态"
"的。\n"
"第一个参数应该是 [GLTFDocumentExtension] 的名称(不必与 GLTF 文件中的扩展名相"
"匹配),第二个参数可以是任何你想要的东西。"
msgid ""
"Sets the [GLTFAnimation]s in the state. When importing, these will be "
"generated as animations in an [AnimationPlayer] node. When exporting, these "
"will be generated from Godot [AnimationPlayer] nodes."
msgstr ""
"设置该状态中的 [GLTFAnimation]。导入时,这些将在 [AnimationPlayer] 节点中生成"
"为动画。导出时,这些将由 Godot [AnimationPlayer] 节点生成。"
msgid ""
"Sets the [GLTFCamera]s in the state. These are the cameras that the [member "
"GLTFNode.camera] index refers to."
msgstr ""
"设置该状态中的 [GLTFCamera]。这些是 [member GLTFNode.camera] 索引引用的相机。"
msgid ""
"Sets the images in the state stored as an array of [Texture2D]s. This can be "
"used during export. These are the images that the [member GLTFTexture."
"src_image] index refers to."
msgstr ""
"设置状态中以 [Texture2D] 数组形式存储的图像。可以在导出时使用。这些是 [member "
"GLTFTexture.src_image] 索引所引用的图像。"
msgid ""
"Sets the [GLTFLight]s in the state. These are the lights that the [member "
"GLTFNode.light] index refers to."
msgstr ""
"设置该状态中的 [GLTFLight]。这些是 [member GLTFNode.light] 索引引用的灯。"
msgid ""
"Sets the [GLTFMesh]es in the state. These are the meshes that the [member "
"GLTFNode.mesh] index refers to."
msgstr ""
"设置该状态中的 [GLTFMesh]。这些是 [member GLTFNode.mesh] 索引引用的网格。"
msgid ""
"Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode."
"children] and [member root_nodes] refer to. Some of the nodes set here may "
"not be generated in the Godot scene, or may generate multiple Godot scene "
"nodes."
msgstr ""
"设置该状态中的 [GLTFNode]。这些是 [member GLTFNode.children] 和 [member "
"root_nodes] 引用的节点。这里设置的一些节点在 Godot 场景中可能不会生成,也可能"
"会生成多个 Godot 场景节点。"
msgid ""
"Sets the [GLTFSkeleton]s in the state. These are the skeletons that the "
"[member GLTFNode.skeleton] index refers to."
msgstr ""
"设置该状态中的 [GLTFSkeleton]。这些是 [member GLTFNode.skeleton] 索引引用的骨"
"架。"
msgid ""
"Sets the [GLTFSkin]s in the state. These are the skins that the [member "
"GLTFNode.skin] index refers to."
msgstr ""
"设置该状态中的 [GLTFSkin]。这些是 [member GLTFNode.skin] 索引引用的皮肤。"
msgid ""
"Sets the array of texture samplers that are used by the textures contained in "
"the GLTF."
msgstr "设置由 GLTF 中包含的纹理所使用的纹理采样器的数组。"
msgid ""
"Sets the unique animation names in the state. This is only used during the "
"import process."
msgstr "设置该状态中的唯一动画名称。这仅在导入过程中使用。"
msgid ""
"Sets the unique node names in the state. This is used in both the import "
"process and export process."
msgstr "设置该状态中的唯一节点名称。这用于导入过程和导出过程。"
msgid ""
"The folder path associated with this GLTF data. This is used to find other "
"files the GLTF file references, like images or binary buffers. This will be "
"set during import when appending from a file, and will be set during export "
"when writing to a file."
msgstr ""
"与该 GLTF 数据关联的文件夹路径。这用于查找该 GLTF 文件引用的其他文件,例如图像"
"或二进制缓冲区。这将在导入期间从文件追加时设置,并将在导出期间写入文件时设置。"
msgid ""
"The copyright string in the asset header of the GLTF file. This is set during "
"import if present and export if non-empty. See the GLTF asset header "
"documentation for more information."
msgstr ""
"该 GLTF 文件的资产标头中的版权字符串。如果存在,则在导入期间设置;如果非空则在"
"导出期间设置。详见 GLTF 资产标头文档。"
msgid ""
"The file name associated with this GLTF data. If it ends with [code].gltf[/"
"code], this is text-based GLTF, otherwise this is binary GLB. This will be "
"set during import when appending from a file, and will be set during export "
"when writing to a file. If writing to a buffer, this will be an empty string."
msgstr ""
"与该 GLTF 数据关联的文件名。如果它以 [code].gltf[/code] 结尾,则这是基于文本"
"的 GLTF否则这是二进制 GLB。这将在导入期间从文件追加时设置并将在导出期间写"
"入文件时设置。如果写入到缓冲区,这将是一个空字符串。"
msgid ""
"The root nodes of the GLTF file. Typically, a GLTF file will only have one "
"scene, and therefore one root node. However, a GLTF file may have multiple "
"scenes and therefore multiple root nodes, which will be generated as siblings "
"of each other and as children of the root node of the generated Godot scene."
msgstr ""
"GLTF 文件的根节点。通常,一个 GLTF 文件只有一个场景,因此只有一个根节点。然"
"而,一个 GLTF 文件可能有多个场景,因此可以有多个根节点,它们将作为彼此的兄弟节"
"点生成,并作为生成的 Godot 场景的根节点的子节点生成。"
msgid ""
"The name of the scene. When importing, if not specified, this will be the "
"file name. When exporting, if specified, the scene name will be saved to the "
"GLTF file."
msgstr ""
"场景的名称。导入时,如果没有指定,这将是文件名。导出时,如果指定,场景名称将被"
"保存到 GLTF 文件中。"
msgid "Discards all embedded textures and uses untextured materials."
msgstr "丢弃所有内嵌的纹理,并使用无纹理的材质。"
msgid ""
"Extracts embedded textures to be reimported and compressed. Editor only. Acts "
"as uncompressed at runtime."
msgstr "提取内嵌的纹理以重新导入和压缩。仅限编辑器。在运行时充当未压缩的。"
msgid ""
"Embeds textures VRAM compressed with Basis Universal into the generated scene."
msgstr "将使用 Basis Universal 压缩的纹理 VRAM 嵌入到生成的场景中。"
msgid ""
"Embeds textures compressed losslessly into the generated scene, matching old "
"behavior."
msgstr "将无损压缩的纹理嵌入到生成的场景中,匹配旧行为。"
msgid ""
"ID of the texture sampler to use when sampling the image. If -1, then the "
"default texture sampler is used (linear filtering, and repeat wrapping in "
"both axes)."
msgstr ""
"纹理采样器的 ID在对图像进行采样时使用。如果为 -1则使用默认的纹理采样器线"
"性过滤,并在两个轴上重复环绕)。"
msgid ""
"The index of the image associated with this texture, see [method GLTFState."
"get_images]. If -1, then this texture does not have an image assigned."
msgstr ""
"与该纹理关联的图像索引,见 [method GLTFState.get_images]。如果为 -1则该纹理"
"未与图像相关联。"
msgid "Represents a GLTF texture sampler"
msgstr "代表 GLTF 纹理采样器"
msgid ""
"Represents a texture sampler as defined by the base GLTF spec. Texture "
"samplers in GLTF specify how to sample data from the texture's base image, "
"when rendering the texture on an object."
msgstr ""
"表示由基本 GLTF 规范定义的纹理采样器。GLTF 中的纹理采样器指定在对象上渲染纹理"
"时,如何从纹理的基础图像中采样数据。"
msgid ""
"Texture's magnification filter, used when texture appears larger on screen "
"than the source image."
msgstr "纹理的放大滤镜,当纹理在屏幕上看起来比源图像大时使用。"
msgid ""
"Texture's minification filter, used when the texture appears smaller on "
"screen than the source image."
msgstr "纹理的缩小滤镜,当纹理在屏幕上看起来比源图像小时使用。"
msgid "Wrapping mode to use for S-axis (horizontal) texture coordinates."
msgstr "用于 S 轴(水平)纹理坐标的环绕模式。"
msgid "Wrapping mode to use for T-axis (vertical) texture coordinates."
msgstr "用于 T 轴(垂直)纹理坐标的环绕模式。"
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "Godot 和 Mono 运行时之间的桥梁(仅支持 Mono 的构建)。"
msgid ""
"This class is a bridge between Godot and the Mono runtime. It exposes several "
"low-level operations and is only available in Mono-enabled Godot builds.\n"
"See also [CSharpScript]."
msgstr ""
"该类是连接 Godot 和 Mono 运行时的桥梁。它暴露了一些低级别的操作,只在支持 "
"Mono 的 Godot 构建中可用。\n"
"参阅 [CSharpScript] 。"
msgid ""
"Returns [code]true[/code] if the .NET runtime is initialized, [code]false[/"
"code] otherwise."
msgstr ""
"如果 .NET 运行时已初始化,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。"
msgid "A 2D particle emitter."
msgstr "2D 粒子发射器。"
msgid ""
"2D particle node used to create a variety of particle systems and effects. "
"[GPUParticles2D] features an emitter that generates some number of particles "
"at a given rate.\n"
"Use the [member process_material] property to add a [ParticleProcessMaterial] "
"to configure particle appearance and behavior. Alternatively, you can add a "
"[ShaderMaterial] which will be applied to all particles.\n"
"2D particles can optionally collide with [LightOccluder2D], but they don't "
"collide with [PhysicsBody2D] nodes."
msgstr ""
"2D 粒子节点,用于创建各种粒子系统和效果。[GPUParticles2D] 是一个发射器,特点是"
"以给定的速度生成一定数量的粒子。\n"
"使用 [member process_material] 属性来添加一个配置粒子的外观和行为的 "
"[ParticleProcessMaterial]。或者,你可以添加一个应用于所有粒子的 "
"[ShaderMaterial]。\n"
"2D 粒子可以选择与 [LightOccluder2D] 碰撞,但它们不会与 [PhysicsBody2D] 节点碰"
"撞。"
msgid "2D Particles Demo"
msgstr "2D 粒子演示"
msgid ""
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)"
msgstr "2D Dodge The Creeps 演示(玩家身后的拖尾使用的是 GPUParticles2D"
msgid ""
"Returns a rectangle containing the positions of all existing particles.\n"
"[b]Note:[/b] When using threaded rendering this method synchronizes the "
"rendering thread. Calling it often may have a negative impact on performance."
msgstr ""
"返回一个包含所有已有粒子位置的矩形。\n"
"[b]注意:[/b]当使用线程渲染时,该方法会同步渲染线程。经常调用它可能会对性能产"
"生负面影响。"
msgid "Sets this node's properties to match a given [CPUParticles2D] node."
msgstr "设置该节点的属性以匹配给定的 [CPUParticles2D] 节点。"
msgid ""
"Emits a single particle. Whether [param xform], [param velocity], [param "
"color] and [param custom] are applied depends on the value of [param flags]. "
"See [enum EmitFlags]."
msgstr ""
"发射单个粒子。是否应用 [param xform]、[param velocity]、[param color] 和 "
"[param custom] 取决于 [param flags] 的值。请参阅 [enum EmitFlags]。"
msgid "Restarts all the existing particles."
msgstr "重新启动所有现有的粒子。"
msgid ""
"The number of particles to emit in one emission cycle. The effective emission "
"rate is [code](amount * amount_ratio) / lifetime[/code] particles per second. "
"Higher values will increase GPU requirements, even if not all particles are "
"visible at a given time or if [member amount_ratio] is decreased.\n"
"[b]Note:[/b] Changing this value will cause the particle system to restart. "
"To avoid this, change [member amount_ratio] instead."
msgstr ""
"一个发射周期内发射的粒子数。有效发射速率为每秒 [code](amount * "
"amount_ratio) / lifetime[/code] 个粒子。较高的值会增加 GPU 要求,即使在给定时"
"间并非所有粒子都可见或 [member amount_ratio] 减少。\n"
"[b]注意:[/b]更改该值将导致粒子系统重新启动。为了避免这种情况,请更改 [member "
"amount_ratio]。"
msgid ""
"The ratio of particles that should actually be emitted. If set to a value "
"lower than [code]1.0[/code], this will set the amount of emitted particles "
"throughout the lifetime to [code]amount * amount_ratio[/code]. Unlike "
"changing [member amount], changing [member amount_ratio] while emitting does "
"not affect already-emitted particles and doesn't cause the particle system to "
"restart. [member amount_ratio] can be used to create effects that make the "
"number of emitted particles vary over time.\n"
"[b]Note:[/b] Reducing the [member amount_ratio] has no performance benefit, "
"since resources need to be allocated and processed for the total [member "
"amount] of particles regardless of the [member amount_ratio]. If you don't "
"intend to change the number of particles emitted while the particles are "
"emitting, make sure [member amount_ratio] is set to [code]1[/code] and change "
"[member amount] to your liking instead."
msgstr ""
"实际应该发射的粒子的比率。如果被设置为低于 [code]1.0[/code] 的值,则会将整个生"
"命周期内发射的粒子数量设置为 [code]amount * amount_ratio[/code]。与更改 "
"[member amount] 不同,发射时更改 [member amount_ratio] 不会影响已发射的粒子,"
"也不会导致粒子系统重新启动。[member amount_ratio] 可用于创建使发射粒子的数量随"
"时间变化的效果。\n"
"[b]注意:[/b]减少 [member amount_ratio] 不会带来性能优势,因为无论 [member "
"amount_ratio] 是多少,都需要为粒子总数 [member amount] 分配和处理资源。如果你"
"不打算在粒子发射时更改发射的粒子数量,请确保将 [member amount_ratio] 设置为 "
"[code]1[/code] 并根据你的喜好更改 [member amount]。"
msgid ""
"Multiplier for particle's collision radius. [code]1.0[/code] corresponds to "
"the size of the sprite. If particles appear to sink into the ground when "
"colliding, increase this value. If particles appear to float when colliding, "
"decrease this value. Only effective if [member ParticleProcessMaterial."
"collision_mode] is [constant ParticleProcessMaterial.COLLISION_RIGID] or "
"[constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT].\n"
"[b]Note:[/b] Particles always have a spherical collision shape."
msgstr ""
"粒子碰撞半径的乘数。[code]1.0[/code] 对应于该精灵的大小。如果碰撞时粒子似乎沉"
"入地下,请增加该值。如果粒子在碰撞时出现漂浮,请减小该值。仅当 [member "
"ParticleProcessMaterial.collision_mode] 为 [constant ParticleProcessMaterial."
"COLLISION_RIGID] 或 [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT] 时有效。\n"
"[b]注意:[/b]粒子始终具有球形碰撞形状。"
msgid ""
"Causes all the particles in this node to interpolate towards the end of their "
"lifetime.\n"
"[b]Note:[/b] This only works when used with a [ParticleProcessMaterial]. It "
"needs to be manually implemented for custom process shaders."
msgstr ""
"导致该节点中的所有粒子插值到其生命周期结束时。\n"
"[b]注意:[/b]这仅在与 [ParticleProcessMaterial] 一起使用时才有效。对于自定义进"
"程着色器,需要手动实现。"
msgid ""
"Enables particle interpolation, which makes the particle movement smoother "
"when their [member fixed_fps] is lower than the screen refresh rate."
msgstr "启用粒子插值,当[member fixed_fps] 低于屏幕刷新率时,使粒子运动更平滑。"
msgid ""
"The amount of time each particle will exist (in seconds). The effective "
"emission rate is [code](amount * amount_ratio) / lifetime[/code] particles "
"per second."
msgstr ""
"每个粒子存在的时间(以秒为单位)。有效发射速率为每秒 [code](amount * "
"amount_ratio) / lifetime[/code] 个粒子。"
msgid ""
"If [code]true[/code], particles use the parent node's coordinate space (known "
"as local coordinates). This will cause particles to move and rotate along the "
"[GPUParticles2D] node (and its parents) when it is moved or rotated. If "
"[code]false[/code], particles use global coordinates; they will not move or "
"rotate along the [GPUParticles2D] node (and its parents) when it is moved or "
"rotated."
msgstr ""
"如果为 [code]true[/code],则粒子使用父节点的坐标空间(称为局部坐标)。这将导致"
"粒子在移动或旋转时沿着 [GPUParticles2D] 节点(及其父节点)移动和旋转。如果为 "
"[code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 "
"[GPUParticles2D] 节点(及其父节点)移动或旋转。"
msgid ""
"[Material] for processing particles. Can be a [ParticleProcessMaterial] or a "
"[ShaderMaterial]."
msgstr ""
"用于处理粒子的 [Material] 。可以是 [ParticleProcessMaterial] 或 "
"[ShaderMaterial] 。"
msgid ""
"Path to another [GPUParticles2D] node that will be used as a subemitter (see "
"[member ParticleProcessMaterial.sub_emitter_mode]). Subemitters can be used "
"to achieve effects such as fireworks, sparks on collision, bubbles popping "
"into water drops, and more.\n"
"[b]Note:[/b] When [member sub_emitter] is set, the target [GPUParticles2D] "
"node will no longer emit particles on its own."
msgstr ""
"到将被用作子发射器(请参阅 [member ParticleProcessMaterial.sub_emitter_mode]"
"的另一个 [GPUParticles2D] 节点的路径。子发射器可被用于实现烟花、碰撞火花、气泡"
"弹出水滴等效果。\n"
"[b]注意:[/b]当 [member sub_emitter] 被设置时,该目标 [GPUParticles2D] 节点将"
"不再自行发射粒子。"
msgid ""
"Particle texture. If [code]null[/code], particles will be squares with a size "
"of 1×1 pixels.\n"
"[b]Note:[/b] To use a flipbook texture, assign a new [CanvasItemMaterial] to "
"the [GPUParticles2D]'s [member CanvasItem.material] property, then enable "
"[member CanvasItemMaterial.particles_animation] and set [member "
"CanvasItemMaterial.particles_anim_h_frames], [member CanvasItemMaterial."
"particles_anim_v_frames], and [member CanvasItemMaterial.particles_anim_loop] "
"to match the flipbook texture."
msgstr ""
"粒子纹理。如果为 [code]null[/code],则粒子将是大小为 1×1 像素的正方形。\n"
"[b]注意:[/b]要使用翻页纹理,请将新的 [CanvasItemMaterial] 分配给 "
"[GPUParticles2D] 的 [member CanvasItem.material] 属性,然后启用 [member "
"CanvasItemMaterial.particles_animation] 并设置 [member CanvasItemMaterial."
"particles_anim_h_frames]、[member CanvasItemMaterial."
"particles_anim_v_frames]、和 [member CanvasItemMaterial.particles_anim_loop] "
"来匹配该翻页纹理。"
msgid ""
"If [code]true[/code], enables particle trails using a mesh skinning system.\n"
"[b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and "
"subdivisions is set with the [member trail_sections] and [member "
"trail_section_subdivisions] properties."
msgstr ""
"如果[code]true[/code] ,可以使用网格换肤系统来启用粒子轨迹。\n"
"[b]注意:[/b]与[GPUParticles3D]不同的是trail sections和subdivisions的数量是"
"通过属性[member trail_sections]和[member trail_section_subdivisions]设置的。"
msgid ""
"The amount of time the particle's trail should represent (in seconds). Only "
"effective if [member trail_enabled] is [code]true[/code]."
msgstr ""
"代表粒子轨迹的时间量(以秒为单位)。仅当 [member trail_enabled] 为 "
"[code]true[/code] 时有效。"
msgid ""
"The number of subdivisions to use for the particle trail rendering. Higher "
"values can result in smoother trail curves, at the cost of performance due to "
"increased mesh complexity. See also [member trail_sections]. Only effective "
"if [member trail_enabled] is [code]true[/code]."
msgstr ""
"用于粒子尾迹渲染的细分数。较高的值可以产生更平滑的尾迹曲线,但由于增加了网格的"
"复杂度,因此会牺牲性能。另见 [member trail_sections]。仅当 [member "
"trail_enabled] 为 [code]true[/code] 时有效。"
msgid ""
"The number of sections to use for the particle trail rendering. Higher values "
"can result in smoother trail curves, at the cost of performance due to "
"increased mesh complexity. See also [member trail_section_subdivisions]. Only "
"effective if [member trail_enabled] is [code]true[/code]."
msgstr ""
"用于粒子轨迹渲染的部分数。较高的值可以产生更平滑的尾迹曲线,但由于增加了网格的"
"复杂度,因此会牺牲性能。另见 [member trail_section_subdivisions]。仅当 "
"[member trail_enabled] 为 [code]true[/code] 时有效。"
msgid ""
"The [Rect2] that determines the node's region which needs to be visible on "
"screen for the particle system to be active.\n"
"Grow the rect if particles suddenly appear/disappear when the node enters/"
"exits the screen. The [Rect2] can be grown via code or with the [b]Particles "
"→ Generate Visibility Rect[/b] editor tool."
msgstr ""
"[Rect2] 确定节点的区域,该区域需要在屏幕上可见才能使粒子系统处于活动状态。\n"
"如果当节点进入/退出屏幕时粒子突然出现/消失,则增长矩形。[Rect2] 可以通过代码或"
"使用 [b]Particles → Generate Visibility Rect[/b] 编辑器工具生成。"
msgid ""
"Emitted when all active particles have finished processing. When [member "
"one_shot] is disabled, particles will process continuously, so this is never "
"emitted.\n"
"[b]Note:[/b] Due to the particles being computed on the GPU there might be a "
"delay before the signal gets emitted."
msgstr ""
"当所有活动粒子完成处理时发出。当 [member one_shot] 被禁用时,粒子将连续处理,"
"因此它永远不会发出。\n"
"[b]注意:[/b]由于粒子是在 GPU 上计算的,因此在该信号发出之前可能会有延迟。"
msgid "Particle starts at the specified position."
msgstr "粒子在指定位置开始。"
msgid "Particle starts with specified rotation and scale."
msgstr "粒子以指定的旋转和缩放开始。"
msgid ""
"Particle starts with the specified velocity vector, which defines the "
"emission direction and speed."
msgstr "粒子从指定的速度向量开始,该向量定义了发射方向和速度。"
msgid "Particle starts with specified color."
msgstr "粒子以指定的颜色开始。"
msgid "Particle starts with specified [code]CUSTOM[/code] data."
msgstr "粒子以指定的 [code]CUSTOM[/code] 数据开始。"
msgid "A 3D particle emitter."
msgstr "3D 粒子发射器。"
msgid ""
"3D particle node used to create a variety of particle systems and effects. "
"[GPUParticles3D] features an emitter that generates some number of particles "
"at a given rate.\n"
"Use [member process_material] to add a [ParticleProcessMaterial] to configure "
"particle appearance and behavior. Alternatively, you can add a "
"[ShaderMaterial] which will be applied to all particles."
msgstr ""
"3D 粒子节点,用于创建各种粒子系统和效果。[GPUParticles3D] 的特点是,发射器以给"
"定的速度产生一定数量的粒子。\n"
"使用 [member process_material] 属性来添加一个配置粒子外观和行为的 "
"[ParticleProcessMaterial]。或者,你可以添加一个应用于所有粒子的 "
"[ShaderMaterial]。"
msgid "Controlling thousands of fish with Particles"
msgstr "用粒子控制数千条鱼"
msgid ""
"Returns the axis-aligned bounding box that contains all the particles that "
"are active in the current frame."
msgstr "返回包含当前帧中所有活动粒子的轴对齐边界框。"
msgid "Sets this node's properties to match a given [CPUParticles3D] node."
msgstr "设置该节点的属性以匹配给定的 [CPUParticles3D] 节点。"
msgid "Returns the [Mesh] that is drawn at index [param pass]."
msgstr "返回在索引 [param pass] 处绘制的 [Mesh] 。"
msgid "Restarts the particle emission, clearing existing particles."
msgstr "重新发射粒子,清除现有的粒子。"
msgid "Sets the [Mesh] that is drawn at index [param pass]."
msgstr "设置在索引 [param pass] 处绘制的 [Mesh] 。"
msgid ""
"The base diameter for particle collision in meters. If particles appear to "
"sink into the ground when colliding, increase this value. If particles appear "
"to float when colliding, decrease this value. Only effective if [member "
"ParticleProcessMaterial.collision_mode] is [constant ParticleProcessMaterial."
"COLLISION_RIGID] or [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT].\n"
"[b]Note:[/b] Particles always have a spherical collision shape."
msgstr ""
"粒子碰撞的基本直径(以米为单位)。如果碰撞时粒子似乎沉入地下,请增加该值。如果"
"粒子在碰撞时出现漂浮,请减小该值。仅当 [member ParticleProcessMaterial."
"collision_mode] 为 [constant ParticleProcessMaterial.COLLISION_RIGID] 或 "
"[constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] 时有效。\n"
"[b]注意:[/b]粒子始终具有球形碰撞形状。"
msgid ""
"Particle draw order. Uses [enum DrawOrder] values.\n"
"[b]Note:[/b] [constant DRAW_ORDER_INDEX] is the only option that supports "
"motion vectors for effects like TAA. It is suggested to use this draw order "
"if the particles are opaque to fix ghosting artifacts."
msgstr ""
"粒子绘制顺序。使用 [enum DrawOrder] 值。\n"
"[b]注意:[/b][constant DRAW_ORDER_INDEX] 是支持 TAA 等效果的运动向量的唯一选"
"项。如果粒子不透明,建议使用该绘制顺序来修复重影伪影。"
msgid "[Mesh] that is drawn for the first draw pass."
msgstr "第一绘制阶段所绘制的 [Mesh]。"
msgid "[Mesh] that is drawn for the second draw pass."
msgstr "第二绘制阶段所绘制的 [Mesh]。"
msgid "[Mesh] that is drawn for the third draw pass."
msgstr "第三绘制阶段所绘制的 [Mesh]。"
msgid "[Mesh] that is drawn for the fourth draw pass."
msgstr "第四绘制阶段所绘制的 [Mesh]。"
msgid "The number of draw passes when rendering particles."
msgstr "渲染粒子时的绘制阶段数。"
msgid ""
"Time ratio between each emission. If [code]0[/code], particles are emitted "
"continuously. If [code]1[/code], all particles are emitted simultaneously."
msgstr ""
"每次发射之间的时间比。如果为 [code]0[/code],则粒子是连续发射的。如果为 "
"[code]1[/code],则所有的粒子都同时发射。"
msgid ""
"If [code]true[/code], particles use the parent node's coordinate space (known "
"as local coordinates). This will cause particles to move and rotate along the "
"[GPUParticles3D] node (and its parents) when it is moved or rotated. If "
"[code]false[/code], particles use global coordinates; they will not move or "
"rotate along the [GPUParticles3D] node (and its parents) when it is moved or "
"rotated."
msgstr ""
"如果为 [code]true[/code],则粒子使用父节点的坐标空间(称为局部坐标)。这将导致"
"粒子在移动或旋转时沿着 [GPUParticles3D] 节点(及其父节点)移动和旋转。如果为 "
"[code]false[/code],则粒子使用全局坐标;当移动或旋转时,它们不会沿着 "
"[GPUParticles3D] 节点(及其父节点)移动或旋转。"
msgid ""
"If [code]true[/code], only the number of particles equal to [member amount] "
"will be emitted."
msgstr "如果为 [code]true[/code],将只发出 [member amount] 数量的粒子。"
msgid ""
"Amount of time to preprocess the particles before animation starts. Lets you "
"start the animation some time after particles have started emitting."
msgstr ""
"动画开始前对粒子进行预处理的时间。让你在粒子开始发射后的一段时间内开始动画。"
msgid "Emission randomness ratio."
msgstr "发出随机率。"
msgid ""
"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
"particles."
msgstr "速度缩放比例。[code]0[/code] 的值可被用于暂停粒子。"
msgid ""
"Path to another [GPUParticles3D] node that will be used as a subemitter (see "
"[member ParticleProcessMaterial.sub_emitter_mode]). Subemitters can be used "
"to achieve effects such as fireworks, sparks on collision, bubbles popping "
"into water drops, and more.\n"
"[b]Note:[/b] When [member sub_emitter] is set, the target [GPUParticles3D] "
"node will no longer emit particles on its own."
msgstr ""
"到将被用作子发射器(请参阅 [member ParticleProcessMaterial.sub_emitter_mode]"
"的另一个 [GPUParticles3D] 节点的路径。子发射器可被用于实现烟花、碰撞火花、气泡"
"弹出水滴等效果。\n"
"[b]注意:[/b]当 [member sub_emitter] 被设置时,该目标 [GPUParticles3D] 节点将"
"不再自行发射粒子。"
msgid ""
"If [code]true[/code], enables particle trails using a mesh skinning system. "
"Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].\n"
"[b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled "
"on the particle mesh's material. Otherwise, setting [member trail_enabled] to "
"[code]true[/code] will have no effect.\n"
"[b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and "
"subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s "
"properties."
msgstr ""
"如果为 [code]true[/code],则使用网格蒙皮系统来启用粒子尾迹。旨在与 "
"[RibbonTrailMesh] 和 [TubeTrailMesh] 一起使用。\n"
"[b]注意:[/b]还必须在粒子网格的材质上启用 [member BaseMaterial3D."
"use_particle_trails]。否则,将 [member trail_enabled] 设置为 [code]true[/"
"code] 将无效。\n"
"[b]注意:[/b]与 [GPUParticles2D] 不同,尾迹部分及其细分的数量是在 "
"[RibbonTrailMesh] 或 [TubeTrailMesh] 的属性中设置的。"
msgid ""
"The [AABB] that determines the node's region which needs to be visible on "
"screen for the particle system to be active. [member GeometryInstance3D."
"extra_cull_margin] is added on each of the AABB's axes. Particle collisions "
"and attraction will only occur within this area.\n"
"Grow the box if particles suddenly appear/disappear when the node enters/"
"exits the screen. The [AABB] can be grown via code or with the [b]Particles → "
"Generate AABB[/b] editor tool.\n"
"[b]Note:[/b] [member visibility_aabb] is overridden by [member "
"GeometryInstance3D.custom_aabb] if that property is set to a non-default "
"value."
msgstr ""
"[AABB] 确定节点的区域,该区域需要在屏幕上可见,才能使粒子系统处于活动状态。"
"[member GeometryInstance3D.extra_cull_margin] 被添加到 AABB 的每个轴上。粒子碰"
"撞和吸引只会发生在该区域内。\n"
"如果在节点进入/退出屏幕时,粒子突然出现/消失,则应该增大矩形。[AABB] 可以通过"
"代码,或使用 [b]粒子 → 生成 AABB[/b] 编辑器工具生成。\n"
"[b]注意:[/b]如果该属性被设置为非默认值,[member visibility_aabb] 会被 "
"[member GeometryInstance3D.custom_aabb] 覆盖。"
msgid "Maximum number of draw passes supported."
msgstr "支持的最大绘制阶段数。"
msgid "Abstract base class for 3D particle attractors."
msgstr "3D 粒子吸引器的抽象基类。"
msgid ""
"Particle attractors can be used to attract particles towards the attractor's "
"origin, or to push them away from the attractor's origin.\n"
"Particle attractors work in real-time and can be moved, rotated and scaled "
"during gameplay. Unlike collision shapes, non-uniform scaling of attractors "
"is also supported.\n"
"Attractors can be temporarily disabled by hiding them, or by setting their "
"[member strength] to [code]0.0[/code].\n"
"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"粒子吸引器可以将粒子朝吸引器的原点吸,也可以将粒子推离吸引器的原点。\n"
"粒子吸引器是实时进行的,可以在游戏过程中进行移动、旋转、缩放。与碰撞形状不同,"
"吸引器支持不统一的缩放。\n"
"临时禁用吸引器的方法是将其隐藏,也可以将 [member strength] 设置为 [code]0.0[/"
"code]。\n"
"[b]注意:[/b]粒子吸引器只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。"
msgid ""
"The particle attractor's attenuation. Higher values result in more gradual "
"pushing of particles as they come closer to the attractor's origin. Zero or "
"negative values will cause particles to be pushed very fast as soon as the "
"touch the attractor's edges."
msgstr ""
"粒子吸引器的衰减。较高的值会导致粒子在靠近吸引器的原点时逐渐被推动。零值或负值"
"将导致粒子一接触吸引器的边缘就会被快速推动。"
msgid ""
"The particle rendering layers ([member VisualInstance3D.layers]) that will be "
"affected by the attractor. By default, all particles are affected by an "
"attractor.\n"
"After configuring particle nodes accordingly, specific layers can be "
"unchecked to prevent certain particles from being affected by attractors. For "
"example, this can be used if you're using an attractor as part of a spell "
"effect but don't want the attractor to affect unrelated weather particles at "
"the same position.\n"
"Particle attraction can also be disabled on a per-process material basis by "
"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the "
"[GPUParticles3D] node."
msgstr ""
"将受吸引器影响的粒子渲染层([member VisualInstance3D.layers])。默认情况下,所"
"有粒子都受吸引子器影响。\n"
"相应地配置粒子节点后,可以取消勾选特定层,以防止某些粒子受到吸引器的影响。例"
"如,如果将吸引器用作法术效果的一部分,但不希望吸引器影响同一位置的不相关天气粒"
"子,则可以使用该属性。\n"
"通过在 [GPUParticles3D] 节点上设置 [member ParticleProcessMaterial."
"attractor_interaction_enabled],也可以在每个进程材质的基上禁用粒子吸引。"
msgid ""
"Adjusts how directional the attractor is. At [code]0.0[/code], the attractor "
"is not directional at all: it will attract particles towards its center. At "
"[code]1.0[/code], the attractor is fully directional: particles will always "
"be pushed towards local -Z (or +Z if [member strength] is negative).\n"
"[b]Note:[/b] If [member directionality] is greater than [code]0.0[/code], the "
"direction in which particles are pushed can be changed by rotating the "
"[GPUParticlesAttractor3D] node."
msgstr ""
"调整吸引器的方向。在 [code]0.0[/code] 处,吸引器完全没有方向性:它会将粒子吸引"
"到其中心。在 [code]1.0[/code] 中,吸引器是完全定向的:粒子将始终被推向局部 -Z"
"(如果 [member strength] 为负数,则推向 +Z。\n"
"[b]注意:[/b]如果 [member directionality] 大于 [code]0.0[/code],则可以通过旋"
"转 [GPUParticlesAttractor3D] 节点,来改变粒子推送的方向。"
msgid ""
"Adjusts the strength of the attractor. If [member strength] is negative, "
"particles will be pushed in the opposite direction. Particles will be pushed "
"[i]away[/i] from the attractor's origin if [member directionality] is "
"[code]0.0[/code], or towards local +Z if [member directionality] is greater "
"than [code]0.0[/code]."
msgstr ""
"调整吸引器的强度。如果 [member strength] 为负,则粒子将被反向推动。如果 "
"[member directionality] 为 [code]0.0[/code],则粒子将被推[i]离[/i]吸引器的原"
"点;如果 [member directionality] 大于 [code]0.0[/code],则粒子将被推向局部 "
"+Z。"
msgid ""
"A box-shaped attractor that influences particles from [GPUParticles3D] nodes."
msgstr "影响来自 [GPUParticles3D] 节点的粒子的盒形吸引器。"
msgid ""
"A box-shaped attractor that influences particles from [GPUParticles3D] nodes. "
"Can be used to attract particles towards its origin, or to push them away "
"from its origin.\n"
"Particle attractors work in real-time and can be moved, rotated and scaled "
"during gameplay. Unlike collision shapes, non-uniform scaling of attractors "
"is also supported.\n"
"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"影响来自 [GPUParticles3D] 节点的粒子的盒形吸引器。可用于将粒子吸引到其原点,或"
"将它们推离其原点。\n"
"粒子吸引器是实时工作的,可以在游戏过程中进行移动、旋转、缩放。与碰撞形状不同,"
"吸引器还支持不统一的缩放。\n"
"[b]注意:[/b]粒子吸引器只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。"
msgid "The attractor box's size in 3D units."
msgstr "吸引器盒的尺寸,使用 3D 单位。"
msgid ""
"A spheroid-shaped attractor that influences particles from [GPUParticles3D] "
"nodes."
msgstr "影响来自 [GPUParticles3D] 节点的粒子的球形吸引器。"
msgid ""
"A spheroid-shaped attractor that influences particles from [GPUParticles3D] "
"nodes. Can be used to attract particles towards its origin, or to push them "
"away from its origin.\n"
"Particle attractors work in real-time and can be moved, rotated and scaled "
"during gameplay. Unlike collision shapes, non-uniform scaling of attractors "
"is also supported.\n"
"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"影响来自 [GPUParticles3D] 节点的粒子的球形吸引器。可用于将粒子吸引到其原点,或"
"将它们推离其原点。\n"
"粒子吸引器是实时工作的,可以在游戏过程中进行移动、旋转、缩放。与碰撞形状不同,"
"吸引器还支持不统一的缩放。\n"
"[b]注意:[/b]粒子吸引器只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。"
msgid ""
"The attractor sphere's radius in 3D units.\n"
"[b]Note:[/b] Stretched ellipses can be obtained by using non-uniform scaling "
"on the [GPUParticlesAttractorSphere3D] node."
msgstr ""
"吸引器球体的半径,使用 3D 单位。\n"
"[b]注意:[/b]要得到拉伸椭圆形,可以对 [GPUParticlesAttractorSphere3D] 节点使用"
"非统一缩放。"
msgid ""
"A box-shaped attractor with varying directions and strengths defined in it "
"that influences particles from [GPUParticles3D] nodes."
msgstr ""
"盒形吸引器,其中定义了不同的方向和强度,会影响来自 [GPUParticles3D] 节点的粒"
"子。"
msgid ""
"A box-shaped attractor with varying directions and strengths defined in it "
"that influences particles from [GPUParticles3D] nodes.\n"
"Unlike [GPUParticlesAttractorBox3D], [GPUParticlesAttractorVectorField3D] "
"uses a [member texture] to affect attraction strength within the box. This "
"can be used to create complex attraction scenarios where particles travel in "
"different directions depending on their location. This can be useful for "
"weather effects such as sandstorms.\n"
"Particle attractors work in real-time and can be moved, rotated and scaled "
"during gameplay. Unlike collision shapes, non-uniform scaling of attractors "
"is also supported.\n"
"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"盒形吸引器,其中定义了不同的方向和强度,会影响来自 [GPUParticles3D] 节点的粒"
"子。\n"
"与 [GPUParticlesAttractorBox3D] 不同,[GPUParticlesAttractorVectorField3D] 使"
"用 [member texture] 来影响盒子内的吸引力强度。可用于创建复杂的吸引场景,其中粒"
"子根据其位置向不同方向移动。这对于沙尘暴等天气影响很有用。\n"
"粒子吸引器是实时工作的,可以在游戏过程中进行移动、旋转、缩放。与碰撞形状不同,"
"吸引器还支持不统一的缩放。\n"
"[b]注意:[/b]粒子吸引器只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。"
msgid "The size of the vector field box in 3D units."
msgstr "向量场盒子的尺寸,使用 3D 单位。"
msgid ""
"The 3D texture to be used. Values are linearly interpolated between the "
"texture's pixels.\n"
"[b]Note:[/b] To get better performance, the 3D texture's resolution should "
"reflect the [member size] of the attractor. Since particle attraction is "
"usually low-frequency data, the texture can be kept at a low resolution such "
"as 64×64×64."
msgstr ""
"要使用的 3D 纹理。会在纹理像素之间进行线性插值。\n"
"[b]注意:[/b]为了获得更好的性能3D 纹理的分辨率应该反映该吸引器的 [member "
"size]。由于粒子吸引力通常是低频数据,因此可以将纹理保持在较低分辨率,例如 "
"64×64×64。"
msgid ""
"Abstract base class for 3D particle collision shapes affecting "
"[GPUParticles3D] nodes."
msgstr "影响 [GPUParticles3D] 节点的 3D 粒子碰撞形状的抽象基类。"
msgid ""
"Particle collision shapes can be used to make particles stop or bounce "
"against them.\n"
"Particle collision shapes work in real-time and can be moved, rotated and "
"scaled during gameplay. Unlike attractors, non-uniform scaling of collision "
"shapes is [i]not[/i] supported.\n"
"Particle collision shapes can be temporarily disabled by hiding them.\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant "
"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s "
"process material for collision to work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D].\n"
"[b]Note:[/b] Particles pushed by a collider that is being moved will not be "
"interpolated, which can result in visible stuttering. This can be alleviated "
"by setting [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value "
"that matches or exceeds the target framerate."
msgstr ""
"粒子碰撞形状可用于使粒子停止或对其反弹。\n"
"粒子碰撞形状是实时工作的,在游戏过程中可以移动、旋转和缩放。与吸引器不同,碰撞"
"形状的非均匀缩放[i]不[/i]受支持。\n"
"粒子碰撞形状可以通过隐藏而暂时禁用。\n"
"[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member "
"ParticleProcessMaterial.collision_mode] 必须是 [constant "
"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n"
"[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。\n"
"[b]注意:[/b]由正在移动的碰撞器推动的粒子不会被插值,这可能会导致可见的卡顿。"
"这可以通过将 [member GPUParticles3D.fixed_fps] 设置为 [code]0[/code] 或一个符"
"合或超过目标帧速率的值来缓解。"
msgid ""
"The particle rendering layers ([member VisualInstance3D.layers]) that will be "
"affected by the collision shape. By default, all particles that have [member "
"ParticleProcessMaterial.collision_mode] set to [constant "
"ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape.\n"
"After configuring particle nodes accordingly, specific layers can be "
"unchecked to prevent certain particles from being affected by attractors. For "
"example, this can be used if you're using an attractor as part of a spell "
"effect but don't want the attractor to affect unrelated weather particles at "
"the same position.\n"
"Particle attraction can also be disabled on a per-process material basis by "
"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the "
"[GPUParticles3D] node."
msgstr ""
"将受碰撞形状影响的粒子渲染层([member VisualInstance3D.layers])。默认情况下,"
"所有 [member ParticleProcessMaterial.collision_mode] 设置为 [constant "
"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT] 的粒子都将受到碰撞形状的影响。\n"
"相应地配置粒子节点后,可以取消选中特定层,以防止某些粒子受到吸引子的影响。例"
"如,如果你将吸引子用作法术效果的一部分但不希望吸引子影响同一位置的不相关天气粒"
"子,则可以使用此选项。\n"
"通过在 [GPUParticles3D] 节点上设置 [member ParticleProcessMaterial."
"attractor_interaction_enabled],也可以在每个进程材质的基础上禁用粒子吸引。"
msgid ""
"A box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes."
msgstr "影响 [GPUParticles3D] 节点的盒形 3D 粒子碰撞形状。"
msgid ""
"A box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.\n"
"Particle collision shapes work in real-time and can be moved, rotated and "
"scaled during gameplay. Unlike attractors, non-uniform scaling of collision "
"shapes is [i]not[/i] supported.\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant "
"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s "
"process material for collision to work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"影响 [GPUParticles3D] 节点的盒形 3D 粒子碰撞形状。\n"
"粒子碰撞形状是实时工作的,可以在游戏过程中进行移动、旋转、缩放。与吸引器不同,"
"碰撞形状的非均匀缩放[i]不[/i]被支持。\n"
"[b]注意:[/b][GPUParticles3D] 的处理材质上的 [member ParticleProcessMaterial."
"collision_mode] 必须为 [constant ParticleProcessMaterial.COLLISION_RIGID] 或 "
"[constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT],碰撞才能发挥作"
"用。\n"
"[b]注意:[/b]粒子碰撞只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。"
msgid "The collision box's size in 3D units."
msgstr "碰撞框的范围,使用 3D 单位。"
msgid ""
"A real-time heightmap-shaped 3D particle collision shape affecting "
"[GPUParticles3D] nodes."
msgstr "影响 [GPUParticles3D] 节点的实时高度图形状 3D 粒子碰撞形状。"
msgid ""
"A real-time heightmap-shaped 3D particle collision shape affecting "
"[GPUParticles3D] nodes.\n"
"Heightmap shapes allow for efficiently representing collisions for convex and "
"concave objects with a single \"floor\" (such as terrain). This is less "
"flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking "
"step.\n"
"[GPUParticlesCollisionHeightField3D] can also be regenerated in real-time "
"when it is moved, when the camera moves, or even continuously. This makes "
"[GPUParticlesCollisionHeightField3D] a good choice for weather effects such "
"as rain and snow and games with highly dynamic geometry. However, this class "
"is limited since heightmaps cannot represent overhangs (e.g. indoors or "
"caves).\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[code]true[/code] on the [GPUParticles3D]'s process material for collision to "
"work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"影响 [GPUParticles3D] 节点的实时高度图形状的 3D 粒子碰撞形状。\n"
"高度图形状允许有效地表示凸面和凹面对象与单个“地板”(例如地形)的碰撞。它不如 "
"[GPUParticlesCollisionSDF3D] 灵活,但不需要烘焙步骤。\n"
"也可以在移动时、相机移动时、甚至连续时,实时重新生成 "
"[GPUParticlesCollisionHeightField3D]。这对雨雪等天气效果、以及具有高度动态几何"
"体的游戏来说,[GPUParticlesCollisionHeightField3D] 是一个不错的选择。但是,该"
"类有限制,因为高度图无法表示悬垂(例如室内或洞穴)。\n"
"[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member "
"ParticleProcessMaterial.collision_mode] 必须为 [code]true[/code],才能使碰撞生"
"效。\n"
"[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。"
msgid ""
"If [code]true[/code], the [GPUParticlesCollisionHeightField3D] will follow "
"the current camera in global space. The [GPUParticlesCollisionHeightField3D] "
"does not need to be a child of the [Camera3D] node for this to work.\n"
"Following the camera has a performance cost, as it will force the heightmap "
"to update whenever the camera moves. Consider lowering [member resolution] to "
"improve performance if [member follow_camera_enabled] is [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则 [GPUParticlesCollisionHeightField3D] 将在全局空间"
"中跟随当前相机。[GPUParticlesCollisionHeightField3D] 不需要是该 [Camera3D] 节"
"点的子节点也能工作。\n"
"跟随相机会有性能成本,因为它会在相机移动时强制更新高度图。如果 [member "
"follow_camera_enabled] 为 [code]true[/code],请考虑降低 [member resolution] 以"
"提高性能。"
msgid ""
"Higher resolutions can represent small details more accurately in large "
"scenes, at the cost of lower performance. If [member update_mode] is "
"[constant UPDATE_MODE_ALWAYS], consider using the lowest resolution possible."
msgstr ""
"更高的分辨率可以更准确地表示大场景中的小细节,但会降低性能。如果 [member "
"update_mode] 为 [constant UPDATE_MODE_ALWAYS],请考虑使用可能的最低分辨率。"
msgid ""
"The collision heightmap's size in 3D units. To improve heightmap quality, "
"[member size] should be set as small as possible while covering the parts of "
"the scene you need."
msgstr ""
"碰撞高度图的 3D 单位大小。为了提高高度图质量,[member size] 应被设置得尽可能"
"小,同时覆盖需要的场景部分。"
msgid "The update policy to use for the generated heightmap."
msgstr "生成的高度图的更新策略。"
msgid ""
"Generate a 256×256 heightmap. Intended for small-scale scenes, or larger "
"scenes with no distant particles."
msgstr "生成 256×256 的高度图。适用于小规模场景,或没有远景粒子的较大场景。"
msgid ""
"Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger "
"scenes with no distant particles."
msgstr "生成 512×512 的高度图。适用于中等规模的场景,或没有远景粒子的较大场景。"
msgid ""
"Generate a 1024×1024 heightmap. Intended for large scenes with distant "
"particles."
msgstr "生成 1024×1024 的高度图。适用于具有远景粒子的大型场景。"
msgid ""
"Generate a 2048×2048 heightmap. Intended for very large scenes with distant "
"particles."
msgstr "生成 2048×2048 的高度图。适用于具有远景粒子的非常大的场景。"
msgid ""
"Generate a 4096×4096 heightmap. Intended for huge scenes with distant "
"particles."
msgstr "生成 4096×4096 的高度图。适用于具有远景粒子的巨大场景。"
msgid ""
"Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant "
"particles."
msgstr "生成 8192×8192 的高度图。适用于具有远景粒子的巨大场景。"
msgid "Represents the size of the [enum Resolution] enum."
msgstr "代表 [enum Resolution] 枚举的大小。"
msgid ""
"Only update the heightmap when the [GPUParticlesCollisionHeightField3D] node "
"is moved, or when the camera moves if [member follow_camera_enabled] is "
"[code]true[/code]. An update can be forced by slightly moving the "
"[GPUParticlesCollisionHeightField3D] in any direction, or by calling [method "
"RenderingServer.particles_collision_height_field_update]."
msgstr ""
"仅在 [GPUParticlesCollisionHeightField3D] 节点移动时,或者当 [member "
"follow_camera_enabled] 为 [code]true[/code] 且相机移动时,更新高度图。可以通过"
"向任意方向稍微移动 [GPUParticlesCollisionHeightField3D] 或者调用 [method "
"RenderingServer.particles_collision_height_field_update] 来强制更新。"
msgid ""
"Update the heightmap every frame. This has a significant performance cost. "
"This update should only be used when geometry that particles can collide with "
"changes significantly during gameplay."
msgstr ""
"每帧更新高度图。这具有显著的性能成本。只有当粒子可以碰撞的几何体在游戏过程中发"
"生显著变化时,才应使用该更新选项。"
msgid ""
"A baked signed distance field 3D particle collision shape affecting "
"[GPUParticles3D] nodes."
msgstr "影响 [GPUParticles3D] 节点的烘焙的带符号距离场 3D 粒子碰撞形状。"
msgid ""
"A baked signed distance field 3D particle collision shape affecting "
"[GPUParticles3D] nodes.\n"
"Signed distance fields (SDF) allow for efficiently representing approximate "
"collision shapes for convex and concave objects of any shape. This is more "
"flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking "
"step.\n"
"[b]Baking:[/b] The signed distance field texture can be baked by selecting "
"the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake "
"SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s "
"within the [member size] will be taken into account for baking, regardless of "
"their [member GeometryInstance3D.gi_mode].\n"
"[b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only "
"possible within the editor, as there is no bake method exposed for use in "
"exported projects. However, it's still possible to load pre-baked "
"[Texture3D]s into its [member texture] property in an exported project.\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant "
"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s "
"process material for collision to work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"影响 [GPUParticles3D] 节点的烘焙的带符号距离场 3D 粒子碰撞形状。\n"
"有符号的距离场SDF允许有效地表示任何形状的凸面和凹面对象的近似碰撞形状。它"
"比 [GPUParticlesCollisionHeightField3D] 更灵活,但需要一个烘焙步骤。\n"
"[b]烘焙:[/b]可以通过在编辑器中选择 [GPUParticlesCollisionSDF3D] 节点,然后点"
"击 3D 视口顶部的[b]烘焙 SDF[/b],来烘焙有符号的距离场纹理。[member size] 内的"
"任何[i]可见[/i] [MeshInstance3D],无论它们的 [member GeometryInstance3D."
"gi_mode] 如何,都将被考虑用于烘焙。\n"
"[b]注意:[/b]烘焙 [GPUParticlesCollisionSDF3D] 的 [member texture] 只能在编辑"
"器中进行,因为没有公开的烘焙方法可用于导出的游戏项目中。但是,在导出的游戏项目"
"中,仍然可以将预先烘焙的 [Texture3D] 加载到 [member texture] 属性中。\n"
"[b]注意:[/b]在 [GPUParticles3D] 的处理材质上,[member "
"ParticleProcessMaterial.collision_mode] 必须是 [constant "
"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n"
"[b]注意:[/b]粒子碰撞只影响 [GPUParticles3D],不影响 [CPUParticles3D]。"
msgid ""
"Returns whether or not the specified layer of the [member bake_mask] is "
"enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回是否启用了 [member bake_mask] 的指定层,该层由给定的一个介于 1 和 32 之间"
"的 [param layer_number] 指定。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member bake_mask], given a [param layer_number] between 1 and 32."
msgstr ""
"基于 [param value],启用或禁用 [member bake_mask] 中的指定层,该层由给定的一个"
"介于 1 和 32 之间的 [param layer_number] 指定。"
msgid ""
"The visual layers to account for when baking the particle collision SDF. Only "
"[MeshInstance3D]s whose [member VisualInstance3D.layers] match with this "
"[member bake_mask] will be included in the generated particle collision SDF. "
"By default, all objects are taken into account for the particle collision SDF "
"baking."
msgstr ""
"烘焙粒子碰撞 SDF 时要考虑的可视层。只有其 [member VisualInstance3D.layers] 与"
"该 [member bake_mask] 匹配的 [MeshInstance3D],才会被包含在生成的粒子碰撞 SDF "
"中。默认情况下,粒子碰撞 SDF 烘焙会考虑所有对象。"
msgid ""
"The bake resolution to use for the signed distance field [member texture]. "
"The texture must be baked again for changes to the [member resolution] "
"property to be effective. Higher resolutions have a greater performance cost "
"and take more time to bake. Higher resolutions also result in larger baked "
"textures, leading to increased VRAM and storage space requirements. To "
"improve performance and reduce bake times, use the lowest resolution possible "
"for the object you're representing the collision of."
msgstr ""
"用于有符号距离场 [member texture] 的烘焙分辨率。必须再次烘焙纹理,才能使 "
"[member resolution] 属性的更改生效。更高的分辨率具有更高的性能成本,并且需要更"
"多的时间来烘焙。更高的分辨率还会产生更大的烘焙纹理,从而增加 VRAM 和存储的空间"
"需求。要提高性能并减少烘焙时间,请为表示碰撞的对象使用尽可能低的分辨率。"
msgid ""
"The collision SDF's size in 3D units. To improve SDF quality, the [member "
"size] should be set as small as possible while covering the parts of the "
"scene you need."
msgstr ""
"碰撞 SDF 的大小,单位为 3D 单位。为了提高 SDF 质量,应在能覆盖需要的场景部分的"
"同时,将 [member size] 设置得尽可能小。"
msgid "The 3D texture representing the signed distance field."
msgstr "代表有符号距离场的 3D 纹理。"
msgid ""
"The collision shape's thickness. Unlike other particle colliders, "
"[GPUParticlesCollisionSDF3D] is actually hollow on the inside. [member "
"thickness] can be increased to prevent particles from tunneling through the "
"collision shape at high speeds, or when the [GPUParticlesCollisionSDF3D] is "
"moved."
msgstr ""
"碰撞形状的厚度。与其他粒子碰撞器不同,[GPUParticlesCollisionSDF3D] 实际上内部"
"是空心的。可以增加 [member thickness],以防止粒子在高速运动、或者当 "
"[GPUParticlesCollisionSDF3D] 移动时,穿过碰撞形状。"
msgid ""
"Bake a 16×16×16 signed distance field. This is the fastest option, but also "
"the least precise."
msgstr "烘焙 16×16×16 的有符号距离场。这是最快的选项,但也是最不精确的。"
msgid "Bake a 32×32×32 signed distance field."
msgstr "烘焙 32×32×32 的有符号距离场。"
msgid "Bake a 64×64×64 signed distance field."
msgstr "烘焙 64×64×64 的有符号距离场。"
msgid "Bake a 128×128×128 signed distance field."
msgstr "烘焙 128×128×128 的有符号距离场。"
msgid "Bake a 256×256×256 signed distance field."
msgstr "烘焙 256×256×256 的有符号距离场。"
msgid ""
"Bake a 512×512×512 signed distance field. This is the slowest option, but "
"also the most precise."
msgstr "烘焙 512×512×512 的有符号距离场。这是最慢的选项,但也是最精确的。"
msgid ""
"A sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes."
msgstr "影响 [GPUParticles3D] 节点的球形 3D 粒子碰撞形状。"
msgid ""
"A sphere-shaped 3D particle collision shape affecting [GPUParticles3D] "
"nodes.\n"
"Particle collision shapes work in real-time and can be moved, rotated and "
"scaled during gameplay. Unlike attractors, non-uniform scaling of collision "
"shapes is [i]not[/i] supported.\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant "
"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s "
"process material for collision to work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"影响 [GPUParticles3D] 节点的球形 3D 粒子碰撞形状。\n"
"粒子碰撞形状是实时工作的,可以在游戏过程中进行移动、旋转、缩放。与吸引器不同,"
"碰撞形状的非均匀缩放[i]不[/i]被支持。\n"
"[b]注意:[/b][GPUParticles3D] 的处理材质上的 [member ParticleProcessMaterial."
"collision_mode] 必须为 [constant ParticleProcessMaterial.COLLISION_RIGID] 或 "
"[constant ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT],碰撞才能发挥作"
"用。\n"
"[b]注意:[/b]粒子碰撞只会影响 [GPUParticles3D],不影响 [CPUParticles3D]。"
msgid "The collision sphere's radius in 3D units."
msgstr "碰撞球的半径,以 3D 单位表示。"
msgid "A color transition."
msgstr "颜色过渡。"
msgid ""
"This resource describes a color transition by defining a set of colored "
"points and how to interpolate between them.\n"
"See also [Curve] which supports more complex easing methods, but does not "
"support colors."
msgstr ""
"该资源通过定义一组彩色点以及如何在它们之间进行插值来描述颜色过渡。\n"
"另见 [Curve],它支持更复杂的缓动方法,但不支持颜色。"
msgid "Adds the specified color to the gradient, with the specified offset."
msgstr "使用指定的偏移,将指定的颜色添加到该渐变中。"
msgid "Returns the color of the gradient color at index [param point]."
msgstr "返回渐变色在索引 [param point] 处的颜色。"
msgid "Returns the offset of the gradient color at index [param point]."
msgstr "返回渐变色在索引 [param point] 处的偏移。"
msgid "Returns the number of colors in the gradient."
msgstr "返回渐变中的颜色数。"
msgid "Removes the color at index [param point]."
msgstr "移除索引 [param point] 处的颜色。"
msgid ""
"Reverses/mirrors the gradient.\n"
"[b]Note:[/b] This method mirrors all points around the middle of the "
"gradient, which may produce unexpected results when [member "
"interpolation_mode] is set to [constant GRADIENT_INTERPOLATE_CONSTANT]."
msgstr ""
"将渐变进行翻转/镜像。\n"
"[b]注意:[/b]这个方法会将所有点以渐变的中点进行镜像,[member "
"interpolation_mode] 为 [constant GRADIENT_INTERPOLATE_CONSTANT] 时可能产生意外"
"的结果。"
msgid "Returns the interpolated color specified by [param offset]."
msgstr "返回由偏移 [param offset] 指定的插值颜色。"
msgid "Sets the color of the gradient color at index [param point]."
msgstr "设置渐变色在索引 [param point] 处的颜色。"
msgid "Sets the offset for the gradient color at index [param point]."
msgstr "设置渐变色在索引 [param point] 处的偏移。"
msgid ""
"Gradient's colors returned as a [PackedColorArray].\n"
"[b]Note:[/b] This property returns a copy, modifying the return value does "
"not update the gradient. To update the gradient use [method set_color] method "
"(for updating colors individually) or assign to this property directly (for "
"bulk-updating all colors at once)."
msgstr ""
"[PackedColorArray] 形式的渐变色颜色。\n"
"[b]注意:[/b]这个属性返回的是副本,修改返回值并不会对渐变色进行更新。要更新渐"
"变色,请使用 [method set_color] 方法(单独更新颜色)或直接为这个属性赋值(一次"
"性更新所有颜色)。"
msgid ""
"The color space used to interpolate between points of the gradient. It does "
"not affect the returned colors, which will always be in sRGB space. See [enum "
"ColorSpace] for available modes.\n"
"[b]Note:[/b] This setting has no effect when [member interpolation_mode] is "
"set to [constant GRADIENT_INTERPOLATE_CONSTANT]."
msgstr ""
"用于在渐变点之间进行插值的色彩空间。不影响返回的颜色,返回的颜色始终在 sRGB 空"
"间。可用的模式见 [enum ColorSpace]。\n"
"[b]注意:[/b][member interpolation_mode] 为 [constant "
"GRADIENT_INTERPOLATE_CONSTANT] 时该设置无效。"
msgid ""
"The algorithm used to interpolate between points of the gradient. See [enum "
"InterpolationMode] for available modes."
msgstr "用于在渐变点之间进行插值的算法。可用的模式见 [enum InterpolationMode]。"
msgid ""
"Gradient's offsets returned as a [PackedFloat32Array].\n"
"[b]Note:[/b] This property returns a copy, modifying the return value does "
"not update the gradient. To update the gradient use [method set_offset] "
"method (for updating offsets individually) or assign to this property "
"directly (for bulk-updating all offsets at once)."
msgstr ""
"[PackedFloat32Array] 形式的渐变色偏移。\n"
"[b]注意:[/b]这个属性返回的是副本,修改返回值并不会对渐变色进行更新。要更新渐"
"变色,请使用 [method set_offset] 方法(单独更新偏移)或直接为这个属性赋值(一"
"次性更新所有偏移)。"
msgid ""
"Constant interpolation, color changes abruptly at each point and stays "
"uniform between. This might cause visible aliasing when used for a gradient "
"texture in some cases."
msgstr ""
"常量插值,颜色会在每个点上突变,在点和点之间保持一致。在某些情况下用于渐变纹理"
"时,可能会造成明显的锯齿。"
msgid "Cubic interpolation."
msgstr "三次插值。"
msgid "sRGB color space."
msgstr "sRGB 色彩空间。"
msgid "Linear sRGB color space."
msgstr "线性 sRGB 色彩空间。"
msgid ""
"[url=https://bottosson.github.io/posts/oklab/]Oklab[/url] color space. This "
"color space provides a smooth and uniform-looking transition between colors."
msgstr ""
"[url=https://bottosson.github.io/posts/oklab/]Oklab[/url] 色彩空间。该色彩空间"
"能够在不同颜色之间进行平滑、外观统一的过渡。"
msgid "A 1D texture that uses colors obtained from a [Gradient]."
msgstr "使用从 [Gradient] 获得的颜色的一维纹理。"
msgid ""
"A 1D texture that obtains colors from a [Gradient] to fill the texture data. "
"The texture is filled by sampling the gradient for each pixel. Therefore, the "
"texture does not necessarily represent an exact copy of the gradient, as it "
"may miss some colors if there are not enough pixels. See also "
"[GradientTexture2D], [CurveTexture] and [CurveXYZTexture]."
msgstr ""
"从 [Gradient] 获取颜色来填充纹理数据的一维纹理。通过为每个像素采样渐变来填充纹"
"理。因此,该纹理不一定代表渐变的精确副本,因为如果没有足够的像素,它可能会丢失"
"一些颜色。另见 [GradientTexture2D]、[CurveTexture] 和 [CurveXYZTexture]。"
msgid "The [Gradient] used to fill the texture."
msgstr "用于填充纹理的 [Gradient]。"
msgid ""
"If [code]true[/code], the generated texture will support high dynamic range "
"([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work "
"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/"
"code], the generated texture will use low dynamic range; overbright colors "
"will be clamped ([constant Image.FORMAT_RGBA8] format)."
msgstr ""
"如果为 [code]true[/code],则生成的纹理会支持高动态范围([constant Image."
"FORMAT_RGBAF] 格式)。可以在 [member Environment.glow_enabled] 为 [code]true[/"
"code] 时实现辉光效果。如果为 [code]false[/code],则生成的纹理会使用低动态范"
"围;过亮的颜色会被钳制([constant Image.FORMAT_RGBA8] 格式)。"
msgid "The number of color samples that will be obtained from the [Gradient]."
msgstr "将从 [Gradient] 中获得的颜色样本的数量。"
msgid ""
"A 2D texture that creates a pattern with colors obtained from a [Gradient]."
msgstr "使用从 [Gradient] 获得的颜色创建图案的 2D 纹理。"
msgid ""
"A 2D texture that obtains colors from a [Gradient] to fill the texture data. "
"This texture is able to transform a color transition into different patterns "
"such as a linear or a radial gradient. The gradient is sampled individually "
"for each pixel so it does not necessarily represent an exact copy of the "
"gradient(see [member width] and [member height]). See also "
"[GradientTexture1D], [CurveTexture] and [CurveXYZTexture]."
msgstr ""
"2D纹理从一个 [Gradient] 中获取颜色来填充纹理数据。该纹理能够将颜色过渡转换为"
"不同的图案,例如线性或径向渐变。渐变是针对每个像素单独采样的,因此它不一定代表"
"渐变的精确副本(请参阅 [member width] 和 [member height])。另见 "
"[GradientTexture1D]、[CurveTexture] 和 [CurveXYZTexture]。"
msgid ""
"The gradient fill type, one of the [enum Fill] values. The texture is filled "
"by interpolating colors starting from [member fill_from] to [member fill_to] "
"offsets."
msgstr ""
"渐变填充类型,是 [enum Fill] 中的某个值。该纹理使用的是位于 [member "
"fill_from] 到 [member fill_to] 偏移量的颜色,对它们进行插值填充。"
msgid "The initial offset used to fill the texture specified in UV coordinates."
msgstr "用于填充纹理的初始偏移量,使用 UV 坐标。"
msgid "The final offset used to fill the texture specified in UV coordinates."
msgstr "用于填充纹理的结束偏移量,使用 UV 坐标。"
msgid ""
"The number of vertical color samples that will be obtained from the "
"[Gradient], which also represents the texture's height."
msgstr "从 [Gradient] 上获取的垂直颜色采样数,也表示纹理的高度。"
msgid ""
"The gradient repeat type, one of the [enum Repeat] values. The texture is "
"filled starting from [member fill_from] to [member fill_to] offsets by "
"default, but the gradient fill can be repeated to cover the entire texture."
msgstr ""
"渐变重复类型,是 [enum Repeat] 中的某个值。该纹理默认从偏移量 [member "
"fill_from] 到 [member fill_to] 填充,但渐变填充可以重复,从而覆盖整个纹理。"
msgid ""
"The number of horizontal color samples that will be obtained from the "
"[Gradient], which also represents the texture's width."
msgstr "从 [Gradient] 上获取的水平颜色采样数,也表示纹理的宽度。"
msgid "The colors are linearly interpolated in a straight line."
msgstr "颜色按照直线进行线性插值。"
msgid "The colors are linearly interpolated in a circular pattern."
msgstr "颜色按照圆形模式进行线性插值。"
msgid "The colors are linearly interpolated in a square pattern."
msgstr "颜色按照方形模式进行线性插值。"
msgid ""
"The gradient fill is restricted to the range defined by [member fill_from] to "
"[member fill_to] offsets."
msgstr ""
"渐变填充限制在由 [member fill_from] 到 [member fill_to] 的偏移量范围内。"
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, repeating the same pattern in both directions."
msgstr ""
"纹理的填充从偏移量 [member fill_from] 开始到 [member fill_to],两个方向都按照"
"相同的模式重复。"
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, mirroring the pattern in both directions."
msgstr ""
"纹理的填充从偏移量 [member fill_from] 开始到 [member fill_to],两个方向都按照"
"相同的模式镜像重复。"
msgid "An editor for graph-like structures, using [GraphNode]s."
msgstr "图结构编辑器,使用 [GraphNode]。"
msgid ""
"[GraphEdit] provides tools for creation, manipulation, and display of various "
"graphs. Its main purpose in the engine is to power the visual programming "
"systems, such as visual shaders, but it is also available for use in user "
"projects.\n"
"[GraphEdit] by itself is only an empty container, representing an infinite "
"grid where [GraphNode]s can be placed. Each [GraphNode] represents a node in "
"the graph, a single unit of data in the connected scheme. [GraphEdit], in "
"turn, helps to control various interactions with nodes and between nodes. "
"When the user attempts to connect, disconnect, or delete a [GraphNode], a "
"signal is emitted in the [GraphEdit], but no action is taken by default. It "
"is the responsibility of the programmer utilizing this control to implement "
"the necessary logic to determine how each request should be handled.\n"
"[b]Performance:[/b] It is greatly advised to enable low-processor usage mode "
"(see [member OS.low_processor_usage_mode]) when using GraphEdits."
msgstr ""
"[GraphEdit] 提供了用于对各种图进行创建、操作、显示的工具。它在引擎中的主要目的"
"是驱动可视化编程系统,例如可视化着色器,但也可以在用户项目中使用。\n"
"[GraphEdit] 本身只是一个空容器,表示一个可以放置 [GraphNode] 的无限栅格。每个 "
"[GraphNode] 代表图中的一个节点,是连接方案中的单个数据单元。而 [GraphEdit] 则"
"有助于控制节点和节点之间的各种交互。当用户尝试连接、断开或删除一个 "
"[GraphNode] 时,[GraphEdit] 中会发出对应的信号,但默认情况下不执行任何动作。使"
"用此控件的程序员负责实现必要的逻辑,来确定应如何处理每个请求。\n"
"[b]性能:[/b]强烈建议在使用 GraphEdit 时启用低处理器使用模式(见 [member OS."
"low_processor_usage_mode])。"
msgid ""
"Virtual method which can be overridden to customize how connections are drawn."
msgstr "可以重写的虚方法,以自定义如何绘制连接。"
msgid ""
"Returns whether the [param mouse_position] is in the input hot zone.\n"
"By default, a hot zone is a [Rect2] positioned such that its center is at "
"[param in_node].[method GraphNode.get_input_port_position]([param in_port]) "
"(For output's case, call [method GraphNode.get_output_port_position] "
"instead). The hot zone's width is twice the Theme Property "
"[code]port_grab_distance_horizontal[/code], and its height is twice the "
"[code]port_grab_distance_vertical[/code].\n"
"Below is a sample code to help get started:\n"
"[codeblock]\n"
"func _is_in_input_hotzone(in_node, in_port, mouse_position):\n"
" var port_size: Vector2 = "
"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), "
"get_theme_constant(\"port_grab_distance_vertical\"))\n"
" var port_pos: Vector2 = in_node.get_position() + in_node."
"get_input_port_position(in_port) - port_size / 2\n"
" var rect = Rect2(port_pos, port_size)\n"
"\n"
" return rect.has_point(mouse_position)\n"
"[/codeblock]"
msgstr ""
"返回 [param mouse_position] 是否在输入热区。\n"
"默认情况下,热区是一个 [Rect2],其中心位于 [param in_node].[method GraphNode."
"get_input_port_position]([param in_port])(对于输出的情况,请改为调用 [method "
"GraphNode.get_output_port_position])。热区的宽度是主题属性 "
"[code]port_grab_distance_horizontal[/code] 的两倍,高度是 "
"[code]port_grab_distance_vertical[/code] 的两倍。\n"
"下面是一个示例代码,以帮助入门:\n"
"[codeblock]\n"
"func _is_in_input_hotzone(in_node, in_port, mouse_position):\n"
" var port_size: Vector2 = "
"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), "
"get_theme_constant(\"port_grab_distance_vertical\"))\n"
" var port_pos: Vector2 = in_node.get_position() + in_node."
"get_input_port_position(in_port) - port_size / 2\n"
" var rect = Rect2(port_pos, port_size)\n"
"\n"
" return rect.has_point(mouse_position)\n"
"[/codeblock]"
msgid ""
"Returns whether the [param mouse_position] is in the output hot zone. For "
"more information on hot zones, see [method _is_in_input_hotzone].\n"
"Below is a sample code to help get started:\n"
"[codeblock]\n"
"func _is_in_output_hotzone(in_node, in_port, mouse_position):\n"
" var port_size: Vector2 = "
"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), "
"get_theme_constant(\"port_grab_distance_vertical\"))\n"
" var port_pos: Vector2 = in_node.get_position() + in_node."
"get_output_port_position(in_port) - port_size / 2\n"
" var rect = Rect2(port_pos, port_size)\n"
"\n"
" return rect.has_point(mouse_position)\n"
"[/codeblock]"
msgstr ""
"返回 [param mouse_position] 是否在输出热区。有关热区的更多信息,请参阅 "
"[method _is_in_input_hotzone]。\n"
"下面是一个示例代码,以帮助入门:\n"
"[codeblock]\n"
"func _is_in_output_hotzone(in_node, in_port, mouse_position):\n"
" var port_size: Vector2 = "
"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), "
"get_theme_constant(\"port_grab_distance_vertical\"))\n"
" var port_pos: Vector2 = in_node.get_position() + in_node."
"get_output_port_position(in_port) - port_size / 2\n"
" var rect = Rect2(port_pos, port_size)\n"
"\n"
" return rect.has_point(mouse_position)\n"
"[/codeblock]"
msgid ""
"This virtual method can be used to insert additional error detection while "
"the user is dragging a connection over a valid port.\n"
"Return [code]true[/code] if the connection is indeed valid or return "
"[code]false[/code] if the connection is impossible. If the connection is "
"impossible, no snapping to the port and thus no connection request to that "
"port will happen.\n"
"In this example a connection to same node is suppressed:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _is_node_hover_valid(from, from_port, to, to_port):\n"
" return from != to\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _IsNodeHoverValid(StringName fromNode, int fromPort, "
"StringName toNode, int toPort)\n"
"{\n"
" return fromNode != toNode;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"当用户在有效端口上拖动连接时,该虚拟方法可用于插入额外的错误检测。\n"
"如果连接确实有效,则返回 [code]true[/code];如果连接不可能,则返回 "
"[code]false[/code]。如果连接是不可能的,则不会捕捉到该端口,因此不会发起对该端"
"口的连接请求。\n"
"在该示例中,抑制了与同一节点的连接:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _is_node_hover_valid(from, from_port, to, to_port):\n"
" return from != to\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _IsNodeHoverValid(StringName fromNode, int fromPort, "
"StringName toNode, int toPort)\n"
"{\n"
" return fromNode != toNode;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Allows the connection between two different port types. The port type is "
"defined individually for the left and the right port of each slot with the "
"[method GraphNode.set_slot] method.\n"
"See also [method is_valid_connection_type] and [method "
"remove_valid_connection_type]."
msgstr ""
"允许两种不同端口类型之间的连接。端口类型是使用 [method GraphNode.set_slot] 方"
"法为每个插槽的左右端口单独定义的。\n"
"另请参阅 [method is_valid_connection_type] 和 [method "
"remove_valid_connection_type]。"
msgid ""
"Allows to disconnect nodes when dragging from the left port of the "
"[GraphNode]'s slot if it has the specified type. See also [method "
"remove_valid_left_disconnect_type]."
msgstr ""
"如果 [GraphNode] 插槽的左侧端口具有指定的类型,则允许在从该端口拖动时断开节"
"点。另请参阅 [method remove_valid_left_disconnect_type]。"
msgid ""
"Allows to disconnect nodes when dragging from the right port of the "
"[GraphNode]'s slot if it has the specified type. See also [method "
"remove_valid_right_disconnect_type]."
msgstr ""
"如果 [GraphNode] 插槽的右侧端口具有指定的类型,则允许在从该端口拖动时断开节"
"点。另请参阅 [method remove_valid_right_disconnect_type]。"
msgid ""
"Rearranges selected nodes in a layout with minimum crossings between "
"connections and uniform horizontal and vertical gap between nodes."
msgstr ""
"重新排列布局中的选定节点,使连接之间的交叉最少,节点之间的水平和垂直间隙保持一"
"致。"
msgid "Removes all connections between nodes."
msgstr "移除节点之间的所有连接。"
msgid ""
"Create a connection between the [param from_port] of the [param from_node] "
"[GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If "
"the connection already exists, no connection is created."
msgstr ""
"在来源 [GraphNode] 节点 [param from_node] 的 [param from_port] 端口和目标 "
"[GraphNode] 节点 [param to_node] 的 [param to_port] 端口之间创建连接。如果已存"
"在连接,则不会创建连接。"
msgid ""
"Removes the connection between the [param from_port] of the [param from_node] "
"[GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If "
"the connection does not exist, no connection is removed."
msgstr ""
"移除 [param from_node] [GraphNode] 的 [param from_port] 和 [param to_node] "
"[GraphNode] 的 [param to_port] 之间的连接。如果该连接不存在,则不移除任何连"
"接。"
msgid ""
"Ends the creation of the current connection. In other words, if you are "
"dragging a connection you can use this method to abort the process and remove "
"the line that followed your cursor.\n"
"This is best used together with [signal connection_drag_started] and [signal "
"connection_drag_ended] to add custom behavior like node addition through "
"shortcuts.\n"
"[b]Note:[/b] This method suppresses any other connection request signals "
"apart from [signal connection_drag_ended]."
msgstr ""
"结束当前连接的创建。换句话说,如果正在拖动一个连接,可以使用该方法中止该过程,"
"并移除鼠标光标后面的线。\n"
"这最好与 [signal connection_drag_started] 和 [signal connection_drag_ended] 一"
"起使用,以添加自定义的行为,如通过快捷方式添加节点。\n"
"[b]注意:[/b]该方法会抑制除 [signal connection_drag_ended] 之外的任何其他连接"
"请求信号。"
msgid ""
"Returns the points which would make up a connection between [param from_node] "
"and [param to_node]."
msgstr "返回构成 [param from_node] 和 [param to_node] 之间的连接的点。"
msgid ""
"Returns an Array containing the list of connections. A connection consists in "
"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
"to_port: 1, to: \"GraphNode name 1\" }[/code]."
msgstr ""
"返回一个包含连接列表的数组。一个连接包括一个结构,其形式为 [code]"
"{ from_port:0, from: \"GraphNode name 0\", to_port:1, to:\"GraphNode name "
"1\" }[/code]。"
msgid ""
"Gets the [HBoxContainer] that contains the zooming and grid snap controls in "
"the top left of the graph. You can use this method to reposition the toolbar "
"or to add your own custom controls to it.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"获取包含图形左上角的缩放和网格捕捉控件的 [HBoxContainer]。你可以使用此方法重新"
"定位工具栏或向其添加自定义控件。\n"
"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
msgid ""
"Returns [code]true[/code] if the [param from_port] of the [param from_node] "
"[GraphNode] is connected to the [param to_port] of the [param to_node] "
"[GraphNode]."
msgstr ""
"如果 [param from_node] [GraphNode] 的 [param from_port] 连接到 [param "
"to_node] [GraphNode] 的 [param to_port],则返回 [code]true[/code]。"
msgid ""
"Returns whether it's possible to make a connection between two different port "
"types. The port type is defined individually for the left and the right port "
"of each slot with the [method GraphNode.set_slot] method.\n"
"See also [method add_valid_connection_type] and [method "
"remove_valid_connection_type]."
msgstr ""
"返回是否可以在两种不同的端口类型之间建立连接。端口类型是使用 [method "
"GraphNode.set_slot] 方法为每个插槽的左右端口单独定义的。\n"
"另请参阅 [method add_valid_connection_type] 和 [method "
"remove_valid_connection_type]。"
msgid ""
"Disallows the connection between two different port types previously allowed "
"by [method add_valid_connection_type]. The port type is defined individually "
"for the left and the right port of each slot with the [method GraphNode."
"set_slot] method.\n"
"See also [method is_valid_connection_type]."
msgstr ""
"不允许先前由 [method add_valid_connection_type] 允许的两种不同端口类型之间的连"
"接。端口类型是通过 [method GraphNode.set_slot] 方法为每个插槽的左右端口单独定"
"义的。\n"
"另请参阅 [method is_valid_connection_type]。"
msgid ""
"Disallows to disconnect nodes when dragging from the left port of the "
"[GraphNode]'s slot if it has the specified type. Use this to disable "
"disconnection previously allowed with [method add_valid_left_disconnect_type]."
msgstr ""
"如果 [GraphNode] 插槽的左侧端口具有指定类型,当从该端口拖动时,则不允许断开节"
"点的连接。使用该方法来禁用以前使用 [method add_valid_left_disconnect_type] 允"
"许的断开连接。"
msgid ""
"Disallows to disconnect nodes when dragging from the right port of the "
"[GraphNode]'s slot if it has the specified type. Use this to disable "
"disconnection previously allowed with [method "
"add_valid_right_disconnect_type]."
msgstr ""
"如果 [GraphNode] 插槽的右侧端口具有指定类型,当从该端口拖动时,则不允许断开节"
"点的连接。使用该方法来禁用以前使用 [method add_valid_right_disconnect_type] 允"
"许的断开连接。"
msgid ""
"Sets the coloration of the connection between [param from_node]'s [param "
"from_port] and [param to_node]'s [param to_port] with the color provided in "
"the [theme_item activity] theme property. The color is linearly interpolated "
"between the connection color and the activity color using [param amount] as "
"weight."
msgstr ""
"使用 [theme_item activity] 主题属性中提供的颜色,设置 [param from_node] 的 "
"[param from_port] 和 [param to_node] 的 [param to_port] 之间的连接的颜色。使"
"用 [param amount] 作为权重,在连接颜色和活动颜色之间线性插值颜色。"
msgid "Sets the specified [param node] as the one selected."
msgstr "将指定的 [param node] 节点设置为选中的节点。"
msgid "If [code]true[/code], the lines between nodes will use antialiasing."
msgstr "如果为 [code]true[/code],节点之间的线将使用抗锯齿。"
msgid ""
"The curvature of the lines between the nodes. 0 results in straight lines."
msgstr "节点之间连线的曲率。0 得到的是直线。"
msgid "The thickness of the lines between the nodes."
msgstr "节点之间连线的粗细。"
msgid "If [code]true[/code], the minimap is visible."
msgstr "如果为 [code]true[/code],小图是可见的。"
msgid "The opacity of the minimap rectangle."
msgstr "小图矩形的不透明度。"
msgid ""
"The size of the minimap rectangle. The map itself is based on the size of the "
"grid area and is scaled to fit this rectangle."
msgstr "小图矩形的大小。地图自身基于网格区域的大小,并被缩放以适应这个矩形。"
msgid "Defines the control scheme for panning with mouse wheel."
msgstr "定义使用鼠标滚轮平移的控制方案。"
msgid ""
"If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end."
msgstr ""
"如果为 [code]true[/code],通过拖动右端,可以断开 GraphEdit 中现有的连接。"
msgid "The scroll offset."
msgstr "滚动偏移量。"
msgid ""
"If [code]true[/code], the button to automatically arrange graph nodes is "
"visible."
msgstr "如果为 [code]true[/code],则自动排列图形节点的按钮可见。"
msgid "If [code]true[/code], the grid is visible."
msgstr "如果为 [code]true[/code],则该网格可见。"
msgid ""
"If [code]true[/code], buttons that allow to configure grid and snapping "
"options are visible."
msgstr "如果为 [code]true[/code],则允许配置栅格和吸附选项的按钮可见。"
msgid "If [code]true[/code], the menu toolbar is visible."
msgstr "如果为 [code]true[/code],则菜单栏可见。"
msgid "If [code]true[/code], the button to toggle the minimap is visible."
msgstr "如果为 [code]true[/code],则切换小地图的按钮可见。"
msgid ""
"If [code]true[/code], buttons that allow to change and reset the zoom level "
"are visible."
msgstr "如果为 [code]true[/code],则允许更改和重置缩放级别的按钮可见。"
msgid ""
"If [code]true[/code], the label with the current zoom level is visible. The "
"zoom level is displayed in percents."
msgstr ""
"如果为 [code]true[/code],则使带有当前缩放级别的标签可见。缩放级别以百分比显"
"示。"
msgid "The snapping distance in pixels, also determines the grid line distance."
msgstr "吸附距离,单位为像素,也决定了栅格线距离。"
msgid "If [code]true[/code], enables snapping."
msgstr "如果为 [code]true[/code],启用自动吸附。"
msgid "The current zoom value."
msgstr "当前缩放值。"
msgid "The upper zoom limit."
msgstr "缩放上限。"
msgid "The lower zoom limit."
msgstr "缩放下限。"
msgid "The step of each zoom level."
msgstr "每个缩放级别的步长。"
msgid "Emitted at the beginning of a GraphNode movement."
msgstr "在 GraphNode 移动开始时发出。"
msgid "Emitted at the end of a connection drag."
msgstr "在连接拖动结束时发出。"
msgid "Emitted at the beginning of a connection drag."
msgstr "在连接拖动开始时发出。"
msgid ""
"Emitted when user drags a connection from an input port into the empty space "
"of the graph."
msgstr "当用户将连接从输入端口拖动到图形的空白区域时发出。"
msgid ""
"Emitted to the GraphEdit when the connection between the [param from_port] of "
"the [param from_node] [GraphNode] and the [param to_port] of the [param "
"to_node] [GraphNode] is attempted to be created."
msgstr ""
"当尝试创建 [param from_node] [GraphNode] 的 [param from_port] 和 [param "
"to_node] [GraphNode] 的 [param to_port] 之间的连接时发出。"
msgid ""
"Emitted when user drags a connection from an output port into the empty space "
"of the graph."
msgstr "当用户将连接从输出端口拖动到图形的空白区域时发出。"
msgid "Emitted when the user presses [kbd]Ctrl + C[/kbd]."
msgstr "当用户按下 [kbd]Ctrl + C[/kbd] 时发出。"
msgid ""
"Emitted when attempting to remove a GraphNode from the GraphEdit. Provides a "
"list of node names to be removed (all selected nodes, excluding nodes without "
"closing button)."
msgstr ""
"当尝试从该 GraphEdit 中移除一个 GraphNode 时触发。提供要移除的节点名称列表(所"
"有选中的节点,除去不包含关闭按钮的节点)。"
msgid ""
"Emitted to the GraphEdit when the connection between [param from_port] of "
"[param from_node] [GraphNode] and [param to_port] of [param to_node] "
"[GraphNode] is attempted to be removed."
msgstr ""
"当试图移除 [param from_node] [GraphNode] 的 [param from_port] 和 [param "
"to_node] [GraphNode] 的 [param to_port] 之间的连接时发出。"
msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
msgstr "当 GraphNode 试图在 GraphEdit 中被复制时发出的。"
msgid "Emitted at the end of a GraphNode movement."
msgstr "在 GraphNode 移动结束时发出。"
msgid "Emitted when a GraphNode is selected."
msgstr "当 GraphNode 被选择时发出。"
msgid "Emitted when the user presses [kbd]Ctrl + V[/kbd]."
msgstr "当用户按下 [kbd]Ctrl + V[/kbd] 时发出。"
msgid ""
"Emitted when a popup is requested. Happens on right-clicking in the "
"GraphEdit. [param position] is the position of the mouse pointer when the "
"signal is sent."
msgstr ""
"当请求弹出窗口时发出。在 GraphEdit 中右键点击时发生。[param position]为该信号"
"被发出时鼠标指针的位置。"
msgid ""
"Emitted when the scroll offset is changed by the user. It will not be emitted "
"when changed in code."
msgstr "当用户改变滚动偏移量时发出。在代码中改变滚动偏移量时,它不会被触发。"
msgid ""
"[kbd]Mouse Wheel[/kbd] will zoom, [kbd]Ctrl + Mouse Wheel[/kbd] will move the "
"view."
msgstr "[kbd]鼠标滚轮[/kbd]进行缩放,[kbd]Ctrl + 鼠标滚轮[/kbd]进行视图的移动。"
msgid ""
"[kbd]Mouse Wheel[/kbd] will move the view, [kbd]Ctrl + Mouse Wheel[/kbd] will "
"zoom."
msgstr "[kbd]鼠标滚轮[/kbd]进行视图的移动,[kbd]Ctrl + 鼠标滚轮[/kbd]进行缩放。"
msgid ""
"Color of the connection's activity (see [method set_connection_activity])."
msgstr "该连接活动的颜色(请参阅 [method set_connection_activity])。"
msgid "Color of major grid lines."
msgstr "主要栅格线的颜色。"
msgid "Color of minor grid lines."
msgstr "次要栅格线的颜色。"
msgid "The fill color of the selection rectangle."
msgstr "选定的矩形的填充颜色。"
msgid "The outline color of the selection rectangle."
msgstr "选择的矩形的轮廓颜色。"
msgid "The horizontal range within which a port can be grabbed (inner side)."
msgstr "能够抓取端口的(内侧)横向范围。"
msgid "The horizontal range within which a port can be grabbed (outer side)."
msgstr "能够抓取端口的(外侧)横向范围。"
msgid "The icon for the grid toggle button."
msgstr "网格开关按钮的图标。"
msgid "The icon for the layout button for auto-arranging the graph."
msgstr "用于自动排列图形的布局按钮的图标。"
msgid "The icon for the minimap toggle button."
msgstr "小地图开关按钮的图标。"
msgid "The icon for the snapping toggle button."
msgstr "吸附开关按钮的图标。"
msgid "The icon for the zoom in button."
msgstr "放大按钮的图标。"
msgid "The icon for the zoom out button."
msgstr "缩小按钮的图标。"
msgid "The icon for the zoom reset button."
msgstr "缩放重置按钮的图标。"
msgid "The background drawn under the grid."
msgstr "绘制在栅格下方的背景。"
msgid ""
"A container that represents a basic element that can be placed inside a "
"[GraphEdit] control."
msgstr "表示可以放置在 [GraphEdit] 控件内的基本元素的容器。"
msgid ""
"[GraphElement] allows to create custom elements for a [GraphEdit] graph. By "
"default such elements can be selected, resized, and repositioned, but they "
"cannot be connected. For a graph element that allows for connections see "
"[GraphNode]."
msgstr ""
"[GraphElement] 允许为 [GraphEdit] 图表创建自定义元素。默认情况下,可以此类元素"
"可以被选择、调整大小、和重新定位,但它们无法被连接。对于允许连接的图形元素,请"
"参阅 [GraphNode]。"
msgid "If [code]true[/code], the user can drag the GraphElement."
msgstr "如果为 [code]true[/code],则用户能够拖动该 GraphElement。"
msgid ""
"The offset of the GraphElement, relative to the scroll offset of the "
"[GraphEdit]."
msgstr "GraphElement 的偏移量,相对于 [GraphEdit] 的滚动偏移量。"
msgid ""
"If [code]true[/code], the user can resize the GraphElement.\n"
"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
"signal, the GraphElement needs to be resized manually."
msgstr ""
"如果为 [code]true[/code],则用户可以调整 GraphElement 的大小。\n"
"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号GraphElement 需要"
"手动调整大小。"
msgid "If [code]true[/code], the user can select the GraphElement."
msgstr "如果为 [code]true[/code],则用户能够选中该 GraphElement。"
msgid "If [code]true[/code], the GraphElement is selected."
msgstr "如果为 [code]true[/code],则选中该 GraphElement 。"
msgid "Emitted when removing the GraphElement is requested."
msgstr "请求删除 GraphElement 时发出。"
msgid "Emitted when the GraphElement is dragged."
msgstr "当 GraphElement 被拖动时发出。"
msgid "Emitted when the GraphElement is deselected."
msgstr "当 GraphElement 被取消选择时发出。"
msgid "Emitted when the GraphElement is selected."
msgstr "当 GraphElement 被选中时发出。"
msgid "Emitted when the GraphElement is moved."
msgstr "当 GraphElement 被移动时触发。"
msgid ""
"Emitted when displaying the GraphElement over other ones is requested. "
"Happens on focusing (clicking into) the GraphElement."
msgstr ""
"当 GraphElement 被要求显示在其他节点之上时触发。在 GraphElement 获得焦点(鼠标"
"点击进入)时触发。"
msgid ""
"Emitted when resizing the GraphElement is requested. Happens on dragging the "
"resizer handle (see [member resizable])."
msgstr ""
"当 GraphElement 被要求调整大小时发出。在拖动调整器手柄时发生(见 [member "
"resizable])。"
msgid ""
"The icon used for the resizer, visible when [member resizable] is enabled."
msgstr "用于调整大小的图标,在 [member resizable] 被启用时可见。"
msgid "A container with connection ports, representing a node in a [GraphEdit]."
msgstr "带有连接端口的容器,代表 [GraphEdit] 中的一个节点。"
msgid ""
"[GraphNode] allows to create nodes for a [GraphEdit] graph with customizable "
"content based on its child controls. [GraphNode] is derived from [Container] "
"and it is responsible for placing its children on screen. This works similar "
"to [VBoxContainer]. Children, in turn, provide [GraphNode] with so-called "
"slots, each of which can have a connection port on either side.\n"
"Each [GraphNode] slot is defined by its index and can provide the node with "
"up to two ports: one on the left, and one on the right. By convention the "
"left port is also referred to as the [b]input port[/b] and the right port is "
"referred to as the [b]output port[/b]. Each port can be enabled and "
"configured individually, using different type and color. The type is an "
"arbitrary value that you can define using your own considerations. The parent "
"[GraphEdit] will receive this information on each connect and disconnect "
"request.\n"
"Slots can be configured in the Inspector dock once you add at least one child "
"[Control]. The properties are grouped by each slot's index in the \"Slot\" "
"section.\n"
"[b]Note:[/b] While GraphNode is set up using slots and slot indices, "
"connections are made between the ports which are enabled. Because of that "
"[GraphEdit] uses the port's index and not the slot's index. You can use "
"[method get_input_port_slot] and [method get_output_port_slot] to get the "
"slot index from the port index."
msgstr ""
"[GraphNode] 能够在 [GraphEdit] 图中创建节点,节点会根据其子控件定制内容。"
"[GraphNode] 派生自 [Container],负责将其子节点放置在屏幕上。工作原理类似于 "
"[VBoxContainer]。而子节点为 [GraphNode] 提供所谓的插槽,每个插槽的两侧都可以有"
"一个连接端口。\n"
"[GraphNode] 的插槽由其索引定义,一个插槽可以为节点提供最多两个端口:一个在左"
"侧,一个在右侧。根据惯例,左侧端口也被称为[b]输入端口[/b],右侧端口被称为[b]输"
"出端口[/b]。每个端口都可以单独启用和配置,使用不同的类型和颜色。类型是你按照自"
"己的需要来定义的任意值。父 [GraphEdit] 将在每个连接和断开连接请求中收到此信"
"息。\n"
"添加至少一个子 [Control] 后,就可以在“检查器”面板中配置插槽。这些属性"
"在“Slot”部分中按每个插槽的索引进行分组。\n"
"[b]注意:[/b]虽然 GraphNode 是使用插槽和插槽索引设置的,但连接是在启用的端口之"
"间建立的。因此 [GraphEdit] 使用端口的索引,而不是插槽的索引。可以使用 [method "
"get_input_port_slot] 和 [method get_output_port_slot] 从端口索引中获取插槽索"
"引。"
msgid ""
"Disables all slots of the GraphNode. This will remove all input/output ports "
"from the GraphNode."
msgstr "禁用 GraphNode 的所有插槽。会移除该 GraphNode 的所有输入/输出端口。"
msgid ""
"Disables the slot with the given [param slot_index]. This will remove the "
"corresponding input and output port from the GraphNode."
msgstr ""
"禁用索引为 [param slot_index] 的插槽。会移除该 GraphNode 的对应输入和输出端"
"口。"
msgid "Returns the [Color] of the input port with the given [param port_idx]."
msgstr "返回索引为 [param port_idx] 的输入端口的 [Color]。"
msgid "Returns the number of slots with an enabled input port."
msgstr "返回启用了输入端口的插槽数。"
msgid "Returns the position of the input port with the given [param port_idx]."
msgstr "返回索引为 [param port_idx] 的输入端口的位置。"
msgid ""
"Returns the corresponding slot index of the input port with the given [param "
"port_idx]."
msgstr "返回索引为 [param port_idx] 的输入端口的对应插槽索引。"
msgid "Returns the type of the input port with the given [param port_idx]."
msgstr "返回索引为 [param port_idx] 的输入端口的类型。"
msgid "Returns the [Color] of the output port with the given [param port_idx]."
msgstr "返回索引为 [param port_idx] 的输出端口的 [Color]。"
msgid "Returns the number of slots with an enabled output port."
msgstr "返回启用了输出端口的插槽数。"
msgid "Returns the position of the output port with the given [param port_idx]."
msgstr "返回索引为 [param port_idx] 的输出端口的位置。"
msgid ""
"Returns the corresponding slot index of the output port with the given [param "
"port_idx]."
msgstr "返回索引为 [param port_idx] 的输出端口的对应插槽索引。"
msgid "Returns the type of the output port with the given [param port_idx]."
msgstr "返回索引为 [param port_idx] 的输出端口的类型。"
msgid ""
"Returns the left (input) [Color] of the slot with the given [param "
"slot_index]."
msgstr "返回索引为 [param slot_index] 的插槽左侧(输入)的 [Color]。"
msgid ""
"Returns the right (output) [Color] of the slot with the given [param "
"slot_index]."
msgstr "返回索引为 [param slot_index] 的插槽右侧(输出)的 [Color]。"
msgid ""
"Returns the left (input) type of the slot with the given [param slot_index]."
msgstr "返回索引为 [param slot_index] 的插槽左侧(输入)的类型。"
msgid ""
"Returns the right (output) type of the slot with the given [param slot_index]."
msgstr "返回索引为 [param slot_index] 的插槽右侧(输出)的类型。"
msgid ""
"Returns the [HBoxContainer] used for the title bar, only containing a [Label] "
"for displaying the title by default. This can be used to add custom controls "
"to the title bar such as option or close buttons."
msgstr ""
"返回标题栏所使用的 [HBoxContainer],默认只包含一个 [Label],用于显示标题。可用"
"于向标题栏添加自定义控件,例如选项和关闭按钮等。"
msgid ""
"Returns true if the background [StyleBox] of the slot with the given [param "
"slot_index] is drawn."
msgstr ""
"如果绘制索引为 [param slot_index] 的插槽的背景 [StyleBox],则返回 true。"
msgid ""
"Returns [code]true[/code] if left (input) side of the slot with the given "
"[param slot_index] is enabled."
msgstr ""
"如果启用了索引为 [param slot_index] 的插槽的左侧(输入),则返回 [code]true[/"
"code]。"
msgid ""
"Returns [code]true[/code] if right (output) side of the slot with the given "
"[param slot_index] is enabled."
msgstr ""
"如果启用了索引为 [param slot_index] 的插槽的右侧(输出),则返回 [code]true[/"
"code]。"
msgid ""
"Sets properties of the slot with the given [param slot_index].\n"
"If [param enable_left_port]/[param enable_right_port] is [code]true[/code], a "
"port will appear and the slot will be able to be connected from this side.\n"
"With [param type_left]/[param type_right] an arbitrary type can be assigned "
"to each port. Two ports can be connected if they share the same type, or if "
"the connection between their types is allowed in the parent [GraphEdit] (see "
"[method GraphEdit.add_valid_connection_type]). Keep in mind that the "
"[GraphEdit] has the final say in accepting the connection. Type compatibility "
"simply allows the [signal GraphEdit.connection_request] signal to be "
"emitted.\n"
"Ports can be further customized using [param color_left]/[param color_right] "
"and [param custom_icon_left]/[param custom_icon_right]. The color parameter "
"adds a tint to the icon. The custom icon can be used to override the default "
"port dot.\n"
"Additionally, [param draw_stylebox] can be used to enable or disable drawing "
"of the background stylebox for each slot. See [theme_item slot].\n"
"Individual properties can also be set using one of the [code]set_slot_*[/"
"code] methods.\n"
"[b]Note:[/b] This method only sets properties of the slot. To create the slot "
"itself, add a [Control]-derived child to the GraphNode."
msgstr ""
"设置索引为 [param slot_index] 的插槽的属性。\n"
"如果 [param enable_left_port]/[param enable_right_port] 为 [code]true[/code]"
"则将出现一个端口,插槽将能够从这一侧连接。\n"
"使用 [param type_left]/[param type_right] 可以为每个端口分配一个任意类型。如果"
"两个端口具有相同的类型,或者如果它们的类型之间的连接在父 [GraphEdit] 中被允许"
"(参见 [method GraphEdit.add_valid_connection_type]),那么这两个端口就可以被"
"连接。请记住,[GraphEdit] 在接受连接上拥有最终决定权。类型兼容性只允许发出 "
"[signal GraphEdit.connection_request] 信号。\n"
"可以使用 [param color_left]/[param color_right] 和 [param custom_icon_left]/"
"[param custom_icon_right] 进一步定制端口。颜色参数为图标添加了一个色调。自定义"
"图标可以用来覆盖默认的端口点。\n"
"此外,[param draw_stylebox] 可以用来启用或禁用每个插槽的背景样式框的绘制。参"
"见 [theme_item slot]。\n"
"单个属性也可以使用 [code]set_slot_*[/code] 方法之一来设置。\n"
"[b]注意:[/b]该方法只设置插槽的属性。要创建插槽本身,请将 [Control] 派生的子节"
"点添加到该 GraphNode。"
msgid ""
"Sets the [Color] of the left (input) side of the slot with the given [param "
"slot_index] to [param color]."
msgstr ""
"将索引为 [param slot_index] 的插槽的左侧(输入)的 [Color] 设置为 [param "
"color]。"
msgid ""
"Sets the [Color] of the right (output) side of the slot with the given [param "
"slot_index] to [param color]."
msgstr ""
"将索引为 [param slot_index] 的插槽的右侧(输出)的 [Color] 设置为 [param "
"color]。"
msgid ""
"Toggles the background [StyleBox] of the slot with the given [param "
"slot_index]."
msgstr "开关索引为 [param slot_index] 的插槽的背景 [StyleBox]。"
msgid ""
"Toggles the left (input) side of the slot with the given [param slot_index]. "
"If [param enable] is [code]true[/code], a port will appear on the left side "
"and the slot will be able to be connected from this side."
msgstr ""
"切换给定插槽 [param slot_index] 的左侧(输入)端口。如果 [param enable] 为 "
"[code]true[/code],则左侧会出现一个端口,并且该插槽可以从这一侧连接。"
msgid ""
"Toggles the right (output) side of the slot with the given [param "
"slot_index]. If [param enable] is [code]true[/code], a port will appear on "
"the right side and the slot will be able to be connected from this side."
msgstr ""
"切换给定插槽 [param slot_index] 的右侧(输出)端口。如果 [param enable] 为 "
"[code]true[/code],则右侧会出现一个端口,并且该插槽可以从这一侧连接。"
msgid ""
"Sets the left (input) type of the slot with the given [param slot_index] to "
"[param type]. If the value is negative, all connections will be disallowed to "
"be created via user inputs."
msgstr ""
"将给定插槽 [param slot_index] 的左侧(输入)类型设置为 [param type]。如果该值"
"为负,则所有的连接将不允许通过用户输入来创建。"
msgid ""
"Sets the right (output) type of the slot with the given [param slot_index] to "
"[param type]. If the value is negative, all connections will be disallowed to "
"be created via user inputs."
msgstr ""
"将给定插槽 [param slot_index] 的右侧(输出)类型设置为 [param type]。如果该值"
"为负,则所有的连接将不允许通过用户输入来创建。"
msgid "The text displayed in the GraphNode's title bar."
msgstr "显示在 GraphNode 标题栏中的文本。"
msgid "Emitted when any GraphNode's slot is updated."
msgstr "当任何图形节点的插槽更新时发出。"
msgid "The color modulation applied to the resizer icon."
msgstr "应用于调整尺寸大小图标的颜色调制。"
msgid "Horizontal offset for the ports."
msgstr "端口的水平偏移量。"
msgid "The vertical distance between ports."
msgstr "端口之间的垂直距离。"
msgid "The icon used for representing ports."
msgstr "该图标用于表示端口。"
msgid "The default background for the slot area of the [GraphNode]."
msgstr "[GraphNode] 槽区域的默认背景。"
msgid "The [StyleBox] used for the slot area when selected."
msgstr "用于被选中时的插槽区域的 [StyleBox]。"
msgid "The [StyleBox] used for each slot of the [GraphNode]."
msgstr "用于 [GraphNode] 的每个插槽的 [StyleBox]。"
msgid "The [StyleBox] used for the title bar of the [GraphNode]."
msgstr "用于该 [GraphNode] 标题栏的 [StyleBox]。"
msgid ""
"The [StyleBox] used for the title bar of the [GraphNode] when it is selected."
msgstr "当 [GraphNode] 被选中时,用于其标题栏的 [StyleBox]。"
msgid "A container that arranges its child controls in a grid layout."
msgstr "将子控件按照网格布局排列的容器。"
msgid ""
"[GridContainer] arranges its child controls in a grid layout. The number of "
"columns is specified by the [member columns] property, whereas the number of "
"rows depends on how many are needed for the child controls. The number of "
"rows and columns is preserved for every size of the container.\n"
"[b]Note:[/b] [GridContainer] only works with child nodes inheriting from "
"[Control]. It won't rearrange child nodes inheriting from [Node2D]."
msgstr ""
"[GridContainer] 会将其子控件按照网格布局排列。网格的列数由 [member columns] 属"
"性指定,行数取决于容器中子控件的数量。将保留每个大小的容器的列和行。\n"
"[b]注意:[/b][GridContainer] 只对继承自 [Control] 的子节点生效。它不会重新排列"
"继承自 [Node2D] 的子节点。"
msgid ""
"The number of columns in the [GridContainer]. If modified, [GridContainer] "
"reorders its Control-derived children to accommodate the new layout."
msgstr ""
"[GridContainer] 中的列数。修改后,[GridContainer] 会重新排列其派生自 Control "
"的子节点,以适应新的布局。"
msgid "Node for 3D tile-based maps."
msgstr "基于 3D 图块地图的节点。"
msgid ""
"GridMap lets you place meshes on a grid interactively. It works both from the "
"editor and from scripts, which can help you create in-game level editors.\n"
"GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a "
"mesh with materials plus optional collision and navigation shapes.\n"
"A GridMap contains a collection of cells. Each grid cell refers to a tile in "
"the [MeshLibrary]. All cells in the map have the same dimensions.\n"
"Internally, a GridMap is split into a sparse collection of octants for "
"efficient rendering and physics processing. Every octant has the same "
"dimensions and can contain several cells.\n"
"[b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be "
"hidden or cull masked based on [member VisualInstance3D.layers]. If you make "
"a light not affect the first layer, the whole GridMap won't be lit by the "
"light in question."
msgstr ""
"GridMap 允许以交互的方式将网格放置在栅格上。它在编辑器和脚本中均可使用,可帮助"
"创建游戏内的关卡编辑器。\n"
"GridMap 使用一个包含图块列表的 [MeshLibrary]。每个图块都是一个带有材质的网格以"
"及可选的碰撞和导航形状。\n"
"GridMap 包含一组单元格。每个栅格单元格引用 [MeshLibrary] 中的一个图块。地图中"
"的所有单元格都具有相同的大小。\n"
"在内部GridMap 会根据卦限进行拆分,形成卦限的稀疏合集,能够进行高效的渲染和物"
"理处理。每个卦限的大小是相同的,可以包含多个单元格。\n"
"[b]注意:[/b]GridMap 不是从 [VisualInstance3D] 扩展的,因此不能基于 [member "
"VisualInstance3D.layers] 隐藏或剔除掩码。如果使灯光不影响第一层,则整个 "
"GridMap 将不会被该灯光照亮。"
msgid "Using gridmaps"
msgstr "使用网格地图"
msgid "Clear all cells."
msgstr "清除所有单元格。"
msgid "Clears all baked meshes. See [method make_baked_meshes]."
msgstr "清除所有烘焙过的网格。见 [method make_baked_meshes]。"
msgid "Returns [RID] of a baked mesh with the given [param idx]."
msgstr "返回是否存在带有给定 ID 的节点。"
msgid ""
"Returns an array of [ArrayMesh]es and [Transform3D] references of all bake "
"meshes that exist within the current GridMap."
msgstr ""
"返回当前 GridMap 中存在的所有烘焙网格的 [ArrayMesh] 和 [Transform3D] 引用的数"
"组。"
msgid ""
"Returns one of 24 possible rotations that lie along the vectors (x,y,z) with "
"each component being either -1, 0, or 1. For further details, refer to the "
"Godot source code."
msgstr ""
"返回沿向量 (x,y,z) 的 24 种可能旋转中的一种,每个分量为 -1、0 或 1。有关详细信"
"息,请参阅 Godot 源代码。"
msgid ""
"The [MeshLibrary] item index located at the given grid coordinates. If the "
"cell is empty, [constant INVALID_CELL_ITEM] will be returned."
msgstr ""
"位于给定栅格坐标的 [MeshLibrary] 项目的索引。如果单元格为空,则将返回 "
"[constant INVALID_CELL_ITEM]。"
msgid "Returns the basis that gives the specified cell its orientation."
msgstr "返回为指定单元格提供方向的基。"
msgid ""
"The orientation of the cell at the given grid coordinates. [code]-1[/code] is "
"returned if the cell is empty."
msgstr ""
"给定栅格坐标处的单元格的方向。如果该单元格为空,则返回 [code]-1[/code]。"
msgid ""
"Returns an array of [Transform3D] and [Mesh] references corresponding to the "
"non-empty cells in the grid. The transforms are specified in local space."
msgstr ""
"返回对应于栅格中非空单元格的 [Transform3D] 和 [Mesh] 引用的数组。变换在局部空"
"间中指定。"
msgid ""
"Returns the [RID] of the navigation map this GridMap node uses for its cell "
"baked navigation meshes.\n"
"This function returns always the map set on the GridMap node and not the map "
"on the NavigationServer. If the map is changed directly with the "
"NavigationServer API the GridMap node will not be aware of the map change."
msgstr ""
"返回该 GridMap 节点用于其单元格烘焙导航网格的导航地图的 [RID]。\n"
"该函数始终返回在 GridMap 节点上设置的地图,而不是 NavigationServer 上的地图。"
"如果直接使用 NavigationServer API 更改地图,则 GridMap 节点将不会感知到地图的"
"更改。"
msgid ""
"This function considers a discretization of rotations into 24 points on unit "
"sphere, lying along the vectors (x,y,z) with each component being either -1, "
"0, or 1, and returns the index (in the range from 0 to 23) of the point best "
"representing the orientation of the object. For further details, refer to the "
"Godot source code."
msgstr ""
"该函数考虑将旋转离散化为单位球体上的 24 个点,沿向量 (x,y,z) 放置,每个分量为 "
"-1、0 或 1并返回索引在 0 到 23 的范围内 ) 最能代表物体方向的点。 有关详细"
"信息,请参阅 Godot 源代码。"
msgid ""
"Returns an array of [Vector3] with the non-empty cell coordinates in the grid "
"map."
msgstr "返回一个包含网格中非空单元格坐标的 [Vector3] 数组。"
msgid ""
"Returns an array of all cells with the given item index specified in [param "
"item]."
msgstr "返回所有具有 [param item] 中指定的项目索引的单元格的数组。"
msgid ""
"Returns the map coordinates of the cell containing the given [param "
"local_position]. If [param local_position] is in global coordinates, consider "
"using [method Node3D.to_local] before passing it to this method. See also "
"[method map_to_local]."
msgstr ""
"返回包含给定 [param local_position] 的单元格的地图坐标。如果 [param "
"local_position] 在全局坐标中,请考虑在将其传递给该方法之前使用 [method Node3D."
"to_local]。另请参阅 [method map_to_local]。"
msgid "Bakes lightmap data for all meshes in the assigned [MeshLibrary]."
msgstr "为指定的 [MeshLibrary] 中的所有网格烘焙光照贴图数据。"
msgid ""
"Returns the position of a grid cell in the GridMap's local coordinate space. "
"To convert the returned value into global coordinates, use [method Node3D."
"to_global]. See also [method map_to_local]."
msgstr ""
"返回栅格单元格在 GridMap 的局部坐标空间中的位置。要将返回值转换为全局坐标,请"
"使用 [method Node3D.to_global]。另请参阅 [method map_to_local]。"
msgid ""
"Sets the mesh index for the cell referenced by its grid coordinates.\n"
"A negative item index such as [constant INVALID_CELL_ITEM] will clear the "
"cell.\n"
"Optionally, the item's orientation can be passed. For valid orientation "
"values, see [method get_orthogonal_index_from_basis]."
msgstr ""
"设置由其栅格坐标引用的单元格的网格索引。\n"
"诸如 [constant INVALID_CELL_ITEM] 之类的负的项目索引将清除该单元格。\n"
"可选地,可以传入该项目的方向。有关有效的方向值,请参阅 [method "
"get_orthogonal_index_from_basis]。"
msgid ""
"Sets the [RID] of the navigation map this GridMap node should use for its "
"cell baked navigation meshes."
msgstr "设置该导航地图的 [RID],该 GridMap 节点应该用于其单元格烘焙导航网格。"
msgid ""
"If [code]true[/code], this GridMap creates a navigation region for each cell "
"that uses a [member mesh_library] item with a navigation mesh. The created "
"navigation region will use the navigation layers bitmask assigned to the "
"[MeshLibrary]'s item."
msgstr ""
"如果为 [code]true[/code],则为每个使用带有导航网格的 [member mesh_library] 项"
"目的单元格,该 GridMap 将创建一个导航区域。创建的导航区域将使用分配给该 "
"[MeshLibrary] 项目的导航层位掩码。"
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr "如果为 [code]true[/code],则网格项以 X 轴为中心。"
msgid "If [code]true[/code], grid items are centered on the Y axis."
msgstr "如果为 [code]true[/code],则网格项以 Y 轴为中心。"
msgid "If [code]true[/code], grid items are centered on the Z axis."
msgstr "如果为 [code]true[/code],则网格项以 Z 轴为中心。"
msgid ""
"The size of each octant measured in number of cells. This applies to all "
"three axis."
msgstr "每个卦限的大小,单位为单元格的数量。适用于全部三个轴。"
msgid ""
"The scale of the cell items.\n"
"This does not affect the size of the grid cells themselves, only the items in "
"them. This can be used to make cell items overlap their neighbors."
msgstr ""
"单元格项目的比例。\n"
"这不会影响网格单元本身的大小,只会影响其中的项目。这可用于使单元格项目与其邻居"
"重叠。"
msgid ""
"The dimensions of the grid's cells.\n"
"This does not affect the size of the meshes. See [member cell_scale]."
msgstr ""
"网格单元的尺寸。\n"
"这并不影响网格的尺寸大小。见 [member cell_scale]。"
msgid ""
"The physics layers this GridMap is in.\n"
"GridMaps act as static bodies, meaning they aren't affected by gravity or "
"other forces. They only affect other physics bodies that collide with them."
msgstr ""
"这个 GridMap 所处的物理层。\n"
"GridMap 作为静态体,意味着它们不会受到重力或是其他力的影响。它们只会受到其他与"
"它们碰撞的物理体的影响。"
msgid ""
"The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"此 GridMap 检测碰撞的物理层。更多信息请参阅文档[url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》"
"[/url]。"
msgid "The assigned [MeshLibrary]."
msgstr "指定的 [MeshLibrary]。"
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
msgstr "覆盖整个 [GridMap] 的默认摩擦力和反弹物理属性。"
msgid "Emitted when [member cell_size] changes."
msgstr "当 [member cell_size] 改变时触发。"
msgid "Emitted when the [MeshLibrary] of this GridMap changes."
msgstr "该 GridMap 的 [MeshLibrary] 发生改变时发出。"
msgid ""
"Invalid cell item that can be used in [method set_cell_item] to clear cells "
"(or represent an empty cell in [method get_cell_item])."
msgstr ""
"可以在 [method set_cell_item] 中清除单元格(或在 [method get_cell_item] 中重新"
"代表一个空的单元格)的无效单元格。"
msgid ""
"A physics joint that restricts the movement of two 2D physics bodies to a "
"fixed axis."
msgstr "将两个物理体的运动限制在某个固定轴上的物理关节。"
msgid ""
"A physics joint that restricts the movement of two 2D physics bodies to a "
"fixed axis. For example, a [StaticBody2D] representing a piston base can be "
"attached to a [RigidBody2D] representing the piston head, moving up and down."
msgstr ""
"将两个物理体的运动限制在某个固定轴上的物理关节。例如代表活塞基底的 "
"[StaticBody2D] 可以附加至代表能够上下移动的活塞头的 [RigidBody2D] 之上。"
msgid ""
"The body B's initial anchor position defined by the joint's origin and a "
"local offset [member initial_offset] along the joint's Y axis (along the "
"groove)."
msgstr ""
"这个物体B的初始锚点位置由关键的原点和沿关节Y轴沿着沟槽的局部偏移 "
"[member initial_offset] 定义。"
msgid ""
"The groove's length. The groove is from the joint's origin towards [member "
"length] along the joint's local Y axis."
msgstr "沟槽的长度。沟槽是从关键原点沿着关节局部 Y 轴朝向 [member length] 。"
msgid ""
"Provides functionality for computing cryptographic hashes chunk by chunk."
msgstr "提供分段计算加密哈希的功能。"
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. Useful for computing hashes of big files (so "
"you don't have to load them all in memory), network streams, and data streams "
"in general (so you don't have to hold buffers).\n"
"The [enum HashType] enum shows the supported hashing algorithms.\n"
"[codeblocks]\n"
"[gdscript]\n"
"const CHUNK_SIZE = 1024\n"
"\n"
"func hash_file(path):\n"
" # Check that file exists.\n"
" if not FileAccess.file_exists(path):\n"
" return\n"
" # Start a SHA-256 context.\n"
" var ctx = HashingContext.new()\n"
" ctx.start(HashingContext.HASH_SHA256)\n"
" # Open the file to hash.\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" # Update the context after reading each chunk.\n"
" while not file.eof_reached():\n"
" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
" # Get the computed hash.\n"
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
"[/gdscript]\n"
"[csharp]\n"
"public const int ChunkSize = 1024;\n"
"\n"
"public void HashFile(string path)\n"
"{\n"
" // Check that file exists.\n"
" if (!FileAccess.FileExists(path))\n"
" {\n"
" return;\n"
" }\n"
" // Start a SHA-256 context.\n"
" var ctx = new HashingContext();\n"
" ctx.Start(HashingContext.HashType.Sha256);\n"
" // Open the file to hash.\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" // Update the context after reading each chunk.\n"
" while (!file.EofReached())\n"
" {\n"
" ctx.Update(file.GetBuffer(ChunkSize));\n"
" }\n"
" // Get the computed hash.\n"
" byte[] res = ctx.Finish();\n"
" // Print the result as hex string and array.\n"
" GD.PrintT(res.HexEncode(), (Variant)res);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"HashingContext 类提供了一个接口,用于在多次迭代中计算加密哈希值。常用于计算大"
"文件(不必全部加载到内存中)、网络流和一般数据流(不必持有缓冲区)的哈希值。\n"
"[enum HashType] 枚举显示了支持的哈希算法。\n"
"[codeblocks]\n"
"[gdscript]\n"
"const CHUNK_SIZE = 1024\n"
"\n"
"func hash_file(path):\n"
" # 检查文件是否存在。\n"
" if not FileAccess.file_exists(path):\n"
" return\n"
" # 启动一个 SHA-256 上下文。\n"
" var ctx = HashingContext.new()\n"
" ctx.start(HashingContext.HASH_SHA256)\n"
" # 打开文件进行哈希处理。\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" # 读取每个块后更新上下文。\n"
" while not file.eof_reached():\n"
" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
" # 获取计算的哈希值。\n"
" var res = ctx.finish()\n"
" # 将结果打印为十六进制字符串和数组。\n"
" printt(res.hex_encode(), Array(res))\n"
"[/gdscript]\n"
"[csharp]\n"
"public const int ChunkSize = 1024;\n"
"\n"
"public void HashFile(string path)\n"
"{\n"
" // 检查文件是否存在。\n"
" if (!FileAccess.FileExists(path))\n"
" {\n"
" return;\n"
" }\n"
" // 启动一个 SHA-256 上下文。\n"
" var ctx = new HashingContext();\n"
" ctx.Start(HashingContext.HashType.Sha256);\n"
" // 打开文件进行哈希处理。\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" // 读取每个块后更新上下文。\n"
" while (!file.EofReached())\n"
" {\n"
" ctx.Update(file.GetBuffer(ChunkSize));\n"
" }\n"
" // 获取计算的哈希值。\n"
" byte[] res = ctx.Finish();\n"
" // 将结果打印为十六进制字符串和数组。\n"
" GD.PrintT(res.HexEncode(), (Variant)res);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Closes the current context, and return the computed hash."
msgstr "关闭当前上下文,并返回计算出的哈希值。"
msgid ""
"Starts a new hash computation of the given [param type] (e.g. [constant "
"HASH_SHA256] to start computation of a SHA-256)."
msgstr ""
"开始对给定类型 [param type] 的哈希计算(例如 [constant HASH_SHA256] 会开始计"
"算 SHA-256。"
msgid "Updates the computation with the given [param chunk] of data."
msgstr "使用给定的数据块 [param chunk] 更新计算。"
msgid "Hashing algorithm: MD5."
msgstr "哈希算法MD5。"
msgid "Hashing algorithm: SHA-1."
msgstr "哈希算法SHA-1。"
msgid "Hashing algorithm: SHA-256."
msgstr "哈希算法SHA-256。"
msgid "A container that arranges its child controls horizontally."
msgstr "将子控件横向排列的容器。"
msgid ""
"A variant of [BoxContainer] that can only arrange its child controls "
"horizontally. Child controls are rearranged automatically when their minimum "
"size changes."
msgstr ""
"[BoxContainer] 的变体,只会将子控件横向排列。子控件的最小尺寸发生变化时会自动"
"进行重新排列。"
msgid "A 3D height map shape used for physics collision."
msgstr "3D 高度图形状,用于物理碰撞。"
msgid ""
"A 3D heightmap shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape3D]. This is useful for terrain, but it is limited "
"as overhangs (such as caves) cannot be stored. Holes in a [HeightMapShape3D] "
"are created by assigning very low values to points in the desired area.\n"
"[b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against "
"than [ConcavePolygonShape3D], but it is significantly slower than primitive "
"shapes like [BoxShape3D]."
msgstr ""
"3D 高度图形状,旨在用于物理。常用于为 [CollisionShape3D] 提供形状。可用于地"
"形,但是有无法存储悬垂部分(如洞窟)的限制。[HeightMapShape3D] 中创建洞的方法"
"是为所需区域分配极低的值。\n"
"[b]性能:[/b]对 [HeightMapShape3D] 的碰撞检测比 [ConcavePolygonShape3D] 快,但"
"与 [BoxShape3D] 等图元形状相比显著要慢。"
msgid ""
"Height map data, pool array must be of [member map_width] * [member "
"map_depth] size."
msgstr ""
"高度图数据,池数组的大小必须是 [member map_width] * [member map_depth]。"
msgid ""
"Number of vertices in the depth of the height map. Changing this will resize "
"the [member map_data]."
msgstr "高度图深度中的顶点数。更改该项将调整 [member map_data] 的大小。"
msgid ""
"Number of vertices in the width of the height map. Changing this will resize "
"the [member map_data]."
msgstr "高度图宽度中的顶点数。更改该项将调整 [member map_data] 的大小。"
msgid ""
"A container that arranges its child controls horizontally and wraps them "
"around at the borders."
msgstr "将子控件横向排列并在边界处换行的容器。"
msgid ""
"A variant of [FlowContainer] that can only arrange its child controls "
"horizontally, wrapping them around at the borders. This is similar to how "
"text in a book wraps around when no more words can fit on a line."
msgstr ""
"[FlowContainer] 的一种,只能将其子控件横向排列并在边界处换行。类似于书本中文字"
"在一行中写不下以后的换行方式。"
msgid ""
"A physics joint that restricts the rotation of a 3D physics body around an "
"axis relative to another physics body."
msgstr "限制 3D 物理体旋转轴的物理关节,旋转轴相对于另一个物理体。"
msgid ""
"A physics joint that restricts the rotation of a 3D physics body around an "
"axis relative to another physics body. For example, Body A can be a "
"[StaticBody3D] representing a door hinge that a [RigidBody3D] rotates around."
msgstr ""
"限制 3D 物理体旋转轴的物理关节,旋转轴相对于另一个物理体。例如甲物体可以是代表"
"门铰链的 [StaticBody3D][RigidBody3D] 可以围绕它旋转。"
msgid "Returns the value of the specified flag."
msgstr "返回指定标志的值。"
msgid "If [code]true[/code], enables the specified flag."
msgstr "如果为 [code]true[/code],启用指定的标志。"
msgid ""
"The speed with which the rotation across the axis perpendicular to the hinge "
"gets corrected."
msgstr "垂直于铰链的轴线上的旋转得到纠正的速度。"
msgid ""
"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
"[member angular_limit/lower] and [member angular_limit/upper] has effects."
msgstr ""
"如果为 [code]true[/code],则会对由[member angular_limit/lower]和[member "
"angular_limit/upper]定义的铰链最大和最小旋转量产生影响。"
msgid ""
"The minimum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
"最小的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有"
"效。"
msgid "The lower this value, the more the rotation gets slowed down."
msgstr "该值越低,旋转速度越慢。"
msgid ""
"The maximum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
"最大的旋转量。只有在[member angular_limit/enable]为 [code]true[/code] 时才有"
"效。"
msgid "When activated, a motor turns the hinge."
msgstr "激活后,电机会使铰链转动。"
msgid "Maximum acceleration for the motor."
msgstr "马达的最大加速度。"
msgid "Target speed for the motor."
msgstr "目标马达的目标速度。"
msgid ""
"The speed with which the two bodies get pulled together when they move in "
"different directions."
msgstr "两个物体向不同方向移动时被拉回到一起的速度。"
msgid "Used to create an HMAC for a message using a key."
msgstr "用来为一个使用密钥的信息创建 HMAC。"
msgid ""
"The HMACContext class is useful for advanced HMAC use cases, such as "
"streaming the message as it supports creating the message over time rather "
"than providing it all at once.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"var ctx = HMACContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"supersecret\".to_utf8_buffer()\n"
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8_buffer()\n"
" var msg2 = \"super duper secret\".to_utf8_buffer()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
" assert(err == OK)\n"
" var hmac = ctx.finish()\n"
" print(hmac.hex_encode())\n"
"\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private HmacContext _ctx = new HmacContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" byte[] key = \"supersecret\".ToUtf8Buffer();\n"
" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] msg1 = \"this is \".ToUtf8Buffer();\n"
" byte[] msg2 = \"super duper secret\".ToUtf8Buffer();\n"
" err = _ctx.Update(msg1);\n"
" Debug.Assert(err == Error.Ok);\n"
" err = _ctx.Update(msg2);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] hmac = _ctx.Finish();\n"
" GD.Print(hmac.HexEncode());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"HMACContext 类对于高级的 HMAC 用例非常有用,例如流式消息,因为它支持在一段时间"
"内创建消息,而非一次性提供。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"var ctx = HMACContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"supersecret\".to_utf8_buffer()\n"
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8_buffer()\n"
" var msg2 = \"super duper secret\".to_utf8_buffer()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
" assert(err == OK)\n"
" var hmac = ctx.finish()\n"
" print(hmac.hex_encode())\n"
"\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private HmacContext _ctx = new HmacContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" byte[] key = \"supersecret\".ToUtf8Buffer();\n"
" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] msg1 = \"this is \".ToUtf8Buffer();\n"
" byte[] msg2 = \"super duper secret\".ToUtf8Buffer();\n"
" err = _ctx.Update(msg1);\n"
" Debug.Assert(err == Error.Ok);\n"
" err = _ctx.Update(msg2);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] hmac = _ctx.Finish();\n"
" GD.Print(hmac.HexEncode());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] is "
"returned."
msgstr "返回生成的 HMAC。如果该 HMAC 失败,则返回一个空的 [PackedByteArray]。"
msgid ""
"Initializes the HMACContext. This method cannot be called again on the same "
"HMACContext until [method finish] has been called."
msgstr ""
"初始化 HMACContext。在 [method finish] 被调用之前,不能在同一个 HMACContext 上"
"再次调用此方法。"
msgid ""
"Updates the message to be HMACed. This can be called multiple times before "
"[method finish] is called to append [param data] to the message, but cannot "
"be called until [method start] has been called."
msgstr ""
"更新要进行 HMAC 处理的消息。在 [method finish] 被调用以将 [param data] 追加到"
"该消息之前,该函数可以多次被调用,但在 [method start] 被调用之前不能被调用。"
msgid "A horizontal scrollbar that goes from left (min) to right (max)."
msgstr "水平滚动条,从左侧(最小)滚动到右侧(最大)。"
msgid ""
"A horizontal scrollbar, typically used to navigate through content that "
"extends beyond the visible width of a control. It is a [Range]-based control "
"and goes from left (min) to right (max)."
msgstr ""
"水平滚动条,通常用于为超出控件可见宽度的内容进行导航。这是基于 [Range] 的控"
"件,从左侧(最小)滚动到右侧(最大)。"
msgid "A horizontal line used for separating other controls."
msgstr "分隔其他控件的水平线。"
msgid ""
"A horizontal separator used for separating other controls that are arranged "
"[b]vertically[/b]. [HSeparator] is purely visual and normally drawn as a "
"[StyleBoxLine]."
msgstr ""
"分隔其他[b]垂直[/b]排列的控件的水平线。[HSeparator] 只提供视觉上的分隔,通常"
"用 [StyleBoxLine] 绘制。"
msgid "A horizontal slider that goes from left (min) to right (max)."
msgstr "从左(最小)到右(最大)的水平滚动条。"
msgid ""
"A horizontal slider, used to adjust a value by moving a grabber along a "
"horizontal axis. It is a [Range]-based control and goes from left (min) to "
"right (max)."
msgstr ""
"水平滚动条,可用通过沿着水平轴移动抓取器来调整取值。这个控件继承自 [Range],从"
"左(最小)到右(最大)滚动。"
msgid ""
"A container that splits two child controls horizontally and provides a "
"grabber for adjusting the split ratio."
msgstr "会将两个子控件进行水平分隔的容器,并且提供了用于调整分隔比例的抓取器。"
msgid ""
"A container that accepts only two child controls, then arranges them "
"horizontally and creates a divisor between them. The divisor can be dragged "
"around to change the size relation between the child controls."
msgstr ""
"仅接受两个子控件的容器,会将这两个控件水平排列,在两者之间创建一条分隔线。分隔"
"线可以拖动,从而改变两个子控件之间的大小关系。"
msgid "Low-level hyper-text transfer protocol client."
msgstr "低级别的超文本传输协议客户端。"
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data or "
"to communicate with various services, among other use cases.\n"
"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
"as the client is already connected to a host. See [method request] for a full "
"example and to get started.\n"
"A [HTTPClient] should be reused between multiple requests or to connect to "
"different hosts instead of creating one client per request. Supports "
"Transport Layer Security (TLS), including server certificate verification. "
"HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "
"\"try again, but over here\"), 4xx something was wrong with the request, and "
"5xx something went wrong on the server's side.\n"
"For more information on HTTP, see [url=https://developer.mozilla.org/en-US/"
"docs/Web/HTTP]MDN's documentation on HTTP[/url] (or read [url=https://tools."
"ietf.org/html/rfc2616]RFC 2616[/url] to get it straight from the source).\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android.\n"
"[b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid "
"sending sensitive information (such as login credentials) in HTTP GET URL "
"parameters. Consider using HTTP POST requests or HTTP headers for such "
"information instead.\n"
"[b]Note:[/b] When performing HTTP requests from a project exported to Web, "
"keep in mind the remote server may not allow requests from foreign origins "
"due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/"
"url]. If you host the server in question, you should modify its backend to "
"allow requests from foreign origins by adding the [code]Access-Control-Allow-"
"Origin: *[/code] HTTP header.\n"
"[b]Note:[/b] TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS "
"1.2. Attempting to connect to a TLS 1.3-only server will return an error.\n"
"[b]Warning:[/b] TLS certificate revocation and certificate pinning are "
"currently not supported. Revoked certificates are accepted as long as they "
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
"超文本传输协议客户端(有时称为“用户代理”)。用于发出 HTTP 请求以下载网络内容,"
"上传文件和其他数据、或与各种服务通信,以及其他用例。\n"
"请参阅 [HTTPRequest] 节点以获取更高级别的替代方案。\n"
"[b]注意:[/b]这个客户端只需要连接一个主机一次(见[method connect_to_host]"
"就可以发送多个请求。因此,使用 URL 的方法通常只使用主机后面的部分而不是完整的 "
"URL因为客户端已经连接到主机。请参阅 [method request] 以获取完整示例并开始使"
"用。\n"
"[HTTPClient] 应该在多个请求之间重用、或连接到不同的主机,而不是为每个请求创建"
"一个客户端。支持传输层安全 (TLS)包括服务器证书验证。2xx 范围内的 HTTP 状态代"
"码表示成功3xx 表示重定向即“再试一次但在这里”4xx 表示请求有问题5xx "
"表示服务器端出了问题。\n"
"有关 HTTP 的更多信息,请参阅 [url=https://developer.mozilla.org/en-US/docs/"
"Web/HTTP]MDN 上 HTTP 的文档[/url](或阅读 [url=https://tools.ietf.org/html/"
"rfc2616]RFC 2616[/url],直接从根源了解)。\n"
"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署前,请确保在 Android "
"导出预设中启用 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 "
"Android 阻止。\n"
"[b]注意:[/b]建议使用传输加密TLS并避免在 HTTP GET URL 参数中发送敏感信息"
"(例如登录凭据)。考虑改用 HTTP POST 请求或 HTTP 标头来获取此类信息。\n"
"[b]注意:[/b]当从导出到 Web 的项目执行 HTTP 请求时,请记住,由于 [url=https://"
"developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url],远程服务器可能不允"
"许来自站外的请求。如果托管到有问题的服务器,应该修改其后台,以通过添加 "
"[code]Access-Control-Allow-Origin: *[/code] HTTP 标头来允许来自站外的请求。\n"
"[b]注意:[/b]TLS 支持目前仅限于 TLS 1.0、TLS 1.1 和 TLS 1.2。尝试连接到仅支持 "
"TLS 1.3 的服务器时将返回一个错误。\n"
"[b]警告:[/b]目前不支持 TLS 证书撤销和证书绑定。只要吊销的证书在其他方面有效,"
"就会被接受。如果这是一个问题,你可能希望使用有效期较短的自动管理的证书。"
msgid "HTTP client class"
msgstr "HTTP 客户端类"
msgid "TLS certificates"
msgstr "TLS 证书"
msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
msgstr "关闭当前连接,允许重用此[HTTPClient]。"
msgid ""
"Connects to a host. This needs to be done before any requests are sent.\n"
"If no [param port] is specified (or [code]-1[/code] is used), it is "
"automatically set to 80 for HTTP and 443 for HTTPS. You can pass the optional "
"[param tls_options] parameter to customize the trusted certification "
"authorities, or the common name verification when using HTTPS. See [method "
"TLSOptions.client] and [method TLSOptions.client_unsafe]."
msgstr ""
"连接到主机。这需要在发送任何请求之前完成。\n"
"如果未指定 [param port](或使用 [code]-1[/code]),则自动将其设置为 80用于 "
"HTTP和 443用于 HTTPS。可以传入可选的 [param tls_options] 参数来自定义受"
"信任的证书颁发机构,或者使用 HTTPS 时的通用名称验证。请参阅 [method "
"TLSOptions.client] 和 [method TLSOptions.client_unsafe]。"
msgid ""
"Returns the response's body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code].\n"
"[b]Note:[/b] This function always returns [code]-1[/code] on the Web platform "
"due to browsers limitations."
msgstr ""
"返回响应体长度。\n"
"[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/"
"code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。\n"
"[b]注意:[/b]由于浏览器的限制,该函数在 Web 平台上始终返回 [code]-1[/code]。"
msgid "Returns the response's HTTP status code."
msgstr "返回响应的 HTTP 状态码。"
msgid "Returns the response headers."
msgstr "返回响应报头。"
msgid ""
"Returns all response headers as a Dictionary of structure [code]{ \"key\": "
"\"value1; value2\" }[/code] where the case-sensitivity of the keys and values "
"is kept like the server delivers it. A value is a simple String, this string "
"can have more than one value where \"; \" is used as separator.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"{\n"
" \"content-length\": 12,\n"
" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
"}\n"
"[/codeblock]"
msgstr ""
"返回所有响应报头,是 [code]{ \"报头字段名称\": \"字段取值1; 字段取值2\" }[/"
"code] 格式的字典,字典的键和值均保持服务器所发送的大小写。字段取值为简单的 "
"String该字符串可能包含多个值使用“; ”分隔。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"{\n"
" \"content-length\": 12,\n"
" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
"}\n"
"[/codeblock]"
msgid ""
"Returns a [enum Status] constant. Need to call [method poll] in order to get "
"status updates."
msgstr "返回 [enum Status] 常量。需要调用 [method poll] 才能更新状态。"
msgid "If [code]true[/code], this [HTTPClient] has a response available."
msgstr "为 [code]true[/code] 时,则该 [HTTPClient] 有可用的响应。"
msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
msgstr "为 [code]true[/code] 时,则该 [HTTPClient] 有分块的响应。"
msgid ""
"This needs to be called in order to have any request processed. Check results "
"with [method get_status]."
msgstr "调用此方法才能对请求进行处理。使用 [method get_status] 获取检查。"
msgid ""
"Generates a GET/POST application/x-www-form-urlencoded style query string "
"from a provided dictionary, e.g.:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# Returns \"username=user&password=pass\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// Returns \"username=user&password=pass\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Furthermore, if a key has a [code]null[/code] value, only the key itself is "
"added, without equal sign and value. If the value is an array, for each value "
"in it a pair with the same key is added.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
"44]}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary\n"
"{\n"
" { \"single\", 123 },\n"
" { \"notValued\", default },\n"
" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n"
"};\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"从提供的字典生成 GET/POST application/x-www-form-urlencoded 样式的查询字符串,"
"例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# 返回 \"username=user&password=pass\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// 返回 \"username=user&password=pass\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"此外,如果键具有 [code]null[/code] 值,则仅添加键本身,而不添加等号和值。如果"
"该值是一个数组,则添加该相同键,与其中的每个值组成一对。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
"44]}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# 返回 \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary\n"
"{\n"
" { \"single\", 123 },\n"
" { \"notValued\", default },\n"
" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n"
"};\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// 返回 \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Reads one chunk from the response."
msgstr "从响应中读取一块数据。"
msgid ""
"Sends a request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"To create a POST request with query strings to push to the server, do:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-"
"Length: \" + str(query_string.length())]\n"
"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
"headers, query_string)\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = new HTTPClient().QueryStringFromDict(fields);\n"
"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $"
"\"Content-Length: {queryString.Length}\" };\n"
"var result = new HTTPClient().Request(HTTPClient.Method.Post, \"index.php\", "
"headers, queryString);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The [param body] parameter is ignored if [param method] is "
"[constant HTTPClient.METHOD_GET]. This is because GET methods can't contain "
"request data. As a workaround, you can pass request data as a query string in "
"the URL. See [method String.uri_encode] for an example."
msgstr ""
"向连接的服务器发送请求。\n"
"URL 参数通常只是主机名后面的部分,所以对于 [code]https://somehost.com/index."
"php[/code] 来说就是 [code]/index.php[/code]。当向 HTTP 代理服务器发送请求时,"
"它应该是一个绝对 URL。对于 [constant HTTPClient.METHOD_OPTIONS] 请求,"
"[code]*[/code] 也是允许的。对于 [constant HTTPClient.METHOD_CONNECT] 请求,它"
"应该是权限组件 ([code]host:port[/code])。\n"
"Headers 参数是 HTTP 请求的报头。有关可用的 HTTP 方法,请参阅 [enum Method]。\n"
"要创建带有查询字符串的 POST 请求以推送到服务器,请执行以下操作:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-"
"Length: \" + str(query_string.length())]\n"
"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
"headers, query_string)\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = new HTTPClient().QueryStringFromDict(fields);\n"
"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $"
"\"Content-Length: {queryString.Length}\" };\n"
"var result = new HTTPClient().Request(HTTPClient.Method.Post, \"index.php\", "
"headers, queryString);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果 [param method] 是 [constant HTTPClient.METHOD_GET],则忽略 "
"[param body] 参数。这是因为 GET 方法不能包含请求数据。解决方法是,可以将请求数"
"据作为 URL 中的查询字符串传递。有关示例,请参见 [method String.uri_encode]。"
msgid ""
"Sends a raw request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
"向连接的服务器发送请求。\n"
"URL 参数通常只是主机名后面的部分,所以对于 [code]https://somehost.com/index."
"php[/code] 来说就是 [code]/index.php[/code]。当向 HTTP 代理服务器发送请求时,"
"它应该是一个绝对 URL。对于 [constant HTTPClient.METHOD_OPTIONS] 请求,"
"[code]*[/code] 也是允许的。对于 [constant HTTPClient.METHOD_CONNECT] 请求,它"
"应该是权限组件 ([code]host:port[/code])。\n"
"Headers 参数是 HTTP 请求的报头。有关可用的 HTTP 方法,请参阅 [enum Method]。\n"
"请求体是以字节数组的形式原样发送的,不会进行任何形式的编码。"
msgid ""
"Sets the proxy server for HTTP requests.\n"
"The proxy server is unset if [param host] is empty or [param port] is -1."
msgstr ""
"设置 HTTP 请求使用的代理服务器。\n"
"如果 [param host] 为空或者 [param port] 为 -1则会取消设置代理服务器。"
msgid ""
"Sets the proxy server for HTTPS requests.\n"
"The proxy server is unset if [param host] is empty or [param port] is -1."
msgstr ""
"设置 HTTPS 请求使用的代理服务器。\n"
"如果 [param host] 为空或者 [param port] 为 -1则会取消设置代理服务器。"
msgid ""
"If [code]true[/code], execution will block until all data is read from the "
"response."
msgstr "为 [code]true[/code] 时,执行会阻塞至从响应中读取所有数据为止。"
msgid "The connection to use for this client."
msgstr "该客户端所使用的连接。"
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[method read_response_body_chunk]."
msgstr ""
"使用的缓冲区大小,即每次迭代读取的最大字节数。见 [method "
"read_response_body_chunk]。"
msgid ""
"HTTP GET method. The GET method requests a representation of the specified "
"resource. Requests using GET should only retrieve data."
msgstr ""
"HTTP GET 方法。GET 方法用于请求指定资源的某种表示。使用 GET 的请求应该只进行数"
"据的获取。"
msgid ""
"HTTP HEAD method. The HEAD method asks for a response identical to that of a "
"GET request, but without the response body. This is useful to request "
"metadata like HTTP headers or to check if a resource exists."
msgstr ""
"HTTP HEAD 方法。HEAD 方法请求的是和 GET 请求一样的相应,但不包含响应体。用来请"
"求元数据很方便,比如可以通过请求 HTTP 报头来判断资源是否存在。"
msgid ""
"HTTP POST method. The POST method is used to submit an entity to the "
"specified resource, often causing a change in state or side effects on the "
"server. This is often used for forms and submitting data or uploading files."
msgstr ""
"HTTP POST 方法。POST 方法用于将实体提交给指定的资源,经常会造成服务器端状态的"
"更改或者其他副作用。常用于提交表单和其他数据,或者上传文件。"
msgid ""
"HTTP PUT method. The PUT method asks to replace all current representations "
"of the target resource with the request payload. (You can think of POST as "
"\"create or update\" and PUT as \"update\", although many services tend to "
"not make a clear distinction or change their meaning)."
msgstr ""
"HTTP PUT 方法。PUT 方法的目的是使用请求负载替换目标资源的所有当前表示。(可以"
"把 POST 理解为“创建或更新”,把 PUT 理解为“更小”,不过很多服务在这两者的含义之"
"间并不作明显的区别)。"
msgid ""
"HTTP DELETE method. The DELETE method requests to delete the specified "
"resource."
msgstr "HTTP DELETE 方法。DELETE 方法请求删除指定的资源。"
msgid ""
"HTTP OPTIONS method. The OPTIONS method asks for a description of the "
"communication options for the target resource. Rarely used."
msgstr ""
"HTTP OPTIONS 方法。OPTIONS 方法的目的是获取目标资源的通讯选项。很少使用。"
msgid ""
"HTTP TRACE method. The TRACE method performs a message loop-back test along "
"the path to the target resource. Returns the entire HTTP request received in "
"the response body. Rarely used."
msgstr ""
"HTTP TRACE 方法。TRACE 方法会沿目标资源的路径做消息回环测试。返回的响应体中会"
"包含完整的 HTTP 请求。很少使用。"
msgid ""
"HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
"identified by the target resource. Rarely used."
msgstr ""
"HTTP CONNECT 方法。CONNECT 方法会与目标资源所表示的服务器建立隧道。很少使用。"
msgid ""
"HTTP PATCH method. The PATCH method is used to apply partial modifications to "
"a resource."
msgstr "HTTP PATCH 方法。PATCH 方法用于对资源进行部分修改。"
msgid "Represents the size of the [enum Method] enum."
msgstr "代表 [enum Method] 枚举的大小。"
msgid "Status: Disconnected from the server."
msgstr "状态:与服务器断开连接。"
msgid "Status: Currently resolving the hostname for the given URL into an IP."
msgstr "状态:正在根据 URL 的主机名解析 IP。"
msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
msgstr "状态DNS 失败:无法解析指定 URL 的主机名。"
msgid "Status: Currently connecting to server."
msgstr "状态:正在连接到服务器。"
msgid "Status: Can't connect to the server."
msgstr "状态:无法连接到服务器。"
msgid "Status: Connection established."
msgstr "状态:连接已建立。"
msgid "Status: Currently sending request."
msgstr "状态:正在发送请求。"
msgid "Status: HTTP body received."
msgstr "状态:已获取 HTTP 响应体。"
msgid "Status: Error in HTTP connection."
msgstr "状态HTTP 连接出错。"
msgid "Status: Error in TLS handshake."
msgstr "状态TLS 握手出错。"
msgid ""
"HTTP status code [code]100 Continue[/code]. Interim response that indicates "
"everything so far is OK and that the client should continue with the request "
"(or ignore this status if already finished)."
msgstr ""
"HTTP 状态码 [code]100 Continue[/code]。是表示目前为止一切正常的中间响应,客户"
"端应该继续请求(如果已经请求完就可以直接忽略这个状态)。"
msgid ""
"HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an "
"[code]Upgrade[/code] request header by the client. Indicates the protocol the "
"server is switching to."
msgstr ""
"HTTP 状态码 [code]101 Switching Protocol[/code]。针对客户 [code]Upgrade[/"
"code] 请求的响应,表示服务器所转换到的协议。"
msgid ""
"HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the "
"server has received and is processing the request, but no response is "
"available yet."
msgstr ""
"HTTP 状态码 [code]102 Processing[/code]WebDAV。表示服务器已收到请求并且正"
"在处理,尚未生成响应。"
msgid ""
"HTTP status code [code]200 OK[/code]. The request has succeeded. Default "
"response for successful requests. Meaning varies depending on the request. "
"GET: The resource has been fetched and is transmitted in the message body. "
"HEAD: The entity headers are in the message body. POST: The resource "
"describing the result of the action is transmitted in the message body. "
"TRACE: The message body contains the request message as received by the "
"server."
msgstr ""
"HTTP 状态码 [code]200 OK[/code]。请求已成功,是成功请求的默认响应,根据请求的"
"不同表示的含义也不同。GET已获取资源并通过消息体发送。HEAD实体报头在消息体"
"中。POST描述操作结果的资源已通过消息体发送。TRACE消息体包含服务器所收到的"
"请求消息。"
msgid ""
"HTTP status code [code]201 Created[/code]. The request has succeeded and a "
"new resource has been created as a result of it. This is typically the "
"response sent after a PUT request."
msgstr ""
"HTTP 状态码 [code]201 Created[/code]。请求成功,并且创建了新资源。通常是针对 "
"PUT 请求的响应."
msgid ""
"HTTP status code [code]202 Accepted[/code]. The request has been received but "
"not yet acted upon. It is non-committal, meaning that there is no way in HTTP "
"to later send an asynchronous response indicating the outcome of processing "
"the request. It is intended for cases where another process or server handles "
"the request, or for batch processing."
msgstr ""
"HTTP 状态码 [code]202 Accepted[/code]。请求已收到但尚未处理。HTTP 协议中无法"
"实现在完成对请求的处理后异步地把请求发回来。这个响应的使用场景应该是会有其他进"
"程或者服务器去处理这个请求,或者会进行批量处理。"
msgid ""
"HTTP status code [code]203 Non-Authoritative Information[/code]. This "
"response code means returned meta-information set is not exact set as "
"available from the origin server, but collected from a local or a third party "
"copy. Except this condition, 200 OK response should be preferred instead of "
"this response."
msgstr ""
"HTTP 状态码 [code]203 Non-Authoritative Information[/code]。该响应状态码表示返"
"回的元消息与原始服务器所返回的不一致,而是从本地或者第三方副本中收集而来。除了"
"特殊情况,应该优先选用 200 OK 响应所返回的内容。"
msgid ""
"HTTP status code [code]204 No Content[/code]. There is no content to send for "
"this request, but the headers may be useful. The user-agent may update its "
"cached headers for this resource with the new ones."
msgstr ""
"HTTP 状态码 [code]204 No Content[/code]。本请求无响应内容,但报头可能有用。用"
"户代理可能会根据该资源更新缓存报头。"
msgid ""
"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled the "
"request and desires that the client resets the \"document view\" that caused "
"the request to be sent to its original state as received from the origin "
"server."
msgstr ""
"HTTP 状态码 [code]205 Reset Content[/code]。服务器已完成对请求的处理,并要求客"
"户端将导致该请求的“文档视图”重置回原始状态。"
msgid ""
"HTTP status code [code]206 Partial Content[/code]. This response code is used "
"because of a range header sent by the client to separate download into "
"multiple streams."
msgstr ""
"HTTP 状态码 [code]206 Partial Content[/code]。客户端如果发送范围Range报头"
"就会收到该响应码,用于将下载拆分成多个数据流。"
msgid ""
"HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status "
"response conveys information about multiple resources in situations where "
"multiple status codes might be appropriate."
msgstr ""
"HTTP 状态码 [code]207 Multi-Status[/code]WebDAV。关于多个资源的多状态响"
"应,适用于需要返回多个状态码的情况。"
msgid ""
"HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a "
"DAV: propstat response element to avoid enumerating the internal members of "
"multiple bindings to the same collection repeatedly."
msgstr ""
"HTTP 状态码 [code]208 Already Reported[/code]WebDAV。在 DAV: propstat 相应"
"元素内部使用,可以防止重复遍历同一合集中不同绑定的内部成员。"
msgid ""
"HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled "
"a GET request for the resource, and the response is a representation of the "
"result of one or more instance-manipulations applied to the current instance."
msgstr ""
"HTTP 状态码 [code]226 IM Used[/code]WebDAV。服务器完成了对该资源的 GET 请"
"求,所响应的资源表示,是针对当前实例进行若干共同修改的结果。"
msgid ""
"HTTP status code [code]300 Multiple Choice[/code]. The request has more than "
"one possible responses and there is no standardized way to choose one of the "
"responses. User-agent or user should choose one of them."
msgstr ""
"HTTP 状态码 [code]300 Multiple Choice[/code]。请求有多个可能的响应,并且没有从"
"中挑选其一的标准方法。用户代理或者用户应该自行挑选。"
msgid ""
"HTTP status code [code]301 Moved Permanently[/code]. Redirection. This "
"response code means the URI of requested resource has been changed. The new "
"URI is usually included in the response."
msgstr ""
"HTTP 状态码 [code]301 Moved Permanently[/code]。重定向。该响应码表示所请求资源"
"的 URI 已改变。新的 URI 通常包含在响应中。"
msgid ""
"HTTP status code [code]302 Found[/code]. Temporary redirection. This response "
"code means the URI of requested resource has been changed temporarily. New "
"changes in the URI might be made in the future. Therefore, this same URI "
"should be used by the client in future requests."
msgstr ""
"HTTP 状态码 [code]302 Found[/code]。临时重定向。该响应码表示所请求资源的 URI "
"已临时改变。该 URI 将来还可能发生变,因此后续的请求应该仍然使用相同的 URI。"
msgid ""
"HTTP status code [code]303 See Other[/code]. The server is redirecting the "
"user agent to a different resource, as indicated by a URI in the Location "
"header field, which is intended to provide an indirect response to the "
"original request."
msgstr ""
"HTTP 状态码 [code]303 See Other[/code]。服务器将用户代理重定向到另一个资源,资"
"源由 Location 报头中的 URI 指定。用于提供针对原始请求的间接响应。"
msgid ""
"HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD "
"request has been received and would have resulted in a 200 OK response if it "
"were not for the fact that the condition evaluated to [code]false[/code]."
msgstr ""
"HTTP 状态码 [code]304 Not Modified[/code]。收到了条件 GET 或者 HEAD并且要不"
"是因为该条件为 [code]false[/code] 就会返回 200 OK 响应。"
msgid "[i]Deprecated.[/i] HTTP status code [code]305 Use Proxy[/code]."
msgstr "[i]已废弃。[/i]HTTP 状态码 [code]305 Use Proxy[/code]。"
msgid "[i]Deprecated.[/i] HTTP status code [code]306 Switch Proxy[/code]."
msgstr "[i]已废弃。[/i]HTTP 状态码 [code]306 Switch Proxy[/code]。"
msgid ""
"HTTP status code [code]307 Temporary Redirect[/code]. The target resource "
"resides temporarily under a different URI and the user agent MUST NOT change "
"the request method if it performs an automatic redirection to that URI."
msgstr ""
"HTTP 状态码 [code]307 Temporary Redirect[/code]。目标资源暂时位于不同的 URI"
"用户代理如果要自动重定向到该 URI就一定不能更改所使用的请求方法。"
msgid ""
"HTTP status code [code]308 Permanent Redirect[/code]. The target resource has "
"been assigned a new permanent URI and any future references to this resource "
"ought to use one of the enclosed URIs."
msgstr ""
"HTTP 状态码 [code]308 Permanent Redirect[/code]。目标资源已被赋予全新的永久 "
"URI后续针对该资源的请求应当使用所提供的 URI。"
msgid ""
"HTTP status code [code]400 Bad Request[/code]. The request was invalid. The "
"server cannot or will not process the request due to something that is "
"perceived to be a client error (e.g., malformed request syntax, invalid "
"request message framing, invalid request contents, or deceptive request "
"routing)."
msgstr ""
"HTTP 状态码 [code]400 Bad Request[/code]。请求无效。服务器认为客户端出错,所以"
"无法或者拒绝处理该请求(例如:请求语法错误、请求消息帧无效、请求内容无效、请求"
"路由可疑)。"
msgid ""
"HTTP status code [code]401 Unauthorized[/code]. Credentials required. The "
"request has not been applied because it lacks valid authentication "
"credentials for the target resource."
msgstr ""
"HTTP 状态码 [code]401 Unauthorized[/code]。需要提供认证信息。未执行请求,原因"
"是缺少针对目标资源的授权认证信息。"
msgid ""
"HTTP status code [code]402 Payment Required[/code]. This response code is "
"reserved for future use. Initial aim for creating this code was using it for "
"digital payment systems, however this is not currently used."
msgstr ""
"HTTP 状态码 [code]402 Payment Required[/code]。该响应码是为将来使用保留的,本"
"意是供数字支付系统使用,但目前尚未有所使用。"
msgid ""
"HTTP status code [code]403 Forbidden[/code]. The client does not have access "
"rights to the content, i.e. they are unauthorized, so server is rejecting to "
"give proper response. Unlike [code]401[/code], the client's identity is known "
"to the server."
msgstr ""
"HTTP 状态码 [code]403 Forbidden[/code]。客户端没有该内容的访问权限,即未授权,"
"服务器拒绝给出正确响应。与 [code]401[/code] 不同,服务器已收到客户端的身份信"
"息。"
msgid ""
"HTTP status code [code]404 Not Found[/code]. The server can not find "
"requested resource. Either the URL is not recognized or the endpoint is valid "
"but the resource itself does not exist. May also be sent instead of 403 to "
"hide existence of a resource if the client is not authorized."
msgstr ""
"HTTP 状态码 [code]404 Not Found[/code]。服务器无法找到所请求的资源。可能是无法"
"识别 URL也可能是 URL 有效但资源本身不存在。也有可能在客户端未提供认证信息时"
"代替 403 返回,从而达到隐藏资源存在性的目的。"
msgid ""
"HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP "
"method is known by the server but has been disabled and cannot be used. For "
"example, an API may forbid DELETE-ing a resource. The two mandatory methods, "
"GET and HEAD, must never be disabled and should not return this error code."
msgstr ""
"HTTP 状态码 [code]405 Method Not Allowed[/code]。服务器理解请求所使用的 HTTP "
"方法但该方法已被禁止使用。例如API 可能禁止 DELETE 资源。GET 和 HEAD 这两个"
"方法是必须的,所以不能被禁用,也不应该返回该错误码。"
msgid ""
"HTTP status code [code]406 Not Acceptable[/code]. The target resource does "
"not have a current representation that would be acceptable to the user agent, "
"according to the proactive negotiation header fields received in the request. "
"Used when negotiation content."
msgstr ""
"HTTP 状态码 [code]406 Not Acceptable[/code]。根据请求中主动注明的交涉报头字"
"段,目标资源没有用户代理所能接受的表示。用于内容交涉过程。"
msgid ""
"HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to "
"401 Unauthorized, but it indicates that the client needs to authenticate "
"itself in order to use a proxy."
msgstr ""
"HTTP 状态码 [code]407 Proxy Authentication Required[/code]。类似于 401 "
"Unauthorized表示客户端需要在提供认证信息后使用代理。"
msgid ""
"HTTP status code [code]408 Request Timeout[/code]. The server did not receive "
"a complete request message within the time that it was prepared to wait."
msgstr ""
"HTTP 状态码 [code]408 Request Timeout[/code]。服务器在其准备等待的时间段内未获"
"取完整的请求信息。"
msgid ""
"HTTP status code [code]409 Conflict[/code]. The request could not be "
"completed due to a conflict with the current state of the target resource. "
"This code is used in situations where the user might be able to resolve the "
"conflict and resubmit the request."
msgstr ""
"HTTP 状态码 [code]409 Conflict[/code]。请求无法完成,原因与是目标资源的当前状"
"态存在冲突。该代码的使用场景应该是用户也许能够解决冲突并重新提交请求。"
msgid ""
"HTTP status code [code]410 Gone[/code]. The target resource is no longer "
"available at the origin server and this condition is likely permanent."
msgstr ""
"HTTP 状态码 [code]410 Gone[/code]。目标资源在原始服务器上已不复存在,并且可能"
"永远如此。"
msgid ""
"HTTP status code [code]411 Length Required[/code]. The server refuses to "
"accept the request without a defined Content-Length header."
msgstr ""
"HTTP 状态码 [code]411 Length Required[/code]。服务器拒绝接受没有定义 Content-"
"Length 报头的请求。"
msgid ""
"HTTP status code [code]412 Precondition Failed[/code]. One or more conditions "
"given in the request header fields evaluated to [code]false[/code] when "
"tested on the server."
msgstr ""
"HTTP 状态码 [code]412 Percondition Failed[/code]。请求报头中给出的若干条件在服"
"务器上检查为 [code]false[/code]。"
msgid ""
"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing to "
"process a request because the request payload is larger than the server is "
"willing or able to process."
msgstr ""
"HTTP 状态码 [code]413 Entity Too Large[/code]。服务器拒绝处理请求,因为请求的"
"负载超过了服务器所允许或者所能够处理的上限。"
msgid ""
"HTTP status code [code]414 Request-URI Too Long[/code]. The server is "
"refusing to service the request because the request-target is longer than the "
"server is willing to interpret."
msgstr ""
"HTTP 状态码 [code]414 Request-URI Too Long[/code]。服务器拒绝为请求提供服务,"
"因为请求目标的长度超过了服务器所愿意解析的上限。"
msgid ""
"HTTP status code [code]415 Unsupported Media Type[/code]. The origin server "
"is refusing to service the request because the payload is in a format not "
"supported by this method on the target resource."
msgstr ""
"HTTP 状态码 [code]415 Unsupported Media Type[/code]。原始服务器拒绝为请求提供"
"服务,因为负载所使用的格式目标资源的该方法不支持。"
msgid ""
"HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of "
"the ranges in the request's Range header field overlap the current extent of "
"the selected resource or the set of ranges requested has been rejected due to "
"invalid ranges or an excessive request of small or overlapping ranges."
msgstr ""
"HTTP 状态码 [code]416 Requested Range Not Satisfiable[/code]。请求的 Range 报"
"头中指定的所有范围都与所选资源的有效范围不重合,或者拒绝处理该范围的集合。拒绝"
"的可能原因是存在无效的范围,或者存在过多细小或者重叠的范围。"
msgid ""
"HTTP status code [code]417 Expectation Failed[/code]. The expectation given "
"in the request's Expect header field could not be met by at least one of the "
"inbound servers."
msgstr ""
"HTTP 状态码 [code]417 Expectation Failed[/code]。请求的 Expect 报头中给出的预"
"期无法被任何内部服务器满足。"
msgid ""
"HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee "
"with a teapot should result in the error code \"418 I'm a teapot\". The "
"resulting entity body MAY be short and stout."
msgstr ""
"HTTP 状态码 [code]418 I'm A Teapot[/code]。想要尝试用茶壶煮咖啡就会得到错误"
"码“418 因为我是个茶壶”得到的实体大概又矮又胖。这个错误是对1998年愚人节玩笑的"
"超文本咖啡壶控制协议的引用。"
msgid ""
"HTTP status code [code]421 Misdirected Request[/code]. The request was "
"directed at a server that is not able to produce a response. This can be sent "
"by a server that is not configured to produce responses for the combination "
"of scheme and authority that are included in the request URI."
msgstr ""
"HTTP 状态码 [code]421 Misdirected Request[/code]。请求被重定向到了一台无法生成"
"响应的服务器。如果一台服务器没有针对请求 URI 的协议类型和主机身份配置响应,就"
"有可能返回这个代码。"
msgid ""
"HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server "
"understands the content type of the request entity (hence a 415 Unsupported "
"Media Type status code is inappropriate), and the syntax of the request "
"entity is correct (thus a 400 Bad Request status code is inappropriate) but "
"was unable to process the contained instructions."
msgstr ""
"HTTP 状态码 [code]422 Unprocessable Entity[/code]WebDAV。服务器能够理解请"
"求实体的内容类型(所以不适用 415 Unsupported Media Type 状态码),请求实体的语"
"法也是正确的(所以不适用 400 Bad Request 状态码),但仍然无法执行请求中所包含"
"的指令。"
msgid ""
"HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination "
"resource of a method is locked."
msgstr ""
"HTTP 状态码 [code]423 Locked[/code]WebDAV。方法的来源资源或目标资源被锁"
"定。"
msgid ""
"HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method "
"could not be performed on the resource because the requested action depended "
"on another action and that action failed."
msgstr ""
"HTTP 状态码 [code]424 Failed Dependency[/code]WebDAV。无法在该资源上执行该"
"方法,因为请求的操作依赖于另一个操作,而那个操作失败了。"
msgid ""
"HTTP status code [code]426 Upgrade Required[/code]. The server refuses to "
"perform the request using the current protocol but might be willing to do so "
"after the client upgrades to a different protocol."
msgstr ""
"HTTP 状态码 [code]426 Upgrade Required[/code]。服务器拒绝以当前协议执行请求,"
"但客户端升级到另一个协议之后可能会愿意执行。"
msgid ""
"HTTP status code [code]428 Precondition Required[/code]. The origin server "
"requires the request to be conditional."
msgstr ""
"HTTP 状态码 [code]428 Precondition Required[/code]。原始服务器要求进行条件请"
"求。"
msgid ""
"HTTP status code [code]429 Too Many Requests[/code]. The user has sent too "
"many requests in a given amount of time (see \"rate limiting\"). Back off and "
"increase time between requests or try again later."
msgstr ""
"HTTP 状态码 [code]429 Too Many Requests[/code]。用户在指定时间段中(见“限流”)"
"发送了过多的请求。静默一段时间后增加请求之间的时间间隔,稍后再试。"
msgid ""
"HTTP status code [code]431 Request Header Fields Too Large[/code]. The server "
"is unwilling to process the request because its header fields are too large. "
"The request MAY be resubmitted after reducing the size of the request header "
"fields."
msgstr ""
"HTTP 状态码 [code]431 Request Header Fields Too Large[/code]。服务器拒绝处理请"
"求,因为报头字段过大。请求可以在减小报头字段后重新提交。"
msgid ""
"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. The "
"server is denying access to the resource as a consequence of a legal demand."
msgstr ""
"HTTP 状态码 [code]451 Response Unavailable For Legal Reasons[/code]。服务器因"
"法律要求而拒绝访问该资源。"
msgid ""
"HTTP status code [code]500 Internal Server Error[/code]. The server "
"encountered an unexpected condition that prevented it from fulfilling the "
"request."
msgstr ""
"HTTP 状态码 [code]500 Internal Server Error[/code]。服务器遭遇预料之外的情况,"
"无法完成请求。"
msgid ""
"HTTP status code [code]501 Not Implemented[/code]. The server does not "
"support the functionality required to fulfill the request."
msgstr ""
"HTTP 状态码 [code]501 Not Implemented[/code]。服务器不支持完成请求所需的功能。"
msgid ""
"HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a "
"gateway or proxy, received an invalid response from an inbound server it "
"accessed while attempting to fulfill the request. Usually returned by load "
"balancers or proxies."
msgstr ""
"HTTP 状态码 [code]502 Bad Gateway[/code]。网关或代理服务器尝试使用内部服务器处"
"理请求,但从该服务器收到了无效的响应。通常由负载均衡器或者代理服务器返回。"
msgid ""
"HTTP status code [code]503 Service Unavailable[/code]. The server is "
"currently unable to handle the request due to a temporary overload or "
"scheduled maintenance, which will likely be alleviated after some delay. Try "
"again later."
msgstr ""
"HTTP 状态码 [code]503 Service Unavailable[/code]。服务器目前无法处理请求,原因"
"是暂时过载或者处于定期维护状态,可能在一段延迟后就能恢复,请稍后再试。"
msgid ""
"HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting "
"as a gateway or proxy, did not receive a timely response from an upstream "
"server it needed to access in order to complete the request. Usually returned "
"by load balancers or proxies."
msgstr ""
"HTTP 状态码 [code]504 Gateway Timeout[/code]。网关或代理服务器尝试使用上游服务"
"器处理请求,但无法在指定时间内从该服务器收到响应。通常由负载均衡器或者代理服务"
"器返回。"
msgid ""
"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server does "
"not support, or refuses to support, the major version of HTTP that was used "
"in the request message."
msgstr ""
"HTTP 状态码 [code]505 HTTP Version Not Supported[/code]。服务器不支持或者拒绝"
"支持请求消息所使用的 HTTP 主版本。"
msgid ""
"HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an "
"internal configuration error: the chosen variant resource is configured to "
"engage in transparent content negotiation itself, and is therefore not a "
"proper end point in the negotiation process."
msgstr ""
"HTTP 状态码 [code]506 Variant Also Negotiates[/code]。服务器存在内部配置错误:"
"所选的可变资源被配置为参与自身的透明内容交涉,因此不是交涉过程中的正确端点。"
msgid ""
"HTTP status code [code]507 Insufficient Storage[/code]. The method could not "
"be performed on the resource because the server is unable to store the "
"representation needed to successfully complete the request."
msgstr ""
"HTTP 状态码 [code]507 Insufficient Storage[/code]。无法在该资源上执行该方法,"
"因为服务器无法保存成功完成请求所需的表示。"
msgid ""
"HTTP status code [code]508 Loop Detected[/code]. The server terminated an "
"operation because it encountered an infinite loop while processing a request "
"with \"Depth: infinity\". This status indicates that the entire operation "
"failed."
msgstr ""
"HTTP 状态码 [code]508 Loop Detected[/code]。服务器在处理“Depth: infinity”请求"
"时遇到了死循环并终止了操作。该状态表示该操作整体失败。"
msgid ""
"HTTP status code [code]510 Not Extended[/code]. The policy for accessing the "
"resource has not been met in the request. The server should send back all the "
"information necessary for the client to issue an extended request."
msgstr ""
"HTTP 状态码 [code]510 Not Extended[/code]。请求未满足访问该资源的策略。服务器"
"应当将所需信息返回给客户端,以便其提交后续请求。"
msgid ""
"HTTP status code [code]511 Network Authentication Required[/code]. The client "
"needs to authenticate to gain network access."
msgstr ""
"HTTP 状态码 [code]511 Network Authentication Required[/code]。客户端需要身份认"
"证才能访问网络。"
msgid "A node with the ability to send HTTP(S) requests."
msgstr "具有发送 HTTP(S) 请求能力的节点。"
msgid ""
"A node with the ability to send HTTP requests. Uses [HTTPClient] internally.\n"
"Can be used to make HTTP requests, i.e. download or upload files or web "
"content via HTTP.\n"
"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, "
"especially regarding TLS security.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android.\n"
"[b]Example of contacting a REST API and printing one of its returned fields:[/"
"b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # Create an HTTP request node and connect its completion signal.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.request_completed.connect(self._http_request_completed)\n"
"\n"
" # Perform a GET request. The URL below returns JSON as of writing.\n"
" var error = http_request.request(\"https://httpbin.org/get\")\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
" # Perform a POST request. The URL below returns JSON as of writing.\n"
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = JSON.new().stringify({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient."
"METHOD_POST, body)\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
"# Called when the HTTP request is completed.\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" var json = JSON.new()\n"
" json.parse(body.get_string_from_utf8())\n"
" var response = json.get_data()\n"
"\n"
" # Will print the user agent string used by the HTTPRequest node (as "
"recognized by httpbin.org).\n"
" print(response.headers[\"User-Agent\"])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // Create an HTTP request node and connect its completion signal.\n"
" var httpRequest = new HTTPRequest();\n"
" AddChild(httpRequest);\n"
" httpRequest.RequestCompleted += HttpRequestCompleted;\n"
"\n"
" // Perform a GET request. The URL below returns JSON as of writing.\n"
" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"An error occurred in the HTTP request.\");\n"
" }\n"
"\n"
" // Perform a POST request. The URL below returns JSON as of writing.\n"
" // Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" // The snippet below is provided for reference only.\n"
" string body = new Json().Stringify(new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"Godette\" }\n"
" });\n"
" error = httpRequest.Request(\"https://httpbin.org/post\", null, "
"HTTPClient.Method.Post, body);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"An error occurred in the HTTP request.\");\n"
" }\n"
"}\n"
"\n"
"// Called when the HTTP request is completed.\n"
"private void HttpRequestCompleted(long result, long responseCode, string[] "
"headers, byte[] body)\n"
"{\n"
" var json = new Json();\n"
" json.Parse(body.GetStringFromUtf8());\n"
" var response = json.GetData().AsGodotDictionary();\n"
"\n"
" // Will print the user agent string used by the HTTPRequest node (as "
"recognized by httpbin.org).\n"
" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # Create an HTTP request node and connect its completion signal.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.request_completed.connect(self._http_request_completed)\n"
"\n"
" # Perform the HTTP request. The URL below returns a PNG image as of "
"writing.\n"
" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
"# Called when the HTTP request is completed.\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" if result != HTTPRequest.RESULT_SUCCESS:\n"
" push_error(\"Image couldn't be downloaded. Try a different image.\")\n"
"\n"
" var image = Image.new()\n"
" var error = image.load_png_from_buffer(body)\n"
" if error != OK:\n"
" push_error(\"Couldn't load the image.\")\n"
"\n"
" var texture = ImageTexture.create_from_image(image)\n"
"\n"
" # Display the image in a TextureRect node.\n"
" var texture_rect = TextureRect.new()\n"
" add_child(texture_rect)\n"
" texture_rect.texture = texture\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // Create an HTTP request node and connect its completion signal.\n"
" var httpRequest = new HTTPRequest();\n"
" AddChild(httpRequest);\n"
" httpRequest.RequestCompleted += HttpRequestCompleted;\n"
"\n"
" // Perform the HTTP request. The URL below returns a PNG image as of "
"writing.\n"
" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"An error occurred in the HTTP request.\");\n"
" }\n"
"}\n"
"\n"
"// Called when the HTTP request is completed.\n"
"private void HttpRequestCompleted(long result, long responseCode, string[] "
"headers, byte[] body)\n"
"{\n"
" if (result != (long)HTTPRequest.Result.Success)\n"
" {\n"
" GD.PushError(\"Image couldn't be downloaded. Try a different image."
"\");\n"
" }\n"
" var image = new Image();\n"
" Error error = image.LoadPngFromBuffer(body);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"Couldn't load the image.\");\n"
" }\n"
"\n"
" var texture = ImageTexture.CreateFromImage(image);\n"
"\n"
" // Display the image in a TextureRect node.\n"
" var textureRect = new TextureRect();\n"
" AddChild(textureRect);\n"
" textureRect.Texture = texture;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Gzipped response bodies[/b]: HTTPRequest will automatically handle "
"decompression of response bodies. A [code]Accept-Encoding[/code] header will "
"be automatically added to each of your requests, unless one is already "
"specified. Any response with a [code]Content-Encoding: gzip[/code] header "
"will automatically be decompressed and delivered to you as uncompressed bytes."
msgstr ""
"一种具有发送 HTTP 请求能力的节点。内部使用 [HTTPClient]。\n"
"可用于发出 HTTP 请求,即通过 HTTP 下载或上传文件或网络内容。\n"
"[b]警告:[/b]请参阅 [HTTPClient] 中的注释和警告以了解限制,尤其是有关 TLS 安全"
"性的限制。\n"
"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署前,请确保在 Android "
"导出预设中启用 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 "
"Android 阻止。\n"
"[b]联系 REST API 并打印其返回字段之一的示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # 创建一个 HTTP 请求节点并连接其完成信号。\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.request_completed.connect(self._http_request_completed)\n"
"\n"
" # 执行一个 GET 请求。以下 URL 会将写入作为 JSON 返回。\n"
" var error = http_request.request(\"https://httpbin.org/get\")\n"
" if error != OK:\n"
" push_error(\"在HTTP请求中发生了一个错误。\")\n"
"\n"
" # 执行一个 POST 请求。 以下 URL 会将写入作为 JSON 返回。\n"
" # 注意:不要使用单个 HTTPRequest 节点同时发出请求。\n"
" # 下面的代码片段仅供参考。\n"
" var body = JSON.new().stringify({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient."
"METHOD_POST, body)\n"
" if error != OK:\n"
" push_error(\"在HTTP请求中发生了一个错误。\")\n"
"\n"
"# 当 HTTP 请求完成时调用。\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" var json = JSON.new()\n"
" json.parse(body.get_string_from_utf8())\n"
" var response = json.get_data()\n"
"\n"
" # 将打印 HTTPRequest 节点使用的用户代理字符串(由 httpbin.org 识别)。\n"
" print(response.headers[\"User-Agent\"])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // 创建一个 HTTP 请求节点并连接其完成信号。\n"
" var httpRequest = new HTTPRequest();\n"
" AddChild(httpRequest);\n"
" httpRequest.RequestCompleted += HttpRequestCompleted;\n"
"\n"
" // 执行一个 GET 请求。以下 URL 会将写入作为 JSON 返回。\n"
" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"在HTTP请求中发生了一个错误。\");\n"
" }\n"
"\n"
" // 执行一个 POST 请求。 以下 URL 会将写入作为 JSON 返回。\n"
" // 注意:不要使用单个 HTTPRequest 节点同时发出请求。\n"
" // 下面的代码片段仅供参考。\n"
" string body = new Json().Stringify(new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"Godette\" }\n"
" });\n"
" error = httpRequest.Request(\"https://httpbin.org/post\", null, "
"HTTPClient.Method.Post, body);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"在HTTP请求中发生了一个错误。\");\n"
" }\n"
"}\n"
"\n"
"// 当 HTTP 请求完成时调用。\n"
"private void HttpRequestCompleted(long result, long responseCode, string[] "
"headers, byte[] body)\n"
"{\n"
" var json = new Json();\n"
" json.Parse(body.GetStringFromUtf8());\n"
" var response = json.GetData().AsGodotDictionary();\n"
"\n"
" // 将打印 HTTPRequest 节点使用的用户代理字符串(由 httpbin.org 识别)。\n"
" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]使用 HTTPRequest 加载和显示图像的示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # 创建一个 HTTP 请求节点并连接其完成信号。\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.request_completed.connect(self._http_request_completed)\n"
"\n"
" # 执行一个 HTTP 请求。下面的 URL 将写入作为一个 PNG 图像返回。\n"
" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
" if error != OK:\n"
" push_error(\"在HTTP请求中发生了一个错误。\")\n"
"\n"
"# 当 HTTP 请求完成时调用。\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" if result != HTTPRequest.RESULT_SUCCESS:\n"
" push_error(\"无法下载图像。尝试一个不同的图像。\")\n"
"\n"
" var image = Image.new()\n"
" var error = image.load_png_from_buffer(body)\n"
" if error != OK:\n"
" push_error(\"无法加载图像。\")\n"
"\n"
" var texture = ImageTexture.create_from_image(image)\n"
"\n"
" # 在 TextureRect 节点中显示图像。\n"
" var texture_rect = TextureRect.new()\n"
" add_child(texture_rect)\n"
" texture_rect.texture = texture\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // 创建一个 HTTP 请求节点并连接其完成信号。\n"
" var httpRequest = new HTTPRequest();\n"
" AddChild(httpRequest);\n"
" httpRequest.RequestCompleted += HttpRequestCompleted;\n"
"\n"
" // 执行一个 HTTP 请求。下面的 URL 将写入作为一个 PNG 图像返回。\n"
" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"在HTTP请求中发生了一个错误。\");\n"
" }\n"
"}\n"
"\n"
"// 当 HTTP 请求完成时调用。\n"
"private void HttpRequestCompleted(long result, long responseCode, string[] "
"headers, byte[] body)\n"
"{\n"
" if (result != (long)HTTPRequest.Result.Success)\n"
" {\n"
" GD.PushError(\"无法下载图像。尝试一个不同的图像。\");\n"
" }\n"
" var image = new Image();\n"
" Error error = image.LoadPngFromBuffer(body);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"无法加载图像。\");\n"
" }\n"
"\n"
" var texture = ImageTexture.CreateFromImage(image);\n"
"\n"
" // 在 TextureRect 节点中显示图像。\n"
" var textureRect = new TextureRect();\n"
" AddChild(textureRect);\n"
" textureRect.Texture = texture;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Gzipped 响应体[/b]HTTPRequest 将自动处理响应体的解压缩。除非已经指定了一"
"个,否则 [code]Accept-Encoding[/code] 报头将自动添加到你的每个请求中。任何带"
"有 [code]Content-Encoding: gzip[/code] 报头的响应都将自动解压,并作为未压缩的"
"字节传送给你。"
msgid "Making HTTP requests"
msgstr "发出 HTTP 请求"
msgid "Cancels the current request."
msgstr "取消当前请求。"
msgid ""
"Returns the response body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code]."
msgstr ""
"返回响应体长度。\n"
"[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/"
"code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。"
msgid "Returns the number of bytes this HTTPRequest downloaded."
msgstr "返回该 HTTPRequest 已下载的字节数。"
msgid ""
"Returns the current status of the underlying [HTTPClient]. See [enum "
"HTTPClient.Status]."
msgstr "返回内部 [HTTPClient] 的当前状态。见 [enum HTTPClient.Status]。"
msgid ""
"Creates request on the underlying [HTTPClient]. If there is no configuration "
"errors, it tries to connect using [method HTTPClient.connect_to_host] and "
"passes parameters onto [method HTTPClient.request].\n"
"Returns [constant OK] if request is successfully created. (Does not imply "
"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
"tree, [constant ERR_BUSY] if still processing previous request, [constant "
"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
"connect to host.\n"
"[b]Note:[/b] When [param method] is [constant HTTPClient.METHOD_GET], the "
"payload sent via [param request_data] might be ignored by the server or even "
"cause the server to reject the request (check [url=https://datatracker.ietf."
"org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/url] for more "
"details). As a workaround, you can send data as a query string in the URL "
"(see [method String.uri_encode] for an example).\n"
"[b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid "
"sending sensitive information (such as login credentials) in HTTP GET URL "
"parameters. Consider using HTTP POST requests or HTTP headers for such "
"information instead."
msgstr ""
"在底层的 [HTTPClient] 上创建请求。如果没有配置错误,它会尝试使用 [method "
"HTTPClient.connect_to_host] 连接并将参数传递给 [method HTTPClient.request]。\n"
"如果成功创建请求,则返回 [constant OK]。(并不意味着服务器已响应),如果不在树"
"中,则返回 [constant ERR_UNCONFIGURED];如果仍在处理先前的请求,则返回 "
"[constant ERR_BUSY];如果给定的字符串不是有效的 URL 格式,则返回 [constant "
"ERR_INVALID_PARAMETER];或者如果不使用线程并且 [HTTPClient] 无法连接到主机,则"
"返回 [constant ERR_CANT_CONNECT]。\n"
"[b]注意:[/b]当 [param method] 为 [constant HTTPClient.METHOD_GET] 时,通过 "
"[param request_data] 发送的有效载荷可能会被服务器忽略,甚至导致服务器拒绝请求"
"(见 [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC "
"7231 第 4.3.1 节[/url]了解更多详情)。作为一种变通方法,可以在 URL 中将数据作"
"为查询字符串发送(有关示例,请参见 [method String.uri_encode])。\n"
"[b]注意:[/b]建议使用传输加密TLS并避免在 HTTP GET URL 参数中发送敏感信息"
"(例如登录凭据)。考虑改用 HTTP POST 请求或 HTTP 报头来获取此类信息。"
msgid ""
"Creates request on the underlying [HTTPClient] using a raw array of bytes for "
"the request body. If there is no configuration errors, it tries to connect "
"using [method HTTPClient.connect_to_host] and passes parameters onto [method "
"HTTPClient.request].\n"
"Returns [constant OK] if request is successfully created. (Does not imply "
"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
"tree, [constant ERR_BUSY] if still processing previous request, [constant "
"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
"connect to host."
msgstr ""
"在底层的[HTTPClient]上创建请求,使用一个原始字节数组作为请求主体。如果没有配置"
"错误,它会尝试使用 [method HTTPClient.connect_to_host] 连接并将参数传递给 "
"[method HTTPClient.request]。\n"
"如果请求创建成功,则返回 [constant OK]。(并不意味着服务器已响应),[constant "
"ERR_UNCONFIGURED] 如果不在树中,[constant ERR_BUSY] 如果仍在处理先前的请求,"
"[constant ERR_INVALID_PARAMETER] 如果给定的字符串不是有效的 URL 格式,或 "
"[constant ERR_CANT_CONNECT]如果不使用线程并且 [HTTPClient] 无法连接到主机。"
msgid ""
"Sets the [TLSOptions] to be used when connecting to an HTTPS server. See "
"[method TLSOptions.client]."
msgstr ""
"设置连接到 HTTPS 服务器时使用的 [TLSOptions]。见 [method TLSOptions.client]。"
msgid ""
"If [code]true[/code], this header will be added to each request: [code]Accept-"
"Encoding: gzip, deflate[/code] telling servers that it's okay to compress "
"response bodies.\n"
"Any Response body declaring a [code]Content-Encoding[/code] of either "
"[code]gzip[/code] or [code]deflate[/code] will then be automatically "
"decompressed, and the uncompressed bytes will be delivered via [signal "
"request_completed].\n"
"If the user has specified their own [code]Accept-Encoding[/code] header, then "
"no header will be added regardless of [member accept_gzip].\n"
"If [code]false[/code] no header will be added, and no decompression will be "
"performed on response bodies. The raw bytes of the response body will be "
"returned via [signal request_completed]."
msgstr ""
"如果为 [code]true[/code],这个报头会被添加到每个请求中:[code]Accept-"
"Encoding: gzip, deflate[/code] 告诉服务器可以压缩响应正文。\n"
"任何声明 [code]gzip[/code] 或 [code]deflate[/code] 的 [code]Content-Encoding[/"
"code] 的响应正文,将被自动解压缩,并且未压缩的字节将通过 [signal "
"request_completed] 被传递。\n"
"如果用户指定了自己的 [code]Accept-Encoding[/code] 报头,那么无论 [member "
"accept_gzip] 是什么,都不会添加任何报头。\n"
"如果为 [code]false[/code],这将不会添加报头,并且不会对响应正文执行任何解压"
"缩。响应正文的原始字节将通过 [signal request_completed] 返回。"
msgid ""
"Maximum allowed size for response bodies. If the response body is compressed, "
"this will be used as the maximum allowed size for the decompressed body."
msgstr ""
"响应正文的最大允许大小。如果响应正文被压缩,这将用作解压缩的正文的最大允许大"
"小。"
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[member HTTPClient.read_chunk_size].\n"
"Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files "
"to decrease memory usage at the cost of download speeds."
msgstr ""
"使用的缓冲区大小和每次迭代读取的最大字节数。参阅 [member HTTPClient."
"read_chunk_size]。\n"
"下载小文件时将其设置为较低的值,以降低内存使用量,但会降低下载速度,例如 4096 "
"表示 4 KiB。"
msgid "The file to download into. Will output any received file into it."
msgstr "要下载到的文件。将任何接收到的文件输出到其中。"
msgid "Maximum number of allowed redirects."
msgstr "允许的最大重定向数。"
msgid ""
"The duration to wait in seconds before a request times out. If [member "
"timeout] is set to [code]0.0[/code] then the request will never time out. For "
"simple requests, such as communication with a REST API, it is recommended "
"that [member timeout] is set to a value suitable for the server response time "
"(e.g. between [code]1.0[/code] and [code]10.0[/code]). This will help prevent "
"unwanted timeouts caused by variation in server response times while still "
"allowing the application to detect when a request has timed out. For larger "
"requests such as file downloads it is suggested the [member timeout] be set "
"to [code]0.0[/code], disabling the timeout functionality. This will help to "
"prevent large transfers from failing due to exceeding the timeout value."
msgstr ""
"请求超时前等待的秒数。如果 [member timeout] 为 [code]0.0[/code],则请求不会超"
"时。对于简单的请求,例如与 REST API 通信,建议将 [member timeout] 设为与服务器"
"响应时间匹配的值(例如 [code]1.0[/code] 和 [code]10.0[/code] 之间)。这样能够"
"防止由于服务器响应时间的变化而造成的超时,同时仍然允许应用程序检测到请求超时。"
"对于大型请求,例如下载文件,建议将 [member timeout] 设置为 [code]0.0[/code] 禁"
"用超时功能。这样有助于防止由于超时而让大型传输失败。"
msgid "If [code]true[/code], multithreading is used to improve performance."
msgstr "为 [code]true[/code] 时,将启用多线程提高性能。"
msgid "Emitted when a request is completed."
msgstr "请求完成时触发。"
msgid "Request successful."
msgstr "请求成功。"
msgid "Request failed while connecting."
msgstr "连接时请求失败。"
msgid "Request failed while resolving."
msgstr "解析时请求失败。"
msgid "Request failed due to connection (read/write) error."
msgstr "因连接(读写)错误而失败。"
msgid "Request failed on TLS handshake."
msgstr "TLS 握手时请求失败。"
msgid "Request does not have a response (yet)."
msgstr "请求(目前还)没有获得相应。"
msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
msgstr "请求超出了大小上限,见 [member body_size_limit]。"
msgid "Request failed (currently unused)."
msgstr "请求失败(目前未使用)。"
msgid "HTTPRequest couldn't open the download file."
msgstr "HTTPRequest 无法打开下载文件。"
msgid "HTTPRequest couldn't write to the download file."
msgstr "HTTPRequest 无法写入下载文件。"
msgid "Request reached its maximum redirect limit, see [member max_redirects]."
msgstr "请求超出了重定向次数上限,见 [member max_redirects]。"
msgid ""
"Request failed due to a timeout. If you expect requests to take a long time, "
"try increasing the value of [member timeout] or setting it to [code]0.0[/"
"code] to remove the timeout completely."
msgstr ""
"请求由于超时而失败。如果本就希望请求花费较长的时间,请尝试增大 [member "
"timeout],或将其设为 [code]0.0[/code] 从而完全移除超时。"
msgid "Image datatype."
msgstr "图像数据类型。"
msgid ""
"Native image datatype. Contains image data which can be converted to an "
"[ImageTexture] and provides commonly used [i]image processing[/i] methods. "
"The maximum width and height for an [Image] are [constant MAX_WIDTH] and "
"[constant MAX_HEIGHT].\n"
"An [Image] cannot be assigned to a texture property of an object directly "
"(such as [member Sprite2D.texture]), and has to be converted manually to an "
"[ImageTexture] first.\n"
"[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics "
"hardware limitations. Larger images may fail to import."
msgstr ""
"本机图像数据类型。包含可以被转换为 [ImageTexture] 的图像数据,并提供常用的[i]"
"图像处理[/i]方法。[Image] 的最大宽度和高度为 [constant MAX_WIDTH] 和 "
"[constant MAX_HEIGHT]。\n"
"[Image] 不能被直接分配给对象的纹理属性(例如 [member Sprite2D.texture]),必须"
"先手动转换为 [ImageTexture]。\n"
"[b]注意:[/b]由于图形硬件限制,最大图像大小为 16384×16384 像素。较大的图像可能"
"无法导入。"
msgid "Importing images"
msgstr "导入图像"
msgid ""
"Alpha-blends [param src_rect] from [param src] image to this image at "
"coordinates [param dst], clipped accordingly to both image bounds. This image "
"and [param src] image [b]must[/b] have the same format. [param src_rect] with "
"non-positive size is treated as empty."
msgstr ""
"将 [param src] 图像上的 [param src_rect] 与该图像的坐标 [param dst] 处进行 "
"Alpha 混合,将根据两个图像的边界进行裁剪。该图像和 [param src] 图像[b]必须[/b]"
"具有相同的格式。具有非正大小的 [param src_rect] 将被视为空。"
msgid ""
"Alpha-blends [param src_rect] from [param src] image to this image using "
"[param mask] image at coordinates [param dst], clipped accordingly to both "
"image bounds. Alpha channels are required for both [param src] and [param "
"mask]. [param dst] pixels and [param src] pixels will blend if the "
"corresponding mask pixel's alpha value is not 0. This image and [param src] "
"image [b]must[/b] have the same format. [param src] image and [param mask] "
"image [b]must[/b] have the same size (width and height) but they can have "
"different formats. [param src_rect] with non-positive size is treated as "
"empty."
msgstr ""
"使用遮罩图 [param mask],将源图像 [param src] 中的 [param src_rect] 区域的图"
"像Alpha 混合到本图像从坐标 [param dst] 起的区域,会根据两者的图像区域进行裁"
"剪。[param src] 和 [param mask] 都需要有 Alpha 通道。如果遮罩图 mask 上某个像"
"素的 Alpha 值非 0则相应的 [param dst] 的像素和 [param src] 的像素将混合。这"
"张图像和 [param src] 图像的格式[b]必须[/b]一致。[param src] 图像和 [param "
"mask] 图像的大小(宽度和高度)[b]必须[/b]相同,格式可以不同。[param src_rect] "
"的大小如果非正,则会作为空矩形处理。"
msgid ""
"Copies [param src_rect] from [param src] image to this image at coordinates "
"[param dst], clipped accordingly to both image bounds. This image and [param "
"src] image [b]must[/b] have the same format. [param src_rect] with non-"
"positive size is treated as empty."
msgstr ""
"将 [param src] 图像上的 [param src_rect] 复制到该图像的坐标 [param dst] 处,并"
"根据两个图像边界进行裁剪。该图像和 [param src] 图像[b]必须[/b]具有相同的格式。"
"具有非正大小的 [param src_rect] 将被视为空矩形。"
msgid ""
"Blits [param src_rect] area from [param src] image to this image at the "
"coordinates given by [param dst], clipped accordingly to both image bounds. "
"[param src] pixel is copied onto [param dst] if the corresponding [param "
"mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/"
"b] have the same format. [param src] image and [param mask] image [b]must[/b] "
"have the same size (width and height) but they can have different formats. "
"[param src_rect] with non-positive size is treated as empty."
msgstr ""
"将源图像 [param src] 上的矩形区域 [param src_rect] 复制到本图像从坐标 [param "
"dst] 起的区域,会根据两者的图像区域进行裁剪。如果遮罩图 [param mask] 上某个像"
"素的 Alpha 值非 0就会把 [param src] 上对应的像素复制到 [param dst] 上。这张"
"图像和 [param src] 图像的格式[b]必须[/b]一致。[param src] 图像和 [param mask] "
"图像的大小(宽度和高度)[b]必须[/b]相同,格式可以不同。[param src_rect] 的大小"
"如果非正,则会作为空矩形处理。"
msgid ""
"Converts a bump map to a normal map. A bump map provides a height offset per-"
"pixel, while a normal map provides a normal direction per pixel."
msgstr ""
"将凹凸贴图转换为法线贴图。凹凸贴图提供每个像素的高度偏移,而法线贴图提供每个像"
"素的法线方向。"
msgid "Removes the image's mipmaps."
msgstr "删除图像的多级渐远纹理。"
msgid ""
"Compresses the image to use less memory. Can not directly access pixel data "
"while the image is compressed. Returns error if the chosen compression mode "
"is not available.\n"
"The [param source] parameter helps to pick the best compression method for "
"DXT and ETC2 formats. It is ignored for ASTC compression.\n"
"For ASTC compression, the [param astc_format] parameter must be supplied."
msgstr ""
"压缩图像以减少内存的使用。当图像被压缩时,不能直接访问像素数据。如果选择的压缩"
"模式不可用,则返回错误。\n"
"[param source] 参数有助于为 DXT 和 ETC2 格式选择最佳压缩方法。对于 ASTC 压缩,"
"它会被忽略。\n"
"对于 ASTC 压缩,必须提供 [param astc_format] 参数。"
msgid ""
"Compresses the image to use less memory. Can not directly access pixel data "
"while the image is compressed. Returns error if the chosen compression mode "
"is not available.\n"
"This is an alternative to [method compress] that lets the user supply the "
"channels used in order for the compressor to pick the best DXT and ETC2 "
"formats. For other formats (non DXT or ETC2), this argument is ignored.\n"
"For ASTC compression, the [param astc_format] parameter must be supplied."
msgstr ""
"压缩图像以减少内存的使用。当图像被压缩时,不能直接访问像素数据。如果选择的压缩"
"模式不可用,则返回错误。\n"
"这是 [method compress] 的一种替代方法,允许用户提供使用的通道,以便压缩器选择"
"最佳的 DXT 和 ETC2 格式。对于其他格式(非 DXT 或 ETC2将忽略此参数。\n"
"对于 ASTC 压缩,必须提供 [param astc_format] 参数。"
msgid ""
"Compute image metrics on the current image and the compared image.\n"
"The dictionary contains [code]max[/code], [code]mean[/code], "
"[code]mean_squared[/code], [code]root_mean_squared[/code] and [code]peak_snr[/"
"code]."
msgstr ""
"在当前图像和被比较图像上,计算图像指标。\n"
"该字典包含 [code]max[/code]、[code]mean[/code]、[code]mean_squared[/code]、"
"[code]root_mean_squared[/code] 和 [code]peak_snr[/code]。"
msgid "Converts the image's format. See [enum Format] constants."
msgstr "转换图像的格式。请参阅 [enum Format] 常量。"
msgid "Copies [param src] image to this image."
msgstr "将源图像 [param src] 复制到本图像。"
msgid ""
"Creates an empty image of given size and format. See [enum Format] constants. "
"If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this "
"image. See the [method generate_mipmaps]."
msgstr ""
"创建一个给定大小和格式的空图像。请参阅 [enum Format] 常量。如果 [param "
"use_mipmaps] 为 [code]true[/code],则为该图像生成 Mipmaps。请参阅 [method "
"generate_mipmaps]。"
msgid ""
"Creates a new image of given size and format. See [enum Format] constants. "
"Fills the image with the given raw data. If [param use_mipmaps] is "
"[code]true[/code] then loads mipmaps for this image from [param data]. See "
"[method generate_mipmaps]."
msgstr ""
"创建一个给定大小和格式的新图像。请参阅 [enum Format] 常量。用给定的原始数据填"
"充图像。如果 [param use_mipmaps] 为 [code]true[/code],则从 [param data] 为该"
"图像加载 Mipmaps。请参阅 [method generate_mipmaps]。"
msgid ""
"Crops the image to the given [param width] and [param height]. If the "
"specified size is larger than the current size, the extra area is filled with "
"black pixels."
msgstr ""
"将该图像裁剪成给定的 [param width] 和 [param height]。如果指定的大小大于当前大"
"小,则额外的区域用黑色像素填充。"
msgid ""
"Decompresses the image if it is VRAM compressed in a supported format. "
"Returns [constant OK] if the format is supported, otherwise [constant "
"ERR_UNAVAILABLE].\n"
"[b]Note:[/b] The following formats can be decompressed: DXT, RGTC, BPTC. The "
"formats ETC1 and ETC2 are not supported."
msgstr ""
"如果图像是以一个支持的格式压缩的 VRAM则解压缩该图像。如果该格式受支持则返"
"回 [constant OK],否则返回 [constant ERR_UNAVAILABLE]。\n"
"[b]注意:[/b]可以解压的格式有DXT、RGTC、BPTC。不支持 ETC1 和 ETC2 格式。"
msgid ""
"Returns [constant ALPHA_BLEND] if the image has data for alpha values. "
"Returns [constant ALPHA_BIT] if all the alpha values are stored in a single "
"bit. Returns [constant ALPHA_NONE] if no data for alpha values is found."
msgstr ""
"如果图像有 Alpha 值的数据,则返回 [constant ALPHA_BLEND]。如果所有的 Alpha 值"
"都存储在一个位上,则返回 [constant ALPHA_BIT]。如果没有找到 Alpha 值的数据,则"
"返回 [constant ALPHA_NONE]。"
msgid "Fills the image with [param color]."
msgstr "使用颜色 [param color] 填充图像。"
msgid "Fills [param rect] with [param color]."
msgstr "使用颜色 [param color] 填充矩形 [param rect]。"
msgid "Blends low-alpha pixels with nearby pixels."
msgstr "将 Alpha 较低的像素与附近像素混合。"
msgid "Flips the image horizontally."
msgstr "水平翻转图像。"
msgid "Flips the image vertically."
msgstr "垂直翻转图像。"
msgid "Returns a copy of the image's raw data."
msgstr "返回图像原始数据的副本。"
msgid "Returns the image's format. See [enum Format] constants."
msgstr "返回图像的格式。参阅 [enum Format] 常量。"
msgid "Returns the image's height."
msgstr "返回图像的高度。"
msgid ""
"Returns the number of mipmap levels or 0 if the image has no mipmaps. The "
"largest main level image is not counted as a mipmap level by this method, so "
"if you want to include it you can add 1 to this count."
msgstr ""
"返回多级渐远纹理级别数;如果该图像没有多级渐远纹理,则返回 0。该方法不会将最大"
"的主要级别图像计为一个多级渐远纹理级别,因此如果你想将其包括在内,可以在该计数"
"中加 1。"
msgid ""
"Returns the offset where the image's mipmap with index [param mipmap] is "
"stored in the [member data] dictionary."
msgstr ""
"返回存储在图像的 [member data] 字典中的索引为 [param mipmap] 的多级渐远纹理的"
"偏移量。"
msgid ""
"Returns the color of the pixel at [code](x, y)[/code].\n"
"This is the same as [method get_pixelv], but with two integer arguments "
"instead of a [Vector2i] argument."
msgstr ""
"返回 [code](x, y)[/code] 处的像素的颜色。\n"
"这与 [method get_pixelv] 相同,但使用两个整数参数而不是一个 [Vector2i] 参数。"
msgid ""
"Returns the color of the pixel at [param point].\n"
"This is the same as [method get_pixel], but with a [Vector2i] argument "
"instead of two integer arguments."
msgstr ""
"返回 [param point] 处像素的颜色。\n"
"这与 [method get_pixel] 相同,只是用一个 [Vector2i] 参数代替了两个整数参数。"
msgid ""
"Returns a new [Image] that is a copy of this [Image]'s area specified with "
"[param region]."
msgstr ""
"返回一个新的 [Image],它是使用 [param region] 指定的该 [Image] 区域的副本。"
msgid "Returns the image's size (width and height)."
msgstr "返回图像的大小(宽度和高度)。"
msgid ""
"Returns a [Rect2i] enclosing the visible portion of the image, considering "
"each pixel with a non-zero alpha channel as visible."
msgstr ""
"返回一个包含该图像可见部分的 [Rect2i],将具有非零 alpha 通道的每个像素视为可"
"见。"
msgid "Returns the image's width."
msgstr "返回图像的宽度。"
msgid "Returns [code]true[/code] if the image has generated mipmaps."
msgstr "如果图像已经生成多级渐远纹理,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the image is compressed."
msgstr "如果图像被压缩,返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the image has no data."
msgstr "如果图像没有数据,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if all the image's pixels have an alpha value of 0. "
"Returns [code]false[/code] if any pixel has an alpha value higher than 0."
msgstr ""
"如果图像中所有像素的 Alpha 都是 0则返回 [code]true[/code]。如果有任何像素的 "
"Alpha 高于 0则返回 [code]false[/code]。"
msgid ""
"Loads an image from file [param path]. See [url=$DOCS_URL/tutorials/"
"assets_pipeline/importing_images.html#supported-image-formats]Supported image "
"formats[/url] for a list of supported image formats and limitations.\n"
"[b]Warning:[/b] This method should only be used in the editor or in cases "
"when you need to load external images at run-time, such as images located at "
"the [code]user://[/code] directory, and may not work in exported projects.\n"
"See also [ImageTexture] description for usage examples."
msgstr ""
"从文件 [param path] 加载图像。有关支持的图像格式的列表和限制,请参阅"
"[url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#supported-"
"image-formats]支持的图像格式[/url]。\n"
"[b]警告:[/b]该方法只能用于编辑器,或需要在运行时加载外部图像的情况,例如位于 "
"[code]user://[/code] 目录的图像,并且可能不适用于导出的项目。\n"
"另请参阅 [ImageTexture] 说明,以获取使用示例。"
msgid "Creates a new [Image] and loads data from the specified file."
msgstr "创建一个新的 [Image] 并从指定文件加载数据。"
msgid "Loads an image from the binary contents of a JPEG file."
msgstr "从 JPEG 文件的二进制内容加载图像。"
msgid "Loads an image from the binary contents of a PNG file."
msgstr "从 PNG 文件的二进制内容加载图像。"
msgid ""
"Loads an image from the UTF-8 binary contents of an [b]uncompressed[/b] SVG "
"file ([b].svg[/b]).\n"
"[b]Note:[/b] Beware when using compressed SVG files (like [b].svgz[/b]), they "
"need to be [code]decompressed[/code] before loading.\n"
"[b]Note:[/b] This method is only available in engine builds with the SVG "
"module enabled. By default, the SVG module is enabled, but it can be disabled "
"at build-time using the [code]module_svg_enabled=no[/code] SCons option."
msgstr ""
"从[b]未压缩[/b] SVG 文件([b].svg[/b])的 UTF-8 二进制内容加载图像。\n"
"[b]注意:[/b]使用压缩的 SVG 文件(如 [b].svgz[/b])时请注意,在加载之前需要对"
"其进行 [code]decompressed[/code]。\n"
"[b]注意:[/b]该方法仅在启用了 SVG 模块的引擎版本中可用。默认情况下SVG 模块是"
"启用的,但可以在构建时使用 [code]module_svg_enabled=no[/code] SCons 选项禁用"
"它。"
msgid ""
"Loads an image from the string contents of a SVG file ([b].svg[/b]).\n"
"[b]Note:[/b] This method is only available in engine builds with the SVG "
"module enabled. By default, the SVG module is enabled, but it can be disabled "
"at build-time using the [code]module_svg_enabled=no[/code] SCons option."
msgstr ""
"从 SVG 文件([b].svg[/b])的字符串内容加载图像。\n"
"[b]注意:[/b]该方法仅在启用了 SVG 模块的引擎版本中可用。默认情况下SVG 模块是"
"启用的,但可以在构建时使用 [code]module_svg_enabled=no[/code] SCons 选项禁用"
"它。"
msgid "Loads an image from the binary contents of a WebP file."
msgstr "从 WebP 文件的二进制内容加载图像。"
msgid ""
"Converts the image's data to represent coordinates on a 3D plane. This is "
"used when the image represents a normal map. A normal map can add lots of "
"detail to a 3D surface without increasing the polygon count."
msgstr ""
"转换图像的数据以表示 3D 平面上的坐标。可以在该图像表示法线贴图时使用。法线贴图"
"可以在不增加多边形数量的情况下向 3D 表面添加大量细节。"
msgid ""
"Resizes the image to the given [param width] and [param height]. New pixels "
"are calculated using the [param interpolation] mode defined via [enum "
"Interpolation] constants."
msgstr ""
"将该图像的宽度调整为 [param width]、高度调整为 [param height]。新的像素使用 "
"[param interpolation] 插值模式计算,插值模式由 [enum Interpolation] 常量定义。"
msgid ""
"Resizes the image to the nearest power of 2 for the width and height. If "
"[param square] is [code]true[/code] then set width and height to be the same. "
"New pixels are calculated using the [param interpolation] mode defined via "
"[enum Interpolation] constants."
msgstr ""
"将图像的宽度和高度调整为最接近的 2 的幂。如果 [param square] 为 [code]true[/"
"code],则将宽度和高度设置为相同。新像素将通过使用 [enum Interpolation] 常量定"
"义的 [param interpolation] 模式计算。"
msgid ""
"Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image."
msgstr "将标准 RGBE红绿蓝指数图像转换为 sRGB 图像。"
msgid ""
"Rotates the image in the specified [param direction] by [code]90[/code] "
"degrees. The width and height of the image must be greater than [code]1[/"
"code]. If the width and height are not equal, the image will be resized."
msgstr ""
"将该图像按照 [param direction] 指定的方向旋转 [code]90[/code] 度。该图像的宽度"
"和高度必须大于 [code]1[/code]。如果宽和高不相等,则会调整图像的大小。"
msgid ""
"Rotates the image by [code]180[/code] degrees. The width and height of the "
"image must be greater than [code]1[/code]."
msgstr ""
"将该图像旋转 [code]180[/code] 度。该图像的宽度和高度必须大于 [code]1[/code]。"
msgid ""
"Saves the image as an EXR file to [param path]. If [param grayscale] is "
"[code]true[/code] and the image has only one channel, it will be saved "
"explicitly as monochrome rather than one red channel. This function will "
"return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR "
"module.\n"
"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means "
"[method save_exr] will return [constant ERR_UNAVAILABLE] when it is called "
"from an exported project."
msgstr ""
"将图像作为 EXR 文件保存到 [param path]。如果 [param grayscale] 为 [code]true[/"
"code],并且图像只有一个通道,它将被明确地保存为单色而不是一个红色通道。如果 "
"Godot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回 [constant "
"ERR_UNAVAILABLE]。\n"
"[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method save_exr] "
"从导出的项目中被调用时将返回 [constant ERR_UNAVAILABLE]。"
msgid ""
"Saves the image as an EXR file to a byte array. If [param grayscale] is "
"[code]true[/code] and the image has only one channel, it will be saved "
"explicitly as monochrome rather than one red channel. This function will "
"return an empty byte array if Godot was compiled without the TinyEXR module.\n"
"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means "
"[method save_exr] will return an empty byte array when it is called from an "
"exported project."
msgstr ""
"将图像作为 EXR 文件保存到一个字节数组。如果 [param grayscale] 为 [code]true[/"
"code] 并且图像只有一个通道,它将被明确地保存为单色而不是一个红色通道。如果 "
"Godot 是在没有 TinyEXR 模块的情况下编译的,则该函数将返回一个空字节数组。\n"
"[b]注意:[/b]TinyEXR 模块在非编辑器构建中被禁用,这意味着当 [method save_exr] "
"从导出的项目中被调用时将返回一个空字节数组。"
msgid ""
"Saves the image as a JPEG file to [param path] with the specified [param "
"quality] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher "
"[param quality] values result in better-looking output at the cost of larger "
"file sizes. Recommended [param quality] values are between [code]0.75[/code] "
"and [code]0.90[/code]. Even at quality [code]1.00[/code], JPEG compression "
"remains lossy.\n"
"[b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an "
"alpha channel, the image will still be saved, but the resulting JPEG file "
"won't contain the alpha channel."
msgstr ""
"将该图像作为 JPEG 文件保存到 [param path],指定的 [param quality] 介于 "
"[code]0.01[/code] 和 [code]1.0[/code](包括)之间。更高的 [param quality] 值会"
"以更大的文件大小为代价产生更好看的输出。推荐的 [param quality] 值介于 "
"[code]0.75[/code] 和 [code]0.90[/code] 之间。即使质量为 [code]1.00[/code]"
"JPEG 压缩仍然是有损的。\n"
"[b]注意:[/b]JPEG 不保存 alpha 通道。如果该 [Image] 包含 alpha 通道,该图像仍"
"将被保存,但产生的 JPEG 文件将不包含 alpha 通道。"
msgid ""
"Saves the image as a JPEG file to a byte array with the specified [param "
"quality] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher "
"[param quality] values result in better-looking output at the cost of larger "
"byte array sizes (and therefore memory usage). Recommended [param quality] "
"values are between [code]0.75[/code] and [code]0.90[/code]. Even at quality "
"[code]1.00[/code], JPEG compression remains lossy.\n"
"[b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an "
"alpha channel, the image will still be saved, but the resulting byte array "
"won't contain the alpha channel."
msgstr ""
"将该图像作为 JPEG 文件保存到字节数组中,指定的 [param quality] 介于 "
"[code]0.01[/code] 和 [code]1.0[/code](包括)之间。更高的 [param quality] 值会"
"以更大的字节数组大小(以及因此的内存使用)为代价产生更好看的输出。推荐的 "
"[param quality] 值介于 [code]0.75[/code] 和 [code]0.90[/code] 之间。即使质量"
"为 [code]1.00[/code]JPEG 压缩仍然是有损的。\n"
"[b]注意:[/b]JPEG 不保存 alpha 通道。如果该 [Image] 包含 alpha 通道,该图像仍"
"将被保存,但产生的字节数组将不包含 alpha 通道。"
msgid "Saves the image as a PNG file to the file at [param path]."
msgstr "将该图像作为 PNG 文件保存到位于 [param path] 的文件中。"
msgid "Saves the image as a PNG file to a byte array."
msgstr "将该图像作为 PNG 文件保存到字节数组中。"
msgid ""
"Overwrites data of an existing [Image]. Non-static equivalent of [method "
"create_from_data]."
msgstr "覆盖现有 [Image] 的数据。[method create_from_data] 的非静态等价物。"
msgid ""
"Sets the [Color] of the pixel at [code](x, y)[/code] to [param color].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var img_width = 10\n"
"var img_height = 5\n"
"var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"\n"
"img.set_pixel(1, 2, Color.RED) # Sets the color at (1, 2) to red.\n"
"[/gdscript]\n"
"[csharp]\n"
"int imgWidth = 10;\n"
"int imgHeight = 5;\n"
"var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n"
"\n"
"img.SetPixel(1, 2, Colors.Red); // Sets the color at (1, 2) to red.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This is the same as [method set_pixelv], but with a two integer arguments "
"instead of a [Vector2i] argument."
msgstr ""
"将 [code](x, y)[/code] 处像素的 [Color] 设置为 [param color]。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var img_width = 10\n"
"var img_height = 5\n"
"var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"\n"
"img.set_pixel(1, 2, Color.RED) # 将 (1, 2) 处的颜色设置为红色。\n"
"[/gdscript]\n"
"[csharp]\n"
"int imgWidth = 10;\n"
"int imgHeight = 5;\n"
"var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n"
"\n"
"img.SetPixel(1, 2, Colors.Red); // 将 (1, 2) 处的颜色设置为红色。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"这与 [method set_pixelv] 相同,只是使用两个整数参数而不是一个 [Vector2i] 参"
"数。"
msgid ""
"Sets the [Color] of the pixel at [param point] to [param color].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var img_width = 10\n"
"var img_height = 5\n"
"var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"\n"
"img.set_pixelv(Vector2i(1, 2), Color.RED) # Sets the color at (1, 2) to red.\n"
"[/gdscript]\n"
"[csharp]\n"
"int imgWidth = 10;\n"
"int imgHeight = 5;\n"
"var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n"
"\n"
"img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) to "
"red.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This is the same as [method set_pixel], but with a [Vector2i] argument "
"instead of two integer arguments."
msgstr ""
"将 [param point] 处像素的 [Color] 设置为 [param color]。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var img_width = 10\n"
"var img_height = 5\n"
"var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"\n"
"img.set_pixelv(Vector2i(1, 2), Color.RED) # 将 (1, 2) 处的颜色设置为红色。\n"
"[/gdscript]\n"
"[csharp]\n"
"int imgWidth = 10;\n"
"int imgHeight = 5;\n"
"var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n"
"\n"
"img.SetPixelv(new Vector2I(1, 2), Colors.Red); // 将 (1, 2) 处的颜色设置为红"
"色。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"这与 [method set_pixel] 相同,只是使用一个 [Vector2i] 参数而不是两个整数参数。"
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
msgstr "将原始数据从 sRGB 色彩空间转换为线性比例。"
msgid ""
"Holds all the image's color data in a given format. See [enum Format] "
"constants."
msgstr "以给定的格式保存图像的所有颜色数据。参阅 [enum Format] 常量。"
msgid "The maximal width allowed for [Image] resources."
msgstr "[Image] 资源允许的最大宽度。"
msgid "The maximal height allowed for [Image] resources."
msgstr "[Image] 资源允许的最大高度。"
msgid "Texture format with a single 8-bit depth representing luminance."
msgstr "纹理格式,具有代表亮度的单一 8 位深度。"
msgid ""
"OpenGL texture format with two values, luminance and alpha each stored with 8 "
"bits."
msgstr "OpenGL 纹理格式,具有两个值,亮度和 Alpha都以 8 位存储。"
msgid ""
"OpenGL texture format [code]RED[/code] with a single component and a bitdepth "
"of 8."
msgstr "OpenGL 纹理格式 [code]RED[/code],具有单个分量和 8 位深度。"
msgid ""
"OpenGL texture format [code]RG[/code] with two components and a bitdepth of 8 "
"for each."
msgstr "OpenGL 纹理格式 [code]RG[/code],具有两个部分,每个部分的位深度为 8。"
msgid ""
"OpenGL texture format [code]RGB[/code] with three components, each with a "
"bitdepth of 8.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"OpenGL 纹理格式 [code]RGB[/code] 具有三个部分,每个分量部分的位深度为 8。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 8.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 8。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 4."
msgstr ""
"OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 4。"
msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
"bit floating-point value."
msgstr "OpenGL 纹理格式 [code]GL_R32F[/code]其中有一个分量是32 位浮点值。"
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 32-bit floating-point values."
msgstr ""
"OpenGL 纹理格式 [code]GL_RG32F[/code] 这里有两个部分,每个部分是一个 32 位浮点"
"值。"
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 32 位浮点"
"值。"
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
"OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个部分都是 32 位浮"
"点值。"
msgid ""
"OpenGL texture format [code]GL_R16F[/code] where there's one component, a 16-"
"bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 纹理格式 [code]GL_R16F[/code],其中有一个分量,即 16 位“半精度”浮点值。"
msgid ""
"OpenGL texture format [code]GL_RG16F[/code] where there are two components, "
"each a 16-bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 纹理格式 [code]GL_RG16F[/code],其中有两个分量,每个分量都是 16 位“半精"
"度”浮点值。"
msgid ""
"OpenGL texture format [code]GL_RGB16F[/code] where there are three "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 纹理格式 [code]GL_RGB16F[/code],其中有三个分量,每个分量都是 16 位“半"
"精度”浮点值。"
msgid ""
"OpenGL texture format [code]GL_RGBA16F[/code] where there are four "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 纹理格式 [code]GL_RGBA16F[/code],其中有四个分量,每个都是 16 位“半精"
"度”浮点值。"
msgid ""
"A special OpenGL texture format where the three color components have 9 bits "
"of precision and all three share a single 5-bit exponent."
msgstr ""
"一种特殊的 OpenGL 纹理格式,其中三个颜色成分的精度为 9 位,所有三个成分共享一"
"个 5 比特位的指数。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format that uses Block Compression 1, and is the smallest variation "
"of S3TC, only providing 1 bit of alpha and color data being premultiplied "
"with alpha.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格式"
"使用块压缩 1并且是 S3TC 的最小变化,仅提供 1 位的 Alpha 和颜色数据 预乘以 "
"Alpha。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format that uses Block Compression 2, and color data is interpreted "
"as not having been premultiplied by alpha. Well suited for images with sharp "
"alpha transitions between translucent and opaque areas.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"使用块压缩 2 的 [url=https://en.wikipedia.org/wiki/"
"S3_Texture_Compression]S3TC[/url] 贴图格式,并且颜色数据被解析为没有与 Alpha 预"
"先相乘。非常适用于具有 半透明和不透明区域之间的清晰的 Alpha 过渡。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format also known as Block Compression 3 or BC3 that contains 64 bits "
"of alpha channel data followed by 64 bits of DXT1-encoded color data. Color "
"data is not premultiplied by alpha, same as DXT3. DXT5 generally produces "
"superior results for transparent gradients compared to DXT3.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格式"
"也称为块压缩 3 或 BC3其中包含 64 位的 Alpha 通道数据,后跟 64 位的 DXT1 编码"
"颜色数据。颜色数据不会与 DXT3 预先乘以 Alpha。与 DXT3 相比DXT5 对于透明渐变"
"通常会产生更好的结果。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
"normalizing the red channel data using the same compression algorithm that "
"DXT5 uses for the alpha channel."
msgstr ""
"使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]红"
"绿贴图压缩[/url]的贴图格式,使用与 DXT5 用于 Alpha 通道相同的压缩算法对红色通"
"道数据进行归一化。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
"normalizing the red and green channel data using the same compression "
"algorithm that DXT5 uses for the alpha channel."
msgstr ""
"使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]红"
"绿贴图压缩[/url]的贴图格式,使用与 DXT5 用于 Alpha 的压缩算法相同的红绿数据通"
"道。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized RGBA "
"components.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC压"
"缩[/url] 和无符号归一化RGBA分量的贴图格式.\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point "
"RGB components."
msgstr ""
"使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/"
"url] 压缩和有符号浮点RGB分量的贴图格式."
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point "
"RGB components."
msgstr ""
"使用[url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/"
"url] 压缩和无符号浮点RGB分量的贴图格式."
msgid ""
"[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson "
"Texture Compression format 1[/url], also referred to as \"ETC1\", and is part "
"of the OpenGL ES graphics standard. This format cannot store an alpha channel."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#ETC1]爱立信纹"
"理压缩格式 1[/url]又称“ETC1”是 OpenGL ES 图形标准的一部分。这种格式无法存"
"储 Alpha 通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]R11_EAC[/code] variant), which provides one channel of "
"unsigned data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url][code]R11_EAC[/code] 变体),它提供一个无符号数据"
"通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one channel of "
"signed data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url][code]SIGNED_R11_EAC[/code] 变体),它提供一个有符"
"号数据通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]RG11_EAC[/code] variant), which provides two channels of "
"unsigned data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url][code]RG11_EAC[/code] 变体),它提供一个无符号数据"
"通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two channels "
"of signed data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url][code]SIGNED_RG11_EAC[/code] 变体),它提供两个有"
"符号数据通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and "
"compresses RGB888 data.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url][code]RGB8[/code] 变体),它是 ETC1 的后续版本,可"
"压缩 RGB888 数据。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data with full "
"alpha support.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url][code]RGBA8[/code] 变体),它可以压缩 RGBA8888 数"
"据,完全支持 Alpha。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which compresses "
"RGBA data to make alpha either fully transparent or fully opaque.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"爱立信纹理压缩格式 2[/url][code]RGB8_PUNCHTHROUGH_ALPHA1[/code] 变体),它可"
"以压缩 RGBA 数据,使 Alpha 完全透明或完全不透明。\n"
"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/"
"url]. This implements the 4x4 (high quality) mode."
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]"
"自适应可伸缩纹理压缩[/url]。这实现了 4x4高质量模式。"
msgid ""
"Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU "
"know it is used for HDR."
msgstr ""
"与 [constant FORMAT_ASTC_4x4] 相同的格式,但有提示以让 GPU 知道它用于 HDR。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/"
"url]. This implements the 8x8 (low quality) mode."
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]"
"自适应可伸缩纹理压缩[/url]。这实现了 8x8低质量模式。"
msgid ""
"Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU "
"know it is used for HDR."
msgstr ""
"与 [constant FORMAT_ASTC_8x8] 相同的格式,但有提示以让 GPU 知道它用于 HDR。"
msgid "Represents the size of the [enum Format] enum."
msgstr "代表 [enum Format] 枚举的大小。"
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
msgstr "执行最近邻插值。如果调整图像大小,它将被像素化。"
msgid ""
"Performs bilinear interpolation. If the image is resized, it will be blurry. "
"This mode is faster than [constant INTERPOLATE_CUBIC], but it results in "
"lower quality."
msgstr ""
"执行双线性插值。如果调整图像大小,则图像将模糊。此模式比 [constant "
"INTERPOLATE_CUBIC] 更快,但质量较低。"
msgid ""
"Performs cubic interpolation. If the image is resized, it will be blurry. "
"This mode often gives better results compared to [constant "
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
"执行三次插值。如果调整图像大小,则图像将模糊。与 [constant "
"INTERPOLATE_BILINEAR] 相比,此模式通常会产生更好的结果,但代价是速度较慢。"
msgid ""
"Performs bilinear separately on the two most-suited mipmap levels, then "
"linearly interpolates between them.\n"
"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-quality "
"results with far fewer aliasing artifacts.\n"
"If the image does not have mipmaps, they will be generated and used "
"internally, but no mipmaps will be generated on the resulting image.\n"
"[b]Note:[/b] If you intend to scale multiple copies of the original image, "
"it's better to call [method generate_mipmaps]] on it in advance, to avoid "
"wasting processing power in generating them again and again.\n"
"On the other hand, if the image already has mipmaps, they will be used, and a "
"new set will be generated for the resulting image."
msgstr ""
"在两个最适合的多级渐远纹理级别上分别执行双线性采样,然后在采样结果之间进行线性"
"插值。\n"
"它比 [constant INTERPOLATE_BILINEAR] 慢,但能产生更高质量的效果,减少锯齿伪"
"影。\n"
"如果图像没有多级渐远纹理,它们将被生成并在内部使用,但不会在生成的图像之上生成"
"多级渐远纹理。\n"
"[b]注意:[/b]如果你打算缩放原始图像的多个副本,最好事先对其调用 [method "
"generate_mipmaps],以避免在生成它们时反复浪费处理能力。\n"
"另一方面,如果图像已经有了多级渐远纹理,其将被使用,并为生成的图像生成新的一"
"组。"
msgid ""
"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
"it typically gives the best results, especially when downscalng images."
msgstr ""
"执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是"
"在缩小图像时。"
msgid "Image does not have alpha."
msgstr "图片没有 Alpha 通道。"
msgid "Image stores alpha in a single bit."
msgstr "图像将 Alpha 存储在单个 bit 中。"
msgid "Image uses alpha."
msgstr "图像使用 Alpha。"
msgid "Use S3TC compression."
msgstr "使用 S3TC 压缩。"
msgid "Use ETC compression."
msgstr "使用 ETC 压缩。"
msgid "Use ETC2 compression."
msgstr "使用 ETC2 压缩。"
msgid "Use BPTC compression."
msgstr "使用 BPTC 压缩。"
msgid "Use ASTC compression."
msgstr "使用 ASTC 压缩。"
msgid "Represents the size of the [enum CompressMode] enum."
msgstr "代表 [enum CompressMode] 枚举的大小。"
msgid ""
"Source texture (before compression) is a regular texture. Default for all "
"textures."
msgstr "原始纹理(在压缩前)是常规纹理。所有纹理的默认值。"
msgid "Source texture (before compression) is in sRGB space."
msgstr "原始纹理(在压缩前)使用 sRGB 空间。"
msgid ""
"Source texture (before compression) is a normal texture (e.g. it can be "
"compressed into two channels)."
msgstr "原始纹理(在压缩前)是法线纹理(例如可以压缩为两个通道)。"
msgid ""
"Hint to indicate that the high quality 4x4 ASTC compression format should be "
"used."
msgstr "表示应该使用高质量 4x4 ASTC 压缩格式的提示。"
msgid ""
"Hint to indicate that the low quality 8x8 ASTC compression format should be "
"used."
msgstr "表示应该使用低质量 8x8 ASTC 压缩格式的提示。"
msgid "Base class to add support for specific image formats."
msgstr "用于添加特定图像格式支持的基类。"
msgid ""
"The engine supports multiple image formats out of the box (PNG, SVG, JPEG, "
"WebP to name a few), but you can choose to implement support for additional "
"image formats by extending [ImageFormatLoaderExtension]."
msgstr ""
"该引擎支持多种开箱即用的图像格式PNG、SVG、JPEG、WebP 等),但也可以选择通过"
"扩展 [ImageFormatLoaderExtension],来实现对其他图像格式的支持。"
msgid ""
"Base class for creating [ImageFormatLoader] extensions (adding support for "
"extra image formats)."
msgstr "用于创建 [ImageFormatLoader] 扩展的基类(添加对额外图像格式的支持)。"
msgid ""
"The engine supports multiple image formats out of the box (PNG, SVG, JPEG, "
"WebP to name a few), but you can choose to implement support for additional "
"image formats by extending this class.\n"
"Be sure to respect the documented return types and values. You should create "
"an instance of it, and call [method add_format_loader] to register that "
"loader during the initialization phase."
msgstr ""
"该引擎支持多种开箱即用的图像格式PNG、SVG、JPEG、WebP 等),但也可以选择通过"
"扩展该类,来实现对其他图像格式的支持。\n"
"请务必遵守文档中的返回类型和值。应该创建它的一个实例,并在初始化阶段调用 "
"[method add_format_loader] 来注册该加载器。"
msgid ""
"Returns the list of file extensions for this image format. Files with the "
"given extensions will be treated as image file and loaded using this class."
msgstr ""
"返回该图像格式的文件扩展名列表。具有给定扩展名的文件将被视为图像文件并使用该类"
"加载。"
msgid "Loads the content of [param fileaccess] into the provided [param image]."
msgstr "将 [param fileaccess] 的内容加载至提供的 [param image]。"
msgid ""
"Add this format loader to the engine, allowing it to recognize the file "
"extensions returned by [method _get_recognized_extensions]."
msgstr ""
"将这个格式加载器添加至引擎,使其能够识别 [method _get_recognized_extensions] "
"返回的文件扩展名。"
msgid "Remove this format loader from the engine."
msgstr "从引擎中移除这个格式加载器。"
msgid "A [Texture2D] based on an [Image]."
msgstr "基于 [Image] 的 [Texture2D]。"
msgid ""
"A [Texture2D] based on an [Image]. For an image to be displayed, an "
"[ImageTexture] has to be created from it using the [method create_from_image] "
"method:\n"
"[codeblock]\n"
"var image = Image.load_from_file(\"res://icon.svg\")\n"
"var texture = ImageTexture.create_from_image(image)\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]\n"
"This way, textures can be created at run-time by loading images both from "
"within the editor and externally.\n"
"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript.load] "
"over loading them from within the filesystem dynamically with [method Image."
"load], as it may not work in exported projects:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.svg\")\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]\n"
"This is because images have to be imported as a [CompressedTexture2D] first "
"to be loaded with [method @GDScript.load]. If you'd still like to load an "
"image file just like any other [Resource], import it as an [Image] resource "
"instead, and then load it normally using the [method @GDScript.load] method.\n"
"[b]Note:[/b] The image can be retrieved from an imported texture using the "
"[method Texture2D.get_image] method, which returns a copy of the image:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.svg\")\n"
"var image: Image = texture.get_image()\n"
"[/codeblock]\n"
"An [ImageTexture] is not meant to be operated from within the editor "
"interface directly, and is mostly useful for rendering images on screen "
"dynamically via code. If you need to generate images procedurally from within "
"the editor, consider saving and importing images as custom texture resources "
"implementing a new [EditorImportPlugin].\n"
"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
"hardware limitations."
msgstr ""
"基于 [Image] 的 [Texture2D]。对于图像的显示,必须使用 [method "
"create_from_image] 方法从中创建一个 [ImageTexture]\n"
"[codeblock]\n"
"var image = Image.load_from_file(\"res://icon.svg\")\n"
"var texture = ImageTexture.create_from_image(image)\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]\n"
"这样,可以在运行时通过从编辑器内部和外部加载图像来创建纹理。\n"
"[b]警告:[/b]最好使用 [method @GDScript.load] 加载导入的纹理,而不是使用 "
"[method Image.load] 从文件系统中动态加载它们,因为后者可能不适用于导出的项"
"目:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.svg\")\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]\n"
"这是因为图像必须首先作为 [CompressedTexture2D] 导入,然后才能使用 [method "
"@GDScript.load] 加载。如果仍想像加载任何其他 [Resource] 一样加载图像文件,请将"
"其导入为 [Image] 资源,然后使用 [method @GDScript.load] 方法正常加载它。\n"
"[b]注意:[/b]可以使用 [method Texture2D.get_image] 方法从导入的纹理中检索该图"
"像,该方法返回该图像的副本:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.svg\")\n"
"var image: Image = texture.get_image()\n"
"[/codeblock]\n"
"[ImageTexture] 并不意味着直接在编辑器界面中进行操作,主要用于通过代码在屏幕上"
"动态渲染图像。如果需要从编辑器中按程序生成图像,请考虑实现一个新的 "
"[EditorImportPlugin],将图像保存和导入为自定义纹理资源。\n"
"[b]注意:[/b]由于图形硬件限制,最大纹理大小为 16384×16384 像素。"
msgid ""
"Creates a new [ImageTexture] and initializes it by allocating and setting the "
"data from an [Image]."
msgstr ""
"创建一个新的 [ImageTexture],并通过分配和设置来自 [Image] 的数据来初始化它。"
msgid "Returns the format of the texture, one of [enum Image.Format]."
msgstr "返回纹理的格式,[enum Image.Format] 之一。"
msgid ""
"Replaces the texture's data with a new [Image]. This will re-allocate new "
"memory for the texture.\n"
"If you want to update the image, but don't need to change its parameters "
"(format, size), use [method update] instead for better performance."
msgstr ""
"用新的 [Image] 替换该纹理的数据。这将为该纹理重新分配新内存。\n"
"如果要更新图像,但不需要更改其参数(格式、大小),请改用 [method update] 以获"
"得更好的性能。"
msgid "Resizes the texture to the specified dimensions."
msgstr "将纹理的大小调整为指定的尺寸。"
msgid ""
"Replaces the texture's data with a new [Image].\n"
"[b]Note:[/b] The texture has to be created using [method create_from_image] "
"or initialized first with the [method set_image] method before it can be "
"updated. The new image dimensions, format, and mipmaps configuration should "
"match the existing texture's image configuration.\n"
"Use this method over [method set_image] if you need to update the texture "
"frequently, which is faster than allocating additional memory for a new "
"texture each time."
msgstr ""
"用新的 [Image] 替换该纹理的数据。\n"
"[b]注意:[/b]该纹理必须使用 [method create_from_image] 创建、或首先使用 "
"[method set_image] 方法初始化,然后才能更新。新的图像大小、格式和 mipmaps 配"
"置,应与现有纹理的图像配置相匹配。\n"
"如果需要频繁更新纹理,请使用该方法而不是 [method set_image],这比每次为一个新"
"纹理分配额外内存要快。"
msgid "Texture with 3 dimensions."
msgstr "具有 3 个维度的纹理。"
msgid ""
"[ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, "
"and depth. See also [ImageTextureLayered].\n"
"3D textures are typically used to store density maps for [FogMaterial], color "
"correction LUTs for [Environment], vector fields for "
"[GPUParticlesAttractorVectorField3D] and collision maps for "
"[GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders."
msgstr ""
"[ImageTexture3D] 是一种具有宽度、高度、和深度的三维 [ImageTexture]。另请参阅 "
"[ImageTextureLayered]。\n"
"3D 纹理通常用于存储 [FogMaterial] 的密度图、[Environment] 的色彩校正 LUT、"
"[GPUParticlesAttractorVectorField3D] 的矢量场、和 "
"[GPUParticlesCollisionSDF3D] 的碰撞图。3D 纹理也可用于自定义着色器。"
msgid ""
"Creates the [ImageTexture3D] with specified [param width], [param height], "
"and [param depth]. See [enum Image.Format] for [param format] options. If "
"[param use_mipmaps] is [code]true[/code], then generate mipmaps for the "
"[ImageTexture3D]."
msgstr ""
"创建具有指定 [param width]、[param height] 和 [param depth] 的 "
"[ImageTexture3D]。请参阅 [enum Image.Format] 了解 [param format] 选项。如果 "
"[param use_mipmaps] 为 [code]true[/code],则为该 [ImageTexture3D] 生成 "
"Mipmaps。"
msgid ""
"Replaces the texture's existing data with the layers specified in [param "
"data]. The size of [param data] must match the parameters that were used for "
"[method create]. In other words, the texture cannot be resized or have its "
"format changed by calling [method update]."
msgstr ""
"将纹理的现有数据替换为 [param data] 中指定的图层。[param data] 的大小必须与用"
"于 [method create] 的参数一致。换句话说,不能通过调用 [method update] 来调整纹"
"理的大小或改变其格式。"
msgid ""
"Base class for texture types which contain the data of multiple "
"[ImageTexture]s. Each image is of the same size and format."
msgstr ""
"纹理类型的基类,包含多个 [ImageTexture] 的数据。各个图像具有相同的大小和格式。"
msgid ""
"Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used "
"directly, but contains all the functions necessary for accessing the derived "
"resource types. See also [Texture3D]."
msgstr ""
"[Texture2DArray]、[Cubemap] 和 [CubemapArray] 的基类。不能直接使用,但包含了访"
"问派生资源类型所需的所有函数。另请参阅 [Texture3D]。"
msgid ""
"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
"create] for the expected data format. The first image decides the width, "
"height, image format and mipmapping setting. The other images [i]must[/i] "
"have the same width, height, image format and mipmapping setting.\n"
"Each [Image] represents one [code]layer[/code]."
msgstr ""
"从一组 [Image] 创建一个 [ImageTextureLayered]。有关预期的数据格式,请参阅 "
"[method Image.create]。第一张图像决定宽度、高度、图像格式和 mipmapping 设置。"
"其他图像[i]必须[/i]具有相同的宽度、高度、图像格式和 mipmapping 设置。\n"
"每个 [Image] 代表一个 [code]layer[/code]。"
msgid ""
"Replaces the existing [Image] data at the given [param layer] with this new "
"image.\n"
"The given [Image] must have the same width, height, image format, and "
"mipmapping flag as the rest of the referenced images.\n"
"If the image format is unsupported, it will be decompressed and converted to "
"a similar and supported [enum Image.Format].\n"
"The update is immediate: it's synchronized with drawing."
msgstr ""
"用这个新图像替换给定 [param layer] 的现有 [Image] 数据。\n"
"给定的 [Image] 必须与其余引用的图像具有相同的宽度、高度、图像格式、和多级渐远"
"纹理标志。\n"
"如果图像格式不受支持,它将被解压缩并转换为一个相似且受支持的 [enum Image."
"Format]。\n"
"更新是即时的:它与绘制同步。"
msgid "Mesh optimized for creating geometry manually."
msgstr "为手动创建几何体,而优化的网格。"
msgid ""
"A mesh type optimized for creating geometry manually, similar to OpenGL 1.x "
"immediate mode.\n"
"Here's a sample on how to generate a triangular face:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var mesh = ImmediateMesh.new()\n"
"mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)\n"
"mesh.surface_add_vertex(Vector3.LEFT)\n"
"mesh.surface_add_vertex(Vector3.FORWARD)\n"
"mesh.surface_add_vertex(Vector3.ZERO)\n"
"mesh.surface_end()\n"
"[/gdscript]\n"
"[csharp]\n"
"var mesh = new ImmediateMesh();\n"
"mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);\n"
"mesh.SurfaceAddVertex(Vector3.Left);\n"
"mesh.SurfaceAddVertex(Vector3.Forward);\n"
"mesh.SurfaceAddVertex(Vector3.Zero);\n"
"mesh.SurfaceEnd();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Generating complex geometries with [ImmediateMesh] is highly "
"inefficient. Instead, it is designed to generate simple geometry that changes "
"often."
msgstr ""
"针对手动创建几何体优化的网格类型,与 OpenGL 1.x 的立即模式类似。\n"
"以下是生成三角形面的示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var mesh = ImmediateMesh.new()\n"
"mesh.surface_begin(Mesh.PRIMITIVE_TRIANGLES)\n"
"mesh.surface_add_vertex(Vector3.LEFT)\n"
"mesh.surface_add_vertex(Vector3.FORWARD)\n"
"mesh.surface_add_vertex(Vector3.ZERO)\n"
"mesh.surface_end()\n"
"[/gdscript]\n"
"[csharp]\n"
"var mesh = new ImmediateMesh();\n"
"mesh.SurfaceBegin(Mesh.PrimitiveType.Triangles);\n"
"mesh.SurfaceAddVertex(Vector3.Left);\n"
"mesh.SurfaceAddVertex(Vector3.Forward);\n"
"mesh.SurfaceAddVertex(Vector3.Zero);\n"
"mesh.SurfaceEnd();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]使用 [ImmediateMesh] 生成复杂的几何体极其低效。这种网格的设计目的"
"是用来生成经常变化的简单几何体。"
msgid "Using ImmediateMesh"
msgstr "使用 ImmediateMesh"
msgid "Clear all surfaces."
msgstr "清除所有表面。"
msgid "Add a 3D vertex using the current attributes previously set."
msgstr "使用先前设置的当前属性,添加一个 3D 顶点。"
msgid "Add a 2D vertex using the current attributes previously set."
msgstr "使用先前设置的当前属性,添加一个 2D 顶点。"
msgid "Begin a new surface."
msgstr "开始一个新的表面。"
msgid ""
"End and commit current surface. Note that surface being created will not be "
"visible until this function is called."
msgstr "结束并提交当前表面。请注意,在该函数被调用之前,创建的表面将不可见。"
msgid "Set the color attribute that will be pushed with the next vertex."
msgstr "设置将与下一个顶点一起推送的颜色属性。"
msgid "Set the normal attribute that will be pushed with the next vertex."
msgstr "设置将与下一个顶点一起推送的法线属性。"
msgid "Set the tangent attribute that will be pushed with the next vertex."
msgstr "设置将与下一个顶点一起推送的切线属性。"
msgid "Set the UV attribute that will be pushed with the next vertex."
msgstr "设置将与下一个顶点一起推送的 UV 属性。"
msgid "Set the UV2 attribute that will be pushed with the next vertex."
msgstr "设置将与下一个顶点一起推送的 UV2 属性。"
msgid ""
"A [Resource] that contains vertex array-based geometry during the import "
"process."
msgstr "在导入过程中,包含基于顶点数组的几何体的 [Resource]。"
msgid ""
"ImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains "
"vertex array-based geometry, divided in [i]surfaces[/i]. Each surface "
"contains a completely separate array and a material used to draw it. Design "
"wise, a mesh with multiple surfaces is preferred to a single surface, because "
"objects created in 3D editing software commonly contain multiple materials.\n"
"Unlike its runtime counterpart, [ImporterMesh] contains mesh data before "
"various import steps, such as lod and shadow mesh generation, have taken "
"place. Modify surface data by calling [method clear], followed by [method "
"add_surface] for each surface."
msgstr ""
"ImporterMesh 是一种类似于 [ArrayMesh] 的 [Resource]。它包含基于顶点数组的几何"
"体,被分为[i]表面[/i]。每个表面都包含一个完全独立的数组和一个用于绘制它的材"
"质。在设计方面,具有多个表面的网格优于单个表面,因为在 3D 编辑软件中创建的对象"
"通常包含多种材质。\n"
"与其运行时对应物不同,[ImporterMesh] 在各种导入步骤(例如 lod 和阴影网格生成)"
"发生之前包含网格数据。修改表面数据时,通过先调用 [method clear] ,然后为每个表"
"面调用 [method add_surface]。"
msgid ""
"Adds name for a blend shape that will be added with [method add_surface]. "
"Must be called before surface is added."
msgstr ""
"为将使用 [method add_surface] 添加的混合形状添加名称。必须在表面被添加之前调"
"用。"
msgid "Removes all surfaces and blend shapes from this [ImporterMesh]."
msgstr "从该 [ImporterMesh] 中,移除所有表面和混合形状。"
msgid ""
"Generates all lods for this ImporterMesh.\n"
"[param normal_merge_angle] and [param normal_split_angle] are in degrees and "
"used in the same way as the importer settings in [code]lods[/code]. As a good "
"default, use 25 and 60 respectively.\n"
"The number of generated lods can be accessed using [method "
"get_surface_lod_count], and each LOD is available in [method "
"get_surface_lod_size] and [method get_surface_lod_indices].\n"
"[param bone_transform_array] is an [Array] which can be either empty or "
"contain [Transform3D]s which, for each of the mesh's bone IDs, will apply "
"mesh skinning when generating the LOD mesh variations. This is usually used "
"to account for discrepancies in scale between the mesh itself and its "
"skinning data."
msgstr ""
"为这个 ImporterMesh 生成所有 lod。\n"
"[param normal_merge_angle] 和 [param normal_split_angle] 以度为单位,并以与 "
"[code]lods[/code] 中的导入器设置相同的方式使用。作为一个好的默认值,分别使用 "
"25 和 60。\n"
"生成的 LOD 的数量可以使用 [method get_surface_lod_count] 访问,并且每个 LOD "
"在 [method get_surface_lod_size] 和 [method get_surface_lod_indices] 中可"
"用。\n"
"[param bone_transform_array] 是一个 [Array],可以是空的,也可以包含"
"[Transform3D],对于每个网格的骨骼 ID在生成 LOD 网格变化时将应用网格蒙皮。这"
"通常用于解释网格本身与其蒙皮数据之间的缩放差异。"
msgid "Returns the number of blend shapes that the mesh holds."
msgstr "返回该网格包含的混合形状的数量。"
msgid "Returns the blend shape mode for this Mesh."
msgstr "返回该网格的混合形状模式。"
msgid "Returns the size hint of this mesh for lightmap-unwrapping in UV-space."
msgstr "返回该网格的大小提示,用于在 UV 空间中展开光照贴图。"
msgid ""
"Returns the mesh data represented by this [ImporterMesh] as a usable "
"[ArrayMesh].\n"
"This method caches the returned mesh, and subsequent calls will return the "
"cached data until [method clear] is called.\n"
"If not yet cached and [param base_mesh] is provided, [param base_mesh] will "
"be used and mutated."
msgstr ""
"将该 [ImporterMesh] 表示的网格数据作为一个可用的 [ArrayMesh] 返回。\n"
"这个方法缓存了返回的网格,后续的调用将返回缓存的数据,直到 [method clear] 被调"
"用。\n"
"如果还没有缓存并且提供了 [param base_mesh],则 [param base_mesh] 将被使用并被"
"改变。"
msgid ""
"Returns the arrays for the vertices, normals, UVs, etc. that make up the "
"requested surface. See [method add_surface]."
msgstr "返回构成请求表面的顶点、法线、UV 等的数组。参见 [method add_surface]。"
msgid ""
"Returns a single set of blend shape arrays for the requested blend shape "
"index for a surface."
msgstr "为一个表面请求的混合形状索引,返回一组混合形状数组。"
msgid "Returns the number of surfaces that the mesh holds."
msgstr "返回该网格拥有的表面数。"
msgid "Returns the format of the surface that the mesh holds."
msgstr "返回该网格拥有的表面的格式。"
msgid "Returns the number of lods that the mesh holds on a given surface."
msgstr "返回该网格在给定表面上保留的 lod 数。"
msgid "Returns the index buffer of a lod for a surface."
msgstr "返回表面的 lod 的索引缓冲区。"
msgid "Returns the screen ratio which activates a lod for a surface."
msgstr "返回为一个表面激活 lod 的屏幕比率。"
msgid ""
"Returns a [Material] in a given surface. Surface is rendered using this "
"material."
msgstr "返回给定面的 [Material] 材质。面将由该材质来渲染。"
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface])."
msgstr "返回所请求表面的基元类型(参见 [method add_surface])。"
msgid "Sets the size hint of this mesh for lightmap-unwrapping in UV-space."
msgstr "设置该网格的大小提示,以便在 UV 空间中展开光照贴图。"
msgid ""
"Sets a [Material] for a given surface. Surface will be rendered using this "
"material."
msgstr "设置给定面的 [Material] 材质。该面将会使用此材质渲染。"
msgid "A singleton for handling inputs."
msgstr "用于处理输入的单例。"
msgid ""
"The [Input] singleton handles key presses, mouse buttons and movement, "
"gamepads, and input actions. Actions and their events can be set in the "
"[b]Input Map[/b] tab in [b]Project > Project Settings[/b], or with the "
"[InputMap] class.\n"
"[b]Note:[/b] [Input]'s methods reflect the global input state and are not "
"affected by [method Control.accept_event] or [method Viewport."
"set_input_as_handled], as those methods only deal with the way input is "
"propagated in the [SceneTree]."
msgstr ""
"[Input] 是处理键盘按键、鼠标按钮及移动、游戏手柄、输入动作等的单例。动作以及对"
"应的事件可以在[b]项目 > 项目设置[/b]的[b]输入映射[/b]选项卡中设置,也可以使用 "
"[InputMap] 类设置。\n"
"[b]注意:[/b][Input] 的方法反映的是全局输入状态,不受 [method Control."
"accept_event] 和 [method Viewport.set_input_as_handled] 的影响,因为这两个方法"
"处理的是输入在 [SceneTree] 中传播的方式。"
msgid "Inputs documentation index"
msgstr "输入文档索引"
msgid ""
"This will simulate pressing the specified action.\n"
"The strength can be used for non-boolean actions, it's ranged between 0 and 1 "
"representing the intensity of the given action.\n"
"[b]Note:[/b] This method will not cause any [method Node._input] calls. It is "
"intended to be used with [method is_action_pressed] and [method "
"is_action_just_pressed]. If you want to simulate [code]_input[/code], use "
"[method parse_input_event] instead."
msgstr ""
"这将模拟按下指定的按键动作。\n"
"强度可以用于非布尔运算的动作,它的范围在 0 到 1 之间,代表给定动作的力度。\n"
"[b]注意:[/b]这个方法不会引起任何 [method Node._input] 调用。它旨在与 [method "
"is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果你想模拟 "
"[code]_input[/code],请使用 [method parse_input_event] 代替。"
msgid "If the specified action is already pressed, this will release it."
msgstr "如果已按下指定操作,那么将释放它。"
msgid ""
"Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally "
"update already connected devices."
msgstr "在映射数据库中添加新的映射条目SDL2 格式)。可选更新已连接的设备。"
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input ([member "
"use_accumulated_input]) or agile input flushing ([member ProjectSettings."
"input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least once "
"per frame). However, this can be useful in advanced cases where you want "
"precise control over the timing of event handling."
msgstr ""
"将当前缓冲区内的所有输入事件发送给游戏循环。这些事件可能是由于累积输入"
"[member use_accumulated_input])或敏捷输入刷新([member ProjectSettings."
"input_devices/buffering/agile_event_flushing])而被缓冲的结果。\n"
"引擎已经会在关键的执行点执行此操作,至少每帧一次。然而,在你想要精确控制事件处"
"理时间的高级情况下,这可能是有用的。"
msgid ""
"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"Note this method returns an empty [Vector3] when running from the editor even "
"when your device has an accelerometer. You must export your project to a "
"supported device to read values from the accelerometer.\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果设备有加速度计传感器,则返回该设备加速度计传感器的加速度,单位为 m/s²。否"
"则,该方法返回 [constant Vector3.ZERO]。\\\n"
"请注意,即使你的设备具有一个加速度计,在从编辑器运行时,该方法也会返回一个空"
"的 [Vector3]。必须将项目导出到一个支持的设备上,才能从加速度计读取值。\n"
"[b]注意:[/b]该方法仅适用于 Android 和 iOS。在其他平台上它总是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use [method "
"get_action_strength] instead.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"返回一个介于 0 和 1 之间的值,表示给定动作的原始强度,忽略动作的死区。在大多数"
"情况下,应该改用 [method get_action_strength]。\n"
"如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Returns a value between 0 and 1 representing the intensity of the given "
"action. In a joypad, for example, the further away the axis (analog sticks or "
"L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If "
"the action is mapped to a control that has no axis such as the keyboard, the "
"value returned will be 0 or 1.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"返回一个介于 0 和 1 之间的值,表示给定动作的强度。例如,在游戏手柄中,轴(模拟"
"摇杆或 L2、R2 触发器)离死区越远,该值将越接近 1。如果动作被映射到一个如键盘一"
"样没有轴的控制器时,返回值将为 0 或 1。\n"
"如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Get axis input by specifying two actions, one negative and one positive.\n"
"This is a shorthand for writing [code]Input."
"get_action_strength(\"positive_action\") - Input."
"get_action_strength(\"negative_action\")[/code]."
msgstr ""
"通过指定两个动作来获取轴的输入,一个是负的,一个是正的。\n"
"这是 [code]Input.get_action_strength(\"positive_action\")-Input."
"get_action_strength(\"negative_action\")[/code] 的简写。"
msgid ""
"Returns an [Array] containing the device IDs of all currently connected "
"joypads."
msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。"
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
msgstr "返回当前指定的光标形状(见 [enum CursorShape])。"
msgid ""
"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果设备有加速度计传感器,则返回该设备有加速度计传感器的重力,单位为 m/s²。否"
"则,该方法返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]该方法仅适用于 Android 和 iOS。在其他平台上它总是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果设备有陀螺仪传感器,则返回围绕设备 X、Y、Z 轴的旋转速率,单位为 rad/s。否"
"则,该方法返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,总是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoyAxis])."
msgstr "返回给定索引(参见 [enum JoyAxis])处的游戏手柄轴的当前值。"
msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns "
"[code]\"Default Gamepad\"[/code] otherwise. Godot uses the [url=https://"
"github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] "
"to determine gamepad names and mappings based on this GUID."
msgstr ""
"如果平台使用游戏手柄重映射,则返回设备的 GUID与 SDL2 兼容,例如 "
"[code]030000004c050000c405000000010000[/code]。否则返回 [code]\"Default "
"Gamepad\"[/code]。Godot 会根据这个 GUI 使用 [url=https://github.com/gabomdq/"
"SDL_GameControllerDB]SDL2 游戏控制器数据库[/url]来确定游戏手柄的名称和映射。"
msgid ""
"Returns a dictionary with extra platform-specific information about the "
"device, e.g. the raw gamepad name from the OS or the Steam Input index.\n"
"On Windows the dictionary contains the following fields:\n"
"[code]xinput_index[/code]: The index of the controller in the XInput system.\n"
"On Linux:\n"
"[code]raw_name[/code]: The name of the controller as it came from the OS, "
"before getting renamed by the godot controller database.\n"
"[code]vendor_id[/code]: The USB vendor ID of the device.\n"
"[code]product_id[/code]: The USB product ID of the device.\n"
"[code]steam_input_index[/code]: The Steam Input gamepad index, if the device "
"is not a Steam Input device this key won't be present."
msgstr ""
"返回关于设备的额外平台相关信息字典,例如操作系统的原始游戏手柄名称,或者 "
"Steam Input 索引。\n"
"在 Windows 上,该字典包含如下字段:\n"
"[code]xinput_index[/code]:控制器在 XInput 系统中的索引。\n"
"在 Linux 上:\n"
"[code]raw_name[/code]:从操作系统获取的控制器名称,未经 Godot 控制器数据库重命"
"名。\n"
"[code]vendor_id[/code]:设备的 USB 供应商 ID。\n"
"[code]product_id[/code]:设备的 USB 产品 ID。\n"
"[code]steam_input_index[/code]Steam Input 游戏手柄索引,如果该设备不是 "
"Steam Input 设备则该字段不存在。"
msgid ""
"Returns the name of the joypad at the specified device index, e.g. [code]PS4 "
"Controller[/code]. Godot uses the [url=https://github.com/gabomdq/"
"SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad "
"names."
msgstr ""
"返回位于指定设备索引的游戏手柄名称,例如 [code]PS4 Controller[/code]。Godot 使"
"用 [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 游戏控制器数据库"
"[/url]来确定游戏手柄的名称。"
msgid "Returns the duration of the current vibration effect in seconds."
msgstr "以秒为单位返回当前振动效果的持续时间。"
msgid ""
"Returns the strength of the joypad vibration: x is the strength of the weak "
"motor, and y is the strength of the strong motor."
msgstr "返回手柄振动的强度x 是弱马达的强度y 是强马达的强度。"
msgid ""
"Returns the last mouse velocity. To provide a precise and jitter-free "
"velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse "
"velocity will lag mouse movements."
msgstr ""
"返回上次的鼠标速度。为了提供精确且无抖动的速度,鼠标速度仅每 0.1 秒计算一次。"
"因此,鼠标速度将滞后于鼠标移动。"
msgid ""
"Returns the magnetic field strength in micro-Tesla for all axes of the "
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果设备有磁力传感器,则返回设备所有轴的磁场强度,单位为微特斯拉。否则,该方法"
"返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]该方法仅适用于 Android 和 iOS。在其他平台上它总是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
"the same time, the bits are added together. Equivalent to [method "
"DisplayServer.mouse_get_button_state]."
msgstr ""
"将鼠标按键作为一个位掩码返回。如果多个鼠标按钮同时被按下,则这些位将被加在一"
"起。相当于 [method DisplayServer.mouse_get_button_state]。"
msgid ""
"Gets an input vector by specifying four actions for the positive and negative "
"X and Y axes.\n"
"This method is useful when getting vector input, such as from a joystick, "
"directional pad, arrows, or WASD. The vector has its length limited to 1 and "
"has a circular deadzone, which is useful for using vector input as movement.\n"
"By default, the deadzone is automatically calculated from the average of the "
"action deadzones. However, you can override the deadzone to be whatever you "
"want (on the range of 0 to 1)."
msgstr ""
"通过指定正负 X 和 Y 轴的四个动作来获取输入向量。\n"
"这个方法在获取向量输入时很有用,比如从操纵杆、方向盘、箭头或 WASD。向量的长度"
"被限制为 1并且有一个圆形的死区这对于使用向量输入进行运动很有用。\n"
"默认情况下,死区根据动作死区的平均值自动计算。然而,你可以把死区覆盖为任何你想"
"要的值(在 0 到 1 的范围内)。"
msgid ""
"Returns [code]true[/code] if you are pressing the action event.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果正在按下操作事件,则返回 [code]true[/code]。\n"
"如果 [param exact_match] 为 [code]false[/code],则它会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。\n"
"[b]注意:[/b]由于键盘重影,[method is_action_pressed] 可能会返回 [code]false[/"
"code],即使动作的某个键被按下时也是如此。有关详细信息,请参阅文档中的 "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《输入示"
"例》[/url]。"
msgid ""
"Returns [code]true[/code] if any action, key, joypad button, or mouse button "
"is being pressed. This will also return [code]true[/code] if any action is "
"simulated via code by calling [method action_press]."
msgstr ""
"如果任何动作、按键、游戏手柄按钮、或鼠标按钮正被按下,则返回 [code]true[/"
"code]。如果动作是通过调用 [method action_press] 以通过代码来模拟,该方法也将返"
"回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoyButton])."
msgstr ""
"如果游戏手柄按钮(参见 [enum JoyButton])正被按下,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the system knows the specified device. This "
"means that it sets all button and axis indices. Unknown joypads are not "
"expected to match these constants, but you can still retrieve events from "
"them."
msgstr ""
"如果系统知道指定的设备,则返回 [code]true[/code]。这意味着它设置了所有按钮和轴"
"索引。未知的游戏手柄预计不会匹配这些常量,但仍然可以从中检索事件。"
msgid ""
"Returns [code]true[/code] if you are pressing the key with the [param "
"keycode] printed on it. You can pass a [enum Key] constant or any Unicode "
"character code."
msgstr ""
"如果正按下印有 [param keycode] 的键,则返回 [code]true[/code]。可以传递一个 "
"[enum Key] 常量或任何 Unicode 字符代码。"
msgid ""
"Returns [code]true[/code] if you are pressing the Latin key in the current "
"keyboard layout. You can pass a [enum Key] constant.\n"
"[method is_key_pressed] is only recommended over [method "
"is_physical_key_pressed] in non-game applications. This ensures that shortcut "
"keys behave as expected depending on the user's keyboard layout, as keyboard "
"shortcuts are generally dependent on the keyboard layout in non-game "
"applications. If in doubt, use [method is_physical_key_pressed].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果在当前键盘布局中正在按该拉丁键,则返回 [code]true[/code]。可以传递一个 "
"[enum Key] 常量。\n"
"只有在非游戏应用程序中,才推荐使用 [method is_key_pressed] 而不是 [method "
"is_physical_key_pressed]。这可确保快捷键将根据用户的键盘布局按预期运行,因为在"
"非游戏应用程序中,键盘快捷键通常取决于键盘布局。如有疑问,请使用 [method "
"is_physical_key_pressed]。\n"
"[b]注意:[/b]由于键盘重影,即使按下动作的某个键,[method is_key_pressed] 也有"
"可能会返回 [code]false[/code]。有关详细信息,请参阅文档中的[url=$DOCS_URL/"
"tutorials/inputs/input_examples.html#keyboard-events]《输入示例》[/url]。"
msgid ""
"Returns [code]true[/code] if you are pressing the mouse button specified with "
"[enum MouseButton]."
msgstr ""
"如果正在按下由 [enum MouseButton] 指定的鼠标按钮,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if you are pressing the key in the physical "
"location on the 101/102-key US QWERTY keyboard. You can pass a [enum Key] "
"constant.\n"
"[method is_physical_key_pressed] is recommended over [method is_key_pressed] "
"for in-game actions, as it will make [kbd]W[/kbd]/[kbd]A[/kbd]/[kbd]S[/kbd]/"
"[kbd]D[/kbd] layouts work regardless of the user's keyboard layout. [method "
"is_physical_key_pressed] will also ensure that the top row number keys work "
"on any keyboard layout. If in doubt, use [method is_physical_key_pressed].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果正按下 101/102 键美式 QWERTY 键盘物理位置上的键,则返回 [code]true[/"
"code]。可以传递一个 [enum Key] 常量。\n"
"与 [method is_key_pressed] 相比,[method is_physical_key_pressed] 被推荐用于游"
"戏内的动作,因为无论用户的键盘布局如何,它都会使 [kbd]W[/kbd]/[kbd]A[/kbd]/"
"[kbd]S[/kbd]/[kbd]D[/kbd] 布局有效。[method is_physical_key_pressed] 还将确保"
"顶行数字键在任何键盘布局上有效。如有疑问,请使用 [method "
"is_physical_key_pressed]。\n"
"[b]注意:[/b]由于键盘重影,即使按下动作的某个键,[method "
"is_physical_key_pressed] 也有可能会返回 [code]false[/code]。有关详细信息,请参"
"阅文档中的[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]"
"《输入示例》[/url]。"
msgid ""
"Feeds an [InputEvent] to the game. Can be used to artificially trigger input "
"events from code. Also generates [method Node._input] calls.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var cancel_event = InputEventAction.new()\n"
"cancel_event.action = \"ui_cancel\"\n"
"cancel_event.pressed = true\n"
"Input.parse_input_event(cancel_event)\n"
"[/gdscript]\n"
"[csharp]\n"
"var cancelEvent = new InputEventAction();\n"
"cancelEvent.Action = \"ui_cancel\";\n"
"cancelEvent.Pressed = true;\n"
"Input.ParseInputEvent(cancelEvent);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"向游戏提供一个 [InputEvent]。可用于从代码中人为地触发输入事件。也会产生 "
"[method Node._input] 调用。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var cancel_event = InputEventAction.new()\n"
"cancel_event.action = \"ui_cancel\"\n"
"cancel_event.pressed = true\n"
"Input.parse_input_event(cancel_event)\n"
"[/gdscript]\n"
"[csharp]\n"
"var cancelEvent = new InputEventAction();\n"
"cancelEvent.Action = \"ui_cancel\";\n"
"cancelEvent.Pressed = true;\n"
"Input.ParseInputEvent(cancelEvent);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Removes all mappings from the internal database that match the given GUID."
msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。"
msgid ""
"Sets the acceleration value of the accelerometer sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on a "
"PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor "
"value on Android and iOS."
msgstr ""
"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在 "
"PC 上的编辑器中。\n"
"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。"
msgid ""
"Sets a custom mouse cursor image, which is only visible inside the game "
"window. The hotspot can also be specified. Passing [code]null[/code] to the "
"image parameter resets to the system cursor. See [enum CursorShape] for the "
"list of shapes.\n"
"[param image]'s size must be lower than or equal to 256×256. To avoid "
"rendering issues, sizes lower than or equal to 128×128 are recommended.\n"
"[param hotspot] must be within [param image]'s size.\n"
"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If "
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] The [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] "
"compression modes are recommended. The [b]Video RAM[/b] compression mode can "
"be used, but it will be decompressed on the CPU, which means loading times "
"are slowed down and no memory is saved compared to lossless modes.\n"
"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
"128×128. Cursor images larger than 32×32 will also only be displayed if the "
"mouse cursor image is entirely located within the page for [url=https://"
"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
"设置自定义鼠标光标图像,该图像仅在游戏窗口内可见。还可以指定热点。将 "
"[code]null[/code] 传递给 image 参数将重置为系统光标。形状列表见 [enum "
"CursorShape]。\n"
"[param image] 的大小必须小于等于 256×256。为了避免渲染问题建议使用小于等于 "
"128×128 的大小。\n"
"[param hotspot] 必须在 [param image] 的大小范围内。\n"
"[b]注意:[/b]不支持使用 [AnimatedTexture] 作为自定义鼠标光标。如果使用 "
"[AnimatedTexture],则只会显示第一帧。\n"
"[b]注意:[/b]推荐使用 [b]Lossless[/b]、[b]Lossy[/b] 或 [b]Uncompressed[/b] 压"
"缩模式。[b]Video RAM[/b] 压缩模式也可以,但会使用 CPU 解压,拖慢加载,相对于无"
"损模式也并不节省内存。\n"
"[b]注意:[/b]在网络平台上,光标图像允许的最大尺寸为 128×128。 出于"
"[url=https://chromestatus.com/feature/5825971391299584]安全原因[/url],只有当"
"鼠标光标图像完全位于页面内时,大于 32×32 的光标图像才会显示。"
msgid ""
"Sets the default cursor shape to be used in the viewport instead of [constant "
"CURSOR_ARROW].\n"
"[b]Note:[/b] If you want to change the default cursor shape for [Control]'s "
"nodes, use [member Control.mouse_default_cursor_shape] instead.\n"
"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
"cursor immediately."
msgstr ""
"设置该视口中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
"[b]注意:[/b]如果要更改 [Control] 节点的默认光标形状,请改用 [member Control."
"mouse_default_cursor_shape]。\n"
"[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。"
msgid ""
"Sets the gravity value of the accelerometer sensor. Can be used for debugging "
"on devices without a hardware sensor, for example in an editor on a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor "
"value on Android and iOS."
msgstr ""
"设置加速度传感器的重力值。可用于在没有硬件传感器的设备上进行调试,例如在 PC 上"
"的编辑器中。\n"
"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值覆盖。"
msgid ""
"Sets the value of the rotation rate of the gyroscope sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on a "
"PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor "
"value on Android and iOS."
msgstr ""
"设置陀螺仪传感器的旋转速率值。可用于在没有硬件传感器的设备上进行调试,例如在 "
"PC 上的编辑器中。\n"
"[b]注意:[/b]在 Android 和 iOS 上,这个值可立即被硬件传感器的值所覆盖。"
msgid ""
"Sets the value of the magnetic field of the magnetometer sensor. Can be used "
"for debugging on devices without a hardware sensor, for example in an editor "
"on a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor "
"value on Android and iOS."
msgstr ""
"设置磁力传感器的磁场值。可用于在没有硬件传感器的设备上进行调试,例如在 PC 上的"
"编辑器中。\n"
"[b]注意:[/b]在 Android 和 iOS 上,这个值可立即被硬件传感器的值所覆盖。"
msgid ""
"Queries whether an input device should be ignored or not. Devices can be "
"ignored by setting the environment variable "
"[code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code]. Read the [url=https://wiki."
"libsdl.org/SDL2]SDL documentation[/url] for more information.\n"
"[b]Note:[/b] Some 3rd party tools can contribute to the list of ignored "
"devices. For example, [i]SteamInput[/i] creates virtual devices from physical "
"devices for remapping purposes. To avoid handling the same input device "
"twice, the original device is added to the ignore list."
msgstr ""
"查询输入设备是否应被忽略。可以通过设置环境变量 "
"[code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code] 来忽略设备。请阅读 "
"[url=https://wiki.libsdl.org/SDL2]SDL 文档[/url]了解更多信息。\n"
"[b]注意:[/b]某些第三方工具可以添加忽略设备列表。例如,[i]SteamInput[/i] 从物"
"理设备创建虚拟设备以进行重新映射。为了避免两次处理相同的输入设备,原始设备被添"
"加到忽略列表中。"
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [param weak_magnitude] is the strength of the weak "
"motor (between 0 and 1) and [param strong_magnitude] is the strength of the "
"strong motor (between 0 and 1). [param duration] is the duration of the "
"effect in seconds (a duration of 0 will try to play the vibration "
"indefinitely). The vibration can be stopped early by calling [method "
"stop_joy_vibration].\n"
"[b]Note:[/b] Not every hardware is compatible with long effect durations; it "
"is recommended to restart an effect if it has to be played for more than a "
"few seconds."
msgstr ""
"开始振动游戏手柄。游戏手柄通常带有两个震动马达,一强一弱。[param "
"weak_magnitude] 是弱马达的强度(介于 0 和 1 之间),[param strong_magnitude] "
"是强马达的强度(介于 0 和 1 之间)。[param duration] 是效果的持续时间(以秒为"
"单位)(持续时间为 0 将尝试无限期地播放振动)。调用 [method "
"stop_joy_vibration] 可以提前停止震动。\n"
"[b]注意:[/b]并非所有硬件都兼容长效果持续时间;如果播放的时长必须超过几秒钟,"
"建议重新启动效果。"
msgid ""
"Stops the vibration of the joypad started with [method start_joy_vibration]."
msgstr "停止使用 [method start_joy_vibration] 启动的游戏手柄的振动。"
msgid ""
"Vibrate the handheld device for the specified duration in milliseconds.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, and Web. It has no "
"effect on other platforms.\n"
"[b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the "
"[code]VIBRATE[/code] permission in the export preset. Otherwise, [method "
"vibrate_handheld] will have no effect.\n"
"[b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and "
"later.\n"
"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
"support [method vibrate_handheld]."
msgstr ""
"使手持设备振动指定的持续时间,单位为毫秒。\n"
"[b]注意:[/b]该方法在 Android、iOS 和 Web 上实现。它对其他平台没有影响。\n"
"[b]注意:[/b]对于 Android[method vibrate_handheld] 需要在导出预设中启用 "
"[code]VIBRATE[/code] 权限。否则,[method vibrate_handheld] 将无效。\n"
"[b]注意:[/b]对于 iOS仅 iOS 13 及更高版本支持指定持续时间。\n"
"[b]注意:[/b]某些网络浏览器,如 Safari 和 Android 版的 Firefox 不支持 [method "
"vibrate_handheld]。"
msgid ""
"Sets the mouse position to the specified vector, provided in pixels and "
"relative to an origin at the upper left corner of the currently focused "
"Window Manager game window.\n"
"Mouse position is clipped to the limits of the screen resolution, or to the "
"limits of the game window if [enum MouseMode] is set to [constant "
"MOUSE_MODE_CONFINED] or [constant MOUSE_MODE_CONFINED_HIDDEN].\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"将鼠标位置设置为指定的向量,单位为像素,并相对于当前聚焦的窗口管理器游戏窗口左"
"上角的原点。\n"
"如果 [enum MouseMode] 被设置为 [constant MOUSE_MODE_CONFINED] 或 [constant "
"MOUSE_MODE_CONFINED_HIDDEN],则鼠标位置会被钳制在屏幕分辨率的限制内,或者钳制"
"在游戏窗口的限制内。\n"
"[b]注意:[/b][method warp_mouse] 仅支持 Windows、macOS 和 Linux。它对 "
"Android、iOS 和 Web 没有影响。"
msgid "Controls the mouse mode. See [enum MouseMode] for more information."
msgstr "控制鼠标模式。详情请参阅 [enum MouseMode]。"
msgid ""
"If [code]true[/code], similar input events sent by the operating system are "
"accumulated. When input accumulation is enabled, all input events generated "
"during a frame will be merged and emitted when the frame is done rendering. "
"Therefore, this limits the number of input method calls per second to the "
"rendering FPS.\n"
"Input accumulation can be disabled to get slightly more precise/reactive "
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default."
msgstr ""
"如果为 [code]true[/code],则操作系统发送的相似输入事件将被累积。当输入累积被启"
"用时,在帧期间内所有生成的输入事件,将在帧完成渲染时被合并并发出。因此,这会将"
"每秒输入方法被调用的数量限制为渲染 FPS。\n"
"输入累积可以被禁用,以增加 CPU 使用率为代价,获得稍微更具精确性/反应性的输入。"
"在需要徒手绘制线条的应用程序中,输入累积通常应在用户绘制线条时被禁用,以获得与"
"实际输入非常接近的结果。\n"
"[b]注意:[/b]输入累积默认是[i]启用的[/i] 。"
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr "连接或断开游戏手柄设备时触发。"
msgid "Arrow cursor. Standard, default pointing cursor."
msgstr "箭头光标。标准,默认指向光标。"
msgid ""
"I-beam cursor. Usually used to show where the text cursor will appear when "
"the mouse is clicked."
msgstr "I 形光标。通常用于指示点击鼠标后文本光标的位置。"
msgid ""
"Pointing hand cursor. Usually used to indicate the pointer is over a link or "
"other interactable item."
msgstr "指向手形光标。通常用在指示链接或其他可交互项上。"
msgid ""
"Cross cursor. Typically appears over regions in which a drawing operation can "
"be performed or for selections."
msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。"
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application isn't usable during the "
"operation (e.g. something is blocking its main thread)."
msgstr ""
"等待光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可用"
"(例如,有东西阻塞了主线程)。"
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application is still usable during the "
"operation."
msgstr ""
"忙碌光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过程中"
"仍然可以使用。"
msgid ""
"Drag cursor. Usually displayed when dragging something.\n"
"[b]Note:[/b] Windows lacks a dragging cursor, so [constant CURSOR_DRAG] is "
"the same as [constant CURSOR_MOVE] for this platform."
msgstr ""
"拖动光标。通常在拖动某物时显示。\n"
"[b]注意:[/b]Windows 上没有拖动光标,因此 [constant CURSOR_DRAG] 与该平台的 "
"[constant CURSOR_MOVE] 相同。"
msgid ""
"Can drop cursor. Usually displayed when dragging something to indicate that "
"it can be dropped at the current position."
msgstr "可以放下的光标。通常在拖动东西时显示,表示可以在当前位置放下。"
msgid ""
"Forbidden cursor. Indicates that the current action is forbidden (for "
"example, when dragging something) or that the control at a position is "
"disabled."
msgstr ""
"禁止的光标。表示当前操作是被禁止的(例如,拖动东西时)或某个位置的控件被禁用。"
msgid ""
"Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
"user they can resize the window or the panel vertically."
msgstr ""
"垂直调整大小的光标。一个双头的垂直箭头。它告诉用户他们可以垂直地调整窗口或面板"
"的大小。"
msgid ""
"Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
"the user they can resize the window or the panel horizontally."
msgstr ""
"水平调整尺寸的光标。一个双头的水平箭头。它告诉用户他们可以水平调整窗口或面板的"
"大小。"
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the bottom left to the top right. It tells the user they can resize the "
"window or the panel both horizontally and vertically."
msgstr ""
"窗口调整大小的光标。该光标是一个双头箭头,从左下方到右上方。它告诉用户他们可以"
"在水平和垂直方向上调整窗口或面板的大小。"
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the top left to the bottom right, the opposite of [constant "
"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
"both horizontally and vertically."
msgstr ""
"窗口调整大小的光标。是一个双头的箭头,从左上角到右下角,与 [constant "
"CURSOR_BDIAGSIZE] 相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的大"
"小。"
msgid "Move cursor. Indicates that something can be moved."
msgstr "移动光标。表示那些东西可以移动。"
msgid ""
"Vertical split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_VSIZE]."
msgstr "垂直拆分鼠标光标。在 Windows 上与 [constant CURSOR_VSIZE] 相同。"
msgid ""
"Horizontal split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_HSIZE]."
msgstr "水平分割的鼠标光标。在 Windows 上与 [constant CURSOR_HSIZE] 相同。"
msgid "Help cursor. Usually a question mark."
msgstr "帮助光标。通常是一个问号。"
msgid "Abstract base class for input events."
msgstr "输入事件的抽象基类。"
msgid ""
"Abstract base class of all types of input events. See [method Node._input]."
msgstr "各种输入事件的抽象基类。见 [method Node._input]。"
msgid "Using InputEvent"
msgstr "使用 InputEvent"
msgid ""
"Returns [code]true[/code] if the given input event and this input event can "
"be added together (only for events of type [InputEventMouseMotion]).\n"
"The given input event's position, global position and speed will be copied. "
"The resulting [code]relative[/code] is a sum of both events. Both events' "
"modifiers have to be identical."
msgstr ""
"如果给定的输入事件和这个输入事件可以相加,则返回 [code]true[/code](只针对 "
"[InputEventMouseMotion] 类型的事件)。\n"
"给定输入事件的位置、全局位置和速度将被复制。产生的 [code]relative[/code] 是两"
"个事件的总和。两个事件的修饰符必须是相同的。"
msgid "Returns a [String] representation of the event."
msgstr "返回事件的 [String] 字符串表示。"
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"根据给定动作的状态返回 0.0 到 1.0 之间的值。获取 [InputEventJoypadMotion] 类型"
"事件的值时很有用。\n"
"如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action of "
"any type.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"如果该输入事件匹配任何类型的预定义动作,则返回 [code]true[/code]。\n"
"如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Returns [code]true[/code] if the given action is being pressed (and is not an "
"echo event for [InputEventKey] events, unless [param allow_echo] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果给定的动作正被按下,则返回 [code]true[/code](除非 [param allow_echo] 为 "
"[code]true[/code],否则不是 [InputEventKey] 事件中的回显事件)。与 "
"[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n"
"如果 [param exact_match] 为 [code]false[/code],则它会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。\n"
"[b]注意:[/b]由于键盘重影,[method is_action_pressed] 可能会返回 [code]false[/"
"code],即使动作的某个键被按下时也是如此。有关详细信息,请参阅文档中的 "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《输入示"
"例》[/url]。"
msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not pressed). "
"Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"如果给定的动作被释放(即未按下),则返回 [code]true[/code]。与 "
"[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n"
"如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Returns [code]true[/code] if this input event's type is one that can be "
"assigned to an input action."
msgstr ""
"如果这个输入事件的类型是可以分配给输入动作的类型,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if this input event has been canceled."
msgstr "如果这个输入事件已被取消,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this input event is an echo event (only for "
"events of type [InputEventKey]). Any other event type returns [code]false[/"
"code]."
msgstr ""
"如果该输入事件是回显事件(仅适用于 [InputEventKey] 类型的事件),则返回 "
"[code]true[/code]。任何其他事件类型将返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the specified [param event] matches this event. "
"Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"如果指定的 [param event] 与该事件匹配,则返回 [code]true[/code]。仅对动作事件"
"有效,即键([InputEventKey])、按钮([InputEventMouseButton] 或 "
"[InputEventJoypadButton])、轴 [InputEventJoypadMotion] 或动作"
"[InputEventAction])事件。\n"
"如果 [param exact_match] 为 [code]false[/code],它会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Returns [code]true[/code] if this input event is pressed. Not relevant for "
"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果该输入事件被按下,则返回 [code]true[/code]。与 [InputEventMouseMotion] 或 "
"[InputEventScreenDrag] 类型的事件无关。\n"
"[b]注意:[/b]由于键盘重影,即使按下动作的某个键,[method is_pressed] 也有可能"
"会返回 [code]false[/code]。有关详细信息,请参阅文档中的[url=$DOCS_URL/"
"tutorials/inputs/input_examples.html#keyboard-events]《输入示例》[/url]。"
msgid ""
"Returns [code]true[/code] if this input event is released. Not relevant for "
"events of type [InputEventMouseMotion] or [InputEventScreenDrag]."
msgstr ""
"如果该输入事件是回显事件,则返回 [code]true[/code]。不适用于类型为 "
"[InputEventMouseMotion] 和 [InputEventScreenDrag] 的事件。"
msgid ""
"Returns a copy of the given input event which has been offset by [param "
"local_ofs] and transformed by [param xform]. Relevant for events of type "
"[InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], "
"[InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture]."
msgstr ""
"返回给定输入事件的副本,该副本已被 [param local_ofs] 偏移并被 [param xform] 变"
"换。与 [InputEventMouseButton]、[InputEventMouseMotion]、"
"[InputEventScreenTouch]、[InputEventScreenDrag]、[InputEventMagnifyGesture]、"
"和 [InputEventPanGesture] 类型的事件相关。"
msgid ""
"The event's device ID.\n"
"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse "
"input from a touchscreen. This can be used to distinguish emulated mouse "
"input from physical mouse input."
msgstr ""
"该事件的设备 ID。\n"
"[b]注意:[/b]对于来自触摸屏的模拟鼠标输入,该设备 ID 将总是 [code]-1[/code]。"
"可用于区分模拟鼠标输入和物理鼠标输入。"
msgid "An input event type for actions."
msgstr "动作的输入事件类型。"
msgid ""
"Contains a generic action which can be targeted from several types of inputs. "
"Actions and their events can be set in the [b]Input Map[/b] tab in [b]Project "
"> Project Settings[/b], or with the [InputMap] class.\n"
"[b]Note:[/b] Unlike the other [InputEvent] subclasses which map to unique "
"physical events, this virtual one is not emitted by the engine. This class is "
"useful to emit actions manually with [method Input.parse_input_event], which "
"are then received in [method Node._input]. To check if a physical event "
"matches an action from the Input Map, use [method InputEvent.is_action] and "
"[method InputEvent.is_action_pressed]."
msgstr ""
"包含一个通用动作,该动作可以被多种类型的输入作为目标。动作及其事件可以在[b]项"
"目 > 项目设置[/b]的[b]输入映射[/b]选项卡中设置,也可以使用 [InputMap] 类设"
"置。\n"
"[b]注意:[/b]与映射到唯一物理事件的其他 [InputEvent] 子类不同,这个虚拟事件不"
"是由引擎发出的。这个类可以用来使用 [method Input.parse_input_event] 手动发出动"
"作,这样就能够在 [method Node._input] 中接收到这些动作。要检查物理事件是否"
"与“输入映射”中的动作相匹配,请使用 [method InputEvent.is_action] 和 [method "
"InputEvent.is_action_pressed]。"
msgid "Using InputEvent: Actions"
msgstr "使用 InputEvent动作"
msgid "The action's name. Actions are accessed via this [String]."
msgstr "动作的名称。动作可以通过此 [String] 访问。"
msgid ""
"If [code]true[/code], the action's state is pressed. If [code]false[/code], "
"the action's state is released."
msgstr ""
"为 [code]true[/code] 时该动作处于被按下的状态。为 [code]false[/code] 时该动作"
"处于被释放状态。"
msgid ""
"The action's strength between 0 and 1. This value is considered as equal to 0 "
"if pressed is [code]false[/code]. The event strength allows faking analog "
"joypad motion events, by specifying how strongly the joypad axis is bent or "
"pressed."
msgstr ""
"动作的强度,介于 0 和 1 之间。当 pressed 为 [code]false[/code] 时,该值被视为"
"等于 0。通过将事件强度设置为手柄轴的弯曲或按压强度可以仿造模拟手柄的移动事"
"件。"
msgid "Abstract base class for [Viewport]-based input events."
msgstr "基于 [Viewport] 的输入事件的抽象基类。"
msgid ""
"InputEventFromWindow represents events specifically received by windows. This "
"includes mouse events, keyboard events in focused windows or touch screen "
"actions."
msgstr ""
"InputEventFromWindow 代表明确由窗口接收的事件。包括鼠标事件、聚焦窗口中的键盘"
"事件或触屏动作。"
msgid "The ID of a [Window] that received this event."
msgstr "接收这个事件的 [Window] 的 ID。"
msgid "Abstract base class for touch gestures."
msgstr "触摸手势的抽象基类。"
msgid ""
"InputEventGestures are sent when a user performs a supported gesture on a "
"touch screen. Gestures can't be emulated using mouse, because they typically "
"require multi-touch."
msgstr ""
"用户在触摸屏上执行支持的手势时会发送 InputEventGesture。无法用鼠标模拟手势因"
"为手势一般都要求多点触控。"
msgid ""
"The local gesture position relative to the [Viewport]. If used in [method "
"Control._gui_input], the position is relative to the current [Control] that "
"received this gesture."
msgstr ""
"相对于[Viewport]的本地手势位置。如果在[method Control._gui_input]中使用,位置"
"是相对于当前接收该手势的控件[Control]而言的。"
msgid "Represents a gamepad button being pressed or released."
msgstr "代表按下或松开的游戏手柄按钮。"
msgid ""
"Input event type for gamepad buttons. For gamepad analog sticks and "
"joysticks, see [InputEventJoypadMotion]."
msgstr ""
"游戏手柄按钮的输入事件类型。对于游戏手柄模拟摇杆和操纵杆,请参阅 "
"[InputEventJoypadMotion]。"
msgid "Button identifier. One of the [enum JoyButton] button constants."
msgstr "按钮标识符。[enum JoyButton] 按钮常量之一。"
msgid ""
"If [code]true[/code], the button's state is pressed. If [code]false[/code], "
"the button's state is released."
msgstr ""
"如果为 [code]true[/code],按钮的状态被按下。如果为 [code]false[/code],按钮的"
"状态被释放。"
msgid ""
"Represents the pressure the user puts on the button with their finger, if the "
"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
"如果控制器支持,则表示用户用手指在按钮上施加的压力。范围从 [code]0[/code] 到 "
"[code]1[/code]。"
msgid ""
"Represents axis motions (such as joystick or analog triggers) from a gamepad."
msgstr "代表游戏手柄的轴运动(例如摇杆和模拟扳机)。"
msgid ""
"Stores information about joystick motions. One [InputEventJoypadMotion] "
"represents one axis at a time. For gamepad buttons, see "
"[InputEventJoypadButton]."
msgstr ""
"存储关于摇杆运动的信息。一个 [InputEventJoypadMotion] 一次代表一个轴。游戏手柄"
"按钮见 [InputEventJoypadButton]。"
msgid "Axis identifier. Use one of the [enum JoyAxis] axis constants."
msgstr "轴标识符。使用 [enum JoyAxis] 轴常量。"
msgid ""
"Current position of the joystick on the given axis. The value ranges from "
"[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
"axis is in its resting position."
msgstr ""
"操纵杆在给定轴上的当前位置。该值范围从 [code]-1.0[/code] 到 [code]1.0[/code]。"
"值为 [code]0[/code] 意味着轴处于静止位置。"
msgid "Represents a key on a keyboard being pressed or released."
msgstr "代表键盘上的某个按键被按下或松开。"
msgid ""
"An input event for keys on a keyboard. Supports key presses, key releases and "
"[member echo] events. It can also be received in [method Node."
"_unhandled_key_input].\n"
"[b]Note:[/b] Events received from the keyboard usually have all properties "
"set. Event mappings should have only one of the [member keycode], [member "
"physical_keycode] or [member unicode] set.\n"
"When events are compared, properties are checked in the following priority - "
"[member keycode], [member physical_keycode] and [member unicode]. Events with "
"the first matching value will be considered equal."
msgstr ""
"键盘上的按键操作对应的输入事件。支持按键按下、释放和 [member echo] 事件。还可"
"以在 [method Node._unhandled_key_input] 收到。\n"
"[b]注意:[/b]从键盘上接收的事件通常设置了所有属性。事件映射应该只设置 [member "
"keycode]、[member physical_keycode]、[member unicode] 的其中之一。\n"
"比较事件时,将按以下优先级检查属性——[member keycode]、[member "
"physical_keycode]、[member unicode]。有一个匹配就会认为事件相等。"
msgid ""
"Returns a [String] representation of the event's [member key_label] and "
"modifiers."
msgstr "返回该事件 [member key_label] 及修饰键的 [String] 字符串表示。"
msgid ""
"Returns a [String] representation of the event's [member keycode] and "
"modifiers."
msgstr "返回该事件 [member keycode] 及修饰键的 [String] 字符串表示。"
msgid ""
"Returns a [String] representation of the event's [member physical_keycode] "
"and modifiers."
msgstr "返回该事件 [member physical_keycode] 及修饰键的 [String] 字符串表示。"
msgid ""
"Returns the localized key label combined with modifier keys such as "
"[kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with modifiers, "
"use [code]OS.get_keycode_string(event.get_key_label_with_modifiers())[/code] "
"where [code]event[/code] is the [InputEventKey]."
msgstr ""
"返回与修饰键,例如 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd] 组合的本地化键标签。另"
"见 [InputEventWithModifiers]。\n"
"要获得带有修饰键的 [InputEventKey] 的人类可读表示,请使用 [code]OS."
"get_keycode_string(event.get_key_label_with_modifiers())[/code],其中 "
"[code]event[/code] 是 [InputEventKey]。"
msgid ""
"Returns the Latin keycode combined with modifier keys such as [kbd]Shift[/"
"kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with modifiers, "
"use [code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] "
"where [code]event[/code] is the [InputEventKey]."
msgstr ""
"返回与 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd] 等修饰键组合的拉丁键码。另见 "
"[InputEventWithModifiers]。\n"
"要获得带有修饰键的 [InputEventKey] 的人类可读表示,请使用 [code]OS."
"get_keycode_string(event.get_keycode_with_modifiers())[/code],其中 "
"[code]event[/code] 是 [InputEventKey]。"
msgid ""
"Returns the physical keycode combined with modifier keys such as [kbd]Shift[/"
"kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with modifiers, "
"use [code]OS.get_keycode_string(event.get_physical_keycode_with_modifiers())[/"
"code] where [code]event[/code] is the [InputEventKey]."
msgstr ""
"返回与诸如 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd] 的修饰键组合的物理键码。另请参"
"阅 [InputEventWithModifiers]。\n"
"要获得带有修饰符的 [InputEventKey] 的人类可读表示,请使用 [code]OS."
"get_keycode_string(event.get_physical_keycode_with_modifiers())[/code],其中 "
"[code]event[/code] 是 [InputEventKey]。"
msgid ""
"If [code]true[/code], the key was already pressed before this event. It means "
"the user is holding the key down."
msgstr ""
"如果为 [code]true[/code],则该键在此事件之前已被按下。这意味着用户正在按住该"
"键。"
msgid ""
"Represents the localized label printed on the key in the current keyboard "
"layout, which corresponds to one of the [enum Key] constants or any valid "
"Unicode character.\n"
"For keyboard layouts with a single label on the key, it is equivalent to "
"[member keycode].\n"
"To get a human-readable representation of the [InputEventKey], use [code]OS."
"get_keycode_string(event.key_label)[/code] where [code]event[/code] is the "
"[InputEventKey].\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - keycode\n"
" | Й | | ض | - \"Й\" and \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgstr ""
"表示当前键盘布局中印在键上的本地化标签,对应于 [enum Key] 常量之一或任何有效"
"的 Unicode 字符。\n"
"对于键上只有一个标签的键盘布局,它等同于 [member keycode]。\n"
"要获得 [InputEventKey] 的人类可读表示,请使用 [code]OS."
"get_keycode_string(event.key_label)[/code],其中 [code]event[/code] 是 "
"[InputEventKey]。\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - keycode\n"
" | Й | | ض | - \"Й\" and \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgid ""
"Latin label printed on the key in the current keyboard layout, which "
"corresponds to one of the [enum Key] constants.\n"
"To get a human-readable representation of the [InputEventKey], use [code]OS."
"get_keycode_string(event.keycode)[/code] where [code]event[/code] is the "
"[InputEventKey].\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - keycode\n"
" | Й | | ض | - \"Й\" and \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgstr ""
"当前键盘布局中键上打印的拉丁标签,对应于 [enum Key] 常量之一。\n"
"要获得 [InputEventKey] 的人类可读表示,请使用 [code]OS."
"get_keycode_string(event.keycode)[/code],其中 [code]event[/code] 是 "
"[InputEventKey]。\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - 键码\n"
" | Й | | ض | - \"Й\" 和 \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgid ""
"Represents the physical location of a key on the 101/102-key US QWERTY "
"keyboard, which corresponds to one of the [enum Key] constants.\n"
"To get a human-readable representation of the [InputEventKey], use [method OS."
"get_keycode_string] in combination with [method DisplayServer."
"keyboard_get_keycode_from_physical]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _input(event):\n"
" if event is InputEventKey:\n"
" var keycode = DisplayServer.keyboard_get_keycode_from_physical(event."
"physical_keycode)\n"
" print(OS.get_keycode_string(keycode))\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventKey inputEventKey)\n"
" {\n"
" var keycode = DisplayServer."
"KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);\n"
" GD.Print(OS.GetKeycodeString(keycode));\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"代表按键在 101/102 键的美式键盘上的物理位置,对应一个 [enum Key] 常量。\n"
"要获取 [InputEventKey] 的人类可读表示,请搭配使用 [method OS."
"get_keycode_string] 和 [method DisplayServer."
"keyboard_get_keycode_from_physical]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _input(event):\n"
" if event is InputEventKey:\n"
" var keycode = DisplayServer.keyboard_get_keycode_from_physical(event."
"physical_keycode)\n"
" print(OS.get_keycode_string(keycode))\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventKey inputEventKey)\n"
" {\n"
" var keycode = DisplayServer."
"KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);\n"
" GD.Print(OS.GetKeycodeString(keycode));\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
"key's state is released."
msgstr ""
"如果为 [code]true[/code],按键的状态是被按下。如果为 [code]false[/code],该键"
"的状态被释放。"
msgid ""
"The key Unicode character code (when relevant), shifted by modifier keys. "
"Unicode character codes for composite characters and complex scripts may not "
"be available unless IME input mode is active. See [method Window."
"set_ime_active] for more information."
msgstr ""
"按键 Unicode 字符代码(当相关时),由修饰键移动。除非 IME 输入模式处于活动状"
"态,否则复合字符和复杂文字的 Unicode 字符代码可能不可用。有关详细信息,请参阅 "
"[method Window.set_ime_active]。"
msgid "Represents a magnifying touch gesture."
msgstr "代表放大触摸手势。"
msgid ""
"Stores the factor of a magnifying touch gesture. This is usually performed "
"when the user pinches the touch screen and used for zooming in/out.\n"
"[b]Note:[/b] On Android, this requires the [member ProjectSettings."
"input_devices/pointing/android/enable_pan_and_scale_gestures] project setting "
"to be enabled."
msgstr ""
"存储放大触摸手势的系数。通常用户在触摸屏上将双指捏合,就执行了放大手势,可用于"
"缩放。\n"
"[b]注意:[/b]在 Android 上,这需要启用 [member ProjectSettings.input_devices/"
"pointing/android/enable_pan_and_scale_gestures] 项目设置。"
msgid ""
"The amount (or delta) of the event. This value is closer to [code]1.0[/code] "
"the slower the gesture is performed."
msgstr "事件的量(或增量)。这个值越接近 [code]1.0[/code],手势执行地越快。"
msgid "Represents an input event from a MIDI device, such as a piano."
msgstr "代表来自 MIDI 设备的输入事件,例如钢琴。"
msgid ""
"InputEventMIDI allows receiving input events from MIDI (Musical Instrument "
"Digital Interface) devices such as a piano.\n"
"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your "
"device supports both be sure to check the settings in the device to see which "
"output it's using.\n"
"To receive input events from MIDI devices, you need to call [method OS."
"open_midi_inputs]. You can check which devices are detected using [method OS."
"get_connected_midi_inputs].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" OS.open_midi_inputs()\n"
" print(OS.get_connected_midi_inputs())\n"
"\n"
"func _input(input_event):\n"
" if input_event is InputEventMIDI:\n"
" _print_midi_info(input_event)\n"
"\n"
"func _print_midi_info(midi_event: InputEventMIDI):\n"
" print(midi_event)\n"
" print(\"Channel \" + str(midi_event.channel))\n"
" print(\"Message \" + str(midi_event.message))\n"
" print(\"Pitch \" + str(midi_event.pitch))\n"
" print(\"Velocity \" + str(midi_event.velocity))\n"
" print(\"Instrument \" + str(midi_event.instrument))\n"
" print(\"Pressure \" + str(midi_event.pressure))\n"
" print(\"Controller number: \" + str(midi_event.controller_number))\n"
" print(\"Controller value: \" + str(midi_event.controller_value))\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" OS.OpenMidiInputs();\n"
" GD.Print(OS.GetConnectedMidiInputs());\n"
"}\n"
"\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMIDI midiEvent)\n"
" {\n"
" PrintMIDIInfo(midiEvent);\n"
" }\n"
"}\n"
"\n"
"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n"
"{\n"
" GD.Print(midiEvent);\n"
" GD.Print($\"Channel {midiEvent.Channel}\");\n"
" GD.Print($\"Message {midiEvent.Message}\");\n"
" GD.Print($\"Pitch {midiEvent.Pitch}\");\n"
" GD.Print($\"Velocity {midiEvent.Velocity}\");\n"
" GD.Print($\"Instrument {midiEvent.Instrument}\");\n"
" GD.Print($\"Pressure {midiEvent.Pressure}\");\n"
" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n"
" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Note that Godot does not currently support MIDI output, so there is no way to "
"emit MIDI signals from Godot. Only MIDI input works."
msgstr ""
"InputEventMIDI 允许从钢琴等 MIDIMusical Instrument Digital Interface设备接"
"收输入事件。\n"
"MIDI 信号可以通过 5 针 MIDI 连接器或 USB 发送,如果你的设备支持这两种方式,请"
"务必检查设备中的设置以查看它使用的是哪种输出。\n"
"要从 MIDI 设备接收输入事件,需要调用 [method OS.open_midi_inputs]。可以使用 "
"[method OS.get_connected_midi_inputs] 检查检测到哪些设备。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" OS.open_midi_inputs()\n"
" print(OS.get_connected_midi_inputs())\n"
"\n"
"func _input(input_event):\n"
" if input_event is InputEventMIDI:\n"
" _print_midi_info(input_event)\n"
"\n"
"func _print_midi_info(midi_event: InputEventMIDI):\n"
" print(midi_event)\n"
" print(\"Channel \" + str(midi_event.channel))\n"
" print(\"Message \" + str(midi_event.message))\n"
" print(\"Pitch \" + str(midi_event.pitch))\n"
" print(\"Velocity \" + str(midi_event.velocity))\n"
" print(\"Instrument \" + str(midi_event.instrument))\n"
" print(\"Pressure \" + str(midi_event.pressure))\n"
" print(\"Controller number: \" + str(midi_event.controller_number))\n"
" print(\"Controller value: \" + str(midi_event.controller_value))\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" OS.OpenMidiInputs();\n"
" GD.Print(OS.GetConnectedMidiInputs());\n"
"}\n"
"\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMIDI midiEvent)\n"
" {\n"
" PrintMIDIInfo(midiEvent);\n"
" }\n"
"}\n"
"\n"
"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n"
"{\n"
" GD.Print(midiEvent);\n"
" GD.Print($\"Channel {midiEvent.Channel}\");\n"
" GD.Print($\"Message {midiEvent.Message}\");\n"
" GD.Print($\"Pitch {midiEvent.Pitch}\");\n"
" GD.Print($\"Velocity {midiEvent.Velocity}\");\n"
" GD.Print($\"Instrument {midiEvent.Instrument}\");\n"
" GD.Print($\"Pressure {midiEvent.Pressure}\");\n"
" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n"
" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"请注意Godot 目前不支持 MIDI 输出,因此无法从 Godot 发出 MIDI 信号。只有 "
"MIDI 输入有效。"
msgid "MIDI Message Status Byte List"
msgstr "MIDI 消息状态字节列表"
msgid "Wikipedia General MIDI Instrument List"
msgstr "维基百科通用 MIDI 乐器列表"
msgid "Wikipedia Piano Key Frequencies List"
msgstr "维基百科钢琴琴键频率列表"
msgid ""
"The MIDI channel of this input event. There are 16 channels, so this value "
"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
"instruments, the rest of the channels are for non-percussion instruments."
msgstr ""
"这个输入事件的 MIDI 通道。总共有 16 个通道,所以这个值的范围是 0 到 15。MIDI "
"通道 9 是为打击乐器保留的,其余通道供非打击乐器使用。"
msgid ""
"If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the "
"controller number, otherwise this is zero. Controllers include devices such "
"as pedals and levers."
msgstr ""
"如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],则表示控制器号,否则为零。"
"控制器包含踏板、推杆等设备。"
msgid ""
"If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the "
"controller value, otherwise this is zero. Controllers include devices such as "
"pedals and levers."
msgstr ""
"如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],则表示控制器值,否则为零。"
"控制器包含踏板、推杆等设备。"
msgid ""
"The instrument of this input event. This value ranges from 0 to 127. Refer to "
"the instrument list on the General MIDI wikipedia article to see a list of "
"instruments, except that this value is 0-index, so subtract one from every "
"number on that chart. A standard piano will have an instrument number of 0."
msgstr ""
"这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 General "
"MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字都减一。标"
"准钢琴的乐器号为 0。"
msgid ""
"Returns a value indicating the type of message for this MIDI signal. This is "
"a member of the [enum MIDIMessage] enum.\n"
"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
"returned as this value, as the other part is the channel (ex: 0x94 becomes "
"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
"Notes will return [constant MIDI_MESSAGE_NOTE_ON] when activated, but they "
"might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, "
"therefore your code should treat the input as stopped if some period of time "
"has passed.\n"
"Some MIDI devices may send [constant MIDI_MESSAGE_NOTE_ON] with zero velocity "
"instead of [constant MIDI_MESSAGE_NOTE_OFF].\n"
"For more information, see the note in [member velocity] and the MIDI message "
"status byte list chart linked above."
msgstr ""
"返回表示这个 MIDI 信号类型的值,是 [enum MIDIMessage] 枚举的成员。\n"
"对于在 0x80 和 0xEF 之间的 MIDI 消息,这个值返回的是左半部分的比特位,另一半是"
"通道0x94 会变成 0x9。对于在 0xF0 到 0xFF 之间的 MIDI 消息,这个值是原"
"样返回的。\n"
"激活音符时会返回 [constant MIDI_MESSAGE_NOTE_ON],但失活时并不一定会返回 "
"[constant MIDI_MESSAGE_NOTE_OFF],因此你的代码应该在经过一段时间后将输入处理为"
"停止。\n"
"有些 MIDI 设备可能发送速度为零的 [constant MIDI_MESSAGE_NOTE_ON] 来代替 "
"[constant MIDI_MESSAGE_NOTE_OFF]。\n"
"更多消息请参阅 [member velocity] 中的备注,以及上面链接的 MIDI 消息状态字节列"
"表。"
msgid ""
"The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
"the piano key frequency chart on Wikipedia for more information."
msgstr ""
"这个 MIDI 信号的音高索引号。这个值的范围为 0 到 127。在钢琴上中央 C 是 60"
"而 A440 是 69更多信息请参阅维基百科钢琴琴键频率表的“MIDI 音符”列。"
msgid ""
"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
"devices, this value is always zero."
msgstr "MIDI 信号的压力。这个值在 0 到 127 之间。对于很多设备,这个值总是 0。"
msgid ""
"The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
"piano, this corresponds to how quickly the key was pressed, and is rarely "
"above about 110 in practice.\n"
"[b]Note:[/b] Some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] "
"message with zero velocity and expect this to be treated the same as a "
"[constant MIDI_MESSAGE_NOTE_OFF] message, but device implementations vary so "
"Godot reports event data exactly as received. Depending on the hardware and "
"the needs of the game/app, this MIDI quirk can be handled robustly with a "
"couple lines of script (check for [constant MIDI_MESSAGE_NOTE_ON] with "
"velocity zero)."
msgstr ""
"MIDI 信号的速度。这个值在 0 到 127 之间。对于钢琴,这对应的是按键有多快,实际"
"很少超过 110。\n"
"[b]注意:[/b]部分 MIDI 设备可能会发送速度为零的 [constant "
"MIDI_MESSAGE_NOTE_ON] 并期望进行和 [constant MIDI_MESSAGE_NOTE_OFF] 一样的处"
"理,但因设备实现而异,所以 Godot 会原样汇报事件数据。根据硬件和游戏/应用的需求"
"的不同,可以用几行脚本来可靠地处理这种 MIDI 特质(检查 [constant "
"MIDI_MESSAGE_NOTE_ON] 的速度是否为零)。"
msgid "Base input event type for mouse events."
msgstr "鼠标事件的基本输入事件类型。"
msgid "Stores general information about mouse events."
msgstr "存储与鼠标事件相关的通用信息。"
msgid ""
"The mouse button mask identifier, one of or a bitwise combination of the "
"[enum MouseButton] button masks."
msgstr "鼠标按键掩码标识符,[enum MouseButton] 按钮掩码或将其按位组合。"
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the root [Viewport] using the coordinate "
"system of the root [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position in "
"the [CanvasLayer] that the [Control] is in using the coordinate system of the "
"[CanvasLayer]."
msgstr ""
"在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回根 "
"[Viewport] 中鼠标的位置,使用根 [Viewport] 的坐标系。\n"
"在 [method Control._gui_input] 中获取时,返回该 [Control] 所在的 "
"[CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] 的坐标系。"
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the [Viewport] this [Node] is in using the "
"coordinate system of this [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position in "
"the [Control] using the local coordinate system of the [Control]."
msgstr ""
"在 [method Node._input] 或 [method Node._unhandled_input] 中获取时,返回该 "
"[Node] 所在 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。\n"
"在 [method Control._gui_input] 中获取时,返回该 [Control] 中鼠标的位置,使用"
"该 [Control] 的坐标系。"
msgid "Represents a mouse button being pressed or released."
msgstr "代表某个鼠标按键被按下或松开。"
msgid "Stores information about mouse click events. See [method Node._input]."
msgstr "存储与鼠标点击事件相关的信息。见 [method Node._input]。"
msgid "Mouse and input coordinates"
msgstr "鼠标和输入坐标"
msgid ""
"The mouse button identifier, one of the [enum MouseButton] button or button "
"wheel constants."
msgstr "鼠标按键标识符,[enum MouseButton] 按钮或按钮滚轮常量。"
msgid "If [code]true[/code], the mouse button event has been canceled."
msgstr "如果为 [code]true[/code],则鼠标按键事件被取消。"
msgid "If [code]true[/code], the mouse button's state is a double-click."
msgstr "如果为 [code]true[/code],则鼠标按键的状态是双击。"
msgid ""
"The amount (or delta) of the event. When used for high-precision scroll "
"events, this indicates the scroll amount (vertical or horizontal). This is "
"only supported on some platforms; the reported sensitivity varies depending "
"on the platform. May be [code]0[/code] if not supported."
msgstr ""
"事件的数量(或 delta。当用于高精度滚动事件时这表示滚动量垂直或水平。这"
"只在一些平台上被支持;报告的灵敏度因平台不同而不同。如果不支持,可能是"
"[code]0[/code]。"
msgid ""
"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
"code], the mouse button's state is released."
msgstr ""
"如果为 [code]true[/code],鼠标按键的状态为按下。如果为 [code]false[/code],鼠"
"标按钮的状态被释放。"
msgid "Represents a mouse or a pen movement."
msgstr "代表鼠标或笔的移动。"
msgid ""
"Stores information about a mouse or a pen motion. This includes relative "
"position, absolute position, and velocity. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
msgstr ""
"存储鼠标或笔的运动信息。支持相对位置、绝对位置和速度。见 [method Node."
"_input]。\n"
"[b]注意:[/b]默认情况下,该事件每个渲染帧最多只会发出一个。如果你需要更精确的"
"输入汇报,请将 [member Input.use_accumulated_input] 设置为 [code]false[/"
"code],尽可能频繁地发出事件。如果你使用 InputEventMouseMotion 来画线,请考虑同"
"时实现[url=https://zh.wikipedia.org/zh-cn/"
"%E5%B8%83%E9%9B%B7%E6%A3%AE%E6%BC%A2%E5%A7%86%E7%9B%B4%E7%B7%9A%E6%BC%94%E7%AE%97%E6%B3%95]"
"布雷森汉姆直线算法[/url],以避免在用户快速移动鼠标时出现可见的线条空隙。"
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
"使用手写笔的橡皮端时,返回 [code]true[/code]。\n"
"[b]注意:[/b]这个属性在 Linux、macOS 和 Windows 上实现。"
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr "表示用户对笔施加的压力。范围从 [code]0.0[/code] 到 [code]1.0[/code] 。"
msgid ""
"The mouse position relative to the previous position (position at the last "
"frame).\n"
"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse "
"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/"
"code] when the user stops moving the mouse."
msgstr ""
"鼠标相对于前一个位置的位置(上一帧的位置)。\n"
"[b]注意:[/b]因为 [InputEventMouseMotion] 只在鼠标移动时发出,当用户停止移动鼠"
"标时,最后一个事件的相对位置不会是 [code]Vector2(0, 0)[/code]。"
msgid ""
"Represents the angles of tilt of the pen. Positive X-coordinate value "
"indicates a tilt to the right. Positive Y-coordinate value indicates a tilt "
"toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
"axes."
msgstr ""
"代表笔的倾斜角度。正的 X 坐标值表示向右倾斜。正的Y坐标值表示向用户自身倾斜。两"
"个轴的范围是 [code]-1.0[/code] 到 [code]1.0[/code]。"
msgid "The mouse velocity in pixels per second."
msgstr "鼠标速度,以像素每秒为单位。"
msgid "Represents a panning touch gesture."
msgstr "代表平移触摸手势。"
msgid ""
"Stores information about pan gestures. A pan gesture is performed when the "
"user swipes the touch screen with two fingers. It's typically used for "
"panning/scrolling.\n"
"[b]Note:[/b] On Android, this requires the [member ProjectSettings."
"input_devices/pointing/android/enable_pan_and_scale_gestures] project setting "
"to be enabled."
msgstr ""
"存储与平移手势相关的信息。用户在触摸屏上滑动双指,就执行了平移手势。一般用于平"
"移/滚动。\n"
"[b]注意:[/b]在 Android 上,这需要启用 [member ProjectSettings.input_devices/"
"pointing/android/enable_pan_and_scale_gestures] 项目设置。"
msgid "Panning amount since last pan event."
msgstr "上一次平移事件以来的平移量。"
msgid "Represents a screen drag event."
msgstr "代表屏幕拖拽事件。"
msgid "Stores information about screen drag events. See [method Node._input]."
msgstr "存放与屏幕拖拽事件相关的信息。见 [method Node._input]。"
msgid "The drag event index in the case of a multi-drag event."
msgstr "多次拖动事件中的拖动事件索引。"
msgid "Returns [code]true[/code] when using the eraser end of a stylus pen."
msgstr "正在使用手写笔的橡皮端时,会返回 [code]true[/code]。"
msgid "The drag position."
msgstr "拖拽的位置。"
msgid ""
"The drag position relative to the previous position (position at the last "
"frame)."
msgstr "相对于之前位置(上一帧时的位置)的拖拽位置。"
msgid "The drag velocity."
msgstr "拖拽的速度。"
msgid "Represents a screen touch event."
msgstr "代表屏幕触摸事件。"
msgid ""
"Stores information about multi-touch press/release input events. Supports "
"touch press, touch release and [member index] for multi-touch count and order."
msgstr ""
"存储多点触摸的按压/释放信息。支持触摸按压、触摸释放以及用于多点触摸计数和定序"
"的 [member index]。"
msgid "If [code]true[/code], the touch event has been canceled."
msgstr "如果为 [code]true[/code],则触摸事件被取消。"
msgid "If [code]true[/code], the touch's state is a double tap."
msgstr "如果为 [code]true[/code],则触摸状态为双击。"
msgid ""
"The touch index in the case of a multi-touch event. One index = one finger."
msgstr "在多点触摸事件中的触摸指数。一个索引 = 一个手指。"
msgid "The touch position, in screen (global) coordinates."
msgstr "触摸位置,使用屏幕(全局)坐标。"
msgid ""
"If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
"the touch's state is released."
msgstr ""
"如果为 [code]true[/code],触摸的状态为按下。如果为 [code]false[/code],触摸的"
"状态被释放。"
msgid "Represents a triggered keyboard [Shortcut]."
msgstr "代表触发的键盘快捷键 [Shortcut]。"
msgid ""
"InputEventShortcut is a special event that can be received in [method Node."
"_unhandled_key_input]. It is typically sent by the editor's Command Palette "
"to trigger actions, but can also be sent manually using [method Viewport."
"push_input]."
msgstr ""
"InputEventShortcut 是一种可以在 [method Node._unhandled_key_input] 中收到的特"
"殊事件。通常由编辑器的“命令面板”发送,用于触发动作,但也可以使用 [method "
"Viewport.push_input] 手动发送。"
msgid ""
"The [Shortcut] represented by this event. Its [method Shortcut.matches_event] "
"method will always return [code]true[/code] for this event."
msgstr ""
"这个事件代表的 [Shortcut]。它的 [method Shortcut.matches_event] 方法对这个事件"
"始终返回 [code]true[/code]。"
msgid ""
"Abstract base class for input events affected by modifier keys like "
"[kbd]Shift[/kbd] and [kbd]Alt[/kbd]."
msgstr ""
"受 [kbd]Shift[/kbd] 和 [kbd]Alt[/kbd] 等修饰键影响的输入事件的抽象基类。"
msgid ""
"Stores information about mouse, keyboard, and touch gesture input events. "
"This includes information about which modifier keys are pressed, such as "
"[kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]."
msgstr ""
"存储鼠标、键盘、触摸手势等输入事件的相关信息。包括按下了哪些修饰键等信息,修饰"
"键包括 [kbd]Shift[/kbd]、[kbd]Alt[/kbd] 等。见 [method Node._input]。"
msgid "Returns the keycode combination of modifier keys."
msgstr "返回修饰键的键码组合。"
msgid ""
"On macOS, returns [code]true[/code] if [kbd]Meta[/kbd] ([kbd]Cmd[/kbd]) is "
"pressed.\n"
"On other platforms, returns [code]true[/code] if [kbd]Ctrl[/kbd] is pressed."
msgstr ""
"在 macOS 上,如果 [kbd]Meta[/kbd][kbd]Cmd[/kbd])是按下状态,则返回 "
"[code]true[/code] 。\n"
"在其他平台上,如果 [kbd]Ctrl[/kbd] 是按下状态,则返回 [code]true[/code] 。"
msgid "State of the [kbd]Alt[/kbd] modifier."
msgstr "[kbd]Alt[/kbd] 修饰键的状态。"
msgid ""
"Automatically use [kbd]Meta[/kbd] ([kbd]Cmd[/kbd]) on macOS and [kbd]Ctrl[/"
"kbd] on other platforms. If [code]true[/code], [member ctrl_pressed] and "
"[member meta_pressed] cannot be set."
msgstr ""
"自动在 macOS 上使用 [kbd]Meta[/kbd][kbd]Cmd[/kbd]),在其他平台上使用 "
"[kbd]Ctrl[/kbd]。如果为 [code]true[/code],则无法设置 [member ctrl_pressed] "
"和 [member meta_pressed]。"
msgid "State of the [kbd]Ctrl[/kbd] modifier."
msgstr "[kbd]Ctrl[/kbd] 修饰键的状态。"
msgid ""
"State of the [kbd]Meta[/kbd] modifier. On Windows and Linux, this represents "
"the Windows key (sometimes called \"meta\" or \"super\" on Linux). On macOS, "
"this represents the Command key."
msgstr ""
"[kbd]Meta[/kbd] 修饰键的状态。在 Windows 和 Linux 上代表 Windows 键(有时在 "
"Linux 上称为“meta”或“super”键。在 macOS 上代表 Command 键。"
msgid "State of the [kbd]Shift[/kbd] modifier."
msgstr "[kbd]Shift[/kbd] 修饰键的状态。"
msgid "A singleton that manages all [InputEventAction]s."
msgstr "管理所有 [InputEventAction] 的单例。"
msgid ""
"Manages all [InputEventAction] which can be created/modified from the project "
"settings menu [b]Project > Project Settings > Input Map[/b] or in code with "
"[method add_action] and [method action_add_event]. See [method Node._input]."
msgstr ""
"管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 输入映"
"射[/b]或在代码中用 [method add_action] 和 [method action_add_event] 创建/修"
"改。请参阅 [method Node._input]。"
msgid "Using InputEvent: InputMap"
msgstr "使用 InputEventInputMap"
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
msgstr "给某个动作添加一个 [InputEvent]。这个 [InputEvent] 将触发这个动作。"
msgid "Removes an [InputEvent] from an action."
msgstr "从某个动作中删除一个 [InputEvent]。"
msgid "Removes all events from an action."
msgstr "从某个动作中删除所有事件。"
msgid "Returns a deadzone value for the action."
msgstr "返回该操作的死区值。"
msgid ""
"Returns an array of [InputEvent]s associated with a given action.\n"
"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
"this method will return events for the editor action. If you want to access "
"your project's input binds from the editor, read the [code]input/*[/code] "
"settings from [ProjectSettings]."
msgstr ""
"返回与给定动作关联的 [InputEvent] 的数组。\n"
"[b]注意:[/b]在编辑器中使用时(例如在工具脚本或 [EditorPlugin] 中使用),这个"
"方法返回的是编辑器动作对应的事件。如果你想要在编辑器中访问你的项目的输入绑定,"
"请读取 [ProjectSettings] 的 [code]input/*[/code] 设置。"
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] associated "
"with it."
msgstr "如果该动作有给定的 [InputEvent] 与之相关,则返回 [code]true[/code]。"
msgid "Sets a deadzone value for the action."
msgstr "为该动作设置死区值。"
msgid ""
"Adds an empty action to the [InputMap] with a configurable [param deadzone].\n"
"An [InputEvent] can then be added to this action with [method "
"action_add_event]."
msgstr ""
"在 [InputMap] 上添加空的动作,死区可使用 [param deadzone] 配置。\n"
"然后可以用 [method action_add_event] 给这个动作添加 [InputEvent]。"
msgid "Removes an action from the [InputMap]."
msgstr "从 [InputMap] 中删除一个动作。"
msgid ""
"Returns [code]true[/code] if the given event is part of an existing action. "
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"如果给定的事件是现有动作的一部分,返回 [code]true[/code]。如果给定的 "
"[InputEvent] 没有被按下,这个方法会忽略键盘(为了正确地检测释放)。如果你不想"
"要这种行为,请参阅 [method action_has_event]。\n"
"如果 [param exact_match] 是 [code]false[/code],它会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid "Returns an array of all actions in the [InputMap]."
msgstr "返回 [InputMap] 中所有动作的数组。"
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
msgstr "如果 [InputMap] 有一个给定名称的注册动作,返回 [code]true[/code]。"
msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
"清除 [InputMap] 中的所有 [InputEventAction],并从 [ProjectSettings] 项目设置中"
"重新加载它。"
msgid "Placeholder for the root [Node] of a [PackedScene]."
msgstr "[PackedScene] 根 [Node] 的占位符。"
msgid ""
"Turning on the option [b]Load As Placeholder[/b] for an instantiated scene in "
"the editor causes it to be replaced by an [InstancePlaceholder] when running "
"the game, this will not replace the node in the editor. This makes it "
"possible to delay actually loading the scene until calling [method "
"create_instance]. This is useful to avoid loading large scenes all at once by "
"loading parts of it selectively.\n"
"The [InstancePlaceholder] does not have a transform. This causes any child "
"nodes to be positioned relatively to the [Viewport] from point (0,0), rather "
"than their parent as displayed in the editor. Replacing the placeholder with "
"a scene with a transform will transform children relatively to their parent "
"again."
msgstr ""
"在编辑器中为实例化的场景打开[b]加载为占位符[/b]选项会导致在运行游戏时将其替换"
"为 [InstancePlaceholder]。这样就可以将场景的实际加载推迟到调用 [method "
"create_instance] 时。这对于通过选择性加载部分场景来避免一次性加载大场景很有"
"用。\n"
"[InstancePlaceholder] 不具备变换属性。因此任何子节点都会相对于 [Viewport] 从 "
"(0, 0) 点开始定位,而不是在编辑器中显示的父节点。用一个具有变换属性的场景来替"
"换占位符,将使子节点再次相对于它们的父节点进行变换。"
msgid ""
"Call this method to actually load in the node. The created node will be "
"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene tree. "
"The [Node]'s reference is also returned for convenience.\n"
"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
"call_deferred] if calling from a thread."
msgstr ""
"调用这个方法会实际载入节点。创建的节点会被放置在场景树中该 "
"[InstancePlaceholder] 的[i]上方[/i]。出于方便的考虑,还会返回该 [Node] 的引"
"用。\n"
"[b]注意:[/b][method create_instance] 不是线程安全的。从线程中调用时请使用 "
"[method Object.call_deferred]。"
msgid ""
"Gets the path to the [PackedScene] resource file that is loaded by default "
"when calling [method create_instance]. Not thread-safe. Use [method Object."
"call_deferred] if calling from a thread."
msgstr ""
"获取调用 [method create_instance] 时默认加载的 [PackedScene] 资源文件的路径。"
"不是线程安全的。如果从线程调用,请使用 [method Object.call_deferred]。"
msgid ""
"Returns the list of properties that will be applied to the node when [method "
"create_instance] is called.\n"
"If [param with_order] is [code]true[/code], a key named [code].order[/code] "
"(note the leading period) is added to the dictionary. This [code].order[/"
"code] key is an [Array] of [String] property names specifying the order in "
"which properties will be applied (with index 0 being the first)."
msgstr ""
"返回在调用 [method create_instance] 时会应用到节点上的属性列表。\n"
"如果 [param with_order] 为 [code]true[/code],会在字典中加入 [code].order[/"
"code] 字段(注意有个前缀的点)。这个 [code].order[/code] 字段是属性名称 "
"[String] 的 [Array],指定属性的应用顺序(索引为 0 的是第一个)。"
msgid "A built-in type for integers."
msgstr "整数内置类型。"
msgid ""
"Signed 64-bit integer type. This means that it can take values from "
"[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from "
"[code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When "
"it exceeds these bounds, it will wrap around.\n"
"[int]s can be automatically converted to [float]s when necessary, for example "
"when passing them as arguments in functions. The [float] will be as close to "
"the original integer as possible.\n"
"Likewise, [float]s can be automatically converted into [int]s. This will "
"truncate the [float], discarding anything after the floating point.\n"
"[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/"
"code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var x: int = 1 # x is 1\n"
"x = 4.2 # x is 4, because 4.2 gets truncated\n"
"var max_int = 9223372036854775807 # Biggest value an int can store\n"
"max_int += 1 # max_int is -9223372036854775808, because it wrapped around\n"
"[/gdscript]\n"
"[csharp]\n"
"int x = 1; // x is 1\n"
"x = (int)4.2; // x is 4, because 4.2 gets truncated\n"
"// We use long below, because GDScript's int is 64-bit while C#'s int is 32-"
"bit.\n"
"long maxLong = 9223372036854775807; // Biggest value a long can store\n"
"maxLong++; // maxLong is now -9223372036854775808, because it wrapped "
"around.\n"
"\n"
"// Alternatively with C#'s 32-bit int type, which has a smaller maximum "
"value.\n"
"int maxInt = 2147483647; // Biggest value an int can store\n"
"maxInt++; // maxInt is now -2147483648, because it wrapped around\n"
"[/csharp]\n"
"[/codeblocks]\n"
"You can use the [code]0b[/code] literal for binary representation, the "
"[code]0x[/code] literal for hexadecimal representation, and the [code]_[/"
"code] symbol to separate long numbers and improve readability.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var x = 0b1001 # x is 9\n"
"var y = 0xF5 # y is 245\n"
"var z = 10_000_000 # z is 10000000\n"
"[/gdscript]\n"
"[csharp]\n"
"int x = 0b1001; // x is 9\n"
"int y = 0xF5; // y is 245\n"
"int z = 10_000_000; // z is 10000000\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"带符号 64 位整数类型。这意味着它能够接受从 [code]-2^63[/code] 到 [code]2^63 - "
"1[/code] 的值,即从 [code]-9223372036854775808[/code] 到 "
"[code]9223372036854775807[/code]。超出这个范围后,值会绕回到另一端。\n"
"[int] 可以在需要时自动转换为 [float],例如在作为函数的参数传递的时候。[float] "
"会尽可能与原始整数接近。\n"
"类似地,[float] 可以自动转换为 [int]。这样会截断该 [float],丢弃小数点之后的部"
"分。\n"
"[b]注意:[/b]布尔环境中会将等于 [code]0[/code] 的 [int] 评估为 [code]false[/"
"code],其他值则为 [code]true[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var x: int = 1 # x 为 1\n"
"x = 4.2 # x 为 4因为 4.2 发生了截断\n"
"var max_int = 9223372036854775807 # int 所能存储的最大值\n"
"max_int += 1 # max_int 现在是 -9223372036854775808因为它绕到了另一端\n"
"[/gdscript]\n"
"[csharp]\n"
"int x = 1; // x 为 1\n"
"x = (int)4.2; // x 为 4因为 4.2 发生了截断\n"
"// 下面使用 long因为 GDScript 的 int 为 64 位,而 C# 的 int 为 32 位。\n"
"long maxLong = 9223372036854775807; // long 所能存储的最大值\n"
"maxLong++; // maxLong 现在是 -9223372036854775808因为它绕到了另一端。\n"
"\n"
"// 也可以使用 C# 的 32 位 int 类型,最大值较小。\n"
"int maxInt = 2147483647; // int 所能存储的最大值\n"
"maxInt++; // maxInt 现在是 -2147483648因为它绕到了另一端。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"你可以使用 [code]0b[/code] 字面量书写二进制值,使用 [code]0x[/code] 字面量书写"
"十六进制值,使用 [code]_[/code] 符号分隔较长的数字,提升可读性。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var x = 0b1001 # x 为 9\n"
"var y = 0xF5 # y 为 245\n"
"var z = 10_000_000 # z 为 10000000\n"
"[/gdscript]\n"
"[csharp]\n"
"int x = 0b1001; // x 为 9\n"
"int y = 0xF5; // y 为 245\n"
"int z = 10_000_000; // z 为 10000000\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Constructs an [int] set to [code]0[/code]."
msgstr "构造设为 [code]0[/code] 的 [int]。"
msgid "Constructs an [int] as a copy of the given [int]."
msgstr "构造给定 [int] 的副本 [int]。"
msgid ""
"Constructs a new [int] from a [String], following the same rules as [method "
"String.to_int]."
msgstr "从 [String] 构造新的 [int],遵循与 [method String.to_int] 相同的规则。"
msgid ""
"Constructs a new [int] from a [bool]. [code]true[/code] is converted to "
"[code]1[/code] and [code]false[/code] is converted to [code]0[/code]."
msgstr ""
"从 [bool] 构造新的 [int]。[code]true[/code] 会转换为 [code]1[/code]"
"[code]false[/code] 会转换为 [code]0[/code]。"
msgid ""
"Constructs a new [int] from a [float]. This will truncate the [float], "
"discarding anything after the floating point."
msgstr "从 [float] 构造新的 [int]。这样会截断该 [float],丢弃小数点之后的部分。"
msgid "Returns [code]true[/code] if the [int] is not equivalent to the [float]."
msgstr "如果该 [int] 与该 [float] 不等价,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [int]s are not equal."
msgstr "如果 [int] 不相等,则返回 [code]true[/code]。"
msgid ""
"Returns the remainder after dividing two [int]s. Uses truncated division, "
"which returns a negative number if the dividend is negative. If this is not "
"desired, consider using [method @GlobalScope.posmod].\n"
"[codeblock]\n"
"print(6 % 2) # Prints 0\n"
"print(11 % 4) # Prints 3\n"
"print(-5 % 3) # Prints -2\n"
"[/codeblock]"
msgstr ""
"返回两个 [int] 相除后的余数。该操作使用截断除法,被除数为负数时会返回负数。如"
"果不希望如此,请考虑使用 [method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(6 % 2) # 输出 0\n"
"print(11 % 4) # 输出 3\n"
"print(-5 % 3) # 输出 -2\n"
"[/codeblock]"
msgid ""
"Performs the bitwise [code]AND[/code] operation.\n"
"[codeblock]\n"
"print(0b1100 & 0b1010) # Prints 8 (binary 1000)\n"
"[/codeblock]\n"
"This is useful for retrieving binary flags from a variable.\n"
"[codeblock]\n"
"var flags = 0b101\n"
"# Check if the first or second bit are enabled.\n"
"if flags & 0b011:\n"
" do_stuff() # This line will run.\n"
"[/codeblock]"
msgstr ""
"执行按位 [code]AND[/code] 运算。\n"
"[codeblock]\n"
"print(0b1100 & 0b1010) # 输出 8二进制 1000\n"
"[/codeblock]\n"
"可用于从变量中检索二进制标志。\n"
"[codeblock]\n"
"var flags = 0b101\n"
"# 检查是否启用了第一或第二个比特位。\n"
"if flags & 0b011:\n"
" do_stuff() # 会执行这一行。\n"
"[/codeblock]"
msgid "Multiplies each component of the [Color] by the [int]."
msgstr "将 [Color] 的每个分量乘以该 [int]。"
msgid ""
"Multiplies each component of the [Quaternion] by the [int]. This operation is "
"not meaningful on its own, but it can be used as a part of a larger "
"expression."
msgstr ""
"将 [Quaternion] 的每个分量乘以该 [int]。此操作本身没有意义,但可以用作更大表达"
"式的一部分。"
msgid ""
"Multiplies each component of the [Vector2] by the [int].\n"
"[codeblock]\n"
"print(2 * Vector2(1, 4)) # Prints (2, 8)\n"
"[/codeblock]"
msgstr ""
"将 [Vector2] 的每个分量乘以该 [float]。\n"
"[codeblock]\n"
"print(2 * Vector2(1, 4)) # 输出 (2, 8)\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector2i] by the [int]."
msgstr "将 [Vector2i] 的每个分量乘以该 [int]。"
msgid "Multiplies each component of the [Vector3] by the [int]."
msgstr "将 [Vector3] 的每个分量乘以该 [int]。"
msgid "Multiplies each component of the [Vector3i] by the [int]."
msgstr "将 [Vector3i] 的每个分量乘以该 [int]。"
msgid "Multiplies each component of the [Vector4] by the [int]."
msgstr "将 [Vector4] 的每个分量乘以该 [int]。"
msgid "Multiplies each component of the [Vector4i] by the [int]."
msgstr "将 [Vector4i] 的每个分量乘以该 [int]。"
msgid "Multiplies the [float] by the [int]. The result is a [float]."
msgstr "将 [float] 和该 [int] 相乘。结果为 [float]。"
msgid "Multiplies the two [int]s."
msgstr "将两个 [int] 相乘。"
msgid ""
"Raises an [int] to a power of a [float]. The result is a [float].\n"
"[codeblock]\n"
"print(2 ** 0.5) # Prints 1.4142135623731\n"
"[/codeblock]"
msgstr ""
"将 [int] 提升到 [float] 次幂。结果为 [float]。\n"
"[codeblock]\n"
"print(2 ** 0.5) # 输出 1.4142135623731\n"
"[/codeblock]"
msgid ""
"Raises the left [int] to a power of the right [int].\n"
"[codeblock]\n"
"print(3 ** 4) # Prints 81\n"
"[/codeblock]"
msgstr ""
"将左侧的 [int] 提升到右侧的 [int] 次幂。\n"
"[codeblock]\n"
"print(3 ** 4) # 输出 81\n"
"[/codeblock]"
msgid "Adds the [int] and the [float]. The result is a [float]."
msgstr "将该 [int] 加上该 [float]。结果为 [float]。"
msgid "Adds the two [int]s."
msgstr "将两个 [int] 相加。"
msgid "Subtracts the [float] from the [int]. The result is a [float]."
msgstr "将该 [int] 减去该 [float]。结果为 [float]。"
msgid "Subtracts the two [int]s."
msgstr "将两个 [int] 相减。"
msgid ""
"Divides the [int] by the [float]. The result is a [float].\n"
"[codeblock]\n"
"print(10 / 3.0) # Prints 3.33333333333333\n"
"[/codeblock]"
msgstr ""
"将该 [int] 除以该 [float]。结果为 [float]。\n"
"[codeblock]\n"
"print(10 / 3.0) # 输出 3.33333333333333\n"
"[/codeblock]"
msgid ""
"Divides the two [int]s. The result is an [int]. This will truncate the "
"[float], discarding anything after the floating point.\n"
"[codeblock]\n"
"print(6 / 2) # Prints 3\n"
"print(5 / 3) # Prints 1\n"
"[/codeblock]"
msgstr ""
"将两个 [int] 相除。结果为 [int]。这样会截断该 [float],丢弃小数点后的部分。\n"
"[codeblock]\n"
"print(6 / 2) # 输出 3\n"
"print(5 / 3) # 输出 1\n"
"[/codeblock]"
msgid "Returns [code]true[/code] if the [int] is less than the [float]."
msgstr "如果该 [int] 小于该 [float],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [int] is less than the right [int]."
msgstr "如果左侧的 [int] 小于右侧的 [int],则返回 [code]true[/code]。"
msgid ""
"Performs the bitwise shift left operation. Effectively the same as "
"multiplying by a power of 2.\n"
"[codeblock]\n"
"print(0b1010 << 1) # Prints 20 (binary 10100)\n"
"print(0b1010 << 3) # Prints 80 (binary 1010000)\n"
"[/codeblock]"
msgstr ""
"执行按位左移操作。效果上与乘以 2 的幂相同。\n"
"[codeblock]\n"
"print(0b1010 << 1) # 输出 20二进制 10100\n"
"print(0b1010 << 3) # 输出 80二进制 1010000\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the [int] is less than or equal to the [float]."
msgstr "如果该 [int] 小于等于该 [float],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [int] is less than or equal to the "
"right [int]."
msgstr "如果左侧的 [int] 小于等于右侧的 [int],则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [int] is equal to the [float]."
msgstr "如果该 [int] 等于该 [float],则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the two [int]s are equal."
msgstr "如果两个 [int] 相等,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [int] is greater than the [float]."
msgstr "如果该 [int] 大于该 [float],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [int] is greater than the right [int]."
msgstr "如果左侧的 [int] 大于右侧的 [int],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [int] is greater than or equal to the "
"[float]."
msgstr "如果该 [int] 大于等于该 [float],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [int] is greater than or equal to the "
"right [int]."
msgstr "如果左侧的 [int] 大于等于右侧的 [int],则返回 [code]true[/code]。"
msgid ""
"Performs the bitwise shift right operation. Effectively the same as dividing "
"by a power of 2.\n"
"[codeblock]\n"
"print(0b1010 >> 1) # Prints 5 (binary 101)\n"
"print(0b1010 >> 2) # Prints 2 (binary 10)\n"
"[/codeblock]"
msgstr ""
"执行按位右移操作。效果上与除以 2 的幂相同。\n"
"[codeblock]\n"
"print(0b1010 >> 1) # 输出 5二进制 101\n"
"print(0b1010 >> 2) # 输出 2二进制 10\n"
"[/codeblock]"
msgid ""
"Performs the bitwise [code]XOR[/code] operation.\n"
"[codeblock]\n"
"print(0b1100 ^ 0b1010) # Prints 6 (binary 110)\n"
"[/codeblock]"
msgstr ""
"执行按位 [code]XOR[/code](异或)运算。\n"
"[codeblock]\n"
"print(0b1100 ^ 0b1010) # 输出 6二进制 110\n"
"[/codeblock]"
msgid ""
"Returns the negated value of the [int]. If positive, turns the number "
"negative. If negative, turns the number positive. If zero, does nothing."
msgstr ""
"返回该 [int] 的相反值。如果为正数,则该将数变为负数。如果为负数,则将该数变为"
"正数。如果为零,则不执行任何操作。"
msgid ""
"Performs the bitwise [code]OR[/code] operation.\n"
"[codeblock]\n"
"print(0b1100 | 0b1010) # Prints 14 (binary 1110)\n"
"[/codeblock]\n"
"This is useful for storing binary flags in a variable.\n"
"[codeblock]\n"
"var flags = 0\n"
"flags |= 0b101 # Turn the first and third bits on.\n"
"[/codeblock]"
msgstr ""
"执行按位 [code]OR[/code](或)运算。\n"
"[codeblock]\n"
"print(0b1100 | 0b1010) # 输出 14二进制 1110\n"
"[/codeblock]\n"
"可用于在变量中存储二进制标记。\n"
"[codeblock]\n"
"var flags = 0\n"
"flags |= 0b101 # 置第一和第三位。\n"
"[/codeblock]"
msgid ""
"Performs the bitwise [code]NOT[/code] operation on the [int]. Due to "
"[url=https://en.wikipedia.org/wiki/Two%27s_complement]2's complement[/url], "
"it's effectively equal to [code]-(int + 1)[/code].\n"
"[codeblock]\n"
"print(~4) # Prints -5\n"
"print(~(-7)) # Prints 6\n"
"[/codeblock]"
msgstr ""
"对该 [int] 执行按位 [code]NOT[/code](反)运算。由于[url=https://zh.wikipedia."
"org/zh-cn/%E4%BA%8C%E8%A3%9C%E6%95%B8]补码[/url],效果上与 [code]-(int + 1)[/"
"code] 相同。\n"
"[codeblock]\n"
"print(~4) # 输出 -5\n"
"print(~(-7)) # 输出 6\n"
"[/codeblock]"
msgid "Creates an idle interval in a [Tween] animation."
msgstr "在 [Tween] 动画中创建空闲间隔。"
msgid ""
"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
"Tween.tween_interval] for more usage information.\n"
"[b]Note:[/b] [method Tween.tween_interval] is the only correct way to create "
"[IntervalTweener]. Any [IntervalTweener] created manually will not function "
"correctly."
msgstr ""
"[IntervalTweener] 可用于在补间序列中制作延迟。更多用法信息请参阅 [method "
"Tween.tween_interval]。\n"
"[b]注意:[/b]创建 [IntervalTweener] 的唯一正确方法是 [method Tween."
"tween_interval]。任何手动创建的 [IntervalTweener] 都无法正常工作。"
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr "网际协议IP支持函数如 DNS 解析。"
msgid ""
"IP contains support functions for the Internet Protocol (IP). TCP/IP support "
"is in different classes (see [StreamPeerTCP] and [TCPServer]). IP provides "
"DNS hostname resolution support, both blocking and threaded."
msgstr ""
"IP 包含网际协议IP的支持函数。TCP/IP 的支持在其他类中(请参阅 "
"[StreamPeerTCP] 和 [TCPServer]。IP 提供 DNS 主机名解析支持,包括阻塞式和线程"
"式。"
msgid ""
"Removes all of a [param hostname]'s cached references. If no [param hostname] "
"is given, all cached IP addresses are removed."
msgstr ""
"移除所有 [param hostname] 主机名的缓存引用。如果没有给出 [param hostname],所"
"有缓存的 IP 地址将被删除。"
msgid ""
"Removes a given item [param id] from the queue. This should be used to free a "
"queue after it has completed to enable more queries to happen."
msgstr ""
"从队列中删除一个给定的项目 [param id]。这应该被用来在队列完成后释放队列,以便"
"进行更多的查询。"
msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
msgstr "以数组形式返回所有用户的当前 IPv4 和 IPv6 地址。"
msgid ""
"Returns all network adapters as an array.\n"
"Each adapter is a dictionary of the form:\n"
"[codeblock]\n"
"{\n"
" \"index\": \"1\", # Interface index.\n"
" \"name\": \"eth0\", # Interface name.\n"
" \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n"
" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses associated "
"to this interface.\n"
"}\n"
"[/codeblock]"
msgstr ""
"以数组形式返回所有网络适配器。\n"
"每个适配器都是一个以下形式的字典:\n"
"[codeblock]\n"
"{\n"
" \"index\":\"1\", # 接口索引。\n"
" \"name\":\"eth0\", # 接口名称。\n"
" \"friendly\":\"Ethernet One\", # 友好的名字(可能是空的)。\n"
" \"address\":[\"192.168.1.101\"], # 与此接口相关的 IP 地址数组。\n"
"}\n"
"[/codeblock]"
msgid ""
"Returns a queued hostname's IP address, given its queue [param id]. Returns "
"an empty string on error or if resolution hasn't happened yet (see [method "
"get_resolve_item_status])."
msgstr ""
"给定队列 [param id],返回排队主机名的 IP 地址。出现错误或解析尚未发生时返回一"
"个空字符串(见 [method get_resolve_item_status])。"
msgid ""
"Returns resolved addresses, or an empty array if an error happened or "
"resolution didn't happen yet (see [method get_resolve_item_status])."
msgstr ""
"如果发生错误或尚未发生解析,则返回已解析的地址或空数组(请参阅 [method "
"get_resolve_item_status])。"
msgid ""
"Returns a queued hostname's status as a [enum ResolverStatus] constant, given "
"its queue [param id]."
msgstr ""
"给定队列 [param id],以 [enum ResolverStatus] 常量的形式返回排队主机名的状态。"
msgid ""
"Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type "
"method). The address type returned depends on the [enum Type] constant given "
"as [param ip_type]."
msgstr ""
"在解析时返回一个给定的主机名的 IPv4 或 IPv6 地址(阻塞类型方法)。返回的地址类"
"型取决于作为 [param ip_type] 的 [enum Type] 常量。"
msgid ""
"Resolves a given hostname in a blocking way. Addresses are returned as an "
"[Array] of IPv4 or IPv6 addresses depending on [param ip_type]."
msgstr ""
"以阻塞方式解析给定的主机名。地址作为 IPv4 或 IPv6 的 [Array] 数组返回,具体取"
"决于 [param ip_type]。"
msgid ""
"Creates a queue item to resolve a hostname to an IPv4 or IPv6 address "
"depending on the [enum Type] constant given as [param ip_type]. Returns the "
"queue ID if successful, or [constant RESOLVER_INVALID_ID] on error."
msgstr ""
"创建一个队列项目,根据 [enum Type] 常量 [param ip_type],将主机名解析为 IPv4 "
"或 IPv6 地址。如果成功,则返回队列 ID否则返回 [constant "
"RESOLVER_INVALID_ID]。"
msgid "DNS hostname resolver status: No status."
msgstr "DNS 主机名解析器状态:无状态。"
msgid "DNS hostname resolver status: Waiting."
msgstr "DNS 主机名解析器状态:正在等待。"
msgid "DNS hostname resolver status: Done."
msgstr "DNS 主机名解析器状态:完成。"
msgid "DNS hostname resolver status: Error."
msgstr "DNS 主机名解析器状态:错误。"
msgid ""
"Maximum number of concurrent DNS resolver queries allowed, [constant "
"RESOLVER_INVALID_ID] is returned if exceeded."
msgstr ""
"允许的最大并发 DNS 解析器查询数量,如果超过,则返回 [constant "
"RESOLVER_INVALID_ID]。"
msgid ""
"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
msgstr "无效的 ID 常量。在超过 [constant RESOLVER_MAX_QUERIES] 时返回。"
msgid "Address type: None."
msgstr "地址类型:无。"
msgid "Address type: Internet protocol version 4 (IPv4)."
msgstr "地址类型:网际协议版本 4IPv4。"
msgid "Address type: Internet protocol version 6 (IPv6)."
msgstr "地址类型:网际协议版本 6IPv6。"
msgid "Address type: Any."
msgstr "地址类型:任意。"
msgid "A vertical list of selectable items with one or multiple columns."
msgstr "可选项目的垂直列表,可以有一列或多列。"
msgid ""
"This control provides a vertical list of selectable items that may be in a "
"single or in multiple columns, with each item having options for text and an "
"icon. Tooltips are supported and may be different for every item in the "
"list.\n"
"Selectable items in the list may be selected or deselected and multiple "
"selection may be enabled. Selection with right mouse button may also be "
"enabled to allow use of popup context menus. Items may also be \"activated\" "
"by double-clicking them or by pressing [kbd]Enter[/kbd].\n"
"Item text only supports single-line strings. Newline characters (e.g. "
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but the column's width is adjusted "
"to fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text.\n"
"All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/"
"code] to access the last item, [code]-2[/code] to select the second-to-last "
"item, and so on.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"该控件提供了可选项目的垂直列表,这些项目可能位于单列或多列中,每个项目都有文本"
"和图标选项。支持工具提示,并且列表中的每个项目可能会有所不同。\n"
"可以选择或取消选择列表中的可选项目,并且可以启用多项选择。也可以启用用鼠标右键"
"进行选择,以允许使用弹出上下文菜单。项目也可以通过双击它们,或按 [kbd]Enter[/"
"kbd] 来“激活”。\n"
"项目文本只支持单行字符串。字符串中的换行符(例如 [code]\\n[/code])不会产生换"
"行。在 [constant ICON_MODE_TOP] 模式下会启用文本换行,但默认情况下会调整列的宽"
"度以完全适合其内容。需要将 [member fixed_column_width] 设置得大于零,才能换行"
"文本。\n"
"所有 [code]set_*[/code] 方法都允许负的项目索引,例如 [code]-1[/code] 访问的是"
"最后一个项目,[code]-2[/code] 选择的是倒数第二个项目,以此类推。\n"
"[b]增量搜索:[/b]与 [PopupMenu] 和 [Tree] 一样,[ItemList] 支持在控件获得焦点"
"时在列表内进行搜索。按下与项目名称的第一个字母匹配的键,以选择以给定字母开头的"
"第一个项目。在该点之后,有两种方法可以执行增量搜索: 1) 在超时持续时间之前再次"
"按下相同的键,以选择下一个以相同字母开头的项目。 2) 在超时时间前,按匹配单词剩"
"余部分的字母键,将直接选择问题项。如果自上次击键被注册后,超时持续时间已过,则"
"这两个动作都将被重置为列表的开头。可以通过更改 [member ProjectSettings.gui/"
"timers/incremental_search_max_interval_msec] 来调整超时持续时间。"
msgid ""
"Adds an item to the item list with no text, only an icon. Returns the index "
"of an added item."
msgstr ""
"将一个项目添加到项目列表中,没有文本,只有一个图标。返回添加的项的索引。"
msgid ""
"Adds an item to the item list with specified text. Returns the index of an "
"added item.\n"
"Specify an [param icon], or use [code]null[/code] as the [param icon] for a "
"list item with no icon.\n"
"If selectable is [code]true[/code], the list item will be selectable."
msgstr ""
"将一个项目添加到项目列表中,并指定文本。返回添加的项目的索引。\n"
"指定一个 [param icon],或列表项没有图标时使用 [code]null[/code] 作为 [param "
"icon]。\n"
"如果 selectable 为 [code]true[/code],则列表项将是可选择的。"
msgid "Removes all items from the list."
msgstr "移除列表中的所有项目。"
msgid "Ensures the item associated with the specified index is not selected."
msgstr "确保与指定索引相关的项目不被选中。"
msgid "Ensures there are no items selected."
msgstr "确保没有选择任何项目。"
msgid ""
"Ensure current selection is visible, adjusting the scroll position as "
"necessary."
msgstr "确保当前选择可见,根据需要调整滚动位置。"
msgid ""
"Forces an update to the list size based on its items. This happens "
"automatically whenever size of the items, or other relevant settings like "
"[member auto_height], change. The method can be used to trigger the update "
"ahead of next drawing pass."
msgstr ""
"根据列表项强制更新该列表大小。每当项目的大小或其他相关设置(例如 [member "
"auto_height])发生变化时,这种情况就会自动发生。该方法可被用于在下一次绘制阶段"
"之前触发更新。"
msgid ""
"Returns the item index at the given [param position].\n"
"When there is no item at that point, -1 will be returned if [param exact] is "
"[code]true[/code], and the closest item index will be returned otherwise.\n"
"[b]Note:[/b] The returned value is unreliable if called right after modifying "
"the [ItemList], before it redraws in the next frame."
msgstr ""
"返回位于给定位置 [param position] 的项目的索引。\n"
"这个位置没有项目时,如果 [param exact] 为 [code]true[/code] 则会返回 -1否则"
"会返回距离最近的项目的索引。\n"
"[b]注意:[/b]如果修改 [ItemList] 后立即调用,尚未在下一帧中重绘,则返回值不可"
"靠。"
msgid ""
"Returns the custom background color of the item specified by [param idx] "
"index."
msgstr "返回项目的自定义背景色,项目由索引 [param idx] 指定。"
msgid ""
"Returns the custom foreground color of the item specified by [param idx] "
"index."
msgstr "返回项目的自定义前景色,项目由索引 [param idx] 指定。"
msgid "Returns the icon associated with the specified index."
msgstr "返回与指定索引相关的图标。"
msgid "Returns a [Color] modulating item's icon at the specified index."
msgstr "返回指定索引处的 [Color] 颜色调制项的图标。"
msgid ""
"Returns the region of item's icon used. The whole icon will be used if the "
"region has no area."
msgstr "返回项目图标的使用区域。如果该区域大小为 0整个图标将被使用。"
msgid "Returns item's text language code."
msgstr "返回项目文本的语言代码。"
msgid "Returns the metadata value of the specified index."
msgstr "返回指定索引的元数据值。"
msgid ""
"Returns the position and size of the item with the specified index, in the "
"coordinate system of the [ItemList] node. If [param expand] is [code]true[/"
"code] the last column expands to fill the rest of the row.\n"
"[b]Note:[/b] The returned value is unreliable if called right after modifying "
"the [ItemList], before it redraws in the next frame."
msgstr ""
"返回具有给定索引的项目的位置和大小,使用 [ItemList] 节点的坐标系。如果 [param "
"expand] 为 [code]true[/code],则会将最后一列进行扩展,充满该行剩余的大小。\n"
"[b]注意:[/b]如果修改 [ItemList] 后立即调用,尚未在下一帧中重绘,则返回值不可"
"靠。"
msgid "Returns the text associated with the specified index."
msgstr "返回与指定索引关联的文本。"
msgid "Returns item's text base writing direction."
msgstr "返回项目文本的基础书写方向。"
msgid "Returns the tooltip hint associated with the specified index."
msgstr "返回与指定索引关联的工具提示。"
msgid "Returns an array with the indexes of the selected items."
msgstr "返回一个包含所选项目索引的数组。"
msgid ""
"Returns the vertical scrollbar.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回垂直滚动条。\n"
"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。"
msgid "Returns [code]true[/code] if one or more items are selected."
msgstr "选中了一个或多个项目时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the specified index is disabled."
msgstr "索引所对应的项目被禁用时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. the "
"X and Y axes are swapped."
msgstr "项目图标被转置绘制,即 X 和 Y 轴互换时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the specified index is selectable."
msgstr "索引所对应的项目可以被选中时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the tooltip is enabled for specified item index."
msgstr "索引所对应的项目已启用工具提示时,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the specified index is currently "
"selected."
msgstr "索引所对应的项目被选中时,返回 [code]true[/code]。"
msgid "Moves item from index [param from_idx] to [param to_idx]."
msgstr "将项目从索引 [param from_idx] 移到 [param to_idx]。"
msgid "Removes the item specified by [param idx] index from the list."
msgstr "从列表中删除索引 [param idx] 指定的项目。"
msgid ""
"Select the item at the specified index.\n"
"[b]Note:[/b] This method does not trigger the item selection signal."
msgstr ""
"选择指定索引处的项目。\n"
"[b]注意:[/b]此方法不触发项目选择信号。"
msgid ""
"Sets the background color of the item specified by [param idx] index to the "
"specified [Color]."
msgstr "将索引 [param idx] 指定的项目的背景色设置为指定的 [Color]。"
msgid ""
"Sets the foreground color of the item specified by [param idx] index to the "
"specified [Color]."
msgstr "将索引 [param idx] 指定的项目的前景色设置为指定的 [Color]。"
msgid ""
"Disables (or enables) the item at the specified index.\n"
"Disabled items cannot be selected and do not trigger activation signals (when "
"double-clicking or pressing [kbd]Enter[/kbd])."
msgstr ""
"禁用(或启用)指定索引处的项目。\n"
"禁用的项目不能被选中,也不会触发(双击或按 [kbd]Enter[/kbd] 时的)激活信号。"
msgid ""
"Sets (or replaces) the icon's [Texture2D] associated with the specified index."
msgstr "设置(或替换)与指定索引关联的图标 [Texture2D]。"
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
msgstr "设置与指定索引相关的项目的调制颜色 [Color]。"
msgid ""
"Sets the region of item's icon used. The whole icon will be used if the "
"region has no area."
msgstr "设置项目图标的使用区域。如果该区域大小为 0将使用整个图标。"
msgid "Sets whether the item icon will be drawn transposed."
msgstr "设置项目图标是否将被转置绘制。"
msgid ""
"Sets language code of item's text used for line-breaking and text shaping "
"algorithms, if left empty current locale is used instead."
msgstr ""
"设置项目文本的语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设置。"
msgid ""
"Sets a value (of any type) to be stored with the item associated with the "
"specified index."
msgstr "设置与指定索引相关的项目存储的值(任何类型的值)。"
msgid ""
"Allows or disallows selection of the item associated with the specified index."
msgstr "允许或禁止选择与指定索引关联的项目。"
msgid "Sets text of the item associated with the specified index."
msgstr "设置与指定索引相关的项目的文本。"
msgid "Sets item's text base writing direction."
msgstr "设置项目文本的基础书写方向。"
msgid "Sets the tooltip hint for the item associated with the specified index."
msgstr "设置与指定索引相关的项目的工具提示。"
msgid "Sets whether the tooltip hint is enabled for specified item index."
msgstr "设置是否为指定的项目索引启用工具提示。"
msgid "Sorts items in the list by their text."
msgstr "按文本对列表中的项目进行排序。"
msgid "If [code]true[/code], the currently selected item can be selected again."
msgstr "如果为 [code]true[/code],则可以再次选择当前选中的项目。"
msgid "If [code]true[/code], right mouse button click can select items."
msgstr "如果为 [code]true[/code],点击鼠标右键可以选中项目。"
msgid ""
"If [code]true[/code], allows navigating the [ItemList] with letter keys "
"through incremental search."
msgstr "如果为 [code]true[/code],则允许用字母键通过增量搜索导航 [ItemList]。"
msgid ""
"If [code]true[/code], the control will automatically resize the height to fit "
"its content."
msgstr "如果为 [code]true[/code],控件将自动调整高度以适合其内容。"
msgid ""
"The width all columns will be adjusted to.\n"
"A value of zero disables the adjustment, each item will have a width equal to "
"the width of its content and the columns will have an uneven width."
msgstr ""
"所有列的宽度将调整为。\n"
"零值禁用调整,每个项目的宽度将等于其内容的宽度,列的宽度将不均匀。"
msgid ""
"The size all icons will be adjusted to.\n"
"If either X or Y component is not greater than zero, icon size won't be "
"affected."
msgstr ""
"所有图标将被调整到的尺寸。\n"
"如果 X 或 Y 分量不大于 0图标的大小将不会受到影响。"
msgid ""
"The icon position, whether above or to the left of the text. See the [enum "
"IconMode] constants."
msgstr "图标的位置,是在文本的上方还是在文本的左边。参阅 [enum IconMode] 常量。"
msgid ""
"The scale of icon applied after [member fixed_icon_size] and transposing "
"takes effect."
msgstr "在 [member fixed_icon_size] 和转置生效后应用的图标比例。"
msgid "The number of items currently in the list."
msgstr "当前列表中的项目数。"
msgid ""
"Maximum columns the list will have.\n"
"If greater than zero, the content will be split among the specified columns.\n"
"A value of zero means unlimited columns, i.e. all items will be put in the "
"same row."
msgstr ""
"列表将具有的最大列。\n"
"如果大于零,内容将被拆分为指定列。\n"
"零值意味着无限列,即所有项目将放在同一行中。"
msgid ""
"Maximum lines of text allowed in each item. Space will be reserved even when "
"there is not enough lines of text to display.\n"
"[b]Note:[/b] This property takes effect only when [member icon_mode] is "
"[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] "
"should be greater than zero."
msgstr ""
"每个子项中允许的最大文本行数。即使没有足够的文本行数来显示,也会保留空间。\n"
"[b]注意:[/b]这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] 时"
"才会生效。要使文本自动换行,[member fixed_column_width]应大于零。"
msgid ""
"Whether all columns will have the same width.\n"
"If [code]true[/code], the width is equal to the largest column width of all "
"columns."
msgstr ""
"是否所有列的宽度相同。\n"
"如果为 [code]true[/code],则宽度等于所有列的最大列宽度。"
msgid ""
"Allows single or multiple item selection. See the [enum SelectMode] constants."
msgstr "允许单选或多选。参阅[enum SelectMode]常量。"
msgid ""
"Sets the clipping behavior when the text exceeds an item's bounding "
"rectangle. See [enum TextServer.OverrunBehavior] for a description of all "
"modes."
msgstr ""
"设置文本超出项目的边界矩形时的裁剪行为。所有模式的说明见 [enum TextServer."
"OverrunBehavior]。"
msgid ""
"Triggered when any mouse click is issued within the rect of the list but on "
"empty space."
msgstr "在列表矩形内的非空白区域点击鼠标时触发。"
msgid ""
"Triggered when specified list item is activated via double-clicking or by "
"pressing [kbd]Enter[/kbd]."
msgstr "通过双击或按[kbd]回车[/kbd]键激活指定的列表项时触发。"
msgid ""
"Triggered when specified list item has been clicked with any mouse button.\n"
"The click position is also provided to allow appropriate popup of context "
"menus at the correct location."
msgstr ""
"鼠标按键单击指定的列表项时触发。\n"
"还提供了单击的位置,这样就能够在正确位置弹出相应的上下文菜单。"
msgid ""
"Triggered when specified item has been selected.\n"
"[member allow_reselect] must be enabled to reselect an item."
msgstr ""
"选择指定项目时触发。\n"
"[member allow_reselect] 必须启用才能重新选择项目。"
msgid ""
"Triggered when a multiple selection is altered on a list allowing multiple "
"selection."
msgstr "在允许多选的列表上更改多选时触发。"
msgid "Icon is drawn above the text."
msgstr "图标绘制在文本上方。"
msgid "Icon is drawn to the left of the text."
msgstr "图标绘制在文本的左侧。"
msgid "Only allow selecting a single item."
msgstr "仅允许选择单个项目。"
msgid ""
"Allows selecting multiple items by holding [kbd]Ctrl[/kbd] or [kbd]Shift[/"
"kbd]."
msgstr "允许通过按住 [kbd]Ctrl[/kbd] 或 [kbd]Shift[/kbd] 来选择多个项目。"
msgid "Default text [Color] of the item."
msgstr "项目的默认文本颜色 [Color]。"
msgid "Text [Color] used when the item is hovered and not selected yet."
msgstr "项目处于悬停但未选中状态时使用的文本 [Color]。"
msgid "The tint of text outline of the item."
msgstr "项目文本轮廓的色调。"
msgid "Text [Color] used when the item is selected."
msgstr "选择项目时使用的文本颜色 [Color]。"
msgid ""
"[Color] of the guideline. The guideline is a line drawn between each row of "
"items."
msgstr "参考线的颜色 [Color]。参考线是在每行项目之间画的一条线。"
msgid "The horizontal spacing between items."
msgstr "项目之间的水平间距。"
msgid "The spacing between item's icon and text."
msgstr "项目的图标和文本之间的间距。"
msgid "The vertical spacing between each line of text."
msgstr "每行文字之间的行距。"
msgid ""
"The size of the item text outline.\n"
"[b]Note:[/b] If using a font with [member FontFile."
"multichannel_signed_distance_field] enabled, its [member FontFile."
"msdf_pixel_range] must be set to at least [i]twice[/i] the value of "
"[theme_item outline_size] for outline rendering to look correct. Otherwise, "
"the outline may appear to be cut off earlier than intended."
msgstr ""
"项目文本轮廓的大小。\n"
"[b]注意:[/b]如果使用启用了 [member FontFile."
"multichannel_signed_distance_field] 的字体,其 [member FontFile."
"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓"
"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。"
msgid "The vertical spacing between items."
msgstr "项目菜单之间的垂直间距。"
msgid "[Font] of the item's text."
msgstr "项目文本的字体 [Font] 。"
msgid "Font size of the item's text."
msgstr "项目文本的字体大小。"
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
msgstr "当该 [ItemList] 获得焦点时,用作光标的样式盒 [StyleBox]。"
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
msgstr "当该 [ItemList] 未获得焦点时,用作光标的样式盒 [StyleBox]。"
msgid ""
"The focused style for the [ItemList], drawn on top of the background, but "
"below everything else."
msgstr "该 [ItemList] 的焦点样式,绘制在背景之上,但低于其他东西。"
msgid "[StyleBox] for the hovered, but not selected items."
msgstr "悬停但未被选中的项目的 [StyleBox]。"
msgid "The background style for the [ItemList]."
msgstr "该 [ItemList] 的默认背景。"
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
msgstr "所选项的样式盒 [StyleBox],当该 [ItemList] 未获得焦点时使用。"
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
msgstr "所选项的样式盒 [StyleBox],当该 [ItemList] 获得焦点时使用。"
msgid ""
"Singleton that connects the engine with the browser's JavaScript context in "
"Web export."
msgstr "单例,在 Web 导出中将引擎与浏览器的 JavaScript 上下文连接。"
msgid ""
"The JavaScriptBridge singleton is implemented only in the Web export. It's "
"used to access the browser's JavaScript context. This allows interaction with "
"embedding pages or calling third-party JavaScript APIs.\n"
"[b]Note:[/b] This singleton can be disabled at build-time to improve "
"security. By default, the JavaScriptBridge singleton is enabled. Official "
"export templates also have the JavaScriptBridge singleton enabled. See "
"[url=$DOCS_URL/contributing/development/compiling/compiling_for_web."
"html]Compiling for the Web[/url] in the documentation for more information."
msgstr ""
"JavaScriptBridge 单例仅在 Web 导出中实现。它用于访问浏览器的 JavaScript 上下"
"文。这允许与嵌入页面或调用第三方 JavaScript API 进行交互。\n"
"[b]注意:[/b]可以在构建时禁用该单例以提高安全性。默认情况下,启用 "
"JavaScriptBridge 单例。官方导出模板也启用了 JavaScriptBridge 单例。有关详细信"
"息,请参阅文档中的[url=$DOCS_URL/contributing/development/compiling/"
"compiling_for_web.html]《为 Web 平台编译》[/url]。"
msgid "Exporting for the Web: Calling JavaScript from script"
msgstr "为 Web 导出:从脚本调用 JavaScript"
msgid ""
"Creates a reference to a [Callable] that can be used as a callback by "
"JavaScript. The reference must be kept until the callback happens, or it "
"won't be called at all. See [JavaScriptObject] for usage."
msgstr ""
"创建一个对可被 JavaScript 用作回调的 [Callable] 的引用。该引用必须一直保留到回"
"调发生,否则根本不会被调用。有关用法,请参阅 [JavaScriptObject]。"
msgid ""
"Creates a new JavaScript object using the [code]new[/code] constructor. The "
"[param object] must a valid property of the JavaScript [code]window[/code]. "
"See [JavaScriptObject] for usage."
msgstr ""
"使用 [code]new[/code] 构造函数创建一个新的 JavaScript 对象。[param object] 必"
"须是 JavaScript [code]window[/code] 的有效属性。有关用法,请参阅 "
"[JavaScriptObject]。"
msgid ""
"Prompts the user to download a file containing the specified [param buffer]. "
"The file will have the given [param name] and [param mime] type.\n"
"[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/"
"Media_type]MIME type[/url] provided based on the file [param name]'s "
"extension.\n"
"[b]Note:[/b] Browsers might block the download if [method download_buffer] is "
"not being called from a user interaction (e.g. button click).\n"
"[b]Note:[/b] Browsers might ask the user for permission or block the download "
"if multiple download requests are made in a quick succession."
msgstr ""
"提示用户下载一个包含指定 [param buffer] 的文件。该文件将具有给定的 [param "
"name] 和 [param mime] 类型。\n"
"[b]注意:[/b]浏览器可能会覆盖根据文件 [param name] 的扩展名提供的 "
"[url=https://en.wikipedia.org/wiki/Media_type]MIME 类型[/url]。\n"
"[b]注意:[/b]如果 [method download_buffer] 不是从用户交互(例如按钮点击)中调"
"用的,浏览器可能会阻止下载。\n"
"[b]注意:[/b]如果快速连续发出多个下载请求,浏览器可能会要求用户同意或阻止下"
"载。"
msgid ""
"Execute the string [param code] as JavaScript code within the browser window. "
"This is a call to the actual global JavaScript function [code skip-lint]eval()"
"[/code].\n"
"If [param use_global_execution_context] is [code]true[/code], the code will "
"be evaluated in the global execution context. Otherwise, it is evaluated in "
"the execution context of a function within the engine's runtime environment."
msgstr ""
"在浏览器窗口中将字符串 [param code] 作为 JavaScript 代码执行。这是对实际的全"
"局 JavaScript 函数 [code skip-lint]eval()[/code] 的调用。\n"
"如果 [param use_global_execution_context] 为 [code]true[/code],则代码将在全局"
"执行上下文中被求值。否则,它将在引擎运行时环境中的函数的执行上下文中进行求值。"
msgid ""
"Force synchronization of the persistent file system (when enabled).\n"
"[b]Note:[/b] This is only useful for modules or extensions that can't use "
"[FileAccess] to write files."
msgstr ""
"强制同步持久化文件系统(当启用时)。\n"
"[b]注意:[/b]这仅对不能使用 [FileAccess] 写入文件的模块或扩展有用。"
msgid ""
"Returns an interface to a JavaScript object that can be used by scripts. The "
"[param interface] must be a valid property of the JavaScript [code]window[/"
"code]. The callback must accept a single [Array] argument, which will contain "
"the JavaScript [code]arguments[/code]. See [JavaScriptObject] for usage."
msgstr ""
"返回一个可以被脚本使用的 JavaScript 对象的接口。[param interface] 必须是 "
"JavaScript [code]window[/code] 的有效属性。回调必须接受单个 [Array] 参数,它将"
"包含 JavaScript [code]arguments[/code]。有关用法,请参阅 [JavaScriptObject]。"
msgid ""
"Returns [code]true[/code] if a new version of the progressive web app is "
"waiting to be activated.\n"
"[b]Note:[/b] Only relevant when exported as a Progressive Web App."
msgstr ""
"如果该渐进式网络应用程序有新版本等待激活,则返回 [code]true[/code]。\n"
"[b]注意:[/b]只在导出为渐进式网络应用程序Progressive Web App时相关。"
msgid ""
"Performs the live update of the progressive web app. Forcing the new version "
"to be installed and the page to be reloaded.\n"
"[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n"
"[b]Note:[/b] Only relevant when exported as a Progressive Web App and [method "
"pwa_needs_update] returns [code]true[/code]."
msgstr ""
"执行该渐进式网络应用程序的在线更新。强制安装新版本并重新载入该页面。\n"
"[b]注意:[/b]你的应用程序将[b]在所有浏览器标签页中重新载入[/b]。\n"
"[b]注意:[/b]只在导出为渐进式网络应用程序Progressive Web App且 [method "
"pwa_needs_update] 返回 [code]true[/code] 时相关。"
msgid ""
"Emitted when an update for this progressive web app has been detected but is "
"waiting to be activated because a previous version is active. See [method "
"pwa_update] to force the update to take place immediately."
msgstr ""
"在检测到该渐进式网络应用程序的更新,但因为存在活动的较早版本而等待激活时触发。"
"要强制立即执行更新,请参阅 [method pwa_update]。"
msgid "A wrapper class for web native JavaScript objects."
msgstr "Web 原生 JavaScript 对象的封装类。"
msgid ""
"JavaScriptObject is used to interact with JavaScript objects retrieved or "
"created via [method JavaScriptBridge.get_interface], [method JavaScriptBridge."
"create_object], or [method JavaScriptBridge.create_callback].\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"var _my_js_callback = JavaScriptBridge.create_callback(myCallback) # This "
"reference must be kept\n"
"var console = JavaScriptBridge.get_interface(\"console\")\n"
"\n"
"func _init():\n"
" var buf = JavaScriptBridge.create_object(\"ArrayBuffer\", 10) # new "
"ArrayBuffer(10)\n"
" print(buf) # prints [JavaScriptObject:OBJECT_ID]\n"
" var uint8arr = JavaScriptBridge.create_object(\"Uint8Array\", buf) # new "
"Uint8Array(buf)\n"
" uint8arr[1] = 255\n"
" prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n"
" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
"\n"
" # Equivalent of JavaScriptBridge: Array.from(uint8arr)."
"forEach(myCallback)\n"
" JavaScriptBridge.get_interface(\"Array\").from(uint8arr)."
"forEach(_my_js_callback)\n"
"\n"
"func myCallback(args):\n"
" # Will be called with the parameters passed to the \"forEach\" callback\n"
" # [0, 0, [JavaScriptObject:1173]]\n"
" # [255, 1, [JavaScriptObject:1173]]\n"
" # ...\n"
" # [0, 9, [JavaScriptObject:1180]]\n"
" print(args)\n"
"[/codeblock]\n"
"[b]Note:[/b] Only available in the Web platform."
msgstr ""
"JavaScriptObject 用于与通过 [method JavaScriptBridge.get_interface]、[method "
"JavaScriptBridge.create_object] 或 [method JavaScriptBridge.create_callback] "
"检索或创建的 JavaScript 对象进行交互。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"var _my_js_callback = JavaScriptBridge.create_callback(myCallback) # 必须保留"
"该引用\n"
"var console = JavaScriptBridge.get_interface(\"console\")\n"
"\n"
"func _init():\n"
" var buf = JavaScriptBridge.create_object(\"ArrayBuffer\", 10) # 新建 "
"ArrayBuffer(10)\n"
" print(buf) # 输出 [JavaScriptObject:OBJECT_ID]\n"
" var uint8arr = JavaScriptBridge.create_object(\"Uint8Array\", buf) # 新建 "
"Uint8Array(buf)\n"
" uint8arr[1] = 255\n"
" prints(uint8arr[1], uint8arr.byteLength) # 输出 255 10\n"
" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
"\n"
" # 等效于 JavaScriptBridge: Array.from(uint8arr).forEach(myCallback)\n"
" JavaScriptBridge.get_interface(\"Array\").from(uint8arr)."
"forEach(_my_js_callback)\n"
"\n"
"func myCallback(args):\n"
" # 将使用传递给“forEach”回调的参数调用\n"
" # [0, 0, [JavaScriptObject:1173]]\n"
" # [255, 1, [JavaScriptObject:1173]]\n"
" # ...\n"
" # [0, 9, [JavaScriptObject:1180]]\n"
" print(args)\n"
"[/codeblock]\n"
"[b]注意:[/b]仅在 Web 平台上可用。"
msgid ""
"Singleton that connects the engine with Android plugins to interface with "
"native Android code."
msgstr "将引擎与 Android 插件连接起来以与原生 Android 代码交互的单例。"
msgid ""
"The JNISingleton is implemented only in the Android export. It's used to call "
"methods and connect signals from an Android plugin written in Java or Kotlin. "
"Methods and signals can be called and connected to the JNISingleton as if it "
"is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java "
"Native Interface - Wikipedia[/url] for more information."
msgstr ""
"JNISingleton 仅在 Android 导出中实现。它用于从用 Java 或 Kotlin 编写的 "
"Android 插件调用方法、连接信号。方法和信号可以被调用并连接到 JNISingleton就"
"好像它是一个 Node 一样。有关更多信息,请参阅 [url=https://zh.wikipedia.org/zh-"
"cn/Java%E6%9C%AC%E5%9C%B0%E6%8E%A5%E5%8F%A3]Java 本地接口 - 维基百科[/url]。"
msgid "Creating Android plugins"
msgstr "创建 Android 插件"
msgid "Abstract base class for all 2D physics joints."
msgstr "所有 2D 物理关节的抽象基类。"
msgid ""
"Abstract base class for all joints in 2D physics. 2D joints bind together two "
"physics bodies and apply a constraint."
msgstr ""
"2D 物理中所有关节的抽象基类。2D 关节能够将两个物理体绑定在一起并施加约束。"
msgid "Returns the joint's [RID]."
msgstr "返回关节的 [RID]。"
msgid ""
"When [member node_a] and [member node_b] move in different directions the "
"[member bias] controls how fast the joint pulls them back to their original "
"position. The lower the [member bias] the more the two bodies can pull on the "
"joint.\n"
"When set to [code]0[/code], the default value from [member ProjectSettings."
"physics/2d/solver/default_constraint_bias] is used."
msgstr ""
"当 [member node_a] 和 [member node_b] 向不同方向移动时,[member bias] 控制关节"
"将它们拉回到原始位置的速度。[member bias] 越低,两个实体对该关节的拉力就越"
"大。\n"
"当被设置为 [code]0[/code] 时,使用来自 [member ProjectSettings.physics/2d/"
"solver/default_constraint_bias] 的默认值。"
msgid ""
"If [code]true[/code], [member node_a] and [member node_b] can not collide."
msgstr ""
"如果为 [code]true[/code],则 [member node_a] 和 [member node_b] 无法碰撞。"
msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr "连接到关节的第一个实体。必须继承自 [PhysicsBody2D] 。"
msgid "The second body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr "连接到关节的第二个实体。必须继承自 [PhysicsBody2D]。"
msgid "Abstract base class for all 3D physics joints."
msgstr "所有 3D 物理关节的抽象基类。"
msgid ""
"Abstract base class for all joints in 3D physics. 3D joints bind together two "
"physics bodies and apply a constraint."
msgstr ""
"3D 物理中所有关节的抽象基类。3D 关节能够将两个物理体绑定在一起并施加约束。"
msgid "3D Truck Town Demo"
msgstr "3D 货车镇演示"
msgid ""
"If [code]true[/code], the two bodies of the nodes are not able to collide "
"with each other."
msgstr "如果为 [code]true[/code],则节点的两个主体无法相互碰撞。"
msgid "The node attached to the first side (A) of the joint."
msgstr "连接到关节第一侧A的节点。"
msgid "The node attached to the second side (B) of the joint."
msgstr "连接到关节第二侧B的节点。"
msgid ""
"The priority used to define which solver is executed first for multiple "
"joints. The lower the value, the higher the priority."
msgstr ""
"用于定义哪个解算器在多个关节中被首先执行的优先级。数值越低,优先级越高。"
msgid "Helper class for creating and parsing JSON data."
msgstr "用于创建和解析 JSON 数据的辅助类。"
msgid ""
"The [JSON] enables all data types to be converted to and from a JSON string. "
"This useful for serializing data to save to a file or send over the network.\n"
"[method stringify] is used to convert any data type into a JSON string.\n"
"[method parse] is used to convert any existing JSON data into a [Variant] "
"that can be used within Godot. If successfully parsed, use [member data] to "
"retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's "
"type is what you expect. JSON Objects are converted into a [Dictionary], but "
"JSON data can be used to store [Array]s, numbers, [String]s and even just a "
"boolean.\n"
"[b]Example[/b]\n"
"[codeblock]\n"
"var data_to_send = [\"a\", \"b\", \"c\"]\n"
"var json_string = JSON.stringify(data_to_send)\n"
"# Save data\n"
"# ...\n"
"# Retrieve data\n"
"var json = JSON.new()\n"
"var error = json.parse(json_string)\n"
"if error == OK:\n"
" var data_received = json.data\n"
" if typeof(data_received) == TYPE_ARRAY:\n"
" print(data_received) # Prints array\n"
" else:\n"
" print(\"Unexpected data\")\n"
"else:\n"
" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
"json_string, \" at line \", json.get_error_line())\n"
"[/codeblock]\n"
"Alternatively, you can parse string using the static [method parse_string] "
"method, but it doesn't allow to handle errors.\n"
"[codeblock]\n"
"var data = JSON.parse_string(json_string) # Returns null if parsing failed.\n"
"[/codeblock]\n"
"[b]Note:[/b] Both parse methods do not fully comply with the JSON "
"specification:\n"
"- Trailing commas in arrays or objects are ignored, instead of causing a "
"parser error.\n"
"- New line and tab characters are accepted in string literals, and are "
"treated like their corresponding escape sequences [code]\\n[/code] and "
"[code]\\t[/code].\n"
"- Numbers are parsed using [method String.to_float] which is generally more "
"lax than the JSON specification.\n"
"- Certain errors, such as invalid Unicode sequences, do not cause a parser "
"error. Instead, the string is cleansed and an error is logged to the console."
msgstr ""
"[JSON] 允许所有数据类型与 JSON 字符串相互转换。 这对于序列化数据以保存到文件或"
"通过网络发送很有用。\n"
"[method stringify] 用于将任何数据类型转换为 JSON 字符串。\n"
"[method parse] 用于将任何现有的 JSON 数据转换为可以在 Godot 中使用的 "
"[Variant]。如果解析成功,使用 [member data] 检索 [Variant],并使用 "
"[code]typeof[/code] 检查 Variant 的类型是否符合你的预期。JSON 对象被转换为 "
"[Dictionary],但 JSON 数据可用于存储 [Array]、数字、[String],甚至只是一个布尔"
"值。\n"
"[b]示例[/b]\n"
"[codeblock]\n"
"var data_to_send = [\"a\", \"b\", \"c\"]\n"
"var json_string = JSON.stringify(data_to_send)\n"
"# 保存数据\n"
"# ...\n"
"# 检索数据\n"
"var json = JSON.new()\n"
"var error = json.parse(json_string)\n"
"if error == OK:\n"
" var data_received = json.data\n"
" if typeof(data_received) == TYPE_ARRAY:\n"
" print(data_received) # 输出 array\n"
" else:\n"
" print(\"Unexpected data\")\n"
"else:\n"
" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
"json_string, \" at line \", json.get_error_line())\n"
"[/codeblock]\n"
"或者,你可以使用静态 [method parse_string] 方法解析字符串,但它不允许处理错"
"误。\n"
"[codeblock]\n"
"var data = JSON.parse_string(json_string) # 如果解析失败则返回 null。\n"
"[/codeblock]\n"
"[b]注意:[/b]两种解析方式都不完全符合 JSON 规范:\n"
"- 数组或对象中的尾随逗号将被忽略,而不是引起解析器错误。\n"
"- 换行符和制表符在字符串文字中被接受,并被视为它们相应的转义序列 [code]\\n[/"
"code] 和 [code]\\t[/code]。\n"
"- 使用 [method String.to_float] 解析数字,这通常比 JSON 规范更宽松。\n"
"- 某些错误,例如无效的 Unicode 序列,不会导致解析器错误。相反,该字符串会被清"
"理并将错误记录到控制台。"
msgid ""
"Returns [code]0[/code] if the last call to [method parse] was successful, or "
"the line number where the parse failed."
msgstr ""
"如果上一次调用 [method parse] 成功,则返回 [code]0[/code],否则返回解析失败的"
"行号。"
msgid ""
"Returns an empty string if the last call to [method parse] was successful, or "
"the error message if it failed."
msgstr ""
"如果上一次调用 [method parse] 成功,则返回空字符串,否则返回失败时的错误消息。"
msgid ""
"Return the text parsed by [method parse] as long as the function is "
"instructed to keep it."
msgstr "只要该函数被指示以保留该文本,就返回由 [method parse] 解析的文本。"
msgid ""
"Attempts to parse the [param json_text] provided.\n"
"Returns an [enum Error]. If the parse was successful, it returns [constant "
"OK] and the result can be retrieved using [member data]. If unsuccessful, use "
"[method get_error_line] and [method get_error_message] for identifying the "
"source of the failure.\n"
"Non-static variant of [method parse_string], if you want custom error "
"handling.\n"
"The optional [param keep_text] argument instructs the parser to keep a copy "
"of the original text. This text can be obtained later by using the [method "
"get_parsed_text] function and is used when saving the resource (instead of "
"generating new text from [member data])."
msgstr ""
"尝试解析提供的 [param json_text]。\n"
"返回一个 [enum Error]。如果解析成功,则它返回 [constant OK],并且可以使用 "
"[member data] 检索该结果。如果不成功,请使用 [method get_error_line] 和 "
"[method get_error_message] 来识别失败的原因。\n"
"如果想要自定义错误处理,可以使用的 [method parse_string] 的非静态变体。\n"
"可选的 [param keep_text] 参数指示该解析器保留一份原始文本的副本。该文本稍后可"
"以使用 [method get_parsed_text] 函数获取,并在保存资源时使用(而不是从 "
"[member data] 生成新文本)。"
msgid ""
"Attempts to parse the [param json_string] provided and returns the parsed "
"data. Returns [code]null[/code] if parse failed."
msgstr ""
"试图解析提供的 [param json_string],并返回解析后的数据。如果解析失败,返回 "
"[code]null[/code]。"
msgid ""
"Converts a [Variant] var to JSON text and returns the result. Useful for "
"serializing data to store or send over the network.\n"
"[b]Note:[/b] The JSON specification does not define integer or float types, "
"but only a [i]number[/i] type. Therefore, converting a Variant to JSON text "
"will convert all numerical values to [float] types.\n"
"[b]Note:[/b] If [param full_precision] is [code]true[/code], when "
"stringifying floats, the unreliable digits are stringified in addition to the "
"reliable digits to guarantee exact decoding.\n"
"The [param indent] parameter controls if and how something is indented, the "
"string used for this parameter will be used where there should be an indent "
"in the output, even spaces like [code]\" \"[/code] will work. [code]\\t[/"
"code] and [code]\\n[/code] can also be used for a tab indent, or to make a "
"newline for each indent respectively.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"## JSON.stringify(my_dictionary)\n"
"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
"\"value_1\"}]}\n"
"\n"
"## JSON.stringify(my_dictionary, \"\\t\")\n"
"{\n"
" \"name\": \"my_dictionary\",\n"
" \"version\": \"1.0.0\",\n"
" \"entities\": [\n"
" {\n"
" \"name\": \"entity_0\",\n"
" \"value\": \"value_0\"\n"
" },\n"
" {\n"
" \"name\": \"entity_1\",\n"
" \"value\": \"value_1\"\n"
" }\n"
" ]\n"
"}\n"
"\n"
"## JSON.stringify(my_dictionary, \"...\")\n"
"{\n"
"...\"name\": \"my_dictionary\",\n"
"...\"version\": \"1.0.0\",\n"
"...\"entities\": [\n"
"......{\n"
".........\"name\": \"entity_0\",\n"
".........\"value\": \"value_0\"\n"
"......},\n"
"......{\n"
".........\"name\": \"entity_1\",\n"
".........\"value\": \"value_1\"\n"
"......}\n"
"...]\n"
"}\n"
"[/codeblock]"
msgstr ""
"将 [Variant] 变量转换为 JSON 文本并返回结果。可用于将数据进行序列化保存或通过"
"网络发送。\n"
"[b]注意:[/b]JSON 规范没有定义整数和浮点数类型,只有一个[i]数字[/i]类型。因"
"此,将 Variant 转换为 JSON 文本会将所有数字值转换为 [float] 类型。\n"
"[b]注意:[/b]如果 [param full_precision] 为 [code]true[/code],则在字符串化浮"
"点数时,除可靠数字外,还将对不可靠数字进行字符串化,以保证准确解码。\n"
"[param indent] 参数控制是否缩进以及如何缩进,用于输出该参数的字符串时应该有缩"
"进的地方,甚至可以使用空格 [code]\" \"[/code]。[code]\\t[/code] 和 [code]\\n[/"
"code] 可用于制表符缩进,或分别为每个缩进换行。\n"
"[b]示例输出:[/b]\n"
"[codeblock]\n"
"## JSON.stringify(my_dictionary)\n"
"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
"\"value_1\"}]}\n"
"\n"
"## JSON.stringify(my_dictionary, \"\\t\")\n"
"{\n"
" \"name\": \"my_dictionary\",\n"
" \"version\": \"1.0.0\",\n"
" \"entities\": [\n"
" {\n"
" \"name\": \"entity_0\",\n"
" \"value\": \"value_0\"\n"
" },\n"
" {\n"
" \"name\": \"entity_1\",\n"
" \"value\": \"value_1\"\n"
" }\n"
" ]\n"
"}\n"
"\n"
"## JSON.stringify(my_dictionary, \"...\")\n"
"{\n"
"...\"name\": \"my_dictionary\",\n"
"...\"version\": \"1.0.0\",\n"
"...\"entities\": [\n"
"......{\n"
".........\"name\": \"entity_0\",\n"
".........\"value\": \"value_0\"\n"
"......},\n"
"......{\n"
".........\"name\": \"entity_1\",\n"
".........\"value\": \"value_1\"\n"
"......}\n"
"...]\n"
"}\n"
"[/codeblock]"
msgid "Contains the parsed JSON data in [Variant] form."
msgstr "包含解析到的 JSON 数据,类型为 [Variant]。"
msgid "A helper to handle dictionaries which look like JSONRPC documents."
msgstr "用于处理看起来像 JSONRPC 文档的字典的辅助类。"
msgid ""
"[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a "
"method call in a [JSON] object. The object has a particular structure and "
"identifies which method is called, the parameters to that function, and "
"carries an ID to keep track of responses. This class implements that standard "
"on top of [Dictionary]; you will have to convert between a [Dictionary] and "
"[JSON] with other functions."
msgstr ""
"[url=https://www.jsonrpc.org/]JSON-RPC[/url] 是一项标准,它将方法调用包装在一"
"个 [JSON] 对象中。该对象有一个特定的结构,并标识出哪个方法被调用,该函数的参"
"数,并携带一个 ID 来跟踪响应。这个类在 [Dictionary] 之上实现了该标准;你必须用"
"其他函数在 [Dictionary] 和 [JSON] 之间进行转换。"
msgid ""
"Returns a dictionary in the form of a JSON-RPC notification. Notifications "
"are one-shot messages which do not expect a response.\n"
"- [param method]: Name of the method being called.\n"
"- [param params]: An array or dictionary of parameters being passed to the "
"method."
msgstr ""
"返回 JSON-RPC 通知形式的字典。通知是一次性的信息,不需要有响应。\n"
"- [param method]:被调用的方法的名称。\n"
"- [param params]:传递给该被调用的方法的参数的数组或字典。"
msgid ""
"Returns a dictionary in the form of a JSON-RPC request. Requests are sent to "
"a server with the expectation of a response. The ID field is used for the "
"server to specify which exact request it is responding to.\n"
"- [param method]: Name of the method being called.\n"
"- [param params]: An array or dictionary of parameters being passed to the "
"method.\n"
"- [param id]: Uniquely identifies this request. The server is expected to "
"send a response with the same ID."
msgstr ""
"以 JSON-RPC 请求的形式返回字典。请求被发送到服务器并期望得到响应。ID 字段用于"
"服务器指定它正在响应的确切请求。\n"
"- [param method]:被调用的方法的名称。\n"
"- [param params]:传递给该被调用的方法的参数的数组或字典。\n"
"- [param id]:唯一标识该请求。服务器应发送具有相同 ID 的响应。"
msgid ""
"When a server has received and processed a request, it is expected to send a "
"response. If you did not want a response then you need to have sent a "
"Notification instead.\n"
"- [param result]: The return value of the function which was called.\n"
"- [param id]: The ID of the request this response is targeted to."
msgstr ""
"当服务器接收并处理了请求时,它应该发送响应。如果不想要响应,则需要发送通知。\n"
"- [param result]:被调用的函数的返回值。\n"
"- [param id]:该响应针对的请求的 ID。"
msgid ""
"Creates a response which indicates a previous reply has failed in some way.\n"
"- [param code]: The error code corresponding to what kind of error this is. "
"See the [enum ErrorCode] constants.\n"
"- [param message]: A custom message about this error.\n"
"- [param id]: The request this error is a response to."
msgstr ""
"创建响应,指示先前的回复以某种方式失败。\n"
"- [param code]:这是哪种错误对应的错误代码。请参阅 [enum ErrorCode] 常量。\n"
"- [param message]:关于该错误的自定义消息。\n"
"- [param id]:该错误作为响应对应的请求。"
msgid ""
"Given a Dictionary which takes the form of a JSON-RPC request: unpack the "
"request and run it. Methods are resolved by looking at the field called "
"\"method\" and looking for an equivalently named function in the JSONRPC "
"object. If one is found that method is called.\n"
"To add new supported methods extend the JSONRPC class and call [method "
"process_action] on your subclass.\n"
"[param action]: The action to be run, as a Dictionary in the form of a JSON-"
"RPC request or notification."
msgstr ""
"给定采用 JSON-RPC 请求形式的字典解压请求并运行它。通过查看名为“method”的字"
"段,并在 JSONRPC 对象中查找等效命名的函数来解析方法。如果找到,则调用该方"
"法。\n"
"要添加新的受支持方法,请扩展 JSONRPC 类并在你的子类上调用 [method "
"process_action]。\n"
"[param action]:要运行的动作,作为 JSON-RPC 请求或通知形式的字典。"
msgid ""
"A method call was requested but no function of that name existed in the "
"JSONRPC subclass."
msgstr "请求了方法调用,但 JSONRPC 子类中不存在该名称的函数。"
msgid "Holds collision data from the movement of a [PhysicsBody2D]."
msgstr "存放移动 [PhysicsBody2D] 所产生的碰撞数据。"
msgid ""
"Holds collision data from the movement of a [PhysicsBody2D], usually from "
"[method PhysicsBody2D.move_and_collide]. When a [PhysicsBody2D] is moved, it "
"stops if it detects a collision with another body. If a collision is "
"detected, a [KinematicCollision2D] object is returned.\n"
"The collision data includes the colliding object, the remaining motion, and "
"the collision position. This data can be used to determine a custom response "
"to the collision."
msgstr ""
"存放移动 [PhysicsBody2D] 所产生的碰撞数据,通常是由 [method PhysicsBody2D."
"move_and_collide] 产生的。移动 [PhysicsBody2D] 时,它会在检测到与另一个实体发"
"生碰撞时停止。检测到碰撞时就会返回 [KinematicCollision2D] 对象。\n"
"碰撞数据包括碰撞对象、剩余运动和碰撞位置。可以使用该数据进行碰撞的自定义响应。"
msgid ""
"Returns the collision angle according to [param up_direction], which is "
"[constant Vector2.UP] by default. This value is always positive."
msgstr ""
"根据 [param up_direction] 返回碰撞角度,[param up_direction] 默认为 [constant "
"Vector2.UP]。该返回值始终为正。"
msgid "Returns the colliding body's attached [Object]."
msgstr "返回该碰撞实体所附加的 [Object]。"
msgid ""
"Returns the unique instance ID of the colliding body's attached [Object]. See "
"[method Object.get_instance_id]."
msgstr ""
"返回该碰撞物体附加的 [Object] 的唯一实例 ID。见 [method Object."
"get_instance_id]。"
msgid "Returns the colliding body's [RID] used by the [PhysicsServer2D]."
msgstr "返回 [PhysicsServer2D] 使用的碰撞物体的 [RID]。"
msgid "Returns the colliding body's shape."
msgstr "返回该碰撞物体的形状。"
msgid "Returns the colliding body's shape index. See [CollisionObject2D]."
msgstr "返回该碰撞物体形状的索引。见 [CollisionObject2D]。"
msgid "Returns the colliding body's velocity."
msgstr "返回该碰撞物体的速度。"
msgid ""
"Returns the colliding body's length of overlap along the collision normal."
msgstr "返回该碰撞物体沿碰撞法线覆盖的长度。"
msgid "Returns the moving object's colliding shape."
msgstr "返回移动对象的碰撞形状。"
msgid "Returns the colliding body's shape's normal at the point of collision."
msgstr "返回该碰撞物体的形状在碰撞点的法线。"
msgid "Returns the point of collision in global coordinates."
msgstr "返回碰撞点,使用全局坐标。"
msgid "Returns the moving object's remaining movement vector."
msgstr "返回移动对象的剩余移动向量。"
msgid "Returns the moving object's travel before collision."
msgstr "返回移动对象的在碰撞前的运动。"
msgid "Holds collision data from the movement of a [PhysicsBody3D]."
msgstr "存放移动 [PhysicsBody3D] 所产生的碰撞数据。"
msgid ""
"Holds collision data from the movement of a [PhysicsBody3D], usually from "
"[method PhysicsBody3D.move_and_collide]. When a [PhysicsBody3D] is moved, it "
"stops if it detects a collision with another body. If a collision is "
"detected, a [KinematicCollision3D] object is returned.\n"
"The collision data includes the colliding object, the remaining motion, and "
"the collision position. This data can be used to determine a custom response "
"to the collision."
msgstr ""
"存放移动 [PhysicsBody3D] 所产生的碰撞数据,通常是由 [method PhysicsBody3D."
"move_and_collide] 产生的。移动 [PhysicsBody3D] 时,它会在检测到与另一个实体发"
"生碰撞时停止。检测到碰撞时就会返回 [KinematicCollision3D] 对象。\n"
"碰撞数据包括碰撞对象、剩余运动和碰撞位置。可以使用该数据进行碰撞的自定义响应。"
msgid ""
"Returns the collision angle according to [param up_direction], which is "
"[constant Vector3.UP] by default. This value is always positive."
msgstr ""
"根据 [param up_direction] 返回碰撞角度,默认为 [constant Vector3.UP]。该值始终"
"为正。"
msgid ""
"Returns the colliding body's attached [Object] given a collision index (the "
"deepest collision by default)."
msgstr "给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体所附加的 [Object]。"
msgid ""
"Returns the unique instance ID of the colliding body's attached [Object] "
"given a collision index (the deepest collision by default). See [method "
"Object.get_instance_id]."
msgstr ""
"给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体所附加的 [Object] 的唯一实"
"例 ID。请参阅 [method Object.get_instance_id]。"
msgid ""
"Returns the colliding body's [RID] used by the [PhysicsServer3D] given a "
"collision index (the deepest collision by default)."
msgstr ""
"给定碰撞索引(默认情况下最深的碰撞),返回被 [PhysicsServer3D] 使用的碰撞实体"
"的 [RID]。"
msgid ""
"Returns the colliding body's shape given a collision index (the deepest "
"collision by default)."
msgstr "给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体的形状。"
msgid ""
"Returns the colliding body's shape index given a collision index (the deepest "
"collision by default). See [CollisionObject3D]."
msgstr ""
"给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体的形状索引。请参阅 "
"[CollisionObject3D]。"
msgid ""
"Returns the colliding body's velocity given a collision index (the deepest "
"collision by default)."
msgstr "给定碰撞索引(默认情况下最深的碰撞),返回该碰撞实体的速度。"
msgid "Returns the number of detected collisions."
msgstr "返回检测到的碰撞次数。"
msgid ""
"Returns the moving object's colliding shape given a collision index (the "
"deepest collision by default)."
msgstr "给定碰撞索引(默认情况下最深的碰撞),返回移动的对象的碰撞形状。"
msgid ""
"Returns the colliding body's shape's normal at the point of collision given a "
"collision index (the deepest collision by default)."
msgstr ""
"给定碰撞索引(默认情况下最深的碰撞),返回在碰撞点处该碰撞实体的形状的法线。"
msgid ""
"Returns the point of collision in global coordinates given a collision index "
"(the deepest collision by default)."
msgstr "给定碰撞索引(默认情况下最深的碰撞),返回以全局坐标表示的碰撞点。"
msgid "A control for displaying plain text."
msgstr "用于显示纯文本的控件。"
msgid ""
"A control for displaying plain text. It gives you control over the horizontal "
"and vertical alignment and can wrap the text inside the node's bounding "
"rectangle. It doesn't support bold, italics, or other rich text formatting. "
"For that, use [RichTextLabel] instead."
msgstr ""
"用于显示纯文本的控件。可以控制水平和垂直对齐方式以及文本在节点包围框内的换行方"
"式。不支持粗体、斜体等富文本格式。这种需求请改用 [RichTextLabel]。"
msgid "Returns the number of lines of text the Label has."
msgstr "返回该 Label 的文本行数。"
msgid ""
"Returns the height of the line [param line].\n"
"If [param line] is set to [code]-1[/code], returns the biggest line height.\n"
"If there are no lines, returns font size in pixels."
msgstr ""
"返回行 [param line] 的高度。\n"
"如果 [param line] 被设置为 [code]-1[/code] ,则返回最大的行高。\n"
"如果没有行,则返回字体大小,单位是像素。"
msgid ""
"Returns the total number of printable characters in the text (excluding "
"spaces and newlines)."
msgstr "返回文本中可打印的字符总数,不包括空格和换行符。"
msgid ""
"Returns the number of lines shown. Useful if the [Label]'s height cannot "
"currently display all lines."
msgstr "返回显示的行数。如果 [Label] 的高度目前无法显示所有的行数,将会有用。"
msgid ""
"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text "
"gets wrapped inside the node's bounding rectangle. If you resize the node, it "
"will change its height automatically to show all the text. To see how each "
"mode behaves, see [enum TextServer.AutowrapMode]."
msgstr ""
"如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩"
"形内自动换行。如果你调整节点大小,就会自动更改其高度,从而显示所有文本。要了解"
"每种模式的行为方式,请参阅 [enum TextServer.AutowrapMode]。"
msgid ""
"If [code]true[/code], the Label only shows the text that fits inside its "
"bounding rectangle and will clip text horizontally."
msgstr ""
"如果为 [code]true[/code]Label 将仅显示位于其边界矩形内部的文本,并将水平裁剪"
"文本。"
msgid ""
"Controls the text's horizontal alignment. Supports left, center, right, and "
"fill, or justify. Set it to one of the [enum HorizontalAlignment] constants."
msgstr ""
"控制文本的水平对齐方式。支持左对齐、居中对齐、右对齐、和填充、或两端对齐。将其"
"设置为 [enum HorizontalAlignment] 常量之一。"
msgid ""
"Line fill alignment rules. For more info see [enum TextServer."
"JustificationFlag]."
msgstr "行两端对齐规则。详见 [enum TextServer.JustificationFlag]。"
msgid ""
"A [LabelSettings] resource that can be shared between multiple [Label] nodes. "
"Takes priority over theme properties."
msgstr "[LabelSettings] 资源,可以在多个 [Label] 节点之间共享。优先于主题属性。"
msgid ""
"The number of the lines ignored and not displayed from the start of the "
"[member text] value."
msgstr "从 [member text] 值的开头开始忽略且不显示的行数。"
msgid "Limits the lines of text the node shows on screen."
msgstr "限制节点在屏幕上显示的文本行数。"
msgid "Set BiDi algorithm override for the structured text."
msgstr "为结构化文本设置 BiDi 算法覆盖。"
msgid "Set additional options for BiDi override."
msgstr "设置 BiDi 覆盖的附加选项。"
msgid "Aligns text to the given tab-stops."
msgstr "将文本与给定的制表位对齐。"
msgid "The text to display on screen."
msgstr "要在屏幕上显示的文本。"
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr "如果为 [code]true[/code],所有文本都将显示为大写。"
msgid ""
"Controls the text's vertical alignment. Supports top, center, bottom, and "
"fill. Set it to one of the [enum VerticalAlignment] constants."
msgstr ""
"控制文本的垂直对齐方式。支持顶部对齐、居中对齐、底部对齐、和填充。将其设置为 "
"[enum VerticalAlignment] 常量之一。"
msgid ""
"The number of characters to display. If set to [code]-1[/code], all "
"characters are displayed. This can be useful when animating the text "
"appearing in a dialog box.\n"
"[b]Note:[/b] Setting this property updates [member visible_ratio] accordingly."
msgstr ""
"要显示的字符数。如果设置为 [code]-1[/code],则显示所有字符。这用于在对话框中为"
"显示的文本设置动画。\n"
"[b]注意:[/b]设置该属性会相应地更新 [member visible_ratio]。"
msgid ""
"Sets the clipping behavior when [member visible_characters] or [member "
"visible_ratio] is set. See [enum TextServer.VisibleCharactersBehavior] for "
"more info."
msgstr ""
"设置 [member visible_characters] 或 [member visible_ratio] 被设置时的裁剪行"
"为。有关详细信息,请参阅 [enum TextServer.VisibleCharactersBehavior]。"
msgid ""
"The fraction of characters to display, relative to the total number of "
"characters (see [method get_total_character_count]). If set to [code]1.0[/"
"code], all characters are displayed. If set to [code]0.5[/code], only half of "
"the characters will be displayed. This can be useful when animating the text "
"appearing in a dialog box.\n"
"[b]Note:[/b] Setting this property updates [member visible_characters] "
"accordingly."
msgstr ""
"相对于字符总数(参见 [method get_total_character_count]),要显示的字符的占"
"比。如果设置为 [code]1.0[/code],则显示所有字符。如果设置为 [code]0.5[/code]"
"则只显示一半的字符。这用于在对话框中为显示的文本设置动画。\n"
"[b]注意:[/b]设置该属性会相应地更新 [member visible_characters]。"
msgid "Default text [Color] of the [Label]."
msgstr "[Label] 标签的默认文本颜色 [Color]。"
msgid "The color of text outline."
msgstr "文本轮廓的颜色。"
msgid "[Color] of the text's shadow effect."
msgstr "文本阴影效果的颜色 [Color]。"
msgid "Vertical space between lines in multiline [Label]."
msgstr "多行 [Label] 中,行与行之间的垂直间距。"
msgid ""
"Text outline size.\n"
"[b]Note:[/b] If using a font with [member FontFile."
"multichannel_signed_distance_field] enabled, its [member FontFile."
"msdf_pixel_range] must be set to at least [i]twice[/i] the value of "
"[theme_item outline_size] for outline rendering to look correct. Otherwise, "
"the outline may appear to be cut off earlier than intended."
msgstr ""
"文字轮廓的大小。\n"
"[b]注意:[/b]如果使用启用了 [member FontFile."
"multichannel_signed_distance_field] 的字体,其 [member FontFile."
"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓"
"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。"
msgid "The horizontal offset of the text's shadow."
msgstr "文本阴影的水平偏移。"
msgid "The vertical offset of the text's shadow."
msgstr "文本阴影的垂直偏移。"
msgid "The size of the shadow outline."
msgstr "阴影轮廓的大小。"
msgid "[Font] used for the [Label]'s text."
msgstr "用于标签 [Label] 文本的字体 [Font]。"
msgid "Font size of the [Label]'s text."
msgstr "该 [Label] 文本的字体大小。"
msgid "Background [StyleBox] for the [Label]."
msgstr "为 [Label] 设置背景样式盒 [StyleBox]。"
msgid "A node for displaying plain text in 3D space."
msgstr "用于在 3D 空间显示纯文本的节点。"
msgid ""
"A node for displaying plain text in 3D space. By adjusting various properties "
"of this node, you can configure things such as the text's appearance and "
"whether it always faces the camera."
msgstr ""
"用于在 3D 空间显示纯文本的节点。通过调整该节点的各种属性,可以配置文本外观、是"
"否面朝相机等特性。"
msgid "3D text"
msgstr "3D 文本"
msgid ""
"Returns a [TriangleMesh] with the label's vertices following its current "
"configuration (such as its [member pixel_size])."
msgstr ""
"返回使用该标签的顶点组成的 [TriangleMesh],遵循当前的配置(例如 [member "
"pixel_size])。"
msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
"DrawFlags] for a list of flags."
msgstr ""
"如果为 [code]true[/code],会启用指定的标志。标志列表请参阅 [enum Label3D."
"DrawFlags]。"
msgid ""
"The type of alpha antialiasing to apply. See [enum BaseMaterial3D."
"AlphaAntiAliasing]."
msgstr "要应用的 Alpha 抗锯齿类型。见 [enum BaseMaterial3D.AlphaAntiAliasing]。"
msgid ""
"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
"possible values."
msgstr "该精灵的 Alpha 裁剪模式。可能的取值见 [enum AlphaCutMode]。"
msgid "Threshold at which the alpha scissor will discard values."
msgstr "Alpha 裁剪丢弃数值的阈值。"
msgid ""
"The billboard mode to use for the label. See [enum BaseMaterial3D."
"BillboardMode] for possible values."
msgstr "该标签的公告板模式。可能的值见 [enum BaseMaterial3D.BillboardMode]。"
msgid ""
"If [code]true[/code], text can be seen from the back as well, if [code]false[/"
"code], it is invisible when looking at it from behind."
msgstr ""
"如果为 [code]true[/code],则从后面也可以看到文本,如果为 [code]false[/code]"
"则从后面看它是不可见的。"
msgid ""
"If [code]true[/code], the label is rendered at the same size regardless of "
"distance."
msgstr "如果为 [code]true[/code],则无论距离远近,标签都以相同的尺寸呈现。"
msgid "Font configuration used to display text."
msgstr "用于显示文本的字体配置。"
msgid ""
"Font size of the [Label3D]'s text. To make the font look more detailed when "
"up close, increase [member font_size] while decreasing [member pixel_size] at "
"the same time.\n"
"Higher font sizes require more time to render new characters, which can cause "
"stuttering during gameplay."
msgstr ""
"[Label3D] 文本的字体大小。为了让字体在近距离时看起来更细腻,可增加 [member "
"font_size],同时减小 [member pixel_size]。\n"
"较大的字体大小需要更多时间来渲染新字符,这可能会导致在游戏过程中卡顿。"
msgid "Vertical space between lines in multiline [Label3D]."
msgstr "多行 [Label3D] 中,行与行之间的垂直间距。"
msgid "Text [Color] of the [Label3D]."
msgstr "该 [Label3D] 的文本颜色 [Color]。"
msgid "The text drawing offset (in pixels)."
msgstr "文本绘制偏移(单位为像素)。"
msgid "The tint of text outline."
msgstr "文本轮廓的色调。"
msgid ""
"Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
"设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
msgid "Text outline size."
msgstr "文本轮廓大小。"
msgid ""
"The size of one pixel's width on the label to scale it in 3D. To make the "
"font look more detailed when up close, increase [member font_size] while "
"decreasing [member pixel_size] at the same time."
msgstr ""
"标签中一个像素宽度对应缩放至的 3D 大小。要让字体在较近距离时也能够看到细节,请"
"在减小 [member pixel_size] 的同时增大 [member font_size]。"
msgid ""
"Sets the render priority for the text. Higher priority objects will be sorted "
"in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
"设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
msgid ""
"If [code]true[/code], the [Light3D] in the [Environment] has effects on the "
"label."
msgstr ""
"如果为 [code]true[/code],则 [Environment] 中的 [Light3D] 会影响该标签。"
msgid ""
"Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for "
"options."
msgstr "纹理的过滤标志。选项见 [enum BaseMaterial3D.TextureFilter]。"
msgid ""
"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
"to one of the [enum VerticalAlignment] constants."
msgstr ""
"控制文本的垂直对齐方式。支持顶部对齐、居中对齐、底部对齐。请将其设置为 [enum "
"VerticalAlignment] 常量。"
msgid "Text width (in pixels), used for autowrap and fill alignment."
msgstr "文本宽度(单位为像素),用于自动换行和填充对齐。"
msgid "If set, lights in the environment affect the label."
msgstr "如果打开,环境中的灯光会影响该标签。"
msgid ""
"If set, text can be seen from the back as well. If not, the text is invisible "
"when looking at it from behind."
msgstr "如果打开,从后面也可以看到文本。如果不打开,从后面看该文本是不可见的。"
msgid ""
"Disables the depth test, so this object is drawn on top of all others. "
"However, objects drawn after it in the draw order may cover it."
msgstr ""
"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它之"
"后绘制的对象可能会覆盖它。"
msgid ""
"Label is scaled by depth so that it always appears the same size on screen."
msgstr "标签会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。"
msgid "Represents the size of the [enum DrawFlags] enum."
msgstr "代表 [enum DrawFlags] 枚举的大小。"
msgid ""
"This mode performs standard alpha blending. It can display translucent areas, "
"but transparency sorting issues may be visible when multiple transparent "
"materials are overlapping. [member GeometryInstance3D.cast_shadow] has no "
"effect when this transparency mode is used; the [Label3D] will never cast "
"shadows."
msgstr ""
"该模式会执行标准的 Alpha 混合。它可以显示半透明区域,但当多个透明材质重叠时,"
"可能会出现透明度排序问题。[member GeometryInstance3D.cast_shadow] 在使用该透明"
"模式时无效;[Label3D] 永远不会投射阴影。"
msgid ""
"This mode only allows fully transparent or fully opaque pixels. Harsh edges "
"will be visible unless some form of screen-space antialiasing is enabled (see "
"[member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). "
"This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/"
"i].\n"
"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
"outlines, try adjusting [member alpha_scissor_threshold] or using MSDF font.\n"
"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), "
"this mode might have transparency sorting issues between the main text and "
"the outline."
msgstr ""
"该模式仅允许完全透明、或完全不透明的像素。除非启用了某种形式的屏幕空间抗锯齿"
"(请参阅 [member ProjectSettings.rendering/anti_aliasing/quality/"
"screen_space_aa]),否则会看到粗糙的边缘。该模式也被称为 [i]Alpha 测试[/i] 或 "
"[i]1 位透明度[/i]。\n"
"[b]注意:[/b]该模式可能会出现抗锯齿字体和轮廓问题,请尝试调整 [member "
"alpha_scissor_threshold] 或使用 MSDF 字体。\n"
"[b]注意:[/b]当使用具有重叠字形的文本(例如草书)时,该模式可能会在正文和轮廓"
"之间,出现透明度排序问题。"
msgid ""
"This mode draws fully opaque pixels in the depth prepass. This is slower than "
"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows "
"displaying translucent areas and smooth edges while using proper sorting.\n"
"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), "
"this mode might have transparency sorting issues between the main text and "
"the outline."
msgstr ""
"这个模式会在深度预处理时绘制完全不透明的像素。比 [constant "
"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能够对半透明区域和"
"平滑边缘进行正确的排序。\n"
"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和"
"轮廓的透明度排序问题。"
msgid ""
"This mode draws cuts off all values below a spatially-deterministic "
"threshold, the rest will remain opaque."
msgstr "该模式绘制时会截断所有低于空间确定性阈值的值,其余值将保持不透明。"
msgid "Provides common settings to customize the text in a [Label]."
msgstr "提供能够在 [Label] 中自定义文本的常见设置。"
msgid ""
"[LabelSettings] is a resource that provides common settings to customize the "
"text in a [Label]. It will take priority over the properties defined in "
"[member Control.theme]. The resource can be shared between multiple labels "
"and changed on the fly, so it's convenient and flexible way to setup text "
"style."
msgstr ""
"[LabelSettings] 是一种提供在 [Label] 中自定义文本的常见设置的资源。优先于 "
"[member Control.theme] 中定义的属性。该资源可以在多个标签之间共享,可以随时替"
"换,因此可以方便、灵活地设置文本样式。"
msgid "[Font] used for the text."
msgstr "文本使用的 [Font]。"
msgid "Color of the text."
msgstr "文本的颜色。"
msgid "Size of the text."
msgstr "文本的大小。"
msgid "Vertical space between lines when the text is multiline."
msgstr "文本为多行时,行与行之间的垂直间距。"
msgid "The color of the outline."
msgstr "轮廓的颜色。"
msgid ""
"Color of the shadow effect. If alpha is [code]0[/code], no shadow will be "
"drawn."
msgstr "阴影效果的颜色。如果 Alpha 为 [code]0[/code] ,则不会绘制阴影。"
msgid "Offset of the shadow effect, in pixels."
msgstr "阴影效果的偏移,单位为像素。"
msgid "Size of the shadow effect."
msgstr "阴影效果的大小。"
msgid "Casts light in a 2D environment."
msgstr "在 2D 环境中投射光线。"
msgid ""
"Casts light in a 2D environment. A light is defined as a color, an energy "
"value, a mode (see constants), and various other parameters (range and "
"shadows-related)."
msgstr ""
"在 2D 环境中投射光线。光线由颜色、能量值、模式(见常量)以及其他各种参数(与范"
"围和阴影有关)来定义。"
msgid ""
"Returns the light's height, which is used in 2D normal mapping. See [member "
"PointLight2D.height] and [member DirectionalLight2D.height]."
msgstr ""
"返回该灯光的高度,用于 2D 法线映射。见 [member PointLight2D.height] 和 "
"[member DirectionalLight2D.height]。"
msgid ""
"Sets the light's height, which is used in 2D normal mapping. See [member "
"PointLight2D.height] and [member DirectionalLight2D.height]."
msgstr ""
"设置该灯光的高度,用于 2D 法线映射。见 [member PointLight2D.height] 和 "
"[member DirectionalLight2D.height]。"
msgid "The Light2D's blend mode. See [enum BlendMode] constants for values."
msgstr "该 Light2D 的混合模式。取值见 [enum BlendMode] 常量。"
msgid "The Light2D's [Color]."
msgstr "该 Light2D 的颜色 [Color]。"
msgid "If [code]true[/code], Light2D will only appear when editing the scene."
msgstr "如果为 [code]true[/code]Light2D 将只在编辑场景时出现。"
msgid "If [code]true[/code], Light2D will emit light."
msgstr "如果为 [code]true[/code]Light2D 会发光。"
msgid ""
"The Light2D's energy value. The larger the value, the stronger the light."
msgstr "Light2D 的能量值。该值越大,光线就越强。"
msgid ""
"The layer mask. Only objects with a matching [member CanvasItem.light_mask] "
"will be affected by the Light2D. See also [member shadow_item_cull_mask], "
"which affects which objects can cast shadows.\n"
"[b]Note:[/b] [member range_item_cull_mask] is ignored by "
"[DirectionalLight2D], which will always light a 2D node regardless of the 2D "
"node's [member CanvasItem.light_mask]."
msgstr ""
"层遮罩。[member CanvasItem.light_mask] 与之匹配的对象才会被该 Light2D 影响。另"
"见 [member shadow_item_cull_mask],影响的是哪些对象能够投射阴影。\n"
"[b]注意:[/b][DirectionalLight2D] 会忽略 [member range_item_cull_mask],始终"
"对 2D 节点进行照明,无论其 [member CanvasItem.light_mask] 的取值。"
msgid "Maximum layer value of objects that are affected by the Light2D."
msgstr "受 Light2D 影响的对象的最大层数值。"
msgid "Minimum layer value of objects that are affected by the Light2D."
msgstr "受 Light2D 影响的对象的最小层数值。"
msgid ""
"Maximum [code]z[/code] value of objects that are affected by the Light2D."
msgstr "受 Light2D 影响的物体的最大 [code]z[/code] 值。"
msgid ""
"Minimum [code]z[/code] value of objects that are affected by the Light2D."
msgstr "受 Light2D 影响的物体的最小 [code]z[/code] 值。"
msgid "[Color] of shadows cast by the Light2D."
msgstr "该 Light2D 投下的影子的颜色 [Color]。"
msgid "If [code]true[/code], the Light2D will cast shadows."
msgstr "如果为 [code]true[/code],则该 Light2D 将投下阴影。"
msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
msgstr "阴影过滤器类型。可能的取值见 [enum ShadowFilter]。"
msgid ""
"Smoothing value for shadows. Higher values will result in softer shadows, at "
"the cost of visible streaks that can appear in shadow rendering. [member "
"shadow_filter_smooth] only has an effect if [member shadow_filter] is "
"[constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13]."
msgstr ""
"阴影的平滑值。更高的值将导致更柔和的阴影,代价是在阴影渲染中可能出现可见的条"
"纹。只有在 [member shadow_filter] 为 [constant SHADOW_FILTER_PCF5] 或 "
"[constant SHADOW_FILTER_PCF13] 时,[member shadow_filter_smooth] 才有效果。"
msgid ""
"The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders "
"with a matching [member CanvasItem.light_mask] will cast shadows. See also "
"[member range_item_cull_mask], which affects which objects can [i]receive[/i] "
"the light."
msgstr ""
"阴影遮罩。与 [LightOccluder2D] 一起使用以投射阴影。只有匹配 [member "
"CanvasItem.light_mask] 的遮挡物才会投射阴影。另见 [member "
"range_item_cull_mask],它影响哪些对象可以[i]接收[/i]光。"
msgid ""
"No filter applies to the shadow map. This provides hard shadow edges and is "
"the fastest to render. See [member shadow_filter]."
msgstr ""
"不对阴影贴图应用过滤。提供较硬的阴影边缘,渲染速度最快。见 [member "
"shadow_filter]。"
msgid ""
"Percentage closer filtering (5 samples) applies to the shadow map. This is "
"slower compared to hard shadow rendering. See [member shadow_filter]."
msgstr ""
"对阴影贴图使用百分比接近过滤5 个样本)。与硬阴影渲染相比较慢。见 [member "
"shadow_filter]。"
msgid ""
"Percentage closer filtering (13 samples) applies to the shadow map. This is "
"the slowest shadow filtering mode, and should be used sparingly. See [member "
"shadow_filter]."
msgstr ""
"对阴影贴图使用百分比接近过滤13 个样本)。最慢的阴影过滤模式,应谨慎使用。见 "
"[member shadow_filter]。"
msgid ""
"Adds the value of pixels corresponding to the Light2D to the values of pixels "
"under it. This is the common behavior of a light."
msgstr "将 Light2D 对应的像素值与其下方的像素值相加。这是灯的常见行为。"
msgid ""
"Subtracts the value of pixels corresponding to the Light2D to the values of "
"pixels under it, resulting in inversed light effect."
msgstr "将 Light2D 对应的像素值减去其下方的像素值,产生反光效果。"
msgid ""
"Mix the value of pixels corresponding to the Light2D to the values of pixels "
"under it by linear interpolation."
msgstr "通过线性插值将 Light2D 对应的像素值与其下方的像素值混合。"
msgid "Provides a base class for different kinds of light nodes."
msgstr "为不同类型的光节点提供基类。"
msgid ""
"Light3D is the [i]abstract[/i] base class for light nodes. As it can't be "
"instantiated, it shouldn't be used directly. Other types of light nodes "
"inherit from it. Light3D contains the common variables and parameters used "
"for lighting."
msgstr ""
"Light3D 是灯光节点的[i]抽象[/i]基类。由于无法实例化,所以不应直接使用。其他类"
"型的灯光节点继承自它。Light3D 包含用于照明的常见变量和参数。"
msgid ""
"Returns the [Color] of an idealized blackbody at the given [member "
"light_temperature]. This value is calculated internally based on the [member "
"light_temperature]. This [Color] is multiplied by [member light_color] before "
"being sent to the [RenderingServer]."
msgstr ""
"返回给定 [member light_temperature] 下的理想化黑体的 [Color]。该值是根据 "
"[member light_temperature] 在内部计算得出的。该 [Color] 在被发送到 "
"[RenderingServer] 之前,将乘以 [member light_color]。"
msgid "Returns the value of the specified [enum Light3D.Param] parameter."
msgstr "返回指定的 [enum Light3D.Param] 参数的值。"
msgid "Sets the value of the specified [enum Light3D.Param] parameter."
msgstr "设置指定的 [enum Light3D.Param] 参数的值。"
msgid ""
"The distance from the camera at which the light begins to fade away (in 3D "
"units).\n"
"[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]."
msgstr ""
"光线开始逐渐消失时与相机的距离(单位为 3D 单位)。\n"
"[b]注意:[/b]仅对 [OmniLight3D] 和 [SpotLight3D] 有效。"
msgid ""
"If [code]true[/code], the light will smoothly fade away when far from the "
"active [Camera3D] starting at [member distance_fade_begin]. This acts as a "
"form of level of detail (LOD). The light will fade out over [member "
"distance_fade_begin] + [member distance_fade_length], after which it will be "
"culled and not sent to the shader at all. Use this to reduce the number of "
"active lights in a scene and thus improve performance.\n"
"[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]."
msgstr ""
"如果为 [code]true[/code],从 [member distance_fade_begin] 开始,当远离活动的 "
"[Camera3D] 时灯光会平滑地消失。这充当了一种多细节层次LOD形式。灯光将在 "
"[member distance_fade_begin] + [member distance_fade_length] 之外淡出,之后它"
"将被剔除并且根本不会被发送到着色器。使用它可以减少场景中的活动灯光数量,从而提"
"高性能。\n"
"[b]注意:[/b]仅对 [OmniLight3D] 和 [SpotLight3D] 有效。"
msgid ""
"Distance over which the light and its shadow fades. The light's energy and "
"shadow's opacity is progressively reduced over this distance and is "
"completely invisible at the end.\n"
"[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]."
msgstr ""
"灯光及其阴影消失的距离。灯光的能量和阴影的不透明度,在此距离内逐渐降低,最终完"
"全不可见。\n"
"[b]注意:[/b]仅对 [OmniLight3D] 和 [SpotLight3D] 有效。"
msgid ""
"The distance from the camera at which the light's shadow cuts off (in 3D "
"units). Set this to a value lower than [member distance_fade_begin] + [member "
"distance_fade_length] to further improve performance, as shadow rendering is "
"often more expensive than light rendering itself.\n"
"[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only "
"when [member shadow_enabled] is [code]true[/code]."
msgstr ""
"灯光阴影截止处与相机的距离(单位为 3D 单位)。将该属性设置为低于 [member "
"distance_fade_begin] + [member distance_fade_length] 的值,以进一步提高性能,"
"因为阴影渲染通常比光线渲染本身更昂贵。\n"
"[b]注意:[/b]仅对 [OmniLight3D] 和 [SpotLight3D] 有效,且仅在 [member "
"shadow_enabled] 为 [code]true[/code] 时有效。"
msgid ""
"If [code]true[/code], the light only appears in the editor and will not be "
"visible at runtime. If [code]true[/code], the light will never be baked in "
"[LightmapGI] regardless of its [member light_bake_mode]."
msgstr ""
"如果为 [code]true[/code],灯光只在编辑器中出现,在运行时将不可见。如果为 "
"[code]true[/code],则无论其 [member light_bake_mode] 如何,灯光都不会在 "
"[LightmapGI] 中进行烘焙。"
msgid ""
"The light's angular size in degrees. Increasing this will make shadows softer "
"at greater distances (also called percentage-closer soft shadows, or PCSS). "
"Only available for [DirectionalLight3D]s. For reference, the Sun from the "
"Earth is approximately [code]0.5[/code]. Increasing this value above "
"[code]0.0[/code] for lights with shadows enabled will have a noticeable "
"performance cost due to PCSS.\n"
"[b]Note:[/b] [member light_angular_distance] is not affected by [member "
"Node3D.scale] (the light's scale or its parent's scale).\n"
"[b]Note:[/b] PCSS for directional lights is only supported in the Forward+ "
"rendering method, not Mobile or Compatibility."
msgstr ""
"灯光的角度大小,单位是度。增加此值将使阴影在更远的距离处更柔和(也称为百分比更"
"近的柔和阴影,或 PCSS。仅适用于 [DirectionalLight3D]。作为参考,太阳距离地球"
"大约是 [code]0.5[/code]。对于启用了阴影的灯光,将此值增加到 [code]0.0[/code] "
"以上,将由于 PCSS 而产生明显的性能成本。\n"
"[b]注意:[/b][member light_angular_distance] 不受 [member Node3D.scale](灯光"
"的缩放或其父级的缩放)的影响。\n"
"[b]注意:[/b]定向光的 PCSS 仅支持 Forward+ 渲染方式,不支持 Mobile 或 "
"Compatibility。"
msgid ""
"The light's bake mode. This will affect the global illumination techniques "
"that have an effect on the light's rendering. See [enum BakeMode].\n"
"[b]Note:[/b] Meshes' global illumination mode will also affect the global "
"illumination rendering. See [member GeometryInstance3D.gi_mode]."
msgstr ""
"灯光的烘焙模式。会影响对灯光渲染有影响的全局照明技术。见 [enum BakeMode]。\n"
"[b]注意:[/b]网格的全局照明模式也会影响全局照明渲染。见 [member "
"GeometryInstance3D.gi_mode]。"
msgid ""
"The light's color. An [i]overbright[/i] color can be used to achieve a result "
"equivalent to increasing the light's [member light_energy]."
msgstr ""
"光的颜色。[i]过亮[/i]的颜色可用于实现与增加光的 [member light_energy] 相等价的"
"结果。"
msgid "The light will affect objects in the selected layers."
msgstr "灯光将影响所选图层中的对象。"
msgid ""
"The light's strength multiplier (this is not a physical unit). For "
"[OmniLight3D] and [SpotLight3D], changing this value will only change the "
"light color's intensity, not the light's radius."
msgstr ""
"灯光的强度乘数(不是物理单位)。对于 [OmniLight3D] 和 [SpotLight3D],更改此值"
"只会更改灯光颜色的强度,而不会更改灯光的半径。"
msgid ""
"Secondary multiplier used with indirect light (light bounces). Used with "
"[VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]).\n"
"[b]Note:[/b] This property is ignored if [member light_energy] is equal to "
"[code]0.0[/code], as the light won't be present at all in the GI shader."
msgstr ""
"与间接光(光反射)一起使用的辅助乘数。与 [VoxelGI] 和 SDFGI 一起使用(参见 "
"[member Environment.sdfgi_enabled])。\n"
"[b]注意:[/b]如果 [member light_energy] 等于 [code]0.0[/code],则该属性将被忽"
"略,因为在 GI 着色器中,该灯光根本不存在。"
msgid ""
"Used by positional lights ([OmniLight3D] and [SpotLight3D]) when [member "
"ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is "
"[code]true[/code]. Sets the intensity of the light source measured in Lumens. "
"Lumens are a measure of luminous flux, which is the total amount of visible "
"light emitted by a light source per unit of time.\n"
"For [SpotLight3D]s, we assume that the area outside the visible cone is "
"surrounded by a perfect light absorbing material. Accordingly, the apparent "
"brightness of the cone area does not change as the cone increases and "
"decreases in size.\n"
"A typical household lightbulb can range from around 600 lumens to 1,200 "
"lumens, a candle is about 13 lumens, while a streetlight can be approximately "
"60,000 lumens."
msgstr ""
"当 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 为 [code]true[/code] 时,由定位灯([OmniLight3D] 和 "
"[SpotLight3D])使用。设置光源的强度,测量单位为流明。流明是对光通量的一种度"
"量,它是光源在单位时间内发出的可见光总量。\n"
"对于 [SpotLight3D],我们假设可见锥体之外的区域将被完美的光吸收材质包围。因此,"
"锥体区域的表观亮度不会随着锥体大小的增大和减小而改变。\n"
"一只典型的家用灯泡的流明范围从 600 流明到 1,200 流明不等,一支蜡烛的流明约为 "
"13 流明,而一盏路灯的流明约为 60,000 流明。"
msgid ""
"Used by [DirectionalLight3D]s when [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the "
"intensity of the light source measured in Lux. Lux is a measure of luminous "
"flux per unit area, it is equal to one lumen per square meter. Lux is the "
"measure of how much light hits a surface at a given time.\n"
"On a clear sunny day a surface in direct sunlight may be approximately "
"100,000 lux, a typical room in a home may be approximately 50 lux, while the "
"moonlit ground may be approximately 0.1 lux."
msgstr ""
"当 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 为 [code]true[/code] 时,由 [DirectionalLight3D] 使"
"用。设置光源的强度测量单位为勒克斯Lux。勒克斯是对单位面积内光通量的度"
"量,等于每平方米一流明。勒克斯是衡量在给定时间有多少光照射到一个表面。\n"
"在晴朗的晴天,阳光直射下的表面可能约为 100,000 勒克斯,家中的一个典型房间可能"
"约为 50 勒克斯,而月光下的地面可能约为 0.1 勒克斯。"
msgid ""
"If [code]true[/code], the light's effect is reversed, darkening areas and "
"casting bright shadows."
msgstr ""
"如果为 [code]true[/code],则光线的效果会逆转,使区域变暗并投射明亮的阴影。"
msgid ""
"[Texture2D] projected by light. [member shadow_enabled] must be on for the "
"projector to work. Light projectors make the light appear as if it is shining "
"through a colored but transparent object, almost like light shining through "
"stained-glass.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for light projector textures is set "
"globally with [member ProjectSettings.rendering/textures/light_projectors/"
"filter].\n"
"[b]Note:[/b] Light projector textures are only supported in the Forward+ and "
"Mobile rendering methods, not Compatibility."
msgstr ""
"[Texture2D] 由灯光投影。[member shadow_enabled] 必须打开,投影仪才能工作。灯光"
"投影仪使光线看起来像是透过彩色但透明的物体照射,几乎就像光线透过彩色玻璃照射一"
"样。\n"
"[b]注意:[/b]不像 [BaseMaterial3D] 的过滤器模式可以在每个材质的基础上进行调"
"整,灯光投影仪纹理的过滤器模式是通过 [member ProjectSettings.rendering/"
"textures/light_projectors/filter] 全局设置的。\n"
"[b]注意:[/b]灯光投影仪纹理仅支持 Forward+ 和 Mobile 渲染方法,不支持 "
"Compatibility。"
msgid ""
"The size of the light in Godot units. Only available for [OmniLight3D]s and "
"[SpotLight3D]s. Increasing this value will make the light fade out slower and "
"shadows appear blurrier (also called percentage-closer soft shadows, or "
"PCSS). This can be used to simulate area lights to an extent. Increasing this "
"value above [code]0.0[/code] for lights with shadows enabled will have a "
"noticeable performance cost due to PCSS.\n"
"[b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] "
"(the light's scale or its parent's scale).\n"
"[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and "
"Mobile rendering methods, not Compatibility."
msgstr ""
"灯光的大小,使用 Godot 的单位。仅适用于 [OmniLight3D] 和 [SpotLight3D]。增加此"
"值将使光线淡出速度变慢,并且阴影看起来更模糊(也称为百分比接近软阴影或 "
"PCSS。这可用于在一定程度上模拟区域光。对于启用了阴影的灯光将此值增加到 "
"[code]0.0[/code] 以上,将由于 PCSS 而产生明显的性能成本。\n"
"[b]注意:[/b][member light_size] 不受 [member Node3D.scale](灯光的缩放或其父"
"级的缩放)的影响。\n"
"[b]注意:[/b]定位光的 PCSS 仅支持 Forward+ 和 Mobile 渲染方法,不支持 "
"Compatibility。"
msgid ""
"The intensity of the specular blob in objects affected by the light. At "
"[code]0[/code], the light becomes a pure diffuse light. When not baking "
"emission, this can be used to avoid unrealistic reflections when placing "
"lights above an emissive surface."
msgstr ""
"受灯光影响的对象中镜面反射斑点的强度。在 [code]0[/code] 处,灯光变成纯漫反射灯"
"光。当不烘焙发射时,这可用于在发光表面上方放置灯光时避免不真实的反射。"
msgid ""
"Sets the color temperature of the light source, measured in Kelvin. This is "
"used to calculate a correlated color temperature which tints the [member "
"light_color].\n"
"The sun on a cloudy day is approximately 6500 Kelvin, on a clear day it is "
"between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it "
"ranges to around 1850 Kelvin."
msgstr ""
"设置光源的色温,测量单位为开尔文。这用于计算对 [member light_color] 着色的相关"
"色温。\n"
"阴天的太阳温度约为 6500 开尔文,晴天的太阳温度在 5500 到 6000 开尔文之间,晴天"
"日出或日落时的太阳温度范围为 1850 开尔文左右。"
msgid ""
"Secondary multiplier multiplied with [member light_energy] then used with the "
"[Environment]'s volumetric fog (if enabled). If set to [code]0.0[/code], "
"computing volumetric fog will be skipped for this light, which can improve "
"performance for large amounts of lights when volumetric fog is enabled.\n"
"[b]Note:[/b] To prevent short-lived dynamic light effects from poorly "
"interacting with volumetric fog, lights used in those effects should have "
"[member light_volumetric_fog_energy] set to [code]0.0[/code] unless [member "
"Environment.volumetric_fog_temporal_reprojection_enabled] is disabled (or "
"unless the reprojection amount is significantly lowered)."
msgstr ""
"与 [member light_energy] 相乘的次级乘数,然后与 [Environment] 的体积雾(如果启"
"用)一起使用。如果设置为 [code]0.0[/code],将用于该灯的体积雾计算将被跳过,这"
"可以在启用体积雾时提高大量灯光的性能。\n"
"[b]注意:[/b]除非 [member Environment."
"volumetric_fog_temporal_reprojection_enabled] 被禁用(或者除非重投影的量显著降"
"低),否则为防止短暂的动态光效与体积雾的互动性差,这些效果中使用的光应将 "
"[member light_volumetric_fog_energy] 设置为 [code]0.0[/code]。"
msgid ""
"Used to adjust shadow appearance. Too small a value results in self-shadowing "
"(\"shadow acne\"), while too large a value causes shadows to separate from "
"casters (\"peter-panning\"). Adjust as needed."
msgstr ""
"用于调整阴影表现。值太小会导致自阴影(“阴影失真”),而值太大会导致阴影与之分离"
"(“阴影悬浮”)。根据需要进行调整。"
msgid ""
"Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-"
"resolution shadow maps. A high value can impact performance, make shadows "
"appear grainy and can cause other unwanted artifacts. Try to keep as near "
"default as possible."
msgstr ""
"模糊阴影的边缘。可用于隐藏低分辨率阴影贴图中的像素伪影。高值会影响性能,使阴影"
"看起来有颗粒感,并可能导致其他不需要的伪影。尽量保持接近默认值。"
msgid ""
"If [code]true[/code], the light will cast real-time shadows. This has a "
"significant performance cost. Only enable shadow rendering when it makes a "
"noticeable difference in the scene's appearance, and consider using [member "
"distance_fade_enabled] to hide the light when far away from the [Camera3D]."
msgstr ""
"如果为 [code]true[/code],则灯光将投射实时阴影。这具有显著的性能成本。仅当阴影"
"渲染对场景外观产生明显影响时,才启用阴影渲染,并考虑在远离 [Camera3D] 时使用 "
"[member distance_fade_enabled] 隐藏该灯光。"
msgid ""
"Offsets the lookup into the shadow map by the object's normal. This can be "
"used to reduce self-shadowing artifacts without using [member shadow_bias]. "
"In practice, this value should be tweaked along with [member shadow_bias] to "
"reduce artifacts as much as possible."
msgstr ""
"通过对象的法线,将查找偏移到阴影贴图中。这可用于在不使用 [member shadow_bias] "
"的情况下,减少自身阴影伪影。在实践中,这个值应该与 [member shadow_bias] 一起调"
"整,以尽可能减少伪影。"
msgid ""
"The opacity to use when rendering the light's shadow map. Values lower than "
"[code]1.0[/code] make the light appear through shadows. This can be used to "
"fake global illumination at a low performance cost."
msgstr ""
"渲染灯光的阴影贴图时使用的不透明度。低于 [code]1.0[/code] 的值会使光线透过阴影"
"出现。这可以用于以较低的性能成本,伪造全局照明。"
msgid ""
"If [code]true[/code], reverses the backface culling of the mesh. This can be "
"useful when you have a flat mesh that has a light behind it. If you need to "
"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
"shadows with [constant GeometryInstance3D."
"SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
msgstr ""
"如果为 [code]true[/code],则反转网格的背面剔除。可用于一个背后有灯光的平面网"
"格。如果需要在该网格的两侧投射阴影,请使用 [constant GeometryInstance3D."
"SHADOW_CASTING_SETTING_DOUBLE_SIDED],将该网格设置为使用双面阴影。"
msgid "Constant for accessing [member light_energy]."
msgstr "用于访问 [member light_energy] 的常量。"
msgid "Constant for accessing [member light_indirect_energy]."
msgstr "用于访问 [member light_indirect_energy] 的常量。"
msgid "Constant for accessing [member light_volumetric_fog_energy]."
msgstr "用于访问 [member light_volumetric_fog_energy] 的常量。"
msgid "Constant for accessing [member light_specular]."
msgstr "用于访问 [member light_specular] 的常量。"
msgid ""
"Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D."
"spot_range]."
msgstr ""
"用于访问 [member OmniLight3D.omni_range] 或 [member SpotLight3D.spot_range] 的"
"常量。"
msgid "Constant for accessing [member light_size]."
msgstr "用于访问 [member light_size] 的常量。"
msgid ""
"Constant for accessing [member OmniLight3D.omni_attenuation] or [member "
"SpotLight3D.spot_attenuation]."
msgstr ""
"用于访问 [member OmniLight3D.omni_attenuation] 或 [member SpotLight3D."
"spot_attenuation] 的常量。"
msgid "Constant for accessing [member SpotLight3D.spot_angle]."
msgstr "用于访问 [member SpotLight3D.spot_angle] 的常量。"
msgid "Constant for accessing [member SpotLight3D.spot_angle_attenuation]."
msgstr "用于访问 [member SpotLight3D.spot_angle_attenuation] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_max_distance]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_max_distance] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D.directional_shadow_split_1]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_split_1] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D.directional_shadow_split_2]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_split_2] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D.directional_shadow_split_3]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_split_3] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_fade_start]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_fade_start] 的常量。"
msgid "Constant for accessing [member shadow_normal_bias]."
msgstr "用于访问 [member shadow_normal_bias] 的常量。"
msgid "Constant for accessing [member shadow_bias]."
msgstr "用于访问 [member shadow_bias] 的常量。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_pancake_size]."
msgstr ""
"用于访问 [member DirectionalLight3D.directional_shadow_pancake_size] 的常量。"
msgid "Constant for accessing [member shadow_opacity]."
msgstr "用于访问 [member shadow_opacity] 的常量。"
msgid "Constant for accessing [member shadow_blur]."
msgstr "用于访问 [member shadow_blur] 的常量。"
msgid "Constant for accessing [member shadow_transmittance_bias]."
msgstr "用于访问 [member shadow_transmittance_bias] 的常量。"
msgid ""
"Constant for accessing [member light_intensity_lumens] and [member "
"light_intensity_lux]. Only used when [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] is [code]true[/code]."
msgstr ""
"用于访问 [member light_intensity_lumens] 和 [member light_intensity_lux] 的常"
"量。只在 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 为 [code]true[/code] 时使用。"
msgid ""
"Light is ignored when baking. This is the fastest mode, but the light will be "
"taken into account when baking global illumination. This mode should "
"generally be used for dynamic lights that change quickly, as the effect of "
"global illumination is less noticeable on those lights.\n"
"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. "
"Hiding a light will still affect baking [VoxelGI] and SDFGI (see [member "
"Environment.sdfgi_enabled)."
msgstr ""
"烘焙时灯光将被忽略。这是最快的模式,但是在烘焙全局照明时仍会考虑该灯光。该模式"
"通常应用于快速变化的动态灯光,因为全局照明的效果在这些灯光上不太明显。\n"
"[b]注意:[/b]将灯光隐藏,[i]不[/i]影响烘焙 [LightmapGI]。但将灯光隐藏,仍会影"
"响烘焙 [VoxelGI] 和 SDFGI请参阅 [member Environment.sdfgi_enabled])。"
msgid ""
"Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI "
"([member Environment.sdfgi_enabled])). The light can be moved around or "
"modified, but its global illumination will not update in real-time. This is "
"suitable for subtle changes (such as flickering torches), but generally not "
"large changes such as toggling a light on and off.\n"
"[b]Note:[/b] The light is not baked in [LightmapGI] if [member editor_only] "
"is [code]true[/code]."
msgstr ""
"在静态烘焙([VoxelGI]、[LightmapGI]、SDFGI[member Environment."
"sdfgi_enabled]))时,考虑了灯光。灯光可以四处移动或修改,但其全局照明不会实时"
"更新。这适用于细微的变化(例如闪烁的手电筒),但通常不适用于大的变化,例如打开"
"和关闭灯光。\n"
"[b]注意:[/b]如果 [member editor_only] 为 [code]true[/code],则灯光不会在 "
"[LightmapGI] 中烘焙。"
msgid ""
"Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member "
"Environment.sdfgi_enabled]) only). The light can be moved around or modified "
"with global illumination updating in real-time. The light's global "
"illumination appearance will be slightly different compared to [constant "
"BAKE_STATIC]. This has a greater performance cost compared to [constant "
"BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is "
"affected by [member ProjectSettings.rendering/global_illumination/sdfgi/"
"frames_to_update_lights]."
msgstr ""
"在动态烘焙(仅 [VoxelGI] 和 SDFGI[member Environment.sdfgi_enabled]))时,"
"考虑了灯光。灯光可以四处移动或修改,而且全局照明会实时更新。与 [constant "
"BAKE_STATIC] 相比,灯光的全局照明外观会略有不同。与 [constant BAKE_STATIC] 相"
"比,这具有更大的性能成本。使用 SDFGI 时,动态灯光的更新速度受 [member "
"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights] "
"的影响。"
msgid "Computes and stores baked lightmaps for fast global illumination."
msgstr "计算并存储烘焙光照贴图,以实现快速全局照明。"
msgid ""
"The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps "
"are used to provide high-quality indirect lighting with very little light "
"leaking. [LightmapGI] can also provide rough reflections using spherical "
"harmonics if [member directional] is enabled. Dynamic objects can receive "
"indirect lighting thanks to [i]light probes[/i], which can be automatically "
"placed by setting [member generate_probes_subdiv] to a value other than "
"[constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be "
"added by creating [LightmapProbe] nodes. The downside is that lightmaps are "
"fully static and cannot be baked in an exported project. Baking a "
"[LightmapGI] node is also slower compared to [VoxelGI].\n"
"[b]Procedural generation:[/b] Lightmap baking functionality is only available "
"in the editor. This means [LightmapGI] is not suited to procedurally "
"generated or user-built levels. For procedurally generated or user-built "
"levels, use [VoxelGI] or SDFGI instead (see [member Environment."
"sdfgi_enabled]).\n"
"[b]Performance:[/b] [LightmapGI] provides the best possible run-time "
"performance for global illumination. It is suitable for low-end hardware "
"including integrated graphics and mobile devices.\n"
"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible "
"effect once lightmaps are baked again.\n"
"[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not "
"supported, as these cannot store UV2 data required for baking.\n"
"[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only "
"be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL."
msgstr ""
"[LightmapGI] 节点用于计算和存储烘焙的光照贴图。光照贴图用于提供高质量的间接照"
"明,并且漏光很少。如果启用 [member directional][LightmapGI] 还可以使用球谐函"
"数,以提供粗略的反射。由于[i]光照探针[/i],动态物体可以接收间接光照,可以通过"
"将 [member generate_probes_subdiv] 设置为 [constant GENERATE_PROBES_DISABLED] "
"以外的值,来自动放置光照探针。也可以通过创建 [LightmapProbe] 节点,来添加额外"
"的光照贴图探针。缺点是光照贴图是完全静态的,不能在导出的项目中烘焙。与 "
"[VoxelGI] 相比,烘焙 [LightmapGI] 节点也更慢。\n"
"[b]程序生成:[/b]光照贴图烘焙功能仅在编辑器中可用。这意味着 [LightmapGI] 不适"
"合程序生成或用户构建的关卡。对于程序生成或用户构建的关卡,请改用 [VoxelGI] 或 "
"SDFGI请参阅 [member Environment.sdfgi_enabled])。\n"
"[b]性能:[/b][LightmapGI] 为全局照明提供最佳的运行时性能。它适用于包括集成显卡"
"和移动设备在内的低端硬件。\n"
"[b]注意:[/b]由于光照贴图的工作方式,大多数属性只有在光照贴图被再次烘焙后,才"
"会产生可见效果。\n"
"[b]注意:[/b]不支持在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照贴图,因为它们"
"无法存储烘焙所需的 UV2 数据。\n"
"[b]注意:[/b]如果没有安装自定义光照贴图,[LightmapGI] 只能在使用 Vulkan 后端"
"Forward+ 或 Mobile时进行烘焙而不能在使用 OpenGL 时烘焙。"
msgid "Using Lightmap global illumination"
msgstr "使用光照贴图全局光照"
msgid ""
"The bias to use when computing shadows. Increasing [member bias] can fix "
"shadow acne on the resulting baked lightmap, but can introduce peter-panning "
"(shadows not connecting to their casters). Real-time [Light3D] shadows are "
"not affected by this [member bias] property."
msgstr ""
"计算阴影时使用的偏置。增加 [member bias] 可以修复生成的烘焙光照贴图上的阴影失"
"真,但会引入阴影悬浮(阴影未连接到其障碍物)。实时 [Light3D] 阴影不受该 "
"[member bias] 属性的影响。"
msgid ""
"The energy multiplier for each bounce. Higher values will make indirect "
"lighting brighter. A value of [code]1.0[/code] represents physically accurate "
"behavior, but higher values can be used to make indirect lighting propagate "
"more visibly when using a low number of bounces. This can be used to speed up "
"bake times by lowering the number of [member bounces] then increasing [member "
"bounce_indirect_energy].\n"
"[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member "
"bounces] is set to a value greater than or equal to [code]1[/code]."
msgstr ""
"每次反弹的能量乘数。较高的值将使间接照明更亮。值 [code]1.0[/code] 代表物理上准"
"确的行为,但较高的值可用于在使用少量反弹时使间接照明传播更明显。这可以通过减"
"少 [member bounces] 数量,然后增加 [member bounce_indirect_energy] 来加速烘焙"
"时间。\n"
"[b]注意:[/b][member bounce_indirect_energy] 仅在 [member bounces] 被设置为大"
"于或等于 [code]1[/code] 的值时才有效。"
msgid ""
"Number of light bounces that are taken into account during baking. Higher "
"values result in brighter, more realistic lighting, at the cost of longer "
"bake times. If set to [code]0[/code], only environment lighting, direct light "
"and emissive lighting is baked."
msgstr ""
"烘焙过程中考虑的光反弹次数。较高的值会产生更明亮、更逼真的光线,但代价是更长的"
"烘焙时间。如果设置为 [code]0[/code],则仅烘焙环境光线、直接光线和自发光光线。"
msgid ""
"The [CameraAttributes] resource that specifies exposure levels to bake at. "
"Auto-exposure and non exposure properties will be ignored. Exposure settings "
"should be used to reduce the dynamic range present when baking. If exposure "
"is too high, the [LightmapGI] will have banding artifacts or may have over-"
"exposure artifacts."
msgstr ""
"[CameraAttributes] 资源,指定要烘焙的曝光级别。自动曝光和非曝光属性将被忽略。"
"应该使用曝光设置来减少烘焙时出现的动态范围。如果曝光度太高,[LightmapGI] 将出"
"现带状伪影,或可能出现过度曝光伪影。"
msgid ""
"The strength of denoising step applied to the generated lightmaps. Only "
"effective if [member use_denoiser] is [code]true[/code] and [member "
"ProjectSettings.rendering/lightmapping/denoising/denoiser] is set to JNLM."
msgstr ""
"应用于生成的光照贴图的去噪步骤的强度。仅当 [member use_denoiser] 为 "
"[code]true[/code] 且 [member ProjectSettings.rendering/lightmapping/denoising/"
"denoiser] 被设置为 JNLM 时有效。"
msgid ""
"If [code]true[/code], bakes lightmaps to contain directional information as "
"spherical harmonics. This results in more realistic lighting appearance, "
"especially with normal mapped materials and for lights that have their direct "
"light baked ([member Light3D.light_bake_mode] set to [constant Light3D."
"BAKE_STATIC] and with [member Light3D.editor_only] set to [code]false[/"
"code]). The directional information is also used to provide rough reflections "
"for static and dynamic objects. This has a small run-time performance cost as "
"the shader has to perform more work to interpret the direction information "
"from the lightmap. Directional lightmaps also take longer to bake and result "
"in larger file sizes.\n"
"[b]Note:[/b] The property's name has no relationship with "
"[DirectionalLight3D]. [member directional] works with all light types."
msgstr ""
"如果为 [code]true[/code],烘焙光照贴图以包含作为球谐函数的方向信息。这会产生更"
"逼真的光照外观,尤其是使用法线贴图材质和烘焙了直射光的灯光([member Light3D."
"light_bake_mode] 设置为 [constant Light3D.BAKE_STATIC] 并将 [member Light3D."
"editor_only] 设置为 [code]false[/code])。方向信息还用于为静态和动态对象提供粗"
"略的反射。这有一个小的运行时性能成本,因为着色器必须执行更多的工作,来解释来自"
"光照贴图的方向信息。定向光照贴图也需要更长的时间来烘焙并产生更大的文件大小。\n"
"[b]注意:[/b]属性的名称与 [DirectionalLight3D] 没有关系。[member directional] "
"适用于所有灯光类型。"
msgid ""
"The color to use for environment lighting. Only effective if [member "
"environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]."
msgstr ""
"用于环境照明的颜色。仅在 [member environment_mode] 为 [constant "
"ENVIRONMENT_MODE_CUSTOM_COLOR] 时有效。"
msgid ""
"The color multiplier to use for environment lighting. Only effective if "
"[member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]."
msgstr ""
"用于环境照明的颜色倍数。仅在 [member environment_mode] 为 [constant "
"ENVIRONMENT_MODE_CUSTOM_COLOR] 时有效。"
msgid ""
"The sky to use as a source of environment lighting. Only effective if [member "
"environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]."
msgstr ""
"用作环境照明光源的天空。仅在 [member environment_mode] 为 [constant "
"ENVIRONMENT_MODE_CUSTOM_SKY] 时有效。"
msgid "The environment mode to use when baking lightmaps."
msgstr "烘焙光照贴图时使用的环境模式。"
msgid ""
"The level of subdivision to use when automatically generating "
"[LightmapProbe]s for dynamic object lighting. Higher values result in more "
"accurate indirect lighting on dynamic objects, at the cost of longer bake "
"times and larger file sizes.\n"
"[b]Note:[/b] Automatically generated [LightmapProbe]s are not visible as "
"nodes in the Scene tree dock, and cannot be modified this way after they are "
"generated.\n"
"[b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting "
"on dynamic objects is always applied using [Light3D] nodes in real-time."
msgstr ""
"为动态对象照明自动生成 [LightmapProbe] 时使用的细分级别。较高的值会在动态对象"
"上产生更准确的间接照明,但代价是更长的烘焙时间和更大的文件大小。\n"
"[b]注意:[/b]自动生成的 [LightmapProbe],不作为在场景树停靠面板中的节点可见,"
"并且生成后无法通过这种方式修改。\n"
"[b]注意:[/b]不管 [member generate_probes_subdiv],动态对象上的直接光照,总是"
"使用 [Light3D] 节点实时应用。"
msgid "If [code]true[/code], ignore environment lighting when baking lightmaps."
msgstr "如果为 [code]true[/code],则会在烘焙光照贴图时忽略环境光照。"
msgid ""
"The [LightmapGIData] associated to this [LightmapGI] node. This resource is "
"automatically created after baking, and is not meant to be created manually."
msgstr ""
"与该 [LightmapGI] 节点关联的 [LightmapGIData]。该资源是在烘焙后自动创建的,并"
"不意味着要手动创建。"
msgid ""
"The maximum texture size for the generated texture atlas. Higher values will "
"result in fewer slices being generated, but may not work on all hardware as a "
"result of hardware limitations on texture sizes. Leave [member "
"max_texture_size] at its default value of [code]16384[/code] if unsure."
msgstr ""
"生成的纹理图集的最大纹理大小。更高的值将导致生成的切片更少,但由于硬件对纹理大"
"小的限制,可能无法在所有硬件上工作。如果不确定,请将 [member "
"max_texture_size] 保留为其默认值 [code]16384[/code]。"
msgid ""
"The quality preset to use when baking lightmaps. This affects bake times, but "
"output file sizes remain mostly identical across quality levels.\n"
"To further speed up bake times, decrease [member bounces], disable [member "
"use_denoiser] and increase the lightmap texel size on 3D scenes in the Import "
"doc."
msgstr ""
"烘焙光照贴图时使用的质量预设。这会影响烘焙时间,但输出文件的大小在所有质量级别"
"上基本相同。\n"
"要进一步加快烘焙时间,请在导入停靠面板中减少 [member bounces]、禁用 [member "
"use_denoiser]、并增加 3D 场景的光照贴图纹素大小。"
msgid ""
"If [code]true[/code], uses a GPU-based denoising algorithm on the generated "
"lightmap. This eliminates most noise within the generated lightmap at the "
"cost of longer bake times. File sizes are generally not impacted "
"significantly by the use of a denoiser, although lossless compression may do "
"a better job at compressing a denoised image."
msgstr ""
"如果为 [code]true[/code],则在生成的光照贴图上,使用基于 GPU 的降噪算法。这以"
"更长的烘焙时间为代价,消除了生成的光照贴图中的大部分噪点。尽管无损压缩在压缩降"
"噪图像方面可能做得更好,但使用降噪器通常不会显著影响文件大小。"
msgid ""
"If [code]true[/code], a texture with the lighting information will be "
"generated to speed up the generation of indirect lighting at the cost of some "
"accuracy. The geometry might exhibit extra light leak artifacts when using "
"low resolution lightmaps or UVs that stretch the lightmap significantly "
"across surfaces. Leave [member use_texture_for_bounces] at its default value "
"of [code]true[/code] if unsure.\n"
"[b]Note:[/b] [member use_texture_for_bounces] only has an effect if [member "
"bounces] is set to a value greater than or equal to [code]1[/code]."
msgstr ""
"如果为 [code]true[/code],将生成带有照明信息的纹理,以加快间接照明的生成速度,"
"但会牺牲一定的精度。当使用低分辨率光照贴图或在表面上显著拉伸光照贴图的 UV 时,"
"几何体可能会出现额外的漏光伪影。如果不确定,请将 [member "
"use_texture_for_bounces] 保留为其默认值 [code]true[/code]。\n"
"[b]注意:[/b][member use_texture_for_bounces] 仅在 [member bounces] 被设置为大"
"于或等于 [code]1[/code] 的值时才有效。"
msgid ""
"Low bake quality (fastest bake times). The quality of this preset can be "
"adjusted by changing [member ProjectSettings.rendering/lightmapping/"
"bake_quality/low_quality_ray_count] and [member ProjectSettings.rendering/"
"lightmapping/bake_quality/low_quality_probe_ray_count]."
msgstr ""
"较低的烘焙质量(最快的烘焙时间)。可以通过更改 [member ProjectSettings."
"rendering/lightmapping/bake_quality/low_quality_ray_count] 和 [member "
"ProjectSettings.rendering/lightmapping/bake_quality/"
"low_quality_probe_ray_count] 来调整此预设的质量。"
msgid ""
"Medium bake quality (fast bake times). The quality of this preset can be "
"adjusted by changing [member ProjectSettings.rendering/lightmapping/"
"bake_quality/medium_quality_ray_count] and [member ProjectSettings.rendering/"
"lightmapping/bake_quality/medium_quality_probe_ray_count]."
msgstr ""
"中等的烘焙质量(较快的烘焙时间)。可以通过更改 [member ProjectSettings."
"rendering/lightmapping/bake_quality/medium_quality_ray_count] 和 [member "
"ProjectSettings.rendering/lightmapping/bake_quality/"
"medium_quality_probe_ray_count] 来调整此预设的质量。"
msgid ""
"High bake quality (slow bake times). The quality of this preset can be "
"adjusted by changing [member ProjectSettings.rendering/lightmapping/"
"bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/"
"lightmapping/bake_quality/high_quality_probe_ray_count]."
msgstr ""
"较高的烘焙质量(较慢的烘焙时间)。可以通过更改 [member ProjectSettings."
"rendering/lightmapping/bake_quality/high_quality_ray_count] 和 [member "
"ProjectSettings.rendering/lightmapping/bake_quality/"
"high_quality_probe_ray_count] 来调整此预设的质量。"
msgid ""
"Highest bake quality (slowest bake times). The quality of this preset can be "
"adjusted by changing [member ProjectSettings.rendering/lightmapping/"
"bake_quality/ultra_quality_ray_count] and [member ProjectSettings.rendering/"
"lightmapping/bake_quality/ultra_quality_probe_ray_count]."
msgstr ""
"最高的烘焙质量(最慢的烘焙时间)。可以通过更改 [member ProjectSettings."
"rendering/lightmapping/bake_quality/high_quality_ray_count] 和 [member "
"ProjectSettings.rendering/lightmapping/bake_quality/"
"ultra_quality_probe_ray_count] 来调整此预设的质量。"
msgid "Don't generate lightmap probes for lighting dynamic objects."
msgstr "不要为光照动态对象生成光照贴图探针。"
msgid "Lowest level of subdivision (fastest bake times, smallest file sizes)."
msgstr "最低级别的细分(烘焙时间最快,文件大小最小)。"
msgid "Low level of subdivision (fast bake times, small file sizes)."
msgstr "较低级别的细分(烘焙时间较快,文件大小较小)。"
msgid "High level of subdivision (slow bake times, large file sizes)."
msgstr "较高级别的细分(烘焙时间较慢,文件大小较大)。"
msgid "Highest level of subdivision (slowest bake times, largest file sizes)."
msgstr "最高级别的细分(烘焙时间最慢,文件大小最大)。"
msgid "Lightmap baking was successful."
msgstr "光照贴图烘焙成功。"
msgid ""
"Lightmap baking failed because the root node for the edited scene could not "
"be accessed."
msgstr "光照贴图烘焙失败,原因是无法访问所编辑场景的根节点。"
msgid ""
"Lightmap baking failed as the lightmap data resource is embedded in a foreign "
"resource."
msgstr "光照贴图烘焙失败,原因是光照贴图数据嵌入在外部资源之中。"
msgid ""
"Lightmap baking failed as there is no lightmapper available in this Godot "
"build."
msgstr "光照贴图烘焙失败,原因是这个 Godot 构建中没有可用的光照贴图器。"
msgid ""
"Lightmap baking failed as the [LightmapGIData] save path isn't configured in "
"the resource."
msgstr "光照贴图烘焙失败,原因是资源中没有配置 [LightmapGIData] 保存路径。"
msgid ""
"Lightmap baking failed as there are no meshes whose [member "
"GeometryInstance3D.gi_mode] is [constant GeometryInstance3D.GI_MODE_STATIC] "
"and with valid UV2 mapping in the current scene. You may need to select 3D "
"scenes in the Import dock and change their global illumination mode "
"accordingly."
msgstr ""
"光照贴图烘焙失败,原因是当前场景中没有 [member GeometryInstance3D.gi_mode] 为 "
"[constant GeometryInstance3D.GI_MODE_STATIC] 且具有有效 UV2 映射的网格。可能需"
"要在导入停靠面板中选择 3D 场景,并相应地更改它们的全局照明模式。"
msgid ""
"Lightmap baking failed as the lightmapper failed to analyze some of the "
"meshes marked as static for baking."
msgstr ""
"光照贴图烘焙失败,原因是光照贴图器无法分析一些标记为静态的网格以进行烘焙。"
msgid ""
"Lightmap baking failed as the resulting image couldn't be saved or imported "
"by Godot after it was saved."
msgstr "光照贴图烘焙失败,原因是最终的图像无法保存,或保存后无法被 Godot 导入。"
msgid ""
"The user aborted the lightmap baking operation (typically by clicking the "
"[b]Cancel[/b] button in the progress dialog)."
msgstr ""
"用户中止了光照贴图烘焙操作(通常通过点击进度对话框中的[b]取消[/b]按钮)。"
msgid ""
"Lightmap baking failed as the maximum texture size is too small to fit some "
"of the meshes marked for baking."
msgstr ""
"光照贴图烘焙失败,因为最大纹理尺寸太小,无法容纳某些被标记为烘焙的网格。"
msgid "Ignore environment lighting when baking lightmaps."
msgstr "烘焙光照贴图时忽略环境光照。"
msgid ""
"Use the scene's environment lighting when baking lightmaps.\n"
"[b]Note:[/b] If baking lightmaps in a scene with no [WorldEnvironment] node, "
"this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's preview "
"sky and sun is [i]not[/i] taken into account by [LightmapGI] when baking "
"lightmaps."
msgstr ""
"烘焙光照贴图时,使用场景的环境光照。\n"
"[b]注意:[/b]如果在没有 [WorldEnvironment] 节点的场景中烘焙光照贴图,这将表现"
"得像 [constant ENVIRONMENT_MODE_DISABLED]。在烘焙光照贴图时,[LightmapGI] [i]"
"不会[/i]考虑编辑器的预览天空和太阳。"
msgid ""
"Use [member environment_custom_sky] as a source of environment lighting when "
"baking lightmaps."
msgstr "烘焙光照贴图时,使用 [member environment_custom_sky] 作为环境光照来源。"
msgid ""
"Use [member environment_custom_color] multiplied by [member "
"environment_custom_energy] as a constant source of environment lighting when "
"baking lightmaps."
msgstr ""
"烘焙光照贴图时,使用 [member environment_custom_color] 和 [member "
"environment_custom_energy] 相乘的结果作为环境光照的恒定来源。"
msgid "Contains baked lightmap and dynamic object probe data for [LightmapGI]."
msgstr "包含用于 [LightmapGI] 的烘焙光照贴图和动态对象探测数据。"
msgid ""
"[LightmapGIData] contains baked lightmap and dynamic object probe data for "
"[LightmapGI]. It is replaced every time lightmaps are baked in [LightmapGI]."
msgstr ""
"[LightmapGIData] 包含用于 [LightmapGI] 的烘焙光照贴图和动态对象探测数据。在 "
"[LightmapGI] 中每当光照贴图被烘焙时都会替换它。"
msgid "Adds an object that is considered baked within this [LightmapGIData]."
msgstr "添加一个在该 [LightmapGIData] 中被视为已烘焙的对象。"
msgid ""
"Clear all objects that are considered baked within this [LightmapGIData]."
msgstr "清除在该 [LightmapGIData] 中被视为已烘焙的所有对象。"
msgid ""
"Returns the number of objects that are considered baked within this "
"[LightmapGIData]."
msgstr "返回在该 [LightmapGIData] 中被视为烘焙的对象的数量。"
msgid "Returns the [NodePath] of the baked object at index [param user_idx]."
msgstr "返回索引 [param user_idx] 处烘焙对象的 [NodePath]。"
msgid ""
"If [code]true[/code], lightmaps were baked with directional information. See "
"also [member LightmapGI.directional]."
msgstr ""
"如果为 [code]true[/code],则光照贴图使用定向信息烘焙。另请参阅 [member "
"LightmapGI.directional]。"
msgid ""
"If [param uses_spherical_harmonics] is [code]true[/code], tells the engine to "
"treat the lightmap data as if it was baked with directional information.\n"
"[b]Note:[/b] Changing this value on already baked lightmaps will not cause "
"them to be baked again. This means the material appearance will look "
"incorrect until lightmaps are baked again, in which case the value set here "
"is discarded as the entire [LightmapGIData] resource is replaced by the "
"lightmapper."
msgstr ""
"如果 [param uses_spherical_harmonics] 为 [code]true[/code],则告诉引擎将光照贴"
"图数据视为使用了定向信息烘焙的。\n"
"[b]注意:[/b]在已烘焙的光照贴图上更改此值不会导致再次烘焙它们。这意味着在再次"
"烘焙光照贴图之前,材质外观将看起来不正确,在这种情况下,此处设置的值将被丢弃,"
"因为整个 [LightmapGIData] 资源被光照贴图器替换。"
msgid ""
"The lightmap atlas texture generated by the lightmapper.\n"
"[i]Deprecated.[/i] The lightmap atlas can now have multiple textures. See "
"[member lightmap_textures]."
msgstr ""
"由光照贴图器生成的光照贴图图集纹理。\n"
"[i]已弃用。[/i]光照贴图图集现在可以有多个纹理。请参阅 [member "
"lightmap_textures]。"
msgid "The lightmap atlas textures generated by the lightmapper."
msgstr "由光照贴图器生成的光照贴图图集纹理。"
msgid "Abstract class extended by lightmappers, for use in [LightmapGI]."
msgstr "由光照贴图器扩展的抽象类,用于 [LightmapGI]。"
msgid ""
"This class should be extended by custom lightmapper classes. Lightmappers can "
"then be used with [LightmapGI] to provide fast baked global illumination in "
"3D.\n"
"Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses "
"compute shaders, but custom lightmappers can be implemented by C++ modules."
msgstr ""
"此类应由自定义光照贴图器类扩展。然后可以将光照贴图器与 [LightmapGI] 一起使用,"
"以提供快速烘焙的 3D 全局光照。\n"
"Godot 包含一个基于 GPU 的内置光照贴图器 [LightmapperRD],它使用计算着色器,但"
"自定义光照贴图器可以由 C++ 模块实现。"
msgid "The built-in GPU-based lightmapper for use with [LightmapGI]."
msgstr "内置的基于 GPU 的光照贴图器,与 [LightmapGI] 一起使用。"
msgid ""
"LightmapperRD (\"RD\" stands for [RenderingDevice]) is the built-in GPU-based "
"lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake "
"lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses "
"compute shaders to bake lightmaps, so it does not require CUDA or OpenCL "
"libraries to be installed to be usable.\n"
"[b]Note:[/b] Only usable when using the Vulkan backend (Forward+ or Mobile), "
"not OpenGL."
msgstr ""
"LightmapperRD“RD”代表 [RenderingDevice])是基于 GPU 的内置光照贴图器,可与 "
"[LightmapGI] 一起使用。在大多数专用 GPU 上,它可以比大多数基于 CPU 的光照贴图"
"更快地烘焙光照贴图。LightmapperRD 使用计算着色器来烘焙光照贴图,因此它不需要安"
"装 CUDA 或 OpenCL 库即可使用。\n"
"[b]注意:[/b]仅在使用 Vulkan 后端Forward+ 或移动),而不是 OpenGL 时可用。"
msgid ""
"Represents a single manually placed probe for dynamic object lighting with "
"[LightmapGI]."
msgstr "表示使用 [LightmapGI] 进行动态物体照明的单个手动放置的探针。"
msgid ""
"[LightmapProbe] represents the position of a single manually placed probe for "
"dynamic object lighting with [LightmapGI].\n"
"Typically, [LightmapGI] probes are placed automatically by setting [member "
"LightmapGI.generate_probes_subdiv] to a value other than [constant LightmapGI."
"GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes before baking "
"lightmaps, you can add more probes in specific areas for greater detail, or "
"disable automatic generation and rely only on manually placed probes instead."
msgstr ""
"[LightmapProbe] 表示单个手动放置探针的位置,用于使用 [LightmapGI] 进行动态物体"
"照明。\n"
"通常,通过将 [member LightmapGI.generate_probes_subdiv] 设置为 [constant "
"LightmapGI.GENERATE_PROBES_DISABLED] 以外的值,来自动放置 [LightmapGI] 探针。"
"通过在烘焙光照贴图之前创建 [LightmapProbe] 节点,你可以在特定区域,添加更多探"
"针以获得更多细节,或者禁用自动生成、并仅依赖手动放置的探针。"
msgid "Occludes light cast by a Light2D, casting shadows."
msgstr "遮挡由 Light2D 投射的光线,投射阴影。"
msgid ""
"Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must "
"be provided with an [OccluderPolygon2D] in order for the shadow to be "
"computed."
msgstr ""
"遮挡 Light2D 投射的灯光,投射阴影。为了计算阴影,必须为 LightOccluder2D 提供 "
"[OccluderPolygon2D]。"
msgid "The [OccluderPolygon2D] used to compute the shadow."
msgstr "用于计算阴影的 [OccluderPolygon2D]。"
msgid ""
"The LightOccluder2D's occluder light mask. The LightOccluder2D will cast "
"shadows only from Light2D(s) that have the same light mask(s)."
msgstr ""
"LightOccluder2D 的遮挡器光照掩码。LightOccluder2D 将仅从具有相同光照掩码的 "
"Light2D 投射阴影。"
msgid ""
"If enabled, the occluder will be part of a real-time generated signed "
"distance field that can be used in custom shaders."
msgstr ""
"如果启用,该遮挡器将成为实时生成的带符号距离场的一部分,可被用于自定义着色器"
"中。"
msgid "A 2D polyline that can optionally be textured."
msgstr "可以选择设置纹理的 2D 折线。"
msgid ""
"This node draws a 2D polyline, i.e. a shape consisting of several points "
"connected by segments. [Line2D] is not a mathematical polyline, i.e. the "
"segments are not infinitely thin. It is intended for rendering and it can be "
"colored and optionally textured.\n"
"[b]Warning:[/b] Certain configurations may be impossible to draw nicely, such "
"as very sharp angles. In these situations, the node uses fallback drawing "
"logic to look decent.\n"
"[b]Note:[/b] [Line2D] is drawn using a 2D mesh."
msgstr ""
"该节点绘制一条 2D 折线,即由多个线段连接的点组成的形状。[Line2D] 不是数学折"
"线,即线段不是无限细的。它用于渲染,且可以被着色,也可以选择纹理。\n"
"[b]警告:[/b]某些配置可能无法很好地绘制,例如非常锐利的角度。在这些情况下,节"
"点使用后备绘制逻辑来看起来不错。\n"
"[b]注意:[/b][Line2D] 使用 2D 网格进行绘制。"
msgid ""
"Adds a point with the specified [param position] relative to the polyline's "
"own position. If no [param index] is provided, the new point will be added to "
"the end of the points array.\n"
"If [param index] is given, the new point is inserted before the existing "
"point identified by index [param index]. The indices of the points after the "
"new point get increased by 1. The provided [param index] must not exceed the "
"number of existing points in the polyline. See [method get_point_count]."
msgstr ""
"在指定的位置 [param position] 添加一个点,该位置相对于该线段自身的位置。如果未"
"提供 [param index],则新的点将被添加到点数组的末尾。\n"
"如果给出 [param index],则将新点插入到由索引 [param index] 标识的已有点之前。"
"该新点之后的点的索引增加 1。提供的 [param index] 不得超过折线中已有点的数量。"
"请参阅 [method get_point_count]。"
msgid "Removes all points from the polyline, making it empty."
msgstr "从折线中移除所有点,使其为空。"
msgid "Returns the number of points in the polyline."
msgstr "返回该折线中的点的数量。"
msgid "Returns the position of the point at index [param index]."
msgstr "返回索引为 [param index] 的点的位置。"
msgid "Removes the point at index [param index] from the polyline."
msgstr "移除该折线中索引为 [param index] 的点。"
msgid ""
"Overwrites the position of the point at the given [param index] with the "
"supplied [param position]."
msgstr "用提供的 [param position] 覆盖给定索引 [param index] 处的点的位置。"
msgid ""
"If [code]true[/code], the polyline's border will be anti-aliased.\n"
"[b]Note:[/b] [Line2D] is not accelerated by batching when being anti-aliased."
msgstr ""
"如果为 [code]true[/code],则折线的边界将使用抗锯齿。\n"
"[b]注意:[/b][Line2D] 在使用抗锯齿时,不会通过批处理来加速。"
msgid ""
"The style of the beginning of the polyline, if [member closed] is "
"[code]false[/code]. Use [enum LineCapMode] constants."
msgstr ""
"[member close] 为 [code]false[/code] 时折线开头的样式。使用 [enum "
"LineCapMode] 常量。"
msgid ""
"If [code]true[/code] and the polyline has more than 2 points, the last point "
"and the first one will be connected by a segment.\n"
"[b]Note:[/b] The shape of the closing segment is not guaranteed to be "
"seamless if a [member width_curve] is provided.\n"
"[b]Note:[/b] The joint between the closing segment and the first segment is "
"drawn first and it samples the [member gradient] and the [member width_curve] "
"at the beginning. This is an implementation detail that might change in a "
"future version."
msgstr ""
"如果为 [code]true[/code] 并且折线有超过2个点则最后一个点和第一个点将通过线段"
"连接。\n"
"[b]注意:[/b]如果提供了 [member width_curve],则不保证闭合线段的形状是无缝"
"的。\n"
"[b]注意:[/b]首先绘制结束线段和第一条线段之间的连接点,并在开始时对 [member "
"gradient] 和 [member width_curve] 进行采样。这是在未来版本中可能会更改的实现细"
"节。"
msgid "The color of the polyline. Will not be used if a gradient is set."
msgstr "折线的颜色。如果设置了渐变,则不会被使用。"
msgid ""
"The style of the end of the polyline, if [member closed] is [code]false[/"
"code]. Use [enum LineCapMode] constants."
msgstr ""
"折线末端的样式,如果 [member close] 为 [code]false[/code]。使用 [enum "
"LineCapMode] 常量。"
msgid ""
"The gradient is drawn through the whole line from start to finish. The "
"[member default_color] will not be used if this property is set."
msgstr ""
"渐变是从头到尾贯穿整条线绘制的。如果该属性被设置,则 [member default_color] 不"
"会被使用。"
msgid ""
"The style of the connections between segments of the polyline. Use [enum "
"LineJointMode] constants."
msgstr "折线段之间的连接样式。使用 [enum LineJointMode] 常量。"
msgid ""
"The points of the polyline, interpreted in local 2D coordinates. Segments are "
"drawn between the adjacent points in this array."
msgstr "折线的点,以局部 2D 坐标解释。在该数组中的相邻点之间绘制线段。"
msgid ""
"The smoothness used for rounded joints and caps. Higher values result in "
"smoother corners, but are more demanding to render and update."
msgstr ""
"用于圆形接头和端盖的光滑度。值越高,边角越平滑,但对渲染和更新的要求更高。"
msgid ""
"Determines the miter limit of the polyline. Normally, when [member "
"joint_mode] is set to [constant LINE_JOINT_SHARP], sharp angles fall back to "
"using the logic of [constant LINE_JOINT_BEVEL] joints to prevent very long "
"miters. Higher values of this property mean that the fallback to a bevel "
"joint will happen at sharper angles."
msgstr ""
"确定该折线的斜接限制。通常,当 [member joint_mode] 被设置为 [constant "
"LINE_JOINT_SHARP] 时,锐角会回退到使用 [constant LINE_JOINT_BEVEL] 关节的逻辑"
"来防止过长的斜接。该属性的值越高意味着倒角接头的回退将以更锐利的角度发生。"
msgid ""
"The texture used for the polyline. Uses [member texture_mode] for drawing "
"style."
msgstr "用于折线的纹理。使用 [member texture_mode] 作为绘图样式。"
msgid ""
"The style to render the [member texture] of the polyline. Use [enum "
"LineTextureMode] constants."
msgstr ""
"渲染该折线的 [member texture] 的样式。使用 [enum LineTextureMode] 常量。"
msgid "The polyline's width."
msgstr "多边形的宽度。"
msgid ""
"The polyline's width curve. The width of the polyline over its length will be "
"equivalent to the value of the width curve over its domain."
msgstr "该折线的宽度曲线。该折线在其长度上的宽度将等于宽度曲线在其域上的值。"
msgid ""
"Makes the polyline's joints pointy, connecting the sides of the two segments "
"by extending them until they intersect. If the rotation of a joint is too big "
"(based on [member sharp_limit]), the joint falls back to [constant "
"LINE_JOINT_BEVEL] to prevent very long miters."
msgstr ""
"使该折线的接头变尖,通过延伸两条线段直至它们相交来连接它们的侧面。如果关节的旋"
"转太大(基于 [member sharp_limit]),关节将回落到 [constant LINE_JOINT_BEVEL] "
"以防止出现过长的斜角。"
msgid ""
"Makes the polyline's joints bevelled/chamfered, connecting the sides of the "
"two segments with a simple line."
msgstr "使折线的接头倾斜/倒角,用一条简单的线连接两个线段的侧面。"
msgid ""
"Makes the polyline's joints rounded, connecting the sides of the two segments "
"with an arc. The detail of this arc depends on [member round_precision]."
msgstr ""
"使该折线的接头变圆,用圆弧连接两条线段的侧面。该弧的细节取决于 [member "
"round_precision]。"
msgid "Draws no line cap."
msgstr "不绘制线条端点。"
msgid "Draws the line cap as a box, slightly extending the first/last segment."
msgstr "将线帽绘制为方框,稍微延伸第一段/最后一段。"
msgid "Draws the line cap as a semicircle attached to the first/last segment."
msgstr "将线帽绘制为连接到第一条/最后一条线段的半圆。"
msgid ""
"Takes the left pixels of the texture and renders them over the whole polyline."
msgstr "获取纹理的左侧像素并将它们渲染在整条折线上。"
msgid ""
"Tiles the texture over the polyline. [member CanvasItem.texture_repeat] of "
"the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_ENABLED] or "
"[constant CanvasItem.TEXTURE_REPEAT_MIRROR] for it to work properly."
msgstr ""
"将纹理平铺在该折线上。该 [Line2D] 节点的 [member CanvasItem.texture_repeat] 必"
"须为 [constant CanvasItem.TEXTURE_REPEAT_ENABLED] 或 [constant CanvasItem."
"TEXTURE_REPEAT_MIRROR],才能正常工作。"
msgid ""
"Stretches the texture across the polyline. [member CanvasItem.texture_repeat] "
"of the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_DISABLED] "
"for best results."
msgstr ""
"沿该折线拉伸纹理。为了获得最佳效果,[Line2D] 节点的 [member CanvasItem."
"texture_repeat] 必须为 [constant CanvasItem.TEXTURE_REPEAT_DISABLED]。"
msgid "An input field for single-line text."
msgstr "单行文本的输入字段。"
msgid ""
"[LineEdit] provides an input field for editing a single line of text. It "
"features many built-in shortcuts that are always available ([kbd]Ctrl[/kbd] "
"here maps to [kbd]Cmd[/kbd] on macOS):\n"
"- [kbd]Ctrl + C[/kbd]: Copy\n"
"- [kbd]Ctrl + X[/kbd]: Cut\n"
"- [kbd]Ctrl + V[/kbd] or [kbd]Ctrl + Y[/kbd]: Paste/\"yank\"\n"
"- [kbd]Ctrl + Z[/kbd]: Undo\n"
"- [kbd]Ctrl + ~[/kbd]: Swap input direction.\n"
"- [kbd]Ctrl + Shift + Z[/kbd]: Redo\n"
"- [kbd]Ctrl + U[/kbd]: Delete text from the caret position to the beginning "
"of the line\n"
"- [kbd]Ctrl + K[/kbd]: Delete text from the caret position to the end of the "
"line\n"
"- [kbd]Ctrl + A[/kbd]: Select all text\n"
"- [kbd]Up Arrow[/kbd]/[kbd]Down Arrow[/kbd]: Move the caret to the beginning/"
"end of the line\n"
"On macOS, some extra keyboard shortcuts are available:\n"
"- [kbd]Cmd + F[/kbd]: Same as [kbd]Right Arrow[/kbd], move the caret one "
"character right\n"
"- [kbd]Cmd + B[/kbd]: Same as [kbd]Left Arrow[/kbd], move the caret one "
"character left\n"
"- [kbd]Cmd + P[/kbd]: Same as [kbd]Up Arrow[/kbd], move the caret to the "
"previous line\n"
"- [kbd]Cmd + N[/kbd]: Same as [kbd]Down Arrow[/kbd], move the caret to the "
"next line\n"
"- [kbd]Cmd + D[/kbd]: Same as [kbd]Delete[/kbd], delete the character on the "
"right side of caret\n"
"- [kbd]Cmd + H[/kbd]: Same as [kbd]Backspace[/kbd], delete the character on "
"the left side of the caret\n"
"- [kbd]Cmd + A[/kbd]: Same as [kbd]Home[/kbd], move the caret to the "
"beginning of the line\n"
"- [kbd]Cmd + E[/kbd]: Same as [kbd]End[/kbd], move the caret to the end of "
"the line\n"
"- [kbd]Cmd + Left Arrow[/kbd]: Same as [kbd]Home[/kbd], move the caret to the "
"beginning of the line\n"
"- [kbd]Cmd + Right Arrow[/kbd]: Same as [kbd]End[/kbd], move the caret to the "
"end of the line"
msgstr ""
"[LineEdit] 提供了一个单行文本的输入字段,提供了许多始终可用的内置快捷键(此处"
"的 [kbd]Ctrl[/kbd] 在 macOS 上会映射到 [kbd]Cmd[/kbd]\n"
"- [kbd]Ctrl + C[/kbd]:复制\n"
"- [kbd]Ctrl + X[/kbd]:剪切\n"
"- [kbd]Ctrl + V[/kbd] 或 [kbd]Ctrl + Y[/kbd]:粘贴/“拉扯”n\n"
"- [kbd]Ctrl + Z[/kbd]:撤销\n"
"- [kbd]Ctrl + ~[/kbd]:交换输入方向\n"
"- [kbd]Ctrl + Shift + Z[/kbd]:重做\n"
"- [kbd]Ctrl + U[/kbd]:删除从文本光标位置到行首的文本\n"
"- [kbd]Ctrl + K[/kbd]:删除从文本光标位置到行尾的文本\n"
"- [kbd]Ctrl + A[/kbd]:选择所有文本\n"
"- [kbd]Up Arrow[/kbd]/[kbd]Down Arrow[/kbd]:将文本光标移动到行首/行尾\n"
"在 macOS 上,有一些额外的键盘快捷键可用:\n"
"- [kbd]Ctrl + F[/kbd]:同 [kbd]Right Arrow[/kbd],将文本光标向右移动一个字符\n"
"- [kbd]Ctrl + B[/kbd]:同 [kbd]Left Arrow[/kbd],将文本光标向左移动一个字符\n"
"- [kbd]Ctrl + P[/kbd]:同 [kbd]Up Arrow[/kbd],将文本光标移动到上一行\n"
"- [kbd]Ctrl + N[/kbd]:同 [kbd]Down Arrow[/kbd],将文本光标移动到下一行\n"
"- [kbd]Ctrl + D[/kbd]:同 [kbd]Delete[/kbd],删除文本光标右侧的字符\n"
"- [kbd]Ctrl + H[/kbd]:同 [kbd]Backspace[/kbd],删除文本光标左侧的字符\n"
"- [kbd]Ctrl + A[/kbd]:同 [kbd]Home[/kbd],将文本光标移动到行首\n"
"- [kbd]Ctrl + E[/kbd]:同 [kbd]End[/kbd],将文本光标移动到行首尾\n"
"- [kbd]Cmd + Left Arrow[/kbd]:同 [kbd]Home[/kbd],将文本光标移动到行首\n"
"- [kbd]Cmd + Right Arrow[/kbd]:同 [kbd]End[/kbd],将文本光标移动到行尾"
msgid "Erases the [LineEdit]'s [member text]."
msgstr "擦除 [LineEdit] 的 [member text]。"
msgid ""
"Deletes one character at the caret's current position (equivalent to pressing "
"[kbd]Delete[/kbd])."
msgstr "删除光标当前位置处的一个字符(相当于按 [kbd]Delete[/kbd])。"
msgid ""
"Deletes a section of the [member text] going from position [param "
"from_column] to [param to_column]. Both parameters should be within the "
"text's length."
msgstr ""
"删除 [member text] 中从起始列 [param from_column] 到结束列 [param to_column] "
"的部分。两个参数都应该在文本的长度之内。"
msgid "Clears the current selection."
msgstr "清除当前选择。"
msgid ""
"Returns the [PopupMenu] of this [LineEdit]. By default, this menu is "
"displayed when right-clicking on the [LineEdit].\n"
"You can add custom menu items or remove standard ones. Make sure your IDs "
"don't conflict with the standard ones (see [enum MenuItems]). For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # Remove all items after \"Redo\".\n"
" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
" # Add custom items.\n"
" menu.add_separator()\n"
" menu.add_item(\"Insert Date\", MENU_MAX + 1)\n"
" # Connect callback.\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" insert_text_at_caret(Time.get_date_string_from_system())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // Remove all items after \"Redo\".\n"
" menu.ItemCount = menu.GetItemIndex(LineEdit.MenuItems.Redo) + 1;\n"
" // Add custom items.\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"Insert Date\", LineEdit.MenuItems.Max + 1);\n"
" // Add event handler.\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == LineEdit.MenuItems.Max + 1)\n"
" {\n"
" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回该 [LineEdit] 的 [PopupMenu]。默认情况下,右键点击 [LineEdit] 会显示该菜"
"单。\n"
"可以添加自定义菜单项或移除标准菜单项。确保你的 ID 不与标准 ID 冲突(请参阅 "
"[enum MenuItems])。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # 在“重做”之后移除所有项目。\n"
" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
" # 添加自定义项目。\n"
" menu.add_separator()\n"
" menu.add_item(\"Insert Date\", MENU_MAX + 1)\n"
" # 连接回调。\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" insert_text_at_caret(Time.get_date_string_from_system())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // 在“重做”之后移除所有项目。\n"
" menu.ItemCount = menu.GetItemIndex(LineEdit.MenuItems.Redo) + 1;\n"
" // 添加自定义项目。\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"Insert Date\", LineEdit.MenuItems.Max + 1);\n"
" // 添加事件处理器。\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == LineEdit.MenuItems.Max + 1)\n"
" {\n"
" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果希望隐藏"
"它或它的任何子节点,请使用它们的 [member Window.visible] 属性。"
msgid ""
"Returns the scroll offset due to [member caret_column], as a number of "
"characters."
msgstr "返回 [member caret_column] 引起的滚动偏移量,单位为字符数。"
msgid "Returns the text inside the selection."
msgstr "返回选择内的文本。"
msgid "Returns the selection begin column."
msgstr "返回选择的开始列。"
msgid "Returns the selection end column."
msgstr "返回选择结束列。"
msgid "Returns [code]true[/code] if the user has selected text."
msgstr "如果用户选中了文本,则返回 [code]true[/code]。"
msgid ""
"Inserts [param text] at the caret. If the resulting value is longer than "
"[member max_length], nothing happens."
msgstr ""
"在光标处插入文本 [param text]。如果最终值比 [member max_length] 长,则不会发生"
"任何事情。"
msgid ""
"Returns whether the menu is visible. Use this instead of [code]get_menu()."
"visible[/code] to improve performance (so the creation of the menu is "
"avoided)."
msgstr ""
"返回菜单是否可见。请使用这个方法来代替 [code]get_menu().visible[/code],可以提"
"高性能(因为避免了菜单的创建)。"
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "执行 [enum MenuItems] 枚举中定义的给定操作。"
msgid ""
"Selects characters inside [LineEdit] between [param from] and [param to]. By "
"default, [param from] is at the beginning and [param to] at the end.\n"
"[codeblocks]\n"
"[gdscript]\n"
"text = \"Welcome\"\n"
"select() # Will select \"Welcome\".\n"
"select(4) # Will select \"ome\".\n"
"select(2, 5) # Will select \"lco\".\n"
"[/gdscript]\n"
"[csharp]\n"
"Text = \"Welcome\";\n"
"Select(); // Will select \"Welcome\".\n"
"Select(4); // Will select \"ome\".\n"
"Select(2, 5); // Will select \"lco\".\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"选择 [LineEdit] 内介于 [param from] 和 [param to] 之间的字符。默认情况下,"
"[param from] 位于开头,[param to] 位于结尾。\n"
"[codeblocks]\n"
"[gdscript]\n"
"text = \"Welcome\"\n"
"select() # 将选择“Welcome”。\n"
"select(4) # 将选择“ome”。\n"
"select(2, 5) # 将选择“lco”。\n"
"[/gdscript]\n"
"[csharp]\n"
"Text = \"Welcome\";\n"
"Select(); // 将选择“Welcome”。\n"
"Select(4); // 将选择“ome”。\n"
"Select(2, 5); // 将选择“lco”。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Selects the whole [String]."
msgstr "选中整个 [String]。"
msgid "Text alignment as defined in the [enum HorizontalAlignment] enum."
msgstr "文本对齐方式,由 [enum HorizontalAlignment] 枚举定义。"
msgid "If [code]true[/code], makes the caret blink."
msgstr "如果为 [code]true[/code],则文本光标会闪烁。"
msgid "The interval at which the caret blinks (in seconds)."
msgstr "文本光标的闪烁间隔(单位为秒)。"
msgid ""
"The caret's column position inside the [LineEdit]. When set, the text may "
"scroll to accommodate it."
msgstr "[LineEdit] 中光标的列位置。设置后文本可能会滚动以适应它。"
msgid ""
"If [code]true[/code], the [LineEdit] will always show the caret, even if "
"focus is lost."
msgstr ""
"如果为 [code]true[/code],则该 [LineEdit] 会始终显示光标,即使焦点丢失。"
msgid ""
"Allow moving caret, selecting and removing the individual composite character "
"components.\n"
"[b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite "
"character components."
msgstr ""
"允许在单个复合字符的组件中进行移动光标、选中、删除的操作。\n"
"[b]注意:[/b]退格键 [kbd]Backspace[/kbd] 始终按复合字符的组件删除。"
msgid ""
"If [code]true[/code], the [LineEdit] will show a clear button if [member "
"text] is not empty, which can be used to clear the text quickly."
msgstr ""
"如果为 [code]true[/code][LineEdit] 将在 [member text] 非空时显示清空按钮,可"
"以用来快速清除文本。"
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr "如果为 [code]true[/code],右键单击将出现上下文菜单。"
msgid ""
"If [code]true[/code], the selected text will be deselected when focus is lost."
msgstr "如果为 [code]true[/code],则在丢失焦点时会取消选中文本。"
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "如果为 [code]true[/code],则允许拖放选中的文本。"
msgid "If [code]true[/code], control characters are displayed."
msgstr "如果为 [code]true[/code],则会显示控制字符。"
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
"be added."
msgstr "如果为 [code]false[/code],则不能修改现在的文本,也不能添加新文本。"
msgid ""
"If [code]true[/code], the [LineEdit] width will increase to stay longer than "
"the [member text]. It will [b]not[/b] compress if the [member text] is "
"shortened."
msgstr ""
"如果为 [code]true[/code],则 [LineEdit] 宽度将增加到比 [member text] 长。如果 "
"[member text] 被缩短,它将[b]不[/b]压缩。"
msgid "If [code]true[/code], the [LineEdit] doesn't display decoration."
msgstr "如果为 [code]true[/code],则 [LineEdit] 不显示装饰。"
msgid ""
"Language code used for line-breaking and text shaping algorithms. If left "
"empty, current locale is used instead."
msgstr "语言代码,用于断行和文本塑形算法。如果留空则使用当前区域设置。"
msgid ""
"Maximum number of characters that can be entered inside the [LineEdit]. If "
"[code]0[/code], there is no limit.\n"
"When a limit is defined, characters that would exceed [member max_length] are "
"truncated. This happens both for existing [member text] contents when setting "
"the max length, or for new text inserted in the [LineEdit], including "
"pasting. If any input text is truncated, the [signal text_change_rejected] "
"signal is emitted with the truncated substring as parameter.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"text = \"Hello world\"\n"
"max_length = 5\n"
"# `text` becomes \"Hello\".\n"
"max_length = 10\n"
"text += \" goodbye\"\n"
"# `text` becomes \"Hello good\".\n"
"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/gdscript]\n"
"[csharp]\n"
"Text = \"Hello world\";\n"
"MaxLength = 5;\n"
"// `Text` becomes \"Hello\".\n"
"MaxLength = 10;\n"
"Text += \" goodbye\";\n"
"// `Text` becomes \"Hello good\".\n"
"// `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[LineEdit] 中可以输入的最大字符数。如果为 [code]0[/code],则没有限制。\n"
"定义限制后,将截断超过 [member max_length] 的字符。在设置最大长度时,将适用于"
"现有的 [member text] 内容,以及在 [LineEdit] 中插入、包括粘贴进来的新文本。如"
"果任何输入文本被截断,[signal text_change_rejected] 信号将以截断的子字符串作为"
"参数发出。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"text = \"Hello world\"\n"
"max_length = 5\n"
"# `text` 变为 \"Hello\"。\n"
"max_length = 10\n"
"text += \" goodbye\"\n"
"# `text` 变为 \"Hello good\"。\n"
"# `text_change_rejected` 以 \"bye\" 作为参数发出。\n"
"[/gdscript]\n"
"[csharp]\n"
"Text = \"Hello world\";\n"
"MaxLength = 5;\n"
"// `Text` 变为 \"Hello\"。\n"
"MaxLength = 10;\n"
"Text += \" goodbye\";\n"
"// `text` 变为 \"Hello good\"。\n"
"// `text_change_rejected` 以 \"bye\" 作为参数发出。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]false[/code], using middle mouse button to paste clipboard will be "
"disabled.\n"
"[b]Note:[/b] This method is only implemented on Linux."
msgstr ""
"如果为 [code]false[/code],将禁用鼠标中键粘贴剪贴板。\n"
"[b]注意:[/b]这个方法只在 Linux 上实现。"
msgid ""
"Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
"default value (see [member text])."
msgstr ""
"当 [LineEdit] 为空时显示的文本。它[b]不是[/b] [LineEdit] 的默认值(见 [member "
"text])。"
msgid ""
"Sets the icon that will appear in the right end of the [LineEdit] if there's "
"no [member text], or always, if [member clear_button_enabled] is set to "
"[code]false[/code]."
msgstr ""
"设置 [LineEdit] 右端的图标,这个图标会在没有 [member text] 时出现,如果 "
"[member clear_button_enabled] 为 [code]false[/code] 则始终可见。"
msgid ""
"If [code]true[/code], every character is replaced with the secret character "
"(see [member secret_character])."
msgstr ""
"如果为 [code]true[/code],则每个字符都会被替换成密码字符(见 [member "
"secret_character])。"
msgid ""
"The character to use to mask secret input. Only a single character can be "
"used as the secret character. If it is longer than one character, only the "
"first one will be used. If it is empty, a space will be used instead."
msgstr ""
"用于掩盖秘密输入的字符。只能用单个字符作为秘密字符。如果长度超过一个字符,则仅"
"使用第一个字符。如果为空,则使用空格代替。"
msgid ""
"If [code]true[/code], the [LineEdit] will select the whole text when it gains "
"focus."
msgstr "如果为 [code]true[/code],则在获得焦点时会全选文本。"
msgid ""
"If [code]false[/code], it's impossible to select the text using mouse nor "
"keyboard."
msgstr "如果为 [code]false[/code],则无法用鼠标或键盘选择文本。"
msgid "If [code]false[/code], using shortcuts will be disabled."
msgstr "如果为 [code]false[/code],快捷键将被禁用。"
msgid ""
"String value of the [LineEdit].\n"
"[b]Note:[/b] Changing text using this property won't emit the [signal "
"text_changed] signal."
msgstr ""
"[LineEdit] 的字符串值。\n"
"[b]注意:[/b]使用这个属性更改文本不会触发 [signal text_changed] 信号。"
msgid ""
"If [code]true[/code], the native virtual keyboard is shown when focused on "
"platforms that support it."
msgstr ""
"如果为 [code]true[/code],则在获得焦点时会在支持的平台上显示原生虚拟键盘。"
msgid "Specifies the type of virtual keyboard to show."
msgstr "指定要显示的虚拟键盘的类型。"
msgid ""
"Emitted when appending text that overflows the [member max_length]. The "
"appended text is truncated to fit [member max_length], and the part that "
"couldn't fit is passed as the [param rejected_substring] argument."
msgstr ""
"当追加的文本超过了 [member max_length] 时触发。追加后的文本会被截断以适应 "
"[member max_length],超出的部分会被作为 [param rejected_substring] 参数传递。"
msgid "Emitted when the text changes."
msgstr "当文本更改时触发。"
msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
msgstr "当用户在 [LineEdit] 上按 [constant KEY_ENTER] 时触发。"
msgid "Cuts (copies and clears) the selected text."
msgstr "剪切(复制并删除)选中的文本。"
msgid "Copies the selected text."
msgstr "复制选中的文本。"
msgid ""
"Pastes the clipboard text over the selected text (or at the caret's "
"position).\n"
"Non-printable escape characters are automatically stripped from the OS "
"clipboard via [method String.strip_escapes]."
msgstr ""
"将剪贴板中的文本粘贴到选中文本之上(或者文本光标位置)。\n"
"会使用 [method String.strip_escapes] 自动剥离操作系统剪贴板中不可打印的转义字"
"符。"
msgid "Erases the whole [LineEdit] text."
msgstr "删除 [LineEdit] 中的全部文本。"
msgid "Selects the whole [LineEdit] text."
msgstr "选中 [LineEdit] 中的全部文本。"
msgid "Undoes the previous action."
msgstr "撤销之前的操作。"
msgid "Reverse the last undo action."
msgstr "反转最后一个撤销动作。"
msgid "ID of \"Text Writing Direction\" submenu."
msgstr "“文本书写方向”子菜单的 ID。"
msgid "Sets text direction to inherited."
msgstr "将文本方向设置为继承。"
msgid "Sets text direction to automatic."
msgstr "将文本方向设置为自动。"
msgid "Sets text direction to left-to-right."
msgstr "将文本方向设置为从左至右。"
msgid "Sets text direction to right-to-left."
msgstr "将文本方向设置为从右至左。"
msgid "Toggles control character display."
msgstr "切换控制字符的显示。"
msgid "ID of \"Insert Control Character\" submenu."
msgstr "“插入控制字符”子菜单的 ID。"
msgid "Inserts left-to-right mark (LRM) character."
msgstr "插入从左至右标志LRM字符。"
msgid "Inserts right-to-left mark (RLM) character."
msgstr "插入从右至左标志LRM字符。"
msgid "Inserts start of left-to-right embedding (LRE) character."
msgstr "插入开始从左至右嵌入LRE字符。"
msgid "Inserts start of right-to-left embedding (RLE) character."
msgstr "插入开始从右至左嵌入RLE字符。"
msgid "Inserts start of left-to-right override (LRO) character."
msgstr "插入开始从左至右强制LRO字符。"
msgid "Inserts start of right-to-left override (RLO) character."
msgstr "插入开始从右至左嵌入RLE字符。"
msgid "Inserts pop direction formatting (PDF) character."
msgstr "插入退出方向格式化PDF字符。"
msgid "Inserts Arabic letter mark (ALM) character."
msgstr "插入阿拉伯字母标记ALM字符。"
msgid "Inserts left-to-right isolate (LRI) character."
msgstr "插入从左至右隔离LRI字符。"
msgid "Inserts right-to-left isolate (RLI) character."
msgstr "插入从右至左隔离RLI字符。"
msgid "Inserts first strong isolate (FSI) character."
msgstr "插入第一个强隔离FSI字符。"
msgid "Inserts pop direction isolate (PDI) character."
msgstr "插入退出方向隔离PDI字符。"
msgid "Inserts zero width joiner (ZWJ) character."
msgstr "插入零宽连接符ZWJ字符。"
msgid "Inserts zero width non-joiner (ZWNJ) character."
msgstr "插入零宽非连接符ZWNJ字符。"
msgid "Inserts word joiner (WJ) character."
msgstr "插入文字连接符WJ字符。"
msgid "Inserts soft hyphen (SHY) character."
msgstr "插入软连字符SHY字符。"
msgid "Represents the size of the [enum MenuItems] enum."
msgstr "代表 [enum MenuItems] 枚举的大小。"
msgid ""
"Color of the [LineEdit]'s caret (text cursor). This can be set to a fully "
"transparent color to hide the caret entirely."
msgstr ""
"[LineEdit] 的插入符号(文本光标)的颜色。可以设置为完全透明的颜色,从而完全隐"
"藏光标。"
msgid "Color used as default tint for the clear button."
msgstr "用作清除按钮默认色调的颜色。"
msgid "Color used for the clear button when it's pressed."
msgstr "按下清除按钮时使用的颜色。"
msgid "Default font color."
msgstr "默认字体颜色。"
msgid "The tint of text outline of the [LineEdit]."
msgstr "[LineEdit] 文本轮廓的色调。"
msgid "Font color for [member placeholder_text]."
msgstr "[member placeholder_text] 的字体颜色。"
msgid "Font color for selected text (inside the selection rectangle)."
msgstr "选定文本的字体颜色(在选择矩形内)。"
msgid "Font color when editing is disabled."
msgstr "禁用编辑时的字体颜色。"
msgid "Color of the selection rectangle."
msgstr "选择矩形的颜色。"
msgid ""
"The caret's width in pixels. Greater values can be used to improve "
"accessibility by ensuring the caret is easily visible, or to ensure "
"consistency with a large font size."
msgstr ""
"文本光标的像素宽度。使用较大的数值可以提高可访问性,使文本光标更加显眼,或者确"
"保文本与较大字体尺寸的一致性。"
msgid ""
"Minimum horizontal space for the text (not counting the clear button and "
"content margins). This value is measured in count of 'M' characters (i.e. "
"this number of 'M' characters can be displayed without scrolling)."
msgstr ""
"文本的最小水平空间不包括清除按钮和内容边距。这个值以“M”字符的数量来衡量"
"即能够在不滚动的情况下显示这么多个“M”字符。"
msgid "Font used for the text."
msgstr "文本使用的字体。"
msgid "Font size of the [LineEdit]'s text."
msgstr "该 [LineEdit] 文本的字体大小。"
msgid "Texture for the clear button. See [member clear_button_enabled]."
msgstr "“清除”按钮的纹理。见 [member clear_button_enabled]。"
msgid ""
"Background used when [LineEdit] has GUI focus. The [theme_item focus] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended for "
"accessibility reasons."
msgstr ""
"[LineEdit] 拥有 GUI 焦点时使用的背景。[theme_item focus] [StyleBox] 显示在基"
"础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 "
"[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要"
"禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会"
"影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。"
msgid "Default background for the [LineEdit]."
msgstr "该 [LineEdit] 的默认背景。"
msgid ""
"Background used when [LineEdit] is in read-only mode ([member editable] is "
"set to [code]false[/code])."
msgstr ""
"该 [LineEdit] 处于只读模式时使用的背景([member editable] 为 [code]false[/"
"code])。"
msgid "A button that represents a link."
msgstr "代表链接的按钮。"
msgid ""
"A button that represents a link. This type of button is primarily used for "
"interactions that cause a context change (like linking to a web page).\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node."
msgstr ""
"代表链接的按钮。这种按钮主要用于与按钮的交互引起上下文变化时(如链接到网"
"页)。\n"
"另见 [BaseButton],它包含了该节点相关的常用属性和方法。"
msgid ""
"The underline mode to use for the text. See [enum LinkButton.UnderlineMode] "
"for the available modes."
msgstr "文本的下划线模式。可用模式见 [enum LinkButton.UnderlineMode]。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Uniform_Resource_Identifier]URI[/url] "
"for this [LinkButton]. If set to a valid URI, pressing the button opens the "
"URI using the operating system's default program for the protocol (via "
"[method OS.shell_open]). HTTP and HTTPS URLs open the default web browser.\n"
"[b]Examples:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"uri = \"https://godotengine.org\" # Opens the URL in the default web "
"browser.\n"
"uri = \"C:\\SomeFolder\" # Opens the file explorer at the given path.\n"
"uri = \"C:\\SomeImage.png\" # Opens the given image in the default viewing "
"app.\n"
"[/gdscript]\n"
"[csharp]\n"
"Uri = \"https://godotengine.org\"; // Opens the URL in the default web "
"browser.\n"
"Uri = \"C:\\SomeFolder\"; // Opens the file explorer at the given path.\n"
"Uri = \"C:\\SomeImage.png\"; // Opens the given image in the default viewing "
"app.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"这个 [LinkButton] 的 [url=https://zh.wikipedia.org/wiki/"
"%E7%BB%9F%E4%B8%80%E8%B5%84%E6%BA%90%E6%A0%87%E5%BF%97%E7%AC%A6]URI[/url]。如"
"果设置为有效的 URI按下按钮就会使用操作系统中与该协议对应的默认程序打开该 URI"
"(使用 [method OS.shell_open]。HTTP 和 HTTPS 的 URL 会打开默认的浏览器。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"uri = \"https://godotengine.org\" # 在默认浏览器中打开 URL。\n"
"uri = \"C:\\SomeFolder\" # 将文件浏览器打开到给定的路径。\n"
"uri = \"C:\\SomeImage.png\" # 在默认查看应用中打开给定的图像。\n"
"[/gdscript]\n"
"[csharp]\n"
"Uri = \"https://godotengine.org\"; // 在默认浏览器中打开 URL。\n"
"Uri = \"C:\\SomeFolder\"; // 将文件浏览器打开到给定的路径。\n"
"Uri = \"C:\\SomeImage.png\"; // 在默认查看应用中打开给定的图像。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "The LinkButton will always show an underline at the bottom of its text."
msgstr "LinkButton 将始终在其文本底部显示下划线。"
msgid ""
"The LinkButton will show an underline at the bottom of its text when the "
"mouse cursor is over it."
msgstr "LinkButton 将在鼠标光标悬停时,在文本底部显示下划线。"
msgid "The LinkButton will never show an underline at the bottom of its text."
msgstr "LinkButton 永远不会在其文本底部显示下划线。"
msgid "Default text [Color] of the [LinkButton]."
msgstr "[LinkButton] 默认的字体颜色 [Color]。"
msgid "Text [Color] used when the [LinkButton] is disabled."
msgstr "该 [LinkButton] 处于禁用状态时,使用的文本 [Color]。"
msgid ""
"Text [Color] used when the [LinkButton] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"当 [LinkButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁用、"
"悬停和按下状态优先于这个颜色。"
msgid "Text [Color] used when the [LinkButton] is being hovered."
msgstr "当 [LinkButton] 被悬停时使用的文本颜色 [Color]。"
msgid "Text [Color] used when the [LinkButton] is being hovered and pressed."
msgstr "该 [LinkButton] 处于悬停并按下状态时,使用的文本 [Color]。"
msgid "The tint of text outline of the [LinkButton]."
msgstr "[LinkButton] 的文本轮廓的色调。"
msgid "Text [Color] used when the [LinkButton] is being pressed."
msgstr "当 [LinkButton] 被按下时使用的文本颜色 [Color]。"
msgid "The vertical space between the baseline of text and the underline."
msgstr "文本基线和下划线之间的垂直空间。"
msgid "[Font] of the [LinkButton]'s text."
msgstr "该 [LinkButton] 文本的字体 [Font]。"
msgid "Font size of the [LinkButton]'s text."
msgstr "该 [LinkButton] 文本的字体大小。"
msgid ""
"[StyleBox] used when the [LinkButton] is focused. The [theme_item focus] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended for "
"accessibility reasons."
msgstr ""
"该 [LinkButton] 处于聚焦状态时使用的 [StyleBox]。[theme_item focus] "
"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 "
"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很"
"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,"
"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原"
"因,不建议这样做。"
msgid "Abstract base class for the game's main loop."
msgstr "游戏主循环的抽象基类。"
msgid ""
"[MainLoop] is the abstract base class for a Godot project's game loop. It is "
"inherited by [SceneTree], which is the default game loop implementation used "
"in Godot projects, though it is also possible to write and use one's own "
"[MainLoop] subclass instead of the scene tree.\n"
"Upon the application start, a [MainLoop] implementation must be provided to "
"the OS; otherwise, the application will exit. This happens automatically (and "
"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the "
"command line (with e.g. [code]godot -s my_loop.gd[/code] or the \"Main Loop "
"Type\" project setting is overwritten.\n"
"Here is an example script implementing a simple [MainLoop]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"class_name CustomMainLoop\n"
"extends MainLoop\n"
"\n"
"var time_elapsed = 0\n"
"\n"
"func _initialize():\n"
" print(\"Initialized:\")\n"
" print(\" Starting time: %s\" % str(time_elapsed))\n"
"\n"
"func _process(delta):\n"
" time_elapsed += delta\n"
" # Return true to end the main loop.\n"
" return Input.get_mouse_button_mask() != 0 || Input."
"is_key_pressed(KEY_ESCAPE)\n"
"\n"
"func _finalize():\n"
" print(\"Finalized:\")\n"
" print(\" End time: %s\" % str(time_elapsed))\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class CustomMainLoop : MainLoop\n"
"{\n"
" private double _timeElapsed = 0;\n"
"\n"
" public override void _Initialize()\n"
" {\n"
" GD.Print(\"Initialized:\");\n"
" GD.Print($\" Starting Time: {_timeElapsed}\");\n"
" }\n"
"\n"
" public override bool _Process(double delta)\n"
" {\n"
" _timeElapsed += delta;\n"
" // Return true to end the main loop.\n"
" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key."
"Escape);\n"
" }\n"
"\n"
" private void _Finalize()\n"
" {\n"
" GD.Print(\"Finalized:\");\n"
" GD.Print($\" End Time: {_timeElapsed}\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[MainLoop] 是 Godot 项目中游戏循环的抽象基类。它被 [SceneTree] 继承,"
"[SceneTree] 是 Godot 项目中使用的默认游戏循环的实现,不过也可以编写和使用自己"
"的 [MainLoop] 子类,来代替场景树。\n"
"在应用程序启动时,必须向操作系统提供一个 [MainLoop] 实现;否则,应用程序将退"
"出。这会自动发生(并创建一个 [SceneTree]),除非从命令行提供一个 [MainLoop] "
"[Script](例如 [code]godot -s my_loop.gd[/code]或“主循环类型Main Loop "
"Type”项目设置被覆盖。\n"
"有一个实现简单 [MainLoop] 的示例脚本:\n"
"[codeblocks]\n"
"[gdscript]\n"
"class_name CustomMainLoop\n"
"extends MainLoop\n"
"\n"
"var time_elapsed = 0\n"
"\n"
"func _initialize():\n"
" print(\"Initialized:\")\n"
" print(\" Starting time: %s\" % str(time_elapsed))\n"
"\n"
"func _process(delta):\n"
" time_elapsed += delta\n"
" # 返回 true 结束主循环。\n"
" return Input.get_mouse_button_mask() != 0 || Input."
"is_key_pressed(KEY_ESCAPE)\n"
"\n"
"func _finalize():\n"
" print(\"Finalized:\")\n"
" print(\" End time: %s\" % str(time_elapsed))\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class CustomMainLoop : MainLoop\n"
"{\n"
" private double _timeElapsed = 0;\n"
"\n"
" public override void _Initialize()\n"
" {\n"
" GD.Print(\"Initialized:\");\n"
" GD.Print($\" Starting Time: {_timeElapsed}\");\n"
" }\n"
"\n"
" public override bool _Process(double delta)\n"
" {\n"
" _timeElapsed += delta;\n"
" // 返回 true 结束主循环。\n"
" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key."
"Escape);\n"
" }\n"
"\n"
" private void _Finalize()\n"
" {\n"
" GD.Print(\"Finalized:\");\n"
" GD.Print($\" End Time: {_timeElapsed}\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Called before the program exits."
msgstr "在程序退出前调用。"
msgid "Called once during initialization."
msgstr "在初始化时调用一次。"
msgid ""
"Called each physics frame with the time since the last physics frame as "
"argument ([param delta], in seconds). Equivalent to [method Node."
"_physics_process].\n"
"If implemented, the method must return a boolean value. [code]true[/code] "
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
"在每个物理帧中调用,并将自上一个物理帧以来的时间作为参数([param delta],以秒"
"为单位)。相当于[method Node._physics_process]。\n"
"如果实现,该方法必须返回一个布尔值。[code]true[/code] 会结束主循环,而 "
"[code]false[/code] 会让它继续下一帧。"
msgid ""
"Called each process (idle) frame with the time since the last process frame "
"as argument (in seconds). Equivalent to [method Node._process].\n"
"If implemented, the method must return a boolean value. [code]true[/code] "
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
"使用自上一个进程帧以来的时间作为参数(单位为秒),在每个进程(空闲)帧上被调"
"用。相当于 [method Node._process]。\n"
"如果被实现,该方法必须返回一个布尔值。[code]true[/code] 会结束主循环,而 "
"[code]false[/code] 会让它继续到下一帧。"
msgid "Emitted when a user responds to a permission request."
msgstr "当用户对权限请求作出反应时发出。"
msgid ""
"Notification received from the OS when the application is exceeding its "
"allocated memory.\n"
"Specific to the iOS platform."
msgstr ""
"当应用程序超过其分配的内存时,从操作系统收到的通知。\n"
"仅限 iOS 平台。"
msgid ""
"Notification received when translations may have changed. Can be triggered by "
"the user changing the locale. Can be used to respond to language changes, for "
"example to change the UI strings on the fly. Useful when working with the "
"built-in translation support, like [method Object.tr]."
msgstr ""
"当翻译可能发生变化时收到的通知。会在用户改变区域设置时触发。可以用来响应语言的"
"变化,例如实时改变 UI 字符串。可配合内置的翻译支持使用,比如 [method Object."
"tr]。"
msgid ""
"Notification received from the OS when a request for \"About\" information is "
"sent.\n"
"Specific to the macOS platform."
msgstr ""
"当发出“关于”信息请求时,从操作系统收到的通知。\n"
"仅限 macOS 平台。"
msgid ""
"Notification received from Godot's crash handler when the engine is about to "
"crash.\n"
"Implemented on desktop platforms if the crash handler is enabled."
msgstr ""
"当引擎即将崩溃时从Godot的崩溃处理程序收到的通知。\n"
"如果崩溃处理程序被启用,这只会在桌面平台上实现。"
msgid ""
"Notification received from the OS when an update of the Input Method Engine "
"occurs (e.g. change of IME cursor position or composition string).\n"
"Specific to the macOS platform."
msgstr ""
"当输入法引擎发生更新时从操作系统收到的通知例如IME 光标位置或组成字符串的"
"变化)。\n"
"仅限 macOS 平台。"
msgid ""
"Notification received from the OS when the application is resumed.\n"
"Specific to the Android platform."
msgstr ""
"当应用程序恢复时,从操作系统收到的通知。\n"
"仅限 Android 平台。"
msgid ""
"Notification received from the OS when the application is paused.\n"
"Specific to the Android platform."
msgstr ""
"当应用程序暂停时,从操作系统收到的通知。\n"
"仅限 Android 平台。"
msgid ""
"Notification received from the OS when the application is focused, i.e. when "
"changing the focus from the OS desktop or a thirdparty application to any "
"open window of the Godot instance.\n"
"Implemented on desktop platforms."
msgstr ""
"当应用程序获得焦点时从操作系统收到的通知,即焦点将从操作系统桌面或第三方应用程"
"序更改为 Godot 实例的任何一个打开窗口时。\n"
"在桌面平台上被实现。"
msgid ""
"Notification received from the OS when the application is defocused, i.e. "
"when changing the focus from any open window of the Godot instance to the OS "
"desktop or a thirdparty application.\n"
"Implemented on desktop platforms."
msgstr ""
"当应用程序失去焦点时从操作系统收到通知,即焦点将从 Godot 实例的任何一个打开窗"
"口,更改为操作系统桌面或第三方应用程序时。\n"
"在桌面平台上被实现。"
msgid "Notification received when text server is changed."
msgstr "文本服务器被更改时,收到的通知。"
msgid "A container that keeps a margin around its child controls."
msgstr "在子控件周围保留边距的容器。"
msgid ""
"[MarginContainer] adds an adjustable margin on each side of its child "
"controls. The margins are added around all children, not around each "
"individual one. To control the [MarginContainer]'s margins, use the "
"[code]margin_*[/code] theme properties listed below.\n"
"[b]Note:[/b] The margin sizes are theme overrides, not normal properties. "
"This is an example of how to change them in code:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This code sample assumes the current script is extending MarginContainer.\n"
"var margin_value = 100\n"
"add_theme_constant_override(\"margin_top\", margin_value)\n"
"add_theme_constant_override(\"margin_left\", margin_value)\n"
"add_theme_constant_override(\"margin_bottom\", margin_value)\n"
"add_theme_constant_override(\"margin_right\", margin_value)\n"
"[/gdscript]\n"
"[csharp]\n"
"// This code sample assumes the current script is extending MarginContainer.\n"
"int marginValue = 100;\n"
"AddThemeConstantOverride(\"margin_top\", marginValue);\n"
"AddThemeConstantOverride(\"margin_left\", marginValue);\n"
"AddThemeConstantOverride(\"margin_bottom\", marginValue);\n"
"AddThemeConstantOverride(\"margin_right\", marginValue);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[MarginContainer] 会为子控件的各条边加上可调整的边距。是在所有子项周围添加边"
"距,而不是在它们各自周围添加边距。要控制 [MarginContainer] 的边距,请使用下列 "
"[code]margin_*[/code] 主题属性。\n"
"[b]注意:[/b]边距大小是主题覆盖项,而不是普通的属性。如果想要通过代码更改,应"
"使用以下示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 这段代码示例要求当前脚本扩展的是 MarginContainer。\n"
"var margin_value = 100\n"
"add_theme_constant_override(\"margin_top\", margin_value)\n"
"add_theme_constant_override(\"margin_left\", margin_value)\n"
"add_theme_constant_override(\"margin_bottom\", margin_value)\n"
"add_theme_constant_override(\"margin_right\", margin_value)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 这段代码示例要求当前脚本扩展的是 MarginContainer。\n"
"int marginValue = 100;\n"
"AddThemeConstantOverride(\"margin_top\", marginValue);\n"
"AddThemeConstantOverride(\"margin_left\", marginValue);\n"
"AddThemeConstantOverride(\"margin_bottom\", marginValue);\n"
"AddThemeConstantOverride(\"margin_right\", marginValue);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Offsets towards the inside direct children of the container by this amount of "
"pixels from the bottom."
msgstr "从底部向容器的内部直接子项偏移一定量的像素。"
msgid ""
"Offsets towards the inside direct children of the container by this amount of "
"pixels from the left."
msgstr "从左侧向容器的内部直接子项偏移一定量的像素。"
msgid ""
"Offsets towards the inside direct children of the container by this amount of "
"pixels from the right."
msgstr "从右侧向容器的内部直接子项偏移一定量的像素。"
msgid ""
"Offsets towards the inside direct children of the container by this amount of "
"pixels from the top."
msgstr "从顶部向容器的内部直接子项偏移一定量的像素。"
msgid "Generic 2D position hint for editing."
msgstr "通用 2D 位置提示,用于编辑。"
msgid ""
"Generic 2D position hint for editing. It's just like a plain [Node2D], but it "
"displays as a cross in the 2D editor at all times. You can set the cross' "
"visual size by using the gizmo in the 2D editor while the node is selected."
msgstr ""
"用于编辑的通用 2D 位置提示。类似于普通的 [Node2D],但它始终在 2D 编辑器中显示"
"十字。该节点处于选中状态时,可以使用 2D 编辑器中的小工具来设置十字的视觉大小。"
msgid "Size of the gizmo cross that appears in the editor."
msgstr "出现在编辑器中的小工具十字的大小。"
msgid "Generic 3D position hint for editing."
msgstr "通用 3D 位置提示,用于编辑。"
msgid ""
"Generic 3D position hint for editing. It's just like a plain [Node3D], but it "
"displays as a cross in the 3D editor at all times."
msgstr ""
"用于编辑的通用 3D 位置提示。类似于普通的 [Node3D],但它始终在 3D 编辑器中显示"
"十字。"
msgid "Data transformation (marshaling) and encoding helpers."
msgstr "数据转换marshalling和编码辅助工具。"
msgid "Provides data transformation and encoding utility functions."
msgstr "提供进行数据转换和编码的实用函数。"
msgid ""
"Returns a decoded [PackedByteArray] corresponding to the Base64-encoded "
"string [param base64_str]."
msgstr ""
"返回对应于 Base64 编码字符串 [param base64_str] 的解码的 [PackedByteArray]。"
msgid ""
"Returns a decoded string corresponding to the Base64-encoded string [param "
"base64_str]."
msgstr "返回与 Base64 编码的字符串 [param base64_str] 相对应的解码字符串。"
msgid ""
"Returns a decoded [Variant] corresponding to the Base64-encoded string [param "
"base64_str]. If [param allow_objects] is [code]true[/code], decoding objects "
"is allowed.\n"
"Internally, this uses the same decoding mechanism as the [method @GlobalScope."
"bytes_to_var] method.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats such as remote code execution."
msgstr ""
"返回一个对应于 Base64 编码的字符串 [param base64_str] 的解码 [Variant]。如果 "
"[param allow_objects] 为 [code]true[/code],则允许对对象进行解码。\n"
"内部实现时,使用的解码机制与 [method @GlobalScope.bytes_to_var] 方法相同。\n"
"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信"
"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。"
msgid "Returns a Base64-encoded string of a given [PackedByteArray]."
msgstr "返回给定 [PackedByteArray] 的 Base64 编码的字符串。"
msgid "Returns a Base64-encoded string of the UTF-8 string [param utf8_str]."
msgstr "返回 UTF-8 字符串 [param utf8_str] 的 Base64 编码的字符串。"
msgid ""
"Returns a Base64-encoded string of the [Variant] [param variant]. If [param "
"full_objects] is [code]true[/code], encoding objects is allowed (and can "
"potentially include code).\n"
"Internally, this uses the same encoding mechanism as the [method @GlobalScope."
"var_to_bytes] method."
msgstr ""
"返回经过 Base64 编码的 [Variant] [param variant] 的字符串。如果 [param "
"full_objects] 为 [code]true[/code],则允许将对象进行编码(有可能包括代码)。\n"
"内部实现时,使用的编码机制与 [method @GlobalScope.var_to_bytes] 方法相同。"
msgid ""
"Virtual base class for applying visual properties to an object, such as color "
"and roughness."
msgstr "用于将如颜色、粗糙度等视觉属性应用于对象的虚拟基类。"
msgid ""
"[Material] is a base resource used for coloring and shading geometry. All "
"materials inherit from it and almost all [VisualInstance3D] derived nodes "
"carry a [Material]. A few flags and parameters are shared between all "
"material types and are configured here.\n"
"Importantly, you can inherit from [Material] to create your own custom "
"material type in script or in GDExtension."
msgstr ""
"[Material] 即材质,是一种基础资源,能够为几何体着色。所有的材质都继承自它,几"
"乎所有从 [VisualInstance3D] 派生的节点都带有 [Material]。有一些标志和参数是在"
"所有材质类型之间共享的,可以在这里进行配置。\n"
"重要的是,你可以继承 [Material] 以在脚本或 GDExtension 中创建你自己的自定义材"
"质类型。"
msgid ""
"Only exposed for the purpose of overriding. You cannot call this function "
"directly. Used internally to determine if [member next_pass] should be shown "
"in the editor or not."
msgstr ""
"仅出于覆盖目的而暴露。你不能直接调用该函数。在内部用于确定 [member next_pass] "
"是否应显示在编辑器中。"
msgid ""
"Only exposed for the purpose of overriding. You cannot call this function "
"directly. Used internally to determine if [member render_priority] should be "
"shown in the editor or not."
msgstr ""
"仅出于覆盖目的而暴露。你不能直接调用该函数。在内部用于确定 [member "
"render_priority] 是否应显示在编辑器中。"
msgid ""
"Only exposed for the purpose of overriding. You cannot call this function "
"directly. Used internally by various editor tools."
msgstr "仅出于覆盖目的而暴露。你不能直接调用该函数。由各种编辑器工具内部使用。"
msgid ""
"Only exposed for the purpose of overriding. You cannot call this function "
"directly. Used internally by various editor tools. Used to access the RID of "
"the [Material]'s [Shader]."
msgstr ""
"仅出于覆盖目的而暴露。你不能直接调用该函数。由各种编辑器工具内部使用。用于访"
"问 [Material] 的 [Shader] 的 RID。"
msgid "Creates a placeholder version of this resource ([PlaceholderMaterial])."
msgstr "创建该资源的占位符版本([PlaceholderMaterial])。"
msgid ""
"Only available when running in the editor. Opens a popup that visualizes the "
"generated shader code, including all variants and internal shader code."
msgstr ""
"仅在编辑器中运行时可用。打开一个弹出窗口,其中可视化生成的着色器代码,包括所有"
"变体和内部着色器代码。"
msgid ""
"Sets the [Material] to be used for the next pass. This renders the object "
"again using a different material.\n"
"[b]Note:[/b] [member next_pass] materials are not necessarily drawn "
"immediately after the source [Material]. Draw order is determined by material "
"properties, [member render_priority], and distance to camera.\n"
"[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s "
"with type \"Spatial\"."
msgstr ""
"设置下一阶段使用的 [Material]。这将使用不同的材质再次渲染对象。\n"
"[b]注意:[/b][member next_pass] 材质不一定是紧接在源 [Material] 之后绘制的。绘"
"制顺序由材质属性、[member render_priority] 和到相机的距离决定。\n"
"[b]注意:[/b]仅适用于 [StandardMaterial3D] 和“Spatial”类型的 "
"[ShaderMaterial]。"
msgid ""
"Sets the render priority for objects in 3D scenes. Higher priority objects "
"will be sorted in front of lower priority objects. In other words, all "
"objects with [member render_priority] [code]1[/code] will render before all "
"objects with [member render_priority] [code]0[/code]).\n"
"[b]Note:[/b] This only applies to [StandardMaterial3D]s and [ShaderMaterial]s "
"with type \"Spatial\".\n"
"[b]Note:[/b] This will not impact how transparent objects are sorted relative "
"to opaque objects or how dynamic meshes will be sorted relative to other "
"opaque meshes. This is because all transparent objects are drawn after all "
"opaque objects and all dynamic opaque meshes are drawn before other opaque "
"meshes."
msgstr ""
"设置 3D 场景中物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。换"
"句话说,所有具有 [member render_priority] [code]1[/code] 的对象,将在所有具有 "
"[member render_priority] [code]0[/code] 的对象之前渲染。\n"
"[b]注意:[/b]仅适用于 [StandardMaterial3D] 和“Spatial”类型的 "
"[ShaderMaterial]。\n"
"[b]注意:[/b]这不会影响透明对象相对于不透明对象的排序方式,或动态网格体相对于"
"其他不透明网格体的排序方式。这是因为所有透明对象都是在所有不透明对象之后绘制"
"的,并且所有动态不透明网格都是在其他不透明网格之前绘制的。"
msgid "Maximum value for the [member render_priority] parameter."
msgstr "[member render_priority] 参数的最大值。"
msgid "Minimum value for the [member render_priority] parameter."
msgstr "[member render_priority] 参数的最小值。"
msgid ""
"A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] child."
msgstr "水平菜单栏,会为每个 [PopupMenu] 子项创建一个 [MenuButton]。"
msgid ""
"A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] child. "
"New items are created by adding [PopupMenu]s to this node."
msgstr ""
"水平菜单栏,会为每个 [PopupMenu] 子项创建一个 [MenuButton]。向这个节点添加 "
"[PopupMenu] 就会创建新的项目。"
msgid "Returns number of menu items."
msgstr "返回菜单项的数量。"
msgid "Returns [PopupMenu] associated with menu item."
msgstr "返回与菜单项关联的 [PopupMenu]。"
msgid "Returns menu item title."
msgstr "返回菜单项的标题。"
msgid "Returns menu item tooltip."
msgstr "返回菜单项的工具提示。"
msgid "Returns [code]true[/code], if menu item is disabled."
msgstr "如果菜单项为禁用状态,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code], if menu item is hidden."
msgstr "如果菜单项为隐藏状态,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if system global menu is supported and used by "
"this [MenuBar]."
msgstr ""
"如果支持系统全局菜单,而且该 [MenuBar] 使用全局菜单,则返回 [code]true[/"
"code]。"
msgid ""
"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
"the button."
msgstr "如果为 [code]true[/code],快捷方式将被禁用,无法用于触发按钮。"
msgid "If [code]true[/code], menu item is disabled."
msgstr "为 [code]true[/code] 时,菜单项为禁用状态。"
msgid "If [code]true[/code], menu item is hidden."
msgstr "为 [code]true[/code] 时,菜单项为隐藏状态。"
msgid "Sets menu item title."
msgstr "设置菜单项的标题。"
msgid "Sets menu item tooltip."
msgstr "设置菜单项的工具提示。"
msgid "Flat [MenuBar] don't display item decoration."
msgstr "扁平的 [MenuBar],不显示项目装饰。"
msgid ""
"If [code]true[/code], [MenuBar] will use system global menu when supported."
msgstr ""
"如果为 [code]true[/code],则 [MenuBar] 会在支持系统全局菜单时使用系统全局菜"
"单。"
msgid "Position in the global menu to insert first [MenuBar] item at."
msgstr "在全局菜单中插入第一个 [MenuBar] 项目的位置。"
msgid ""
"If [code]true[/code], when the cursor hovers above menu item, it will close "
"the current [PopupMenu] and open the other one."
msgstr ""
"如果为 [code]true[/code],当光标悬停在菜单项上方时,将关闭当前的 [PopupMenu] "
"并打开另一个。"
msgid "Default text [Color] of the menu item."
msgstr "菜单项的默认文字 [Color]。"
msgid "Text [Color] used when the menu item is disabled."
msgstr "菜单项处于禁用状态时使用的文字 [Color]。"
msgid ""
"Text [Color] used when the menu item is focused. Only replaces the normal "
"text color of the menu item. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"菜单项处于聚焦状态时使用的文字 [Color]。只替换按钮的正常文本颜色。禁用、悬停和"
"按下状态优先于这个颜色。"
msgid "Text [Color] used when the menu item is being hovered."
msgstr "菜单项处于悬停状态时使用的文字 [Color]。"
msgid "Text [Color] used when the menu item is being hovered and pressed."
msgstr "菜单项处于悬停且按下状态时使用的文字 [Color]。"
msgid "The tint of text outline of the menu item."
msgstr "菜单项文本轮廓的色调。"
msgid "Text [Color] used when the menu item is being pressed."
msgstr "菜单项处于按下状态时使用的文字 [Color]。"
msgid "The horizontal space between menu items."
msgstr "菜单项之间的水平距离。"
msgid "[Font] of the menu item's text."
msgstr "菜单项文本的字体 [Font]。"
msgid "Font size of the menu item's text."
msgstr "菜单项文本的字体大小。"
msgid "[StyleBox] used when the menu item is disabled."
msgstr "菜单项处于禁用状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the menu item is disabled (for right-to-left layouts)."
msgstr "菜单项处于禁用状态时使用的 [StyleBox](用于从右至左布局)。"
msgid "[StyleBox] used when the menu item is being hovered."
msgstr "菜单项处于悬停状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the menu item is being hovered (for right-to-left "
"layouts)."
msgstr "菜单项处于悬停状态时使用的 [StyleBox](用于从右至左布局)。"
msgid ""
"[StyleBox] used when the menu item is being pressed and hovered at the same "
"time."
msgstr "菜单项处于按下并悬停状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the menu item is being pressed and hovered at the same "
"time (for right-to-left layouts)."
msgstr "菜单项处于按下并悬停状态时使用的 [StyleBox](用于从右至左布局)。"
msgid "Default [StyleBox] for the menu item."
msgstr "菜单项的默认 [StyleBox]。"
msgid "Default [StyleBox] for the menu item (for right-to-left layouts)."
msgstr "菜单项的默认 [StyleBox](用于从右至左布局)。"
msgid "[StyleBox] used when the menu item is being pressed."
msgstr "菜单项处于按下状态时使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the menu item is being pressed (for right-to-left "
"layouts)."
msgstr "菜单项处于按下状态时使用的 [StyleBox](用于从右至左布局)。"
msgid "A button that brings up a [PopupMenu] when clicked."
msgstr "点击后会弹出 [PopupMenu] 的按钮。"
msgid ""
"A button that brings up a [PopupMenu] when clicked. To create new items "
"inside this [PopupMenu], use [code]get_popup().add_item(\"My Item Name\")[/"
"code]. You can also create them directly from Godot editor's inspector.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node."
msgstr ""
"点击后会弹出 [PopupMenu] 的按钮。可以使用 [code]get_popup().add_item(\"菜单项"
"名称\")[/code] 在这个 [PopupMenu] 中创建新的菜单项,也可以直接从 Godot 编辑器"
"的检查器中创建。\n"
"另见 [BaseButton],提供了与该节点相关的常用属性和方法。"
msgid ""
"Returns the [PopupMenu] contained in this button.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回这个按钮中包含的 [PopupMenu]。\n"
"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
"它或它的任何子节点,请使用其 [member Window.visible] 属性。"
msgid ""
"Adjusts popup position and sizing for the [MenuButton], then shows the "
"[PopupMenu]. Prefer this over using [code]get_popup().popup()[/code]."
msgstr ""
"调整该 [MenuButton] 的弹出位置和大小,然后显示该 [PopupMenu]。请优先使用此方"
"法,而不是使用 [code]get_popup().popup()[/code]。"
msgid ""
"If [code]true[/code], when the cursor hovers above another [MenuButton] "
"within the same parent which also has [member switch_on_hover] enabled, it "
"will close the current [MenuButton] and open the other one."
msgstr ""
"如果为 [code]true[/code],当光标悬停在同一父级中也启用了 [member "
"switch_on_hover] 的另一个 [MenuButton] 上方时,它将关闭当前的 [MenuButton] 并"
"打开另一个。"
msgid "Emitted when the [PopupMenu] of this MenuButton is about to show."
msgstr "该 MenuButton 的 [PopupMenu] 即将显示时发出。"
msgid "A [Resource] that contains vertex array-based geometry."
msgstr "一种包含基于顶点数组的几何资源。"
msgid ""
"Mesh is a type of [Resource] that contains vertex array-based geometry, "
"divided in [i]surfaces[/i]. Each surface contains a completely separate array "
"and a material used to draw it. Design wise, a mesh with multiple surfaces is "
"preferred to a single surface, because objects created in 3D editing software "
"commonly contain multiple materials."
msgstr ""
"网格是一种包含了基于顶点数组的几何资源。网格被分为各种[i]平面[/i],每一个平面"
"包含了一个完整的、单独的顶点数组和材质用来绘制它。通过明智的设计,一个由多个面"
"组成的网格胜过单个面的这是因为在3D编辑软件中一个物体通常包含多种材质。"
msgid ""
"Virtual method to override the [AABB] for a custom class extending [Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖 [AABB]。"
msgid ""
"Virtual method to override the number of blend shapes for a custom class "
"extending [Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖混合形状的数量。"
msgid ""
"Virtual method to override the retrieval of blend shape names for a custom "
"class extending [Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖混合形状名称的获取过程。"
msgid ""
"Virtual method to override the surface count for a custom class extending "
"[Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖表面的数量。"
msgid ""
"Virtual method to override the names of blend shapes for a custom class "
"extending [Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖混合形状的名称。"
msgid ""
"Virtual method to override the surface array index length for a custom class "
"extending [Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖表面数组索引的长度。"
msgid ""
"Virtual method to override the surface array length for a custom class "
"extending [Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖表面数组的长度。"
msgid ""
"Virtual method to override the surface arrays for a custom class extending "
"[Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖表面数组。"
msgid ""
"Virtual method to override the blend shape arrays for a custom class "
"extending [Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖混合形状数组。"
msgid ""
"Virtual method to override the surface format for a custom class extending "
"[Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖表面格式。"
msgid ""
"Virtual method to override the surface LODs for a custom class extending "
"[Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖表面 LOD。"
msgid ""
"Virtual method to override the surface material for a custom class extending "
"[Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖表面材质。"
msgid ""
"Virtual method to override the surface primitive type for a custom class "
"extending [Mesh]."
msgstr "虚方法,能够为扩展自 [Mesh] 的自定义类覆盖表面图元类型。"
msgid ""
"Virtual method to override the setting of a [param material] at the given "
"[param index] for a custom class extending [Mesh]."
msgstr ""
"虚方法,能够为扩展自 [Mesh] 的自定义类覆盖索引为 [param index] 的材质 [param "
"material] 的设置。"
msgid ""
"Calculate a [ConvexPolygonShape3D] from the mesh.\n"
"If [param clean] is [code]true[/code] (default), duplicate and interior "
"vertices are removed automatically. You can set it to [code]false[/code] to "
"make the process faster if not needed.\n"
"If [param simplify] is [code]true[/code], the geometry can be further "
"simplified to reduce the number of vertices. Disabled by default."
msgstr ""
"从网格计算 [ConvexPolygonShape3D]。\n"
"如果 [param clean] 为 [code]true[/code](默认值),则自动移除重复顶点和内部顶"
"点。如果不需要如此的化话,可以将其设置为 [code]false[/code] 以加快处理速度。\n"
"如果 [param simplify] 为 [code]true[/code],则可以进一步简化几何体以减少顶点"
"数。默认情况下是禁用的。"
msgid ""
"Calculate an outline mesh at a defined offset (margin) from the original "
"mesh.\n"
"[b]Note:[/b] This method typically returns the vertices in reverse order (e."
"g. clockwise to counterclockwise)."
msgstr ""
"以一定的偏移量(边距),计算出该网格的外轮廓。\n"
"[b]注意:[/b]这个方法实际上反序返回顶点(例如输入顺时针,返回逆时针)。"
msgid "Creates a placeholder version of this resource ([PlaceholderMesh])."
msgstr "创建该资源的占位符版本([PlaceholderMesh])。"
msgid "Calculate a [ConcavePolygonShape3D] from the mesh."
msgstr "从该网格计算出 [ConcavePolygonShape3D]。"
msgid ""
"Generate a [TriangleMesh] from the mesh. Considers only surfaces using one of "
"these primitive types: [constant PRIMITIVE_TRIANGLES], [constant "
"PRIMITIVE_TRIANGLE_STRIP]."
msgstr ""
"从网格生成 [TriangleMesh]。仅考虑使用以下图元类型的表面:[constant "
"PRIMITIVE_TRIANGLES]、[constant PRIMITIVE_TRIANGLE_STRIP]。"
msgid ""
"Returns the smallest [AABB] enclosing this mesh in local space. Not affected "
"by [code]custom_aabb[/code].\n"
"[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
msgstr ""
"返回局部空间中包围这个网格的最小 [AABB]。不受 [code]custom_aabb[/code] 的影"
"响。\n"
"[b]注意:[/b]只针对 [ArrayMesh] 和 [PrimitiveMesh] 进行了实现。"
msgid ""
"Returns all the vertices that make up the faces of the mesh. Each three "
"vertices represent one triangle."
msgstr "返回网格中所有构成面的顶点。每三个顶点代表一个三角形。"
msgid ""
"Returns the number of surfaces that the [Mesh] holds. This is equivalent to "
"[method MeshInstance3D.get_surface_override_material_count]."
msgstr ""
"返回 [Mesh] 中存放的表面的数量。相当于 [method MeshInstance3D."
"get_surface_override_material_count]。"
msgid ""
"Returns the arrays for the vertices, normals, UVs, etc. that make up the "
"requested surface (see [method ArrayMesh.add_surface_from_arrays])."
msgstr ""
"返回构成请求表面的顶点、法线、UV 等数组。(见 [method ArrayMesh."
"add_surface_from_arrays])。"
msgid "Returns the blend shape arrays for the requested surface."
msgstr "返回请求表面的混合形状数组。"
msgid ""
"Returns a [Material] in a given surface. Surface is rendered using this "
"material.\n"
"[b]Note:[/b] This returns the material within the [Mesh] resource, not the "
"[Material] associated to the [MeshInstance3D]'s Surface Material Override "
"properties. To get the [Material] associated to the [MeshInstance3D]'s "
"Surface Material Override properties, use [method MeshInstance3D."
"get_surface_override_material] instead."
msgstr ""
"返回给定表面中的 [Material]。表面是使用该材质渲染的。\n"
"[b]注意:[/b]这将返回 [Mesh] 资源中的材质,而不是与 [MeshInstance3D] 的表面材"
"质覆盖属性关联的 [Material]。要获取与 [MeshInstance3D] 的表面材质覆盖属性关联"
"的 [Material],请改用 [method MeshInstance3D.get_surface_override_material]。"
msgid ""
"Sets a [Material] for a given surface. Surface will be rendered using this "
"material.\n"
"[b]Note:[/b] This assigns the material within the [Mesh] resource, not the "
"[Material] associated to the [MeshInstance3D]'s Surface Material Override "
"properties. To set the [Material] associated to the [MeshInstance3D]'s "
"Surface Material Override properties, use [method MeshInstance3D."
"set_surface_override_material] instead."
msgstr ""
"为给定表面设置 [Material]。表面将使用该材质进行渲染。\n"
"[b]注意:[/b]这会分配 [Mesh] 资源中的材质,而不是与 [MeshInstance3D] 的表面材"
"质覆盖属性关联的 [Material]。要设置与 [MeshInstance3D] 的表面材质覆盖属性关联"
"的 [Material],请改用 [method MeshInstance3D.set_surface_override_material]。"
msgid "Sets a hint to be used for lightmap resolution."
msgstr "设置用于光照贴图分辨率的提示。"
msgid "Render array as points (one vertex equals one point)."
msgstr "将数组渲染为点(一个顶点对应一个点)。"
msgid "Render array as lines (every two vertices a line is created)."
msgstr "将数组渲染为线(每两个顶点创建一条连线)。"
msgid "Render array as line strip."
msgstr "将数组渲染为线条。"
msgid "Render array as triangles (every three vertices a triangle is created)."
msgstr "将数组渲染为三角形(每三个顶点创建一个三角形)。"
msgid "Render array as triangle strips."
msgstr "将数组渲染为三角形条。"
msgid ""
"[PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions."
msgstr "顶点位置的 [PackedVector3Array]、[PackedVector2Array] 或 [Array]。"
msgid "[PackedVector3Array] of vertex normals."
msgstr "顶点法线的 [PackedVector3Array]。"
msgid ""
"[PackedFloat32Array] of vertex tangents. Each element in groups of 4 floats, "
"first 3 floats determine the tangent, and the last the binormal direction as "
"-1 or 1."
msgstr ""
"顶点切线的 [PackedFloat32Array]。4 个浮点数为一组表示一个元素,前 3 个浮点数确"
"定切线,最后一个是为 -1 或 1 的副法线方向。"
msgid "[PackedColorArray] of vertex colors."
msgstr "顶点颜色的 [PackedColorArray]。"
msgid "[PackedVector2Array] for UV coordinates."
msgstr "UV 坐标的 [PackedVector2Array]。"
msgid "[PackedVector2Array] for second UV coordinates."
msgstr "第二 UV 坐标的 [PackedVector2Array]。"
msgid ""
"Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh."
"ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is "
"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], "
"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. "
"[PackedFloat32Array] otherwise."
msgstr ""
"包含自定义颜色通道 0。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) "
"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant "
"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant "
"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 "
"[PackedByteArray]。否则为 [PackedFloat32Array]。"
msgid ""
"Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh."
"ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is "
"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], "
"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. "
"[PackedFloat32Array] otherwise."
msgstr ""
"包含自定义颜色通道 1。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) "
"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant "
"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant "
"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 "
"[PackedByteArray]。否则为 [PackedFloat32Array]。"
msgid ""
"Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh."
"ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is "
"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], "
"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. "
"[PackedFloat32Array] otherwise."
msgstr ""
"包含自定义颜色通道 2。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) "
"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant "
"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant "
"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 "
"[PackedByteArray]。否则为 [PackedFloat32Array]。"
msgid ""
"Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh."
"ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is "
"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], "
"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. "
"[PackedFloat32Array] otherwise."
msgstr ""
"包含自定义颜色通道 3。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) "
"& Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 为 [constant "
"ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant "
"ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 "
"[PackedByteArray]。否则为 [PackedFloat32Array]。"
msgid ""
"[PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 "
"or 8 numbers per vertex depending on the presence of the [constant "
"ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag."
msgstr ""
"骨骼索引的 [PackedFloat32Array] 或 [PackedInt32Array]。每个顶点包含 4 个还是 "
"8 个数字取决于是否存在 [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] 标志。"
msgid ""
"[PackedFloat32Array] or [PackedFloat64Array] of bone weights in the range "
"[code]0.0[/code] to [code]1.0[/code] (inclusive). Contains either 4 or 8 "
"numbers per vertex depending on the presence of the [constant "
"ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag."
msgstr ""
"骨骼权重的 [PackedFloat32Array] 或 [PackedInt32Array],取值范围为 [code]0.0[/"
"code] 到 [code]1.0[/code](闭区间)。每个顶点包含 4 个还是 8 个数字取决于是否"
"存在 [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] 标志。"
msgid ""
"[PackedInt32Array] of integers used as indices referencing vertices, colors, "
"normals, tangents, and textures. All of those arrays must have the same "
"number of elements as the vertex array. No index can be beyond the vertex "
"array size. When this index array is present, it puts the function into "
"\"index mode,\" where the index selects the [i]i[/i]'th vertex, normal, "
"tangent, color, UV, etc. This means if you want to have different normals or "
"colors along an edge, you have to duplicate the vertices.\n"
"For triangles, the index array is interpreted as triples, referring to the "
"vertices of each triangle. For lines, the index array is in pairs indicating "
"the start and end of each line."
msgstr ""
"整数的 [PackedInt32Array],用作引用顶点、颜色、法线、切线、和纹理的索引。所有"
"这些数组必须具有与顶点数组相同数量的元素。任何索引都不能超过顶点数组的大小。当"
"该索引数组存在时,它会将函数置于“索引模式”,其中索引选择第 [i]i[/i] 个顶点、法"
"线、切线、颜色、UV 等。这意味着,如果想要沿着一条边有不同的法线或颜色,则必须"
"复制这些顶点。\n"
"对于三角形,索引数组被解释为三元组,指代每个三角形的顶点。对于线条,索引数组成"
"对表示每条线的开始和结束。"
msgid "Represents the size of the [enum ArrayType] enum."
msgstr "代表 [enum ArrayType] 枚举的大小。"
msgid ""
"Indicates this custom channel contains unsigned normalized byte colors from 0 "
"to 1, encoded as [PackedByteArray]."
msgstr ""
"表示该自定义通道包含的是无符号归一化字节颜色,范围为 0 到 1编码为 "
"[PackedByteArray]。"
msgid ""
"Indicates this custom channel contains signed normalized byte colors from -1 "
"to 1, encoded as [PackedByteArray]."
msgstr ""
"表示该自定义通道包含的是有符号归一化字节颜色,范围为 -1 到 1编码为 "
"[PackedByteArray]。"
msgid ""
"Indicates this custom channel contains half precision float colors, encoded "
"as [PackedByteArray]. Only red and green channels are used."
msgstr ""
"表示该自定义通道包含的是半精度浮点数颜色,编码为 [PackedByteArray]。仅使用红、"
"绿通道。"
msgid ""
"Indicates this custom channel contains half precision float colors, encoded "
"as [PackedByteArray]."
msgstr "表示该自定义通道包含的是半精度浮点数颜色,编码为 [PackedByteArray]。"
msgid ""
"Indicates this custom channel contains full float colors, in a "
"[PackedFloat32Array]. Only the red channel is used."
msgstr ""
"表示该自定义通道包含的是全精度浮点数颜色,使用 [PackedFloat32Array]。仅使用红"
"色通道。"
msgid ""
"Indicates this custom channel contains full float colors, in a "
"[PackedFloat32Array]. Only red and green channels are used."
msgstr ""
"表示该自定义通道包含的是全精度浮点数颜色,使用 [PackedFloat32Array]。仅使用"
"红、绿通道。"
msgid ""
"Indicates this custom channel contains full float colors, in a "
"[PackedFloat32Array]. Only red, green and blue channels are used."
msgstr ""
"表示该自定义通道包含的是全精度浮点数颜色,使用 [PackedFloat32Array]。仅使用"
"红、绿、蓝通道。"
msgid ""
"Indicates this custom channel contains full float colors, in a "
"[PackedFloat32Array]."
msgstr "表示该自定义通道包含的是全精度浮点数颜色,使用 [PackedFloat32Array]。"
msgid "Represents the size of the [enum ArrayCustomFormat] enum."
msgstr "代表 [enum ArrayCustomFormat] 枚举的大小。"
msgid ""
"Mesh array contains vertices. All meshes require a vertex array so this "
"should always be present."
msgstr "网格数组包含顶点。所有网格都需要有顶点数组,所以这应该始终存在。"
msgid "Mesh array contains normals."
msgstr "网格数组包含法线。"
msgid "Mesh array contains tangents."
msgstr "网格数组包含切线。"
msgid "Mesh array contains colors."
msgstr "网格数组包含颜色。"
msgid "Mesh array contains UVs."
msgstr "网格数组包含 UV。"
msgid "Mesh array contains second UV."
msgstr "网格数组包含第二套 UV。"
msgid "Mesh array contains custom channel index 0."
msgstr "网格数组包含自定义通道索引 0。"
msgid "Mesh array contains custom channel index 1."
msgstr "网格数组包含自定义通道索引 1。"
msgid "Mesh array contains custom channel index 2."
msgstr "网格数组包含自定义通道索引 2。"
msgid "Mesh array contains custom channel index 3."
msgstr "网格数组包含自定义通道索引 3。"
msgid "Mesh array contains bones."
msgstr "网格数组包含骨骼。"
msgid "Mesh array contains bone weights."
msgstr "网格数组包含骨骼权重。"
msgid "Mesh array uses indices."
msgstr "网格数组使用索引。"
msgid "Mask of mesh channels permitted in blend shapes."
msgstr "混合形状中允许使用的网格通道的掩码。"
msgid "Shift of first custom channel."
msgstr "第一个自定义通道的移位量。"
msgid "Number of format bits per custom channel. See [enum ArrayCustomFormat]."
msgstr "每个自定义通道的格式位数。请参阅 [enum ArrayCustomFormat]。"
msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 0."
msgstr "自定义通道索引 0 需要对 [enum ArrayCustomFormat] 进行的按位移动量。"
msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 1."
msgstr "自定义通道索引 1 需要对 [enum ArrayCustomFormat] 进行的按位移动量。"
msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 2."
msgstr "自定义通道索引 2 需要对 [enum ArrayCustomFormat] 进行的按位移动量。"
msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 3."
msgstr "自定义通道索引 3 需要对 [enum ArrayCustomFormat] 进行的按位移动量。"
msgid ""
"Mask of custom format bits per custom channel. Must be shifted by one of the "
"SHIFT constants. See [enum ArrayCustomFormat]."
msgstr ""
"每个自定义通道的自定义格式位掩码。必须按 SHIFT 常量之一进行移位。请参阅 [enum "
"ArrayCustomFormat]。"
msgid ""
"Shift of first compress flag. Compress flags should be passed to [method "
"ArrayMesh.add_surface_from_arrays] and [method SurfaceTool.commit]."
msgstr ""
"第一个压缩标志的移位。压缩标志应该被传递给 [method ArrayMesh."
"add_surface_from_arrays] 和 [method SurfaceTool.commit]。"
msgid "Flag used to mark that the array contains 2D vertices."
msgstr "用于标记包含 2D 顶点的数组的标志。"
msgid ""
"Flag indices that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on "
"GLES. Unused on Vulkan."
msgstr ""
"网格数据将在 GLES 上使用 [code]GL_DYNAMIC_DRAW[/code] 的标记索引。在 Vulkan 上"
"未被使用。"
msgid ""
"Flag used to mark that the mesh contains up to 8 bone influences per vertex. "
"This flag indicates that [constant ARRAY_BONES] and [constant ARRAY_WEIGHTS] "
"elements will have double length."
msgstr ""
"用于标记网格每个顶点最多包含 8 个骨骼影响的标志。该标志表示 [constant "
"ARRAY_BONES] 和 [constant ARRAY_WEIGHTS] 元素将具有双倍长度。"
msgid "Flag used to mark that the mesh intentionally contains no vertex array."
msgstr "用于标记网格有意不包含顶点数组的标志。"
msgid ""
"Flag used to mark that a mesh is using compressed attributes (vertices, "
"normals, tangents, UVs). When this form of compression is enabled, vertex "
"positions will be packed into an RGBA16UNORM attribute and scaled in the "
"vertex shader. The normal and tangent will be packed into an RG16UNORM "
"representing an axis, and a 16-bit float stored in the A-channel of the "
"vertex. UVs will use 16-bit normalized floats instead of full 32-bit signed "
"floats. When using this compression mode you must use either vertices, "
"normals, and tangents or only vertices. You cannot use normals without "
"tangents. Importers will automatically enable this compression if they can."
msgstr ""
"用于标记网格正在使用的压缩的属性顶点、法线、切线、UV的标志。启用这种形式的"
"压缩后,顶点位置将被打包到 RGBA16UNORM 属性中,并在顶点着色器中进行缩放。法线"
"和切线将被打包到表示一个轴的 RG16UNORM 中,并在顶点的 A 通道中存储一个 16 位浮"
"点数。UV 将使用 16 位标准化浮点数而不是完整的 32 位有符号浮点数。使用该压缩模"
"式时,必须使用顶点、法线、和切线或仅使用顶点。你无法使用没有切线的法线。如果可"
"以的话,导入器将自动启用这种压缩。"
msgid "Blend shapes are normalized."
msgstr "混合形状是被归一化了的。"
msgid "Blend shapes are relative to base weight."
msgstr "混合形状是相对于基础的权重。"
msgid "Parameters to be used with a [Mesh] convex decomposition operation."
msgstr "用于 [Mesh] 凸分解操作的参数。"
msgid "If enabled uses approximation for computing convex hulls."
msgstr "如果启用,则在计算凸包时使用近似计算。"
msgid ""
"Controls the precision of the convex-hull generation process during the "
"clipping plane selection stage. Ranges from [code]1[/code] to [code]16[/code]."
msgstr ""
"控制凸包生成过程的精度,这个过程发生在选择裁剪平面的阶段。范围从 [code]1[/"
"code] 到 [code]16[/code]。"
msgid "Maximum concavity. Ranges from [code]0.0[/code] to [code]1.0[/code]."
msgstr "最大凹度。范围从 [code]0.0[/code] 到 [code]1.0[/code]。"
msgid "The maximum number of convex hulls to produce from the merge operation."
msgstr "合并操作能够产生的最大凸包数。"
msgid ""
"Controls the maximum number of triangles per convex-hull. Ranges from "
"[code]4[/code] to [code]1024[/code]."
msgstr ""
"控制单个凸包的最大三角形数。范围从 [code]4[/code] 到 [code]1024[/code] 。"
msgid ""
"Controls the adaptive sampling of the generated convex-hulls. Ranges from "
"[code]0.0[/code] to [code]0.01[/code]."
msgstr ""
"控制生成凸包的自适应采样。范围从 [code]0.0[/code] 到 [code]0.01[/code] 。"
msgid "Mode for the approximate convex decomposition."
msgstr "近似凸分解的模式。"
msgid "If enabled normalizes the mesh before applying the convex decomposition."
msgstr "如果启用,则会在应用凸分解前将网格归一化。"
msgid ""
"Controls the granularity of the search for the \"best\" clipping plane. "
"Ranges from [code]1[/code] to [code]16[/code]."
msgstr ""
"控制搜索“最佳”裁剪平面的颗粒度。范围从 [code]1[/code] 到 [code]16[/code]。"
msgid ""
"If enabled projects output convex hull vertices onto original source mesh to "
"increase floating point accuracy of the results."
msgstr "如果启用,则项目会将凸包顶点输出到来源网格之上,提高结果的浮点数精度。"
msgid "Maximum number of voxels generated during the voxelization stage."
msgstr "体素化阶段生成的最大体素数量。"
msgid ""
"Controls the bias toward clipping along revolution axes. Ranges from "
"[code]0.0[/code] to [code]1.0[/code]."
msgstr ""
"控制对沿回转轴裁剪的偏置。范围从 [code]0.0[/code] 到 [code]1.0[/code] 。"
msgid ""
"Controls the bias toward clipping along symmetry planes. Ranges from "
"[code]0.0[/code] to [code]1.0[/code]."
msgstr ""
"控制对沿对称平面裁剪的偏置。范围从 [code]0.0[/code] 到 [code]1.0[/code] 。"
msgid "Constant for voxel-based approximate convex decomposition."
msgstr "常量,表示基于体素的近似凸分解。"
msgid "Constant for tetrahedron-based approximate convex decomposition."
msgstr "常量,表示基于四面体的近似凸分解。"
msgid "Helper tool to access and edit [Mesh] data."
msgstr "用于访问和编辑 [Mesh] 数据的辅助工具。"
msgid ""
"MeshDataTool provides access to individual vertices in a [Mesh]. It allows "
"users to read and edit vertex data of meshes. It also creates an array of "
"faces and edges.\n"
"To use MeshDataTool, load a mesh with [method create_from_surface]. When you "
"are finished editing the data commit the data to a mesh with [method "
"commit_to_surface].\n"
"Below is an example of how MeshDataTool may be used.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var mesh = ArrayMesh.new()\n"
"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new()."
"get_mesh_arrays())\n"
"var mdt = MeshDataTool.new()\n"
"mdt.create_from_surface(mesh, 0)\n"
"for i in range(mdt.get_vertex_count()):\n"
" var vertex = mdt.get_vertex(i)\n"
" # In this example we extend the mesh by one unit, which results in "
"separated faces as it is flat shaded.\n"
" vertex += mdt.get_vertex_normal(i)\n"
" # Save your change.\n"
" mdt.set_vertex(i, vertex)\n"
"mesh.clear_surfaces()\n"
"mdt.commit_to_surface(mesh)\n"
"var mi = MeshInstance.new()\n"
"mi.mesh = mesh\n"
"add_child(mi)\n"
"[/gdscript]\n"
"[csharp]\n"
"var mesh = new ArrayMesh();\n"
"mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh()."
"GetMeshArrays());\n"
"var mdt = new MeshDataTool();\n"
"mdt.CreateFromSurface(mesh, 0);\n"
"for (var i = 0; i < mdt.GetVertexCount(); i++)\n"
"{\n"
" Vector3 vertex = mdt.GetVertex(i);\n"
" // In this example we extend the mesh by one unit, which results in "
"separated faces as it is flat shaded.\n"
" vertex += mdt.GetVertexNormal(i);\n"
" // Save your change.\n"
" mdt.SetVertex(i, vertex);\n"
"}\n"
"mesh.ClearSurfaces();\n"
"mdt.CommitToSurface(mesh);\n"
"var mi = new MeshInstance();\n"
"mi.Mesh = mesh;\n"
"AddChild(mi);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive "
"modes."
msgstr ""
"MeshDataTool 提供对 [Mesh] 中各个顶点的访问。它允许用户读取和编辑网格的顶点数"
"据。它还创建了一系列面和边。\n"
"要使用 MeshDataTool请使用 [method create_from_surface] 加载一个网格。完成数"
"据编辑后,使用 [method commit_to_surface] 将数据提交到一个网格。\n"
"下面是如何使用 MeshDataTool 的示例。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var mesh = ArrayMesh.new()\n"
"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new()."
"get_mesh_arrays())\n"
"var mdt = MeshDataTool.new()\n"
"mdt.create_from_surface(mesh, 0)\n"
"for i in range(mdt.get_vertex_count()):\n"
" var vertex = mdt.get_vertex(i)\n"
" # 在这个例子中,我们将网格挤出一个单位,这会导致分离的面,因为它是平直着色"
"的。\n"
" vertex += mdt.get_vertex_normal(i)\n"
" # 保存你的更改。\n"
" mdt.set_vertex(i, vertex)\n"
"mesh.clear_surfaces()\n"
"mdt.commit_to_surface(mesh)\n"
"var mi = MeshInstance.new()\n"
"mi.mesh = mesh\n"
"add_child(mi)\n"
"[/gdscript]\n"
"[csharp]\n"
"var mesh = new ArrayMesh();\n"
"mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh()."
"GetMeshArrays());\n"
"var mdt = new MeshDataTool();\n"
"mdt.CreateFromSurface(mesh, 0);\n"
"for (var i = 0; i < mdt.GetVertexCount(); i++)\n"
"{\n"
" Vector3 vertex = mdt.GetVertex(i);\n"
" // 在这个例子中,我们将网格挤出一个单位,这会导致分离的面,因为它是平直着"
"色的。\n"
" vertex += mdt.GetVertexNormal(i);\n"
" // 保存你的更改。\n"
" mdt.SetVertex(i, vertex);\n"
"}\n"
"mesh.ClearSurfaces();\n"
"mdt.CommitToSurface(mesh);\n"
"var mi = new MeshInstance();\n"
"mi.Mesh = mesh;\n"
"AddChild(mi);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"另请参阅 [ArrayMesh]、[ImmediateMesh]、和 [SurfaceTool],以了解程序化几何生"
"成。\n"
"[b]注意:[/b]对于三角形基元模式的前面Godot 使用顺时针[url=https://"
"learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。"
msgid "Using the MeshDataTool"
msgstr "使用 MeshDataTool"
msgid "Clears all data currently in MeshDataTool."
msgstr "将当前 MeshDataTool 中所有的数据全部清除。"
msgid "Adds a new surface to specified [Mesh] with edited data."
msgstr "使用编辑后的数据,向指定的 [Mesh] 中添加一个新的表面。"
msgid ""
"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"使用给定 [Mesh] 的指定表面来填充 MeshDataTool 的数据。\n"
"要求 [Mesh] 的图元类型为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
msgid "Returns the number of edges in this [Mesh]."
msgstr "返回这个 [Mesh] 的边数。"
msgid "Returns array of faces that touch given edge."
msgstr "返回与给定边相邻的面数组。"
msgid "Returns meta information assigned to given edge."
msgstr "返回给定边的元数据。"
msgid ""
"Returns index of specified vertex connected to given edge.\n"
"Vertex argument can only be 0 or 1 because edges are comprised of two "
"vertices."
msgstr ""
"返回连接到给定边的指定顶点的索引。\n"
"顶点参数只能是 0 或 1因为边是由两个顶点组成的。"
msgid "Returns the number of faces in this [Mesh]."
msgstr "返回这个 [Mesh] 中的面数。"
msgid ""
"Returns specified edge associated with given face.\n"
"Edge argument must be either 0, 1, or 2 because a face only has three edges."
msgstr ""
"返回与给定面关联的指定边。\n"
"边参数必须是 0、1、2 之一,因为面只有 3 条边。"
msgid "Returns the metadata associated with the given face."
msgstr "返回与给定面关联的元数据。"
msgid "Calculates and returns the face normal of the given face."
msgstr "计算并返回给定面的面法线。"
msgid ""
"Returns the specified vertex index of the given face.\n"
"Vertex argument must be either 0, 1, or 2 because faces contain three "
"vertices.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var index = mesh_data_tool.get_face_vertex(0, 1) # Gets the index of the "
"second vertex of the first face.\n"
"var position = mesh_data_tool.get_vertex(index)\n"
"var normal = mesh_data_tool.get_vertex_normal(index)\n"
"[/gdscript]\n"
"[csharp]\n"
"int index = meshDataTool.GetFaceVertex(0, 1); // Gets the index of the second "
"vertex of the first face.\n"
"Vector3 position = meshDataTool.GetVertex(index);\n"
"Vector3 normal = meshDataTool.GetVertexNormal(index);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回给定面的指定顶点索引。\n"
"顶点参数必须为 0、1 或 2因为面包含三个顶点。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var index = mesh_data_tool.get_face_vertex(0, 1) # 获取第一个面的第二个顶点的"
"索引。\n"
"var position = mesh_data_tool.get_vertex(index)\n"
"var normal = mesh_data_tool.get_vertex_normal(index)\n"
"[/gdscript]\n"
"[csharp]\n"
"int index = meshDataTool.GetFaceVertex(0, 1); // 获取第一个面的第二个顶点的索"
"引。\n"
"Vector3 position = meshDataTool.GetVertex(index);\n"
"Vector3 normal = meshDataTool.GetVertexNormal(index);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format "
"flags combined together. For example, a mesh containing both vertices and "
"normals would return a format of [code]3[/code] because [constant Mesh."
"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh."
"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
"See [enum Mesh.ArrayFormat] for a list of format flags."
msgstr ""
"返回该 [Mesh] 的格式。该格式是一个整数,由 [Mesh] 格式标志组合在一起组成。例"
"如,包含顶点和法线的网格将返回为 [code]3[/code] 的格式,因为 [constant Mesh."
"ARRAY_FORMAT_VERTEX] 是 [code]1[/code],而 [constant Mesh."
"ARRAY_FORMAT_NORMAL] 是 [code]2[/code]。\n"
"有关格式标志的列表,请参阅 [enum Mesh.ArrayFormat]。"
msgid "Returns the material assigned to the [Mesh]."
msgstr "返回分配给该 [Mesh] 的材质。"
msgid "Returns the position of the given vertex."
msgstr "返回给定顶点的位置。"
msgid "Returns the bones of the given vertex."
msgstr "返回给定顶点的骨骼。"
msgid "Returns the color of the given vertex."
msgstr "返回给定顶点的颜色。"
msgid "Returns the total number of vertices in [Mesh]."
msgstr "返回 [Mesh] 中顶点的总数。"
msgid "Returns an array of edges that share the given vertex."
msgstr "返回共享给定顶点的边的数组。"
msgid "Returns an array of faces that share the given vertex."
msgstr "返回共享给定顶点的面数组。"
msgid "Returns the metadata associated with the given vertex."
msgstr "返回与给定顶点关联的元数据。"
msgid "Returns the normal of the given vertex."
msgstr "返回给定顶点的法线。"
msgid "Returns the tangent of the given vertex."
msgstr "返回给定顶点的切线。"
msgid "Returns the UV of the given vertex."
msgstr "返回给定顶点的 UV。"
msgid "Returns the UV2 of the given vertex."
msgstr "返回给定顶点的 UV2。"
msgid "Returns bone weights of the given vertex."
msgstr "返回给定顶点的骨骼权重。"
msgid "Sets the metadata of the given edge."
msgstr "设置给定边的元数据。"
msgid "Sets the metadata of the given face."
msgstr "设置给定面的元数据。"
msgid "Sets the material to be used by newly-constructed [Mesh]."
msgstr "设置新构建的 [Mesh] 使用的材质。"
msgid "Sets the position of the given vertex."
msgstr "设置给定顶点的位置。"
msgid "Sets the bones of the given vertex."
msgstr "设置给定顶点的骨骼。"
msgid "Sets the color of the given vertex."
msgstr "设置给定顶点的颜色。"
msgid "Sets the metadata associated with the given vertex."
msgstr "设置与给定顶点关联的元数据。"
msgid "Sets the normal of the given vertex."
msgstr "设置给定顶点的法线。"
msgid "Sets the tangent of the given vertex."
msgstr "设置给定顶点的切线。"
msgid "Sets the UV of the given vertex."
msgstr "设置给定顶点的 UV。"
msgid "Sets the UV2 of the given vertex."
msgstr "设置给定顶点的 UV2。"
msgid "Sets the bone weights of the given vertex."
msgstr "设置给定顶点的骨骼权重。"
msgid "Node used for displaying a [Mesh] in 2D."
msgstr "用于在 2D 中显示 [Mesh] 的节点。"
msgid ""
"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
"automatically created from an existing [Sprite2D] via a tool in the editor "
"toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to "
"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
"用于在 2D 中显示 [Mesh] 的节点。可以通过编辑器工具栏中的工具,从现有的 "
"[Sprite2D] 自动创建 [MeshInstance2D]。请选中该 [Sprite2D] 节点,然后在 2D 编辑"
"器视口的顶部选择 [b]Sprite2D > 转换为 MeshInstance2D[/b]。"
msgid "2D meshes"
msgstr "2D 网格"
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
msgstr "该 [MeshInstance2D] 绘制的 [Mesh]。"
msgid ""
"The [Texture2D] that will be used if using the default [CanvasItemMaterial]. "
"Can be accessed as [code]TEXTURE[/code] in CanvasItem shader."
msgstr ""
"使用默认 [CanvasItemMaterial] 时,将使用的 [Texture2D]。可以在 CanvasItem 着色"
"器中作为 [code]TEXTURE[/code] 访问。"
msgid "Emitted when the [member texture] is changed."
msgstr "当 [member texture] 被改变时触发。"
msgid "Node that instances meshes into a scenario."
msgstr "网格实例与场景相结合的节点。"
msgid ""
"MeshInstance3D is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used render 3D geometry and can be used to instance a single [Mesh] in many "
"places. This allows reusing geometry, which can save on resources. When a "
"[Mesh] has to be instantiated more than thousands of times at close "
"proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead."
msgstr ""
"MeshInstance3D 节点接受 [Mesh] 资源,会为该网格创建一个实例,将其添加到当前的"
"场景中。这是渲染 3D 几何体时最常用的类,可以将单个 [Mesh] 在不同的地方实例化。"
"这样就能够实现几何体的复用,节省资源。如果需要在比较集中的区域内将某个 [Mesh] "
"实例化超过几千次,请考虑改为在 [MultiMeshInstance3D] 中使用 [MultiMesh]。"
msgid ""
"This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] "
"collision shape calculated from the mesh geometry. It's mainly used for "
"testing.\n"
"If [param clean] is [code]true[/code] (default), duplicate and interior "
"vertices are removed automatically. You can set it to [code]false[/code] to "
"make the process faster if not needed.\n"
"If [param simplify] is [code]true[/code], the geometry can be further "
"simplified to reduce the number of vertices. Disabled by default."
msgstr ""
"该助手创建一个 [StaticBody3D] 子节点,该子节点具有根据网格几何计算的 "
"[ConvexPolygonShape3D] 碰撞形状。它主要用于测试。\n"
"如果 [param clean] 为 [code]true[/code](默认值),则重复的顶点和内部顶点会被"
"自动移除。如果不需要,可以将其设置为 [code]false[/code],以加快处理速度。\n"
"如果 [param simplify] 为 [code]true[/code],则该几何体可以进一步被简化以减少顶"
"点的数量。默认情况下是禁用的。"
msgid ""
"This helper creates a [MeshInstance3D] child node with gizmos at every vertex "
"calculated from the mesh geometry. It's mainly used for testing."
msgstr ""
"创建 [MeshInstance3D] 子节点的辅助函数,会根据网格几何体计算出各个顶点的小工"
"具。主要用于测试。"
msgid ""
"This helper creates a [StaticBody3D] child node with multiple "
"[ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via "
"convex decomposition. The convex decomposition operation can be controlled "
"with parameters from the optional [param settings]."
msgstr ""
"创建 [StaticBody3D] 子节点的辅助函数,会根据网格几何体使用凸分解计算出多个 "
"[ConvexPolygonShape3D] 碰撞形状。凸分解操作可以通过可选的 [param settings] 参"
"数控制。"
msgid ""
"This helper creates a [StaticBody3D] child node with a "
"[ConcavePolygonShape3D] collision shape calculated from the mesh geometry. "
"It's mainly used for testing."
msgstr ""
"该助手创建一个 [StaticBody3D] 子节点,该子节点具有一个 "
"[ConcavePolygonShape3D] 碰撞形状,该形状是根据网格几何体计算出来的。它主要用于"
"测试。"
msgid ""
"Returns the index of the blend shape with the given [param name]. Returns "
"[code]-1[/code] if no blend shape with this name exists, including when "
"[member mesh] is [code]null[/code]."
msgstr ""
"返回具有给定 [param name] 的混合形状的索引。如果不存在具有该名称的混合形状,以"
"及当 [member mesh] 为 [code]null[/code] 时,则返回 [code]-1[/code]。"
msgid ""
"Returns the [Material] that will be used by the [Mesh] when drawing. This can "
"return the [member GeometryInstance3D.material_override], the surface "
"override [Material] defined in this [MeshInstance3D], or the surface "
"[Material] defined in the [member mesh]. For example, if [member "
"GeometryInstance3D.material_override] is used, all surfaces will return the "
"override material.\n"
"Returns [code]null[/code] if no material is active, including when [member "
"mesh] is [code]null[/code]."
msgstr ""
"返回 [Mesh] 在绘制时将使用的 [Material]。这可以返回 [member "
"GeometryInstance3D.material_override]、在该 [MeshInstance3D] 中定义的表面覆盖 "
"[Material]、或 [member mesh] 中定义的表面 [Material]。例如,如果使用 [member "
"GeometryInstance3D.material_override],则所有表面都将返回该覆盖材质。\n"
"如果没有材质处于活动状态,包括当 [member mesh] 为 [code]null[/code] 时,则返"
"回 [code]null[/code]。"
msgid ""
"Returns the number of blend shapes available. Produces an error if [member "
"mesh] is [code]null[/code]."
msgstr ""
"返回可用混合形状的数量。如果 [member mesh] 为 [code]null[/code] 则会报错。"
msgid ""
"Returns the value of the blend shape at the given [param blend_shape_idx]. "
"Returns [code]0.0[/code] and produces an error if [member mesh] is "
"[code]null[/code] or doesn't have a blend shape at that index."
msgstr ""
"返回给定 [param blend_shape_idx] 处的混合形状的值。如果 [member mesh] 为 "
"[code]null[/code],或在该索引处没有混合形状,则返回 [code]0.0[/code] 并产生一"
"个错误。"
msgid ""
"Returns the override [Material] for the specified [param surface] of the "
"[Mesh] resource. See also [method get_surface_override_material_count].\n"
"[b]Note:[/b] This returns the [Material] associated to the [MeshInstance3D]'s "
"Surface Material Override properties, not the material within the [Mesh] "
"resource. To get the material within the [Mesh] resource, use [method Mesh."
"surface_get_material] instead."
msgstr ""
"返回 [Mesh] 资源的指定 [param surface] 的覆盖 [Material]。另见 [method "
"get_surface_override_material_count]。\n"
"[b]注意:[/b]这将返回与 [MeshInstance3D] 的表面材质覆盖属性关联的 [Material]"
"而不是 [Mesh] 资源内的材质。要获取 [Mesh] 资源中的材质,请改用 [method Mesh."
"surface_get_material]。"
msgid ""
"Returns the number of surface override materials. This is equivalent to "
"[method Mesh.get_surface_count]. See also [method "
"get_surface_override_material]."
msgstr ""
"返回表面覆盖材质的数量。相当于 [method Mesh.get_surface_count]。另见 [method "
"get_surface_override_material]。"
msgid ""
"Sets the value of the blend shape at [param blend_shape_idx] to [param "
"value]. Produces an error if [member mesh] is [code]null[/code] or doesn't "
"have a blend shape at that index."
msgstr ""
"将 [param blend_shape_idx] 处的混合形状的值设置为 [param value]。如果 [member "
"mesh] 为 [code]null[/code],或在该索引处没有混合形状,则会产生一个错误。"
msgid ""
"Sets the override [param material] for the specified [param surface] of the "
"[Mesh] resource. This material is associated with this [MeshInstance3D] "
"rather than with [member mesh].\n"
"[b]Note:[/b] This assigns the [Material] associated to the [MeshInstance3D]'s "
"Surface Material Override properties, not the material within the [Mesh] "
"resource. To set the material within the [Mesh] resource, use [method Mesh."
"surface_get_material] instead."
msgstr ""
"设置 [Mesh] 资源的指定 [param surface] 的覆盖 [param material]。该材质与该 "
"[MeshInstance3D] 关联,而不是与 [member mesh] 关联。\n"
"[b]注意:[/b]这将分配与 [MeshInstance3D] 的表面材质覆盖属性关联的 [Material]"
"而不是 [Mesh] 资源内的材质。要在 [Mesh] 资源中设置材质,请改用 [method Mesh."
"surface_get_material]。"
msgid "The [Mesh] resource for the instance."
msgstr "该实例的 [Mesh] 资源。"
msgid "[NodePath] to the [Skeleton3D] associated with the instance."
msgstr "到与此实例关联的 [Skeleton3D] 的 [NodePath]。"
msgid "The [Skin] to be used by this instance."
msgstr "该实例要使用的 [Skin]。"
msgid "Library of meshes."
msgstr "网格库。"
msgid ""
"A library of meshes. Contains a list of [Mesh] resources, each with a name "
"and ID. Each item can also include collision and navigation shapes. This "
"resource is used in [GridMap]."
msgstr ""
"网格库包含一个 [Mesh] 资源列表,每个资源都有一个名称和 ID。每个项目还可以包括"
"碰撞和导航形状。这个资源在 [GridMap] 中使用。"
msgid "Clears the library."
msgstr "清除库。"
msgid ""
"Creates a new item in the library with the given ID.\n"
"You can get an unused ID from [method get_last_unused_item_id]."
msgstr ""
"使用给定的 ID 在库中创建一个新项。\n"
"你可以从 [method get_last_unused_item_id] 获取一个未使用的 ID。"
msgid "Returns the first item with the given name."
msgstr "返回第一个具有指定名称的项。"
msgid "Returns the list of item IDs in use."
msgstr "返回正在使用的项目 ID 列表。"
msgid "Returns the item's mesh."
msgstr "返回该项目的网格。"
msgid "Returns the transform applied to the item's mesh."
msgstr "返回应用到项目网格的变换。"
msgid "Returns the item's name."
msgstr "返回该项的名称。"
msgid "Returns the item's navigation layers bitmask."
msgstr "返回该项的导航层位掩码。"
msgid "Returns the item's navigation mesh."
msgstr "返回该项的导航网格。"
msgid "Returns the transform applied to the item's navigation mesh."
msgstr "返回应用于该项导航网格的变换。"
msgid ""
"When running in the editor, returns a generated item preview (a 3D rendering "
"in isometric perspective). When used in a running project, returns the "
"manually-defined item preview which can be set using [method "
"set_item_preview]. Returns an empty [Texture2D] if no preview was manually "
"set in a running project."
msgstr ""
"在编辑器中运行时,返回生成的项目预览(等轴透视中的 3D 渲染)。在一个运行的项目"
"中使用时,返回手动定义的项目预览,该项目预览可以使用 [method "
"set_item_preview] 设置。如果在一个运行的项目中,没有手动设置预览,则返回一个空"
"的 [Texture2D]。"
msgid ""
"Returns an item's collision shapes.\n"
"The array consists of each [Shape3D] followed by its [Transform3D]."
msgstr ""
"返回某个项目的碰撞形状。\n"
"该数组由每个 [Shape3D] 后跟其 [Transform3D] 组成。"
msgid "Gets an unused ID for a new item."
msgstr "获取新项未使用的 ID。"
msgid "Removes the item."
msgstr "删除项目。"
msgid "Sets the item's mesh."
msgstr "设置该项的网格。"
msgid "Sets the transform to apply to the item's mesh."
msgstr "设置要应用到项目网格的变换。"
msgid ""
"Sets the item's name.\n"
"This name is shown in the editor. It can also be used to look up the item "
"later using [method find_item_by_name]."
msgstr ""
"设置该项的名称。\n"
"这个名称会显示在编辑器中。稍后还可以使用 [method find_item_by_name] 来查找该"
"项。"
msgid "Sets the item's navigation layers bitmask."
msgstr "设置该项的导航层位掩码。"
msgid "Sets the item's navigation mesh."
msgstr "设置该项的导航网格。"
msgid "Sets the transform to apply to the item's navigation mesh."
msgstr "设置应用于该项的导航网格的变换。"
msgid "Sets a texture to use as the item's preview icon in the editor."
msgstr "在编辑器中设置要用作该项预览图标的纹理。"
msgid ""
"Sets an item's collision shapes.\n"
"The array should consist of [Shape3D] objects, each followed by a "
"[Transform3D] that will be applied to it. For shapes that should not have a "
"transform, use [constant Transform3D.IDENTITY]."
msgstr ""
"设置某个项目的碰撞形状。\n"
"该数组应由 [Shape3D] 对象组成,每个对象后跟一个将应用于它的 [Transform3D]。对"
"于不应具有变换的形状,请使用 [constant Transform3D.IDENTITY]。"
msgid "Simple texture that uses a mesh to draw itself."
msgstr "简单的纹理,使用一个网格来绘制自己。"
msgid ""
"Simple texture that uses a mesh to draw itself. It's limited because flags "
"can't be changed and region drawing is not supported."
msgstr ""
"简单的纹理,使用一个网格来绘制自己。它的应用场景有限,因为 Flag 不能更改,而且"
"不支持区域绘制。"
msgid "Sets the base texture that the Mesh will use to draw."
msgstr "设置该 Mesh 用来绘制的基础纹理。"
msgid "Sets the size of the image, needed for reference."
msgstr "设置图像的大小,需要参考。"
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr "设置用于绘制的网格,该网格必须使用 2D 顶点。"
msgid ""
"Interpolates an abstract value and supplies it to a method called over time."
msgstr "对抽象值进行插值,并将其提供给一个持续调用的方法。"
msgid ""
"[MethodTweener] is similar to a combination of [CallbackTweener] and "
"[PropertyTweener]. It calls a method providing an interpolated value as a "
"parameter. See [method Tween.tween_method] for more usage information.\n"
"The tweener will finish automatically if the callback's target object is "
"freed.\n"
"[b]Note:[/b] [method Tween.tween_method] is the only correct way to create "
"[MethodTweener]. Any [MethodTweener] created manually will not function "
"correctly."
msgstr ""
"[MethodTweener] 类似于 [CallbackTweener] 和 [PropertyTweener] 的组合,会将插值"
"后的值作为调用方法时的参数。更多用法信息请参阅 [method Tween.tween_method]。\n"
"如果回调的目标对象被释放,该补间将自动完成。\n"
"[b]注意:[/b]创建 [MethodTweener] 的唯一正确方法是 [method Tween."
"tween_method]。任何手动创建的 [MethodTweener] 都无法正常工作。"
msgid ""
"Sets the time in seconds after which the [MethodTweener] will start "
"interpolating. By default there's no delay."
msgstr "设置该 [MethodTweener] 开始插值的时间,单位为秒。默认无延迟。"
msgid ""
"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
"default easing is used from the [Tween] that contains this Tweener."
msgstr ""
"设置所使用的缓动类型 [enum Tween.EaseType]。如果没有设置,则使用包含这个 "
"Tweener 的 [Tween] 的默认缓动类型。"
msgid ""
"Sets the type of used transition from [enum Tween.TransitionType]. If not "
"set, the default transition is used from the [Tween] that contains this "
"Tweener."
msgstr ""
"设置所使用的过渡类型 [enum Tween.TransitionType]。如果没有设置,则使用包含这"
"个 Tweener 的 [Tween] 的默认过渡类型。"
msgid ""
"An internal editor class intended for keeping the data of unrecognized nodes."
msgstr "编辑器内部类,用于保存未知节点的数据。"
msgid ""
"This is an internal editor class intended for keeping data of nodes of "
"unknown type (most likely this type was supplied by an extension that is no "
"longer loaded). It can't be manually instantiated or placed in the scene. "
"Ignore it if you don't know what it is."
msgstr ""
"这是编辑器内部类,用于保存未知类型节点的数据(该类型很有可能是由扩展提供的,而"
"该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略它。"
msgid "Returns the name of the type this node was originally."
msgstr "返回这个节点原本的类型名。"
msgid ""
"An internal editor class intended for keeping the data of unrecognized "
"resources."
msgstr "编辑器内部类,用于保存未知资源的数据。"
msgid ""
"This is an internal editor class intended for keeping data of resources of "
"unknown type (most likely this type was supplied by an extension that is no "
"longer loaded). It can't be manually instantiated or placed in the scene. "
"Ignore it if you don't know what it is."
msgstr ""
"这是编辑器内部类,用于保存未知类型资源的数据(该类型很有可能是由扩展提供的,而"
"该扩展未加载)。无法手动实例化或放置在场景中。如果你不知道这是什么,请忽略它。"
msgid "Returns the name of the class this resource was originally."
msgstr "返回这个资源原本的类名。"
msgid "Generic mobile VR implementation."
msgstr "通用移动 VR 实现。"
msgid ""
"This is a generic mobile VR implementation where you need to provide details "
"about the phone and HMD used. It does not rely on any existing framework. "
"This is the most basic interface we have. For the best effect, you need a "
"mobile phone with a gyroscope and accelerometer.\n"
"Note that even though there is no positional tracking, the camera will assume "
"the headset is at a height of 1.85 meters. You can change this by setting "
"[member eye_height].\n"
"You can initialize this interface as follows:\n"
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().xr = true\n"
"[/codeblock]"
msgstr ""
"这是一个通用的移动 VR 实现,你需要提供有关所用手机和 HMD 的详细信息。它不依赖"
"于任何现有框架。这是我们拥有的最基本的接口。为了获得最佳效果,你需要一部带有陀"
"螺仪和加速度计的手机。\n"
"请注意,即使没有位置跟踪,相机也会假定头戴设备处于 1.85 米的高度。可以通过设"
"置 [member eye_height] 来更改该设置。\n"
"可以按如下方式初始化该接口:\n"
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().xr = true\n"
"[/codeblock]"
msgid ""
"The distance between the display and the lenses inside of the device in "
"centimeters."
msgstr "显示器与设备内部镜片之间的距离,单位为厘米。"
msgid "The width of the display in centimeters."
msgstr "显示器的宽度,单位为厘米。"
msgid ""
"The height at which the camera is placed in relation to the ground (i.e. "
"[XROrigin3D] node)."
msgstr "相机相对于地面所处的高度(即相对于 [XROrigin3D] 节点)。"
msgid ""
"The interocular distance, also known as the interpupillary distance. The "
"distance between the pupils of the left and right eye."
msgstr "眼间距离,也称为瞳孔间距离。左眼和右眼瞳孔之间的距离。"
msgid ""
"The k1 lens factor is one of the two constants that define the strength of "
"the lens used and directly influences the lens distortion effect."
msgstr "k1 镜头因子是定义所使用镜头强度的两个常量之一,并直接影响镜头失真效果。"
msgid "The k2 lens factor, see k1."
msgstr "k2 镜头因子,见 k1。"
msgid ""
"The oversample setting. Because of the lens distortion we have to render our "
"buffers at a higher resolution then the screen can natively handle. A value "
"between 1.5 and 2.0 often provides good results but at the cost of "
"performance."
msgstr ""
"过采样设置。由于镜头失真,我们必须以比屏幕自然分辨率更高的质量渲染我们的缓冲"
"区。介于 1.5 和 2.0 之间的值通常可以提供良好的结果,但会牺牲性能。"
msgid "Abstract class for non-real-time video recording encoders."
msgstr "非实时视频录制编码器的抽象类。"
msgid ""
"Godot can record videos with non-real-time simulation. Like the [code]--fixed-"
"fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command "
"line argument[/url], this forces the reported [code]delta[/code] in [method "
"Node._process] functions to be identical across frames, regardless of how "
"long it actually took to render the frame. This can be used to record high-"
"quality videos with perfect frame pacing regardless of your hardware's "
"capabilities.\n"
"Godot has 2 built-in [MovieWriter]s:\n"
"- AVI container with MJPEG for video and uncompressed audio ([code].avi[/"
"code] file extension). Lossy compression, medium file sizes, fast encoding. "
"The lossy compression quality can be adjusted by changing [member "
"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be "
"viewed in most video players, but it must be converted to another format for "
"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not "
"support transparency. AVI output is currently limited to a file of 4 GB in "
"size at most.\n"
"- PNG image sequence for video and WAV for audio ([code].png[/code] file "
"extension). Lossless compression, large file sizes, slow encoding. Designed "
"to be encoded to a video file with another tool such as [url=https://ffmpeg."
"org/]FFmpeg[/url] after recording. Transparency is currently not supported, "
"even if the root viewport is set to be transparent.\n"
"If you need to encode to a different format or pipe a stream through third-"
"party software, you can extend the [MovieWriter] class to create your own "
"movie writers. This should typically be done using GDExtension for "
"performance reasons.\n"
"[b]Editor usage:[/b] A default movie file path can be specified in [member "
"ProjectSettings.editor/movie_writer/movie_file]. Alternatively, for running "
"single scenes, a [code]movie_file[/code] metadata can be added to the root "
"node, specifying the path to a movie file that will be used when recording "
"that scene. Once a path is set, click the video reel icon in the top-right "
"corner of the editor to enable Movie Maker mode, then run any scene as usual. "
"The engine will start recording as soon as the splash screen is finished, and "
"it will only stop recording when the engine quits. Click the video reel icon "
"again to disable Movie Maker mode. Note that toggling Movie Maker mode does "
"not affect project instances that are already running.\n"
"[b]Note:[/b] MovieWriter is available for use in both the editor and exported "
"projects, but it is [i]not[/i] designed for use by end users to record videos "
"while playing. Players wishing to record gameplay videos should install tools "
"such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www."
"maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead."
msgstr ""
"Godot 能够使用非实时模拟技术录制视频。与 [code]--fixed-fps[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/url]类"
"似,会强制让 [method Node._process] 等函数每一帧都收到相同的 [code]delta[/"
"code],无论实际渲染花费了多长的时间。这个技术可用于录制高画质的视频,无论你的"
"硬件性能如何,帧率始终都是恒定的。\n"
"Godot 内置的 [MovieWriter] 有两个:\n"
"- 使用 MJPEG 视频和未压缩音频的 AVI 容器(文件扩展名为 [code].avi[/code])。有"
"损压缩、文件大小中等、编码速度较快。有损压缩质量可以通过修改 [member "
"ProjectSettings.editor/movie_writer/mjpeg_quality] 来调整。生成的文件可以使用"
"大多数视频播放器查看,但如果要在 Web 上查看或者用 Godot 的 "
"[VideoStreamPlayer] 查看则必须先进行格式的转换。MJPEG 不支持透明度。AVI 输出"
"的文件目前最多为 4 GB 大小。\n"
"- 视频使用 PNG 图像序列、音频使用 WAV文件扩展名为 [code].png[/code])。无损"
"压缩、文件大小较大、编码速度较慢。旨在录制后使用 [url=https://ffmpeg."
"org/]FFmpeg[/url] 等其他工具编码为视频文件。目前不支持透明度,即便将根视口设为"
"透明。\n"
"如果你需要编码为其他格式,或者将流导入到第三方软件中,你可以扩展 "
"[MovieWriter] 类,创建自己的影片写入器。出于性能考虑,一般应该使用 "
"GDExtension 实现。\n"
"[b]编辑器使用:[/b]默认影片文件路径可以在 [member ProjectSettings.editor/"
"movie_writer/movie_file] 指定。或者在运行单个场景时,也可以在根节点上添加元数"
"据 [code]movie_file[/code],可以指定录制该场景时所使用的影片文件路径。设置路径"
"后,请点击编辑器右上角的电影胶卷图标,启动 Movie Maker 模式,然后和平常一样运"
"行场景即可。引擎会在启动画面结束后开始录制,只会在引擎退出时停止录制。再次点击"
"电影胶卷图标可以禁用 Movie Maker 模式。请注意Movie Maker 模式的开关不会影响"
"正在运行的项目实例。\n"
"[b]注意:[/b]MovieWriter 既可以在编辑器中使用,也可以在导出的项目中使用,但这"
"个功能[i]不应[/i]用来让最终用户录制游戏视频。希望录制游戏视频的玩家应该安装 "
"[url=https://obsproject.com/]OBS Studio[/url] 或 [url=https://www."
"maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] 等工具。"
msgid ""
"Called when the audio sample rate used for recording the audio is requested "
"by the engine. The value returned must be specified in Hz. Defaults to 48000 "
"Hz if [method _get_audio_mix_rate] is not overridden."
msgstr ""
"当引擎请求用于录制音频的音频采样率时调用。返回的值必须以 Hz 为单位指定。如果 "
"[method _get_audio_mix_rate] 未被重写,则默认为 48000 Hz。"
msgid ""
"Called when the audio speaker mode used for recording the audio is requested "
"by the engine. This can affect the number of output channels in the resulting "
"audio file/stream. Defaults to [constant AudioServer.SPEAKER_MODE_STEREO] if "
"[method _get_audio_speaker_mode] is not overridden."
msgstr ""
"当引擎请求用于录制音频的音频扬声器模式时调用。这可能会影响生成的音频文件/流中"
"的输出通道数。如果 [method _get_audio_speaker_mode] 未被重写,则默认为 "
"[constant AudioServer.SPEAKER_MODE_STEREO]。"
msgid ""
"Called when the engine determines whether this [MovieWriter] is able to "
"handle the file at [param path]. Must return [code]true[/code] if this "
"[MovieWriter] is able to handle the given file path, [code]false[/code] "
"otherwise. Typically, [method _handles_file] is overridden as follows to "
"allow the user to record a file at any path with a given file extension:\n"
"[codeblock]\n"
"func _handles_file(path):\n"
" # Allows specifying an output file with a `.mkv` file extension (case-"
"insensitive),\n"
" # either in the Project Settings or with the `--write-movie <path>` "
"command line argument.\n"
" return path.get_extension().to_lower() == \"mkv\"\n"
"[/codeblock]"
msgstr ""
"当引擎确定该 [MovieWriter] 是否能够处理位于 [param path] 的文件时调用。如果该 "
"[MovieWriter] 能够处理给定的文件路径,则必须返回 [code]true[/code],否则返回 "
"[code]false[/code]。通常,[method _handles_file] 如下被重写,以允许用户使用给"
"定文件扩展名,在任何路径下记录一个文件:\n"
"[codeblock]\n"
"func _handles_file(path):\n"
" # 允许指定一个带有 `.mkv` 文件扩展名(不区分大小写)的输出文件,\n"
" # 在项目设置中或使用 `--write-movie <path>` 命令行参数。\n"
" return path.get_extension().to_lower() == \"mkv\"\n"
"[/codeblock]"
msgid ""
"Called once before the engine starts writing video and audio data. [param "
"movie_size] is the width and height of the video to save. [param fps] is the "
"number of frames per second specified in the project settings or using the "
"[code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/"
"command_line_tutorial.html]command line argument[/url]."
msgstr ""
"在引擎开始写入视频和音频数据之前调用一次。[param movie_size] 是要保存的视频的"
"宽度和高度。[param fps] 是指定的每秒帧数,在项目设置中、或使用 [code]--fixed-"
"fps <fps>[/code][url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]"
"《命令行参数》[/url]指定。"
msgid ""
"Called when the engine finishes writing. This occurs when the engine quits by "
"pressing the window manager's close button, or when [method SceneTree.quit] "
"is called.\n"
"[b]Note:[/b] Pressing [kbd]Ctrl + C[/kbd] on the terminal running the editor/"
"project does [i]not[/i] result in [method _write_end] being called."
msgstr ""
"当引擎完成写入时调用。当引擎通过按下窗口管理器的关闭按钮退出时,或调用 "
"[method SceneTree.quit] 时,会发生这种情况。\n"
"[b]注意:[/b]在运行编辑器/项目的终端上,按 [kbd]Ctrl + C[/kbd][i]不会[/i]导"
"致 [method _write_end] 被调用。"
msgid ""
"Called at the end of every rendered frame. The [param frame_image] and [param "
"audio_frame_block] function arguments should be written to."
msgstr ""
"在每个渲染的帧结束时被调用。应写入 [param frame_image] 和 [param "
"audio_frame_block] 函数参数。"
msgid ""
"Adds a writer to be usable by the engine. The supported file extensions can "
"be set by overriding [method _handles_file].\n"
"[b]Note:[/b] [method add_writer] must be called early enough in the engine "
"initialization to work, as movie writing is designed to start at the same "
"time as the rest of the engine."
msgstr ""
"添加一个可供引擎使用的编写器。可以通过重写 [method _handles_file],来设置支持"
"的文件扩展名。\n"
"[b]注意:[/b][method add_writer] 必须在引擎初始化期间尽早调用才能工作,因为电"
"影编写被设计为与引擎的其余部分同时启动。"
msgid ""
"Provides high-performance drawing of a mesh multiple times using GPU "
"instancing."
msgstr "使用 GPU 实例提供单一网格的高性能多次绘制。"
msgid ""
"MultiMesh provides low-level mesh instancing. Drawing thousands of "
"[MeshInstance3D] nodes can be slow, since each object is submitted to the GPU "
"then drawn individually.\n"
"MultiMesh is much faster as it can draw thousands of instances with a single "
"draw call, resulting in less API overhead.\n"
"As a drawback, if the instances are too far away from each other, performance "
"may be reduced as every single instance will always render (they are "
"spatially indexed as one, for the whole object).\n"
"Since instances may have any behavior, the AABB used for visibility must be "
"provided by the user.\n"
"[b]Note:[/b] A MultiMesh is a single object, therefore the same maximum "
"lights per object restriction applies. This means, that once the maximum "
"lights are consumed by one or more instances, the rest of the MultiMesh "
"instances will [b]not[/b] receive any lighting.\n"
"[b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh."
msgstr ""
"MultiMesh 提供了低级别的网格实例化功能。绘制数以千计的 [MeshInstance3D] 节点可"
"能会很慢,因为每个对象都要提交给 GPU 然后单独绘制。\n"
"MultiMesh 要快得多,因为它可以通过一次绘制调用来绘制成千上万的实例,从而减少 "
"API 的开销。\n"
"缺点是,如果实例之间的距离太远,性能可能会降低,因为每一个实例总是会被渲染(对"
"于整个对象,它们在空间上被索引为一个)。\n"
"由于实例可能具有任何行为,因此用于可见性的 AABB 必须由用户提供。\n"
"[b]注意:[/b]MultiMesh 是单个对象,因此适用相同的对每个对象的最大灯光限制。这"
"意味着,一旦最大灯光被一个或多个实例消耗了,其余的 MultiMesh 实例将[b]不会[/b]"
"接收任何光照。\n"
"[b]注意:[/b]在 MultiMesh 中使用的 Blend Shape 将被忽略。"
msgid "Using MultiMeshInstance"
msgstr "使用 MultiMeshInstance"
msgid "Optimization using MultiMeshes"
msgstr "使用 MultiMesh 进行优化"
msgid "Animating thousands of fish with MultiMeshInstance"
msgstr "使用 MultiMeshInstance 动画化数千条鱼"
msgid "Returns the visibility axis-aligned bounding box in local space."
msgstr "返回局部空间中的可见性轴对齐包围框。"
msgid "Gets a specific instance's color multiplier."
msgstr "获取特定实例的颜色倍数。"
msgid "Returns the custom data that has been set for a specific instance."
msgstr "返回已经为特定实例设置的自定义数据。"
msgid "Returns the [Transform3D] of a specific instance."
msgstr "返回指定实例的 [Transform3D]。"
msgid "Returns the [Transform2D] of a specific instance."
msgstr "返回指定实例的 [Transform2D]。"
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors. This allows for different color tinting per "
"instance.\n"
"For the color to take effect, ensure that [member use_colors] is [code]true[/"
"code] on the [MultiMesh] and [member BaseMaterial3D."
"vertex_color_use_as_albedo] is [code]true[/code] on the material. If you "
"intend to set an absolute color instead of tinting, make sure the material's "
"albedo color is set to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
"设置一个特定实例的颜色,通过[i]乘以[/i]该网格的现有顶点颜色来设置。这允许每个"
"实例使用不同的颜色。\n"
"要使颜色生效,请确保该 [MultiMesh] 上的 [member use_colors] 为 [code]true[/"
"code],并且材质上的 [member BaseMaterial3D.vertex_color_use_as_albedo] 为 "
"[code]true[/code]。如果打算设置绝对颜色而不是着色,请确保材质的反照率颜色被设"
"置为纯白色 ([code]Color(1, 1, 1)[/code])。"
msgid ""
"Sets custom data for a specific instance. Although [Color] is used, it is "
"just a container for 4 floating point numbers.\n"
"For the custom data to be used, ensure that [member use_custom_data] is "
"[code]true[/code].\n"
"This custom instance data has to be manually accessed in your custom shader "
"using [code]INSTANCE_CUSTOM[/code]."
msgstr ""
"为特定的实例设置自定义数据。虽然使用了 [Color],但它只是一个容纳 4 个浮点数的"
"容器。\n"
"对于要使用的自定义数据,请确保 [member use_custom_data] 为 [code]true[/"
"code]。\n"
"必须使用 [code]INSTANCE_CUSTOM[/code] 在自定义着色器中,手动访问该自定义实例数"
"据。"
msgid "Sets the [Transform3D] for a specific instance."
msgstr "为指定实例设置 [Transform3D]。"
msgid "Sets the [Transform2D] for a specific instance."
msgstr "为指定实例设置 [Transform2D]。"
msgid "See [method set_instance_color]."
msgstr "见 [method set_instance_color]。"
msgid "See [method set_instance_custom_data]."
msgstr "见 [method set_instance_custom_data]。"
msgid ""
"Number of instances that will get drawn. This clears and (re)sizes the "
"buffers. Setting data format or flags afterwards will have no effect.\n"
"By default, all instances are drawn but you can limit this with [member "
"visible_instance_count]."
msgstr ""
"将被绘制的实例数。这会清除缓冲区,并(重新)调整其大小。之后设置的数据格式或标"
"志将无效。\n"
"默认情况下,所有实例都会被绘制,但可以使用 [member visible_instance_count] 来"
"限制它。"
msgid ""
"[Mesh] resource to be instanced.\n"
"The looks of the individual instances can be modified using [method "
"set_instance_color] and [method set_instance_custom_data]."
msgstr ""
"要被实例化的 [Mesh] 资源。\n"
"各个实例的外观可以通过 [method set_instance_color] 和 [method "
"set_instance_custom_data] 来修改。"
msgid "See [method set_instance_transform_2d]."
msgstr "见 [method set_instance_transform_2d]。"
msgid "See [method set_instance_transform]."
msgstr "见 [method set_instance_transform]。"
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr "用于变换网格的变换格式,可以是 2D 或 3D。"
msgid ""
"If [code]true[/code], the [MultiMesh] will use color data (see [method "
"set_instance_color]). Can only be set when [member instance_count] is "
"[code]0[/code] or less. This means that you need to call this method before "
"setting the instance count, or temporarily reset it to [code]0[/code]."
msgstr ""
"如果为 [code]true[/code],则该 [MultiMesh] 将使用颜色数据(参见 [method "
"set_instance_color])。只有在 [member instance_count] 为 [code]0[/code] 或更少"
"时才能被设置。这意味着需要在设置实例计数之前调用该方法,或者暂时将实例计数重置"
"为 [code]0[/code]。"
msgid ""
"If [code]true[/code], the [MultiMesh] will use custom data (see [method "
"set_instance_custom_data]). Can only be set when [member instance_count] is "
"[code]0[/code] or less. This means that you need to call this method before "
"setting the instance count, or temporarily reset it to [code]0[/code]."
msgstr ""
"如果为 [code]true[/code],则该 [MultiMesh] 将使用自定义数据(参见 [method "
"set_instance_custom_data])。只有在 [member instance_count] 为 [code]0[/code] "
"或更少时才能被设置。这意味着需要在设置实例计数之前调用该方法,或者暂时将实例计"
"数重置为 [code]0[/code]。"
msgid ""
"Limits the number of instances drawn, -1 draws all instances. Changing this "
"does not change the sizes of the buffers."
msgstr ""
"限制绘制的实例数量,-1 会绘制所有的实例。改变这一点并不改变缓冲区的大小。"
msgid "Use this when using 2D transforms."
msgstr "使用 2D 变换时使用此选项。"
msgid "Use this when using 3D transforms."
msgstr "使用 3D 变换时使用此选项。"
msgid "Node that instances a [MultiMesh] in 2D."
msgstr "在 2D 中实例化 [MultiMesh] 的节点。"
msgid ""
"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
"resource in 2D.\n"
"Usage is the same as [MultiMeshInstance3D]."
msgstr ""
"[MultiMeshInstance2D] 是专用于在 2D 中实例化 [MultiMesh] 资源的节点。\n"
"用法与 [MultiMeshInstance3D] 相同。"
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
msgstr "将由 [MultiMeshInstance2D] 绘制的 [MultiMesh]。"
msgid "Node that instances a [MultiMesh]."
msgstr "实例化 [MultiMesh] 的节点。"
msgid ""
"[MultiMeshInstance3D] is a specialized node to instance [GeometryInstance3D]s "
"based on a [MultiMesh] resource.\n"
"This is useful to optimize the rendering of a high number of instances of a "
"given mesh (for example trees in a forest or grass strands)."
msgstr ""
"[MultiMeshInstance2D] 是专用于实例化基于 [MultiMesh] 资源的 "
"[GeometryInstance3D] 的节点。\n"
"适用于优化大量给定网格实例的渲染(例如森林中的树木或草丛)。"
msgid ""
"The [MultiMesh] resource that will be used and shared among all instances of "
"the [MultiMeshInstance3D]."
msgstr ""
"将在 [MultiMeshInstance3D] 的所有实例之间,使用和共享的 [MultiMesh] 资源。"
msgid "High-level multiplayer API interface."
msgstr "高阶多人游戏 API 接口。"
msgid ""
"Base class for high-level multiplayer API implementations. See also "
"[MultiplayerPeer].\n"
"By default, [SceneTree] has a reference to an implementation of this class "
"and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole "
"scene.\n"
"It is possible to override the MultiplayerAPI instance used by specific tree "
"branches by calling the [method SceneTree.set_multiplayer] method, "
"effectively allowing to run both client and server in the same scene.\n"
"It is also possible to extend or replace the default implementation via "
"scripting or native extensions. See [MultiplayerAPIExtension] for details "
"about extensions, [SceneMultiplayer] for the details about the default "
"implementation."
msgstr ""
"用于高级多人游戏 API 实现的基类。另请参阅 [MultiplayerPeer]。\n"
"默认情况下,[SceneTree] 引用了这个类的一个实现,并使用它来提供跨整个场景的多人"
"游戏功能(即 RPC。\n"
"可以通过调用 [method SceneTree.set_multiplayer] 方法,覆盖特定树分支使用的 "
"MultiplayerAPI 实例,从而有效地允许在同一场景中同时运行客户端和服务器。\n"
"也可以通过脚本或本地扩展来扩展或替换默认实现。有关扩展的详细信息,请参阅 "
"[MultiplayerAPIExtension];有关默认实现的详细信息,请参阅 [SceneMultiplayer]。"
msgid "Returns a new instance of the default MultiplayerAPI."
msgstr "返回默认 MultiplayerAPI 的新实例。"
msgid ""
"Returns the default MultiplayerAPI implementation class name. This is usually "
"[code]\"SceneMultiplayer\"[/code] when [SceneMultiplayer] is available. See "
"[method set_default_interface]."
msgstr ""
"返回默认的 MultiplayerAPI 实现类名称。[SceneMultiplayer] 可用时通常为 "
"[code]\"SceneMultiplayer\"[/code]。见 [method set_default_interface]。"
msgid ""
"Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
"multiplayer_peer]."
msgstr ""
"返回这个 MultiplayerAPI 的 [member multiplayer_peer] 所有已连接对等体的对等体 "
"ID。"
msgid ""
"Returns the sender's peer ID for the RPC currently being executed.\n"
"[b]Note:[/b] If not inside an RPC this method will return 0."
msgstr ""
"返回当前正在执行的 RPC 的发送方的对等体 ID。\n"
"[b]注意:[/b]如果不在 RPC 内,这个方法将返回 0。"
msgid ""
"Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer]."
msgstr "返回这个 MultiplayerAPI 的 [member multiplayer_peer] 唯一对等体 ID。"
msgid "Returns [code]true[/code] if there is a [member multiplayer_peer] set."
msgstr "如果设置了 [member multiplayer_peer],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this MultiplayerAPI's [member multiplayer_peer] "
"is valid and in server mode (listening for connections)."
msgstr ""
"如果这个 MultiplayerAPI 的 [member multiplayer_peer] 有效,且处于服务器模式"
"(监听连接),则返回 [code]true[/code]。"
msgid ""
"Notifies the MultiplayerAPI of a new [param configuration] for the given "
"[param object]. This method is used internally by [SceneTree] to configure "
"the root path for this MultiplayerAPI (passing [code]null[/code] and a valid "
"[NodePath] as [param configuration]). This method can be further used by "
"MultiplayerAPI implementations to provide additional features, refer to "
"specific implementation (e.g. [SceneMultiplayer]) for details on how they use "
"it.\n"
"[b]Note:[/b] This method is mostly relevant when extending or overriding the "
"MultiplayerAPI behavior via [MultiplayerAPIExtension]."
msgstr ""
"通知该 MultiplayerAPI以添加用于给定 [param object] 的新的 [param "
"configuration]。该方法在内部被 [SceneTree] 使用,以配置该 MultiplayerAPI 的根"
"路径(传入 [code]null[/code] 并将一个有效的 [NodePath] 作为 [param "
"configuration])。该方法可以进一步被 MultiplayerAPI 实现使用,以提供其他功能,"
"有关如何使用它的详细信息,请参阅具体实现(例如 [SceneMultiplayer])。\n"
"[b]注意:[/b]当通过 [MultiplayerAPIExtension] 扩展或重写 MultiplayerAPI 行为"
"时,该方法最相关。"
msgid ""
"Notifies the MultiplayerAPI to remove a [param configuration] for the given "
"[param object]. This method is used internally by [SceneTree] to configure "
"the root path for this MultiplayerAPI (passing [code]null[/code] and an empty "
"[NodePath] as [param configuration]). This method can be further used by "
"MultiplayerAPI implementations to provide additional features, refer to "
"specific implementation (e.g. [SceneMultiplayer]) for details on how they use "
"it.\n"
"[b]Note:[/b] This method is mostly relevant when extending or overriding the "
"MultiplayerAPI behavior via [MultiplayerAPIExtension]."
msgstr ""
"通知该 MultiplayerAPI以移除用于给定 [param object] 的 [param "
"configuration]。该方法在内部被 [SceneTree] 使用,以配置该 MultiplayerAPI 的根"
"路径(传入 [code]null[/code] 并将一个空的 [NodePath] 作为 [param "
"configuration])。该方法可以进一步被 MultiplayerAPI 实现使用,以提供其他功能,"
"有关如何使用它的详细信息,请参阅具体实现(例如 [SceneMultiplayer])。\n"
"[b]注意:[/b]当通过 [MultiplayerAPIExtension] 扩展或重写 MultiplayerAPI 行为"
"时,该方法最相关。"
msgid ""
"Method used for polling the MultiplayerAPI. You only need to worry about this "
"if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By "
"default, [SceneTree] will poll its MultiplayerAPI(s) for you.\n"
"[b]Note:[/b] This method results in RPCs being called, so they will be "
"executed in the same context of this function (e.g. [code]_process[/code], "
"[code]physics[/code], [Thread])."
msgstr ""
"用于轮询 MultiplayerAPI 的方法。将 [member SceneTree.multiplayer_poll] 设置为 "
"[code]false[/code] 时才需要关心。默认情况下,[SceneTree] 将为你轮询其 "
"MultiplayerAPI。\n"
"[b]注意:[/b]该方法会导致 RPC 被调用,因此它们将在该函数的相同上下文中执行(例"
"如 [code]_process[/code]、[code]physics[/code]、[Thread])。"
msgid ""
"Sends an RPC to the target [param peer]. The given [param method] will be "
"called on the remote [param object] with the provided [param arguments]. The "
"RPC may also be called locally depending on the implementation and RPC "
"configuration. See [method Node.rpc] and [method Node.rpc_config].\n"
"[b]Note:[/b] Prefer using [method Node.rpc], [method Node.rpc_id], or "
"[code]my_method.rpc(peer, arg1, arg2, ...)[/code] (in GDScript), since they "
"are faster. This method is mostly useful in conjunction with "
"[MultiplayerAPIExtension] when augmenting or replacing the multiplayer "
"capabilities."
msgstr ""
"向目标对等体 [param peer] 发送 RPC。会使用提供的参数 [param arguments] 在远程"
"对象 [param object] 上调用给定的方法 [param method]。根据实现和 RPC 配置RPC "
"可能也可以进行本地调用。见 [method Node.rpc] 和 [method Node.rpc_config]。\n"
"[b]注意:[/b]请尽量使用 [method Node.rpc]、[method Node.rpc_id] 或 "
"[code]my_method.rpc(peer, arg1, arg2, ...)[/code](适用于 GDScript因为速度"
"更快。这个方法主要用于 [MultiplayerAPIExtension] 进行多人游戏能力的增强和替"
"换。"
msgid ""
"Sets the default MultiplayerAPI implementation class. This method can be used "
"by modules and extensions to configure which implementation will be used by "
"[SceneTree] when the engine starts."
msgstr ""
"设置默认的 MultiplayerAPI 实现类。模块和扩展可以使用这个方法来配置引擎启动时 "
"[SceneTree] 将使用哪个实现。"
msgid ""
"The peer object to handle the RPC system (effectively enabling networking "
"when set). Depending on the peer itself, the MultiplayerAPI will become a "
"network server (check with [method is_server]) and will set root node's "
"network mode to authority, or it will become a regular client peer. All child "
"nodes are set to inherit the network mode by default. Handling of networking-"
"related events (connection, disconnection, new clients) is done by connecting "
"to MultiplayerAPI's signals."
msgstr ""
"处理 RPC 系统的对等体对象(设置后会启用网络)。根据对等体本身的不同,该 "
"MultiplayerAPI 可能会成为网络服务器(使用 [method is_server] 判断)并将根节点"
"的网络模式设置为控制者,也可能会成为普通的客户端对等体。所有子节点默认会继承其"
"网络模式。网络相关事件(连接、断开连接、新客户端)的处理是通过连接 "
"MultiplayerAPI 的信号来完成的。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] successfully "
"connected to a server. Only emitted on clients."
msgstr ""
"当此 MultiplayerAPI 的 [member multiplayer_peer] 成功连接到服务器时发出。仅在"
"客户端上发出。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] fails to "
"establish a connection to a server. Only emitted on clients."
msgstr ""
"当此 MultiplayerAPI 的 [member multiplayer_peer] 无法与服务器建立连接时发出。"
"仅在客户端上发出。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] connects with a "
"new peer. ID is the peer ID of the new peer. Clients get notified when other "
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
"当此 MultiplayerAPI 的 [member multiplayer_peer] 与新对等体连接时发出。ID 为新"
"对等体的对等体 ID。当某个客户端连接到同一服务器时其他客户端会收到通知。连接"
"到服务器时该客户端也会收到此信号新对等体为服务器ID 为 1。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from "
"a peer. Clients get notified when other clients disconnect from the same "
"server."
msgstr ""
"当此 MultiplayerAPI 的 [member multiplayer_peer] 与对等体断开连接时发出。当某"
"个客户端从同一服务器断开连接时,其他客户端会收到通知。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from "
"server. Only emitted on clients."
msgstr ""
"当此 MultiplayerAPI 的 [member multiplayer_peer] 与服务器断开连接时发出。仅在"
"客户端上发出。"
msgid ""
"Used with [method Node.rpc_config] to disable a method or property for all "
"RPC calls, making it unavailable. Default for all methods."
msgstr ""
"在 [method Node.rpc_config] 中使用,可以为所有 RPC 调用禁用某个方法或属性,使"
"其不可用。所有方法的默认值。"
msgid ""
"Used with [method Node.rpc_config] to set a method to be callable remotely by "
"any peer. Analogous to the [code]@rpc(\"any_peer\")[/code] annotation. Calls "
"are accepted from all remote peers, no matter if they are node's authority or "
"not."
msgstr ""
"在 [method Node.rpc_config] 中使用,可以将某个方法设置为能够被任何对等体远程调"
"用。类似于 [code]@rpc(\"any_peer\")[/code] 注解。接受来自所有远程对等体的调"
"用,无论是否为节点的控制者。"
msgid ""
"Used with [method Node.rpc_config] to set a method to be callable remotely "
"only by the current multiplayer authority (which is the server by default). "
"Analogous to the [code]@rpc(\"authority\")[/code] annotation. See [method "
"Node.set_multiplayer_authority]."
msgstr ""
"在 [method Node.rpc_config] 中使用,可以将某个方法设置为仅能够被当前的多人控制"
"者远程调用(默认为服务器)。类似于 [code]@rpc(\"authority\")[/code] 注解。见 "
"[method Node.set_multiplayer_authority]。"
msgid "Base class used for extending the [MultiplayerAPI]."
msgstr "用于扩展 [MultiplayerAPI] 的基类。"
msgid ""
"This class can be used to augment or replace the default [MultiplayerAPI] "
"implementation via script or extensions.\n"
"The following example augment the default implementation ([SceneMultiplayer]) "
"by logging every RPC being made, and every object being configured for "
"replication.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends MultiplayerAPIExtension\n"
"class_name LogMultiplayer\n"
"\n"
"# We want to augment the default SceneMultiplayer.\n"
"var base_multiplayer = SceneMultiplayer.new()\n"
"\n"
"func _init():\n"
" # Just passthrough base signals (copied to var to avoid cyclic "
"reference)\n"
" var cts = connected_to_server\n"
" var cf = connection_failed\n"
" var pc = peer_connected\n"
" var pd = peer_disconnected\n"
" base_multiplayer.connected_to_server.connect(func(): cts.emit())\n"
" base_multiplayer.connection_failed.connect(func(): cf.emit())\n"
" base_multiplayer.peer_connected.connect(func(id): pc.emit(id))\n"
" base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))\n"
"\n"
"func _poll():\n"
" return base_multiplayer.poll()\n"
"\n"
"# Log RPC being made and forward it to the default multiplayer.\n"
"func _rpc(peer: int, object: Object, method: StringName, args: Array) -> "
"Error:\n"
" print(\"Got RPC for %d: %s::%s(%s)\" % [peer, object, method, args])\n"
" return base_multiplayer.rpc(peer, object, method, args)\n"
"\n"
"# Log configuration add. E.g. root path (nullptr, NodePath), replication "
"(Node, Spawner|Synchronizer), custom.\n"
"func _object_configuration_add(object, config: Variant) -> Error:\n"
" if config is MultiplayerSynchronizer:\n"
" print(\"Adding synchronization configuration for %s. Synchronizer: "
"%s\" % [object, config])\n"
" elif config is MultiplayerSpawner:\n"
" print(\"Adding node %s to the spawn list. Spawner: %s\" % [object, "
"config])\n"
" return base_multiplayer.object_configuration_add(object, config)\n"
"\n"
"# Log configuration remove. E.g. root path (nullptr, NodePath), replication "
"(Node, Spawner|Synchronizer), custom.\n"
"func _object_configuration_remove(object, config: Variant) -> Error:\n"
" if config is MultiplayerSynchronizer:\n"
" print(\"Removing synchronization configuration for %s. Synchronizer: "
"%s\" % [object, config])\n"
" elif config is MultiplayerSpawner:\n"
" print(\"Removing node %s from the spawn list. Spawner: %s\" % "
"[object, config])\n"
" return base_multiplayer.object_configuration_remove(object, config)\n"
"\n"
"# These can be optional, but in our case we want to augment SceneMultiplayer, "
"so forward everything.\n"
"func _set_multiplayer_peer(p_peer: MultiplayerPeer):\n"
" base_multiplayer.multiplayer_peer = p_peer\n"
"\n"
"func _get_multiplayer_peer() -> MultiplayerPeer:\n"
" return base_multiplayer.multiplayer_peer\n"
"\n"
"func _get_unique_id() -> int:\n"
" return base_multiplayer.get_unique_id()\n"
"\n"
"func _get_peer_ids() -> PackedInt32Array:\n"
" return base_multiplayer.get_peers()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"Then in your main scene or in an autoload call [method SceneTree."
"set_multiplayer] to start using your custom [MultiplayerAPI]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# autoload.gd\n"
"func _enter_tree():\n"
" # Sets our custom multiplayer as the main one in SceneTree.\n"
"get_tree().set_multiplayer(LogMultiplayer.new())\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"Native extensions can alternatively use the [method MultiplayerAPI."
"set_default_interface] method during initialization to configure themselves "
"as the default implementation."
msgstr ""
"该类可用于通过脚本或扩展来增强或替换默认的 [MultiplayerAPI] 实现。\n"
"下面的例子通过记录每一个正在进行的 RPC 和为复制而配置的每一个对象,增强了默认"
"的实现([SceneMultiplayer])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends MultiplayerAPIExtension\n"
"class_name LogMultiplayer\n"
"\n"
"# 我们想增强默认的 SceneMultiplayer。\n"
"var base_multiplayer = SceneMultiplayer.new()\n"
"\n"
"func _init():\n"
" # 仅传递基本信号(复制到 var 以避免循环引用)\n"
" var cts = connected_to_server\n"
" var cf = connection_failed\n"
" var pc = peer_connected\n"
" var pd = peer_disconnected\n"
" base_multiplayer.connected_to_server.connect(func(): cts.emit())\n"
" base_multiplayer.connection_failed.connect(func(): cf.emit())\n"
" base_multiplayer.peer_connected.connect(func(id): pc.emit(id))\n"
" base_multiplayer.peer_disconnected.connect(func(id): pd.emit(id))\n"
"\n"
"func _poll():\n"
" return base_multiplayer.poll()\n"
"\n"
"# 记录正在进行的 RPC 并将其转发到默认的多人游戏。\n"
"func _rpc(peer: int, object: Object, method: StringName, args: Array) -> "
"Error:\n"
" print(\"获取用于 %d 的 RPC%s::%s(%s)\" % [peer, object, method, args])\n"
" return base_multiplayer.rpc(peer, object, method, args)\n"
"\n"
"# 记录配置添加。例如根路径nullptr、NodePath复制Node、Spawner|"
"Synchronizer自定义。\n"
"func _object_configuration_add(object, config: Variant) -> Error:\n"
" if config is MultiplayerSynchronizer:\n"
" print(\"添加用于 %s 的同步配置。同步器:%s\" % [object, config])\n"
" elif config is MultiplayerSpawner:\n"
" print(\"将节点 %s 添加到出生列表。出生器:%s\" % [object, config])\n"
" return base_multiplayer.object_configuration_add(object, config)\n"
"\n"
"# 记录配置移除。例如根路径nullptr、NodePath复制Node、Spawner|"
"Synchronizer自定义。\n"
"func _object_configuration_remove(object, config: Variant) -> Error:\n"
" if config is MultiplayerSynchronizer:\n"
" print(\"移除用于 %s 的同步配置。同步器:%s\" % [object, config])\n"
" elif config is MultiplayerSpawner:\n"
" print(\"将节点 %s 从出生列表移除。出生器:%s\" % [object, config])\n"
" return base_multiplayer.object_configuration_remove(object, config)\n"
"\n"
"# 这些可以是可选的,但在我们的例子中,我们想要增强 SceneMultiplayer所以转发"
"所有内容。\n"
"func _set_multiplayer_peer(p_peer: MultiplayerPeer):\n"
" base_multiplayer.multiplayer_peer = p_peer\n"
"\n"
"func _get_multiplayer_peer() -> MultiplayerPeer:\n"
" return base_multiplayer.multiplayer_peer\n"
"\n"
"func _get_unique_id() -> int:\n"
" return base_multiplayer.get_unique_id()\n"
"\n"
"func _get_peer_ids() -> PackedInt32Array:\n"
" return base_multiplayer.get_peers()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"然后在你的主场景或在自动加载中调用 [method SceneTree.set_multiplayer],以开始"
"使用你的自定义 [MultiplayerAPI]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# autoload.gd\n"
"func _enter_tree():\n"
" # 将我们的自定义多人游戏设置为 SceneTree 中的主要的多人游戏。\n"
"get_tree().set_multiplayer(LogMultiplayer.new())\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"原生扩展也可以在初始化期间,使用 [method MultiplayerAPI."
"set_default_interface] 方法将自己配置为默认实现。"
msgid "Called when the [member MultiplayerAPI.multiplayer_peer] is retrieved."
msgstr "在检索到 [member MultiplayerAPI.multiplayer_peer] 时调用。"
msgid "Callback for [method MultiplayerAPI.get_peers]."
msgstr "[method MultiplayerAPI.get_peers] 的回调。"
msgid "Callback for [method MultiplayerAPI.get_remote_sender_id]."
msgstr "[method MultiplayerAPI.get_remote_sender_id] 的回调。"
msgid "Callback for [method MultiplayerAPI.get_unique_id]."
msgstr "[method MultiplayerAPI.get_unique_id] 的回调。"
msgid "Callback for [method MultiplayerAPI.object_configuration_add]."
msgstr "[method MultiplayerAPI.object_configuration_add] 的回调。"
msgid "Callback for [method MultiplayerAPI.object_configuration_remove]."
msgstr "[method MultiplayerAPI.object_configuration_remove] 的回调。"
msgid "Callback for [method MultiplayerAPI.poll]."
msgstr "[method MultiplayerAPI.poll] 的回调。"
msgid "Callback for [method MultiplayerAPI.rpc]."
msgstr "[method MultiplayerAPI.rpc] 的回调。"
msgid "Called when the [member MultiplayerAPI.multiplayer_peer] is set."
msgstr "在设置 [member MultiplayerAPI.multiplayer_peer] 时调用。"
msgid ""
"Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI]."
msgstr "特化 [PacketPeer] 的抽象类,[MultiplayerAPI] 会用到。"
msgid ""
"Manages the connection with one or more remote peers acting as server or "
"client and assigning unique IDs to each of them. See also [MultiplayerAPI].\n"
"[b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and "
"isn't meant to be used by non-Godot servers. It may change without notice.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"管理与一个或多个作为服务器或客户端的远程对等体的连接,并为每个对等体分配唯一"
"的 ID。另请参阅 [MultiplayerAPI]。\n"
"[b]注意:[/b][MultiplayerAPI] 协议是一个实现细节,并不打算由非 Godot 服务器使"
"用。它可能会更改,恕不另行通知。\n"
"[b]注意:[/b]当导出到 Android 时,在导出项目或使用一键部署之前,确保在 "
"Android 导出预设中启用了 [code]INTERNET[/code] 权限。否则,任何类型的网络通信"
"都会被安卓阻止。"
msgid "WebRTC Signaling Demo"
msgstr "WebRTC 信号演示"
msgid ""
"Immediately close the multiplayer peer returning to the state [constant "
"CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting "
"[signal peer_disconnected]."
msgstr ""
"立即关闭多人对等体,返回到 [constant CONNECTION_DISCONNECTED] 状态。已连接的对"
"等体将被丢弃,不会发出 [signal peer_disconnected]。"
msgid ""
"Disconnects the given [param peer] from this host. If [param force] is "
"[code]true[/code] the [signal peer_disconnected] signal will not be emitted "
"for this peer."
msgstr ""
"断开给定的 [param peer] 与该主机的连接。如果 [param force] 为 [code]true[/"
"code],则不会为该对等体发出 [signal peer_disconnected] 信号。"
msgid ""
"Returns a randomly generated integer that can be used as a network unique ID."
msgstr "返回随机生成的整数,可用作网络唯一 ID。"
msgid ""
"Returns the current state of the connection. See [enum ConnectionStatus]."
msgstr "返回连接的当前状态。见 [enum ConnectionStatus]。"
msgid ""
"Returns the channel over which the next available packet was received. See "
"[method PacketPeer.get_available_packet_count]."
msgstr ""
"返回下一个可用数据包被接收使用的通道。请参阅 [method PacketPeer."
"get_available_packet_count]。"
msgid ""
"Returns the [enum MultiplayerPeer.TransferMode] the remote peer used to send "
"the next available packet. See [method PacketPeer.get_available_packet_count]."
msgstr ""
"返回用于发送下一个可用数据包的远程对等体的 [enum MultiplayerPeer."
"TransferMode]。请参阅 [method PacketPeer.get_available_packet_count]。"
msgid ""
"Returns the ID of the [MultiplayerPeer] who sent the next available packet. "
"See [method PacketPeer.get_available_packet_count]."
msgstr ""
"返回发送下一个可用数据包的 [MultiplayerPeer] 的 ID。见 [method PacketPeer."
"get_available_packet_count]。"
msgid "Returns the ID of this [MultiplayerPeer]."
msgstr "返回该 [MultiplayerPeer] 的 ID。"
msgid ""
"Returns true if the server can act as a relay in the current configuration (i."
"e. if the higher level [MultiplayerAPI] should notify connected clients of "
"other peers, and implement a relay protocol to allow communication between "
"them)."
msgstr ""
"如果服务器在当前配置中可以充当中继者,则返回 true也就是说如果更高级别的 "
"[MultiplayerAPI] 应该通知连接的客户端有其他对等体,并实现一个中继协议以允许它"
"们之间的通信)。"
msgid "Waits up to 1 second to receive a new network event."
msgstr "等待最多 1 秒以接收一个新的网络事件。"
msgid ""
"Sets the peer to which packets will be sent.\n"
"The [param id] can be one of: [constant TARGET_PEER_BROADCAST] to send to all "
"connected peers, [constant TARGET_PEER_SERVER] to send to the peer acting as "
"server, a valid peer ID to send to that specific peer, a negative peer ID to "
"send to all peers except that one. By default, the target peer is [constant "
"TARGET_PEER_BROADCAST]."
msgstr ""
"设置数据包将被发送至的对等体。\n"
"[param id] 可以是以下之一:[constant TARGET_PEER_BROADCAST],以发送到所有连接"
"的对等体;[constant TARGET_PEER_SERVER],以发送到充当服务器的对等体;一个有效"
"的对等体 ID ,以发送到那个特定的对等体;一个负的对等体 ID以发送到除那个对等"
"体以外的所有对等体。默认情况下,目标对等体是 [constant "
"TARGET_PEER_BROADCAST]。"
msgid "If [code]true[/code], this [MultiplayerPeer] refuses new connections."
msgstr "如果为 [code]true[/code],则这个 [MultiplayerPeer] 拒绝新的连接。"
msgid ""
"The channel to use to send packets. Many network APIs such as ENet and WebRTC "
"allow the creation of multiple independent channels which behaves, in a way, "
"like separate connections. This means that reliable data will only block "
"delivery of other packets on that channel, and ordering will only be in "
"respect to the channel the packet is being sent on. Using different channels "
"to send [b]different and independent[/b] state updates is a common way to "
"optimize network usage and decrease latency in fast-paced games.\n"
"[b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 "
"separate channels (one for each [enum TransferMode]) so that [constant "
"TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does "
"not interact with each other by default. Refer to the specific network API "
"documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly."
msgstr ""
"用于发送数据包的通道。许多网络 API例如 ENet 和 WebRTC允许创建多个独立的通"
"道,这些通道的行为在某种程度上类似于单独的连接。这意味着可靠数据只会阻止该通道"
"上其他数据包的传递,并且排序将仅与正在发送数据包的通道有关。使用不同的通道发送"
"[b]不同且独立的[/b]状态更新,是优化快节奏游戏的网络使用和减少延迟的常用方"
"法。\n"
"[b]注意:[/b]默认通道([code]0[/code])实际上作为 3 个独立的通道工作(每种 "
"[enum TransferMode] 一个),因此默认情况下,[constant TRANSFER_MODE_RELIABLE] "
"和 [constant TRANSFER_MODE_UNRELIABLE_ORDERED] 不会相互交互。请参阅特定的网络 "
"API 文档(例如 ENet 或 WebRTC以了解如何正确地设置通道。"
msgid ""
"The manner in which to send packets to the target peer. See [enum "
"TransferMode], and the [method set_target_peer] method."
msgstr ""
"向目标对等体发送数据包的方式。请参阅 [enum TransferMode] 和 [method "
"set_target_peer] 方法。"
msgid "Emitted when a remote peer connects."
msgstr "远程对等体连接时发出。"
msgid "Emitted when a remote peer has disconnected."
msgstr "远程对等体断开连接时发出。"
msgid "The MultiplayerPeer is disconnected."
msgstr "该 MultiplayerPeer 已断开连接。"
msgid "The MultiplayerPeer is currently connecting to a server."
msgstr "该 MultiplayerPeer 正在连接到服务器。"
msgid "This MultiplayerPeer is connected."
msgstr "该 MultiplayerPeer 已连接。"
msgid "Packets are sent to all connected peers."
msgstr "将数据包发送至所有已连接的对等体。"
msgid "Packets are sent to the remote peer acting as server."
msgstr "将数据包发送至作为服务器的远程对等体。"
msgid ""
"Packets are not acknowledged, no resend attempts are made for lost packets. "
"Packets may arrive in any order. Potentially faster than [constant "
"TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always "
"consider whether the order matters."
msgstr ""
"数据包不被确认,对丢失的数据包不进行重发尝试。数据包可以以任何顺序到达。可能"
"比 [constant TRANSFER_MODE_UNRELIABLE_ORDERED] 快。用于非关键数据,并注意考虑"
"顺序是否重要。"
msgid ""
"Packets are not acknowledged, no resend attempts are made for lost packets. "
"Packets are received in the order they were sent in. Potentially faster than "
"[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that "
"would be outdated if received late due to resend attempt(s) anyway, for "
"example movement and positional data."
msgstr ""
"数据包不被确认,对丢失的数据包不进行重发尝试。数据包按其发送顺序接收。有可能"
"比 [constant TRANSFER_MODE_RELIABLE] 快。用于非关键数据或由于重发尝试而迟迟不"
"能收到的数据,例如运动和位置数据。"
msgid ""
"Packets must be received and resend attempts should be made until the packets "
"are acknowledged. Packets must be received in the order they were sent in. "
"Most reliable transfer mode, but potentially the slowest due to the overhead. "
"Use for critical data that must be transmitted and arrive in order, for "
"example an ability being triggered or a chat message. Consider carefully if "
"the information really is critical, and use sparingly."
msgstr ""
"数据包必须被接收,并应进行重发尝试,直到数据包被确认。数据包必须按照其发送的顺"
"序接收。最可靠的传输模式,但由于开销很大,可能是最慢的。用于必须按顺序传输和到"
"达的关键数据,例如触发的能力或聊天信息。仔细考虑信息是否真的是关键的,并尽量少"
"用。"
msgid ""
"Class that can be inherited to implement custom multiplayer API networking "
"layers via GDExtension."
msgstr "可以通过 GDExtension 继承,从而实现自定义多人 API 网络层的类。"
msgid ""
"This class is designed to be inherited from a GDExtension plugin to implement "
"custom networking layers for the multiplayer API (such as WebRTC). All the "
"methods below [b]must[/b] be implemented to have a working custom multiplayer "
"implementation. See also [MultiplayerAPI]."
msgstr ""
"该类旨在被一个 GDExtension 插件继承,以实现多人游戏 API例如 WebRTC的自定义"
"网络层。下面的所有方法都[b]必须[/b]被实现,才能实现一个有效的自定义多人游戏实"
"现。另请参阅 [MultiplayerAPI]。"
msgid ""
"Called when the multiplayer peer should be immediately closed (see [method "
"MultiplayerPeer.close])."
msgstr ""
"该多人游戏对等体应当立即关闭时调用(见 [method MultiplayerPeer.close])。"
msgid ""
"Called when the connected [param p_peer] should be forcibly disconnected (see "
"[method MultiplayerPeer.disconnect_peer])."
msgstr ""
"应当强制断开与对等体 [param p_peer] 的连接时调用(见 [method MultiplayerPeer."
"disconnect_peer])。"
msgid ""
"Called when the available packet count is internally requested by the "
"[MultiplayerAPI]."
msgstr "[MultiplayerAPI] 对可用的数据包数量发出内部请求时调用。"
msgid ""
"Called when the connection status is requested on the [MultiplayerPeer] (see "
"[method MultiplayerPeer.get_connection_status])."
msgstr ""
"[MultiplayerAPI] 请求连接状态时调用(见 [method MultiplayerPeer."
"get_connection_status])。"
msgid ""
"Called when the maximum allowed packet size (in bytes) is requested by the "
"[MultiplayerAPI]."
msgstr "[MultiplayerAPI] 请求最大允许的数据包大小(单位为字节)时调用。"
msgid ""
"Called when a packet needs to be received by the [MultiplayerAPI], with "
"[param r_buffer_size] being the size of the binary [param r_buffer] in bytes."
msgstr ""
"[MultiplayerAPI] 需要接收一个数据包时调用,[param r_buffer_size] 是二进制缓冲"
"区 [param r_buffer] 的字节大小。"
msgid ""
"Called to get the channel over which the next available packet was received. "
"See [method MultiplayerPeer.get_packet_channel]."
msgstr ""
"返回接收下一个可用数据包所使用的通道。请参阅 [method MultiplayerPeer."
"get_packet_channel]。"
msgid ""
"Called to get the [enum MultiplayerPeer.TransferMode] the remote peer used to "
"send the next available packet. See [method MultiplayerPeer.get_packet_mode]."
msgstr ""
"返回发送下一个可用数据包所使用的远程对等体的 [enum MultiplayerPeer."
"TransferMode]。请参阅 [method MultiplayerPeer.get_packet_mode]。"
msgid ""
"Called when the ID of the [MultiplayerPeer] who sent the most recent packet "
"is requested (see [method MultiplayerPeer.get_packet_peer])."
msgstr ""
"请求最近数据包发送方 [MultiplayerPeer] 的 ID 时调用(见 [method "
"MultiplayerPeer.get_packet_peer])。"
msgid ""
"Called when a packet needs to be received by the [MultiplayerAPI], if [method "
"_get_packet] isn't implemented. Use this when extending this class via "
"GDScript."
msgstr ""
"如果 [method _get_packet] 未实现,则在有数据包需要被 [MultiplayerAPI] 接收时调"
"用。使用 GDScript 扩展这个类时请使用。"
msgid ""
"Called when the transfer channel to use is read on this [MultiplayerPeer] "
"(see [member MultiplayerPeer.transfer_channel])."
msgstr ""
"读取 [MultiplayerPeer] 所使用的传输通道时调用(见 [member MultiplayerPeer."
"transfer_channel])。"
msgid ""
"Called when the transfer mode to use is read on this [MultiplayerPeer] (see "
"[member MultiplayerPeer.transfer_mode])."
msgstr ""
"读取 [MultiplayerPeer] 所使用的传输模式时调用(见 [member MultiplayerPeer."
"transfer_mode])。"
msgid ""
"Called when the unique ID of this [MultiplayerPeer] is requested (see [method "
"MultiplayerPeer.get_unique_id]). The value must be between [code]1[/code] and "
"[code]2147483647[/code]."
msgstr ""
"请求 [MultiplayerPeer] 的唯一 ID 时调用(见 [method MultiplayerPeer."
"get_unique_id])。取值必须在 [code]1[/code] 和 [code]2147483647[/code] 之间。"
msgid ""
"Called when the \"refuse new connections\" status is requested on this "
"[MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections])."
msgstr ""
"请求 [MultiplayerPeer] 的“拒绝新连接”状态时调用(见 [member MultiplayerPeer."
"refuse_new_connections])。"
msgid ""
"Called when the \"is server\" status is requested on the [MultiplayerAPI]. "
"See [method MultiplayerAPI.is_server]."
msgstr ""
"请求 [MultiplayerPeer] 的“是否为服务器”状态时调用。见 [method MultiplayerAPI."
"is_server]。"
msgid ""
"Called to check if the server can act as a relay in the current "
"configuration. See [method MultiplayerPeer.is_server_relay_supported]."
msgstr ""
"检查服务器在当前配置中是否能够作为中继时调用。见 [method MultiplayerPeer."
"is_server_relay_supported]。"
msgid ""
"Called when the [MultiplayerAPI] is polled. See [method MultiplayerAPI.poll]."
msgstr "轮询 [MultiplayerPeer] 时调用。见 [method MultiplayerAPI.poll]。"
msgid ""
"Called when a packet needs to be sent by the [MultiplayerAPI], with [param "
"p_buffer_size] being the size of the binary [param p_buffer] in bytes."
msgstr ""
"需要让 [MultiplayerAPI] 发送数据包时调用,[param p_buffer_size] 是二进制缓冲"
"区 [param p_buffer] 的字节大小。"
msgid ""
"Called when a packet needs to be sent by the [MultiplayerAPI], if [method "
"_put_packet] isn't implemented. Use this when extending this class via "
"GDScript."
msgstr ""
"如果 [method _put_packet] 未实现,则在需要让 [MultiplayerAPI] 发送数据包时调"
"用。使用 GDScript 扩展这个类时请使用。"
msgid ""
"Called when the \"refuse new connections\" status is set on this "
"[MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections])."
msgstr ""
"设置 [MultiplayerPeer] 的“拒绝新连接”状态时调用(见 [member MultiplayerPeer."
"refuse_new_connections])。"
msgid ""
"Called when the target peer to use is set for this [MultiplayerPeer] (see "
"[method MultiplayerPeer.set_target_peer])."
msgstr ""
"设置 [MultiplayerPeer] 所使用的目标对等体时调用(见 [method MultiplayerPeer."
"set_target_peer])。"
msgid ""
"Called when the channel to use is set for this [MultiplayerPeer] (see [member "
"MultiplayerPeer.transfer_channel])."
msgstr ""
"设置 [MultiplayerPeer] 所使用的通道时调用(见 [member MultiplayerPeer."
"transfer_channel])。"
msgid ""
"Called when the transfer mode is set on this [MultiplayerPeer] (see [member "
"MultiplayerPeer.transfer_mode])."
msgstr ""
"设置 [MultiplayerPeer] 所使用的传输模式时调用(见 [member MultiplayerPeer."
"transfer_mode])。"
msgid ""
"Automatically replicates spawnable nodes from the authority to other "
"multiplayer peers."
msgstr "自动将可出生节点从授权端复制到其他多人对等体。"
msgid ""
"Spawnable scenes can be configured in the editor or through code (see [method "
"add_spawnable_scene]).\n"
"Also supports custom node spawns through [method spawn], calling [member "
"spawn_function] on all peers.\n"
"Internally, [MultiplayerSpawner] uses [method MultiplayerAPI."
"object_configuration_add] to notify spawns passing the spawned node as the "
"[code]object[/code] and itself as the [code]configuration[/code], and [method "
"MultiplayerAPI.object_configuration_remove] to notify despawns in a similar "
"way."
msgstr ""
"可出生的场景可以在编辑器中或通过代码配置(参阅 [method "
"add_spawnable_scene])。\n"
"还支持通过在所有对等体上调用 [member spawn_function],通过 [method spawn] 自定"
"义节点出生。\n"
"在内部,[MultiplayerSpawner] 使用 [method MultiplayerAPI."
"object_configuration_add] 来通知出生, 需将出生的节点作为 [code]object[/"
"code],并将其自身作为 [code]configuration[/code] 传入;并使用 [method "
"MultiplayerAPI.object_configuration_remove] 以类似的方式通知消失。"
msgid ""
"Adds a scene path to spawnable scenes, making it automatically replicated "
"from the multiplayer authority to other peers when added as children of the "
"node pointed by [member spawn_path]."
msgstr ""
"将场景路径添加到可出生的场景中,使其在添加为 [member spawn_path] 指向的节点的"
"子节点时,自动从多人游戏授权端,复制到其他对等体。"
msgid ""
"Clears all spawnable scenes. Does not despawn existing instances on remote "
"peers."
msgstr "清除所有可生成的场景。不会在远程对等体上消除现有实例。"
msgid "Returns the spawnable scene path by index."
msgstr "按索引返回可生成场景的路径。"
msgid "Returns the count of spawnable scene paths."
msgstr "返回可生成场景路径的数量。"
msgid ""
"Requests a custom spawn, with [param data] passed to [member spawn_function] "
"on all peers. Returns the locally spawned node instance already inside the "
"scene tree, and added as a child of the node pointed by [member spawn_path].\n"
"[b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is "
"only needed for custom spawns."
msgstr ""
"请求进行一次自定义出生,[param data] 将被传递给所有对等体的 [member "
"spawn_function]。返回本地出生的节点实例,该节点实例已经在场景树中,并被添加为 "
"[member spawn_path] 指向的节点的子节点。\n"
"[b]注意:[/b]可出生的场景是自动出生的。[method spawn] 仅在自定义出生时需要。"
msgid ""
"Method called on all peers when for every custom [method spawn] requested by "
"the authority. Will receive the [code]data[/code] parameter, and should "
"return a [Node] that is not in the scene tree.\n"
"[b]Note:[/b] The returned node should [b]not[/b] be added to the scene with "
"[method Node.add_child]. This is done automatically."
msgstr ""
"当每个自定义 [method spawn] 被授权端请求时,在所有对等体上调用的方法。将接收 "
"[code]data[/code] 参数,并且应该返回一个不在场景树中的 [Node]。\n"
"[b]注意:[/b]返回的节点[b]不[/b]应该用 [method Node.add_child] 添加到场景中。"
"这是自动完成的。"
msgid ""
"Maximum nodes that is allowed to be spawned by this spawner. Includes both "
"spawnable scenes and custom spawns.\n"
"When set to [code]0[/code] (the default), there is no limit."
msgstr ""
"该出生器允许出生的最大节点数。包括可出生场景和自定义出生。\n"
"当设置为 [code]0[/code](默认值)时,没有限制。"
msgid ""
"Path to the spawn root. Spawnable scenes that are added as direct children "
"are replicated to other peers."
msgstr ""
"到出生的根的路径。作为直接子节点被添加的可出生场景,会被复制到其他对等体。"
msgid ""
"Emitted when a spawnable scene or custom spawn was despawned by the "
"multiplayer authority. Only called on puppets."
msgstr "当可生成场景或自定义生成被多人游戏授权端消除时发出。只在傀儡端调用。"
msgid ""
"Emitted when a spawnable scene or custom spawn was spawned by the multiplayer "
"authority. Only called on puppets."
msgstr "当可生成场景或自定义生成被多人游戏授权端生成时发出。只在傀儡端调用。"
msgid ""
"Synchronizes properties from the multiplayer authority to the remote peers."
msgstr "将属性从多人游戏权威同步到远程对等体。"
msgid ""
"By default, [MultiplayerSynchronizer] synchronizes configured properties to "
"all peers.\n"
"Visibility can be handled directly with [method set_visibility_for] or as-"
"needed with [method add_visibility_filter] and [method update_visibility].\n"
"[MultiplayerSpawner]s will handle nodes according to visibility of "
"synchronizers as long as the node at [member root_path] was spawned by one.\n"
"Internally, [MultiplayerSynchronizer] uses [method MultiplayerAPI."
"object_configuration_add] to notify synchronization start passing the [Node] "
"at [member root_path] as the [code]object[/code] and itself as the "
"[code]configuration[/code], and uses [method MultiplayerAPI."
"object_configuration_remove] to notify synchronization end in a similar way.\n"
"[b]Note:[/b] Synchronization is not supported for [Object] type properties, "
"like [Resource]. Properties that are unique to each peer, like the instance "
"IDs of [Object]s (see [method Object.get_instance_id]) or [RID]s, will also "
"not work in synchronization."
msgstr ""
"默认情况下,[MultiplayerSynchronizer] 会将配置的属性同步到所有对等体。\n"
"可以使用 [method set_visibility_for] 直接处理可见性,也可以通过 [method "
"add_visibility_filter] 和 [method update_visibility] 在需要时进行处理。\n"
"[MultiplayerSpawner] 会根据同步器的可见性来处理节点,只要 [member root_path] "
"的节点是出生出来的。\n"
"内部而言,[MultiplayerSynchronizer] 使用 [method MultiplayerAPI."
"object_configuration_add] 来通知同步开始,将位于 [member root_path] 的 [Node] "
"作为 [code]object[/code] 传入、将自己作为 [code]configuration[/code] 传入。使"
"用 [method MultiplayerAPI.object_configuration_remove] 通知同步结束的方法相"
"同。\n"
"[b]注意:[/b]不支持对 [Resource] 等 [Object] 类型属性进行同步。对等体的唯一属"
"性也无法进行同步,例如 [Object] 的实例 ID见 [method Object."
"get_instance_id])或 [RID]。"
msgid ""
"Adds a peer visibility filter for this synchronizer.\n"
"[param filter] should take a peer ID [int] and return a [bool]."
msgstr ""
"为该同步器添加对等体可见性过滤器。\n"
"[param filter] 应该接受对等体 ID [int],返回 [bool]。"
msgid "Queries the current visibility for peer [param peer]."
msgstr "查询对等体 [param peer] 的当前可见性。"
msgid "Removes a peer visibility filter from this synchronizer."
msgstr "从该同步器中移除某个对等体的可见性过滤器。"
msgid ""
"Sets the visibility of [param peer] to [param visible]. If [param peer] is "
"[code]0[/code], the value of [member public_visibility] will be updated "
"instead."
msgstr ""
"将 [param peer] 的可见性设置为 [param visible]。如果 [param peer] 为 [code]0[/"
"code],则会改为更新 [member public_visibility] 的值。"
msgid ""
"Updates the visibility of [param for_peer] according to visibility filters. "
"If [param for_peer] is [code]0[/code] (the default), all peers' visibilties "
"are updated."
msgstr ""
"根据可见性过滤器更新 [param for_peer] 的可见性。如果 [param for_peer] 为 "
"[code]0[/code](默认值),则更新所有对等体的可见性。"
msgid ""
"Time interval between delta synchronizations. When set to [code]0.0[/code] "
"(the default), delta synchronizations happen every network process frame."
msgstr ""
"两次增量同步之间的时间间隔。当设置为 [code]0.0[/code](默认值)时,每个网络处"
"理帧都会发生增量同步。"
msgid ""
"Whether synchronization should be visible to all peers by default. See "
"[method set_visibility_for] and [method add_visibility_filter] for ways of "
"configuring fine-grained visibility options."
msgstr ""
"默认情况下,同步是否应该对所有对等体可见。有关配置细粒度可见性选项的方法,请参"
"阅 [method set_visibility_for] 和 [method add_visibility_filter]。"
msgid "Resource containing which properties to synchronize."
msgstr "包含要同步的属性的资源。"
msgid ""
"Time interval between synchronizations. When set to [code]0.0[/code] (the "
"default), synchronizations happen every network process frame."
msgstr ""
"两次同步之间的时间间隔。当设置为 [code]0.0[/code](默认值)时,每个网络处理帧"
"都会发生同步。"
msgid ""
"Node path that replicated properties are relative to.\n"
"If [member root_path] was spawned by a [MultiplayerSpawner], the node will be "
"also be spawned and despawned based on this synchronizer visibility options."
msgstr ""
"复制属性相对的节点路径。\n"
"如果 [member root_path] 是由 [MultiplayerSpawner] 生成的,则该节点也将根据此同"
"步器可见性选项生成和消失。"
msgid ""
"Specifies when visibility filters are updated (see [enum "
"VisibilityUpdateMode] for options)."
msgstr "指定何时更新可见性过滤器(有关选项见 [enum VisibilityUpdateMode])。"
msgid ""
"Emitted when a new delta synchronization state is received by this "
"synchronizer after the properties have been updated."
msgstr "属性发生更新后,该同步器收到新的增量同步状态时发出。"
msgid ""
"Emitted when a new synchronization state is received by this synchronizer "
"after the properties have been updated."
msgstr "属性发生更新后,该同步器收到新的同步状态时发出。"
msgid ""
"Emitted when visibility of [param for_peer] is updated. See [method "
"update_visibility]."
msgstr ""
"当 [param for_peer] 的可见性发生更新时发出。见 [method update_visibility]。"
msgid ""
"Visibility filters are updated during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"可见性过滤器的更新发生在处理帧中(见 [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])。"
msgid ""
"Visibility filters are updated during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
msgstr ""
"可见性过滤器的更新发生在物理帧中(见 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。"
msgid ""
"Visibility filters are not updated automatically, and must be updated "
"manually by calling [method update_visibility]."
msgstr ""
"可见性过滤器不会自动更新,必须通过调用 [method update_visibility] 手动更新。"
msgid "A binary [Semaphore] for synchronization of multiple [Thread]s."
msgstr "二元 [Semaphore],用于在多 [Thread] 间进行同步。"
msgid ""
"A synchronization mutex (mutual exclusion). This is used to synchronize "
"multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees "
"that only one thread can access a critical section at a time.\n"
"This is a reentrant mutex, meaning that it can be locked multiple times by "
"one thread, provided it also unlocks it as many times.\n"
"[b]Warning:[/b] Mutexes must be used carefully to avoid deadlocks.\n"
"[b]Warning:[/b] To ensure proper cleanup without crashes or deadlocks, the "
"following conditions must be met:\n"
"- When a [Mutex]'s reference count reaches zero and it is therefore "
"destroyed, no threads (including the one on which the destruction will "
"happen) must have it locked.\n"
"- When a [Thread]'s reference count reaches zero and it is therefore "
"destroyed, it must not have any mutex locked."
msgstr ""
"同步互斥器mutex 来源于 mutual exclusion即互斥。可用于在多 [Thread] 间进"
"行同步,等价于二元 [Semaphore]。能够确保同时只有一个线程能够访问临界区。\n"
"这是一种可重入的互斥器,也就是说同一个线程能够将其多次上锁,只要也进行相同次数"
"的解锁即可。\n"
"[b]警告:[/b]互斥器必须谨慎使用才能避免死锁。\n"
"[b]警告:[/b]为了能够正确清理,避免崩溃和死锁,必须满足以下条件:\n"
"- [Mutex] 的引用计数到达零,将被销毁时,必须没有线程将其锁定(包括发生析构的线"
"程)。\n"
"- [Thread] 的引用计数达到零,将被销毁时,必须没有锁定任何互斥器。"
msgid "Using multiple threads"
msgstr "使用多线程"
msgid "Thread-safe APIs"
msgstr "线程安全的 API"
msgid ""
"Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
"[b]Note:[/b] This function returns without blocking if the thread already has "
"ownership of the mutex."
msgstr ""
"锁定此 [Mutex],直到被当前所有者解锁为止。\n"
"[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。"
msgid ""
"Tries locking this [Mutex], but does not block. Returns [code]true[/code] on "
"success, [code]false[/code] otherwise.\n"
"[b]Note:[/b] This function returns [code]true[/code] if the thread already "
"has ownership of the mutex."
msgstr ""
"尝试锁定该 [Mutex],但不会阻塞。成功时返回 [code]true[/code],否则返回 "
"[code]false[/code]。\n"
"[b]注意:[/b]如果该线程已经拥有了该互斥器的所有权,则函数返回 [code]true[/"
"code]。"
msgid ""
"Unlocks this [Mutex], leaving it to other threads.\n"
"[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple "
"times while already having ownership of the mutex, it must also call [method "
"unlock] the same number of times in order to unlock it correctly.\n"
"[b]Warning:[/b] Calling [method unlock] more times that [method lock] on a "
"given thread, thus ending up trying to unlock a non-locked mutex, is wrong "
"and may causes crashes or deadlocks."
msgstr ""
"解锁该 [Mutex],将其留给其他线程。\n"
"[b]注意:[/b]如果一个线程在已经拥有互斥器的情况下多次调用 [method lock] 或 "
"[method try_lock],则也必须调用相同次数的 [method unlock] 才能正确解锁。\n"
"[b]警告:[/b]在给定的线程中调用 [method unlock] 的次数超过调用 [method lock] "
"的次数,导致尝试解锁未加锁的互斥器,是错误的行为,可能引起崩溃和死锁。"
msgid "A 2D agent used to pathfind to a position while avoiding obstacles."
msgstr "用于寻路至某个位置并且能够躲避障碍物的 2D 代理。"
msgid ""
"A 2D agent used to pathfind to a position while avoiding static and dynamic "
"obstacles. The calculation can be used by the parent node to dynamically move "
"it along the path. Requires navigation data to work correctly.\n"
"Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is "
"computed before physics, so the pathfinding information can be used safely in "
"the physics step.\n"
"[b]Note:[/b] After setting the [member target_position] property, the [method "
"get_next_path_position] method must be used once every physics frame to "
"update the internal path logic of the navigation agent. The vector position "
"it returns should be used as the next movement position for the agent's "
"parent node."
msgstr ""
"用于寻路至某个位置并且能够躲避静态和动态障碍物的 2D 代理。父节点能够使用计算结"
"果沿着路径动态前进。需要有导航数据才能正常工作。\n"
"躲避动态障碍物使用的是 RVO 防撞算法。避障的计算发生在物理之前,因此寻路信息能"
"够在物理迭代时安全使用。\n"
"[b]注意:[/b]设置 [member target_position] 属性之后,必须在每个物理帧使用一次 "
"[method get_next_path_position] 函数来更新导航代理的内部路径逻辑。这个函数返回"
"的向量位置应该用作该代理的父节点的下一次移动位置。"
msgid "Using NavigationAgents"
msgstr "使用 NavigationAgent"
msgid ""
"Returns the distance to the target position, using the agent's global "
"position. The user must set [member target_position] in order for this to be "
"accurate."
msgstr ""
"返回与目标位置的距离,使用的是代理的全局位置。用户必须设置 [member "
"target_position] 才能获得精确结果。"
msgid ""
"Returns whether or not the specified layer of the [member avoidance_layers] "
"bitmask is enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回 [member avoidance_layers] 位掩码中指定的层是否启用,给定的 [param "
"layer_number] 应在 1 和 32 之间。"
msgid ""
"Returns whether or not the specified mask of the [member avoidance_mask] "
"bitmask is enabled, given a [param mask_number] between 1 and 32."
msgstr ""
"返回 [member avoidance_mask] 位掩码中指定的掩码是否启用,给定的 [param "
"mask_number] 应在 1 和 32 之间。"
msgid ""
"Returns this agent's current path from start to finish in global coordinates. "
"The path only updates when the target position is changed or the agent "
"requires a repath. The path array is not intended to be used in direct path "
"movement as the agent has its own internal path logic that would get "
"corrupted by changing the path array manually. Use the intended [method "
"get_next_path_position] once every physics frame to receive the next path "
"point for the agents movement as this function also updates the internal path "
"logic."
msgstr ""
"返回这个代理从起点到终点的当前路径,使用全局坐标。该路径只会在目标位置发生变"
"化,或者代理要求重新计算路径时更新。路径数组不应用于直接路径移动,因为代理有自"
"己的内部路径逻辑,手动更改路径数组可能会破坏该逻辑。每个物理帧上使用一次预期"
"的 [method get_next_path_position],来接收用于该代理移动的下一个路径点,因为该"
"函数还会更新内部路径逻辑。"
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PackedVector2Array]."
msgstr "返回该代理当前位于导航路径 [PackedVector2Array] 中的哪一个索引。"
msgid ""
"Returns the path query result for the path the agent is currently following."
msgstr "返回该代理目前正在使用的路径所对应的路径查询结果。"
msgid ""
"Returns the reachable final position of the current navigation path in global "
"coordinates. This position can change if the agent needs to update the "
"navigation path which makes the agent emit the [signal path_changed] signal."
msgstr ""
"返回当前导航路径上可到达的最终位置的全局坐标。如果该代理需要更新导航路径,从而"
"使该代理发出 [signal path_changed] 信号,则该位置可能会发生变化。"
msgid ""
"Returns whether or not the specified layer of the [member navigation_layers] "
"bitmask is enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回 [member navigation_layers] 位掩码中指定的层是否启用,给定的 [param "
"layer_number] 应在 1 和 32 之间。"
msgid ""
"Returns the [RID] of the navigation map for this NavigationAgent node. This "
"function returns always the map set on the NavigationAgent node and not the "
"map of the abstract agent on the NavigationServer. If the agent map is "
"changed directly with the NavigationServer API the NavigationAgent node will "
"not be aware of the map change. Use [method set_navigation_map] to change the "
"navigation map for the NavigationAgent and also update the agent on the "
"NavigationServer."
msgstr ""
"返回这个 NavigationAgent 节点的导航地图的 [RID]。这个函数返回的始终是在 "
"NavigationAgent 上设置的地图,不是 NavigationServer 上的抽象代理所使用的地图。"
"如果通过 NavigationServer API 修改了代理的地图,该 NavigationAgent 节点是不会"
"感知到地图的变化的。请使用 [method set_navigation_map] 修改该 NavigationAgent "
"的导航地图,能够同时在 NavigationServer 上的代理。"
msgid ""
"Returns the next position in global coordinates that can be moved to, making "
"sure that there are no static objects in the way. If the agent does not have "
"a navigation path, it will return the position of the agent's parent. The use "
"of this function once every physics frame is required to update the internal "
"path logic of the NavigationAgent."
msgstr ""
"返回可以移动至的下一个位置,使用全局坐标,确保中途没有静态对象的阻挡。如果该代"
"理没有导航路径,则会返回该代理父节点的位置。这个函数每个物理帧都必须调用一次,"
"更新 NavigationAgent 内部的路径逻辑。"
msgid "Returns the [RID] of this agent on the [NavigationServer2D]."
msgstr "返回这个代理在 [NavigationServer2D] 上的 [RID]。"
msgid ""
"Returns [code]true[/code] if the end of the currently loaded navigation path "
"has been reached.\n"
"[b]Note:[/b] While true prefer to stop calling update functions like [method "
"get_next_path_position]. This avoids jittering the standing agent due to "
"calling repeated path updates."
msgstr ""
"如果已到达当前加载的导航路径的末尾,则返回 [code]true[/code]。\n"
"[b]注意:[/b]虽然 true 更喜欢停止调用更新函数,例如 [method "
"get_next_path_position]。这避免了由于调用重复的路径更新而使常设代理抖动。"
msgid ""
"Returns [code]true[/code] if [method get_final_position] is within [member "
"target_desired_distance] of the [member target_position]."
msgstr ""
"如果 [method get_final_position] 位于 [member target_position] 的 [member "
"target_desired_distance] 范围内,则返回 [code]true[/code]。"
msgid ""
"Returns true if [member target_position] is reached. It may not always be "
"possible to reach the target position. It should always be possible to reach "
"the final position though. See [method get_final_position]."
msgstr ""
"如果已到达 [member target_position],则返回 true。目标位置并不总是可达。终点位"
"置应该总是可达的。见 [method get_final_position]。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member avoidance_layers] bitmask, given a [param layer_number] between 1 and "
"32."
msgstr ""
"根据 [param value] 启用或禁用 [member avoidance_layers] 位掩码中指定的层,给定"
"的 [param layer_number] 应在 1 和 32 之间。"
msgid ""
"Based on [param value], enables or disables the specified mask in the [member "
"avoidance_mask] bitmask, given a [param mask_number] between 1 and 32."
msgstr ""
"根据 [param value] 启用或禁用 [member avoidance_mask] 位掩码中指定的掩码,给定"
"的 [param mask_number] 应在 1 和 32 之间。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member navigation_layers] bitmask, given a [param layer_number] between 1 "
"and 32."
msgstr ""
"根据 [param value],启用或禁用 [member navigation_layers] 位掩码中指定的层,给"
"定的 [param layer_number] 应在 1 和 32 之间。"
msgid ""
"Sets the [RID] of the navigation map this NavigationAgent node should use and "
"also updates the [code]agent[/code] on the NavigationServer."
msgstr ""
"设置这个 NavigationAgent 节点所应使用的导航地图的 [RID],同时还会更新 "
"NavigationServer 上的代理 [code]agent[/code]。"
msgid ""
"Replaces the internal velocity in the collision avoidance simulation with "
"[param velocity]. When an agent is teleported to a new position this function "
"should be used in the same frame. If called frequently this function can get "
"agents stuck."
msgstr ""
"将防撞仿真的内部速度替换为 [param velocity]。代理传送到新的位置之后,应该在同"
"一帧里使用这个函数。如果频繁调用这个函数,可能会让代理卡住。"
msgid ""
"If [code]true[/code] the agent is registered for an RVO avoidance callback on "
"the [NavigationServer2D]. When [member velocity] is used and the processing "
"is completed a [code]safe_velocity[/code] Vector2 is received with a signal "
"connection to [signal velocity_computed]. Avoidance processing with many "
"registered agents has a significant performance cost and should only be "
"enabled on agents that currently require it."
msgstr ""
"如果为 [code]true[/code],该代理会在 [NavigationServer2D] 上注册 RVO 避障回"
"调。当使用 [member velocity] 并且处理完成时,会通过与 [signal "
"velocity_computed] 的信号连接接收到安全速度 [code]safe_velocity[/code] "
"Vector2。注册的代理过多会为避障处理带来显著的性能开销应该仅在需要它的代理上"
"启用。"
msgid ""
"A bitfield determining the avoidance layers for this NavigationAgent. Other "
"agents with a matching bit on the [member avoidance_mask] will avoid this "
"agent."
msgstr ""
"决定该 NavigationAgent 避障层的位域。[member avoidance_mask] 中该位域存在交集"
"的其他代理会躲避这个代理。"
msgid ""
"A bitfield determining what other avoidance agents and obstacles this "
"NavigationAgent will avoid when a bit matches at least one of their [member "
"avoidance_layers]."
msgstr ""
"决定该 NavigationAgent 会躲避那些代理和障碍物的位域,需要该位域与对方的 "
"[member avoidance_layers] 存在至少一个共同的比特位。"
msgid ""
"The agent does not adjust the velocity for other agents that would match the "
"[member avoidance_mask] but have a lower [member avoidance_priority]. This in "
"turn makes the other agents with lower priority adjust their velocities even "
"more to avoid collision with this agent."
msgstr ""
"该代理不会针对 [member avoidance_mask] 存在匹配但 [member avoidance_priority] "
"更低的代理调整速度。相应地,优先级更低的代理则会对其速度进行更大的调整,从而避"
"免与这个代理发生碰撞。"
msgid "If [code]true[/code] shows debug visuals for this agent."
msgstr "如果为 [code]true[/code],则为该代理显示调试内容。"
msgid ""
"If [member debug_use_custom] is [code]true[/code] uses this color for this "
"agent instead of global color."
msgstr ""
"如果 [member debug_use_custom] 为 [code]true[/code],则该代理使用该颜色,不使"
"用全局颜色。"
msgid ""
"If [member debug_use_custom] is [code]true[/code] uses this line width for "
"rendering paths for this agent instead of global line width."
msgstr ""
"如果 [member debug_use_custom] 为 [code]true[/code],则该代理使用该线宽进行路"
"径的渲染,不使用全局线宽。"
msgid ""
"If [member debug_use_custom] is [code]true[/code] uses this rasterized point "
"size for rendering path points for this agent instead of global point size."
msgstr ""
"如果 [member debug_use_custom] 为 [code]true[/code],则该代理使用该栅格化点尺"
"寸进行路径点的渲染,不使用全局点尺寸。"
msgid ""
"If [code]true[/code] uses the defined [member debug_path_custom_color] for "
"this agent instead of global color."
msgstr ""
"如果为 [code]true[/code],则该代理使用 [member debug_path_custom_color] 中定义"
"的颜色,不使用全局颜色。"
msgid "The maximum number of neighbors for the agent to consider."
msgstr "该代理所需考虑的最大邻居数。"
msgid "The maximum speed that an agent can move."
msgstr "代理所能达到的最大移动速度。"
msgid ""
"A bitfield determining which navigation layers of navigation regions this "
"agent will use to calculate a path. Changing it during runtime will clear the "
"current navigation path and generate a new one, according to the new "
"navigation layers."
msgstr ""
"决定该代理计算路径所使用的导航地区导航层的位域。运行时进行修改会清空当前的导航"
"路径,并根据新的导航层生成一条新的路径。"
msgid "The distance to search for other agents."
msgstr "搜索其他代理的距离。"
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"allows agents to not have to hit a path point on the path exactly, but only "
"to reach its general area. If this value is set too high, the NavigationAgent "
"will skip points on the path, which can lead to leaving the navigation mesh. "
"If this value is set too low, the NavigationAgent will be stuck in a repath "
"loop because it will constantly overshoot or undershoot the distance to the "
"next point on each physics frame update."
msgstr ""
"距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个路"
"径点,到达该路径点的大致区域内即可。如果这个值设得太大,该 NavigationAgent 会"
"跳过路径上的点,可能导致其离开该导航网格。如果这个值设得太小,该 "
"NavigationAgent 会陷入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到"
"达不了下一个点。"
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final position. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
"允许代理偏离通往最终位置的理想路径的最大距离。可能为了防撞而产生偏离。超出最大"
"距离时,会重新计算理想路径。"
msgid "Additional information to return with the navigation path."
msgstr "与导航路径一起返回的附加信息。"
msgid ""
"The path postprocessing applied to the raw path corridor found by the [member "
"pathfinding_algorithm]."
msgstr ""
"对 [member pathfinding_algorithm] 找到的原始路径走廊应用的路径后期处理。"
msgid "The pathfinding algorithm used in the path query."
msgstr "路径查询中使用的寻路算法。"
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_distance]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
"该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member "
"neighbor_distance] 控制)。\n"
"不会影响正常的寻路。要修改角色的寻路半径,请在烘焙 [NavigationMesh] 资源时使用"
"不同的 [member NavigationMesh.agent_radius] 属性,针对不同的角色大小使用不同的"
"导航地图。"
msgid ""
"The distance threshold before the final target point is considered to be "
"reached. This allows agents to not have to hit the point of the final target "
"exactly, but only to reach its general area. If this value is set too low, "
"the NavigationAgent will be stuck in a repath loop because it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
"距离阈值,用于确定是否已到达最终目标点。使用这个值,代理就不必精确地到达最终目"
"标点,到达目标点的大致区域内即可。如果这个值设得太小,该 NavigationAgent 会陷"
"入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到达不了最终目标点。"
msgid ""
"If set, a new navigation path from the current agent position to the [member "
"target_position] is requested from the NavigationServer."
msgstr ""
"设置后,会向 NavigationServer 请求一条新的从当前代理位置到 [member "
"target_position] 的导航路径。"
msgid ""
"The minimal amount of time for which this agent's velocities, that are "
"computed with the collision avoidance algorithm, are safe with respect to "
"other agents. The larger the number, the sooner the agent will respond to "
"other agents, but less freedom in choosing its velocities. A too high value "
"will slow down agents movement considerably. Must be positive."
msgstr ""
"考虑其他代理的前提下,该代理的速度的最短安全时间,这个速度是通过碰撞躲避算法计"
"算的。数值越大,代理响应其他代理的速度就越快,但选择速度的自由度也就越小。太高"
"的取值会大大降低代理的移动速度。必须为正数。"
msgid ""
"The minimal amount of time for which this agent's velocities, that are "
"computed with the collision avoidance algorithm, are safe with respect to "
"static avoidance obstacles. The larger the number, the sooner the agent will "
"respond to static avoidance obstacles, but less freedom in choosing its "
"velocities. A too high value will slow down agents movement considerably. "
"Must be positive."
msgstr ""
"考虑静态避障障碍物的前提下,该代理的速度的最短安全时间,这个速度是通过碰撞躲避"
"算法计算的。数值越大,代理响应静态避障障碍物的速度就越快,但选择速度的自由度也"
"就越小。太高的取值会大大降低代理的移动速度。必须为正数。"
msgid ""
"Sets the new wanted velocity for the agent. The avoidance simulation will try "
"to fulfill this velocity if possible but will modify it to avoid collision "
"with other agents and obstacles. When an agent is teleported to a new "
"position, use [method set_velocity_forced] as well to reset the internal "
"simulation velocity."
msgstr ""
"为代理设置新的需求速度。避障仿真会尽可能尝试满足这个速度,但为了躲避与其他代理"
"和障碍物的碰撞也会对它进行修改。将代理传送至新的位置时,请使用 [method "
"set_velocity_forced] 重置内部仿真速度。"
msgid ""
"Notifies when a navigation link has been reached.\n"
"The details dictionary may contain the following keys depending on the value "
"of [member path_metadata_flags]:\n"
"- [code]position[/code]: The start position of the link that was reached.\n"
"- [code]type[/code]: Always [constant NavigationPathQueryResult2D."
"PATH_SEGMENT_TYPE_LINK].\n"
"- [code]rid[/code]: The [RID] of the link.\n"
"- [code]owner[/code]: The object which manages the link (usually "
"[NavigationLink2D]).\n"
"- [code]link_entry_position[/code]: If [code]owner[/code] is available and "
"the owner is a [NavigationLink2D], it will contain the global position of the "
"link's point the agent is entering.\n"
"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the "
"owner is a [NavigationLink2D], it will contain the global position of the "
"link's point which the agent is exiting."
msgstr ""
"当到达一个导航链接时通知。\n"
"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n"
"- [code]position[/code]:到达的链接的起始位置。\n"
"- [code]type[/code]:总是 [constant NavigationPathQueryResult2D."
"PATH_SEGMENT_TYPE_LINK]。\n"
"- [code]rid[/code]:链接的 [RID]。\n"
"- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink2D])。\n"
"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是一"
"个 [NavigationLink2D],它将包含代理正在进入时的链接点的全局位置。\n"
"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一"
"个 [NavigationLink2D],它将包含代理正在退出时的链接点的全局位置。"
msgid ""
"Emitted once per loaded path when the agent internal navigation path index "
"reaches the last index of the loaded path array. The agent internal "
"navigation path index can be received with [method "
"get_current_navigation_path_index]."
msgstr ""
"当代理内部导航路径索引到达加载路径数组的最后一个索引时,每个加载路径发出一次。"
"可以使用 [method get_current_navigation_path_index] 接收代理内部导航路径索引。"
msgid ""
"Emitted when the agent had to update the loaded path:\n"
"- because path was previously empty.\n"
"- because navigation map has changed.\n"
"- because agent pushed further away from the current path segment than the "
"[member path_max_distance]."
msgstr ""
"当该代理必须更新加载的路径时发出:\n"
"- 因为路径以前是空的。\n"
"- 因为导航地图已经改变。\n"
"- 因为代理从当前路径段推得比 [member path_max_distance] 更远。"
msgid ""
"Emitted once per loaded path when the agent's global position is the first "
"time within [member target_desired_distance] to the [member target_position]."
msgstr ""
"当代理的全局位置第一次在 [member target_desired_distance] 内到达 [member "
"target_position] 时,每个加载路径发出一次。"
msgid ""
"Notifies when the collision avoidance velocity is calculated. Emitted when "
"[member velocity] is set. Only emitted when [member avoidance_enabled] is "
"true."
msgstr ""
"计算出避障速度时发出通知。设置了 [member velocity] 才会发出。仅在 [member "
"avoidance_enabled] 为 true 时发出。"
msgid ""
"Notifies when a waypoint along the path has been reached.\n"
"The details dictionary may contain the following keys depending on the value "
"of [member path_metadata_flags]:\n"
"- [code]position[/code]: The position of the waypoint that was reached.\n"
"- [code]type[/code]: The type of navigation primitive (region or link) that "
"contains this waypoint.\n"
"- [code]rid[/code]: The [RID] of the containing navigation primitive (region "
"or link).\n"
"- [code]owner[/code]: The object which manages the containing navigation "
"primitive (region or link)."
msgstr ""
"当已到达路径上的一个路标时发出通知。\n"
"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n"
"- [code]position[/code]:到达的路标点的位置。\n"
"- [code]type[/code]:包含该路标的导航基元(区块或链接)的类型。\n"
"- [code]rid[/code]:包含的导航基元(区块或链接)的 [RID]。\n"
"- [code]owner[/code]:管理包含的导航基元(区块或链接)的对象。"
msgid "A 3D agent used to pathfind to a position while avoiding obstacles."
msgstr "用于寻路至某个位置并且能够躲避障碍物的 3D 代理。"
msgid ""
"A 3D agent used to pathfind to a position while avoiding static and dynamic "
"obstacles. The calculation can be used by the parent node to dynamically move "
"it along the path. Requires navigation data to work correctly.\n"
"Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is "
"computed before physics, so the pathfinding information can be used safely in "
"the physics step.\n"
"[b]Note:[/b] After setting the [member target_position] property, the [method "
"get_next_path_position] method must be used once every physics frame to "
"update the internal path logic of the navigation agent. The vector position "
"it returns should be used as the next movement position for the agent's "
"parent node."
msgstr ""
"用于寻路至某个位置并且能够躲避静态和动态障碍物的 3D 代理。父节点能够使用计算结"
"果沿着路径动态前进。需要有导航数据才能正常工作。\n"
"躲避动态障碍物使用的是 RVO 防撞算法。避障的计算发生在物理之前,因此寻路信息能"
"够在物理迭代时安全使用。\n"
"[b]注意:[/b]设置 [member target_position] 属性之后,必须在每个物理帧使用一次 "
"[method get_next_path_position] 函数来更新导航代理的内部路径逻辑。这个函数返回"
"的向量位置应该用作该代理的父节点的下一次移动位置。"
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PackedVector3Array]."
msgstr "返回该代理当前位于导航路径 [PackedVector3Array] 中的哪一个索引。"
msgid "Returns the [RID] of this agent on the [NavigationServer3D]."
msgstr "返回这个代理在 [NavigationServer3D] 上的 [RID]。"
msgid ""
"If [code]true[/code] the agent is registered for an RVO avoidance callback on "
"the [NavigationServer3D]. When [member velocity] is set and the processing is "
"completed a [code]safe_velocity[/code] Vector3 is received with a signal "
"connection to [signal velocity_computed]. Avoidance processing with many "
"registered agents has a significant performance cost and should only be "
"enabled on agents that currently require it."
msgstr ""
"如果为 [code]true[/code],该代理会在 [NavigationServer3D] 上注册 RVO 避障回"
"调。当设置 [member velocity] 并且处理完成时,会通过与 [signal "
"velocity_computed] 的信号连接接收到安全速度 [code]safe_velocity[/code] "
"Vector3。注册的代理过多会为避障处理带来显著的性能开销应该仅在需要它的代理上"
"启用。"
msgid ""
"The height of the avoidance agent. Agents will ignore other agents or "
"obstacles that are above or below their current position + height in 2D "
"avoidance. Does nothing in 3D avoidance which uses radius spheres alone."
msgstr ""
"避障代理的高度。2D 避障时,代理会忽略位于其上方或低于当前位置 + 高度的其他代理"
"或障碍物。3D 避障时只使用半径球体,该设置无效。"
msgid ""
"If [code]true[/code], and the agent uses 2D avoidance, it will remember the "
"set y-axis velocity and reapply it after the avoidance step. While 2D "
"avoidance has no y-axis and simulates on a flat plane this setting can help "
"mitigate the most obvious clipping on uneven 3D geometry."
msgstr ""
"如果为 [code]true[/code],并且代理使用 2D 避障,它将记住设置的 y 轴速度并在避"
"障步进后重新应用它。虽然 2D 避障没有 y 轴并在平坦平面上进行模拟,但该设置可以"
"帮助减轻不均匀 3D 几何体上最明显的裁剪。"
msgid ""
"The height offset is subtracted from the y-axis value of any vector path "
"position for this NavigationAgent. The NavigationAgent height offset does not "
"change or influence the navigation mesh or pathfinding query result. "
"Additional navigation maps that use regions with navigation meshes that the "
"developer baked with appropriate agent radius or height values are required "
"to support different-sized agents."
msgstr ""
"这个 NavigationAgent 的任何向量路径位置的 Y 坐标值都会减去这个高度偏移量。"
"NavigationAgent 的高度偏移量既不会改变也不会影响导航网格和寻路结果。要支持不同"
"大小的代理,需要提供其他使用了带有导航网格区块的导航地图,并且开发者使用合适的"
"代理半径或高度对其进行了烘焙。"
msgid ""
"If [code]true[/code], the agent calculates avoidance velocities in 3D "
"omnidirectionally, e.g. for games that take place in air, underwater or "
"space. Agents using 3D avoidance only avoid other agents using 3D avoidance, "
"and react to radius-based avoidance obstacles. They ignore any vertex-based "
"obstacles.\n"
"If [code]false[/code], the agent calculates avoidance velocities in 2D along "
"the x and z-axes, ignoring the y-axis. Agents using 2D avoidance only avoid "
"other agents using 2D avoidance, and react to radius-based avoidance "
"obstacles or vertex-based avoidance obstacles. Other agents using 2D "
"avoidance that are below or above their current position including [member "
"height] are ignored."
msgstr ""
"如果为 [code]true[/code],则代理会在 3D 空间中计算全向的避障速度,例如发生在空"
"中、水下、太空中的游戏。使用 3D 避障的代理只会躲避其他使用 3D 避障的代理、对基"
"于半径的障碍物作出反应。会忽略基于顶点的障碍物。\n"
"如果为 [code]false[/code],则代理会在 2D 空间中沿 X 和 Z 轴计算避障速度,忽略 "
"Y 轴。使用 2D 避障的代理只会躲避其他使用 2D 避障的代理、对基于半径和基于顶点的"
"障碍物作出反应。其他使用 2D 避障的代理如果在该代理之下,或者高于该代理当前位置"
"与 [member height] 之和则会被忽略。"
msgid ""
"Notifies when a navigation link has been reached.\n"
"The details dictionary may contain the following keys depending on the value "
"of [member path_metadata_flags]:\n"
"- [code]position[/code]: The start position of the link that was reached.\n"
"- [code]type[/code]: Always [constant NavigationPathQueryResult3D."
"PATH_SEGMENT_TYPE_LINK].\n"
"- [code]rid[/code]: The [RID] of the link.\n"
"- [code]owner[/code]: The object which manages the link (usually "
"[NavigationLink3D]).\n"
"- [code]link_entry_position[/code]: If [code]owner[/code] is available and "
"the owner is a [NavigationLink3D], it will contain the global position of the "
"link's point the agent is entering.\n"
"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the "
"owner is a [NavigationLink3D], it will contain the global position of the "
"link's point which the agent is exiting."
msgstr ""
"当到达一个导航链接时通知。\n"
"根据 [member path_metadata_flags] 的值,详细信息字典可能包含以下键:\n"
"- [code]position[/code]:到达的链接的起始位置。\n"
"- [code]type[/code]:总是 [constant NavigationPathQueryResult3D."
"PATH_SEGMENT_TYPE_LINK]。\n"
"- [code]rid[/code]:链接的 [RID]。\n"
"- [code]owner[/code]:管理该链接的对象(通常是[NavigationLink3D])。\n"
"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且该所有者是一"
"个 [NavigationLink3D],它将包含代理正在进入时的链接点的全局位置。\n"
"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且该所有者是一"
"个 [NavigationLink3D],它将包含代理正在退出时的链接点的全局位置。"
msgid ""
"A link between two positions on [NavigationRegion2D]s that agents can be "
"routed through."
msgstr ""
"连接两个位于 [NavigationRegion2D] 上的位置的链接,导航时能够让代理走这个链接。"
msgid ""
"A link between two positions on [NavigationRegion2D]s that agents can be "
"routed through. These positions can be on the same [NavigationRegion2D] or on "
"two different ones. Links are useful to express navigation methods other than "
"traveling along the surface of the navigation polygon, such as ziplines, "
"teleporters, or gaps that can be jumped across."
msgstr ""
"连接两个位于 [NavigationRegion2D] 上的位置的链接,导航时能够让代理走这个链接。"
"这两个位置可以在同一个 [NavigationRegion2D] 上,也可以是在两个不同的区块上。链"
"接可以用来表达沿着导航多边形表面行进以外的导航方法,例如滑锁、传送、跳过沟壑等"
"等。"
msgid "Using NavigationLinks"
msgstr "使用 NavigationLink"
msgid ""
"Returns the [member end_position] that is relative to the link as a global "
"position."
msgstr "返回该链接的 [member end_position] 的全局位置。"
msgid ""
"Returns the [member start_position] that is relative to the link as a global "
"position."
msgstr "返回该链接的 [member start_position] 的全局位置。"
msgid ""
"Sets the [member end_position] that is relative to the link from a global "
"[param position]."
msgstr "设置该链接的 [member end_position] 的全局位置。"
msgid ""
"Sets the [member start_position] that is relative to the link from a global "
"[param position]."
msgstr "设置该链接的 [member start_position] 的全局位置。"
msgid ""
"Whether this link can be traveled in both directions or only from [member "
"start_position] to [member end_position]."
msgstr ""
"返回这个连接是可以双向通行,还是只能从 [member start_position] 通向 [member "
"end_position]。"
msgid ""
"Whether this link is currently active. If [code]false[/code], [method "
"NavigationServer2D.map_get_path] will ignore this link."
msgstr ""
"该链接当前是否处于活动状态。如果为 [code]false[/code] ,则 [method "
"NavigationServer2D.map_get_path] 会忽略这个链接。"
msgid ""
"Ending position of the link.\n"
"This position will search out the nearest polygon in the navigation mesh to "
"attach to.\n"
"The distance the link will search is controlled by [method NavigationServer2D."
"map_set_link_connection_radius]."
msgstr ""
"链接的结束位置。\n"
"链接会搜索导航网格中最接近这个位置的多边形,并将自身与该多边形相关联。\n"
"链接搜索的距离由 [method NavigationServer2D.map_set_link_connection_radius] 控"
"制。"
msgid ""
"When pathfinding enters this link from another regions navigation mesh the "
"[member enter_cost] value is added to the path distance for determining the "
"shortest path."
msgstr ""
"当寻路从其他地区的导航网格进入该链接时,[member enter_cost] 会加到路径距离中,"
"用于确定最短路径。"
msgid ""
"A bitfield determining all navigation layers the link belongs to. These "
"navigation layers will be checked when requesting a path with [method "
"NavigationServer2D.map_get_path]."
msgstr ""
"决定链接所属导航层的位域。使用 [method NavigationServer2D.map_get_path] 请求路"
"径时会检查这些导航层。"
msgid ""
"Starting position of the link.\n"
"This position will search out the nearest polygon in the navigation mesh to "
"attach to.\n"
"The distance the link will search is controlled by [method NavigationServer2D."
"map_set_link_connection_radius]."
msgstr ""
"链接的起始位置。\n"
"链接会搜索导航网格中最接近这个位置的多边形,并将自身与该多边形相关联。\n"
"链接搜索的距离由 [method NavigationServer2D.map_set_link_connection_radius] 控"
"制。"
msgid ""
"When pathfinding moves along the link the traveled distance is multiplied "
"with [member travel_cost] for determining the shortest path."
msgstr ""
"当寻路沿着该链接移动时,移动距离会和 [member travel_cost] 相乘,用于确定最短路"
"径。"
msgid ""
"A link between two positions on [NavigationRegion3D]s that agents can be "
"routed through."
msgstr ""
"连接两个位于 [NavigationRegion3D] 上的位置的链接,导航时能够让代理走这个链接。"
msgid ""
"A link between two positions on [NavigationRegion3D]s that agents can be "
"routed through. These positions can be on the same [NavigationRegion3D] or on "
"two different ones. Links are useful to express navigation methods other than "
"traveling along the surface of the navigation mesh, such as ziplines, "
"teleporters, or gaps that can be jumped across."
msgstr ""
"连接两个位于 [NavigationRegion3D] 上的位置的链接,导航时能够让代理走这个链接。"
"这两个位置可以在同一个 [NavigationRegion3D] 上,也可以是在两个不同的区块上。链"
"接可以用来表达沿着导航网格表面行进以外的导航方法,例如滑锁、传送、跳过沟壑等"
"等。"
msgid ""
"Whether this link is currently active. If [code]false[/code], [method "
"NavigationServer3D.map_get_path] will ignore this link."
msgstr ""
"该链接当前是否处于活动状态。如果为 [code]false[/code] ,则 [method "
"NavigationServer3D.map_get_path] 会忽略这个链接。"
msgid ""
"Ending position of the link.\n"
"This position will search out the nearest polygon in the navigation mesh to "
"attach to.\n"
"The distance the link will search is controlled by [method NavigationServer3D."
"map_set_link_connection_radius]."
msgstr ""
"链接的结束位置。\n"
"链接会搜索导航网格中最接近这个位置的多边形,并将自身与该多边形相关联。\n"
"链接搜索的距离由 [method NavigationServer3D.map_set_link_connection_radius] 控"
"制。"
msgid ""
"A bitfield determining all navigation layers the link belongs to. These "
"navigation layers will be checked when requesting a path with [method "
"NavigationServer3D.map_get_path]."
msgstr ""
"决定链接所属导航层的位域。使用 [method NavigationServer3D.map_get_path] 请求路"
"径时会检查这些导航层。"
msgid ""
"Starting position of the link.\n"
"This position will search out the nearest polygon in the navigation mesh to "
"attach to.\n"
"The distance the link will search is controlled by [method NavigationServer3D."
"map_set_link_connection_radius]."
msgstr ""
"链接的起始位置。\n"
"链接会搜索导航网格中最接近这个位置的多边形,并将自身与该多边形相关联。\n"
"链接搜索的距离由 [method NavigationServer3D.map_set_link_connection_radius] 控"
"制。"
msgid "A navigation mesh that defines traversable areas and obstacles."
msgstr "用于定义可达区域和障碍物的导航网格。"
msgid ""
"A navigation mesh is a collection of polygons that define which areas of an "
"environment are traversable to aid agents in pathfinding through complicated "
"spaces."
msgstr ""
"导航网格是多边形的集合,用于定义环境中的哪些区域是可以穿越的,帮助代理在复杂的"
"空间中寻路。"
msgid "Using NavigationMeshes"
msgstr "使用 NavigationMesh"
msgid "3D Navmesh Demo"
msgstr "3D 导航网格演示"
msgid ""
"Adds a polygon using the indices of the vertices you get when calling [method "
"get_vertices]."
msgstr "使用调用 [method get_vertices] 得到的顶点的索引添加一个多边形。"
msgid "Clears the internal arrays for vertices and polygon indices."
msgstr "清除顶点和多边形索引的内部数组。"
msgid ""
"Clears the array of polygons, but it doesn't clear the array of vertices."
msgstr "清除多边形数组,但不清除顶点数组。"
msgid ""
"Initializes the navigation mesh by setting the vertices and indices according "
"to a [Mesh].\n"
"[b]Note:[/b] The given [param mesh] must be of type [constant Mesh."
"PRIMITIVE_TRIANGLES] and have an index array."
msgstr ""
"通过根据 [Mesh] 设置顶点和索引来初始化导航网格。\n"
"[b]注意:[/b]给定的 [param mesh] 必须是 [constant Mesh.PRIMITIVE_TRIANGLES] 类"
"型,并且有一个索引数组。"
msgid ""
"Returns whether or not the specified layer of the [member "
"geometry_collision_mask] is enabled, given a [param layer_number] between 1 "
"and 32."
msgstr ""
"返回是否启用了 [member geometry_collision_mask] 中的指定层,给定的 [param "
"layer_number] 在 1 和 32 之间。"
msgid ""
"Returns a [PackedInt32Array] containing the indices of the vertices of a "
"created polygon."
msgstr "返回创建多边形的顶点索引,形式为 [PackedInt32Array]。"
msgid "Returns the number of polygons in the navigation mesh."
msgstr "返回导航网格中的多边形数量。"
msgid ""
"Returns a [PackedVector3Array] containing all the vertices being used to "
"create the polygons."
msgstr "返回用于创建该多边形的所有顶点,形式为 [PackedVector3Array]。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member geometry_collision_mask], given a [param layer_number] between 1 and "
"32."
msgstr ""
"根据 [param value] 启用或禁用 [member geometry_collision_mask] 中的指定层,给"
"定的 [param layer_number] 在 1 和 32 之间。"
msgid ""
"Sets the vertices that can be then indexed to create polygons with the "
"[method add_polygon] method."
msgstr "设置顶点,可以使用 [method add_polygon] 方法对其进行索引,创建多边形。"
msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_height]."
msgstr ""
"地板到天花板的最小高度,仍然允许被认为是可行走的地板。\n"
"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_height] 的倍数。"
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
"multiple of [member cell_height]."
msgstr ""
"被认为仍可穿越的最小墙壁高度。\n"
"[b]注意:[/b]烘焙时,该值将向下舍入到最接近的 [member cell_height] 的倍数。"
msgid "The maximum slope that is considered walkable, in degrees."
msgstr "认为可行走的最大坡度,单位是度。"
msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
"侵蚀/缩小远离障碍物的高度场的可行走区域距离。\n"
"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。"
msgid ""
"The cell height used to rasterize the navigation mesh vertices on the Y axis. "
"Must match with the cell height on the navigation map."
msgstr ""
"单元格高度,用于将导航网格的顶点在 Y 轴上进行栅格化。必须与导航地图的单元格高"
"度匹配。"
msgid ""
"The cell size used to rasterize the navigation mesh vertices on the XZ plane. "
"Must match with the cell size on the navigation map."
msgstr ""
"单元格大小,用于将导航网格的顶点在 XZ 平面上进行栅格化。必须与导航地图的单元格"
"大小匹配。"
msgid ""
"The sampling distance to use when generating the detail mesh, in cell unit."
msgstr "生成细分网格时使用的采样距离,以单元格为单位。"
msgid ""
"The maximum distance the detail mesh surface should deviate from heightfield, "
"in cell unit."
msgstr "细节网格表面应偏离高度场的最大距离,以单元格为单位。"
msgid ""
"The maximum distance a simplified contour's border edges should deviate the "
"original raw contour."
msgstr "简化轮廓的边界边缘偏离原始轮廓的最大距离。"
msgid ""
"The maximum allowed length for contour edges along the border of the mesh. A "
"value of [code]0.0[/code] disables this feature.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
"沿网格边界的轮廓的最大允许长度。值为 [code]0.0[/code] 将禁用该功能。\n"
"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的 [member cell_size] 的倍数。"
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr "如果烘焙 [AABB] 存在体积,对该导航网格的烘焙会被限制在其内部区域中。"
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr "应用于 [member filter_baking_aabb] [AABB] 的位置偏移量。"
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr "如果为 [code]true[/code],则标记边缘间的跨度为不可行走。"
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
"is within [member agent_max_climb] of a walkable neighbor."
msgstr ""
"如果为 [code]true[/code],如果它们的最大值在可行走邻域的 [member "
"agent_max_climb] 内,则将不可行走范围标记为可行走。"
msgid ""
"If [code]true[/code], marks walkable spans as not walkable if the clearance "
"above the span is less than [member agent_height]."
msgstr ""
"如果为 [code]true[/code],如果跨度上方的间隙小于 [member agent_height],则将可"
"行走范围标记为不可行走。"
msgid ""
"The physics layers to scan for static colliders.\n"
"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
"用于扫描静态碰撞的物理层。\n"
"仅在 [member geometry_parsed_geometry_type] 是 [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] 或 [constant PARSED_GEOMETRY_BOTH] 时才使"
"用。"
msgid ""
"Determines which type of nodes will be parsed as geometry. See [enum "
"ParsedGeometryType] for possible values."
msgstr ""
"决定哪种类型的节点可解析为几何图形。可能的取值见 [enum ParsedGeometryType]。"
msgid ""
"The source of the geometry used when baking. See [enum SourceGeometryMode] "
"for possible values."
msgstr "烘焙时使用的几何体的来源。可能的取值见 [enum SourceGeometryMode]。"
msgid ""
"The name of the group to scan for geometry.\n"
"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
"分组的名称,会在该分组中扫描几何体。\n"
"只有当 [member geometry_source_geometry_mode] 是 [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT] 时才使用。"
msgid ""
"Any regions with a size smaller than this will be merged with larger regions "
"if possible.\n"
"[b]Note:[/b] This value will be squared to calculate the number of cells. For "
"example, a value of 20 will set the number of cells to 400."
msgstr ""
"如果可能的话,任何小于这个尺寸的区域将与较大的区域合并。\n"
"[b]注意:[/b]这个值将被平方来计算单元格的数量。例如,值为 20 时将把单元格的数"
"量设为 400。"
msgid ""
"The minimum size of a region for it to be created.\n"
"[b]Note:[/b] This value will be squared to calculate the minimum number of "
"cells allowed to form isolated island areas. For example, a value of 8 will "
"set the number of cells to 64."
msgstr ""
"区域被创建所需的最小尺寸。\n"
"[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,值为 8 "
"时将把单元格的数量设为 64。"
msgid ""
"Partitioning algorithm for creating the navigation mesh polys. See [enum "
"SamplePartitionType] for possible values."
msgstr ""
"创建导航网格多边形单元的分割算法。可能的取值见 [enum SamplePartitionType]。"
msgid ""
"The maximum number of vertices allowed for polygons generated during the "
"contour to polygon conversion process."
msgstr "在轮廓到多边形转换过程中生成的多边形允许的最大顶点数。"
msgid ""
"Watershed partitioning. Generally the best choice if you precompute the "
"navigation mesh, use this if you have large open areas."
msgstr ""
"分水岭分区。如果你预先计算导航网格,通常是最佳选择,如果你有大的开放区域,请使"
"用它。"
msgid ""
"Monotone partitioning. Use this if you want fast navigation mesh generation."
msgstr "单调分区。如果你想要快速生成导航网格,请使用此选项。"
msgid ""
"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
"and small sized tiles."
msgstr "层分区。用于具有中小型图块的平铺导航网格的不错选择。"
msgid "Represents the size of the [enum SamplePartitionType] enum."
msgstr "代表 [enum SamplePartitionType] 枚举的大小。"
msgid ""
"Parses mesh instances as geometry. This includes [MeshInstance3D], "
"[CSGShape3D], and [GridMap] nodes."
msgstr ""
"将网格实例解析为几何体。包括 [MeshInstance3D]、[CSGShape3D]、[GridMap] 等节"
"点。"
msgid ""
"Parses [StaticBody3D] colliders as geometry. The collider should be in any of "
"the layers specified by [member geometry_collision_mask]."
msgstr ""
"将 [StaticBody3D] 碰撞器解析为几何体。碰撞器应在由 [member "
"geometry_collision_mask] 指定的层中。"
msgid ""
"Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
msgstr ""
"[constant PARSED_GEOMETRY_MESH_INSTANCES] 和 [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
msgid "Represents the size of the [enum ParsedGeometryType] enum."
msgstr "代表 [enum ParsedGeometryType] 枚举的大小。"
msgid "Scans the child nodes of the root node recursively for geometry."
msgstr "在根节点的子节点中递归扫描几何体。"
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
"group is specified by [member geometry_source_group_name]."
msgstr ""
"以递归方式扫描组中的节点及其子节点以获取几何图形。该组由 [member "
"geometry_source_group_name] 指定。"
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
"geometry_source_group_name]."
msgstr ""
"使用一个组中的节点进行几何运算。该组由 [member geometry_source_group_name] 指"
"定。"
msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "代表 [enum SourceGeometryMode] 枚举的大小。"
msgid "Helper class for creating and clearing navigation meshes."
msgstr "对导航网格进行创建和清理的辅助类。"
msgid ""
"This class is responsible for creating and clearing 3D navigation meshes used "
"as [NavigationMesh] resources inside [NavigationRegion3D]. The "
"[NavigationMeshGenerator] has very limited to no use for 2D as the navigation "
"mesh baking process expects 3D node types and 3D source geometry to parse.\n"
"The entire navigation mesh baking is best done in a separate thread as the "
"voxelization, collision tests and mesh optimization steps involved are very "
"performance and time hungry operations.\n"
"Navigation mesh baking happens in multiple steps and the result depends on 3D "
"source geometry and properties of the [NavigationMesh] resource. In the first "
"step, starting from a root node and depending on [NavigationMesh] properties "
"all valid 3D source geometry nodes are collected from the [SceneTree]. "
"Second, all collected nodes are parsed for their relevant 3D geometry data "
"and a combined 3D mesh is build. Due to the many different types of parsable "
"objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various "
"[CollisionObject3D]s, some operations to collect geometry data can trigger "
"[RenderingServer] and [PhysicsServer3D] synchronizations. Server "
"synchronization can have a negative effect on baking time or framerate as it "
"often involves [Mutex] locking for thread security. Many parsable objects and "
"the continuous synchronization with other threaded Servers can increase the "
"baking time significantly. On the other hand only a few but very large and "
"complex objects will take some time to prepare for the Servers which can "
"noticeably stall the next frame render. As a general rule the total number of "
"parsable objects and their individual size and complexity should be balanced "
"to avoid framerate issues or very long baking times. The combined mesh is "
"then passed to the Recast Navigation Object to test the source geometry for "
"walkable terrain suitable to [NavigationMesh] agent properties by creating a "
"voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has no "
"concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
"该类负责创建和清除用作 [NavigationRegion3D] 内的 [NavigationMesh] 资源的 3D 导"
"航网格。[NavigationMeshGenerator] 在 2D 中的用途非常有限,因为导航网格烘焙过程"
"需要 3D 节点类型和 3D 源几何体来解析。\n"
"整个导航网格的烘焙最好在单独的线程中完成,因为所涉及的体素化、碰撞测试、和网格"
"优化步骤是非常耗费性能和时间的操作。\n"
"导航网格的烘焙分成若干步进行,最终结果取决于 [NavigationMesh] 资源的 3D 源几何"
"体和该资源的属性。第一步是从根节点开始,并根据 [NavigationMesh] 的属性从 "
"[SceneTree] 收集所有有效的 3D 源几何体节点。第二步会对所有收集的节点进行解析,"
"以获得其相关的 3D 几何体数据,合并构造成一个 3D 网格。由于可解析的对象类型众"
"多,从普通的 [MeshInstance3D] 到 [CSGShape3D] 再到各种 [CollisionObject3D],其"
"中某些收集几何数据的操作可能会触发 [RenderingServer] 和 [PhysicsServer3D] 的同"
"步。服务器同步通常涉及 [Mutex] 锁定以确保线程安全,这会对烘焙时间或帧率产生负"
"面影响。可解析对象过多,以及与多线程服务器之间的连续同步,都会大幅影响烘焙时"
"间。而如果对象数量较少,但都是非常大而且复杂的对象,那么就会在为服务器准备数据"
"上花费时间,这可能会明显拖延下一帧渲染。一般而言,可解析对象的总数与它们各自的"
"大小和复杂度之间应该达到平衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后"
"续会被交给 Recast 导航对象,通过在网格的包围区域周边创建体素世界,来测试适合 "
"[NavigationMesh] 代理属性的可行走地形的源几何体。\n"
"最终的导航网格然后将被返回并被存储在 [NavigationMesh] 中,用作 "
"[NavigationRegion3D] 节点内的资源。\n"
"[b]注意:[/b]使用网格不仅定义可行走的表面的导航烘焙,而且定义障碍的导航烘焙,"
"并不总会有效。在处理网格源几何体时,导航烘焙没有什么是几何体“位于内部”的概念,"
"这是有意为之的。根据当前的烘焙参数,一旦障碍网格足够大,大到足以在内部容纳一个"
"导航网格区域,则烘焙时将生成位于障碍源几何体网格内部的导航网格区域。"
msgid ""
"The bake function is deprecated due to core threading changes. To upgrade "
"existing code, first create a [NavigationMeshSourceGeometryData3D] resource. "
"Use this resource with [method parse_source_geometry_data] to parse the "
"SceneTree for nodes that should contribute to the navigation mesh baking. The "
"SceneTree parsing needs to happen on the main thread. After the parsing is "
"finished use the resource with [method bake_from_source_geometry_data] to "
"bake a navigation mesh."
msgstr ""
"由于核心多线程方面的更改,烘焙功能已废弃。更新现有代码时,请先创建一个 "
"[NavigationMeshSourceGeometryData3D] 资源。调用 [method "
"parse_source_geometry_data] 来解析 SceneTree 中影响导航网格烘焙的节点时请使用"
"该资源。对 SceneTree 的解析需要在主线程进行。解析完成后,请在调用 [method "
"bake_from_source_geometry_data] 时使用该资源对导航网格进行烘焙。"
msgid ""
"Bakes the provided [param navigation_mesh] with the data from the provided "
"[param source_geometry_data]. After the process is finished the optional "
"[param callback] will be called."
msgstr ""
"使用 [param source_geometry_data] 中提供的数据对 [param navigation_mesh] 进行"
"烘焙。烘焙过程结束后,会调用可选的 [param callback]。"
msgid ""
"Removes all polygons and vertices from the provided [param navigation_mesh] "
"resource."
msgstr "从提供的 [param navigation_mesh] 资源中移除所有多边形和顶点。"
msgid ""
"Parses the [SceneTree] for source geometry according to the properties of "
"[param navigation_mesh]. Updates the provided [param source_geometry_data] "
"resource with the resulting data. The resource can then be used to bake a "
"navigation mesh with [method bake_from_source_geometry_data]. After the "
"process is finished the optional [param callback] will be called.\n"
"[b]Note:[/b] This function needs to run on the main thread or with a deferred "
"call as the SceneTree is not thread-safe.\n"
"[b]Performance:[/b] While convenient, reading data arrays from [Mesh] "
"resources can affect the frame rate negatively. The data needs to be received "
"from the GPU, stalling the [RenderingServer] in the process. For performance "
"prefer the use of e.g. collision shapes or creating the data arrays entirely "
"in code."
msgstr ""
"根据 [param navigation_mesh] 的属性解析 [SceneTree] 中的源几何体。会使用解析的"
"结果对提供的 [param source_geometry_data] 资源进行更新。后续可以在使用 "
"[method bake_from_source_geometry_data] 烘焙导航网格时使用该资源。解析过程完成"
"后,会调用可选的 [param callback]。\n"
"[b]注意:[/b]因为 SceneTree 并不是线程安全的,所以这个函数需要在主线程执行或使"
"用延迟调用。\n"
"[b]注意:[/b]从 [Mesh] 资源读取数据数组虽然很方便,但会对帧率造成负面影响。这"
"些数据需要从 GPU 获取,卡住正在处理的 [RenderingServer]。出于性能考量,请优先"
"使用碰撞形状或在代码中创建完整的数据数组等方法。"
msgid ""
"Container for parsed source geometry data used in navigation mesh baking."
msgstr "存放解析所得的源几何体数据的容器,用于导航网格的烘焙。"
msgid "Adds the outline points of a shape as obstructed area."
msgstr "添加形状的轮廓点作为遮挡区域。"
msgid "Adds the outline points of a shape as traversable area."
msgstr "添加形状的轮廓点作为可遍历区域。"
msgid "Clears the internal data."
msgstr "清除内部数据。"
msgid "Returns all the obstructed area outlines arrays."
msgstr "返回所有遮挡区域轮廓数组。"
msgid "Returns all the traversable area outlines arrays."
msgstr "返回所有可遍历区域轮廓数组。"
msgid "Returns [code]true[/code] when parsed source geometry data exists."
msgstr "当解析的源几何数据存在时,返回 [code]true[/code]。"
msgid "Sets all the obstructed area outlines arrays."
msgstr "设置所有遮挡区域轮廓数组。"
msgid "Sets all the traversable area outlines arrays."
msgstr "设置所有可遍历区域轮廓数组。"
msgid ""
"Adds an array of vertex positions to the geometry data for navigation mesh "
"baking to form triangulated faces. For each face the array must have three "
"vertex positions in clockwise winding order. Since [NavigationMesh] resources "
"have no transform, all vertex positions need to be offset by the node's "
"transform using [param xform]."
msgstr ""
"向用于导航网格烘焙的几何体数据中添加一组顶点位置,以形成三角形面。对于每个面,"
"数组中必须有三个使用顺时针缠绕顺序的顶点位置。由于 [NavigationMesh] 资源本身没"
"有变换,因此所有顶点位置都需要使用 [param xform] 参数使用节点的变换进行偏移。"
msgid ""
"Adds the geometry data of a [Mesh] resource to the navigation mesh baking "
"data. The mesh must have valid triangulated mesh data to be considered. Since "
"[NavigationMesh] resources have no transform, all vertex positions need to be "
"offset by the node's transform using [param xform]."
msgstr ""
"向导航网格烘焙数据中添加 [Mesh] 资源的几何体数据。网格中必须存在有效的三角形网"
"格数据才会被使用。因为 [NavigationMesh] 资源本身没有变换,所有顶点位置都需要使"
"用 [param xform] 参数使用节点的变换进行偏移。"
msgid ""
"Adds an [Array] the size of [constant Mesh.ARRAY_MAX] and with vertices at "
"index [constant Mesh.ARRAY_VERTEX] and indices at index [constant Mesh."
"ARRAY_INDEX] to the navigation mesh baking data. The array must have valid "
"triangulated mesh data to be considered. Since [NavigationMesh] resources "
"have no transform, all vertex positions need to be offset by the node's "
"transform using [param xform]."
msgstr ""
"向导航网格烘焙数据中添加一个 [Array],大小为 [constant Mesh.ARRAY_MAX],顶点数"
"据位于索引 [constant Mesh.ARRAY_VERTEX],索引数据位于索引 [constant Mesh."
"ARRAY_INDEX]。数组中必须存在有效的三角形网格数据才会被使用。因为 "
"[NavigationMesh] 资源本身没有变换,所有顶点位置都需要使用 [param xform] 参数使"
"用节点的变换进行偏移。"
msgid "Returns the parsed source geometry data indices array."
msgstr "返回解析得到的源几何体数据索引数据。"
msgid "Returns the parsed source geometry data vertices array."
msgstr "返回解析得到的源几何体数据顶点数据。"
msgid ""
"Sets the parsed source geometry data indices. The indices need to be matched "
"with appropriated vertices.\n"
"[b]Warning:[/b] Inappropriate data can crash the baking process of the "
"involved third-party libraries."
msgstr ""
"设置解析得到的源几何体数据索引。索引需要与正确的顶点相匹配。\n"
"[b]警告:[/b]数据不正确会导致相关第三方库在烘焙过程中崩溃。"
msgid ""
"Sets the parsed source geometry data vertices. The vertices need to be "
"matched with appropriated indices.\n"
"[b]Warning:[/b] Inappropriate data can crash the baking process of the "
"involved third-party libraries."
msgstr ""
"设置解析得到的源几何体数据顶点。顶点需要与正确的索引相匹配。\n"
"[b]警告:[/b]数据不正确会导致相关第三方库在烘焙过程中崩溃。"
msgid ""
"2D Obstacle used in navigation to constrain avoidance controlled agents "
"outside or inside an area."
msgstr ""
"用于导航的 2D 障碍物,能够将启用了避障处理的代理约束在某个区域之外或之内。"
msgid ""
"2D Obstacle used in navigation to constrain avoidance controlled agents "
"outside or inside an area. The obstacle needs a navigation map and outline "
"vertices defined to work correctly.\n"
"If the obstacle's vertices are winded in clockwise order, avoidance agents "
"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed "
"out. Outlines must not cross or overlap.\n"
"Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. "
"Obstacles [b]don't[/b] change the resulting path from the pathfinding, "
"obstacles only affect the navigation avoidance agent movement by altering the "
"suggested velocity of the avoidance agent.\n"
"Obstacles using vertices can warp to a new position but should not moved "
"every frame as each move requires a rebuild of the avoidance map."
msgstr ""
"导航中使用的 2D 障碍物,能够将由避障控制的代理约束在某个区域之外或之内。障碍物"
"定义导航地图和轮廓顶点后才能正常工作。\n"
"如果障碍物的顶点使用顺时针顺序缠绕,则避障代理会被推入障碍物,否则避障代理就会"
"被推出障碍物。轮廓必须不存在交叉和重叠。\n"
"障碍物[b]不是[/b](重新)烘焙导航网格的替代品。障碍物[b]不会[/b]改变寻路的结"
"果,障碍物只会修改避障代理的推荐速度,从而影响导航避障代理的移动。\n"
"使用顶点的障碍物可以传送至新位置,但不应该每一帧都移动,因为每次移动都需要重新"
"构建避障地图。"
msgid "Using NavigationObstacles"
msgstr "使用 NavigationObstacle"
msgid ""
"Returns the [RID] of the navigation map for this NavigationObstacle node. "
"This function returns always the map set on the NavigationObstacle node and "
"not the map of the abstract obstacle on the NavigationServer. If the obstacle "
"map is changed directly with the NavigationServer API the NavigationObstacle "
"node will not be aware of the map change. Use [method set_navigation_map] to "
"change the navigation map for the NavigationObstacle and also update the "
"obstacle on the NavigationServer."
msgstr ""
"返回该 NavigationObstacle 节点的导航地图的 [RID]。该函数始终返回在 "
"NavigationObstacle 节点上设置的地图,而不是 NavigationServer 上抽象障碍物所使"
"用的地图。如果该障碍物地图使用 NavigationServer API 直接更改,则该 "
"NavigationObstacle 节点将不会察觉该地图的更改。请使用 [method "
"set_navigation_map] 更改 NavigationObstacle 的导航地图,也会更新 "
"NavigationServer 上的障碍物。"
msgid "Returns the [RID] of this obstacle on the [NavigationServer2D]."
msgstr "返回这个障碍物在 [NavigationServer2D] 上的 [RID]。"
msgid ""
"Sets the [RID] of the navigation map this NavigationObstacle node should use "
"and also updates the [code]obstacle[/code] on the NavigationServer."
msgstr ""
"设置该 NavigationObstacle 节点应使用的导航地图的 [RID],并会更新 "
"NavigationServer 上的 [code]obstacle[/code]。"
msgid "If [code]true[/code] the obstacle affects avoidance using agents."
msgstr "如果为 [code]true[/code],则该障碍物会影响使用代理的避障。"
msgid ""
"A bitfield determining the avoidance layers for this obstacle. Agents with a "
"matching bit on the their avoidance mask will avoid this obstacle."
msgstr ""
"决定该障碍物的避障层的位字段。避障掩码中存在匹配位的代理会躲避该障碍物。"
msgid "Sets the avoidance radius for the obstacle."
msgstr "设置该障碍物的避障半径。"
msgid ""
"Sets the wanted velocity for the obstacle so other agent's can better predict "
"the obstacle if it is moved with a velocity regularly (every frame) instead "
"of warped to a new position. Does only affect avoidance for the obstacles "
"[member radius]. Does nothing for the obstacles static vertices."
msgstr ""
"设置该障碍物的期望速度,这样如果(每帧)一直使用相同的速度移动而不是直接跳到某"
"个位置,那么其他代理就能够更好地预测该障碍物的行为。仅影响该障碍物 [member "
"radius] 的避障。不会影响障碍物的静态顶点。"
msgid ""
"The outline vertices of the obstacle. If the vertices are winded in clockwise "
"order agents will be pushed in by the obstacle, else they will be pushed out. "
"Outlines can not be crossed or overlap. Should the vertices using obstacle be "
"warped to a new position agent's can not predict this movement and may get "
"trapped inside the obstacle."
msgstr ""
"该障碍物的轮廓顶点。如果这些顶点是按照顺时针顺序缠绕的,那么障碍物就会将其他代"
"理向内推,否则就会向外推。轮廓不能交叉或重叠。如果这些顶点直接跳到了新的位置,"
"那么其他代理可能无法预测这种行为,导致被困在障碍物内。"
msgid ""
"3D Obstacle used in navigation to constrain avoidance controlled agents "
"outside or inside an area."
msgstr ""
"用于导航的 3D 障碍物,能够将启用了避障处理的代理约束在某个区域之外或之内。"
msgid ""
"3D Obstacle used in navigation to constrain avoidance controlled agents "
"outside or inside an area. The obstacle needs a navigation map and outline "
"vertices defined to work correctly.\n"
"If the obstacle's vertices are winded in clockwise order, avoidance agents "
"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed "
"out. Outlines must not cross or overlap.\n"
"Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. "
"Obstacles [b]don't[/b] change the resulting path from the pathfinding, "
"obstacles only affect the navigation avoidance agent movement by altering the "
"suggested velocity of the avoidance agent.\n"
"Obstacles using vertices can warp to a new position but should not moved "
"every frame as each move requires a rebuild of the avoidance map."
msgstr ""
"导航中使用的 3D 障碍物,能够将由避障控制的代理约束在某个区域之外或之内。障碍物"
"定义导航地图和轮廓顶点后才能正常工作。\n"
"如果障碍物的顶点使用顺时针顺序缠绕,则避障代理会被推入障碍物,否则避障代理就会"
"被推出障碍物。轮廓必须不存在交叉和重叠。\n"
"障碍物[b]不是[/b](重新)烘焙导航网格的替代品。障碍物[b]不会[/b]改变寻路的结"
"果,障碍物只会修改避障代理的推荐速度,从而影响导航避障代理的移动。\n"
"使用顶点的障碍物可以传送至新位置,但不应该每一帧都移动,因为每次移动都需要重新"
"构建避障地图。"
msgid "Returns the [RID] of this obstacle on the [NavigationServer3D]."
msgstr "返回这个障碍物在 [NavigationServer3D] 上的 [RID]。"
msgid ""
"Sets the obstacle height used in 2D avoidance. 2D avoidance using agent's "
"ignore obstacles that are below or above them."
msgstr ""
"设置 2D 避障所使用的障碍物高度。使用 2D 避障的代理会忽略在其之上或之下的障碍"
"物。"
msgid ""
"If [code]true[/code] the obstacle affects 3D avoidance using agent's with "
"obstacle [member radius].\n"
"If [code]false[/code] the obstacle affects 2D avoidance using agent's with "
"both obstacle [member vertices] as well as obstacle [member radius]."
msgstr ""
"如果为 [code]true[/code],则该障碍物会影响 3D 避障,使用的是代理的障碍物半径 "
"[member radius]。\n"
"如果为 [code]false[/code],则该障碍物会影响 2D 避障,使用的是代理的障碍物顶点 "
"[member vertices] 和障碍物半径 [member radius]。"
msgid "Provides parameters for 2D navigation path queries."
msgstr "为 2D 导航路径查询提供参数。"
msgid ""
"By changing various properties of this object, such as the start and target "
"position, you can configure path queries to the [NavigationServer2D]."
msgstr ""
"更改该对象的起始和结束位置等属性可以配置对 [NavigationServer2D] 的路径查询。"
msgid "Using NavigationPathQueryObjects"
msgstr "使用 NavigationPathQueryObject"
msgid "The navigation map [RID] used in the path query."
msgstr "在路径查询中使用的导航地图 [RID]。"
msgid "Additional information to include with the navigation path."
msgstr "包含在导航路径中的额外信息。"
msgid "The navigation layers the query will use (as a bitmask)."
msgstr "查询所使用的导航层(形式为位掩码)。"
msgid "The pathfinding start position in global coordinates."
msgstr "寻路起始点,使用全局坐标。"
msgid "The pathfinding target position in global coordinates."
msgstr "寻路目标点,使用全局坐标。"
msgid "The path query uses the default A* pathfinding algorithm."
msgstr "路径查询使用默认的 A* 寻路算法。"
msgid ""
"Applies a funnel algorithm to the raw path corridor found by the pathfinding "
"algorithm. This will result in the shortest path possible inside the path "
"corridor. This postprocessing very much depends on the navigation mesh "
"polygon layout and the created corridor. Especially tile- or gridbased "
"layouts can face artificial corners with diagonal movement due to a jagged "
"path corridor imposed by the cell shapes."
msgstr ""
"将漏斗算法应用于寻路算法找到的原始路径走廊。这将导致最短路径可能在路径走廊内。"
"该后处理在很大程度上取决于导航网格多边形布局和创建的走廊。特别是基于图块和网格"
"的布局,可能会由于单元格形状强加的锯齿状的路径走廊,而面临对角线移动的人工角"
"落。"
msgid ""
"Centers every path position in the middle of the traveled navigation mesh "
"polygon edge. This creates better paths for tile- or gridbased layouts that "
"restrict the movement to the cells center."
msgstr ""
"将路径上的所有位置在经过的导航网格多边形边缘上居中。这样就把移动限制在了单元格"
"的中心,能够为基于图块或栅格的布局创建更好的路径。"
msgid "Don't include any additional metadata about the returned path."
msgstr "不要包含任何关于返回路径的额外元数据。"
msgid ""
"Include the type of navigation primitive (region or link) that each point of "
"the path goes through."
msgstr "包含路径上的各个点所经过的导航图元类型(地区或链接)。"
msgid ""
"Include the [RID]s of the regions and links that each point of the path goes "
"through."
msgstr "包含路径上的各个点所经过的地区和链接的 [RID]。"
msgid ""
"Include the [code]ObjectID[/code]s of the [Object]s which manage the regions "
"and links each point of the path goes through."
msgstr ""
"包含管理路径上的各个点所经过的地区和链接的 [Object] 的 [code]ObjectID[/code]。"
msgid "Include all available metadata about the returned path."
msgstr "包含关于返回路径的所有可用元数据。"
msgid "Provides parameters for 3D navigation path queries."
msgstr "为 3D 导航路径查询提供参数。"
msgid ""
"By changing various properties of this object, such as the start and target "
"position, you can configure path queries to the [NavigationServer3D]."
msgstr ""
"更改该对象的起始和结束位置等属性可以配置对 [NavigationServer3D] 的路径查询。"
msgid "Represents the result of a 2D pathfinding query."
msgstr "代表 2D 寻路查询的结果。"
msgid ""
"This class stores the result of a 2D navigation path query from the "
"[NavigationServer2D]."
msgstr "这个类存储的是向 [NavigationServer2D] 进行 2D 导航路径查询的结果。"
msgid ""
"Reset the result object to its initial state. This is useful to reuse the "
"object across multiple queries."
msgstr ""
"将结果对象重置为其初始状态。这对于在多次查询中重复使用该对象是很有用的。"
msgid ""
"The resulting path array from the navigation query. All path array positions "
"are in global coordinates. Without customized query parameters this is the "
"same path as returned by [method NavigationServer2D.map_get_path]."
msgstr ""
"导航查询的路径数组结果。所有的路径数组位置都使用全局坐标。未自定义查询参数时,"
"与 [method NavigationServer2D.map_get_path] 返回的路径相同。"
msgid ""
"The [code]ObjectID[/code]s of the [Object]s which manage the regions and "
"links each point of the path goes through."
msgstr ""
"管理路径上的各个点所经过的地区和链接的 [Object] 的 [code]ObjectID[/code]。"
msgid ""
"The [RID]s of the regions and links that each point of the path goes through."
msgstr "路径上的各个点所经过的地区和链接的 [RID]。"
msgid ""
"The type of navigation primitive (region or link) that each point of the path "
"goes through."
msgstr "路径上的各个点所经过的导航图元类型(地区或链接)。"
msgid "This segment of the path goes through a region."
msgstr "这一段路径穿过了某个地区。"
msgid "This segment of the path goes through a link."
msgstr "这一段路径穿过了某个链接。"
msgid "Represents the result of a 3D pathfinding query."
msgstr "代表 3D 寻路查询的结果。"
msgid ""
"This class stores the result of a 3D navigation path query from the "
"[NavigationServer3D]."
msgstr "这个类存储的是向 [NavigationServer3D] 进行 3D 导航路径查询的结果。"
msgid ""
"The resulting path array from the navigation query. All path array positions "
"are in global coordinates. Without customized query parameters this is the "
"same path as returned by [method NavigationServer3D.map_get_path]."
msgstr ""
"导航查询的路径数组结果。所有的路径数组位置都使用全局坐标。未自定义查询参数时,"
"与 [method NavigationServer3D.map_get_path] 返回的路径相同。"
msgid ""
"A 2D navigation mesh that describes a traversable surface for pathfinding."
msgstr "2D 导航网格,描述用于寻路的可穿越表面。"
msgid ""
"A navigation mesh can be created either by baking it with the help of the "
"[NavigationServer2D], or by adding vertices and convex polygon indices arrays "
"manually.\n"
"To bake a navigation mesh at least one outline needs to be added that defines "
"the outer bounds of the baked area.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var new_navigation_mesh = NavigationPolygon.new()\n"
"var bounding_outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), "
"Vector2(50, 50), Vector2(50, 0)])\n"
"new_navigation_mesh.add_outline(bounding_outline)\n"
"NavigationServer2D.bake_from_source_geometry_data(new_navigation_mesh, "
"NavigationMeshSourceGeometryData2D.new());\n"
"$NavigationRegion2D.navigation_polygon = new_navigation_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var newNavigationMesh = new NavigationPolygon();\n"
"var boundingOutline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), "
"new Vector2(50, 50), new Vector2(50, 0) };\n"
"newNavigationMesh.AddOutline(boundingOutline);\n"
"NavigationServer2D.BakeFromSourceGeometryData(newNavigationMesh, new "
"NavigationMeshSourceGeometryData2D());\n"
"GetNode<NavigationRegion2D>(\"NavigationRegion2D\").NavigationPolygon = "
"newNavigationMesh;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Adding vertices and polygon indices manually.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var new_navigation_mesh = NavigationPolygon.new()\n"
"var new_vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), "
"Vector2(50, 50), Vector2(50, 0)])\n"
"new_navigation_mesh.vertices = new_vertices\n"
"var new_polygon_indices = PackedInt32Array([0, 1, 2, 3])\n"
"new_navigation_mesh.add_polygon(new_polygon_indices)\n"
"$NavigationRegion2D.navigation_polygon = new_navigation_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var newNavigationMesh = new NavigationPolygon();\n"
"var newVertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new "
"Vector2(50, 50), new Vector2(50, 0) };\n"
"newNavigationMesh.Vertices = newVertices;\n"
"var newPolygonIndices = new int[] { 0, 1, 2, 3 };\n"
"newNavigationMesh.AddPolygon(newPolygonIndices);\n"
"GetNode<NavigationRegion2D>(\"NavigationRegion2D\").NavigationPolygon = "
"newNavigationMesh;\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"导航网格可以通过在 [NavigationServer2D] 的帮助下烘焙它来创建,也可以通过手动添"
"加顶点和凸多边形索引数组来创建。\n"
"要烘焙导航网格,至少需要添加一个轮廓来定义烘焙区域的外部边界。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var new_navigation_mesh = NavigationPolygon.new()\n"
"var bounding_outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), "
"Vector2(50, 50), Vector2(50, 0)])\n"
"new_navigation_mesh.add_outline(bounding_outline)\n"
"NavigationServer2D.bake_from_source_geometry_data(new_navigation_mesh, "
"NavigationMeshSourceGeometryData2D.new());\n"
"$NavigationRegion2D.navigation_polygon = new_navigation_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var newNavigationMesh = new NavigationPolygon();\n"
"var boundingOutline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), "
"new Vector2(50, 50), new Vector2(50, 0) };\n"
"newNavigationMesh.AddOutline(boundingOutline);\n"
"NavigationServer2D.BakeFromSourceGeometryData(newNavigationMesh, new "
"NavigationMeshSourceGeometryData2D());\n"
"GetNode<NavigationRegion2D>(\"NavigationRegion2D\").NavigationPolygon = "
"newNavigationMesh;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"手动添加顶点和多边形索引。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var new_navigation_mesh = NavigationPolygon.new()\n"
"var new_vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), "
"Vector2(50, 50), Vector2(50, 0)])\n"
"new_navigation_mesh.vertices = new_vertices\n"
"var new_polygon_indices = PackedInt32Array([0, 1, 2, 3])\n"
"new_navigation_mesh.add_polygon(new_polygon_indices)\n"
"$NavigationRegion2D.navigation_polygon = new_navigation_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var newNavigationMesh = new NavigationPolygon();\n"
"var newVertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new "
"Vector2(50, 50), new Vector2(50, 0) };\n"
"newNavigationMesh.Vertices = newVertices;\n"
"var newPolygonIndices = new int[] { 0, 1, 2, 3 };\n"
"newNavigationMesh.AddPolygon(newPolygonIndices);\n"
"GetNode<NavigationRegion2D>(\"NavigationRegion2D\").NavigationPolygon = "
"newNavigationMesh;\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "2D Navigation Demo"
msgstr "2D 导航演示"
msgid ""
"Appends a [PackedVector2Array] that contains the vertices of an outline to "
"the internal array that contains all the outlines."
msgstr "将包含轮廓顶点的 [PackedVector2Array] 追加到包含所有轮廓的内部数组。"
msgid ""
"Adds a [PackedVector2Array] that contains the vertices of an outline to the "
"internal array that contains all the outlines at a fixed position."
msgstr ""
"将一个包含轮廓顶点的 [PackedVector2Array] 添加到包含固定位置处的所有轮廓的内部"
"数组。"
msgid ""
"Clears the array of the outlines, but it doesn't clear the vertices and the "
"polygons that were created by them."
msgstr "清除轮廓数组,但不清除顶点和由顶点创建的多边形。"
msgid ""
"Clears the array of polygons, but it doesn't clear the array of outlines and "
"vertices."
msgstr "清除多边形数组,但不清除轮廓和顶点数组。"
msgid ""
"Returns the [NavigationMesh] resulting from this navigation polygon. This "
"navigation mesh can be used to update the navigation mesh of a region with "
"the [method NavigationServer3D.region_set_navigation_mesh] API directly (as "
"2D uses the 3D server behind the scene)."
msgstr ""
"返回由该导航多边形产生的 [NavigationMesh]。该导航网格可用于使用 [method "
"NavigationServer3D.region_set_navigation_mesh] API 直接更新区块的导航网格(因"
"为 2D 在幕后使用 3D 服务器)。"
msgid ""
"Returns a [PackedVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
"返回一个 [PackedVector2Array],其中包含在编辑器中或通过脚本创建的轮廓的顶点。"
msgid ""
"Returns the number of outlines that were created in the editor or by script."
msgstr "返回在编辑器或脚本中创建的轮廓的数量。"
msgid ""
"Returns whether or not the specified layer of the [member "
"parsed_collision_mask] is enabled, given a [param layer_number] between 1 and "
"32."
msgstr ""
"返回 [member parsed_collision_mask] 中是否启用了指定的层,给定的 [param "
"layer_number] 应在 1 和 32 之间。"
msgid "Returns the count of all polygons."
msgstr "返回多边形的数量。"
msgid ""
"Returns a [PackedVector2Array] containing all the vertices being used to "
"create the polygons."
msgstr "返回一个 [PackedVector2Array],其中包含用于创建多边形的所有顶点。"
msgid ""
"Creates polygons from the outlines added in the editor or by script.\n"
"[i]Deprecated.[/i] This function is deprecated, and might be removed in a "
"future release. Use [method NavigationServer2D.parse_source_geometry_data] "
"and [method NavigationServer2D.bake_from_source_geometry_data] instead."
msgstr ""
"从编辑器中或通过脚本添加的轮廓创建多边形。\n"
"[i]已弃用。[/i]该函数已弃用,并且可能会在将来的版本中移除。请改用 [method "
"NavigationServer2D.parse_source_geometry_data] 和 [method NavigationServer2D."
"bake_from_source_geometry_data]。"
msgid ""
"Removes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
"删除在编辑器或脚本中创建的轮廓。你必须调用 [method "
"make_polygons_from_outlines] 来更新多边形。"
msgid ""
"Changes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
"更改在编辑器或脚本中创建的轮廓。你必须调用 [method "
"make_polygons_from_outlines] 来更新多边形。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member parsed_collision_mask], given a [param layer_number] between 1 and 32."
msgstr ""
"根据 [param value],启用或禁用 [member parsed_collision_mask] 中指定的层,给定"
"的 [param layer_number] 应在 1 和 32 之间。"
msgid ""
"The distance to erode/shrink the walkable surface when baking the navigation "
"mesh."
msgstr "烘焙导航网格时侵蚀/收缩可行走表面的距离。"
msgid ""
"The cell size used to rasterize the navigation mesh vertices. Must match with "
"the cell size on the navigation map."
msgstr ""
"用于将导航网格顶点栅格化的单元格大小。必须与导航地图上的单元格大小相匹配。"
msgid ""
"The physics layers to scan for static colliders.\n"
"Only used when [member parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
"用于扫描静态碰撞器的物理层。\n"
"仅在 [member parsed_geometry_type] 是 [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] 或 [constant PARSED_GEOMETRY_BOTH] 时才使"
"用。"
msgid ""
"The group name of nodes that should be parsed for baking source geometry.\n"
"Only used when [member source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
"应被解析以烘焙源几何体的节点的组名称。\n"
"只有当 [member source_geometry_mode] 是 [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT] 时才使用。"
msgid ""
"Parses mesh instances as obstruction geometry. This includes [Polygon2D], "
"[MeshInstance2D], [MultiMeshInstance2D], and [TileMap] nodes.\n"
"Meshes are only parsed when they use a 2D vertices surface format."
msgstr ""
"将网格实例解析为障碍几何体。这包括 [Polygon2D]、[MeshInstance2D]、"
"[MultiMeshInstance2D] 和 [TileMap] 节点。\n"
"仅当网格使用 2D 顶点表面格式时才会对其进行解析。"
msgid ""
"Parses [StaticBody2D] and [TileMap] colliders as obstruction geometry. The "
"collider should be in any of the layers specified by [member "
"parsed_collision_mask]."
msgstr ""
"将 [StaticBody2D] 和 [TileMap] 碰撞器解析为障碍几何体。碰撞器应在由 [member "
"parsed_collision_mask] 指定的层中。"
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
"group is specified by [member source_geometry_group_name]."
msgstr ""
"以递归方式扫描组中的节点及其子节点以获取几何图形。该组由 [member "
"source_geometry_group_name] 指定。"
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
"source_geometry_group_name]."
msgstr "将组中的节点用于几何。该组由 [member source_geometry_group_name] 指定。"
msgid ""
"A traversable 2D region that [NavigationAgent2D]s can use for pathfinding."
msgstr "可达的 2D 地区,[NavigationAgent2D] 能够将其用于寻路。"
msgid ""
"A traversable 2D region based on a [NavigationPolygon] that "
"[NavigationAgent2D]s can use for pathfinding.\n"
"Two regions can be connected to each other if they share a similar edge. You "
"can set the minimum distance between two vertices required to connect two "
"edges by using [method NavigationServer2D.map_set_edge_connection_margin].\n"
"[b]Note:[/b] Overlapping two regions' navigation polygons is not enough for "
"connecting two regions. They must share a similar edge.\n"
"The pathfinding cost of entering a region from another region can be "
"controlled with the [member enter_cost] value.\n"
"[b]Note:[/b] This value is not added to the path cost when the start position "
"is already inside this region.\n"
"The pathfinding cost of traveling distances inside this region can be "
"controlled with the [member travel_cost] multiplier.\n"
"[b]Note:[/b] This node caches changes to its properties, so if you make "
"changes to the underlying region [RID] in [NavigationServer2D], they will not "
"be reflected in this node's properties."
msgstr ""
"可达的 2D 地区,基于 [NavigationPolygon][NavigationAgent2D] 能够将其用于寻"
"路。\n"
"两个地区如果存在相近的边就可以互相连接。连接两条边所需的顶点最小间距可以通过 "
"[method NavigationServer2D.map_set_edge_connection_margin] 设置。\n"
"[b]注意:[/b]两个地区存在重叠部分并不足以让它们相连。必须有相近的边。\n"
"从一个地区进入另一个地区的寻路成本可以使用 [member enter_cost] 控制。\n"
"[b]注意:[/b]起点位于该地区时,这个值不计入路径成本。\n"
"在该地区中行进的寻路成本可以使用乘数 [member travel_cost] 控制。\n"
"[b]注意:[/b]该节点会对这些属性进行缓存,因此,你在 [NavigationServer2D] 中对"
"底层的地区 [RID] 进行的修改不会在该节点的属性中。"
msgid "Using NavigationRegions"
msgstr "使用 NavigationRegion"
msgid ""
"Bakes the [NavigationPolygon]. If [param on_thread] is set to [code]true[/"
"code] (default), the baking is done on a separate thread."
msgstr ""
"烘焙该 [NavigationPolygon]。如果 [param on_thread] 被设置为 [code]true[/code]"
"(默认),则烘焙将在单独的线程上完成。"
msgid "Returns the current navigation map [RID] used by this region."
msgstr "返回该区块使用的当前导航地图 [RID]。"
msgid ""
"Returns the [RID] of this region on the [NavigationServer2D]. Combined with "
"[method NavigationServer2D.map_get_closest_point_owner] can be used to "
"identify the [NavigationRegion2D] closest to a point on the merged navigation "
"map."
msgstr ""
"返回 [NavigationServer2D] 上该区块的 [RID]。结合 [method NavigationServer2D."
"map_get_closest_point_owner] 可用于识别合并导航地图上离某点最近的 "
"[NavigationRegion2D]。"
msgid ""
"Sets the [RID] of the navigation map this region should use. By default the "
"region will automatically join the [World2D] default navigation map so this "
"function is only required to override the default map."
msgstr ""
"设置该区块应使用的导航地图的 [RID]。默认情况下,该区块会自动加入 [World2D] 默"
"认导航地图,因此该函数只需要覆盖默认地图即可。"
msgid "A bitfield determining all avoidance layers for the avoidance constrain."
msgstr "位域,确定避障约束的所有避障层。"
msgid ""
"If [code]true[/code] constraints avoidance agent's with an avoidance mask bit "
"that matches with a bit of the [member avoidance_layers] to the navigation "
"polygon. Due to each navigation polygon outline creating an obstacle and each "
"polygon edge creating an avoidance line constrain keep the navigation polygon "
"shape as simple as possible for performance.\n"
"[b]Experimental:[/b] This is an experimental feature and should not be used "
"in production as agent's can get stuck on the navigation polygon corners and "
"edges especially at high frame rate."
msgstr ""
"如果为 [code]true[/code],则会将避障代理的避障掩码位与导航多边形的 [member "
"avoidance_layers] 位相匹配。由于每个导航多边形轮廓都会创建一个障碍物,而每个多"
"边形边缘都会创建一条避障线约束,因此为了提高性能,要尽量保持导航多边形的形状尽"
"可能简单。\n"
"[b]实验性:[/b]这是一个实验性功能,不应在生产中使用,因为代理在导航多边形的角"
"和边缘,特别是在高帧率下,可能会被卡住。"
msgid "Determines if the [NavigationRegion2D] is enabled or disabled."
msgstr "决定该 [NavigationRegion2D] 是启用还是禁用。"
msgid ""
"When pathfinding enters this region's navigation mesh from another regions "
"navigation mesh the [member enter_cost] value is added to the path distance "
"for determining the shortest path."
msgstr ""
"当寻路从另一个区块的导航网格进入该区块的导航网格时,[member enter_cost] 值将被"
"加到路径距离,以确定最短路径。"
msgid ""
"A bitfield determining all navigation layers the region belongs to. These "
"navigation layers can be checked upon when requesting a path with [method "
"NavigationServer2D.map_get_path]."
msgstr ""
"确定该区块所属的所有导航层的位字段。当使用 [method NavigationServer2D."
"map_get_path] 请求一个路径时,可以检查这些导航层。"
msgid "The [NavigationPolygon] resource to use."
msgstr "使用的 [NavigationPolygon] 资源。"
msgid ""
"When pathfinding moves inside this region's navigation mesh the traveled "
"distances are multiplied with [member travel_cost] for determining the "
"shortest path."
msgstr ""
"当寻路在该区块的导航网格内移动时,将行进距离乘以 [member travel_cost] 以确定最"
"短路径。"
msgid ""
"If enabled the navigation region will use edge connections to connect with "
"other navigation regions within proximity of the navigation map edge "
"connection margin."
msgstr ""
"如果启用,导航区块将使用边缘连接来与位于导航地图连接边距范围内的其他导航区块相"
"连接。"
msgid "Emitted when a navigation polygon bake operation is completed."
msgstr "当导航多边形烘焙操作完成时触发。"
msgid ""
"Emitted when the used navigation polygon is replaced or changes to the "
"internals of the current navigation polygon are committed."
msgstr "当使用的导航多边形被替换或对当前导航多边形内部的更改被提交时发出。"
msgid ""
"A traversable 3D region that [NavigationAgent3D]s can use for pathfinding."
msgstr "可达的 3D 地区,[NavigationAgent3D] 能够将其用于寻路。"
msgid ""
"A traversable 3D region based on a [NavigationMesh] that [NavigationAgent3D]s "
"can use for pathfinding.\n"
"Two regions can be connected to each other if they share a similar edge. You "
"can set the minimum distance between two vertices required to connect two "
"edges by using [method NavigationServer3D.map_set_edge_connection_margin].\n"
"[b]Note:[/b] Overlapping two regions' navigation meshes is not enough for "
"connecting two regions. They must share a similar edge.\n"
"The cost of entering this region from another region can be controlled with "
"the [member enter_cost] value.\n"
"[b]Note:[/b] This value is not added to the path cost when the start position "
"is already inside this region.\n"
"The cost of traveling distances inside this region can be controlled with the "
"[member travel_cost] multiplier.\n"
"[b]Note:[/b] This node caches changes to its properties, so if you make "
"changes to the underlying region [RID] in [NavigationServer3D], they will not "
"be reflected in this node's properties."
msgstr ""
"可达的 3D 地区,基于 [NavigationMesh][NavigationAgent3D] 能够将其用于寻"
"路。\n"
"两个地区如果存在相近的边就可以互相连接。连接两条边所需的顶点最小间距可以通过 "
"[method NavigationServer3D.map_set_edge_connection_margin] 设置。\n"
"[b]注意:[/b]两个地区存在重叠部分并不足以让它们相连。必须有相近的边。\n"
"从一个地区进入另一个地区的寻路成本可以使用 [member enter_cost] 控制。\n"
"[b]注意:[/b]起点位于该地区时,这个值不计入路径成本。\n"
"在该地区中行进的寻路成本可以使用乘数 [member travel_cost] 控制。\n"
"[b]注意:[/b]该节点会对这些属性进行缓存,因此,你在 [NavigationServer3D] 中对"
"底层的地区 [RID] 进行的修改不会在该节点的属性中。"
msgid ""
"Bakes the [NavigationMesh]. If [param on_thread] is set to [code]true[/code] "
"(default), the baking is done on a separate thread. Baking on separate thread "
"is useful because navigation baking is not a cheap operation. When it is "
"completed, it automatically sets the new [NavigationMesh]. Please note that "
"baking on separate thread may be very slow if geometry is parsed from meshes "
"as async access to each mesh involves heavy synchronization. Also, please "
"note that baking on a separate thread is automatically disabled on operating "
"systems that cannot use threads (such as Web with threads disabled)."
msgstr ""
"烘焙该 [NavigationMesh]。如果 [param on_thread] 被设置为 [code]true[/code](默"
"认),则该烘焙将在单独的线程上完成。独立线程烘焙很有用,因为导航烘焙不是一项廉"
"价的操作。完成后,它会自动设置新的 [NavigationMesh]。请注意,如果几何体是从网"
"格解析而来的,则独立线程烘焙可能会非常慢,因为对每个网格的异步访问会涉及大量同"
"步操作。另外,请注意在无法使用线程的操作系统(例如禁用线程的 Web会自动禁"
"用独立线程烘焙。"
msgid ""
"Returns the [RID] of this region on the [NavigationServer3D]. Combined with "
"[method NavigationServer3D.map_get_closest_point_owner] can be used to "
"identify the [NavigationRegion3D] closest to a point on the merged navigation "
"map."
msgstr ""
"返回 [NavigationServer3D] 上该区块的 [RID]。结合 [method NavigationServer3D."
"map_get_closest_point_owner] 可用于识别距离该合并导航地图上的点最近的 "
"[NavigationRegion3D]。"
msgid ""
"Sets the [RID] of the navigation map this region should use. By default the "
"region will automatically join the [World3D] default navigation map so this "
"function is only required to override the default map."
msgstr ""
"设置该区块应使用的导航地图的 [RID]。默认情况下,该区块会自动加入 [World3D] 默"
"认导航地图,因此该函数只需要覆盖默认地图即可。"
msgid "Determines if the [NavigationRegion3D] is enabled or disabled."
msgstr "决定该 [NavigationRegion3D] 是启用还是禁用。"
msgid ""
"A bitfield determining all navigation layers the region belongs to. These "
"navigation layers can be checked upon when requesting a path with [method "
"NavigationServer3D.map_get_path]."
msgstr ""
"确定该区块所属的所有导航层的位字段。当使用 [method NavigationServer3D."
"map_get_path] 请求一个路径时,可以检查这些导航层。"
msgid "The [NavigationMesh] resource to use."
msgstr "使用的 [NavigationMesh] 资源。"
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "导航网格烘焙操作完成时发出通知。"
msgid "Notifies when the [NavigationMesh] has changed."
msgstr "[NavigationMesh] 发生变化时发出通知。"
msgid "A server interface for low-level 2D navigation access."
msgstr "用于访问低阶 2D 导航的服务器接口。"
msgid ""
"NavigationServer2D is the server that handles navigation maps, regions and "
"agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n"
"Maps are made up of regions, which are made of navigation polygons. Together, "
"they define the traversable areas in the 2D world.\n"
"[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation-related nodes in the scene tree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [code]edge_connection_margin[/code] to the "
"respective other edge's vertex.\n"
"You may assign navigation layers to regions with [method NavigationServer2D."
"region_set_navigation_layers], which then can be checked upon when requesting "
"a path with [method NavigationServer2D.map_get_path]. This can be used to "
"allow or deny certain areas for some objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
"modified velocity directly may move an agent outside of the traversable area. "
"This is a limitation of the collision avoidance system, any more complex "
"situation may require the use of the physics engine.\n"
"This server keeps tracks of any call and executes them during the sync phase. "
"This means that you can request any change to the map, using any thread, "
"without worrying."
msgstr ""
"NavigationServer2D 是负责处理导航地图、区块、代理的服务器。不负责处理 "
"[AStar2D] 和 [AStarGrid2D] 的 A* 导航。\n"
"地图由区块组成,区块由导航多边形组成。它们共同定义了 2D 空间中的可达区域。\n"
"[b]注意:[/b]大多数 [NavigationServer2D] 的更改都是在下一个物理帧进行的,不会"
"立即生效。包括所有对地图、区块、代理的更改,无论是通过场景树中导航相关的节点作"
"出的更改,还是通过脚本作出的更改。\n"
"两个区块必须共享一条相似的边才能相连。如果一条边的两个顶点与另一条边上相应顶点"
"的距离都小于 [code]edge_connection_margin[/code],那么就会认为这两条边是相连"
"的。\n"
"可以使用 [method NavigationServer2D.region_set_navigation_layers] 为区块分配导"
"航层,使用 [method NavigationServer2D.map_get_path] 请求路径时会对导航层进行检"
"查。可用于允许或禁止某些对象进入特定的区域。\n"
"使用碰撞躲避系统就需要使用代理。你可以为代理设置目标速度,然后服务器就会发出回"
"调,提供修改后的速度。\n"
"[b]注意:[/b]碰撞躲避系统并不考虑区块。直接使用修改后的速度可能会将代理移动到"
"可达区域之外。这是碰撞躲避系统的缺陷,更复杂的场合可能需要使用物理引擎。\n"
"服务器会对所有调用进行跟踪,并在同步阶段执行。这意味着你可以放心地从任何线程请"
"求对地图作出任何修改。"
msgid "Using NavigationServer"
msgstr "使用 NavigationServer"
msgid "Creates the agent."
msgstr "创建代理。"
msgid "Return [code]true[/code] if the specified [param agent] uses avoidance."
msgstr "如果指定的 [param agent] 使用避障,则返回 [code]true[/code]。"
msgid ""
"Returns the navigation map [RID] the requested [param agent] is currently "
"assigned to."
msgstr "返回请求 [param agent] 目前分配到的导航地图 [RID]。"
msgid "Returns [code]true[/code] if the specified [param agent] is paused."
msgstr "如果指定的 [param agent] 处于暂停状态,则返回 [code]true[/code]。"
msgid "Returns true if the map got changed the previous frame."
msgstr "如果该地图在上一帧发生了改变,则返回 true。"
msgid ""
"Sets the callback [Callable] that gets called after each avoidance processing "
"step for the [param agent]. The calculated [code]safe_velocity[/code] will be "
"dispatched with a signal to the object just before the physics calculations.\n"
"[b]Note:[/b] Created callbacks are always processed independently of the "
"SceneTree state as long as the agent is on a navigation map and not freed. To "
"disable the dispatch of a callback from an agent use [method "
"agent_set_avoidance_callback] again with an empty [Callable]."
msgstr ""
"设置在 [param agent] 的每个避障处理步骤之后调用的回调 [Callable]。计算出的 "
"[code]safe_velocity[/code] 将在物理计算之前通过信号发送。\n"
"[b]注意:[/b]只要代理还在导航地图上且未被释放,创建的回调就会始终独立于 "
"SceneTree 状态进行处理。要为某个代理禁用回调的发送,请再次使用一个空的 "
"[Callable] 来调用 [method agent_set_avoidance_callback]。"
msgid ""
"If [param enabled] is [code]true[/code], the specified [param agent] uses "
"avoidance."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则指定的 [param agent] 使用避障。"
msgid "Set the agent's [code]avoidance_layers[/code] bitmask."
msgstr "设置该代理的 [code]avoidance_layers[/code] 位掩码。"
msgid "Set the agent's [code]avoidance_mask[/code] bitmask."
msgstr "设置该代理的 [code]avoidance_mask[/code] 位掩码。"
msgid ""
"Set the agent's [code]avoidance_priority[/code] with a [param priority] "
"between 0.0 (lowest priority) to 1.0 (highest priority).\n"
"The specified [param agent] does not adjust the velocity for other agents "
"that would match the [code]avoidance_mask[/code] but have a lower [code] "
"avoidance_priority[/code]. This in turn makes the other agents with lower "
"priority adjust their velocities even more to avoid collision with this agent."
msgstr ""
"设置该代理的 [code]avoidance_priority[/code],优先级 [param priority] 在 0.0"
"(最低优先级)到 1.0(最高优先级)之间。\n"
"[param agent] 指定的代理不会针对 [code]avoidance_mask[/code] 存在匹配但 "
"[code] avoidance_priority[/code] 更低的代理调整速度。相应地,优先级更低的代理"
"则会对其速度进行更大的调整,从而避免与这个代理发生碰撞。"
msgid "Puts the agent in the map."
msgstr "将代理放入地图中。"
msgid ""
"Sets the maximum number of other agents the agent takes into account in the "
"navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
"设置在导航中,该代理所考虑的其他代理的最大数量。这个数越大,模拟的运行时间越"
"长。如果这个数太小,则模拟会不安全。"
msgid "Sets the maximum speed of the agent. Must be positive."
msgstr "设置该代理的最大速度。必须为正数。"
msgid ""
"Sets the maximum distance to other agents this agent takes into account in "
"the navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
"设置在导航中,该代理所考虑的其他代理的最大距离。这个数越大,模拟的运行时间越"
"长。如果这个数太小,则模拟会不安全。"
msgid ""
"If [param paused] is true the specified [param agent] will not be processed, "
"e.g. calculate avoidance velocities or receive avoidance callbacks."
msgstr ""
"如果 [param paused] 为 true则不会对指定的 [param agent] 进行处理,例如计算避"
"障速度以及收到避障回调。"
msgid "Sets the position of the agent in world space."
msgstr "设置该代理在世界空间中的位置。"
msgid "Sets the radius of the agent."
msgstr "设置该代理的半径。"
msgid ""
"The minimal amount of time for which the agent's velocities that are computed "
"by the simulation are safe with respect to other agents. The larger this "
"number, the sooner this agent will respond to the presence of other agents, "
"but the less freedom this agent has in choosing its velocities. A too high "
"value will slow down agents movement considerably. Must be positive."
msgstr ""
"考虑其他代理的前提下,该代理的速度的最短安全时间,这个速度是通过仿真得到的。数"
"值越大,代理响应其他代理的速度就越快,但该代理选择速度的自由度也就越小。太高的"
"取值会大大降低代理的移动速度。必须为正数。"
msgid ""
"The minimal amount of time for which the agent's velocities that are computed "
"by the simulation are safe with respect to static avoidance obstacles. The "
"larger this number, the sooner this agent will respond to the presence of "
"static avoidance obstacles, but the less freedom this agent has in choosing "
"its velocities. A too high value will slow down agents movement considerably. "
"Must be positive."
msgstr ""
"考虑其他静态避障障碍物的前提下,该代理的速度的最短安全时间,这个速度是通过仿真"
"得到的。数值越大,代理响应存在的静态避障障碍物的速度就越快,但该代理选择速度的"
"自由度也就越小。太高的取值会大大降低代理的移动速度。必须为正数。"
msgid ""
"Sets [param velocity] as the new wanted velocity for the specified [param "
"agent]. The avoidance simulation will try to fulfill this velocity if "
"possible but will modify it to avoid collision with other agent's and "
"obstacles. When an agent is teleported to a new position far away use [method "
"agent_set_velocity_forced] instead to reset the internal velocity state."
msgstr ""
"将 [param velocity] 设置为指定代理 [param agent] 的新的需求速度。避障仿真会尽"
"可能尝试满足这个速度,但为了躲避与其他代理和障碍物的碰撞也会对它进行修改。将代"
"理传送至新的较远的位置时,请改用 [method agent_set_velocity_forced] 重置内部速"
"度状态。"
msgid ""
"Replaces the internal velocity in the collision avoidance simulation with "
"[param velocity] for the specified [param agent]. When an agent is teleported "
"to a new position far away this function should be used in the same frame. If "
"called frequently this function can get agents stuck."
msgstr ""
"将指定代理 [param agent] 的避障仿真内部速度替换为 [param velocity]。将代理传送"
"至新的较远的位置时,应该在同一帧里使用这个函数。频繁调用这个函数可能让代理卡"
"住。"
msgid ""
"Bakes the provided [param navigation_polygon] with the data from the provided "
"[param source_geometry_data]. After the process is finished the optional "
"[param callback] will be called."
msgstr ""
"使用提供的 [param source_geometry_data] 中的数据烘焙提供的 [param "
"navigation_polygon]。该过程完成后,将调用可选的 [param callback]。"
msgid ""
"Bakes the provided [param navigation_polygon] with the data from the provided "
"[param source_geometry_data] as an async task running on a background thread. "
"After the process is finished the optional [param callback] will be called."
msgstr ""
"使用提供的 [param source_geometry_data] 中的数据烘焙提供的 [param "
"navigation_polygon],并作为在后台线程上运行的异步任务。该过程完成后,将调用可"
"选的 [param callback]。"
msgid "Destroys the given RID."
msgstr "销毁给定的 RID。"
msgid "Returns [code]true[/code] when the NavigationServer has debug enabled."
msgstr "如果该 NavigationServer 启用了调试,则返回 [code]true[/code]。"
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
"返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 2D "
"和 3D 导航地图,因为理论上它们之间是没有区别的。"
msgid "Create a new link between two positions on a map."
msgstr "在地图上新建两个地点之间的链接。"
msgid "Returns [code]true[/code] if the specified [param link] is enabled."
msgstr "如果指定的 [param link] 已启用,则返回 [code]true[/code]。"
msgid "Returns the ending position of this [param link]."
msgstr "返回链接 [param link] 的结束位置。"
msgid "Returns the enter cost of this [param link]."
msgstr "返回 [param link] 链接的进入消耗。"
msgid ""
"Returns the navigation map [RID] the requested [param link] is currently "
"assigned to."
msgstr "返回请求的导航链接 [param link] 当前分配的导航地图的 [RID]。"
msgid "Returns the navigation layers for this [param link]."
msgstr "返回 [param link] 的导航层。"
msgid "Returns the [code]ObjectID[/code] of the object which manages this link."
msgstr "返回管理该链接的对象的 [code]ObjectID[/code]。"
msgid "Returns the starting position of this [param link]."
msgstr "返回 [param link] 链接的入口位置。"
msgid "Returns the travel cost of this [param link]."
msgstr "返回 [param link] 链接的移动消耗。"
msgid "Returns whether this [param link] can be travelled in both directions."
msgstr "返回该 [param link] 是否能够双向通行。"
msgid "Sets whether this [param link] can be travelled in both directions."
msgstr "设置该 [param link] 是否能够双向通行。"
msgid ""
"If [param enabled] is [code]true[/code], the specified [param link] will "
"contribute to its current navigation map."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则指定的 [param link] 会在它的当前"
"导航地图中生效。"
msgid "Sets the exit position for the [param link]."
msgstr "设置 [param link] 的出口位置。"
msgid "Sets the [param enter_cost] for this [param link]."
msgstr "设置 [param link] 的进入消耗 [param enter_cost]。"
msgid "Sets the navigation map [RID] for the link."
msgstr "设置该链接的导航地图 [RID]。"
msgid ""
"Set the links's navigation layers. This allows selecting links from a path "
"request (when using [method NavigationServer2D.map_get_path])."
msgstr ""
"设置该链接的导航层。可以在(使用 [method NavigationServer2D.map_get_path])进"
"行路径请求时选择链接。"
msgid "Set the [code]ObjectID[/code] of the object which manages this link."
msgstr "设置管理该链接的对象的 [code]ObjectID[/code]。"
msgid "Sets the entry position for this [param link]."
msgstr "设置 [param link] 的入口位置。"
msgid "Sets the [param travel_cost] for this [param link]."
msgstr "设置 [param link] 的移动消耗 [param travel_cost]。"
msgid "Create a new map."
msgstr "创建一张新地图。"
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[param map] [RID]. By default navigation maps are only synchronized at the "
"end of each physics frame. This function can be used to immediately "
"(re)calculate all the navigation meshes and region connections of the "
"navigation map. This makes it possible to query a navigation path for a "
"changed map immediately and in the same frame (multiple times if needed).\n"
"Due to technical restrictions the current NavigationServer command queue will "
"be flushed. This means all already queued update commands for this physics "
"frame will be executed, even those intended for other maps, regions and "
"agents not part of the specified map. The expensive computation of the "
"navigation meshes and region connections of a map will only be done for the "
"specified map. Other maps will receive the normal synchronization at the end "
"of the physics frame. Should the specified map receive changes after the "
"forced update it will update again as well when the other maps receive their "
"update.\n"
"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
"is untouched by this function and continues to happen for all maps and agents "
"at the end of the physics frame.\n"
"[b]Note:[/b] With great power comes great responsibility. This function "
"should only be used by users that really know what they are doing and have a "
"good reason for it. Forcing an immediate update of a navigation map requires "
"locking the NavigationServer and flushing the entire NavigationServer command "
"queue. Not only can this severely impact the performance of a game but it can "
"also introduce bugs if used inappropriately without much foresight."
msgstr ""
"该函数将立即强制指定的导航 [param map] [RID] 的同步。默认情况下,导航地图仅在"
"每个物理帧结束时同步。该函数可用于立即(重新)计算该导航地图的所有导航网格和区"
"块连接。这使得可以在同一帧中对修改后的地图的导航路径立即执行查询(如果需要,可"
"以执行多次)。\n"
"由于技术上的限制,当前的 NavigationServer 命令队列将被冲刷。这意味着所有已在当"
"前物理帧中入队的更新命令都会被执行,即使是那些用于其他地图、不属于指定地图的区"
"块和代理的更新命令。 昂贵计算的导航网格和地图的区块连接将仅针对指定地图进行。"
"其他地图将在物理帧结束时接收正常同步。如果指定的地图在强制更新后又收到了修改,"
"则它将在其他地图收到更新时再次更新。\n"
"避障处理和 [code]safe_velocity[/code] 信号的分发不受该函数影响,仍继续发生在物"
"理帧结束时的所有地图和代理上。\n"
"[b]注意:[/b]能力越大,责任越大。该函数仅该用于用户真正知道自己在做什么并且有"
"充分理由的情况。强制立即更新导航地图需要锁定 NavigationServer 并冲刷整个 "
"NavigationServer 命令队列。这不仅会严重影响游戏的性能,而且如果缺乏远见且使用"
"不当,还会引入 bug。"
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
"requested navigation [param map]."
msgstr "返回所有与请求的导航地图 [param map] 关联的导航代理的 [RID]。"
msgid ""
"Returns the map cell size used to rasterize the navigation mesh vertices."
msgstr "返回地图的单元格大小,用于将导航网格的顶点进行栅格化。"
msgid ""
"Returns the point closest to the provided [param to_point] on the navigation "
"mesh surface."
msgstr "返回导航网格表面上与提供的 [param to_point] 距离最近的点。"
msgid ""
"Returns the owner region RID for the point returned by [method "
"map_get_closest_point]."
msgstr "返回由 [method map_get_closest_point] 返回的点的所有者地区的 RID。"
msgid ""
"Returns the edge connection margin of the map. The edge connection margin is "
"a distance used to connect two regions."
msgstr "返回地图的边界连接边距。边界连接边距是用于连接两个地区的距离。"
msgid ""
"Returns the link connection radius of the map. This distance is the maximum "
"range any link will search for navigation mesh polygons to connect to."
msgstr ""
"返回该地图的链接连接半径。该距离是任何链接将搜索要连接的导航网格多边形的最大范"
"围。"
msgid ""
"Returns all navigation link [RID]s that are currently assigned to the "
"requested navigation [param map]."
msgstr "返回当前分配给请求的导航地图 [param map] 的所有导航链接的 [RID]。"
msgid ""
"Returns all navigation obstacle [RID]s that are currently assigned to the "
"requested navigation [param map]."
msgstr "返回当前分配给请求的导航地图 [param map] 的所有导航障碍物的 [RID]。"
msgid ""
"Returns the navigation path to reach the destination from the origin. [param "
"navigation_layers] is a bitmask of all region navigation layers that are "
"allowed to be in the path."
msgstr ""
"返回从原点到达目的地的导航路径。[param navigation_layers] 是被允许在路径中的所"
"有区块导航层的位掩码。"
msgid ""
"Returns all navigation regions [RID]s that are currently assigned to the "
"requested navigation [param map]."
msgstr "返回当前分配给所请求的导航 [param map] 的所有导航区块的 [RID]。"
msgid ""
"Returns whether the navigation [param map] allows navigation regions to use "
"edge connections to connect with other navigation regions within proximity of "
"the navigation map edge connection margin."
msgstr ""
"返回是否允许导航地图 [param map] 使用边缘连接与位于导航地图边缘连接边距范围内"
"的其他导航区块相连接。"
msgid "Returns true if the map is active."
msgstr "如果地图处于活动状态,则返回 true。"
msgid "Sets the map active."
msgstr "设置地图的激活态。"
msgid ""
"Sets the map cell size used to rasterize the navigation mesh vertices. Must "
"match with the cell size of the used navigation meshes."
msgstr ""
"设置用于栅格化导航网格顶点的地图单元格大小。必须与所使用的导航网格单元格大小相"
"匹配。"
msgid ""
"Set the map edge connection margin used to weld the compatible region edges."
msgstr "设置用于焊接兼容地区边界的地图边界连接边距。"
msgid ""
"Set the map's link connection radius used to connect links to navigation "
"polygons."
msgstr "设置该地图用于连接链接和导航多边形的链接连接半径。"
msgid ""
"Set the navigation [param map] edge connection use. If [param enabled] is "
"[code]true[/code], the navigation map allows navigation regions to use edge "
"connections to connect with other navigation regions within proximity of the "
"navigation map edge connection margin."
msgstr ""
"设置导航地图 [param map] 的边缘连接使用情况。如果 [param enabled] 为 "
"[code]true[/code],则导航地图允许导航区块使用边缘连接与位于导航地图边缘连接边"
"距范围内的其他导航区块相连接。"
msgid "Creates a new navigation obstacle."
msgstr "新建导航障碍物。"
msgid ""
"Returns [code]true[/code] if the provided [param obstacle] has avoidance "
"enabled."
msgstr "如果给定的 [param obstacle] 启用了避障,则返回 [code]true[/code]。"
msgid ""
"Returns the navigation map [RID] the requested [param obstacle] is currently "
"assigned to."
msgstr "返回请求的障碍物 [param obstacle] 当前分配的导航地图 [RID]。"
msgid "Returns [code]true[/code] if the specified [param obstacle] is paused."
msgstr "如果指定的 [param obstacle] 被暂停,则返回 [code]true[/code]。"
msgid ""
"If [param enabled] is [code]true[/code], the provided [param obstacle] "
"affects avoidance using agents."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则提供的障碍物 [param obstacle] 会"
"影响使用代理的避障。"
msgid "Set the obstacles's [code]avoidance_layers[/code] bitmask."
msgstr "设置障碍物的避障层 [code]avoidance_layers[/code] 位掩码。"
msgid "Sets the navigation map [RID] for the obstacle."
msgstr "为障碍物设置导航地图 [RID]。"
msgid ""
"If [param paused] is true the specified [param obstacle] will not be "
"processed, e.g. affect avoidance velocities."
msgstr ""
"如果 [param paused] 为 true则不会处理指定的障碍物 [param obstacle],例如不会"
"影响避障速度。"
msgid "Sets the position of the obstacle in world space."
msgstr "设置障碍物在世界空间中的位置。"
msgid "Sets the radius of the dynamic obstacle."
msgstr "设置动态障碍物的半径。"
msgid ""
"Sets [param velocity] of the dynamic [param obstacle]. Allows other agents to "
"better predict the movement of the dynamic obstacle. Only works in "
"combination with the radius of the obstacle."
msgstr ""
"将动态障碍物 [param obstacle] 的速度设置为 [param velocity]。能够让其他代理更"
"好地预测该动态障碍物的移动。仅在与障碍物半径一同使用时有效。"
msgid ""
"Sets the outline vertices for the obstacle. If the vertices are winded in "
"clockwise order agents will be pushed in by the obstacle, else they will be "
"pushed out."
msgstr ""
"设置障碍物的轮廓顶点。如果顶点顺时针缠绕,则障碍物会将代理向内部推挤,否则向外"
"推挤。"
msgid ""
"Parses the [SceneTree] for source geometry according to the properties of "
"[param navigation_polygon]. Updates the provided [param source_geometry_data] "
"resource with the resulting data. The resource can then be used to bake a "
"navigation mesh with [method bake_from_source_geometry_data]. After the "
"process is finished the optional [param callback] will be called.\n"
"[b]Note:[/b] This function needs to run on the main thread or with a deferred "
"call as the SceneTree is not thread-safe.\n"
"[b]Performance:[/b] While convenient, reading data arrays from [Mesh] "
"resources can affect the frame rate negatively. The data needs to be received "
"from the GPU, stalling the [RenderingServer] in the process. For performance "
"prefer the use of e.g. collision shapes or creating the data arrays entirely "
"in code."
msgstr ""
"根据 [param navigation_polygon] 的属性解析 [SceneTree] 中的源几何体。会使用解"
"析的结果数据对提供的 [param source_geometry_data] 资源进行更新。后续可以在使"
"用 [method bake_from_source_geometry_data] 烘焙导航网格时使用该资源。解析过程"
"完成后,会调用可选的 [param callback]。\n"
"[b]注意:[/b]因为 SceneTree 并不是线程安全的,所以这个函数需要在主线程执行或使"
"用延迟调用。\n"
"[b]性能:[/b]从 [Mesh] 资源读取数据数组虽然很方便,但会对帧率造成负面影响。这"
"些数据需要从 GPU 获取,卡住正在处理的 [RenderingServer]。出于性能考量,请优先"
"使用碰撞形状或在完全在代码中创建数据数组。"
msgid ""
"Queries a path in a given navigation map. Start and target position and other "
"parameters are defined through [NavigationPathQueryParameters2D]. Updates the "
"provided [NavigationPathQueryResult2D] result object with the path among "
"other results requested by the query."
msgstr ""
"在给定导航地图中查询路径。起点、目标点以及其他参数通过 "
"[NavigationPathQueryParameters2D] 定义。会使用路径和其他查询中请求的信息更新提"
"供的 [NavigationPathQueryResult2D]。"
msgid "Creates a new region."
msgstr "创建一个新的地区。"
msgid ""
"Returns the ending point of a connection door. [param connection] is an index "
"between 0 and the return value of [method region_get_connections_count]."
msgstr ""
"返回连接门的终点。[param connection] 是一个索引,介于 0 和 [method "
"region_get_connections_count] 的返回值之间。"
msgid ""
"Returns the starting point of a connection door. [param connection] is an "
"index between 0 and the return value of [method region_get_connections_count]."
msgstr ""
"返回连接门的起点。[param connection] 是一个索引,介于 0 和 [method "
"region_get_connections_count] 的返回值之间。"
msgid ""
"Returns how many connections this [param region] has with other regions in "
"the map."
msgstr "返回 [param region] 地区与其他地区在地图上有多少连接。"
msgid "Returns [code]true[/code] if the specified [param region] is enabled."
msgstr "如果指定的 [param region] 已启用,则返回 [code]true[/code]。"
msgid "Returns the enter cost of this [param region]."
msgstr "返回 [param region] 地区的进入消耗。"
msgid ""
"Returns the navigation map [RID] the requested [param region] is currently "
"assigned to."
msgstr "返回请求的 [param region] 地区所关联的导航地图的 [RID]。"
msgid "Returns the region's navigation layers."
msgstr "返回该地区的导航层。"
msgid ""
"Returns the [code]ObjectID[/code] of the object which manages this region."
msgstr "返回管理该地区对象的 [code]ObjectID[/code]。"
msgid "Returns the travel cost of this [param region]."
msgstr "返回 [param region] 地区的移动消耗。"
msgid ""
"Returns whether the navigation [param region] is set to use edge connections "
"to connect with other navigation regions within proximity of the navigation "
"map edge connection margin."
msgstr ""
"返回导航区块 [param region] 是否被设置为使用边缘连接与位于导航地图边缘连接边距"
"范围内的其他导航区块相连接。"
msgid ""
"Returns [code]true[/code] if the provided [param point] in world space is "
"currently owned by the provided navigation [param region]. Owned in this "
"context means that one of the region's navigation mesh polygon faces has a "
"possible position at the closest distance to this point compared to all other "
"navigation meshes from other navigation regions that are also registered on "
"the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the navigation "
"region whose polygons are processed first wins the ownership. Polygons are "
"processed in the same order that navigation regions were registered on the "
"NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is expected."
msgstr ""
"如果提供的世界空间中的 [param point] 当前由提供的导航区块 [param region] 拥"
"有,则返回 [code]true[/code]。在这里的上下文中,“拥有”意味着与来自其他导航区块"
"的所有其他导航网格相比,该区块的导航网格多边形面中有一个距离该点最近的可能位"
"置,这些其他导航区块也已在提供的区块的导航地图上注册。\n"
"如果有多个导航网格存在符合条件的位置并且距离相等,那么其多边形先被处理的导航区"
"块将赢得所有权。多边形的处理顺序与导航区块在 NavigationServer 上的注册顺序一"
"致。\n"
"[b]注意:[/b]如果来自不同导航区块的导航网格存在重叠(通常应当避免),可能会得"
"到预料之外的结果。"
msgid ""
"If [param enabled] is [code]true[/code] the specified [param region] will "
"contribute to its current navigation map."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则指定的 [param region] 会在它的当"
"前导航地图中生效。"
msgid "Sets the [param enter_cost] for this [param region]."
msgstr "设置 [param region] 地区的进入消耗 [param enter_cost]。"
msgid "Sets the map for the region."
msgstr "设置该地区的地图。"
msgid ""
"Set the region's navigation layers. This allows selecting regions from a path "
"request (when using [method NavigationServer2D.map_get_path])."
msgstr ""
"设置地区的导航层。能够在路径请求中选择地区(使用 [method NavigationServer2D."
"map_get_path] 时)。"
msgid "Sets the [param navigation_polygon] for the region."
msgstr "设置该地区的导航多边形 [param navigation_polygon]。"
msgid "Set the [code]ObjectID[/code] of the object which manages this region."
msgstr "设置管理该地区对象的 [code]ObjectID[/code]。"
msgid "Sets the global transformation for the region."
msgstr "设置该地区的全局变换。"
msgid "Sets the [param travel_cost] for this [param region]."
msgstr "设置 [param region] 地区的移动消耗 [param travel_cost]。"
msgid ""
"If [param enabled] is [code]true[/code], the navigation [param region] will "
"use edge connections to connect with other navigation regions within "
"proximity of the navigation map edge connection margin."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则导航区块 [param region] 将使用边"
"缘连接来与位于导航地图边缘连接边距范围内的其他导航区块相连接。"
msgid "If [code]true[/code] enables debug mode on the NavigationServer."
msgstr "如果为 [code]true[/code],则该 NavigationServer 启用了调试模式。"
msgid ""
"Emitted when a navigation map is updated, when a region moves or is modified."
msgstr "当导航地图更新时、地区移动或被修改时发出。"
msgid ""
"Emitted when navigation debug settings are changed. Only available in debug "
"builds."
msgstr "当导航调试设置更改时发出。仅在调试版本中可用。"
msgid "A server interface for low-level 3D navigation access."
msgstr "用于访问低阶 3D 导航的服务器接口。"
msgid ""
"NavigationServer3D is the server that handles navigation maps, regions and "
"agents. It does not handle A* navigation from [AStar3D].\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation-related nodes in the scene tree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [code]edge_connection_margin[/code] to the "
"respective other edge's vertex.\n"
"You may assign navigation layers to regions with [method NavigationServer3D."
"region_set_navigation_layers], which then can be checked upon when requesting "
"a path with [method NavigationServer3D.map_get_path]. This can be used to "
"allow or deny certain areas for some objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
"modified velocity directly may move an agent outside of the traversable area. "
"This is a limitation of the collision avoidance system, any more complex "
"situation may require the use of the physics engine.\n"
"This server keeps tracks of any call and executes them during the sync phase. "
"This means that you can request any change to the map, using any thread, "
"without worrying."
msgstr ""
"NavigationServer3D 是处理导航地图、区块、代理的服务器。它不处理来自 [AStar3D] "
"的 A* 导航。\n"
"地图由区块组成,区块由导航网格组成。它们共同定义了 3D 空间中的可达区域。\n"
"[b]注意:[/b]大多数 [NavigationServer3D] 的更改都是在下一个物理帧进行的,不会"
"立即生效。包括所有对地图、区块、代理的更改,无论是通过场景树中导航相关的节点作"
"出的更改,还是通过脚本作出的更改。\n"
"两个区块必须共享一条相似的边才能相连。如果一条边的两个顶点与另一条边上相应顶点"
"的距离都小于 [code]edge_connection_margin[/code],那么就会认为这两条边是相连"
"的。\n"
"可以使用 [method NavigationServer3D.region_set_navigation_layers] 为区块分配导"
"航层,使用 [method NavigationServer3D.map_get_path] 请求路径时会对导航层进行检"
"查。可用于针对某些对象允许或禁止特定的区域。\n"
"使用碰撞躲避系统就需要使用代理。你可以为代理设置目标速度,然后服务器就会发出回"
"调,提供修改后的速度。\n"
"[b]注意:[/b]碰撞躲避系统会忽略区块。直接使用修改后的速度可能会将代理移动到可"
"达区域之外。这是碰撞躲避系统的缺陷,更复杂的场合可能需要使用物理引擎。\n"
"服务器会对所有调用进行跟踪,并在同步阶段执行。这意味着你可以放心地从任何线程请"
"求对地图作出任何修改。"
msgid ""
"Returns [code]true[/code] if the provided [param agent] has avoidance enabled."
msgstr "如果指定代理 [param agent] 启用了避障,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the provided [param agent] uses avoidance in 3D "
"space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z)."
msgstr ""
"如果指定代理 [param agent] 使用 3D 空间 Vector3(x,y,z) 的避障而不是水平 2D "
"Vector2(x,y) / Vector3(x,0.0,z) 避障,则返回 [code]true[/code]。"
msgid ""
"If [param enabled] is [code]true[/code], the provided [param agent] "
"calculates avoidance."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则提供的 [param agent] 会计算避障。"
msgid "Updates the provided [param agent] [param height]."
msgstr "更新指定代理 [param agent] 的高度 [param height]。"
msgid ""
"Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance "
"is enabled.\n"
"If [code]true[/code] the agent calculates avoidance velocities in 3D for the "
"xyz-axis, e.g. for games that take place in air, unterwater or space. The 3D "
"using agent only avoids other 3D avoidance using agent's. The 3D using agent "
"only reacts to radius based avoidance obstacles. The 3D using agent ignores "
"any vertices based obstacles. The 3D using agent only avoids other 3D using "
"agent's.\n"
"If [code]false[/code] the agent calculates avoidance velocities in 2D along "
"the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D "
"avoidance using agent's. The 2D using agent reacts to radius avoidance "
"obstacles. The 2D using agent reacts to vertices based avoidance obstacles. "
"The 2D using agent only avoids other 2D using agent's. 2D using agents will "
"ignore other 2D using agents or obstacles that are below their current "
"position or above their current position including the agents height in 2D "
"avoidance."
msgstr ""
"设置该代理在启用避障时使用 2D 避障还是 3D 避障。\n"
"如果为 [code]true[/code],则代理会为 XYZ 轴计算 3D 避障速度,例如在空中、水"
"中、太空中进行的游戏。使用 3D 的代理只会躲避其他使用 3D 避障的代理。使用 3D 的"
"代理只会响应基于半径的避障障碍物。使用 3D 的代理会忽略基于顶点的障碍物。使用 "
"3D 的代理只会躲避其他使用 3D 的代理。\n"
"如果为 [code]false[/code],则代理会沿 XZ 轴计算 2D 避障速度,忽略 Y 轴。使用 "
"2D 的代理只会躲避其他使用 2D 避障的代理。使用 2D 的代理会响应基于半径的避障障"
"碍物。使用 2D 的代理会响应基于顶点的避障障碍物。使用 2D 的代理只会躲避其他使"
"用 2D 的代理。在 2D 避障时,使用 2D 的代理会忽略它们位于当前位置之下或者位于当"
"前位置与代理高度之和之上的其他使用 2D 的代理和障碍物。"
msgid ""
"Sets [param velocity] as the new wanted velocity for the specified [param "
"agent]. The avoidance simulation will try to fulfill this velocity if "
"possible but will modify it to avoid collision with other agent's and "
"obstacles. When an agent is teleported to a new position use [method "
"agent_set_velocity_forced] as well to reset the internal simulation velocity."
msgstr ""
"将 [param velocity] 设置为指定代理 [param agent] 的新的需求速度。避障仿真会尽"
"可能尝试满足这个速度,但为了躲避与其他代理和障碍物的碰撞也会对它进行修改。将代"
"理传送至新的位置时,请使用 [method agent_set_velocity_forced] 重置内部仿真速"
"度。"
msgid ""
"Replaces the internal velocity in the collision avoidance simulation with "
"[param velocity] for the specified [param agent]. When an agent is teleported "
"to a new position this function should be used in the same frame. If called "
"frequently this function can get agents stuck."
msgstr ""
"将指定代理 [param agent] 的避障仿真内部速度替换为 [param velocity]。将代理传送"
"至新的位置时,应该在同一帧里使用这个函数。频繁调用这个函数可能让代理卡住。"
msgid ""
"Bakes the provided [param navigation_mesh] with the data from the provided "
"[param source_geometry_data] as an async task running on a background thread. "
"After the process is finished the optional [param callback] will be called."
msgstr ""
"使用提供的 [param source_geometry_data] 中的数据烘焙提供的 [param "
"navigation_mesh],并作为在后台线程上运行的异步任务。该过程完成后,将调用可选"
"的 [param callback]。"
msgid ""
"Returns information about the current state of the NavigationServer. See "
"[enum ProcessInfo] for a list of available states."
msgstr ""
"返回有关 NavigationServer 当前状态的信息。有关可用状态的列表,请参阅 [enum "
"ProcessInfo]。"
msgid ""
"Set the links's navigation layers. This allows selecting links from a path "
"request (when using [method NavigationServer3D.map_get_path])."
msgstr ""
"设置该链接的导航层。这允许从路径请求中选择链接(当使用 [method "
"NavigationServer3D.map_get_path] 时)。"
msgid ""
"Returns the map cell height used to rasterize the navigation mesh vertices on "
"the Y axis."
msgstr "返回在 Y 轴上栅格化导航网格顶点所使用的地图单元格高度。"
msgid ""
"Returns the map cell size used to rasterize the navigation mesh vertices on "
"the XZ plane."
msgstr "返回在 XZ 平面上栅格化导航网格顶点所使用的地图单元格大小。"
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
msgstr "返回 [method map_get_closest_point] 所返回的点的法线。"
msgid ""
"Returns the closest point between the navigation surface and the segment."
msgstr "返回导航表面与该线段之间最接近的点。"
msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
"返回地图的边界连接边距。这是让两个不同地区的边界相连所需的最小顶点距离。"
msgid "Returns the map's up direction."
msgstr "返回地图的上方向。"
msgid ""
"Returns true if the navigation [param map] allows navigation regions to use "
"edge connections to connect with other navigation regions within proximity of "
"the navigation map edge connection margin."
msgstr ""
"如果导航地图 [param map] 允许导航区块使用边缘连接与位于导航地图边缘连接边距范"
"围内的其他导航区块相连接,则返回 true。"
msgid ""
"Sets the map cell height used to rasterize the navigation mesh vertices on "
"the Y axis. Must match with the cell height of the used navigation meshes."
msgstr ""
"设置在 Y 轴上栅格化导航网格顶点所使用的地图单元格高度。必须与所使用的导航网格"
"的单元格高度相匹配。"
msgid ""
"Sets the map cell size used to rasterize the navigation mesh vertices on the "
"XZ plane. Must match with the cell size of the used navigation meshes."
msgstr ""
"设置在 XZ 平面上栅格化导航网格顶点所使用的地图单元格大小。必须与所使用的导航网"
"格的单元格大小相匹配。"
msgid "Sets the map up direction."
msgstr "设置地图的上方向。"
msgid "Creates a new obstacle."
msgstr "新建障碍物。"
msgid ""
"Returns [code]true[/code] if the provided [param obstacle] uses avoidance in "
"3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,"
"z)."
msgstr ""
"如果提供的 [param obstacle] 使用 3D 空间的 Vector3(x,y,z),不使用水平 2D "
"Vector2(x,y) / Vector3(x,0.0,z),则返回 [code]true[/code]。"
msgid ""
"Sets the [param height] for the [param obstacle]. In 3D agents will ignore "
"obstacles that are above or below them while using 2D avoidance."
msgstr ""
"设置 [param obstacle] 的高度 [param height]。3D 代理会忽略位于其上方和下方的障"
"碍物,使用 2D 避障。"
msgid "Assigns the [param obstacle] to a navigation map."
msgstr "将 [param obstacle] 分配给导航地图。"
msgid "Updates the [param position] in world space for the [param obstacle]."
msgstr "为 [param obstacle] 更新世界空间中的位置 [param position]。"
msgid ""
"Sets if the [param obstacle] uses the 2D avoidance or the 3D avoidance while "
"avoidance is enabled."
msgstr "设置 [param obstacle] 在启用避障时使用 2D 避障还是 3D 避障。"
msgid ""
"Queries a path in a given navigation map. Start and target position and other "
"parameters are defined through [NavigationPathQueryParameters3D]. Updates the "
"provided [NavigationPathQueryResult3D] result object with the path among "
"other results requested by the query."
msgstr ""
"在给定导航地图中查询路径。起点、目标点以及其他参数通过 "
"[NavigationPathQueryParameters3D] 定义。会使用路径和其他查询中请求的信息更新提"
"供的 [NavigationPathQueryResult3D]。"
msgid ""
"Bakes the [param navigation_mesh] with bake source geometry collected "
"starting from the [param root_node].\n"
"[i]Deprecated.[/i] This function is deprecated due to core threading changes. "
"To upgrade existing code, first create a [NavigationMeshSourceGeometryData3D] "
"resource. Use this resource with [method parse_source_geometry_data] to parse "
"the SceneTree for nodes that should contribute to the navigation mesh baking. "
"The SceneTree parsing needs to happen on the main thread. After the parsing "
"is finished use the resource with [method bake_from_source_geometry_data] to "
"bake a navigation mesh."
msgstr ""
"使用从 [param root_node] 开始收集的烘焙源几何体来烘焙 [param "
"navigation_mesh]。\n"
"[i]已弃用。[/i] 由于核心线程更改,该函数已弃用。要更新现有代码,请先创建一个 "
"[NavigationMeshSourceGeometryData3D] 资源。将该资源与 [method "
"parse_source_geometry_data] 结合使用来解析 SceneTree 以查找有助于导航网格烘焙"
"的节点。SceneTree 解析需要在主线程上进行。解析完成后,请在调用 [method "
"bake_from_source_geometry_data] 时使用该资源对导航网格进行烘焙。"
msgid ""
"Returns true if the navigation [param region] is set to use edge connections "
"to connect with other navigation regions within proximity of the navigation "
"map edge connection margin."
msgstr ""
"如果导航区块 [param region] 被设置为使用边缘连接与位于导航地图边缘连接边距范围"
"内的其他导航区块相连接,则返回 true。"
msgid ""
"If [param enabled] is [code]true[/code], the specified [param region] will "
"contribute to its current navigation map."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则指定的 [param region] 会在它的当"
"前导航地图中生效。"
msgid ""
"Set the region's navigation layers. This allows selecting regions from a path "
"request (when using [method NavigationServer3D.map_get_path])."
msgstr ""
"设置地区的导航层。能够在路径请求中选择地区(使用 [method NavigationServer3D."
"map_get_path])。"
msgid "Sets the navigation mesh for the region."
msgstr "设置该地图的导航网格。"
msgid "Control activation of this server."
msgstr "控制这个服务器是否激活。"
msgid ""
"Emitted when avoidance debug settings are changed. Only available in debug "
"builds."
msgstr "当避障调试设置更改时发出。仅在调试版本中可用。"
msgid "Constant to get the number of active navigation maps."
msgstr "常量,用于获取活动导航地图的数量。"
msgid "Constant to get the number of active navigation regions."
msgstr "常量,用于获取活动导航地区的数量。"
msgid ""
"Constant to get the number of active navigation agents processing avoidance."
msgstr "常量,用于获取正在进行避障的活动导航代理的数量。"
msgid "Constant to get the number of active navigation links."
msgstr "常量,用于获取活动导航链接的数量。"
msgid "Constant to get the number of navigation mesh polygons."
msgstr "常量,用于获取导航网格多边形的数量。"
msgid "Constant to get the number of navigation mesh polygon edges."
msgstr "常量,用于获取导航网格多边形的边的数量。"
msgid ""
"Constant to get the number of navigation mesh polygon edges that were merged "
"due to edge key overlap."
msgstr "常量,用于获取由于边键重叠而被合并的导航网格多边形的边的数量。"
msgid ""
"Constant to get the number of navigation mesh polygon edges that are "
"considered connected by edge proximity."
msgstr "常量,用以获取被认为由于边接近而连接的导航网格多边形的边的数量。"
msgid ""
"Constant to get the number of navigation mesh polygon edges that could not be "
"merged but may be still connected by edge proximity or with links."
msgstr ""
"常量,用于获取无法合并但仍可通过边接近或链接连接的导航网格多边形的边的数量。"
msgid ""
"A control that displays a texture by keeping its corners intact, but tiling "
"its edges and center."
msgstr "显示纹理的控件,会保持角落不变,但平铺边缘和中心。"
msgid ""
"Also known as 9-slice panels, [NinePatchRect] produces clean panels of any "
"size based on a small texture. To do so, it splits the texture in a 3×3 grid. "
"When you scale the node, it tiles the texture's edges horizontally or "
"vertically, tiles the center on both axes, and leaves the corners unchanged."
msgstr ""
"也叫 9 片式面板,[NinePatchRect] 能够根据较小的纹理,生成任何大小的干净面板。"
"为了做到这一点,它将纹理分割成 3×3 的网格。当你缩放节点时,它会在水平或垂直方"
"向上平铺纹理的侧边,在两个轴上平铺中心,但不会缩放或平铺角落。"
msgid "Returns the size of the margin on the specified [enum Side]."
msgstr "返回指定 [enum Side] 的边距大小。"
msgid ""
"Sets the size of the margin on the specified [enum Side] to [param value] "
"pixels."
msgstr "将给定 [enum Side] 的边距大小设置为 [param value] 像素。"
msgid ""
"The stretch mode to use for horizontal stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
"水平拉伸/平铺时使用的拉伸模式。可能的取值见 [enum NinePatchRect."
"AxisStretchMode]。"
msgid ""
"The stretch mode to use for vertical stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
"用于垂直拉伸/平铺的拉伸模式。可能的取值见 [enum NinePatchRect."
"AxisStretchMode]。"
msgid ""
"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
"borders."
msgstr "如果为 [code]true[/code]则绘制面板的中心。否则只画9-slice的边框。"
msgid ""
"The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's "
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"9-切片底行的高度。边距为 16 意味着 9-切片的底角和侧面将有 16 像素的高度。你可"
"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
msgid ""
"The width of the 9-slice's left column. A margin of 16 means the 9-slice's "
"left corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"9-切片左列的宽度。边距为 16 意味着 9-切片的左角和侧面将有 16 像素的宽度。你可"
"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
msgid ""
"The width of the 9-slice's right column. A margin of 16 means the 9-slice's "
"right corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"9-切片右列的宽度。边距为 16 意味着 9-切片的右角和侧面将有 16 像素的宽度。你可"
"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
msgid ""
"The height of the 9-slice's top row. A margin of 16 means the 9-slice's top "
"corners and side will have a height of 16 pixels. You can set all 4 margin "
"values individually to create panels with non-uniform borders."
msgstr ""
"9-切片顶行的高度。边距为 16 意味着 9-切片的顶角和侧面将有 16 像素的高度。你可"
"以单独设置所有 4 个边距值,来创建有非统一边框的面板。"
msgid ""
"Rectangular region of the texture to sample from. If you're working with an "
"atlas, use this property to define the area the 9-slice should use. All other "
"properties are relative to this one. If the rect is empty, NinePatchRect will "
"use the whole texture."
msgstr ""
"要取样的纹理的矩形区域。如果你正在使用一个图集,使用这个属性来定义 9-切片应该"
"使用的区域。所有其他属性都是相对于这个属性而言的。如果矩形为空NinePatchRect "
"将使用整个纹理。"
msgid "The node's texture resource."
msgstr "节点的纹理资源。"
msgid "Emitted when the node's texture changes."
msgstr "当节点的纹理发生变化时触发。"
msgid ""
"Stretches the center texture across the NinePatchRect. This may cause the "
"texture to be distorted."
msgstr "在 NinePatchRect 上拉伸中心纹理。这可能会导致纹理失真。"
msgid ""
"Repeats the center texture across the NinePatchRect. This won't cause any "
"visible distortion. The texture must be seamless for this to work without "
"displaying artifacts between edges."
msgstr ""
"在 NinePatchRect 上重复中心纹理。这不会导致任何可见的失真。 纹理必须是无缝的,"
"这样才能在边缘之间不显示伪影。"
msgid ""
"Repeats the center texture across the NinePatchRect, but will also stretch "
"the texture to make sure each tile is visible in full. This may cause the "
"texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. "
"The texture must be seamless for this to work without displaying artifacts "
"between edges."
msgstr ""
"在 NinePatchRect 上重复中心纹理,但也会拉伸纹理以确保每个图块都完整可见。这可"
"能会导致纹理扭曲,但少于 [constant AXIS_STRETCH_MODE_STRETCH]。纹理必须是无缝"
"的,这样才能在边缘之间不显示伪影。"
msgid "Base class for all scene objects."
msgstr "所有场景对象的基类。"
msgid ""
"Nodes are Godot's building blocks. They can be assigned as the child of "
"another node, resulting in a tree arrangement. A given node can contain any "
"number of nodes as children with the requirement that all siblings (direct "
"children of a node) should have unique names.\n"
"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and "
"then instantiated into other scenes. This allows for very high flexibility in "
"the architecture and data model of Godot projects.\n"
"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a "
"node is added to the scene tree, it receives the [constant "
"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback "
"is triggered. Child nodes are always added [i]after[/i] their parent node, i."
"e. the [method _enter_tree] callback of a parent node will be triggered "
"before its child's.\n"
"Once all nodes have been added in the scene tree, they receive the [constant "
"NOTIFICATION_READY] notification and their respective [method _ready] "
"callbacks are triggered. For groups of nodes, the [method _ready] callback is "
"called in reverse order, starting with the children and moving up to the "
"parent nodes.\n"
"This means that when adding a node to the scene tree, the following order "
"will be used for the callbacks: [method _enter_tree] of the parent, [method "
"_enter_tree] of the children, [method _ready] of the children and finally "
"[method _ready] of the parent (recursively for the entire scene tree).\n"
"[b]Processing:[/b] Nodes can override the \"process\" state, so that they "
"receive a callback on each frame requesting them to process (do something). "
"Normal processing (callback [method _process], toggled with [method "
"set_process]) happens as fast as possible and is dependent on the frame rate, "
"so the processing time [i]delta[/i] (in seconds) is passed as an argument. "
"Physics processing (callback [method _physics_process], toggled with [method "
"set_physics_process]) happens a fixed number of times per second (60 by "
"default) and is useful for code related to the physics engine.\n"
"Nodes can also process input events. When present, the [method _input] "
"function will be called for each input that the program receives. In many "
"cases, this can be overkill (unless used for simple projects), and the "
"[method _unhandled_input] function might be preferred; it is called when the "
"input event was not handled by anyone else (typically, GUI [Control] nodes), "
"ensuring that the node only receives the events that were meant for it.\n"
"To keep track of the scene hierarchy (especially when instancing scenes into "
"other scenes), an \"owner\" can be set for the node with the [member owner] "
"property. This keeps track of who instantiated what. This is mostly useful "
"when writing editors and tools, though.\n"
"Finally, when a node is freed with [method Object.free] or [method "
"queue_free], it will also free all its children.\n"
"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to "
"manage, you could create groups like \"enemies\" or \"collectables\" for "
"example, depending on your game. See [method add_to_group], [method "
"is_in_group] and [method remove_from_group]. You can then retrieve all nodes "
"in these groups, iterate them and even call methods on groups via the methods "
"on [SceneTree].\n"
"[b]Networking with nodes:[/b] After connecting to a server (or making one, "
"see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote "
"procedure call) system to communicate over the network. By calling [method "
"rpc] with a method name, it will be called locally and in all connected peers "
"(peers = clients and the server that accepts connections). To identify which "
"node receives the RPC call, Godot will use its [NodePath] (make sure node "
"names are the same on all peers). Also, take a look at the high-level "
"networking tutorial and corresponding demos.\n"
"[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, "
"not [Node]. It isn't exposed like most properties but does have a setter and "
"getter ([code]set_script()[/code] and [code]get_script()[/code])."
msgstr ""
"节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排"
"列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟节点(即该节"
"点的直接子节点)的名字唯一。\n"
"节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景中。这"
"使得 Godot 项目的架构和数据模型具有非常高的灵活性。\n"
"[b]场景树:[/b][SceneTree] 包含活动的节点树。当一个节点被添加到场景树中时,它"
"将收到 [constant NOTIFICATION_ENTER_TREE] 通知,并触发其 [method _enter_tree] "
"回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的 [method _enter_tree] "
"回调将在其子节点的之前被触发。\n"
"一旦所有的节点被添加到场景树中,它们就会收到 [constant NOTIFICATION_READY] 通"
"知,其各自的 [method _ready] 回调被触发。对于一组节点,[method _ready] 回调是"
"按相反的顺序调用的,从子节点开始,向上移动到父节点。\n"
"这意味着,当把一个节点添加到场景树中时,将使用下面的顺序进行回调:父节点的 "
"[method _enter_tree]、子节点的 [method _enter_tree]、子节点的 [method "
"_ready],最后是父节点的 [method _ready](对整个场景树进行递归)。\n"
"[b]处理:[/b]节点可以覆盖“处理”状态,以便它们在每一帧上都收到回调,要求它们进"
"行处理(做一些事情)。普通处理(回调 [method _process],可以使用 [method "
"set_process] 开关)会尽可能快地发生,并且取决于帧率,所以处理时间 [i]delta[/i]"
"(单位为秒)会作为参数传入。物理处理(回调 [method _physics_process],可以使"
"用 [method set_physics_process] 开关)每秒发生固定次数(默认为 60对物理引"
"擎相关的代码很有用。\n"
"节点也可以处理输入事件。存在 [method _input] 函数时,程序每收到一次输入都会去"
"调用它。在许多情况下,这么做是大材小用了(除非是用于简单的项目),用 [method "
"_unhandled_input] 函数可能更合适;当输入事件没有被其他节点(通常是 GUI "
"[Control] 节点)处理时,才会调用这个函数,可以确保节点只接收到它该收到的事"
"件。\n"
"为了记录场景的层次结构(尤其是在将场景实例化到其他场景时)可以用 [member "
"owner] 属性为节点设置一个“所有者”。它记录的是谁实例化了什么。这在编写编辑器和"
"工具时非常有用。\n"
"最后,当一个节点被 [method Object.free] 或 [method queue_free] 释放时,它也将"
"释放它的所有子节点。\n"
"[b]分组:[/b]节点可以被添加到很多的组中,以方便管理,你可以根据自己游戏的需要"
"来创建类似“敌人”或“收集品”这样的组。见 [method add_to_group]、[method "
"is_in_group] 和 [method remove_from_group]。加入组后,你可以检索这些组中的所有"
"节点,对它们进行迭代,甚至通过 [SceneTree] 中的方法调用组内方法。\n"
"[b]节点的网络编程:[/b]在连接到服务器(或制作服务器,见 "
"[ENetMultiplayerPeer])之后,可以使用内置的 RPC远程过程调用系统在网络上进"
"行通信。在调用 [method rpc] 时传入方法名,将在本地和所有已连接的对等体中调用对"
"应的方法(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到 RPC 调用,"
"Godot 将使用它的 [NodePath](请确保所有对等体上的节点名称相同)。另外,请参阅"
"高级网络教程和相应的演示。\n"
"[b]注意:[/b][code]script[/code] 属性是 [Object] 类的一部分,不属于 [Node]。这"
"个属性暴露的方式和其他属性不同,但提供了 setter 和 getter[code]set_script()"
"[/code] 和 [code]get_script()[/code])。"
msgid "Nodes and scenes"
msgstr "节点与场景"
msgid "All Demos"
msgstr "所有演示"
msgid ""
"Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
"changing, or after calling [method add_child] in a script). If the node has "
"children, its [method _enter_tree] callback will be called first, and then "
"that of the children.\n"
"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method "
"Object._notification]."
msgstr ""
"当节点进入 [SceneTree] 时调用(例如实例化时,场景改变时,或者在脚本中调用 "
"[method add_child] 后)。如果节点有子节点,则首先调用它的 [method "
"_enter_tree] 回调函数,然后再调用子节点的回调函数。\n"
"对应于 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] "
"通知。"
msgid ""
"Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
"scene changing, or after calling [method remove_child] in a script). If the "
"node has children, its [method _exit_tree] callback will be called last, "
"after all its children have left the tree.\n"
"Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method "
"Object._notification] and signal [signal tree_exiting]. To get notified when "
"the node has already left the active tree, connect to the [signal "
"tree_exited]."
msgstr ""
"当节点即将离开 [SceneTree] 时被调用(例如,在释放、场景改变或在脚本中调用 "
"[method remove_child] 后)。如果该节点有子节点,它的 [method _exit_tree] 回调"
"将在所有子节点离开树后被最后调用。\n"
"对应于 [method Object._notification] 中的 [constant NOTIFICATION_EXIT_TREE] 通"
"知和 [signal tree_exiting] 信号。要在节点已经离开活动树时得到通知,请连接到 "
"[signal tree_exited]。"
msgid ""
"The elements in the array returned from this method are displayed as warnings "
"in the Scene dock if the script that overrides it is a [code]tool[/code] "
"script.\n"
"Returning an empty array produces no warnings.\n"
"Call [method update_configuration_warnings] when the warnings need to be "
"updated for this node.\n"
"[codeblock]\n"
"@export var energy = 0:\n"
" set(value):\n"
" energy = value\n"
" update_configuration_warnings()\n"
"\n"
"func _get_configuration_warnings():\n"
" if energy < 0:\n"
" return [\"Energy must be 0 or greater.\"]\n"
" else:\n"
" return []\n"
"[/codeblock]"
msgstr ""
"如果覆盖这个方法的脚本是 [code]tool[/code] 脚本,那么这个函数所返回的数组中的"
"元素会在“场景”面板中显示为警告。\n"
"返回空数组不会生成警告。\n"
"这个节点的警告需要更新时,请调用 [method update_configuration_warnings]。\n"
"[codeblock]\n"
"@export var energy = 0:\n"
" set(value):\n"
" energy = value\n"
" update_configuration_warnings()\n"
"\n"
"func _get_configuration_warnings():\n"
" if energy < 0:\n"
" return [\"Energy 必须大于等于 0。\"]\n"
" else:\n"
" return []\n"
"[/codeblock]"
msgid ""
"Called when there is an input event. The input event propagates up through "
"the node tree until a node consumes it.\n"
"It is only called if input processing is enabled, which is done automatically "
"if this method is overridden, and can be toggled with [method "
"set_process_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method Viewport.set_input_as_handled] can be called.\n"
"For gameplay input, [method _unhandled_input] and [method "
"_unhandled_key_input] are usually a better fit as they allow the GUI to "
"intercept the events first.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"有输入事件时会被调用。输入事件会沿节点树向上传播,直到有节点将其消耗。\n"
"只有在启用输入处理时才会被调用,如果该方法被重写则会自动启用,可以使用 "
"[method set_process_input] 进行切换。\n"
"要消耗输入事件,阻止它进一步传播到其他节点,可以调用 [method Viewport."
"set_input_as_handled]。\n"
"对于游戏输入,[method _unhandled_input] 和 [method _unhandled_key_input] 通常"
"更适合,因为它们允许 GUI 首先拦截事件。\n"
"[b]注意:[/b]仅当该节点存在于场景树中时(即不是孤立节点),此方法才会被调用。"
msgid ""
"Called during the physics processing step of the main loop. Physics "
"processing means that the frame rate is synced to the physics, i.e. the "
"[param delta] variable should be constant. [param delta] is in seconds.\n"
"It is only called if physics processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_physics_process].\n"
"Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in "
"[method Object._notification].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"在主循环的物理处理步骤中被调用。物理处理意味着帧率与物理同步,即 [param "
"delta] 变量应该是常量。 [param delta] 的单位是秒。\n"
"只有当物理处理被启用时才会被调用,如果这个方法被重写,就会自动被调用,并且可以"
"使用 [method set_physics_process] 进行切换。\n"
"对应于 [method Object._notification] 中的 [constant "
"NOTIFICATION_PHYSICS_PROCESS] 通知。\n"
"[b]注意:[/b]这个方法只有在当节点存在于场景树中时才会被调用(也就是说,如果它"
"不是“孤儿”)。"
msgid ""
"Called during the processing step of the main loop. Processing happens at "
"every frame and as fast as possible, so the [param delta] time since the "
"previous frame is not constant. [param delta] is in seconds.\n"
"It is only called if processing is enabled, which is done automatically if "
"this method is overridden, and can be toggled with [method set_process].\n"
"Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method "
"Object._notification].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"在主循环的处理步骤中被调用。处理发生在每一帧,并且尽可能快,所以从上一帧开始"
"的 [param delta] 时间不是恒定的。[param delta] 的单位是秒。\n"
"只有在启用处理的情况下才会被调用,如果这个方法被重写,会自动进行处理,可以用 "
"[method set_process] 来开关。\n"
"对应于 [method Object._notification] 中的 [constant NOTIFICATION_PROCESS] 通"
"知。\n"
"[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不"
"是“孤儿”)。"
msgid ""
"Called when the node is \"ready\", i.e. when both the node and its children "
"have entered the scene tree. If the node has children, their [method _ready] "
"callbacks get triggered first, and the parent node will receive the ready "
"notification afterwards.\n"
"Corresponds to the [constant NOTIFICATION_READY] notification in [method "
"Object._notification]. See also the [code]@onready[/code] annotation for "
"variables.\n"
"Usually used for initialization. For even earlier initialization, [method "
"Object._init] may be used. See also [method _enter_tree].\n"
"[b]Note:[/b] [method _ready] may be called only once for each node. After "
"removing a node from the scene tree and adding it again, [method _ready] will "
"not be called a second time. This can be bypassed by requesting another call "
"with [method request_ready], which may be called anywhere before adding the "
"node again."
msgstr ""
"当节点“就绪”时被调用,即当节点及其子节点都已经进入场景树时。如果该节点有子节"
"点,将首先触发子节点的 [method _ready] 回调,稍后父节点将收到就绪通知。\n"
"对应 [method Object._notification] 中的 [constant NOTIFICATION_READY] 通知。另"
"请参阅用于变量的 [code]@onready[/code] 注解。\n"
"通常用于初始化。对于更早的初始化,可以使用 [method Object._init]。另见 "
"[method _enter_tree]。\n"
"[b]注意:[/b]对于每个节点可能仅调用一次 [method _ready]。从场景树中移除一个节"
"点后,并再次添加该节点时,将不会第二次调用 [method _ready]。这时可以通过使用 "
"[method request_ready],它可以在再次添加节点之前的任何地方被调用。"
msgid ""
"Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed "
"by [method _input] or any GUI [Control] item. It is called before [method "
"_unhandled_key_input] and [method _unhandled_input]. The input event "
"propagates up through the node tree until a node consumes it.\n"
"It is only called if shortcut processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_shortcut_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method Viewport.set_input_as_handled] can be called.\n"
"This method can be used to handle shortcuts. For generic GUI events, use "
"[method _input] instead. Gameplay events should usually be handled with "
"either [method _unhandled_input] or [method _unhandled_key_input].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not orphan)."
msgstr ""
"当一个 [InputEventKey] 或 [InputEventShortcut],尚未被 [method _input] 或任何 "
"GUI [Control] 项使用时调用。这是在 [method _unhandled_key_input] 和 [method "
"_unhandled_input] 之前调用的。输入事件通过节点树向上传播,直到一个节点消耗"
"它。\n"
"它仅在启用快捷键处理时调用,如果此方法被覆盖,则会自动调用,并且可以使用 "
"[method set_process_shortcut_input] 进行开关。\n"
"要消耗输入事件,并阻止它进一步传播到其他节点,可以调用 [method Viewport."
"set_input_as_handled]。\n"
"此方法可用于处理快捷键。如果是常规的 GUI 事件,请改用 [method _input]。游戏事"
"件通常应该使用 [method _unhandled_input] 或 [method _unhandled_key_input] 处"
"理。\n"
"[b]注意:[/b]仅当该节点存在于场景树中(即它不是一个孤儿节点)时,此方法才会被"
"调用。"
msgid ""
"Called when an [InputEvent] hasn't been consumed by [method _input] or any "
"GUI [Control] item. It is called after [method _shortcut_input] and after "
"[method _unhandled_key_input]. The input event propagates up through the node "
"tree until a node consumes it.\n"
"It is only called if unhandled input processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_unhandled_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method Viewport.set_input_as_handled] can be called.\n"
"For gameplay input, this method is usually a better fit than [method _input], "
"as GUI events need a higher priority. For keyboard shortcuts, consider using "
"[method _shortcut_input] instead, as it is called before this method. "
"Finally, to handle keyboard events, consider using [method "
"_unhandled_key_input] for performance reasons.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"当一个 [InputEvent] 尚未被 [method _input] 或任何 GUI [Control] 项消耗时调用。"
"这是在 [method _shortcut_input] 和 [method _unhandled_key_input] 之后调用的。"
"输入事件通过节点树向上传播,直到一个节点消耗它。\n"
"只有在未处理的输入处理被启用时,才会被调用,如果该方法被重写,则会自动被调用,"
"并且可以使用 [method set_process_unhandled_input] 进行切换。\n"
"要消耗输入事件,并阻止它进一步传播到其他节点,可以调用 [method Viewport."
"set_input_as_handled]。\n"
"对于游戏输入,这个方法通常比 [method _input] 更合适,因为 GUI 事件需要更高的优"
"先级。对于键盘快捷键,请考虑改用 [method _shortcut_input],因为是在这个方法之"
"前调用的。最后,如果要处理键盘事件,那么出于性能方面的原因请考虑使用 [method "
"_unhandled_key_input]。\n"
"[b]注意:[/b]仅当该节点存在于场景树中(即不是孤儿节点)时,该方法才会被调用。"
msgid ""
"Called when an [InputEventKey] hasn't been consumed by [method _input] or any "
"GUI [Control] item. It is called after [method _shortcut_input] but before "
"[method _unhandled_input]. The input event propagates up through the node "
"tree until a node consumes it.\n"
"It is only called if unhandled key input processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_unhandled_key_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method Viewport.set_input_as_handled] can be called.\n"
"This method can be used to handle Unicode character input with [kbd]Alt[/"
"kbd], [kbd]Alt + Ctrl[/kbd], and [kbd]Alt + Shift[/kbd] modifiers, after "
"shortcuts were handled.\n"
"For gameplay input, this and [method _unhandled_input] are usually a better "
"fit than [method _input], as GUI events should be handled first. This method "
"also performs better than [method _unhandled_input], since unrelated events "
"such as [InputEventMouseMotion] are automatically filtered. For shortcuts, "
"consider using [method _shortcut_input] instead.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"当 [InputEventKey] 没有被 [method _input] 或任何 GUI [Control] 项目消耗时调"
"用。这是在 [method _shortcut_input] 之后、[method _unhandled_input] 之前调用"
"的。输入事件通过节点树向上传播,直到某个节点将其消耗。\n"
"只有在启用了未处理按键输入处理时才会被调用,如果覆盖了这个方法就会自动启用,并"
"且可以用 [method set_process_unhandled_key_input] 来开关。\n"
"要消耗输入事件并阻止它进一步传播到其他节点,可以调用 [method Viewport."
"set_input_as_handled]。\n"
"在处理快捷键后,此方法可用于使用 [kbd]Alt[/kbd]、[kbd]Alt + Ctrl[/kbd] 和 "
"[kbd]Alt + Shift[/kbd] 修饰符处理 Unicode 字符输入。\n"
"对于游戏输入,这和 [method _unhandled_input] 通常比 [method _input] 更适合,因"
"为应该先处理 GUI 事件。该方法的性能也比 [method _unhandled_input] 更好,因为 "
"[InputEventMouseMotion] 等无关事件会被自动过滤。\n"
"[b]注意:[/b]只有当节点存在于场景树中(即不是孤儿节点)时,该方法才会被调用。"
msgid ""
"Adds a child [param node]. Nodes can have any number of children, but every "
"child must have a unique name. Child nodes are automatically deleted when the "
"parent node is deleted, so an entire scene can be removed by deleting its "
"topmost node.\n"
"If [param force_readable_name] is [code]true[/code], improves the readability "
"of the added [param node]. If not named, the [param node] is renamed to its "
"type, and if it shares [member name] with a sibling, a number is suffixed "
"more appropriately. This operation is very slow. As such, it is recommended "
"leaving this to [code]false[/code], which assigns a dummy name featuring "
"[code]@[/code] in both situations.\n"
"If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the "
"child will be added as internal node. Such nodes are ignored by methods like "
"[method get_children], unless their parameter [code]include_internal[/code] "
"is [code]true[/code]. The intended usage is to hide the internal nodes from "
"the user, so the user won't accidentally delete or modify them. Used by some "
"GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.\n"
"[b]Note:[/b] If the child node already has a parent, the function will fail. "
"Use [method remove_child] first to remove the node from its current parent. "
"For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var child_node = get_child(0)\n"
"if child_node.get_parent():\n"
" child_node.get_parent().remove_child(child_node)\n"
"add_child(child_node)\n"
"[/gdscript]\n"
"[csharp]\n"
"Node childNode = GetChild(0);\n"
"if (childNode.GetParent() != null)\n"
"{\n"
" childNode.GetParent().RemoveChild(childNode);\n"
"}\n"
"AddChild(childNode);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you need the child node to be added below a specific node in the list of "
"children, use [method add_sibling] instead of this method.\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must "
"set [member owner] in addition to calling [method add_child]. This is "
"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
"add_child] is called without setting [member owner], the newly added [Node] "
"will not be visible in the scene tree, though it will be visible in the 2D/3D "
"view."
msgstr ""
"将 [param node] 添加为子节点。节点可以有任意数量的子节点,但子节点的名称必须唯"
"一。删除父节点时会自动删除子节点,因此可以通过删除最顶层的节点来删除整个场"
"景。\n"
"如果 [param force_readable_name] 为 [code]true[/code],则将提高所添加的 "
"[param node] 的可读性。如果尚未命名,[param node] 将重命名为它的类型,如果存"
"在 [member name] 相同的兄弟节点,则会添加合适的数字后缀。这个操作很慢。因此,"
"建议将其保留为 [code]false[/code],在这两种情况下会分配包含 [code]@[/code] 的"
"虚拟名称。\n"
"如果 [param internal] 不同于 [constant INTERNAL_MODE_DISABLED],则该子节点将被"
"添加为内部节点。[method get_children] 等方法会忽略这种节点,除非它们的参数 "
"[code]include_internal[/code] 为 [code]true[/code]。这种功能的设计初衷是对用户"
"隐藏内部节点,这样用户就不会意外删除或修改这些节点。部分 GUI 节点会使用这个功"
"能,例如 [ColorPicker]。可用的模式见 [enum InternalMode]。\n"
"[b]注意:[/b]如果子节点已经有父节点,则该函数会失败。请先使用 [method "
"remove_child] 将节点从当前父节点中移除。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var child_node = get_child(0)\n"
"if child_node.get_parent():\n"
" child_node.get_parent().remove_child(child_node)\n"
"add_child(child_node)\n"
"[/gdscript]\n"
"[csharp]\n"
"Node childNode = GetChild(0);\n"
"if (childNode.GetParent() != null)\n"
"{\n"
" childNode.GetParent().RemoveChild(childNode);\n"
"}\n"
"AddChild(childNode);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果你需要将子节点添加到子节点列表中特定节点的下方,请使用 [method "
"add_sibling] 而不是该方法。\n"
"[b]注意:[/b]如果想让子节点持久化到某个 [PackedScene] 的,除了调用 [method "
"add_child] 之外,还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/"
"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果在没有设置 "
"[member owner],只调用了 [method add_child],则新添加的 [Node] 在场景树中将不"
"可见,但在 2D/3D 视图中却是可见的。"
msgid ""
"Adds a [param sibling] node to current's node parent, at the same level as "
"that node, right below it.\n"
"If [param force_readable_name] is [code]true[/code], improves the readability "
"of the added [param sibling]. If not named, the [param sibling] is renamed to "
"its type, and if it shares [member name] with a sibling, a number is suffixed "
"more appropriately. This operation is very slow. As such, it is recommended "
"leaving this to [code]false[/code], which assigns a dummy name featuring "
"[code]@[/code] in both situations.\n"
"Use [method add_child] instead of this method if you don't need the child "
"node to be added below a specific node in the list of children.\n"
"[b]Note:[/b] If this node is internal, the new sibling will be internal too "
"(see [code]internal[/code] parameter in [method add_child])."
msgstr ""
"将一个 [param sibling] 节点添加到当前节点的父节点,与该节点处于同一级别,就在"
"它的正下方。\n"
"如果 [param force_readable_name] 为 [code]true[/code],则提高添加的 [param "
"sibling] 的可读性。如果没有命名,[param sibling] 将被重命名为它的类型,如果它"
"与一个同级节点共享 [member name],则添加一个更合适的数字后缀。这个操作很慢。因"
"此,建议将其保留为 [code]false[/code],这会在两种情况下分配一个以 [code]@[/"
"code] 为特色的虚拟名称。\n"
"如果不需要将该子节点添加到子列表中特定节点的下方,请使用 [method add_child] 而"
"不是该方法。\n"
"[b]注意:[/b]如果这个节点是内部的,则新的同级节点也将是内部的(参见 [method "
"add_child] 中的 [code]internal[/code] 参数)。"
msgid ""
"Adds the node to a group. Groups are helpers to name and organize a subset of "
"nodes, for example \"enemies\" or \"collectables\". A node can be in any "
"number of groups. Nodes can be assigned a group at any time, but will not be "
"added until they are inside the scene tree (see [method is_inside_tree]). See "
"notes in the description, and the group methods in [SceneTree].\n"
"The [param persistent] option is used when packing node to [PackedScene] and "
"saving to file. Non-persistent groups aren't stored.\n"
"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
"guaranteed. The order of node groups should not be relied upon as it can vary "
"across project runs."
msgstr ""
"将节点添加到一个组中。组是命名和组织节点子集的辅助工具,例如“敌人”或“收集"
"品”等。一个节点可以在任意数量的组中。节点可以随时被分配到一个组中,但在它们进"
"入场景树之前不会添加(参见 [method is_inside_tree])。参阅描述中的注释,以及 "
"[SceneTree] 中的分组方法。\n"
"[param persistent] 选项在将节点打包到 [PackedScene] 并保存到文件时使用。非持久"
"化的组不会被存储。\n"
"[b]注意:[/b]出于性能原因,[i]不[/i]保证节点组的顺序。不应依赖节点组的顺序,因"
"为它可能因项目运行而异。"
msgid ""
"This function is similar to [method Object.call_deferred] except that the "
"call will take place when the node thread group is processed. If the node "
"thread group processes in sub-threads, then the call will be done on that "
"thread, right before [constant NOTIFICATION_PROCESS] or [constant "
"NOTIFICATION_PHYSICS_PROCESS], the [method _process] or [method "
"_physics_process] or their internal versions are called."
msgstr ""
"这个函数类似于 [method Object.call_deferred],但是会在处理节点线程组时进行调"
"用。如果节点线程组在子线程中处理,那么调用就会在该线程中进行,时机为 "
"[constant NOTIFICATION_PROCESS] 和 [constant NOTIFICATION_PHYSICS_PROCESS]、"
"[method _process] 和 [method _physics_process],或者对应的内部版本之前。"
msgid ""
"This function ensures that the calling of this function will succeed, no "
"matter whether it's being done from a thread or not. If called from a thread "
"that is not allowed to call the function, the call will become deferred. "
"Otherwise, the call will go through directly."
msgstr ""
"这个函数能够确保调用成功,无论是否从线程中调用。如果是从不允许调用该函数的线程"
"中调用的,那么调用就会变成延迟调用。否则就会直接调用。"
msgid ""
"Returns [code]true[/code] if the node can process while the scene tree is "
"paused (see [member process_mode]). Always returns [code]true[/code] if the "
"scene tree is not paused, and [code]false[/code] if the node is not in the "
"tree."
msgstr ""
"如果场景树暂停时节点可以处理(请参阅 [member process_mode]),则返回 "
"[code]true[/code]。如果场景树未被暂停,则始终返回 [code]true[/code],如果该节"
"点不在树中,则始终返回 [code]false[/code]。"
msgid ""
"Creates a new [Tween] and binds it to this node. This is equivalent of "
"doing:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_tree().create_tween().bind_node(self)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetTree().CreateTween().BindNode(this);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The Tween will start automatically on the next process frame or physics frame "
"(depending on [enum Tween.TweenProcessMode])."
msgstr ""
"新建 [Tween] 并将其绑定到这个节点。与如下操作等价:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_tree().create_tween().bind_node(self)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetTree().CreateTween().BindNode(this);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"该 Tween 将在下一个处理帧或物理处理帧时自动开始(取决于 [enum Tween."
"TweenProcessMode])。"
msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [param flags] (see [enum "
"DuplicateFlags]).\n"
"[b]Note:[/b] It will not work properly if the node contains a script with "
"constructor arguments (i.e. needs to supply arguments to [method Object."
"_init] method). In that case, the node will be duplicated without a script."
msgstr ""
"复制该节点,返回一个新的节点。\n"
"可以使用 [param flags] 微调该行为(请参阅 [enum DuplicateFlags])。\n"
"[b]注意:[/b]如果节点包含一个带有构造参数的脚本(即需要向 [method Object."
"_init] 方法提供参数),它将无法正常工作。在这种情况下,节点将在没有脚本的情况"
"下被复制。"
msgid ""
"Finds the first descendant of this node whose name matches [param pattern] as "
"in [method String.match]. Internal children are also searched over (see "
"[code]internal[/code] parameter in [method add_child]).\n"
"[param pattern] does not match against the full path, just against individual "
"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or "
"more characters and [code]\"?\"[/code] matching any single character except "
"[code]\".\"[/code]).\n"
"If [param recursive] is [code]true[/code], all child nodes are included, even "
"if deeply nested. Nodes are checked in tree order, so this node's first "
"direct child is checked first, then its own direct children, etc., before "
"moving to the second direct child, and so on. If [param recursive] is "
"[code]false[/code], only this node's direct children are matched.\n"
"If [param owned] is [code]true[/code], this method only finds nodes who have "
"an assigned [member Node.owner]. This is especially important for scenes "
"instantiated through a script, because those scenes don't have an owner.\n"
"Returns [code]null[/code] if no matching [Node] is found.\n"
"[b]Note:[/b] As this method walks through all the descendants of the node, it "
"is the slowest way to get a reference to another node. Whenever possible, "
"consider using [method get_node] with unique names instead (see [member "
"unique_name_in_owner]), or caching the node references into variable.\n"
"[b]Note:[/b] To find all descendant nodes matching a pattern or a class type, "
"see [method find_children]."
msgstr ""
"查找此节点的后代中,其名称与 [method String.match] 中的 [param pattern] 匹配的"
"第一个节点。也会查找内部子节点(见 [method add_child] 的 [code]internal[/"
"code] 参数)。\n"
"[param pattern] 不匹配完整路径,只匹配单个节点名称。它区分大小写,"
"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\".\"[/"
"code] 之外的任意单个字符。\n"
"如果 [param recursive] 为 [code]true[/code],则查找范围包括所有子节点,即使嵌"
"套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接子"
"节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 [param "
"recursive] 为 [code]false[/code],则仅匹配该节点的直接子节点。\n"
"如果 [param owned] 为 [code]true[/code],则该方法仅查找分配有 [member Node."
"owner] 的节点。这对于通过脚本实例化的场景尤其重要,因为这些场景没有所有者。\n"
"如果找不到匹配的 [Node],则返回 [code]null[/code]。\n"
"[b]注意:[/b]由于该方法会遍历节点的所有后代,因此它是获取对另一个节点的引用的"
"最慢方法。只要有可能,请考虑改用使用唯一名称的 [method get_node](请参阅 "
"[member unique_name_in_owner]),或将该节点引用缓存到变量中。\n"
"[b]注意:[/b]要查找匹配一个模式或类类型的所有后代节点,请参阅 [method "
"find_children]。"
msgid ""
"Finds descendants of this node whose name matches [param pattern] as in "
"[method String.match], and/or type matches [param type] as in [method Object."
"is_class]. Internal children are also searched over (see [code]internal[/"
"code] parameter in [method add_child]).\n"
"[param pattern] does not match against the full path, just against individual "
"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or "
"more characters and [code]\"?\"[/code] matching any single character except "
"[code]\".\"[/code]).\n"
"[param type] will check equality or inheritance, and is case-sensitive. "
"[code]\"Object\"[/code] will match a node whose type is [code]\"Node\"[/code] "
"but not the other way around.\n"
"If [param recursive] is [code]true[/code], all child nodes are included, even "
"if deeply nested. Nodes are checked in tree order, so this node's first "
"direct child is checked first, then its own direct children, etc., before "
"moving to the second direct child, and so on. If [param recursive] is "
"[code]false[/code], only this node's direct children are matched.\n"
"If [param owned] is [code]true[/code], this method only finds nodes who have "
"an assigned [member Node.owner]. This is especially important for scenes "
"instantiated through a script, because those scenes don't have an owner.\n"
"Returns an empty array if no matching nodes are found.\n"
"[b]Note:[/b] As this method walks through all the descendants of the node, it "
"is the slowest way to get references to other nodes. Whenever possible, "
"consider caching the node references into variables.\n"
"[b]Note:[/b] If you only want to find the first descendant node that matches "
"a pattern, see [method find_child]."
msgstr ""
"查找该节点的后代节点,其名称与 [method String.match] 中的 [param pattern] 匹"
"配,和/或类型与 [method Object.is_class] 中的 [param type] 匹配。也会查找内部"
"子节点(见 [method add_child] 的 [code]internal[/code] 参数)。\n"
"[param pattern] 不匹配完整路径,只匹配单个节点名称。它区分大小写,"
"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\".\"[/"
"code] 之外的任意单个字符。\n"
"[param type] 将检查相等性或继承关系,并且区分大小写。[code]\"Object\"[/code] "
"会匹配类型为 [code]\"Node\"[/code] 的节点,但反之则不然。\n"
"如果 [param recursive] 为 [code]true[/code],则匹配范围包括所有子节点,即使嵌"
"套很深。节点按树顺序检查,因此首先检查该节点的第一个直接子节点,然后是该直接子"
"节点的直接子节点,等等,然后移动到第二个直接子节点,依此类推。如果 [param "
"recursive] 为 [code]false[/code],则仅匹配该节点的直接子节点。\n"
"如果 [param owned] 为 [code]true[/code],则该方法仅查找分配有 [member Node."
"owner] 的节点。这对于通过脚本实例化的场景尤其重要,因为这些场景没有所有者。\n"
"如果找不到匹配的节点,则返回空数组。\n"
"[b]注意:[/b]由于该方法会遍历节点的所有后代,因此它是获取对其他节点的引用的最"
"慢方法。只要有可能,请考虑将节点引用缓存到变量中。\n"
"[b]注意:[/b]如果只想查找匹配模式的第一个后代节点,请参阅 [method "
"find_child]。"
msgid ""
"Finds the first parent of the current node whose name matches [param pattern] "
"as in [method String.match].\n"
"[param pattern] does not match against the full path, just against individual "
"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or "
"more characters and [code]\"?\"[/code] matching any single character except "
"[code]\".\"[/code]).\n"
"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow "
"in large, deeply nested scene trees. Whenever possible, consider using "
"[method get_node] with unique names instead (see [member "
"unique_name_in_owner]), or caching the node references into variable."
msgstr ""
"查找当前节点的第一个父节点,其名称与 [method String.match] 中的 [param "
"pattern] 匹配。\n"
"[param pattern] 不匹配完整路径,只匹配单个节点名称。它区分大小写,"
"[code]\"*\"[/code] 匹配零个或多个字符,[code]\"?\"[/code] 匹配除 [code]\".\"[/"
"code] 之外的任意单个字符。\n"
"[b]注意:[/b]由于该方法在场景树中向上遍历,因此在大型、深度嵌套的场景树中可能"
"会很慢。只要有可能,请考虑使用具有唯一名称的 [method get_node](请参阅 "
"[member unique_name_in_owner]),或将该节点引用缓存到变量中。"
msgid ""
"Returns a child node by its index (see [method get_child_count]). This method "
"is often used for iterating all children of a node.\n"
"Negative indices access the children from the last one.\n"
"If [param include_internal] is [code]false[/code], internal children are "
"skipped (see [code]internal[/code] parameter in [method add_child]).\n"
"To access a child node via its name, use [method get_node]."
msgstr ""
"按索引返回一个子节点(见 [method get_child_count])。这个方法经常被用于遍历一"
"个节点的所有子节点。\n"
"负索引将从最后一个开始访问子节点。\n"
"如果 [param include_internal] 为 [code]false[/code],则跳过内部子节点(见 "
"[method add_child] 中的 [code]internal[/code] 参数)。\n"
"要通过名称访问一个子节点,请使用 [method get_node]。"
msgid ""
"Returns the number of child nodes.\n"
"If [param include_internal] is [code]false[/code], internal children aren't "
"counted (see [code]internal[/code] parameter in [method add_child])."
msgstr ""
"返回子节点的数量。\n"
"如果 [param include_internal] 为 [code]false[/code] ,则不计算内部子节点(见 "
"[method add_child] 的 [code]internal[/code] 参数)。"
msgid ""
"Returns an array of references to node's children.\n"
"If [param include_internal] is [code]false[/code], the returned array won't "
"include internal children (see [code]internal[/code] parameter in [method "
"add_child])."
msgstr ""
"返回一组对节点子节点的引用。\n"
"如果 [param include_internal] 为 [code]false[/code],则返回的数组将不包含内部"
"子节点(见 [method add_child] 中的 [code]internal[/code] 参数)。"
msgid ""
"Returns an array listing the groups that the node is a member of.\n"
"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
"guaranteed. The order of node groups should not be relied upon as it can vary "
"across project runs.\n"
"[b]Note:[/b] The engine uses some group names internally (all starting with "
"an underscore). To avoid conflicts with internal groups, do not add custom "
"groups whose name starts with an underscore. To exclude internal groups while "
"looping over [method get_groups], use the following snippet:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Stores the node's non-internal groups only (as an array of Strings).\n"
"var non_internal_groups = []\n"
"for group in get_groups():\n"
" if not group.begins_with(\"_\"):\n"
" non_internal_groups.push_back(group)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Stores the node's non-internal groups only (as a List of strings).\n"
"List<string> nonInternalGroups = new List<string>();\n"
"foreach (string group in GetGroups())\n"
"{\n"
" if (!group.BeginsWith(\"_\"))\n"
" nonInternalGroups.Add(group);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一个列出该节点所属的分组的数组。\n"
"[b]注意:[/b]出于性能原因,[i]不[/i]保证节点分组的顺序。 不应依赖节点分组的顺"
"序,因为它可能因项目运行而异。\n"
"[b]注意:[/b]引擎在内部使用了一些分组名称(全部以下划线开头)。为避免与内部分"
"组冲突,请勿添加名称以下划线开头的自定义分组。要在遍历 [method get_groups] 时"
"排除内部分组,请使用以下代码段:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 仅存储节点的非内部分组(作为一个字符串数组)。\n"
"var non_internal_groups = []\n"
"for group in get_groups():\n"
" if not group.begins_with(\"_\"):\n"
" non_internal_groups.push_back(group)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 仅存储节点的非内部分组(作为一个字符串列表)。\n"
"List<string> nonInternalGroups = new List<string>();\n"
"foreach (string group in GetGroups())\n"
"{\n"
" if (!group.BeginsWith(\"_\"))\n"
" nonInternalGroups.Add(group);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the node's order in the scene tree branch. For example, if called on "
"the first child node the position is [code]0[/code].\n"
"If [param include_internal] is [code]false[/code], the index won't take "
"internal children into account, i.e. first non-internal child will have index "
"of 0 (see [code]internal[/code] parameter in [method add_child])."
msgstr ""
"返回节点在场景树分支中的顺序。例如,如果在第一个子节点上调用,则位置为 "
"[code]0[/code]。\n"
"如果 [param include_internal] 为 [code]false[/code],则索引将不会考虑内部子节"
"点,即第一个非内部子节点的索引将为 0见 [method add_child] 中的 "
"[code]internal[/code] 参数)。"
msgid ""
"Returns the [Window] that contains this node, or the last exclusive child in "
"a chain of windows starting with the one that contains this node."
msgstr ""
"返回包含该节点的 [Window],或者是从包含该节点的窗口开始的窗口链中最近的独占子"
"项。"
msgid ""
"Returns the peer ID of the multiplayer authority for this node. See [method "
"set_multiplayer_authority]."
msgstr ""
"返回这个节点多人游戏控制者的对等体 ID。见 [method set_multiplayer_authority]。"
msgid ""
"Fetches a node. The [NodePath] can be either a relative path (from the "
"current node) or an absolute path (in the scene tree) to a node. If the path "
"does not exist, [code]null[/code] is returned and an error is logged. "
"Attempts to access methods on the return value will result in an \"Attempt to "
"call <method> on a null instance.\" error.\n"
"[b]Note:[/b] Fetching absolute paths only works when the node is inside the "
"scene tree (see [method is_inside_tree]).\n"
"[b]Example:[/b] Assume your current node is Character and the following "
"tree:\n"
"[codeblock]\n"
"/root\n"
"/root/Character\n"
"/root/Character/Sword\n"
"/root/Character/Backpack/Dagger\n"
"/root/MyGame\n"
"/root/Swamp/Alligator\n"
"/root/Swamp/Mosquito\n"
"/root/Swamp/Goblin\n"
"[/codeblock]\n"
"Possible paths are:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_node(\"Sword\")\n"
"get_node(\"Backpack/Dagger\")\n"
"get_node(\"../Swamp/Alligator\")\n"
"get_node(\"/root/MyGame\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode(\"Sword\");\n"
"GetNode(\"Backpack/Dagger\");\n"
"GetNode(\"../Swamp/Alligator\");\n"
"GetNode(\"/root/MyGame\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"获取一个节点。[NodePath] 可以是到一个节点的相对路径(从当前节点)或绝对路径"
"(在场景树中)。如果该路径不存在,则返回 [code]null[/code] 并记录一个错误。尝"
"试访问该返回值上的方法,将产生一个“尝试在一个 null 实例上调用 <method>。”错"
"误。\n"
"[b]注意:[/b]获取绝对路径,仅在节点位于场景树内部时有效(参见 [method "
"is_inside_tree])。\n"
"[b]示例:[/b]假设你当前的节点是 Character 和以下树:\n"
"[codeblock]\n"
"/root\n"
"/root/Character\n"
"/root/Character/Sword\n"
"/root/Character/Backpack/Dagger\n"
"/root/MyGame\n"
"/root/Swamp/Alligator\n"
"/root/Swamp/Mosquito\n"
"/root/Swamp/Goblin\n"
"[/codeblock]\n"
"可能的路径有:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_node(\"Sword\")\n"
"get_node(\"Backpack/Dagger\")\n"
"get_node(\"../Swamp/Alligator\")\n"
"get_node(\"/root/MyGame\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode(\"Sword\");\n"
"GetNode(\"Backpack/Dagger\");\n"
"GetNode(\"../Swamp/Alligator\");\n"
"GetNode(\"/root/MyGame\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Fetches a node and one of its resources as specified by the [NodePath]'s "
"subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested "
"resources are specified in the [NodePath], the last one will be fetched.\n"
"The return value is an array of size 3: the first index points to the [Node] "
"(or [code]null[/code] if not found), the second index points to the "
"[Resource] (or [code]null[/code] if not found), and the third index is the "
"remaining [NodePath], if any.\n"
"For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid "
"node and that its [code]shape[/code] property has been assigned a "
"[RectangleShape2D] resource, one could have this kind of output:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
"[[CollisionShape2D:1161], Null, ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D\")); // "
"[[CollisionShape2D:1161], Null, ]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape\")); // "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape:extents\")); // "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"按照 [NodePath] 的子名称(例如 [code]Area2D/CollisionShape2D:shape[/code])指"
"定的方式,获取节点及其一个资源。如果在 [NodePath] 中指定了多个嵌套资源,则将获"
"取最后一个。\n"
"返回值是一个大小为 3 的数组:第一个索引指向该 [Node](如果未找到,则为 "
"[code]null[/code]),第二个索引指向 [Resource](或者未找到时为 [code]null[/"
"code]),第三个索引是剩余的 [NodePath],如果有的话。\n"
"例如,假设 [code]Area2D/CollisionShape2D[/code] 是一个有效的节点,并且它的 "
"[code]shape[/code] 属性已被分配了一个 [RectangleShape2D] 资源,那么可以得到这"
"样的输出:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
"[[CollisionShape2D:1161], Null, ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D\")); // "
"[[CollisionShape2D:1161], Null, ]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape\")); // "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape:extents\")); // "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Similar to [method get_node], but does not log an error if [param path] does "
"not point to a valid [Node]."
msgstr ""
"类似于 [method get_node],但在 [param path] 没有指向有效的 [Node] 时不会记录错"
"误。"
msgid ""
"Returns the parent node of the current node, or [code]null[/code] if the node "
"lacks a parent."
msgstr "返回当前节点的父节点,如果节点缺少父节点,则返回 [code]null[/code]。"
msgid ""
"Returns the absolute path of the current node. This only works if the current "
"node is inside the scene tree (see [method is_inside_tree])."
msgstr ""
"返回当前节点的绝对路径。这只在当前节点在场景树中起作用(见 [method "
"is_inside_tree])。"
msgid ""
"Returns the relative [NodePath] from this node to the specified [param node]. "
"Both nodes must be in the same scene or the function will fail.\n"
"If [param use_unique_path] is [code]true[/code], returns the shortest path "
"considering unique node.\n"
"[b]Note:[/b] If you get a relative path which starts from a unique node, the "
"path may be longer than a normal relative path due to the addition of the "
"unique node's name."
msgstr ""
"返回从该节点到指定节点 [param node] 的相对 [NodePath]。这两个节点都必须在同一"
"个场景中,否则函数会失败。\n"
"如果 [param use_unique_path] 为 [code]true[/code],则会返回考虑唯一节点的最短"
"路径。\n"
"[b]注意:[/b]如果你获取了从唯一节点开始的相对路径,则该路径可能由于唯一节点的"
"名称长度而比普通的相对路径长。"
msgid ""
"Returns the time elapsed (in seconds) since the last physics-bound frame (see "
"[method _physics_process]). This is always a constant value in physics "
"processing unless the frames per second is changed via [member Engine."
"physics_ticks_per_second]."
msgstr ""
"返回自上一个物理绑定帧以来经过的时间(单位为秒)(见 [method "
"_physics_process])。除非通过 [member Engine.physics_ticks_per_second] 更改每"
"秒帧数,否则这在物理处理中始终是一个恒定值。"
msgid ""
"Returns the time elapsed (in seconds) since the last process callback. This "
"value may vary from frame to frame."
msgstr "返回自上次处理回调以来经过的时间(单位为秒)。这个值可能因帧而异。"
msgid ""
"Returns [code]true[/code] if this is an instance load placeholder. See "
"[InstancePlaceholder]."
msgstr ""
"如果这是一个实例加载占位符,则返回 [code]true[/code]。见 "
"[InstancePlaceholder]。"
msgid ""
"Returns the tree as a [String]. Used mainly for debugging purposes. This "
"version displays the path relative to the current node, and is good for copy/"
"pasting into the [method get_node] function. It also can be used in game UI/"
"UX.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgstr ""
"将树以 [String] 的形式返回。主要用于调试。这个版本显示相对于当前节点的路径,适"
"合复制/粘贴到 [method get_node] 函数中。也可以用于游戏中的 UI/UX。\n"
"[b]示例输出:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgid ""
"Similar to [method get_tree_string], this returns the tree as a [String]. "
"This version displays a more graphical representation similar to what is "
"displayed in the Scene Dock. It is useful for inspecting larger trees.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
" ┖╴TheGame\n"
" ┠╴Menu\n"
" ┃ ┠╴Label\n"
" ┃ ┖╴Camera2D\n"
" ┖╴SplashScreen\n"
" ┖╴Camera2D\n"
"[/codeblock]"
msgstr ""
"类似于 [method get_tree_string],会将树以 [String] 的形式返回。这个版本使用的"
"是一种更加图形化的呈现方式,类似于在“场景”面板中显示的内容。非常适合检查较大的"
"树。\n"
"[b]输出示例:[/b]\n"
"[codeblock]\n"
" ┖╴TheGame\n"
" ┠╴Menu\n"
" ┃ ┠╴Label\n"
" ┃ ┖╴Camera2D\n"
" ┖╴SplashScreen\n"
" ┖╴Camera2D\n"
"[/codeblock]"
msgid "Returns the node's [Viewport]."
msgstr "返回节点的 [Viewport]。"
msgid ""
"Returns the [Window] that contains this node. If the node is in the main "
"window, this is equivalent to getting the root node ([code]get_tree()."
"get_root()[/code])."
msgstr ""
"返回包含该节点的 [Window]。如果该节点在主窗口中,则相当于获取根节点"
"[code]get_tree().get_root()[/code])。"
msgid ""
"Returns [code]true[/code] if the node that the [NodePath] points to exists."
msgstr "如果 [NodePath] 指向的节点存在,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [NodePath] points to a valid node and its "
"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/"
"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math "
"types) are not considered resources."
msgstr ""
"如果 [NodePath] 指向一个有效的节点,并且它的子名称指向一个有效的资源,例如 "
"[code]Area2D/CollisionShape2D:shape[/code],则返回 [code]true[/code]。具有非 "
"[Resource] 类型的属性(例如节点或基本数学类型)不被认为是资源。"
msgid ""
"Returns [code]true[/code] if the given node is a direct or indirect child of "
"the current node."
msgstr "如果给定节点是当前节点的直接或间接子节点,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
"dock. This method is only intended for use with editor tooling."
msgstr ""
"如果该节点在“场景”面板中被折叠,则返回 [code]true[/code]。该方法仅适用于编辑器"
"工具。"
msgid ""
"Returns [code]true[/code] if [param node] has editable children enabled "
"relative to this node. This method is only intended for use with editor "
"tooling."
msgstr ""
"如果 [param node] 有与相对于此节点的可编辑子节点,则返回 [code]true[/code]。该"
"方法仅适用于编辑器工具。"
msgid ""
"Returns [code]true[/code] if the given node occurs later in the scene "
"hierarchy than the current node."
msgstr ""
"如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this node is in the specified group. See notes "
"in the description, and the group methods in [SceneTree]."
msgstr ""
"如果该节点在指定的组中,则返回 [code]true[/code]。参阅描述中的注释和 "
"[SceneTree] 中的组方法。"
msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
msgstr "如果该节点当前在 [SceneTree] 中,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the local system is the multiplayer authority of "
"this node."
msgstr "如果本地系统为这个节点的多人游戏控制者,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree "
"and all its children are initialized.\n"
"[method request_ready] resets it back to [code]false[/code]."
msgstr ""
"如果该节点已就绪,则返回 [code]true[/code],即该节点位于场景树中,并且所有子项"
"均已初始化。\n"
"[method request_ready] 会将其重置回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
"如果启用了物理处理,返回 [code]true[/code](见 [method "
"set_physics_process])。"
msgid ""
"Returns [code]true[/code] if internal physics processing is enabled (see "
"[method set_physics_process_internal])."
msgstr ""
"如果内部物理处理被启用,返回 [code]true[/code](见 [method "
"set_physics_process_internal])。"
msgid ""
"Returns [code]true[/code] if processing is enabled (see [method set_process])."
msgstr "如果开启了处理,返回 [code]true[/code](见 [method set_process])。"
msgid ""
"Returns [code]true[/code] if the node is processing input (see [method "
"set_process_input])."
msgstr ""
"如果节点正在处理输入,则返回 [code]true[/code](见 [method "
"set_process_input])。"
msgid ""
"Returns [code]true[/code] if internal processing is enabled (see [method "
"set_process_internal])."
msgstr ""
"如果启用了内部处理,则返回 [code]true[/code](见 [method "
"set_process_internal])。"
msgid ""
"Returns [code]true[/code] if the node is processing shortcuts (see [method "
"set_process_shortcut_input])."
msgstr ""
"如果节点正在处理快捷键,则返回 [code]true[/code](见 [method "
"set_process_shortcut_input])。"
msgid ""
"Returns [code]true[/code] if the node is processing unhandled input (see "
"[method set_process_unhandled_input])."
msgstr ""
"如果节点正在处理未被处理的输入,则返回 [code]true[/code](见 [method "
"set_process_unhandled_input])。"
msgid ""
"Returns [code]true[/code] if the node is processing unhandled key input (see "
"[method set_process_unhandled_key_input])."
msgstr ""
"如果节点正在处理未被处理的键输入,则返回 [code]true[/code](见 [method "
"set_process_unhandled_key_input])。"
msgid ""
"Moves a child node to a different index (order) among the other children. "
"Since calls, signals, etc. are performed by tree order, changing the order of "
"children nodes may be useful. If [param to_index] is negative, the index will "
"be counted from the end.\n"
"[b]Note:[/b] Internal children can only be moved within their expected "
"\"internal range\" (see [code]internal[/code] parameter in [method "
"add_child])."
msgstr ""
"在其他子节点中将子节点移动到不同的索引(顺序)。由于调用、信号等是按树顺序执行"
"的,因此更改子节点的顺序可能会很有用。如果 [param to_index] 为负数,索引将从末"
"尾开始计算。\n"
"[b]注意:[/b]内部子节点只能在其期望的“内部范围”内移动(参见 [method "
"add_child] 中的 [code]internal[/code] 参数)。"
msgid "Similar to [method call_deferred_thread_group], but for notifications."
msgstr "类似于 [method call_deferred_thread_group],但针对的是通知。"
msgid "Similar to [method call_thread_safe], but for notifications."
msgstr "类似于 [method call_thread_safe],但针对的是通知。"
msgid ""
"Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging.\n"
"[b]Note:[/b] [method print_orphan_nodes] only works in debug builds. When "
"called in a project exported in release mode, [method print_orphan_nodes] "
"will not print anything."
msgstr ""
"输出所有孤立节点([SceneTree] 之外的节点)。用于调试。\n"
"[b]注意:[/b][method print_orphan_nodes] 只在调试版本中有效。在以发布模式导出"
"的项目中调用时,[method print_orphan_nodes] 不会输出任何内容。"
msgid ""
"Prints the tree to stdout. Used mainly for debugging purposes. This version "
"displays the path relative to the current node, and is good for copy/pasting "
"into the [method get_node] function.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgstr ""
"将树打印到标准输出。主要用于调试。这个版本显示相对于当前节点的路径,适合复制/"
"粘贴到 [method get_node] 函数中。\n"
"[b]示例输出:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgid ""
"Similar to [method print_tree], this prints the tree to stdout. This version "
"displays a more graphical representation similar to what is displayed in the "
"Scene Dock. It is useful for inspecting larger trees.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
" ┖╴TheGame\n"
" ┠╴Menu\n"
" ┃ ┠╴Label\n"
" ┃ ┖╴Camera2D\n"
" ┖╴SplashScreen\n"
" ┖╴Camera2D\n"
"[/codeblock]"
msgstr ""
"类似于 [method print_tree],会将树打印到标准输出。这个版本显示了一种更加图形化"
"的表示方式,类似于在场景面板中显示的内容。非常适合检查较大的树。\n"
"[b]输出示例:[/b]\n"
"[codeblock]\n"
" ┖╴TheGame\n"
" ┠╴Menu\n"
" ┃ ┠╴Label\n"
" ┃ ┖╴Camera2D\n"
" ┖╴SplashScreen\n"
" ┖╴Camera2D\n"
"[/codeblock]"
msgid ""
"Calls the given method (if present) with the arguments given in [param args] "
"on this node and recursively on all its children. If the [param parent_first] "
"argument is [code]true[/code], the method will be called on the current node "
"first, then on all its children. If [param parent_first] is [code]false[/"
"code], the children will be called first."
msgstr ""
"在该节点上并递归地在其所有子节点上,使用 [param args] 中给出的参数调用给定方法"
"(如果存在)。如果 [param parent_first] 参数为 [code]true[/code],则该方法将首"
"先在当前节点上调用,然后在其所有子节点上调用。如果 [param parent_first] 为 "
"[code]false[/code],则子节点上的方法将首先被调用。"
msgid ""
"Notifies the current node and all its children recursively by calling [method "
"Object.notification] on all of them."
msgstr ""
"通过对所有节点调用 [method Object.notification],递归地通知当前节点和它的所有"
"子节点。"
msgid ""
"Queues a node for deletion at the end of the current frame. When deleted, all "
"of its child nodes will be deleted as well, and all references to the node "
"and its children will become invalid, see [method Object.free].\n"
"It is safe to call [method queue_free] multiple times per frame on a node, "
"and to [method Object.free] a node that is currently queued for deletion. Use "
"[method Object.is_queued_for_deletion] to check whether a node will be "
"deleted at the end of the frame.\n"
"The node will only be freed after all other deferred calls are finished, so "
"using [method queue_free] is not always the same as calling [method Object."
"free] through [method Object.call_deferred]."
msgstr ""
"将节点加入队列,在当前帧结束时删除。节点被删除时,它的所有子节点也将被删除,对"
"该节点及其子节点的引用也会失效,见 [method Object.free]。\n"
"同一帧可以对同一个节点调用多次 [method queue_free],也可以 [method Object."
"free] 已经排队删除的节点。请使用 [method Object.is_queued_for_deletion] 检查节"
"点是否将在帧结束时被删除。\n"
"该节点会在所有其他已延迟的调用结束后释放,所以使用 [method queue_free] 并不总"
"是和通过 [method Object.call_deferred] 调用 [method Object.free] 相同。"
msgid ""
"Removes a child node. The node is NOT deleted and must be deleted manually.\n"
"[b]Note:[/b] This function may set the [member owner] of the removed Node (or "
"its descendants) to be [code]null[/code], if that [member owner] is no longer "
"a parent or ancestor."
msgstr ""
"删除一个子节点。该节点不会被删除,必须手动删除。\n"
"[b]注意:[/b]如果该 [member owner] 不再是父节点或祖先,则该函数可以将被移除节"
"点(或其后代)的 [member owner] 设置为 [code]null[/code]。"
msgid ""
"Removes a node from the [param group]. Does nothing if the node is not in the "
"[param group]. See notes in the description, and the group methods in "
"[SceneTree]."
msgstr ""
"从 [param group] 中移除一个节点。如果该节点不在 [param group] 中,则不执行任何"
"操作。见描述中的注意项,以及 [SceneTree] 中的分组方法。"
msgid ""
"Changes the parent of this [Node] to the [param new_parent]. The node needs "
"to already have a parent.\n"
"If [param keep_global_transform] is [code]true[/code], the node's global "
"transform will be preserved if supported. [Node2D], [Node3D] and [Control] "
"support this argument (but [Control] keeps only position)."
msgstr ""
"将这个 [Node] 的父节点更改为 [param new_parent]。该节点需要拥有父节点。\n"
"如果 [param keep_global_transform] 为 [code]true[/code],则会在支持时保持该节"
"点的全局变换。[Node2D]、[Node3D]、[Control] 支持这个参数(但 [Control] 只会保"
"留位置)。"
msgid ""
"Replaces a node in a scene by the given one. Subscriptions that pass through "
"this node will be lost.\n"
"If [param keep_groups] is [code]true[/code], the [param node] is added to the "
"same groups that the replaced node is in.\n"
"[b]Note:[/b] The given node will become the new parent of any child nodes "
"that the replaced node had.\n"
"[b]Note:[/b] The replaced node is not automatically freed, so you either need "
"to keep it in a variable for later use or free it using [method Object.free]."
msgstr ""
"将场景中的某个节点替换为给定的节点。经过该节点的订阅会丢失。\n"
"如果 [param keep_groups] 为 [code]true[/code],则 [param node] 被添加到被替换"
"节点所在的相同分组中。\n"
"[b]注意:[/b]给定的节点将成为被替换节点的所有子节点的新的父节点。\n"
"[b]注意:[/b]被替换的节点不会被自动释放,因此需要将其保存在变量中以备后用,或"
"者使用 [method Object.free] 释放它。"
msgid ""
"Requests that [method _ready] be called again. Note that the method won't be "
"called immediately, but is scheduled for when the node is added to the scene "
"tree again. [method _ready] is called only for the node which requested it, "
"which means that you need to request ready for each child if you want them to "
"call [method _ready] too (in which case, [method _ready] will be called in "
"the same order as it would normally)."
msgstr ""
"请求再次调用 [method _ready]。注意,该方法不会被立即调用,而是被安排在该节点再"
"次被添加到场景树时。只会为进行了请求的节点调用 [method _ready],也就是说,如果"
"你想让每个子节点都调用 [method _ready],就需要为它们分别进行就绪请求(在这种情"
"况下,[method _ready] 的调用顺序与正常情况下相同)。"
msgid ""
"Sends a remote procedure call request for the given [param method] to peers "
"on the network (and locally), optionally sending all additional arguments as "
"arguments to the method called by the RPC. The call request will only be "
"received by nodes with the same [NodePath], including the exact same node "
"name. Behavior depends on the RPC configuration for the given method, see "
"[method rpc_config] and [annotation @GDScript.@rpc]. Methods are not exposed "
"to RPCs by default. Returns [code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also "
"need to keep track of the connection state, either by the [MultiplayerAPI] "
"signals like [code]server_disconnected[/code] or by checking "
"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/"
"code]."
msgstr ""
"将给定 [param method] 的远程过程调用请求发送到网络(和本地)上的对等体,可选择"
"将所有其他参数作为参数发送给 RPC 调用的方法。调用请求只会被具有相同 "
"[NodePath] 的节点接收,该节点包括完全相同的节点名称。行为取决于给定方法的 RPC "
"配置,请参阅 [method rpc_config] 和 [annotation @GDScript.@rpc]。默认情况下,"
"方法不会暴露给 RPC。返回 [code]null[/code]。\n"
"[b]注意:[/b]只有在收到来自 [MultiplayerAPI] 的 [code]connected_to_server[/"
"code] 信号后,才能在客户端上安全地使用 RPC。还需要跟踪连接状态可通过 "
"[MultiplayerAPI] 信号(例如 [code]server_disconnected[/code])或检查 "
"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/"
"code] 来跟踪。"
msgid ""
"Changes the RPC mode for the given [param method] with the given [param "
"config] which should be [code]null[/code] (to disable) or a [Dictionary] in "
"the form:\n"
"[codeblock]\n"
"{\n"
" rpc_mode = MultiplayerAPI.RPCMode,\n"
" transfer_mode = MultiplayerPeer.TransferMode,\n"
" call_local = false,\n"
" channel = 0,\n"
"}\n"
"[/codeblock]\n"
"See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An "
"alternative is annotating methods and properties with the corresponding "
"[annotation @GDScript.@rpc] annotation ([code]@rpc(\"any_peer\")[/code], "
"[code]@rpc(\"authority\")[/code]). By default, methods are not exposed to "
"networking (and RPCs)."
msgstr ""
"将给定方法 [param method] 的 RPC 模式更改为给定的配置 [param config],该配置应"
"该是 [code]null[/code](表示禁用)或者是以下形式的 [Dictionary]\n"
"[codeblock]\n"
"{\n"
" rpc_mode = MultiplayerAPI.RPCMode,\n"
" transfer_mode = MultiplayerPeer.TransferMode,\n"
" call_local = false,\n"
" channel = 0,\n"
"}\n"
"[/codeblock]\n"
"见 [enum MultiplayerAPI.RPCMode] 和 [enum MultiplayerPeer.TransferMode]。另一"
"种选择是使用相应的 [annotation @GDScript.@rpc] 注解对方法和属性进行注解(例如 "
"[code]@rpc(\"any_peer\")[/code]、[code]@rpc(\"authority\")[/code])。默认情况"
"下,方法不会被暴露给网络(和 RPC。"
msgid ""
"Sends a [method rpc] to a specific peer identified by [param peer_id] (see "
"[method MultiplayerPeer.set_target_peer]). Returns [code]null[/code]."
msgstr ""
"向指定的对等体发送 [method rpc],对等体由 [param peer_id] 标识(见 [method "
"MultiplayerPeer.set_target_peer])。返回 [code]null[/code]。"
msgid ""
"Similar to [method call_deferred_thread_group], but for setting properties."
msgstr "类似于 [method call_deferred_thread_group],但针对的是设置属性。"
msgid ""
"Sets the folded state of the node in the Scene dock. This method is only "
"intended for use with editor tooling."
msgstr "设置该节点在“场景”面板中的折叠状态。这个方法仅适用于编辑器工具。"
msgid ""
"Sets the editable children state of [param node] relative to this node. This "
"method is only intended for use with editor tooling."
msgstr ""
"设置 [param node] 相对于这个节点的可编辑子节点状态。这个方法仅适用于编辑器工"
"具。"
msgid ""
"Sets the node's multiplayer authority to the peer with the given peer ID. The "
"multiplayer authority is the peer that has authority over the node on the "
"network. Useful in conjunction with [method rpc_config] and the "
"[MultiplayerAPI]. Defaults to peer ID 1 (the server). If [param recursive], "
"the given peer is recursively set as the authority for all children of this "
"node.\n"
"[b]Warning:[/b] This does [b]not[/b] automatically replicate the new "
"authority to other peers. It is developer's responsibility to do so. You can "
"propagate the information about the new authority using [member "
"MultiplayerSpawner.spawn_function], an RPC, or using a "
"[MultiplayerSynchronizer]. Also, the parent's authority does [b]not[/b] "
"propagate to newly added children."
msgstr ""
"将该节点的多人游戏控制方设置为具有给定对等体 ID 的对等体。多人游戏控制方是对网"
"络上的节点具有控制权限的对等体。可以与 [method rpc_config] 和 "
"[MultiplayerAPI] 结合使用。默认为对等体 ID 1服务器。如果 [param "
"recursive],则给定的对等体会被递归设置为该节点所有子节点的控制方。\n"
"[b]警告:[/b]这样做[b]不会[/b]自动将新的控制方复制给其他对等体。开发者需要自己"
"负责。你可以使用 [member MultiplayerSpawner.spawn_function]、RPC、"
"[MultiplayerSynchronizer] 等方法将这个信息传播出去。另外,父节点的控制方[b]不"
"会[/b]传播给新添加的子节点。"
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node is "
"being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at "
"a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to "
"change) interval (and the [method _physics_process] callback will be called "
"if exists). Enabled automatically if [method _physics_process] is overridden. "
"Any calls to this before [method _ready] will be ignored."
msgstr ""
"启用或禁用物理(即固定帧率)处理。当一个节点正在被处理时,它会在一个固定的(通"
"常是 60 FPS参见 [member Engine.physics_ticks_per_second] 以更改)时间间隔,"
"接收一个 [constant NOTIFICATION_PHYSICS_PROCESS] (如果存在 [method "
"_physics_process] 回调,该回调将被调用)。如果 [method _physics_process] 被重"
"写,则自动被启用。在 [method _ready] 之前对该函数的任何调用,都将被忽略。"
msgid ""
"Enables or disables internal physics for this node. Internal physics "
"processing happens in isolation from the normal [method _physics_process] "
"calls and is used by some nodes internally to guarantee proper functioning "
"even if the node is paused or physics processing is disabled for scripting "
"([method set_physics_process]). Only useful for advanced uses to manipulate "
"built-in nodes' behavior.\n"
"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
"logic, so changing this value from your code may lead to unexpected behavior. "
"Script access to this internal logic is provided for specific advanced uses, "
"but is unsafe and not supported."
msgstr ""
"启用或禁用该节点的内部物理。内部物理处理与正常的 [method _physics_process] 调"
"用隔离进行,并且由某些节点内部使用,以确保正常工作,即使节点暂停或物理处理因脚"
"本而禁用([method set_physics_process])。仅适用于用于操纵内置节点行为的高级用"
"途。\n"
"[b]警告:[/b]内置节点依靠内部处理来实现自己的逻辑,所以从你的代码中改变这个值"
"可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且"
"不支持。"
msgid ""
"Enables or disables processing. When a node is being processed, it will "
"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the "
"[method _process] callback will be called if exists). Enabled automatically "
"if [method _process] is overridden. Any calls to this before [method _ready] "
"will be ignored."
msgstr ""
"启用或禁用帧处理。当一个节点被处理时,它将在每个绘制的帧上收到一个[constant "
"NOTIFICATION_PROCESS](如果存在,[method _process]回调将被调用)。如果[method "
"_process]被重写,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。"
msgid ""
"Enables or disables input processing. This is not required for GUI controls! "
"Enabled automatically if [method _input] is overridden. Any calls to this "
"before [method _ready] will be ignored."
msgstr ""
"启用或禁用输入处理。对于 GUI 控件来说不是必需的。如果 [method _input] 被覆盖,"
"则自动启用。任何在 [method _ready] 之前对它的调用都将被忽略。"
msgid ""
"Enables or disabled internal processing for this node. Internal processing "
"happens in isolation from the normal [method _process] calls and is used by "
"some nodes internally to guarantee proper functioning even if the node is "
"paused or processing is disabled for scripting ([method set_process]). Only "
"useful for advanced uses to manipulate built-in nodes' behavior.\n"
"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
"logic, so changing this value from your code may lead to unexpected behavior. "
"Script access to this internal logic is provided for specific advanced uses, "
"but is unsafe and not supported."
msgstr ""
"启用或禁用此节点的内部处理。内部处理与正常的 [method _process] 调用隔离进行,"
"并且由某些节点内部使用,以确保正常工作,即使节点已暂停或处理因脚本而禁用"
"[method set_process])。仅适用于操纵内置节点行为的高级用途。\n"
"[b]警告:[/b]内置节点依赖于内部处理来实现自己的逻辑,因此更改代码中的这个值可"
"能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且不支"
"持。"
msgid ""
"Enables shortcut processing. Enabled automatically if [method "
"_shortcut_input] is overridden. Any calls to this before [method _ready] will "
"be ignored."
msgstr ""
"启用快捷键处理。如果 [method _shortcut_input] 被覆盖,则自动启用。在 [method "
"_ready] 之前对此的任何调用都将被忽略。"
msgid ""
"Enables unhandled input processing. This is not required for GUI controls! It "
"enables the node to receive all input that was not previously handled "
"(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
"is overridden. Any calls to this before [method _ready] will be ignored."
msgstr ""
"启用未处理的输入处理。这对 GUI 控件来说是不需要的!它使节点能够接收所有以前没"
"有处理的输入(通常是由 [Control] 处理的)。如果 [method _unhandled_input] 被覆"
"盖,则自动启用。在 [method _ready] 之前对它的任何调用都将被忽略。"
msgid ""
"Enables unhandled key input processing. Enabled automatically if [method "
"_unhandled_key_input] is overridden. Any calls to this before [method _ready] "
"will be ignored."
msgstr ""
"启用未处理的按键输入处理。如果 [method _unhandled_key_input] 被重写,则自动启"
"用。任何在 [method _ready] 之前对它的调用都将被忽略。"
msgid ""
"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
msgstr "设置这是否是实例加载占位符。见 [InstancePlaceholder]。"
msgid "Similar to [method call_thread_safe], but for setting properties."
msgstr "类似于 [method call_thread_safe],但用于设置属性。"
msgid ""
"Updates the warning displayed for this node in the Scene Dock.\n"
"Use [method _get_configuration_warnings] to setup the warning message to "
"display."
msgstr ""
"更新在场景面板中为该节点显示的警告。\n"
"使用 [method _get_configuration_warnings] 配置要显示的警告消息。"
msgid ""
"Add a custom description to a node. It will be displayed in a tooltip when "
"hovered in editor's scene tree."
msgstr ""
"为该节点添加自定义描述。该节点在编辑器的场景树中处于悬停状态时,该描述将显示在"
"工具提示中。"
msgid ""
"The [MultiplayerAPI] instance associated with this node. See [method "
"SceneTree.get_multiplayer].\n"
"[b]Note:[/b] Renaming the node, or moving it in the tree, will not move the "
"[MultiplayerAPI] to the new path, you will have to update this manually."
msgstr ""
"与该节点关联的 [MultiplayerAPI] 实例。见 [method SceneTree."
"get_multiplayer]。\n"
"[b]注意:[/b]将节点重命名或者在树中移动都不会将 [MultiplayerAPI] 移动至新的路"
"径,你需要手动进行更新。"
msgid ""
"The name of the node. This name is unique among the siblings (other child "
"nodes from the same parent). When set to an existing name, the node will be "
"automatically renamed.\n"
"[b]Note:[/b] Auto-generated names might include the [code]@[/code] character, "
"which is reserved for unique names when using [method add_child]. When "
"setting the name manually, any [code]@[/code] will be removed."
msgstr ""
"该节点的名称。这个名称在兄弟节点(来自同一父节点的其他子节点)中是唯一的。当设"
"置为现有名称时,节点将自动重命名。\n"
"[b]注意:[/b]自动生成的名称可能包含 [code]@[/code] 字符,在使用 [method "
"add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/"
"code]。"
msgid ""
"The node owner. A node can have any ancestor node as owner (i.e. a parent, "
"grandparent, etc. node ascending in the tree). This implies that [method "
"add_child] should be called before setting the owner, so that this "
"relationship of parenting exists. When saving a node (using [PackedScene]), "
"all the nodes it owns will be saved with it. This allows for the creation of "
"complex scene trees, with instancing and subinstancing.\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must "
"set [member owner] in addition to calling [method add_child]. This is "
"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]editor plugins[/url]. If a new node is "
"added to the tree without setting its owner as an ancestor in that tree, it "
"will be visible in the 2D/3D view, but not in the scene tree (and not "
"persisted when packing or saving)."
msgstr ""
"该节点的所有者。节点的所有者可以是任何祖先节点(即父节点、祖父节点等沿场景树向"
"上的节点)。也就是说,应该在设置所有者之前调用 [method add_child],这样才能存"
"在父子关系。(通过 [PackedScene])保存节点时,它拥有的所有节点也会随之保存。这"
"样就可以创建复杂的场景树,能够进行实例化和子实例化。\n"
"[b]注意:[/b]如果想要将子节点持久化进 [PackedScene],除了调用 [method "
"add_child] 之外还必须设置 [member owner]。通常在[url=$DOCS_URL/tutorials/"
"plugins/running_code_in_the_editor.html]工具脚本[/url]和[url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]编辑器插件[/url]中会用到。如果将新节点添加"
"到了场景树中但没有将场景树中的祖先设置为所有者,那么这个节点在 2D/3D 视图中可"
"见,但在场景树中不可见(也不会在打包或保存时进行持久化)。"
msgid ""
"Can be used to pause or unpause the node, or make the node paused based on "
"the [SceneTree], or make it inherit the process mode from its parent "
"(default)."
msgstr ""
"可用于暂停或取消暂停该节点,也可以让该节点根据 [SceneTree] 来暂停,还可以让它"
"继承父级的处理模式(默认)。"
msgid ""
"Similar to [member process_priority] but for [constant "
"NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal "
"version."
msgstr ""
"与 [member process_priority] 类似,但是作用于 [constant "
"NOTIFICATION_PHYSICS_PROCESS]、[method _physics_process] 以及内部版本。"
msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
"process priority value is [i]lower[/i] will have their processing callbacks "
"executed first."
msgstr ""
"该节点在已启用的处理回调(即 [constant NOTIFICATION_PROCESS]、[constant "
"NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先级"
"值[i]较低[/i]的节点将首先执行其处理回调。"
msgid ""
"Set the process thread group for this node (basically, whether it receives "
"[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], "
"[method _process] or [method _physics_process] (and the internal versions) on "
"the main thread or in a sub-thread.\n"
"By default, the thread group is [constant PROCESS_THREAD_GROUP_INHERIT], "
"which means that this node belongs to the same thread group as the parent "
"node. The thread groups means that nodes in a specific thread group will "
"process together, separate to other thread groups (depending on [member "
"process_thread_group_order]). If the value is set is [constant "
"PROCESS_THREAD_GROUP_SUB_THREAD], this thread group will occur on a sub "
"thread (not the main thread), otherwise if set to [constant "
"PROCESS_THREAD_GROUP_MAIN_THREAD] it will process on the main thread. If "
"there is not a parent or grandparent node set to something other than "
"inherit, the node will belong to the [i]default thread group[/i]. This "
"default group will process on the main thread and its group order is 0.\n"
"During processing in a sub-thread, accessing most functions in nodes outside "
"the thread group is forbidden (and it will result in an error in debug mode). "
"Use [method Object.call_deferred], [method call_thread_safe], [method "
"call_deferred_thread_group] and the likes in order to communicate from the "
"thread groups to the main thread (or to other thread groups).\n"
"To better understand process thread groups, the idea is that any node set to "
"any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any "
"children (and grandchildren) nodes set to inherit into its process thread "
"group. this means that the processing of all the nodes in the group will "
"happen together, at the same time as the node including them."
msgstr ""
"设置这个节点的处理线程组(基本上就是在主线程还是子线程中接收 [constant "
"NOTIFICATION_PROCESS]、[constant NOTIFICATION_PHYSICS_PROCESS]、[method "
"_process]、[method _physics_process] 以及这些回调的内部版本)。\n"
"默认情况下线程组为 [constant PROCESS_THREAD_GROUP_INHERIT],表示这个节点属于和"
"父节点一样的线程组。同一线程组中的节点会一起处理,独立于其他线程组(由 "
"[member process_thread_group_order] 决定)。如果设为 [constant "
"PROCESS_THREAD_GROUP_SUB_THREAD],则该线程组会在子线程(非主线程)中执行,否则"
"设为 [constant PROCESS_THREAD_GROUP_MAIN_THREAD] 就会在主线程中处理。如果父节"
"点和先祖节点都没有设置为非继承,则该节点属于[i]默认线程组[/i]。默认分组在主线"
"程中处理,分组顺序为 0。\n"
"在子线程中处理时,线程组之外的大多数函数都禁止访问(调试模式下会报错)。请使"
"用 [method Object.call_deferred]、[method call_thread_safe]、[method "
"call_deferred_thread_group] 等方法与主线程(或其他线程组)通信。\n"
"线程组更好的理解方式是,非 [constant PROCESS_THREAD_GROUP_INHERIT] 的节点都会"
"将设为继承的子节点(以及后续子孙节点)纳入它的处理线程组。这样该分组中的节点就"
"会一起处理,包括包含它们的节点。"
msgid ""
"Change the process thread group order. Groups with a lesser order will "
"process before groups with a greater order. This is useful when a large "
"amount of nodes process in sub thread and, afterwards, another group wants to "
"collect their result in the main thread, as an example."
msgstr ""
"修改处理线程组的顺序。顺序取值较小的分组会在较大的分组前处理。例如,可以让大量"
"的节点先在子线程中处理,然后另一组节点要在主线程中获取它们的处理结果。"
msgid ""
"Set whether the current thread group will process messages (calls to [method "
"call_deferred_thread_group] on threads, and whether it wants to receive them "
"during regular process or physics process callbacks."
msgstr ""
"设置当前线程组是否会在线程中处理消息(调用 [method "
"call_deferred_thread_group]),以及是否需要在常规处理和物理处理回调中接收消"
"息。"
msgid ""
"If a scene is instantiated from a file, its topmost node contains the "
"absolute file path from which it was loaded in [member scene_file_path] (e.g. "
"[code]res://levels/1.tscn[/code]). Otherwise, [member scene_file_path] is set "
"to an empty string."
msgstr ""
"如果一个场景是从一个文件实例化来的,则其最顶层的节点的 [member "
"scene_file_path] 中,将包含它从何处被加载的绝对文件路径(例如 [code]res://"
"levels/1.tscn[/code])。否则 [member scene_file_path] 被设置为一个空字符串。"
msgid ""
"Sets this node's name as a unique name in its [member owner]. This allows the "
"node to be accessed as [code]%Name[/code] instead of the full path, from any "
"node within that scene.\n"
"If another node with the same owner already had that name declared as unique, "
"that other node's name will no longer be set as having a unique name."
msgstr ""
"将这个节点的名称设置为其 [member owner] 中的唯一名称。这样就可以从该场景中的任"
"意节点处使用 [code]%名称[/code] 来访问这个节点,无需使用完整路径。\n"
"如果所有者相同的另一个节点已经将该名称声明为唯一,那么其他节点就无法再将此名称"
"设置为唯一名称。"
msgid ""
"Emitted when a child node enters the scene tree, either because it entered on "
"its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
"在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着该"
"子节点一起进入。\n"
"这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal "
"tree_entered] [i]之后[/i]触发。"
msgid ""
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [param node] is still in the tree and "
"valid. This signal is emitted [i]after[/i] the child node's own [signal "
"tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
"当一个子节点即将退出场景树时发出,要么是因为它正在被移除或直接释放,要么是因为"
"该节点正在退出树。\n"
"当收到这个信号时,子 [param node] 仍然在树中并且有效。该信号在子节点自己的 "
"[signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/i]发出。"
msgid ""
"Emitted when the list of children is changed. This happens when child nodes "
"are added, moved or removed."
msgstr "子节点列表发生改变时发出。发生在添加、移动、移除子节点时。"
msgid ""
"Emitted when the node is ready. Comes after [method _ready] callback and "
"follows the same rules."
msgstr "当该节点就绪时发出。在 [method _ready] 回调之后发出,遵循相同的规则。"
msgid "Emitted when the node is renamed."
msgstr "当该节点被重命名时触发。"
msgid ""
"Emitted when this node is being replaced by the [param node], see [method "
"replace_by].\n"
"This signal is emitted [i]after[/i] [param node] has been added as a child of "
"the original parent node, but [i]before[/i] all original child nodes have "
"been reparented to [param node]."
msgstr ""
"当该节点被 [param node] 替换时触发,见 [method replace_by]。\n"
"这个信号的触发时机在 [param node] 被添加为原父节点的子节点[i]之后[/i],但是在"
"所有原子节点重设父节点为 [param node] [i]之前[/i]。"
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
"当该节点进入树时触发。\n"
"这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。"
msgid "Emitted after the node exits the tree and is no longer active."
msgstr "当该节点退出树之后触发,并且不再处于活动状态。"
msgid ""
"Emitted when the node is still active but about to exit the tree. This is the "
"right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
"当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也"
"可以称之为“析构函数”)。\n"
"这个信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]触发。"
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
"当该节点进入 [SceneTree] 时收到的通知。\n"
"这个通知会在相关的 [signal tree_entered] [i]之前[/i]发出。"
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
"当该节点即将退出 [SceneTree] 时收到的通知。\n"
"这个通知会在相关的 [signal tree_exiting] [i]之后[/i]发出。"
msgid ""
"[i]Deprecated.[/i] This notification is no longer emitted. Use [constant "
"NOTIFICATION_CHILD_ORDER_CHANGED] instead."
msgstr ""
"[i]已废弃。[/i]不会再发出这个通知。请改用 [constant "
"NOTIFICATION_CHILD_ORDER_CHANGED]。"
msgid "Notification received when the node is ready. See [method _ready]."
msgstr "当该节点就绪时接收到通知。见 [method _ready]。"
msgid "Notification received when the node is paused."
msgstr "当该节点被暂停时接收到的通知。"
msgid "Notification received when the node is unpaused."
msgstr "当该节点被取消暂停时收到的通知。"
msgid ""
"Notification received every frame when the physics process flag is set (see "
"[method set_physics_process])."
msgstr ""
"当设置了 physics process 标志时,每一帧都会收到的通知(见 [method "
"set_physics_process])。"
msgid ""
"Notification received every frame when the process flag is set (see [method "
"set_process])."
msgstr ""
"当设置了 process 标志时,每一帧都会收到的通知(见 [method set_process])。"
msgid ""
"Notification received when a node is set as a child of another node.\n"
"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
msgstr ""
"当一个节点被设置为另一个节点的子节点时收到该通知。\n"
"[b]注意:[/b]这并不意味着一个节点进入了 [SceneTree]。"
msgid ""
"Notification received when a node is unparented (parent removed it from the "
"list of children)."
msgstr "当该节点失去父节点时收到的通知(父节点将其从子节点列表中删除)。"
msgid "Notification received by scene owner when its scene is instantiated."
msgstr "当场景被实例化时,该场景的所有者收到的通知。"
msgid ""
"Notification received when a drag operation begins. All nodes receive this "
"notification, not only the dragged one.\n"
"Can be triggered either by dragging a [Control] that provides drag data (see "
"[method Control._get_drag_data]) or using [method Control.force_drag].\n"
"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
"当拖拽操作开始时收到的通知。所有节点都会收到此通知,而不仅仅是被拖动的节点。\n"
"可以通过拖动提供拖动数据的 [Control](见 [method Control._get_drag_data]),或"
"使用 [method Control.force_drag] 来触发。\n"
"请使用 [method Viewport.gui_get_drag_data] 获取拖动数据。"
msgid ""
"Notification received when a drag operation ends.\n"
"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
"当拖拽操作结束时收到的通知。\n"
"请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。"
msgid ""
"Notification received when the node's name or one of its parents' name is "
"changed. This notification is [i]not[/i] received when the node is removed "
"from the scene tree to be added to another parent later on."
msgstr ""
"当该节点或其祖级的名称被更改时收到的通知。当节点从场景树中移除,稍后被添加到另"
"一个父节点时,[i]不会[/i]收到此通知。"
msgid ""
"Notification received when the list of children is changed. This happens when "
"child nodes are added, moved or removed."
msgstr ""
"子节点列表发生更改时收到的通知。子节点发生添加、移动、删除时列表会发生更改。"
msgid ""
"Notification received every frame when the internal process flag is set (see "
"[method set_process_internal])."
msgstr ""
"当设置了内部处理标志时,每一帧都会收到的通知(见 [method "
"set_process_internal])。"
msgid ""
"Notification received every frame when the internal physics process flag is "
"set (see [method set_physics_process_internal])."
msgstr ""
"当设置了内部物理处理标志时,每一帧都会收到的通知(见 [method "
"set_physics_process_internal])。"
msgid ""
"Notification received when the node is ready, just before [constant "
"NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
"node enters the tree, instead of only once."
msgstr ""
"当该节点就绪,在收到 [constant NOTIFICATION_READY] 之前收到的通知。与后者不"
"同,该节点每次进入树时都会发送,而不是只发送一次。"
msgid ""
"Notification received when the node is disabled. See [constant "
"PROCESS_MODE_DISABLED]."
msgstr "当该节点被禁用时收到的通知。见 [constant PROCESS_MODE_DISABLED]。"
msgid ""
"Notification received when the node is enabled again after being disabled. "
"See [constant PROCESS_MODE_DISABLED]."
msgstr ""
"当该节点被禁用后又再次被启用时收到的通知。见 [constant "
"PROCESS_MODE_DISABLED]。"
msgid ""
"Notification received right before the scene with the node is saved in the "
"editor. This notification is only sent in the Godot editor and will not occur "
"in exported projects."
msgstr ""
"在编辑器中保存有节点的场景之前收到的通知。这个通知只在 Godot 编辑器中发送,不"
"会出现在导出的项目中。"
msgid ""
"Notification received right after the scene with the node is saved in the "
"editor. This notification is only sent in the Godot editor and will not occur "
"in exported projects."
msgstr ""
"在编辑器中保存有节点的场景后立即收到通知。这个通知只在 Godot 编辑器中发送,在"
"导出的项目中不会出现。"
msgid ""
"Notification received when the mouse enters the window.\n"
"Implemented for embedded windows and on desktop and web platforms."
msgstr ""
"鼠标进入窗口时收到的通知。\n"
"为内嵌窗口实现,并在桌面和 Web 平台上实现。"
msgid ""
"Notification received when the mouse leaves the window.\n"
"Implemented for embedded windows and on desktop and web platforms."
msgstr ""
"鼠标离开窗口时收到的通知。\n"
"为内嵌窗口实现,并在桌面和 Web 平台上实现。"
msgid ""
"Notification received when the node's parent [Window] is focused. This may be "
"a change of focus between two windows of the same engine instance, or from "
"the OS desktop or a third-party application to a window of the game (in which "
"case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted).\n"
"A [Window] node receives this notification when it is focused."
msgstr ""
"当该节点的父 [Window] 获得焦点时收到的通知。可能是在同一引擎实例的两个窗口之间"
"的焦点变化,也可能是从操作系统桌面或第三方应用程序切换到游戏的某个窗口(在这种"
"情况下,还会发出 [constant NOTIFICATION_APPLICATION_FOCUS_IN])。\n"
"[Window] 节点会在获得焦点时收到该通知。"
msgid ""
"Notification received when the node's parent [Window] is defocused. This may "
"be a change of focus between two windows of the same engine instance, or from "
"a window of the game to the OS desktop or a third-party application (in which "
"case [constant NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted).\n"
"A [Window] node receives this notification when it is defocused."
msgstr ""
"当该节点的父 [Window] 失去焦点时收到的通知。可能是在同一引擎实例的两个窗口之间"
"的焦点变化,也可能是从游戏的某个窗口切换到操作系统桌面或第三方应用程序(在这种"
"情况下,还会发出 [constant NOTIFICATION_APPLICATION_FOCUS_OUT])。\n"
"[Window] 节点会在失去焦点时收到该通知。"
msgid ""
"Notification received from the OS when a close request is sent (e.g. closing "
"the window with a \"Close\" button or [kbd]Alt + F4[/kbd]).\n"
"Implemented on desktop platforms."
msgstr ""
"当发出关闭请求时,从操作系统收到的通知(例如使用“关闭”按钮或按下 [kbd]Alt + "
"F4[/kbd] 关闭窗口时)。\n"
"在桌面平台上实现。"
msgid ""
"Notification received from the OS when a go back request is sent (e.g. "
"pressing the \"Back\" button on Android).\n"
"Specific to the Android platform."
msgstr ""
"当发出返回请求时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按"
"钮)。\n"
"仅限 Android 平台。"
msgid "Notification received from the OS when the window is resized."
msgstr "当窗口大小发生改变时,从操作系统收到的通知。"
msgid ""
"Notification received from the OS when the screen's DPI has been changed. "
"Only implemented on macOS."
msgstr "当屏幕的 DPI 发生更改时,从操作系统受到的通知。仅在 macOS 上实现。"
msgid ""
"Notification received when the mouse cursor enters the [Viewport]'s visible "
"area, that is not occluded behind other [Control]s or [Window]s, provided its "
"[member Viewport.gui_disable_input] is [code]false[/code] and regardless if "
"it's currently focused or not."
msgstr ""
"当鼠标指针进入 [Viewport] 的可见区域时收到的通知,可见区域指没有被其他 "
"[Control] 和 [Window] 遮挡的区域,并且需要 [member Viewport."
"gui_disable_input] 为 [code]false[/code],与当前是否持有焦点无关。"
msgid ""
"Notification received when the mouse cursor leaves the [Viewport]'s visible "
"area, that is not occluded behind other [Control]s or [Window]s, provided its "
"[member Viewport.gui_disable_input] is [code]false[/code] and regardless if "
"it's currently focused or not."
msgstr ""
"当鼠标指针离开 [Viewport] 的可见区域时收到的通知,可见区域指没有被其他 "
"[Control] 和 [Window] 遮挡的区域,并且需要 [member Viewport."
"gui_disable_input] 为 [code]false[/code],与当前是否持有焦点无关。"
msgid ""
"Inherits process mode from the node's parent. For the root node, it is "
"equivalent to [constant PROCESS_MODE_PAUSABLE]. Default."
msgstr ""
"从该节点的父节点继承处理模式。如果是根节点,则等价于 [constant "
"PROCESS_MODE_PAUSABLE]。默认值。"
msgid ""
"Stops processing when the [SceneTree] is paused (process when unpaused). This "
"is the inverse of [constant PROCESS_MODE_WHEN_PAUSED]."
msgstr ""
"[SceneTree] 暂停时停止处理(取消暂停时处理)。与 [constant "
"PROCESS_MODE_WHEN_PAUSED] 相反。"
msgid ""
"Only process when the [SceneTree] is paused (don't process when unpaused). "
"This is the inverse of [constant PROCESS_MODE_PAUSABLE]."
msgstr ""
"仅在 [SceneTree] 暂停时处理(取消暂停时不处理)。与 [constant "
"PROCESS_MODE_PAUSABLE] 相反。"
msgid ""
"Always process. Continue processing always, ignoring the [SceneTree]'s paused "
"property. This is the inverse of [constant PROCESS_MODE_DISABLED]."
msgstr ""
"始终处理。始终继续处理,忽略 [SceneTree] 的 paused 属性。与 [constant "
"PROCESS_MODE_DISABLED] 相反。"
msgid ""
"Never process. Completely disables processing, ignoring the [SceneTree]'s "
"paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS]."
msgstr ""
"从不处理。完全禁用处理,忽略 [SceneTree] 的 paused 属性。与 [constant "
"PROCESS_MODE_ALWAYS] 相反。"
msgid ""
"If the [member process_thread_group] property is sent to this, the node will "
"belong to any parent (or grandparent) node that has a thread group mode that "
"is not inherit. See [member process_thread_group] for more information."
msgstr ""
"如果 [member process_thread_group] 属性设为这个值,该节点会属于线程组不是继承"
"的父节点(或祖父节点)。详见 [member process_thread_group]。"
msgid ""
"Process this node (and children nodes set to inherit) on the main thread. See "
"[member process_thread_group] for more information."
msgstr ""
"在主线程上处理该节点(以及设为继承的子节点)。详见 [member "
"process_thread_group]。"
msgid ""
"Process this node (and children nodes set to inherit) on a sub-thread. See "
"[member process_thread_group] for more information."
msgstr ""
"在子线程上处理该节点(以及设为继承的子节点)。详见 [member "
"process_thread_group]。"
msgid "Duplicate the node's signals."
msgstr "复制该节点的信号。"
msgid "Duplicate the node's groups."
msgstr "复制节点的组。"
msgid "Duplicate the node's scripts."
msgstr "复制该节点的脚本。"
msgid ""
"Duplicate using instancing.\n"
"An instance stays linked to the original so when the original changes, the "
"instance changes too."
msgstr ""
"使用实例化进行复制。\n"
"实例与原件保持链接,因此当原件发生变化时,实例也会发生变化。"
msgid "Node will not be internal."
msgstr "该节点不是内部节点。"
msgid ""
"Node will be placed at the front of parent's node list, before any non-"
"internal sibling."
msgstr "该节点将被放置在父节点的节点列表开头,在所有非内部兄弟节点之前。"
msgid ""
"Node will be placed at the back of parent's node list, after any non-internal "
"sibling."
msgstr "该节点将被放置在父节点的节点列表末尾,在所有非内部兄弟节点之后。"
msgid ""
"A 2D game object, inherited by all 2D-related nodes. Has a position, "
"rotation, scale, and Z index."
msgstr "2D 游戏对象,被所有 2D 相关的节点继承。具有位置、旋转、缩放和 Z 索引。"
msgid ""
"A 2D game object, with a transform (position, rotation, and scale). All 2D "
"nodes, including physics objects and sprites, inherit from Node2D. Use Node2D "
"as a parent node to move, scale and rotate children in a 2D project. Also "
"gives control of the node's render order."
msgstr ""
"2D 游戏对象,具有变换(位置、旋转、缩放)。所有的 2D 节点,包括物理对象和精"
"灵,都继承自 Node2D。使用 Node2D 作为父节点来移动、缩放和旋转 2D 项目中的子节"
"点。还可以控制节点的渲染顺序。"
msgid "All 2D Demos"
msgstr "所有 2D 演示"
msgid "Multiplies the current scale by the [param ratio] vector."
msgstr "将当前缩放乘以比例向量 [param ratio]。"
msgid ""
"Returns the angle between the node and the [param point] in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"返回该节点和 [param point] 之间的夹角,单位为弧度。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"node2d_get_angle_to.png]返回夹角的示意图。[/url]"
msgid "Returns the [Transform2D] relative to this node's parent."
msgstr "返回相对于此节点的父节点的 [Transform2D]。"
msgid "Adds the [param offset] vector to the node's global position."
msgstr "将偏移向量 [param offset] 添加到该节点的全局位置。"
msgid ""
"Rotates the node so it points towards the [param point], which is expected to "
"use global coordinates."
msgstr "旋转该节点,使其指向 [param point],该点应使用全局坐标。"
msgid ""
"Applies a local translation on the node's X axis based on the [method Node."
"_process]'s [param delta]. If [param scaled] is [code]false[/code], "
"normalizes the movement."
msgstr ""
"基于 [method Node._process] 的 [param delta],在节点的 X 轴上应用局部平移。如"
"果 [param scaled] 为 [code]false[/code],则对移动进行归一化。"
msgid ""
"Applies a local translation on the node's Y axis based on the [method Node."
"_process]'s [param delta]. If [param scaled] is [code]false[/code], "
"normalizes the movement."
msgstr ""
"基于 [method Node._process] 的 [param delta],在节点的 Y 轴上应用局部平移。如"
"果 [param scaled] 为 [code]false[/code],则对移动进行归一化。"
msgid ""
"Applies a rotation to the node, in radians, starting from its current "
"rotation."
msgstr "从节点的当前旋转开始,以弧度为单位,对节点进行旋转。"
msgid ""
"Transforms the provided local position into a position in global coordinate "
"space. The input is expected to be local relative to the [Node2D] it is "
"called on. e.g. Applying this method to the positions of child nodes will "
"correctly transform their positions into the global coordinate space, but "
"applying it to a node's own position will give an incorrect result, as it "
"will incorporate the node's own transformation into its global position."
msgstr ""
"将提供的本地位置转换为全局坐标空间的位置。例如,对子节点的位置应用这个方法将正"
"确地把它们的位置转换到全局坐标空间,但对节点自己的位置应用这个方法将得到一个不"
"正确的结果,因为它将把节点自己的变换纳入它的全局位置。"
msgid ""
"Transforms the provided global position into a position in local coordinate "
"space. The output will be local relative to the [Node2D] it is called on. e."
"g. It is appropriate for determining the positions of child nodes, but it is "
"not appropriate for determining its own position relative to its parent."
msgstr ""
"将提供的全局位置转换为本地坐标空间的位置。例如,它适合于确定子节点的位置,但不"
"适合于确定其自身相对于父节点的位置。"
msgid "Translates the node by the given [param offset] in local coordinates."
msgstr "在局部坐标系中,将该节点按给定的偏移量 [param offset] 进行平移。"
msgid "Global position."
msgstr "全局位置。"
msgid "Global rotation in radians."
msgstr "全局旋转,单位为弧度。"
msgid ""
"Helper property to access [member global_rotation] in degrees instead of "
"radians."
msgstr "辅助属性,用于按度数访问 [member global_rotation] 而不是弧度数。"
msgid "Global scale."
msgstr "全局缩放。"
msgid "Global skew in radians."
msgstr "全局偏斜,单位为弧度。"
msgid "Global [Transform2D]."
msgstr "全局 [Transform2D]。"
msgid "Position, relative to the node's parent."
msgstr "位置,相对于父节点。"
msgid ""
"Rotation in radians, relative to the node's parent.\n"
"[b]Note:[/b] This property is edited in the inspector in degrees. If you want "
"to use degrees in a script, use [member rotation_degrees]."
msgstr ""
"旋转,单位为弧度,相对于该节点的父节点。\n"
"[b]注意:[/b]这个属性在检查器中是以度数编辑的。如果你想在脚本中使用度数,请使"
"用 [member rotation_degrees]。"
msgid ""
"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, negative scales on the X axis will be "
"changed to negative scales on the Y axis and a rotation of 180 degrees when "
"decomposed."
msgstr ""
"该节点的缩放。未缩放值:[code](1, 1)[/code]。\n"
"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变换"
"矩阵来表示缩放X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度的旋"
"转。"
msgid ""
"Slants the node.\n"
"[b]Note:[/b] Skew is X axis only."
msgstr ""
"使该节点发生倾斜。\n"
"[b]注意:[/b]偏斜仅适用于 X 轴。"
msgid "Local [Transform2D]."
msgstr "局部 [Transform2D]。"
msgid "Most basic 3D game object, parent of all 3D-related nodes."
msgstr "最基本的 3D 游戏对象,所有 3D 相关节点的父类。"
msgid ""
"Most basic 3D game object, with a [Transform3D] and visibility settings. All "
"other 3D game objects inherit from [Node3D]. Use [Node3D] as a parent node to "
"move, scale, rotate and show/hide children in a 3D project.\n"
"Affine operations (rotate, scale, translate) happen in parent's local "
"coordinate system, unless the [Node3D] object is set as top-level. Affine "
"operations in this coordinate system correspond to direct affine operations "
"on the [Node3D]'s transform. The word local below refers to this coordinate "
"system. The coordinate system that is attached to the [Node3D] object itself "
"is referred to as object-local coordinate system.\n"
"[b]Note:[/b] Unless otherwise specified, all methods that have angle "
"parameters must have angles specified as [i]radians[/i]. To convert degrees "
"to radians, use [method @GlobalScope.deg_to_rad].\n"
"[b]Note:[/b] Be aware that \"Spatial\" nodes are now called \"Node3D\" "
"starting with Godot 4. Any Godot 3.x references to \"Spatial\" nodes refer to "
"\"Node3D\" in Godot 4."
msgstr ""
"最基本的 3D 游戏对象,具有 [Transform3D] 和可见性设置。所有其他的 3D 游戏对象"
"都继承自 [Node3D]。在 3D 项目中,请使用 [Node3D] 作为父节点对子节点进行移动、"
"缩放、旋转和显示/隐藏。\n"
"除非该 [Node3D] 对象被设置为顶层,否则仿射操作(旋转、缩放、平移)会在父节点的"
"本地坐标系中进行。在这个坐标系中的仿射操作对应于对 [Node3D] 变换的直接仿射运"
"算。下文中的本地一词指的就是这个坐标系。附加到 [Node3D] 对象本身的坐标系被称为"
"对象本地坐标系。\n"
"[b]注意:[/b]除非另有规定,所有有角度参数的方法必须将角度指定为[i]弧度[/i]。请"
"使用 [method @GlobalScope.deg_to_rad] 将度数转换为弧度。\n"
"[b]注意:[/b]请注意,从 Godot 4 开始“Spatial”节点现在被称为“Node3D”。Godot "
"3.x 中指的“Spatial”节点均指的是 Godot 4 中的“Node3D”。"
msgid "Introduction to 3D"
msgstr "3D 简介"
msgid "All 3D Demos"
msgstr "所有 3D 演示"
msgid ""
"Attach an editor gizmo to this [Node3D].\n"
"[b]Note:[/b] The gizmo object would typically be an instance of "
"[EditorNode3DGizmo], but the argument type is kept generic to avoid creating "
"a dependency on editor classes in [Node3D]."
msgstr ""
"将编辑器小工具附加到该 [Node3D]。\n"
"[b]注意:[/b]小工具对象通常是 [EditorNode3DGizmo] 的一个实例,但参数类型保持通"
"用以避免在 [Node3D] 中创建对编辑器类的依赖。"
msgid "Clear all gizmos attached to this [Node3D]."
msgstr "清除附加于该 [Node3D] 的所有小工具。"
msgid ""
"Clears subgizmo selection for this node in the editor. Useful when subgizmo "
"IDs become invalid after a property change."
msgstr ""
"在编辑器中,清除该节点的子小工具选择。在一个属性更改后,子小工具 ID 变得无效时"
"很有用。"
msgid "Returns all the gizmos attached to this [Node3D]."
msgstr "返回附加到该 [Node3D] 的所有小工具。"
msgid ""
"Returns the parent [Node3D], or an empty [Object] if no parent exists or "
"parent is not of type [Node3D]."
msgstr ""
"返回父节点 [Node3D],如果不存在父节点,或父节点不是 [Node3D] 类型,则返回空的 "
"[Object]。"
msgid ""
"Returns the current [World3D] resource this [Node3D] node is registered to."
msgstr "返回此 [Node3D] 节点所注册的当前 [World3D] 资源。"
msgid ""
"Rotates the global (world) transformation around axis, a unit [Vector3], by "
"specified angle in radians. The rotation axis is in global coordinate system."
msgstr ""
"将全局(世界)变换围绕某个轴(单位 [Vector3])旋转指定的弧度。旋转轴使用全局坐"
"标系。"
msgid ""
"Scales the global (world) transformation by the given [Vector3] scale factors."
msgstr "将全局(世界)变换按照给定的 [Vector3] 缩放因子进行缩放。"
msgid ""
"Moves the global (world) transformation by [Vector3] offset. The offset is in "
"global coordinate system."
msgstr "将全局(世界)变换按照 [Vector3] 偏移量进行移动。偏移量使用全局坐标系。"
msgid ""
"Disables rendering of this node. Changes [member visible] to [code]false[/"
"code]."
msgstr "禁用该节点的渲染。会将 [member visible] 改为 [code]false[/code]。"
msgid ""
"Returns whether node notifies about its local transformation changes. "
"[Node3D] will not propagate this by default."
msgstr "返回该节点是否通知其局部变换的更改。[Node3D] 默认不会传播此属性。"
msgid ""
"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local "
"transformation scale."
msgstr "返回该节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。"
msgid ""
"Returns whether the node notifies about its global and local transformation "
"changes. [Node3D] will not propagate this by default."
msgstr "返回该节点是否通知其全局和局部变换的更改。[Node3D] 默认不会传播此属性。"
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its ancestors are also "
"visible. If any ancestor is hidden, this node will not be visible in the "
"scene tree."
msgstr ""
"如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/"
"code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点"
"被隐藏,则该节点在场景树中将不可见。"
msgid ""
"Rotates the node so that the local forward axis (-Z, [constant Vector3."
"FORWARD]) points toward the [param target] position.\n"
"The local up axis (+Y) points as close to the [param up] vector as possible "
"while staying perpendicular to the local forward axis. The resulting "
"transform is orthogonal, and the scale is preserved. Non-uniform scaling may "
"not work correctly.\n"
"The [param target] position cannot be the same as the node's position, the "
"[param up] vector cannot be zero, and the direction from the node's position "
"to the [param target] vector cannot be parallel to the [param up] vector.\n"
"Operations take place in global space, which means that the node must be in "
"the scene tree.\n"
"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is "
"treated as forward (implies +X is left) and points toward the [param target] "
"position. By default, the -Z axis (camera forward) is treated as forward "
"(implies +X is right)."
msgstr ""
"旋转该节点,让局部向前的轴(-Z[constant Vector3.FORWARD])指向 [param "
"target] 的位置。\n"
"局部向上的轴(+Y在保持与局部向前的轴垂直的前提下尽可能接近 [param up] 向"
"量。最终的变换是正交变换,并且保留了原有缩放。非统一缩放可能无法正常工作。\n"
"[param target] 位置不能和该节点的位置相同,[param up] 向量不能为零,从节点的位"
"置到 [param target] 的向量不能与 [param up] 平行。\n"
"操作发生在全局空间,也就是说该节点必须位于场景树中。\n"
"如果 [param use_model_front] 为 [code]true[/code],则会将 +Z 轴(资产正面)作"
"为向前的轴(此时 +X 为左),指向 [param target] 的位置。默认情况下会将 -Z 轴"
"(相机前方)作为向前的轴(此时 +X 为右)。"
msgid ""
"Moves the node to the specified [param position], and then rotates the node "
"to point toward the [param target] as per [method look_at]. Operations take "
"place in global space."
msgstr ""
"将节点移动到指定的 [param position],然后根据 [method look_at] 旋转该节点以指"
"向 [param target]。操作发生在全局空间中。"
msgid ""
"Resets this node's transformations (like scale, skew and taper) preserving "
"its rotation and translation by performing Gram-Schmidt orthonormalization on "
"this node's [Transform3D]."
msgstr ""
"通过在该节点的 [Transform3D] 上执行 Gram-Schmidt 正交归一化,重置该节点的变换"
"(如缩放、倾斜和锥度),以保留其旋转和平移。"
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians."
msgstr "围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。"
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians. The rotation axis is in object-local coordinate system."
msgstr ""
"围绕轴(单位 [Vector3])旋转局部变换,指定角度(弧度)。旋转轴是在物体的本地坐"
"标系中。"
msgid "Rotates the local transformation around the X axis by angle in radians."
msgstr "围绕 X 轴旋转局部变换,旋转角度为弧度。"
msgid "Rotates the local transformation around the Y axis by angle in radians."
msgstr "围绕 Y 轴旋转局部变换,旋转角度为弧度。"
msgid "Rotates the local transformation around the Z axis by angle in radians."
msgstr "围绕 Z 轴旋转局部变换,旋转角度为弧度。"
msgid ""
"Scales the local transformation by given 3D scale factors in object-local "
"coordinate system."
msgstr "在物体局部坐标系中,通过给定的 3D 比例因子来缩放局部变换。"
msgid ""
"Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local "
"transformation scale. Changes to the local transformation scale are preserved."
msgstr ""
"设置节点是否使用 [code](1, 1, 1)[/code] 的比例或其本地变换比例。对本地变换比例"
"的改变会被保留下来。"
msgid ""
"Reset all transformations for this node (sets its [Transform3D] to the "
"identity matrix)."
msgstr "重置此节点的所有变换(将其 [Transform3D] 设置为单位矩阵)。"
msgid ""
"Sets whether the node ignores notification that its transformation (global or "
"local) changed."
msgstr "设置该节点是否忽略其转换(全局或局部)改变的通知。"
msgid ""
"Sets whether the node notifies about its local transformation changes. "
"[Node3D] will not propagate this by default."
msgstr "设置该节点是否通知其局部变换的更改。[Node3D] 默认不会传播此属性。"
msgid ""
"Sets whether the node notifies about its global and local transformation "
"changes. [Node3D] will not propagate this by default, unless it is in the "
"editor context and it has a valid gizmo."
msgstr ""
"设置该节点是否通知其全局和局部变换的更改。[Node3D] 默认不会传播此属性,除非位"
"于编辑器上下文中,并且存在有效的小工具。"
msgid ""
"Set subgizmo selection for this node in the editor.\n"
"[b]Note:[/b] The gizmo object would typically be an instance of "
"[EditorNode3DGizmo], but the argument type is kept generic to avoid creating "
"a dependency on editor classes in [Node3D]."
msgstr ""
"在编辑器中为该节点设置子小工具选区。\n"
"[b]注意:[/b]小工具对象通常是 [EditorNode3DGizmo] 的一个实例,但参数类型保持通"
"用以避免在 [Node3D] 中创建对编辑器类的依赖。"
msgid ""
"Enables rendering of this node. Changes [member visible] to [code]true[/code]."
msgstr "启用此节点的呈现。将 [member visible] 更改为 [code]true[/code]。"
msgid ""
"Transforms [param local_point] from this node's local space to world space."
msgstr "将 [param local_point] 从这个节点的局部空间转换为世界空间。"
msgid ""
"Transforms [param global_point] from world space to this node's local space."
msgstr "将 [param global_point] 从世界空间转换到这个节点的局部空间。"
msgid ""
"Changes the node's position by the given offset [Vector3].\n"
"Note that the translation [param offset] is affected by the node's scale, so "
"if scaled by e.g. [code](10, 1, 1)[/code], a translation by an offset of "
"[code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) to the X "
"coordinate."
msgstr ""
"通过给定的偏移量 [Vector3] 更改该节点的位置。\n"
"请注意,平移 [param offset] 受节点缩放的影响,因此如果按例如 [code](10, 1, 1)"
"[/code] 的比例缩放,那么偏移 [code](2, 0, 0)[/code] 的平移,实际上会在 X 坐标"
"上增加 20[code]2 * 10[/code])。"
msgid ""
"Changes the node's position by the given offset [Vector3] in local space."
msgstr "通过给定的局部空间偏移量 [Vector3] 改变该节点的位置。"
msgid "Updates all the [Node3D] gizmos attached to this node."
msgstr "更新附加于该节点的所有 [Node3D] 小工具。"
msgid "Direct access to the 3x3 basis of the [member transform] property."
msgstr "直接访问 [member transform] 属性的 3x3 基。"
msgid ""
"Global basis of this node. This is equivalent to [code]global_transform."
"basis[/code]."
msgstr "这个节点的全局基。与 [code]global_transform.basis[/code] 等价。"
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr "这个节点的全局位置。与 [code]global_transform.origin[/code] 等价。"
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters of "
"the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
"全局变换的旋转部分,单位为弧度,以 YXZ 欧拉角的形式表示X 角、Y 角、Z "
"角)。\n"
"[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩"
"阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个"
"矢量,而是因为 [Vector3] 是一种方便存储 3 个浮点数的数据结构。因此,对旋转“向"
"量”应用仿射操作是没有意义的。"
msgid "World3D space (global) [Transform3D] of this node."
msgstr "该节点在 World3D 空间的(全局)[Transform3D]。"
msgid ""
"Local position or translation of this node relative to the parent. This is "
"equivalent to [code]transform.origin[/code]."
msgstr ""
"该节点相对于父节点的局部位置或平移。相当于 [code]transform.origin[/code]。"
msgid ""
"Access to the node rotation as a [Quaternion]. This property is ideal for "
"tweening complex rotations."
msgstr ""
"以一个 [Quaternion] 的形式访问该节点的旋转。该属性非常适合补间复杂的旋转。"
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"Euler angles. The angles construct a rotation in the order specified by the "
"[member rotation_order] property.\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters of "
"the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful.\n"
"[b]Note:[/b] This property is edited in the inspector in degrees. If you want "
"to use degrees in a script, use [member rotation_degrees]."
msgstr ""
"以弧度为单位的,局部变换的旋转部分,根据欧拉角指定。角度按照 [member "
"rotation_order] 属性指定的顺序,构造一个旋转。\n"
"[b]注意:[/b]在数学意义上,旋转是一个矩阵,而不是一个向量。三个欧拉角,即旋转"
"矩阵的欧拉角参数化的三个独立参数,存储在一个 [Vector3] 数据结构中,并不是因为"
"旋转是一个向量,而是因为 [Vector3] 是一个方便存储 3 个浮点数的数据结构。因此,"
"对旋转“向量”,应用仿射操作是没有意义的。\n"
"[b]注意:[/b]该属性在检查器中以度为单位进行编辑。如果要在脚本中使用度数,请使"
"用 [member rotation_degrees]。"
msgid "Specify how rotation (and scale) will be presented in the editor."
msgstr "指定旋转(和缩放)在编辑器中的显示方式。"
msgid ""
"Specify the axis rotation order of the [member rotation] property. The final "
"orientation is constructed by rotating the Euler angles in the order "
"specified by this property."
msgstr ""
"指定 [member rotation] 属性的轴旋转顺序。最终的方向是通过按该属性指定的顺序旋"
"转欧拉角来构建的。"
msgid ""
"Scale part of the local transformation.\n"
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
"positive or all negative.\n"
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
"property. For example, [Light3D]s are not visually affected by [member scale]."
msgstr ""
"局部变换的缩放部分。\n"
"[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变"
"换矩阵来表示缩放,得到的缩放值要么全正、要么全负。\n"
"[b]注意:[/b]并不是所有节点的外观都会被 [member scale] 属性缩放。例如,"
"[Light3D] 的外观就不受 [member scale] 影响。"
msgid ""
"If [code]true[/code], the node will not inherit its transformations from its "
"parent. Node transformations are only in global space."
msgstr ""
"如果为 [code]true[/code],则该节点将不会从其父节点继承其变换。节点变换仅在全局"
"空间中。"
msgid "Local space [Transform3D] of this node, with respect to the parent node."
msgstr "该节点的局部空间 [Transform3D],相对于父节点。"
msgid ""
"Defines the visibility range parent for this node and its subtree. The "
"visibility parent must be a GeometryInstance3D. Any visual instance will only "
"be visible if the visibility parent (and all of its visibility ancestors) is "
"hidden by being closer to the camera than its own [member GeometryInstance3D."
"visibility_range_begin]. Nodes hidden via the [member Node3D.visible] "
"property are essentially removed from the visibility dependency tree, so "
"dependent instances will not take the hidden node or its ancestors into "
"account."
msgstr ""
"定义该节点及其子树的可见性范围父级。可见性父级必须是一个 GeometryInstance3D。"
"仅当可见性父级(及其所有可见性祖先)通过比其自身 [member GeometryInstance3D."
"visibility_range_begin] 更靠近相机而被隐藏时,任何视觉实例才会可见。通过 "
"[member Node3D.visible] 属性隐藏的节点,基本上可以从可见性依赖树中移除,因此依"
"赖实例不会考虑隐藏节点或其祖先。"
msgid ""
"If [code]true[/code], this node is drawn. The node is only visible if all of "
"its ancestors are visible as well (in other words, [method "
"is_visible_in_tree] must return [code]true[/code])."
msgstr ""
"如果为 [code]true[/code],这个节点就会被画出来。只有当它的所有前项也是可见的时"
"候,这个节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 "
"[code]true[/code])。"
msgid "Emitted when node visibility changes."
msgstr "当节点可见性更改时触发。"
msgid ""
"[Node3D] nodes receive this notification when their global transform changes. "
"This means that either the current or a parent node changed its transform.\n"
"In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first "
"need to ask for it, with [method set_notify_transform]. The notification is "
"also sent if the node is in the editor context and it has at least one valid "
"gizmo."
msgstr ""
"[Node3D] 节点在自己的全局变换发生改变时,会收到这个通知。这意味着当前节点或者"
"某个父节点的变换发生了改变。\n"
"用户需要使用 [method set_notify_transform] 手动申请才能够收到 [constant "
"NOTIFICATION_TRANSFORM_CHANGED]。如果该节点在编辑器环境中,并且拥有至少一个有"
"效的小工具,则也会发送这个通知。"
msgid ""
"[Node3D] nodes receive this notification when they are registered to new "
"[World3D] resource."
msgstr "[Node3D] 节点在注册到新的 [World3D] 资源时,会收到这个通知。"
msgid ""
"[Node3D] nodes receive this notification when they are unregistered from "
"current [World3D] resource."
msgstr "[Node3D] 节点从当前的 [World3D] 资源中取消注册时,会收到这个通知。"
msgid "[Node3D] nodes receive this notification when their visibility changes."
msgstr "[Node3D] 节点在其可见性发生变化时,会收到该通知。"
msgid ""
"[Node3D] nodes receive this notification when their local transform changes. "
"This is not received when the transform of a parent node is changed.\n"
"In order for [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] to work, users "
"first need to ask for it, with [method set_notify_local_transform]."
msgstr ""
"[Node3D] 节点在其局部变换发生改变时,会收到这个通知。父节点的变换发生改变时不"
"会收到这个通知。\n"
"为了使 [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] 起作用,用户首先需要使"
"用 [method set_notify_local_transform] 请求它。"
msgid "The rotation is edited using [Vector3] Euler angles."
msgstr "旋转量以 [Vector3] 欧拉角的形式编辑。"
msgid "The rotation is edited using a [Quaternion]."
msgstr "旋转量以 [Quaternion] 的形式编辑。"
msgid ""
"The rotation is edited using a [Basis]. In this mode, [member scale] can't be "
"edited separately."
msgstr "旋转量以 [Basis] 的形式编辑。此模式下无法单独编辑 [member scale]。"
msgid "Abstract class to expose editor gizmos for [Node3D]."
msgstr "用于公开 [Node3D] 编辑器小工具的抽象类。"
msgid ""
"This abstract class helps connect the [Node3D] scene with the editor-specific "
"[EditorNode3DGizmo] class.\n"
"[Node3DGizmo] by itself has no exposed API, refer to [method Node3D."
"add_gizmo] and pass it an [EditorNode3DGizmo] instance."
msgstr ""
"该抽象类有助于将 [Node3D] 场景与特定于编辑器的 [EditorNode3DGizmo] 类连接起"
"来。\n"
"[Node3DGizmo] 本身没有公开的 API请参考 [method Node3D.add_gizmo] 并向其传递"
"一个 [EditorNode3DGizmo] 实例。"
msgid "A pre-parsed scene tree path."
msgstr "预先解析的场景树路径。"
msgid ""
"A pre-parsed relative or absolute path in a scene tree, for use with [method "
"Node.get_node] and similar functions. It can reference a node, a resource "
"within a node, or a property of a node or resource. For example, "
"[code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/code] would refer to the "
"[code]size[/code] property of the [code]texture[/code] resource on the node "
"named [code]\"Sprite2D\"[/code], which is a child of the other named nodes in "
"the path.\n"
"You will usually just pass a string to [method Node.get_node] and it will be "
"automatically converted, but you may occasionally want to parse a path ahead "
"of time with [NodePath] or the literal syntax [code]^\"path\"[/code]. "
"Exporting a [NodePath] variable will give you a node selection widget in the "
"properties panel of the editor, which can often be useful.\n"
"A [NodePath] is composed of a list of slash-separated node names (like a "
"filesystem path) and an optional colon-separated list of \"subnames\" which "
"can be resources or properties.\n"
"Some examples of NodePaths include the following:\n"
"[codeblock]\n"
"# No leading slash means it is relative to the current node.\n"
"^\"A\" # Immediate child A\n"
"^\"A/B\" # A's child B\n"
"^\".\" # The current node.\n"
"^\"..\" # The parent node.\n"
"^\"../C\" # A sibling node C.\n"
"^\"../..\" # The grandparent node.\n"
"# A leading slash means it is absolute from the SceneTree.\n"
"^\"/root\" # Equivalent to get_tree().get_root().\n"
"^\"/root/Main\" # If your main scene's root node were named \"Main\".\n"
"^\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n"
"[/codeblock]\n"
"See also [StringName], which is a similar concept for general-purpose string "
"interning.\n"
"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated "
"when moving, renaming or deleting a node in the scene tree, but they are "
"never updated at runtime.\n"
"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/"
"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] "
"will always evaluate to [code]true[/code]."
msgstr ""
"场景树中预先解析的相对或绝对路径,用于 [method Node.get_node] 和类似函数。它可"
"以引用节点、节点内的资源、或节点或资源的属性。例如,[code]\"Path2D/"
"PathFollow2D/Sprite2D:texture:size\"[/code] 将引用名为 [code]\"Sprite2D\"[/"
"code] 节点上的 [code]texture[/code] 资源的 [code]size[/code] 属性,该节点是路"
"径中其他命名节点的一个子节点。\n"
"通常只需将一个字符串传递给 [method Node.get_node],它将会被自动转换,但可能偶"
"尔想要使用 [NodePath] 或文字语法 [code]^\"path\"[/code] 提前解析路径。导出 "
"[NodePath] 变量会在编辑器的属性面板中,为你提供一个节点选择小部件,这通常很有"
"用。\n"
"[NodePath] 由斜线分隔的节点名称列表(如文件系统路径)和可选的冒号分隔的“子名"
"称”列表组成,这些“子名称”可以是资源或属性。\n"
"NodePath 的一些示例包括:\n"
"[codeblock]\n"
"# 没有前导斜杠意味着它是相对于当前节点的。\n"
"^\"A\" # 直接子节点 A\n"
"^\"A/B\" # A 的子节点 B\n"
"^\".\" # 当前节点。\n"
"^\"..\" # 父节点。\n"
"^\"../C\" # 兄弟节点 C。\n"
"^\"../..\" # 祖父节点。\n"
"# 前导斜杠意味着它是来自 SceneTree 的绝对路径。\n"
"^\"/root\" # 等同于 get_tree().get_root()。\n"
"^\"/root/Main\" # 如果你的主场景的根节点被命名为“Main”。\n"
"^\"/root/MyAutoload\" # 如果你有一个自动加载的节点或场景。\n"
"[/codeblock]\n"
"另见 [StringName],它是通用字符串的类似概念。\n"
"[b]注意:[/b]在编辑器中,[NodePath] 属性在场景树中移动、重命名或删除节点时会自"
"动更新,但它们不会在运行时更新。\n"
"[b]注意:[/b]在布尔上下文中,如果 [NodePath] 为空([code]NodePath(\"\")[/"
"code]),则它将评估为 [code]false[/code]。否则,[NodePath] 将始终评估为 "
"[code]true[/code]。"
msgid "2D Role Playing Game Demo"
msgstr "2D 角色扮演游戏演示"
msgid "Constructs an empty [NodePath]."
msgstr "构造空的 [NodePath]。"
msgid ""
"Constructs a [NodePath] as a copy of the given [NodePath]. "
"[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/code]."
msgstr ""
"构造给定 [NodePath] 的副本。[code]NodePath(\"example\")[/code] 等价于 "
"[code]^\"example\"[/code]。"
msgid ""
"Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite2D:"
"texture:size\"[/code]. A path is absolute if it starts with a slash. Absolute "
"paths are only valid in the global scene tree, not within individual scenes. "
"In a relative path, [code]\".\"[/code] and [code]\"..\"[/code] indicate the "
"current node and its parent.\n"
"The \"subnames\" optionally included after the path to the target node can "
"point to resources or properties, and can also be nested.\n"
"Examples of valid NodePaths (assuming that those nodes exist and have the "
"referenced resources or properties):\n"
"[codeblock]\n"
"# Points to the Sprite2D node.\n"
"\"Path2D/PathFollow2D/Sprite2D\"\n"
"# Points to the Sprite2D node and its \"texture\" resource.\n"
"# get_node() would retrieve \"Sprite2D\", while get_node_and_resource()\n"
"# would retrieve both the Sprite2D node and the \"texture\" resource.\n"
"\"Path2D/PathFollow2D/Sprite2D:texture\"\n"
"# Points to the Sprite2D node and its \"position\" property.\n"
"\"Path2D/PathFollow2D/Sprite2D:position\"\n"
"# Points to the Sprite2D node and the \"x\" component of its \"position\" "
"property.\n"
"\"Path2D/PathFollow2D/Sprite2D:position:x\"\n"
"# Absolute path (from \"root\")\n"
"\"/root/Level/Path2D\"\n"
"[/codeblock]"
msgstr ""
"从一个字符串,例如 [code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/"
"code],创建一个 NodePath。如果路径以斜杠开头则该路径是绝对路径。绝对路径仅在"
"全局场景树中有效,在单个场景中无效。在相对路径中,[code]\".\"[/code] 和 "
"[code]\"..\"[/code] 表示当前节点及其父节点。\n"
"在到目标节点的路径后可以选择包含“子名称”,它可以指向资源或属性,也可以被嵌"
"套。\n"
"有效 NodePath 的示例(假设这些节点存在,并具有引用的资源或属性):\n"
"[codeblock]\n"
"# 指向 Sprite2D 节点。\n"
"\"Path2D/PathFollow2D/Sprite2D\"\n"
"# 指向 Sprite2D 节点及其“纹理texture”资源。\n"
"# get_node() 将检索“Sprite2D”而 get_node_and_resource()\n"
"# 将同时检索该 Sprite2D 节点和其“纹理texture”资源。\n"
"\"Path2D/PathFollow2D/Sprite2D:texture\"\n"
"# 指向 Sprite2D 节点及其“位置position”属性。\n"
"\"Path2D/PathFollow2D/Sprite2D:position\"\n"
"# 指向 Sprite2D 节点及其“位置position”属性的“x”分量。\n"
"\"Path2D/PathFollow2D/Sprite2D:position:x\"\n"
"# 绝对路径(从 “root” 开始)\n"
"“/root/Level/Path2D”\n"
"[/codeblock]"
msgid ""
"Returns a node path with a colon character ([code]:[/code]) prepended, "
"transforming it to a pure property path with no node name (defaults to "
"resolving from the current node).\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This will be parsed as a node path to the \"x\" property in the "
"\"position\" node.\n"
"var node_path = NodePath(\"position:x\")\n"
"# This will be parsed as a node path to the \"x\" component of the "
"\"position\" property in the current node.\n"
"var property_path = node_path.get_as_property_path()\n"
"print(property_path) # :position:x\n"
"[/gdscript]\n"
"[csharp]\n"
"// This will be parsed as a node path to the \"x\" property in the "
"\"position\" node.\n"
"var nodePath = new NodePath(\"position:x\");\n"
"// This will be parsed as a node path to the \"x\" component of the "
"\"position\" property in the current node.\n"
"NodePath propertyPath = nodePath.GetAsPropertyPath();\n"
"GD.Print(propertyPath); // :position:x\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回前面带有冒号字符([code]:[/code])的节点路径,将其转换为没有节点名称的纯属"
"性路径(默认为从当前节点解析)。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 这将被解析为一个到“position”节点中“x”属性的节点路径。\n"
"var node_path = NodePath(\"position:x\")\n"
"# 这将被解析为一个到当前节点中“position”属性的“x”分量的节点路径。\n"
"var property_path = node_path.get_as_property_path()\n"
"print(property_path) # :position:x\n"
"[/gdscript]\n"
"[csharp]\n"
"// 这将被解析为一个到“position”节点中“x”属性的节点路径。\n"
"var nodePath = new NodePath(\"position:x\");\n"
"// 这将被解析为一个到当前节点中“position”属性的“x”分量的节点路径。\n"
"NodePath propertyPath = nodePath.GetAsPropertyPath();\n"
"GD.Print(propertyPath); // :position:x\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns all paths concatenated with a slash character ([code]/[/code]) as "
"separator without subnames."
msgstr ""
"返回所有以斜杠字符([code]/[/code])作为分隔符连接的且不带子名称的路径。"
msgid ""
"Returns all subnames concatenated with a colon character ([code]:[/code]) as "
"separator, i.e. the right side of the first colon in a node path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n"
"print(node_path.get_concatenated_subnames()) # texture:load_path\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:"
"load_path\");\n"
"GD.Print(nodePath.GetConcatenatedSubnames()); // texture:load_path\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回所有以冒号字符([code]:[/code])作为分隔符连接的子名称,即节点路径中第一个"
"冒号的右侧。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n"
"print(node_path.get_concatenated_subnames()) # texture:load_path\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:"
"load_path\");\n"
"GD.Print(nodePath.GetConcatenatedSubnames()); // texture:load_path\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Gets the node name indicated by [param idx] (0 to [method get_name_count] - "
"1).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n"
"print(node_path.get_name(0)) # Path2D\n"
"print(node_path.get_name(1)) # PathFollow2D\n"
"print(node_path.get_name(2)) # Sprite\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D\");\n"
"GD.Print(nodePath.GetName(0)); // Path2D\n"
"GD.Print(nodePath.GetName(1)); // PathFollow2D\n"
"GD.Print(nodePath.GetName(2)); // Sprite\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"获取由 [param idx]0 到 [method get_name_count] - 1指示的节点名称。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n"
"print(node_path.get_name(0)) # Path2D\n"
"print(node_path.get_name(1)) # PathFollow2D\n"
"print(node_path.get_name(2)) # Sprite\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D\");\n"
"GD.Print(nodePath.GetName(0)); // Path2D\n"
"GD.Print(nodePath.GetName(1)); // PathFollow2D\n"
"GD.Print(nodePath.GetName(2)); // Sprite\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Gets the number of node names which make up the path. Subnames (see [method "
"get_subname_count]) are not included.\n"
"For example, [code]\"Path2D/PathFollow2D/Sprite2D\"[/code] has 3 names."
msgstr ""
"获取组成路径的节点名称的数量。不包括子名称(见 [method "
"get_subname_count])。\n"
"例如,[code]\"Path2D/PathFollow2D/Sprite2D\"[/code] 中有 3 个名称。"
msgid ""
"Gets the resource or property name indicated by [param idx] (0 to [method "
"get_subname_count] - 1).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n"
"print(node_path.get_subname(0)) # texture\n"
"print(node_path.get_subname(1)) # load_path\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:"
"load_path\");\n"
"GD.Print(nodePath.GetSubname(0)); // texture\n"
"GD.Print(nodePath.GetSubname(1)); // load_path\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"获取由 [param idx] 表示的资源或属性名称0 到 [method get_subname_count] - "
"1。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n"
"print(node_path.get_subname(0)) # texture\n"
"print(node_path.get_subname(1)) # load_path\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:"
"load_path\");\n"
"GD.Print(nodePath.GetSubname(0)); // texture\n"
"GD.Print(nodePath.GetSubname(1)); // load_path\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Gets the number of resource or property names (\"subnames\") in the path. "
"Each subname is listed after a colon character ([code]:[/code]) in the node "
"path.\n"
"For example, [code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] "
"has 2 subnames."
msgstr ""
"获取路径中资源或属性名称(“子名称”)的数量。每个子名称都列在节点路径中的冒号字"
"符([code]:[/code])之后。\n"
"例如,[code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] 中有 2 "
"个子名称。"
msgid "Returns the 32-bit hash value representing the [NodePath]'s contents."
msgstr "返回代表该 [NodePath] 内容的 32 位哈希值。"
msgid ""
"Returns [code]true[/code] if the node path is absolute (as opposed to "
"relative), which means that it starts with a slash character ([code]/[/"
"code]). Absolute node paths can be used to access the root node ([code]\"/"
"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
"autoload was registered)."
msgstr ""
"如果节点路径是绝对的(而不是相对的),即以斜线字符([code]/[/code])开始,返"
"回 [code]true[/code]。绝对节点路径可以用来访问根节点([code]\"/root\"[/code]"
"或自动加载(例如[code]\"/global\"[/code] 如果注册了一个叫“global”的自动加载"
"项)。"
msgid "Returns [code]true[/code] if the node path is empty."
msgstr "如果节点路径为空,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if two node paths are not equal."
msgstr "如果两个节点路径不相等,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if two node paths are equal, i.e. all node names in "
"the path are the same and in the same order."
msgstr ""
"如果两个节点路径相等,即路径中的所有节点名称都相同且顺序一致,则返回 "
"[code]true[/code]。"
msgid "Abstract base class for noise generators."
msgstr "噪声生成器的抽象基类。"
msgid ""
"This class defines the interface for noise generation libraries to inherit "
"from.\n"
"A default [method get_seamless_image] implementation is provided for "
"libraries that do not provide seamless noise. This function requests a larger "
"image from the [method get_image] method, reverses the quadrants of the "
"image, then uses the strips of extra width to blend over the seams.\n"
"Inheriting noise classes can optionally override this function to provide a "
"more optimal algorithm."
msgstr ""
"该类定义了噪声生成库要继承的接口。\n"
"为不提供无缝噪声的库提供一个默认的 [method get_seamless_image] 实现。该函数从 "
"[method get_image] 请求更大的图像,反转该图像的象限,然后使用额外宽度的条带在"
"接缝处混合。\n"
"继承的噪声类可以选择性地覆盖该函数,以提供更优化的算法。"
msgid ""
"Returns an [Image] containing 2D noise values.\n"
"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default "
"implementation expects the noise generator to return values in the range "
"[code]-1.0[/code] to [code]1.0[/code]."
msgstr ""
"返回包含 2D 噪声值的 [Image]。\n"
"[b]注意:[/b][param normalize] 为 [code]false[/code] 时,默认实现要求噪声生成"
"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之间的值。"
msgid ""
"Returns an [Array] of [Image]s containing 3D noise values for use with "
"[method ImageTexture3D.create].\n"
"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default "
"implementation expects the noise generator to return values in the range "
"[code]-1.0[/code] to [code]1.0[/code]."
msgstr ""
"返回包含 3D 噪声值的 [Image] 的 [Array],用于 [method ImageTexture3D."
"create]。\n"
"[b]注意:[/b][param normalize] 为 [code]false[/code] 时,默认实现要求噪声生成"
"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之间的值。"
msgid "Returns the 1D noise value at the given (x) coordinate."
msgstr "返回给定 (x) 坐标处的 1D 噪声值。"
msgid "Returns the 2D noise value at the given position."
msgstr "返回给定位置处的 2D 噪声值。"
msgid "Returns the 3D noise value at the given position."
msgstr "返回给定位置处的 3D 噪声值。"
msgid ""
"Returns an [Image] containing seamless 2D noise values.\n"
"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default "
"implementation expects the noise generator to return values in the range "
"[code]-1.0[/code] to [code]1.0[/code]."
msgstr ""
"返回包含无缝 2D 噪声值的 [Image]。\n"
"[b]注意:[/b][param normalize] 为 [code]false[/code] 时,默认实现要求噪声生成"
"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之间的值。"
msgid ""
"Returns an [Array] of [Image]s containing seamless 3D noise values for use "
"with [method ImageTexture3D.create].\n"
"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default "
"implementation expects the noise generator to return values in the range "
"[code]-1.0[/code] to [code]1.0[/code]."
msgstr ""
"返回包含无缝 3D 噪声值的 [Image] 的 [Array],用于 [method ImageTexture3D."
"create]。\n"
"[b]注意:[/b][param normalize] 为 [code]false[/code] 时,默认实现要求噪声生成"
"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之间的值。"
msgid "A 2D texture filled with noise generated by a [Noise] object."
msgstr "由 [Noise] 对象生成的噪声所填充的 2D 纹理。"
msgid ""
"Uses the [FastNoiseLite] library or other noise generators to fill the "
"texture data of your desired size. [NoiseTexture2D] can also generate normal "
"map textures.\n"
"The class uses [Thread]s to generate the texture data internally, so [method "
"Texture2D.get_image] may return [code]null[/code] if the generation process "
"has not completed yet. In that case, you need to wait for the texture to be "
"generated before accessing the image and the generated byte data:\n"
"[codeblock]\n"
"var texture = NoiseTexture2D.new()\n"
"texture.noise = FastNoiseLite.new()\n"
"await texture.changed\n"
"var image = texture.get_image()\n"
"var data = image.get_data()\n"
"[/codeblock]"
msgstr ""
"使用 [FastNoiseLite] 库或其他噪声生成器来填充所需大小的纹理数据。"
"[NoiseTexture2D] 还能生成法线贴图纹理。\n"
"该类在内部使用 [Thread] 生成纹理数据,因此如果生成过程尚未完成,[method "
"Texture2D.get_image] 可能会返回 [code]null[/code]。在这种情况下,需要等待纹理"
"生成后再访问图像和生成的字节数据:\n"
"[codeblock]\n"
"var texture = NoiseTexture2D.new()\n"
"texture.noise = FastNoiseLite.new()\n"
"await texture.changed\n"
"var image = texture.get_image()\n"
"var data = image.get_data()\n"
"[/codeblock]"
msgid ""
"If [code]true[/code], the resulting texture contains a normal map created "
"from the original noise interpreted as a bump map."
msgstr ""
"如果为 [code]true[/code],产生的纹理包含一个由原始噪声创建的法线贴图,解释为凹"
"凸贴图。"
msgid ""
"Strength of the bump maps used in this texture. A higher value will make the "
"bump maps appear larger while a lower value will make them appear softer."
msgstr ""
"该纹理中使用的凹凸贴图的强度。更高的值会使凹凸贴图看起来更大,而更低的值会使它"
"们看起来更柔和。"
msgid ""
"A [Gradient] which is used to map the luminance of each pixel to a color "
"value."
msgstr "[Gradient],用于将每个像素的亮度映射到一个颜色值。"
msgid ""
"Determines whether mipmaps are generated for this texture. Enabling this "
"results in less texture aliasing in the distance, at the cost of increasing "
"memory usage by roughly 33% and making the noise texture generation take "
"longer.\n"
"[b]Note:[/b] [member generate_mipmaps] requires mipmap filtering to be "
"enabled on the material using the [NoiseTexture2D] to have an effect."
msgstr ""
"决定是否为该纹理生成 mipmap。启用该属性可减少纹理锯齿但会增加约 33% 的内存占"
"用,生成噪声纹理也可能需要更长的时间。\n"
"[b]注意:[/b]使用该 [NoiseTexture2D] 的材质需要启用 mipmap 过滤才能让 [member "
"generate_mipmaps] 生效。"
msgid "Height of the generated texture (in pixels)."
msgstr "生成的纹理的高度(单位为像素)。"
msgid ""
"Determines whether the noise image is calculated in 3D space. May result in "
"reduced contrast."
msgstr "决定是否在 3D 空间中计算噪声图像。可能会导致对比度降低。"
msgid ""
"If [code]true[/code], inverts the noise texture. White becomes black, black "
"becomes white."
msgstr "如果为 [code]true[/code],则反转该噪声纹理。白变黑,黑变白。"
msgid "The instance of the [Noise] object."
msgstr "[Noise] 对象的实例。"
msgid ""
"If [code]true[/code], the noise image coming from the noise generator is "
"normalized to the range [code]0.0[/code] to [code]1.0[/code].\n"
"Turning normalization off can affect the contrast and allows you to generate "
"non repeating tileable noise textures."
msgstr ""
"如果为 [code]true[/code],来自噪声发生器的噪声图像,将被归一化到范围 "
"[code]0.0[/code] 到 [code]1.0[/code]。\n"
"关闭归一化会影响对比度,并允许生成非重复的可平铺噪声纹理。"
msgid ""
"If [code]true[/code], a seamless texture is requested from the [Noise] "
"resource.\n"
"[b]Note:[/b] Seamless noise textures may take longer to generate and/or can "
"have a lower contrast compared to non-seamless noise depending on the used "
"[Noise] resource. This is because some implementations use higher dimensions "
"for generating seamless noise.\n"
"[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback "
"path for seamless generation. If using a [member width] or [member height] "
"lower than the default, you may need to increase [member "
"seamless_blend_skirt] to make seamless blending more effective."
msgstr ""
"如果为 [code]true[/code],则从 [Noise] 资源请求无缝纹理。\n"
"[b]注意:[/b]与非无缝噪声相比,无缝噪声纹理可能需要更长的时间来生成,并且/或者"
"可能具有较低的对比度,具体取决于所使用的 [Noise] 资源。这是因为一些实现使用更"
"高的维度来生成无缝噪声。\n"
"[b]注意:[/b]默认的 [FastNoiseLite] 实现在生成无缝纹理时使用回退路径。如果使用"
"的 [member width] 或 [member height] 小于默认值,你可能需要通过增大 [member "
"seamless_blend_skirt] 来让无缝混合更高效。"
msgid ""
"Used for the default/fallback implementation of the seamless texture "
"generation. It determines the distance over which the seams are blended. High "
"values may result in less details and contrast. See [Noise] for further "
"details.\n"
"[b]Note:[/b] If using a [member width] or [member height] lower than the "
"default, you may need to increase [member seamless_blend_skirt] to make "
"seamless blending more effective."
msgstr ""
"用于无缝纹理生成的默认/回退实现。它决定接缝混合的距离。较高的值可能会导致较少"
"的细节和对比度。详情见 [Noise]。\n"
"[b]注意:[/b]如果使用的 [member width] 或 [member height] 小于默认值,你可能需"
"要通过增大 [member seamless_blend_skirt] 来让无缝混合更高效。"
msgid "Width of the generated texture (in pixels)."
msgstr "生成的纹理的宽度(单位为像素)。"
msgid "A 3D texture filled with noise generated by a [Noise] object."
msgstr "由 [Noise] 对象生成的噪声所填充的 3D 纹理。"
msgid ""
"Uses the [FastNoiseLite] library or other noise generators to fill the "
"texture data of your desired size.\n"
"The class uses [Thread]s to generate the texture data internally, so [method "
"Texture3D.get_data] may return [code]null[/code] if the generation process "
"has not completed yet. In that case, you need to wait for the texture to be "
"generated before accessing the image:\n"
"[codeblock]\n"
"var texture = NoiseTexture3D.new()\n"
"texture.noise = FastNoiseLite.new()\n"
"await texture.changed\n"
"var data = texture.get_data()\n"
"[/codeblock]"
msgstr ""
"使用 [FastNoiseLite] 库或其他噪声生成器来填充所需大小的纹理数据。\n"
"该类在内部使用 [Thread] 生成纹理数据,因此如果生成过程尚未完成,[method "
"Texture3D.get_data] 可能会返回 [code]null[/code]。在这种情况下,需要等待纹理生"
"成后再访问图像:\n"
"[codeblock]\n"
"var texture = NoiseTexture3D.new()\n"
"texture.noise = FastNoiseLite.new()\n"
"await texture.changed\n"
"var data = texture.get_data()\n"
"[/codeblock]"
msgid "Depth of the generated texture (in pixels)."
msgstr "生成的纹理的深度(单位为像素)。"
msgid ""
"If [code]true[/code], a seamless texture is requested from the [Noise] "
"resource.\n"
"[b]Note:[/b] Seamless noise textures may take longer to generate and/or can "
"have a lower contrast compared to non-seamless noise depending on the used "
"[Noise] resource. This is because some implementations use higher dimensions "
"for generating seamless noise.\n"
"[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback "
"path for seamless generation. If using a [member width], [member height] or "
"[member depth] lower than the default, you may need to increase [member "
"seamless_blend_skirt] to make seamless blending more effective."
msgstr ""
"如果为 [code]true[/code],则从 [Noise] 资源请求无缝纹理。\n"
"[b]注意:[/b]与非无缝噪声相比,无缝噪声纹理可能需要更长的时间来生成,并且/或者"
"可能具有较低的对比度,具体取决于所使用的 [Noise] 资源。这是因为一些实现使用更"
"高的维度来生成无缝噪声。\n"
"[b]注意:[/b]默认的 [FastNoiseLite] 实现在生成无缝纹理时使用回退路径。如果使用"
"的 [member width]、[member height] 或 [member depth] 小于默认值,你可能需要通"
"过增大 [member seamless_blend_skirt] 来让无缝混合更高效。"
msgid ""
"Used for the default/fallback implementation of the seamless texture "
"generation. It determines the distance over which the seams are blended. High "
"values may result in less details and contrast. See [Noise] for further "
"details.\n"
"[b]Note:[/b] If using a [member width], [member height] or [member depth] "
"lower than the default, you may need to increase [member "
"seamless_blend_skirt] to make seamless blending more effective."
msgstr ""
"用于无缝纹理生成的默认/回退实现。它决定接缝混合的距离。较高的值可能会导致较少"
"的细节和对比度。详情见 [Noise]。\n"
"[b]注意:[/b]如果使用的 [member width]、[member height] 或 [member depth] 小于"
"默认值,你可能需要通过增大 [member seamless_blend_skirt] 来让无缝混合更高效。"
msgid "Base class for all other classes in the engine."
msgstr "引擎中所有其他类的基类。"
msgid ""
"An advanced [Variant] type. All classes in the engine inherit from Object. "
"Each class may define new properties, methods or signals, which are available "
"to all inheriting classes. For example, a [Sprite2D] instance is able to call "
"[method Node.add_child] because it inherits from [Node].\n"
"You can create new instances, using [code]Object.new()[/code] in GDScript, or "
"[code]new GodotObject[/code] in C#.\n"
"To delete an Object instance, call [method free]. This is necessary for most "
"classes inheriting Object, because they do not manage memory on their own, "
"and will otherwise cause memory leaks when no longer in use. There are a few "
"classes that perform memory management. For example, [RefCounted] (and by "
"extension [Resource]) deletes itself when no longer referenced, and [Node] "
"deletes its children when freed.\n"
"Objects can have a [Script] attached to them. Once the [Script] is "
"instantiated, it effectively acts as an extension to the base class, allowing "
"it to define and inherit new properties, methods and signals.\n"
"Inside a [Script], [method _get_property_list] may be overridden to customize "
"properties in several ways. This allows them to be available to the editor, "
"display as lists of options, sub-divide into groups, save on disk, etc. "
"Scripting languages offer easier ways to customize properties, such as with "
"the [annotation @GDScript.@export] annotation.\n"
"Godot is very dynamic. An object's script, and therefore its properties, "
"methods and signals, can be changed at run-time. Because of this, there can "
"be occasions where, for example, a property required by a method may not "
"exist. To prevent run-time errors, see methods such as [method set], [method "
"get], [method call], [method has_method], [method has_signal], etc. Note that "
"these methods are [b]much[/b] slower than direct references.\n"
"In GDScript, you can also check if a given property, method, or signal name "
"exists in an object with the [code]in[/code] operator:\n"
"[codeblock]\n"
"var node = Node.new()\n"
"print(\"name\" in node) # Prints true\n"
"print(\"get_parent\" in node) # Prints true\n"
"print(\"tree_entered\" in node) # Prints true\n"
"print(\"unknown\" in node) # Prints false\n"
"[/codeblock]\n"
"Notifications are [int] constants commonly sent and received by objects. For "
"example, on every rendered frame, the [SceneTree] notifies nodes inside the "
"tree with a [constant Node.NOTIFICATION_PROCESS]. The nodes receive it and "
"may call [method Node._process] to update. To make use of notifications, see "
"[method notification] and [method _notification].\n"
"Lastly, every object can also contain metadata (data about data). [method "
"set_meta] can be useful to store information that the object itself does not "
"depend on. To keep your code clean, making excessive use of metadata is "
"discouraged.\n"
"[b]Note:[/b] Unlike references to a [RefCounted], references to an object "
"stored in a variable can become invalid without being set to [code]null[/"
"code]. To check if an object has been deleted, do [i]not[/i] compare it "
"against [code]null[/code]. Instead, use [method @GlobalScope."
"is_instance_valid]. It's also recommended to inherit from [RefCounted] for "
"classes storing data instead of [Object].\n"
"[b]Note:[/b] The [code]script[/code] is not exposed like most properties. To "
"set or get an object's [Script] in code, use [method set_script] and [method "
"get_script], respectively."
msgstr ""
"一种高级的 [Variant] 类型。引擎中的所有类都继承自 Object。每个类都可以定义新的"
"属性、方法或信号,并且这些对所有继承的类都可用。例如,一个 [Sprite2D] 实例能够"
"调用 [method Node.add_child] 因为它继承自 [Node]。\n"
"可以使用 GDScript 中的 [code]Object.new()[/code] 或 C# 中的 [code]new "
"GodotObject[/code] 来创建新实例。\n"
"要删除一个 Object 实例,请调用 [method free]。这对于大多数继承 Object 的类来说"
"是必须的,因为它们本身并不管理内存,如果不调用该方法的话,在不再使用时会造成内"
"存泄漏。有几个类会执行内存管理。例如,[RefCounted](以及扩展的 [Resource])在"
"不再被引用时删除自身,而 [Node] 在释放时会删除其子节点。\n"
"对象可以附加一个 [Script]。一旦该 [Script] 被实例化,它就有效地充当了基类的扩"
"展,允许它定义和继承新的属性、方法和信号。\n"
"在 [Script] 中,[method _get_property_list] 可以被可以重写,以通过多种方式自定"
"义属性。这允许它们对编辑器可用,显示为选项列表,细分为组,保存在磁盘上,等等。"
"脚本语言提供更简单的方式来自定义属性,例如使用 [annotation @GDScript.@export] "
"注解。\n"
"Godot 是非常动态的。一个对象的脚本,以及它的属性、方法和信号,都可以在运行时改"
"变。正因为如此,可能会出现这样的情况,例如,一个方法所需的属性可能不存在。为了"
"防止运行时出错,可以参考 [method set]、[method get]、[method call]、[method "
"has_method]、[method has_signal] 等方法。请注意,这些方法比直接引用慢[b]得多[/"
"b]。\n"
"在 GDScript 中,还可以使用 [code]in[/code] 运算符来检查对象中是否存在给定的属"
"性、方法或信号名称:\n"
"[codeblock]\n"
"var node = Node.new()\n"
"print(\"name\" in node) # 输出 true\n"
"print(\"get_parent\" in node) # 输出 true\n"
"print(\"tree_entered\" in node) # 输出 true\n"
"print(\"unknown\" in node) # 输出 false\n"
"[/codeblock]\n"
"通知是 [int] 常量,通常由对象发送和接收。例如,在每个渲染帧上,[SceneTree] 使"
"用 [constant Node.NOTIFICATION_PROCESS] 通知树内的节点。节点收到它后,可以调"
"用 [method Node._process] 进行更新。要使用通知,请参阅 [method notification] "
"和 [method _notification]。\n"
"最后,每个对象还可以包含元数据(关于数据的数据)。[method set_meta] 可用于存储"
"对象本身不依赖的信息。为了保持代码整洁,不鼓励过度使用元数据。\n"
"[b]注意:[/b]与对 [RefCounted] 的引用不同,对存储在变量中的对象的引用,可能会"
"在未被设置为 [code]null[/code] 的情况下变得无效。要检查对象是否已被删除,请[i]"
"不要[/i]将其与 [code]null[/code] 进行比较。而是使用 [method @GlobalScope."
"is_instance_valid]。存储数据的类,建议从 [RefCounted] 继承而不是 [Object]。\n"
"[b]注意:[/b][code]script[/code] 不像大多数属性那样公开。要在代码中设置或获取"
"一个对象的 [Script],请分别使用 [method set_script] 和 [method get_script]。"
msgid "Object class introduction"
msgstr "Object 类介绍"
msgid "When and how to avoid using nodes for everything"
msgstr "何时以及如何避免为任何事情使用节点"
msgid "Object notifications"
msgstr "对象通知"
msgid ""
"Override this method to customize the behavior of [method get]. Should return "
"the given [param property]'s value, or [code]null[/code] if the [param "
"property] should be handled normally.\n"
"Combined with [method _set] and [method _get_property_list], this method "
"allows defining custom properties, which is particularly useful for editor "
"plugins. Note that a property must be present in [method get_property_list], "
"otherwise this method will not be called.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get(property):\n"
" if property == \"fake_property\":\n"
" print(\"Getting my property!\")\n"
" return 4\n"
"\n"
"func _get_property_list():\n"
" return [\n"
" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n"
" ]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _Get(StringName property)\n"
"{\n"
" if (property == \"FakeProperty\")\n"
" {\n"
" GD.Print(\"Getting my property!\");\n"
" return 4;\n"
" }\n"
" return default;\n"
"}\n"
"\n"
"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
" {\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" }\n"
" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"覆盖该方法以自定义 [method get] 的行为。应该返回给定的 [param property] 的值,"
"或者 [param property] 应该被正常处理时返回 [code]null[/code]。\n"
"结合 [method _set] 和 [method _get_property_list],该方法允许定义自定义属性,"
"这对编辑器插件特别有用。请注意,属性必须存在于 [method get_property_list] 中,"
"否则该方法不会被调用。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get(property):\n"
" if property == \"fake_property\":\n"
" print(\"正在获取我的属性!\")\n"
" return 4\n"
"\n"
"func _get_property_list():\n"
" return [\n"
" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n"
" ]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _Get(StringName property)\n"
"{\n"
" if (property == \"FakeProperty\")\n"
" {\n"
" GD.Print(\"正在获取我的属性!\");\n"
" return 4;\n"
" }\n"
" return default;\n"
"}\n"
"\n"
"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
" {\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" }\n"
" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Override this method to customize how script properties should be handled by "
"the engine.\n"
"Should return a property list, as an [Array] of dictionaries. The result is "
"added to the array of [method get_property_list], and should be formatted in "
"the same way. Each [Dictionary] must at least contain the [code]name[/code] "
"and [code]type[/code] entries.\n"
"The example below displays [code]hammer_type[/code] in the Inspector dock, "
"only if [code]holding_hammer[/code] is [code]true[/code]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends Node2D\n"
"\n"
"@export var holding_hammer = false:\n"
" set(value):\n"
" holding_hammer = value\n"
" notify_property_list_changed()\n"
"var hammer_type = 0\n"
"\n"
"func _get_property_list():\n"
" # By default, `hammer_type` is not visible in the editor.\n"
" var property_usage = PROPERTY_USAGE_NO_EDITOR\n"
"\n"
" if holding_hammer:\n"
" property_usage = PROPERTY_USAGE_DEFAULT\n"
"\n"
" var properties = []\n"
" properties.append({\n"
" \"name\": \"hammer_type\",\n"
" \"type\": TYPE_INT,\n"
" \"usage\": property_usage, # See above assignment.\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"Wooden,Iron,Golden,Enchanted\"\n"
" })\n"
"\n"
" return properties\n"
"[/gdscript]\n"
"[csharp]\n"
"[Tool]\n"
"public partial class MyNode2D : Node2D\n"
"{\n"
" private bool _holdingHammer;\n"
"\n"
" [Export]\n"
" public bool HoldingHammer\n"
" {\n"
" get => _holdingHammer;\n"
" set\n"
" {\n"
" _holdingHammer = value;\n"
" NotifyPropertyListChanged();\n"
" }\n"
" }\n"
"\n"
" public int HammerType { get; set; }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
" {\n"
" // By default, `HammerType` is not visible in the editor.\n"
" var propertyUsage = PropertyUsageFlags.NoEditor;\n"
"\n"
" if (HoldingHammer)\n"
" {\n"
" propertyUsage = PropertyUsageFlags.Default;\n"
" }\n"
"\n"
" var properties = new Godot.Collections.Array<Godot.Collections."
"Dictionary>();\n"
" properties.Add(new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"HammerType\" },\n"
" { \"type\", (int)Variant.Type.Int },\n"
" { \"usage\", (int)propertyUsage }, // See above assignment.\n"
" { \"hint\", (int)PropertyHint.Enum },\n"
" { \"hint_string\", \"Wooden,Iron,Golden,Enchanted\" }\n"
" });\n"
"\n"
" return properties;\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method is intended for advanced purposes. For most common "
"use cases, the scripting languages offer easier ways to handle properties. "
"See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], "
"[annotation @GDScript.@export_group], etc.\n"
"[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this "
"method will not be called in the editor."
msgstr ""
"覆盖该方法以自定义引擎处理脚本属性的方式。\n"
"应该返回一个属性列表,作为字典的 [Array]。该结果被添加到 [method "
"get_property_list] 的数组中,并且应该以相同的方式进行格式化。每个 "
"[Dictionary] 必须至少包含 [code]name[/code] 和 [code]type[/code] 条目。\n"
"以下示例仅在 [code]holding_hammer[/code] 为 [code]true[/code] 时,在检查器停靠"
"面板中显示 [code]hammer_type[/code]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends Node2D\n"
"\n"
"@export var holding_hammer = false:\n"
" set(value):\n"
" holding_hammer = value\n"
" notify_property_list_changed()\n"
"var hammer_type = 0\n"
"\n"
"func _get_property_list():\n"
" # 默认情况下,`hammer_type` 在编辑器中不可见。\n"
" var property_usage = PROPERTY_USAGE_NO_EDITOR\n"
"\n"
" if holding_hammer:\n"
" property_usage = PROPERTY_USAGE_DEFAULT\n"
"\n"
" var properties = []\n"
" properties.append({\n"
" \"name\": \"hammer_type\",\n"
" \"type\": TYPE_INT,\n"
" \"usage\": property_usage, # 参见上面的赋值。\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"Wooden,Iron,Golden,Enchanted\"\n"
" })\n"
"\n"
" return properties\n"
"[/gdscript]\n"
"[csharp]\n"
"[Tool]\n"
"public partial class MyNode2D : Node2D\n"
"{\n"
" private bool _holdingHammer;\n"
"\n"
" [Export]\n"
" public bool HoldingHammer\n"
" {\n"
" get => _holdingHammer;\n"
" set\n"
" {\n"
" _holdingHammer = value;\n"
" NotifyPropertyListChanged();\n"
" }\n"
" }\n"
"\n"
" public int HammerType { get; set; }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
" {\n"
" // 默认情况下,`HammerType` 在编辑器中不可见。\n"
" var propertyUsage = PropertyUsageFlags.NoEditor;\n"
"\n"
" if (HoldingHammer)\n"
" {\n"
" propertyUsage = PropertyUsageFlags.Default;\n"
" }\n"
"\n"
" var properties = new Godot.Collections.Array<Godot.Collections."
"Dictionary>();\n"
" properties.Add(new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"HammerType\" },\n"
" { \"type\", (int)Variant.Type.Int },\n"
" { \"usage\", (int)propertyUsage }, // 参见上面的赋值。\n"
" { \"hint\", (int)PropertyHint.Enum },\n"
" { \"hint_string\", \"Wooden,Iron,Golden,Enchanted\" }\n"
" });\n"
"\n"
" return properties;\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]该方法旨在用于高级目的。对于大多数常见用例,脚本语言提供了更简单"
"的方法来处理属性。参见 [annotation @GDScript.@export]、[annotation @GDScript."
"@export_enum]、[annotation @GDScript.@export_group]、等。\n"
"[b]注意:[/b]如果该对象的脚本不是 [annotation @GDScript.@tool],则该方法在编辑"
"器中不会被调用。"
msgid ""
"Called when the object's script is instantiated, oftentimes after the object "
"is initialized in memory (through [code]Object.new()[/code] in GDScript, or "
"[code]new GodotObject[/code] in C#). It can be also defined to take in "
"parameters. This method is similar to a constructor in most programming "
"languages.\n"
"[b]Note:[/b] If [method _init] is defined with [i]required[/i] parameters, "
"the Object with script may only be created directly. If any other means (such "
"as [method PackedScene.instantiate] or [method Node.duplicate]) are used, the "
"script's initialization will fail."
msgstr ""
"实例化对象的脚本时调用,通常是在对象在内存中初始化之后(通过 GDScript 中的 "
"[code]Object.new()[/code] 或 C# 中的 [code]new GodotObject[/code])。也可以将"
"其定义为接受参数的形式。该方法类似于大多数编程语言中的构造函数。\n"
"[b]注意:[/b]如果为 [method _init] 定义了[i]必填的[/i]参数,则带脚本的 Object "
"只能直接创建。使用任何其他方式(例如 [method PackedScene.instantiate] 或 "
"[method Node.duplicate])创建时,该脚本的初始化都将失败。"
msgid ""
"Called when the object receives a notification, which can be identified in "
"[param what] by comparing it with a constant. See also [method "
"notification].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _notification(what):\n"
" if what == NOTIFICATION_PREDELETE:\n"
" print(\"Goodbye!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Notification(int what)\n"
"{\n"
" if (what == NotificationPredelete)\n"
" {\n"
" GD.Print(\"Goodbye!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The base [Object] defines a few notifications ([constant "
"NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). "
"Inheriting classes such as [Node] define a lot more notifications, which are "
"also received by this method."
msgstr ""
"当对象收到通知时被调用,可以通过将 [param what] 与常量比较来识别通知。另见 "
"[method notification]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _notification(what):\n"
" if what == NOTIFICATION_PREDELETE:\n"
" print(\"再见!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Notification(int what)\n"
"{\n"
" if (what == NotificationPredelete)\n"
" {\n"
" GD.Print(\"再见!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]基类 [Object] 定义了一些通知([constant "
"NOTIFICATION_POSTINITIALIZE] 和 [constant NOTIFICATION_PREDELETE])。[Node] 等"
"继承类定义了更多通知,这些通知也由该方法接收。"
msgid ""
"Override this method to customize the given [param property]'s revert "
"behavior. Should return [code]true[/code] if the [param property] can be "
"reverted in the Inspector dock. Use [method _property_get_revert] to specify "
"the [param property]'s default value.\n"
"[b]Note:[/b] This method must return consistently, regardless of the current "
"value of the [param property]."
msgstr ""
"覆盖该方法以自定义给定 [param property] 的还原行为。如果 [param property] 可以"
"在检查器停靠面板中恢复,则应该返回 [code]true[/code]。使用 [method "
"_property_get_revert] 来指定 [param property] 的默认值。\n"
"[b]注意:[/b]无论 [param property] 的当前值如何,该方法都必须始终如一地返回。"
msgid ""
"Override this method to customize the given [param property]'s revert "
"behavior. Should return the default value for the [param property]. If the "
"default value differs from the [param property]'s current value, a revert "
"icon is displayed in the Inspector dock.\n"
"[b]Note:[/b] [method _property_can_revert] must also be overridden for this "
"method to be called."
msgstr ""
"覆盖该方法以自定义给定 [param property] 的还原行为。应返回 [param property] 的"
"默认值。如果默认值与 [param property] 的当前值不同,则检查器停靠面板中会显示一"
"个还原图标。\n"
"[b]注意:[/b][method _property_can_revert] 也必须被覆盖,该方法才能被调用。"
msgid ""
"Override this method to customize the behavior of [method set]. Should set "
"the [param property] to [param value] and return [code]true[/code], or "
"[code]false[/code] if the [param property] should be handled normally. The "
"[i]exact[/i] way to set the [param property] is up to this method's "
"implementation.\n"
"Combined with [method _get] and [method _get_property_list], this method "
"allows defining custom properties, which is particularly useful for editor "
"plugins. Note that a property [i]must[/i] be present in [method "
"get_property_list], otherwise this method will not be called.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var internal_data = {}\n"
"\n"
"func _set(property, value):\n"
" if property == \"fake_property\":\n"
" # Storing the value in the fake property.\n"
" internal_data[\"fake_property\"] = value\n"
" return true\n"
" return false\n"
"\n"
"func _get_property_list():\n"
" return [\n"
" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n"
" ]\n"
"[/gdscript]\n"
"[csharp]\n"
"private Godot.Collections.Dictionary _internalData = new Godot.Collections."
"Dictionary();\n"
"\n"
"public override bool _Set(StringName property, Variant value)\n"
"{\n"
" if (property == \"FakeProperty\")\n"
" {\n"
" // Storing the value in the fake property.\n"
" _internalData[\"FakeProperty\"] = value;\n"
" return true;\n"
" }\n"
"\n"
" return false;\n"
"}\n"
"\n"
"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
" {\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" }\n"
" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"覆盖该方法以自定义 [method set] 的行为。应将 [param property] 设置为 [param "
"value] 并返回 [code]true[/code],如果 [param property] 正常处理则返回 "
"[code]false[/code]。设置 [param property] 的[i]确切[/i]方式取决于该方法的实"
"现。\n"
"结合 [method _get] 和 [method _get_property_list],该方法允许定义自定义属性,"
"这对编辑器插件特别有用。注意属性[i]必须[/i]在 [method get_property_list] 中存"
"在,否则该方法将不会被调用。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var internal_data = {}\n"
"\n"
"func _set(property, value):\n"
" if property == \"fake_property\":\n"
" # 在冒牌属性中存值。\n"
" internal_data[\"fake_property\"] = value\n"
" return true\n"
" return false\n"
"\n"
"func _get_property_list():\n"
" return [\n"
" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n"
" ]\n"
"[/gdscript]\n"
"[csharp]\n"
"private Godot.Collections.Dictionary _internalData = new Godot.Collections."
"Dictionary();\n"
"\n"
"public override bool _Set(StringName property, Variant value)\n"
"{\n"
" if (property == \"FakeProperty\")\n"
" {\n"
" // 在冒牌属性中存值。\n"
" _internalData[\"FakeProperty\"] = value;\n"
" return true;\n"
" }\n"
"\n"
" return false;\n"
"}\n"
"\n"
"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
" {\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" }\n"
" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Override this method to customize the return value of [method to_string], and "
"therefore the object's representation as a [String].\n"
"[codeblock]\n"
"func _to_string():\n"
" return \"Welcome to Godot 4!\"\n"
"\n"
"func _init():\n"
" print(self) # Prints Welcome to Godot 4!\"\n"
" var a = str(self) # a is \"Welcome to Godot 4!\"\n"
"[/codeblock]"
msgstr ""
"覆盖该方法以自定义 [method to_string] 的返回值,从而将对象表示为一个 "
"[String]。\n"
"[codeblock]\n"
"func _to_string():\n"
" return \"欢迎来到 Godot 4\"\n"
"\n"
"func _init():\n"
" print(self) # 输出“欢迎来到 Godot 4”\n"
" var a = str(self) # a 是“欢迎来到 Godot 4”\n"
"[/codeblock]"
msgid ""
"Override this method to customize existing properties. Every property info "
"goes through this method. The dictionary contents is the same as in [method "
"_get_property_list].\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends Node\n"
"\n"
"@export var is_number_editable: bool:\n"
" set(value):\n"
" is_number_editable = value\n"
" notify_property_list_changed()\n"
"@export var number: int\n"
"\n"
"func _validate_property(property: Dictionary):\n"
" if property.name == \"number\" and not is_number_editable:\n"
" property.usage |= PROPERTY_USAGE_READ_ONLY\n"
"[/gdscript]\n"
"[csharp]\n"
"[Tool]\n"
"public partial class MyNode : Node\n"
"{\n"
" private bool _isNumberEditable;\n"
"\n"
" [Export]\n"
" public bool IsNumberEditable\n"
" {\n"
" get => _isNumberEditable;\n"
" set\n"
" {\n"
" _isNumberEditable = value;\n"
" NotifyPropertyListChanged();\n"
" }\n"
" }\n"
"\n"
" [Export]\n"
" public int Number { get; set; }\n"
"\n"
" public override void _ValidateProperty(Godot.Collections.Dictionary "
"property)\n"
" {\n"
" if (property[\"name\"].AsStringName() == PropertyName.Number && "
"IsNumberEditable)\n"
" {\n"
" var usage = property[\"usage\"].As>PropertyUsageFlags<() | "
"PropertyUsageFlags.ReadOnly;\n"
" property[\"usage\"] = (int)usage;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"覆盖该方法以自定义已有属性。每个属性信息都经过该方法。字典内容与 [method "
"_get_property_list] 中的相同。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends Node\n"
"\n"
"@export var is_number_editable: bool:\n"
" set(value):\n"
" is_number_editable = value\n"
" notify_property_list_changed()\n"
"@export var number: int\n"
"\n"
"func _validate_property(property: Dictionary):\n"
" if property.name == \"number\" and not is_number_editable:\n"
" property.usage |= PROPERTY_USAGE_READ_ONLY\n"
"[/gdscript]\n"
"[csharp]\n"
"[Tool]\n"
"public partial class MyNode : Node\n"
"{\n"
" private bool _isNumberEditable;\n"
"\n"
" [Export]\n"
" public bool IsNumberEditable\n"
" {\n"
" get => _isNumberEditable;\n"
" set\n"
" {\n"
" _isNumberEditable = value;\n"
" NotifyPropertyListChanged();\n"
" }\n"
" }\n"
"\n"
" [Export]\n"
" public int Number { get; set; }\n"
"\n"
" public override void _ValidateProperty(Godot.Collections.Dictionary "
"property)\n"
" {\n"
" if (property[\"name\"].AsStringName() == PropertyName.Number && "
"IsNumberEditable)\n"
" {\n"
" var usage = property[\"usage\"].As>PropertyUsageFlags<() | "
"PropertyUsageFlags.ReadOnly;\n"
" property[\"usage\"] = (int)usage;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Adds a user-defined [param signal]. Optional arguments for the signal can be "
"added as an [Array] of dictionaries, each defining a [code]name[/code] "
"[String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also "
"[method has_user_signal].\n"
"[codeblocks]\n"
"[gdscript]\n"
"add_user_signal(\"hurt\", [\n"
" { \"name\": \"damage\", \"type\": TYPE_INT },\n"
" { \"name\": \"source\", \"type\": TYPE_OBJECT }\n"
"])\n"
"[/gdscript]\n"
"[csharp]\n"
"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n"
"{\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"damage\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" },\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"source\" },\n"
" { \"type\", (int)Variant.Type.Object }\n"
" }\n"
"});\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"添加用户定义的信号 [param signal]。信号的参数是可选的,以字典的 [Array] 形式添"
"加,字典中定义名称 [code]name[/code] [String],类型 [code]type[/code] [int]"
"(见 [enum Variant.Type])。另见 [method has_user_signal]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"add_user_signal(\"hurt\", [\n"
" { \"name\": \"damage\", \"type\": TYPE_INT },\n"
" { \"name\": \"source\", \"type\": TYPE_OBJECT }\n"
"])\n"
"[/gdscript]\n"
"[csharp]\n"
"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n"
"{\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"damage\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" },\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"source\" },\n"
" { \"type\", (int)Variant.Type.Object }\n"
" }\n"
"});\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Calls the [param method] on the object and returns the result. This method "
"supports a variable number of arguments, so parameters can be passed as a "
"comma separated list.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.call(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"在对象上调用 [param method] 并返回结果。该方法支持可变数量的参数,因此参数可以"
"作为逗号分隔的列表传递。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.call(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param method] 必须为 "
"snake_case 格式。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次"
"调用时分配新的 [StringName]。"
msgid ""
"Calls the [param method] on the object during idle time. Always returns null, "
"[b]not[/b] the method's result.\n"
"Idle time happens mainly at the end of process and physics frames. In it, "
"deferred calls will be run until there are none left, which means you can "
"defer calls from other deferred calls and they'll still be run in the current "
"idle time cycle. If not done carefully, this can result in infinite recursion "
"without causing a stack overflow, which will hang the game similarly to an "
"infinite loop.\n"
"This method supports a variable number of arguments, so parameters can be "
"passed as a comma separated list.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), "
"1.571f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [method Callable.call_deferred].\n"
"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call.\n"
"[b]Note:[/b] If you're looking to delay the function call by a frame, refer "
"to the [signal SceneTree.process_frame] and [signal SceneTree.physics_frame] "
"signals.\n"
"[codeblock]\n"
"var node = Node3D.new()\n"
"# Make a Callable and bind the arguments to the node's rotate() call.\n"
"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n"
"# Connect the callable to the process_frame signal, so it gets called in the "
"next process frame.\n"
"# CONNECT_ONE_SHOT makes sure it only gets called once instead of every "
"frame.\n"
"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n"
"[/codeblock]"
msgstr ""
"在空闲时调用该对象的 [param method] 方法。始终返回 null[b]不返回[/b]该方法的"
"结果。\n"
"空闲时间主要出现在处理帧和物理帧的末尾。此时会执行延迟调用,直到全部调用完毕,"
"也就是说延迟调用中也可以进行延迟调用,这种情况下就仍然是在当前空闲时间周期中执"
"行。如果没有谨慎处理,可能导致无限递归,但不会导致栈溢出,后者会像死循环一样让"
"游戏死机。\n"
"这个方法支持可变数量的参数,所以参数可以用逗号分隔列表的形式传递。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), "
"1.571f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"另见 [method Callable.call_deferred]。\n"
"[b]注意:[/b]在 C# 中,[param method] 引用内置的 Godot 方法时必须使用 "
"snake_case 的形式。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次"
"调用都分配一个新的 [StringName]。\n"
"[b]注意:[/b]如果你想要延迟一帧再调用函数,请使用 [signal SceneTree."
"process_frame] 和 [signal SceneTree.physics_frame] 信号。\n"
"[codeblock]\n"
"var node = Node3D.new()\n"
"# 制作可调用体并将参数绑定到该节点的 rotate() 调用。\n"
"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n"
"# 将可调用体连接到 process_frame 信号,这样就能够在下一个处理帧中调用。\n"
"# CONNECT_ONE_SHOT 能够确保只调用一次,不会每帧都调用。\n"
"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n"
"[/codeblock]"
msgid ""
"Calls the [param method] on the object and returns the result. Unlike [method "
"call], this method expects all parameters to be contained inside [param "
"arg_array].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.callv(\"rotate\", [Vector3(1.0, 0.0, 0.0), 1.571])\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new "
"Vector3(1f, 0f, 0f), 1.571f });\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"在对象上调用 [param method] 并返回结果。与 [method call] 不同,该方法期望所有"
"参数都包含在 [param arg_array] 中。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.callv(\"rotate\", [Vector3(1.0, 0.0, 0.0), 1.571])\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new "
"Vector3(1f, 0f, 0f), 1.571f });\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中,[param method] 在引用 Godot 内置方法时必须是 "
"snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用"
"时分配新的 [StringName]。"
msgid ""
"Returns [code]true[/code] if the object is allowed to translate messages with "
"[method tr] and [method tr_n]. See also [method set_message_translation]."
msgstr ""
"如果允许该对象使用 [method tr] 和 [method tr_n] 翻译消息,则返回 [code]true[/"
"code]。另见 [method set_message_translation]。"
msgid ""
"If this method is called during [constant NOTIFICATION_PREDELETE], this "
"object will reject being freed and will remain allocated. This is mostly an "
"internal function used for error handling to avoid the user from freeing "
"objects when they are not intended to."
msgstr ""
"如果在 [constant NOTIFICATION_PREDELETE] 时调用该方法,则该对象拒绝释放,仍会"
"保持已分配的状态。主要是作为内部函数使用,用于错误处理,避免用户释放不想释放的"
"对象。"
msgid ""
"Connects a [param signal] by name to a [param callable]. Optional [param "
"flags] can be also added to configure the connection's behavior (see [enum "
"ConnectFlags] constants).\n"
"A signal can only be connected once to the same [Callable]. If the signal is "
"already connected, this method returns [constant ERR_INVALID_PARAMETER] and "
"pushes an error message, unless the signal is connected with [constant "
"CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first "
"to check for existing connections.\n"
"If the [param callable]'s object is freed, the connection will be lost.\n"
"[b]Examples with recommended syntax:[/b]\n"
"Connecting signals is one of the most common operations in Godot and the API "
"gives many options to do so, which are described further down. The code block "
"below shows the recommended approach.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" # `button_down` here is a Signal variant type, and we thus call the "
"Signal.connect() method, not Object.connect().\n"
" # See discussion below for a more in-depth overview of the API.\n"
" button.button_down.connect(_on_button_down)\n"
"\n"
" # This assumes that a `Player` class exists, which defines a `hit` "
"signal.\n"
" var player = Player.new()\n"
" # We use Signal.connect() again, and we also use the Callable.bind() "
"method,\n"
" # which returns a new Callable with the parameter binds.\n"
" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
"\n"
"func _on_button_down():\n"
" print(\"Button down!\")\n"
"\n"
"func _on_player_hit(weapon_type, damage):\n"
" print(\"Hit with weapon %s for %d damage.\" % [weapon_type, damage])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" // C# supports passing signals as events, so we can use this idiomatic "
"construct:\n"
" button.ButtonDown += OnButtonDown;\n"
"\n"
" // This assumes that a `Player` class exists, which defines a `Hit` "
"signal.\n"
" var player = new Player();\n"
" // We can use lambdas when we need to bind additional parameters.\n"
" player.Hit += () => OnPlayerHit(\"sword\", 100);\n"
"}\n"
"\n"
"private void OnButtonDown()\n"
"{\n"
" GD.Print(\"Button down!\");\n"
"}\n"
"\n"
"private void OnPlayerHit(string weaponType, int damage)\n"
"{\n"
" GD.Print($\"Hit with weapon {weaponType} for {damage} damage.\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b][code skip-lint]Object.connect()[/code] or [code skip-lint]Signal.connect()"
"[/code]?[/b]\n"
"As seen above, the recommended method to connect signals is not [method "
"Object.connect]. The code block below shows the four options for connecting "
"signals, using either this legacy method or the recommended [method Signal."
"connect], and using either an implicit [Callable] or a manually defined one.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" # Option 1: Object.connect() with an implicit Callable for the defined "
"function.\n"
" button.connect(\"button_down\", _on_button_down)\n"
" # Option 2: Object.connect() with a constructed Callable using a target "
"object and method name.\n"
" button.connect(\"button_down\", Callable(self, \"_on_button_down\"))\n"
" # Option 3: Signal.connect() with an implicit Callable for the defined "
"function.\n"
" button.button_down.connect(_on_button_down)\n"
" # Option 4: Signal.connect() with a constructed Callable using a target "
"object and method name.\n"
" button.button_down.connect(Callable(self, \"_on_button_down\"))\n"
"\n"
"func _on_button_down():\n"
" print(\"Button down!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" // Option 1: In C#, we can use signals as events and connect with this "
"idiomatic syntax:\n"
" button.ButtonDown += OnButtonDown;\n"
" // Option 2: GodotObject.Connect() with a constructed Callable from a "
"method group.\n"
" button.Connect(Button.SignalName.ButtonDown, Callable."
"From(OnButtonDown));\n"
" // Option 3: GodotObject.Connect() with a constructed Callable using a "
"target object and method name.\n"
" button.Connect(Button.SignalName.ButtonDown, new Callable(this, "
"MethodName.OnButtonDown));\n"
"}\n"
"\n"
"private void OnButtonDown()\n"
"{\n"
" GD.Print(\"Button down!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"While all options have the same outcome ([code]button[/code]'s [signal "
"BaseButton.button_down] signal will be connected to [code]_on_button_down[/"
"code]), [b]option 3[/b] offers the best validation: it will print a compile-"
"time error if either the [code]button_down[/code] [Signal] or the "
"[code]_on_button_down[/code] [Callable] are not defined. On the other hand, "
"[b]option 2[/b] only relies on string names and will only be able to validate "
"either names at runtime: it will print a runtime error if "
"[code]\"button_down\"[/code] doesn't correspond to a signal, or if "
"[code]\"_on_button_down\"[/code] is not a registered method in the object "
"[code]self[/code]. The main reason for using options 1, 2, or 4 would be if "
"you actually need to use strings (e.g. to connect signals programmatically "
"based on strings read from a configuration file). Otherwise, option 3 is the "
"recommended (and fastest) method.\n"
"[b]Binding and passing parameters:[/b]\n"
"The syntax to bind parameters is through [method Callable.bind], which "
"returns a copy of the [Callable] with its parameters bound.\n"
"When calling [method emit_signal], the signal parameters can be also passed. "
"The examples below show the relationship between these signal parameters and "
"bound parameters.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # This assumes that a `Player` class exists, which defines a `hit` "
"signal.\n"
" var player = Player.new()\n"
" # Using Callable.bind().\n"
" player.hit.connect(_on_player_hit.bind(\"sword\", 100))\n"
"\n"
" # Parameters added when emitting the signal are passed first.\n"
" player.emit_signal(\"hit\", \"Dark lord\", 5)\n"
"\n"
"# We pass two arguments when emitting (`hit_by`, `level`),\n"
"# and bind two more arguments when connecting (`weapon_type`, `damage`).\n"
"func _on_player_hit(hit_by, level, weapon_type, damage):\n"
" print(\"Hit by %s (level %d) with weapon %s for %d damage.\" % [hit_by, "
"level, weapon_type, damage])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // This assumes that a `Player` class exists, which defines a `Hit` "
"signal.\n"
" var player = new Player();\n"
" // Using lambda expressions that create a closure that captures the "
"additional parameters.\n"
" // The lambda only receives the parameters defined by the signal's "
"delegate.\n"
" player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, \"sword\", "
"100);\n"
"\n"
" // Parameters added when emitting the signal are passed first.\n"
" player.EmitSignal(SignalName.Hit, \"Dark lord\", 5);\n"
"}\n"
"\n"
"// We pass two arguments when emitting (`hit_by`, `level`),\n"
"// and bind two more arguments when connecting (`weapon_type`, `damage`).\n"
"private void OnPlayerHit(string hitBy, int level, string weaponType, int "
"damage)\n"
"{\n"
" GD.Print($\"Hit by {hitBy} (level {level}) with weapon {weaponType} for "
"{damage} damage.\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"按名称将 [param signal] 连接到 [param callable]。还可以添加可选的 [param "
"flags] 来配置该连接的行为(请参阅 [enum ConnectFlags] 常量)。\n"
"一个信号只能连接到同一个 [Callable] 一次。如果该信号已经连接,除非该信号是使"
"用 [constant CONNECT_REFERENCE_COUNTED] 连接的,否则该方法会返回 [constant "
"ERR_INVALID_PARAMETER] 并推送一条错误消息。为防止这种情况,请首先使用 [method "
"is_connected] 检查已存在的连接。\n"
"如果 [param callable] 的对象被释放,则该连接将会丢失。\n"
"[b]推荐语法的示例:[/b]\n"
"连接信号是 Godot 中最常见的操作之一API 提供了许多这样做的选项,这些选项将在"
"下面进一步介绍。下面的代码块显示了推荐的方法。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" # 这里的 `button_down` 是一个 Signal 变体类型,因此我们调用 Signal."
"connect() 方法,而不是 Object.connect()。\n"
" # 请参阅下面的讨论以更深入地了解该 API。\n"
" button.button_down.connect(_on_button_down)\n"
"\n"
" # 这假设存在一个“Player”类它定义了一个“hit”信号。\n"
" var player = Player.new()\n"
" # 我们再次使用 Signal.connect() ,并且我们还使用了 Callable.bind() 方"
"法,\n"
" # 它返回一个带有参数绑定的新 Callable。\n"
" player.hit.connect(_on_player_hit.bind(\"剑\", 100))\n"
"\n"
"func _on_button_down():\n"
" print(\"按钮按下!\")\n"
"\n"
"func _on_player_hit(weapon_type, damage):\n"
" print(\"用武器 %s 击中,造成 %d 伤害。\" % [weapon_type, damage])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" // C# 支持将信号作为事件传递,因此我们可以使用这个惯用的构造:\n"
" button.ButtonDown += OnButtonDown;\n"
"\n"
" // 这假设存在一个“Player”类它定义了一个“Hit”信号。\n"
" var player = new Player();\n"
" // 当我们需要绑定额外的参数时,我们可以使用 Lambda 表达式。\n"
" player.Hit += () => OnPlayerHit(\"剑\", 100);\n"
"}\n"
"\n"
"private void OnButtonDown()\n"
"{\n"
" GD.Print(\"按钮按下!\");\n"
"}\n"
"\n"
"private void OnPlayerHit(string weaponType, int damage)\n"
"{\n"
" GD.Print($\"用武器 {weaponType} 击中,造成 {damage} 伤害。\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b][code skip-lint]Object.connect()[/code] 还是 [code skip-lint]Signal."
"connect()[/code][/b]\n"
"如上所示,推荐的连接信号的方法不是 [method Object.connect]。下面的代码块显示了"
"连接信号的四个选项,使用该传统方法或推荐的 [method Signal.connect],并使用一个"
"隐式的 [Callable] 或手动定义的 [Callable]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" # 选项 1Object.connect() 并使用已定义的函数的隐式 Callable。\n"
" button.connect(\"button_down\", _on_button_down)\n"
" # 选项 2Object.connect() 并使用由目标对象和方法名称构造的 Callable。\n"
" button.connect(\"button_down\", Callable(self, \"_on_button_down\"))\n"
" # 选项 3Signal.connect() 并使用已定义的函数的隐式 Callable。\n"
" button.button_down.connect(_on_button_down)\n"
" # 选项 4Signal.connect() 并使用由目标对象和方法名称构造的 Callable。\n"
" button.button_down.connect(Callable(self, \"_on_button_down\"))\n"
"\n"
"func _on_button_down():\n"
" print(\"按钮按下!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" // 选项 1在 C# 中,我们可以将信号用作事件并使用以下惯用语法进行连接:\n"
" button.ButtonDown += OnButtonDown;\n"
" // 选项 2GodotObject.Connect() 并使用从方法组构造的 Callable。\n"
" button.Connect(Button.SignalName.ButtonDown, Callable."
"From(OnButtonDown));\n"
" // 选项 3GodotObject.Connect() 并使用由目标对象和方法名称构造的 "
"Callable。\n"
" button.Connect(Button.SignalName.ButtonDown, new Callable(this, "
"MethodName.OnButtonDown));\n"
"}\n"
"\n"
"private void OnButtonDown()\n"
"{\n"
" GD.Print(\"按钮按下!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"虽然所有选项都有相同的结果([code]button[/code] 的 [signal BaseButton."
"button_down] 信号将被连接到 [code]_on_button_down[/code]),但[b]选项 3[/b] 提"
"供了最好的验证:如果 [code]button_down[/code] [Signal] 或 "
"[code]_on_button_down[/code] [Callable] 没有被定义,它将打印一个编译时错误。另"
"一方面,[b]选项 2[/b] 只依赖于字符串名称,并且只能在运行时验证这两个名称:如"
"果 [code]\"button_down\"[/code] 不对应于一个信号,或者如果 "
"[code]\"_on_button_down\"[/code] 不是对象 [code]self[/code] 中的注册方法,它将"
"打印一个运行时错误。使用选项 1、2 或 4 的主要原因,是你是否确实需要使用字符串"
"(例如,根据从配置文件读取的字符串,以编程的方式连接信号)。否则,选项 3 是推"
"荐的(也是最快的)方法。\n"
"[b]绑定和传递参数:[/b]\n"
"绑定参数的语法是通过 [method Callable.bind],它返回一个绑定了参数的 "
"[Callable] 的副本。\n"
"当调用 [method emit_signal] 时,信号参数也可以被传递。下面的示例显示了这些信号"
"参数和绑定参数之间的关系。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # 这假设存在一个 `Player` 类,它定义了一个 `hit` 信号。\n"
" var player = Player.new()\n"
" # 使用 Callable.bind()。\n"
" player.hit.connect(_on_player_hit.bind(\"剑\", 100))\n"
"\n"
" # 发出信号时添加的参数首先被传递。\n"
" player.emit_signal(\"hit\", \"黑暗领主\", 5)\n"
"\n"
"# 我们在发出时传递两个参数(`hit_by``level`\n"
"# 并在连接时再绑定两个参数(`weapon_type`、`damage`)。\n"
"func _on_player_hit(hit_by, level, weapon_type, damage):\n"
" print(\"被 %s等级 %d用武器 %s 击中,造成 %d 伤害。\" % [hit_by, "
"level, weapon_type, damage])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // 这假设存在一个 `Player` 类,它定义了一个 `Hit` 信号。\n"
" var player = new Player();\n"
" // 使用 lambda 表达式创建一个闭包来捕获额外的参数。\n"
" // lambda 仅接收由信号委托定义的参数。\n"
" player.Hit += (hitBy, level) => OnPlayerHit(hitBy, level, \"剑\", 100);\n"
"\n"
" // 发出信号时添加的参数首先被传递。\n"
" player.EmitSignal(SignalName.Hit, \"黑暗领主\", 5);\n"
"}\n"
"\n"
"// 我们在发出时传递两个参数(`hit_by``level`\n"
"// 并在连接时再绑定两个参数(`weapon_type`、`damage`)。\n"
"private void OnPlayerHit(string hitBy, int level, string weaponType, int "
"damage)\n"
"{\n"
" GD.Print($\"被 {hitBy}(等级 {level})用武器 {weaponType} 击中,造成 "
"{damage} 伤害。\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Disconnects a [param signal] by name from a given [param callable]. If the "
"connection does not exist, generates an error. Use [method is_connected] to "
"make sure that the connection exists."
msgstr ""
"按名称从给定的 [param callable] 断开 [param signal]。如果连接不存在,则生成一"
"个错误。使用 [method is_connected] 确保该连接存在。"
msgid ""
"Emits the given [param signal] by name. The signal must exist, so it should "
"be a built-in signal of this class or one of its inherited classes, or a user-"
"defined signal (see [method add_user_signal]). This method supports a "
"variable number of arguments, so parameters can be passed as a comma "
"separated list.\n"
"Returns [constant ERR_UNAVAILABLE] if [param signal] does not exist or the "
"parameters are invalid.\n"
"[codeblocks]\n"
"[gdscript]\n"
"emit_signal(\"hit\", \"sword\", 100)\n"
"emit_signal(\"game_over\")\n"
"[/gdscript]\n"
"[csharp]\n"
"EmitSignal(SignalName.Hit, \"sword\", 100);\n"
"EmitSignal(SignalName.GameOver);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
"built-in Godot signals. Prefer using the names exposed in the "
"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"按名称发出给定的 [param signal]。该信号必须存在,所以它应该是该类或其继承类之"
"一的内置信号,或者是用户定义的信号(参见 [method add_user_signal])。该方法支"
"持可变数量的参数,所以参数可以以逗号分隔的列表形式传递。\n"
"如果 [param signal] 不存在或参数无效,则返回 [constant ERR_UNAVAILABLE]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"emit_signal(\"hit\", \"剑\", 100)\n"
"emit_signal(\"game_over\")\n"
"[/gdscript]\n"
"[csharp]\n"
"EmitSignal(SignalName.Hit, \"剑\", 100);\n"
"EmitSignal(SignalName.GameOver);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在C#中,在引用内置 Godot 信号时,[param signal] 必须是 "
"snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用"
"时分配一个新的 [StringName]。"
msgid ""
"Deletes the object from memory. Pre-existing references to the object become "
"invalid, and any attempt to access them will result in a run-time error. "
"Checking the references with [method @GlobalScope.is_instance_valid] will "
"return [code]false[/code]."
msgstr ""
"从内存中删除该对象。对该对象的预先存在的引用会变得无效,并且任何访问它们的尝试"
"都将会产生一个运行时错误。使用 [method @GlobalScope.is_instance_valid] 检查引"
"用时将返回 [code]false[/code]。"
msgid ""
"Returns the [Variant] value of the given [param property]. If the [param "
"property] does not exist, this method returns [code]null[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.rotation = 1.5\n"
"var a = node.get(\"rotation\") # a is 1.5\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Rotation = 1.5f;\n"
"var a = node.Get(\"rotation\"); // a is 1.5\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
"built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
"返回给定 [param property] 的 [Variant] 值。如果 [param property] 不存在,则该"
"方法返回 [code]null[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.rotation = 1.5\n"
"var a = node.get(\"rotation\") # a 为 1.5\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Rotation = 1.5f;\n"
"var a = node.Get(\"rotation\"); // a 为 1.5\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中,在引用 Godot 内置属性时,[param property] 必须是 "
"snake_case。最好使用 [code]PropertyName[/code] 类中公开的名称,以避免在每次调"
"用时分配一个新的 [StringName]。"
msgid ""
"Returns the object's built-in class name, as a [String]. See also [method "
"is_class].\n"
"[b]Note:[/b] This method ignores [code]class_name[/code] declarations. If "
"this object's script has defined a [code]class_name[/code], the base, built-"
"in class name is returned instead."
msgstr ""
"返回该对象的内置类名,作为一个 [String]。另请参阅 [method is_class]。\n"
"[b]注意:[/b]该方法将忽略 [code]class_name[/code] 声明。如果该对象的脚本定义了"
"一个 [code]class_name[/code],则改为返回内置基类名称。"
msgid ""
"Returns an [Array] of signal connections received by this object. Each "
"connection is represented as a [Dictionary] that contains three entries:\n"
"- [code]signal[/code] is a reference to the [Signal];\n"
"- [code]callable[/code] is a reference to the [Callable];\n"
"- [code]flags[/code] is a combination of [enum ConnectFlags]."
msgstr ""
"返回该对象接收到的信号连接的 [Array]。每个连接都被表示为包含三个条目的 "
"[Dictionary]\n"
"- [code]signal[/code] 是对 [Signal] 的引用;\n"
"- [code]callable[/code] 是对 [Callable] 的引用;\n"
"- [code]flags[/code] 是 [enum ConnectFlags] 的组合。"
msgid ""
"Gets the object's property indexed by the given [param property_path]. The "
"path should be a [NodePath] relative to the current object and can use the "
"colon character ([code]:[/code]) to access nested properties.\n"
"[b]Examples:[/b] [code]\"position:x\"[/code] or [code]\"material:next_pass:"
"blend_mode\"[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.position = Vector2(5, -10)\n"
"var a = node.get_indexed(\"position\") # a is Vector2(5, -10)\n"
"var b = node.get_indexed(\"position:y\") # b is -10\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Position = new Vector2(5, -10);\n"
"var a = node.GetIndexed(\"position\"); // a is Vector2(5, -10)\n"
"var b = node.GetIndexed(\"position:y\"); // b is -10\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property_path] must be in snake_case when "
"referring to built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call.\n"
"[b]Note:[/b] This method does not support actual paths to nodes in the "
"[SceneTree], only sub-property paths. In the context of nodes, use [method "
"Node.get_node_and_resource] instead."
msgstr ""
"获取该对象的某个属性,该属性的属性路径由 [param property_path] 给出。该路径应"
"该是相对于当前对象的 [NodePath],可是使用英文冒号([code]:[/code])访问内嵌属"
"性。\n"
"[b]示例:[/b][code]\"position:x\"[/code] 或 [code]\"material:next_pass:"
"blend_mode\"[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.position = Vector2(5, -10)\n"
"var a = node.get_indexed(\"position\") # a 为 Vector2(5, -10)\n"
"var b = node.get_indexed(\"position:y\") # b 为 -10\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Position = new Vector2(5, -10);\n"
"var a = node.GetIndexed(\"position\"); // a 为 Vector2(5, -10)\n"
"var b = node.GetIndexed(\"position:y\"); // b 为 -10\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property_path] 必须为 "
"snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避"
"免每次调用都重新分配一个 [StringName]。\n"
"[b]注意:[/b]这个方法不支持指向 [SceneTree] 中节点的路径,仅支持子属性路径。在"
"节点语境下,请改用 [method Node.get_node_and_resource]。"
msgid ""
"Returns the object's unique instance ID. This ID can be saved in "
"[EncodedObjectAsID], and can be used to retrieve this object instance with "
"[method @GlobalScope.instance_from_id]."
msgstr ""
"返回该对象的唯一实例 ID。该 ID 可以保存在 [EncodedObjectAsID] 中,并可用于 "
"[method @GlobalScope.instance_from_id],来检索该对象实例。"
msgid ""
"Returns the object's metadata value for the given entry [param name]. If the "
"entry does not exist, returns [param default]. If [param default] is "
"[code]null[/code], an error is also generated.\n"
"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
"StringName.is_valid_identifier] method.\n"
"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
"code]) is considered editor-only. Editor-only metadata is not displayed in "
"the Inspector and should not be edited, although it can still be found by "
"this method."
msgstr ""
"返回该对象的元数据中名称为 [param name] 的条目。如果不存在该条目,则返回 "
"[param default]。如果 [param default] 为 [code]null[/code],则还会生成错误。\n"
"[b]注意:[/b]元数据的名称必须是符合 [method StringName.is_valid_identifier] 的"
"有效标识符。\n"
"[b]注意:[/b]名称以下划线([code]_[/code])开头的元数据仅供编辑器使用。仅供编"
"辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找到,但是不应该进"
"行编辑。"
msgid "Returns the object's metadata entry names as a [PackedStringArray]."
msgstr "将该对象的元数据作为 [PackedStringArray] 返回。"
msgid ""
"Returns this object's methods and their signatures as an [Array] of "
"dictionaries. Each [Dictionary] contains the following entries:\n"
"- [code]name[/code] is the name of the method, as a [String];\n"
"- [code]args[/code] is an [Array] of dictionaries representing the "
"arguments;\n"
"- [code]default_args[/code] is the default arguments as an [Array] of "
"variants;\n"
"- [code]flags[/code] is a combination of [enum MethodFlags];\n"
"- [code]id[/code] is the method's internal identifier [int];\n"
"- [code]return[/code] is the returned value, as a [Dictionary];\n"
"[b]Note:[/b] The dictionaries of [code]args[/code] and [code]return[/code] "
"are formatted identically to the results of [method get_property_list], "
"although not all entries are used."
msgstr ""
"将该对象的方法及对应签名作为字典 [Array] 返回。每个 [Dictionary] 包含以下条"
"目:\n"
"-[code]name[/code] 是该方法的名称,为 [String]\n"
"-[code]args[/code] 是代表参数的字典 [Array]\n"
"-[code]default_args[/code] 是默认参数,为变体 [Array]\n"
"-[code]flags[/code] 是 [enum MethodFlags] 的组合;\n"
"-[code]id[/code] 是该方法的内部标识符 [int]\n"
"-[code]return[/code] 是返回值,为 [Dictionary]\n"
"[b]注意:[/b][code]args[/code] 和 [code]return[/code] 的字典格式与 [method "
"get_property_list] 的结果相同,但不会用到所有条目。"
msgid ""
"Returns the object's property list as an [Array] of dictionaries. Each "
"[Dictionary] contains the following entries:\n"
"- [code]name[/code] is the property's name, as a [String];\n"
"- [code]class_name[/code] is an empty [StringName], unless the property is "
"[constant TYPE_OBJECT] and it inherits from a class;\n"
"- [code]type[/code] is the property's type, as an [int] (see [enum Variant."
"Type]);\n"
"- [code]hint[/code] is [i]how[/i] the property is meant to be edited (see "
"[enum PropertyHint]);\n"
"- [code]hint_string[/code] depends on the hint (see [enum PropertyHint]);\n"
"- [code]usage[/code] is a combination of [enum PropertyUsageFlags].\n"
"[b]Note:[/b] In GDScript, all class members are treated as properties. In C# "
"and GDExtension, it may be necessary to explicitly mark class members as "
"Godot properties using decorators or attributes."
msgstr ""
"以字典 [Array] 的形式返回该对象的属性列表。每个 [Dictionary] 中都包含如下条"
"目:\n"
"- [code]name[/code] 是该属性的名称,类型为 [String]\n"
"- [code]class_name[/code] 为空 [StringName],除非该属性为 [constant "
"TYPE_OBJECT] 并继承自某个类;\n"
"- [code]type[/code] 是该属性的类型,类型为 [int](见 [enum Variant.Type]\n"
"- [code]hint[/code] 是应当[i]如何[/i]编辑该属性(见 [enum PropertyHint]\n"
"- [code]hint_string[/code] 取决于 hint见 [enum PropertyHint]\n"
"- [code]usage[/code] 是 [enum PropertyUsageFlags] 的组合。\n"
"[b]注意:[/b]在 GDScript 中,类的所有成员都被视为属性。在 C# 和 GDExtension "
"中,则需要使用装饰器或特性将类的成员显式标记为 Godot 属性。"
msgid ""
"Returns the object's [Script] instance, or [code]null[/code] if no script is "
"attached."
msgstr ""
"返回该对象的 [Script] 实例,如果没有附加脚本,则返回 [code]null[/code]。"
msgid ""
"Returns an [Array] of connections for the given [param signal] name. Each "
"connection is represented as a [Dictionary] that contains three entries:\n"
"- [code skip-lint]signal[/code] is a reference to the [Signal];\n"
"- [code]callable[/code] is a reference to the connected [Callable];\n"
"- [code]flags[/code] is a combination of [enum ConnectFlags]."
msgstr ""
"返回给定 [param signal] 名称的连接的 [Array]。每个连接都被表示为包含三个条目"
"的 [Dictionary]\n"
"- [code skip-lint]signal[/code] 是对 [Signal] 的引用;\n"
"- [code]callable[/code] 是对已连接 [Callable] 的引用;\n"
"- [code]flags[/code] 是 [enum ConnectFlags] 的组合。"
msgid ""
"Returns the list of existing signals as an [Array] of dictionaries.\n"
"[b]Note:[/b] Due of the implementation, each [Dictionary] is formatted very "
"similarly to the returned values of [method get_method_list]."
msgstr ""
"将现有信号的列表返回为字典的一个 [Array] 。\n"
"[b]注意:[/b]由于该实现,每个 [Dictionary] 被格式为与 [method "
"get_method_list] 的返回值非常相似。"
msgid ""
"Returns [code]true[/code] if a metadata entry is found with the given [param "
"name]. See also [method get_meta], [method set_meta] and [method "
"remove_meta].\n"
"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
"StringName.is_valid_identifier] method.\n"
"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
"code]) is considered editor-only. Editor-only metadata is not displayed in "
"the Inspector and should not be edited, although it can still be found by "
"this method."
msgstr ""
"如果找到名称为 [param name] 的元数据条目,则返回 [code]true[/code]。另请参阅 "
"[method get_meta]、[method set_meta] 和 [method remove_meta]。\n"
"[b]注意:[/b]元数据的名称必须是符合 [method StringName.is_valid_identifier] 的"
"有效标识符。\n"
"[b]注意:[/b]名称以下划线([code]_[/code])开头的元数据仅供编辑器使用。仅供编"
"辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找到,但是不应该进"
"行编辑。"
msgid ""
"Returns [code]true[/code] if the given [param method] name exists in the "
"object.\n"
"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"如果该对象中存在给定的方法名 [param method],则返回 [code]true[/code]。\n"
"[b]注意:[/b]在 C# 中引用内置 Godot 方法时 [param method] 必须为 snake_case 蛇"
"形大小写。请优先使用 [code]MethodName[/code] 类中暴露的名称,避免每次调用都重"
"新分配一个 [StringName]。"
msgid ""
"Returns [code]true[/code] if the given [param signal] name exists in the "
"object.\n"
"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"如果该对象中存在给定的信号名 [param signal],则返回 [code]true[/code]。\n"
"[b]注意:[/b]在 C# 中引用内置 Godot 信号时 [param signal] 必须为 snake_case 蛇"
"形大小写。请优先使用 [code]SignalName[/code] 类中暴露的名称,避免每次调用都重"
"新分配一个 [StringName]。"
msgid ""
"Returns [code]true[/code] if the given user-defined [param signal] name "
"exists. Only signals added with [method add_user_signal] are included."
msgstr ""
"如果存在给定的用户定义信号名称 [param signal],则返回 [code]true[/code]。仅包"
"含通过 [method add_user_signal] 添加的信号。"
msgid ""
"Returns [code]true[/code] if the object is blocking its signals from being "
"emitted. See [method set_block_signals]."
msgstr ""
"如果该对象正在阻止发出信号,则返回 [code]true[/code]。见 [method "
"set_block_signals]。"
msgid ""
"Returns [code]true[/code] if the object inherits from the given [param "
"class]. See also [method get_class].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var sprite2d = Sprite2D.new()\n"
"sprite2d.is_class(\"Sprite2D\") # Returns true\n"
"sprite2d.is_class(\"Node\") # Returns true\n"
"sprite2d.is_class(\"Node3D\") # Returns false\n"
"[/gdscript]\n"
"[csharp]\n"
"var sprite2D = new Sprite2D();\n"
"sprite2D.IsClass(\"Sprite2D\"); // Returns true\n"
"sprite2D.IsClass(\"Node\"); // Returns true\n"
"sprite2D.IsClass(\"Node3D\"); // Returns false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method ignores [code]class_name[/code] declarations in the "
"object's script."
msgstr ""
"如果该对象继承自给定的 [param class] 则返回 [code]true[/code]。另见 [method "
"get_class]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var sprite2d = Sprite2D.new()\n"
"sprite2d.is_class(\"Sprite2D\") # 返回 true\n"
"sprite2d.is_class(\"Node\") # 返回 true\n"
"sprite2d.is_class(\"Node3D\") # 返回 false\n"
"[/gdscript]\n"
"[csharp]\n"
"var sprite2D = new Sprite2D();\n"
"sprite2D.IsClass(\"Sprite2D\"); // 返回 true\n"
"sprite2D.IsClass(\"Node\"); // 返回 true\n"
"sprite2D.IsClass(\"Node3D\"); // 返回 false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]此方法忽略对象脚本中的 [code]class_name[/code] 声明。"
msgid ""
"Returns [code]true[/code] if a connection exists between the given [param "
"signal] name and [param callable].\n"
"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"如果给定的 [param signal] 名称和 [param callable] 之间存在连接,则返回 "
"[code]true[/code]。\n"
"[b]注意:[/b]在 C# 中,在引用 Godot 内置方法时,[param signal] 必须是 "
"snake_case。最好使用 [code]SignalName[/code] 类中公开的名称,以避免在每次调用"
"时分配一个新的 [StringName]。"
msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
msgstr ""
"如果为该对象调用了 [method Node.queue_free] 方法,则返回 [code]true[/code]。"
msgid ""
"Sends the given [param what] notification to all classes inherited by the "
"object, triggering calls to [method _notification], starting from the highest "
"ancestor (the [Object] class) and going down to the object's script.\n"
"If [param reversed] is [code]true[/code], the call order is reversed.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var player = Node2D.new()\n"
"player.set_script(load(\"res://player.gd\"))\n"
"\n"
"player.notification(NOTIFICATION_ENTER_TREE)\n"
"# The call order is Object -> Node -> Node2D -> player.gd.\n"
"\n"
"player.notification(NOTIFICATION_ENTER_TREE, true)\n"
"# The call order is player.gd -> Node2D -> Node -> Object.\n"
"[/gdscript]\n"
"[csharp]\n"
"var player = new Node2D();\n"
"player.SetScript(GD.Load(\"res://player.gd\"));\n"
"\n"
"player.Notification(NotificationEnterTree);\n"
"// The call order is GodotObject -> Node -> Node2D -> player.gd.\n"
"\n"
"player.Notification(NotificationEnterTree, true);\n"
"// The call order is player.gd -> Node2D -> Node -> GodotObject.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将给定的 [param what] 通知发送给对象继承的所有类,触发对 [method "
"_notification] 的调用,从最高祖先([Object] 类)开始,向下一直到对象的脚本。\n"
"如果 [param reversed] 为 [code]true[/code],则调用顺序会被颠倒。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var player = Node2D.new()\n"
"player.set_script(load(\"res://player.gd\"))\n"
"\n"
"player.notification(NOTIFICATION_ENTER_TREE)\n"
"# 调用顺序是 Object -> Node -> Node2D -> player.gd。\n"
"\n"
"player.notification(NOTIFICATION_ENTER_TREE, true)\n"
"# 调用顺序是 player.gd -> Node2D -> Node -> Object。\n"
"[/gdscript]\n"
"[csharp]\n"
"var player = new Node2D();\n"
"player.SetScript(GD.Load(\"res://player.gd\"));\n"
"\n"
"player.Notification(NotificationEnterTree);\n"
"// 调用顺序是 GodotObject -> Node -> Node2D -> player.gd。\n"
"\n"
"player.Notification(NotificationEnterTree, true);\n"
"// 调用顺序是 player.gd -> Node2D -> Node -> GodotObject。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Emits the [signal property_list_changed] signal. This is mainly used to "
"refresh the editor, so that the Inspector and editor plugins are properly "
"updated."
msgstr ""
"发出 [signal property_list_changed] 信号。这主要是用来刷新编辑器,以让检查器和"
"编辑器插件被正确更新。"
msgid ""
"Returns [code]true[/code] if the given [param property] has a custom default "
"value. Use [method property_get_revert] to get the [param property]'s default "
"value.\n"
"[b]Note:[/b] This method is used by the Inspector dock to display a revert "
"icon. The object must implement [method _property_can_revert] to customize "
"the default value. If [method _property_can_revert] is not implemented, this "
"method returns [code]false[/code]."
msgstr ""
"如果给定的属性 [param property] 有自定义的默认值,则返回 [code]true[/code]。请"
"使用 [method property_get_revert] 获取 [param property] 的默认值。\n"
"[b]注意:[/b]“检查器”面板会使用这个方法来显示恢复图标。该对象必须实现 [method "
"_property_can_revert] 来自定义默认值。如果未实现 [method "
"_property_can_revert],则这个方法返回 [code]false[/code]。"
msgid ""
"Returns the custom default value of the given [param property]. Use [method "
"property_can_revert] to check if the [param property] has a custom default "
"value.\n"
"[b]Note:[/b] This method is used by the Inspector dock to display a revert "
"icon. The object must implement [method _property_get_revert] to customize "
"the default value. If [method _property_get_revert] is not implemented, this "
"method returns [code]null[/code]."
msgstr ""
"返回给定的属性 [param property] 的自定义默认值。请使用 [method "
"property_can_revert] 检查 [param property] 是否有自定义的默认值。\n"
"[b]注意:[/b]“检查器”面板会使用这个方法来显示恢复图标。该对象必须实现 [method "
"_property_get_revert] 来自定义默认值。如果未实现 [method "
"_property_get_revert],则这个方法返回 [code]null[/code]。"
msgid ""
"Removes the given entry [param name] from the object's metadata. See also "
"[method has_meta], [method get_meta] and [method set_meta].\n"
"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
"StringName.is_valid_identifier] method.\n"
"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
"code]) is considered editor-only. Editor-only metadata is not displayed in "
"the Inspector and should not be edited, although it can still be found by "
"this method."
msgstr ""
"从对象的元数据中移除名称为 [param name] 的条目。另请参阅 [method has_meta]、"
"[method get_meta]、和 [method set_meta]。\n"
"[b]注意:[/b]元数据的名称必须是符合 [method StringName.is_valid_identifier] 的"
"有效标识符。\n"
"[b]注意:[/b]名称以下划线([code]_[/code])开头的元数据仅供编辑器使用。仅供编"
"辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找到,但是不应该进"
"行编辑。"
msgid ""
"Assigns [param value] to the given [param property]. If the property does not "
"exist or the given [param value]'s type doesn't match, nothing happens.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.set(\"global_scale\", Vector2(8, 2.5))\n"
"print(node.global_scale) # Prints (8, 2.5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Set(\"global_scale\", new Vector2(8, 2.5));\n"
"GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
"built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
"将给定属性 [param property] 的值分配为 [param value]。如果该属性不存在,或者给"
"定 [param value] 的类型不匹配,则不会发生任何事情。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.set(\"global_scale\", Vector2(8, 2.5))\n"
"print(node.global_scale) # 输出 (8, 2.5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Set(\"global_scale\", new Vector2(8, 2.5));\n"
"GD.Print(node.GlobalScale); // 输出 Vector2(8, 2.5)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case "
"蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用"
"都重新分配一个 [StringName]。"
msgid ""
"If set to [code]true[/code], the object becomes unable to emit signals. As "
"such, [method emit_signal] and signal connections will not work, until it is "
"set to [code]false[/code]."
msgstr ""
"如果设置为 [code]true[/code],这该对象将无法发出信号。因此,[method "
"emit_signal] 和信号连接将不起作用,直到该属性被设置为 [code]false[/code]。"
msgid ""
"Assigns [param value] to the given [param property], at the end of the "
"current frame. This is equivalent to calling [method set] through [method "
"call_deferred].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"add_child(node)\n"
"\n"
"node.rotation = 45.0\n"
"node.set_deferred(\"rotation\", 90.0)\n"
"print(node.rotation) # Prints 45.0\n"
"\n"
"await get_tree().process_frame\n"
"print(node.rotation) # Prints 90.0\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Rotation = 45f;\n"
"node.SetDeferred(\"rotation\", 90f);\n"
"GD.Print(node.Rotation); // Prints 45.0\n"
"\n"
"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n"
"GD.Print(node.Rotation); // Prints 90.0\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
"built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
"在当前帧的末尾,将给定属性 [param property] 的值分配为 [param value]。等价于通"
"过 [method call_deferred] 调用 [method set]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"add_child(node)\n"
"\n"
"node.rotation = 45.0\n"
"node.set_deferred(\"rotation\", 90.0)\n"
"print(node.rotation) # 输出 45.0\n"
"\n"
"await get_tree().process_frame\n"
"print(node.rotation) # 输出 90.0\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Rotation = 45f;\n"
"node.SetDeferred(\"rotation\", 90f);\n"
"GD.Print(node.Rotation); // 输出 45.0\n"
"\n"
"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n"
"GD.Print(node.Rotation); // 输出 90.0\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property] 必须为 snake_case "
"蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避免每次调用"
"都重新分配一个 [StringName]。"
msgid ""
"Assigns a new [param value] to the property identified by the [param "
"property_path]. The path should be a [NodePath] relative to this object, and "
"can use the colon character ([code]:[/code]) to access nested properties.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.set_indexed(\"position\", Vector2(42, 0))\n"
"node.set_indexed(\"position:y\", -10)\n"
"print(node.position) # Prints (42, -10)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.SetIndexed(\"position\", new Vector2(42, 0));\n"
"node.SetIndexed(\"position:y\", -10);\n"
"GD.Print(node.Position); // Prints (42, -10)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property_path] must be in snake_case when "
"referring to built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
"将由属性路径 [param property_path] 标识的属性的值分配为 [param value]。该路径"
"应为相对于这个对象的 [NodePath],可以使用英文冒号([code]:[/code])访问内嵌属"
"性。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.set_indexed(\"position\", Vector2(42, 0))\n"
"node.set_indexed(\"position:y\", -10)\n"
"print(node.position) # 输出 (42, -10)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.SetIndexed(\"position\", new Vector2(42, 0));\n"
"node.SetIndexed(\"position:y\", -10);\n"
"GD.Print(node.Position); // 输出 (42, -10)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中引用内置 Godot 属性时 [param property_path] 必须为 "
"snake_case 蛇形大小写。请优先使用 [code]PropertyName[/code] 类中暴露的名称,避"
"免每次调用都重新分配一个 [StringName]。"
msgid ""
"If set to [code]true[/code], allows the object to translate messages with "
"[method tr] and [method tr_n]. Enabled by default. See also [method "
"can_translate_messages]."
msgstr ""
"如果设置为 [code]true[/code],则允许对象使用 [method tr] 和 [method tr_n] 翻译"
"消息。该属性默认启用。另请参阅 [method can_translate_messages]。"
msgid ""
"Adds or changes the entry [param name] inside the object's metadata. The "
"metadata [param value] can be any [Variant], although some types cannot be "
"serialized correctly.\n"
"If [param value] is [code]null[/code], the entry is removed. This is the "
"equivalent of using [method remove_meta]. See also [method has_meta] and "
"[method get_meta].\n"
"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
"StringName.is_valid_identifier] method.\n"
"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
"code]) is considered editor-only. Editor-only metadata is not displayed in "
"the Inspector and should not be edited, although it can still be found by "
"this method."
msgstr ""
"添加或更改对象元数据中名称为 [param name] 的条目。元数据值 [param value] 可以"
"是任何 [Variant],尽管某些类型无法正确序列化。\n"
"如果 [param value] 为 [code]null[/code],则该条目被移除。等价于使用 [method "
"remove_meta]。另见 [method has_meta] 和 [method get_meta]。\n"
"[b]注意:[/b]元数据的名称必须是符合 [method StringName.is_valid_identifier] 的"
"有效标识符。\n"
"[b]注意:[/b]名称以下划线([code]_[/code])开头的元数据仅供编辑器使用。仅供编"
"辑器使用的元数据不会在“检查器”中显示,虽然仍然能够被这个方法找到,但是不应该进"
"行编辑。"
msgid ""
"Attaches [param script] to the object, and instantiates it. As a result, the "
"script's [method _init] is called. A [Script] is used to extend the object's "
"functionality.\n"
"If a script already exists, its instance is detached, and its property values "
"and state are lost. Built-in property values are still kept."
msgstr ""
"将脚本 [param script] 附加至该对象,并进行实例化。因此会调用该脚本的 [method "
"_init]。[Script] 可用于扩展对象的功能。\n"
"如果已存在脚本,则该脚本的实例会被分离,其属性值和状态会丢失。仍会保留内置属性"
"的值。"
msgid ""
"Returns a [String] representing the object. Defaults to "
"[code]\"<ClassName#RID>\"[/code]. Override [method _to_string] to customize "
"the string representation of the object."
msgstr ""
"返回表示对象的 [String]。默认为 [code]\"<ClassName#RID>\"[/code]。覆盖 "
"[method _to_string] 以自定义对象的字符串表示形式。"
msgid ""
"Translates a [param message], using the translation catalogs configured in "
"the Project Settings. Further [param context] can be specified to help with "
"the translation.\n"
"If [method can_translate_messages] is [code]false[/code], or no translation "
"is available, this method returns the [param message] without changes. See "
"[method set_message_translation].\n"
"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/"
"internationalizing_games.html]Internationalizing games[/url]."
msgstr ""
"使用项目设置中配置的翻译目录,翻译一个 [param message]。可以进一步指定 [param "
"context] 来帮助翻译。\n"
"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可用,"
"则该方法将返回 [param message] 而不做任何更改。请参阅 [method "
"set_message_translation]。\n"
"有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/internationalizing_games."
"html]《国际化游戏》[/url]。"
msgid ""
"Translates a [param message] or [param plural_message], using the translation "
"catalogs configured in the Project Settings. Further [param context] can be "
"specified to help with the translation.\n"
"If [method can_translate_messages] is [code]false[/code], or no translation "
"is available, this method returns [param message] or [param plural_message], "
"without changes. See [method set_message_translation].\n"
"The [param n] is the number, or amount, of the message's subject. It is used "
"by the translation system to fetch the correct plural form for the current "
"language.\n"
"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/"
"localization_using_gettext.html]Localization using gettext[/url].\n"
"[b]Note:[/b] Negative and [float] numbers may not properly apply to some "
"countable subjects. It's recommended handling these cases with [method tr]."
msgstr ""
"使用项目设置中配置的翻译目录,翻译一个 [param message] 或 [param "
"plural_message]。可以进一步指定 [param context] 来帮助翻译。\n"
"如果 [method can_translate_messages] 为 [code]false[/code],或者没有翻译可用,"
"则该方法将返回 [param message] 或 [param plural_message],而不做任何更改。请参"
"阅 [method set_message_translation]。\n"
"[param n] 是消息主题的数字或数量。它被翻译系统用来获取当前语言的正确复数形"
"式。\n"
"有关详细示例,请参阅[url=$DOCS_URL/tutorials/i18n/localization_using_gettext."
"html]《使用 gettext 进行本地化》[/url]。\n"
"[b]注意:[/b]负数和 [float] 数字可能不适用于某些可数科目。建议使用 [method "
"tr] 处理这些情况。"
msgid "Emitted when [method notify_property_list_changed] is called."
msgstr "调用 [method notify_property_list_changed] 时发出。"
msgid ""
"Emitted when the object's script is changed.\n"
"[b]Note:[/b] When this signal is emitted, the new script is not initialized "
"yet. If you need to access the new script, defer connections to this signal "
"with [constant CONNECT_DEFERRED]."
msgstr ""
"该对象的脚本发生改变时发出。\n"
"[b]注意:[/b]发出这个信号时,新脚本还没有初始化。如果你需要访问新脚本,请用 "
"[constant CONNECT_DEFERRED] 推迟与这个信号的连接。"
msgid ""
"Notification received when the object is initialized, before its script is "
"attached. Used internally."
msgstr "该对象初始化时收到的通知,发生在附加脚本之前。内部使用。"
msgid ""
"Notification received when the object is about to be deleted. Can act as the "
"deconstructor of some programming languages."
msgstr "该对象即将被删除时收到的通知。可以当作其他编程语言中的析构函数。"
msgid ""
"Deferred connections trigger their [Callable]s on idle time (at the end of "
"the frame), rather than instantly."
msgstr "延迟连接会在空闲时触发 [Callable](当前帧的末尾),不会立即触发。"
msgid ""
"Persisting connections are stored when the object is serialized (such as when "
"using [method PackedScene.pack]). In the editor, connections created through "
"the Node dock are always persisting."
msgstr ""
"持久连接会在序列化对象时存储(比如使用 [method PackedScene.pack] 时)。在编辑"
"器中,通过“节点”面板创建的连接总是持久的。"
msgid "One-shot connections disconnect themselves after emission."
msgstr "一次性连接,会在触发后自行断开。"
msgid ""
"Reference-counted connections can be assigned to the same [Callable] multiple "
"times. Each disconnection decreases the internal counter. The signal fully "
"disconnects only when the counter reaches 0."
msgstr ""
"引用计数连接可以多次分配给同一个 [Callable]。每断开一次连接会让内部计数器减"
"一。信号会在计数器变为 0 时完全断开连接。"
msgid ""
"Occluder shape resource for use with occlusion culling in "
"[OccluderInstance3D]."
msgstr "用于与 [OccluderInstance3D] 中的遮挡剔除一起使用的遮挡物形状资源。"
msgid ""
"[Occluder3D] stores an occluder shape that can be used by the engine's "
"occlusion culling system.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[Occluder3D] 存储一个遮挡器形状,可供引擎的遮挡剔除系统使用。\n"
"有关设置遮挡剔除的说明,请参阅 [OccluderInstance3D] 的文档。"
msgid "Returns the occluder shape's vertex indices."
msgstr "返回该遮挡器形状的顶点索引。"
msgid "Returns the occluder shape's vertex positions."
msgstr "返回该遮挡器形状的顶点位置。"
msgid ""
"Provides occlusion culling for 3D nodes, which improves performance in closed "
"areas."
msgstr "为 3D 节点提供遮挡剔除,可以提高封闭区域的性能。"
msgid ""
"Occlusion culling can improve rendering performance in closed/semi-open areas "
"by hiding geometry that is occluded by other objects.\n"
"The occlusion culling system is mostly static. [OccluderInstance3D]s can be "
"moved or hidden at run-time, but doing so will trigger a background "
"recomputation that can take several frames. It is recommended to only move "
"[OccluderInstance3D]s sporadically (e.g. for procedural generation purposes), "
"rather than doing so every frame.\n"
"The occlusion culling system works by rendering the occluders on the CPU in "
"parallel using [url=https://www.embree.org/]Embree[/url], drawing the result "
"to a low-resolution buffer then using this to cull 3D nodes individually. In "
"the 3D editor, you can preview the occlusion culling buffer by choosing "
"[b]Perspective > Debug Advanced... > Occlusion Culling Buffer[/b] in the top-"
"left corner of the 3D viewport. The occlusion culling buffer quality can be "
"adjusted in the Project Settings.\n"
"[b]Baking:[/b] Select an [OccluderInstance3D] node, then use the [b]Bake "
"Occluders[/b] button at the top of the 3D editor. Only opaque materials will "
"be taken into account; transparent materials (alpha-blended or alpha-tested) "
"will be ignored by the occluder generation.\n"
"[b]Note:[/b] Occlusion culling is only effective if [member ProjectSettings."
"rendering/occlusion_culling/use_occlusion_culling] is [code]true[/code]. "
"Enabling occlusion culling has a cost on the CPU. Only enable occlusion "
"culling if you actually plan to use it. Large open scenes with few or no "
"objects blocking the view will generally not benefit much from occlusion "
"culling. Large open scenes generally benefit more from mesh LOD and "
"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and "
"[member GeometryInstance3D.visibility_range_end]) compared to occlusion "
"culling.\n"
"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by "
"default in Web export templates. It can be enabled by compiling custom Web "
"export templates with [code]module_raycast_enabled=yes[/code]."
msgstr ""
"遮挡剔除可以通过隐藏被其他对象遮挡的几何体,来提高封闭/半开放区域的渲染性"
"能。\n"
"遮挡剔除系统大多是静态的。[OccluderInstance3D] 可以在运行时移动或隐藏,但这样"
"做会触发可能需要几帧的背景重新计算。建议仅偶尔移动 [OccluderInstance3D](例"
"如,出于程序生成目的),而不是每帧都这样做。\n"
"遮挡剔除系统的工作原理是,使用 [url=https://www.embree.org/]Embree[/url] 在 "
"CPU 上并行渲染遮挡物,将结果绘制到一个低分辨率缓冲区,然后使用它来单独剔除 3D "
"的节点。在 3D 编辑器中,可以通过选择 3D 视口左上角的[b]透视图 > 高级调试... > "
"遮挡剔除缓冲区[/b],来预览遮挡剔除缓冲区。可以在项目设置中调整遮挡剔除缓冲区的"
"质量。\n"
"[b]烘焙:[/b]选择一个 [OccluderInstance3D] 节点,然后使用 3D 编辑器顶部的[b]烘"
"焙遮挡物[/b]按钮。只考虑不透明的材质遮挡器生成将忽略透明材质alpha 混合或 "
"alpha 测试)。\n"
"[b]注意:[/b]遮挡剔除只有在 [member ProjectSettings.rendering/"
"occlusion_culling/use_occlusion_culling] 为 [code]true[/code] 时才有效。启用遮"
"挡剔除会消耗一定的 CPU。仅当确实打算使用遮挡剔除时才启用它。具有很少或没有物"
"体,将阻挡视口的大型开放场景,通常不会从遮挡剔除中受益更多。与遮挡剔除相比,大"
"型开放场景通常从网格 LOD 和可见性范围([member GeometryInstance3D."
"visibility_range_begin] 和 [member GeometryInstance3D.visibility_range_end]"
"中受益更多。\n"
"[b]注意:[/b]由于内存限制Web 导出模板中默认不支持遮挡剔除。编译自定义 Web 导"
"出模板时使用 [code]module_raycast_enabled=yes[/code] 可以启用。"
msgid ""
"The visual layers to account for when baking for occluders. Only "
"[MeshInstance3D]s whose [member VisualInstance3D.layers] match with this "
"[member bake_mask] will be included in the generated occluder mesh. By "
"default, all objects with [i]opaque[/i] materials are taken into account for "
"the occluder baking.\n"
"To improve performance and avoid artifacts, it is recommended to exclude "
"dynamic objects, small objects and fixtures from the baking process by moving "
"them to a separate visual layer and excluding this layer in [member "
"bake_mask]."
msgstr ""
"烘焙遮挡物时要考虑的可视层。只有其 [member VisualInstance3D.layers] 与该 "
"[member bake_mask] 匹配的 [MeshInstance3D],才会被包含在生成的遮挡物网格中。默"
"认情况下,所有具有[i]不透明[/i]材质的对象,都将被考虑用于遮挡物烘焙。\n"
"为了提高性能并避免伪影,建议将动态对象、小对象和固定装置从烘焙过程中排除,方法"
"是将它们移动到一个单独的可视层,并在 [member bake_mask] 中排除该层。"
msgid ""
"The simplification distance to use for simplifying the generated occluder "
"polygon (in 3D units). Higher values result in a less detailed occluder mesh, "
"which improves performance but reduces culling accuracy.\n"
"The occluder geometry is rendered on the CPU, so it is important to keep its "
"geometry as simple as possible. Since the buffer is rendered at a low "
"resolution, less detailed occluder meshes generally still work well. The "
"default value is fairly aggressive, so you may have to decrease it if you run "
"into false negatives (objects being occluded even though they are visible by "
"the camera). A value of [code]0.01[/code] will act conservatively, and will "
"keep geometry [i]perceptually[/i] unaffected in the occlusion culling buffer. "
"Depending on the scene, a value of [code]0.01[/code] may still simplify the "
"mesh noticeably compared to disabling simplification entirely.\n"
"Setting this to [code]0.0[/code] disables simplification entirely, but "
"vertices in the exact same position will still be merged. The mesh will also "
"be re-indexed to reduce both the number of vertices and indices.\n"
"[b]Note:[/b] This uses the [url=https://meshoptimizer.org/]meshoptimizer[/"
"url] library under the hood, similar to LOD generation."
msgstr ""
"用于简化生成的遮挡物多边形的简化距离(单位为 3D 单位)。更高的值会导致遮挡物网"
"格的细节更少,这会提高性能但会降低剔除精度。\n"
"遮挡物几何体是在 CPU 上渲染的,因此保持其几何体尽可能简单很重要。由于缓冲区以"
"低分辨率渲染,因此细节较少的遮挡网格通常仍能正常工作。默认值相当激进,因此如果"
"遇到误报(即使相机可见的对象也被遮挡),可能必须降低该属性。[code]0.01[/code] "
"的值将保守地起作用,并将保持几何体[i]感知[/i]在遮挡剔除缓冲区中不受影响。根据"
"场景的不同,与完全禁用简化相比,[code]0.01[/code] 的值仍能显著简化网格。\n"
"将该属性设置为 [code]0.0[/code] 将会完全禁用简化,但仍会合并位置完全相同的顶"
"点。网格也将被重新索引以减少顶点和索引的数量。\n"
"[b]注意:[/b]这在底层使用了 [url=https://meshoptimizer.org/]meshoptimizer[/"
"url] 库,类似于 LOD 生成。"
msgid ""
"The occluder resource for this [OccluderInstance3D]. You can generate an "
"occluder resource by selecting an [OccluderInstance3D] node then using the "
"[b]Bake Occluders[/b] button at the top of the editor.\n"
"You can also draw your own 2D occluder polygon by adding a new "
"[PolygonOccluder3D] resource to the [member occluder] property in the "
"Inspector.\n"
"Alternatively, you can select a primitive occluder to use: [QuadOccluder3D], "
"[BoxOccluder3D] or [SphereOccluder3D]."
msgstr ""
"这个 [OccluderInstance3D] 的遮挡器资源。要生成遮挡器资源,你可以先选中 "
"[OccluderInstance3D] 节点,然后使用编辑器顶部的[b]烘焙遮挡器[/b]按钮。\n"
"你还可以通过在“检查器”中为 [member occluder] 属性添加新的 [PolygonOccluder3D] "
"资源来绘制自己的 2D 遮挡器多边形。\n"
"另外,你也可以选择要使用的基本遮挡器:[QuadOccluder3D]、[BoxOccluder3D]、"
"[SphereOccluder3D]。"
msgid "Defines a 2D polygon for LightOccluder2D."
msgstr "为 LightOccluder2D 定义一个 2D 多边形。"
msgid ""
"Editor facility that helps you draw a 2D polygon used as resource for "
"[LightOccluder2D]."
msgstr "编辑工具,帮助你绘制一个 2D 多边形用作资源 [LightOccluder2D]。"
msgid ""
"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D occludes "
"the light coming from any direction. An opened OccluderPolygon2D occludes the "
"light only at its outline's direction."
msgstr ""
"如果为 [code]true[/code]封闭该多边形。一个封闭的polygon2d封闭来自任何方向的"
"光。一个开放的OccluderPolygon2D只在其轮廓方向上遮挡光。"
msgid "The culling mode to use."
msgstr "要使用的剔除模式。"
msgid ""
"A [Vector2] array with the index for polygon's vertices positions.\n"
"[b]Note:[/b] The returned value is a copy of the underlying array, rather "
"than a reference."
msgstr ""
"带有多边形顶点位置索引的 [Vector2] 数组。\n"
"[b]注意:[/b]返回值是基础数组的副本,而不是引用。"
msgid "Culling is disabled. See [member cull_mode]."
msgstr "禁用剔除。见 [member cull_mode]。"
msgid "Culling is performed in the clockwise direction. See [member cull_mode]."
msgstr "按顺时针方向进行剔除。见 [member cull_mode]。"
msgid ""
"Culling is performed in the counterclockwise direction. See [member "
"cull_mode]."
msgstr "按逆时针方向进行剔除。见 [member cull_mode]。"
msgid "A [MultiplayerPeer] which is always connected and acts as a server."
msgstr "始终连接并用作服务器的 [MultiplayerPeer]。"
msgid ""
"This is the default [member MultiplayerAPI.multiplayer_peer] for the [member "
"Node.multiplayer]. It mimics the behavior of a server with no peers "
"connected.\n"
"This means that the [SceneTree] will act as the multiplayer authority by "
"default. Calls to [method MultiplayerAPI.is_server] will return [code]true[/"
"code], and calls to [method MultiplayerAPI.get_unique_id] will return "
"[constant MultiplayerPeer.TARGET_PEER_SERVER]."
msgstr ""
"这是 [member Node.multiplayer] 的默认 [member MultiplayerAPI."
"multiplayer_peer]。会模仿未连接任何对等体的服务器的行为。\n"
"这意味着 [SceneTree] 会默认作为多人游戏控制方。调用 [method MultiplayerAPI."
"is_server] 会返回 [code]true[/code],调用 [method MultiplayerAPI."
"get_unique_id] 会返回 [constant MultiplayerPeer.TARGET_PEER_SERVER]。"
msgid "A sequence of Ogg packets."
msgstr "Ogg 数据包序列。"
msgid "The length of this stream, in seconds."
msgstr "该流的长度,以秒为单位。"
msgid "Contains the granule positions for each page in this packet sequence."
msgstr "包含该数据包序列中每个页面的粒度位置。"
msgid "Contains the raw packets that make up this OggPacketSequence."
msgstr "包含构成此 OggPacketSequence 的原始数据包。"
msgid ""
"Holds sample rate information about this sequence. Must be set by another "
"class that actually understands the codec."
msgstr "保存有关该序列的采样率信息。必须由另一个真正理解编解码器的类设置。"
msgid "Omnidirectional light, such as a light bulb or a candle."
msgstr "全向光,如灯泡或蜡烛。"
msgid ""
"An Omnidirectional light is a type of [Light3D] that emits light in all "
"directions. The light is attenuated by distance and this attenuation can be "
"configured by changing its energy, radius, and attenuation parameters.\n"
"[b]Note:[/b] When using the Mobile rendering method, only 8 omni lights can "
"be displayed on each mesh resource. Attempting to display more than 8 omni "
"lights on a single mesh resource will result in omni lights flickering in and "
"out as the camera moves. When using the Compatibility rendering method, only "
"8 omni lights can be displayed on each mesh resource by default, but this can "
"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/"
"max_lights_per_object].\n"
"[b]Note:[/b] When using the Mobile or Compatibility rendering methods, omni "
"lights will only correctly affect meshes whose visibility AABB intersects "
"with the light's AABB. If using a shader to deform the mesh in a way that "
"makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] "
"must be increased on the mesh. Otherwise, the light may not be visible on the "
"mesh."
msgstr ""
"全向光是 [Light3D] 的一类,可以向所有方向发射光。光随距离而衰减,该衰减可以通"
"过修改其能量、半径和衰减参数来配置。\n"
"[b]注意:[/b]使用移动渲染方式时,每个网格资源上只能显示 8 个全向灯。尝试在单个"
"网格资源上显示 8 个以上的全向灯,将导致全向灯随着相机移动而闪烁。使用 "
"Compatibility 渲染方式时,默认情况下每个网格资源上只能显示 8 个全向灯,但可以"
"通过调整 [member ProjectSettings.rendering/limits/opengl/"
"max_lights_per_object] 来增加。\n"
"[b]注意:[/b]当使用 Mobile 或 Compatibility 渲染方法时,全向灯只会正确影响可见"
"性 AABB 与该灯光的 AABB 相交的网格。如果使用了着色器将网格进行了变形,超出了 "
"AABB 的范围,则必须将该网格的 [member GeometryInstance3D.extra_cull_margin] 增"
"大。否则灯光在该网格上可能不可见。"
msgid ""
"The light's attenuation (drop-off) curve. A number of presets are available "
"in the [b]Inspector[/b] by right-clicking the curve. Zero and negative values "
"are allowed but can produce unusual effects.\n"
"[b]Note:[/b] Very high [member omni_attenuation] values (typically above 10) "
"can impact performance negatively if the light is made to use a larger "
"[member omni_range] to compensate. This is because culling opportunities will "
"become less common and shading costs will be increased (as the light will "
"cover more pixels on screen while resulting in the same amount of "
"brightness). To improve performance, use the lowest [member omni_attenuation] "
"value possible for the visuals you're trying to achieve."
msgstr ""
"灯光的衰减(衰减)曲线。通过右键点击曲线,可以在[b]属性检查器[/b]中使用许多预"
"设。允许零值和负值,但会产生不寻常的效果。\n"
"[b]注意:[/b]如果灯光使用更大的 [member omni_range] 进行补偿,非常高的 "
"[member omni_attenuation] 值(通常高于 10则可能会对性能产生负面影响。这是因"
"为剔除机会将变得不那么常见,并且着色成本将增加(因为光线将覆盖屏幕上更多的像"
"素,且同时产生相同的亮度)。要提高性能,请为试图实现的视觉效果使用尽可能低的 "
"[member omni_attenuation] 值。"
msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything outside "
"this radius.\n"
"[b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
"该灯光的半径。请注意,根据使用的 [member omni_attenuation],有效照明区域可能看"
"起来更小。无论使用 [member omni_attenuation] 为何值,光线永远不会到达该半径之"
"外的任何地方。\n"
"[b]注意:[/b][member omni_range] 不受 [member Node3D.scale](无论是该灯光的缩"
"放还是其父节点的缩放)的影响。"
msgid "See [enum ShadowMode]."
msgstr "见 [enum ShadowMode]。"
msgid ""
"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
"SHADOW_CUBE], but lower-quality."
msgstr "将阴影渲染到双抛物面纹理。比 [constant SHADOW_CUBE] 更快,但质量较差。"
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
"SHADOW_DUAL_PARABOLOID], but higher-quality."
msgstr ""
"将阴影渲染至立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] 更慢,但质量更"
"高。"
msgid "An OpenXR action."
msgstr "OpenXR 动作。"
msgid ""
"This resource defines an OpenXR action. Actions can be used both for inputs "
"(buttons/joystick/trigger/etc) and outputs (haptics).\n"
"OpenXR performs automatic conversion between action type and input type "
"whenever possible. An analog trigger bound to a boolean action will thus "
"return [code]false[/code] if the trigger is depressed and [code]true[/code] "
"if pressed fully.\n"
"Actions are not directly bound to specific devices, instead OpenXR recognizes "
"a limited number of top level paths that identify devices by usage. We can "
"restrict which devices an action can be bound to by these top level paths. "
"For instance an action that should only be used for hand held controllers can "
"have the top level paths \"/user/hand/left\" and \"/user/hand/right\" "
"associated with them. See the [url=https://www.khronos.org/registry/OpenXR/"
"specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in "
"the OpenXR specification[/url] for more info on the top level paths.\n"
"Note that the name of the resource is used to register the action with."
msgstr ""
"该资源定义了一个 OpenXR 动作。动作可用于输入(按钮/操纵杆/触发器/等)和输出"
"(触觉)。\n"
"只要有可能OpenXR 就会在动作类型和输入类型之间执行自动转换。因此,如果触发器"
"被按下,则绑定到一个布尔动作的模拟触发器将返回 [code]false[/code],如果完全按"
"下则返回 [code]true[/code]。\n"
"动作并不被直接绑定到特定设备相反OpenXR 识别了有限数量的顶级路径,这些路径"
"按用途识别设备。我们可以通过这些顶级路径来限制一个动作可以被绑定到哪些设备上。"
"例如,一个只应用于手持控制器的动作,可以具有与其关联的顶级路径“/user/hand/"
"left”和“/user/hand/right”。有关顶级路径的详细信息请参阅 OpenXR 规范中的"
"[url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec."
"html#semantic-path-reserved]保留路径部分[/url]。\n"
"注意,资源的名字是用来注册动作的。"
msgid "The type of action."
msgstr "动作的类型。"
msgid "The localized description of this action."
msgstr "该动作的本地化描述。"
msgid "A collections of toplevel paths to which this action can be bound."
msgstr "该动作所能绑定到的顶级路径的合集。"
msgid "This action provides a boolean value."
msgstr "该动作提供布尔值。"
msgid ""
"This action provides a float value between [code]0.0[/code] and [code]1.0[/"
"code] for any analog input such as triggers."
msgstr ""
"该动作提供 [code]0.0[/code] 和 [code]1.0[/code] 之间的浮点值,用于扳机等模拟输"
"入。"
msgid ""
"This action provides a [Vector2] value and can be bound to embedded trackpads "
"and joysticks."
msgstr "该动作提供 [Vector2] 值,可以和嵌入式控制板与操纵杆绑定。"
msgid ""
"Collection of [OpenXRActionSet] and [OpenXRInteractionProfile] resources for "
"the OpenXR module."
msgstr ""
"用于 OpenXR 模块的 [OpenXRActionSet] 和 [OpenXRInteractionProfile] 资源的合"
"集。"
msgid ""
"OpenXR uses an action system similar to Godots Input map system to bind "
"inputs and outputs on various types of XR controllers to named actions. "
"OpenXR specifies more detail on these inputs and outputs than Godot "
"supports.\n"
"Another important distinction is that OpenXR offers no control over these "
"bindings. The bindings we register are suggestions, it is up to the XR "
"runtime to offer users the ability to change these bindings. This allows the "
"XR runtime to fill in the gaps if new hardware becomes available.\n"
"The action map therefore needs to be loaded at startup and can't be changed "
"afterwards. This resource is a container for the entire action map."
msgstr ""
"OpenXR 使用类似于 Godots 输入映射系统的动作系统,将各种类型的 XR 控制器上的输"
"入和输出绑定到命名的动作。OpenXR 规范了比 Godot 支持的更多关于这些输入和输出的"
"细节。\n"
"另一个重要的区别是 OpenXR 不提供对这些绑定的控制。我们注册的绑定是建议,取决"
"于 XR 运行时是否为用户提供更改这些绑定的能力。如果有新硬件可用,这允许 XR 运行"
"时填补空白。\n"
"因此,动作映射需要在启动时加载,之后无法更改。该资源是整个动作映射的容器。"
msgid "Add an action set."
msgstr "添加动作集。"
msgid "Add an interaction profile."
msgstr "添加交互配置。"
msgid "Setup this action set with our default actions."
msgstr "使用默认动作设置该动作集。"
msgid "Retrieve an action set by name."
msgstr "按名称检索动作集。"
msgid "Find an interaction profile by its name (path)."
msgstr "按名称(路径)查找交互配置。"
msgid "Retrieve the action set at this index."
msgstr "获取位于该索引的动作集。"
msgid "Retrieve the number of actions sets in our action map."
msgstr "获取动作映射中动作集的数量。"
msgid "Get the interaction profile at this index."
msgstr "获取位于该索引的交互配置。"
msgid "Retrieve the number of interaction profiles in our action map."
msgstr "获取动作映射中交互配置的数量。"
msgid "Remove an action set."
msgstr "移除动作集。"
msgid "Remove an interaction profile."
msgstr "移除交互配置。"
msgid "Collection of [OpenXRActionSet]s that are part of this action map."
msgstr "[OpenXRActionSet] 的合集,是该动作映射的一部分。"
msgid ""
"Collection of [OpenXRInteractionProfile]s that are part of this action map."
msgstr "[OpenXRInteractionProfile] 的合集,是该动作映射的一部分。"
msgid "Collection of [OpenXRAction] resources that make up an action set."
msgstr "[OpenXRAction] 资源的合集,构成动作集。"
msgid ""
"Action sets in OpenXR define a collection of actions that can be activated in "
"unison. This allows games to easily change between different states that "
"require different inputs or need to reinterpret inputs. For instance we could "
"have an action set that is active when a menu is open, an action set that is "
"active when the player is freely walking around and an action set that is "
"active when the player is controlling a vehicle.\n"
"Action sets can contain the same action with the same name, if such action "
"sets are active at the same time the action set with the highest priority "
"defines which binding is active."
msgstr ""
"OpenXR 中的动作集定义了一组可以统一激活的动作。这允许游戏在需要不同输入或需要"
"重新解释输入的不同状态之间轻松切换。例如,我们可以有一个在菜单打开时处于活动状"
"态的动作集,一个在玩家自由走动时处于活动状态的动作集,以及一个在玩家控制车辆时"
"处于活动状态的动作集。\n"
"动作集可以包含具有相同名称的相同动作,如果这些动作集同时处于活动状态,则具有最"
"高优先级的动作集定义了哪个绑定是活动的。"
msgid "Add an action to this action set."
msgstr "向该动作集中添加某个动作。"
msgid "Retrieve the number of actions in our action set."
msgstr "获取该动作集中动作的数量。"
msgid "Remove an action from this action set."
msgstr "从该动作集中移除某个动作。"
msgid "Collection of actions for this action set."
msgstr "该动作集中动作的合集。"
msgid "The localized name of this action set."
msgstr "该动作集的本地化名称。"
msgid "The priority for this action set."
msgstr "该动作集的优先级。"
msgid "Makes the OpenXR API available for GDExtension."
msgstr "为 GDExtension 提供 OpenXR API。"
msgid ""
"[OpenXRAPIExtension] makes OpenXR available for GDExtension. It provides the "
"OpenXR API to GDExtension through the [method get_instance_proc_addr] method, "
"and the OpenXR instance through [method get_instance].\n"
"It also provides methods for querying the status of OpenXR initialization, "
"and helper methods for ease of use of the API with GDExtension."
msgstr ""
"[OpenXRAPIExtension] 使 OpenXR 可用于 GDExtension。它通过 [method "
"get_instance_proc_addr] 方法向 GDExtension 提供 OpenXR API并通过 [method "
"get_instance] 提供 OpenXR 实例。\n"
"它还提供了用于查询 OpenXR 初始化状态的方法,以及便于通过 GDExtension 使用 API "
"的辅助方法。"
msgid "XrResult documentation"
msgstr "XrResult 文档"
msgid "XrInstance documentation"
msgstr "XrInstance 文档"
msgid "XrSpace documentation"
msgstr "XrSpace 文档"
msgid "XrSession documentation"
msgstr "XrSession 文档"
msgid "XrSystemId documentation"
msgstr "XrSystemId 文档"
msgid "xrBeginSession documentation"
msgstr "xrBeginSession 文档"
msgid "XrPosef documentation"
msgstr "XrPosef 文档"
msgid ""
"Returns [code]true[/code] if OpenXR is initialized for rendering with an XR "
"viewport."
msgstr ""
"如果 OpenXR 已为使用 XR 视口进行渲染而初始化,则返回 [code]true[/code]。"
msgid ""
"Returns an error string for the given [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url]."
msgstr ""
"返回给定 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult."
"html]XrResult[/url] 对应的错误字符串。"
msgid ""
"Returns the [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
"XrInstance.html]XrInstance[/url] created during the initialization of the "
"OpenXR API."
msgstr ""
"返回 OpenXR API 初始化过程中创建的 [url=https://registry.khronos.org/OpenXR/"
"specs/1.0/man/html/XrInstance.html]XrInstance[/url]。"
msgid ""
"Returns the function pointer of the OpenXR function with the specified name, "
"cast to an integer. If the function with the given name does not exist, the "
"method returns [code]0[/code].\n"
"[b]Note:[/b] [code]openxr/util.h[/code] contains utility macros for acquiring "
"OpenXR functions, e.g. [code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/"
"code]."
msgstr ""
"返回具有指定名称的 OpenXR 函数的函数指针,转换为整数。如果给定名称的函数不存"
"在,该方法返回 [code]0[/code]。\n"
"[b]注意:[/b][code]openxr/util.h[/code] 包含用于获取 OpenXR 函数的实用宏,例"
"如, [code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code]。"
msgid "Returns the timing for the next frame."
msgstr "返回下一帧的时间。"
msgid ""
"Returns the play space, which is an [url=https://registry.khronos.org/OpenXR/"
"specs/1.0/man/html/XrSpace.html]XrSpace[/url] cast to an integer."
msgstr ""
"返回播放空间,它是一个被转换为整数的 [url=https://registry.khronos.org/OpenXR/"
"specs/1.0/man/html/XrSpace.html]XrSpace[/url]。"
msgid ""
"Returns the OpenXR session, which is an [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrSession.html]XrSession[/url] cast to an integer."
msgstr ""
"返回该 OpenXR 会话,它是一个被转换为整数的 [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrSession.html]XrSession[/url]。"
msgid "Returns the name of the specified swapchain format."
msgstr "返回指定交换链格式的名称。"
msgid ""
"Returns the id of the system, which is a [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url] cast to an integer."
msgstr ""
"返回系统的 id它是一个被转换为整数的 [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url]。"
msgid "Returns [code]true[/code] if OpenXR is initialized."
msgstr "如果 OpenXR 已初始化,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if OpenXR is running ([url=https://registry.khronos."
"org/OpenXR/specs/1.0/man/html/xrBeginSession.html]xrBeginSession[/url] was "
"successfully called and the swapchains were created)."
msgstr ""
"如果 OpenXR 正在运行,则返回 [code]true[/code][url=https://registry.khronos."
"org/OpenXR/specs/1.0/man/html/xrBeginSession.html]xrBeginSession[/url] 已被成"
"功调用并且交换链已被创建)。"
msgid "Returns [code]true[/code] if OpenXR is enabled."
msgstr "如果启用 OpenXR则返回 [code]true[/code]。"
msgid ""
"Creates a [Transform3D] from an [url=https://registry.khronos.org/OpenXR/"
"specs/1.0/man/html/XrPosef.html]XrPosef[/url]."
msgstr ""
"从 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrPosef."
"html]XrPosef[/url] 创建一个 [Transform3D] 。"
msgid ""
"Returns [code]true[/code] if the provided [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] (cast to an integer) "
"is successful. Otherwise returns [code]false[/code] and prints the "
"[url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult."
"html]XrResult[/url] converted to a string, with the specified additional "
"information."
msgstr ""
"如果提供的 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
"XrResult.html]XrResult[/url](转换为整数)是成功的,则返回 [code]true[/code]。"
"否则返回 [code]false[/code] 并打印被转换为字符串的 [url=https://registry."
"khronos.org/OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] ,以及指定"
"的附加信息。"
msgid "Allows clients to implement OpenXR extensions with GDExtension."
msgstr "允许客户端使用 GDExtension 实现 OpenXR 扩展。"
msgid ""
"[OpenXRExtensionWrapperExtension] allows clients to implement OpenXR "
"extensions with GDExtension. The extension should be registered with [method "
"register_extension_wrapper]."
msgstr ""
"[OpenXRExtensionWrapperExtension] 允许客户端使用 GDExtension 实现 OpenXR 扩"
"展。扩展应该使用 [method register_extension_wrapper] 注册。"
msgid ""
"Returns a [Dictionary] of OpenXR extensions related to this extension. The "
"[Dictionary] should contain the name of the extension, mapped to a [code]bool "
"*[/code] cast to an integer:\n"
"- If the [code]bool *[/code] is a [code]nullptr[/code] this extension is "
"mandatory.\n"
"- If the [code]bool *[/code] points to a boolean, the boolean will be updated "
"to [code]true[/code] if the extension is enabled."
msgstr ""
"返回与该扩展相关的 OpenXR 扩展的 [Dictionary]。该 [Dictionary] 应包含扩展名,"
"映射到 [code]bool *[/code] 转换为整数:\n"
"- 如果 [code]bool *[/code] 是 [code]nullptr[/code],则该扩展是强制性的。\n"
"- 如果 [code]bool *[/code] 指向布尔值,则在启用扩展的情况下,该布尔值将更新为 "
"[code]true[/code]。"
msgid "Called before the OpenXR instance is created."
msgstr "在创建 OpenXR 实例之前调用。"
msgid ""
"Called when there is an OpenXR event to process. When implementing, return "
"[code]true[/code] if the event was handled, return [code]false[/code] "
"otherwise."
msgstr ""
"当有 OpenXR 事件需要处理时调用。实现时,如果事件已被处理,则返回 [code]true[/"
"code],否则返回 [code]false[/code]。"
msgid "Called right after the OpenXR instance is created."
msgstr "在创建 OpenXR 实例后立即调用。"
msgid "Called right before the OpenXR instance is destroyed."
msgstr "在 OpenXR 实例被销毁之前调用。"
msgid "Called right before the XR viewports begin their rendering step."
msgstr "在 XR 视口开始其渲染步进之前调用。"
msgid ""
"Called as part of the OpenXR process handling. This happens right before "
"general and physics processing steps of the main loop. During this step "
"controller data is queried and made available to game logic."
msgstr ""
"作为 OpenXR 进程处理的一部分调用。这发生在主循环的一般和物理处理步进之前。在该"
"步进中,控制器数据被查询并可供游戏逻辑使用。"
msgid ""
"Allows extensions to register additional controller metadata. This function "
"is called even when the OpenXR API is not constructed as the metadata needs "
"to be available to the editor.\n"
"Extensions should also provide metadata regardless of whether they are "
"supported on the host system. The controller data is used to setup action "
"maps for users who may have access to the relevant hardware."
msgstr ""
"允许扩展注册额外的控制器元数据。即使 OpenXR API 未被构造,也会调用该函数,因为"
"元数据需要可供编辑器使用。\n"
"扩展还应该提供元数据,无论主机系统是否支持它们。控制器数据用于为可以访问相关硬"
"件的用户设置动作映射。"
msgid "Called right after the OpenXR session is created."
msgstr "在创建 OpenXR 会话后立即调用。"
msgid "Called right before the OpenXR session is destroyed."
msgstr "在 OpenXR 会话被销毁之前调用。"
msgid "Called when the OpenXR session state is changed to exiting."
msgstr "当 OpenXR 会话状态被更改为退出时调用。"
msgid ""
"Called when the OpenXR session state is changed to focused. This state is the "
"active state when the game runs."
msgstr "当 OpenXR 会话状态被更改为聚焦时调用。该状态是游戏运行时的活动状态。"
msgid "Called when the OpenXR session state is changed to idle."
msgstr "当 OpenXR 会话状态被更改为空闲时调用。"
msgid "Called when the OpenXR session state is changed to loss pending."
msgstr "当 OpenXR 会话状态被更改为丢失挂起时调用。"
msgid ""
"Called when the OpenXR session state is changed to ready. This means OpenXR "
"is ready to set up the session."
msgstr ""
"当 OpenXR 会话状态被更改为就绪时调用。这意味着 OpenXR 已准备好建立会话。"
msgid "Called when the OpenXR session state is changed to stopping."
msgstr "当 OpenXR 会话状态被更改为停止时调用。"
msgid ""
"Called when the OpenXR session state is changed to synchronized. OpenXR also "
"returns to this state when the application loses focus."
msgstr ""
"当 OpenXR 会话状态被更改为同步时调用。当应用程序失去焦点时OpenXR 也会返回到"
"该状态。"
msgid ""
"Called when the OpenXR session state is changed to visible. This means OpenXR "
"is now ready to receive frames."
msgstr ""
"当 OpenXR 会话状态被更改为可见时调用。这意味着 OpenXR 现在已准备好接收帧。"
msgid "Adds additional data structures when the OpenXR instance is created."
msgstr "创建 OpenXR 实例时添加额外的数据结构。"
msgid "Adds additional data structures when the OpenXR session is created."
msgstr "创建 OpenXR 会话时添加额外的数据结构。"
msgid "Adds additional data structures when creating OpenXR swapchains."
msgstr "创建 OpenXR 交换链时添加额外的数据结构。"
msgid ""
"Adds additional data structures when interogating OpenXR system abilities."
msgstr "在询问 OpenXR 系统功能时添加额外的数据结构。"
msgid ""
"Returns the created [OpenXRAPIExtension], which can be used to access the "
"OpenXR API."
msgstr "返回创建的 [OpenXRAPIExtension],可用于访问 OpenXR API。"
msgid ""
"Registers the extension. This should happen at core module initialization "
"level."
msgstr "注册扩展程序。这应该发生在核心模块初始化级别。"
msgid "Node supporting finger tracking in OpenXR."
msgstr "在 OpenXR 中提供手指跟踪的节点。"
msgid ""
"This node enables OpenXR's hand tracking functionality. The node should be a "
"child node of an [XROrigin3D] node, tracking will update its position to "
"where the player's actual hand is positioned. This node also updates the "
"skeleton of a properly skinned hand model. The hand mesh should be a child "
"node of this node."
msgstr ""
"该节点启用 OpenXR 的手部跟踪功能。该节点应该是 [XROrigin3D] 节点的一个子节点,"
"跟踪会将其位置更新为玩家的实际手所在的位置。该节点还更新了适当蒙皮的手部模型的"
"骨架。手部网格应该是该节点的一个子节点。"
msgid "Specifies whether this node tracks the left or right hand of the player."
msgstr "指定该节点是追踪玩家的左手还是右手。"
msgid "Set a [Skeleton3D] node for which the pose positions will be updated."
msgstr "设置一个[Skeleton3D]节点,该节点的姿势位置将被更新。"
msgid "Set the motion range (if supported) limiting the hand motion."
msgstr "设置限制手部运动的运动范围(前提是支持)。"
msgid "Tracking the player's left hand."
msgstr "追踪玩家的左手。"
msgid "Tracking the player's right hand."
msgstr "追踪玩家的右手。"
msgid "Maximum supported hands."
msgstr "最大支持的手数。"
msgid "When player grips, hand skeleton will form a full fist."
msgstr "玩家抓握时,手部骨架呈握拳状。"
msgid ""
"When player grips, hand skeleton conforms to the controller the player is "
"holding."
msgstr "玩家抓握时,手部骨架遵循玩家所持的控制器。"
msgid "Maximum supported motion ranges."
msgstr "最大支持的运动范围。"
msgid "Suggested bindings object for OpenXR."
msgstr "用于 OpenXR 的建议绑定对象。"
msgid ""
"This object stores suggested bindings for an interaction profile. Interaction "
"profiles define the metadata for a tracked XR device such as an XR "
"controller.\n"
"For more information see the [url=https://www.khronos.org/registry/OpenXR/"
"specs/1.0/html/xrspec.html#semantic-path-interaction-profiles]interaction "
"profiles info in the OpenXR specification[/url]."
msgstr ""
"此对象存储用于一个交互配置的建议绑定。交互配置定义了一个被跟踪的 XR 设备(例如"
"一个 XR 控制器)的元数据。\n"
"有关更多信息,请参阅[url=https://www.khronos.org/registry/OpenXR/specs/1.0/"
"html/xrspec.html#semantic-path-interaction-profiles]《OpenXR 规范中的交互配置"
"信息》[/url]。"
msgid "Retrieve the binding at this index."
msgstr "检索在该索引处的绑定。"
msgid "Get the number of bindings in this interaction profile."
msgstr "获取该交互配置中的绑定数量。"
msgid "Action bindings for this interaction profile."
msgstr "用于该交互配置的动作绑定。"
msgid "The interaction profile path identifying the XR device."
msgstr "标识该 XR 设备的交互配置路径。"
msgid "Meta class registering supported devices in OpenXR."
msgstr "在 OpenXR 中注册受支持设备的元类。"
msgid ""
"This class allows OpenXR core and extensions to register metadata relating to "
"supported interaction devices such as controllers, trackers, haptic devices, "
"etc. It is primarily used by the action map editor and to sanitize any action "
"map by removing extension-dependent entries when applicable."
msgstr ""
"该类允许 OpenXR 核心和扩展注册与受支持的交互设备(例如控制器、跟踪器、触觉设备"
"等)相关的元数据。它主要由动作映射编辑器使用,并在适用时通过移除依赖于扩展的条"
"目来清理任何动作映射。"
msgid ""
"Registers an interaction profile using its OpenXR designation (e.g. [code]/"
"interaction_profiles/khr/simple_controller[/code] is the profile for OpenXR's "
"simple controller profile).\n"
"[param display_name] is the description shown to the user. [param "
"openxr_path] is the interaction profile path being registered. [param "
"openxr_extension_name] optionally restricts this profile to the given "
"extension being enabled/available. If the extension is not available, the "
"profile and all related entries used in an action map are filtered out."
msgstr ""
"使用 OpenXR 名称注册交互配置文件(例如 [code]/interaction_profiles/khr/"
"simple_controller[/code] 是 OpenXR 简单控制器配置文件的配置文件)。\n"
"[param display_name] 是向用户显示的描述。[param openxr_path] 是正被注册的交互"
"配置文件路径。[param openxr_extension_name] 可以选择将该配置文件限制为对给定扩"
"展启用/可用。如果该扩展不可用,则动作映射中使用的配置文件和所有相关条目都会被"
"过滤掉。"
msgid ""
"Registers an input/output path for the given [param interaction_profile]. The "
"profile should previously have been registered using [method "
"register_interaction_profile]. [param display_name] is the description shown "
"to the user. [param toplevel_path] specifies the bind path this input/output "
"can be bound to (e.g. [code]/user/hand/left[/code] or [code]/user/hand/right[/"
"code]). [param openxr_path] is the action input/output being registered (e.g. "
"[code]/user/hand/left/input/aim/pose[/code]). [param openxr_extension_name] "
"restricts this input/output to an enabled/available extension, this doesn't "
"need to repeat the extension on the profile but relates to overlapping "
"extension (e.g. [code]XR_EXT_palm_pose[/code] that introduces [code]…/input/"
"palm_ext/pose[/code] input paths). [param action_type] defines the type of "
"input or output provided by OpenXR."
msgstr ""
"为给定的 [param interaction_profile] 注册输入/输出路径。该配置文件之前应已使"
"用 [method register_interaction_profile] 注册。[param display_name] 是向用户显"
"示的描述。[param toplevel_path] 指定该输入/输出可以被绑定到的绑定路径(例如 "
"[code]/user/hand/left[/code] 或 [code]/user/hand/right[/code])。[param "
"openxr_path] 是正被注册的动作输入/输出(例如 [code]/user/hand/left/input/aim/"
"pose[/code])。[param openxr_extension_name] 将该输入/输出限制为启用的/可用的"
"扩展,这不需要在配置文件上重复该扩展,但与重叠扩展相关(例如引入 [code]…/"
"input/palm_ext/pose[/code] 输入路径的 [code]XR_EXT_palm_pose[/code])。[param "
"action_type] 定义 OpenXR 提供的输入或输出的类型。"
msgid ""
"Allows for renaming old interaction profile paths to new paths to maintain "
"backwards compatibility with older action maps."
msgstr ""
"允许将旧的交互配置文件路径重命名为新路径,以保持与旧动作映射的向后兼容性。"
msgid ""
"Registers a top level path to which profiles can be bound. For instance "
"[code]/user/hand/left[/code] refers to the bind point for the player's left "
"hand. Extensions can register additional top level paths, for instance a "
"haptic vest extension might register [code]/user/body/vest[/code].\n"
"[param display_name] is the name shown to the user. [param openxr_path] is "
"the top level path being registered. [param openxr_extension_name] is "
"optional and ensures the top level path is only used if the specified "
"extension is available/enabled.\n"
"When a top level path ends up being bound by OpenXR, a [XRPositionalTracker] "
"is instantiated to manage the state of the device."
msgstr ""
"注册配置文件可以被绑定到的顶级路径。例如 [code]/user/hand/left[/code] 指的是玩"
"家左手的绑定点。扩展可以注册额外的顶级路径,例如触觉背心扩展可以注册 [code]/"
"user/body/vest[/code]。\n"
"[param display_name] 是向用户显示的名称。[param openxr_path] 是正被注册的顶级"
"路径。[param openxr_extension_name] 是可选的,可确保仅在指定的扩展可用/启用时"
"才使用顶级路径。\n"
"当顶级路径最终被 OpenXR 绑定时,[XRPositionalTracker] 被实例化以管理该设备的状"
"态。"
msgid "Our OpenXR interface."
msgstr "OpenXR 接口。"
msgid ""
"The OpenXR interface allows Godot to interact with OpenXR runtimes and make "
"it possible to create XR experiences and games.\n"
"Due to the needs of OpenXR this interface works slightly different than other "
"plugin based XR interfaces. It needs to be initialized when Godot starts. You "
"need to enable OpenXR, settings for this can be found in your games project "
"settings under the XR heading. You do need to mark a viewport for use with XR "
"in order for Godot to know which render result should be output to the "
"headset."
msgstr ""
"OpenXR 接口允许 Godot 与 OpenXR 运行时进行交互,并使创建 XR 体验和游戏成为可"
"能。\n"
"由于 OpenXR 的需要,该接口的工作方式与其他基于插件的 XR 接口略有不同。它需要"
"在 Godot 启动时被初始化。若需要启用 OpenXR相关设置可以在游戏项目设置中的 XR "
"标题下找到。你确实需要标记一个视口以与 XR 一起使用,以便 Godot 知道应该将哪个"
"渲染结果输出到头戴式设备。"
msgid "Setting up XR"
msgstr "设置 XR"
msgid ""
"Returns a list of action sets registered with Godot (loaded from the action "
"map at runtime)."
msgstr "返回向 Godot 注册的动作集的列表(在运行时从动作映射加载)。"
msgid ""
"Returns display refresh rates supported by the current HMD. Only returned if "
"this feature is supported by the OpenXR runtime and after the interface has "
"been initialized."
msgstr ""
"返回当前 HMD 支持的显示刷新率。仅当 OpenXR 运行时支持该功能并且接口已被初始化"
"后才会返回。"
msgid ""
"If handtracking is enabled, returns the angular velocity of a joint ([param "
"joint]) of a hand ([param hand]) as provided by OpenXR. This is relative to "
"[XROrigin3D]!"
msgstr ""
"如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param "
"joint])的角速度。这是相对于 [XROrigin3D] 而言的!"
msgid ""
"If handtracking is enabled, returns flags that inform us of the validity of "
"the tracking data."
msgstr "如果启用了手动跟踪,则返回通知我们跟踪数据有效性的标志。"
msgid ""
"If handtracking is enabled, returns the linear velocity of a joint ([param "
"joint]) of a hand ([param hand]) as provided by OpenXR. This is relative to "
"[XROrigin3D] without worldscale applied!"
msgstr ""
"如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param "
"joint])的线速度。这是相对于没有应用世界尺度的 [XROrigin3D] 而言的!"
msgid ""
"If handtracking is enabled, returns the position of a joint ([param joint]) "
"of a hand ([param hand]) as provided by OpenXR. This is relative to "
"[XROrigin3D] without worldscale applied!"
msgstr ""
"如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param "
"joint])的位置。这是相对于没有应用世界尺度的 [XROrigin3D] 而言的!"
msgid ""
"If handtracking is enabled, returns the radius of a joint ([param joint]) of "
"a hand ([param hand]) as provided by OpenXR. This is without worldscale "
"applied!"
msgstr ""
"如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param "
"joint])的半径。这是没有应用世界尺度的情况!"
msgid ""
"If handtracking is enabled, returns the rotation of a joint ([param joint]) "
"of a hand ([param hand]) as provided by OpenXR."
msgstr ""
"如果启用了手部跟踪,则返回 OpenXR 提供的手([param hand])的关节([param "
"joint])的旋转。"
msgid ""
"If handtracking is enabled and motion range is supported, gets the currently "
"configured motion range for [param hand]."
msgstr ""
"如果启用了手部跟踪并且支持运动范围,则获取 [param hand] 当前配置的运动范围。"
msgid "Returns [code]true[/code] if the given action set is active."
msgstr "如果给定的动作集处于活动状态,则返回 [code]true[/code]。"
msgid ""
"Returns the capabilities of the eye gaze interaction extension.\n"
"[b]Note:[/b] This only returns a valid value after OpenXR has been "
"initialized."
msgstr ""
"返回眼睛注视交互扩展的功能。\n"
"[b]注意:[/b]这仅在 OpenXR 被初始化后返回一个有效值。"
msgid ""
"Returns [code]true[/code] if OpenXR's foveation extension is supported, the "
"interface must be initialized before this returns a valid value.\n"
"[b]Note:[/b] This feature is only available on the compatibility renderer and "
"currently only available on some stand alone headsets. For Vulkan set [member "
"Viewport.vrs_mode] to [code]VRS_XR[/code] on desktop."
msgstr ""
"如果支持 OpenXR 的注视点扩展,则返回 [code]true[/code],在返回有效值之前必须初"
"始化该接口。\n"
"[b]注意:[/b]该功能仅在兼容性渲染器上可用,并且目前仅在某些独立头戴设备上可"
"用。对于 Vulkan在桌面上将 [member Viewport.vrs_mode] 设置为 [code]VRS_XR[/"
"code]。"
msgid ""
"Returns [code]true[/code] if OpenXR's hand tracking is supported and "
"enabled.\n"
"[b]Note:[/b] This only returns a valid value after OpenXR has been "
"initialized."
msgstr ""
"如果支持且已启用 OpenXR 的手部跟踪,则返回 [code]true[/code]。\n"
"[b]注意:[/b]这仅在 OpenXR 已被初始化后返回一个有效值。"
msgid "Sets the given action set as active or inactive."
msgstr "将给定的动作集设置为活动或非活动。"
msgid ""
"If handtracking is enabled and motion range is supported, sets the currently "
"configured motion range for [param hand] to [param motion_range]."
msgstr ""
"如果启用了手部跟踪并且支持运动范围,请将 [param hand] 当前配置的运动范围设置"
"为 [param motion_range]。"
msgid ""
"The display refresh rate for the current HMD. Only functional if this feature "
"is supported by the OpenXR runtime and after the interface has been "
"initialized."
msgstr ""
"当前 HMD 的显示刷新率。仅当 OpenXR 运行时支持该功能并且接口已被初始化后才会有"
"效。"
msgid ""
"Enable dynamic foveation adjustment, the interface must be initialized before "
"this is accessible. If enabled foveation will automatically adjusted between "
"low and [member foveation_level]."
msgstr ""
"启用动态注视点调整,必须先初始化接口才能访问该功能。如果启用,注视点将在低和 "
"[member foveation_level] 之间自动调整。"
msgid ""
"Set foveation level from 0 (off) to 3 (high), the interface must be "
"initialized before this is accessible."
msgstr ""
"将注视点级别设置为从 0关闭到 3必须先初始化接口然后才能访问该接"
"口。"
msgid ""
"The render size multiplier for the current HMD. Must be set before the "
"interface has been initialized."
msgstr "当前 HMD 的渲染大小乘数。必须在接触初始化之前设置。"
msgid "Informs the user queued a recenter of the player position."
msgstr "通知用户队列玩家位置的重新居中。"
msgid "Informs our OpenXR session has been started."
msgstr "通知我们的 OpenXR 会话已经开始。"
msgid "Informs our OpenXR session now has focus."
msgstr "通知我们的 OpenXR 会话现在获得了焦点。"
msgid "Informs our OpenXR session is stopping."
msgstr "通知我们的 OpenXR 会话正在停止。"
msgid ""
"Informs our OpenXR session is now visible (output is being sent to the HMD)."
msgstr "通知我们的 OpenXR 会话现在可见(输出正在发送到 HMD。"
msgid "Left hand."
msgstr "左手。"
msgid "Right hand."
msgstr "右手。"
msgid "Maximum value for the hand enum."
msgstr "手部枚举的最大值。"
msgid "Palm joint."
msgstr "掌关节。"
msgid "Wrist joint."
msgstr "腕关节。"
msgid "Thumb metacarpal joint."
msgstr "掌骨拇指关节。"
msgid "Thumb proximal joint."
msgstr "拇指近端关节。"
msgid "Thumb distal joint."
msgstr "拇指远端关节。"
msgid "Thumb tip joint."
msgstr "拇指尖端关节。"
msgid "Index metacarpal joint."
msgstr "掌骨食指关节。"
msgid "Index proximal joint."
msgstr "食指近端关节。"
msgid "Index intermediate joint."
msgstr "食指中间关节。"
msgid "Index distal joint."
msgstr "食指远端关节。"
msgid "Index tip joint."
msgstr "食指尖端关节。"
msgid "Middle metacarpal joint."
msgstr "掌骨中指关节。"
msgid "Middle proximal joint."
msgstr "中指近端关节。"
msgid "Middle intermediate joint."
msgstr "中指中间关节。"
msgid "Middle distal joint."
msgstr "中指远端关节。"
msgid "Middle tip joint."
msgstr "中指尖端关节。"
msgid "Ring metacarpal joint."
msgstr "环指掌骨关节。"
msgid "Ring proximal joint."
msgstr "环指近端关节。"
msgid "Ring intermediate joint."
msgstr "环指中间关节。"
msgid "Ring distal joint."
msgstr "环指远端关节。"
msgid "Ring tip joint."
msgstr "环指尖端关节。"
msgid "Little metacarpal joint."
msgstr "掌骨小指关节。"
msgid "Little proximal joint."
msgstr "小指近端关节。"
msgid "Little intermediate joint."
msgstr "小指中间关节。"
msgid "Little distal joint."
msgstr "小指远端关节。"
msgid "Little tip joint."
msgstr "小指尖端关节。"
msgid "Maximum value for the hand joint enum."
msgstr "手关节枚举的最大值。"
msgid "No flags are set."
msgstr "没有标志被设置。"
msgid ""
"If set, the orientation data is valid, otherwise, the orientation data is "
"unreliable and should not be used."
msgstr "如果设置,则方向数据有效;否则,方向数据不可靠,且不应被使用。"
msgid ""
"If set, the orientation data comes from tracking data, otherwise, the "
"orientation data contains predicted data."
msgstr "如果设置,则方向数据来自跟踪数据;否则,该方向数据包含预测数据。"
msgid ""
"If set, the positional data is valid, otherwise, the positional data is "
"unreliable and should not be used."
msgstr "如果设置,则位置数据有效;否则,该位置数据不可靠,且不应被使用。"
msgid ""
"If set, the positional data comes from tracking data, otherwise, the "
"positional data contains predicted data."
msgstr "如果设置,则位置数据来自跟踪数据;否则,该位置数据包含预测数据。"
msgid ""
"If set, our linear velocity data is valid, otherwise, the linear velocity "
"data is unreliable and should not be used."
msgstr "如果设置,则线速度数据有效;否则,线速度数据不可靠,且不应被使用。"
msgid ""
"If set, our angular velocity data is valid, otherwise, the angular velocity "
"data is unreliable and should not be used."
msgstr "如果设置,则角速度数据是有效的;否则,角速度数据不可靠,且不应被使用。"
msgid "Defines a binding between an [OpenXRAction] and an XR input or output."
msgstr "定义 [OpenXRAction] 和 XR 输入或输出之间的绑定。"
msgid ""
"This binding resource binds an [OpenXRAction] to inputs or outputs. As most "
"controllers have left hand and right versions that are handled by the same "
"interaction profile we can specify multiple bindings. For instance an action "
"\"Fire\" could be bound to both \"/user/hand/left/input/trigger\" and \"/user/"
"hand/right/input/trigger\"."
msgstr ""
"该绑定资源将一个 [OpenXRAction] 绑定到输入或输出。由于大多数控制器都有由相同交"
"互配置处理的左手和右手版本,我们可以指定多个绑定。例如,一个动作“开火”可以同时"
"被绑定到“/user/hand/left/input/trigger”和“/user/hand/right/input/trigger”。"
msgid "Add an input/output path to this binding."
msgstr "为该绑定添加输入/输出路径。"
msgid "Get the number of input/output paths in this binding."
msgstr "获取该绑定中输入/输出路径的数量。"
msgid ""
"Returns [code]true[/code] if this input/output path is part of this binding."
msgstr "如果该输入/输出路径是该绑定的一部分,则返回 [code]true[/code]。"
msgid "Removes this input/output path from this binding."
msgstr "从该绑定中移除该输入/输出路径。"
msgid "[OpenXRAction] that is bound to these paths."
msgstr "绑定到这些路径的 [OpenXRAction]。"
msgid "Paths that define the inputs or outputs bound on the device."
msgstr "定义该设备上绑定的输入或输出的路径。"
msgid "An optimized translation, used by default for CSV Translations."
msgstr "经过优化的翻译,由 CSV 翻译默认使用。"
msgid ""
"An optimized translation, used by default for CSV Translations. Uses real-"
"time compressed translations, which results in very small dictionaries."
msgstr ""
"经过优化的翻译,由 CSV 翻译默认使用。使用实时压缩翻译,从而生成非常小的词典。"
msgid ""
"Generates and sets an optimized translation from the given [Translation] "
"resource."
msgstr "从给定的 [Translation] 资源生成并设置优化的翻译。"
msgid "A button that brings up a dropdown with selectable options when pressed."
msgstr "按下时弹出下拉菜单的按钮。"
msgid ""
"[OptionButton] is a type of button that brings up a dropdown with selectable "
"items when pressed. The item selected becomes the \"current\" item and is "
"displayed as the button text.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node.\n"
"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 "
"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/"
"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code].\n"
"[b]Note:[/b] The [member Button.text] and [member Button.icon] properties are "
"set automatically based on the selected item. They shouldn't be changed "
"manually."
msgstr ""
"[OptionButton] 是一种按下时弹出下拉菜单的按钮。选中的菜单项会成为“当前”菜单"
"项,作为按钮文本显示。\n"
"另见 [BaseButton],其中包含与此节点相关联的通用属性和方法。\n"
"[b]注意:[/b]菜单项的 ID 值有 32 位的限制,并不是完整的 64 位 [int]。取值范围"
"为 [code]-2^32[/code] 到 [code]2^32 - 1[/code],即 [code]-2147483648[/code] "
"到 [code]2147483647[/code]。\n"
"[b]注意:[/b][member Button.text] 和 [member Button.icon] 属性会根据当前所选菜"
"单项自动设置。不应该手动更改。"
msgid ""
"Adds an item, with a [param texture] icon, text [param label] and "
"(optionally) [param id]. If no [param id] is passed, the item index will be "
"used as the item's ID. New items are appended at the end."
msgstr ""
"添加一个菜单项,图标为 [param texture],文本为 [param label]可选ID 为 "
"[param id]。如果没有传入 [param id],则会将菜单项的索引用作 ID。新菜单项会追加"
"到末尾。"
msgid ""
"Adds an item, with text [param label] and (optionally) [param id]. If no "
"[param id] is passed, the item index will be used as the item's ID. New items "
"are appended at the end."
msgstr ""
"添加一个菜单项,文本为 [param label]可选ID 为 [param id]。如果没有传入 "
"[param id],则会将菜单项的索引用作 ID。新菜单项会追加到末尾。"
msgid ""
"Adds a separator to the list of items. Separators help to group items, and "
"can optionally be given a [param text] header. A separator also gets an index "
"assigned, and is appended at the end of the item list."
msgstr ""
"在菜单项列表中添加分隔符。分隔符可以用来对菜单项进行分组,还可以给出标题文本 "
"[param text]。分隔符也设有索引,会追加到菜单项列表的末尾。"
msgid "Clears all the items in the [OptionButton]."
msgstr "清除[OptionButton]中的所有项目。"
msgid "Returns the icon of the item at index [param idx]."
msgstr "返回索引为 [param idx] 的菜单项的图标。"
msgid "Returns the ID of the item at index [param idx]."
msgstr "返回索引为 [param idx] 的菜单项的 ID。"
msgid "Returns the index of the item with the given [param id]."
msgstr "返回 ID 为 [param id] 的菜单项的索引。"
msgid ""
"Retrieves the metadata of an item. Metadata may be any type and can be used "
"to store extra information about an item, such as an external string ID."
msgstr ""
"检索项的元数据。元数据可以是任何类型,并可用于存储关于项的额外信息,如外部字符"
"串ID。"
msgid "Returns the text of the item at index [param idx]."
msgstr "返回索引为 [param idx] 的菜单项的文本。"
msgid "Returns the tooltip of the item at index [param idx]."
msgstr "返回索引为 [param idx] 的菜单项的工具提示。"
msgid ""
"Returns the index of the first item which is not disabled, or marked as a "
"separator. If [param from_last] is [code]true[/code], the items will be "
"searched in reverse order.\n"
"Returns [code]-1[/code] if no item is found."
msgstr ""
"返回第一个处于非禁用状态或被标记为分隔符的菜单项的索引。如果 [param "
"from_last] 为 [code]true[/code],则会逆序搜索菜单项。\n"
"如果没有找到则返回 [code]-1[/code]。"
msgid ""
"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr "返回所选项目的 ID如果没有选择项目则返回 [code]-1[/code]。"
msgid ""
"Gets the metadata of the selected item. Metadata for items can be set using "
"[method set_item_metadata]."
msgstr ""
"获取选定项的元数据。可以使用 [method set_item_metadata] 设置项的元数据。"
msgid ""
"Returns [code]true[/code] if this button contains at least one item which is "
"not disabled, or marked as a separator."
msgstr ""
"如果这个按钮至少包含一个未禁用或被标记为分隔符的菜单项,则返回 [code]true[/"
"code]。"
msgid "Returns [code]true[/code] if the item at index [param idx] is disabled."
msgstr "如果索引为 [param idx] 的菜单项被禁用,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is marked as a "
"separator."
msgstr ""
"如果索引为 [param idx] 的菜单项被标记为分隔符,则返回 [code]true[/code]。"
msgid "Removes the item at index [param idx]."
msgstr "移除索引为 [param idx] 的菜单项。"
msgid ""
"Selects an item by index and makes it the current item. This will work even "
"if the item is disabled.\n"
"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
"按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。\n"
"将 [code]-1[/code] 作为索引传入会取消选中任何当前选中的项目。"
msgid ""
"Sets whether the item at index [param idx] is disabled.\n"
"Disabled items are drawn differently in the dropdown and are not selectable "
"by the user. If the current selected item is set as disabled, it will remain "
"selected."
msgstr ""
"设置是否禁用索引为 [param idx] 的菜单项。\n"
"处于禁用状态的菜单项在下拉列表中绘制的方式不同,用户无法选中这个菜单项。如果将"
"当前选中的菜单项设为了禁用,则仍然会处于选中状态。"
msgid "Sets the icon of the item at index [param idx]."
msgstr "设置索引为 [param idx] 的菜单项的图标。"
msgid "Sets the ID of the item at index [param idx]."
msgstr "设置索引为 [param idx] 的菜单项的 ID。"
msgid ""
"Sets the metadata of an item. Metadata may be of any type and can be used to "
"store extra information about an item, such as an external string ID."
msgstr ""
"设置项的元数据。元数据可以是任何类型,可以用来存储关于项目的额外信息,比如外部"
"字符串ID。"
msgid "Sets the text of the item at index [param idx]."
msgstr "设置索引为 [param idx] 的菜单项的文本。"
msgid "Sets the tooltip of the item at index [param idx]."
msgstr "设置索引为 [param idx] 的菜单项的工具提示。"
msgid ""
"Adjusts popup position and sizing for the [OptionButton], then shows the "
"[PopupMenu]. Prefer this over using [code]get_popup().popup()[/code]."
msgstr ""
"调整 [OptionButton] 弹出项的位置和大小,然后显示 [PopupMenu]。请优先使用这个方"
"法,而不是 [code]get_popup().popup()[/code]。"
msgid ""
"If [code]true[/code], minimum size will be determined by the longest item's "
"text, instead of the currently selected one's.\n"
"[b]Note:[/b] For performance reasons, the minimum size doesn't update "
"immediately when adding, removing or modifying items."
msgstr ""
"如果为 [code]true[/code],最小尺寸将由最长项目的文本确定,而不是当前选定的文"
"本。\n"
"[b]注意:[/b]出于性能原因,在添加、移除、或修改项目时,最小尺寸不会立即更新。"
msgid "The number of items to select from."
msgstr "可供挑选的菜单项的数量。"
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
msgstr "当前选定项的索引,如果没有选定项,则为[code]-1[/code]。"
msgid ""
"Emitted when the user navigates to an item using the [member ProjectSettings."
"input/ui_up] or [member ProjectSettings.input/ui_down] input actions. The "
"index of the item selected is passed as argument."
msgstr ""
"当用户使用 [member ProjectSettings.input/ui_up] 或 [member ProjectSettings."
"input/ui_down] 输入动作导航到某个项目时发出。所选项目的索引将作为参数传递。"
msgid ""
"Emitted when the current item has been changed by the user. The index of the "
"item selected is passed as argument.\n"
"[member allow_reselect] must be enabled to reselect an item."
msgstr ""
"当用户更改当前项时触发。所选项目的索引作为参数传递。\n"
"必须启用 [member allow_reselect] 才能重新选中项目。"
msgid ""
"The horizontal space between the arrow icon and the right edge of the button."
msgstr "箭头图标和按钮的右边缘之间的水平空间。"
msgid ""
"If different than [code]0[/code], the arrow icon will be modulated to the "
"font color."
msgstr "如果不为 [code]0[/code],箭头图标会与字体颜色进行调制。"
msgid "The arrow icon to be drawn on the right end of the button."
msgstr "要绘制在按钮右侧的箭头图标。"
msgid ""
"A PBR (Physically Based Rendering) material to be used on 3D objects. Uses an "
"ORM texture."
msgstr "用于 3D 对象的 PBR基于物理的渲染材质。使用一个 ORM 纹理。"
msgid ""
"ORMMaterial3D's properties are inherited from [BaseMaterial3D]. Unlike "
"[StandardMaterial3D], ORMMaterial3D uses a single texture for ambient "
"occlusion, roughness and metallic maps, known as an ORM texture."
msgstr ""
"ORMMaterial3D 的属性继承自 [BaseMaterial3D]。与 [StandardMaterial3D] 不同,"
"ORMMaterial3D 对环境光遮蔽、粗糙度和金属度贴图使用单一纹理,称为 ORM 纹理。"
msgid "Provides access to common operating system functionalities."
msgstr "提供对常见操作系统功能的访问。"
msgid ""
"This class wraps the most common functionalities for communicating with the "
"host operating system, such as the video driver, delays, environment "
"variables, execution of binaries, command line, etc.\n"
"[b]Note:[/b] In Godot 4, [OS] functions related to window management were "
"moved to the [DisplayServer] singleton."
msgstr ""
"这个类封装了与主机操作系统通信的最常见功能,例如视频驱动、延时、环境变量、二进"
"制文件的执行、命令行等。\n"
"[b]注意:[/b]在 Godot 4 中,窗口管理相关的 [OS] 函数已移动至 [DisplayServer] "
"单例。"
msgid ""
"Displays a modal dialog box using the host OS' facilities. Execution is "
"blocked until the dialog is closed."
msgstr ""
"使用主机操作系统显示一个模式化的对话框。执行将被阻塞,直到该对话框被关闭。"
msgid ""
"Shuts down system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"关闭系统 MIDI 驱动程序。\n"
"[b]注意:[/b]该方法只在 Linux、macOS 和 Windows 上实现。"
msgid ""
"Crashes the engine (or the editor if called within a [code]@tool[/code] "
"script). This should [i]only[/i] be used for testing the system's crash "
"handler, not for any other purpose. For general error reporting, use (in "
"order of preference) [method @GDScript.assert], [method @GlobalScope."
"push_error] or [method alert]. See also [method kill]."
msgstr ""
"使引擎崩溃(如果是在 [code]@tool[/code] 脚本中调用则为编辑器崩溃)。应该[i]仅"
"[/i]用于测试系统的崩溃处理器,其他情况下都不应使用。普通的错误汇报请使用 "
"[method @GDScript.assert]、[method @GlobalScope.push_error]、[method alert]"
"(按推荐顺序排列)。另见 [method kill]。"
msgid ""
"Creates a new instance of Godot that runs independently. The [param "
"arguments] are used in the given order and separated by a space.\n"
"If the process creation succeeds, the method will return the new process ID, "
"which you can use to monitor the process (and potentially terminate it with "
"[method kill]). If the process creation fails, the method will return "
"[code]-1[/code].\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"创建一个独立运行的 Godot 新实例。[param arguments] 按给定顺序使用,并以空格分"
"隔。\n"
"如果进程创建成功,则该方法将返回新的进程 ID可以使用它来监视该进程并可能使"
"用 [method kill] 终止它)。如果进程创建失败,则该方法将返回 [code]-1[/"
"code]。\n"
"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。"
msgid ""
"Creates a new process that runs independently of Godot. It will not terminate "
"if Godot terminates. The path specified in [param path] must exist and be "
"executable file or macOS .app bundle. Platform path resolution will be used. "
"The [param arguments] are used in the given order and separated by a space.\n"
"On Windows, if [param open_console] is [code]true[/code] and the process is a "
"console app, a new terminal window will be opened. This is ignored on other "
"platforms.\n"
"If the process creation succeeds, the method will return the new process ID, "
"which you can use to monitor the process (and potentially terminate it with "
"[method kill]). If the process creation fails, the method will return "
"[code]-1[/code].\n"
"For example, running another instance of the project:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var pid = OS.create_process(OS.get_executable_path(), [])\n"
"[/gdscript]\n"
"[csharp]\n"
"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See [method execute] if you wish to run an external command and retrieve the "
"results.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] On macOS, sandboxed applications are limited to run only "
"embedded helper executables, specified during export or system .app bundle, "
"system .app bundles will ignore arguments."
msgstr ""
"创建一个独立于 Godot 运行的新进程。如果 Godot 终止,它也不会终止。[param "
"path] 中指定的路径必须存在,并且是可执行文件或 macOS .app 包。将使用平台路径解"
"析。[param arguments] 按给定顺序使用,并以空格分隔。\n"
"在 Windows 上,如果 [param open_console] 为 [code]true[/code],并且该进程是一"
"个控制台应用程序,则一个新的终端窗口将被打开。这在其他平台上将被忽略。\n"
"如果进程创建成功,则该方法将返回新的进程 ID可以使用它来监视进程并可能使用 "
"[method kill] 终止它)。如果进程创建失败,则该方法将返回 [code]-1[/code]。\n"
"例如,运行项目的另一个实例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var pid = OS.create_process(OS.get_executable_path(), [])\n"
"[/gdscript]\n"
"[csharp]\n"
"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果希望运行一个外部命令并检索结果,请参阅 [method execute]。\n"
"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n"
"[b]注意:[/b]在 macOS 上,沙盒应用程序被限制为只能运行嵌入式辅助可执行文件,在"
"导出或系统 .app 包期间指定,系统 .app 包将忽略参数。"
msgid ""
"Delays execution of the current thread by [param msec] milliseconds. [param "
"msec] must be greater than or equal to [code]0[/code]. Otherwise, [method "
"delay_msec] will do nothing and will print an error message.\n"
"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code "
"execution. To delay code execution in a non-blocking way, see [method "
"SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will "
"delay the execution of code placed below the [code]await[/code] without "
"affecting the rest of the project (or editor, for [EditorPlugin]s and "
"[EditorScript]s).\n"
"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will "
"freeze the project and will prevent it from redrawing and registering input "
"until the delay has passed. When using [method delay_msec] as part of an "
"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
"将当前线程的执行延迟 [param msec] 毫秒。[param msec] 必须大于或等于 [code]0[/"
"code]。否则,[method delay_msec] 将不执行任何操作并打印一条错误消息。\n"
"[b]注意:[/b][method delay_msec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻"
"塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method "
"SceneTree.create_timer] 等待将会延迟那些放置在 [code]await[/code] 下方的代码的"
"执行,而不会影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其"
"余部分。\n"
"[b]注意:[/b]当在主线程上调用 [method delay_msec] 时,它将冻结项目并阻止它重新"
"绘制和注册输入,直到延迟结束。当使用 [method delay_msec] 作为 [EditorPlugin] "
"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为"
"项目是一个独立的子进程)。"
msgid ""
"Delays execution of the current thread by [param usec] microseconds. [param "
"usec] must be greater than or equal to [code]0[/code]. Otherwise, [method "
"delay_usec] will do nothing and will print an error message.\n"
"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code "
"execution. To delay code execution in a non-blocking way, see [method "
"SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will "
"delay the execution of code placed below the [code]await[/code] without "
"affecting the rest of the project (or editor, for [EditorPlugin]s and "
"[EditorScript]s).\n"
"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will "
"freeze the project and will prevent it from redrawing and registering input "
"until the delay has passed. When using [method delay_usec] as part of an "
"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
"将当前线程的执行延迟 [param usec] 微秒。[param usec] 必须大于或等于 [code]0[/"
"code]。否则,[method delay_usec] 将不执行任何操作并打印一条错误消息。\n"
"[b]注意:[/b][method delay_usec] 是一种[i]阻塞[/i]延迟代码执行的方式。要以非阻"
"塞的方式延迟代码执行,请参阅 [method SceneTree.create_timer]。使用 [method "
"SceneTree.create_timer] 等待将会延迟那些放置在 [code]await[/code] 下方的代码的"
"执行,而不会影响该项目(或编辑器,对于 [EditorPlugin] 和 [EditorScript])的其"
"余部分。\n"
"[b]注意:[/b]当在主线程上调用 [method delay_usec] 时,它将冻结项目并阻止它重新"
"绘制和注册输入,直到延迟结束。当使用 [method delay_usec] 作为 [EditorPlugin] "
"或 [EditorScript] 的一部分时,它会冻结编辑器但不会冻结当前正在运行的项目(因为"
"项目是一个独立的子进程)。"
msgid ""
"Executes a command. The file specified in [param path] must exist and be "
"executable. Platform path resolution will be used. The [param arguments] are "
"used in the given order, separated by spaces, and wrapped in quotes. If an "
"[param output] [Array] is provided, the complete shell output of the process "
"will be appended as a single [String] element in [param output]. If [param "
"read_stderr] is [code]true[/code], the output to the standard error stream "
"will be included too.\n"
"On Windows, if [param open_console] is [code]true[/code] and the process is a "
"console app, a new terminal window will be opened. This is ignored on other "
"platforms.\n"
"If the command is successfully executed, the method will return the exit code "
"of the command, or [code]-1[/code] if it fails.\n"
"[b]Note:[/b] The Godot thread will pause its execution until the executed "
"command terminates. Use [Thread] to create a separate thread that will not "
"pause the Godot thread, or use [method create_process] to create a completely "
"independent process.\n"
"For example, to retrieve a list of the working directory's contents:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var output = []\n"
"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
"var output = new Godot.Collections.Array();\n"
"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you wish to access a shell built-in or execute a composite command, a "
"platform-specific shell can be invoked. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var output = []\n"
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
"var output = new Godot.Collections.Array();\n"
"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, "
"output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] To execute a Windows command interpreter built-in command, "
"specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first "
"argument, and the desired command as the second argument.\n"
"[b]Note:[/b] To execute a PowerShell built-in command, specify "
"[code]powershell.exe[/code] in [param path], [code]-Command[/code] as the "
"first argument, and the desired command as the second argument.\n"
"[b]Note:[/b] To execute a Unix shell built-in command, specify shell "
"executable name in [param path], [code]-c[/code] as the first argument, and "
"the desired command as the second argument.\n"
"[b]Note:[/b] On macOS, sandboxed applications are limited to run only "
"embedded helper executables, specified during export."
msgstr ""
"执行一条命令。[param path] 中指定的文件必须存在且可执行。将使用平台路径解析。"
"[param arguments] 按给定顺序使用,以空格分隔,会使用引号包裹。如果提供了 "
"[param output] [Array],则进程的完整 shell 输出,将作为单个 [String] 元素追加"
"到 [param output] 中。如果 [param read_stderr] 为 [code]true[/code],则标准错"
"误流的输出也将被包含在内。\n"
"在 Windows 上,如果 [param open_console] 为 [code]true[/code] 并且进程是控制台"
"应用程序,则将打开一个新的终端窗口。该参数在其他平台上被忽略。\n"
"如果命令执行成功,该方法将返回命令的退出代码,如果失败则返回 [code]-1[/"
"code]。\n"
"[b]注意:[/b]Godot 线程将暂停执行,直到执行的命令终止。使用 [Thread] 创建一个"
"不会暂停 Godot 线程的独立线程,或者使用 [method create_process] 创建一个完全独"
"立的进程。\n"
"例如,要检索工作目录内容的列表:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var output = []\n"
"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
"var output = new Godot.Collections.Array();\n"
"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果希望访问内置的 shell 或执行复合命令,则可以调用特定于平台的 shell。例"
"如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var output = []\n"
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
"var output = new Godot.Collections.Array();\n"
"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, "
"output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。\n"
"[b]注意:[/b]要执行 Windows 命令解释器的内置命令,在 [param path] 中指定 "
"[code]cmd.exe[/code],将 [code]/c[/code] 作为第一个参数,并将所需的命令作为第"
"二个参数。\n"
"[b]注意:[/b]要执行 PowerShell 的内置命令,在 [param path] 中指定 "
"[code]powershell.exe[/code],将 [code]-Command[/code] 作为第一个参数,然后将所"
"需的命令作为第二个参数。\n"
"[b]注意:[/b]要执行 Unix shell 内置命令,请在 [param path] 中指定 shell 可执行"
"文件名称,将 [code]-c[/code] 作为第一个参数,并将所需的命令作为第二个参数。\n"
"[b]注意:[/b]在 macOS 上,沙盒应用程序仅限于运行在导出期间指定的嵌入的辅助可执"
"行文件。"
msgid "Returns the keycode of the given string (e.g. \"Escape\")."
msgstr "返回给定字符串例如“Escape”的键码。"
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
"system's standards. On the Linux/BSD platform, this path can be overridden by "
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] in the documentation for more information. See also "
"[method get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
"根据操作系统的标准返回[i]全局[/i]缓存数据目录。在 Linux/BSD 平台上,可以通过在"
"启动项目之前设置 [code]XDG_CACHE_HOME[/code] 环境变量来覆盖该路径。有关详细信"
"息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的"
"文件路径》[/url]。另请参阅 [method get_config_dir] 和 [method "
"get_data_dir]。\n"
"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目特定的[/i]用户数据路"
"径。"
msgid ""
"Returns the command-line arguments passed to the engine.\n"
"Command-line arguments can be written in any form, including both [code]--key "
"value[/code] and [code]--key=value[/code] forms so they can be properly "
"parsed, as long as custom command-line arguments do not conflict with engine "
"arguments.\n"
"You can also incorporate environment variables using the [method "
"get_environment] method.\n"
"You can set [member ProjectSettings.editor/run/main_run_args] to define "
"command-line arguments to be passed by the editor when running the project.\n"
"Here's a minimal example on how to parse command-line arguments into a "
"dictionary using the [code]--key=value[/code] form for arguments:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var arguments = {}\n"
"for argument in OS.get_cmdline_args():\n"
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var arguments = new Godot.Collections.Dictionary();\n"
"foreach (var argument in OS.GetCmdlineArgs())\n"
"{\n"
" if (argument.Find(\"=\") > -1)\n"
" {\n"
" string[] keyValue = argument.Split(\"=\");\n"
" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n"
" }\n"
" else\n"
" {\n"
" // Options without an argument will be present in the dictionary,\n"
" // with the value set to an empty string.\n"
" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Passing custom user arguments directly is not recommended, as "
"the engine may discard or modify them. Instead, the best way is to use the "
"standard UNIX double dash ([code]--[/code]) and then pass custom arguments, "
"which the engine itself will ignore. These can be read via [method "
"get_cmdline_user_args]."
msgstr ""
"返回传递给引擎的命令行参数。\n"
"命令行参数可以写成任何形式,包括 [code]--key value[/code] 和 [code]--"
"key=value[/code] 两种形式,这样它们就可以被正确解析,只要自定义命令行参数不与"
"引擎参数冲突。\n"
"还可以使用 [method get_environment] 方法合并环境变量。\n"
"可以设置 [member ProjectSettings.editor/run/main_run_args] 来定义编辑器在运行"
"项目时传递的命令行参数。\n"
"下面是一个关于如何使用参数的 [code]--key=value[/code] 形式,将命令行参数解析为"
"一个字典的最小示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var arguments = {}\n"
"for argument in OS.get_cmdline_args():\n"
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # 没有参数的选项将出现在字典中,\n"
" # 其值被设置为空字符串。\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var arguments = new Godot.Collections.Dictionary();\n"
"foreach (var argument in OS.GetCmdlineArgs())\n"
"{\n"
" if (argument.Find(\"=\") > -1)\n"
" {\n"
" string[] keyValue = argument.Split(\"=\");\n"
" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n"
" }\n"
" else\n"
" {\n"
" // 没有参数的选项将出现在字典中,\n"
" // 其值被设置为空字符串。\n"
" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]不建议直接传递自定义用户参数,因为引擎可能会丢弃或修改它们。相"
"反,最好的方法是使用标准的 UNIX 双破折号([code]--[/code]),然后传递自定义参"
"数,引擎本身将忽略这些参数。这些可以通过 [method get_cmdline_user_args] 读取。"
msgid ""
"Similar to [method get_cmdline_args], but this returns the user arguments "
"(any argument passed after the double dash [code]--[/code] or double plus "
"[code]++[/code] argument). These are left untouched by Godot for the user. "
"[code]++[/code] can be used in situations where [code]--[/code] is "
"intercepted by another program (such as [code]startx[/code]).\n"
"For example, in the command line below, [code]--fullscreen[/code] will not be "
"returned in [method get_cmdline_user_args] and [code]--level 1[/code] will "
"only be returned in [method get_cmdline_user_args]:\n"
"[codeblock]\n"
"godot --fullscreen -- --level 1\n"
"# Or:\n"
"godot --fullscreen ++ --level 1\n"
"[/codeblock]"
msgstr ""
"类似于 [method get_cmdline_args],但它返回用户参数(在双破折号 [code]--[/"
"code] 或双加号 [code]++[/code] 参数之后传递的任何参数)。这些都是 Godot 为用户"
"留下的,不做任何改动。[code]++[/code] 可用于 [code]--[/code] 被其他程序拦截的"
"情况(如 [code]startx[/code])。\n"
"例如,在下面的命令行中,[code]--fullscreen[/code] 不会在 [method "
"get_cmdline_user_args] 中返回,[code]--level 1[/code] 只会在 [method "
"get_cmdline_user_args] 中返回:\n"
"[codeblock]\n"
"godot --fullscreen -- --level 1\n"
"# 或:\n"
"godot --fullscreen ++ --level 1\n"
"[/codeblock]"
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
"operating system's standards. On the Linux/BSD platform, this path can be "
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
"html]File paths in Godot projects[/url] in the documentation for more "
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
"根据操作系统的标准,返回[i]全局[/i]用户配置目录。在 Linux/BSD 平台上,可以通过"
"在启动项目之前设置 [code]XDG_CONFIG_HOME[/code] 环境变量来覆盖该路径。有关详细"
"信息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中"
"的文件路径》[/url]。另请参阅 [method get_cache_dir] 和 [method "
"get_data_dir]。\n"
"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路"
"径。"
msgid ""
"Returns an array of MIDI device names.\n"
"The returned array will be empty if the system MIDI driver has not previously "
"been initialized with [method open_midi_inputs].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"返回 MIDI 设备名称数组。\n"
"如果系统 MIDI 驱动程序之前没有使用 [method open_midi_inputs] 进行初始化,则返"
"回的数组将为空。\n"
"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。"
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
"system's standards. On the Linux/BSD platform, this path can be overridden by "
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] in the documentation for more information. See also "
"[method get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
"根据操作系统的标准返回[i]全局[/i]用户数据目录。在 Linux/BSD 平台上,可以通过在"
"启动项目之前设置 [code]XDG_DATA_HOME[/code] 环境变量来覆盖该路径。有关详细信"
"息,请参阅文档中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的"
"文件路径》[/url]。另请参阅 [method get_cache_dir] 和 [method "
"get_config_dir]。\n"
"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用的[/i]用户数据路"
"径。"
msgid ""
"Returns the name of the distribution for Linux and BSD platforms (e.g. "
"Ubuntu, Manjaro, OpenBSD, etc.).\n"
"Returns the same value as [method get_name] for stock Android ROMs, but "
"attempts to return the custom ROM name for popular Android derivatives such "
"as LineageOS.\n"
"Returns the same value as [method get_name] for other platforms.\n"
"[b]Note:[/b] This method is not supported on the web platform. It returns an "
"empty string."
msgstr ""
"返回 Linux 和 BSD 平台的发行版名称(例如 Ubuntu、Manjaro、OpenBSD 等)。\n"
"对于原生 Android 系统,返回与 [method get_name] 相同的值,但对于 LineageOS 等"
"流行的 Android 派生系统,尝试返回自定义 ROM 名称。\n"
"对于其他平台,返回与 [method get_name] 相同的值。\n"
"[b]注意:[/b]Web 平台上不支持这个方法。返回的是空字符串。"
msgid ""
"Returns the value of an environment variable. Returns an empty string if the "
"environment variable doesn't exist.\n"
"[b]Note:[/b] Double-check the casing of [param variable]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
"返回环境变量的值。如果环境变量不存在,则返回一个空字符串。\n"
"[b]注意:[/b]请仔细检查 [param variable] 的大小写。环境变量名称在除 Windows 之"
"外的所有平台上都区分大小写。"
msgid ""
"Returns the path to the current engine executable.\n"
"[b]Note:[/b] On macOS, always use [method create_instance] instead of relying "
"on executable path."
msgstr ""
"返回当前引擎可执行文件的路径。\n"
"[b]注意:[/b]在 macOS 上,请始终使用 [method create_instance],不要依赖可执行"
"文件的路径。"
msgid ""
"On Android devices: With this function, you can get the list of dangerous "
"permissions that have been granted.\n"
"On macOS (sandboxed applications only): This function returns the list of "
"user selected folders accessible to the application. Use native file dialog "
"to request folder access permission."
msgstr ""
"在 Android 设备上:通过该功能,你可以获取已被授予的危险权限列表。\n"
"在 macOS 上(仅限沙盒应用程序):该函数返回应用程序可访问的用户选择的文件夹列"
"表。使用原生文件对话框请求文件夹访问权限。"
msgid ""
"Returns the given keycode as a string (e.g. Return values: [code]\"Escape\"[/"
"code], [code]\"Shift+Escape\"[/code]).\n"
"See also [member InputEventKey.keycode] and [method InputEventKey."
"get_keycode_with_modifiers]."
msgstr ""
"返回给定键码的字符串形式(例如,返回值:[code]\"Escape\"[/code]、"
"[code]\"Shift+Escape\"[/code])。\n"
"另见 [member InputEventKey.keycode] 和 [method InputEventKey."
"get_keycode_with_modifiers]。"
msgid ""
"Returns the host OS locale as a string of the form "
"[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the "
"language code and not the fully specified locale from the OS, you can use "
"[method get_locale_language].\n"
"[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]language code[/url], in lower case.\n"
"[code skip-lint]Script[/code] - optional, 4-letter [url=https://en.wikipedia."
"org/wiki/ISO_15924]script code[/url], in title case.\n"
"[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/"
"wiki/ISO_3166-1]country code[/url], in upper case.\n"
"[code]VARIANT[/code] - optional, language variant, region and sort order. "
"Variant can have any number of underscored keywords.\n"
"[code]extra[/code] - optional, semicolon separated list of additional key "
"words. Currency, calendar, sort order and numbering system information."
msgstr ""
"将主机操作系统区域设置为 [code]language_Script_COUNTRY_VARIANT@extra[/code] 形"
"式的字符串。如果你只想要语言代码而不是操作系统中完全指定的语言环境,可以使用 "
"[method get_locale_language]。\n"
"[code]language[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]语言代码[/url],小写。\n"
"[code skip-lint]Script[/code] - 可选4 个字母的[url=https://en.wikipedia.org/"
"wiki/ISO_15924]文字代码[/url],首字母大写。\n"
"[code]COUNTRY[/code] - 可选2 个或 3 个字母的[url=https://en.wikipedia.org/"
"wiki/ISO_3166-1]国家地区代码[/url],大写。\n"
"[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。变体可以有任意数量的带"
"下划线的关键字。\n"
"[code]extra[/code] - 可选,分号分隔的附加关键字列表。货币、日历、排序顺序和编"
"号系统信息。"
msgid ""
"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]language code[/url] as a string which should be "
"consistent on all platforms. This is equivalent to extracting the "
"[code]language[/code] part of the [method get_locale] string.\n"
"This can be used to narrow down fully specified locale strings to only the "
"\"common\" language code, when you don't need the additional information "
"about country code or variants. For example, for a French Canadian user with "
"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
msgstr ""
"将主机操作系统区域设置的 2 或 3 个字母的[url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]语言代码[/url]作为字符串返回,该字符串应在所有平台上保"
"持一致。这相当于提取 [method get_locale] 字符串的 [code]language[/code] 部"
"分。\n"
"当你不需要有关国家/地区代码或变体的附加信息时,这可用于将完全指定的区域设置字"
"符串缩小为“通用”语言代码。例如,对于使用 [code]fr_CA[/code] 语言环境的加拿大法"
"语用户,这将返回 [code]fr[/code]。"
msgid ""
"Returns the ID of the main thread. See [method get_thread_caller_id].\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
"返回主线程的 ID。请参阅 [method get_thread_caller_id]。\n"
"[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。"
msgid ""
"Returns the [Dictionary] with the following keys:\n"
"[code]\"physical\"[/code] - total amount of usable physical memory, in bytes "
"or [code]-1[/code] if unknown. This value can be slightly less than the "
"actual physical memory amount, since it does not include memory reserved by "
"kernel and devices.\n"
"[code]\"free\"[/code] - amount of physical memory, that can be immediately "
"allocated without disk access or other costly operation, in bytes or "
"[code]-1[/code] if unknown. The process might be able to allocate more "
"physical memory, but such allocation will require moving inactive pages to "
"disk and can take some time.\n"
"[code]\"available\"[/code] - amount of memory, that can be allocated without "
"extending the swap file(s), in bytes or [code]-1[/code] if unknown. This "
"value include both physical memory and swap.\n"
"[code]\"stack\"[/code] - size of the current thread stack, in bytes or "
"[code]-1[/code] if unknown."
msgstr ""
"返回带有以下键的 [Dictionary]\n"
"[code]\"physical\"[/code] - 可用物理内存的总大小,单位为字节,未知时为 "
"[code]-1[/code]。这个值可能比实际的物理内存略小,因为计算时不含内核以及各种设"
"备所保留的内存。\n"
"[code]\"free\"[/code] - 在不访问磁盘、不进行其他高成本操作的前提下,能够立即分"
"配的物理内存大小,单位为字节,未知时为 [code]-1[/code]。进程也许能够分配更多的"
"物理内存,但是这种分配会需要将不活跃的内存页移动至磁盘,可能花费较长时间。\n"
"[code]\"available\"[/code] - 在不扩展交换文件的前提下,能够分配的内存大小,单"
"位为字节,未知时为 [code]-1[/code]。包括物理内存和交换分区大小。\n"
"[code]\"stack\"[/code] - 当前线程的栈大小,单位为字节,未知时为 [code]-1[/"
"code]。"
msgid ""
"Returns the model name of the current device.\n"
"[b]Note:[/b] This method is implemented on Android and iOS. Returns "
"[code]\"GenericDevice\"[/code] on unsupported platforms."
msgstr ""
"返回当前设备的模型名称。\n"
"[b]注意:[/b]此方法仅在Android和iOS上实现。在不支持的平台上返回 "
"[code]\"GenericDevice\"[/code]。"
msgid ""
"Returns the name of the host OS.\n"
"On Windows, this is [code]\"Windows\"[/code].\n"
"On macOS, this is [code]\"macOS\"[/code].\n"
"On Linux-based operating systems, this is [code]\"Linux\"[/code].\n"
"On BSD-based operating systems, this is [code]\"FreeBSD\"[/code], "
"[code]\"NetBSD\"[/code], [code]\"OpenBSD\"[/code], or [code]\"BSD\"[/code] as "
"a fallback.\n"
"On Android, this is [code]\"Android\"[/code].\n"
"On iOS, this is [code]\"iOS\"[/code].\n"
"On the web, this is [code]\"Web\"[/code].\n"
"[b]Note:[/b] Custom builds of the engine may support additional platforms, "
"such as consoles, yielding other return values.\n"
"[codeblocks]\n"
"[gdscript]\n"
"match OS.get_name():\n"
" \"Windows\":\n"
" print(\"Windows\")\n"
" \"macOS\":\n"
" print(\"macOS\")\n"
" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n"
" print(\"Linux/BSD\")\n"
" \"Android\":\n"
" print(\"Android\")\n"
" \"iOS\":\n"
" print(\"iOS\")\n"
" \"Web\":\n"
" print(\"Web\")\n"
"[/gdscript]\n"
"[csharp]\n"
"switch (OS.GetName())\n"
"{\n"
" case \"Windows\":\n"
" GD.Print(\"Windows\");\n"
" break;\n"
" case \"macOS\":\n"
" GD.Print(\"macOS\");\n"
" break;\n"
" case \"Linux\":\n"
" case \"FreeBSD\":\n"
" case \"NetBSD\":\n"
" case \"OpenBSD\":\n"
" case \"BSD\":\n"
" GD.Print(\"Linux/BSD\");\n"
" break;\n"
" case \"Android\":\n"
" GD.Print(\"Android\");\n"
" break;\n"
" case \"iOS\":\n"
" GD.Print(\"iOS\");\n"
" break;\n"
" case \"Web\":\n"
" GD.Print(\"Web\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回主机操作系统的名称。\n"
"在 Windows 上为 [code]\"Windows\"[/code]。\n"
"在 macOS 上为 [code]\"macOS\"[/code]。\n"
"在基于 Linux 的操作系统上为 [code]\"Linux\"[/code]。\n"
"在基于 BSD 的操作系统上为 [code]\"FreeBSD\"[/code]、[code]\"NetBSD\"[/code]、"
"[code]\"OpenBSD\"[/code], 会使用 [code]\"BSD\"[/code] 作为回退方案。\n"
"在 Android 上为 [code]\"Android\"[/code]。\n"
"在 iOS 上为 [code]\"iOS\"[/code]。\n"
"在 Web 上为 [code]\"Web\"[/code]。\n"
"[b]注意:[/b]自定义构建的引擎可能支持其他平台,例如游戏主机,可能返回其他"
"值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"match OS.get_name():\n"
" \"Windows\":\n"
" print(\"Windows\")\n"
" \"macOS\":\n"
" print(\"macOS\")\n"
" \"Linux\", \"FreeBSD\", \"NetBSD\", \"OpenBSD\", \"BSD\":\n"
" print(\"Linux/BSD\")\n"
" \"Android\":\n"
" print(\"Android\")\n"
" \"iOS\":\n"
" print(\"iOS\")\n"
" \"Web\":\n"
" print(\"Web\")\n"
"[/gdscript]\n"
"[csharp]\n"
"switch (OS.GetName())\n"
"{\n"
" case \"Windows\":\n"
" GD.Print(\"Windows\");\n"
" break;\n"
" case \"macOS\":\n"
" GD.Print(\"macOS\");\n"
" break;\n"
" case \"Linux\":\n"
" case \"FreeBSD\":\n"
" case \"NetBSD\":\n"
" case \"OpenBSD\":\n"
" case \"BSD\":\n"
" GD.Print(\"Linux/BSD\");\n"
" break;\n"
" case \"Android\":\n"
" GD.Print(\"Android\");\n"
" break;\n"
" case \"iOS\":\n"
" GD.Print(\"iOS\");\n"
" break;\n"
" case \"Web\":\n"
" GD.Print(\"Web\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the project's process ID.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"返回项目的进程 ID。\n"
"[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。"
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host machine. "
"On CPUs with HyperThreading enabled, this number will be greater than the "
"number of [i]physical[/i] CPU cores."
msgstr ""
"返回主机的[i]逻辑[/i] CPU 核心数。对于启用了超线程的 CPU这个数会比[i]物理[/"
"i] CPU 核心数大。"
msgid ""
"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
"iOS. On Android and Web, [method get_processor_name] returns an empty string."
msgstr ""
"返回主机 CPU 型号的名称(例如 \"Intel(R) Core(TM) i7-6700K CPU @ "
"4.00GHz\")。\n"
"[b]注意:[/b]该方法仅在 Windows、macOS、Linux 和 iOS 上实现。在 Android 和 "
"Web 上,[method get_processor_name] 返回空字符串。"
msgid ""
"Returns the list of command line arguments that will be used when the project "
"automatically restarts using [method set_restart_on_exit]. See also [method "
"is_restart_on_exit_set]."
msgstr ""
"返回当项目使用 [method set_restart_on_exit] 自动重新启动时,将使用的命令行参数"
"列表。另请参阅 [method is_restart_on_exit_set]。"
msgid "Returns the maximum amount of static memory used (only works in debug)."
msgstr "返回使用的静态内存的最大数量(仅在调试时有效)。"
msgid ""
"Returns the amount of static memory being used by the program in bytes (only "
"works in debug)."
msgstr "返回程序所使用的静态内存量,以字节为单位(仅在调试时有效)。"
msgid ""
"Returns the actual path to commonly used folders across different platforms. "
"Available locations are specified in [enum SystemDir].\n"
"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] Shared storage is implemented on Android and allows to "
"differentiate between app specific and shared directories. Shared directories "
"have additional restrictions on Android."
msgstr ""
"返回不同平台上常用文件夹的实际路径。可用的位置在 [enum SystemDir] 中指定。\n"
"[b]注意:[/b]这个方法在 Android、Linux、macOS 和 Windows 上实现。\n"
"[b]注意:[/b]共享存储在 Android 上实现,并允许区分应用程序特定目录和共享目录。"
"共享目录在 Android 上有额外的限制。"
msgid ""
"Returns path to the system font file with [param font_name] and style. "
"Returns empty string if no matching fonts found.\n"
"The following aliases can be used to request default fonts: \"sans-serif\", "
"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n"
"[b]Note:[/b] Returned font might have different style if the requested style "
"is not available.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"返回名称为 [param font_name] 并且其他风格也相符的系统字体文件路径。如果没有相"
"匹配的字体,则返回空字符串。\n"
"下列别名可用于请求默认字体无衬线“sans-serif”、有衬线“serif”、等"
"宽“monospace”、手写体“cursive”、花体“fantasy”。\n"
"[b]注意:[/b]如果没有请求的风格,则可能返回不同风格的字体。\n"
"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。"
msgid ""
"Returns an array of the system substitute font file paths, which are similar "
"to the font with [param font_name] and style for the specified text, locale "
"and script. Returns empty array if no matching fonts found.\n"
"The following aliases can be used to request default fonts: \"sans-serif\", "
"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n"
"[b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned "
"fonts will be suitable for rendering specified text. Fonts should be loaded "
"and checked in the order they are returned, and the first suitable one used.\n"
"[b]Note:[/b] Returned fonts might have different style if the requested style "
"is not available or belong to a different font family.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"返回系统替换字体文件路径的数组,这些字体与名称为 [param font_name] 并且其他风"
"格也相符的字体相近,可用于指定的文本、区域设置以及文字。如果没有相匹配的字体,"
"则返回空数组。\n"
"下列别名可用于请求默认字体无衬线“sans-serif”、有衬线“serif”、等"
"宽“monospace”、手写体“cursive”、花体“fantasy”。\n"
"[b]注意:[/b]根据操作系统的不同,无法保证任何返回的字体都适合渲染指定的文本。"
"应该按照返回的顺序加载并检查字体,选用第一个合适的字体。\n"
"[b]注意:[/b]如果没有请求的风格,或者属于不同的字体家族,则可能返回不同风格的"
"字体。\n"
"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。"
msgid ""
"Returns list of font family names available.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"返回可用的字体家族名称列表。\n"
"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS、Windows 上实现。"
msgid ""
"Returns the ID of the current thread. This can be used in logs to ease "
"debugging of multi-threaded applications.\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
"返回当前线程的 ID。这可用于日志以简化多线程应用程序的调试。\n"
"[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。"
msgid ""
"Returns a string that is unique to the device.\n"
"[b]Note:[/b] This string may change without notice if the user reinstalls/"
"upgrades their operating system or changes their hardware. This means it "
"should generally not be used to encrypt persistent data as the data saved "
"before an unexpected ID change would become inaccessible. The returned string "
"may also be falsified using external programs, so do not rely on the string "
"returned by [method get_unique_id] for security purposes.\n"
"[b]Note:[/b] Returns an empty string and prints an error on Web, as this "
"method cannot be implemented on this platform."
msgstr ""
"返回特定于该设备的一个字符串。\n"
"[b]注意:[/b]如果用户重新安装/升级他们的操作系统或更改他们的硬件,该字符串可能"
"会更改,恕不另行通知。这意味着它通常不应用于加密持久数据,因为在意外的 ID 更改"
"会使之前保存的数据将变得不可访问。返回的字符串也可能会被外部程序伪造,因此出于"
"安全目的,不要依赖 [method get_unique_id] 返回的字符串。\n"
"[b]注意:[/b]在 Web 上返回一个空字符串,因为该方法尚未在该平台上实现。"
msgid ""
"Returns the absolute directory path where user data is written ([code]user://"
"[/code]).\n"
"On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/"
"code], or [code]%AppData%\\[custom_name][/code] if [code]use_custom_user_dir[/"
"code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%"
"\\AppData\\Roaming[/code].\n"
"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/"
"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/"
"code] if [code]use_custom_user_dir[/code] is set.\n"
"On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/"
"[project_name][/code], or [code]~/.local/share/[custom_name][/code] if "
"[code]use_custom_user_dir[/code] is set.\n"
"On Android and iOS, this is a sandboxed directory in either internal or "
"external storage, depending on the user's configuration.\n"
"On the web, this is a virtual directory managed by the browser.\n"
"If the project name is empty, [code][project_name][/code] falls back to [code]"
"[unnamed project][/code].\n"
"Not to be confused with [method get_data_dir], which returns the [i]global[/"
"i] (non-project-specific) user home directory."
msgstr ""
"返回用于写入用户数据的绝对目录路径([code]user://[/code])。\n"
"在 Windows 上,这是 [code]%AppData%\\Godot\\app_userdata\\[project_name][/"
"code];如果已设置 [code]use_custom_user_dir[/code],则为 [code]%AppData%"
"\\[custom_name][/code]。[code]%AppData%[/code] 扩展为 [code]%UserProfile%"
"\\AppData\\Roaming[/code]。\n"
"在 macOS 上,这是 [code]~/Library/Application Support/Godot/app_userdata/"
"[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 "
"[code]~/Library/Application Support/[custom_name][/code] 。\n"
"在 Linux 和 BSD 上,这是 [code]~/.local/share/godot/app_userdata/"
"[project_name][/code];如果已设置 [code]use_custom_user_dir[/code],则为 "
"[code]~/.local/share/[custom_name][/code]。\n"
"在 Android 和 iOS 上,这是内部存储或外部存储中的沙盒目录,具体取决于用户的配"
"置。\n"
"在 Web 上,这是由浏览器管理的虚拟目录。\n"
"如果项目名称为空,则 [code][project_name][/code] 将回退为 [code][unnamed "
"project][/code]。\n"
"请勿与 [method get_data_dir] 混淆,后者返回的是[i]全局[/i](非项目特定的)用户"
"主目录。"
msgid ""
"Returns the exact production and build version of the operating system. This "
"is different from the branded version used in marketing. This helps to "
"distinguish between different releases of operating systems, including minor "
"versions, and insider and custom builds.\n"
"For Windows, the major and minor version are returned, as well as the build "
"number. For example, the returned string can look like [code]10.0.9926[/code] "
"for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a "
"build of Windows 7 SP1.\n"
"For rolling distributions, such as Arch Linux, an empty string is returned.\n"
"For macOS and iOS, the major and minor version are returned, as well as the "
"patch number.\n"
"For Android, the SDK version and the incremental build number are returned. "
"If it's a custom ROM, it attempts to return its version instead.\n"
"[b]Note:[/b] This method is not supported on the web platform. It returns an "
"empty string."
msgstr ""
"返回操作系统的确切生产和构建版本。这与营销中使用的品牌版本不同。这有助于区分操"
"作系统的不同版本,包括次要版本、内部版本和自定义版本。\n"
"对于 Windows返回主要和次要版本以及构建号。例如对于 Windows 10 版本,返回"
"的字符串可能看起来像 [code]10.0.9926[/code],对于 Windows 7 SP1 版本,它可能看"
"起来像 [code]6.1.7601[/code]。\n"
"对于滚动发行版,例如 Arch Linux会返回一个空字符串。\n"
"对于 macOS 和 iOS会返回主要和次要版本以及补丁号。\n"
"对于 Android会返回 SDK 版本和增量构建号。如果是自定义的 ROM将会尝试返回其"
"版本。\n"
"[b]注意:[/b]该方法在 web 平台上不被支持。它将返回一个空字符串。"
msgid ""
"Returns the video adapter driver name and version for the user's currently "
"active graphics card. See also [method RenderingServer."
"get_video_adapter_api_version].\n"
"The first element holds the driver name, such as [code]nvidia[/code], "
"[code]amdgpu[/code], etc.\n"
"The second element holds the driver version. For e.g. the [code]nvidia[/code] "
"driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/"
"code]. For Windows, the driver's format is [code]31.0.15.1659[/code].\n"
"[b]Note:[/b] This method is only supported on the platforms Linux/BSD and "
"Windows when not running in headless mode. It returns an empty array on other "
"platforms."
msgstr ""
"返回用户当前激活的显卡的视频适配器驱动程序名称和版本。另见 [method "
"RenderingServer.get_video_adapter_api_version]。\n"
"第一个元素保存驱动程序的名称,如 [code]nvidia[/code]、[code]amdgpu[/code] "
"等。\n"
"第二个元素保存驱动程序的版本。例如 Linux/BSD 平台上的 [code]nvidia[/code] 驱动"
"程序,其版本格式为 [code]510.85.02[/code]。对于 Windows其驱动程序的格式是 "
"[code]31.0.15.1659[/code]。\n"
"[b]注意:[/b]该方法仅在 Linux/BSD 和 Windows 平台上不以无头模式运行时才受支"
"持。在其他平台上返回一个空数组。"
msgid ""
"Returns [code]true[/code] if the environment variable with the name [param "
"variable] exists.\n"
"[b]Note:[/b] Double-check the casing of [param variable]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
"如果名称为 [param variable] 的环境变量存在,则返回 [code]true[/code]。\n"
"[b]注意:[/b]请仔细检查 [param variable] 的大小写。环境变量名称在除 Windows 之"
"外的所有平台上都区分大小写。"
msgid ""
"Returns [code]true[/code] if the feature for the given feature tag is "
"supported in the currently running instance, depending on the platform, "
"build, etc. Can be used to check whether you're currently running a debug "
"build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/"
"tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more "
"details.\n"
"[b]Note:[/b] Tag names are case-sensitive.\n"
"[b]Note:[/b] On the web platform, one of the following additional tags is "
"defined to indicate host platform: [code]web_android[/code], [code]web_ios[/"
"code], [code]web_linuxbsd[/code], [code]web_macos[/code], or "
"[code]web_windows[/code].\n"
"[b]Note:[/b] On the iOS simulator, the additional [code]simulator[/code] tag "
"is defined."
msgstr ""
"如果当前运行的实例支持给定功能标签的功能,则返回 [code]true[/code],具体取决于"
"平台、构建等。可用于检查当前是否正在运行调试构建,是否在某个平台或架构上,等"
"等。详情见[url=$DOCS_URL/tutorials/export/feature_tags.html]《功能标签》[/url]"
"文档。\n"
"[b]注意:[/b]标签名称区分大小写。\n"
"[b]注意:[/b]在 Web 平台上,会定义 [code]web_android[/code]、[code]web_ios[/"
"code]、[code]web_linuxbsd[/code]、[code]web_macos[/code]、[code]web_windows[/"
"code] 的其中之一,表示宿主平台。\n"
"[b]注意:[/b]在 iOS 模拟器中,还会定义 [code]simulator[/code] 标签。"
msgid ""
"Returns [code]true[/code] if the Godot binary used to run the project is a "
"[i]debug[/i] export template, or when running in the editor.\n"
"Returns [code]false[/code] if the Godot binary used to run the project is a "
"[i]release[/i] export template.\n"
"To check whether the Godot binary used to run the project is an export "
"template (debug or release), use [code]OS.has_feature(\"template\")[/code] "
"instead."
msgstr ""
"如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行"
"时,则返回 [code]true[/code]。\n"
"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 [code]false[/"
"code]。\n"
"要检查用于运行项目的 Godot 二进制文件是否是导出模板(调试或发布),请改用 "
"[code]OS.has_feature(\"template\")[/code]。"
msgid ""
"Returns [code]true[/code] if the input keycode corresponds to a Unicode "
"character."
msgstr "如果输入键码对应一个 Unicode 字符,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the child process ID ([param pid]) is still "
"running or [code]false[/code] if it has terminated.\n"
"Must be a valid ID generated from [method create_process].\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"如果该子进程 ID[param pid])仍在运行,则返回 [code]true[/code];如果它已终"
"止,则返回 [code]false[/code]。\n"
"必须是从 [method create_process] 生成的有效 ID。\n"
"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。"
msgid ""
"Returns [code]true[/code] if the project will automatically restart when it "
"exits for any reason, [code]false[/code] otherwise. See also [method "
"set_restart_on_exit] and [method get_restart_on_exit_arguments]."
msgstr ""
"如果项目因任何原因退出时将自动重新启动,则返回 [code]true[/code],否则返回 "
"[code]false[/code]。另请参阅 [method set_restart_on_exit] 和 [method "
"get_restart_on_exit_arguments]。"
msgid ""
"Returns [code]true[/code] if application is running in the sandbox.\n"
"[b]Note:[/b] This method is implemented on macOS and Linux."
msgstr ""
"如果应用程序在沙箱中运行,则返回 [code]true[/code]。\n"
"[b]注意:[/b]该方法在 macOS 和 Linux 上实现。"
msgid ""
"Returns [code]true[/code] if the engine was executed with the [code]--"
"verbose[/code] or [code]-v[/code] command line argument, or if [member "
"ProjectSettings.debug/settings/stdout/verbose_stdout] is [code]true[/code]. "
"See also [method @GlobalScope.print_verbose]."
msgstr ""
"如果引擎是使用 [code]--verbose[/code] 或 [code]-v[/code] 命令行参数执行的,或"
"者如果 [member ProjectSettings.debug/settings/stdout/verbose_stdout] 为 "
"[code]true[/code],则返回 [code]true[/code]。另请参阅 [method @GlobalScope."
"print_verbose]。"
msgid ""
"If [code]true[/code], the [code]user://[/code] file system is persistent, so "
"that its state is the same after a player quits and starts the game again. "
"Relevant to the Web platform, where this persistence may be unavailable."
msgstr ""
"如果为 [code]true[/code],则 [code]user://[/code] 文件系统是持久的,所以在玩家"
"退出并再次开始游戏后,它的状态是相同的。与 Web 平台相关时,该持久性可能不可"
"用。"
msgid ""
"Kill (terminate) the process identified by the given process ID ([param "
"pid]), e.g. the one returned by [method execute] in non-blocking mode. See "
"also [method crash].\n"
"[b]Note:[/b] This method can also be used to kill processes that were not "
"spawned by the game.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"杀死(终止)由给定进程 ID[param pid])标识的进程,例如由 [method execute] 在"
"非阻塞模式下返回的那个进程 ID。另请参阅 [method crash]。\n"
"[b]注意:[/b]该方法也可用于杀死不是由游戏产生的进程。\n"
"[b]注意:[/b]该方法在 Android、iOS、Linux、macOS 和 Windows 上实现。"
msgid ""
"Moves the file or directory to the system's recycle bin. See also [method "
"DirAccess.remove].\n"
"The method takes only global paths, so you may need to use [method "
"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
"code] as it will not work in exported projects.\n"
"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
"file will be permanently deleted instead.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var file_to_remove = \"user://slot1.save\"\n"
"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
"[/gdscript]\n"
"[csharp]\n"
"var fileToRemove = \"user://slot1.save\";\n"
"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将文件或目录移动到系统的回收站。另见 [method DirAccess.remove]。\n"
"该方法仅支持全局路径,所以可能需要使用 [method ProjectSettings."
"globalize_path]。请勿将其用于 [code]res://[/code] 中的文件,因为它在导出后的项"
"目中是无法正常工作的。\n"
"[b]注意:[/b]如果用户在系统上禁用了回收站,则该文件将被永久删除。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var file_to_remove = \"user://slot1.save\"\n"
"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
"[/gdscript]\n"
"[csharp]\n"
"var fileToRemove = \"user://slot1.save\";\n"
"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Initializes the singleton for the system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"初始化系统 MIDI 驱动的单例。\n"
"[b]注意:[/b]该方法在 Linux、macOS、Windows 上实现。"
msgid ""
"Reads a user input string from the standard input (usually the terminal). "
"This operation is [i]blocking[/i], which causes the window to freeze if "
"[method read_string_from_stdin] is called on the main thread. The thread "
"calling [method read_string_from_stdin] will block until the program receives "
"a line break in standard input (usually by the user pressing [kbd]Enter[/"
"kbd]).\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"从标准输入(通常是终端)读取一个用户输入字符串。这个操作是[i]阻塞的[/i] ,如果"
"在主线程上调用 [method read_string_from_stdin],就会导致窗口冻结。调用 "
"[method read_string_from_stdin] 的线程将被阻塞,直到程序在标准输入中接收到一个"
"断行(通常由用户按下 [kbd]Enter[/kbd])。\n"
"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。"
msgid ""
"At the moment this function is only used by [code]AudioDriverOpenSL[/code] to "
"request permission for [code]RECORD_AUDIO[/code] on Android."
msgstr ""
"目前,这个函数只被 [code]AudioDriverOpenSL[/code] 用来请求 Android 上 "
"[code]RECORD_AUDIO[/code] 的权限。"
msgid ""
"With this function, you can request dangerous permissions since normal "
"permissions are automatically granted at install time in Android "
"applications.\n"
"[b]Note:[/b] This method is implemented only on Android."
msgstr ""
"你可以通过这个函数申请危险的权限,因为在 Android 应用程序中,正常的权限会在安"
"装时自动授予。\n"
"[b]注意:[/b]该方法仅在 Android 上实现。"
msgid ""
"On macOS (sandboxed applications only), this function clears list of user "
"selected folders accessible to the application."
msgstr ""
"在 macOS仅限沙盒应用程序该功能会清除应用程序可访问的用户选择的文件夹列"
"表。"
msgid ""
"Sets the value of the environment variable [param variable] to [param value]. "
"The environment variable will be set for the Godot process and any process "
"executed with [method execute] after running [method set_environment]. The "
"environment variable will [i]not[/i] persist to processes run after the Godot "
"process was terminated.\n"
"[b]Note:[/b] Environment variable names are case-sensitive on all platforms "
"except Windows. The [param variable] name cannot be empty or include the "
"[code]=[/code] character. On Windows, there is a 32767 characters limit for "
"the combined length of [param variable], [param value], and the [code]=[/"
"code] and null terminator characters that will be registered in the "
"environment block."
msgstr ""
"将环境变量 [param variable] 的值设置为 [param value]。运行 [method "
"set_environment] 后,会为 Godot 进程和任何用 [method execute] 执行的进程设置该"
"环境变量。该环境变量[i]不会[/i]持续存在于 Godot 进程终止后运行的进程中。\n"
"[b]注意:[/b]环境变量的名称在除 Windows 外的所有平台上都是区分大小写的。名称 "
"[param variable] 不能为空,也不能包含 [code]=[/code] 字符。在 Windows 上,在环"
"境块中注册的 [param variable]、[param value]、[code]=[/code] 以及 null 终止符"
"的总长度有 32767 个字符的限制。"
msgid ""
"If [param restart] is [code]true[/code], restarts the project automatically "
"when it is exited with [method SceneTree.quit] or [constant Node."
"NOTIFICATION_WM_CLOSE_REQUEST]. Command line [param arguments] can be "
"supplied. To restart the project with the same command line arguments as "
"originally used to run the project, pass [method get_cmdline_args] as the "
"value for [param arguments].\n"
"[method set_restart_on_exit] can be used to apply setting changes that "
"require a restart. See also [method is_restart_on_exit_set] and [method "
"get_restart_on_exit_arguments].\n"
"[b]Note:[/b] This method is only effective on desktop platforms, and only "
"when the project isn't started from the editor. It will have no effect on "
"mobile and Web platforms, or when the project is started from the editor.\n"
"[b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user "
"(by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), "
"the project won't restart automatically."
msgstr ""
"如果 [param restart] 为 [code]true[/code],则项目在使用 [method SceneTree."
"quit] 或 [constant Node.NOTIFICATION_WM_CLOSE_REQUEST] 退出时,会自动重新启"
"动。可以提供命令行 [param arguments]。要使用最初用于运行项目的命令行参数重新启"
"动项目,请将 [method get_cmdline_args] 作为 [param arguments] 的值传递。\n"
"[method set_restart_on_exit] 可用于应用需要重新启动的设置更改。另见 [method "
"is_restart_on_exit_set] 和 [method get_restart_on_exit_arguments]。\n"
"[b]注意:[/b]该方法只在桌面平台上有效,并且只在项目不是从编辑器启动时有效。不"
"会影响移动和 Web 平台,或者当项目从编辑器启动时。\n"
"[b]注意:[/b]如果项目进程崩溃或被用户[i]杀死[/i](通过发送 [code]SIGKILL[/"
"code] 而不是通常的 [code]SIGTERM[/code]),项目不会自动重新启动。"
msgid "Sets the name of the current thread."
msgstr "设置当前线程的名称。"
msgid "Enables backup saves if [param enabled] is [code]true[/code]."
msgstr "如果 [param enabled] 为 [code]true[/code],则启用备份保存。"
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows "
"opens the file explorer at the user's Downloads folder.\n"
"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default "
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] Use [method String.uri_encode] to encode characters within URLs "
"in a URL-safe, portable way. This is especially required for line breaks. "
"Otherwise, [method shell_open] may not work correctly in a project exported "
"to the Web platform.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS "
"and Windows."
msgstr ""
"请求操作系统使用最合适的程序打开资源。例如:\n"
"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上会"
"用资源管理器打开用户的 Downloads 文件夹。\n"
"- [code]OS.shell_open(\"https://godotengine.org\")[/code] 会使用默认网页浏览器"
"打开 Godot 官方网站。\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 会打开默认电子邮"
"件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其他支持自定"
"义的字段见 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - "
"[code]mailto[/code] URL 方案[/url]。\n"
"可以使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 "
"[code]user://[/code] 路径转换为本方法所使用的系统路径。\n"
"[b]注意:[/b]请使用 [method String.uri_encode] 对 URL 中的字符进行编码,得到"
"的 URL 才能安全使用、可移植。尤其是在包含换行的情况下。否则项目导出至 Web 平台"
"后 [method shell_open] 可能无法正常工作。\n"
"[b]注意:[/b]这个方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实"
"现。"
msgid ""
"Requests the OS to open the file manager, then navigate to the given [param "
"file_or_dir_path] and select the target file or folder.\n"
"If [param file_or_dir_path] is a valid directory path, and [param "
"open_folder] is [code]true[/code], the method will open the file manager and "
"enter the target folder without selecting anything.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] Currently this method is only implemented on Windows and macOS. "
"On other platforms, it will fallback to [method shell_open] with a directory "
"path of [param file_or_dir_path] with prefix [code]file://[/code]."
msgstr ""
"请求操作系统打开文件管理器,然后导航至给定的文件或目录路径 [param "
"file_or_dir_path] 并选中目标文件或文件夹。\n"
"如果 [param file_or_dir_path] 为有效的目录路径,并且 [param open_folder] 为 "
"[code]true[/code],则该方法会打开文件管理器并进入目标文件夹,不会选中任何东"
"西。\n"
"请使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 "
"[code]user://[/code] 路径转换为能够用于这个方法的文件系统路径。\n"
"[b]注意:[/b]目前该方法仅在 Windows 和 macOS 上实现。在其他平台上会回退至使用"
"前缀 [code]file://[/code] 的 [param file_or_dir_path] 目录路径调用 [method "
"shell_open]。"
msgid ""
"Removes the environment [param variable] from the current environment, if it "
"exists. The environment variable will be removed for the Godot process and "
"any process executed with [method execute] after running [method "
"unset_environment]. The removal of the environment variable will [i]not[/i] "
"persist to processes run after the Godot process was terminated.\n"
"[b]Note:[/b] Environment variable names are case-sensitive on all platforms "
"except Windows. The [param variable] name cannot be empty or include the "
"[code]=[/code] character."
msgstr ""
"从当前环境中移除环境变量 [param variable](如果存在)。在运行 [method "
"unset_environment] 后,将为 Godot 进程和使用 [method execute] 执行的任何进程移"
"除环境变量。环境变量的移除并[i]不会[/i]持续到 Godot 进程终止后运行的进程。\n"
"[b]注意:[/b]环境变量名称在除 Windows 以外的所有平台上都区分大小写。[param "
"variable] 名称不能为空或包含 [code]=[/code] 字符。"
msgid ""
"If [code]true[/code], the engine filters the time delta measured between each "
"frame, and attempts to compensate for random variation. This will only "
"operate on systems where V-Sync is active."
msgstr ""
"如果为 [code]true[/code],则引擎会在每帧之间过滤测量得到的时间增量,并尝试补偿"
"随机变化。仅在启用垂直同步的系统上有效。"
msgid ""
"If [code]true[/code], the engine optimizes for low processor usage by only "
"refreshing the screen if needed. Can improve battery consumption on mobile."
msgstr ""
"如果为 [code]true[/code],则引擎会通过只在需要时刷新屏幕来优化处理器的使用。可"
"以改善移动设备上的电池消耗。"
msgid ""
"The amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr ""
"启用低处理器使用模式时,帧之间的休眠量(单位为微秒)。较高的值将导致较低的 "
"CPU 使用率。"
msgid ""
"The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically "
"uses features from Vulkan 1.1 and 1.2 if available."
msgstr ""
"Vulkan 渲染驱动。需要支持 Vulkan 1.0,而 Vulkan 1.1 和 1.2 的功能则会在支持时"
"自动使用。"
msgid ""
"The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop "
"platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web."
msgstr ""
"OpenGL 3 渲染驱动。在桌面平台上使用 OpenGL 3.3 核心配置,在移动设备上使用 "
"OpenGL ES 3.0,在 Web 上使用 WebGL 2.0。"
msgid "Desktop directory path."
msgstr "桌面目录路径。"
msgid "DCIM (Digital Camera Images) directory path."
msgstr "DCIM数码相机图像目录路径。"
msgid "Documents directory path."
msgstr "文档目录路径。"
msgid "Downloads directory path."
msgstr "下载目录路径。"
msgid "Movies directory path."
msgstr "影片目录路径。"
msgid "Music directory path."
msgstr "音乐目录路径。"
msgid "Pictures directory path."
msgstr "图片目录路径。"
msgid "Ringtones directory path."
msgstr "铃声目录路径。"
msgid "A packed array of bytes."
msgstr "字节紧缩数组。"
msgid ""
"An array specifically designed to hold bytes. Packs data tightly, so it saves "
"memory for large array sizes.\n"
"[PackedByteArray] also provides methods to encode/decode various types to/"
"from bytes. The way values are encoded is an implementation detail and "
"shouldn't be relied upon when interacting with external apps."
msgstr ""
"专门设计用于存放字节的数组。数据是紧密存放的,因此能够在数组较大时节省内存。\n"
"[PackedByteArray] 还提供了在许多类型和字节之间进行编码/解码的方法。这些值的编"
"码方式属于实现细节,与外部应用程序交互时不应依赖这种编码。"
msgid "Constructs an empty [PackedByteArray]."
msgstr "构造空的 [PackedByteArray]。"
msgid "Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]."
msgstr "构造给定 [PackedByteArray] 的副本。"
msgid ""
"Constructs a new [PackedByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedByteArray]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedByteArray] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedByteArray]。"
msgid ""
"Returns a new [PackedByteArray] with the data compressed. Set the compression "
"mode using one of [enum FileAccess.CompressionMode]'s constants."
msgstr ""
"返回新的 [PackedByteArray],其中的数据已压缩。请将压缩模式设置为 [enum "
"FileAccess.CompressionMode] 常量。"
msgid ""
"Decodes a 64-bit floating point number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 64 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数"
"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 32-bit floating point number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 32 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数"
"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 16-bit floating point number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
"code] if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 16 位浮点数,起始位置字节偏移量为 [param byte_offset]。字节数"
"不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 8-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 8 位有符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 16-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 16 位有符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 32-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 32 位有符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 64-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 64 位有符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 8-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 8 位无符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 16-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 16 位无符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 32-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 32 位无符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a 64-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"将字节序列解码为 64 位无符号整数,起始位置字节偏移量为 [param byte_offset]。字"
"节数不足时会失败。如果无法解码有效的数字,则返回 [code]0.0[/code]。"
msgid ""
"Decodes a [Variant] from the bytes starting at [param byte_offset]. Returns "
"[code]null[/code] if a valid variant can't be decoded or the value is "
"[Object]-derived and [param allow_objects] is [code]false[/code]."
msgstr ""
"将字节序列解码为 [Variant],起始位置字节偏移量为 [param byte_offset]。如果无法"
"解码有效的变体,或者其值派生自 [Object] 而 [param allow_objects] 为 "
"[code]false[/code],则返回 [code]null[/code]。"
msgid ""
"Decodes a size of a [Variant] from the bytes starting at [param byte_offset]. "
"Requires at least 4 bytes of data starting at the offset, otherwise fails."
msgstr ""
"将字节序列解码为 [Variant] 的大小,起始位置字节偏移量为 [param byte_offset]。"
"要求起始位置后至少有 4 个字节的数据,否则返回 [code]null[/code]。"
msgid ""
"Returns a new [PackedByteArray] with the data decompressed. Set [param "
"buffer_size] to the size of the uncompressed data. Set the compression mode "
"using one of [enum FileAccess.CompressionMode]'s constants."
msgstr ""
"返回新的 [PackedByteArray],其中的数据已解压。请将 [param buffer_size] 设置为"
"数据解压后的大小。请将压缩模式设置为 [enum FileAccess.CompressionMode] 常量。"
msgid ""
"Returns a new [PackedByteArray] with the data decompressed. Set the "
"compression mode using one of [enum FileAccess.CompressionMode]'s constants. "
"[b]This method only accepts brotli, gzip, and deflate compression modes.[/b]\n"
"This method is potentially slower than [method decompress], as it may have to "
"re-allocate its output buffer multiple times while decompressing, whereas "
"[method decompress] knows it's output buffer size from the beginning.\n"
"GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
"for a small compressed payload to decompress to a potentially very large "
"output. To guard against this, you may provide a maximum size this function "
"is allowed to allocate in bytes via [param max_output_size]. Passing -1 will "
"allow for unbounded output. If any positive value is passed, and the "
"decompression exceeds that amount in bytes, then an error will be returned."
msgstr ""
"返回新的 [PackedByteArray],其中的数据已解压。请将压缩模式设置为 [enum "
"FileAccess.CompressionMode] 常量。[b]这个方法只接受 brotli、gzip 和 deflate 压"
"缩模式。[/b]\n"
"这个方法可能比 [method decompress] 慢,因为在解压时可能需要多次重新分配输出缓"
"冲区,而 [method decompress] 则在一开始就知道输出缓冲区的大小。\n"
"GZIP 的最大压缩率为 1032:1这意味着较小的压缩后负载很有可能解压出非常巨大的输"
"出。为了防止这种情况,你可以通过 [param max_output_size] 提供允许这个函数分配"
"的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会返回错误。"
msgid "Creates a copy of the array, and returns it."
msgstr "创建该数组的副本,并将该副本返回。"
msgid ""
"Encodes a 64-bit floating point number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 8 bytes of allocated space, "
"starting at the offset."
msgstr ""
"将 64 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移"
"量位置开始,该数组必须还分配有至少 8 个字节的空间。"
msgid ""
"Encodes a 32-bit floating point number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 4 bytes of space, starting "
"at the offset."
msgstr ""
"将 32 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移"
"量位置开始,该数组必须还分配有至少 4 个字节的空间。"
msgid ""
"Encodes a 16-bit floating point number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 2 bytes of space, starting "
"at the offset."
msgstr ""
"将 16 位浮点数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从偏移"
"量位置开始,该数组必须还分配有至少 2 个字节的空间。"
msgid ""
"Encodes a 8-bit signed integer number (signed byte) at the index of [param "
"byte_offset] bytes. The array must have at least 1 byte of space, starting at "
"the offset."
msgstr ""
"将 8 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 1 个字节的空间。"
msgid ""
"Encodes a 16-bit signed integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 2 bytes of space, starting "
"at the offset."
msgstr ""
"将 16 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 2 个字节的空间。"
msgid ""
"Encodes a 32-bit signed integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 4 bytes of space, starting "
"at the offset."
msgstr ""
"将 32 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 4 个字节的空间。"
msgid ""
"Encodes a 64-bit signed integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 8 bytes of space, starting "
"at the offset."
msgstr ""
"将 64 位有符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 8 个字节的空间。"
msgid ""
"Encodes a 8-bit unsigned integer number (byte) at the index of [param "
"byte_offset] bytes. The array must have at least 1 byte of space, starting at "
"the offset."
msgstr ""
"将 8 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 1 个字节的空间。"
msgid ""
"Encodes a 16-bit unsigned integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 2 bytes of space, starting "
"at the offset."
msgstr ""
"将 16 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 2 个字节的空间。"
msgid ""
"Encodes a 32-bit unsigned integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 4 bytes of space, starting "
"at the offset."
msgstr ""
"将 32 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 4 个字节的空间。"
msgid ""
"Encodes a 64-bit unsigned integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 8 bytes of space, starting "
"at the offset."
msgstr ""
"将 64 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。从"
"偏移量位置开始,该数组必须还分配有至少 8 个字节的空间。"
msgid ""
"Encodes a [Variant] at the index of [param byte_offset] bytes. A sufficient "
"space must be allocated, depending on the encoded variant's size. If [param "
"allow_objects] is [code]false[/code], [Object]-derived values are not "
"permitted and will instead be serialized as ID-only."
msgstr ""
"将 [Variant] 编码为字节序列,起始位置字节偏移量为 [param byte_offset]。必须分"
"配有足够的空间,空间大小取决于编码后变体的大小。如果 [param allow_objects] 为 "
"[code]false[/code],则不允许派生自 [Object] 的值,只会将其 ID 进行序列化。"
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
"initialized elements."
msgstr ""
"将数组中的所有元素都设为给定的值。通常与 [method resize] 一起使用,创建给定大"
"小的数组并初始化元素。"
msgid ""
"Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to [method "
"get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike the UTF-8 "
"function this function maps every byte to a character in the array. Multibyte "
"sequences will not be interpreted correctly. For parsing user input always "
"use [method get_string_from_utf8]. This is the inverse of [method String."
"to_ascii_buffer]."
msgstr ""
"将 ASCII/Latin-1 编码的数组转换为 [String]。如果内容仅为 ASCII/Latin-1则是"
"比 [method get_string_from_utf8] 更快的选择。与 UTF-8 函数不同,这个函数会将数"
"组中的每个字节都映射到一个字符。多字节序列无法正确解析。要解析用户的输入内容,"
"请始终使用 [method get_string_from_utf8]。这是 [method String."
"to_ascii_buffer] 的逆运算。"
msgid ""
"Converts UTF-8 encoded array to [String]. Slower than [method "
"get_string_from_ascii] but supports UTF-8 encoded data. Use this function if "
"you are unsure about the source of the data. For user input this function "
"should always be preferred. Returns empty string if source array is not valid "
"UTF-8 string. This is the inverse of [method String.to_utf8_buffer]."
msgstr ""
"将 UTF-8 编码的数组转换为 [String]。比 [method get_string_from_ascii] 慢,但支"
"持 UTF-8 编码的数据。不确定数据来源时请使用此函数。对于用户的输入内容,应始终"
"首选此函数。如果源数组不是有效的 UTF-8 字符串,则返回空字符串。这是 [method "
"String.to_utf8_buffer] 的逆运算。"
msgid ""
"Converts UTF-16 encoded array to [String]. If the BOM is missing, system "
"endianness is assumed. Returns empty string if source array is not valid "
"UTF-16 string. This is the inverse of [method String.to_utf16_buffer]."
msgstr ""
"将 UTF-16 编码的数组转换为 [String]。如果缺少 BOM则假定为系统字节序。如果源"
"数组不是有效的 UTF-16 字符串,则返回空字符串。这是 [method String."
"to_utf16_buffer] 的逆运算。"
msgid ""
"Converts UTF-32 encoded array to [String]. System endianness is assumed. "
"Returns empty string if source array is not valid UTF-32 string. This is the "
"inverse of [method String.to_utf32_buffer]."
msgstr ""
"将 UTF-32 编码的数组转换为 [String]。假定为系统字节序。如果源数组不是有效的 "
"UTF-32 字符串,则返回空字符串。这是 [method String.to_utf32_buffer] 的逆运算。"
msgid ""
"Converts wide character ([code]wchar_t[/code], UTF-16 on Windows, UTF-32 on "
"other platforms) encoded array to [String]. Returns empty string if source "
"array is not valid wide string. This is the inverse of [method String."
"to_wchar_buffer]."
msgstr ""
"将宽字符([code]wchar_t[/code],在 Windows 上为 UTF-16在其他平台上为 "
"UTF-32编码的数组转换为 [String]。如果源数组不是有效的宽字符串,则返回空字符"
"串。这是 [method String.to_wchar_buffer] 的逆运算。"
msgid "Returns [code]true[/code] if the array contains [param value]."
msgstr "如果该数组包含 [param value],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if a valid [Variant] value can be decoded at the "
"[param byte_offset]. Returns [code]false[/code] otherwise or when the value "
"is [Object]-derived and [param allow_objects] is [code]false[/code]."
msgstr ""
"如果可以从字节偏移量 [param byte_offset] 处解码出有效的 [Variant],则返回 "
"[code]true[/code]。其他情况,或者当该值派生自 [Object] 而 [param "
"allow_objects] 为 [code]false[/code] 时,则返回 [code]false[/code]。"
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = PackedByteArray([11, 46, 255])\n"
"print(array.hex_encode()) # Prints: 0b2eff\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new byte[] {11, 46, 255};\n"
"GD.Print(array.HexEncode()); // Prints: 0b2eff\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回该数组的十六进制表示,类型为 [String]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = PackedByteArray([11, 46, 255])\n"
"print(array.hex_encode()) # 输出0b2eff\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new byte[] {11, 46, 255};\n"
"GD.Print(array.HexEncode()); // 输出0b2eff\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Inserts a new element at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
"在数组中给定的位置插入一个新元素。这个位置必须是有效的,或者是在数组的末端"
"[code]idx == size()[/code])。"
msgid "Appends an element at the end of the array."
msgstr "在数组的末尾追加一个元素。"
msgid "Removes an element from the array by index."
msgstr "从数组中删除位于索引的元素。"
msgid ""
"Sets the size of the array. If the array is grown, reserves elements at the "
"end of the array. If the array is shrunk, truncates the array to the new size."
msgstr ""
"设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数组"
"截断到新的大小。"
msgid "Changes the byte at the given index."
msgstr "改变给定索引处的字节。"
msgid ""
"Returns the slice of the [PackedByteArray], from [param begin] (inclusive) to "
"[param end] (exclusive), as a new [PackedByteArray].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回该 [PackedByteArray] 的切片,是从 [param begin](含)到 [param end](不"
"含)的全新 [PackedByteArray]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。"
msgid "Sorts the elements of the array in ascending order."
msgstr "将该数组中的元素按升序排列。"
msgid ""
"Returns a copy of the data converted to a [PackedFloat32Array], where each "
"block of 4 bytes has been converted to a 32-bit float (C++ [code skip-"
"lint]float[/code]).\n"
"The size of the input array must be a multiple of 4 (size of 32-bit float). "
"The size of the new array will be [code]byte_array.size() / 4[/code].\n"
"If the original data can't be converted to 32-bit floats, the resulting data "
"is undefined."
msgstr ""
"返回将数据转换为 [PackedFloat32Array] 的副本,每 4 个字节块转换为一个 32 位浮"
"点数C++ 的 [code skip-lint]float[/code])。\n"
"输入数组的大小必须为 4 的倍数32 位浮点数的大小)。新数组的大小为 "
"[code]byte_array.size() / 4[/code]。\n"
"如果原始数据无法转换为 32 位浮点数,则最终的数据未定义。"
msgid ""
"Returns a copy of the data converted to a [PackedFloat64Array], where each "
"block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/"
"code], Godot [float]).\n"
"The size of the input array must be a multiple of 8 (size of 64-bit double). "
"The size of the new array will be [code]byte_array.size() / 8[/code].\n"
"If the original data can't be converted to 64-bit floats, the resulting data "
"is undefined."
msgstr ""
"返回将数据转换为 [PackedFloat64Array] 的副本,每 8 个字节块转换为一个 64 位浮"
"点数C++ 的 [code]double[/code])。\n"
"输入数组的大小必须为 8 的倍数64 位浮点数的大小)。新数组的大小为 "
"[code]byte_array.size() / 8[/code]。\n"
"如果原始数据无法转换为 64 位浮点数,则最终的数据未定义。"
msgid ""
"Returns a copy of the data converted to a [PackedInt32Array], where each "
"block of 4 bytes has been converted to a signed 32-bit integer (C++ "
"[code]int32_t[/code]).\n"
"The size of the input array must be a multiple of 4 (size of 32-bit integer). "
"The size of the new array will be [code]byte_array.size() / 4[/code].\n"
"If the original data can't be converted to signed 32-bit integers, the "
"resulting data is undefined."
msgstr ""
"返回将数据转换为 [PackedInt32Array] 的副本,每 4 个字节块转换为一个 32 位有符"
"号整数C++ 的 [code]int32_t[/code])。\n"
"输入数组的大小必须为 4 的倍数32 位整数的大小)。新数组的大小为 "
"[code]byte_array.size() / 4[/code]。\n"
"如果原始数据无法转换为 32 位有符号整数,则最终的数据未定义。"
msgid ""
"Returns a copy of the data converted to a [PackedInt64Array], where each "
"block of 8 bytes has been converted to a signed 64-bit integer (C++ "
"[code]int64_t[/code], Godot [int]).\n"
"The size of the input array must be a multiple of 8 (size of 64-bit integer). "
"The size of the new array will be [code]byte_array.size() / 8[/code].\n"
"If the original data can't be converted to signed 64-bit integers, the "
"resulting data is undefined."
msgstr ""
"返回将数据转换为 [PackedInt64Array] 的副本,每 8 个字节块转换为一个 64 位有符"
"号整数C++ 的 [code]int64_t[/code])。\n"
"输入数组的大小必须为 8 的倍数64 位整数的大小)。新数组的大小为 "
"[code]byte_array.size() / 8[/code]。\n"
"如果原始数据无法转换为 64 位有符号整数,则最终的数据未定义。"
msgid "Returns [code]true[/code] if contents of the arrays differ."
msgstr "如果数组内容不同,则返回 [code]true[/code]。"
msgid ""
"Returns a new [PackedByteArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedByteArray],新数组的内容为此数组在末尾加上 [param right]。为了"
"提高性能,请考虑改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal bytes at the corresponding indices."
msgstr ""
"如果两个数组的内容相同,即对应索引号的字节相等,则返回 [code]true[/code]。"
msgid ""
"Returns the byte at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error.\n"
"Note that the byte is returned as a 64-bit [int]."
msgstr ""
"返回索引 [param index] 处的字节。负数索引可以从末尾开始访问元素。使用越界的索"
"引会报错。\n"
"请注意,返回的字节是 64 位 [int]。"
msgid "A packed array of [Color]s."
msgstr "[Color] 紧缩数组。"
msgid ""
"An array specifically designed to hold [Color]. Packs data tightly, so it "
"saves memory for large array sizes."
msgstr ""
"专门设计用于存放 [Color] 的数组。数据是紧密存放的,因此能够在数组较大时节省内"
"存。"
msgid "Constructs an empty [PackedColorArray]."
msgstr "构造空的 [PackedColorArray]。"
msgid ""
"Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]."
msgstr "构造给定 [PackedColorArray] 的副本。"
msgid ""
"Constructs a new [PackedColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted.\n"
"[b]Note:[/b] When initializing a [PackedColorArray] with elements, it must be "
"initialized with an [Array] of [Color] values:\n"
"[codeblock]\n"
"var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])\n"
"[/codeblock]"
msgstr ""
"构造新的 [PackedColorArray]。你也可以传一个通用 [Array] 进行转换。\n"
"[b]注意:[/b]使用元素初始化 [PackedColorArray] 时,必须使用元素为 [Color] 的 "
"[Array]\n"
"[codeblock]\n"
"var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])\n"
"[/codeblock]"
msgid "Appends a [PackedColorArray] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedColorArray]。"
msgid "Appends a value to the array."
msgstr "将一个值添加到数组中。"
msgid "Changes the [Color] at the given index."
msgstr "更改给定索引处的 [Color]。"
msgid ""
"Returns the slice of the [PackedColorArray], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedColorArray].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回该 [PackedColorArray] 的切片,是从 [param begin](含)到 [param end](不"
"含)的全新 [PackedColorArray]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。"
msgid "Returns a [PackedByteArray] with each color encoded as bytes."
msgstr "返回 [PackedByteArray],每个颜色都被编码为字节。"
msgid ""
"Returns a new [PackedColorArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedColorArray],新数组的内容为此数组在末尾加上 [param right]。为"
"了提高性能,请考虑改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal [Color]s at the corresponding indices."
msgstr ""
"如果两个数组的内容相同,即对应索引号的 [Color] 相等,则返回 [code]true[/"
"code]。"
msgid ""
"Returns the [Color] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引 [param index] 处的[Color]。负数索引可以从末端开始访问元素。使用超出数"
"组范围的索引将导致出错。"
msgid "Efficiently packs and serializes [Array] or [Dictionary]."
msgstr "将 [Array] 或 [Dictionary] 进行高效打包和序列化。"
msgid ""
"[PackedDataContainer] can be used to efficiently store data from untyped "
"containers. The data is packed into raw bytes and can be saved to file. Only "
"[Array] and [Dictionary] can be stored this way.\n"
"You can retrieve the data by iterating on the container, which will work as "
"if iterating on the packed data itself. If the packed container is a "
"[Dictionary], the data can be retrieved by key names ([String]/[StringName] "
"only).\n"
"[codeblock]\n"
"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": Vector2() }\n"
"var packed = PackedDataContainer.new()\n"
"packed.pack(data)\n"
"ResourceSaver.save(packed, \"packed_data.res\")\n"
"[/codeblock]\n"
"[codeblock]\n"
"var container = load(\"packed_data.res\")\n"
"for key in container:\n"
" prints(key, container[key])\n"
"\n"
"# Prints:\n"
"# key value\n"
"# lock (0, 0)\n"
"# another_key 123\n"
"[/codeblock]\n"
"Nested containers will be packed recursively. While iterating, they will be "
"returned as [PackedDataContainerRef]."
msgstr ""
"[PackedDataContainer] 可以高效地保存未指定类型的容器中的数据。数据会以原始字节"
"的形式打包,能够保存到文件中。只有 [Array] 和 [Dictionary] 能够这样存储。\n"
"你可以通过遍历容器来获取数据,效果和遍历被打包的数据一样。如果打包容器为 "
"[Dictionary],则获取的是键名(仅 [String]/[StringName])。\n"
"[codeblock]\n"
"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": Vector2() }\n"
"var packed = PackedDataContainer.new()\n"
"packed.pack(data)\n"
"ResourceSaver.save(packed, \"packed_data.res\")\n"
"[/codeblock]\n"
"[codeblock]\n"
"var container = load(\"packed_data.res\")\n"
"for key in container:\n"
" prints(key, container[key])\n"
"\n"
"# 输出:\n"
"# key value\n"
"# lock (0, 0)\n"
"# another_key 123\n"
"[/codeblock]\n"
"内嵌容器会递归打包。遍历时返回的是 [PackedDataContainerRef]。"
msgid ""
"Packs the given container into a binary representation. The [param value] "
"must be either [Array] or [Dictionary], any other type will result in invalid "
"data error.\n"
"[b]Note:[/b] Subsequent calls to this method will overwrite the existing data."
msgstr ""
"将给定的容器打包为二进制表示。[param value] 必须为 [Array] 或 [Dictionary],其"
"他类型会导致无效数据错误。\n"
"[b]注意:[/b]后续再次调用该方法会覆盖已有数据。"
msgid ""
"Returns the size of the packed container (see [method Array.size] and [method "
"Dictionary.size])."
msgstr ""
"返回打包后容器的大小(见 [method Array.size] 和 [method Dictionary.size])。"
msgid ""
"An internal class used by [PackedDataContainer] to pack nested arrays and "
"dictionaries."
msgstr "[PackedDataContainer] 使用的内部类,用于打包嵌套的数组和字典。"
msgid ""
"When packing nested containers using [PackedDataContainer], they are "
"recursively packed into [PackedDataContainerRef] (only applies to [Array] and "
"[Dictionary]). Their data can be retrieved the same way as from "
"[PackedDataContainer].\n"
"[codeblock]\n"
"var packed = PackedDataContainer.new()\n"
"packed.pack([1, 2, 3, [\"abc\", \"def\"], 4, 5, 6])\n"
"\n"
"for element in packed:\n"
" if element is PackedDataContainerRef:\n"
" for subelement in element:\n"
" print(\"::\", subelement)\n"
" else:\n"
" print(element)\n"
"\n"
"# Prints:\n"
"# 1\n"
"# 2\n"
"# 3\n"
"# ::abc\n"
"# ::def\n"
"# 4\n"
"# 5\n"
"# 6\n"
"[/codeblock]"
msgstr ""
"使用 [PackedDataContainer] 打包嵌套容器时,会将其递归打包进 "
"[PackedDataContainerRef](仅适用于 [Array] 和 [Dictionary])。获取数据的方法"
"和 [PackedDataContainer] 相同。\n"
"[codeblock]\n"
"var packed = PackedDataContainer.new()\n"
"packed.pack([1, 2, 3, [\"abc\", \"def\"], 4, 5, 6])\n"
"\n"
"for element in packed:\n"
" if element is PackedDataContainerRef:\n"
" for subelement in element:\n"
" print(\"::\", subelement)\n"
" else:\n"
" print(element)\n"
"\n"
"# 输出:\n"
"# 1\n"
"# 2\n"
"# 3\n"
"# ::abc\n"
"# ::def\n"
"# 4\n"
"# 5\n"
"# 6\n"
"[/codeblock]"
msgid "A packed array of 32-bit floating-point values."
msgstr "32 位浮点数紧缩数组。"
msgid ""
"An array specifically designed to hold 32-bit floating-point values (float). "
"Packs data tightly, so it saves memory for large array sizes.\n"
"If you need to pack 64-bit floats tightly, see [PackedFloat64Array]."
msgstr ""
"专门设计用于存放 32 位浮点值float的数组。数据是紧密存放的因此能够在数组"
"较大时节省内存。\n"
"如果你需要紧密存放 64 位浮点数,请参阅 [PackedFloat64Array]。"
msgid "Constructs an empty [PackedFloat32Array]."
msgstr "构造空的 [PackedFloat32Array]。"
msgid ""
"Constructs a [PackedFloat32Array] as a copy of the given [PackedFloat32Array]."
msgstr "构造给定 [PackedFloat32Array] 的副本。"
msgid ""
"Constructs a new [PackedFloat32Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedFloat32Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedFloat32Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedFloat32Array]。"
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search. Optionally, a [param before] specifier can be passed. If [code]false[/"
"code], the returned index comes after all existing entries of the value in "
"the array.\n"
"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
"unexpected behavior.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"使用二分法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入索"
"引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code],则"
"返回的索引位于数组中该值的所有已有的条目之后。\n"
"[b]注意:[/b]在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid ""
"Returns the number of times an element is in the array.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"返回数组中某个元素的出现次数。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"在数组中搜索值并返回其索引,如果未找到则返回 [code]-1[/code] 。可选地,可以传"
"递起始搜索索引。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid ""
"Returns [code]true[/code] if the array contains [param value].\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"如果数组中包含 [param value],则返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of the "
"array.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"逆序搜索数组。还可以传递起始搜索位置索引。如果为负,则起始索引被视为相对于数组"
"的结尾。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid "Changes the float at the given index."
msgstr "更改给定索引处的浮点数。"
msgid ""
"Returns the slice of the [PackedFloat32Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedFloat32Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回该 [PackedFloat32Array] 的切片,是从 [param begin](含)到 [param end](不"
"含)的全新 [PackedFloat32Array]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。"
msgid ""
"Sorts the elements of the array in ascending order.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"升序排列数组中的元素。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行为与其他数字不同。因此,如果包含 "
"NaN则这个方法的结果可能不准确。"
msgid ""
"Returns a copy of the data converted to a [PackedByteArray], where each "
"element have been encoded as 4 bytes.\n"
"The size of the new array will be [code]float32_array.size() * 4[/code]."
msgstr ""
"返回数据的副本,将其中的每个元素都编码为 4 个字节,放入 [PackedByteArray] "
"中。\n"
"新数组的大小为 [code]float32_array.size() * 4[/code]。"
msgid ""
"Returns a new [PackedFloat32Array] with contents of [param right] added at "
"the end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedFloat32Array],新数组的内容为此数组在末尾加上 [param right]。"
"为了提高性能,请考虑改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal floats at the corresponding indices."
msgstr ""
"如果两个数组的内容相同,即对应索引号的浮点数相等,则返回 [code]true[/code]。"
msgid ""
"Returns the [float] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error.\n"
"Note that [float] type is 64-bit, unlike the values stored in the array."
msgstr ""
"返回索引 [param index] 处的 [float]。负的索引可用于访问从末尾开始的元素。使用"
"超出数组范围的索引将产生一个错误。\n"
"请注意,[float] 类型是 64 位的,这与存储在数组中的值不同。"
msgid "A packed array of 64-bit floating-point values."
msgstr "64 位浮点数紧缩数组。"
msgid ""
"An array specifically designed to hold 64-bit floating-point values (double). "
"Packs data tightly, so it saves memory for large array sizes.\n"
"If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for "
"a more memory-friendly alternative."
msgstr ""
"专门设计用于存放 64 位浮点值double的数组。数据是紧密存放的因此能够在数组"
"较大时节省内存。\n"
"如果你只需要紧密存放 32 位浮点数,请参阅 [PackedFloat32Array],是对内存更友好"
"的选择。"
msgid "Constructs an empty [PackedFloat64Array]."
msgstr "构造空的 [PackedFloat64Array]。"
msgid ""
"Constructs a [PackedFloat64Array] as a copy of the given [PackedFloat64Array]."
msgstr "构造给定 [PackedFloat64Array] 的副本。"
msgid ""
"Constructs a new [PackedFloat64Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedFloat64Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedFloat64Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedFloat64Array]。"
msgid ""
"Returns the slice of the [PackedFloat64Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedFloat64Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回该 [PackedFloat64Array] 的切片,是从 [param begin](含)到 [param end](不"
"含)的全新 [PackedFloat64Array]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。"
msgid ""
"Returns a copy of the data converted to a [PackedByteArray], where each "
"element have been encoded as 8 bytes.\n"
"The size of the new array will be [code]float64_array.size() * 8[/code]."
msgstr ""
"返回数据的副本,将其中的每个元素都编码为 8 个字节,放入 [PackedByteArray] "
"中。\n"
"新数组的大小为 [code]float64_array.size() * 8[/code]。"
msgid ""
"Returns a new [PackedFloat64Array] with contents of [param right] added at "
"the end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedFloat64Array],新数组的内容为此数组在末尾加上 [param right]。"
"为了提高性能,请考虑改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal doubles at the corresponding indices."
msgstr ""
"如果两个数组的内容相同,即对应索引号的双精度浮点数相等,则返回 [code]true[/"
"code]。"
msgid ""
"Returns the [float] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引 [param index] 处的 [float]。负数索引可以从末尾开始访问元素。使用超出"
"数组范围的索引会导致出错。"
msgid "A packed array of 32-bit integers."
msgstr "32 位整数紧缩数组。"
msgid ""
"An array specifically designed to hold 32-bit integer values. Packs data "
"tightly, so it saves memory for large array sizes.\n"
"[b]Note:[/b] This type stores signed 32-bit integers, which means it can take "
"values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code]"
"[-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In "
"comparison, [int] uses signed 64-bit integers which can hold much larger "
"values. If you need to pack 64-bit integers tightly, see [PackedInt64Array]."
msgstr ""
"专门设计用于存放 32 位整数值的数组。数据是紧密存放的,因此能够在数组较大时节省"
"内存。\n"
"[b]注意:[/b]该类型存储的是 32 位有符号整数,也就是说它可以取区间 [code]"
"[-2^31, 2^31 - 1][/code] 内的值,即 [code][-2147483648, 2147483647][/code]。超"
"过这些界限将环绕往复。相比之下,[int] 使用带符号的 64 位整数,可以容纳更大的"
"值。如果你需要紧密存放 64 位整数,请参阅 [PackedInt64Array]。"
msgid "Constructs an empty [PackedInt32Array]."
msgstr "构造空的 [PackedInt32Array]。"
msgid ""
"Constructs a [PackedInt32Array] as a copy of the given [PackedInt32Array]."
msgstr "构造给定 [PackedInt32Array] 的副本。"
msgid ""
"Constructs a new [PackedInt32Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedInt32Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedInt32Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedInt32Array]。"
msgid ""
"Inserts a new integer at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
"在数组中的给定位置插入新的整数。位置必须有效,或者位于数组末尾([code]idx == "
"size()[/code])。"
msgid "Changes the integer at the given index."
msgstr "更改给定索引处的整数。"
msgid ""
"Returns the slice of the [PackedInt32Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedInt32Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回该 [PackedInt32Array] 的切片,是从 [param begin](含)到 [param end](不"
"含)的全新 [PackedInt32Array]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。"
msgid ""
"Returns a copy of the data converted to a [PackedByteArray], where each "
"element have been encoded as 4 bytes.\n"
"The size of the new array will be [code]int32_array.size() * 4[/code]."
msgstr ""
"返回数据的副本,将其中的每个元素都编码为 4 个字节,放入 [PackedByteArray] "
"中。\n"
"新数组的大小为 [code]int32_array.size() * 4[/code]。"
msgid ""
"Returns a new [PackedInt32Array] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedInt32Array],新数组的内容为此数组在末尾加上 [param right]。为"
"了提高性能,请考虑改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal ints at the corresponding indices."
msgstr ""
"如果两个数组的内容相同,即对应索引号的整数相等,则返回 [code]true[/code]。"
msgid ""
"Returns the [int] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error.\n"
"Note that [int] type is 64-bit, unlike the values stored in the array."
msgstr ""
"返回索引 [param index] 处的 [int]。负数索引可以从末尾开始访问元素。使用超出数"
"组范围的索引会导致出错。\n"
"注意,[int] 类型为 64 位,与该数组中所存储的值不同。"
msgid "A packed array of 64-bit integers."
msgstr "64 位整数紧缩数组。"
msgid ""
"An array specifically designed to hold 64-bit integer values. Packs data "
"tightly, so it saves memory for large array sizes.\n"
"[b]Note:[/b] This type stores signed 64-bit integers, which means it can take "
"values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]"
"[-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds "
"will wrap around. If you only need to pack 32-bit integers tightly, see "
"[PackedInt32Array] for a more memory-friendly alternative."
msgstr ""
"专门设计用于存放 64 位整数值的数组。数据是紧密存放的,因此能够在数组较大时节省"
"内存。\n"
"[b]注意:[/b]该类型存储的是 64 位有符号整数,也就是说它可以取区间 [code]"
"[-2^63, 2^63 - 1][/code] 内的值,即 [code][-9223372036854775808, "
"9223372036854775807][/code]。超过这些界限将环绕往复。如果你只需要紧密存放 32 "
"位整数,请参阅 [PackedInt32Array],是对内存更友好的选择。"
msgid "Constructs an empty [PackedInt64Array]."
msgstr "构造空的 [PackedInt64Array]。"
msgid ""
"Constructs a [PackedInt64Array] as a copy of the given [PackedInt64Array]."
msgstr "构造给定 [PackedInt64Array] 的副本。"
msgid ""
"Constructs a new [PackedInt64Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedInt64Array]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedInt64Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedInt64Array]。"
msgid ""
"Returns the slice of the [PackedInt64Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedInt64Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回该 [PackedInt64Array] 的切片,是从 [param begin](含)到 [param end](不"
"含)的全新 [PackedInt64Array]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。"
msgid ""
"Returns a copy of the data converted to a [PackedByteArray], where each "
"element have been encoded as 8 bytes.\n"
"The size of the new array will be [code]int64_array.size() * 8[/code]."
msgstr ""
"返回数据的副本,将其中的每个元素都编码为 8 个字节,放入 [PackedByteArray] "
"中。\n"
"新数组的大小为 [code]int64_array.size() * 8[/code]。"
msgid ""
"Returns a new [PackedInt64Array] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedInt64Array],新数组的内容为此数组在末尾加上 [param right]。为"
"了提高性能,请考虑改用 [method append_array]。"
msgid ""
"Returns the [int] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引 [param index] 处的 [int]。负数索引可以用来从末尾开始访问元素。使用越"
"界的数组索引会产生错误。"
msgid "An abstraction of a serialized scene."
msgstr "对序列化场景的抽象。"
msgid ""
"A simplified interface to a scene file. Provides access to operations and "
"checks that can be performed on the scene resource itself.\n"
"Can be used to save a node to a file. When saving, the node as well as all "
"the nodes it owns get saved (see [member Node.owner] property).\n"
"[b]Note:[/b] The node doesn't need to own itself.\n"
"[b]Example of loading a saved scene:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Use load() instead of preload() if the path isn't known at compile-time.\n"
"var scene = preload(\"res://scene.tscn\").instantiate()\n"
"# Add the node as a child of the node the script is attached to.\n"
"add_child(scene)\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# has no preload, so you have to always use ResourceLoader."
"Load<PackedScene>().\n"
"var scene = ResourceLoader.Load<PackedScene>(\"res://scene.tscn\")."
"Instantiate();\n"
"// Add the node as a child of the node the script is attached to.\n"
"AddChild(scene);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example of saving a node with different owners:[/b] The following example "
"creates 3 objects: [Node2D] ([code]node[/code]), [RigidBody2D] ([code]body[/"
"code]) and [CollisionObject2D] ([code]collision[/code]). [code]collision[/"
"code] is a child of [code]body[/code] which is a child of [code]node[/code]. "
"Only [code]body[/code] is owned by [code]node[/code] and [method pack] will "
"therefore only save those two nodes, but not [code]collision[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Create the objects.\n"
"var node = Node2D.new()\n"
"var body = RigidBody2D.new()\n"
"var collision = CollisionShape2D.new()\n"
"\n"
"# Create the object hierarchy.\n"
"body.add_child(collision)\n"
"node.add_child(body)\n"
"\n"
"# Change owner of `body`, but not of `collision`.\n"
"body.owner = node\n"
"var scene = PackedScene.new()\n"
"\n"
"# Only `node` and `body` are now packed.\n"
"var result = scene.pack(node)\n"
"if result == OK:\n"
" var error = ResourceSaver.save(scene, \"res://path/name.tscn\") # Or "
"\"user://...\"\n"
" if error != OK:\n"
" push_error(\"An error occurred while saving the scene to disk.\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// Create the objects.\n"
"var node = new Node2D();\n"
"var body = new RigidBody2D();\n"
"var collision = new CollisionShape2D();\n"
"\n"
"// Create the object hierarchy.\n"
"body.AddChild(collision);\n"
"node.AddChild(body);\n"
"\n"
"// Change owner of `body`, but not of `collision`.\n"
"body.Owner = node;\n"
"var scene = new PackedScene();\n"
"\n"
"// Only `node` and `body` are now packed.\n"
"Error result = scene.Pack(node);\n"
"if (result == Error.Ok)\n"
"{\n"
" Error error = ResourceSaver.Save(scene, \"res://path/name.tscn\"); // Or "
"\"user://...\"\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"An error occurred while saving the scene to disk.\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"场景文件的简化接口。提供可以对场景资源本身进行的操作和检查。\n"
"可以用来将某个节点保存到文件中。保存时,会将该节点和它所拥有的所有节点一起保存"
"(见 [member Node.owner] 属性)。\n"
"[b]注意:[/b]该节点不必自我拥有。\n"
"[b]加载保存场景的示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 如果路径在编译期不可知,请使用 load() 而不是 preload()。\n"
"var scene = preload(\"res://scene.tscn\").instantiate()\n"
"# 将该节点添加为脚本附加节点的子节点。\n"
"add_child(scene)\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 没有 preload所以你使用的永远是 ResourceLoader.Load<PackedScene>()。\n"
"var scene = ResourceLoader.Load<PackedScene>(\"res://scene.tscn\")."
"Instantiate();\n"
"// 将该节点添加为脚本附加节点的子节点。\n"
"AddChild(scene);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]保存不同所有者的节点的示例:[/b]下面的粒子会创建 3 个对象:[Node2D]"
"[code]node[/code])、[RigidBody2D][code]body[/code])、[CollisionObject2D]"
"[code]collision[/code]))。[code]node[/code] 的下一级是 [code]body[/code]"
"再下一级是 [code]collision[/code]。只有 [code]body[/code] 被 [code]node[/"
"code] 拥有,因此 [method pack] 只会保存两个节点,不会保存 [code]collision[/"
"code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 创建对象。\n"
"var node = Node2D.new()\n"
"var body = RigidBody2D.new()\n"
"var collision = CollisionShape2D.new()\n"
"\n"
"# 创建对象架构。\n"
"body.add_child(collision)\n"
"node.add_child(body)\n"
"\n"
"# 修改 `body` 的拥有者,但不修改 `collision` 的拥有者。\n"
"body.owner = node\n"
"var scene = PackedScene.new()\n"
"\n"
"# 只会打包 `node` 和 `body`。\n"
"var result = scene.pack(node)\n"
"if result == OK:\n"
" var error = ResourceSaver.save(scene, \"res://path/name.tscn\") # Or "
"\"user://...\"\n"
" if error != OK:\n"
" push_error(\"将场景保存到磁盘时出错。\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// 创建对象。\n"
"var node = new Node2D();\n"
"var body = new RigidBody2D();\n"
"var collision = new CollisionShape2D();\n"
"\n"
"// 创建对象架构。\n"
"body.AddChild(collision);\n"
"node.AddChild(body);\n"
"\n"
"// 修改 `body` 的拥有者,但不修改 `collision` 的拥有者。\n"
"body.Owner = node;\n"
"var scene = new PackedScene();\n"
"\n"
"// 只会打包 `node` 和 `body`。\n"
"Error result = scene.Pack(node);\n"
"if (result == Error.Ok)\n"
"{\n"
" Error error = ResourceSaver.Save(scene, \"res://path/name.tscn\"); // Or "
"\"user://...\"\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"将场景保存到磁盘时出错。\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Returns [code]true[/code] if the scene file has nodes."
msgstr "如果场景文件有节点,返回 [code]true[/code]。"
msgid "Returns the [SceneState] representing the scene file contents."
msgstr "返回代表场景文件内容的 [SceneState]。"
msgid ""
"Instantiates the scene's node hierarchy. Triggers child scene "
"instantiation(s). Triggers a [constant Node.NOTIFICATION_SCENE_INSTANTIATED] "
"notification on the root node."
msgstr ""
"实例化该场景的节点架构。触发子场景的实例化。在根节点上触发 [constant Node."
"NOTIFICATION_SCENE_INSTANTIATED] 通知。"
msgid ""
"Pack will ignore any sub-nodes not owned by given node. See [member Node."
"owner]."
msgstr "包将忽略不属于给定节点的任何子节点。请参阅 [member Node.owner]。"
msgid ""
"A dictionary representation of the scene contents.\n"
"Available keys include \"rnames\" and \"variants\" for resources, "
"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
"for base scene children overrides, \"conn_count\" and \"conns\" for signal "
"connections, and \"version\" for the format style of the PackedScene."
msgstr ""
"场景内容的字典表示。\n"
"可用的字段包括资源的“rnames”和“variants”节点"
"的“node_count”、“nodes”、“node_paths”基本场景子级覆盖"
"的“editable_instances”信号连接的“conn_count”和“conns”以及 PackedScene 格式"
"样式的版本“version”。"
msgid "If passed to [method instantiate], blocks edits to the scene state."
msgstr "如果传递给 [method instantiate],则会阻止对场景状态的编辑。"
msgid ""
"If passed to [method instantiate], provides local scene resources to the "
"local scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果传递给 [method instantiate],则会向本地场景提供本地场景资源。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
msgid ""
"If passed to [method instantiate], provides local scene resources to the "
"local scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果传递给 [method instantiate],则会向本地场景提供本地场景资源。只有主场景应"
"该接收主编辑状态。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
msgid ""
"It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the "
"scene is being instantiated to be the base of another one.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"与 [constant GEN_EDIT_STATE_MAIN] 类似,但适用于场景作为另一个场景的基类实例化"
"的情况。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
msgid "A packed array of [String]s."
msgstr "[String] 紧缩数组。"
msgid ""
"An array specifically designed to hold [String]s. Packs data tightly, so it "
"saves memory for large array sizes.\n"
"If you want to join the strings in the array, use [method String.join].\n"
"[codeblock]\n"
"var string_array = PackedStringArray([\"hello\", \"world\"])\n"
"var string = \" \".join(string_array)\n"
"print(string) # \"hello world\"\n"
"[/codeblock]"
msgstr ""
"专门设计用于存放 [String] 的数组。数据是紧密存放的,因此能够在数组较大时节省内"
"存。\n"
"如果要连接数组中的字符串,请使用 [method String.join]。\n"
"[codeblock]\n"
"var string_array = PackedStringArray([\"hello\", \"world\"])\n"
"var string = \" \".join(string_array)\n"
"print(string) # \"hello world\"\n"
"[/codeblock]"
msgid "Constructs an empty [PackedStringArray]."
msgstr "构造空的 [PackedStringArray]。"
msgid ""
"Constructs a [PackedStringArray] as a copy of the given [PackedStringArray]."
msgstr "构造给定 [PackedStringArray] 的副本。"
msgid ""
"Constructs a new [PackedStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "构造新 [PackedStringArray]。你还可以传入通用 [Array] 进行转换。"
msgid "Appends a [PackedStringArray] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedStringArray]。"
msgid "Appends a string element at end of the array."
msgstr "在数组的末尾追加字符串元素。"
msgid "Changes the [String] at the given index."
msgstr "更改给定索引处的 [String]。"
msgid ""
"Returns the slice of the [PackedStringArray], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedStringArray].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回该 [PackedStringArray] 的切片,是从 [param begin](含)到 [param end](不"
"含)的全新 [PackedStringArray]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。"
msgid "Returns a [PackedByteArray] with each string encoded as bytes."
msgstr "返回 [PackedByteArray],每个字符串都被编码为字节。"
msgid ""
"Returns a new [PackedStringArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedStringArray],新数组的内容为此数组在末尾加上 [param right]。为"
"了提高性能,请考虑改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal [String]s at the corresponding indices."
msgstr ""
"如果两个数组的内容相同,即对应索引号的 [String] 相等,则返回 [code]true[/"
"code]。"
msgid ""
"Returns the [String] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引为 [param index] 的 [String]。负数索引能从末尾开始访问元素。使用数组范"
"围外的索引会导致出错。"
msgid "A packed array of [Vector2]s."
msgstr "[Vector2] 紧缩数组。"
msgid ""
"An array specifically designed to hold [Vector2]. Packs data tightly, so it "
"saves memory for large array sizes."
msgstr ""
"专门设计用于存放 [Vector2] 的数组。数据是紧密存放的,因此能够在数组较大时节省"
"内存。"
msgid "2D Navigation Astar Demo"
msgstr "2D 导航 Astar 演示"
msgid "Constructs an empty [PackedVector2Array]."
msgstr "构造空的 [PackedVector2Array]。"
msgid ""
"Constructs a [PackedVector2Array] as a copy of the given [PackedVector2Array]."
msgstr "构造给定 [PackedVector2Array] 的副本。"
msgid ""
"Constructs a new [PackedVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted.\n"
"[b]Note:[/b] When initializing a [PackedVector2Array] with elements, it must "
"be initialized with an [Array] of [Vector2] values:\n"
"[codeblock]\n"
"var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])\n"
"[/codeblock]"
msgstr ""
"构造新的 [PackedVector2Array]。也可以传入需要转换的通用 [Array]。\n"
"[b]注意:[/b]使用元素初始化 [PackedVector2Array] 时,必须使用元素为 [Vector2] "
"的 [Array] 进行初始化:\n"
"[codeblock]\n"
"var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])\n"
"[/codeblock]"
msgid "Appends a [PackedVector2Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedVector2Array]。"
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search. Optionally, a [param before] specifier can be passed. If [code]false[/"
"code], the returned index comes after all existing entries of the value in "
"the array.\n"
"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
"unexpected behavior.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"使用二分法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入索"
"引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code],则"
"返回的索引位于数组中该值的所有已有的条目之后。\n"
"[b]注意:[/b]在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Returns the number of times an element is in the array.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"返回数组中某个元素出现的次数。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"在数组中搜索值并返回其索引,如果未找到则返回 [code]-1[/code] 。可选地,可以传"
"递起始搜索索引。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Returns [code]true[/code] if the array contains [param value].\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"如果数组中包含 [param value],则返回 [code]true[/code]。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid "Inserts a [Vector2] at the end."
msgstr "在末尾插入一个 [Vector2]。"
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of the "
"array.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"逆序搜索数组。还可以传递起始搜索位置索引。如果为负,则起始索引被视为相对于数组"
"的结尾。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid "Changes the [Vector2] at the given index."
msgstr "更改给定索引处的 [Vector2]。"
msgid ""
"Returns the slice of the [PackedVector2Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedVector2Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回该 [PackedVector2Array] 的切片,是从 [param begin](含)到 [param end](不"
"含)的全新 [PackedVector2Array]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。"
msgid ""
"Sorts the elements of the array in ascending order.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"升序排列数组中的元素。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid "Returns a [PackedByteArray] with each vector encoded as bytes."
msgstr "返回 [PackedByteArray],每个向量都被编码为字节。"
msgid ""
"Returns a new [PackedVector2Array] with all vectors in this array inversely "
"transformed (multiplied) by the given [Transform2D] transformation matrix, "
"under the assumption that the transformation basis is orthonormal (i.e. "
"rotation/reflection is fine, scaling/skew is not).\n"
"[code]array * transform[/code] is equivalent to [code]transform.inverse() * "
"array[/code]. See [method Transform2D.inverse].\n"
"For transforming by inverse of an affine transformation (e.g. with scaling) "
"[code]transform.affine_inverse() * array[/code] can be used instead. See "
"[method Transform2D.affine_inverse]."
msgstr ""
"返回一个新的 [PackedVector2Array],该数组中的所有向量都通过给定的 "
"[Transform2D] 变换矩阵进行逆变换(乘以),假设该变换的基是正交的(即旋转/反射"
"可以,缩放/倾斜则不然)。\n"
"[code]array * transform[/code] 相当于 [code]transform.inverse() * array[/"
"code]。请参阅 [method Transform2D.inverse]。\n"
"对于通过仿射变换的逆进行变换(例如缩放),可以使用 [code]transform."
"affine_inverse() * array[/code] 代替。请参阅 [method Transform2D."
"affine_inverse]。"
msgid ""
"Returns a new [PackedVector2Array] with contents of [param right] added at "
"the end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedVector2Array],新数组的内容为此数组在末尾加上 [param right]。"
"为了提高性能,请考虑改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal [Vector2]s at the corresponding indices."
msgstr ""
"如果两个数组的内容相同,即对应索引号的 [Vector2] 相等,则返回 [code]true[/"
"code]。"
msgid ""
"Returns the [Vector2] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引为 [param index] 的 [Vector2]。负数索引能从末尾开始访问元素。使用数组"
"范围外的索引会导致出错。"
msgid "A packed array of [Vector3]s."
msgstr "[Vector3] 紧缩数组。"
msgid ""
"An array specifically designed to hold [Vector3]. Packs data tightly, so it "
"saves memory for large array sizes."
msgstr ""
"专门设计用于存放 [Vector3] 的数组。数据是紧密存放的,因此能够在数组较大时节省"
"内存。"
msgid "Constructs an empty [PackedVector3Array]."
msgstr "构造空的 [PackedVector3Array]。"
msgid ""
"Constructs a [PackedVector3Array] as a copy of the given [PackedVector3Array]."
msgstr "构造给定 [PackedVector3Array] 的副本。"
msgid ""
"Constructs a new [PackedVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted.\n"
"[b]Note:[/b] When initializing a [PackedVector3Array] with elements, it must "
"be initialized with an [Array] of [Vector3] values:\n"
"[codeblock]\n"
"var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])\n"
"[/codeblock]"
msgstr ""
"构造新的 [PackedVector3Array]。也可以传入需要转换的通用 [Array]。\n"
"[b]注意:[/b]使用元素初始化 [PackedVector3Array] 时,必须使用元素为 [Vector3] "
"的 [Array] 进行初始化:\n"
"[codeblock]\n"
"var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])\n"
"[/codeblock]"
msgid "Appends a [PackedVector3Array] at the end of this array."
msgstr "在该数组的末尾追加一个 [PackedVector3Array]。"
msgid "Inserts a [Vector3] at the end."
msgstr "在末尾插入一个 [Vector3]。"
msgid "Changes the [Vector3] at the given index."
msgstr "更改给定索引处的 [Vector3]。"
msgid ""
"Returns the slice of the [PackedVector3Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedVector3Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回该 [PackedVector3Array] 的切片,是从 [param begin](含)到 [param end](不"
"含)的全新 [PackedVector3Array]。\n"
"[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的"
"默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的简写)。\n"
"如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。"
msgid ""
"Returns a new [PackedVector3Array] with all vectors in this array inversely "
"transformed (multiplied) by the given [Transform3D] transformation matrix, "
"under the assumption that the transformation basis is orthonormal (i.e. "
"rotation/reflection is fine, scaling/skew is not).\n"
"[code]array * transform[/code] is equivalent to [code]transform.inverse() * "
"array[/code]. See [method Transform3D.inverse].\n"
"For transforming by inverse of an affine transformation (e.g. with scaling) "
"[code]transform.affine_inverse() * array[/code] can be used instead. See "
"[method Transform3D.affine_inverse]."
msgstr ""
"返回一个新的 [PackedVector3Array],该数组中的所有向量都通过给定的 "
"[Transform3D] 变换矩阵进行逆变换(乘以),假设该变换的基是正交的(即旋转/反射"
"可以,缩放/倾斜则不然)。\n"
"[code]array * transform[/code] 相当于 [code]transform.inverse() * array[/"
"code]。请参阅 [method Transform3D.inverse]。\n"
"对于通过仿射变换的逆进行变换(例如缩放),可以使用 [code]transform."
"affine_inverse() * array[/code] 代替。请参阅 [method Transform3D."
"affine_inverse]。"
msgid ""
"Returns a new [PackedVector3Array] with contents of [param right] added at "
"the end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedVector3Array],新数组的内容为此数组在末尾加上 [param right]。"
"为了提高性能,请考虑改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal [Vector3]s at the corresponding indices."
msgstr ""
"如果两个数组的内容相同,即对应索引号的 [Vector3] 相等,则返回 [code]true[/"
"code]。"
msgid ""
"Returns the [Vector3] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引为 [param index] 的 [Vector3]。负数索引能从末尾开始访问元素。使用数组"
"范围外的索引会导致出错。"
msgid "Abstraction and base class for packet-based protocols."
msgstr "基于包的协议的抽象和基类。"
msgid ""
"PacketPeer is an abstraction and base class for packet-based protocols (such "
"as UDP). It provides an API for sending and receiving packets both as raw "
"data or variables. This makes it easy to transfer data over a protocol, "
"without having to encode data as low-level bytes or having to worry about "
"network ordering.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"PacketPeer 是基于数据包的协议(如 UDP的抽象和基类。它提供了用于发送和接收数"
"据包的 API可以发送原始数据或变量。这使得在协议之间传输数据变得容易不必将数"
"据编码为低级字节或担心网络排序问题。\n"
"[b]注意:[/b]导出到安卓时,在导出项目、或使用一键部署之前,请务必在安卓导出预"
"设中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 "
"Android 阻止。"
msgid "Returns the number of packets currently available in the ring-buffer."
msgstr "返回环形缓冲区中当前可用的数据包数。"
msgid "Gets a raw packet."
msgstr "获取原始数据包。"
msgid ""
"Returns the error state of the last packet received (via [method get_packet] "
"and [method get_var])."
msgstr ""
"返回最后接收的数据包的错误状态(通过 [method get_packet] 和 [method "
"get_var])。"
msgid ""
"Gets a Variant. If [param allow_objects] is [code]true[/code], decoding "
"objects is allowed.\n"
"Internally, this uses the same decoding mechanism as the [method @GlobalScope."
"bytes_to_var] method.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats such as remote code execution."
msgstr ""
"获取 Variant。如果 [param allow_objects] 为 [code]true[/code],则允许解码出对"
"象。\n"
"在内部,这使用与 [method @GlobalScope.bytes_to_var] 方法相同的解码机制。\n"
"[b]警告:[/b]反序列化出的对象可能包含会被执行的代码。如果序列化的对象来自不受"
"信任的来源,请不要使用此选项,以避免潜在的安全威胁,例如远程代码执行。"
msgid "Sends a raw packet."
msgstr "发送一个原始数据包。"
msgid ""
"Sends a [Variant] as a packet. If [param full_objects] is [code]true[/code], "
"encoding objects is allowed (and can potentially include code).\n"
"Internally, this uses the same encoding mechanism as the [method @GlobalScope."
"var_to_bytes] method."
msgstr ""
"将 [Variant] 作为数据包发送。如果 [param full_objects] 为 [code]true[/code]"
"则允许将对象编码(其中可能包含代码)。\n"
"在内部,这使用与 [method @GlobalScope.var_to_bytes] 方法相同的编码机制。"
msgid ""
"Maximum buffer size allowed when encoding [Variant]s. Raise this value to "
"support heavier memory allocations.\n"
"The [method put_var] method allocates memory on the stack, and the buffer "
"used will grow automatically to the closest power of two to match the size of "
"the [Variant]. If the [Variant] is bigger than [member "
"encode_buffer_max_size], the method will error out with [constant "
"ERR_OUT_OF_MEMORY]."
msgstr ""
"编码 [Variant] 时允许的最大缓冲区大小。提高此值以支持更大的内存分配。\n"
"[method put_var] 方法在栈上分配内存,使用的缓冲区将自动增长到最接近的二次方,"
"以匹配 [Variant] 的大小。如果 [Variant] 大于 [member encode_buffer_max_size]"
"则该方法将以 [constant ERR_OUT_OF_MEMORY] 出错。"
msgid "DTLS packet peer."
msgstr "DTLS 数据包客户端。"
msgid ""
"This class represents a DTLS peer connection. It can be used to connect to a "
"DTLS server, and is returned by [method DTLSServer.take_connection].\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android.\n"
"[b]Warning:[/b] TLS certificate revocation and certificate pinning are "
"currently not supported. Revoked certificates are accepted as long as they "
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
"这个类表示 DTLS 对等体连接。它可以用来连接到 DTLS 服务器,由 [method "
"DTLSServer.take_connection] 返回。\n"
"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署前,请确保在 Android "
"导出预设中启用 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 "
"Android 阻止。\n"
"[b]警告:[/b]目前不支持 TLS 证书撤销和证书绑定。只要撤销的证书在其他方面有效,"
"就会被接受。如果这是一个问题,可以使用有效期较短的自动管理证书。"
msgid ""
"Connects a [param packet_peer] beginning the DTLS handshake using the "
"underlying [PacketPeerUDP] which must be connected (see [method PacketPeerUDP."
"connect_to_host]). You can optionally specify the [param client_options] to "
"be used while verifying the TLS connections. See [method TLSOptions.client] "
"and [method TLSOptions.client_unsafe]."
msgstr ""
"连接 [param packet_peer] 并开始使用底层的 [PacketPeerUDP] 进行 DTLS 握手,进行"
"握手时 [PacketPeerUDP] 必须已连接(见 [method PacketPeerUDP."
"connect_to_host])。你还可以指定验证 TLS 连接时使用的 [param client_options]。"
"见 [method TLSOptions.client] 和 [method TLSOptions.client_unsafe]。"
msgid "Disconnects this peer, terminating the DTLS session."
msgstr "断开此对等体的连接,终止 DTLS 会话。"
msgid "Returns the status of the connection. See [enum Status] for values."
msgstr "返回连接的状态。取值见 [enum Status]。"
msgid ""
"Poll the connection to check for incoming packets. Call this frequently to "
"update the status and keep the connection working."
msgstr ""
"轮询连接以检查传入的数据包。经常调用此选项以更新状态并保持连接正常工作。"
msgid "A status representing a [PacketPeerDTLS] that is disconnected."
msgstr "表示已断开连接的 [PacketPeerDTLS] 的状态。"
msgid ""
"A status representing a [PacketPeerDTLS] that is currently performing the "
"handshake with a remote peer."
msgstr "表示当前正在与远程对等方进行握手的 [PacketPeerDTLS] 的状态。"
msgid ""
"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
msgstr "表示连接到远程对等方的 [PacketPeerDTLS] 的状态。"
msgid "A status representing a [PacketPeerDTLS] in a generic error state."
msgstr "表示处于一般错误状态的 [PacketPeerDTLS] 的状态。"
msgid ""
"An error status that shows a mismatch in the DTLS certificate domain "
"presented by the host and the domain requested for validation."
msgstr "显示主机提供的 DTLS 证书域与请求验证的域不匹配的错误状态。"
msgid "Wrapper to use a PacketPeer over a StreamPeer."
msgstr "在 StreamPeer 上使用 PacketPeer 的包装器。"
msgid ""
"PacketStreamPeer provides a wrapper for working using packets over a stream. "
"This allows for using packet based code with StreamPeers. PacketPeerStream "
"implements a custom protocol over the StreamPeer, so the user should not read "
"or write to the wrapped StreamPeer directly.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"PacketStreamPeer 提供了一个在流中使用数据包的包装器。这样就能够在基于数据包的"
"代码中使用 StreamPeer。PacketPeerStream 在 StreamPeer 的基础上实现了自定义协"
"议,因此用户不应该直接读取或写入被包装的 StreamPeer。\n"
"[b]注意:[/b]导出到安卓时,在导出项目、或使用一键部署之前,请务必在安卓导出预"
"设中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 "
"Android 阻止。"
msgid "The wrapped [StreamPeer] object."
msgstr "被包装的 [StreamPeer] 对象。"
msgid "UDP packet peer."
msgstr "UDP 数据包客户端。"
msgid ""
"UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"UDP 数据包对等体。可用于发送原始 UDP 数据包,也可以发送 [Variant]。\n"
"[b]注意:[/b]导出到安卓时,在导出项目、或使用一键部署之前,请务必在安卓导出预"
"设中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信,都将被 "
"Android 阻止。"
msgid ""
"Binds this [PacketPeerUDP] to the specified [param port] and [param "
"bind_address] with a buffer size [param recv_buf_size], allowing it to "
"receive incoming packets.\n"
"If [param bind_address] is set to [code]\"*\"[/code] (default), the peer will "
"be bound on all available addresses (both IPv4 and IPv6).\n"
"If [param bind_address] is set to [code]\"0.0.0.0\"[/code] (for IPv4) or "
"[code]\"::\"[/code] (for IPv6), the peer will be bound to all available "
"addresses matching that IP type.\n"
"If [param bind_address] is set to any valid address (e.g. "
"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will "
"only be bound to the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
"将该 [PacketPeerUDP] 绑定到指定的 [param port] 和 [param bind_address],其缓冲"
"区大小为 [param recv_buf_size],允许它接收传入的数据包。\n"
"如果 [param bind_address] 被设置为 [code]\"*\"[/code](默认),对等体将被绑定"
"到所有可用地址IPv4 和 IPv6。\n"
"如果 [param bind_address] 被设置为 [code]\"0.0.0.0\"[/code](对于 IPv4或 "
"[code]\"::\"[/code](对于 IPv6对等体将被绑定到匹配该 IP 类型的所有可用地"
"址。\n"
"如果 [param bind_address] 被设置为任何有效地址(例如 [code]\"192.168.1.101\"[/"
"code]、[code]\"::1\"[/code] 等),对等体将只被绑定到该地址的接口(如果不存在具"
"有给定地址的接口,则失败)。"
msgid "Closes the [PacketPeerUDP]'s underlying UDP socket."
msgstr "关闭该 [PacketPeerUDP] 底层 UDP 套接字。"
msgid ""
"Calling this method connects this UDP peer to the given [param host]/[param "
"port] pair. UDP is in reality connectionless, so this option only means that "
"incoming packets from different addresses are automatically discarded, and "
"that outgoing packets are always sent to the connected address (future calls "
"to [method set_dest_address] are not allowed). This method does not send any "
"data to the remote peer, to do that, use [method PacketPeer.put_var] or "
"[method PacketPeer.put_packet] as usual. See also [UDPServer].\n"
"[b]Note:[/b] Connecting to the remote peer does not help to protect from "
"malicious attacks like IP spoofing, etc. Think about using an encryption "
"technique like TLS or DTLS if you feel like your application is transferring "
"sensitive information."
msgstr ""
"调用该方法将该 UDP 对等体连接到给定的 [param host]/[param port] 对。UDP 实际上"
"是无连接的,因此该选项仅意味着自动丢弃来自不同地址的传入数据包,并且传出的数据"
"包始终发送到连接的地址(不允许将来调用 [method set_dest_address])。该方法不会"
"向远程对等体发送任何数据,要发送数据,请像往常一样使用 [method PacketPeer."
"put_var] 或 [method PacketPeer.put_packet]。另请参阅 [UDPServer]。\n"
"[b]注意:[/b]连接到远程对等体并不能防止 IP 欺骗等恶意攻击。如果你觉得你的应用"
"程序正在传输敏感信息,可以考虑使用 TLS 或 DTLS 等加密技术。"
msgid ""
"Returns the IP of the remote peer that sent the last packet(that was received "
"with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
"返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method "
"PacketPeer.get_var] 接收)的远程对等体的 IP。"
msgid ""
"Returns the port of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
"返回发送最后一个数据包(通过 [method PacketPeer.get_packet] 或 [method "
"PacketPeer.get_var] 接收)的远程对等方的端口。"
msgid ""
"Returns whether this [PacketPeerUDP] is bound to an address and can receive "
"packets."
msgstr "返回该 [PacketPeerUDP] 是否被绑定到某个地址上,并且可以接收数据包。"
msgid ""
"Returns [code]true[/code] if the UDP socket is open and has been connected to "
"a remote address. See [method connect_to_host]."
msgstr ""
"如果 UDP 套接字已打开并已连接到远程地址,则返回 [code]true[/code]。见 [method "
"connect_to_host]。"
msgid ""
"Joins the multicast group specified by [param multicast_address] using the "
"interface identified by [param interface_name].\n"
"You can join the same multicast group with multiple interfaces. Use [method "
"IP.get_local_interfaces] to know which are available.\n"
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work."
msgstr ""
"使用由 [param interface_name] 标识的接口加入由 [param multicast_address] 指定"
"的多播组。\n"
"可以使用多个接口加入同一个多播组。使用 [method IP.get_local_interfaces] 了解哪"
"些接口可用。\n"
"[b]注意:[/b]某些 Android 设备可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/"
"code] 权限才能进行多播。"
msgid ""
"Removes the interface identified by [param interface_name] from the multicast "
"group specified by [param multicast_address]."
msgstr ""
"从 [param multicast_address] 指定的组播组中移除 [param interface_name] 标识的"
"接口。"
msgid ""
"Enable or disable sending of broadcast packets (e.g. "
"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is "
"disabled by default.\n"
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
"enabled to receive broadcast packets too."
msgstr ""
"启用或禁用广播数据包的发送(例如:[code]set_dest_address(\"255.255.255.255\", "
"4343)[/code]。这个选项在默认情况下是禁用的。\n"
"[b]注意:[/b]一些 Android 设备可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/"
"code] 权限和本选项被启用来接收广播包。"
msgid ""
"Sets the destination address and port for sending packets and variables. A "
"hostname will be resolved using DNS if needed.\n"
"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
msgstr ""
"设置发送数据包和变量的目标地址和端口。如果需要,将使用 DNS 解析主机名。\n"
"[b]注意:[/b]在向广播地址(例如:[code]255.255.255.255[/code])发送数据包之"
"前,必须启用 [method set_broadcast_enabled]。"
msgid ""
"Waits for a packet to arrive on the bound address. See [method bind].\n"
"[b]Note:[/b] [method wait] can't be interrupted once it has been called. This "
"can be worked around by allowing the other party to send a specific \"death "
"pill\" packet like this:\n"
"[codeblocks]\n"
"[gdscript]\n"
"socket = PacketPeerUDP.new()\n"
"# Server\n"
"socket.set_dest_address(\"127.0.0.1\", 789)\n"
"socket.put_packet(\"Time to stop\".to_ascii_buffer())\n"
"\n"
"# Client\n"
"while socket.wait() == OK:\n"
" var data = socket.get_packet().get_string_from_ascii()\n"
" if data == \"Time to stop\":\n"
" return\n"
"[/gdscript]\n"
"[csharp]\n"
"var socket = new PacketPeerUDP();\n"
"// Server\n"
"socket.SetDestAddress(\"127.0.0.1\", 789);\n"
"socket.PutPacket(\"Time to stop\".ToAsciiBuffer());\n"
"\n"
"// Client\n"
"while (socket.Wait() == OK)\n"
"{\n"
" string data = socket.GetPacket().GetStringFromASCII();\n"
" if (data == \"Time to stop\")\n"
" {\n"
" return;\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"等待数据包到达绑定的地址。见 [method bind]。\n"
"[b]注意:[/b][method wait] 一旦被调用就无法中断。解决方法是让对方发送一个特定"
"的“毒药”数据包,如下所示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"socket = PacketPeerUDP.new()\n"
"# 服务端\n"
"socket.set_dest_address(\"127.0.0.1\", 789)\n"
"socket.put_packet(\"Time to stop\".to_ascii_buffer())\n"
"\n"
"# 客户端\n"
"while socket.wait() == OK:\n"
" var data = socket.get_packet().get_string_from_ascii()\n"
" if data == \"Time to stop\":\n"
" return\n"
"[/gdscript]\n"
"[csharp]\n"
"var socket = new PacketPeerUDP();\n"
"// 服务端\n"
"socket.SetDestAddress(\"127.0.0.1\", 789);\n"
"socket.PutPacket(\"Time to stop\".ToAsciiBuffer());\n"
"\n"
"// 客户端\n"
"while (socket.Wait() == OK)\n"
"{\n"
" string data = socket.GetPacket().GetStringFromASCII();\n"
" if (data == \"Time to stop\")\n"
" {\n"
" return;\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "A GUI control that displays a [StyleBox]."
msgstr "显示 [StyleBox] 的 GUI 控件。"
msgid ""
"[Panel] is a GUI control that displays a [StyleBox]. See also "
"[PanelContainer]."
msgstr "[Panel] 是一种显示 [StyleBox] 的 GUI 控件。另见 [PanelContainer]。"
msgid "2D Finite State Machine Demo"
msgstr "2D 有限状态机演示"
msgid "3D Inverse Kinematics Demo"
msgstr "3D 逆运动学演示"
msgid "The [StyleBox] of this control."
msgstr "该控件的 [StyleBox]。"
msgid ""
"A container that keeps its child controls within the area of a [StyleBox]."
msgstr "保证子控件在 [StyleBox] 区域内的容器。"
msgid ""
"A container that keeps its child controls within the area of a [StyleBox]. "
"Useful for giving controls an outline."
msgstr "保证子控件在 [StyleBox] 区域内的容器。可用来为控件提供轮廓。"
msgid "The style of [PanelContainer]'s background."
msgstr "[PanelContainer] 的背景样式。"
msgid ""
"A material that provides a special texture to a [Sky], usually an HDR "
"panorama."
msgstr "为 [Sky] 提供特殊纹理的材质,通常是 HDR 全景图。"
msgid ""
"A resource referenced in a [Sky] that is used to draw a background. "
"[PanoramaSkyMaterial] functions similar to skyboxes in other engines, except "
"it uses an equirectangular sky map instead of a [Cubemap].\n"
"Using an HDR panorama is strongly recommended for accurate, high-quality "
"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR "
"([code].exr[/code]) image formats for this purpose.\n"
"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an "
"equirectangular sky map."
msgstr ""
"在 [Sky] 中引用的用于绘制背景的资源。[PanoramaSkyMaterial] 的功能类似于其他引"
"擎的天空盒,区别在于它使用的是等距圆柱投影的天空贴图而不是 [Cubemap]。\n"
"强烈建议使用 HDR 全景图能够得到准确、高质量的反射。为此Godot 支持 "
"Radiance HDR[code].hdr[/code])和 OpenEXR[code].exr[/code])图像格式。\n"
"你可以使用[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]这个工具[/url]将立方体贴图转换为等距圆柱投影的天空贴"
"图。"
msgid ""
"A boolean value to determine if the background texture should be filtered or "
"not."
msgstr "布尔值,用于确定背景纹理是否应被过滤。"
msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
msgstr "应用于该 [PanoramaSkyMaterial] 的 [Texture2D]。"
msgid "A node used to create a parallax scrolling background."
msgstr "用于创建视差滚动背景的节点。"
msgid ""
"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a "
"parallax effect. Each [ParallaxLayer] can move at a different speed using "
"[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
"2D game. If not used with a [Camera2D], you must manually calculate the "
"[member scroll_offset].\n"
"[b]Note:[/b] Each [ParallaxBackground] is drawn on one specific [Viewport] "
"and cannot be shared between multiple [Viewport]s, see [member CanvasLayer."
"custom_viewport]. When using multiple [Viewport]s, for example in a split-"
"screen game, you need create an individual [ParallaxBackground] for each "
"[Viewport] you want it to be drawn on."
msgstr ""
"ParallaxBackground 使用一个或多个 [ParallaxLayer] 子节点来创建视差效果。每个 "
"[ParallaxLayer] 可以使用 [member ParallaxLayer.motion_offset] 以不同的速度移"
"动。这在 2D 游戏中可以创造一种深度错觉。如果没有与 [Camera2D] 一起使用,你必须"
"手动计算 [member scroll_offset]。\n"
"[b]注意:[/b]每个 [ParallaxBackground] 都是在各自的 [Viewport] 中绘制的,无法"
"在不同 [Viewport] 之间共享,见 [member CanvasLayer.custom_viewport]。在分屏游"
"戏等使用多个 [Viewport] 的场景下,你需要每个需要绘制的 [Viewport] 创建单独的 "
"[ParallaxBackground]。"
msgid "The base position offset for all [ParallaxLayer] children."
msgstr "所有 [ParallaxLayer] 子元素的基本位置偏移。"
msgid "The base motion scale for all [ParallaxLayer] children."
msgstr "所有 [ParallaxLayer] 子元素的基本移动比例。"
msgid ""
"If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
"the zoom level of the camera."
msgstr ""
"为 [code]true[/code] 时,[ParallaxLayer] 子元素将不受相机缩放级别的影响。"
msgid ""
"Top-left limits for scrolling to begin. If the camera is outside of this "
"limit, the background will stop scrolling. Must be lower than [member "
"scroll_limit_end] to work."
msgstr ""
"开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于 [member "
"scroll_limit_end] 才能工作。"
msgid ""
"Bottom-right limits for scrolling to end. If the camera is outside of this "
"limit, the background will stop scrolling. Must be higher than [member "
"scroll_limit_begin] to work."
msgstr ""
"右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于 [member "
"scroll_limit_begin] 才能工作。"
msgid ""
"The ParallaxBackground's scroll value. Calculated automatically when using a "
"[Camera2D], but can be used to manually manage scrolling when no camera is "
"present."
msgstr ""
"视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无相机时的滚"
"动。"
msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
msgstr "使用 [ParallaxBackground] 的视差滚动层。"
msgid ""
"A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
"ParallaxLayer can be set to move at different speeds relative to the camera "
"movement or the [member ParallaxBackground.scroll_offset] value.\n"
"This node's children will be affected by its scroll offset.\n"
"[b]Note:[/b] Any changes to this node's position and scale made after it "
"enters the scene will be ignored."
msgstr ""
"ParallaxLayer 必须是 [ParallaxBackground] 节点的子节点。每个 ParallaxLayer 都"
"可以设置为相对于相机移动或 [member ParallaxBackground.scroll_offset] 值。\n"
"该节点的子节点将受其滚动偏移量的影响。\n"
"[b]注意:[/b]当该节点进入场景后,对其位置和比例的任何改变都将被忽略。"
msgid ""
"The ParallaxLayer's [Texture2D] repeating. Useful for creating an infinite "
"scrolling background. If an axis is set to [code]0[/code], the [Texture2D] "
"will not be repeated.\n"
"If the length of the viewport axis is bigger than twice the repeated axis "
"size, it will not repeat infinitely, as the parallax layer only draws 2 "
"instances of the texture at any given time.\n"
"[b]Note:[/b] Despite its name, the texture will not be mirrored, it will "
"simply be repeated."
msgstr ""
"ParallaxLayer 的 [Texture2D] 镜像。用于创建无限滚动的背景。如果轴被设置为 "
"[code]0[/code],则该 [Texture2D] 将不会被镜像。\n"
"如果视口轴的长度大于镜像轴的两倍大小,并不会无限重复,因为视差层在任何时候只会"
"绘制 2 个纹理实例。\n"
"[b]注意:[/b]虽然属性的名称如此,但实际不会对纹理进行镜像操作,而是简单地重"
"复。"
msgid ""
"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
"[member ParallaxBackground.scroll_offset]."
msgstr ""
"该 ParallaxLayer 的偏移量,相对于父 ParallaxBackground 的 [member "
"ParallaxBackground.scroll_offset]。"
msgid ""
"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
"it will not scroll."
msgstr "复制视差图层的运动。如果一个轴被设置为 [code]0[/code],它将不会滚动。"
msgid ""
"Holds a particle configuration for [GPUParticles2D] or [GPUParticles3D] nodes."
msgstr "保存用于 [GPUParticles2D] 或 [GPUParticles3D] 节点的粒子配置。"
msgid ""
"[ParticleProcessMaterial] defines particle properties and behavior. It is "
"used in the [code]process_material[/code] of the [GPUParticles2D] and "
"[GPUParticles3D] nodes. Some of this material's properties are applied to "
"each particle when emitted, while others can have a [CurveTexture] or a "
"[GradientTexture1D] applied to vary numerical or color values over the "
"lifetime of the particle."
msgstr ""
"[ParticleProcessMaterial] 定义了粒子的属性和行为。[GPUParticles3D] 和 "
"[GPUParticles2D] 节点的 [code]process_material[/code] 会使用这种材质。这种材质"
"的有些属性是在粒子发射时应用的,有些则会应用 [CurveTexture] 或 "
"[GradientTexture1D] 让数值或颜色值在粒子的生命周期中不断变化。"
msgid "Returns the [Texture2D] used by the specified parameter."
msgstr "返回指定参数所使用的 [Texture2D]。"
msgid ""
"Returns [code]true[/code] if the specified particle flag is enabled. See "
"[enum ParticleFlags] for options."
msgstr ""
"如果启用了指定的粒子标志,则返回 [code]true[/code]。可选项见 [enum "
"ParticleFlags]。"
msgid "Sets the maximum value range for the given parameter."
msgstr "设置给定参数的最大值范围。"
msgid "Sets the minimum value range for the given parameter."
msgstr "设置给定参数的最小值范围。"
msgid "Sets the [Texture2D] for the specified [enum Parameter]."
msgstr "为指定的 [enum Parameter] 设置 [Texture2D]。"
msgid ""
"If [code]true[/code], enables the specified particle flag. See [enum "
"ParticleFlags] for options."
msgstr ""
"如果为 [code]true[/code],则启用指定的粒子标志。选项见 [enum ParticleFlags]。"
msgid ""
"The alpha value of each particle's color will be multiplied by this "
"[CurveTexture] over its lifetime."
msgstr "每个粒子颜色的 alpha 值将在其生命周期内乘以该 [CurveTexture]。"
msgid "Each particle's rotation will be animated along this [CurveTexture]."
msgstr "每个粒子的旋转将沿着这个 [CurveTexture] 动画。"
msgid ""
"Maximum initial rotation applied to each particle, in degrees.\n"
"Only applied when [member particle_flag_disable_z] or [member "
"particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being "
"used to draw the particle is using [constant BaseMaterial3D."
"BILLBOARD_PARTICLES]."
msgstr ""
"应用于每个粒子的最大初始旋转,以度为单位。\n"
"仅在 [member particle_flag_disable_z] 或 [member particle_flag_rotate_y] 为 "
"[code]true[/code],或 [BaseMaterial3D] 使用 [constant BaseMaterial3D."
"BILLBOARD_PARTICLES] 绘制粒子时应用。"
msgid ""
"Each particle's angular velocity (rotation speed) will vary along this "
"[CurveTexture] over its lifetime."
msgstr ""
"在每个粒子生命周期内,其角速度(旋转速度)将沿着此 [CurveTexture] 变化。"
msgid ""
"Maximum initial angular velocity (rotation speed) applied to each particle in "
"[i]degrees[/i] per second.\n"
"Only applied when [member particle_flag_disable_z] or [member "
"particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being "
"used to draw the particle is using [constant BaseMaterial3D."
"BILLBOARD_PARTICLES]."
msgstr ""
"应用于每个粒子的最大初始角速度(旋转速度),以[i]度[/i]每秒为单位。\n"
"仅在 [member particle_flag_disable_z] 或 [member particle_flag_rotate_y] 为 "
"[code]true[/code],或 [BaseMaterial3D] 使用 [constant BaseMaterial3D."
"BILLBOARD_PARTICLES] 绘制粒子时应用。"
msgid "Each particle's animation offset will vary along this [CurveTexture]."
msgstr "每个粒子的动画偏移将沿着这个 [CurveTexture] 变化。"
msgid "Each particle's animation speed will vary along this [CurveTexture]."
msgstr "每个粒子的动画速度将沿着这个 [CurveTexture] 变化。"
msgid ""
"If [code]true[/code], interaction with particle attractors is enabled. In 3D, "
"attraction only occurs within the area defined by the [GPUParticles3D] node's "
"[member GPUParticles3D.visibility_aabb]."
msgstr ""
"如果为 [code]true[/code],则启用与粒子吸引器的交互。在 3D 中,吸引力仅发生在 "
"[GPUParticles3D] 节点的 [member GPUParticles3D.visibility_aabb] 定义的区域内。"
msgid ""
"The particles' bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness). Only effective if [member collision_mode] "
"is [constant COLLISION_RIGID]."
msgstr ""
"粒子的弹性。值范围从 [code]0[/code](无弹跳)到 [code]1[/code](完全弹跳)。仅"
"当 [member collision_mode] 为 [constant COLLISION_RIGID] 时有效。"
msgid ""
"The particles' friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction). Only effective if [member collision_mode] "
"is [constant COLLISION_RIGID]."
msgstr ""
"粒子的摩擦。值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩擦)。"
msgid ""
"The particles' collision mode.\n"
"[b]Note:[/b] 3D Particles can only collide with [GPUParticlesCollision3D] "
"nodes, not [PhysicsBody3D] nodes. To make particles collide with various "
"objects, you can add [GPUParticlesCollision3D] nodes as children of "
"[PhysicsBody3D] nodes. In 3D, collisions only occur within the area defined "
"by the [GPUParticles3D] node's [member GPUParticles3D.visibility_aabb].\n"
"[b]Note:[/b] 2D Particles can only collide with [LightOccluder2D] nodes, not "
"[PhysicsBody2D] nodes."
msgstr ""
"粒子的碰撞模式。\n"
"[b]注意:[/b]3D 粒子只能与 [GPUParticlesCollision3D] 节点碰撞,无法与 "
"[PhysicsBody3D] 节点碰撞。要使粒子与不同的物体碰撞,可以将 "
"[GPUParticlesCollision3D] 节点添加为 [PhysicsBody3D] 节点的子节点。在 3D 中,"
"碰撞仅发生在 [GPUParticles3D] 节点的 [member GPUParticles3D.visibility_aabb] "
"定义的区域内。\n"
"[b]注意:[/b]2D 粒子只能与 [LightOccluder2D] 节点碰撞,无法与 [PhysicsBody2D] "
"节点碰撞。"
msgid ""
"If [code]true[/code], [member GPUParticles3D.collision_base_size] is "
"multiplied by the particle's effective scale (see [member scale_min], [member "
"scale_max], [member scale_curve], and [member scale_over_velocity_curve])."
msgstr ""
"如果为 [code]true[/code][member GPUParticles3D.collision_base_size] 乘以粒子"
"的有效缩放(请参阅 [member scale_min]、[member scale_max]、[member "
"scale_curve]、和 [member scale_over_velocity_curve])。"
msgid ""
"Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] "
"is defined, it will be multiplied by this color.\n"
"[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To "
"have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function. Otherwise, [member color] will "
"have no visible effect."
msgstr ""
"每个粒子的初始颜色。如果定义了 [GPUParticles2D] 的 [code]texture[/code],它将"
"乘以该颜色。\n"
"[b]注意:[/b][member color] 乘以粒子网格的顶点颜色。要在 [BaseMaterial3D] 上产"
"生可见效果,[member BaseMaterial3D.vertex_color_use_as_albedo] [i]必须[/i]为 "
"[code]true[/code]。对于 [ShaderMaterial],必须在着色器的 [code]fragment()[/"
"code] 函数中插入 [code]ALBEDO *= COLOR.rgb;[/code]。否则,[member color] 将没"
"有可见效果。"
msgid "Damping will vary along this [CurveTexture]."
msgstr "阻尼将沿着这个 [CurveTexture] 变化。"
msgid ""
"A curve that specifies the velocity along each of the axes of the particle "
"system along its lifetime.\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
msgstr ""
"一条曲线,指定粒子系统在其生命周期内沿每个轴的速度。\n"
"[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] "
"代替。"
msgid ""
"Maximum directional velocity value, which is multiplied by [member "
"directional_velocity_curve].\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
msgstr ""
"最大方向速度值,乘以 [member directional_velocity_curve]。\n"
"[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] "
"代替。"
msgid ""
"Minimum directional velocity value, which is multiplied by [member "
"directional_velocity_curve].\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
msgstr ""
"最小方向速度值,乘以 [member directional_velocity_curve]。\n"
"[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] "
"代替。"
msgid ""
"The box's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
"[member emission_shape] 被设置为 [constant EMISSION_SHAPE_BOX] 时,该框的范"
"围。"
msgid ""
"Particle color will be modulated by color determined by sampling this texture "
"at the same point as the [member emission_point_texture].\n"
"[b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's "
"vertex colors. To have a visible effect on a [BaseMaterial3D], [member "
"BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. "
"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in "
"the shader's [code]fragment()[/code] function. Otherwise, [member "
"emission_color_texture] will have no visible effect."
msgstr ""
"粒子颜色将被调制,调制使用的颜色将通过对该纹理在与 [member "
"emission_point_texture] 相同的点处进行采样来确定。\n"
"[b]注意:[/b][member emission_color_texture] 乘以粒子网格的顶点颜色。要在 "
"[BaseMaterial3D] 上产生可见效果,[member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]必须[/i]为 [code]true[/code]。对于 "
"[ShaderMaterial],必须在着色器的 [code]fragment()[/code] 函数中插入 "
"[code]ALBEDO *= COLOR.rgb;[/code]。否则,[member emission_color_texture] 将没"
"有可见效果。"
msgid ""
"Each particle's color will be multiplied by this [CurveTexture] over its "
"lifetime.\n"
"[b]Note:[/b] This property won't have a visible effect unless the render "
"material is marked as unshaded."
msgstr ""
"每个粒子的颜色将在其生命周期内乘以该 [CurveTexture]。\n"
"[b]注意:[/b]除非渲染材质被标记为无阴影,否则该属性不会产生可见效果。"
msgid ""
"Particle velocity and rotation will be set by sampling this texture at the "
"same point as the [member emission_point_texture]. Used only in [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
"node by selecting \"Create Emission Points from Mesh/Node\" under the "
"\"Particles\" tool in the toolbar."
msgstr ""
"粒子的速度和旋转将通过在与[member emission_point_texture]相同的点上对该纹理进"
"行采样来设置。仅在[constant EMISSION_SHAPE_DIRECTED_POINTS]中使用。可以通过选"
"择工具栏中 \"粒子 \"工具下的 \"从网格/节点创建发射点\",从网格或节点自动创建。"
msgid ""
"The number of emission points if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
"[member emission_shape] 被设置为 [constant EMISSION_SHAPE_POINTS] 或 "
"[constant EMISSION_SHAPE_DIRECTED_POINTS] 时,发射点的数量。"
msgid ""
"Particles will be emitted at positions determined by sampling this texture at "
"a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
"node by selecting \"Create Emission Points from Mesh/Node\" under the "
"\"Particles\" tool in the toolbar."
msgstr ""
"粒子将被发射到由随机采样纹理所决定的位置。与[constant EMISSION_SHAPE_POINTS]和"
"[constant EMISSION_SHAPE_DIRECTED_POINTS]一起使用。可以通过选择工具栏中的“粒"
"子”工具下的“从网格/节点中创建发射点”自动创建网格或节点。"
msgid ""
"Particles will be emitted inside this region. Use [enum EmissionShape] "
"constants for values."
msgstr "粒子将在这个区域内发射。使用[enum EmissionShape]常量作为值。"
msgid "The offset for the [member emission_shape], in local space."
msgstr "[member emission_shape] 在局部空间中的偏移量。"
msgid "The scale of the [member emission_shape], in local space."
msgstr "局部空间中 [member emission_shape] 的缩放。"
msgid "Amount of [member spread] along the Y axis."
msgstr "沿 Y 轴的 [member spread] 量。"
msgid "Each particle's hue will vary along this [CurveTexture]."
msgstr "每个粒子的色调将沿着这个 [CurveTexture] 变化。"
msgid ""
"Percentage of the velocity of the respective [GPUParticles2D] or "
"[GPUParticles3D] inherited by each particle when spawning."
msgstr ""
"每个粒子在生成时继承的相应 [GPUParticles2D] 或 [GPUParticles3D] 的速度百分比。"
msgid ""
"Particle lifetime randomness ratio. The equation for the lifetime of a "
"particle is [code]lifetime * (1.0 - randf() * lifetime_randomness)[/code]. "
"For example, a [member lifetime_randomness] of [code]0.4[/code] scales the "
"lifetime between [code]0.6[/code] to [code]1.0[/code] of its original value."
msgstr ""
"粒子寿命随机比率。粒子寿命的公式为 [code]lifetime * (1.0 - randf() * "
"lifetime_randomness)[/code]。例如 [member lifetime_randomness] 为 [code]0.4[/"
"code] 时,寿命会被缩放为原本的 [code]0.6[/code] 到 [code]1.0[/code] 倍。"
msgid "Each particle's linear acceleration will vary along this [CurveTexture]."
msgstr "每个粒子的线性加速度将沿着这个 [CurveTexture] 变化。"
msgid ""
"Each particle's orbital velocity will vary along this [CurveTexture].\n"
"[b]Note:[/b] For 3D orbital velocity, use a [CurveXYZTexture].\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
msgstr ""
"每个粒子的轨道速度将沿着该 [CurveTexture] 变化。\n"
"[b]注意:[/b]对于 3D 轨道速度,请使用 [CurveXYZTexture]。\n"
"[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] "
"代替。"
msgid ""
"Maximum orbital velocity applied to each particle. Makes the particles circle "
"around origin. Specified in number of full rotations around origin per "
"second.\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
msgstr ""
"应用于每个粒子的最大轨道速度。使粒子围绕原点环绕。以每秒围绕原点的完整旋转次数"
"指定。\n"
"[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] "
"代替。"
msgid ""
"Minimum equivalent of [member orbit_velocity_max].\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
msgstr ""
"[member orbit_velocity_max] 的最小等效值。\n"
"[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] "
"代替。"
msgid ""
"Changes the behavior of the damping properties from a linear deceleration to "
"a deceleration based on speed percentage."
msgstr "将阻尼属性的行为从线性减速度更改为基于速度百分比的减速度。"
msgid "If [code]true[/code], particles will not move on the z axis."
msgstr "如果为 [code]true[/code],则粒子将不会在 z 轴上移动。"
msgid "Each particle's radial acceleration will vary along this [CurveTexture]."
msgstr "每个粒子的径向加速度将沿着这个 [CurveTexture] 变化。"
msgid ""
"A [CurveTexture] that defines the velocity over the particle's lifetime away "
"(or toward) the [member velocity_pivot].\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
msgstr ""
"一个 [CurveTexture],定义粒子生命周期中远离(或朝向)[member velocity_pivot] "
"的速度。\n"
"[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] "
"代替。"
msgid ""
"Maximum radial velocity applied to each particle. Makes particles move away "
"from the [member velocity_pivot], or toward it if negative.\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
msgstr ""
"应用于每个粒子的最大径向速度。使粒子远离 [member velocity_pivot],如果为负则朝"
"它移动。\n"
"[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] "
"代替。"
msgid ""
"Minimum radial velocity applied to each particle. Makes particles move away "
"from the [member velocity_pivot], or toward it if negative.\n"
"[b]Note:[/b] Animated velocities will not be affected by damping, use [member "
"velocity_limit_curve] instead."
msgstr ""
"应用于每个粒子的最小径向速度。使粒子远离 [member velocity_pivot],如果为负则朝"
"它移动。\n"
"[b]注意:[/b]动画速度不会受到阻尼的影响,请使用 [member velocity_limit_curve] "
"代替。"
msgid ""
"Each particle's scale will vary along this [CurveTexture]. If a "
"[CurveXYZTexture] is supplied instead, the scale will be separated per-axis."
msgstr ""
"每个粒子的缩放将沿着这个 [CurveTexture] 变化。如果改为提供一个 "
"[CurveXYZTexture],则缩放将按轴分离。"
msgid "Minimum equivalent of [member scale_max]."
msgstr "[member scale_max] 对应的最小值。"
msgid ""
"Either a [CurveTexture] or a [CurveXYZTexture] that scales each particle "
"based on its velocity."
msgstr "根据 [CurveTexture] 或 [CurveXYZTexture] 缩放每个粒子的速度。"
msgid ""
"Maximum velocity value reference for [member scale_over_velocity_curve].\n"
"[member scale_over_velocity_curve] will be interpolated between [member "
"scale_over_velocity_min] and [member scale_over_velocity_max]."
msgstr ""
"[member scale_over_velocity_curve] 的最大速度参考值。\n"
"[member scale_over_velocity_curve] 将在 [member scale_over_velocity_min] 和 "
"[member scale_over_velocity_max] 之间插值。"
msgid ""
"Minimum velocity value reference for [member scale_over_velocity_curve].\n"
"[member scale_over_velocity_curve] will be interpolated between [member "
"scale_over_velocity_min] and [member scale_over_velocity_max]."
msgstr ""
"[member scale_over_velocity_curve] 的最小速度参考值。\n"
"[member scale_over_velocity_curve] 将在 [member scale_over_velocity_min] 和 "
"[member scale_over_velocity_max] 之间插值。"
msgid ""
"The amount of particles to spawn from the subemitter node when a collision "
"occurs. When combined with [constant COLLISION_HIDE_ON_CONTACT] on the main "
"particles material, this can be used to achieve effects such as raindrops "
"hitting the ground.\n"
"[b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or "
"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the "
"main node), relative to the subemitter's particle lifetime. If the number of "
"particles is exceeded, no new particles will spawn from the subemitter until "
"enough particles have expired."
msgstr ""
"发生碰撞时从子发射器节点生成的粒子数量。当与主要粒子材质上的 [constant "
"COLLISION_HIDE_ON_CONTACT] 结合使用时,可以用来实现雨滴撞击地面等效果。\n"
"[b]注意:[/b]该值不应超过[i]子发射器节点[/i](不是主节点)上定义的 [member "
"GPUParticles2D.amount] 或 [member GPUParticles3D.amount],相对于子发射器的粒子"
"寿命。如果超过粒子数量,则在足够的粒子过期之前,不会从子发射器中产生新的粒子。"
msgid ""
"The amount of particles to spawn from the subemitter node when the particle "
"expires.\n"
"[b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or "
"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the "
"main node), relative to the subemitter's particle lifetime. If the number of "
"particles is exceeded, no new particles will spawn from the subemitter until "
"enough particles have expired."
msgstr ""
"粒子过期时从子发射器节点生成的粒子数量。\n"
"[b]注意:[/b]该值不应超过[i]子发射器节点[/i](不是主节点)上定义的 [member "
"GPUParticles2D.amount] 或 [member GPUParticles3D.amount],相对于子发射器的粒子"
"寿命。如果超过粒子数量,则在足够的粒子过期之前,不会从子发射器中产生新的粒子。"
msgid ""
"The frequency at which particles should be emitted from the subemitter node. "
"One particle will be spawned every [member sub_emitter_frequency] seconds.\n"
"[b]Note:[/b] This value shouldn't exceed [member GPUParticles2D.amount] or "
"[member GPUParticles3D.amount] defined on the [i]subemitter node[/i] (not the "
"main node), relative to the subemitter's particle lifetime. If the number of "
"particles is exceeded, no new particles will spawn from the subemitter until "
"enough particles have expired."
msgstr ""
"从子发射器节点发射粒子的频率。每 [member sub_emitter_frequency] 秒就会产生一个"
"粒子。\n"
"[b]注意:[/b]该值不应超过[i]子发射器节点[/i](不是主节点)上定义的 [member "
"GPUParticles2D.amount] 或 [member GPUParticles3D.amount],相对于子发射器的粒子"
"寿命。如果超过粒子数量,则在足够的粒子过期之前,不会从子发射器中产生新的粒子。"
msgid ""
"If [code]true[/code], the subemitter inherits the parent particle's velocity "
"when it spawns."
msgstr "如果为 [code]true[/code],则子发射器在其生成时继承父粒子的速度。"
msgid ""
"The particle subemitter mode (see [member GPUParticles2D.sub_emitter] and "
"[member GPUParticles3D.sub_emitter])."
msgstr ""
"粒子子发射器模式(参见 [member GPUParticles2D.sub_emitter] 和 [member "
"GPUParticles3D.sub_emitter])。"
msgid ""
"Each particle's tangential acceleration will vary along this [CurveTexture]."
msgstr "每个粒子的切向加速度将沿着这个 [CurveTexture] 变化。"
msgid ""
"If [code]true[/code], enables turbulence for the particle system. Turbulence "
"can be used to vary particle movement according to its position (based on a "
"3D noise pattern). In 3D, [GPUParticlesAttractorVectorField3D] with "
"[NoiseTexture3D] can be used as an alternative to turbulence that works in "
"world space and with multiple particle systems reacting in the same way.\n"
"[b]Note:[/b] Enabling turbulence has a high performance cost on the GPU. Only "
"enable turbulence on a few particle systems at once at most, and consider "
"disabling it when targeting mobile/web platforms."
msgstr ""
"如果为 [code]true[/code],则为粒子系统启用湍流。湍流可以(基于 3D 噪声图案)根"
"据粒子的位置来改变粒子的移动。在 3D 中,可以用 "
"[GPUParticlesAttractorVectorField3D] 和 [NoiseTexture3D] 作为世界空间湍流的平"
"替,能够让不同粒子系统作出相同的反应。\n"
"[b]注意:[/b]启用湍流对于 GPU 有较高的性能消耗。请最多只对少量粒子系统启用湍"
"流,以移动/Web 平台作为目标时请考虑禁用湍流。"
msgid ""
"Maximum turbulence influence on each particle.\n"
"The actual amount of turbulence influence on each particle is calculated as a "
"random value between [member turbulence_influence_min] and [member "
"turbulence_influence_max] and multiplied by the amount of turbulence "
"influence from [member turbulence_influence_over_life]."
msgstr ""
"对每个粒子的最大湍流影响。\n"
"对每个粒子的实际湍流影响量,计算为介于 [member turbulence_influence_min] 和 "
"[member turbulence_influence_max] 之间的一个随机值,并乘以来自 [member "
"turbulence_influence_over_life] 的湍流影响量。"
msgid ""
"Minimum turbulence influence on each particle.\n"
"The actual amount of turbulence influence on each particle is calculated as a "
"random value between [member turbulence_influence_min] and [member "
"turbulence_influence_max] and multiplied by the amount of turbulence "
"influence from [member turbulence_influence_over_life]."
msgstr ""
"对每个粒子的最小湍流影响。\n"
"对每个粒子的实际湍流影响量,计算为介于 [member turbulence_influence_min] 和 "
"[member turbulence_influence_max] 之间的一个随机值,并乘以来自 [member "
"turbulence_influence_over_life] 的湍流影响量。"
msgid ""
"Each particle's amount of turbulence will be influenced along this "
"[CurveTexture] over its life time."
msgstr "每个粒子的湍流量,将在其生命周期内沿这条 [CurveTexture] 受到影响。"
msgid ""
"Maximum displacement of each particle's spawn position by the turbulence.\n"
"The actual amount of displacement will be a factor of the underlying "
"turbulence multiplied by a random value between [member "
"turbulence_initial_displacement_min] and [member "
"turbulence_initial_displacement_max]."
msgstr ""
"湍流对每个粒子出生位置的最大位移。\n"
"实际位移量将是基础湍流乘以一个介于 [member "
"turbulence_initial_displacement_min] 和 [member "
"turbulence_initial_displacement_max] 之间的随机值的系数。"
msgid ""
"Minimum displacement of each particle's spawn position by the turbulence.\n"
"The actual amount of displacement will be a factor of the underlying "
"turbulence multiplied by a random value between [member "
"turbulence_initial_displacement_min] and [member "
"turbulence_initial_displacement_max]."
msgstr ""
"湍流对每个粒子出生位置的最小位移。\n"
"实际位移量将是基础湍流乘以一个介于 [member "
"turbulence_initial_displacement_min] 和 [member "
"turbulence_initial_displacement_max] 之间的随机值的系数。"
msgid ""
"This value controls the overall scale/frequency of the turbulence noise "
"pattern.\n"
"A small scale will result in smaller features with more detail while a high "
"scale will result in smoother noise with larger features."
msgstr ""
"该值控制湍流噪声图案的整体比例/频率。\n"
"小的比例会产生更小的特征具有更多细节,而高的比例会产生具有更大特征的更平滑的噪"
"声。"
msgid ""
"A scrolling velocity for the turbulence field. This sets a directional trend "
"for the pattern to move in over time.\n"
"The default value of [code]Vector3(0, 0, 0)[/code] turns off the scrolling."
msgstr ""
"湍流场的滚动速度。设置的是图案随时间移动的方向趋势。\n"
"默认值 [code]Vector3(0, 0, 0)[/code] 会将滚动关闭。"
msgid ""
"The in-place rate of change of the turbulence field. This defines how quickly "
"the noise pattern varies over time.\n"
"A value of 0.0 will result in a fixed pattern."
msgstr ""
"湍流场的原地变化率。会决定噪声图案随时间变化的快慢。\n"
"值为 0.0 时得到的是固定的图案。"
msgid ""
"The turbulence noise strength. Increasing this will result in a stronger, "
"more contrasting, flow pattern."
msgstr "湍流噪声强度。增加此值将导致更强烈、对比度更高的噪声图案。"
msgid ""
"A [CurveTexture] that defines the maximum velocity of a particle during its "
"lifetime."
msgstr "定义粒子在其生命周期内的最大速度的 [CurveTexture]。"
msgid ""
"A pivot point used to calculate radial and orbital velocity of particles."
msgstr "用于计算粒子的径向速度和轨道速度的轴心点。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set initial velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置初始速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set angular velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置角速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set orbital velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置轨道速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set linear acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置线速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set radial acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置径向加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set tangential acceleration properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置切向加速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set damping properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置阻尼属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set angle properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置角度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set scale properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置缩放属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set hue variation properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置色相变化属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set animation speed properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置动画速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set animation offset properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,设置动画偏移属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set radial velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用来设置径向速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set directional velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用来设置定向速度属性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set scale over velocity properties."
msgstr ""
"与 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用来设置速度属性的缩放。"
msgid ""
"Particles will be emitted at a position determined by sampling a random point "
"on the [member emission_point_texture]. Particle color will be modulated by "
"[member emission_color_texture]."
msgstr ""
"粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子颜"
"色将由 [member emission_color_texture] 调节。"
msgid ""
"Particles will be emitted at a position determined by sampling a random point "
"on the [member emission_point_texture]. Particle velocity and rotation will "
"be set based on [member emission_normal_texture]. Particle color will be "
"modulated by [member emission_color_texture]."
msgstr ""
"粒子将在 [member emission_point_texture] 上随机采样点所决定的位置发射。粒子速"
"度和旋转将基于 [member emission_normal_texture] 进行设置。粒子颜色将由 "
"[member emission_color_texture] 调节。"
msgid ""
"Use with [method set_param_min] and [method set_param_max] to set the "
"turbulence minimum und maximum influence on each particles velocity."
msgstr ""
"与 [method set_param_min] 和 [method set_param_max] 一起使用,以设置湍流对每个"
"粒子速度的最小和最大影响。"
msgid ""
"Use with [method set_param_min] and [method set_param_max] to set the "
"turbulence minimum and maximum displacement of the particles spawn position."
msgstr ""
"与 [method set_param_min] 和 [method set_param_max] 一起使用,以设置粒子出生位"
"置的湍流最小和最大位移。"
msgid ""
"Use with [method set_param_texture] to set the turbulence influence over the "
"particles life time."
msgstr "与 [method set_param_texture] 一起使用,以设置湍流对粒子寿命的影响。"
msgid "Represents the size of the [enum SubEmitterMode] enum."
msgstr "代表 [enum SubEmitterMode] 枚举的大小。"
msgid ""
"No collision for particles. Particles will go through "
"[GPUParticlesCollision3D] nodes."
msgstr "粒子没有碰撞。粒子会穿过 [GPUParticlesCollision3D] 节点。"
msgid ""
"[RigidBody3D]-style collision for particles using [GPUParticlesCollision3D] "
"nodes."
msgstr ""
"为使用 [GPUParticlesCollision3D] 节点的粒子设置 [RigidBody3D] 风格的碰撞。"
msgid ""
"Hide particles instantly when colliding with a [GPUParticlesCollision3D] "
"node. This can be combined with a subemitter that uses the [constant "
"COLLISION_RIGID] collision mode to \"replace\" the parent particle with the "
"subemitter on impact."
msgstr ""
"与 [GPUParticlesCollision3D] 节点碰撞时立即隐藏粒子。可以和使用 [constant "
"COLLISION_RIGID] 碰撞模式的子发射器组合,在撞击时将父粒子“替换”为子发射器。"
msgid "Represents the size of the [enum CollisionMode] enum."
msgstr "代表 [enum CollisionMode] 枚举的大小。"
msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
msgstr "包含一个 [Curve2D] 路径,供 [PathFollow2D] 节点遵循。"
msgid ""
"Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
"[PathFollow2D] for more information on usage.\n"
"[b]Note:[/b] The path is considered as relative to the moved nodes (children "
"of [PathFollow2D]). As such, the curve should usually start with a zero "
"vector ([code](0, 0)[/code])."
msgstr ""
"可以让 [PathFollow2D] 子节点沿着 [Curve2D] 移动。有关用法的更多信息,请参阅 "
"[PathFollow2D]。\n"
"[b]注意:[/b]该路径被认为是相对于移动的节点([PathFollow2D] 的子节点)。因此,"
"曲线通常以零向量([code](0,0)[/code])开始。"
msgid "A [Curve2D] describing the path."
msgstr "描述路径的 [Curve2D]。"
msgid "Contains a [Curve3D] path for [PathFollow3D] nodes to follow."
msgstr "包含 [PathFollow3D] 节点要跟随的的一条 [Curve3D] 路径。"
msgid ""
"Can have [PathFollow3D] child nodes moving along the [Curve3D]. See "
"[PathFollow3D] for more information on the usage.\n"
"Note that the path is considered as relative to the moved nodes (children of "
"[PathFollow3D]). As such, the curve should usually start with a zero vector "
"[code](0, 0, 0)[/code]."
msgstr ""
"可以让 [PathFollow3D] 子节点沿着 [Curve3D] 移动。有关用法的更多信息见 "
"[PathFollow3D]。\n"
"注意,该路径被认为是相对于移动的节点([PathFollow3D] 的子节点)。因此,该曲线"
"通常应以零向量 [code](0, 0, 0)[/code] 开始。"
msgid "A [Curve3D] describing the path."
msgstr "描述路径的 [Curve3D]。"
msgid "Emitted when the [member curve] changes."
msgstr "当 [member curve] 改变时触发。"
msgid "Point sampler for a [Path2D]."
msgstr "对 [Path2D] 的点取样的取样器。"
msgid ""
"This node takes its parent [Path2D], and returns the coordinates of a point "
"within it, given a distance from the first vertex.\n"
"It is useful for making other nodes follow a path, without coding the "
"movement pattern. For that, the nodes must be children of this node. The "
"descendant nodes will then move accordingly when setting the [member "
"progress] in this node."
msgstr ""
"这个节点接受它的父节点 [Path2D] 并返回其中一个点的坐标,需要给定到第一个顶点的"
"距离。\n"
"在不编码移动图案的情况下,它可以使其他节点遵循一条路径。为此,节点必须是该节点"
"的子节点。在该节点中设置 [member progress] 后,后代节点会随之移动。"
msgid ""
"If [code]true[/code], the position between two cached points is interpolated "
"cubically, and linearly otherwise.\n"
"The points along the [Curve2D] of the [Path2D] are precomputed before use, "
"for faster calculations. The point at the requested offset is then calculated "
"interpolating between two adjacent cached points. This may present a problem "
"if the curve makes sharp turns, as the cached points may not follow the curve "
"closely enough.\n"
"There are two answers to this problem: either increase the number of cached "
"points and increase memory consumption, or make a cubic interpolation between "
"two points at the cost of (slightly) slower calculations."
msgstr ""
"如果为 [code]true[/code],则两个缓存点之间的位置将进行三次插值,否则将线性插"
"值。\n"
"沿着 [Path2D] 的 [Curve2D] 的点在使用前被预先计算,以更快的计算速度。然后在两"
"个相邻的缓存点之间计算请求偏移量的点。这可能会出现一个问题,如果曲线做急转弯,"
"因为缓存点可能不跟随曲线足够近。\n"
"有两种方法可以解决这个问题:要么增加缓存点的数量,增加内存消耗,要么在两个点之"
"间进行三次插值,但代价是(稍微)降低计算速度。"
msgid "The node's offset along the curve."
msgstr "节点沿曲线的偏移量。"
msgid ""
"If [code]true[/code], any offset outside the path's length will wrap around, "
"instead of stopping at the ends. Use it for cyclic paths."
msgstr ""
"如果为 [code]true[/code],路径长度以外的任何偏移都将环绕,而不是在结束时停止。"
"对于循环路径使用它。"
msgid ""
"The distance along the path, in pixels. Changing this value sets this node's "
"position to a point within the path."
msgstr ""
"沿路径走过的距离,单位为像素。改变这个值会将这个节点的位置设置为路径上的某个"
"点。"
msgid ""
"The distance along the path as a number in the range 0.0 (for the first "
"vertex) to 1.0 (for the last). This is just another way of expressing the "
"progress within the path, as the offset supplied is multiplied internally by "
"the path's length."
msgstr ""
"沿路径走过的距离,用 0.0(第一个顶点)到 1.0(最后一个顶点)范围内的数字表示。"
"这只是表示路径内偏移量的另一种方式,提供的偏移量在内部会与路径的长度相乘。"
msgid ""
"If [code]true[/code], this node rotates to follow the path, with the +X "
"direction facing forward on the path."
msgstr "如果为 [code]true[/code],则该节点会跟随路径旋转,+X 方向朝向路径前方。"
msgid "The node's offset perpendicular to the curve."
msgstr "节点垂直于曲线的偏移量。"
msgid "Point sampler for a [Path3D]."
msgstr "[Path3D] 的点采样器。"
msgid ""
"This node takes its parent [Path3D], and returns the coordinates of a point "
"within it, given a distance from the first vertex.\n"
"It is useful for making other nodes follow a path, without coding the "
"movement pattern. For that, the nodes must be children of this node. The "
"descendant nodes will then move accordingly when setting the [member "
"progress] in this node."
msgstr ""
"这个节点接受它的父节点 [Path3D] 并返回其中一个点的坐标,需要给定到第一个顶点的"
"距离。\n"
"在不编码移动图案的情况下,它可以使其他节点遵循一条路径。为此,节点必须是该节点"
"的子节点。在该节点中设置 [member progress] 后,后代节点会随之移动。"
msgid ""
"Correct the [param transform]. [param rotation_mode] implicitly specifies how "
"posture (forward, up and sideway direction) is calculated."
msgstr ""
"校正 [param transform]。[param rotation_mode] 隐式指定如何计算姿势(向前、向上"
"和侧向)。"
msgid ""
"If [code]true[/code], the position between two cached points is interpolated "
"cubically, and linearly otherwise.\n"
"The points along the [Curve3D] of the [Path3D] are precomputed before use, "
"for faster calculations. The point at the requested offset is then calculated "
"interpolating between two adjacent cached points. This may present a problem "
"if the curve makes sharp turns, as the cached points may not follow the curve "
"closely enough.\n"
"There are two answers to this problem: either increase the number of cached "
"points and increase memory consumption, or make a cubic interpolation between "
"two points at the cost of (slightly) slower calculations."
msgstr ""
"如果为 [code]true[/code],则两个缓存点之间的位置将被三次插值,否则将被线性插"
"值。\n"
"沿着 [Path3D] 的 [Curve3D] 的点在使用前已被预先计算,以便更快地计算。然后在两"
"个相邻缓存点之间,插值计算请求的偏移处的点。如果曲线急转弯,这可能会出现问题,"
"因为缓存的点可能没有足够紧密地跟随曲线。\n"
"这个问题有两个答案:要么增加缓存点的数量,并增加内存消耗;要么在两个点之间进行"
"三次插值,代价是(稍微)降低计算速度。"
msgid ""
"The distance from the first vertex, measured in 3D units along the path. "
"Changing this value sets this node's position to a point within the path."
msgstr ""
"到第一个顶点的距离,单位为沿路径经过的 3D 单位数。改变这个值会将这个节点的位置"
"设置为路径上的某个点。"
msgid ""
"The distance from the first vertex, considering 0.0 as the first vertex and "
"1.0 as the last. This is just another way of expressing the progress within "
"the path, as the progress supplied is multiplied internally by the path's "
"length."
msgstr ""
"到第一个顶点的距离,将 0.0 作为第一个顶点1.0 作为最后一个顶点。这只是表示路"
"径内偏移量的另一种方式,提供的偏移量在内部会与路径的长度相乘。"
msgid ""
"Allows or forbids rotation on one or more axes, depending on the [enum "
"RotationMode] constants being used."
msgstr ""
"允许或禁止在一个或多个轴上旋转,这取决于使用的 [enum RotationMode] 常量。"
msgid "If [code]true[/code], the tilt property of [Curve3D] takes effect."
msgstr "如果为 [code]true[/code],则 [Curve3D] 的倾斜属性生效。"
msgid ""
"If [code]true[/code], the node moves on the travel path with orienting the +Z "
"axis as forward. See also [constant Vector3.FORWARD] and [constant Vector3."
"MODEL_FRONT]."
msgstr ""
"如果为 [code]true[/code],则沿路径移动的节点会将 +Z 轴作为前方向进行朝向。另"
"见 [constant Vector3.FORWARD] 和 [constant Vector3.MODEL_FRONT]。"
msgid "Forbids the PathFollow3D to rotate."
msgstr "禁止该 PathFollow3D 旋转。"
msgid "Allows the PathFollow3D to rotate in the Y axis only."
msgstr "允许该 PathFollow3D 仅在 Y 轴上旋转。"
msgid "Allows the PathFollow3D to rotate in both the X, and Y axes."
msgstr "允许该 PathFollow3D 同时在 X 和 Y 轴上旋转。"
msgid "Allows the PathFollow3D to rotate in any axis."
msgstr "允许该 PathFollow3D 在任意轴上旋转。"
msgid ""
"Uses the up vector information in a [Curve3D] to enforce orientation. This "
"rotation mode requires the [Path3D]'s [member Curve3D.up_vector_enabled] "
"property to be set to [code]true[/code]."
msgstr ""
"使用 [Curve3D] 中的向上向量信息来强制定向。该旋转模式需要将 [Path3D] 的 "
"[member Curve3D.up_vector_enabled] 属性设置为 [code]true[/code]。"
msgid "Creates packages that can be loaded into a running project."
msgstr "创建可以加载到正在运行的项目中的包。"
msgid ""
"The [PCKPacker] is used to create packages that can be loaded into a running "
"project using [method ProjectSettings.load_resource_pack].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var packer = PCKPacker.new()\n"
"packer.pck_start(\"test.pck\")\n"
"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
"packer.flush()\n"
"[/gdscript]\n"
"[csharp]\n"
"var packer = new PCKPacker();\n"
"packer.PckStart(\"test.pck\");\n"
"packer.AddFile(\"res://text.txt\", \"text.txt\");\n"
"packer.Flush();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The above [PCKPacker] creates package [code]test.pck[/code], then adds a file "
"named [code]text.txt[/code] at the root of the package."
msgstr ""
"[PCKPacker] 可以创建打包文件,项目运行时可以使用 [method ProjectSettings."
"load_resource_pack] 来加载打包文件。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var packer = PCKPacker.new()\n"
"packer.pck_start(\"test.pck\")\n"
"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
"packer.flush()\n"
"[/gdscript]\n"
"[csharp]\n"
"var packer = new PCKPacker();\n"
"packer.PckStart(\"test.pck\");\n"
"packer.AddFile(\"res://text.txt\", \"text.txt\");\n"
"packer.Flush();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"上面的例子中,[PCKPacker] 创建了打包文件 [code]test.pck[/code],但后将名为 "
"[code]text.txt[/code] 的文件添加到了包的根目录。"
msgid ""
"Adds the [param source_path] file to the current PCK package at the [param "
"pck_path] internal path (should start with [code]res://[/code])."
msgstr ""
"将 [param source_path] 文件添加到当前 PCK 包的内部路径 [param pck_path] 中(应"
"以 [code]res://[/code] 开头)。"
msgid ""
"Writes the files specified using all [method add_file] calls since the last "
"flush. If [param verbose] is [code]true[/code], a list of files added will be "
"printed to the console for easier debugging."
msgstr ""
"自上次刷新以来,使用所有 [method add_file] 调用写入指定的文件。如果 [param "
"verbose] 为 [code]true[/code],被添加的文件的列表将被打印到控制台,以便于调"
"试。"
msgid ""
"Creates a new PCK file with the name [param pck_name]. The [code].pck[/code] "
"file extension isn't added automatically, so it should be part of [param "
"pck_name] (even though it's not required)."
msgstr ""
"创建一个名为 [param pck_name] 的新 PCK 文件。不会自动添加 [code].pck[/code] 文"
"件扩展名,因此它应该是 [param pck_name] 的一部分(即使它不是必需的)。"
msgid "Exposes performance-related data."
msgstr "公开与性能相关的数据。"
msgid ""
"This class provides access to a number of different monitors related to "
"performance, such as memory usage, draw calls, and FPS. These are the same as "
"the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/"
"b] panel. By using the [method get_monitor] method of this class, you can "
"access this data from your code.\n"
"You can add custom monitors using the [method add_custom_monitor] method. "
"Custom monitors are available in [b]Monitor[/b] tab in the editor's "
"[b]Debugger[/b] panel together with built-in monitors.\n"
"[b]Note:[/b] Some of the built-in monitors are only available in debug mode "
"and will always return [code]0[/code] when used in a project exported in "
"release mode.\n"
"[b]Note:[/b] Some of the built-in monitors are not updated in real-time for "
"performance reasons, so there may be a delay of up to 1 second between "
"changes.\n"
"[b]Note:[/b] Custom monitors do not support negative values. Negative values "
"are clamped to 0."
msgstr ""
"该类提供对许多与性能相关的不同监视器的访问,例如内存使用情况、绘制调用、和 "
"FPS。这些值与编辑器的[b]调试器[/b]面板中的[b]监视[/b]选项卡中显示的值相同。通"
"过使用该类的 [method get_monitor] 方法,你可以从代码中访问该数据。\n"
"可以使用 [method add_custom_monitor] 方法添加自定义监视器。在编辑器的[b]调试器"
"[/b]面板的[b]监视[/b]选项卡中,自定义监视器可以与内置监视器一起使用。\n"
"[b]注意:[/b]某些内置监视器仅在调试模式下可用,并且在以发布模式导出的项目中使"
"用时,将始终返回 [code]0[/code]。\n"
"[b]注意:[/b]出于性能原因,某些内置监视器不会实时更新,所以在更改之间可能会有"
"长达 1 秒的延迟。\n"
"[b]注意:[/b]自定义监视器不支持负值。负值被钳制为 0。"
msgid ""
"Adds a custom monitor with the name [param id]. You can specify the category "
"of the monitor using slash delimiters in [param id] (for example: "
"[code]\"Game/NumberOfNPCs\"[/code]). If there is more than one slash "
"delimiter, then the default category is used. The default category is "
"[code]\"Custom\"[/code]. Prints an error if given [param id] is already "
"present.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var monitor_value = Callable(self, \"get_monitor_value\")\n"
"\n"
" # Adds monitor with name \"MyName\" to category \"MyCategory\".\n"
" Performance.add_custom_monitor(\"MyCategory/MyMonitor\", monitor_value)\n"
"\n"
" # Adds monitor with name \"MyName\" to category \"Custom\".\n"
" # Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but "
"different IDs, so the code is valid.\n"
" Performance.add_custom_monitor(\"MyMonitor\", monitor_value)\n"
"\n"
" # Adds monitor with name \"MyName\" to category \"Custom\".\n"
" # Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same "
"category but different IDs, so the code is valid.\n"
" Performance.add_custom_monitor(\"Custom/MyMonitor\", monitor_value)\n"
"\n"
" # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/MyMonitor\" to "
"category \"Custom\".\n"
" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
"monitor_value)\n"
"\n"
"func get_monitor_value():\n"
" return randi() % 25\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var monitorValue = new Callable(this, MethodName.GetMonitorValue);\n"
"\n"
" // Adds monitor with name \"MyName\" to category \"MyCategory\".\n"
" Performance.AddCustomMonitor(\"MyCategory/MyMonitor\", monitorValue);\n"
" // Adds monitor with name \"MyName\" to category \"Custom\".\n"
" // Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but "
"different ids so the code is valid.\n"
" Performance.AddCustomMonitor(\"MyMonitor\", monitorValue);\n"
"\n"
" // Adds monitor with name \"MyName\" to category \"Custom\".\n"
" // Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same "
"category but different ids so the code is valid.\n"
" Performance.AddCustomMonitor(\"Custom/MyMonitor\", monitorValue);\n"
"\n"
" // Adds monitor with name \"MyCategoryOne/MyCategoryTwo/MyMonitor\" to "
"category \"Custom\".\n"
" Performance.AddCustomMonitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
"monitorValue);\n"
"}\n"
"\n"
"public int GetMonitorValue()\n"
"{\n"
" return GD.Randi() % 25;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The debugger calls the callable to get the value of custom monitor. The "
"callable must return a zero or positive integer or floating-point number.\n"
"Callables are called with arguments supplied in argument array."
msgstr ""
"添加一个名为 [param id] 的自定义监视器。可以在 [param id] 中使用斜线分隔符指定"
"监视器的类别(例如:[code]\"Game/NumberOfNPCs\"[/code])。如果有多个斜线分隔"
"符,则使用默认的类别。默认类别是 [code]\"Custom\"[/code]。如果给定的 [param "
"id] 已经存在,则打印一个错误。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var monitor_value = Callable(self, \"get_monitor_value\")\n"
"\n"
" # 将名称为“MyName”的监视器添加到类别“MyCategory”。\n"
" Performance.add_custom_monitor(\"MyCategory/MyMonitor\", monitor_value)\n"
"\n"
" # 将名称为“MyName”的监视器添加到类别“Custom”。\n"
" # 注意“MyCategory/MyMonitor”和“MyMonitor”同名但不同 ID所以代码有效。\n"
" Performance.add_custom_monitor(\"MyMonitor\", monitor_value)\n"
"\n"
" # 将名称为“MyName”的监视器添加到类别“Custom”。\n"
" # 注意“MyMonitor”和“Custom/MyMonitor”名称相同类别相同但 ID 不同,所"
"以代码有效。\n"
" Performance.add_custom_monitor(\"Custom/MyMonitor\", monitor_value)\n"
"\n"
" # 将名称为“MyCategoryOne/MyCategoryTwo/MyMonitor”的监视器添加到类"
"别“Custom”。\n"
" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
"monitor_value)\n"
"\n"
"func get_monitor_value():\n"
" return randi() % 25\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var monitorValue = new Callable(this, MethodName.GetMonitorValue);\n"
"\n"
" // 将名称为“MyName”的监视器添加到类别“MyCategory”。\n"
" Performance.AddCustomMonitor(\"MyCategory/MyMonitor\", monitorValue);\n"
" // 将名称为“MyName”的监视器添加到类别“Custom”。\n"
" // 注意“MyCategory/MyMonitor”和“MyMonitor”同名但不同 ID所以代码有"
"效。\n"
" Performance.AddCustomMonitor(\"MyMonitor\", monitorValue);\n"
"\n"
" // 将名称为“MyName”的监视器添加到类别“Custom”。\n"
" // 注意“MyMonitor”和“Custom/MyMonitor”名称相同类别相同但 ID 不同,所"
"以代码有效。\n"
" Performance.AddCustomMonitor(\"Custom/MyMonitor\", monitorValue);\n"
"\n"
" // 将名称为“MyCategoryOne/MyCategoryTwo/MyMonitor”的监视器添加到类"
"别“Custom”。\n"
" Performance.AddCustomMonitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
"monitorValue);\n"
"}\n"
"\n"
"public int GetMonitorValue()\n"
"{\n"
" return GD.Randi() % 25;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"调试器调用可调用对象来获取自定义监视器的值。可调用对象必须返回一个零或正整数或"
"浮点数。\n"
"使用参数数组中提供的参数来调用可调用对象。"
msgid ""
"Returns the value of custom monitor with given [param id]. The callable is "
"called to get the value of custom monitor. See also [method "
"has_custom_monitor]. Prints an error if the given [param id] is absent."
msgstr ""
"返回具有给定 [param id] 的自定义监视器的值。调用这个可调用对象以获取自定义监视"
"器的值。另请参阅 [method has_custom_monitor]。如果给定的 [param id] 不存在,则"
"打印一个错误。"
msgid "Returns the names of active custom monitors in an [Array]."
msgstr "以一个 [Array],返回活动自定义监视器的名称。"
msgid ""
"Returns the value of one of the available built-in monitors. You should "
"provide one of the [enum Monitor] constants as the argument, like this:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the "
"console.\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the "
"FPS to the console.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See [method get_custom_monitor] to query custom performance monitors' values."
msgstr ""
"返回任一可用的内置监视器的值。应该提供任一 [enum Monitor] 常量作为参数,如下所"
"示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(Performance.get_monitor(Performance.TIME_FPS)) # 将 FPS 打印到控制台。\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // 将 FPS 打印"
"到控制台。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"请参阅 [method get_custom_monitor],以查询自定义性能监视器的值。"
msgid ""
"Returns the last tick in which custom monitor was added/removed (in "
"microseconds since the engine started). This is set to [method Time."
"get_ticks_usec] when the monitor is updated."
msgstr ""
"返回自定义监视器被添加/删除时的最后一个刻度(自引擎启动以来的微秒数)。当该监"
"视器更新时,它被设置为 [method Time.get_ticks_usec]。"
msgid ""
"Returns [code]true[/code] if custom monitor with the given [param id] is "
"present, [code]false[/code] otherwise."
msgstr ""
"如果存在具有给定 [param id] 的自定义监视器,则返回 [code]true[/code],否则返"
"回 [code]false[/code]。"
msgid ""
"Removes the custom monitor with given [param id]. Prints an error if the "
"given [param id] is already absent."
msgstr ""
"移除具有给定 [param id] 的自定义监视器。如果给定的 [param id] 已经不存在,则打"
"印一个错误。"
msgid ""
"The number of frames rendered in the last second. This metric is only updated "
"once per second, even if queried more often. [i]Higher is better.[/i]"
msgstr ""
"上一秒渲染的帧数。该指标每秒仅更新一次,与查询频率无关。[i]越高越好。[/i]"
msgid "Time it took to complete one frame, in seconds. [i]Lower is better.[/i]"
msgstr "完成一帧所需的时间,单位为秒。[i]越低越好。[/i]"
msgid ""
"Time it took to complete one physics frame, in seconds. [i]Lower is better.[/"
"i]"
msgstr "完成一个物理帧所需的时间,单位为秒。[i]越低越好。[/i]"
msgid ""
"Time it took to complete one navigation step, in seconds. This includes "
"navigation map updates as well as agent avoidance calculations. [i]Lower is "
"better.[/i]"
msgstr ""
"完成一个导航步骤的时间,单位为秒。包括导航地图的更新以及代理避障的计算。[i]越"
"低越好。[/i]"
msgid ""
"Static memory currently used, in bytes. Not available in release builds. "
"[i]Lower is better.[/i]"
msgstr "当前使用的静态内存,单位为字节。在发布版本中不可用。[i]越低越好。[/i]"
msgid ""
"Available static memory. Not available in release builds. [i]Lower is better."
"[/i]"
msgstr "可用的静态内存。在发布版本中不可用。[i]越低越好。[/i]"
msgid ""
"Largest amount of memory the message queue buffer has used, in bytes. The "
"message queue is used for deferred functions calls and notifications. "
"[i]Lower is better.[/i]"
msgstr ""
"消息队列缓冲区已使用的最大内存量,单位为字节。消息队列用于延迟函数调用和通知。"
"[i]越低越好。[/i]"
msgid ""
"Number of objects currently instantiated (including nodes). [i]Lower is "
"better.[/i]"
msgstr "当前实例化的对象数(包括节点)。[i]越低越好。[/i]"
msgid "Number of resources currently used. [i]Lower is better.[/i]"
msgstr "当前使用的资源数。[i]越低越好。[/i]"
msgid ""
"Number of nodes currently instantiated in the scene tree. This also includes "
"the root node. [i]Lower is better.[/i]"
msgstr "当前在场景树中实例化的节点数。也包括根节点。[i]越低越好。[/i]"
msgid ""
"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
"scene tree. [i]Lower is better.[/i]"
msgstr "孤立节点的数量,即父节点不是场景树节点的节点。[i]越低越好。[/i]"
msgid ""
"The total number of objects in the last rendered frame. This metric doesn't "
"include culled objects (either via hiding nodes, frustum culling or occlusion "
"culling). [i]Lower is better.[/i]"
msgstr ""
"在上一个渲染帧中的对象总数。该指标不包括剔除的对象(通过隐藏节点、视锥剔除、或"
"遮挡剔除)。[i]越低越好。[/i]"
msgid ""
"The total number of vertices or indices rendered in the last rendered frame. "
"This metric doesn't include primitives from culled objects (either via hiding "
"nodes, frustum culling or occlusion culling). Due to the depth prepass and "
"shadow passes, the number of primitives is always higher than the actual "
"number of vertices in the scene (typically double or triple the original "
"vertex count). [i]Lower is better.[/i]"
msgstr ""
"在上一个渲染帧中渲染的顶点或索引的总数。该指标不包括来自被剔除对象的图元(通过"
"隐藏节点、视锥剔除、或遮挡剔除)。由于预深度阶段和阴影阶段,图元的数量总是高于"
"场景中的实际顶点数量(通常是原始顶点数量的两倍或三倍)。[i]越低越好。[/i]"
msgid ""
"The total number of draw calls performed in the last rendered frame. This "
"metric doesn't include culled objects (either via hiding nodes, frustum "
"culling or occlusion culling), since they do not result in draw calls. "
"[i]Lower is better.[/i]"
msgstr ""
"在上一个渲染帧中执行的绘制调用的总数。该指标不包括剔除对象(通过隐藏节点、视锥"
"剔除、或遮挡剔除),因为它们不会导致绘制调用。[i]越低越好。[/i]"
msgid ""
"The amount of video memory used (texture and vertex memory combined, in "
"bytes). Since this metric also includes miscellaneous allocations, this value "
"is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and "
"[constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]"
msgstr ""
"显存的使用量(纹理和顶点内存之和,单位为字节)。由于该指标还包括其他杂项分配,"
"因此该值始终大于 [constant RENDER_TEXTURE_MEM_USED] 和 [constant "
"RENDER_BUFFER_MEM_USED] 的总和。[i]越低越好。[/i]"
msgid "The amount of texture memory used (in bytes). [i]Lower is better.[/i]"
msgstr "纹理内存的使用量(单位为字节)。[i]越低越好。[/i]"
msgid ""
"The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]"
msgstr "渲染缓冲区内存的使用量(单位为字节)。[i]越低越好。[/i]"
msgid ""
"Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]"
msgstr "游戏中活跃的 [RigidBody2D] 节点数。[i]越低越好。[/i]"
msgid ""
"Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i]"
msgstr "2D 物理引擎中碰撞对的数量。[i]越低越好。[/i]"
msgid "Number of islands in the 2D physics engine. [i]Lower is better.[/i]"
msgstr "2D 物理引擎中孤岛的数量。[i]越低越好。[/i]"
msgid ""
"Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. "
"[i]Lower is better.[/i]"
msgstr "游戏中活跃的 [RigidBody3D] 和 [VehicleBody3D] 节点数。[i]越低越好。[/i]"
msgid ""
"Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i]"
msgstr "3D 物理引擎中碰撞对的数量。[i]越低越好。[/i]"
msgid "Number of islands in the 3D physics engine. [i]Lower is better.[/i]"
msgstr "3D 物理引擎中孤岛的数量。[i]越低越好。[/i]"
msgid ""
"Output latency of the [AudioServer]. Equivalent to calling [method "
"AudioServer.get_output_latency], it is not recommended to call this every "
"frame."
msgstr ""
"[AudioServer] 的输出延迟。相当于调用 [method AudioServer.get_output_latency]"
"不建议每帧都调用该方法。"
msgid ""
"Number of active navigation maps in the [NavigationServer3D]. This also "
"includes the two empty default navigation maps created by World2D and World3D."
msgstr ""
"[NavigationServer3D] 中活动导航地图的数量。也包含 World2D 和 World3D 所创建的"
"两张默认导航地图。"
msgid "Number of active navigation regions in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中活动导航地区的数量。"
msgid ""
"Number of active navigation agents processing avoidance in the "
"[NavigationServer3D]."
msgstr "[NavigationServer3D] 中正在处理避障的活动导航代理的数量。"
msgid "Number of active navigation links in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中活动导航链接的数量。"
msgid "Number of navigation mesh polygons in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中导航网格多边形的数量。"
msgid "Number of navigation mesh polygon edges in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中导航网格多边形边缘的数量。"
msgid ""
"Number of navigation mesh polygon edges that were merged due to edge key "
"overlap in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中由于边键重叠而被合并的导航网格多边形的边的数量。"
msgid ""
"Number of polygon edges that are considered connected by edge proximity "
"[NavigationServer3D]."
msgstr "[NavigationServer3D] 中由边缘接近而被认为已连接的多边形的边的数量。"
msgid ""
"Number of navigation mesh polygon edges that could not be merged in the "
"[NavigationServer3D]. The edges still may be connected by edge proximity or "
"with links."
msgstr ""
"[NavigationServer3D] 中无法合并的导航网格多边形的边的数量。这些边仍然可以通过"
"边缘接近或使用链接而被连接。"
msgid "Represents the size of the [enum Monitor] enum."
msgstr "代表 [enum Monitor] 枚举的大小。"
msgid ""
"A [RigidBody2D]-derived node used to make [Bone2D]s in a [Skeleton2D] react "
"to physics."
msgstr ""
"派生自 [RigidBody2D] 的节点,用于让 [Skeleton2D] 中的 [Bone2D] 对物理作出反"
"应。"
msgid ""
"The [PhysicalBone2D] node is a [RigidBody2D]-based node that can be used to "
"make [Bone2D]s in a [Skeleton2D] react to physics.\n"
"[b]Note:[/b] To make the [Bone2D]s visually follow the [PhysicalBone2D] node, "
"use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] "
"parent.\n"
"[b]Note:[/b] The [PhysicalBone2D] node does not automatically create a "
"[Joint2D] node to keep [PhysicalBone2D] nodes together. They must be created "
"manually. For most cases, you want to use a [PinJoint2D] node. The "
"[PhysicalBone2D] node will automatically configure the [Joint2D] node once "
"it's been added as a child node."
msgstr ""
"[PhysicalBone2D] 节点基于 [RigidBody2D],可以用来使 [Skeleton2D] 中的 "
"[Bone2D] 节点对物理作出反应。\n"
"[b]注意:[/b]为了让 [Bone2D] 节点在视觉上跟随 [PhysicalBone2D] 节点,请在父级 "
"[Skeleton2D] 节点上使用 [SkeletonModification2DPhysicalBones] 修改。\n"
"[b]注意:[/b][PhysicalBone2D] 节点不会自动创建 [Joint2D] 节点来让 "
"[PhysicalBone2D] 节点保持在一起。你需要手动创建这些节点。大多数情况下,你想要"
"使用的都是 [PinJoint2D] 节点。创建 [PhysicalBone2D] 子节点后会自动配置 "
"[Joint2D] 节点。"
msgid ""
"Returns the first [Joint2D] child node, if one exists. This is mainly a "
"helper function to make it easier to get the [Joint2D] that the "
"[PhysicalBone2D] is autoconfiguring."
msgstr ""
"如果存在,则返回第一个 [Joint2D] 子节点。主要是辅助函数,用于简化对 "
"[PhysicalBone2D] 所自动配置的 [Joint2D] 的获取。"
msgid ""
"Returns a boolean that indicates whether the [PhysicalBone2D] is running and "
"simulating using the Godot 2D physics engine. When [code]true[/code], the "
"PhysicalBone2D node is using physics."
msgstr ""
"返回一个布尔值,表示 [PhysicalBone2D] 节点是否处于运行状态,正在使用 Godot 2D "
"物理引擎进行仿真。为 [code]true[/code] 时,该 PhysicalBone2D 节点正在使用物"
"理。"
msgid ""
"If [code]true[/code], the [PhysicalBone2D] will automatically configure the "
"first [Joint2D] child node. The automatic configuration is limited to setting "
"up the node properties and positioning the [Joint2D]."
msgstr ""
"如果为 [code]true[/code][PhysicalBone2D] 节点会自动配置第一个 [Joint2D] 子节"
"点。自动配置仅限于设置节点属性和定位该 [Joint2D]。"
msgid "The index of the [Bone2D] that this [PhysicalBone2D] should simulate."
msgstr "该 [PhysicalBone2D] 节点所模拟的 [Bone2D] 节点的索引。"
msgid ""
"The [NodePath] to the [Bone2D] that this [PhysicalBone2D] should simulate."
msgstr "该 [PhysicalBone2D] 所模拟的 [Bone2D] 的 [NodePath]。"
msgid ""
"If [code]true[/code], the [PhysicalBone2D] will keep the transform of the "
"bone it is bound to when simulating physics."
msgstr ""
"如果为 [code]true[/code],则该 [PhysicalBone2D] 在模拟物理时会保持其绑定的骨骼"
"的变换。"
msgid ""
"If [code]true[/code], the [PhysicalBone2D] will start simulating using "
"physics. If [code]false[/code], the [PhysicalBone2D] will follow the "
"transform of the [Bone2D] node.\n"
"[b]Note:[/b] To have the [Bone2D]s visually follow the [PhysicalBone2D], use "
"a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node "
"with the [Bone2D] nodes."
msgstr ""
"如果为 [code]true[/code][PhysicalBone2D] 将开始使用物理进行模拟。如果为 "
"[code]false[/code][PhysicalBone2D] 将跟随 [Bone2D] 节点的变换。\n"
"[b]注意:[/b]要使 [Bone2D] 节点在视觉上跟随 [PhysicalBone2D] 节点,请在具有 "
"[Bone2D] 节点的 [Skeleton2D] 节点上使用一个 "
"[SkeletonModification2DPhysicalBones] 修改。"
msgid "A physics body used to make bones in a [Skeleton3D] react to physics."
msgstr "用于让 [Skeleton3D] 中的骨骼对物理作出反应的物理体。"
msgid ""
"The [PhysicalBone3D] node is a physics body that can be used to make bones in "
"a [Skeleton3D] react to physics."
msgstr ""
"[PhysicalBone3D] 节点是一种能够让 [Skeleton3D] 中的骨骼对物理作出反应的物理"
"体。"
msgid ""
"Called during physics processing, allowing you to read and safely modify the "
"simulation state for the object. By default, it works in addition to the "
"usual physics behavior, but the [member custom_integrator] property allows "
"you to disable the default behavior and do fully custom force integration for "
"a body."
msgstr ""
"在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它会"
"和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁用默"
"认行为,为物体施加完全自定义的合力。"
msgid ""
"Damps the body's rotation. By default, the body will use the [b]Default "
"Angular Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any "
"value override set by an [Area3D] the body is in. Depending on [member "
"angular_damp_mode], you can set [member angular_damp] to be added to or to "
"replace the body's damping value.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more details "
"about damping."
msgstr ""
"阻碍物体的旋转。默认情况下,物体将使用 [b]项目 > 项目设置 > 物理 > 3d[/b] 中的"
"[b]默认角度阻尼[/b],或物体所在的 [Area3D] 中设置的任何覆盖值。取决于 [member "
"angular_damp_mode],可以设置 [member angular_damp] 以增加或替换物体的阻尼"
"值。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/3d/"
"default_angular_damp]。"
msgid ""
"Defines how [member angular_damp] is applied. See [enum DampMode] for "
"possible values."
msgstr "定义如何应用 [member angular_damp]。可能的取值见 [enum DampMode]。"
msgid "The PhysicalBone3D's rotational velocity in [i]radians[/i] per second."
msgstr "该 PhysicalBone3D 的旋转速度,以每秒[i]弧度[/i]为单位。"
msgid "Sets the body's transform."
msgstr "设置该物体的变换。"
msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反弹)。"
msgid ""
"If [code]true[/code], the body is deactivated when there is no movement, so "
"it will not take part in the simulation until it is awakened by an external "
"force."
msgstr ""
"如果为 [code]true[/code],则会在不移动时停用该物体,所以它在被外力唤醒前不会参"
"与模拟。"
msgid ""
"If [code]true[/code], internal force integration will be disabled (like "
"gravity or air friction) for this body. Other than collision response, the "
"body will only move as determined by the [method _integrate_forces] function, "
"if defined."
msgstr ""
"如果为 [code]true[/code],则该物体的内力积分将被禁用(如重力或空气摩擦)。除了"
"碰撞响应之外,物体将仅根据 [method _integrate_forces] 函数确定的方式移动(如果"
"已定义)。"
msgid ""
"The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] "
"(max friction)."
msgstr ""
"该物体的摩擦,从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩擦)。"
msgid ""
"This is multiplied by the global 3D gravity setting found in [b]Project > "
"Project Settings > Physics > 3d[/b] to produce the body's gravity. For "
"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object."
msgstr ""
"与[b]设置 > 项目设置 > 物理 > 3D[/b] 中的全局 3D 重力设置相乘,得到该物体的重"
"力。例如,取值为 1 就是正常重力2 就是双倍重力0.5 会让应用到这个对象的重力"
"减半。"
msgid "Sets the joint's transform."
msgstr "设置该关节的变换。"
msgid "Sets the joint's rotation in radians."
msgstr "设置该关节的旋转,单位为弧度。"
msgid "Sets the joint type. See [enum JointType] for possible values."
msgstr "设置关节的类型。可能的值见 [enum JointType]。"
msgid ""
"Damps the body's movement. By default, the body will use the [b]Default "
"Linear Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any "
"value override set by an [Area3D] the body is in. Depending on [member "
"linear_damp_mode], you can set [member linear_damp] to be added to or to "
"replace the body's damping value.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
"阻碍物体的运动。默认情况下,物体将使用 [b]项目 > 项目设置 > 物理 > 3d[/b] 中的"
"[b]默认线性阻尼[/b],或物体所在的 [Area3D] 中设置的任何覆盖值。取决于 [member "
"linear_damp_mode],可以设置 [member linear_damp] 以增加或替换物体的阻尼值。\n"
"有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/3d/"
"default_linear_damp]。"
msgid ""
"Defines how [member linear_damp] is applied. See [enum DampMode] for possible "
"values."
msgstr ""
"定义如何应用 [member linear_damp]。有关可能的值,请参阅 [enum DampMode]。"
msgid ""
"The body's linear velocity in units per second. Can be used sporadically, but "
"[b]don't set this every frame[/b], because physics may run in another thread "
"and runs at a different granularity. Use [method _integrate_forces] as your "
"process loop for precise control of the body state."
msgstr ""
"物体的线速度,单位为单位每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因"
"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
msgid "The body's mass."
msgstr "实体的质量。"
msgid ""
"In this mode, the body's damping value is added to any value set in areas or "
"the default value."
msgstr "在这种模式下,物体的阻尼值将被加到区域中设置的任何值或默认值。"
msgid ""
"In this mode, the body's damping value replaces any value set in areas or the "
"default value."
msgstr "在这种模式下,物体的阻尼值将替换掉区域中设置的任何值或默认值。"
msgid ""
"A material that defines a sky for a [Sky] resource by a set of physical "
"properties."
msgstr "通过一组物理属性定义 [Sky] 资源的天空的材质。"
msgid ""
"The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a "
"sky based on physical properties. This results in a substantially more "
"realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and "
"less flexible.\n"
"The [PhysicalSkyMaterial] only supports one sun. The color, energy, and "
"direction of the sun are taken from the first [DirectionalLight3D] in the "
"scene tree.\n"
"As it is based on a daylight model, the sky fades to black as the sunset "
"ends. If you want a full day/night cycle, you will have to add a night sky by "
"converting this to a [ShaderMaterial] and adding a night sky directly into "
"the resulting shader."
msgstr ""
"该 [PhysicalSkyMaterial] 使用 Preetham 解析日光模型,根据物理属性绘制一个天"
"空。这会产生比 [ProceduralSkyMaterial] 更加逼真的天空,但速度稍慢且灵活性较"
"差。\n"
"该 [PhysicalSkyMaterial] 仅支持一个太阳。太阳的颜色、能量、和方向,取自场景树"
"中的第一个 [DirectionalLight3D]。\n"
"由于它基于一个日光模型,所以随着日落的结束,天空会逐渐变黑。如果想要一个完整的"
"白天/黑夜循环,则必须通过将其转换为一个 [ShaderMaterial],并将一个夜空直接添加"
"到生成的着色器中以添加一个夜空。"
msgid ""
"The sky's overall brightness multiplier. Higher values result in a brighter "
"sky."
msgstr "天空整体亮度的乘数。数值越高,天空就越亮。"
msgid ""
"Modulates the [Color] on the bottom half of the sky to represent the ground."
msgstr "调制天空下半部分的 [Color],这部分代表地面。"
msgid ""
"Controls the strength of [url=https://en.wikipedia.org/wiki/"
"Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from "
"light colliding with larger particles (like water). On earth, Mie scattering "
"results in a whitish color around the sun and horizon."
msgstr ""
"控制天空中[url=https://zh.wikipedia.org/wiki/"
"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]的强度。米氏散射是光与较大"
"的粒子(例如水)碰撞的结果。在地球上,米氏散射的结果是太阳和地平线周围的颜色发"
"白。"
msgid ""
"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/"
"Mie_scattering]Mie scattering[/url] effect. While not physically accurate, "
"this allows for the creation of alien-looking planets."
msgstr ""
"控制天空中[url=https://zh.wikipedia.org/wiki/"
"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]效果的 [Color]。虽然在物理"
"上并不准确,但可以创造出看上去像的外星球的天空。"
msgid ""
"Controls the direction of the [url=https://en.wikipedia.org/wiki/"
"Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that "
"when light hits a particle it's passing through straight forward. A value of "
"[code]-1[/code] means that all light is scatter backwards."
msgstr ""
"控制[url=https://zh.wikipedia.org/wiki/%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米"
"氏散射[/url]的方向。值为 [code]1[/code] 表示当光照到粒子时会直接穿过。值为"
"[code]-1[/code] 表示所有的光都是向后散射的。"
msgid ""
"[Texture2D] for the night sky. This is added to the sky, so if it is bright "
"enough, it may be visible during the day."
msgstr ""
"用于夜空的 [Texture2D]。会添加到天空中,所以足够亮的话在白天也可能会看到。"
msgid ""
"Controls the strength of the [url=https://en.wikipedia.org/wiki/"
"Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results "
"from light colliding with small particles. It is responsible for the blue "
"color of the sky."
msgstr ""
"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞利"
"散射[/url]的强度。瑞利散射是光与较小粒子碰撞的结果,是天空呈蓝色的原因。"
msgid ""
"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/"
"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, "
"this allows for the creation of alien-looking planets. For example, setting "
"this to a red [Color] results in a Mars-looking atmosphere with a "
"corresponding blue sunset."
msgstr ""
"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞利"
"散射[/url]的 [Color]。虽然在物理上并不准确,但可以创造出看上去像的外星球的天"
"空。例如,将其设为红色 [Color],可以得到火星大气的外观,日落时为蓝色。"
msgid ""
"Sets the size of the sun disk. Default value is based on Sol's perceived size "
"from Earth."
msgstr "设置太阳圆盘的大小。默认值基于从地球对太阳的感知大小。"
msgid ""
"Sets the thickness of the atmosphere. High turbidity creates a foggy-looking "
"atmosphere, while a low turbidity results in a clearer atmosphere."
msgstr ""
"设置大气的厚度。高浊度会产生雾状外观的大气,而低浊度会产生更清晰的大气。"
msgid ""
"If [code]true[/code], enables debanding. Debanding adds a small amount of "
"noise which helps reduce banding that appears from the smooth changes in "
"color in the sky."
msgstr ""
"如果为 [code]true[/code],则启用去色带。去色带会增加少量噪点,这有助于减少天空"
"中颜色的平滑变化而出现的色带。"
msgid "Abstract base class for 2D game objects affected by physics."
msgstr "受物理影响的 2D 游戏对象的抽象基类。"
msgid ""
"[PhysicsBody2D] is an abstract base class for 2D game objects affected by "
"physics. All 2D physics bodies inherit from it."
msgstr ""
"[PhysicsBody2D] 与受物理影响的 2D 游戏对象的抽象基类。所有 2D 物理体都继承自这"
"个类。"
msgid "Adds a body to the list of bodies that this body can't collide with."
msgstr "将一个物体添加到这个物体不能碰撞的物体列表中。"
msgid ""
"Returns an array of nodes that were added as collision exceptions for this "
"body."
msgstr "返回该物体的碰撞例外节点数组。"
msgid ""
"Moves the body along the vector [param motion]. In order to be frame rate "
"independent in [method Node._physics_process] or [method Node._process], "
"[param motion] should be computed using [code]delta[/code].\n"
"Returns a [KinematicCollision2D], which contains information about the "
"collision when stopped, or when touching another body along the motion.\n"
"If [param test_only] is [code]true[/code], the body does not move but the "
"would-be collision information is given.\n"
"[param safe_margin] is the extra margin used for collision recovery (see "
"[member CharacterBody2D.safe_margin] for more details).\n"
"If [param recovery_as_collision] is [code]true[/code], any depenetration from "
"the recovery phase is also reported as a collision; this is used e.g. by "
"[CharacterBody2D] for improving floor detection during floor snapping."
msgstr ""
"沿着运动向量 [param motion] 移动该物体。为了在 [method Node._physics_process] "
"和 [method Node._process] 中不依赖帧速率,[param motion] 应该使用 "
"[code]delta[/code] 计算。\n"
"返回 [KinematicCollision2D],包含停止时的碰撞信息,或者沿运动向量接触到其他物"
"体时的碰撞信息。\n"
"如果 [param test_only] 为 [code]true[/code],则该物体不会移动,但会给出可能的"
"碰撞信息。\n"
"[param safe_margin] 是用于碰撞恢复的额外边距(详见 [member CharacterBody2D."
"safe_margin] )。\n"
"如果 [param recovery_as_collision] 为 [code]true[/code],则恢复阶段发生的穿透"
"解除也会被报告为碰撞;例如,[CharacterBody2D] 在吸附到地板时会用这个选项来改善"
"对地板检测。"
msgid ""
"Removes a body from the list of bodies that this body can't collide with."
msgstr "将一个物体从该物体不能碰撞的物体列表中移除。"
msgid ""
"Checks for collisions without moving the body. In order to be frame rate "
"independent in [method Node._physics_process] or [method Node._process], "
"[param motion] should be computed using [code]delta[/code].\n"
"Virtually sets the node's position, scale and rotation to that of the given "
"[Transform2D], then tries to move the body along the vector [param motion]. "
"Returns [code]true[/code] if a collision would stop the body from moving "
"along the whole path.\n"
"[param collision] is an optional object of type [KinematicCollision2D], which "
"contains additional information about the collision when stopped, or when "
"touching another body along the motion.\n"
"[param safe_margin] is the extra margin used for collision recovery (see "
"[member CharacterBody2D.safe_margin] for more details).\n"
"If [param recovery_as_collision] is [code]true[/code], any depenetration from "
"the recovery phase is also reported as a collision; this is useful for "
"checking whether the body would [i]touch[/i] any other bodies."
msgstr ""
"在不移动实体的情况下检查碰撞。为了在 [method Node._physics_process] 或 "
"[method Node._process] 中独立于帧速率,[param motion] 应该使用 [code]delta[/"
"code] 来计算。\n"
"实际上是将节点的位置、缩放和旋转设置为给定 [Transform2D] 的位置、缩放和旋转,"
"然后尝试沿向量 [param motion] 移动实体。如果碰撞会阻止实体沿整个路径移动,则返"
"回 [code]true[/code]。\n"
"[param collision] 是类型为 [KinematicCollision2D] 的一个可选对象,它包含有关停"
"止时碰撞、或沿运动接触另一个实体时碰撞的附加信息。\n"
"[param safe_margin] 是用于碰撞恢复的额外余量(有关更多详细信息,请参阅 "
"[member CharacterBody2D.safe_margin])。\n"
"如果 [param recovery_as_collision] 为 [code]true[/code],恢复阶段的任何穿透也"
"将被报告为碰撞;这对于检查该实体是否会[i]接触[/i]其他任意实体很有用。"
msgid "Abstract base class for 3D game objects affected by physics."
msgstr "受物理影响的 3D 游戏对象的抽象基类。"
msgid ""
"[PhysicsBody3D] is an abstract base class for 3D game objects affected by "
"physics. All 3D physics bodies inherit from it.\n"
"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as "
"expected. It is advised to keep its scale the same on all axes and adjust its "
"collision shape(s) instead."
msgstr ""
"[PhysicsBody3D] 与受物理影响的 3D 游戏对象的抽象基类。所有 3D 物理体都继承自这"
"个类。\n"
"[b]警告:[/b]缩放不统一时,这个节点的行为可能不符合预期。建议让所有轴上的缩放"
"都保持一致,改为调整碰撞形状的大小。"
msgid ""
"Returns [code]true[/code] if the specified linear or rotational [param axis] "
"is locked."
msgstr "如果指定的线性或旋转轴 [param axis] 被锁定,则返回 [code]true[/code]。"
msgid ""
"Moves the body along the vector [param motion]. In order to be frame rate "
"independent in [method Node._physics_process] or [method Node._process], "
"[param motion] should be computed using [code]delta[/code].\n"
"The body will stop if it collides. Returns a [KinematicCollision3D], which "
"contains information about the collision when stopped, or when touching "
"another body along the motion.\n"
"If [param test_only] is [code]true[/code], the body does not move but the "
"would-be collision information is given.\n"
"[param safe_margin] is the extra margin used for collision recovery (see "
"[member CharacterBody3D.safe_margin] for more details).\n"
"If [param recovery_as_collision] is [code]true[/code], any depenetration from "
"the recovery phase is also reported as a collision; this is used e.g. by "
"[CharacterBody3D] for improving floor detection during floor snapping.\n"
"[param max_collisions] allows to retrieve more than one collision result."
msgstr ""
"沿着运动向量 [param motion] 移动该物体。为了在 [method Node._physics_process] "
"和 [method Node._process] 中不依赖帧速率,[param motion] 应该使用 "
"[code]delta[/code] 计算。\n"
"发生碰撞后该物体就会停止运动。返回 [KinematicCollision3D],包含停止时的碰撞信"
"息,或者沿运动向量接触到其他物体时的碰撞信息。\n"
"如果 [param test_only] 为 [code]true[/code],则该物体不会移动,但会给出可能的"
"碰撞信息。\n"
"[param safe_margin] 是用于碰撞恢复的额外边距(详见 [member CharacterBody3D."
"safe_margin] )。\n"
"如果 [param recovery_as_collision] 为 [code]true[/code],则恢复阶段发生的穿透"
"解除也会被报告为碰撞;例如,[CharacterBody3D] 在吸附到地板时会用这个选项来改善"
"对地板检测。\n"
"[param max_collisions] 可用于检索多次碰撞的结果。"
msgid ""
"Locks or unlocks the specified linear or rotational [param axis] depending on "
"the value of [param lock]."
msgstr "根据 [param lock] 的值锁定或解锁指定的线性或旋转轴 [param axis]。"
msgid ""
"Checks for collisions without moving the body. In order to be frame rate "
"independent in [method Node._physics_process] or [method Node._process], "
"[param motion] should be computed using [code]delta[/code].\n"
"Virtually sets the node's position, scale and rotation to that of the given "
"[Transform3D], then tries to move the body along the vector [param motion]. "
"Returns [code]true[/code] if a collision would stop the body from moving "
"along the whole path.\n"
"[param collision] is an optional object of type [KinematicCollision3D], which "
"contains additional information about the collision when stopped, or when "
"touching another body along the motion.\n"
"[param safe_margin] is the extra margin used for collision recovery (see "
"[member CharacterBody3D.safe_margin] for more details).\n"
"If [param recovery_as_collision] is [code]true[/code], any depenetration from "
"the recovery phase is also reported as a collision; this is useful for "
"checking whether the body would [i]touch[/i] any other bodies.\n"
"[param max_collisions] allows to retrieve more than one collision result."
msgstr ""
"在不移动实体的情况下检查碰撞。为了在 [method Node._physics_process] 或 "
"[method Node._process] 中独立于帧速率,[param motion] 应该使用 [code]delta[/"
"code] 来计算。\n"
"实际上是将节点的位置、缩放和旋转设置为给定 [Transform3D] 的位置、缩放和旋转,"
"然后尝试沿向量 [param motion] 移动实体。如果碰撞会阻止实体沿整个路径移动,则返"
"回 [code]true[/code]。\n"
"[param collision] 是类型为 [KinematicCollision3D] 的一个可选对象,它包含有关停"
"止时碰撞、或沿运动接触另一个实体时碰撞的附加信息。\n"
"[param safe_margin] 是用于碰撞恢复的额外余量(有关更多详细信息,请参阅 "
"[member CharacterBody3D.safe_margin])。\n"
"如果 [param recovery_as_collision] 为 [code]true[/code],恢复阶段的任何穿透也"
"将被报告为碰撞;这对于检查该实体是否会[i]接触[/i]其他任意实体很有用。\n"
"[param max_collisions] 允许检索一个以上的碰撞结果。"
msgid "Lock the body's rotation in the X axis."
msgstr "锁定物体在 X 轴上的旋转。"
msgid "Lock the body's rotation in the Y axis."
msgstr "锁定物体在 Y 轴上的旋转。"
msgid "Lock the body's rotation in the Z axis."
msgstr "锁定物体在 Z 轴上的旋转。"
msgid "Lock the body's linear movement in the X axis."
msgstr "锁定物体在 X 轴上的线性运动。"
msgid "Lock the body's linear movement in the Y axis."
msgstr "锁定物体在 Y 轴上的线性运动。"
msgid "Lock the body's linear movement in the Z axis."
msgstr "锁定物体在 Z 轴上的线性运动。"
msgid "Provides direct access to a physics body in the [PhysicsServer2D]."
msgstr "提供对 [PhysicsServer2D] 中物理体的直接访问。"
msgid ""
"Provides direct access to a physics body in the [PhysicsServer2D], allowing "
"safe changes to physics properties. This object is passed via the direct "
"state callback of [RigidBody2D], and is intended for changing the direct "
"state of that body. See [method RigidBody2D._integrate_forces]."
msgstr ""
"提供对 [PhysicsServer2D] 中物理体的直接访问,从而安全地更改物理属性。该对象会"
"在 [RigidBody2D] 的直接状态回调中传递,目的是为了改变物体的直接状态。见 "
"[method RigidBody2D._integrate_forces]。"
msgid "Ray-casting"
msgstr "发射射线"
msgid ""
"Adds a constant directional force without affecting rotation that keeps being "
"applied over time until cleared with [code]constant_force = Vector2(0, 0)[/"
"code].\n"
"This is equivalent to using [method add_constant_force] at the body's center "
"of mass."
msgstr ""
"在不影响旋转的情况下,添加一个定向的恒定力,该力会随着时间的推移而持续施加,直"
"到使用 [code]constant_force = Vector2(0, 0)[/code] 清除。\n"
"这相当于在物体的质心处,使用 [method add_constant_force]。"
msgid ""
"Adds a constant positioned force to the body that keeps being applied over "
"time until cleared with [code]constant_force = Vector2(0, 0)[/code].\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向实体添加一个恒定的定位力,持续施加,直到用 [code]constant_force = "
"Vector2(0, 0)[/code] 清除。\n"
"[param position] 是在全局坐标中距实体原点的偏移量。"
msgid ""
"Adds a constant rotational force without affecting position that keeps being "
"applied over time until cleared with [code]constant_torque = 0[/code]."
msgstr ""
"添加一个恒定的旋转力矩,而不影响位置,该力会随着时间的推移不断施加,直到使用 "
"[code]constant_torque = 0[/code] 清除。"
msgid ""
"Applies a directional force without affecting rotation. A force is time "
"dependent and meant to be applied every physics update.\n"
"This is equivalent to using [method apply_force] at the body's center of mass."
msgstr ""
"施加一个不影响旋转的定向力。该力是时间相关的,意味着每次物理更新都会施加。\n"
"这相当于在物体的质心处,使用 [method apply_force]。"
msgid ""
"Applies a directional impulse without affecting rotation.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"This is equivalent to using [method apply_impulse] at the body's center of "
"mass."
msgstr ""
"施加一个不影响的旋转定向冲量。\n"
"冲量与时间无关!每帧应用一个冲量,会产生一个依赖于帧速率的力。出于这个原因,它"
"应该只在模拟一次性影响时使用(否则使用 “_force”函数。\n"
"这相当于在物体的质心处,使用 [method apply_impulse]。"
msgid ""
"Applies a positioned force to the body. A force is time dependent and meant "
"to be applied every physics update.\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"对实体施加一个定位力。力是时间相关的,意味着每次物理更新都会被施加。\n"
"[param position] 是在全局坐标中距实体原点的偏移量。"
msgid ""
"Applies a positioned impulse to the body.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向实体施加一个定位冲量。\n"
"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它"
"应该只在模拟一次性影响时使用否则使用“_force”函数。\n"
"[param position] 是在全局坐标中距实体原点的偏移量。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update.\n"
"[b]Note:[/b] [member inverse_inertia] is required for this to work. To have "
"[member inverse_inertia], an active [CollisionShape2D] must be a child of the "
"node, or you can manually set [member inverse_inertia]."
msgstr ""
"在不影响位置的情况下施加一个旋转力。力是时间相关的,这意味着每次物理更新都会被"
"施加。\n"
"[b]注意:[/b][member inverse_inertia] 是生效所必需的。要拥有 [member "
"inverse_inertia],活动的 [CollisionShape2D] 必须是该节点的子节点,或者可以手动"
"设置 [member inverse_inertia]。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[b]Note:[/b] [member inverse_inertia] is required for this to work. To have "
"[member inverse_inertia], an active [CollisionShape2D] must be a child of the "
"node, or you can manually set [member inverse_inertia]."
msgstr ""
"在不影响位置的情况下,向实体施加一个旋转冲量。\n"
"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它"
"应该只在模拟一次性影响时使用否则使用“_force”函数。\n"
"[b]注意:[/b][member inverse_inertia] 是生效所必需的。要拥有 [member "
"inverse_inertia],活动的 [CollisionShape2D] 必须是该节点的一个子节点,或者可以"
"手动设置 [member inverse_inertia]。"
msgid ""
"Returns the body's total constant positional forces applied during each "
"physics update.\n"
"See [method add_constant_force] and [method add_constant_central_force]."
msgstr ""
"返回在每次物理更新期间,施加在该物体上的总恒定位置力。\n"
"见 [method add_constant_force] 和 [method add_constant_central_force]。"
msgid ""
"Returns the body's total constant rotational forces applied during each "
"physics update.\n"
"See [method add_constant_torque]."
msgstr ""
"返回在每次物理更新期间,施加在该物体上的总恒定旋转力。\n"
"见 [method add_constant_torque]。"
msgid "Returns the collider's [RID]."
msgstr "返回该碰撞体的 [RID]。"
msgid "Returns the collider's object id."
msgstr "返回该碰撞体的对象 id。"
msgid ""
"Returns the collider object. This depends on how it was created (will return "
"a scene node if such was used to create it)."
msgstr ""
"返回该碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将返"
"回场景节点)。"
msgid ""
"Returns the position of the contact point on the collider in the global "
"coordinate system."
msgstr "返回该碰撞体上接触点的位置,使用全局坐标系。"
msgid "Returns the collider's shape index."
msgstr "返回该碰撞体的形状索引。"
msgid "Returns the velocity vector at the collider's contact point."
msgstr "返回该碰撞体上接触点处的速度向量。"
msgid ""
"Returns the number of contacts this body has with other bodies.\n"
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody2D.contact_monitor]."
msgstr ""
"返回这个物体与其他物体的接触次数。\n"
"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
msgid "Returns the impulse created by the contact."
msgstr "返回接触造成的冲量。"
msgid "Returns the local normal at the contact point."
msgstr "返回接触点处的局部法线。"
msgid ""
"Returns the position of the contact point on the body in the global "
"coordinate system."
msgstr "返回该物体上接触点的位置,使用全局坐标系。"
msgid "Returns the local shape index of the collision."
msgstr "返回碰撞的局部坐标系下的形状索引。"
msgid "Returns the velocity vector at the body's contact point."
msgstr "返回该物体上接触点处的速度向量。"
msgid "Returns the current state of the space, useful for queries."
msgstr "返回空间的当前状态,这对查询很有用。"
msgid ""
"Returns the body's velocity at the given relative position, including both "
"translation and rotation."
msgstr "返回给定相对位置的物体速度,包括平移和旋转。"
msgid "Calls the built-in force integration code."
msgstr "调用内置的力集成代码。"
msgid ""
"Sets the body's total constant positional forces applied during each physics "
"update.\n"
"See [method add_constant_force] and [method add_constant_central_force]."
msgstr ""
"设置在每次物理更新期间,施加在该物体上的总恒定位置力。\n"
"见 [method add_constant_force] 和 [method add_constant_central_force]。"
msgid ""
"Sets the body's total constant rotational forces applied during each physics "
"update.\n"
"See [method add_constant_torque]."
msgstr ""
"设置在每次物理更新期间,施加在该物体上的总恒定旋转力。\n"
"见 [method add_constant_torque]。"
msgid "The body's rotational velocity in [i]radians[/i] per second."
msgstr "物体的旋转速度,单位为[i]弧度[/i]每秒。"
msgid ""
"The body's center of mass position relative to the body's center in the "
"global coordinate system."
msgstr "该物体质心的位置,相对于该物体的中心,使用全局坐标系。"
msgid ""
"The body's center of mass position in the body's local coordinate system."
msgstr "该物体质心的位置,使用该物体的局部坐标系。"
msgid "The inverse of the inertia of the body."
msgstr "物体惯性的倒数。"
msgid "The inverse of the mass of the body."
msgstr "物体质量的倒数。"
msgid "The body's linear velocity in pixels per second."
msgstr "物体的线性速度,单位为像素每秒。"
msgid "If [code]true[/code], this body is currently sleeping (not active)."
msgstr "如果为 [code]true[/code],则该物体当前处于睡眠状态(不活动)。"
msgid "The timestep (delta) used for the simulation."
msgstr "用于模拟的时间步长delta。"
msgid ""
"The rate at which the body stops rotating, if there are not any other forces "
"moving it."
msgstr "物体停止转动的速度,如果没有任何其他力使它运动。"
msgid "The total gravity vector being currently applied to this body."
msgstr "这个物体上的总重力向量。"
msgid ""
"The rate at which the body stops moving, if there are not any other forces "
"moving it."
msgstr "物体停止运动的速率,如果没有任何其他力使它运动。"
msgid "The body's transformation matrix."
msgstr "物体的变换矩阵。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsDirectBodyState2D] implementations."
msgstr ""
"提供能够覆盖的虚方法,用于创建 [PhysicsDirectBodyState2D] 的自定义实现。"
msgid ""
"This class extends [PhysicsDirectBodyState2D] by providing additional virtual "
"methods that can be overridden. When these methods are overridden, they will "
"be called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsDirectBodyState2D]."
msgstr ""
"这个类扩展自 [PhysicsDirectBodyState2D],额外提供了可覆盖的虚方法。调用时会使"
"用这些覆盖后的方法代替物理服务器中的内部方法。\n"
"旨在用于 GDExtension用于创建 [PhysicsDirectBodyState2D] 的自定义实现。"
msgid "Provides direct access to a physics body in the [PhysicsServer3D]."
msgstr "提供对 [PhysicsServer3D] 中物理体的直接访问。"
msgid ""
"Provides direct access to a physics body in the [PhysicsServer3D], allowing "
"safe changes to physics properties. This object is passed via the direct "
"state callback of [RigidBody3D], and is intended for changing the direct "
"state of that body. See [method RigidBody3D._integrate_forces]."
msgstr ""
"提供对 [PhysicsServer3D] 中物理体的直接访问,从而安全地更改物理属性。该对象会"
"在 [RigidBody3D] 的直接状态回调中传递,目的是为了改变物体的直接状态。见 "
"[method RigidBody3D._integrate_forces]。"
msgid ""
"Adds a constant directional force without affecting rotation that keeps being "
"applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/"
"code].\n"
"This is equivalent to using [method add_constant_force] at the body's center "
"of mass."
msgstr ""
"在不影响旋转的情况下,添加一个恒定的定向力,该力会随着时间的推移而持续施加,直"
"到使用 [code]constant_force = Vector3(0, 0, 0)[/code] 清除。\n"
"这相当于在物体的质心处,使用 [method add_constant_force]。"
msgid ""
"Adds a constant positioned force to the body that keeps being applied over "
"time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向实体添加一个恒定的定位力,持续施加,直到用 [code]constant_force = "
"Vector3(0, 0, 0)[/code] 清除。\n"
"[param position] 是在全局坐标中距实体原点的偏移量。"
msgid ""
"Adds a constant rotational force without affecting position that keeps being "
"applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)"
"[/code]."
msgstr ""
"在不影响位置的情况下,添加一个恒定的旋转力,该力会随着时间的推移而持续施加,直"
"到使用 [code]constant_torque = Vector3(0, 0, 0)[/code] 清除。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update.\n"
"[b]Note:[/b] [member inverse_inertia] is required for this to work. To have "
"[member inverse_inertia], an active [CollisionShape3D] must be a child of the "
"node, or you can manually set [member inverse_inertia]."
msgstr ""
"在不影响位置的情况下,施加一个旋转力。该力是与时间相关的,这意味着每次物理更新"
"时都会被施加。\n"
"[b]注意:[/b][member inverse_inertia] 是该函数生效所必需的。要拥有 [member "
"inverse_inertia],一个活动的 [CollisionShape3D] 必须是该节点的子节点,或者可以"
"手动设置 [member inverse_inertia]。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[b]Note:[/b] [member inverse_inertia] is required for this to work. To have "
"[member inverse_inertia], an active [CollisionShape3D] must be a child of the "
"node, or you can manually set [member inverse_inertia]."
msgstr ""
"在不影响位置的情况下,向实体施加一个旋转冲量。\n"
"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它"
"应该只在模拟一次性影响时使用否则使用“_force”函数。\n"
"[b]注意:[/b][member inverse_inertia] 是生效所必需的。要拥有 [member "
"inverse_inertia],活动的 [CollisionShape3D] 必须是该节点的子节点,或者可以手动"
"设置 [member inverse_inertia]。"
msgid "Returns the collider object."
msgstr "返回碰撞对象。"
msgid "Returns the linear velocity vector at the collider's contact point."
msgstr "返回该碰撞体接触点处的线速度向量。"
msgid ""
"Returns the number of contacts this body has with other bodies.\n"
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody3D.contact_monitor]."
msgstr ""
"返回这个物体与其他物体的接触次数。\n"
"[b]注意:[/b]默认情况下,除非物体被设为监视接触,否则会返回 0。见 [member "
"RigidBody3D.contact_monitor]。"
msgid "Impulse created by the contact."
msgstr "由接触产生的冲量。"
msgid "Returns the linear velocity vector at the body's contact point."
msgstr "返回该物体上接触点处的线速度向量。"
msgid "The inverse of the inertia tensor of the body."
msgstr "该物体惯性张量的倒数。"
msgid "The body's linear velocity in units per second."
msgstr "物体的线速度,单位为单位每秒。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsDirectBodyState3D] implementations."
msgstr ""
"提供能够覆盖的虚方法,用于创建自定义的 [PhysicsDirectBodyState3D] 实现。"
msgid ""
"This class extends [PhysicsDirectBodyState3D] by providing additional virtual "
"methods that can be overridden. When these methods are overridden, they will "
"be called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsDirectBodyState3D]."
msgstr ""
"这个类扩展自 [PhysicsDirectBodyState3D],提供了额外可覆盖的虚方法。覆盖这些方"
"法后,就会代替物理服务器的内部方法进行调用。\n"
"旨在通过 GDExtension 创建自定义的 [PhysicsDirectBodyState3D] 实现使用。"
msgid "Provides direct access to a physics space in the [PhysicsServer2D]."
msgstr "提供对 [PhysicsServer2D] 中物理空间的直接访问。"
msgid ""
"Provides direct access to a physics space in the [PhysicsServer2D]. It's used "
"mainly to do queries against objects and areas residing in a given space."
msgstr ""
"提供对 [PhysicsServer2D] 中物理空间的直接访问。主要用于对驻留在给定空间中的对"
"象和区域进行查询。"
msgid ""
"Checks how far a [Shape2D] can move without colliding. All the parameters for "
"the query, including the shape and the motion, are supplied through a "
"[PhysicsShapeQueryParameters2D] object.\n"
"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
"the motion. The safe proportion is the maximum fraction of the motion that "
"can be made without a collision. The unsafe proportion is the minimum "
"fraction of the distance that must be moved for a collision. If no collision "
"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
"[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. "
"inside of, will be ignored. Use [method collide_shape] to determine the "
"[Shape2D]s that the shape is already colliding with."
msgstr ""
"检查 [Shape2D] 能够在不发生碰撞的情况下移动多远。包括形状和运动在内的所有查询"
"参数都通过 [PhysicsShapeQueryParameters2D] 对象提供。\n"
"返回包含该运动的安全和不安全比例(在 0 和 1 之间)的数组。安全比例是该运动能够"
"不发生碰撞的最大分数。不安全比例是发生碰撞所需的最小分数。如果没有检测到碰撞,"
"则返回的结果为 [code][1.0, 1.0][/code]。\n"
"[b]注意:[/b]该形状已碰撞的 [Shape2D] 会被忽略,例如形状在其内部。请使用 "
"[method collide_shape] 确定该形状已碰撞的 [Shape2D]。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters2D] object, against the space. The resulting "
"array contains a list of points where the shape intersects another. Like with "
"[method intersect_shape], the number of returned results can be limited to "
"save processing time.\n"
"Returned points are a list of pairs of contact points. For each pair the "
"first one is in the shape passed in [PhysicsShapeQueryParameters2D] object, "
"second one is in the collided shape from the physics space."
msgstr ""
"检查通过 [PhysicsShapeQueryParameters2D] 对象给出的一个形状与该空间的交点。结"
"果数组包含该形状与另一个形状相交处的点的列表。与 [method intersect_shape] 一"
"样,可以限制返回结果的数量以节省处理时间。\n"
"返回的点是接触点对的一个列表。对于每一对,第一个是在 "
"[PhysicsShapeQueryParameters2D] 对象中传递的形状,第二个是来自物理空间的碰撞形"
"状。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters2D] object, against the space. If it collides "
"with more than one shape, the nearest one is selected. If the shape did not "
"intersect anything, then an empty dictionary is returned instead.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object. The returned object is a dictionary containing the "
"following fields:\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If "
"the object is an [Area2D], the result is [code](0, 0)[/code].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]point[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape."
msgstr ""
"检查通过 [PhysicsShapeQueryParameters2D] 对象给出的一个形状与该空间的交点。如"
"果它与多个形状碰撞,则选择最近的一个。如果该形状没有与任何对象相交,则返回一个"
"空字典。\n"
"[b]注意:[/b]该方法不考虑对象的 [code]motion[/code] 属性。返回的对象是一个包含"
"以下字段的字典:\n"
"[code]collider_id[/code]:该碰撞对象的 ID。\n"
"[code]linear_velocity[/code]:该碰撞对象的速度 [Vector2]。如果对象是一个 "
"[Area2D],则结果是 [code](0, 0)[/code]。\n"
"[code]normal[/code]:该相交点处该对象的表面法线。\n"
"[code]point[/code]:该相交点。\n"
"[code]rid[/code]:相交对象的 [RID]。\n"
"[code]shape[/code]:该碰撞形状的形状索引。"
msgid ""
"Checks whether a point is inside any solid shape. Position and other "
"parameters are defined through [PhysicsPointQueryParameters2D]. The shapes "
"the point is inside of are returned in an array containing dictionaries with "
"the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [param max_results] "
"parameter, to reduce the processing time.\n"
"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
"not be detected."
msgstr ""
"检查点是否在任何实体形状内。位置和其他参数通过 "
"[PhysicsPointQueryParameters2D] 定义。点所在的形状在包含具有以下字段的字典的数"
"组中返回:\n"
"[code]collider[/code]:碰撞对象。\n"
"[code]collider_id[/code]:碰撞对象的 ID。\n"
"[code]rid[/code]:相交对象的 [RID]。\n"
"[code]shape[/code]:碰撞形状的形状索引。\n"
"可以使用 [param max_results] 参数限制相交的数量,以减少处理时间。\n"
"[b]注意:[/b]在 [code]Segments[/code] 构建模式下,[ConcavePolygonShape2D] 和 "
"[CollisionPolygon2D] 不是实体形状。因此,它们不会被检测到。"
msgid ""
"Intersects a ray in a given space. Ray position and other parameters are "
"defined through [PhysicsRayQueryParameters2D]. The returned object is a "
"dictionary with the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]normal[/code]: The object's surface normal at the intersection point, "
"or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member "
"PhysicsRayQueryParameters2D.hit_from_inside] is [code]true[/code].\n"
"[code]position[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the ray did not intersect anything, then an empty dictionary is returned "
"instead."
msgstr ""
"与一个给定空间中的一个射线相交。射线位置和其他参数通过 "
"[PhysicsRayQueryParameters2D] 定义。返回的对象是一个包含以下字段的字典:\n"
"[code]collider[/code]:该碰撞对象。\n"
"[code]collider_id[/code]:该碰撞对象的 ID。\n"
"[code]normal[/code]:在相交点处该对象的表面法线;如果射线从形状内部开始,并且 "
"[member PhysicsRayQueryParameters2D.hit_from_inside] 为 [code]true[/code],则"
"为 [code]Vector2(0, 0)[/code]。\n"
"[code]position[/code]:该相交点。\n"
"[code]rid[/code]:该相交对象的 [RID]。\n"
"[code]shape[/code]:该碰撞形状的形状索引。\n"
"如果射线没有与任何东西相交,则返回一个空字典。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters2D] object, against the space. The intersected "
"shapes are returned in an array containing dictionaries with the following "
"fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [param max_results] "
"parameter, to reduce the processing time."
msgstr ""
"检查通过 [PhysicsShapeQueryParameters2D] 对象给出的形状与空间的交点。相交的形"
"状会以数组的形式返回,该数组包含有以下字段的字典:\n"
"[code]collider[/code]:碰撞对象。\n"
"[code]collider_id[/code]:碰撞对象的 ID。\n"
"[code]rid[/code]:相交对象的[RID]。\n"
"[code]shape[/code]:碰撞形状的形状索引。\n"
"可以使用 [param max_results] 参数限制相交的数量,以减少处理时间。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsDirectSpaceState2D] implementations."
msgstr ""
"提供能够覆盖的虚方法,用于创建自定义的 [PhysicsDirectSpaceState2D] 实现。"
msgid ""
"This class extends [PhysicsDirectSpaceState2D] by providing additional "
"virtual methods that can be overridden. When these methods are overridden, "
"they will be called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsDirectSpaceState2D]."
msgstr ""
"这个类扩展自 [PhysicsDirectSpaceState2D],提供了额外可覆盖的虚方法。覆盖这些方"
"法后,就会代替物理服务器的内部方法进行调用。\n"
"旨在通过 GDExtension 创建自定义的 [PhysicsDirectSpaceState2D] 实现使用。"
msgid "Provides direct access to a physics space in the [PhysicsServer3D]."
msgstr "提供对 [PhysicsServer3D] 中物理空间的直接访问。"
msgid ""
"Provides direct access to a physics space in the [PhysicsServer3D]. It's used "
"mainly to do queries against objects and areas residing in a given space."
msgstr ""
"提供对 [PhysicsServer3D] 中物理空间的直接访问。主要用于对驻留在给定空间中的对"
"象和区域进行查询。"
msgid ""
"Checks how far a [Shape3D] can move without colliding. All the parameters for "
"the query, including the shape, are supplied through a "
"[PhysicsShapeQueryParameters3D] object.\n"
"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
"the motion. The safe proportion is the maximum fraction of the motion that "
"can be made without a collision. The unsafe proportion is the minimum "
"fraction of the distance that must be moved for a collision. If no collision "
"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
"[b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. "
"inside of, will be ignored. Use [method collide_shape] to determine the "
"[Shape3D]s that the shape is already colliding with."
msgstr ""
"检查 [Shape3D] 在不发生碰撞的情况下可以移动多远。查询的所有参数,包括形状,都"
"通过 [PhysicsShapeQueryParameters3D] 对象提供。\n"
"返回一个数组,其中包含运动的安全和不安全比例(介于 0 和 1 之间)。安全比例是在"
"不发生碰撞的情况下可以进行的运动的最大分数。不安全比例是发生碰撞必须移动的距离"
"的最小分数。如果没有检测到碰撞,将返回 [code][1.0, 1.0][/code] 的结果。\n"
"[b]注意:[/b]该形状已经与之发生碰撞的任何 [Shape3D],例如在内部的,将被忽略。"
"使用 [method collide_shape] 来确定该形状已经与之发生碰撞的 [Shape3D]。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters3D] object, against the space. The resulting "
"array contains a list of points where the shape intersects another. Like with "
"[method intersect_shape], the number of returned results can be limited to "
"save processing time.\n"
"Returned points are a list of pairs of contact points. For each pair the "
"first one is in the shape passed in [PhysicsShapeQueryParameters3D] object, "
"second one is in the collided shape from the physics space.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object."
msgstr ""
"检查通过 [PhysicsShapeQueryParameters3D] 对象给出的一个形状与该空间的交点。结"
"果数组包含该形状与另一个形状相交处的点的列表。与 [method intersect_shape] 一"
"样,可以限制返回结果的数量以节省处理时间。\n"
"返回的点是接触点对的一个列表。对于每一对,第一个是在 "
"[PhysicsShapeQueryParameters3D] 对象中传递的形状,第二个是来自物理空间的碰撞形"
"状。\n"
"[b]注意:[/b]该方法不考虑对象的 [code]motion[/code] 属性。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters3D] object, against the space. If it collides "
"with more than one shape, the nearest one is selected. The returned object is "
"a dictionary containing the following fields:\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If "
"the object is an [Area3D], the result is [code](0, 0, 0)[/code].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]point[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the shape did not intersect anything, then an empty dictionary is returned "
"instead.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object."
msgstr ""
"检查通过 [PhysicsShapeQueryParameters3D] 对象给出的形状与该空间的交点。如果它"
"与多个形状发生碰撞,则选择最近的一个。返回的对象是一个包含以下字段的字典:\n"
"[code]collider_id[/code]:该碰撞对象的 ID。\n"
"[code]linear_velocity[/code]:该碰撞对象的速度 [Vector3]。如果对象是一个 "
"[Area3D],则结果为 [code](0, 0, 0)[/code]。\n"
"[code]normal[/code]:该交点处物体的表面法线。\n"
"[code]point[/code]:该相交点。\n"
"[code]rid[/code]:该相交对象的 [RID]。\n"
"[code]shape[/code]:该碰撞形状的形状索引。\n"
"如果该形状没有与任何东西相交,则返回一个空字典。\n"
"[b]注意:[/b]该方法不考虑对象的 [code]motion[/code] 属性。"
msgid ""
"Checks whether a point is inside any solid shape. Position and other "
"parameters are defined through [PhysicsPointQueryParameters3D]. The shapes "
"the point is inside of are returned in an array containing dictionaries with "
"the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [param max_results] "
"parameter, to reduce the processing time."
msgstr ""
"检查点是否在任何实体形状内。位置和其他参数通过 "
"[PhysicsPointQueryParameters3D] 定义。点所在的形状会以数组的形式返回,该数组包"
"含有以下字段的字典:\n"
"[code]collider[/code]:碰撞对象。\n"
"[code]collider_id[/code]:碰撞对象的 ID。\n"
"[code]rid[/code]:相交对象的[RID]。\n"
"[code]shape[/code]:碰撞形状的形状索引。\n"
"可以使用 [param max_results] 参数限制相交的数量,以减少处理时间。"
msgid ""
"Intersects a ray in a given space. Ray position and other parameters are "
"defined through [PhysicsRayQueryParameters3D]. The returned object is a "
"dictionary with the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]normal[/code]: The object's surface normal at the intersection point, "
"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and "
"[member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code].\n"
"[code]position[/code]: The intersection point.\n"
"[code]face_index[/code]: The face index at the intersection point.\n"
"[b]Note:[/b] Returns a valid number only if the intersected shape is a "
"[ConcavePolygonShape3D]. Otherwise, [code]-1[/code] is returned.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the ray did not intersect anything, then an empty dictionary is returned "
"instead."
msgstr ""
"在给定空间中检测与射线的相交情况。射线的位置和其他参数由 "
"[PhysicsRayQueryParameters3D] 定义。返回的对象是包含以下字段的字典:\n"
"[code]collider[/code]:碰撞到的对象。\n"
"[code]collider_id[/code]:碰撞到的对象的 ID。\n"
"[code]normal[/code]:该对象表面交点处的法线,如果射线中该形状的内部开始,并且 "
"[member PhysicsRayQueryParameters3D.hit_from_inside] 为 [code]true[/code],则"
"为 [code]Vector3(0, 0, 0)[/code]。\n"
"[code]position[/code]:交点。\n"
"[code]face_index[/code]:交点处的面索引。\n"
"[b]注意:[/b]只有相交形状是 [ConcavePolygonShape3D] 时才会返回有效值。否则返"
"回 [code]-1[/code]。\n"
"[code]rid[/code]:相交对象的 [RID]。\n"
"[code]shape[/code]:碰撞形状的形状索引。\n"
"如果射线没有发生相交,则返回的是空字典。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters3D] object, against the space. The intersected "
"shapes are returned in an array containing dictionaries with the following "
"fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [param max_results] "
"parameter, to reduce the processing time.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object."
msgstr ""
"检查通过 [PhysicsShapeQueryParameters3D] 对象给出的形状与空间的交点。相交的形"
"状在包含具有以下字段的字典的数组中返回:\n"
"[code]collider[/code]:碰撞对象。\n"
"[code]collider_id[/code]:碰撞对象的 ID。\n"
"[code]rid[/code]:相交对象的 [RID]。\n"
"[code]shape[/code]:碰撞形状的形状索引。\n"
"可以使用 [param max_results] 参数限制相交的数量,以减少处理时间。\n"
"[b]注意:[/b]该方法不考虑对象的 [code]motion[/code] 属性。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsDirectSpaceState3D] implementations."
msgstr ""
"提供能够覆盖的虚方法,用于创建自定义的 [PhysicsDirectSpaceState3D] 实现。"
msgid ""
"This class extends [PhysicsDirectSpaceState3D] by providing additional "
"virtual methods that can be overridden. When these methods are overridden, "
"they will be called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsDirectSpaceState3D]."
msgstr ""
"这个类扩展自 [PhysicsDirectSpaceState3D],额外提供了可覆盖的虚方法。调用时会使"
"用这些覆盖后的方法代替物理服务器中的内部方法。\n"
"旨在用于 GDExtension用于创建 [PhysicsDirectSpaceState3D] 的自定义实现。"
msgid ""
"Holds physics-related properties of a surface, namely its roughness and "
"bounciness."
msgstr "存放与表面的物理相关的属性,也就是粗糙度和反弹度。"
msgid ""
"Holds physics-related properties of a surface, namely its roughness and "
"bounciness. This class is used to apply these properties to a physics body."
msgstr ""
"存放与表面的物理相关的属性,也就是粗糙度和反弹度。这个类用于将这些属性应用至物"
"理体。"
msgid ""
"If [code]true[/code], subtracts the bounciness from the colliding object's "
"bounciness instead of adding it."
msgstr ""
"如果为 [code]true[/code],则从碰撞对象的弹跳性中减去弹性,而不是添加它。"
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction)."
msgstr ""
"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩擦)。"
msgid ""
"If [code]true[/code], the physics engine will use the friction of the object "
"marked as \"rough\" when two objects collide. If [code]false[/code], the "
"physics engine will use the lowest friction of all colliding objects instead. "
"If [code]true[/code] for both colliding objects, the physics engine will use "
"the highest friction."
msgstr ""
"如果为 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体的"
"摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代替。"
"如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_point]."
msgstr "为 [method PhysicsDirectSpaceState2D.intersect_point] 提供参数。"
msgid ""
"By changing various properties of this object, such as the point position, "
"you can configure the parameters for [method PhysicsDirectSpaceState2D."
"intersect_point]."
msgstr ""
"通过修改这个对象的点位置等属性,你可以为 [method PhysicsDirectSpaceState2D."
"intersect_point] 配置参数。"
msgid ""
"If different from [code]0[/code], restricts the query to a specific canvas "
"layer specified by its instance ID. See [method Object.get_instance_id].\n"
"If [code]0[/code], restricts the query to the Viewport's default canvas layer."
msgstr ""
"如果与 [code]0[/code] 不同,则将查询限制为由其实例 ID 指定的特定画布层。请参"
"阅 [method Object.get_instance_id]。\n"
"如果为 [code]0[/code],则将查询限制为视口的默认画布层。"
msgid "If [code]true[/code], the query will take [Area2D]s into account."
msgstr "如果为 [code]true[/code],查询将考虑 [Area2D]。"
msgid "If [code]true[/code], the query will take [PhysicsBody2D]s into account."
msgstr "如果为 [code]true[/code],查询将考虑 [PhysicsBody2D]。"
msgid ""
"The physics layers the query will detect (as a bitmask). By default, all "
"collision layers are detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
"查询将检测的物理层(作为位掩码)。默认情况下,会检测所有碰撞层。有关详细信息,"
"请参阅文档中的 [url=$DOCS_URL/tutorials/physics/physics_introduction."
"html#collision-layers-and-masks]《碰撞层和掩码》[/url]。"
msgid ""
"The list of object [RID]s that will be excluded from collisions. Use [method "
"CollisionObject2D.get_rid] to get the [RID] associated with a "
"[CollisionObject2D]-derived node."
msgstr ""
"将被排除在碰撞之外的对象的 [RID] 列表。请使用 [method CollisionObject2D."
"get_rid] 来获取与派生自 [CollisionObject2D] 的节点关联的 [RID]。"
msgid "The position being queried for, in global coordinates."
msgstr "要查询的位置,使用全局坐标。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_point]."
msgstr "为 [method PhysicsDirectSpaceState3D.intersect_point] 提供参数。"
msgid ""
"By changing various properties of this object, such as the point position, "
"you can configure the parameters for [method PhysicsDirectSpaceState3D."
"intersect_point]."
msgstr ""
"通过修改这个对象的点位置等属性,你可以为 [method PhysicsDirectSpaceState3D."
"intersect_point] 配置参数。"
msgid "If [code]true[/code], the query will take [Area3D]s into account."
msgstr "如果为 [code]true[/code],则查询将考虑 [Area3D]。"
msgid "If [code]true[/code], the query will take [PhysicsBody3D]s into account."
msgstr "如果为 [code]true[/code],则查询将考虑 [PhysicsBody3D]。"
msgid ""
"The list of object [RID]s that will be excluded from collisions. Use [method "
"CollisionObject3D.get_rid] to get the [RID] associated with a "
"[CollisionObject3D]-derived node."
msgstr ""
"将被排除在碰撞之外的对象的 [RID] 列表。请使用 [method CollisionObject3D."
"get_rid] 来获取与派生自 [CollisionObject3D] 的节点关联的 [RID]。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_ray]."
msgstr "为 [method PhysicsDirectSpaceState2D.intersect_ray] 提供参数。"
msgid ""
"By changing various properties of this object, such as the ray position, you "
"can configure the parameters for [method PhysicsDirectSpaceState2D."
"intersect_ray]."
msgstr ""
"通过修改这个对象的射线位置等属性,你可以为 [method PhysicsDirectSpaceState2D."
"intersect_ray] 配置参数。"
msgid ""
"Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to "
"quickly create query parameters using the most common options.\n"
"[codeblock]\n"
"var query = PhysicsRayQueryParameters2D.create(global_position, "
"global_position + Vector2(0, 100))\n"
"var collision = get_world_2d().direct_space_state.intersect_ray(query)\n"
"[/codeblock]"
msgstr ""
"返回一个新的、预配置的 [PhysicsRayQueryParameters2D] 对象。使用它可以使用最常"
"见的选项来快速创建查询参数。\n"
"[codeblock]\n"
"var query = PhysicsRayQueryParameters2D.create(global_position, "
"global_position + Vector2(0, 100))\n"
"var collision = get_world_2d().direct_space_state.intersect_ray(query)\n"
"[/codeblock]"
msgid "The starting point of the ray being queried for, in global coordinates."
msgstr "要查询的射线起点,使用全局坐标。"
msgid ""
"If [code]true[/code], the query will detect a hit when starting inside "
"shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. "
"Does not affect concave polygon shapes."
msgstr ""
"如果为 [code]true[/code],查询会在从形状内部开始时检测到命中。在此情况下,碰撞"
"法线将为 [code]Vector2(0, 0)[/code]。不会影响凹多边形形状。"
msgid "The ending point of the ray being queried for, in global coordinates."
msgstr "要查询的射线终点,使用全局坐标。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_ray]."
msgstr "为 [method PhysicsDirectSpaceState3D.intersect_ray] 提供参数。"
msgid ""
"By changing various properties of this object, such as the ray position, you "
"can configure the parameters for [method PhysicsDirectSpaceState3D."
"intersect_ray]."
msgstr ""
"通过修改这个对象的射线位置等属性,你可以为 [method PhysicsDirectSpaceState3D."
"intersect_ray] 配置参数。"
msgid ""
"Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to "
"quickly create query parameters using the most common options.\n"
"[codeblock]\n"
"var query = PhysicsRayQueryParameters3D.create(position, position + "
"Vector3(0, -10, 0))\n"
"var collision = get_world_3d().direct_space_state.intersect_ray(query)\n"
"[/codeblock]"
msgstr ""
"返回一个新的、预配置的 [PhysicsRayQueryParameters3D] 对象。使用它可以使用最常"
"见的选项快速创建查询参数。\n"
"[codeblock]\n"
"var query = PhysicsRayQueryParameters3D.create(position, position + "
"Vector3(0, -10, 0))\n"
"var collision = get_world_3d().direct_space_state.intersect_ray(query)\n"
"[/codeblock]"
msgid ""
"If [code]true[/code], the query will hit back faces with concave polygon "
"shapes with back face enabled or heightmap shapes."
msgstr ""
"如果为 [code]true[/code],查询将命中背部面,这些背部面是启用了背面的凹多边形形"
"状,或高度图形状。"
msgid ""
"If [code]true[/code], the query will detect a hit when starting inside "
"shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/"
"code]. Does not affect concave polygon shapes or heightmap shapes."
msgstr ""
"如果为 [code]true[/code],查询会在从形状内部开始时检测到命中。在此情况下,碰撞"
"法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响凹多边形形状和高度图形状。"
msgid "A server interface for low-level 2D physics access."
msgstr "用于访问低阶 2D 物理的服务器接口。"
msgid ""
"PhysicsServer2D is the server responsible for all 2D physics. It can directly "
"create and manipulate all physics objects:\n"
"- A [i]space[/i] is a self-contained world for a physics simulation. It "
"contains bodies, areas, and joints. Its state can be queried for collision "
"and intersection information, and several parameters of the simulation can be "
"modified.\n"
"- A [i]shape[/i] is a geometric shape such as a circle, a rectangle, a "
"capsule, or a polygon. It can be used for collision detection by adding it to "
"a body/area, possibly with an extra transformation relative to the body/"
"area's origin. Bodies/areas can have multiple (transformed) shapes added to "
"them, and a single shape can be added to bodies/areas multiple times with "
"different local transformations.\n"
"- A [i]body[/i] is a physical object which can be in static, kinematic, or "
"rigid mode. Its state (such as position and velocity) can be queried and "
"updated. A force integration callback can be set to customize the body's "
"physics.\n"
"- An [i]area[/i] is a region in space which can be used to detect bodies and "
"areas entering and exiting it. A body monitoring callback can be set to "
"report entering/exiting body shapes, and similarly an area monitoring "
"callback can be set. Gravity and damping can be overridden within the area by "
"setting area parameters.\n"
"- A [i]joint[/i] is a constraint, either between two bodies or on one body "
"relative to a point. Parameters such as the joint bias and the rest length of "
"a spring joint can be adjusted.\n"
"Physics objects in [PhysicsServer2D] may be created and manipulated "
"independently; they do not have to be tied to nodes in the scene tree.\n"
"[b]Note:[/b] All the 2D physics nodes use the physics server internally. "
"Adding a physics node to the scene tree will cause a corresponding physics "
"object to be created in the physics server. A rigid body node registers a "
"callback that updates the node's transform with the transform of the "
"respective body object in the physics server (every physics update). An area "
"node registers a callback to inform the area node about overlaps with the "
"respective area object in the physics server. The raycast node queries the "
"direct state of the relevant space in the physics server."
msgstr ""
"PhysicsServer2D 是负责所有 2D 物理的服务器。它可以直接创建和操作所有物理对"
"象:\n"
"- [i]Space空间[/i]是用于物理仿真的自包含世界。它包含实体、区域和关节。可以"
"对其状态进行查询,获取碰撞和相交信息,并且可以修改部分仿真参数。\n"
"- [i]Shape形状[/i]是圆形、矩形、胶囊形、多边形等几何形状。加入到实体/区域"
"中就可以用来进行碰撞检测,还可以带有相对于实体/区域原点的额外变换。实体/区域中"
"可以添加多个(变换后的)形状,并且可以使用不同的局部变换将单个形状多次添加到实"
"体/区域中。\n"
"- [i]Body实体[/i]是物理对象,可以处于静态、运动学或刚性模式。可以对其状态"
"进行查询和更新(例如位置、速度等)。可以设置力的集成回调,自定义实体的物理特"
"性。\n"
"- [i]Area区域[/i]是空间中的区块,可用于检测进入和离开它的实体和区域。可以"
"设置实体的监视回调,报告进入/离开的实体形状,同样可以设置区域的监视回调。通过"
"设置区域参数,可以在区域内覆盖重力和阻尼。\n"
"- [i]Joint关节[/i]是两个实体之间或一个实体相对于某个点的约束。可以调整关节"
"偏置和弹簧关节的放松长度等参数。\n"
"[PhysicsServer2D] 中的物理对象可以独立创建和操作;不必将它们绑定到场景树中的节"
"点。\n"
"[b]注意:[/b]所有 2D 物理节点都在内部使用这个物理服务器。将物理节点添加到场景"
"树,就会导致在物理服务器中创建相应的物理对象。刚体节点会注册回调,该回调会(在"
"每次物理更新时)使用物理服务器中相应实体对象的变换更新该节点的变换。区域节点会"
"注册回调,用来通知区域节点与物理服务器中相应区域对象的重叠。射线投射节点会查询"
"物理服务器中相关空间的直接状态。"
msgid ""
"Adds a shape to the area, with the given local transform. The shape (together "
"with its [param transform] and [param disabled] properties) is added to an "
"array of shapes, and the shapes of an area are usually referenced by their "
"index in this array."
msgstr ""
"使用给定的局部变换向区域添加一个形状。该形状(连同它的 [param transform] 和 "
"[param disabled] 属性)被添加到一个形状数组中,一个区域的形状通常由它们在这个"
"数组中的索引引用。"
msgid ""
"Attaches the [code]ObjectID[/code] of a canvas to the area. Use [method "
"Object.get_instance_id] to get the [code]ObjectID[/code] of a [CanvasLayer]."
msgstr ""
"将画布的 [code]ObjectID[/code] 附加到该区域。使用 [method Object."
"get_instance_id] 获取 [CanvasLayer] 的 [code]ObjectID[/code]。"
msgid ""
"Attaches the [code]ObjectID[/code] of an [Object] to the area. Use [method "
"Object.get_instance_id] to get the [code]ObjectID[/code] of a "
"[CollisionObject2D]."
msgstr ""
"将 [Object] 的 [code]ObjectID[/code] 附加到该区域。使用 [method Object."
"get_instance_id] 获取 [CollisionObject2D] 的 [code]ObjectID[/code]。"
msgid ""
"Removes all shapes from the area. This does not delete the shapes themselves, "
"so they can continue to be used elsewhere or added back later."
msgstr ""
"从该区域移除所有形状。这不会删除形状本身,因此它们可以继续在别处使用或稍后添加"
"回来。"
msgid ""
"Creates a 2D area object in the physics server, and returns the [RID] that "
"identifies it. Use [method area_add_shape] to add shapes to it, use [method "
"area_set_transform] to set its transform, and use [method area_set_space] to "
"add the area to a space."
msgstr ""
"在物理服务中创建一个 2D 区域对象,并返回标识它的 [RID]。使用 [method "
"area_add_shape] 为其添加形状,使用 [method area_set_transform] 设置其变换,并"
"使用 [method area_set_space] 将区域添加到一个空间。"
msgid ""
"Returns the [code]ObjectID[/code] of the canvas attached to the area. Use "
"[method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a "
"nonzero [code]ObjectID[/code]."
msgstr ""
"返回附加到该区域的画布的 [code]ObjectID[/code]。使用 [method @GlobalScope."
"instance_from_id] 从非零 [code]ObjectID[/code] 检索一个 [CanvasLayer]。"
msgid "Returns the physics layer or layers the area belongs to, as a bitmask."
msgstr "返回该区域所属的物理层,形式为位掩码。"
msgid ""
"Returns the physics layer or layers the area can contact with, as a bitmask."
msgstr "返回该区域所能接触的物理层,形式为位掩码。"
msgid ""
"Returns the [code]ObjectID[/code] attached to the area. Use [method "
"@GlobalScope.instance_from_id] to retrieve an [Object] from a nonzero "
"[code]ObjectID[/code]."
msgstr ""
"返回附加到该区域的 [code]ObjectID[/code]。可使用 [method @GlobalScope."
"instance_from_id] 从非零 [code]ObjectID[/code] 中检索一个 [Object]。"
msgid ""
"Returns the value of the given area parameter. See [enum AreaParameter] for "
"the list of available parameters."
msgstr "返回给定区域参数的值。可用参数的列表见 [enum AreaParameter]。"
msgid ""
"Returns the [RID] of the shape with the given index in the area's array of "
"shapes."
msgstr "返回该区域的形状数组中给定索引的形状的 [RID]。"
msgid "Returns the number of shapes added to the area."
msgstr "返回添加给该区域的形状数量。"
msgid ""
"Returns the local transform matrix of the shape with the given index in the "
"area's array of shapes."
msgstr "返回该区域的形状数组中给定索引的形状的局部变换矩阵。"
msgid ""
"Returns the [RID] of the space assigned to the area. Returns an empty [RID] "
"if no space is assigned."
msgstr "返回分配给该区域的空间 [RID]。如果没有分配空间,则返回空 [RID]。"
msgid "Returns the transform matrix of the area."
msgstr "返回该区域的变换矩阵。"
msgid ""
"Removes the shape with the given index from the area's array of shapes. The "
"shape itself is not deleted, so it can continue to be used elsewhere or added "
"back later. As a result of this operation, the area's shapes which used to "
"have indices higher than [param shape_idx] will have their index decreased by "
"one."
msgstr ""
"从区域的形状数组中移除具有给定索引的形状。该形状本身并没有被删除,所以它可以继"
"续在别处使用或稍后添加回来。此操作会使曾经索引高于 [param shape_idx] 的区域形"
"状的索引将减少一个。"
msgid ""
"Sets the area's area monitor callback. This callback will be called when any "
"other (shape of an) area enters or exits (a shape of) the given area, and "
"must take the following five parameters:\n"
"1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or "
"[constant AREA_BODY_REMOVED] depending on whether the other area's shape "
"entered or exited the area,\n"
"2. an [RID] [code]area_rid[/code]: the [RID] of the other area that entered "
"or exited the area,\n"
"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to "
"the other area,\n"
"4. an integer [code]area_shape_idx[/code]: the index of the shape of the "
"other area that entered or exited the area,\n"
"5. an integer [code]self_shape_idx[/code]: the index of the shape of the area "
"where the other area entered or exited.\n"
"By counting (or keeping track of) the shapes that enter and exit, it can be "
"determined if an area (with all its shapes) is entering for the first time or "
"exiting for the last time."
msgstr ""
"设置该区域的区域监视回调。当任何其他(形状)区域进入或退出(形状)给定区域时,"
"将调用此回调,并且必须采用以下五个参数:\n"
"1. 一个整数 [code]status[/code][constant AREA_BODY_ADDED] 或 [constant "
"AREA_BODY_REMOVED] 取决于其他区域的形状是进入还是退出该区域,\n"
"2. 一个 [RID] [code]area_rid[/code]:进入或退出该区域的其他区域的 [RID]\n"
"3. 一个整数 [code]instance_id[/code]:附加到其他区域的 [code]ObjectID[/"
"code]\n"
"4. 一个整数 [code]area_shape_idx[/code]:进入或退出该区域的其他区域的形状索"
"引,\n"
"5. 一个整数 [code]self_shape_idx[/code]:其他区域进入或退出的区域的形状索"
"引。\n"
"通过计算(或跟踪)进入和退出的形状,可以确定一个区域(及其所有形状)是第一次进"
"入还是最后一次退出。"
msgid "Assigns the area to one or many physics layers, via a bitmask."
msgstr "将该区域分配给若干个物理层,使用位掩码。"
msgid "Sets which physics layers the area will monitor, via a bitmask."
msgstr "设置该区域所监视的物理层,使用位掩码。"
msgid ""
"Sets the area's body monitor callback. This callback will be called when any "
"other (shape of a) body enters or exits (a shape of) the given area, and must "
"take the following five parameters:\n"
"1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or "
"[constant AREA_BODY_REMOVED] depending on whether the other body shape "
"entered or exited the area,\n"
"2. an [RID] [code]body_rid[/code]: the [RID] of the body that entered or "
"exited the area,\n"
"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to "
"the body,\n"
"4. an integer [code]body_shape_idx[/code]: the index of the shape of the body "
"that entered or exited the area,\n"
"5. an integer [code]self_shape_idx[/code]: the index of the shape of the area "
"where the body entered or exited.\n"
"By counting (or keeping track of) the shapes that enter and exit, it can be "
"determined if a body (with all its shapes) is entering for the first time or "
"exiting for the last time."
msgstr ""
"设置区域的实体监视器回调。当任何其他(形状的)实体进入或退出(形状的)给定区域"
"时,将调用此回调,并且必须采用以下五个参数:\n"
"1. 一个整数 [code]status[/code][constant AREA_BODY_ADDED] 或 [constant "
"AREA_BODY_REMOVED] 取决于其他实体形状是否进入或退出该区域,\n"
"2. 一个 [RID] [code]body_rid[/code]:进入或离开该区域的实体的 [RID]\n"
"3. 一个整数 [code]instance_id[/code]:附加到该实体上的 [code]ObjectID[/"
"code]\n"
"4. 一个整数 [code]body_shape_idx[/code]:进入或离开该区域的实体形状索引,\n"
"5. 一个整数 [code]self_shape_idx[/code]:实体进入或离开的区域的形状索引。\n"
"通过计算(或跟踪)进入和退出的形状,可以确定一个实体(及其所有形状)是第一次进"
"入还是最后一次退出。"
msgid ""
"Sets whether the area is monitorable or not. If [param monitorable] is "
"[code]true[/code], the area monitoring callback of other areas will be called "
"when this area enters or exits them."
msgstr ""
"设置该区域是否可监视。如果 [param monitorable] 为 [code]true[/code],则该区域"
"进入或退出其他区域时,会调用其他区域的区域监视回调。"
msgid ""
"Sets the value of the given area parameter. See [enum AreaParameter] for the "
"list of available parameters."
msgstr "设置给定的区域参数的值。可用参数列表见 [enum AreaParameter]。"
msgid ""
"Replaces the area's shape at the given index by another shape, while not "
"affecting the [code]transform[/code] and [code]disabled[/code] properties at "
"the same index."
msgstr ""
"用另一个形状替换给定索引处的区域形状,同时不会影响在同一索引处的 "
"[code]transform[/code] 和 [code]disabled[/code] 属性。"
msgid ""
"Sets the disabled property of the area's shape with the given index. If "
"[param disabled] is [code]true[/code], then the shape will not detect any "
"other shapes entering or exiting it."
msgstr ""
"使用给定索引设置区域形状的禁用属性。如果 [param disabled] 为 [code]true[/"
"code],则该形状将不会检测任何其他形状进入或退出它。"
msgid ""
"Sets the local transform matrix of the area's shape with the given index."
msgstr "设置该区域给定索引的形状的局部变换。"
msgid ""
"Adds the area to the given space, after removing the area from the previously "
"assigned space (if any).\n"
"[b]Note:[/b] To remove an area from a space without immediately adding it "
"back elsewhere, use [code]PhysicsServer2D.area_set_space(area, RID())[/code]."
msgstr ""
"从先前赋予的空间(如果有)中移除该区域后,将该区域添加到给定空间。\n"
"[b]注意:[/b]要从空间中移除一个区域而不立即将其添加回其他地方,请使用 "
"[code]PhysicsServer2D.area_set_space(area, RID())[/code]。"
msgid "Sets the transform matrix of the area."
msgstr "设置该区域的变换矩阵。"
msgid ""
"Adds [param excepted_body] to the body's list of collision exceptions, so "
"that collisions with it are ignored."
msgstr ""
"将 [param excepted_body] 添加到实体的碰撞例外列表中,以便忽略与它的碰撞。"
msgid ""
"Adds a constant directional force to the body. The force does not affect "
"rotation. The force remains applied over time until cleared with "
"[code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/code].\n"
"This is equivalent to using [method body_add_constant_force] at the body's "
"center of mass."
msgstr ""
"向实体添加一个恒定的定向力。该力不影响旋转。随着时间的推移,力会一直施加,直到"
"使用 [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/"
"code] 清除。\n"
"这相当于在实体的质心处使用 [method body_add_constant_force]。"
msgid ""
"Adds a constant positioned force to the body. The force can affect rotation "
"if [param position] is different from the body's center of mass. The force "
"remains applied over time until cleared with [code]PhysicsServer2D."
"body_set_constant_force(body, Vector2(0, 0))[/code].\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向实体添加一个恒定的定位力。如果 [param position] 与实体的质心不同,则力会影响"
"旋转。力会持续施加,直到使用 [code]PhysicsServer2D."
"body_set_constant_force(body, Vector2(0, 0))[/code] 清除。\n"
"[param position] 是在全局坐标中距实体原点的偏移量。"
msgid ""
"Adds a constant rotational force to the body. The force does not affect "
"position. The force remains applied over time until cleared with "
"[code]PhysicsServer2D.body_set_constant_torque(body, 0)[/code]."
msgstr ""
"向实体添加一个恒定的旋转力。该力不影响位置。随着时间的推移,该力会一直施加,直"
"到使用 [code]PhysicsServer2D.body_set_constant_torque(body, 0)[/code] 清除。"
msgid ""
"Adds a shape to the area, with the given local transform. The shape (together "
"with its [param transform] and [param disabled] properties) is added to an "
"array of shapes, and the shapes of a body are usually referenced by their "
"index in this array."
msgstr ""
"使用给定的局部变换向该区域添加一个形状。该形状(连同它的 [param transform] 和 "
"[param disabled] 属性)将被添加到一个形状数组中,一个实体的形状通常由它们在这"
"个数组中的索引引用。"
msgid ""
"Applies a directional force to the body, at the body's center of mass. The "
"force does not affect rotation. A force is time dependent and meant to be "
"applied every physics update.\n"
"This is equivalent to using [method body_apply_force] at the body's center of "
"mass."
msgstr ""
"在实体的质心处向实体施加一个定向力。该力不影响旋转。力是时间相关的,这意味着每"
"次物理更新都会被施加。\n"
"这相当于在实体的质心处使用 [method body_apply_force]。"
msgid ""
"Applies a directional impulse to the body, at the body's center of mass. The "
"impulse does not affect rotation.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"This is equivalent to using [method body_apply_impulse] at the body's center "
"of mass."
msgstr ""
"在实体的质心处向该实体施加一个定向冲量。该冲量不影响旋转。\n"
"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它"
"应该只在模拟一次性影响时使用否则使用“_force”函数。\n"
"这相当于在实体的质心处使用 [method body_apply_impulse]。"
msgid ""
"Applies a positioned force to the body. The force can affect rotation if "
"[param position] is different from the body's center of mass. A force is time "
"dependent and meant to be applied every physics update.\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向实体施加一个定位力。如果 [param position] 与实体的质心不同,则力会影响旋转。"
"力是时间相关的,意味着每次物理更新都会被施加。\n"
"[param position] 是在全局坐标中距实体原点的偏移量。"
msgid ""
"Applies a positioned impulse to the body. The impulse can affect rotation if "
"[param position] is different from the body's center of mass.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向实体施加一个定位冲量。如果 [param position] 与实体的质心不同,则该冲量会影响"
"旋转。\n"
"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它"
"应该只在模拟一次性影响时使用否则使用“_force”函数。\n"
"[param position] 是在全局坐标中距实体原点的偏移量。"
msgid ""
"Applies a rotational force to the body. The force does not affect position. A "
"force is time dependent and meant to be applied every physics update."
msgstr ""
"对实体施加一个旋转力。该力不影响位置。力是时间相关的,意味着每次物理更新都会被"
"施加。"
msgid ""
"Applies a rotational impulse to the body. The impulse does not affect "
"position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise)."
msgstr ""
"对实体施加一个旋转的冲量。该冲量不影响位置。\n"
"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它"
"应该只在模拟一次性影响时使用否则使用“_force”函数。"
msgid ""
"Attaches the [code]ObjectID[/code] of a canvas to the body. Use [method "
"Object.get_instance_id] to get the [code]ObjectID[/code] of a [CanvasLayer]."
msgstr ""
"将画布的 [code]ObjectID[/code] 附加到该实体。可使用 [method Object."
"get_instance_id] 获取 [CanvasLayer] 的 [code]ObjectID[/code]。"
msgid ""
"Attaches the [code]ObjectID[/code] of an [Object] to the body. Use [method "
"Object.get_instance_id] to get the [code]ObjectID[/code] of a "
"[CollisionObject2D]."
msgstr ""
"将 [Object] 的 [code]ObjectID[/code] 附加到该实体。可使用 [method Object."
"get_instance_id] 获取 [CollisionObject2D] 的 [code]ObjectID[/code]。"
msgid ""
"Removes all shapes from the body. This does not delete the shapes themselves, "
"so they can continue to be used elsewhere or added back later."
msgstr ""
"从该实体中移除所有形状。这不会删除形状本身,因此它们可以继续在别处使用或稍后添"
"加回来。"
msgid ""
"Creates a 2D body object in the physics server, and returns the [RID] that "
"identifies it. Use [method body_add_shape] to add shapes to it, use [method "
"body_set_state] to set its transform, and use [method body_set_space] to add "
"the body to a space."
msgstr ""
"在物理服务中创建一个 2D 物体对象,并返回标识它的 [RID]。可使用 [method "
"body_add_shape] 为其添加形状,使用 [method body_set_state] 设置其变换,以及使"
"用 [method body_set_space] 将实体添加到一个空间。"
msgid ""
"Returns the [code]ObjectID[/code] of the canvas attached to the body. Use "
"[method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a "
"nonzero [code]ObjectID[/code]."
msgstr ""
"返回附加到该实体的画布的 [code]ObjectID[/code]。可使用 [method @GlobalScope."
"instance_from_id] 从非零 [code]ObjectID[/code] 检索一个 [CanvasLayer]。"
msgid "Returns the physics layer or layers the body belongs to, as a bitmask."
msgstr "返回物体所属的物理层,形式为位掩码。"
msgid ""
"Returns the physics layer or layers the body can collide with, as a bitmask."
msgstr "返回物体可以碰撞的物理层,形式为位掩码。"
msgid ""
"Returns the body's collision priority. This is used in the depenetration "
"phase of [method body_test_motion]. The higher the priority is, the lower the "
"penetration into the body will be."
msgstr ""
"返回该实体的碰撞优先级。这用于 [method body_test_motion] 的穿透阶段。优先级越"
"高,对该实体的穿透力就越低。"
msgid ""
"Returns the body's total constant positional force applied during each "
"physics update.\n"
"See [method body_add_constant_force] and [method "
"body_add_constant_central_force]."
msgstr ""
"返回在每次物理更新期间,该物体被施加的总的恒定位置的力。\n"
"参阅 [method body_add_constant_force] 和 [method "
"body_add_constant_central_force]。"
msgid ""
"Returns the body's total constant rotational force applied during each "
"physics update.\n"
"See [method body_add_constant_torque]."
msgstr ""
"返回在每次物理更新期间,该物体被施加的总的恒定旋转的力。\n"
"参阅 [method body_add_constant_torque]。"
msgid ""
"Returns the body's continuous collision detection mode (see [enum CCDMode])."
msgstr "返回该物体的连续碰撞检测模式(见 [enum CCDMode])。"
msgid ""
"Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] "
"if the body is destroyed or not assigned to a space."
msgstr ""
"返回该实体的 [PhysicsDirectBodyState2D]。如果该实体已被销毁或未被分配给一个空"
"间,则返回 [code]null[/code]。"
msgid ""
"Returns the maximum number of contacts that the body can report. See [method "
"body_set_max_contacts_reported]."
msgstr ""
"返回该实体可以报告的最大接触数。请参阅 [method "
"body_set_max_contacts_reported]。"
msgid "Returns the body's mode (see [enum BodyMode])."
msgstr "返回该物体的模式(见 [enum BodyMode])。"
msgid ""
"Returns the [code]ObjectID[/code] attached to the body. Use [method "
"@GlobalScope.instance_from_id] to retrieve an [Object] from a nonzero "
"[code]ObjectID[/code]."
msgstr ""
"返回附加到该实体的 [code]ObjectID[/code]。可使用 [method @GlobalScope."
"instance_from_id] 从非零 [code]ObjectID[/code] 中检索一个 [Object]。"
msgid ""
"Returns the value of the given body parameter. See [enum BodyParameter] for "
"the list of available parameters."
msgstr "返回给定实体参数的值。有关可用的参数列表,请参阅 [enum BodyParameter]。"
msgid ""
"Returns the [RID] of the shape with the given index in the body's array of "
"shapes."
msgstr "返回该实体形状数组中具有给定索引的形状的 [RID]。"
msgid "Returns the number of shapes added to the body."
msgstr "返回添加至该物体的形状的数量。"
msgid ""
"Returns the [RID] of the space assigned to the body. Returns an empty [RID] "
"if no space is assigned."
msgstr "返回分配给该实体的空间的 [RID]。如果没有分配空间,则返回空 [RID]。"
msgid ""
"Returns the value of the given state of the body. See [enum BodyState] for "
"the list of available states."
msgstr "返回该实体给定状态的值。有关可用状态的列表,请参阅 [enum BodyState]。"
msgid ""
"Returns [code]true[/code] if the body uses a callback function to calculate "
"its own physics (see [method body_set_force_integration_callback])."
msgstr ""
"如果实体使用回调函数来计算自己的物理运算(请参阅 [method "
"body_set_force_integration_callback]),则返回 [code]true[/code]。"
msgid ""
"Removes [param excepted_body] from the body's list of collision exceptions, "
"so that collisions with it are no longer ignored."
msgstr ""
"返回附加到该实体的 [code]ObjectID[/code]。可使用 [method @GlobalScope."
"instance_from_id] 从非零 [code]ObjectID[/code] 中检索一个 [Object]。"
msgid ""
"Removes the shape with the given index from the body's array of shapes. The "
"shape itself is not deleted, so it can continue to be used elsewhere or added "
"back later. As a result of this operation, the body's shapes which used to "
"have indices higher than [param shape_idx] will have their index decreased by "
"one."
msgstr ""
"从该实体的形状数组中移除具有给定索引的形状。该形状本身并没有被删除,所以它可以"
"继续在别处使用或稍后添加回来。该操作将会使曾经索引高于 [param shape_idx] 的实"
"体形状的索引将减少一个。"
msgid ""
"Restores the default inertia and center of mass of the body based on its "
"shapes. This undoes any custom values previously set using [method "
"body_set_param]."
msgstr ""
"根据实体的形状恢复该实体的默认惯性和质心。这会撤消之前使用 [method "
"body_set_param] 设置的任何自定义值。"
msgid ""
"Modifies the body's linear velocity so that its projection to the axis "
"[code]axis_velocity.normalized()[/code] is exactly [code]axis_velocity."
"length()[/code]. This is useful for jumping behavior."
msgstr ""
"修改实体的线速度,使其到轴 [code]axis_velocity.normalized()[/code] 的投影正好"
"是 [code]axis_velocity.length()[/code]。这对于跳跃行为很有用。"
msgid "Sets the physics layer or layers the body belongs to, via a bitmask."
msgstr "设置该物体所属的物理层,使用位掩码。"
msgid ""
"Sets the physics layer or layers the body can collide with, via a bitmask."
msgstr "设置该物体能够碰撞的物理层,使用位掩码。"
msgid ""
"Sets the body's collision priority. This is used in the depenetration phase "
"of [method body_test_motion]. The higher the priority is, the lower the "
"penetration into the body will be."
msgstr ""
"设置该实体的碰撞优先级。这用于 [method body_test_motion] 的穿透阶段。优先级越"
"高,对实体的穿透力就越低。"
msgid ""
"Sets the body's total constant positional force applied during each physics "
"update.\n"
"See [method body_add_constant_force] and [method "
"body_add_constant_central_force]."
msgstr ""
"设置在每次物理更新期间,该物体被施加的总的恒定位置的力。\n"
"参阅 [method body_add_constant_force] 和 [method "
"body_add_constant_central_force]。"
msgid ""
"Sets the body's total constant rotational force applied during each physics "
"update.\n"
"See [method body_add_constant_torque]."
msgstr ""
"设置在每次物理更新期间,该物体被施加的总的恒定旋转的力。\n"
"参阅 [method body_add_constant_torque]。"
msgid ""
"Sets the continuous collision detection mode using one of the [enum CCDMode] "
"constants.\n"
"Continuous collision detection tries to predict where a moving body would "
"collide in between physics updates, instead of moving it and correcting its "
"movement if it collided."
msgstr ""
"使用 [enum CCDMode] 常量之一设置连续碰撞检测模式。\n"
"连续碰撞检测试图预测一个移动的物体将在物理更新之间发生碰撞的位置,而不是移动它"
"并在发生碰撞时纠正它的运动。"
msgid ""
"Sets the function used to calculate physics for the body, if that body allows "
"it (see [method body_set_omit_force_integration]).\n"
"The force integration function takes the following two parameters:\n"
"1. a [PhysicsDirectBodyState2D] [code]state[/code]: used to retrieve and "
"modify the body's state,\n"
"2. a [Variant] [param userdata]: optional user data.\n"
"[b]Note:[/b] This callback is currently not called in Godot Physics."
msgstr ""
"如果该实体允许的话,设置用于计算实体物理的函数(参见 [method "
"body_set_omit_force_integration])。\n"
"该力的积分函数采用以下两个参数:\n"
"1. 一个 [PhysicsDirectBodyState2D] [code]state[/code]:用于检索和修改实体的状"
"态,\n"
"2. 一个 [Variant] [param userdata]:可选的用户数据。\n"
"[b]注意:[/b]该回调目前在 Godot 物理中不会被调用。"
msgid ""
"Sets the maximum number of contacts that the body can report. If [param "
"amount] is greater than zero, then the body will keep track of at most this "
"many contacts with other bodies."
msgstr ""
"设置该实体可以报告的接触的最大数量。如果 [param amount] 大于零,那么实体将最多"
"跟踪与其他实体的这么多次接触。"
msgid ""
"Sets the body's mode. See [enum BodyMode] for the list of available modes."
msgstr "设置该实体的模式。有关可用模式的列表,请参阅 [enum BodyMode]。"
msgid ""
"Sets whether the body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
"设置一个物体是否使用回调函数来计算它自己的物理(参见 [method "
"body_set_force_integration_callback])。"
msgid ""
"Sets the value of the given body parameter. See [enum BodyParameter] for the "
"list of available parameters."
msgstr "设置给定实体参数的值。有关可用参数列表,请参阅 [enum BodyParameter]。"
msgid ""
"Replaces the body's shape at the given index by another shape, while not "
"affecting the [code]transform[/code], [code]disabled[/code], and one-way "
"collision properties at the same index."
msgstr ""
"用另一个形状替换给定索引处的实体形状,同时不会影响同一索引处的 "
"[code]transform[/code]、[code]disabled[/code] 和单向碰撞属性。"
msgid ""
"Sets the one-way collision properties of the body's shape with the given "
"index. If [param enable] is [code]true[/code], the one-way collision "
"direction given by the shape's local upward axis "
"[code]body_get_shape_transform(body, shape_idx).y[/code] will be used to "
"ignore collisions with the shape in the opposite direction, and to ensure "
"depenetration of kinematic bodies happens in this direction."
msgstr ""
"使用给定索引设置实体形状的单向碰撞属性。如果 [param enable] 为 [code]true[/"
"code],则形状的局部向上轴 [code]body_get_shape_transform(body, shape_idx).y[/"
"code] 给出的单向碰撞方向将用于忽略与相反方向的形状,并确保运动实体的穿透发生在"
"这个方向上。"
msgid ""
"Sets the disabled property of the body's shape with the given index. If "
"[param disabled] is [code]true[/code], then the shape will be ignored in all "
"collision detection."
msgstr ""
"使用给定索引设置实体形状的禁用属性。如果 [param disabled] 为 [code]true[/"
"code],则在所有碰撞检测中将忽略该形状。"
msgid ""
"Sets the local transform matrix of the body's shape with the given index."
msgstr "使用给定索引设置该实体形状的局部变换矩阵。"
msgid ""
"Adds the body to the given space, after removing the body from the previously "
"assigned space (if any). If the body's mode is set to [constant "
"BODY_MODE_RIGID], then adding the body to a space will have the following "
"additional effects:\n"
"- If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set "
"explicitly, then the value of that parameter will be recalculated based on "
"the body's shapes.\n"
"- If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= "
"0.0[/code], then the value of that parameter will be recalculated based on "
"the body's shapes, mass, and center of mass.\n"
"[b]Note:[/b] To remove a body from a space without immediately adding it back "
"elsewhere, use [code]PhysicsServer2D.body_set_space(body, RID())[/code]."
msgstr ""
"从先前分配的空间(若存在)中移除实体后,将该实体添加到给定空间。如果实体的模式"
"被设置为 [constant BODY_MODE_RIGID],则将该实体添加到空间将具有以下额外效"
"果:\n"
"- 如果从未明确设置参数 [constant BODY_PARAM_CENTER_OF_MASS],则该参数的值将根"
"据实体的形状重新计算。\n"
"- 如果参数 [constant BODY_PARAM_INERTIA] 被设置为一个 [code]<= 0.0[/code] 的"
"值,则该参数的值将根据实体的形状、质量、和质心重新计算。\n"
"[b]注意:[/b]要从一个空间中移除实体,且不立即将其添加回其他地方,请使用 "
"[code]PhysicsServer2D.body_set_space(body, RID())[/code]。"
msgid ""
"Sets the value of a body's state. See [enum BodyState] for the list of "
"available states.\n"
"[b]Note:[/b] The state change doesn't take effect immediately. The state will "
"change on the next physics frame."
msgstr ""
"设置实体状态的值。有关可用状态的列表,请参阅 [enum BodyState]。\n"
"[b]注意:[/b]状态更改不会立即生效。状态更改将发生在下一个物理帧上。"
msgid ""
"Returns [code]true[/code] if a collision would result from moving the body "
"along a motion vector from a given point in space. See "
"[PhysicsTestMotionParameters2D] for the available motion parameters. "
"Optionally a [PhysicsTestMotionResult2D] object can be passed, which will be "
"used to store the information about the resulting collision."
msgstr ""
"如果从空间中的给定点,沿着运动向量移动实体会产生一个碰撞,则返回 [code]true[/"
"code]。有关可用的运动参数,请参阅 [PhysicsTestMotionParameters2D]。可以选择传"
"递一个 [PhysicsTestMotionResult2D] 对象,该对象将用于存储有关所产生碰撞的信"
"息。"
msgid ""
"Creates a 2D capsule shape in the physics server, and returns the [RID] that "
"identifies it. Use [method shape_set_data] to set the capsule's height and "
"radius."
msgstr ""
"在物理服务中创建一个 2D 胶囊形状,并返回标识它的 [RID]。可使用 [method "
"shape_set_data] 设置胶囊的高度和半径。"
msgid ""
"Creates a 2D circle shape in the physics server, and returns the [RID] that "
"identifies it. Use [method shape_set_data] to set the circle's radius."
msgstr ""
"在物理服务中创建一个 2D 圆形,并返回标识它的 [RID]。可使用 [method "
"shape_set_data] 设置圆的半径。"
msgid ""
"Creates a 2D concave polygon shape in the physics server, and returns the "
"[RID] that identifies it. Use [method shape_set_data] to set the concave "
"polygon's segments."
msgstr ""
"在物理服务中创建一个 2D 凹多边形形状,并返回标识它的 [RID]。可使用 [method "
"shape_set_data] 设置凹多边形的线段。"
msgid ""
"Creates a 2D convex polygon shape in the physics server, and returns the "
"[RID] that identifies it. Use [method shape_set_data] to set the convex "
"polygon's points."
msgstr ""
"在物理服务中创建一个 2D 凸多边形形状,并返回标识它的 [RID]。可使用 [method "
"shape_set_data] 设置凸多边形的点。"
msgid ""
"Returns the value of the given damped spring joint parameter. See [enum "
"DampedSpringParam] for the list of available parameters."
msgstr ""
"返回给定阻尼弹簧关节参数的值。有关可用参数的列表,请参阅 [enum "
"DampedSpringParam]。"
msgid ""
"Sets the value of the given damped spring joint parameter. See [enum "
"DampedSpringParam] for the list of available parameters."
msgstr ""
"设置给定阻尼弹簧关节参数的值。有关可用参数的列表,请参阅 [enum "
"DampedSpringParam]。"
msgid ""
"Destroys any of the objects created by PhysicsServer2D. If the [RID] passed "
"is not one of the objects that can be created by PhysicsServer2D, an error "
"will be printed to the console."
msgstr ""
"销毁由 PhysicsServer2D 创建的任何对象。如果传递的 [RID] 不是 PhysicsServer2D "
"可以创建的对象之一,则会将一个错误发送到控制台。"
msgid ""
"Returns information about the current state of the 2D physics engine. See "
"[enum ProcessInfo] for the list of available states."
msgstr ""
"返回关于 2D 物理引擎当前状态的信息。可用状态的列表见 [enum ProcessInfo]。"
msgid ""
"Destroys the joint with the given [RID], creates a new uninitialized joint, "
"and makes the [RID] refer to this new joint."
msgstr ""
"销毁具有给定 [RID] 的关节,创建一个新的未初始化关节,并使该 [RID] 引用这个新关"
"节。"
msgid ""
"Creates a 2D joint in the physics server, and returns the [RID] that "
"identifies it. To set the joint type, use [method joint_make_damped_spring], "
"[method joint_make_groove] or [method joint_make_pin]. Use [method "
"joint_set_param] to set generic joint parameters."
msgstr ""
"在物理服务中创建一个 2D 关节,并返回标识它的 [RID]。要设置关节类型,请使用 "
"[method joint_make_damped_spring]、[method joint_make_groove] 或 [method "
"joint_make_pin]。可使用 [method joint_set_param] 设置通用关节参数。"
msgid ""
"Sets whether the bodies attached to the [Joint2D] will collide with each "
"other."
msgstr "设置附加到该 [Joint2D] 的物体能否互相碰撞。"
msgid ""
"Returns the value of the given joint parameter. See [enum JointParam] for the "
"list of available parameters."
msgstr "返回给定关节参数的值。可用参数的列表见 [enum JointParam]。"
msgid "Returns the joint's type (see [enum JointType])."
msgstr "返回该关节的类型(见 [enum JointType])。"
msgid ""
"Returns whether the bodies attached to the [Joint2D] will collide with each "
"other."
msgstr "返回分配给该 [Joint2D] 的物体能否相互碰撞。"
msgid ""
"Makes the joint a damped spring joint, attached at the point [param anchor_a] "
"(given in global coordinates) on the body [param body_a] and at the point "
"[param anchor_b] (given in global coordinates) on the body [param body_b]. To "
"set the parameters which are specific to the damped spring, see [method "
"damped_spring_joint_set_param]."
msgstr ""
"使该关节成为一个阻尼弹簧关节,连接到实体 [param body_a] 上的点 [param "
"anchor_a](在全局坐标中给出)和实体 [param body_b] 上的点 [param anchor_b](在"
"全局坐标中给出)。要设置特定于阻尼弹簧的参数,请参阅 [method "
"damped_spring_joint_set_param]。"
msgid "Makes the joint a groove joint."
msgstr "使关节成为凹槽关节。"
msgid ""
"Makes the joint a pin joint. If [param body_b] is an empty [RID], then [param "
"body_a] is pinned to the point [param anchor] (given in global coordinates); "
"otherwise, [param body_a] is pinned to [param body_b] at the point [param "
"anchor] (given in global coordinates). To set the parameters which are "
"specific to the pin joint, see [method pin_joint_set_param]."
msgstr ""
"使关节成为一个销关节。如果 [param body_b] 是一个空 [RID],则 [param body_a] 被"
"固定到点 [param anchor](在全局坐标中给出); 否则,[param body_a] 在 [param "
"anchor] 点被固定到 [param body_b](在全局坐标中给出)。要设置特定于销关节的参"
"数,请参阅 [method pin_joint_set_param]。"
msgid ""
"Sets the value of the given joint parameter. See [enum JointParam] for the "
"list of available parameters."
msgstr "设置给定关节参数的值。可用参数的列表见 [enum JointParam]。"
msgid "Gets a pin joint flag (see [enum PinJointFlag] constants)."
msgstr "获取销关节标志(请参阅 [enum PinJointFlag] 常量)。"
msgid ""
"Returns the value of a pin joint parameter. See [enum PinJointParam] for a "
"list of available parameters."
msgstr "返回销关节参数的值。有关可用参数列表,请参阅 [enum PinJointParam]。"
msgid "Sets a pin joint flag (see [enum PinJointFlag] constants)."
msgstr "设置销关节标志(请参阅 [enum PinJointFlag] 常量)。"
msgid ""
"Sets a pin joint parameter. See [enum PinJointParam] for a list of available "
"parameters."
msgstr "设置销关节参数。有关可用参数列表,请参阅 [enum PinJointParam]。"
msgid ""
"Creates a 2D rectangle shape in the physics server, and returns the [RID] "
"that identifies it. Use [method shape_set_data] to set the rectangle's half-"
"extents."
msgstr ""
"在物理服务中创建一个 2D 矩形形状,并返回标识它的 [RID]。可使用 [method "
"shape_set_data] 设置该矩形的半边距。"
msgid ""
"Creates a 2D segment shape in the physics server, and returns the [RID] that "
"identifies it. Use [method shape_set_data] to set the segment's start and end "
"points."
msgstr ""
"在物理服务中创建一个 2D 线段形状,并返回标识它的 [RID]。可使用 [method "
"shape_set_data] 设置线段的起点和终点。"
msgid ""
"Creates a 2D separation ray shape in the physics server, and returns the "
"[RID] that identifies it. Use [method shape_set_data] to set the shape's "
"[code]length[/code] and [code]slide_on_slope[/code] properties."
msgstr ""
"在物理服务中创建一个 2D 分离射线形状,并返回标识它的 [RID]。可使用 [method "
"shape_set_data] 设置形状的 [code]length[/code] 和 [code]slide_on_slope[/code] "
"属性。"
msgid ""
"Activates or deactivates the 2D physics server. If [param active] is "
"[code]false[/code], then the physics server will not do anything in its "
"physics step."
msgstr ""
"激活或停用 2D 物理服务。如果 [param active] 为 [code]false[/code],则物理服务"
"将不会在其物理步骤中执行任何操作。"
msgid ""
"Returns the shape data that defines the configuration of the shape, such as "
"the half-extents of a rectangle or the segments of a concave shape. See "
"[method shape_set_data] for the precise format of this data in each case."
msgstr ""
"返回定义形状配置的形状数据,例如矩形的半边长或凹形的线段。有关每种情况下该数据"
"的精确格式,请参阅 [method shape_set_data]。"
msgid "Returns the shape's type (see [enum ShapeType])."
msgstr "返回该形状的类型(见 [enum ShapeType])。"
msgid ""
"Sets the shape data that defines the configuration of the shape. The [param "
"data] to be passed depends on the shape's type (see [method "
"shape_get_type]):\n"
"- [constant SHAPE_WORLD_BOUNDARY]: an array of length two containing a "
"[Vector2] [code]normal[/code] direction and a [float] distance [code]d[/"
"code],\n"
"- [constant SHAPE_SEPARATION_RAY]: a dictionary containing the key "
"[code]length[/code] with a [float] value and the key [code]slide_on_slope[/"
"code] with a [bool] value,\n"
"- [constant SHAPE_SEGMENT]: a [Rect2] [code]rect[/code] containing the first "
"point of the segment in [code]rect.position[/code] and the second point of "
"the segment in [code]rect.size[/code],\n"
"- [constant SHAPE_CIRCLE]: a [float] [code]radius[/code],\n"
"- [constant SHAPE_RECTANGLE]: a [Vector2] [code]half_extents[/code],\n"
"- [constant SHAPE_CAPSULE]: an array of length two (or a [Vector2]) "
"containing a [float] [code]height[/code] and a [float] [code]radius[/code],\n"
"- [constant SHAPE_CONVEX_POLYGON]: either a [PackedVector2Array] of points "
"defining a convex polygon in counterclockwise order (the clockwise outward "
"normal of each segment formed by consecutive points is calculated "
"internally), or a [PackedFloat32Array] of length divisible by four so that "
"every 4-tuple of [float]s contains the coordinates of a point followed by the "
"coordinates of the clockwise outward normal vector to the segment between the "
"current point and the next point,\n"
"- [constant SHAPE_CONCAVE_POLYGON]: a [PackedVector2Array] of length "
"divisible by two (each pair of points forms one segment).\n"
"[b]Warning:[/b] In the case of [constant SHAPE_CONVEX_POLYGON], this method "
"does not check if the points supplied actually form a convex polygon (unlike "
"the [member CollisionPolygon2D.polygon] property)."
msgstr ""
"设置定义形状配置的形状数据。要传递的 [param data] 取决于形状的类型(参见 "
"[method shape_get_type]\n"
"- [constant SHAPE_WORLD_BOUNDARY]:长度为 2 的数组,包含 [Vector2] 类型的 "
"[code]normal[/code] 方向和 [float] 类型的距离 [code]d[/code]\n"
"- [constant SHAPE_SEPARATION_RAY]:字典,包含键 [code]length[/code] 和 "
"[float] 值、以及键 [code]slide_on_slope[/code] 和 [bool] 值,\n"
"- [constant SHAPE_SEGMENT][Rect2] 类型的 [code]rect[/code],以 [code]rect."
"position[/code] 表示线段中的第一个点,并以 [code]rect.size[/code] 表示线段中的"
"第二个点,\n"
"- [constant SHAPE_CIRCLE][float] 类型的 [code]radius[/code]\n"
"- [constant SHAPE_RECTANGLE][Vector2] 类型的 [code]half_extents[/code]\n"
"- [constant SHAPE_CAPSULE]:长度为 2 的数组(或一个 [Vector2]),包含一个 "
"[float] 类型的 [code]height[/code] 和一个 [float] 类型的 [code]radius[/"
"code]\n"
"- [constant SHAPE_CONVEX_POLYGON]:按逆时针顺序定义凸多边形的点的 "
"[PackedVector2Array](在内部使用由连续点形成的每个线段的顺时针向外法线计算);"
"或一个长度可被 4 整除的 [PackedFloat32Array],以便每个 4 元组的 [float] 包含一"
"个点的坐标,后跟一个向量的坐标表示,该向量是当前点和下一个点之间的线段的顺时针"
"向外法向量,\n"
"- [constant SHAPE_CONCAVE_POLYGON]:长度可被 2 整除的 [PackedVector2Array](每"
"对点形成一个线段)。\n"
"[b]警告:[/b]在 [constant SHAPE_CONVEX_POLYGON] 的情况下,该方法不检查提供的点"
"是否能够形成凸多边形(与 [member CollisionPolygon2D.polygon] 属性不同)。"
msgid ""
"Creates a 2D space in the physics server, and returns the [RID] that "
"identifies it. A space contains bodies and areas, and controls the stepping "
"of the physics simulation of the objects in it."
msgstr ""
"在物理服务中创建一个 2D 空间,并返回标识它的 [RID]。空间包含实体和区域,并控制"
"其中实体的物理模拟的步骤。"
msgid ""
"Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can "
"be used for collision/intersection queries."
msgstr ""
"返回空间的状态,即 [PhysicsDirectSpaceState2D]。该对象可用于进行碰撞/相交的查"
"询。"
msgid ""
"Returns the value of the given space parameter. See [enum SpaceParameter] for "
"the list of available parameters."
msgstr "返回给定空间参数的值。可用参数的列表见 [enum SpaceParameter]。"
msgid "Returns [code]true[/code] if the space is active."
msgstr "如果该空间处于活动状态,则返回 [code]true[/code]。"
msgid ""
"Activates or deactivates the space. If [param active] is [code]false[/code], "
"then the physics server will not do anything with this space in its physics "
"step."
msgstr ""
"激活或停用该空间。如果 [param active] 为 [code]false[/code],那么物理服务将不"
"会在它的物理步骤中对这个空间做任何事情。"
msgid ""
"Sets the value of the given space parameter. See [enum SpaceParameter] for "
"the list of available parameters."
msgstr "设置给定空间参数的值。可用参数的列表见 [enum SpaceParameter]。"
msgid ""
"Creates a 2D world boundary shape in the physics server, and returns the "
"[RID] that identifies it. Use [method shape_set_data] to set the shape's "
"normal direction and distance properties."
msgstr ""
"在物理服务中创建一个 2D 世界边界形状,并返回标识它的 [RID]。可使用 [method "
"shape_set_data] 设置形状的法线方向和距离属性。"
msgid ""
"Constant to set/get the maximum distance a pair of bodies has to move before "
"their collision status has to be recalculated. The default value of this "
"parameter is [member ProjectSettings.physics/2d/solver/"
"contact_recycle_radius]."
msgstr ""
"常量,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。该参数的"
"默认值为 [member ProjectSettings.physics/2d/solver/contact_recycle_radius]。"
msgid ""
"Constant to set/get the maximum distance a shape can be from another before "
"they are considered separated and the contact is discarded. The default value "
"of this parameter is [member ProjectSettings.physics/2d/solver/"
"contact_max_separation]."
msgstr ""
"常量,用于设置/获取两个形状间的最大距离,超过该距离后它们将被视为分离,接触将"
"被弃置。该参数的默认值为 [member ProjectSettings.physics/2d/solver/"
"contact_max_separation]。"
msgid ""
"Constant to set/get the maximum distance a shape can penetrate another shape "
"before it is considered a collision. The default value of this parameter is "
"[member ProjectSettings.physics/2d/solver/contact_max_allowed_penetration]."
msgstr ""
"常量,用于设置/获取两个形状互相穿透的最大距离,超过该距离后将视为碰撞。该参数"
"的默认值为 [member ProjectSettings.physics/2d/solver/"
"contact_max_allowed_penetration]。"
msgid ""
"Constant to set/get the default solver bias for all physics contacts. A "
"solver bias is a factor controlling how much two objects \"rebound\", after "
"overlapping, to avoid leaving them in that state because of numerical "
"imprecision. The default value of this parameter is [member ProjectSettings."
"physics/2d/solver/default_contact_bias]."
msgstr ""
"常量,用于设置/获取所有物理接触的默认求解器偏差。求解器偏差是控制两个对象在重"
"叠后“反弹”的程度的一个系数,以避免由于数值不精确而使它们处于该状态。该参数的默"
"认值为 [member ProjectSettings.physics/2d/solver/default_contact_bias]。"
msgid ""
"Constant to set/get the threshold linear velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given. The default value of this parameter is [member "
"ProjectSettings.physics/2d/sleep_threshold_linear]."
msgstr ""
"常量,用于设置/获取活跃的阈值线速度。一个线性速度和角速度都被标记为可能处于非"
"活动状态的物体,将在给定时间后进入睡眠状态。该参数的默认值为 [member "
"ProjectSettings.physics/2d/sleep_threshold_linear]。"
msgid ""
"Constant to set/get the threshold angular velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given. The default value of this parameter is [member "
"ProjectSettings.physics/2d/sleep_threshold_angular]."
msgstr ""
"常量,用于设置/获取活跃的阈值角速度。一个线性速度和角速度都被标记为可能处于非"
"活动状态的物体,将在给定时间后进入睡眠状态。该参数的默认值为 [member "
"ProjectSettings.physics/2d/sleep_threshold_angular]。"
msgid ""
"Constant to set/get the maximum time of activity. A body marked as "
"potentially inactive for both linear and angular velocity will be put to "
"sleep after this time. The default value of this parameter is [member "
"ProjectSettings.physics/2d/time_before_sleep]."
msgstr ""
"常量,用于设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物"
"体,在这个时间之后将被置入睡眠状态。"
msgid ""
"Constant to set/get the default solver bias for all physics constraints. A "
"solver bias is a factor controlling how much two objects \"rebound\", after "
"violating a constraint, to avoid leaving them in that state because of "
"numerical imprecision. The default value of this parameter is [member "
"ProjectSettings.physics/2d/solver/default_constraint_bias]."
msgstr ""
"常量,用于设置/获取所有物理约束的默认求解器偏差。求解器偏差是控制两个对象在违"
"反约束后“反弹”的程度的一个系数,以避免由于数值不精确而使它们处于该状态。该参数"
"的默认值为 [member ProjectSettings.physics/2d/solver/"
"default_constraint_bias]。"
msgid ""
"Constant to set/get the number of solver iterations for all contacts and "
"constraints. The greater the number of iterations, the more accurate the "
"collisions will be. However, a greater number of iterations requires more CPU "
"power, which can decrease performance. The default value of this parameter is "
"[member ProjectSettings.physics/2d/solver/solver_iterations]."
msgstr ""
"常量,用于设置/获取所有接触与约束的求解器迭代数。迭代次数越多,碰撞越准确。但"
"是,大量的迭代会需要更多的 CPU 能力,会降低性能。"
msgid ""
"This is the constant for creating world boundary shapes. A world boundary "
"shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it "
"can be used for front/behind checks."
msgstr ""
"常量,用于创建世界边界形状。一个世界边界形状,是具有原点和法线的[i]无限[/i]直"
"线。因此,它可以用于前面/背面检查。"
msgid ""
"This is the constant for creating separation ray shapes. A separation ray is "
"defined by a length and separates itself from what is touching its far "
"endpoint. Useful for character controllers."
msgstr ""
"常量,用于创建分离射线形状。一条分离射线由一个长度定义,并将其自身与接触其远端"
"点的物体分开。对角色控制器很有用。"
msgid ""
"This is the constant for creating segment shapes. A segment shape is a "
"[i]finite[/i] line from a point A to a point B. It can be checked for "
"intersections."
msgstr ""
"常量,用于创建线段形状。一条线段形状是从点 A 到点 B 的[i]有限[/i]线段。可以用"
"于检查交叉点。"
msgid ""
"This is the constant for creating circle shapes. A circle shape only has a "
"radius. It can be used for intersections and inside/outside checks."
msgstr ""
"这是创建圆形的常量。一个圆的形状只有一个半径。它可以用于交点和内/外侧检查。"
msgid ""
"This is the constant for creating rectangle shapes. A rectangle shape is "
"defined by a width and a height. It can be used for intersections and inside/"
"outside checks."
msgstr ""
"这是用于创建矩形形状的常量。矩形形状是由宽度和高度定义的。它可以用于交点和内/"
"外侧检查。"
msgid ""
"This is the constant for creating capsule shapes. A capsule shape is defined "
"by a radius and a length. It can be used for intersections and inside/outside "
"checks."
msgstr ""
"这是创建胶囊形状的常量。一个胶囊形状由一个半径和一个长度定义。它可以用于交点和"
"内/外侧检查。"
msgid ""
"This is the constant for creating convex polygon shapes. A polygon is defined "
"by a list of points. It can be used for intersections and inside/outside "
"checks."
msgstr ""
"常量,用于创建凸多边形形状。一个多边形是由一个点的列表定义的。它可以用于交叉点"
"和内侧/外侧检查。"
msgid ""
"This is the constant for creating concave polygon shapes. A polygon is "
"defined by a list of points. It can be used for intersections checks, but not "
"for inside/outside checks."
msgstr ""
"这是创建凹形多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交叉点检"
"查,但不能用于内/外侧检查。"
msgid ""
"This constant is used internally by the engine. Any attempt to create this "
"kind of shape results in an error."
msgstr "引擎内部会使用这个常量。任何试图创建这种形状的行为都会导致错误。"
msgid ""
"Constant to set/get gravity override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values. The default value of this "
"parameter is [constant AREA_SPACE_OVERRIDE_DISABLED]."
msgstr ""
"常量,在一个区域中设置/获取重力覆盖模式。有关可能的值,请参阅 [enum "
"AreaSpaceOverrideMode]。这个参数的默认值是 [constant "
"AREA_SPACE_OVERRIDE_DISABLED]。"
msgid ""
"Constant to set/get gravity strength in an area. The default value of this "
"parameter is [code]9.80665[/code]."
msgstr ""
"常量,用于设置/获取区域中的重力强度。该参数的默认值为 [code]9.80665[/code]。"
msgid ""
"Constant to set/get gravity vector/center in an area. The default value of "
"this parameter is [code]Vector2(0, -1)[/code]."
msgstr ""
"常量,用于设置/获取区域中的重力向量/中心。该参数的默认值为 [code]Vector2(0, "
"-1)[/code]。"
msgid ""
"Constant to set/get whether the gravity vector of an area is a direction, or "
"a center point. The default value of this parameter is [code]false[/code]."
msgstr ""
"常量,用于设置/获取区域中的重力向量是方向,还是中心点。该参数的默认值为 "
"[code]false[/code]。"
msgid ""
"Constant to set/get the distance at which the gravity strength is equal to "
"the gravity controlled by [constant AREA_PARAM_GRAVITY]. For example, on a "
"planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the "
"gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff "
"according to the inverse square law, so in the example, at 200 pixels from "
"the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the "
"gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the "
"gravity), and so on.\n"
"The above is true only when the unit distance is a positive number. When the "
"unit distance is set to 0.0, the gravity will be constant regardless of "
"distance. The default value of this parameter is [code]0.0[/code]."
msgstr ""
"常量,用于设置/获取重力强度等于 [constant AREA_PARAM_GRAVITY] 控制的重力的距"
"离。例如,在一个半径为 100 像素且表面重力为 4.0 px/s² 的行星上,将重力设置为 "
"4.0,将单位距离设置为 100.0。重力将根据平方反比定律衰减,因此在该示例中,距离"
"中心 200 像素处的重力将为 1.0 px/s²距离的两倍重力的 1/4距离中心 50 像"
"素处重力为 16.0 px/s²距离的一半重力的 4 倍),依此类推。\n"
"仅当单位距离为正数时,上述情况才成立。当单位距离设置为 0.0 时,重力将与距离无"
"关。该参数的默认值为 [code]0.0[/code]。"
msgid ""
"Constant to set/get linear damping override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values. The default value of this "
"parameter is [constant AREA_SPACE_OVERRIDE_DISABLED]."
msgstr ""
"常量,用于在一个区域中设置/获取线性阻尼覆盖模式。有关可能的值,请参阅 [enum "
"AreaSpaceOverrideMode]。这个参数的默认值是 [constant "
"AREA_SPACE_OVERRIDE_DISABLED]。"
msgid ""
"Constant to set/get the linear damping factor of an area. The default value "
"of this parameter is [code]0.1[/code]."
msgstr ""
"常数,用于设置/获取区域的线性阻尼系数。该参数的默认值为 [code]0.1[/code]。"
msgid ""
"Constant to set/get angular damping override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values. The default value of this "
"parameter is [constant AREA_SPACE_OVERRIDE_DISABLED]."
msgstr ""
"常量,用于在一个区域中设置/获取角度阻尼覆盖模式。有关可能的值,请参阅 [enum "
"AreaSpaceOverrideMode]。这个参数的默认值是 [constant "
"AREA_SPACE_OVERRIDE_DISABLED]。"
msgid ""
"Constant to set/get the angular damping factor of an area. The default value "
"of this parameter is [code]1.0[/code]."
msgstr ""
"常数,用于设置/获取区域的角度阻尼系数。该参数的默认值为 [code]1.0[/code]。"
msgid ""
"Constant to set/get the priority (order of processing) of an area. The "
"default value of this parameter is [code]0[/code]."
msgstr ""
"常量,用于设置/获取区域的优先级(处理顺序)。该参数的默认值为 [code]0[/code]。"
msgid ""
"This area does not affect gravity/damp. These are generally areas that exist "
"only to detect collisions, and objects entering or exiting them."
msgstr ""
"这个区域不影响重力/阻尼。这些一般都是只存在于检测碰撞的区域,以及进入或离开它"
"们的物体。"
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. This way, many overlapping areas can combine their physics to make "
"interesting effects."
msgstr ""
"此区域把它的重力/阻尼加到目前已经计算过的对象上。这样一来,许多重叠的区域可以"
"结合它们的物理运算来产生有趣的效果。"
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. Then stops taking into account the rest of the areas, even the default "
"one."
msgstr ""
"这个区域把它的重力/阻尼加到迄今为止已经计算出来的任何东西上。然后停止考虑其余"
"的区域,甚至默认的区域。"
msgid ""
"This area replaces any gravity/damp, even the default one, and stops taking "
"into account the rest of the areas."
msgstr "这个区域取代了任何重力/阻尼,甚至是默认的,并停止考虑其余的区域。"
msgid ""
"This area replaces any gravity/damp calculated so far, but keeps calculating "
"the rest of the areas, down to the default one."
msgstr ""
"这个区域取代了到目前为止计算的任何重力/阻尼,但继续计算其余的区域,直到默认的"
"区域。"
msgid ""
"Constant for static bodies. In this mode, a body can be only moved by user "
"code and doesn't collide with other bodies along its path when moved."
msgstr ""
"常量,用于静态物体。在这种模式下,物体只能由用户代码移动,移动时不会与路径上的"
"其他物体发生碰撞。"
msgid ""
"Constant for kinematic bodies. In this mode, a body can be only moved by user "
"code and collides with other bodies along its path."
msgstr ""
"常量,用于运动学物体。在这种模式下,物体只能由用户代码移动,会与路径上的其他物"
"体发生碰撞。"
msgid ""
"Constant for rigid bodies. In this mode, a body can be pushed by other bodies "
"and has forces applied."
msgstr "常量,用于刚体。在这种模式下,物体可以被其他物体推动,能够对其施加力。"
msgid ""
"Constant for linear rigid bodies. In this mode, a body can not rotate, and "
"only its linear velocity is affected by external forces."
msgstr "常量,用于线性刚体。在这种模式下,物体不能旋转,只有线速度受外力影响。"
msgid ""
"Constant to set/get a body's bounce factor. The default value of this "
"parameter is [code]0.0[/code]."
msgstr "常量,用于设置/获取物体的反弹系数。该参数的默认值为 [code]0.0[/code]。"
msgid ""
"Constant to set/get a body's friction. The default value of this parameter is "
"[code]1.0[/code]."
msgstr "常量,用于设置/获取实体摩擦力。该参数的默认值为 [code]1.0[/code]。"
msgid ""
"Constant to set/get a body's mass. The default value of this parameter is "
"[code]1.0[/code]. If the body's mode is set to [constant BODY_MODE_RIGID], "
"then setting this parameter will have the following additional effects:\n"
"- If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set "
"explicitly, then the value of that parameter will be recalculated based on "
"the body's shapes.\n"
"- If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= "
"0.0[/code], then the value of that parameter will be recalculated based on "
"the body's shapes, mass, and center of mass."
msgstr ""
"常量,用于设置/获取一个实体质量。该参数的默认值为[code]1.0[/code]。如果该实体"
"的模式被设置为 [constant BODY_MODE_RIGID],那么设置这个参数会有以下附加效"
"果:\n"
"- 如果该参数 [constant BODY_PARAM_CENTER_OF_MASS] 从未被明确设置,则该参数的值"
"将根据实体的形状重新计算。\n"
"- 如果该参数 [constant BODY_PARAM_INERTIA] 被设置为值 [code]<= 0.0[/code],则"
"该参数的值将根据该实体的形状、质量、和质心重新计算。"
msgid ""
"Constant to set/get a body's inertia. The default value of this parameter is "
"[code]0.0[/code]. If the body's inertia is set to a value [code]<= 0.0[/"
"code], then the inertia will be recalculated based on the body's shapes, "
"mass, and center of mass."
msgstr ""
"常量,用于设置/获取一个实体惯性。该参数的默认值为[code]0.0[/code]。如果实体的"
"惯性被设置为一个值 [code]<= 0.0[/code],那么惯性将根据实体的形状、质量、和质心"
"重新计算。"
msgid ""
"Constant to set/get a body's center of mass position in the body's local "
"coordinate system. The default value of this parameter is [code]Vector2(0,0)[/"
"code]. If this parameter is never set explicitly, then it is recalculated "
"based on the body's shapes when setting the parameter [constant "
"BODY_PARAM_MASS] or when calling [method body_set_space]."
msgstr ""
"常量,用于在实体局部坐标系中设置/获取一个实体质心位置。该参数的默认值为 "
"[code]Vector2(0,0)[/code]。如果该参数从未明确设置,则在设置参数 [constant "
"BODY_PARAM_MASS] 或调用 [method body_set_space] 时,会根据实体的形状重新计算。"
msgid ""
"Constant to set/get a body's gravity multiplier. The default value of this "
"parameter is [code]1.0[/code]."
msgstr "常量,用于设置/获取物体的重力倍数。该参数的默认值为 [code]1.0[/code]。"
msgid ""
"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for "
"possible values. The default value of this parameter is [constant "
"BODY_DAMP_MODE_COMBINE]."
msgstr ""
"常量,用于设置/获取物体的线性阻尼模式。可能的值见 [enum BodyDampMode]。这个参"
"数的默认值为 [constant BODY_DAMP_MODE_COMBINE]。"
msgid ""
"Constant to set/get a body's angular damping mode. See [enum BodyDampMode] "
"for possible values. The default value of this parameter is [constant "
"BODY_DAMP_MODE_COMBINE]."
msgstr ""
"常量,用于设置/获取物体的角度阻尼模式。可能的值见 [enum BodyDampMode]。这个参"
"数的默认值为 [constant BODY_DAMP_MODE_COMBINE]。"
msgid ""
"Constant to set/get a body's linear damping factor. The default value of this "
"parameter is [code]0.0[/code]."
msgstr ""
"常量,用于设置/获取物体的线性阻尼系数。该参数的默认值为 [code]0.0[/code]。"
msgid ""
"Constant to set/get a body's angular damping factor. The default value of "
"this parameter is [code]0.0[/code]."
msgstr ""
"常量,用于设置/获取物体的角度阻尼系数。该参数的默认值为 [code]0.0[/code]。"
msgid "Represents the size of the [enum BodyParameter] enum."
msgstr "代表 [enum BodyParameter] 枚举的大小。"
msgid ""
"The body's damping value is added to any value set in areas or the default "
"value."
msgstr "物体的阻尼值会叠加到替换区域中所设置的值或默认值。"
msgid ""
"The body's damping value replaces any value set in areas or the default value."
msgstr "物体的阻尼值会替换区域中所设置的值或默认值。"
msgid "Constant to set/get the current transform matrix of the body."
msgstr "常量,用于设置/获取物体的当前变换矩阵。"
msgid "Constant to set/get the current linear velocity of the body."
msgstr "常量,用于设置/获取物体的当前线速度。"
msgid "Constant to set/get the current angular velocity of the body."
msgstr "常量,用于设置/获取物体的当前角速度。"
msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
msgstr "常量,用于使物体沉睡/唤醒,或得到它是否在沉睡。"
msgid "Constant to set/get whether the body can sleep."
msgstr "常量,用于设置/获取物体是否可以休眠。"
msgid "Constant to create pin joints."
msgstr "常量,用于创造钉关节。"
msgid "Constant to create groove joints."
msgstr "常量,用于创造槽关节。"
msgid "Constant to create damped spring joints."
msgstr "常量,用于创造有阻尼的弹簧关节。"
msgid "Represents the size of the [enum JointType] enum."
msgstr "代表 [enum JointType] 枚举的大小。"
msgid ""
"Constant to set/get how fast the joint pulls the bodies back to satisfy the "
"joint constraint. The lower the value, the more the two bodies can pull on "
"the joint. The default value of this parameter is [code]0.0[/code].\n"
"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and "
"groove joints."
msgstr ""
"常量,用于设置/获取该关节将实体拉回以满足关节约束的速度。值越低,两个物体对关"
"节的拉动就越大。该参数的默认值为 [code]0.0[/code]。\n"
"[b]注意:[/b]在 Godot 物理中,这个参数只用于销关节和槽关节。"
msgid ""
"Constant to set/get the maximum speed with which the joint can apply "
"corrections. The default value of this parameter is [code]3.40282e+38[/"
"code].\n"
"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints."
msgstr ""
"常量,用于设置/获取关节可以应用校正的最大速度。该参数的默认值为 "
"[code]3.40282e+38[/code]。\n"
"[b]注意:[/b]在 Godot 物理中,这个参数只用于槽关节。"
msgid ""
"Constant to set/get the maximum force that the joint can use to act on the "
"two bodies. The default value of this parameter is [code]3.40282e+38[/code].\n"
"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints."
msgstr ""
"常量,用于设置/获取关节可用于作用于两个实体的最大力。该参数的默认值为 "
"[code]3.40282e+38[/code]。\n"
"[b]注意:[/b]在 Godot 物理中,这个参数只用于槽关节。"
msgid ""
"Constant to set/get a how much the bond of the pin joint can flex. The "
"default value of this parameter is [code]0.0[/code]."
msgstr ""
"常量,用于设置/获取销关节的纽带可以弯曲多少。该参数的默认值为 [code]0.0[/"
"code]。"
msgid "The maximum rotation around the pin."
msgstr "绕该销的最大旋转。"
msgid "The minimum rotation around the pin."
msgstr "绕该销的最小旋转。"
msgid "Target speed for the motor. In radians per second."
msgstr "马达的目标速度。单位为弧度每秒。"
msgid "If [code]true[/code], the pin has a maximum and a minimum rotation."
msgstr "如果为 [code]true[/code],则销关节具有最大和最小旋转。"
msgid "If [code]true[/code], a motor turns the pin."
msgstr "如果为 [code]true[/code],则马达将转动该销。"
msgid ""
"Sets the resting length of the spring joint. The joint will always try to go "
"to back this length when pulled apart. The default value of this parameter is "
"the distance between the joint's anchor points."
msgstr ""
"设置弹簧关节的放松长度。当拉开时,该关节将始终尝试回到这个长度。该参数的默认值"
"是关节锚点之间的距离。"
msgid ""
"Sets the stiffness of the spring joint. The joint applies a force equal to "
"the stiffness times the distance from its resting length. The default value "
"of this parameter is [code]20.0[/code]."
msgstr ""
"设置弹簧关节的刚度。该关节施加的力等于刚度乘以距其放松长度的距离。该参数的默认"
"值为 [code]20.0[/code]。"
msgid ""
"Sets the damping ratio of the spring joint. A value of 0 indicates an "
"undamped spring, while 1 causes the system to reach equilibrium as fast as "
"possible (critical damping). The default value of this parameter is "
"[code]1.5[/code]."
msgstr ""
"设置弹簧关节的阻尼比率。值为 0 表示无阻尼弹簧,而 1 表示系统尽可能快地达到平衡"
"(临界阻尼)。该参数的默认值为 [code]1.5[/code]。"
msgid ""
"Disables continuous collision detection. This is the fastest way to detect "
"body collisions, but it can miss small and/or fast-moving objects."
msgstr ""
"禁用连续碰撞检测。这是检测物体碰撞的最快方法,但可能会错过较小和/或快速移动的"
"物体。"
msgid ""
"Enables continuous collision detection by raycasting. It is faster than "
"shapecasting, but less precise."
msgstr "通过射线投射实现连续的碰撞检测。它比形状投射更快,但不够精确。"
msgid ""
"Enables continuous collision detection by shapecasting. It is the slowest CCD "
"method, and the most precise."
msgstr "通过形变实现连续的碰撞检测。它是最慢的 CCD 方法,也是最精确的。"
msgid ""
"The value of the first parameter and area callback function receives, when an "
"object enters one of its shapes."
msgstr "当对象进入其形状之一时,第一个参数和区域回调函数接收的值。"
msgid ""
"The value of the first parameter and area callback function receives, when an "
"object exits one of its shapes."
msgstr "当对象退出其形状之一时,第一个参数和区域回调函数接收的值。"
msgid "Constant to get the number of objects that are not sleeping."
msgstr "常量,用以获取未处于睡眠状态的对象的数量。"
msgid "Constant to get the number of possible collisions."
msgstr "常量,用以获取可能的碰撞数。"
msgid ""
"Constant to get the number of space regions where a collision could occur."
msgstr "常量,用以获取可能发生碰撞的空间区域数。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsServer2D] implementations."
msgstr "提供覆盖后可以用来创建自定义 [PhysicsServer2D] 实现的虚方法。"
msgid ""
"This class extends [PhysicsServer2D] by providing additional virtual methods "
"that can be overridden. When these methods are overridden, they will be "
"called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsServer2D]."
msgstr ""
"这个类扩展自 [PhysicsServer2D],提供可额外的可覆盖虚方法。覆盖这些方法后,就不"
"会调用物理服务器内部方法,而是调用这些覆盖后的方法。\n"
"旨在用于 GDExtension用于创建自定义 [PhysicsServer2D] 实现。"
msgid "A singleton for managing [PhysicsServer2D] implementations."
msgstr "用于管理 [PhysicsServer2D] 实现的单例。"
msgid ""
"[PhysicsServer2DManager] is the API for registering [PhysicsServer2D] "
"implementations and for setting the default implementation.\n"
"[b]Note:[/b] It is not possible to switch physics servers at runtime. This "
"class is only used on startup at the server initialization level, by Godot "
"itself and possibly by GDExtensions."
msgstr ""
"[PhysicsServer2DManager] 是用于注册 [PhysicsServer2D] 实现、设置默认实现的 "
"API。\n"
"[b]注意:[/b]无法在运行时切换物理服务器。这个类只在启动时在服务器初始化级别使"
"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。"
msgid ""
"Register a [PhysicsServer2D] implementation by passing a [param name] and a "
"[Callable] that returns a [PhysicsServer2D] object."
msgstr ""
"注册 [PhysicsServer2D] 实现,传入名称 [param name] 和返回 [PhysicsServer2D] 对"
"象的 [Callable]。"
msgid ""
"Set the default [PhysicsServer2D] implementation to the one identified by "
"[param name], if [param priority] is greater than the priority of the current "
"default implementation."
msgstr ""
"如果优先级 [param priority] 比当前默认实现的优先级高,则将由名称 [param name] "
"标识的 [PhysicsServer2D] 实现设置为默认实现。"
msgid "A server interface for low-level 3D physics access."
msgstr "用于访问低阶 3D 物理的服务器接口。"
msgid ""
"PhysicsServer3D is the server responsible for all 3D physics. It can directly "
"create and manipulate all physics objects:\n"
"- A [i]space[/i] is a self-contained world for a physics simulation. It "
"contains bodies, areas, and joints. Its state can be queried for collision "
"and intersection information, and several parameters of the simulation can be "
"modified.\n"
"- A [i]shape[/i] is a geometric shape such as a sphere, a box, a cylinder, or "
"a polygon. It can be used for collision detection by adding it to a body/"
"area, possibly with an extra transformation relative to the body/area's "
"origin. Bodies/areas can have multiple (transformed) shapes added to them, "
"and a single shape can be added to bodies/areas multiple times with different "
"local transformations.\n"
"- A [i]body[/i] is a physical object which can be in static, kinematic, or "
"rigid mode. Its state (such as position and velocity) can be queried and "
"updated. A force integration callback can be set to customize the body's "
"physics.\n"
"- An [i]area[/i] is a region in space which can be used to detect bodies and "
"areas entering and exiting it. A body monitoring callback can be set to "
"report entering/exiting body shapes, and similarly an area monitoring "
"callback can be set. Gravity and damping can be overridden within the area by "
"setting area parameters.\n"
"- A [i]joint[/i] is a constraint, either between two bodies or on one body "
"relative to a point. Parameters such as the joint bias and the rest length of "
"a spring joint can be adjusted.\n"
"Physics objects in [PhysicsServer3D] may be created and manipulated "
"independently; they do not have to be tied to nodes in the scene tree.\n"
"[b]Note:[/b] All the 3D physics nodes use the physics server internally. "
"Adding a physics node to the scene tree will cause a corresponding physics "
"object to be created in the physics server. A rigid body node registers a "
"callback that updates the node's transform with the transform of the "
"respective body object in the physics server (every physics update). An area "
"node registers a callback to inform the area node about overlaps with the "
"respective area object in the physics server. The raycast node queries the "
"direct state of the relevant space in the physics server."
msgstr ""
"PhysicsServer3D 是负责所有 3D 物理的服务器。它可以直接创建和操作所有物理对"
"象:\n"
"- [i]Space空间[/i]是用于物理仿真的自包含世界。它包含实体、区域和关节。可以"
"对其状态进行查询,获取碰撞和相交信息,并且可以修改部分仿真参数。\n"
"- [i]Shape形状[/i]是球形、盒形、圆柱形、多边形等几何形状。加入到实体/区域"
"中就可以用来进行碰撞检测,还可以带有相对于实体/区域原点的额外变换。实体/区域中"
"可以添加多个(变换后的)形状,并且可以使用不同的局部变换将单个形状多次添加到实"
"体/区域中。\n"
"- [i]Body实体[/i]是物理对象,可以处于静态、运动学或刚性模式。可以对其状态"
"进行查询和更新(例如位置、速度等)。可以设置力的集成回调,自定义实体的物理特"
"性。\n"
"- [i]Area区域[/i]是空间中的区块,可用于检测进入和离开它的实体和区域。可以"
"设置实体的监视回调,报告进入/离开的实体形状,同样可以设置区域的监视回调。通过"
"设置区域参数,可以在区域内覆盖重力和阻尼。\n"
"- [i]Joint关节[/i]是两个实体之间或一个实体相对于某个点的约束。可以调整关节"
"偏置和弹簧关节的放松长度等参数。\n"
"[PhysicsServer3D] 中的物理对象可以独立创建和操作;不必将它们绑定到场景树中的节"
"点。\n"
"[b]注意:[/b]所有 3D 物理节点都在内部使用这个物理服务器。将物理节点添加到场景"
"树,就会导致在物理服务器中创建相应的物理对象。刚体节点会注册回调,该回调会(在"
"每次物理更新时)使用物理服务器中相应实体对象的变换更新该节点的变换。区域节点会"
"注册回调,用来通知区域节点与物理服务器中相应区域对象的重叠。射线投射节点会查询"
"物理服务器中相关空间的直接状态。"
msgid ""
"Adds a shape to the area, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
"向区域添加一个形状,以及一个变换矩阵。形状通常通过它们的索引来引用,因此你应该"
"跟踪哪个形状具有给定的索引。"
msgid ""
"Assigns the area to a descendant of [Object], so it can exist in the node "
"tree."
msgstr "将区域分配给[Object]的子类,因此它可以存在于节点树中。"
msgid ""
"Removes all shapes from an area. It does not delete the shapes, so they can "
"be reassigned later."
msgstr "从一个区域移除所有形状。它不会删除形状,因此它们可以稍后重新分配。"
msgid "Creates an [Area3D]."
msgstr "创建 [Area3D]。"
msgid "Returns the physics layer or layers an area belongs to."
msgstr "返回该区域所属的物理层。"
msgid "Returns the physics layer or layers an area can contact with."
msgstr "返回该区域能够接触的物理层。"
msgid "Gets the instance ID of the object the area is assigned to."
msgstr "获取区域分配给的对象的实例 ID。"
msgid ""
"Returns an area parameter value. A list of available parameters is on the "
"[enum AreaParameter] constants."
msgstr "返回区域参数值。可用参数列表位于 [enum AreaParameter] 常量上。"
msgid "Returns the [RID] of the nth shape of an area."
msgstr "返回区域的第 n 个形状的 [RID]。"
msgid "Returns the number of shapes assigned to an area."
msgstr "返回分配给区域的形状数量。"
msgid "Returns the transform matrix of a shape within an area."
msgstr "返回区域内形状的变换矩阵。"
msgid "Returns the space assigned to the area."
msgstr "返回分配给该区域的空间。"
msgid "Returns the transform matrix for an area."
msgstr "返回区域的变换矩阵。"
msgid ""
"Removes a shape from an area. It does not delete the shape, so it can be "
"reassigned later."
msgstr "从区域中移除一个形状。它不会删除形状,因此可以稍后重新分配。"
msgid "Assigns the area to one or many physics layers."
msgstr "将区域分配给一个或多个物理层。"
msgid "Sets which physics layers the area will monitor."
msgstr "设置区域将监控的物理层。"
msgid ""
"Sets the value for an area parameter. A list of available parameters is on "
"the [enum AreaParameter] constants."
msgstr "设置面积参数的值。可用参数列表位于 [enum AreaParameter] 常量上。"
msgid "Sets object pickable with rays."
msgstr "设置可使用光线拾取的对象。"
msgid ""
"Substitutes a given area shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
"用另一种形状代替一种形状。旧的形状由它的索引选择,新的形状由它的[RID]选择。"
msgid "Sets the transform matrix for an area shape."
msgstr "设置区域形状的变换矩阵。"
msgid "Assigns a space to the area."
msgstr "为该区域指定一个空间。"
msgid "Sets the transform matrix for an area."
msgstr "设置区域的变换矩阵。"
msgid "Adds a body to the list of bodies exempt from collisions."
msgstr "将一个物体添加到免于碰撞的物体列表中。"
msgid ""
"Adds a constant directional force without affecting rotation that keeps being "
"applied over time until cleared with [code]body_set_constant_force(body, "
"Vector3(0, 0, 0))[/code].\n"
"This is equivalent to using [method body_add_constant_force] at the body's "
"center of mass."
msgstr ""
"在不影响旋转的情况下,添加一个恒定的方向力,该力会随着时间的推移而持续施加,直"
"到使用 [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code] 清除。\n"
"这相当于在实体的质心处使用 [method body_add_constant_force]。"
msgid ""
"Adds a constant positioned force to the body that keeps being applied over "
"time until cleared with [code]body_set_constant_force(body, Vector3(0, 0, 0))"
"[/code].\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向实体添加一个恒定的定位力,持续施加,直到用 "
"[code]body_set_constant_force(body, Vector3(0, 0, 0))[/code] 清除。\n"
"[param position] 是在全局坐标中距实体原点的偏移量。"
msgid ""
"Adds a constant rotational force without affecting position that keeps being "
"applied over time until cleared with [code]body_set_constant_torque(body, "
"Vector3(0, 0, 0))[/code]."
msgstr ""
"在不影响位置的情况下,添加一个恒定的旋转力,随着时间的推移而持续施加,直到使"
"用 [code]body_set_constant_torque(body, Vector3(0, 0, 0))[/code] 清除。"
msgid ""
"Adds a shape to the body, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
"添加一个形状到物体,以及一个变换矩阵。形状通常通过它们的索引来引用,因此你应该"
"跟踪哪个形状具有给定的索引。"
msgid ""
"Applies a directional force without affecting rotation. A force is time "
"dependent and meant to be applied every physics update.\n"
"This is equivalent to using [method body_apply_force] at the body's center of "
"mass."
msgstr ""
"在不影响旋转的情况下,施加一个方向力。力是时间相关的,意味着每次物理更新都会施"
"加。\n"
"这相当于在实体的质心处使用 [method body_apply_force]。"
msgid ""
"Applies a directional impulse without affecting rotation.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"This is equivalent to using [method body_apply_impulse] at the body's center "
"of mass."
msgstr ""
"在不影响旋转的情况下,施加一个定向冲量。\n"
"冲动是时间无关的!每帧施加一个冲量将产生依赖于帧速率的力。出于这个原因,它应该"
"只在模拟一次性影响时使用否则使用“_force”函数。\n"
"这相当于在实体的质心处使用 [method body_apply_impulse]。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update."
msgstr ""
"在不影响位置的情况下,施加一个旋转力。力是时间相关的,这意味着每次物理更新都会"
"施加。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise)."
msgstr ""
"在不影响位置的情况下,向实体施加一个旋转冲量。\n"
"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它"
"应该只在模拟一次性影响时使用否则使用“_force”函数。"
msgid "Removes all shapes from a body."
msgstr "从物体上移除所有碰撞形状。"
msgid "Returns the physics layer or layers a body belongs to."
msgstr "返回物体所属的物理层或层。"
msgid "Returns the physics layer or layers a body can collide with."
msgstr "返回物体可以碰撞的物理层或层。"
msgid "Returns the body's collision priority."
msgstr "返回该物体的碰撞优先级。"
msgid ""
"Returns the body's total constant positional forces applied during each "
"physics update.\n"
"See [method body_add_constant_force] and [method "
"body_add_constant_central_force]."
msgstr ""
"返回在每次物理更新期间,该物体被施加的总的恒定位置的力。\n"
"参阅 [method body_add_constant_force] 和 [method "
"body_add_constant_central_force]。"
msgid ""
"Returns the body's total constant rotational forces applied during each "
"physics update.\n"
"See [method body_add_constant_torque]."
msgstr ""
"返回在每次物理更新期间,该物体被施加的总的恒定旋转的力。\n"
"参阅 [method body_add_constant_torque]。"
msgid ""
"Returns the [PhysicsDirectBodyState3D] of the body. Returns [code]null[/code] "
"if the body is destroyed or removed from the physics space."
msgstr ""
"返回该物体的 [PhysicsDirectBodyState3D]。如果该物体已被销毁或从物理空间中移"
"除,则返回 [code]null[/code]。"
msgid ""
"Returns the maximum contacts that can be reported. See [method "
"body_set_max_contacts_reported]."
msgstr "返回可报告的最大接触数。见 [method body_set_max_contacts_reported]。"
msgid "Returns the body mode."
msgstr "返回物体模式。"
msgid ""
"Returns the value of a body parameter. A list of available parameters is on "
"the [enum BodyParameter] constants."
msgstr "返回物体参数的值。可用参数列表位于 [enum BodyParameter] 常量上。"
msgid "Returns the [RID] of the nth shape of a body."
msgstr "返回物体的第 n 个碰撞形状的 [RID]。"
msgid "Returns the number of shapes assigned to a body."
msgstr "返回分配给物体的碰撞形状数量。"
msgid "Returns the transform matrix of a body shape."
msgstr "返回物体碰撞形状的变换矩阵。"
msgid "Returns the [RID] of the space assigned to a body."
msgstr "返回分配给物体的空间的 [RID]。"
msgid "Returns a body state."
msgstr "返回物体的状态。"
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled."
msgstr "如果为 [code]true[/code],则启用连续碰撞检测模式。"
msgid ""
"Returns whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
"返回一个物体是否使用回调函数来计算它自己的物理值(见 [method "
"body_set_force_integration_callback])。"
msgid ""
"Removes a body from the list of bodies exempt from collisions.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
"从免于碰撞的实体列表中删除实体。\n"
"连续碰撞检测尝试预测运动物体碰撞的位置,而不是在碰撞时移动物体并纠正其运动。"
msgid ""
"Removes a shape from a body. The shape is not deleted, so it can be reused "
"afterwards."
msgstr ""
"从物体上移除一个碰撞形状。碰撞形状不会被从内存中删除,所以它可以在之后被重复使"
"用。"
msgid ""
"Restores the default inertia and center of mass based on shapes to cancel any "
"custom values previously set using [method body_set_param]."
msgstr ""
"根据形状恢复默认惯性和质心,以取消之前使用 [method body_set_param] 设置的任何"
"自定义值。"
msgid ""
"Sets an axis velocity. The velocity in the given vector axis will be set as "
"the given vector length. This is useful for jumping behavior."
msgstr ""
"设置轴速度。给定向量轴上的速度将被设置为给定向量长度。这对跳跃行为很有用。"
msgid "Sets the physics layer or layers a body belongs to."
msgstr "设置物体所属的物理层或层。"
msgid "Sets the physics layer or layers a body can collide with."
msgstr "设置物理层或身体可以碰撞的层。"
msgid "Sets the body's collision priority."
msgstr "设置该物体的碰撞优先级。"
msgid ""
"Sets the body's total constant positional forces applied during each physics "
"update.\n"
"See [method body_add_constant_force] and [method "
"body_add_constant_central_force]."
msgstr ""
"设置该物体在每次物理更新时应用的总恒定位置力。\n"
"见 [method body_add_constant_force] 和 [method "
"body_add_constant_central_force]。"
msgid ""
"Sets the body's total constant rotational forces applied during each physics "
"update.\n"
"See [method body_add_constant_torque]."
msgstr ""
"设置该物体在每次物理更新时应用的总恒定旋转力。\n"
"见 [method body_add_constant_torque]。"
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
"如果为 [code]true[/code],则启用连续碰撞检测模式。\n"
"连续碰撞检测尝试预测运动物体碰撞的位置,而不是在碰撞时移动物体并纠正其运动。"
msgid ""
"Sets the function used to calculate physics for an object, if that object "
"allows it (see [method body_set_omit_force_integration]). The force "
"integration function takes 2 arguments:\n"
"- [code]state[/code] — [PhysicsDirectBodyState3D] used to retrieve and modify "
"the body's state.\n"
"- [code skip-lint]userdata[/code] — optional user data passed to [method "
"body_set_force_integration_callback]."
msgstr ""
"如果对象允许的话,设置用于计算该对象物理的函数(见 [method "
"body_set_omit_force_integration])。力的积分函数有 2 个参数:\n"
"[code]state[/code] — [PhysicsDirectBodyState3D] 用于检索和修改物体的状态。\n"
"[code skip-lint]userdata[/code] — 可选的用户数据,如果在调用 [method "
"body_set_force_integration_callback] 时被传递。"
msgid ""
"Sets the maximum contacts to report. Bodies can keep a log of the contacts "
"with other bodies. This is enabled by setting the maximum number of contacts "
"reported to a number greater than 0."
msgstr ""
"设置要报告的最大接触数。物体可以记录与其他物体的接触。将最大接触数设置为大于 "
"0 的数字可以启用此功能。"
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
msgstr "从 [enum BodyMode] 常量之一设置主体模式。"
msgid ""
"Sets whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
"设置一个物体是否使用回调函数来计算它自己的物理(见 [method "
"body_set_force_integration_callback])。"
msgid ""
"Sets a body parameter. A list of available parameters is on the [enum "
"BodyParameter] constants."
msgstr "设置物体参数。可用参数列表位于 [enum BodyParameter] 常量上。"
msgid "Sets the body pickable with rays if [param enable] is set."
msgstr "如果设置了 [param enable],则将该物体设置为可通过射线拾取。"
msgid ""
"Substitutes a given body shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
"用一个给定的物体形状代替另一个。旧的形状是通过其索引选择的,新的是通过其 "
"[RID] 选择的。"
msgid "Sets the transform matrix for a body shape."
msgstr "设置物体形状的变换矩阵。"
msgid "Assigns a space to the body (see [method space_create])."
msgstr "给物体分配一个空间(见 [method space_create])。"
msgid "Sets a body state (see [enum BodyState] constants)."
msgstr "设置主体状态(见 [enum BodyState] 常量)。"
msgid ""
"Returns [code]true[/code] if a collision would result from moving along a "
"motion vector from a given point in space. [PhysicsTestMotionParameters3D] is "
"passed to set motion parameters. [PhysicsTestMotionResult3D] can be passed to "
"return additional information."
msgstr ""
"如果从空间中的给定点沿着运动向量移动会导致碰撞,则返回 [code]true[/code]。传"
"递 [PhysicsTestMotionParameters3D] 可以设置运动参数。还可以传递 "
"[PhysicsTestMotionResult3D],从而返回其他信息。"
msgid ""
"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr "获取圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。"
msgid ""
"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr "设置圆锥体扭曲关节参数(见 [enum ConeTwistJointParam] 常量)。"
msgid ""
"Destroys any of the objects created by PhysicsServer3D. If the [RID] passed "
"is not one of the objects that can be created by PhysicsServer3D, an error "
"will be sent to the console."
msgstr ""
"销毁由 PhysicsServer3D 创建的任何对象。如果传入的 [RID] 不是由 "
"PhysicsServer3D 创建的对象,则会向控制台发送错误。"
msgid ""
"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr "获取 generic_6_DOF_joit 标志(见 [enum G6DOFJointAxisFlag] 常量)。"
msgid ""
"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr "获取 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。"
msgid ""
"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr "设置 generic_6_DOF_joint 标志(见 [enum G6DOFJointAxisFlag] 常量)。"
msgid ""
"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr "设置 generic_6_DOF_joint 参数(见 [enum G6DOFJointAxisParam] 常量)。"
msgid ""
"Returns information about the current state of the 3D physics engine. See "
"[enum ProcessInfo] for a list of available states."
msgstr ""
"返回有关 3D 物理引擎当前状态的信息。可用状态的列表见 [enum ProcessInfo]。"
msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr "获取 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。"
msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
msgstr "获取 hinge_joint 参数(见 [enum HingeJointParam])。"
msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr "设置 hinge_joint 标志(见 [enum HingeJointFlag] 常量)。"
msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
msgstr "设置 hinge_joint 参数(见 [enum HingeJointParam] 常量)。"
msgid ""
"Sets whether the bodies attached to the [Joint3D] will collide with each "
"other."
msgstr "设置附加至该 [Joint3D] 的物体能否互相碰撞。"
msgid "Gets the priority value of the Joint3D."
msgstr "获取该 Joint3D 的优先级。"
msgid "Returns the type of the Joint3D."
msgstr "返回该 Joint3D 的类型。"
msgid ""
"Returns whether the bodies attached to the [Joint3D] will collide with each "
"other."
msgstr "返回附加至该 [Joint3D] 的物体能否互相碰撞。"
msgid "Sets the priority value of the Joint3D."
msgstr "设置该 Joint3D 的优先级。"
msgid "Returns position of the joint in the local space of body a of the joint."
msgstr "返回关节在关节物体 A 的局部空间中的位置。"
msgid "Returns position of the joint in the local space of body b of the joint."
msgstr "返回关节在关节物体 B 的局部空间中的位置。"
msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr "获取 pin_joint 参数(见 [enum PinJointParam] 常量)。"
msgid "Sets position of the joint in the local space of body a of the joint."
msgstr "设置关节在关节物体 A 的局部空间中的位置。"
msgid "Sets position of the joint in the local space of body b of the joint."
msgstr "设置关节在关节物体 B 的局部空间中的位置。"
msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr "设置 pin_joint 参数(见 [enum PinJointParam] 常量)。"
msgid "Activates or deactivates the 3D physics engine."
msgstr "激活或停用 3D 物理引擎。"
msgid "Returns the shape data."
msgstr "返回形状数据。"
msgid "Returns the type of shape (see [enum ShapeType] constants)."
msgstr "返回形状的类型(见 [enum ShapeType] 常量)。"
msgid ""
"Sets the shape data that defines its shape and size. The data to be passed "
"depends on the kind of shape created [method shape_get_type]."
msgstr ""
"设置定义形状和大小的形状数据。要传递的数据取决于创建的形状的类型 [method "
"shape_get_type]。"
msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
msgstr "获取 slider_joint 参数(见 [enum SliderJointParam] 常量)。"
msgid ""
"Creates a space. A space is a collection of parameters for the physics engine "
"that can be assigned to an area or a body. It can be assigned to an area with "
"[method area_set_space], or to a body with [method body_set_space]."
msgstr ""
"创建一个空间。空间是物理引擎的参数集合,可以分配给区域或主体。它可以通过 "
"[method area_set_space] 分配给一个区域,或者通过 [method body_set_space] 分配"
"给一个主体。"
msgid ""
"Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object can "
"be used to make collision/intersection queries."
msgstr ""
"返回空间的状态,即 [PhysicsDirectSpaceState3D]。该对象可用于进行碰撞/相交的查"
"询。"
msgid "Returns the value of a space parameter."
msgstr "返回空间参数的值。"
msgid "Returns whether the space is active."
msgstr "返回该空间是否是活动的。"
msgid ""
"Marks a space as active. It will not have an effect, unless it is assigned to "
"an area or body."
msgstr "将空间标记为活动空间。它不会有效果,除非它被分配到一个区域或物体。"
msgid ""
"Sets the value for a space parameter. A list of available parameters is on "
"the [enum SpaceParameter] constants."
msgstr "设置空间参数的值。可用参数列表位于 [enum SpaceParameter] 常量上。"
msgid "The [Joint3D] is a [PinJoint3D]."
msgstr "该 [Joint3D] 为 [PinJoint3D]。"
msgid "The [Joint3D] is a [HingeJoint3D]."
msgstr "该 [Joint3D] 为 [HingeJoint3D]。"
msgid "The [Joint3D] is a [SliderJoint3D]."
msgstr "该 [Joint3D] 为 [SliderJoint3D]。"
msgid "The [Joint3D] is a [ConeTwistJoint3D]."
msgstr "该 [Joint3D] 为 [ConeTwistJoint3D]。"
msgid "The [Joint3D] is a [Generic6DOFJoint3D]."
msgstr "该 [Joint3D] 为 [Generic6DOFJoint3D]。"
msgid ""
"The strength with which the pinned objects try to stay in positional relation "
"to each other.\n"
"The higher, the stronger."
msgstr ""
"固定对象试图保持彼此位置关系的力度。\n"
"越高越强。"
msgid ""
"The strength with which the pinned objects try to stay in velocity relation "
"to each other.\n"
"The higher, the stronger."
msgstr ""
"被固定的物体试图保持彼此速度关系的力度。\n"
"越高越强。"
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint3D "
"puts on its ends."
msgstr "如果高于 0则此值是此 Joint3D 施加在其末端的冲量的最大值。"
msgid "The maximum rotation across the Hinge."
msgstr "铰链上的最大旋转。"
msgid "The minimum rotation across the Hinge."
msgstr "铰链上的最小旋转。"
msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
msgstr "如果为 [code]true[/code],铰链具有最大和最小旋转。"
msgid "If [code]true[/code], a motor turns the Hinge."
msgstr "如果为 [code]true[/code],则马达将转动铰链。"
msgid ""
"The maximum difference between the pivot points on their X axis before "
"damping happens."
msgstr "阻尼发生前轴心点之间在 X 轴上的最大差异。"
msgid ""
"The minimum difference between the pivot points on their X axis before "
"damping happens."
msgstr "阻尼发生前轴心点之间在 X 轴上的最小差异。"
msgid ""
"A factor applied to the movement across the slider axis once the limits get "
"surpassed. The lower, the slower the movement."
msgstr "一旦超过极限,应用于滑块轴上移动的系数。越低,运动越慢。"
msgid ""
"The amount of restitution once the limits are surpassed. The lower, the more "
"velocity-energy gets lost."
msgstr "超出限制后的补偿。数值越低,损失的速度能量越多。"
msgid "The amount of damping once the slider limits are surpassed."
msgstr "一旦超过滑块的极限,阻尼的数量。"
msgid ""
"A factor applied to the movement across the slider axis as long as the slider "
"is in the limits. The lower, the slower the movement."
msgstr "只要滑块在限制范围内,就应用于滑块轴上移动的系数。越低,运动越慢。"
msgid "The amount of restitution inside the slider limits."
msgstr "滑块限制内的恢复量。"
msgid "The amount of damping inside the slider limits."
msgstr "滑块内部的阻尼量受到限制。"
msgid "A factor applied to the movement across axes orthogonal to the slider."
msgstr "应用于在垂直于滑块的轴上移动的系数。"
msgid ""
"The amount of restitution when movement is across axes orthogonal to the "
"slider."
msgstr "当移动穿过垂直于滑块的轴时的恢复量。"
msgid ""
"The amount of damping when movement is across axes orthogonal to the slider."
msgstr "当移动穿过垂直于滑块的轴时的阻尼量。"
msgid "The upper limit of rotation in the slider."
msgstr "滑块旋转的上限。"
msgid "The lower limit of rotation in the slider."
msgstr "滑块旋转的下限。"
msgid "A factor applied to the all rotation once the limit is surpassed."
msgstr "一旦超过极限,应用于所有旋转的系数。"
msgid "The amount of restitution of the rotation when the limit is surpassed."
msgstr "超过限制时旋转的恢复量。"
msgid "The amount of damping of the rotation when the limit is surpassed."
msgstr "超过极限时旋转的阻尼量。"
msgid "A factor that gets applied to the all rotation in the limits."
msgstr "应用于所有极限旋转的因子。"
msgid "The amount of restitution of the rotation in the limits."
msgstr "极限内旋转的恢复量。"
msgid "The amount of damping of the rotation in the limits."
msgstr "极限内旋转的阻尼量。"
msgid ""
"A factor that gets applied to the all rotation across axes orthogonal to the "
"slider."
msgstr "应用于垂直于滑块的轴上的所有旋转的因子。"
msgid ""
"The amount of restitution of the rotation across axes orthogonal to the "
"slider."
msgstr "垂直于滑块的轴上的旋转恢复量。"
msgid ""
"The amount of damping of the rotation across axes orthogonal to the slider."
msgstr "垂直于滑块的轴上的旋转阻尼量。"
msgid "Represents the size of the [enum SliderJointParam] enum."
msgstr "代表 [enum SliderJointParam] 枚举的大小。"
msgid ""
"The ease with which the Joint3D twists, if it's too low, it takes more force "
"to twist the joint."
msgstr "Joint3D 的扭曲弹性,如果太低,就需要更大的力才能扭曲关节。"
msgid ""
"A factor that gets applied to the movement across the axes. The lower, the "
"slower the movement."
msgstr "应用于跨轴移动的因子。越低,运动越慢。"
msgid ""
"The amount of restitution on the axes movement. The lower, the more velocity-"
"energy gets lost."
msgstr "轴运动的恢复量。速度越低,能量损失越多。"
msgid "The velocity that the joint's linear motor will attempt to reach."
msgstr "关节的线性马达试图达到的速度。"
msgid ""
"The maximum force that the linear motor can apply while trying to reach the "
"target velocity."
msgstr "线性马达在试图达到目标速度时可以施加的最大力。"
msgid "A factor that gets multiplied onto all rotations across the axes."
msgstr "乘以所有轴旋转的因子。"
msgid ""
"When correcting the crossing of limits in rotation across the axes, this "
"error tolerance factor defines how much the correction gets slowed down. The "
"lower, the slower."
msgstr ""
"当校正轴旋转中的极限交叉时,该误差容限因子定义了校正的减慢程度。越低越慢。"
msgid "If set, linear motion is possible within the given limits."
msgstr "设置时,可以在给定的范围内做线性运动。"
msgid "If set, rotational motion is possible."
msgstr "设置时,可以做旋转运动。"
msgid "If set, there is a rotational motor across these axes."
msgstr "设置时,存在跨这些轴的旋转马达。"
msgid ""
"If set, there is a linear motor on this axis that targets a specific velocity."
msgstr "设置时,存在跨这些轴的线性马达,以指定的速度为目标。"
msgid "The [Shape3D] is a [WorldBoundaryShape3D]."
msgstr "该 [Shape3D] 为 [WorldBoundaryShape3D]。"
msgid "The [Shape3D] is a [SeparationRayShape3D]."
msgstr "该 [Shape3D] 为 [SeparationRayShape3D]。"
msgid "The [Shape3D] is a [SphereShape3D]."
msgstr "该 [Shape3D] 为 [SphereShape3D]。"
msgid "The [Shape3D] is a [BoxShape3D]."
msgstr "该 [Shape3D] 为 [BoxShape3D]。"
msgid "The [Shape3D] is a [CapsuleShape3D]."
msgstr "该 [Shape3D] 为 [CapsuleShape3D]。"
msgid "The [Shape3D] is a [CylinderShape3D]."
msgstr "该 [Shape3D] 为 [CylinderShape3D]。"
msgid "The [Shape3D] is a [ConvexPolygonShape3D]."
msgstr "该 [Shape3D] 为 [ConvexPolygonShape3D]。"
msgid "The [Shape3D] is a [ConcavePolygonShape3D]."
msgstr "该 [Shape3D] 为 [ConcavePolygonShape3D]。"
msgid "The [Shape3D] is a [HeightMapShape3D]."
msgstr "该 [Shape3D] 为 [HeightMapShape3D]。"
msgid ""
"The [Shape3D] is used internally for a soft body. Any attempt to create this "
"kind of shape results in an error."
msgstr "该 [Shape3D] 是在柔体内部使用的。尝试创建这种形状会导致出错。"
msgid ""
"Constant to set/get gravity override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values."
msgstr ""
"常量,用于在一个区域中设置/获取重力覆盖模式。有关可能的值,请参阅 [enum "
"AreaSpaceOverrideMode]。"
msgid "Constant to set/get gravity strength in an area."
msgstr "常量,用于设置/获取区域中的重力强度。"
msgid "Constant to set/get gravity vector/center in an area."
msgstr "常量,用于设置/获取区域中的重力向量/中心。"
msgid ""
"Constant to set/get whether the gravity vector of an area is a direction, or "
"a center point."
msgstr "常量,用于设置/获取区域中的重力向量是方向,还是中心点。"
msgid ""
"Constant to set/get the distance at which the gravity strength is equal to "
"the gravity controlled by [constant AREA_PARAM_GRAVITY]. For example, on a "
"planet 100 meters in radius with a surface gravity of 4.0 m/s², set the "
"gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff "
"according to the inverse square law, so in the example, at 200 meters from "
"the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the "
"gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the "
"gravity), and so on.\n"
"The above is true only when the unit distance is a positive number. When this "
"is set to 0.0, the gravity will be constant regardless of distance."
msgstr ""
"常量,用于设置/获取重力强度等于 [constant AREA_PARAM_GRAVITY] 控制的重力的距"
"离。例如,在半径为 100 米且表面重力为 4.0 m/s² 的行星上,将重力设置为 4.0,并"
"将单位距离设置为 100.0。重力会根据平方反比定律衰减,因此在该示例中,重力在距中"
"心 200 米处将为 1.0 m/s²距离的两倍重力的 1/4在距中心 50 米处为 16.0 m/"
"s²距离的一半重力的 4 倍),依此类推。\n"
"仅当单位距离为正数时,上述情况才成立。当该属性被设置为 0.0 时,无论距离如何,"
"重力都将保持不变。"
msgid ""
"Constant to set/get linear damping override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values."
msgstr ""
"常量,用于在一个区域中设置/获取线性阻尼覆盖模式。有关可能的值,请参阅 [enum "
"AreaSpaceOverrideMode]。"
msgid "Constant to set/get the linear damping factor of an area."
msgstr "常数,用于设置/获取区域的线性阻尼系数。"
msgid ""
"Constant to set/get angular damping override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values."
msgstr ""
"常量,用于在一个区域中设置/获取角度阻尼覆盖模式。有关可能的值,请参阅 [enum "
"AreaSpaceOverrideMode]。"
msgid "Constant to set/get the angular damping factor of an area."
msgstr "常数,用于设置/获取区域的角度阻尼系数。"
msgid "Constant to set/get the priority (order of processing) of an area."
msgstr "常量,用于设置/获取区域的优先级(处理顺序)。"
msgid "Constant to set/get the magnitude of area-specific wind force."
msgstr "常量,用于设置/获取特定区域风力大小。"
msgid ""
"Constant to set/get the 3D vector that specifies the origin from which an "
"area-specific wind blows."
msgstr "常量,用于设置/获取 3D 向量,该向量指定区域特定的风吹来的原点。"
msgid ""
"Constant to set/get the 3D vector that specifies the direction in which an "
"area-specific wind blows."
msgstr "常量,用于设置/获取 3D 向量,该向量指定区域特定的风吹的方向。"
msgid ""
"Constant to set/get the exponential rate at which wind force decreases with "
"distance from its origin."
msgstr "常量,用于设置/获取风力随距其原点的距离而减小的指数速率。"
msgid "Constant to set/get a body's bounce factor."
msgstr "常量,用于设置/获取物体的反弹系数。"
msgid "Constant to set/get a body's friction."
msgstr "常量,用于设置/获取物体的摩擦力。"
msgid "Constant to set/get a body's mass."
msgstr "常量,用于设置/获取物体的质量。"
msgid "Constant to set/get a body's inertia."
msgstr "常量,用于设置/获取物体的惯性。"
msgid ""
"Constant to set/get a body's center of mass position in the body's local "
"coordinate system."
msgstr "常量,用于设置/获取物体的质心位置,使用该物体的局部坐标系。"
msgid "Constant to set/get a body's gravity multiplier."
msgstr "常量,用于设置/获取物体的重力倍数。"
msgid ""
"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for "
"possible values."
msgstr "常量,用于设置/获取物体的线性阻尼模式。可能的值见 [enum BodyDampMode]。"
msgid ""
"Constant to set/get a body's angular damping mode. See [enum BodyDampMode] "
"for possible values."
msgstr "常量,用于设置/获取物体的角度阻尼模式。可能的值见 [enum BodyDampMode]。"
msgid "Constant to set/get a body's linear damping factor."
msgstr "常数,用于设置/获取物体的线性阻尼系数。"
msgid "Constant to set/get a body's angular damping factor."
msgstr "常数,用于设置/获取物体的角度阻尼系数。"
msgid ""
"Constant to set/get the maximum distance a pair of bodies has to move before "
"their collision status has to be recalculated."
msgstr "常量,用于设置/获取一对物体在其碰撞状态被重新计算之前的最大移动距离。"
msgid ""
"Constant to set/get the maximum distance a shape can be from another before "
"they are considered separated and the contact is discarded."
msgstr ""
"常量,用于设置/获取两个形状间的最大距离,超过该距离后它们将被视为分离,接触将"
"被弃置。"
msgid ""
"Constant to set/get the maximum distance a shape can penetrate another shape "
"before it is considered a collision."
msgstr "常量,用于设置/获取两个形状互相穿透的最大距离,超过该距离后将视为碰撞。"
msgid ""
"Constant to set/get the default solver bias for all physics contacts. A "
"solver bias is a factor controlling how much two objects \"rebound\", after "
"overlapping, to avoid leaving them in that state because of numerical "
"imprecision."
msgstr ""
"常量,用于设置/获取所有物理接触的默认求解器偏差。求解器偏差是控制两个对象在重"
"叠后“反弹”的程度的一个系数,以避免由于数值不精确而使它们处于该状态。"
msgid ""
"Constant to set/get the threshold linear velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given."
msgstr ""
"常量,用于设置/获取活跃的阈值线速度。一个被标记为线性速度和角速度都可能不活跃"
"的物体将在给定的时间后进入睡眠状态。"
msgid ""
"Constant to set/get the threshold angular velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given."
msgstr ""
"常量,用于设置/获取活动的阈值角速度。一个被标记为线性和角速度都可能不活跃的物"
"体,在给定的时间后将会进入睡眠状态。"
msgid ""
"Constant to set/get the maximum time of activity. A body marked as "
"potentially inactive for both linear and angular velocity will be put to "
"sleep after this time."
msgstr ""
"常量,用于设置/获得最大的活动时间。一个被标记为线速度和角速度都可能不活动的物"
"体,在这个时间之后将被置入睡眠状态。"
msgid ""
"Constant to set/get the number of solver iterations for contacts and "
"constraints. The greater the number of iterations, the more accurate the "
"collisions and constraints will be. However, a greater number of iterations "
"requires more CPU power, which can decrease performance."
msgstr ""
"常量,用于设置/获取接触和约束的求解器迭代次数。迭代次数越多,碰撞和约束就越准"
"确。然而,更多的迭代需要更多的 CPU 能力,这会降低性能。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsServer3D] implementations."
msgstr "提供覆盖后可以用来创建自定义 [PhysicsServer3D] 实现的虚方法。"
msgid ""
"This class extends [PhysicsServer3D] by providing additional virtual methods "
"that can be overridden. When these methods are overridden, they will be "
"called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsServer3D]."
msgstr ""
"这个类扩展自 [PhysicsServer3D],提供可额外的可覆盖虚方法。覆盖这些方法后,就不"
"会调用物理服务器内部方法,而是调用这些覆盖后的方法。\n"
"旨在用于 GDExtension用于创建自定义 [PhysicsServer3D] 实现。"
msgid "A singleton for managing [PhysicsServer3D] implementations."
msgstr "用于管理 [PhysicsServer3D] 实现的单例。"
msgid ""
"[PhysicsServer3DManager] is the API for registering [PhysicsServer3D] "
"implementations and for setting the default implementation.\n"
"[b]Note:[/b] It is not possible to switch physics servers at runtime. This "
"class is only used on startup at the server initialization level, by Godot "
"itself and possibly by GDExtensions."
msgstr ""
"[PhysicsServer3DManager] 是用于注册 [PhysicsServer3D] 实现、设置默认实现的 "
"API。\n"
"[b]注意:[/b]无法在运行时切换物理服务器。这个类只在启动时在服务器初始化级别使"
"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。"
msgid ""
"Register a [PhysicsServer3D] implementation by passing a [param name] and a "
"[Callable] that returns a [PhysicsServer3D] object."
msgstr ""
"注册 [PhysicsServer3D] 实现,传入名称 [param name] 和返回 [PhysicsServer3D] 对"
"象的 [Callable]。"
msgid ""
"Set the default [PhysicsServer3D] implementation to the one identified by "
"[param name], if [param priority] is greater than the priority of the current "
"default implementation."
msgstr ""
"如果优先级 [param priority] 比当前默认实现的优先级高,则将由名称 [param name] "
"标识的 [PhysicsServer3D] 实现设置为默认实现。"
msgid ""
"A class used to provide [method PhysicsServer3DExtension."
"_soft_body_update_rendering_server] with a rendering handler for soft bodies."
msgstr ""
"用于为 [method PhysicsServer3DExtension._soft_body_update_rendering_server] 提"
"供柔体渲染处理器的类。"
msgid ""
"Called by the [PhysicsServer3D] to set the bounding box for the [SoftBody3D]."
msgstr "由 [PhysicsServer3D] 调用以设置 [SoftBody3D] 的边界框。"
msgid ""
"Called by the [PhysicsServer3D] to set the normal for the [SoftBody3D] vertex "
"at the index specified by [param vertex_id].\n"
"[b]Note:[/b] The [param normal] parameter used to be of type [code]const "
"void*[/code] prior to Godot 4.2."
msgstr ""
"由 [PhysicsServer3D] 调用,以在 [param vertex_id] 指定的索引处设置 "
"[SoftBody3D] 顶点的法线。\n"
"[b]注意:[/b]在 Godot 4.2 之前,[param normal] 参数的类型为 [code]const "
"void*[/code]。"
msgid ""
"Called by the [PhysicsServer3D] to set the position for the [SoftBody3D] "
"vertex at the index specified by [param vertex_id].\n"
"[b]Note:[/b] The [param vertex] parameter used to be of type [code]const "
"void*[/code] prior to Godot 4.2."
msgstr ""
"由 [PhysicsServer3D] 调用,以在 [param vertex_id] 指定的索引处设置 "
"[SoftBody3D] 顶点的位置。\n"
"[b]注意:[/b]在 Godot 4.2 之前,[param vertex] 参数的类型为 [code]const "
"void*[/code]。"
msgid "Sets the bounding box for the [SoftBody3D]."
msgstr "设置该 [SoftBody3D] 的边界框。"
msgid ""
"Sets the normal for the [SoftBody3D] vertex at the index specified by [param "
"vertex_id]."
msgstr "在由 [param vertex_id] 指定的索引处设置该 [SoftBody3D] 顶点的法线。"
msgid ""
"Sets the position for the [SoftBody3D] vertex at the index specified by "
"[param vertex_id]."
msgstr "在由 [param vertex_id] 指定的索引处设置该 [SoftBody3D] 顶点的位置。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_shape]."
msgstr "为 [method PhysicsDirectSpaceState2D.intersect_shape] 提供参数。"
msgid ""
"By changing various properties of this object, such as the shape, you can "
"configure the parameters for [method PhysicsDirectSpaceState2D."
"intersect_shape]."
msgstr ""
"你可以通过修改这个对象的形状等属性来为 [method PhysicsDirectSpaceState2D."
"intersect_shape] 配置参数。"
msgid "The collision margin for the shape."
msgstr "形状的碰撞边距。"
msgid "The motion of the shape being queried for."
msgstr "正在查询的形状的运动。"
msgid ""
"The [Shape2D] that will be used for collision/intersection queries. This "
"stores the actual reference which avoids the shape to be released while being "
"used for queries, so always prefer using this over [member shape_rid]."
msgstr ""
"将用于碰撞/相交查询的 [Shape2D]。存储的是实际的引用,可以避免该形状在进行查询"
"时被释放,因此请优先使用这个属性,而不是 [member shape_rid]。"
msgid ""
"The queried shape's [RID] that will be used for collision/intersection "
"queries. Use this over [member shape] if you want to optimize for performance "
"using the Servers API:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var shape_rid = PhysicsServer2D.circle_shape_create()\n"
"var radius = 64\n"
"PhysicsServer2D.shape_set_data(shape_rid, radius)\n"
"\n"
"var params = PhysicsShapeQueryParameters2D.new()\n"
"params.shape_rid = shape_rid\n"
"\n"
"# Execute physics queries here...\n"
"\n"
"# Release the shape when done with physics queries.\n"
"PhysicsServer2D.free_rid(shape_rid)\n"
"[/gdscript]\n"
"[csharp]\n"
"RID shapeRid = PhysicsServer2D.CircleShapeCreate();\n"
"int radius = 64;\n"
"PhysicsServer2D.ShapeSetData(shapeRid, radius);\n"
"\n"
"var params = new PhysicsShapeQueryParameters2D();\n"
"params.ShapeRid = shapeRid;\n"
"\n"
"// Execute physics queries here...\n"
"\n"
"// Release the shape when done with physics queries.\n"
"PhysicsServer2D.FreeRid(shapeRid);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将用于碰撞/相交查询的形状的 [RID]。如果你想要使用服务器 API 优化性能,请使用这"
"个属性而不是 [member shape]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var shape_rid = PhysicsServer2D.circle_shape_create()\n"
"var radius = 64\n"
"PhysicsServer2D.shape_set_data(shape_rid, radius)\n"
"\n"
"var params = PhysicsShapeQueryParameters2D.new()\n"
"params.shape_rid = shape_rid\n"
"\n"
"# 在此处执行物理查询...\n"
"\n"
"# 完成物理查询后释放形状。\n"
"PhysicsServer2D.free_rid(shape_rid)\n"
"[/gdscript]\n"
"[csharp]\n"
"RID shapeRid = PhysicsServer2D.CircleShapeCreate();\n"
"int radius = 64;\n"
"PhysicsServer2D.ShapeSetData(shapeRid, radius);\n"
"\n"
"var params = new PhysicsShapeQueryParameters2D();\n"
"params.ShapeRid = shapeRid;\n"
"\n"
"// 在此处执行物理查询...\n"
"\n"
"// 完成物理查询后释放形状。\n"
"PhysicsServer2D.FreeRid(shapeRid);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "The queried shape's transform matrix."
msgstr "被查询形状的变换矩阵。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_shape]."
msgstr "为 [method PhysicsDirectSpaceState3D.intersect_shape] 提供参数。"
msgid ""
"By changing various properties of this object, such as the shape, you can "
"configure the parameters for [method PhysicsDirectSpaceState3D."
"intersect_shape]."
msgstr ""
"你可以通过修改这个对象的形状等属性来为 [method PhysicsDirectSpaceState3D."
"intersect_shape] 配置参数。"
msgid ""
"The [Shape3D] that will be used for collision/intersection queries. This "
"stores the actual reference which avoids the shape to be released while being "
"used for queries, so always prefer using this over [member shape_rid]."
msgstr ""
"将用于碰撞/相交查询的 [Shape3D]。存储的是实际的引用,可以避免该形状在进行查询"
"时被释放,因此请优先使用这个属性,而不是 [member shape_rid]。"
msgid ""
"The queried shape's [RID] that will be used for collision/intersection "
"queries. Use this over [member shape] if you want to optimize for performance "
"using the Servers API:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n"
"var radius = 2.0\n"
"PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
"\n"
"var params = PhysicsShapeQueryParameters3D.new()\n"
"params.shape_rid = shape_rid\n"
"\n"
"# Execute physics queries here...\n"
"\n"
"# Release the shape when done with physics queries.\n"
"PhysicsServer3D.free_rid(shape_rid)\n"
"[/gdscript]\n"
"[csharp]\n"
"RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType."
"Sphere);\n"
"float radius = 2.0f;\n"
"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n"
"\n"
"var params = new PhysicsShapeQueryParameters3D();\n"
"params.ShapeRid = shapeRid;\n"
"\n"
"// Execute physics queries here...\n"
"\n"
"// Release the shape when done with physics queries.\n"
"PhysicsServer3D.FreeRid(shapeRid);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将用于碰撞/相交查询的形状的 [RID]。如果你想要使用服务器 API 优化性能,请使用这"
"个属性而不是 [member shape]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n"
"var radius = 2.0\n"
"PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
"\n"
"var params = PhysicsShapeQueryParameters3D.new()\n"
"params.shape_rid = shape_rid\n"
"\n"
"# 在此处执行物理查询...\n"
"\n"
"# 完成物理查询后释放形状。\n"
"PhysicsServer3D.free_rid(shape_rid)\n"
"[/gdscript]\n"
"[csharp]\n"
"RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType."
"Sphere);\n"
"float radius = 2.0f;\n"
"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n"
"\n"
"var params = new PhysicsShapeQueryParameters3D();\n"
"params.ShapeRid = shapeRid;\n"
"\n"
"// 在此处执行物理查询...\n"
"\n"
"// 完成物理查询后释放形状。\n"
"PhysicsServer3D.FreeRid(shapeRid);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Provides parameters for [method PhysicsServer2D.body_test_motion]."
msgstr "为 [method PhysicsServer2D.body_test_motion] 提供参数。"
msgid ""
"By changing various properties of this object, such as the motion, you can "
"configure the parameters for [method PhysicsServer2D.body_test_motion]."
msgstr ""
"更改该对象的运动等属性可以配置 [method PhysicsServer2D.body_test_motion] 的参"
"数。"
msgid ""
"If set to [code]true[/code], shapes of type [constant PhysicsServer2D."
"SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. "
"Can be useful when snapping to the ground.\n"
"If set to [code]false[/code], shapes of type [constant PhysicsServer2D."
"SHAPE_SEPARATION_RAY] are only used for separation when overlapping with "
"other bodies. That's the main use for separation ray shapes."
msgstr ""
"如果设置为 [code]true[/code],则 [constant PhysicsServer2D."
"SHAPE_SEPARATION_RAY] 类型的形状将用于检测碰撞,并可以停止运动。吸附到地面时很"
"有用。\n"
"如果设置为 [code]false[/code],则 [constant PhysicsServer2D."
"SHAPE_SEPARATION_RAY] 类型的形状仅在与其他物体重叠时用于分离。这是分离射线形状"
"的主要用途。"
msgid ""
"Optional array of body [RID] to exclude from collision. Use [method "
"CollisionObject2D.get_rid] to get the [RID] associated with a "
"[CollisionObject2D]-derived node."
msgstr ""
"可选的物体 [RID] 数组,会排除与这些物体的碰撞。请使用 [method "
"CollisionObject2D.get_rid] 来获取与派生自 [CollisionObject2D] 的节点关联的 "
"[RID]。"
msgid ""
"Optional array of object unique instance ID to exclude from collision. See "
"[method Object.get_instance_id]."
msgstr ""
"可选的对象唯一实例 ID 数组,会排除与这些实例的碰撞。见 [method Object."
"get_instance_id]。"
msgid ""
"Transform in global space where the motion should start. Usually set to "
"[member Node2D.global_transform] for the current body's transform."
msgstr ""
"运动开始处的全局空间变换。通常设为 [member Node2D.global_transform],使用当前"
"物体的变换。"
msgid "Increases the size of the shapes involved in the collision detection."
msgstr "增加碰撞检测中涉及的形状的大小。"
msgid "Motion vector to define the length and direction of the motion to test."
msgstr "运动向量,定义要测试的运动的长度和方向。"
msgid ""
"If set to [code]true[/code], any depenetration from the recovery phase is "
"reported as a collision; this is used e.g. by [CharacterBody2D] for improving "
"floor detection during floor snapping.\n"
"If set to [code]false[/code], only collisions resulting from the motion are "
"reported, which is generally the desired behavior."
msgstr ""
"如果设置为 [code]true[/code],则把恢复阶段的穿透汇报为碰撞;使用场景包括 "
"[CharacterBody2D] 提升地面吸附阶段的地面检测。\n"
"如果设置为 [code]false[/code],则只会汇报移动造成的碰撞,一般符合预期行为。"
msgid "Provides parameters for [method PhysicsServer3D.body_test_motion]."
msgstr "为 [method PhysicsServer3D.body_test_motion] 提供参数。"
msgid ""
"By changing various properties of this object, such as the motion, you can "
"configure the parameters for [method PhysicsServer3D.body_test_motion]."
msgstr ""
"更改该对象的运动等属性可以配置 [method PhysicsServer3D.body_test_motion] 的参"
"数。"
msgid ""
"If set to [code]true[/code], shapes of type [constant PhysicsServer3D."
"SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. "
"Can be useful when snapping to the ground.\n"
"If set to [code]false[/code], shapes of type [constant PhysicsServer3D."
"SHAPE_SEPARATION_RAY] are only used for separation when overlapping with "
"other bodies. That's the main use for separation ray shapes."
msgstr ""
"如果设置为 [code]true[/code],则 [constant PhysicsServer3D."
"SHAPE_SEPARATION_RAY] 类型的形状用于检测碰撞,并可以停止运动。吸附到地面时很有"
"用。\n"
"如果设置为 [code]false[/code],则 [constant PhysicsServer3D."
"SHAPE_SEPARATION_RAY] 类型的形状仅在与其他物体重叠时用于分离。这是分离射线形状"
"的主要用途。"
msgid ""
"Optional array of body [RID] to exclude from collision. Use [method "
"CollisionObject3D.get_rid] to get the [RID] associated with a "
"[CollisionObject3D]-derived node."
msgstr ""
"可选的物体 [RID] 数组,会排除与这些物体的碰撞。请使用 [method "
"CollisionObject3D.get_rid] 来获取与派生自 [CollisionObject3D] 的节点关联的 "
"[RID]。"
msgid ""
"Transform in global space where the motion should start. Usually set to "
"[member Node3D.global_transform] for the current body's transform."
msgstr ""
"运动开始处的全局空间变换。通常设为 [member Node3D.global_transform],使用当前"
"物体的变换。"
msgid ""
"Maximum number of returned collisions, between [code]1[/code] and [code]32[/"
"code]. Always returns the deepest detected collisions."
msgstr ""
"返回碰撞的最大数量,在 [code]1[/code] 和 [code]32[/code] 之间。始终返回检测到"
"的最深碰撞。"
msgid ""
"If set to [code]true[/code], any depenetration from the recovery phase is "
"reported as a collision; this is used e.g. by [CharacterBody3D] for improving "
"floor detection during floor snapping.\n"
"If set to [code]false[/code], only collisions resulting from the motion are "
"reported, which is generally the desired behavior."
msgstr ""
"如果设置为 [code]true[/code],则把恢复阶段的穿透汇报为碰撞;使用场景包括 "
"[CharacterBody3D] 提升地面吸附阶段的地面检测。\n"
"如果设置为 [code]false[/code],则只会汇报移动造成的碰撞,一般符合预期行为。"
msgid ""
"Describes the motion and collision result from [method PhysicsServer2D."
"body_test_motion]."
msgstr "描述 [method PhysicsServer2D.body_test_motion] 的运动和碰撞结果。"
msgid "Returns the colliding body's attached [Object], if a collision occurred."
msgstr "如果发生了碰撞,则返回相撞物体所附加的 [Object]。"
msgid ""
"Returns the unique instance ID of the colliding body's attached [Object], if "
"a collision occurred. See [method Object.get_instance_id]."
msgstr ""
"如果发生了碰撞,则返回相撞物体所附加 [Object] 的唯一实例 ID。见 [method "
"Object.get_instance_id]。"
msgid ""
"Returns the colliding body's [RID] used by the [PhysicsServer2D], if a "
"collision occurred."
msgstr "如果发生了碰撞,则返回相撞物体在 [PhysicsServer2D] 中使用的 [RID]。"
msgid ""
"Returns the colliding body's shape index, if a collision occurred. See "
"[CollisionObject2D]."
msgstr "如果发生了碰撞,则返回相撞物体形状的索引。见 [CollisionObject2D]。"
msgid "Returns the colliding body's velocity, if a collision occurred."
msgstr "如果发生了碰撞,则返回相撞物体的速度。"
msgid ""
"Returns the length of overlap along the collision normal, if a collision "
"occurred."
msgstr "如果发生了碰撞,则返回沿碰撞法线的重叠长度。"
msgid "Returns the moving object's colliding shape, if a collision occurred."
msgstr "如果发生了碰撞,则返回移动对象的碰撞形状。"
msgid ""
"Returns the colliding body's shape's normal at the point of collision, if a "
"collision occurred."
msgstr "如果发生了碰撞,则返回碰撞物体形状在碰撞点处的法线。"
msgid ""
"Returns the point of collision in global coordinates, if a collision occurred."
msgstr "如果发生了碰撞,则返回使用全局坐标表示的碰撞点。"
msgid ""
"Returns the maximum fraction of the motion that can occur without a "
"collision, between [code]0[/code] and [code]1[/code]."
msgstr ""
"返回可以运动但不发生碰撞的最大比例,在 [code]0[/code] 和 [code]1[/code] 之间。"
msgid ""
"Returns the minimum fraction of the motion needed to collide, if a collision "
"occurred, between [code]0[/code] and [code]1[/code]."
msgstr ""
"如果发生了碰撞,则返回碰撞运动所需的最小摩擦力,在 [code]0[/code] 和 [code]1[/"
"code] 之间。"
msgid ""
"Describes the motion and collision result from [method PhysicsServer3D."
"body_test_motion]."
msgstr "描述 [method PhysicsServer3D.body_test_motion] 的运动和碰撞结果。"
msgid ""
"Returns the colliding body's attached [Object] given a collision index (the "
"deepest collision by default), if a collision occurred."
msgstr ""
"如果发生了碰撞,则返回相撞物体所附加的 [Object],碰撞物体由碰撞索引指定(默认"
"为最深的碰撞)。见 [method Object.get_instance_id]。"
msgid ""
"Returns the unique instance ID of the colliding body's attached [Object] "
"given a collision index (the deepest collision by default), if a collision "
"occurred. See [method Object.get_instance_id]."
msgstr ""
"如果发生了碰撞,则返回相撞物体所附加 [Object] 的唯一实例 ID碰撞物体由碰撞索"
"引指定(默认为最深的碰撞)。见 [method Object.get_instance_id]。"
msgid ""
"Returns the colliding body's [RID] used by the [PhysicsServer3D] given a "
"collision index (the deepest collision by default), if a collision occurred."
msgstr ""
"如果发生了碰撞,则返回相撞物体在 [PhysicsServer3D] 中使用的 [RID],碰撞物体由"
"碰撞索引指定(默认为最深的碰撞)。见 [method Object.get_instance_id]。"
msgid ""
"Returns the colliding body's shape index given a collision index (the deepest "
"collision by default), if a collision occurred. See [CollisionObject3D]."
msgstr ""
"如果发生了碰撞,则返回相撞物体形状的索引,碰撞物体由碰撞索引指定(默认为最深的"
"碰撞)。见 [method Object.get_instance_id]。"
msgid ""
"Returns the colliding body's velocity given a collision index (the deepest "
"collision by default), if a collision occurred."
msgstr ""
"如果发生了碰撞,则返回相撞物体的速度。见 [method Object.get_instance_id]。"
msgid ""
"Returns the length of overlap along the collision normal given a collision "
"index (the deepest collision by default), if a collision occurred."
msgstr ""
"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回沿碰撞法线的重"
"叠长度。"
msgid ""
"Returns the moving object's colliding shape given a collision index (the "
"deepest collision by default), if a collision occurred."
msgstr ""
"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回移动对象的碰撞"
"形状。"
msgid ""
"Returns the colliding body's shape's normal at the point of collision given a "
"collision index (the deepest collision by default), if a collision occurred."
msgstr ""
"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回碰撞物体形状在"
"碰撞点处的法线。"
msgid ""
"Returns the point of collision in global coordinates given a collision index "
"(the deepest collision by default), if a collision occurred."
msgstr ""
"如果发生了碰撞,则在给定碰撞索引(默认为最深碰撞)的情况下,返回使用全局坐标表"
"示的碰撞点。"
msgid ""
"A physics joint that attaches two 2D physics bodies at a single point, "
"allowing them to freely rotate."
msgstr "将两个 2D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。"
msgid ""
"A physics joint that attaches two 2D physics bodies at a single point, "
"allowing them to freely rotate. For example, a [RigidBody2D] can be attached "
"to a [StaticBody2D] to create a pendulum or a seesaw."
msgstr ""
"将两个 2D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。例如可以将 "
"[RigidBody2D] 连接到 [StaticBody2D] 上,从而创建钟摆或跷跷板。"
msgid ""
"If [code]true[/code], the pin maximum and minimum rotation, defined by "
"[member angular_limit_lower] and [member angular_limit_upper] are applied."
msgstr ""
"如果为 [code]true[/code],则应用由 [member angular_limit_lower] 和 [member "
"angular_limit_upper] 定义的销的最大和最小旋转。"
msgid ""
"The minimum rotation. Only active if [member angular_limit_enabled] is "
"[code]true[/code]."
msgstr ""
"最小的旋转量。只有在 [member angular_limit_enabled] 为 [code]true[/code] 时才"
"有效。"
msgid ""
"The maximum rotation. Only active if [member angular_limit_enabled] is "
"[code]true[/code]."
msgstr ""
"最大的旋转量。只有在 [member angular_limit_enabled] 为 [code]true[/code] 时才"
"有效。"
msgid "When activated, a motor turns the pin."
msgstr "激活后,马达会转动该销。"
msgid "The higher this value, the more the bond to the pinned partner can flex."
msgstr "这个值越高,与被牵制的两个物体之间的的联系就越灵活。"
msgid ""
"A physics joint that attaches two 3D physics bodies at a single point, "
"allowing them to freely rotate."
msgstr "将两个 3D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。"
msgid ""
"A physics joint that attaches two 3D physics bodies at a single point, "
"allowing them to freely rotate. For example, a [RigidBody3D] can be attached "
"to a [StaticBody3D] to create a pendulum or a seesaw."
msgstr ""
"将两个 3D 物理体通过单点进行连接的物理关节,能够让它们自由旋转。例如,可以将 "
"[RigidBody3D] 连接到 [StaticBody3D] 上,从而创建钟摆或跷跷板。"
msgid ""
"The force with which the pinned objects stay in positional relation to each "
"other. The higher, the stronger."
msgstr "被钉在一起的物体之间保持位置关系的力,越高越强。"
msgid ""
"The force with which the pinned objects stay in velocity relation to each "
"other. The higher, the stronger."
msgstr "被钉在一起的物体之间保持共速的力。越高,力越大。"
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint3D "
"produces."
msgstr "如果大于 0则这个值是此 Joint3D 产生的冲量的最大值。"
msgid "A [Cubemap] without image data."
msgstr "没有图像数据的 [Cubemap] 。"
msgid ""
"This class replaces a [Cubemap] or a [Cubemap]-derived class in 2 "
"conditions:\n"
"- In dedicated server mode, where the image data shouldn't affect game logic. "
"This allows reducing the exported PCK's size significantly.\n"
"- When the [Cubemap]-derived class is missing, for example when using a "
"different engine version.\n"
"[b]Note:[/b] This class is not intended for rendering or for use in shaders. "
"Operations like calculating UV are not guaranteed to work."
msgstr ""
"该类在以下两种情况下替换 [Cubemap] 或 [Cubemap] 派生类:\n"
"- 在专用服务器模式下,图像数据不应影响游戏逻辑。这样能够显著减小导出的 PCK 的"
"大小。\n"
"- 当 [Cubemap] 派生类丢失时,例如使用不同的引擎版本时。\n"
"[b]注意:[/b]该类不适用于渲染或在着色器中使用。不保证计算 UV 之类的操作有效。"
msgid "A [CubemapArray] without image data."
msgstr "没有图像数据的 [CubemapArray] 。"
msgid ""
"This class replaces a [CubemapArray] or a [CubemapArray]-derived class in 2 "
"conditions:\n"
"- In dedicated server mode, where the image data shouldn't affect game logic. "
"This allows reducing the exported PCK's size significantly.\n"
"- When the [CubemapArray]-derived class is missing, for example when using a "
"different engine version.\n"
"[b]Note:[/b] This class is not intended for rendering or for use in shaders. "
"Operations like calculating UV are not guaranteed to work."
msgstr ""
"该类在以下两种情况下替换 [CubemapArray] 或 [CubemapArray] 派生类:\n"
"- 在专用服务器模式下,图像数据不应影响游戏逻辑。这样能够显著减小导出的 PCK 的"
"大小。\n"
"- 当 [CubemapArray] 派生类丢失时,例如使用不同的引擎版本时。\n"
"[b]注意:[/b]该类不适用于渲染或在着色器中使用。不保证计算 UV 之类的操作有效。"
msgid "Placeholder class for a material."
msgstr "材质的占位类。"
msgid ""
"This class is used when loading a project that uses a [Material] subclass in "
"2 conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled)."
msgstr ""
"加载使用 [Material] 子类的项目时,使用这个类的情况有两种:\n"
"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理"
"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。"
msgid "Placeholder class for a mesh."
msgstr "网格的占位类。"
msgid ""
"This class is used when loading a project that uses a [Mesh] subclass in 2 "
"conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled)."
msgstr ""
"加载使用 [Mesh] 子类的项目时,使用这个类的情况有两种:\n"
"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理"
"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。"
msgid "The smallest [AABB] enclosing this mesh in local space."
msgstr "局部空间中,包含这个网格的最小 [AABB]。"
msgid "Placeholder class for a 2-dimensional texture."
msgstr "二维纹理的占位类。"
msgid ""
"This class is used when loading a project that uses a [Texture2D] subclass in "
"2 conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled).\n"
"[b]Note:[/b] This is not intended to be used as an actual texture for "
"rendering. It is not guaranteed to work like one in shaders or materials (for "
"example when calculating UV)."
msgstr ""
"加载使用 [Texture2D] 子类的项目时,使用这个类的情况有两种:\n"
"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理"
"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n"
"[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材"
"质中正常工作(例如对 UV 进行计算)。"
msgid "The texture's size (in pixels)."
msgstr "纹理的尺寸(单位为像素)。"
msgid "Placeholder class for a 2-dimensional texture array."
msgstr "二维纹理数组的占位类。"
msgid "Placeholder class for a 3-dimensional texture."
msgstr "三维纹理的占位类。"
msgid ""
"This class is used when loading a project that uses a [Texture3D] subclass in "
"2 conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled).\n"
"[b]Note:[/b] This is not intended to be used as an actual texture for "
"rendering. It is not guaranteed to work like one in shaders or materials (for "
"example when calculating UV)."
msgstr ""
"加载使用 [Texture3D] 子类的项目时,使用这个类的情况有两种:\n"
"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理"
"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n"
"[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材"
"质中正常工作(例如对 UV 进行计算)。"
msgid ""
"This class is used when loading a project that uses a [TextureLayered] "
"subclass in 2 conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled).\n"
"[b]Note:[/b] This is not intended to be used as an actual texture for "
"rendering. It is not guaranteed to work like one in shaders or materials (for "
"example when calculating UV)."
msgstr ""
"加载使用 [TextureLayered] 子类的项目时,使用这个类的情况有两种:\n"
"- 运行使用专用服务器模式导出的项目,仅保留纹理的尺寸(因为游戏逻辑可能依赖纹理"
"的尺寸,可能用来定位其他元素)。这样能够显著减小导出的 PCK 的大小。\n"
"- 由于引擎版本或构建不同而缺失这个子类(例如禁用了某些模块)。\n"
"[b]注意:[/b]设计这个类的目的并不是作为渲染的实际纹理。不保证能够在着色器和材"
"质中正常工作(例如对 UV 进行计算)。"
msgid "The number of layers in the texture array."
msgstr "纹理数组中的层数。"
msgid "The size of each texture layer (in pixels)."
msgstr "各层纹理的尺寸(单位为像素)。"
msgid "A plane in Hessian normal form."
msgstr "使用黑塞范式的平面。"
msgid ""
"Represents a normalized plane equation. [member normal] is the normal of the "
"plane (a, b, c normalized), and [member d] is the distance from the origin to "
"the plane (in the direction of \"normal\"). \"Over\" or \"Above\" the plane "
"is considered the side of the plane towards where the normal is pointing."
msgstr ""
"代表归一化的平面方程。[member normal] 是平面的法线(归一化的 a、b、c而 "
"[member d] 是原点到平面的距离(沿“法线”方向)。平面的“上方”是平面朝向法线方向"
"的一面。"
msgid ""
"Constructs a default-initialized [Plane] with all components set to [code]0[/"
"code]."
msgstr "构造默认初始化的 [Plane],所有分量都设置为 [code]0[/code]。"
msgid "Constructs a [Plane] as a copy of the given [Plane]."
msgstr "构造给定 [Plane] 的副本。"
msgid ""
"Creates a plane from the four parameters. The three components of the "
"resulting plane's [member normal] are [param a], [param b] and [param c], and "
"the plane has a distance of [param d] from the origin."
msgstr ""
"根据四个参数创建一个平面。产生的平面的 [member normal] 的三个分量是 [param "
"a]、[param b]、和 [param c],且该平面与原点的距离为 [param d]。"
msgid ""
"Creates a plane from the normal vector. The plane will intersect the origin.\n"
"The [param normal] of the plane must be a unit vector."
msgstr ""
"根据法向量创建一个平面。该平面将与原点相交。\n"
"该平面的 [param normal] 必须是一个单位向量。"
msgid ""
"Creates a plane from the normal vector and the plane's distance from the "
"origin.\n"
"The [param normal] of the plane must be a unit vector."
msgstr ""
"根据法向量和平面与原点的距离创建一个平面。\n"
"平面的 [param normal] 必须是一个单位向量。"
msgid ""
"Creates a plane from the normal vector and a point on the plane.\n"
"The [param normal] of the plane must be a unit vector."
msgstr ""
"从法向量和平面上的一个点创建一个平面。\n"
"平面的 [param normal] 必须是一个单位向量。"
msgid "Creates a plane from the three points, given in clockwise order."
msgstr "根据顺时针顺序给出的三个点创建一个平面。"
msgid ""
"Returns the shortest distance from the plane to the position [param point]. "
"If the point is above the plane, the distance will be positive. If below, the "
"distance will be negative."
msgstr ""
"返回从该平面到位置 [param point] 的最短距离。如果该点在平面上方,则距离将为"
"正。如果在下方,则距离将为负。"
msgid "Returns the center of the plane."
msgstr "返回平面的中心。"
msgid ""
"Returns [code]true[/code] if [param point] is inside the plane. Comparison "
"uses a custom minimum [param tolerance] threshold."
msgstr ""
"如果 [param point] 在该平面内,则返回 [code]true[/code]。比较将使用一个自定义"
"的最小 [param tolerance] 阈值。"
msgid ""
"Returns the intersection point of the three planes [param b], [param c] and "
"this plane. If no intersection is found, [code]null[/code] is returned."
msgstr ""
"返回 [param b]、[param c]、该平面这三个平面的交点。如果没有找到交点,则返回 "
"[code]null[/code]。"
msgid ""
"Returns the intersection point of a ray consisting of the position [param "
"from] and the direction normal [param dir] with this plane. If no "
"intersection is found, [code]null[/code] is returned."
msgstr ""
"返回由位置 [param from] 和方向法线 [param dir] 组成的射线与该平面的交点。如果"
"没有找到交点,则返回 [code]null[/code]。"
msgid ""
"Returns the intersection point of a segment from position [param from] to "
"position [param to] with this plane. If no intersection is found, [code]null[/"
"code] is returned."
msgstr ""
"返回从位置 [param from] 到位置 [param to] 的线段与该平面的交点。如果没有找到交"
"点,则返回 [code]null[/code]。"
msgid ""
"Returns [code]true[/code] if this plane and [param to_plane] are "
"approximately equal, by running [method @GlobalScope.is_equal_approx] on each "
"component."
msgstr ""
"如果该平面和 [param to_plane] 近似相等,则返回 [code]true[/code],判断近似相等"
"的方法是通过在每个分量上运行 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this plane is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果该平面是有限的,则返回 [code]true[/code],判断方法是在每个分量上调用 "
"[method @GlobalScope.is_finite]。"
msgid "Returns [code]true[/code] if [param point] is located above the plane."
msgstr "如果 [param point] 位于平面上方,则返回 [code]true[/code]。"
msgid ""
"Returns a copy of the plane, with normalized [member normal] (so it's a unit "
"vector). Returns [code]Plane(0, 0, 0, 0)[/code] if [member normal] can't be "
"normalized (it has zero length)."
msgstr ""
"返回该平面归一化 [member normal] 后的副本(法线成为单位向量)。如果 [member "
"normal] 无法归一化(长度为零),则返回 [code]Plane(0, 0, 0, 0)[/code]。"
msgid ""
"Returns the orthogonal projection of [param point] into a point in the plane."
msgstr "返回 [param point] 在该平面中的正交投影。"
msgid ""
"The distance from the origin to the plane, expressed in terms of [member "
"normal] (according to its direction and magnitude). Actual absolute distance "
"from the origin to the plane can be calculated as [code]abs(d) / normal."
"length()[/code] (if [member normal] has zero length then this [Plane] does "
"not represent a valid plane).\n"
"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
"[code skip-lint]d[/code], while the [code](a, b, c)[/code] coordinates are "
"represented by the [member normal] property."
msgstr ""
"从原点到平面的距离,按照 [member normal] 取值(根据其方向和长度)。原点与平面"
"的实际绝对距离可以通过 [code]abs(d) / normal.length()[/code] 计算(如果 "
"[member normal] 长度为零,则该 [Plane] 表示的不是有效平面)。\n"
"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是 [code skip-lint]d[/"
"code],而 [code](a, b, c)[/code] 坐标由 [member normal] 属性表示。"
msgid ""
"The normal of the plane, typically a unit vector. Shouldn't be a zero vector "
"as [Plane] with such [member normal] does not represent a valid plane.\n"
"In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
"the vector [code](a, b, c)[/code], where [code skip-lint]d[/code] is the "
"[member d] property."
msgstr ""
"该平面的法线,通常为单位向量。不应该为零向量,因为 [member normal] 为零的 "
"[Plane] 代表的不是有效平面。\n"
"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是向量 [code](a, b, c)[/"
"code],其中 [code skip-lint]d[/code] 是 [member d] 属性。"
msgid "The X component of the plane's [member normal] vector."
msgstr "平面法向量 [member normal] 的 X 分量。"
msgid "The Y component of the plane's [member normal] vector."
msgstr "平面法向量 [member normal] 的 Y 分量。"
msgid "The Z component of the plane's [member normal] vector."
msgstr "平面法向量 [member normal] 的 Z 分量。"
msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
msgstr "在 Y 轴和 Z 轴上延伸的平面(法向量指向 +X。"
msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
msgstr "在 X 轴和 Z 轴上延伸的平面(法向量朝向 +Y。"
msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
msgstr "在 X 轴和 Y 轴上延伸的平面(法向量朝向 +Z。"
msgid ""
"Returns [code]true[/code] if the planes are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果平面不相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Inversely transforms (multiplies) the [Plane] by the given [Transform3D] "
"transformation matrix.\n"
"[code]plane * transform[/code] is equivalent to [code]transform."
"affine_inverse() * plane[/code]. See [method Transform3D.affine_inverse]."
msgstr ""
"将 [Plane] 逆向变换(乘以)给定的 [Transform3D] 变换矩阵。\n"
"[code]plane * transform[/code] 相当于 [code]transform.affine_inverse() * "
"plane[/code]。请参阅 [method Transform3D.affine_inverse]。"
msgid ""
"Returns [code]true[/code] if the planes are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果平面完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Returns the negative value of the [Plane]. This is the same as writing "
"[code]Plane(-p.normal, -p.d)[/code]. This operation flips the direction of "
"the normal vector and also flips the distance value, resulting in a Plane "
"that is in the same place, but facing the opposite direction."
msgstr ""
"返回该 [Plane] 的负值。和写 [code]Plane(-p.normal, -p.d)[/code] 相同。该操作翻"
"转了法线向量的方向,也翻转了距离值,得到的 Plane 位于同一个位置,但是朝向相反"
"的方向。"
msgid "Class representing a planar [PrimitiveMesh]."
msgstr "表示平面 [PrimitiveMesh] 的类。"
msgid ""
"Class representing a planar [PrimitiveMesh]. This flat mesh does not have a "
"thickness. By default, this mesh is aligned on the X and Z axes; this default "
"rotation isn't suited for use with billboarded materials. For billboarded "
"materials, change [member orientation] to [constant FACE_Z].\n"
"[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you "
"may stumble upon UV jittering issues depending on the camera angle. To solve "
"this, increase [member subdivide_depth] and [member subdivide_width] until "
"you no longer notice UV jittering."
msgstr ""
"代表平面 [PrimitiveMesh] 的类。这个扁平的网格没有厚度。默认情况下,这个网格与 "
"X 和 Z 轴对齐;这样的旋转并不适用于公告板材质。对于公告板材质,请将 [member "
"orientation] 改为 [constant FACE_Z]。\n"
"[b]注意:[/b]使用较大且有纹理的 [PlaneMesh](例如地板)时,你可能在使用某些相"
"机角度时会遇到 UV 抖动的问题。要解决这个问题,请增大 [member subdivide_depth] "
"和 [member subdivide_width],直到无法再察觉到 UV 抖动。"
msgid "Offset of the generated plane. Useful for particles."
msgstr "生成平面的偏移量。可用于粒子。"
msgid ""
"Direction that the [PlaneMesh] is facing. See [enum Orientation] for options."
msgstr "[PlaneMesh] 的朝向。可选项见 [enum Orientation]。"
msgid "Size of the generated plane."
msgstr "生成平面的大小。"
msgid "Number of subdivision along the Z axis."
msgstr "沿 Z 轴细分的次数。"
msgid "Number of subdivision along the X axis."
msgstr "沿 X 轴细分的次数。"
msgid "[PlaneMesh] will face the positive X-axis."
msgstr "[PlaneMesh] 将面向 X 轴正方向。"
msgid ""
"[PlaneMesh] will face the positive Y-axis. This matches the behavior of the "
"[PlaneMesh] in Godot 3.x."
msgstr "[PlaneMesh] 将面向 Y 轴正方向。与 Godot 3.x 中 [PlaneMesh] 的行为一致。"
msgid ""
"[PlaneMesh] will face the positive Z-axis. This matches the behavior of the "
"QuadMesh in Godot 3.x."
msgstr "[PlaneMesh] 将面向 Z 轴正方向。与 Godot 3.x 中 QuadMesh 的行为一致。"
msgid "Positional 2D light source."
msgstr "位置性 2D 光源。"
msgid ""
"Casts light in a 2D environment. This light's shape is defined by a (usually "
"grayscale) texture."
msgstr "在 2D 环境中投射光线。此灯的形状由(通常为灰度)纹理定义。"
msgid ""
"The height of the light. Used with 2D normal mapping. The units are in "
"pixels, e.g. if the height is 100, then it will illuminate an object 100 "
"pixels away at a 45° angle to the plane."
msgstr ""
"灯光的高度。与 2D 法线贴图一起使用。单位为像素,例如:如果高度为 100那么它能"
"够照亮 100 像素远且与该平面成 45° 角的对象。"
msgid "The offset of the light's [member texture]."
msgstr "灯光的 [member texture] 的偏移量。"
msgid "[Texture2D] used for the light's appearance."
msgstr "用于该灯光外观的 [Texture2D]。"
msgid "The [member texture]'s scale factor."
msgstr "[member texture] 的缩放系数。"
msgid "Mesh with a single Point primitive."
msgstr "使用单个点图元的网格。"
msgid ""
"The PointMesh is made from a single point. Instead of relying on triangles, "
"points are rendered as a single rectangle on the screen with a constant size. "
"They are intended to be used with Particle systems, but can be used as a "
"cheap way to render constant size billboarded sprites (for example in a point "
"cloud).\n"
"PointMeshes, must be used with a material that has a point size. Point size "
"can be accessed in a shader with [code]POINT_SIZE[/code], or in a "
"[BaseMaterial3D] by setting [member BaseMaterial3D.use_point_size] and the "
"variable [member BaseMaterial3D.point_size].\n"
"When using PointMeshes, properties that normally alter vertices will be "
"ignored, including billboard mode, grow, and cull face."
msgstr ""
"PointMesh 由一个点构成。这个点不依赖于三角形,而是作为屏幕上的一个矩形来渲染,"
"大小是固定的。旨在用于粒子系统,但也可以作为固定大小公告板精灵的轻量级渲染方法"
"(例如在点云中使用)。\n"
"PointMesh 必须使用具有点大小的材质。点的大小可以在着色器中通过 "
"[code]POINT_SIZE[/code] 访问,也可以在 [BaseMaterial3D] 中设置 [member "
"BaseMaterial3D.use_point_size] 并通过变量 [member BaseMaterial3D.point_size] "
"访问。\n"
"使用 PointMesh 时,会忽略平时用来改变顶点的属性,包括公告板模式、生长、剔除面"
"等。"
msgid "A 2D polygon."
msgstr "2D 多边形。"
msgid ""
"A Polygon2D is defined by a set of points. Each point is connected to the "
"next, with the final point being connected to the first, resulting in a "
"closed polygon. Polygon2Ds can be filled with color (solid or gradient) or "
"filled with a given texture."
msgstr ""
"Polygon2D 由一组点定义。每个点都连接到下一个点,最后一个点连接到第一个点,从而"
"形成一个封闭的多边形。Polygon2D 可以填充颜色(纯色或渐变),也可以填充给定的纹"
"理。"
msgid "Adds a bone with the specified [param path] and [param weights]."
msgstr "添加指定 [param path] 和 [param weights] 的骨骼。"
msgid "Removes all bones from this [Polygon2D]."
msgstr "删除这个 [Polygon2D] 的所有骨骼。"
msgid "Removes the specified bone from this [Polygon2D]."
msgstr "从这个 [Polygon2D] 中删除指定的骨骼。"
msgid "Returns the number of bones in this [Polygon2D]."
msgstr "返回这个 [Polygon2D] 中骨骼的数量。"
msgid "Returns the path to the node associated with the specified bone."
msgstr "返回与指定骨骼相关联的节点的路径。"
msgid "Returns the weight values of the specified bone."
msgstr "返回指定骨骼的权重值。"
msgid "Sets the path to the node associated with the specified bone."
msgstr "设置与指定骨骼相关联的节点的路径。"
msgid "Sets the weight values for the specified bone."
msgstr "设置指定骨骼的权重值。"
msgid "If [code]true[/code], polygon edges will be anti-aliased."
msgstr "如果为 [code]true[/code],则多边形边缘将进行抗锯齿。"
msgid ""
"Internal list of [Bone2D] nodes used by the assigned [member skeleton]. "
"Edited using the Polygon2D editor (\"UV\" button on the top toolbar)."
msgstr ""
"分配的 [member skeleton] 所使用的 [Bone2D] 节点的内部列表。使用 Polygon2D 编辑"
"器编辑顶部工具栏的“UV”按钮。"
msgid ""
"The polygon's fill color. If [member texture] is set, it will be multiplied "
"by this color. It will also be the default color for vertices not set in "
"[member vertex_colors]."
msgstr ""
"该多边形的填充颜色。如果设置了 [member texture],它将乘以该颜色。它也将是未在 "
"[member vertex_colors] 中设置的顶点的默认颜色。"
msgid "Number of internal vertices, used for UV mapping."
msgstr "内部顶点的数量,用于 UV 映射。"
msgid ""
"Added padding applied to the bounding box when [member invert_enabled] is set "
"to [code]true[/code]. Setting this value too small may result in a \"Bad "
"Polygon\" error."
msgstr ""
"添加了当 [member invert_enabled] 被设置为 [code]true[/code] 时应用于边界框的填"
"充。将该值设置得太小可能会产生一个“Bad Polygon”错误。"
msgid ""
"If [code]true[/code], the polygon will be inverted, containing the area "
"outside the defined points and extending to the [member invert_border]."
msgstr ""
"如果为 [code]true[/code],则多边形将被反转,包含定义点之外的区域并延伸到 "
"[member invert_border]。"
msgid "The offset applied to each vertex."
msgstr "应用于每个顶点的位置偏移量。"
msgid ""
"The polygon's list of vertices. The final point will be connected to the "
"first.\n"
"[b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a "
"reference."
msgstr ""
"多边形的顶点列表。最后一点将连接到第一个点。\n"
"[b]注意:[/b]返回的是 [PackedVector2Array] 的副本,不是引用。"
msgid ""
"The list of polygons, in case more than one is being represented. Every "
"individual polygon is stored as a [PackedInt32Array] where each [int] is an "
"index to a point in [member polygon]. If empty, this property will be "
"ignored, and the resulting single polygon will be composed of all points in "
"[member polygon], using the order they are stored in."
msgstr ""
"多边形数量大于一时的多边形列表。每个独立的多边形都作为 [PackedInt32Array] 存"
"储,其中的每个 [int] 都是对 [member polygon] 某个点的索引。如果为空,则会忽略"
"这个属性,得到由 [member polygon] 中所有点构成的单个多边形,顺序与存储顺序一"
"致。"
msgid ""
"Path to a [Skeleton2D] node used for skeleton-based deformations of this "
"polygon. If empty or invalid, skeletal deformations will not be used."
msgstr ""
"指向 [Skeleton2D] 节点的路径,用于对这个多边形进行基于骨架的变形。如果为空或无"
"效,则不会使用骨架变形。"
msgid "The polygon's fill texture. Use [member uv] to set texture coordinates."
msgstr "该多边形的填充纹理。使用 [member uv] 设置纹理坐标。"
msgid ""
"Amount to offset the polygon's [member texture]. If set to [code]Vector2(0, 0)"
"[/code], the texture's origin (its top-left corner) will be placed at the "
"polygon's position."
msgstr ""
"多边形的 [member texture] 纹理的偏移量。如果设置为 [code]Vector2(0, 0)[/"
"code],则纹理的原点(其左上角)将放置在该多边形的位置。"
msgid "The texture's rotation in radians."
msgstr "纹理的旋转弧度。"
msgid ""
"Amount to multiply the [member uv] coordinates when using [member texture]. "
"Larger values make the texture smaller, and vice versa."
msgstr ""
"使用 [member texture] 时乘以 [member uv] 坐标的量。值越大,纹理越小,反之亦"
"然。"
msgid ""
"Texture coordinates for each vertex of the polygon. There should be one UV "
"value per polygon vertex. If there are fewer, undefined vertices will use "
"[code]Vector2(0, 0)[/code]."
msgstr ""
"多边形每个顶点的纹理坐标。每个多边形顶点应该有一个 UV 值。如果数量少,则未定义"
"的顶点将使用 [code]Vector2(0, 0)[/code]。"
msgid ""
"Color for each vertex. Colors are interpolated between vertices, resulting in "
"smooth gradients. There should be one per polygon vertex. If there are fewer, "
"undefined vertices will use [member color]."
msgstr ""
"每个顶点的颜色。颜色在顶点之间插值,从而产生平滑的渐变。每个多边形顶点应该有一"
"个。如果数量较少,则未定义的顶点将使用 [member color]。"
msgid ""
"Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "平面 2D 多边形形状,用于 [OccluderInstance3D] 的遮挡剔除。"
msgid ""
"[PolygonOccluder3D] stores a polygon shape that can be used by the engine's "
"occlusion culling system. When an [OccluderInstance3D] with a "
"[PolygonOccluder3D] is selected in the editor, an editor will appear at the "
"top of the 3D viewport so you can add/remove points. All points must be "
"placed on the same 2D plane, which means it is not possible to create "
"arbitrary 3D shapes with a single [PolygonOccluder3D]. To use arbitrary 3D "
"shapes as occluders, use [ArrayOccluder3D] or [OccluderInstance3D]'s baking "
"feature instead.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[PolygonOccluder3D] 储存的是多边形形状,可用于引擎的遮挡剔除系统。在编辑器中选"
"中具有 [PolygonOccluder3D] 的 [OccluderInstance3D] 时3D 视口的顶部会出现用于"
"添加/移除顶点的编辑器。所有的顶点都必须在相同的 2D 平面中放置,也就是说,使用"
"单个 [PolygonOccluder3D] 是无法任意创建 3D 形状的。要将任意 3D 形状作为遮挡"
"器,请改用 [ArrayOccluder3D] 或 [OccluderInstance3D] 的烘焙功能。\n"
"设置遮挡剔除的步骤见 [OccluderInstance3D] 的文档。"
msgid ""
"The polygon to use for occlusion culling. The polygon can be convex or "
"concave, but it should have as few points as possible to maximize "
"performance.\n"
"The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation "
"will fail (with an error message printed)."
msgstr ""
"用于遮挡剔除的多边形。既可以是凸多边形,也可以是凹多边形,但只有让顶点的数量尽"
"可能地少,才能够让性能最大化。\n"
"多边形必须[i]不存在[/i]相交的线。否则三角形化会失败(同时会输出错误信息)。"
msgid "Base class for contextual windows and panels with fixed position."
msgstr "上下文窗口以及固定位置的面板的基类。"
msgid ""
"[Popup] is a base class for contextual windows and panels with fixed "
"position. It's a modal by default (see [member Window.popup_window]) and "
"provides methods for implementing custom popup behavior."
msgstr ""
"[Popup] 是上下文窗口以及固定位置的面板的基类。默认情况下是模态的(见 [member "
"Window.popup_window]),还提供了用于自定义弹出行为的方法。"
msgid "Emitted when the popup is hidden."
msgstr "当该弹出窗口被隐藏时发出。"
msgid "Default [StyleBox] for the [Popup]."
msgstr "该 [Popup] 的默认 [StyleBox] 。"
msgid "A modal window used to display a list of options."
msgstr "用于显示选项列表的模态窗口。"
msgid ""
"[PopupMenu] is a modal window used to display a list of options. Useful for "
"toolbars and context menus.\n"
"The size of a [PopupMenu] can be limited by using [member Window.max_size]. "
"If the height of the list of items is larger than the maximum height of the "
"[PopupMenu], a [ScrollContainer] within the popup will allow the user to "
"scroll the contents. If no maximum size is set, or if it is set to [code]0[/"
"code], the [PopupMenu] height will be limited by its parent rect.\n"
"All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/"
"code] to access the last item, [code]-2[/code] to select the second-to-last "
"item, and so on.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec].\n"
"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 "
"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/"
"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code]."
msgstr ""
"[PopupMenu] 是用于显示选项列表的模态窗口,常见于工具栏和上下文菜单。\n"
"[PopupMenu] 的大小可以使用 [member Window.max_size] 限制。如果菜单项列表的高度"
"大于 [PopupMenu] 的最大高度,则会在弹出框中使用 [ScrollContainer] 让用户滚动内"
"容。如果没有设置最大尺寸或者设为了 [code]0[/code],则该 [PopupMenu] 的高度会被"
"限制在父级的矩形框之中。\n"
"所有的 [code]set_*[/code] 方法都允许使用负数菜单项索引,即 [code]-1[/code] 访"
"问的是最后一个菜单项,[code]-2[/code] 选择的是倒数第二个菜单项,依次类推。\n"
"[b]增量搜索:[/b]与 [ItemList] 和 [Tree] 类似,[PopupMenu] 也支持在聚焦控件时"
"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的第"
"一个条目。在此之后进行增量搜索的办法有两种1在超时前再次按下同一个按键"
"选中以该字母开头的下一个条目。2在超时前按下剩余字母对应的按键直接匹配并选"
"中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通过 "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec] 修改"
"超时时长。\n"
"[b]注意:[/b]菜单项的 ID 有 32 位的限制,不是完整 [int] 的 64 位。取值范围为 "
"[code]-2^32[/code] 到 [code]2^32 - 1[/code],即 [code]-2147483648[/code] 到 "
"[code]2147483647[/code]。"
msgid ""
"Checks the provided [param event] against the [PopupMenu]'s shortcuts and "
"accelerators, and activates the first item with matching events. If [param "
"for_global_only] is [code]true[/code], only shortcuts and accelerators with "
"[code]global[/code] set to [code]true[/code] will be called.\n"
"Returns [code]true[/code] if an item was successfully activated.\n"
"[b]Note:[/b] Certain [Control]s, such as [MenuButton], will call this method "
"automatically."
msgstr ""
"根据 [PopupMenu] 的快捷键和加速器检查提供的 [param event],并激活匹配事件的第"
"一个项目。如果 [param for_global_only] 为 [code]true[/code],则仅调用 "
"[code]global[/code] 被设置为 [code]true[/code] 的快捷键和加速器。\n"
"如果项目已成功激活,则返回 [code]true[/code]。\n"
"[b]注意:[/b]某些 [Control],例如 [MenuButton],会自动调用该方法。"
msgid ""
"Adds a new checkable item with text [param label].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"添加一个带有文本 [param label] 的新的可勾选项。\n"
"可以选择提供一个 [param id] 以及一个加速器([param accel])。如果未提供 "
"[param id],将从索引中创建一个。如果未提供 [param accel],则默认值 0对应于 "
"[constant @GlobalScope.KEY_NONE])将被分配给该项(这意味着它不会有任何加速"
"器)。有关加速器的更多信息,请参阅 [method get_item_accelerator]。\n"
"[b]注意:[/b]可勾选的项只显示一个勾选标记,但没有任何内置的勾选行为,必须手动"
"勾选/取消勾选。有关如何控制它的更多信息,请参阅 [method set_item_checked]。"
msgid ""
"Adds a new checkable item and assigns the specified [Shortcut] to it. Sets "
"the label of the checkbox to the [Shortcut]'s name.\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"添加一个新的可勾选项并为其分配指定的 [Shortcut]。将复选框的标签设置为 "
"[Shortcut] 的名称。\n"
"可以选择提供一个 [param id]。如果未提供 [param id],将从索引中创建一个。\n"
"[b]注意:[/b]可勾选项只显示一个勾选标记,但没有任何内置的勾选行为,必须手动勾"
"选/取消勾选。有关如何控制它的更多信息,请参阅 [method set_item_checked]。"
msgid ""
"Adds a new checkable item with text [param label] and icon [param texture].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"添加一个带有文本 [param label] 和图标 [param texture] 的新的可勾选项。\n"
"可以选择提供一个 [param id] 以及一个加速器([param accel])。如果未提供 "
"[param id],将从索引中创建一个。如果未提供 [param accel],则默认值 0对应于 "
"[constant @GlobalScope.KEY_NONE])将被分配给该项(这意味着它不会有任何加速"
"器)。有关加速器的更多信息,请参阅 [method get_item_accelerator]。\n"
"[b]注意:[/b]可勾选项只显示一个勾选标记,但没有任何内置的勾选行为,必须手动勾"
"选/取消勾选。有关如何控制它的更多信息,请参阅 [method set_item_checked]。"
msgid ""
"Adds a new checkable item and assigns the specified [Shortcut] and icon "
"[param texture] to it. Sets the label of the checkbox to the [Shortcut]'s "
"name.\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"添加一个新的可勾选项并为其分配指定的 [Shortcut] 和图标 [param texture]。将复选"
"框的标签设置为 [Shortcut] 的名称。\n"
"可以选择提供一个 [param id]。如果未提供 [param id],将从索引中创建一个。\n"
"[b]注意:[/b]可勾选项只显示一个勾选标记,但没有任何内置的勾选行为,必须手动勾"
"选/取消勾选。有关如何控制它的更多信息,请参阅 [method set_item_checked]。"
msgid ""
"Adds a new item with text [param label] and icon [param texture].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators."
msgstr ""
"添加带有文本 [param label] 和图标 [param texture] 的新菜单项。\n"
"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param id],则会"
"根据索引来创建。如果没有提供 [param accel],则会为该菜单项分配默认的 0对应 "
"[constant @GlobalScope.KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的信息"
"见 [method get_item_accelerator]。"
msgid "Same as [method add_icon_check_item], but uses a radio check button."
msgstr "与 [method add_icon_check_item] 相同,但使用单选按钮。"
msgid "Same as [method add_icon_check_shortcut], but uses a radio check button."
msgstr "与 [method add_icon_check_shortcut] 相同,但使用一个单选按钮。"
msgid ""
"Adds a new item and assigns the specified [Shortcut] and icon [param texture] "
"to it. Sets the label of the checkbox to the [Shortcut]'s name.\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"If [param allow_echo] is [code]true[/code], the shortcut can be activated "
"with echo events."
msgstr ""
"添加新的菜单项,并为其分配指定的 [Shortcut] 和图标 [param texture]。复选框的标"
"签会被设为 [Shortcut] 的名称。\n"
"还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。\n"
"如果 [param allow_echo] 为 [code]true[/code],则快捷键可以被回响事件激活。"
msgid ""
"Adds a new item with text [param label].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators.\n"
"[b]Note:[/b] The provided [param id] is used only in [signal id_pressed] and "
"[signal id_focused] signals. It's not related to the [code]index[/code] "
"arguments in e.g. [method set_item_checked]."
msgstr ""
"添加一个带有文本 [param label] 的新项。\n"
"可以选择提供一个 [param id] 以及一个加速器([param accel])。如果未提供 "
"[param id],将从索引中创建一个。如果未提供 [param accel],则默认值 0对应于 "
"[constant @GlobalScope.KEY_NONE])将被分配给该项(这意味着它不会有任何加速"
"器)。有关加速器的更多信息,请参阅 [method get_item_accelerator]。\n"
"[b]注意:[/b]提供的 [param id] 仅用于 [signal id_pressed] 和 [signal "
"id_focused] 信号。它与在函数中,例如在 [method set_item_checked] 中的 "
"[code]index[/code] 参数无关。"
msgid ""
"Adds a new multistate item with text [param label].\n"
"Contrarily to normal binary items, multistate items can have more than two "
"states, as defined by [param max_states]. Each press or activate of the item "
"will increase the state by one. The default value is defined by [param "
"default_state].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators."
msgstr ""
"添加文本为 [param label] 的新多状态菜单项。\n"
"与普通的双态菜单项不同,多状态菜单项的状态可以超过两个,数量由 [param "
"max_states] 定义。菜单项每按下或激活一次,状态就会加一。默认值由 [param "
"default_state] 定义。\n"
"还可以提供 [param id] 和快捷键([param accel])。如果没有提供 [param id],则会"
"根据索引来创建。如果没有提供 [param accel],则会为该菜单项分配默认的 0对应 "
"[constant @GlobalScope.KEY_NONE],在这里表示没有快捷键)。更多快捷键相关的信息"
"见 [method get_item_accelerator]。"
msgid ""
"Adds a new radio check button with text [param label].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"添加一个带有文本 [param label] 的新单选勾选按钮。\n"
"可以选择提供一个 [param id] 以及一个加速器([param accel])。如果未提供 "
"[param id],将从索引中创建一个。如果未提供 [param accel],则默认值 0对应于 "
"[constant @GlobalScope.KEY_NONE])将被分配给该项(这意味着它不会有任何加速"
"器)。有关加速器的更多信息,请参阅 [method get_item_accelerator]。\n"
"[b]注意:[/b]可勾选项只显示一个勾选标记,但没有任何内置的勾选行为,必须手动勾"
"选/取消勾选。有关如何控制它的更多信息,请参阅 [method set_item_checked]。"
msgid ""
"Adds a new radio check button and assigns a [Shortcut] to it. Sets the label "
"of the checkbox to the [Shortcut]'s name.\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"添加一个新的单选勾选按钮并为其分配一个 [Shortcut]。将复选框的标签设置为 "
"[Shortcut] 的名称。\n"
"可以选择提供一个 [param id]。如果未提供 [param id],将从索引中创建一个。\n"
"[b]注意:[/b]可勾选项只显示一个勾选标记,但没有任何内置的勾选行为,必须手动勾"
"选/取消勾选。有关如何控制它的更多信息,请参阅 [method set_item_checked]。"
msgid ""
"Adds a separator between items. Separators also occupy an index, which you "
"can set by using the [param id] parameter.\n"
"A [param label] can optionally be provided, which will appear at the center "
"of the separator."
msgstr ""
"在菜单项之间添加分隔线。分隔线也占用索引,可以使用 [param id] 参数设置。\n"
"还可以提供 [param label],会在分隔线的中间位置显示。"
msgid ""
"Adds a [Shortcut].\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"If [param allow_echo] is [code]true[/code], the shortcut can be activated "
"with echo events."
msgstr ""
"添加 [Shortcut]。\n"
"还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。\n"
"如果 [param allow_echo] 为 [code]true[/code],则快捷键可以被回响事件激活。"
msgid ""
"Adds an item that will act as a submenu of the parent [PopupMenu] node when "
"clicked. The [param submenu] argument must be the name of an existing "
"[PopupMenu] that has been added as a child to this node. This submenu will be "
"shown when the item is clicked, hovered for long enough, or activated using "
"the [code]ui_select[/code] or [code]ui_right[/code] input actions.\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index."
msgstr ""
"添加菜单项,点击时会作为父级 [PopupMenu] 节点的子菜单。[param submenu] 参数必"
"须是已作为子节点添加到此节点的现有 [PopupMenu] 的名称。当点击该项目、悬停足够"
"长的时间、或使用 [code]ui_select[/code] 或 [code]ui_right[/code] 输入操作激活"
"该子菜单时,将显示该子菜单。\n"
"还可以提供 [param id]。如果没有提供 [param id],则会根据索引来创建。"
msgid ""
"Removes all items from the [PopupMenu]. If [param free_submenus] is "
"[code]true[/code], the submenu nodes are automatically freed."
msgstr ""
"移除 [PopupMenu] 中的所有项目。如果 [param free_submenus] 为 [code]true[/"
"code],则自动释放子菜单节点。"
msgid ""
"Returns the index of the currently focused item. Returns [code]-1[/code] if "
"no item is focused."
msgstr "返回当前焦点项目的索引。如果没有焦点,则返回 [code]-1[/code]。"
msgid ""
"Returns the accelerator of the item at the given [param index]. An "
"accelerator is a keyboard shortcut that can be pressed to trigger the menu "
"button even if it's not currently open. The return value is an integer which "
"is generally a combination of [enum KeyModifierMask]s and [enum Key]s using "
"bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]). "
"If no accelerator is defined for the specified [param index], [method "
"get_item_accelerator] returns [code]0[/code] (corresponding to [constant "
"@GlobalScope.KEY_NONE])."
msgstr ""
"返回给定 [param index] 处项目的加速器。加速器是一种键盘快捷键,即使当前未打开"
"菜单按钮,也可以按下它来触发菜单按钮。返回值是一个整数,通常是 [enum "
"KeyModifierMask] 和 [enum Key] 使用按位或操作的组合,例如 [code]KEY_MASK_CTRL "
"| KEY_A[/code][kbd]Ctrl + A[/kbd])。如果没有为指定的 [param index] 定义加速"
"器,则 [method get_item_accelerator] 返回 [code]0[/code](对应于 [constant "
"@GlobalScope.KEY_NONE])。"
msgid "Returns the icon of the item at the given [param index]."
msgstr "返回给定 [param index] 处菜单项的图标。"
msgid ""
"Returns the maximum allowed width of the icon for the item at the given "
"[param index]."
msgstr "返回给定 [param index] 处菜单项所允许的最大图标宽度。"
msgid "Returns a [Color] modulating the item's icon at the given [param index]."
msgstr "返回给定 [param index] 处用于调制菜单项图标的 [Color]。"
msgid ""
"Returns the ID of the item at the given [param index]. [code]id[/code] can be "
"manually assigned, while index can not."
msgstr ""
"返回给定 [param index] 处菜单项的 ID。[code]id[/code] 可以手动分配,而索引则不"
"能。"
msgid "Returns the horizontal offset of the item at the given [param index]."
msgstr "返回给定 [param index] 处菜单项的水平偏移量。"
msgid ""
"Returns the index of the item containing the specified [param id]. Index is "
"automatically assigned to each item by the engine and can not be set manually."
msgstr ""
"返回包含指定 [param id] 的菜单项的索引。索引由引擎自动分配给各个项目,无法手动"
"设置。"
msgid ""
"Returns the metadata of the specified item, which might be of any type. You "
"can set it with [method set_item_metadata], which provides a simple way of "
"assigning context data to items."
msgstr ""
"返回指定菜单项的元数据,可能是任何类型。可以使用 [method set_item_metadata] 来"
"设置元数据,这样就能很很方便地将上下文数据分配给菜单项。"
msgid ""
"Returns the [Shortcut] associated with the item at the given [param index]."
msgstr "返回给定 [param index] 处菜单项所关联的 [Shortcut]。"
msgid ""
"Returns the submenu name of the item at the given [param index]. See [method "
"add_submenu_item] for more info on how to add a submenu."
msgstr ""
"返回给定 [param index] 处菜单项的子菜单名称。有关如何添加子菜单的更多信息,请"
"参见 [method add_submenu_item]。"
msgid "Returns the text of the item at the given [param index]."
msgstr "返回索引为 [param index] 的菜单项的文本。"
msgid "Returns the tooltip associated with the item at the given [param index]."
msgstr "返回索引为 [param index] 的菜单项所关联的工具提示。"
msgid ""
"Returns [code]true[/code] if the item at the given [param index] is checkable "
"in some way, i.e. if it has a checkbox or radio button.\n"
"[b]Note:[/b] Checkable items just display a checkmark or radio button, but "
"don't have any built-in checking behavior and must be checked/unchecked "
"manually."
msgstr ""
"如果给定 [param index] 处的菜单项可以某种方式勾选,即如果它有一个复选框或单选"
"按钮,则返回 [code]true[/code]。\n"
"[b]注意:[/b]可勾选项仅显示一个勾选标记或单选按钮,但没有任何内置的勾选行为,"
"必须手动勾选/取消勾选。"
msgid ""
"Returns [code]true[/code] if the item at the given [param index] is checked."
msgstr "如果给定的 [param index] 处的菜单项被勾选,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the given [param index] is disabled. "
"When it is disabled it can't be selected, or its action invoked.\n"
"See [method set_item_disabled] for more info on how to disable an item."
msgstr ""
"如果给定 [param index] 处的菜单项被禁用,则返回 [code]true[/code]。菜单项被禁"
"用时无法被选择,对应的动作也无法被调用。\n"
"有关如何禁用菜单项的更多信息,请参阅 [method set_item_disabled]。"
msgid ""
"Returns [code]true[/code] if the item at the given [param index] has radio "
"button-style checkability.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups."
msgstr ""
"如果给定 [param index] 处的菜单项具有单选按钮样式的可勾选性,则返回 "
"[code]true[/code]。\n"
"[b]注意:[/b]这纯粹是装饰性的;必须添加用于单选组中勾选/取消勾选项目的逻辑。"
msgid ""
"Returns [code]true[/code] if the item is a separator. If it is, it will be "
"displayed as a line. See [method add_separator] for more info on how to add a "
"separator."
msgstr ""
"如果菜单项是分隔符,则返回 [code]true[/code]。分隔符会显示为一条线。有关如何添"
"加分隔符的更多信息,请参阅 [method add_separator]。"
msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
msgstr "如果指定菜单项的快捷方式被禁用,则返回 [code]true[/code]。"
msgid ""
"Removes the item at the given [param index] from the menu.\n"
"[b]Note:[/b] The indices of items after the removed item will be shifted by "
"one."
msgstr ""
"从菜单中移除给定 [param index] 处的菜单项。\n"
"[b]注意:[/b]被移除的菜单项后面的菜单项的索引将移动一位。"
msgid ""
"Moves the scroll view to make the item at the given [param index] visible."
msgstr "移动滚动视图,使位于给定 [param index] 的菜单项可见。"
msgid ""
"Sets the currently focused item as the given [param index].\n"
"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
"将当前聚焦的菜单项设置为给定的 [param index]。\n"
"将 [code]-1[/code] 作为索引传入将不会聚焦任何菜单项。"
msgid ""
"Sets the accelerator of the item at the given [param index]. An accelerator "
"is a keyboard shortcut that can be pressed to trigger the menu button even if "
"it's not currently open. [param accel] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd])."
msgstr ""
"在给定的 [param index] 处设置项目的加速器。加速器是一种键盘快捷键,即使当前未"
"打开菜单按钮,也可以按下它来触发菜单按钮。[param accel] 通常是 [enum "
"KeyModifierMask] 和 [enum Key] 使用按位或操作的组合,例如 [code]KEY_MASK_CTRL "
"| KEY_A[/code][kbd]Ctrl + A[/kbd])。"
msgid ""
"Sets whether the item at the given [param index] has a checkbox. If "
"[code]false[/code], sets the type of the item to plain text.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually."
msgstr ""
"设置给定 [param index] 处的项是否具有一个复选框。如果为 [code]false[/code],则"
"将项的类型设置为纯文本。\n"
"[b]注意:[/b]可勾选的项只显示一个复选标记,但没有任何内置的勾选行为,必须手动"
"勾选/取消勾选。"
msgid ""
"Sets the type of the item at the given [param index] to radio button. If "
"[code]false[/code], sets the type of the item to plain text."
msgstr ""
"将给定 [param index] 处的项的类型设置为一个单选按钮。如果为 [code]false[/"
"code],则将项的类型设置为纯文本。"
msgid ""
"Mark the item at the given [param index] as a separator, which means that it "
"would be displayed as a line. If [code]false[/code], sets the type of the "
"item to plain text."
msgstr ""
"将给定 [param index] 处的项标记为分隔符,这意味着它将显示为直线段。如果为 "
"[code]false[/code],则将项的类型设置为纯文本。"
msgid "Sets the checkstate status of the item at the given [param index]."
msgstr "设置位于给定的 [param index] 的菜单项的勾选状态。"
msgid ""
"Enables/disables the item at the given [param index]. When it is disabled, it "
"can't be selected and its action can't be invoked."
msgstr ""
"启用/禁用位于给定 [param index] 的菜单项。处于禁用状态的菜单项无法被选中,也无"
"法调用其动作。"
msgid "Replaces the [Texture2D] icon of the item at the given [param index]."
msgstr "替换索引为 [param index] 的菜单项的 [Texture2D] 图标。"
msgid ""
"Sets the maximum allowed width of the icon for the item at the given [param "
"index]. This limit is applied on top of the default size of the icon and on "
"top of [theme_item icon_max_width]. The height is adjusted according to the "
"icon's ratio."
msgstr ""
"设置给定 [param index] 处菜单项所允许的最大图标宽度。这是在图标默认大小和 "
"[theme_item icon_max_width] 的基础上的限制。高度会根据图标的长宽比调整。"
msgid "Sets a modulating [Color] of the item's icon at the given [param index]."
msgstr "设置索引为 [param index] 的菜单项图标的调制 [Color]。"
msgid ""
"Sets the [param id] of the item at the given [param index].\n"
"The [param id] is used in [signal id_pressed] and [signal id_focused] signals."
msgstr ""
"设置位于给定 [param index] 的菜单项的 [param id]。\n"
"[signal id_pressed] 和 [signal id_focused] 等信号中会用到 [param id]。"
msgid "Sets the horizontal offset of the item at the given [param index]."
msgstr "设置索引为 [param index] 的菜单项的水平偏移量。"
msgid ""
"Sets the metadata of an item, which may be of any type. You can later get it "
"with [method get_item_metadata], which provides a simple way of assigning "
"context data to items."
msgstr ""
"设置项的元数据,该项可以是任何类型。稍后你可以使用[method get_item_metadata]获"
"取它,它提供了一种将上下文数据分配给项的简单方法。"
msgid ""
"Sets the state of a multistate item. See [method add_multistate_item] for "
"details."
msgstr "设置一个多态项目的状态。详情请参阅 [method add_multistate_item]。"
msgid "Sets a [Shortcut] for the item at the given [param index]."
msgstr "设置索引为 [param index] 的菜单项的 [Shortcut]。"
msgid "Disables the [Shortcut] of the item at the given [param index]."
msgstr "禁用索引为 [param index] 的菜单项的 [Shortcut]。"
msgid ""
"Sets the submenu of the item at the given [param index]. The submenu is the "
"name of a child [PopupMenu] node that would be shown when the item is clicked."
msgstr ""
"设置位于给定 [param index] 的菜单项的子菜单。子菜单为点击该菜单项后应该显示的"
"子 [PopupMenu] 节点的名称。"
msgid "Sets the text of the item at the given [param index]."
msgstr "设置索引为 [param index] 的菜单项的文本。"
msgid "Sets the [String] tooltip of the item at the given [param index]."
msgstr "设置索引为 [param index] 的菜单项的 [String] 工具提示。"
msgid "Toggles the check state of the item at the given [param index]."
msgstr "切换索引为 [param index] 的菜单项的选中状态。"
msgid ""
"Cycle to the next state of a multistate item. See [method "
"add_multistate_item] for details."
msgstr ""
"循环到一个多态项目的下一个状态。详情请参阅 [method add_multistate_item]。"
msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
msgstr "如果为 [code]true[/code],允许用字母键导航 [PopupMenu]。"
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
"is selected."
msgstr "如果为 [code]true[/code],则在选中复选框或单选按钮时隐藏 [PopupMenu]。"
msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
msgstr "如果为 [code]true[/code],当一个项目被选中时隐藏 [PopupMenu]。"
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a state item is selected."
msgstr "如果为 [code]true[/code],则在选中状态项时隐藏 [PopupMenu]。"
msgid ""
"Sets the delay time in seconds for the submenu item to popup on mouse "
"hovering. If the popup menu is added as a child of another (acting as a "
"submenu), it will inherit the delay time of the parent menu item."
msgstr ""
"设置鼠标悬停时子菜单项弹出的延迟时间,以秒为单位。如果弹出菜单被添加为另一个菜"
"单的子菜单(作为子菜单),它将继承父菜单项的延迟时间。"
msgid ""
"Emitted when the user navigated to an item of some [param id] using the "
"[member ProjectSettings.input/ui_up] or [member ProjectSettings.input/"
"ui_down] input action."
msgstr ""
"用户使用 [member ProjectSettings.input/ui_up] 或 [member ProjectSettings."
"input/ui_down] 输入动作移动至 ID 为 [param id] 的菜单项时发出。"
msgid ""
"Emitted when an item of some [param id] is pressed or its accelerator is "
"activated.\n"
"[b]Note:[/b] If [param id] is negative (either explicitly or due to "
"overflow), this will return the corresponding index instead."
msgstr ""
"ID 为 [param id] 的菜单项被按下或者由快捷键激活时发出。\n"
"[b]注意:[/b]如果 [param id] 为负数(无论是明确指定的还是由于溢出导致的),将"
"返回相应的索引来代替。"
msgid ""
"Emitted when an item of some [param index] is pressed or its accelerator is "
"activated."
msgstr "索引为 [param index] 的菜单项被按下或者由快捷键激活时发出。"
msgid "Emitted when any item is added, modified or removed."
msgstr "发生菜单项的添加、修改、删除时发出。"
msgid ""
"The text [Color] used for shortcuts and accelerators that show next to the "
"menu item name when defined. See [method get_item_accelerator] for more info "
"on accelerators."
msgstr ""
"文本 [Color] 用于快捷键和加速器,当定义时显示在菜单项名称旁边。有关加速器的更"
"多信息,请参阅 [method get_item_accelerator]。"
msgid "The default text [Color] for menu items' names."
msgstr "菜单项名称的默认文本 [Color]。"
msgid "[Color] used for disabled menu items' text."
msgstr "用于禁用菜单项的文本 [Color]。"
msgid "[Color] used for the hovered text."
msgstr "用于悬停文本的 [Color]。"
msgid "[Color] used for labeled separators' text. See [method add_separator]."
msgstr "用于标注分隔符文本的颜色 [Color]。见 [method add_separator]。"
msgid "The tint of text outline of the labeled separator."
msgstr "带标签分隔符的文本轮廓的色调。"
msgid "The horizontal space between the item's elements."
msgstr "菜单项元素之间的水平间距。"
msgid ""
"The maximum allowed width of the item's icon. This limit is applied on top of "
"the default size of the icon, but before the value set with [method "
"set_item_icon_max_width]. The height is adjusted according to the icon's "
"ratio."
msgstr ""
"菜单项图标所允许的最大宽度。这是在图标默认大小的基础上的限制,在 [method "
"set_item_icon_max_width] 所设置的值之前生效。高度会根据图标的长宽比调整。"
msgid "Width of the single indentation level."
msgstr "单个缩进级别的宽度。"
msgid "Horizontal padding to the right of the items (or left, in RTL layout)."
msgstr "所有菜单项右侧的水平内边距RTL 布局中为左侧)。"
msgid "Horizontal padding to the left of the items (or right, in RTL layout)."
msgstr "所有菜单项左侧的水平内边距RTL 布局中为右侧)。"
msgid "The size of the labeled separator text outline."
msgstr "带标签分隔符的文本轮廓的大小。"
msgid "The vertical space between each menu item."
msgstr "每个菜单项之间的垂直间距。"
msgid "[Font] used for the menu items."
msgstr "用于菜单项的 [Font] 字体。"
msgid "[Font] used for the labeled separator."
msgstr "用于带文字分隔线的 [Font] 字体。"
msgid "Font size of the labeled separator."
msgstr "带标签分隔符的字体大小。"
msgid "Font size of the menu items."
msgstr "菜单项的字体大小。"
msgid "[Texture2D] icon for the checked checkbox items."
msgstr "[Texture2D] 图标,用于处于选中状态的复选项。"
msgid "[Texture2D] icon for the checked checkbox items when they are disabled."
msgstr "[Texture2D] 图标,用于处于选中状态的已禁用复选项。"
msgid "[Texture2D] icon for the checked radio button items."
msgstr "[Texture2D] 图标,用于处于选中状态的单选项。"
msgid ""
"[Texture2D] icon for the checked radio button items when they are disabled."
msgstr "[Texture2D] 图标,用于处于选中状态的已禁用单选项。"
msgid "[Texture2D] icon for the unchecked radio button items."
msgstr "[Texture2D] 图标,用于处于未选状态的单选项。"
msgid ""
"[Texture2D] icon for the unchecked radio button items when they are disabled."
msgstr "[Texture2D] 图标,用于处于未选状态的已禁用单选项。"
msgid "[Texture2D] icon for the submenu arrow (for left-to-right layouts)."
msgstr "[Texture2D] 图标,用于子菜单箭头(用于从左至右布局)。"
msgid "[Texture2D] icon for the submenu arrow (for right-to-left layouts)."
msgstr "[Texture2D] 图标,用于子菜单箭头(用于从右至左布局)。"
msgid "[Texture2D] icon for the unchecked checkbox items."
msgstr "[Texture2D] 图标,用于处于未选状态的复选项。"
msgid ""
"[Texture2D] icon for the unchecked checkbox items when they are disabled."
msgstr "[Texture2D] 图标,用于处于未选状态的已禁用复选项。"
msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
msgstr "当 [PopupMenu] 菜单项被悬停时显示的 [StyleBox]。"
msgid ""
"[StyleBox] for the left side of labeled separator. See [method add_separator]."
msgstr "用于标签分隔器的左侧 [StyleBox]。请参阅 [method add_separator]。"
msgid ""
"[StyleBox] for the right side of labeled separator. See [method "
"add_separator]."
msgstr "用于标签分隔器的右侧 [StyleBox]。请参阅 [method add_separator]。"
msgid "[StyleBox] used for the separators. See [method add_separator]."
msgstr "用于分隔符的 [StyleBox]。请参阅 [method add_separator]。"
msgid "A popup with a panel background."
msgstr "带有面板背景的弹出窗口。"
msgid ""
"A popup with a configurable panel background. Any child controls added to "
"this node will be stretched to fit the panel's size (similar to how "
"[PanelContainer] works). If you are making windows, see [Window]."
msgstr ""
"带有可配置面板背景的弹出窗口。添加到这个节点的子控件都会被拉伸到面板的大小(类"
"似于 [PanelContainer] 的原理)。如果你制作的是窗口,请参阅 [Window]。"
msgid ""
"Provides a compressed texture for disk and/or VRAM in a way that is portable."
msgstr "为磁盘和/或显存提供可移植的压缩纹理。"
msgid ""
"This class allows storing compressed textures as self contained (not "
"imported) resources.\n"
"For 2D usage (compressed on disk, uncompressed on VRAM), the lossy and "
"lossless modes are recommended. For 3D usage (compressed on VRAM) it depends "
"on the target platform.\n"
"If you intend to only use desktop, S3TC or BPTC are recommended. For only "
"mobile, ETC2 is recommended.\n"
"For portable, self contained 3D textures that work on both desktop and "
"mobile, Basis Universal is recommended (although it has a small quality cost "
"and longer compression time as a tradeoff).\n"
"This resource is intended to be created from code."
msgstr ""
"这个类能够将压缩纹理存储为自包含的资源(与导入资源相对)。\n"
"用于 2D 时(在磁盘上压缩、在显存中不压缩)推荐使用有损和无损模式。用于 3D 时"
"(在显存中压缩)则取决于目标平台。\n"
"如果你只想用于桌面平台,则推荐使用 S3TC 或 BPTC。如果只用于移动平台则推荐使"
"用 ETC2。\n"
"如果要实现可移植、自包含的 3D 纹理,让这种纹理能同时在桌面和移动平台使用,则推"
"荐 Basis Universal尽管代价是有较小的质量损耗和更长的压缩时间。\n"
"这个资源应使用代码创建。"
msgid ""
"Initializes the compressed texture from a base image. The compression mode "
"must be provided.\n"
"[param normal_map] is recommended to ensure optimum quality if this image "
"will be used as a normal map.\n"
"If lossy compression is requested, the quality setting can optionally be "
"provided. This maps to Lossy WebP compression quality."
msgstr ""
"使用基础图像初始化压缩纹理。必须提供压缩模式。\n"
"如果该图像会用作法线贴图,则推荐使用 [param normal_map],确保达到最佳质量。\n"
"如果请求了有损压缩,还可以提供质量设置。会映射至有损 WebP 压缩质量。"
msgid "Return the compression mode used (valid after initialized)."
msgstr "返回使用的压缩模式(初始化后有效)。"
msgid "Return the image format used (valid after initialized)."
msgstr "返回使用的图像格式(初始化后有效)。"
msgid "Return whether the flag is overridden for all textures of this type."
msgstr "返回是否为所有该类型的纹理覆盖该标志。"
msgid ""
"Overrides the flag globally for all textures of this type. This is used "
"primarily by the editor."
msgstr "为该类型的所有纹理全局覆盖该标志。主要由编辑器使用。"
msgid ""
"When running on the editor, this class will keep the source compressed data "
"in memory. Otherwise, the source compressed data is lost after loading and "
"the resource can't be re saved.\n"
"This flag allows to keep the compressed data in memory if you intend it to "
"persist after loading."
msgstr ""
"在编辑器中运行时,这个类会将来源压缩数据保持在内存中。否则加载资源后来源压缩数"
"据就会丢失,资源也无法重新保存。\n"
"如果你要在加载后再次进行持久化,这个标志能够让压缩数据保持在内存中。"
msgid "Allow overriding the texture size (for 2D only)."
msgstr "允许覆盖纹理大小(仅限 2D。"
msgid ""
"Base class for all primitive meshes. Handles applying a [Material] to a "
"primitive mesh."
msgstr "所有图元网格的基类。处理将 [Material] 应用到图元网格的问题。"
msgid ""
"Base class for all primitive meshes. Handles applying a [Material] to a "
"primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], "
"[PlaneMesh], [PrismMesh], and [SphereMesh]."
msgstr ""
"所有基本网格的基类,能够处理将 [Material] 应用到基本网格的操作。有 [BoxMesh]、"
"[CapsuleMesh]、[CylinderMesh]、[PlaneMesh]、[PrismMesh]、[SphereMesh] 等基本网"
"格。"
msgid ""
"Returns mesh arrays used to constitute surface of [Mesh]. The result can be "
"passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. "
"For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var c = CylinderMesh.new()\n"
"var arr_mesh = ArrayMesh.new()\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
"get_mesh_arrays())\n"
"[/gdscript]\n"
"[csharp]\n"
"var c = new CylinderMesh();\n"
"var arrMesh = new ArrayMesh();\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c."
"GetMeshArrays());\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回用于构成 [Mesh] 表面的网格数组。结果可以传递给 [method ArrayMesh."
"add_surface_from_arrays] 创建新的表面。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var c = CylinderMesh.new()\n"
"var arr_mesh = ArrayMesh.new()\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
"get_mesh_arrays())\n"
"[/gdscript]\n"
"[csharp]\n"
"var c = new CylinderMesh();\n"
"var arrMesh = new ArrayMesh();\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c."
"GetMeshArrays());\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If set, generates UV2 UV coordinates applying a padding using the [member "
"uv2_padding] setting. UV2 is needed for lightmapping."
msgstr ""
"打开后将生成 UV2 UV 坐标,使用 [member uv2_padding] 设置的间距。光照映射需要 "
"UV2。"
msgid ""
"If set, the order of the vertices in each triangle are reversed resulting in "
"the backside of the mesh being drawn.\n"
"This gives the same result as using [constant BaseMaterial3D.CULL_FRONT] in "
"[member BaseMaterial3D.cull_mode]."
msgstr ""
"打开后会颠倒各个三角形中顶点的顺序,导致绘制网格的背面。\n"
"和在 [member BaseMaterial3D.cull_mode] 中使用 [constant BaseMaterial3D."
"CULL_FRONT] 的效果一致。"
msgid "The current [Material] of the primitive mesh."
msgstr "该图元网格的当前 [Material]。"
msgid ""
"If [member add_uv2] is set, specifies the padding in pixels applied along "
"seams of the mesh. Lower padding values allow making better use of the "
"lightmap texture (resulting in higher texel density), but may introduce "
"visible lightmap bleeding along edges.\n"
"If the size of the lightmap texture can't be determined when generating the "
"mesh, UV2 is calculated assuming a texture size of 1024x1024."
msgstr ""
"如果设置了 [member add_uv2],则指定沿网格接缝被应用的以像素为单位的填充。较低"
"的填充值允许更好地利用光照贴图纹理(导致更高的纹素密度),但可能会沿边缘引入可"
"见的光照贴图渗色。\n"
"如果在生成网格时无法确定光照贴图纹理的大小,则计算 UV2 时假定纹理大小为 "
"1024x1024。"
msgid "Class representing a prism-shaped [PrimitiveMesh]."
msgstr "表示棱柱形 [PrimitiveMesh] 的类。"
msgid ""
"Displacement of the upper edge along the X axis. 0.0 positions edge straight "
"above the bottom-left edge."
msgstr "上边缘沿 X 轴的位移。0.0 将边缘定位在左下边缘的正上方。"
msgid "Size of the prism."
msgstr "棱镜的大小。"
msgid "Number of added edge loops along the Z axis."
msgstr "沿 Z 轴添加的边循环数。"
msgid "Number of added edge loops along the Y axis."
msgstr "沿 Y 轴添加的边循环数。"
msgid "Number of added edge loops along the X axis."
msgstr "沿 X 轴添加的边循环数。"
msgid "A material that defines a simple sky for a [Sky] resource."
msgstr "一种材质,可为 [Sky] 资源定义简单天空。"
msgid ""
"[ProceduralSkyMaterial] provides a way to create an effective background "
"quickly by defining procedural parameters for the sun, the sky and the "
"ground. The sky and ground are defined by a main color, a color at the "
"horizon, and an easing curve to interpolate between them. Suns are described "
"by a position in the sky, a color, and a max angle from the sun at which the "
"easing curve ends. The max angle therefore defines the size of the sun in the "
"sky.\n"
"[ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, "
"direction, and angular distance of the first four [DirectionalLight3D] nodes "
"in the scene. This means that the suns are defined individually by the "
"properties of their corresponding [DirectionalLight3D]s and globally by "
"[member sun_angle_max] and [member sun_curve].\n"
"[ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is "
"therefore suited for real time updates. This makes it a great option for a "
"sky that is simple and computationally cheap, but unrealistic. If you need a "
"more realistic procedural option, use [PhysicalSkyMaterial]."
msgstr ""
"[ProceduralSkyMaterial] 提供了一种通过为太阳、天空、和地面定义程序参数,来快速"
"创建一个有效背景的方法。天空和地面由主颜色、地平线颜色、以及在它们之间插值的缓"
"动曲线定义。太阳通过天空中的位置、颜色、以及缓动曲线结束时距太阳的最大角度来描"
"述。因此,最大角度定义了天空中太阳的大小。\n"
"[ProceduralSkyMaterial] 支持最多 4 个太阳,它们使用场景中前四个 "
"[DirectionalLight3D] 节点的颜色、能量、方向、和角距离。这意味着太阳由其相应的 "
"[DirectionalLight3D] 的属性单独定义,并由 [member sun_angle_max] 和 [member "
"sun_curve] 全局定义。\n"
"[ProceduralSkyMaterial] 使用轻量级着色器来绘制天空,因此适合实时更新。这使得它"
"成为简单、低计算成本且不切实际的天空的绝佳选择。如果你需要更真实的程序化选项,"
"请使用 [PhysicalSkyMaterial]。"
msgid ""
"Color of the ground at the bottom. Blends with [member ground_horizon_color]."
msgstr "地面底部的颜色。会与 [member ground_horizon_color] 混合。"
msgid ""
"How quickly the [member ground_horizon_color] fades into the [member "
"ground_bottom_color]."
msgstr ""
"从 [member ground_horizon_color] 渐变到 [member ground_bottom_color] 的速度。"
msgid ""
"Multiplier for ground color. A higher value will make the ground brighter."
msgstr "地面颜色的乘数。值越高,地面越亮。"
msgid ""
"Color of the ground at the horizon. Blends with [member ground_bottom_color]."
msgstr "地面在地平线处的颜色。会与 [member ground_bottom_color] 混合。"
msgid ""
"The sky cover texture to use. This texture must use an equirectangular "
"projection (similar to [PanoramaSkyMaterial]). The texture's colors will be "
"[i]added[/i] to the existing sky color, and will be multiplied by [member "
"sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly suited "
"to displaying stars at night, but it can also be used to display clouds at "
"day or night (with a non-physically-accurate look)."
msgstr ""
"要使用的天空覆盖纹理。这个纹理必须使用一个等角投影(类似于"
"[PanoramaSkyMaterial])。 该纹理的颜色将被[i]添加[/i]到现有的天空颜色中,并将"
"乘以 [member sky_energy_multiplier] 和 [member sky_cover_modulate]。这主要适用"
"于显示夜晚的星星,但也可以用来显示白天或夜晚的云彩(具有非物理精确性的外观)。"
msgid ""
"The tint to apply to the [member sky_cover] texture. This can be used to "
"change the sky cover's colors or opacity independently of the sky energy, "
"which is useful for day/night or weather transitions. Only effective if a "
"texture is defined in [member sky_cover]."
msgstr ""
"应用于 [member sky_cover] 纹理的色调。可用于改变天空覆盖的颜色或不透明度,不受"
"天空能量的影响,对于昼夜转换或天气转换很有用。只有在 [member sky_cover] 中定义"
"了纹理时才有效。"
msgid ""
"How quickly the [member sky_horizon_color] fades into the [member "
"sky_top_color]."
msgstr "从 [member sky_horizon_color] 渐变到 [member sky_top_color] 的速度。"
msgid "Multiplier for sky color. A higher value will make the sky brighter."
msgstr "天空颜色的倍数。值越高天空越亮。"
msgid "Color of the sky at the horizon. Blends with [member sky_top_color]."
msgstr "天空在地平线处的颜色。会与 [member sky_top_color] 混合。"
msgid "Color of the sky at the top. Blends with [member sky_horizon_color]."
msgstr "天空在顶部的颜色。会与 [member sky_horizon_color] 混合。"
msgid "Distance from center of sun where it fades out completely."
msgstr "太阳完全淡出消失的位置与太阳中心的距离。"
msgid ""
"How quickly the sun fades away between the edge of the sun disk and [member "
"sun_angle_max]."
msgstr "在太阳圆盘边缘和 [member sun_angle_max] 之间,太阳消失得有多快。"
msgid "A control used for visual representation of a percentage."
msgstr "将百分比可视化表示的控件。"
msgid ""
"A control used for visual representation of a percentage. Shows fill "
"percentage from right to left."
msgstr "将百分比可视化表示的控件。显示从右到左的填充百分比。"
msgid "The fill direction. See [enum FillMode] for possible values."
msgstr "填充方向。可能的取值见 [enum FillMode]。"
msgid "If [code]true[/code], the fill percentage is displayed on the bar."
msgstr "为 [code]true[/code] 时,将在进度条上显示百分比。"
msgid ""
"The progress bar fills from begin to end horizontally, according to the "
"language direction. If [method Control.is_layout_rtl] returns [code]false[/"
"code], it fills from left to right, and if it returns [code]true[/code], it "
"fills from right to left."
msgstr ""
"进度条从开头到结尾水平填充,开头和结尾的位置取决于语言的方向。如果 [method "
"Control.is_layout_rtl] 返回 [code]false[/code] 则为从左至右填充,如果返回 "
"[code]true[/code] 则为从右至左填充。"
msgid ""
"The progress bar fills from end to begin horizontally, according to the "
"language direction. If [method Control.is_layout_rtl] returns [code]false[/"
"code], it fills from right to left, and if it returns [code]true[/code], it "
"fills from left to right."
msgstr ""
"进度条从结尾到开头水平填充,开头和结尾的位置取决于语言的方向。如果 [method "
"Control.is_layout_rtl] 返回 [code]false[/code] 则为从左至右填充,如果返回 "
"[code]true[/code] 则为从右至左填充。"
msgid "The progress fills from top to bottom."
msgstr "进度从上到下填充。"
msgid "The progress fills from bottom to top."
msgstr "进度从下到上填充。"
msgid "The color of the text."
msgstr "文本的颜色。"
msgid "The tint of text outline of the [ProgressBar]."
msgstr "[ProgressBar] 的文本轮廓的色调。"
msgid ""
"Font used to draw the fill percentage if [member show_percentage] is "
"[code]true[/code]."
msgstr ""
"[member show_percentage] 为 [code]true[/code] 时,用于绘制填充百分比的字体。"
msgid ""
"Font size used to draw the fill percentage if [member show_percentage] is "
"[code]true[/code]."
msgstr ""
"[member show_percentage] 为 [code]true[/code] 时,用于绘制填充百分比的字体。"
msgid "The style of the background."
msgstr "背景的样式。"
msgid "The style of the progress (i.e. the part that fills the bar)."
msgstr "进度的样式(即填充进度条的部分)。"
msgid "A 4×4 matrix for 3D projective transformations."
msgstr "用于 3D 投影变换的 4×4 矩阵。"
msgid ""
"A 4x4 matrix used for 3D projective transformations. It can represent "
"transformations such as translation, rotation, scaling, shearing, and "
"perspective division. It consists of four [Vector4] columns.\n"
"For purely linear transformations (translation, rotation, and scale), it is "
"recommended to use [Transform3D], as it is more performant and requires less "
"memory.\n"
"Used internally as [Camera3D]'s projection matrix."
msgstr ""
"用于 3D 投影变换的 4×4 矩阵,可以表示平移、旋转、缩放、剪切和透视分割等变换,"
"由四个 [Vector4] 列组成。\n"
"对于纯粹的线性变换(平移、旋转和缩放),建议使用 [Transform3D],因为它的性能更"
"强,内存占用更少。\n"
"在内部作为 [Camera3D] 的投影矩阵使用。"
msgid ""
"Constructs a default-initialized [Projection] set to [constant IDENTITY]."
msgstr "构造默认初始化为 [constant IDENTITY] 的 [Projection]。"
msgid "Constructs a [Projection] as a copy of the given [Projection]."
msgstr "构造给定 [Projection] 的副本。"
msgid "Constructs a Projection as a copy of the given [Transform3D]."
msgstr "将 Projection 作为给定 [Transform3D] 的副本进行构造。"
msgid "Constructs a Projection from four [Vector4] values (matrix columns)."
msgstr "从四个 [Vector4] 值(矩阵列)构造 Projection。"
msgid ""
"Creates a new [Projection] that projects positions from a depth range of "
"[code]-1[/code] to [code]1[/code] to one that ranges from [code]0[/code] to "
"[code]1[/code], and flips the projected positions vertically, according to "
"[param flip_y]."
msgstr ""
"创建新的 [Projection],将位置从深度 [code]-1[/code] 到 [code]1[/code] 的范围投"
"影到 [code]0[/code] 到 [code]1[/code] 的范围,并将投影后的位置根据 [param "
"flip_y] 垂直翻转。"
msgid ""
"Creates a new [Projection] that scales a given projection to fit around a "
"given [AABB] in projection space."
msgstr ""
"创建新的 [Projection],将给定的投影进行缩放,从而适应投影空间中的给定 [AABB]。"
msgid ""
"Creates a new [Projection] for projecting positions onto a head-mounted "
"display with the given X:Y aspect ratio, distance between eyes, display "
"width, distance to lens, oversampling factor, and depth clipping planes.\n"
"[param eye] creates the projection for the left eye when set to 1, or the "
"right eye when set to 2."
msgstr ""
"创建新的 [Projection],将位置投影至头戴显示器中,使用给定的 X:Y 纵横比、双眼间"
"距、显示器宽度、到镜头的距离、过采样系数以及深度裁剪平面。\n"
"[param eye] 设为 1 时创建的是左眼投影,设为 2 时则为右眼。"
msgid ""
"Creates a new [Projection] that projects positions in a frustum with the "
"given clipping planes."
msgstr ""
"创建新的 [Projection],将位置投影至平截头台中,平截头台由给定的裁剪平面指定。"
msgid ""
"Creates a new [Projection] that projects positions in a frustum with the "
"given size, X:Y aspect ratio, offset, and clipping planes.\n"
"[param flip_fov] determines whether the projection's field of view is flipped "
"over its diagonal."
msgstr ""
"创建新的 [Projection]将位置投影至平截头台中平截头台由给定的大小、X:Y 纵横"
"比、偏移量以及裁剪平面指定。\n"
"[param flip_fov] 决定投影视野是否按对角线翻转。"
msgid ""
"Creates a new [Projection] that projects positions into the given [Rect2]."
msgstr "创建新的 [Projection],将位置投影至给定的 [Rect2]。"
msgid ""
"Creates a new [Projection] that projects positions using an orthogonal "
"projection with the given clipping planes."
msgstr "创建新的 [Projection],使用给定裁剪平面的正交投影对位置进行投影。"
msgid ""
"Creates a new [Projection] that projects positions using an orthogonal "
"projection with the given size, X:Y aspect ratio, and clipping planes.\n"
"[param flip_fov] determines whether the projection's field of view is flipped "
"over its diagonal."
msgstr ""
"创建新的 [Projection]使用正交投影对位置进行投影正交投影由给定的大小、X:Y "
"纵横比以及裁剪平面指定。\n"
"[param flip_fov] 决定投影视野是否按对角线翻转。"
msgid ""
"Creates a new [Projection] that projects positions using a perspective "
"projection with the given Y-axis field of view (in degrees), X:Y aspect "
"ratio, and clipping planes.\n"
"[param flip_fov] determines whether the projection's field of view is flipped "
"over its diagonal."
msgstr ""
"创建新的 [Projection],使用透视投影对位置进行投影,透视投影由给定的 Y 轴视野"
"单位为度、X:Y 纵横比以及裁剪平面指定。\n"
"[param flip_fov] 决定投影视野是否按对角线翻转。"
msgid ""
"Creates a new [Projection] that projects positions using a perspective "
"projection with the given Y-axis field of view (in degrees), X:Y aspect "
"ratio, and clipping distances. The projection is adjusted for a head-mounted "
"display with the given distance between eyes and distance to a point that can "
"be focused on.\n"
"[param eye] creates the projection for the left eye when set to 1, or the "
"right eye when set to 2.\n"
"[param flip_fov] determines whether the projection's field of view is flipped "
"over its diagonal."
msgstr ""
"创建新的 [Projection],使用透视投影对位置进行投影,透视投影由给定的 Y 轴视野"
"单位为度、X:Y 纵横比以及裁剪平面指定。投影会针对头戴显示器进行调整,使用给"
"定的双眼间距以及与能够聚焦的点的距离。\n"
"[param eye] 设为 1 时创建的是左眼投影,设为 2 时则为右眼。\n"
"[param flip_fov] 决定投影视野是否按对角线翻转。"
msgid ""
"Returns a scalar value that is the signed factor by which areas are scaled by "
"this matrix. If the sign is negative, the matrix flips the orientation of the "
"area.\n"
"The determinant can be used to calculate the invertibility of a matrix or "
"solve linear systems of equations involving the matrix, among other "
"applications."
msgstr ""
"返回一个标量值,该标量值是区域被该矩阵缩放的有符号系数。如果符号是负的,则矩阵"
"翻转该区域的方向。\n"
"行列式可用于计算矩阵的可逆性或求解涉及矩阵的线性方程组,以及其他应用。"
msgid ""
"Returns a copy of this [Projection] with the signs of the values of the Y "
"column flipped."
msgstr "返回这个 [Projection] 的副本Y 列中数值的符号都进行了翻转。"
msgid "Returns the X:Y aspect ratio of this [Projection]'s viewport."
msgstr "返回该 [Projection] 视口的 X:Y 纵横比。"
msgid ""
"Returns the dimensions of the far clipping plane of the projection, divided "
"by two."
msgstr "返回投影远裁剪平面的尺寸除以二。"
msgid "Returns the horizontal field of view of the projection (in degrees)."
msgstr "返回该投影的水平视野(单位为度)。"
msgid ""
"Returns the vertical field of view of the projection (in degrees) associated "
"with the given horizontal field of view (in degrees) and aspect ratio."
msgstr ""
"返回与给定水平视场(以度为单位)和长宽比相关联的投影的垂直视场(以度为单位)。"
msgid ""
"Returns the factor by which the visible level of detail is scaled by this "
"[Projection]."
msgstr "返回这个 [Projection] 对可见细节级别的缩放系数。"
msgid ""
"Returns the number of pixels with the given pixel width displayed per meter, "
"after this [Projection] is applied."
msgstr "在该 [Projection] 被应用后,返回每米显示的具有给定像素宽度的像素数。"
msgid ""
"Returns the clipping plane of this [Projection] whose index is given by "
"[param plane].\n"
"[param plane] should be equal to one of [constant PLANE_NEAR], [constant "
"PLANE_FAR], [constant PLANE_LEFT], [constant PLANE_TOP], [constant "
"PLANE_RIGHT], or [constant PLANE_BOTTOM]."
msgstr ""
"返回这个 [Projection] 的裁剪平面,索引由 [param plane] 给定。\n"
"[param plane] 应该等于 [constant PLANE_NEAR]、[constant PLANE_FAR]、[constant "
"PLANE_LEFT]、[constant PLANE_TOP]、[constant PLANE_RIGHT] 或 [constant "
"PLANE_BOTTOM]。"
msgid ""
"Returns the dimensions of the viewport plane that this [Projection] projects "
"positions onto, divided by two."
msgstr "返回视口平面的尺寸除以二,这个 [Projection] 会把位置投影至该平面。"
msgid ""
"Returns the distance for this [Projection] beyond which positions are clipped."
msgstr "返回该 [Projection] 中的距离,超过这个距离的位置会被裁剪。"
msgid ""
"Returns the distance for this [Projection] before which positions are clipped."
msgstr "返回该 [Projection] 中的距离,未达到这个距离的位置会被裁剪。"
msgid ""
"Returns a [Projection] that performs the inverse of this [Projection]'s "
"projective transformation."
msgstr "返回执行这个 [Projection] 的逆投影变换的 [Projection]。"
msgid ""
"Returns [code]true[/code] if this [Projection] performs an orthogonal "
"projection."
msgstr "如果该 [Projection] 进行的是正交投影,则返回 [code]true[/code]。"
msgid ""
"Returns a [Projection] with the X and Y values from the given [Vector2] added "
"to the first and second values of the final column respectively."
msgstr ""
"返回一个 [Projection]X 和 Y 的取值由给定的 [Vector2] 和最后一列中对应的第一"
"个和第二个值相加而来。"
msgid ""
"Returns a [Projection] with the near clipping distance adjusted to be [param "
"new_znear].\n"
"[b]Note:[/b] The original [Projection] must be a perspective projection."
msgstr ""
"返回一个 [Projection],将其近裁剪距离调整为 [param new_znear]。\n"
"[b]注意:[/b]原始的 [Projection] 必须为透视投影。"
msgid ""
"The projection matrix's W vector (column 3). Equivalent to array index "
"[code]3[/code]."
msgstr "投影矩阵的 W 向量(第 3 列)。相当于数组索引 [code]3[/code]。"
msgid ""
"The projection matrix's X vector (column 0). Equivalent to array index "
"[code]0[/code]."
msgstr "投影矩阵的 X 向量(第 0 列)。相当于数组索引 [code]0[/code]。"
msgid ""
"The projection matrix's Y vector (column 1). Equivalent to array index "
"[code]1[/code]."
msgstr "投影矩阵的 Y 向量(第 1 列)。相当于数组索引 [code]1[/code]。"
msgid ""
"The projection matrix's Z vector (column 2). Equivalent to array index "
"[code]2[/code]."
msgstr "投影矩阵的 Z 向量(第 2 列)。相当于数组索引 [code]2[/code]。"
msgid "The index value of the projection's near clipping plane."
msgstr "该投影的近裁剪平面的索引值。"
msgid "The index value of the projection's far clipping plane."
msgstr "该投影的远裁剪平面的索引值。"
msgid "The index value of the projection's left clipping plane."
msgstr "该投影的左裁剪平面的索引值。"
msgid "The index value of the projection's top clipping plane."
msgstr "该投影的上裁剪平面的索引值。"
msgid "The index value of the projection's right clipping plane."
msgstr "该投影的右裁剪平面的索引值。"
msgid "The index value of the projection bottom clipping plane."
msgstr "该投影的下裁剪平面的索引值。"
msgid ""
"A [Projection] with no transformation defined. When applied to other data "
"structures, no transformation is performed."
msgstr "未定义变换的 [Projection]。对其他数据结构使用时,不会进行任何变换。"
msgid ""
"A [Projection] with all values initialized to 0. When applied to other data "
"structures, they will be zeroed."
msgstr ""
"所有值都初始化为 0 的 [Projection]。对其他数据结构使用时,会进行清零操作。"
msgid ""
"Returns [code]true[/code] if the projections are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, this may return "
"[code]true[/code], even if the projections are virtually equal. An "
"[code]is_equal_approx[/code] method may be added in a future version of Godot."
msgstr ""
"如果投影不相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点精度误差,即使投影实际上相等,也可能会返回 [code]true[/"
"code] 。可能会在 Godot 的未来版本中添加 [code]is_equal_approx[/code] 方法。"
msgid ""
"Returns a [Projection] that applies the combined transformations of this "
"[Projection] and [param right]."
msgstr ""
"返回一个 [Projection],应用了这个 [Projection] 和 [param right] 的组合变换。"
msgid "Projects (multiplies) the given [Vector4] by this [Projection] matrix."
msgstr "使用这个 [Projection] 矩阵将给定的 [Vector4] 进行投影(相乘)。"
msgid ""
"Returns [code]true[/code] if the projections are equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, this may return "
"[code]false[/code], even if the projections are virtually equal. An "
"[code]is_equal_approx[/code] method may be added in a future version of Godot."
msgstr ""
"如果投影相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点精度错误,即使投影实际上相等,也可能会返回 [code]false[/"
"code]。可能会在 Godot 的未来版本中添加 [code]is_equal_approx[/code] 方法。"
msgid ""
"Returns the column of the [Projection] with the given index.\n"
"Indices are in the following order: x, y, z, w."
msgstr ""
"返回具有给定索引的 [Projection] 的列。\n"
"索引按以下顺序排列x、y、z、w。"
msgid "Stores globally-accessible variables."
msgstr "存储全局变量。"
msgid ""
"Stores variables that can be accessed from everywhere. Use [method "
"get_setting], [method set_setting] or [method has_setting] to access them. "
"Variables stored in [code]project.godot[/code] are also loaded into "
"[ProjectSettings], making this object very useful for reading custom game "
"configuration options.\n"
"When naming a Project Settings property, use the full path to the setting "
"including the category. For example, [code]\"application/config/name\"[/code] "
"for the project name. Category and property names can be viewed in the "
"Project Settings dialog.\n"
"[b]Feature tags:[/b] Project settings can be overridden for specific "
"platforms and configurations (debug, release, ...) using [url=$DOCS_URL/"
"tutorials/export/feature_tags.html]feature tags[/url].\n"
"[b]Overriding:[/b] Any project setting can be overridden by creating a file "
"named [code]override.cfg[/code] in the project's root directory. This can "
"also be used in exported projects by placing this file in the same directory "
"as the project binary. Overriding will still take the base project "
"settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/"
"url] in account. Therefore, make sure to [i]also[/i] override the setting "
"with the desired feature tags if you want them to override base project "
"settings on all platforms and configurations."
msgstr ""
"储存可以从任何地方访问的变量。请使用 [method get_setting]、[method "
"set_setting]、[method has_setting] 访问。存储在 [code]project.godot[/code] 中"
"的变量也会被加载到 [ProjectSettings] 中,因此这个对象常用于读取自定义游戏配置"
"选项。\n"
"指定“项目设置”的属性时,请使用设置的完整路径,包括类别。例如项目名称应使用 "
"[code]\"application/config/name\"[/code]。类别和属性名称可以在“项目设置”对话框"
"中查看。\n"
"[b]特性标签:[/b]可以使用[url=$DOCS_URL/tutorials/export/feature_tags.html]特"
"性标签[/url]来针对特定的平台和配置(调试、发布……)做项目设置的覆盖。\n"
"[b]覆盖:[/b]在项目的根目录下创建名为 [code]override.cfg[/code] 的文件,就可以"
"对任意项目设置进行覆盖。对于已导出的项目,把这个文件放在与项目二进制文件相同的"
"目录下,也可以达到覆盖的目的。覆盖时仍会考虑基础项目设置的[url=$DOCS_URL/"
"tutorials/export/feature_tags.html]特性标签[/url]。因此,如果你想让它们在所有"
"平台和配置上覆盖基础项目设置,请确保[i]也用[/i]所需的特性标签覆盖该设置。"
msgid ""
"Adds a custom property info to a property. The dictionary must contain:\n"
"- [code]\"name\"[/code]: [String] (the property's name)\n"
"- [code]\"type\"[/code]: [int] (see [enum Variant.Type])\n"
"- optionally [code]\"hint\"[/code]: [int] (see [enum PropertyHint]) and "
"[code]\"hint_string\"[/code]: [String]\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"ProjectSettings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"ProjectSettings.add_property_info(property_info)\n"
"[/gdscript]\n"
"[csharp]\n"
"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n"
"\n"
"var propertyInfo = new Godot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", (int)Variant.Type.Int},\n"
" {\"hint\", (int)PropertyHint.Enum},\n"
" {\"hint_string\", \"one,two,three\"},\n"
"};\n"
"\n"
"ProjectSettings.AddPropertyInfo(propertyInfo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"为某个属性添加自定义属性信息。字典必须包含:\n"
"- [code]\"name\"[/code][String](属性名称)\n"
"- [code]\"type\"[/code][int](见 [enum Variant.Type]\n"
"- 可选的 [code]\"hint\"[/code][int](见 [enum PropertyHint])和 "
"[code]\"hint_string\"[/code][String]\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"ProjectSettings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"ProjectSettings.add_property_info(property_info)\n"
"[/gdscript]\n"
"[csharp]\n"
"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n"
"\n"
"var propertyInfo = new Godot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", (int)Variant.Type.Int},\n"
" {\"hint\", (int)PropertyHint.Enum},\n"
" {\"hint_string\", \"one,two,three\"},\n"
"};\n"
"\n"
"ProjectSettings.AddPropertyInfo(propertyInfo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Clears the whole configuration (not recommended, may break things)."
msgstr "清除整个配置(不推荐,可能会弄坏东西)。"
msgid ""
"Returns an [Array] of registered global classes. Each global class is "
"represented as a [Dictionary] that contains the following entries:\n"
"- [code]base[/code] is a name of the base class;\n"
"- [code]class[/code] is a name of the registered global class;\n"
"- [code]icon[/code] is a path to a custom icon of the global class, if it has "
"any;\n"
"- [code]language[/code] is a name of a programming language in which the "
"global class is written;\n"
"- [code]path[/code] is a path to a file containing the global class.\n"
"[b]Note:[/b] Both the script and the icon paths are local to the project "
"filesystem, i.e. they start with [code]res://[/code]."
msgstr ""
"返回已注册的全局类的 [Array]。每个全局类都被表示为包含以下条目的 "
"[Dictionary]\n"
"- [code]base[/code] 是基类的名称;\n"
"- [code]class[/code] 是被注册的全局类的名称;\n"
"- [code]icon[/code] 是全局类自定义图标的路径,如果有的话;\n"
"- [code]language[/code] 是编写全局类的编程语言的名称;\n"
"- [code]path[/code] 是包含全局类的文件的路径。\n"
"[b]注意:[/b]脚本和图标路径都是项目文件系统的本地路径,即它们以 [code]res://[/"
"code] 开头。"
msgid ""
"Returns the order of a configuration value (influences when saved to the "
"config file)."
msgstr "返回配置值的顺序(保存到配置文件时会产生影响)。"
msgid ""
"Returns the value of the setting identified by [param name]. If the setting "
"doesn't exist and [param default_value] is specified, the value of [param "
"default_value] is returned. Otherwise, [code]null[/code] is returned.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
"print(ProjectSettings.get_setting(\"application/config/custom_description\", "
"\"No description specified.\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(ProjectSettings.GetSetting(\"application/config/name\"));\n"
"GD.Print(ProjectSettings.GetSetting(\"application/config/"
"custom_description\", \"No description specified.\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method doesn't take potential feature overrides into "
"account automatically. Use [method get_setting_with_override] to handle "
"seamlessly."
msgstr ""
"返回由名称 [param name] 标识的设置项的值。如果该设置项不存在,并且指定了默认"
"值 [param default_value],则会返回 [param default_value] 的值。否则返回 "
"[code]null[/code]。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
"print(ProjectSettings.get_setting(\"application/config/custom_description\", "
"\"未指定描述。\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(ProjectSettings.GetSetting(\"application/config/name\"));\n"
"GD.Print(ProjectSettings.GetSetting(\"application/config/"
"custom_description\", \"未指定描述。\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]这个方法不会自动考虑可能的特性覆盖项。如需无缝处理,请使用 "
"[method get_setting_with_override]。"
msgid ""
"Similar to [method get_setting], but applies feature tag overrides if any "
"exists and is valid.\n"
"[b]Example:[/b]\n"
"If the following setting override exists \"application/config/name.windows\", "
"and the following code is executed:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(ProjectSettings.get_setting_with_override(\"application/config/"
"name\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(ProjectSettings.GetSettingWithOverride(\"application/config/"
"name\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Then the overridden setting will be returned instead if the project is "
"running on the [i]Windows[/i] operating system."
msgstr ""
"类似于 [method get_setting],但会应用有效的特性标签覆盖项。\n"
"[b]示例:[/b]\n"
"如果存在设置覆盖项“application/config/name.windows”并且执行了下列代码\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(ProjectSettings.get_setting_with_override(\"application/config/"
"name\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(ProjectSettings.GetSettingWithOverride(\"application/config/"
"name\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"那么项目在 [i]Windows[/i] 操作系统上运行时会返回覆盖的设置值。"
msgid ""
"Returns the absolute, native OS path corresponding to the localized [param "
"path] (starting with [code]res://[/code] or [code]user://[/code]). The "
"returned path will vary depending on the operating system and user "
"preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] to see what those paths convert to. See also [method "
"localize_path].\n"
"[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work "
"in an exported project. Instead, prepend the executable's base directory to "
"the path when running from an exported project:\n"
"[codeblock]\n"
"var path = \"\"\n"
"if OS.has_feature(\"editor\"):\n"
" # Running from an editor binary.\n"
" # `path` will contain the absolute path to `hello.txt` located in the "
"project root.\n"
" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
"else:\n"
" # Running from an exported project.\n"
" # `path` will contain the absolute path to `hello.txt` next to the "
"executable.\n"
" # This is *not* identical to using `ProjectSettings.globalize_path()` "
"with a `res://` path,\n"
" # but is close enough in spirit.\n"
" path = OS.get_executable_path().get_base_dir().path_join(\"hello.txt\")\n"
"[/codeblock]"
msgstr ""
"返回与本地化 [param path](以 [code]res://[/code] 或 [code]user://[/code] 开"
"头)相对应的绝对原生 OS 路径。返回的路径将因操作系统和用户首选项而异。 请参阅"
"[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/url]以"
"查看这些路径转换成的内容。另请参阅 [method localize_path]。\n"
"[b]注意:[/b]对 [code]res://[/code] 调用 [method globalize_path] 在导出的项目"
"中不会起作用。而是,当从导出的项目运行时,将可执行文件的基目录添加到路径中:\n"
"[codeblock]\n"
"var path = \"\"\n"
"if OS.has_feature(\"editor\"):\n"
" # 从编辑器二进制文件运行。\n"
" # `path` 将包含位于项目根目录中的 `hello.txt` 的绝对路径。\n"
" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
"else:\n"
" # 从导出的项目运行。\n"
" # `path` 将包含可执行文件旁边的 `hello.txt` 的绝对路径。\n"
" # 这与使用 `ProjectSettings.globalize_path()` 和 `res://` 路径*不*相同,\n"
" # 但在目的上足够接近。\n"
" path = OS.get_executable_path().get_base_dir().path_join(\"hello.txt\")\n"
"[/codeblock]"
msgid "Returns [code]true[/code] if a configuration value is present."
msgstr "配置值存在时返回 [code]true[/code]。"
msgid ""
"Loads the contents of the .pck or .zip file specified by [param pack] into "
"the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on "
"success.\n"
"[b]Note:[/b] If a file from [param pack] shares the same path as a file "
"already in the resource filesystem, any attempts to load that file will use "
"the file from [param pack] unless [param replace_files] is set to "
"[code]false[/code].\n"
"[b]Note:[/b] The optional [param offset] parameter can be used to specify the "
"offset in bytes to the start of the resource pack. This is only supported "
"for .pck files."
msgstr ""
"将 [param pack] 指定的 .pck 或 .zip 文件的内容,加载到资源文件系统"
"[code]res://[/code])。成功时返回 [code]true[/code]。\n"
"[b]注意:[/b]如果来自 [param pack] 的文件与资源文件系统中已有的文件路径相同,"
"则任何加载该文件的尝试,都将使用来自 [param pack] 的文件,除非 [param "
"replace_files] 被设置为 [code]false[/code]。\n"
"[b]注意:[/b]可选的 [param offset] 参数可用于指定资源包开头的字节偏移量。这只"
"支持 .pck 文件。"
msgid ""
"Returns the localized path (starting with [code]res://[/code]) corresponding "
"to the absolute, native OS [param path]. See also [method globalize_path]."
msgstr ""
"返回对应于绝对本地操作系统 [param path] 的本地化路径(以 [code]res://[/code] "
"开头)。另见 [method globalize_path]。"
msgid ""
"Saves the configuration to the [code]project.godot[/code] file.\n"
"[b]Note:[/b] This method is intended to be used by editor plugins, as "
"modified [ProjectSettings] can't be loaded back in the running app. If you "
"want to change project settings in exported projects, use [method "
"save_custom] to save [code]override.cfg[/code] file."
msgstr ""
"将配置保存到 [code]project.godot[/code] 文件中。\n"
"[b]注意:[/b]此方法是为编辑器插件使用的,因为修改后的 [ProjectSettings] 无法在"
"运行的应用程序中加载回来。如果要更改导出项目中的项目设置,请使用 [method "
"save_custom] 保存 [code]override.cfg[/code] 文件。"
msgid ""
"Saves the configuration to a custom file. The file extension must be [code]."
"godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/"
"code] (to save in binary format). You can also save [code]override.cfg[/code] "
"file, which is also text, but can be used in exported projects unlike other "
"formats."
msgstr ""
"将配置保存到自定义文件。文件扩展名必须是 [code].godot[/code](以基于文本的 "
"[ConfigFile] 格式保存)或 [code].binary[/code](以二进制格式保存)。你也可以保"
"存为 [code]override.cfg[/code] 文件,它也是文本,但与其他格式不同,可以在导出"
"的项目中使用。"
msgid ""
"Defines if the specified setting is considered basic or advanced. Basic "
"settings will always be shown in the project settings. Advanced settings will "
"only be shown if the user enables the \"Advanced Settings\" option."
msgstr ""
"决定指定的设置是基本设置还是高级设置。项目设置中始终显示基本设置。高级设置仅在"
"用户启用“高级设置”选项时显示。"
msgid ""
"Defines if the specified setting is considered internal. An internal setting "
"won't show up in the Project Settings dialog. This is mostly useful for "
"addons that need to store their own internal settings without exposing them "
"directly to the user."
msgstr ""
"决定指定的设置是否为内部设置。内部设置不会在“项目设置”对话框中出现。常用于插"
"件,用来存储内部设置,避免直接暴露给用户。"
msgid ""
"Sets the specified setting's initial value. This is the value the setting "
"reverts to."
msgstr "设置指定设置的初始值。这是属性恢复到的值。"
msgid ""
"Sets the order of a configuration value (influences when saved to the config "
"file)."
msgstr "设置配置值的顺序(保存到配置文件时会产生影响)。"
msgid ""
"Sets whether a setting requires restarting the editor to properly take "
"effect.\n"
"[b]Note:[/b] This is just a hint to display to the user that the editor must "
"be restarted for changes to take effect. Enabling [method "
"set_restart_if_changed] does [i]not[/i] delay the setting being set when "
"changed."
msgstr ""
"设置一个设置是否需要重新启动编辑器才能正确生效。\n"
"[b]注意:[/b]这只是向用户显示的提示,提示必须重新启动编辑器才能使更改生效。启"
"用 [method set_restart_if_changed] [i]不[/i]会延迟在更改时设置的设置。"
msgid ""
"Sets the value of a setting.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
"[/gdscript]\n"
"[csharp]\n"
"ProjectSettings.SetSetting(\"application/config/name\", \"Example\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This can also be used to erase custom project settings. To do this change the "
"setting value to [code]null[/code]."
msgstr ""
"设置设置项的值。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
"[/gdscript]\n"
"[csharp]\n"
"ProjectSettings.SetSetting(\"application/config/name\", \"Example\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"也可以用来擦除自定义项目设置。方法是将设置项的值设置为 [code]null[/code]。"
msgid "Background color for the boot splash."
msgstr "启动界面的背景色。"
msgid ""
"If [code]true[/code], scale the boot splash image to the full window size "
"(preserving the aspect ratio) when the engine starts. If [code]false[/code], "
"the engine will leave it at the default pixel size."
msgstr ""
"如果为 [code]true[/code],引擎启动时会将启动界面图像缩放到整个窗口的大小(保持"
"长宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。"
msgid ""
"Path to an image used as the boot splash. If left empty, the default Godot "
"Engine splash will be displayed instead.\n"
"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is "
"[code]true[/code].\n"
"[b]Note:[/b] The only supported format is PNG. Using another image format "
"will result in an error."
msgstr ""
"图像的路径,会作为启动画面使用。留空时将使用默认的 Godot 引擎启动画面。\n"
"[b]注意:[/b]仅在 [member application/boot_splash/show_image] 为 [code]true[/"
"code] 时有效。\n"
"[b]注意:[/b]只支持 PNG 格式。使用其他图像格式会导致出错。"
msgid ""
"Minimum boot splash display time (in milliseconds). It is not recommended to "
"set too high values for this setting."
msgstr "启动画面的最小显示时间(单位为毫秒)。不建议设置为过高的值。"
msgid ""
"If [code]true[/code], displays the image specified in [member application/"
"boot_splash/image] when the engine starts. If [code]false[/code], only "
"displays the plain color specified in [member application/boot_splash/"
"bg_color]."
msgstr ""
"如果为 [code]true[/code],将在引擎启动时显示 [member application/boot_splash/"
"image] 所指定的图像。为 [code]false[/code] 时,仅显示 [member application/"
"boot_splash/bg_color] 所指定的纯色。"
msgid ""
"If [code]true[/code], applies linear filtering when scaling the image "
"(recommended for high-resolution artwork). If [code]false[/code], uses "
"nearest-neighbor interpolation (recommended for pixel art)."
msgstr ""
"如果为 [code]true[/code],则在缩放图像时会应用线性过滤(推荐用于高分辨率图"
"稿)。如果为 [code]false[/code],则使用最近邻插值(推荐用于像素画)。"
msgid ""
"If [code]true[/code], the application automatically accepts quitting requests."
msgstr "如果为 [code]true[/code],则该应用程序会自动接受退出请求。"
msgid ""
"This user directory is used for storing persistent data ([code]user://[/code] "
"filesystem). If a custom directory name is defined, this name will be "
"appended to the system-specific user data directory (same parent folder as "
"the Godot configuration folder documented in [method OS.get_user_data_dir]).\n"
"The [member application/config/use_custom_user_dir] setting must be enabled "
"for this to take effect."
msgstr ""
"该用户目录用于存储持久数据([code]user://[/code] 文件系统)。如果定义了自定义"
"目录名称,则该名称将被追加到系统特定的用户数据目录(与 [method OS."
"get_user_data_dir] 中记录的 Godot 配置文件夹相同的父文件夹)。\n"
"[member application/config/use_custom_user_dir] 设置必须被启用,该设置才能生"
"效。"
msgid ""
"The project's description, displayed as a tooltip in the Project Manager when "
"hovering the project."
msgstr "项目的描述,在项目管理器中悬停时显示为工具提示。"
msgid ""
"Icon used for the project, set when project loads. Exporters will also use "
"this icon as a fallback if necessary."
msgstr ""
"项目所使用的图标,在项目加载时设置。导出器也会在必要时使用此图标作为回退。"
msgid ""
"Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
"This is done automatically on start by calling [method DisplayServer."
"set_native_icon]."
msgstr ""
"设置 macOS 上游戏的图标,使用 [code].icns[/code] 图标集格式。启动时会通过调用 "
"[method DisplayServer.set_native_icon] 自动完成。"
msgid ""
"The project's name. It is used both by the Project Manager and by exporters. "
"The project name can be translated by translating its value in localization "
"files. The window title will be set to match the project name automatically "
"on startup.\n"
"[b]Note:[/b] Changing this value will also change the user data folder's path "
"if [member application/config/use_custom_user_dir] is [code]false[/code]. "
"After renaming the project, you will no longer be able to access existing "
"data in [code]user://[/code] unless you rename the old folder to match the "
"new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/"
"url] in the documentation for more information."
msgstr ""
"项目名称。会在项目管理器和导出器中使用。可以通过翻译本地化文件中的值来翻译项目"
"名称。窗口标题将设置为在启动时自动匹配项目名称。\n"
"[b]注意:[/b]如果 [member application/config/use_custom_user_dir] 为 "
"[code]false[/code],更改此值也会更改用户数据文件夹的路径。重命名项目后,你将无"
"法再访问 [code]user://[/code] 中的现有数据,除非你重命名旧文件夹以匹配新项目名"
"称。有关更多信息,请参阅文档中的 [url=$DOCS_URL/tutorials/io/data_paths.html]"
"《数据路径》[/url]。"
msgid ""
"Translations of the project's name. This setting is used by OS tools to "
"translate application name on Android, iOS and macOS."
msgstr ""
"项目名称的翻译。操作系统工具会使用此设置来翻译 Android、iOS 和 macOS 上的应用"
"程序名称。"
msgid ""
"Specifies a file to override project settings. For example: [code]user://"
"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] class "
"description at the top for more information.\n"
"[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
"code] will still be read to override the project settings."
msgstr ""
"指定一个文件来覆盖项目设置。例如:[code]user://custom_settings.cfg[/code]。参"
"见 [ProjectSettings] 顶部类描述中的“Overriding”以获取更多信息。\n"
"[b]注意:[/b]不管这个设置的值如何,[code]res://override.cfg[/code] 仍然会被读"
"取来覆盖项目设置。"
msgid ""
"If [code]true[/code], the application quits automatically when navigating "
"back (e.g. using the system \"Back\" button on Android)."
msgstr ""
"如果为 [code]true[/code],则该应用程序会在导航返回时自动退出(例如在 Android "
"上使用系统“返回”键)。"
msgid ""
"If [code]true[/code], the project will save user data to its own user "
"directory. If [member application/config/custom_user_dir_name] is empty, "
"[code]<OS user data directory>/<project name>[/code] directory will be used. "
"If [code]false[/code], the project will save user data to [code]<OS user data "
"directory>/Godot/app_userdata/<project name>[/code].\n"
"See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-"
"user-data-user]File paths in Godot projects[/url]. This setting is only "
"effective on desktop platforms."
msgstr ""
"如果为 [code]true[/code],项目会将用户数据保存到它自己的用户目录中。如果 "
"[member application/config/custom_user_dir_name] 为空,将使用 [code]<操作系统"
"用户数据目录>/<项目名称>[/code] 目录。如果为 [code]false[/code],项目会将用户"
"数据保存到 [code]<操作系统用户数据目录>/Godot/app_userdata/<项目名称>[/"
"code]。\n"
"另见 [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-"
"data-user]Godot 项目中的文件路径[/url]。该设置仅在桌面平台上有效。"
msgid ""
"If [code]true[/code], the project will use a hidden directory ([code].godot[/"
"code]) for storing project-specific data (metadata, shader cache, etc.).\n"
"If [code]false[/code], a non-hidden directory ([code]godot[/code]) will be "
"used instead.\n"
"[b]Note:[/b] Restart the application after changing this setting.\n"
"[b]Note:[/b] Changing this value can help on platforms or with third-party "
"tools where hidden directory patterns are disallowed. Only modify this "
"setting if you know that your environment requires it, as changing the "
"default can impact compatibility with some external tools or plugins which "
"expect the default [code].godot[/code] folder."
msgstr ""
"如果为 [code]true[/code],该项目会使用隐藏目录([code].godot[/code])来存储项"
"目特定的数据(元数据、着色器缓存等)。\n"
"如果为 [code]false[/code],将改用非隐藏目录([code]godot[/code])。\n"
"[b]注意:[/b]请在更改此设置后重新启动应用程序。\n"
"[b]注意:[/b]修改这个值可能有助于在禁止使用隐藏目录模式的平台或第三方工具上使"
"用。但是,仅在你确定你的环境需要更改此设置时才进行修改,因为某些外部工具或插件"
"可能使用默认的 [code].godot[/code] 文件夹,因此更改默认设置可能会影响它们的使"
"用。"
msgid ""
"The project's human-readable version identifier. This is used by exporters if "
"the version identifier isn't overridden there. If [member application/config/"
"version] is an empty string and the version identifier isn't overridden in an "
"exporter, the exporter will use [code]1.0.0[/code] as a version identifier."
msgstr ""
"项目的人类可读版本标识符。如果导出器中没有覆盖版本标识符,就会使用这个标识符。"
"如果 [member application/config/version] 为空字符串,并且导出器中没有覆盖版本"
"标识符,则导出器会使用 [code]1.0.0[/code] 作为版本标识符。"
msgid ""
"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
"This is done automatically on start by calling [method DisplayServer."
"set_native_icon]."
msgstr ""
"设置 Windows 上游戏的图标,使用 [code].ico[/code] 图标集格式。启动时会通过调"
"用 [method DisplayServer.set_native_icon] 自动完成。"
msgid ""
"Time samples for frame deltas are subject to random variation introduced by "
"the platform, even when frames are displayed at regular intervals thanks to V-"
"Sync. This can lead to jitter. Delta smoothing can often give a better result "
"by filtering the input deltas to correct for minor fluctuations from the "
"refresh rate.\n"
"[b]Note:[/b] Delta smoothing is only attempted when [member display/window/"
"vsync/vsync_mode] is set to [code]enabled[/code], as it does not work well "
"without V-Sync.\n"
"It may take several seconds at a stable frame rate before the smoothing is "
"initially activated. It will only be active on machines where performance is "
"adequate to render frames at the refresh rate."
msgstr ""
"帧增量的时间样本可能会受到平台带来的随机影响,即使垂直同步能够让帧按照固定的间"
"隔显示也无济于事。因此可能导致卡顿。增量平滑通常能够带来更好的效果,会通过过滤"
"输入增量来修改刷新率带来的微小波动。\n"
"[b]注意:[/b]只会在 [member display/window/vsync/vsync_mode] 为 "
"[code]enabled[/code] 时尝试进行增量平滑,因为没有垂直同步时无法很好地工作。\n"
"最开始激活平滑前可能会需要有若干秒的稳定帧率。只会在性能足以让渲染帧与刷新率匹"
"配的机器上激活。"
msgid ""
"If [code]true[/code], disables printing to standard error. If [code]true[/"
"code], this also hides error and warning messages printed by [method "
"@GlobalScope.push_error] and [method @GlobalScope.push_warning]. See also "
"[member application/run/disable_stdout].\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"如果为 [code]true[/code],则禁用打印到标准错误。如果为 [code]true[/code],也会"
"隐藏由 [method @GlobalScope.push_error] 和 [method @GlobalScope.push_warning] "
"打印的错误和警告消息。另见 [member application/run/disable_stdout]。\n"
"对该设置项的更改将只在重新启动应用程序后生效。"
msgid ""
"If [code]true[/code], disables printing to standard output. This is "
"equivalent to starting the editor or project with the [code]--quiet[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
"argument[/url]. See also [member application/run/disable_stderr].\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"如果为 [code]true[/code],则禁用打印到标准输出。相当于使用 [code]--quiet[/"
"code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令行参数[/"
"url]启动编辑器或项目。另见 [member application/run/disable_stderr]。\n"
"对该设置项的更改将只在重新启动应用程序后生效。"
msgid ""
"If [code]true[/code], flushes the standard output stream every time a line is "
"printed. This affects both terminal logging and file logging.\n"
"When running a project, this setting must be enabled if you want logs to be "
"collected by service managers such as systemd/journalctl. This setting is "
"disabled by default on release builds, since flushing on every printed line "
"will negatively affect performance if lots of lines are printed in a rapid "
"succession. Also, if this setting is enabled, logged files will still be "
"written successfully if the application crashes or is otherwise killed by the "
"user (without being closed \"normally\").\n"
"[b]Note:[/b] Regardless of this setting, the standard error stream "
"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"如果为 [code]true[/code],则每次打印一行时刷新标准输出流。这会影响终端日志记录"
"和文件日志记录。\n"
"运行项目时,如果希望由 systemd/journalctl 等服务管理器收集日志,则必须启用此设"
"置。默认情况下,在发布版本中禁用此设置,因为如果快速连续打印大量行,则在每个打"
"印行上刷新都会对性能产生负面影响。此外,如果启用此设置,如果应用程序崩溃或以其"
"他方式被用户杀死(不会“正常”关闭),则仍会成功写入日志文件。\n"
"[b]注意:[/b]无论此设置如何,标准错误流 ([code]stderr[/code]) 在打印一行时总是"
"被刷新。\n"
"对此设置的更改只会在重新启动应用程序时应用。"
msgid ""
"Debug build override for [member application/run/flush_stdout_on_print], as "
"performance is less important during debugging.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"调试构建覆盖[member application/run/flush_stdout_on_print],因为在调试过程中性"
"能不那么重要。\n"
"仅在重新启动应用程序时才会应用此设置的更改。"
msgid ""
"If [code]true[/code], enables low-processor usage mode. This setting only "
"works on desktop platforms. The screen is not redrawn if nothing changes "
"visually. This is meant for writing applications and editors, but is pretty "
"useless (and can hurt performance) in most games."
msgstr ""
"如果为 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如果"
"视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多数游"
"戏中这是非常无用的(并可能损害性能)。"
msgid ""
"Amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr "启用低处理器使用模式时帧间的睡眠量以微秒计。值越高CPU占用率越低。"
msgid "The name of the type implementing the engine's main loop."
msgstr "实现引擎主循环的类型名称。"
msgid "Path to the main scene file that will be loaded when the project runs."
msgstr "项目运行时将加载的主场景文件的路径。"
msgid ""
"Maximum number of frames per second allowed. A value of [code]0[/code] means "
"\"no limit\". The actual number of frames per second may still be below this "
"value if the CPU or GPU cannot keep up with the project logic and rendering.\n"
"Limiting the FPS can be useful to reduce system power consumption, which "
"reduces heat and noise emissions (and improves battery life on mobile "
"devices).\n"
"If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or "
"[code]Adaptive[/code], it takes precedence and the forced FPS number cannot "
"exceed the monitor's refresh rate.\n"
"If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on "
"monitors with variable refresh rate enabled (G-Sync/FreeSync), using a FPS "
"limit a few frames lower than the monitor's refresh rate will [url=https://"
"blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding "
"tearing[/url].\n"
"If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], "
"limiting the FPS to a high value that can be consistently reached on the "
"system can reduce input lag compared to an uncapped framerate. Since this "
"works by ensuring the GPU load is lower than 100%, this latency reduction is "
"only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked "
"scenarios.\n"
"See also [member physics/common/physics_ticks_per_second].\n"
"This setting can be overridden using the [code]--max-fps <fps>[/code] command "
"line argument (including with a value of [code]0[/code] for unlimited "
"framerate).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the rendering FPS cap at runtime, set [member Engine.max_fps] instead."
msgstr ""
"每秒允许的最大帧数。[code]0[/code] 表示“不限制”。如果 CPU 或 GPU 无法满足项目"
"逻辑和渲染,则实际每秒的帧数可能仍然比这个值小。\n"
"限制 FPS 可以降低系统对电源的消耗,能够降低发热、减少噪音(延长移动设备的电池"
"寿命)。\n"
"[member display/window/vsync/vsync_mode] 为 [code]Enabled[/code] 或 "
"[code]Adaptive[/code] 时,该设置优先生效,强制的 FPS 数无法超过显示器的刷新"
"率。\n"
"[member display/window/vsync/vsync_mode] 为 [code]Enabled[/code] 时,在启用了"
"可变刷新率G-Sync/FreeSync的显示器上使用比显示器刷新率略低几帧的 FPS 限制会"
"[url=https://blurbusters.com/howto-low-lag-vsync-on/]降低输入延迟,避免画面撕"
"裂[/url]。\n"
"[member display/window/vsync/vsync_mode] 为 [code]Disabled[/code] 时,与不限制"
"帧率相比,将 FPS 限制设为系统所能达到的较高值能够降低输入延迟。因为原理是确保 "
"GPU 负载低于 100%,所以只有在 GPU 为瓶颈时才会降低延迟,无法缓解 CPU 瓶颈导致"
"的延迟。\n"
"另见 [member physics/common/physics_ticks_per_second]。\n"
"这个设置可以使用 [code]--max-fps <fps>[/code] 命令行参数覆盖(设为 [code]0[/"
"code] 则是不限制帧率)。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改渲染 FPS 上限,请改为设"
"置 [member Engine.max_fps]。"
msgid ""
"Audio buses will disable automatically when sound goes below a given dB "
"threshold for a given time. This saves CPU as effects assigned to that bus "
"will no longer do any processing."
msgstr ""
"当声音在给定的时间内低于给定的 dB 阈值时,音频总线将自动关闭。这可以节省 CPU"
"因为分配给该总线的效果将不再做任何处理。"
msgid ""
"Default [AudioBusLayout] resource file to use in the project, unless "
"overridden by the scene."
msgstr "项目中使用的默认 [AudioBusLayout] 资源文件,除非被场景覆盖。"
msgid ""
"Specifies the audio driver to use. This setting is platform-dependent as each "
"platform supports different audio drivers. If left empty, the default audio "
"driver will be used.\n"
"The [code]Dummy[/code] audio driver disables all audio playback and "
"recording, which is useful for non-game applications as it reduces CPU usage. "
"It also prevents the engine from appearing as an application playing audio in "
"the OS' audio mixer.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"指定要使用的音频驱动程序。这个设置与平台有关,因为不同的平台支持不同的音频驱"
"动。如果留空,将使用默认的音频驱动程序。\n"
"[code]Dummy[/code] 音频驱动程序会禁用所有的音频播放和录制,对非游戏应用程序很"
"有用,因为会减少对 CPU 的使用。它还可以防止引擎作为正在播放音频的应用程序出现"
"在操作系统的音频混合器中。\n"
"[b]注意:[/b]运行时可以通过 [code]--audio-driver[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令行参数[/url]覆盖所使用的驱动程"
"序。"
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
"appropriate permissions to be set when exporting to Android or iOS.\n"
"[b]Note:[/b] If the operating system blocks access to audio input devices "
"(due to the user's privacy settings), audio capture will only return silence. "
"On Windows 10 and later, make sure that apps are allowed to access the "
"microphone in the OS' privacy settings."
msgstr ""
"如果为 [code]true[/code],会允许麦克风输入。导出到 Android 和 iOS 时需要设置合"
"适的权限。\n"
"[b]注意:[/b]如果操作系统(根据该用户的隐私设置)阻止了对音频输入设备的访问,"
"那么音频捕获只会返回静音。自 Windows 10 起,请确保在操作系统的隐私设置中允许应"
"用对麦克风的访问。"
msgid ""
"The mixing rate used for audio (in Hz). In general, it's better to not touch "
"this and leave it to the host operating system."
msgstr ""
"用于音频的混合率单位Hz。一般来说最好不要碰这个把它留给主机操作系统。"
msgid ""
"Safer override for [member audio/driver/mix_rate] in the Web platform. Here "
"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
"like forcing the mix rate)."
msgstr ""
"[member audio/driver/mix_rate] 在 Web 平台上更安全的覆盖项。这里的 [code]0[/"
"code] 表示“让浏览器选择”(因为有些浏览器不喜欢强制混合率)。"
msgid ""
"Specifies the preferred output latency in milliseconds for audio. Lower "
"values will result in lower audio latency at the cost of increased CPU usage. "
"Low values may result in audible cracking on slower hardware.\n"
"Audio output latency may be constrained by the host operating system and "
"audio hardware drivers. If the host can not provide the specified audio "
"output latency then Godot will attempt to use the nearest latency allowed by "
"the host. As such you should always use [method AudioServer."
"get_output_latency] to determine the actual audio output latency.\n"
"Audio output latency can be overridden using the [code]--audio-output-latency "
"<ms>[/code] command line argument.\n"
"[b]Note:[/b] This setting is ignored on Android, and on all versions of "
"Windows prior to Windows 10."
msgstr ""
"指定音频的首选输出延迟,单位为毫秒。较低的值将导致较低的音频延迟,但会增加 "
"CPU 使用率。低值可能会导致在较慢的硬件上发出可听见的破裂声。\n"
"音频输出延迟可能会受到主机操作系统和音频硬件驱动程序的限制。如果主机无法提供指"
"定的音频输出延迟,那么 Godot 将尝试使用主机允许的最近延迟。因此,应该始终使用 "
"[method AudioServer.get_output_latency] 来确定实际的音频输出延迟。\n"
"音频输出延迟可以使用 [code]--audio-output-latency <ms>[/code] 命令行参数覆"
"盖。\n"
"[b]注意:[/b]Android 以及 Windows 10 之前的所有版本都会忽略这个设置。"
msgid ""
"Safer override for [member audio/driver/output_latency] in the Web platform, "
"to avoid audio issues especially on mobile devices."
msgstr ""
"[member audio/driver/output_latency] 在 Web 平台上更安全的覆盖项,能够避免一些"
"音频问题,尤其是在移动设备上。"
msgid ""
"The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. "
"The panning strength can be further scaled on each Node using [member "
"AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables "
"stereo panning entirely, leaving only volume attenuation in place. A value of "
"[code]1.0[/code] completely mutes one of the channels if the sound is located "
"exactly to the left (or right) of the listener.\n"
"The default value of [code]0.5[/code] is tuned for headphones. When using "
"speakers, you may find lower values to sound better as speakers have a lower "
"stereo separation compared to headphones."
msgstr ""
"所有 [AudioStreamPlayer2D] 节点的声像效果的基本强度。可以使用 [member "
"AudioStreamPlayer2D.panning_strength] 在每个节点上进一步缩放声像强度。"
"[code]0.0[/code] 的值会完全禁用立体声声像,只保留音量衰减。如果声音恰好位于听"
"者的左侧(或右侧),则 [code]1.0[/code] 的值会使其中一个通道完全静音。\n"
"[code]0.5[/code] 的默认值是针对耳机进行调谐的。当使用扬声器时,可能会发现较低"
"的值效果更好,因为与耳机相比,扬声器的立体声分离度较低。"
msgid ""
"The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. "
"The panning strength can be further scaled on each Node using [member "
"AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables "
"stereo panning entirely, leaving only volume attenuation in place. A value of "
"[code]1.0[/code] completely mutes one of the channels if the sound is located "
"exactly to the left (or right) of the listener.\n"
"The default value of [code]0.5[/code] is tuned for headphones. When using "
"speakers, you may find lower values to sound better as speakers have a lower "
"stereo separation compared to headphones."
msgstr ""
"所有 [AudioStreamPlayer3D] 节点的声像效果的基本强度。可以使用 [member "
"AudioStreamPlayer3D.panning_strength] 在每个节点上进一步缩放声像强度。"
"[code]0.0[/code] 的值会完全禁用立体声声像,只保留音量衰减。如果声音恰好位于听"
"者的左侧(或右侧),则 [code]1.0[/code] 的值会使其中一个通道完全静音。\n"
"[code]0.5[/code] 的默认值是针对耳机进行调谐的。当使用扬声器时,可能会发现较低"
"的值效果更好,因为与耳机相比,扬声器的立体声分离度较低。"
msgid ""
"Sets the [url=https://developer.apple.com/documentation/avfaudio/"
"avaudiosession/categoryoptions/1616611-mixwithothers]mixWithOthers[/url] "
"option for the AVAudioSession on iOS. This will override the mix behavior, if "
"the category is set to [code]Play and Record[/code], [code]Playback[/code], "
"or [code]Multi Route[/code].\n"
"[code]Ambient[/code] always has this set per default."
msgstr ""
"设置 iOS 的 AVAudioSession 的 [url=https://developer.apple.com/documentation/"
"avfaudio/avaudiosession/categoryoptions/1616611-mixwithothers]mixWithOthers[/"
"url] 选项。当类别为 [code]Play and Record[/code]、[code]Playback[/code]、"
"[code]Multi Route[/code] 时会覆盖混音行为。\n"
"[code]Ambient[/code] 默认会设置这个选项。"
msgid ""
"Sets the [url=https://developer.apple.com/documentation/avfaudio/"
"avaudiosessioncategory]AVAudioSessionCategory[/url] on iOS. Use the "
"[code]Playback[/code] category to get sound output, even if the phone is in "
"silent mode."
msgstr ""
"设置 iOS 的 [url=https://developer.apple.com/documentation/avfaudio/"
"avaudiosessioncategory]AVAudioSessionCategory[/url]。如果需要让手机在静音模式"
"时也进行声音输出,请使用 [code]Playback[/code] 类别。"
msgid ""
"If [code]true[/code], text-to-speech support is enabled, see [method "
"DisplayServer.tts_get_voices] and [method DisplayServer.tts_speak].\n"
"[b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere "
"with the sleep mode, so consider disabling it if TTS is not used."
msgstr ""
"如果为 [code]true[/code]则启用文本转语音Text-to-SpeechTTS支持见 "
"[method DisplayServer.tts_get_voices] 和 [method DisplayServer.tts_speak]。\n"
"[b]注意:[/b]启用 TTS 会增加空闲 CPU 的占用,影响睡眠模式,所以请在不需要 TTS "
"时考虑将其关闭。"
msgid ""
"Setting to hardcode audio delay when playing video. Best to leave this "
"untouched unless you know what you are doing."
msgstr ""
"播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好不要动它。"
msgid ""
"If [code]true[/code], ambient lights will be imported from COLLADA models as "
"[DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored."
msgstr ""
"如果为 [code]true[/code],则 COLLADA 模型中的环境光源会被导入为 "
"[DirectionalLight3D]。如果为 [code]false[/code],则会忽略环境光源。"
msgid ""
"The default compression level for gzip. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level. "
"[code]-1[/code] uses the default gzip compression level, which is identical "
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
"gzip 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压缩"
"级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变化。"
msgid ""
"The default compression level for Zlib. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level. "
"[code]-1[/code] uses the default gzip compression level, which is identical "
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
"Zlib 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导致文"
"件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code] 使用默认的 gzip 压缩"
"级别,该级别与 [code]6[/code] 相同,但由于底层 zlib 更新,未来可能会发生变化。"
msgid ""
"The default compression level for Zstandard. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level."
msgstr ""
"Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导"
"致文件变小。解压缩速度大多不受压缩级别的影响。"
msgid ""
"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
"distance matching[/url] in Zstandard."
msgstr ""
"启用 Zstandard 的[url=https://github.com/facebook/zstd/releases/tag/v1.3.2]长"
"距离匹配[/url]。"
msgid ""
"Largest size limit (in power of 2) allowed when compressing using long-"
"distance matching with Zstandard. Higher values can result in better "
"compression, but will require more memory when compressing and decompressing."
msgstr ""
"使用 Zstandard 的长距离匹配进行压缩时允许的最大大小限制2 的幂)。更高的值"
"可以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。"
msgid ""
"If canvas item redraw debugging is active, this color will be flashed on "
"canvas items when they redraw."
msgstr "如果画布项重绘调试处于活动状态,则画布项重绘时会使用这个颜色进行闪光。"
msgid ""
"If canvas item redraw debugging is active, this will be the time the flash "
"will last each time they redraw."
msgstr ""
"如果画布项重绘调试处于活动状态,则这个选项表示画布项每次重绘时闪光的持续时间。"
msgid "If [code]true[/code], logs all output to files."
msgstr "如果为 [code]true[/code],将所有输出记录到文件中。"
msgid ""
"Desktop override for [member debug/file_logging/enable_file_logging], as log "
"files are not readily accessible on mobile/Web platforms."
msgstr ""
"[member debug/file_logging/enable_file_logging] 在桌面平台的覆盖项,因为在移"
"动/Web 平台上不容易访问日志文件。"
msgid ""
"Path at which to store log files for the project. Using a path under "
"[code]user://[/code] is recommended."
msgstr "项目日志的存储路径。建议使用 [code]user://[/code] 下的路径。"
msgid "Specifies the maximum number of log files allowed (used for rotation)."
msgstr "指定允许的最大日志文件数量(用于轮换)。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an [code]assert[/code] call always evaluates to false."
msgstr ""
"设为 [code]warn[/code] 或 [code]error[/code] 时,会在 [code]assert[/code] 调用"
"永远求值为 false 时对应产生警告或错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an [code]assert[/code] call always evaluates to true."
msgstr ""
"设为 [code]warn[/code] 或 [code]error[/code] 时,会在 [code]assert[/code] 调用"
"永远求值为 true 时对应产生警告或错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an identifier contains characters that can be "
"confused with something else, like when mixing different alphabets."
msgstr ""
"设为 [code]warn[/code] 或 [code]error[/code] 时,会在标识符中的字符可能与其他"
"东西产生混淆时对应产生警告或错误,例如混用不同的字母表。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an identifier declared in the nested block has the "
"same name as an identifier declared below in the parent block."
msgstr ""
"设为 [code]warn[/code] 或 [code]error[/code] 时,会在嵌套块中声明的标识符与父"
"块中下面声明的标识符同名时,分别产生警告或错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an identifier that will be shadowed below in the "
"block is used."
msgstr ""
"设为 [code]warn[/code] 或 [code]error[/code] 时,会在该块下的一个将被隐藏的标"
"识符被使用时,分别产生警告或错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a constant is used as a function."
msgstr ""
"设为 [code]warn[/code] 或 [code]error[/code] 时,会在将常量当作函数使用时对应"
"产生警告或错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when deprecated keywords are used."
msgstr ""
"设为 [code]warn[/code] 或 [code]error[/code] 时,会在使用已启用的关键字时对应"
"产生警告或错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an empty file is parsed."
msgstr ""
"设为 [code]warn[/code] 或 [code]error[/code] 时,会在解析空文件时对应产生警告"
"或错误。"
msgid ""
"If [code]true[/code], enables specific GDScript warnings (see [code]debug/"
"gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
"GDScript warnings."
msgstr ""
"如果为 [code]true[/code],则启用特定的 GDScript 警告(请参阅 [code]debug/"
"gdscript/warnings/*[/code] 设置)。如果为 [code]false[/code],则禁用所有 "
"GDScript 警告。"
msgid ""
"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
"not generate warnings."
msgstr ""
"如果为 [code]true[/code],则 [code]res://addons[/code] 文件夹中的脚本不会生成"
"警告。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when using a function as if it is a property."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当函数作为属性使用时会分别"
"产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when [method Node.get_node] (or the shorthand [code]$[/"
"code]) is used as default value of a class variable without the "
"[code]@onready[/code] annotation."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当 [method Node.get_node]"
"(或简写 [code]$[/code])被用作一个没有 [code]@onready[/code] 注解的类变量的默"
"认值时,会分别产生一个警告或一个错误 。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a ternary operator may emit values with incompatible "
"types."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当三元运算符可能发出具有不"
"兼容类型的值时,分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a static inferred type uses a [Variant] as initial "
"value, which makes the static type to also be Variant."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当静态推断类型使用一个 "
"[Variant] 作为初始值时,这使得静态类型也成为 Variant会分别产生一个警告或一个"
"错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a variable, constant, or parameter has an implicitly "
"inferred static type.\n"
"[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/"
"gdscript/warnings/untyped_declaration] if you want to always specify the type "
"explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher "
"than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is "
"not recommended."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当变量、常量、或参数具有隐"
"式推断的静态类型时,分别产生警告或错误。\n"
"[b]注意:[/b]如果你希望始终显式指定类型,则推荐该警告,[i]除了[/i] [member "
"debug/gdscript/warnings/untyped_declaration]。使 [code]INFERRED_DECLARATION[/"
"code] 警告级别高于 [code]UNTYPED_DECLARATION[/code] 警告级别意义不大,且不被推"
"荐。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when trying to use an integer as an enum without an "
"explicit cast."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当尝试将整数用作没有显式转"
"换的枚举时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when trying to use an integer as an enum when there is no "
"matching enum member for that numeric value."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当在尝试将整数用作枚举,且"
"没有与该数值匹配的枚举成员时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when dividing an integer by another integer (the decimal "
"part will be discarded)."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个整数除以另一个整数时"
"(小数部分将被丢弃),会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when passing a floating-point value to a function that "
"expects an integer (it will be converted and lose precision)."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,在将浮点值传递给需要整数的"
"函数时(它将被转换并失去精度),会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a method in the script overrides a native method, "
"because it may not behave as expected."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当脚本中的方法覆盖本地方"
"法,因为它可能不会按预期运行时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when the [code]@onready[/code] annotation is used together "
"with the [code]@export[/code] annotation, since it may not behave as expected."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当 [code]@onready[/code] 注"
"解与 [code]@export[/code] 注解一起使用时,因为它可能不会按预期运行,会分别产生"
"一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when using a property as if it is a function."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当像函数一样使用一个属性"
"时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a function that is not a coroutine is called with "
"await."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用 await 调用一个非协程"
"的函数时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when the [code]@static_unload[/code] annotation is used in "
"a script without any static variables."
msgstr ""
"设为 [code]warn[/code] 或 [code]error[/code] 时,会在 [code]@static_unload[/"
"code] 注解用于不包含任何静态变量的脚本时对应产生警告或错误。"
msgid ""
"When enabled, using a property, enum, or function that was renamed since "
"Godot 3 will produce a hint if an error occurs."
msgstr ""
"启用后,使用自 Godot 3 以来重命名的属性、枚举或函数,将在发生错误时产生一个提"
"示。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling a function without using its return value (by "
"assigning it to a variable or using it as a function argument). Such return "
"values are sometimes used to denote possible errors using the [enum Error] "
"enum."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用函数却不使用其返回值"
"(通过将其分配给变量或将其用作函数参数)时,会分别产生一个警告或一个错误。此类"
"返回值有时使用 [enum Error] 枚举,用于表示可能的错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when defining a local or member variable, signal, or enum "
"that would have the same name as a built-in function or global class name, "
"thus shadowing it."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当定义一个与内置函数或全局"
"类同名的局部变量或成员变量、信号、或枚举,从而隐藏该内置函数或全局类时,会分别"
"产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when defining a local or member variable that would shadow "
"a member variable that the class defines."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当定义一个局部变量或成员变"
"量,且该变量将隐藏该类定义的成员变量时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when defining a local or subclass member variable that "
"would shadow a variable that is inherited from a parent class."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当定义一个局部变量或子类成"
"员变量,且该变量将隐藏从父类继承的变量时,将分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling an expression that has no effect on the "
"surrounding code, such as writing [code]2 + 2[/code] as a statement."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用对周围代码没有影响的"
"表达式,例如将 [code]2 + 2[/code] 写为语句时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling a ternary expression that has no effect on "
"the surrounding code, such as writing [code]42 if active else 0[/code] as a "
"statement."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用对周围代码没有影响的"
"三元表达式,例如将 [code]42 if active else 0[/code] 写为语句时,会分别产生一个"
"警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling a static method from an instance of a class "
"instead of from the class directly."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当从类的实例而不是直接从类"
"调用静态方法时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when using a variable that wasn't previously assigned."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用以前未分配的变量时,"
"会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when assigning a variable using an assignment operator "
"like [code]+=[/code] if the variable wasn't previously assigned."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用 [code]+=[/code] 等赋"
"值运算符分配一个变量,且该变量以前未分配时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when unreachable code is detected (such as after a "
"[code]return[/code] statement that will always be executed)."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当检测到无法访问的代码(例"
"如始终在 [code]return[/code] 语句之后被执行的代码)时,会分别产生一个警告或一"
"个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an unreachable [code]match[/code] pattern is detected."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当检测到无法到达的 "
"[code]match[/code] 模式时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when using an expression whose type may not be compatible "
"with the function parameter expected."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当使用类型可能与函数参数预"
"期的类型不兼容的表达式时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when performing an unsafe cast."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当执行不安全的转换时,会分"
"别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling a method whose presence is not guaranteed at "
"compile-time in the class."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当调用类中不能保证在编译时"
"存在的方法时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when accessing a property whose presence is not guaranteed "
"at compile-time in the class."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当访问类中不能保证在编译时"
"存在的属性时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when returning a call from a [code]void[/code] function "
"when such call cannot be guaranteed to be also [code]void[/code]."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当从 [code]void[/code] 函数"
"返回一个调用,且无法保证该调用也是 [code]void[/code] 时,会分别产生一个警告或"
"一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a variable or parameter has no static type, or if a "
"function has no static return type.\n"
"[b]Note:[/b] This warning is recommended together with [member EditorSettings."
"text_editor/completion/add_type_hints] to help achieve type safety."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当变量或参数没有静态类型,"
"或函数没有静态返回类型时,会分别产生一个警告或一个错误。\n"
"[b]注意:[/b]建议将该警告与 [member EditorSettings.text_editor/completion/"
"add_type_hints] 一起使用,以帮助实现类型安全。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a local constant is never used."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个局部常量从未被使用"
"时,分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a function parameter is never used."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个函数参数从未使用时,"
"会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a private member variable is never used."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个私有成员变量从未被使"
"用时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a signal is declared but never emitted."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个信号被声明但从未发出"
"时,会分别产生一个警告或一个错误。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a local variable is unused."
msgstr ""
"设置为 [code]warn[/code] 或 [code]error[/code] 时,当一个局部变量未被使用时,"
"会分别产生一个警告或一个错误。"
msgid ""
"Message to be displayed before the backtrace when the engine crashes. By "
"default, this message is only used in exported projects due to the editor-"
"only override applied to this setting."
msgstr ""
"引擎崩溃时,在回溯之前显示的消息。默认情况下,由于仅限编辑器的覆盖会应用于该设"
"置,故该消息仅用于导出的项目中。"
msgid ""
"Editor-only override for [member debug/settings/crash_handler/message]. Does "
"not affect exported projects in debug or release mode."
msgstr ""
"[member debug/settings/crash_handler/message] 的仅限编辑器的覆盖。不会影响以调"
"试或发布模式导出的项目。"
msgid "Maximum call stack allowed for debugging GDScript."
msgstr "调试 GDScript 时允许的最大调用堆栈。"
msgid "Maximum number of functions per frame allowed when profiling."
msgstr "分析时单帧允许的最大函数数量。"
msgid "Print frames per second to standard output every second."
msgstr "每秒将帧率打印到标准输出。"
msgid ""
"Print GPU profile information to standard output every second. This includes "
"how long each frame takes the GPU to render on average, broken down into "
"different steps of the render pipeline, such as CanvasItems, shadows, glow, "
"etc."
msgstr ""
"每秒将 GPU 配置文件信息打印到标准输出。这包括平均每帧需要 GPU 渲染多长时间,细"
"分为渲染管道的不同步骤,例如 CanvasItems、阴影、辉光等。"
msgid ""
"Print more information to standard output when running. It displays "
"information such as memory leaks, which scenes and resources are being "
"loaded, etc. This can also be enabled using the [code]--verbose[/code] or "
"[code]-v[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url], even on an exported project. See also "
"[method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose]."
msgstr ""
"运行时将更多信息打印到标准输出。它显示诸如内存泄漏、正在加载哪些场景和资源等信"
"息。这也可以使用 [code]--verbose[/code] 或 [code]-v[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令行参数[/url]来启用,即使在导出"
"的项目中也是如此。另见 [method OS.is_stdout_verbose] and [method @GlobalScope."
"print_verbose]。"
msgid ""
"When set to [code]true[/code], produces a warning when the shader exceeds "
"certain device limits. Currently, the only device limit checked is the limit "
"on uniform buffer size. More device limits will be added in the future."
msgstr ""
"设为 [code]true[/code] 时,当着色器超出设备极限时会产生警告。目前唯一检测的设"
"备极限是 Uniform 缓冲的大小。未来会加入更多设备极限。"
msgid ""
"If [code]true[/code], enables specific shader warnings (see [code]debug/"
"shader_language/warnings/*[/code] settings). If [code]false[/code], disables "
"all shader warnings."
msgstr ""
"如果为 [code]true[/code],则启用特定的着色器警告(请参阅 [code]debug/"
"shader_language/warnings/*[/code] 设置)。如果为 [code]false[/code],则禁用所"
"有着色器警告。"
msgid ""
"When set to [code]true[/code], produces a warning when two floating point "
"numbers are compared directly with the [code]==[/code] operator or the [code]!"
"=[/code] operator."
msgstr ""
"设为 [code]true[/code] 时,当使用 [code]==[/code] 或 [code]!=[/code] 运算符直"
"接比较两个浮点数时,会产生警告。"
msgid ""
"When set to [code]true[/code], produces a warning upon encountering certain "
"formatting errors. Currently this only checks for empty statements. More "
"formatting errors may be added over time."
msgstr ""
"设为 [code]true[/code] 时,当遇到格式错误时会产生警告。目前唯一检测的是空语"
"句。未来可能加入更多格式错误。"
msgid "When set to [code]true[/code], warnings are treated as errors."
msgstr "设为 [code]true[/code] 时,会将警告作为错误对待。"
msgid ""
"When set to [code]true[/code], produces a warning when a constant is never "
"used."
msgstr "设为 [code]true[/code] 时,当从未使用某个常量时会产生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a function is never "
"used."
msgstr "设为 [code]true[/code] 时,当从未使用某个函数时会产生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a local variable is "
"never used."
msgstr "设为 [code]true[/code] 时,当从未使用某个局部变量时会产生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a struct is never used."
msgstr "设为 [code]true[/code] 时,当从未使用某个结构体时会产生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a uniform is never "
"used."
msgstr "设为 [code]true[/code] 时,当从未使用某个 uniform 时会产生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a varying is never "
"used."
msgstr "设为 [code]true[/code] 时,当从未使用某个 varying 时会产生警告。"
msgid ""
"Color of the avoidance agents radius, visible when \"Visible Avoidance\" is "
"enabled in the Debug menu."
msgstr "避障代理半径的颜色,在“调试”菜单中启用“显示避障”时可见。"
msgid ""
"If enabled, displays avoidance agents radius when \"Visible Avoidance\" is "
"enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示避障”时显示避障代理的半径。"
msgid ""
"If enabled, displays avoidance obstacles radius when \"Visible Avoidance\" is "
"enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示避障”时显示避障障碍物的半径。"
msgid ""
"If enabled, displays static avoidance obstacles when \"Visible Avoidance\" is "
"enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示避障”时显示静态避障障碍物。"
msgid ""
"Color of the avoidance obstacles radius, visible when \"Visible Avoidance\" "
"is enabled in the Debug menu."
msgstr "避障障碍物半径的颜色,在调试菜单中启用“显示避障”时可见。"
msgid ""
"Color of the static avoidance obstacles edges when their vertices are winded "
"in order to push agents in, visible when \"Visible Avoidance\" is enabled in "
"the Debug menu."
msgstr ""
"静态障碍物的顶点缠绕顺序会将代理推入时,障碍物边的颜色,在调试菜单中启用“显示"
"避障”时可见。"
msgid ""
"Color of the static avoidance obstacles edges when their vertices are winded "
"in order to push agents out, visible when \"Visible Avoidance\" is enabled in "
"the Debug menu."
msgstr ""
"静态障碍物的顶点缠绕顺序会将代理推出时,障碍物边的颜色,在调试菜单中启用“显示"
"避障”时可见。"
msgid ""
"Color of the static avoidance obstacles faces when their vertices are winded "
"in order to push agents in, visible when \"Visible Avoidance\" is enabled in "
"the Debug menu."
msgstr ""
"静态障碍物的顶点缠绕顺序会将代理推入时,障碍物面的颜色,在调试菜单中启用“显示"
"避障”时可见。"
msgid ""
"Color of the static avoidance obstacles faces when their vertices are winded "
"in order to push agents out, visible when \"Visible Avoidance\" is enabled in "
"the Debug menu."
msgstr ""
"静态障碍物的顶点缠绕顺序会将代理推出时,障碍物面的颜色,在调试菜单中启用“显示"
"避障”时可见。"
msgid ""
"Color of the contact points between collision shapes, visible when \"Visible "
"Collision Shapes\" is enabled in the Debug menu."
msgstr "碰撞形状之间接触点的颜色,在调试菜单中启用“显示碰撞形状”时可见。"
msgid ""
"Sets whether 2D physics will display collision outlines in game when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr ""
"设置当调试菜单中的启用“显示碰撞形状”时2D 物理是否会在游戏中显示碰撞轮廓。"
msgid ""
"Maximum number of contact points between collision shapes to display when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr "当在调试菜单中启用“显示碰撞形状”时,碰撞形状之间显示的最大接触点数。"
msgid ""
"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
"enabled in the Debug menu."
msgstr "碰撞形状的颜色,当在调试菜单中启用“显示碰撞形状”时可见。"
msgid ""
"Color to display enabled navigation agent paths when an agent has debug "
"enabled."
msgstr "用于显示已启用的导航代理路径的颜色,代理启用调试时生效。"
msgid ""
"Rasterized size (pixel) used to render navigation agent path points when an "
"agent has debug enabled."
msgstr "栅格大小(像素),如果导航代理启用了调试,则会用于渲染该代理的路径点。"
msgid ""
"Color to display edge connections between navigation regions, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用于显示导航区域之间的边缘连接的颜色,在“调试”菜单中,启用“可见导航”时可见。"
msgid ""
"If enabled, displays navigation agent paths when an agent has debug enabled."
msgstr "如果处于启用状态,会在导航代理启用调试时显示其路径。"
msgid ""
"If enabled, displays navigation agent paths through geometry when an agent "
"has debug enabled."
msgstr "如果处于启用状态,会在导航代理启用调试时透过几何体显示其路径。"
msgid ""
"If enabled, displays edge connections between navigation regions when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时显示导航地区之间的边缘连"
"接。"
msgid ""
"If enabled, displays edge connections between navigation regions through "
"geometry when \"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时透过几何体显示导航地区之间"
"的边缘连接。"
msgid ""
"If enabled, displays navigation mesh polygon edges when \"Visible "
"Navigation\" is enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时显示导航网格多边形的边缘。"
msgid ""
"If enabled, displays navigation mesh polygon edges through geometry when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时透过几何体显示导航网格多边"
"形的边缘。"
msgid ""
"If enabled, colorizes each navigation mesh polygon face with a random color "
"when \"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时为每个导航网格多边形面使用"
"随机颜色着色。"
msgid ""
"If enabled, displays navigation link connections when \"Visible Navigation\" "
"is enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时显示导航链接的连接。"
msgid ""
"If enabled, displays navigation link connections through geometry when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果处于启用状态,会在启用“调试”菜单中的“显示导航”时透过几何体显示导航链接的连"
"接。"
msgid ""
"Color to display enabled navigation mesh polygon edges, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用于显示已启用导航网格多边形边缘的颜色,在“调试”菜单中启用“显示导航”时可见。"
msgid ""
"Color to display disabled navigation mesh polygon edges, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用于显示已禁用导航网格多边形边缘的颜色,在“调试”菜单中启用“显示导航”时可见。"
msgid ""
"Color to display enabled navigation mesh polygon faces, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用于显示已启用导航网格多边形面的颜色,在“调试”菜单中启用“显示导航”时可见。"
msgid ""
"Color to display disabled navigation mesh polygon faces, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用于显示已禁用导航网格多边形面的颜色,在“调试”菜单中启用“显示导航”时可见。"
msgid ""
"Color to use to display navigation link connections, visible when \"Visible "
"Navigation\" is enabled in the Debug menu."
msgstr "导航链接连接的颜色,在调试菜单中启用“显示导航”时可见。"
msgid ""
"Color to use to display disabled navigation link connections, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr "被禁用的导航链接连接的颜色,在调试菜单中启用“显示导航”时可见。"
msgid ""
"Color of the curve path geometry, visible when \"Visible Paths\" is enabled "
"in the Debug menu."
msgstr "曲线路径几何图形的颜色,在“调试”菜单中启用“可见路径”时可见。"
msgid ""
"Line width of the curve path geometry, visible when \"Visible Paths\" is "
"enabled in the Debug menu."
msgstr "曲线路径几何图形的线宽,在“调试”菜单中启用“可见路径”时可见。"
msgid "Custom image for the mouse cursor (limited to 256×256)."
msgstr "鼠标光标的自定义图像(最大 256×256。"
msgid "Hotspot for the custom mouse cursor image."
msgstr "自定义鼠标光标图像的热点。"
msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
msgstr "工具提示相对于鼠标光标热点的位置偏移量。"
msgid ""
"If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS "
"and Web. If [code]false[/code], the platform's low-DPI fallback will be used "
"on HiDPI displays, which causes the window to be displayed in a blurry or "
"pixelated manner (and can cause various window management bugs). Therefore, "
"it is recommended to make your project scale to [url=$DOCS_URL/tutorials/"
"rendering/multiple_resolutions.html]multiple resolutions[/url] instead of "
"disabling this setting.\n"
"[b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks "
"are not supported there."
msgstr ""
"如果为 [code]true[/code] ,则允许在 Windows、macOS、Android、iOS 和 Web 上使"
"用 HiDPI 显示器。如果为 [code]false[/code] ,则在 HiDPI 显示器上将使用该平台的"
"低 DPI 回退,这样会导致窗口模糊或像素化的方式显示(并且可能导致各种窗口管理问"
"题)。因此,建议你让项目支持[url=$DOCS_URL/tutorials/rendering/"
"multiple_resolutions.html]多个分辨率[/url],而不是禁用此设置。\n"
"[b]注意:[/b]这个设置在 Linux 上无效,因为 Linux 不支持 DPI 感知回退。"
msgid ""
"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
"the screensaver does not take over. Works on desktop and mobile platforms."
msgstr ""
"如果为 [code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保护"
"程序不会接管。适用于桌面和移动平台。"
msgid ""
"Editor-only override for [member display/window/energy_saving/"
"keep_screen_on]. Does not affect exported projects in debug or release mode."
msgstr ""
"[member display/window/energy_saving/keep_screen_on] 的编辑器覆盖项。不影响调"
"试模式和发布模式下导出的项目。"
msgid ""
"The default screen orientation to use on mobile devices. See [enum "
"DisplayServer.ScreenOrientation] for possible values.\n"
"[b]Note:[/b] When set to a portrait orientation, this project setting does "
"not flip the project resolution's width and height automatically. Instead, "
"you have to set [member display/window/size/viewport_width] and [member "
"display/window/size/viewport_height] accordingly."
msgstr ""
"在移动设备上使用的默认屏幕朝向。可能的取值见 [enum DisplayServer."
"ScreenOrientation]。\n"
"[b]注意:[/b]设为竖屏时,该项目设置不会自动翻转项目分辨率的宽度和高度。你必须"
"设置与之相对应的 [member display/window/size/viewport_width] 和 [member "
"display/window/size/viewport_height]。"
msgid ""
"If [code]true[/code], iOS devices that support high refresh rate/"
"\"ProMotion\" will be allowed to render at up to 120 frames per second."
msgstr ""
"如果为 [code]true[/code]则允许支持高刷新率“ProMotion”的 iOS 设备以每秒 120 "
"帧的速度渲染。"
msgid ""
"If [code]true[/code], the home indicator is hidden automatically. This only "
"affects iOS devices without a physical home button."
msgstr ""
"如果为 [code]true[/code]home 指示器将自动隐藏。这只会影响没有物理 home 键的 "
"iOS 设备。"
msgid "If [code]true[/code], the status bar is hidden while the app is running."
msgstr "如果为 [code]true[/code],则状态栏将在应用程序运行时隐藏。"
msgid ""
"If [code]true[/code], it will require two swipes to access iOS UI that uses "
"gestures.\n"
"[b]Note:[/b] This setting has no effect on the home indicator if "
"[code]hide_home_indicator[/code] is [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则需要两次滑动才能访问使用手势的 iOS UI。\n"
"[b]注意:[/b]如果 [code]hide_home_indicator[/code] 为 [code]true[/code],则该"
"设置对 home 指示器没有影响。"
msgid ""
"If [code]true[/code], allows per-pixel transparency for the window "
"background. This affects performance, so leave it on [code]false[/code] "
"unless you need it. See also [member display/window/size/transparent] and "
"[member rendering/viewport/transparent_background]."
msgstr ""
"如果为 [code]true[/code],则允许窗口背景的逐像素透明度。这样会影响性能,因此除"
"非需要,否则请将其保留为 [code]false[/code]。另见 [member display/window/size/"
"transparent] 和 [member rendering/viewport/transparent_background]。"
msgid ""
"Forces the main window to be always on top.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and Web."
msgstr ""
"强制主窗口始终置顶。\n"
"[b]注意:[/b]该设置在 iOS、Android 和 Web 上被忽略。"
msgid ""
"Forces the main window to be borderless.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and Web."
msgstr ""
"强制主窗口无边框。\n"
"[b]注意:[/b]该设置在 iOS、Android 和 Web 上被忽略。"
msgid ""
"Main window content is expanded to the full size of the window. Unlike a "
"borderless window, the frame is left intact and can be used to resize the "
"window, and the title bar is transparent, but has minimize/maximize/close "
"buttons.\n"
"[b]Note:[/b] This setting is implemented only on macOS."
msgstr ""
"主窗口的内容会扩展到整个窗口的大小。与无边框窗口不同的是,窗口的框架仍是完整"
"的,可以用来调整窗口的大小,标题栏是透明的,但有最小/最大/关闭按钮。\n"
"[b]注意:[/b]该设置只在 macOS 上实现。"
msgid ""
"Main window initial position (in virtual desktop coordinates), this setting "
"is used only if [member display/window/size/initial_position_type] is set to "
"\"Absolute\" ([code]0[/code])."
msgstr ""
"主窗口的初始位置(使用虚拟桌面坐标),该设置仅在 [member display/window/size/"
"initial_position_type] 设置为“Absolute”[code]0[/code] )时使用。"
msgid ""
"Main window initial position.\n"
"[code]0[/code] - \"Absolute\", [member display/window/size/initial_position] "
"is used to set window position.\n"
"[code]1[/code] - \"Primary Screen Center\".\n"
"[code]2[/code] - \"Other Screen Center\", [member display/window/size/"
"initial_screen] is used to set the screen."
msgstr ""
"主窗口的初始位置。\n"
"[code]0[/code] - “Absolute绝对位置窗口位置用 [member display/window/"
"size/initial_position] 设置。\n"
"[code]1[/code] - “Primary Screen Center主屏幕中心”。\n"
"[code]2[/code] - “Other Screen Center其他屏幕中心 屏幕用 [member "
"display/window/size/initial_screen] 设置。"
msgid ""
"Main window initial screen, this setting is used only if [member display/"
"window/size/initial_position_type] is set to \"Other Screen "
"Center\" ([code]2[/code])."
msgstr ""
"主窗口的初始屏幕,该设置仅在 [member display/window/size/"
"initial_position_type] 设置为“Other Screen Center”[code]2[/code] )时使用。"
msgid ""
"Main window mode. See [enum DisplayServer.WindowMode] for possible values and "
"how each mode behaves."
msgstr ""
"主窗口的模式。可能的取值以及各个模式的行为请参阅 [enum DisplayServer."
"WindowMode]。"
msgid ""
"Main window can't be focused. No-focus window will ignore all input, except "
"mouse clicks."
msgstr "主窗口无法成为焦点。无焦点的窗口将忽略除鼠标点击之外的所有输入。"
msgid ""
"Allows the window to be resizable by default.\n"
"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
"允许窗口默认可调整大小。\n"
"[b]注意:[/b]这个设置在 iOS 上将忽略。"
msgid ""
"If [code]true[/code], enables a window manager hint that the main window "
"background [i]can[/i] be transparent. This does not make the background "
"actually transparent. For the background to be transparent, the root viewport "
"must also be made transparent by enabling [member rendering/viewport/"
"transparent_background].\n"
"[b]Note:[/b] To use a transparent splash screen, set [member application/"
"boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].\n"
"[b]Note:[/b] This setting has no effect if [member display/window/"
"per_pixel_transparency/allowed] is set to [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则启用窗口管理器提示,表示主窗口背景[i]能够[/i]透"
"明。这并不会让背景变得透明。要让背景变透明,根视口必须也通过启用 [member "
"rendering/viewport/transparent_background] 来变得透明。\n"
"[b]注意:[/b]要使用透明的启动画面,请将 [member application/boot_splash/"
"bg_color] 设为 [code]Color(0, 0, 0, 0)[/code]。\n"
"[b]注意:[/b]如果 [member display/window/per_pixel_transparency/allowed] 为 "
"[code]false[/code],则这个设置项无效。"
msgid ""
"Sets the game's main viewport height. On desktop platforms, this is also the "
"initial window height, represented by an indigo-colored rectangle in the 2D "
"editor. Stretch mode settings also use this as a reference when using the "
"[code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also "
"[member display/window/size/viewport_width], [member display/window/size/"
"window_width_override] and [member display/window/size/"
"window_height_override]."
msgstr ""
"设置游戏的主视口高度。在桌面平台上,这也是初始窗口高度,在 2D 编辑器中使用靛蓝"
"色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸模式"
"时也会以此作为参考。另见 [member display/window/size/viewport_width]、[member "
"display/window/size/window_width_override] 和 [member display/window/size/"
"window_height_override]。"
msgid ""
"Sets the game's main viewport width. On desktop platforms, this is also the "
"initial window width, represented by an indigo-colored rectangle in the 2D "
"editor. Stretch mode settings also use this as a reference when using the "
"[code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also "
"[member display/window/size/viewport_height], [member display/window/size/"
"window_width_override] and [member display/window/size/"
"window_height_override]."
msgstr ""
"设置游戏的主视口宽度。在桌面平台上,这也是初始窗口宽度,在 2D 编辑器中使用靛蓝"
"色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸模式"
"时也会以此作为参考。另见 [member display/window/size/viewport_height]、"
"[member display/window/size/window_width_override] 和 [member display/window/"
"size/window_height_override]。"
msgid ""
"On desktop platforms, overrides the game's initial window height. See also "
"[member display/window/size/window_width_override], [member display/window/"
"size/viewport_width] and [member display/window/size/viewport_height].\n"
"[b]Note:[/b] By default, or when set to [code]0[/code], the initial window "
"height is the [member display/window/size/viewport_height]. This setting is "
"ignored on iOS, Android, and Web."
msgstr ""
"在桌面平台上,覆盖游戏的初始窗口高度。另见 [member display/window/size/"
"window_width_override]、[member display/window/size/viewport_width] 和 "
"[member display/window/size/viewport_height]。\n"
"[b]注意:[/b]默认情况下,或者当设置为[code]0[/code] 时,初始窗口高度为 "
"[member display/window/size/viewport_height]。在 iOS、Android 和 Web 上会忽略"
"这个设置。"
msgid ""
"On desktop platforms, overrides the game's initial window width. See also "
"[member display/window/size/window_height_override], [member display/window/"
"size/viewport_width] and [member display/window/size/viewport_height].\n"
"[b]Note:[/b] By default, or when set to [code]0[/code], the initial window "
"width is the [member display/window/size/viewport_width]. This setting is "
"ignored on iOS, Android, and Web."
msgstr ""
"在桌面平台上,覆盖游戏的初始窗口宽度。另见 [member display/window/size/"
"window_height_override]、[member display/window/size/viewport_width] 和 "
"[member display/window/size/viewport_height]。\n"
"[b]注意:[/b]默认情况下,或者当设置为 [code]0[/code] 时,初始窗口宽度为 "
"[member display/window/size/viewport_width]。在 iOS、Android 和 Web 上会忽略该"
"设置。"
msgid ""
"Defines how the base size is stretched to fit the resolution of the window or "
"screen.\n"
"[b]\"disabled\"[/b]: No stretching happens. One unit in the scene corresponds "
"to one pixel on the screen. In this mode, [member display/window/stretch/"
"aspect] has no effect. Recommended for non-game applications.\n"
"[b]\"canvas_items\"[/b]: The base size specified in width and height in the "
"project settings is stretched to cover the whole screen (taking [member "
"display/window/stretch/aspect] into account). This means that everything is "
"rendered directly at the target resolution. 3D is unaffected, while in 2D, "
"there is no longer a 1:1 correspondence between sprite pixels and screen "
"pixels, which may result in scaling artifacts. Recommended for most games "
"that don't use a pixel art esthetic, although it is possible to use this "
"stretch mode for pixel art games too (especially in 3D).\n"
"[b]\"viewport\"[/b]: The size of the root [Viewport] is set precisely to the "
"base size specified in the Project Settings' Display section. The scene is "
"rendered to this viewport first. Finally, this viewport is scaled to fit the "
"screen (taking [member display/window/stretch/aspect] into account). "
"Recommended for games that use a pixel art esthetic."
msgstr ""
"定义如何将基础大小进行拉伸,从而适应窗口或屏幕的分辨率。\n"
"[b]\"disabled\"[/b]:不进行拉伸。场景中的一个单位对应屏幕上的一个像素。"
"[member display/window/stretch/aspect] 在该模式下无效。推荐非游戏应用程序使"
"用。\n"
"[b]\"canvas_items\"[/b]:将项目设置中指定的基础大小拉伸至覆盖整个屏幕(会考虑 "
"[member display/window/stretch/aspect])。这样所有东西都是直接按照目标分辨率渲"
"染的。3D 不受影响,但在 2D 中精灵的像素和屏幕像素就不再是 1:1 的关系了,缩放可"
"能导致画面问题。推荐大多数非像素风的游戏使用,但像素风游戏也是可以使用该拉伸模"
"式的(尤其是 3D。\n"
"[b]\"viewport\"[/b]:将根 [Viewport] 的大小设为项目设置中“显示”部分中指定的基"
"础大小。场景会现在这个视口中渲染。最终会将该视口缩放至适合屏幕的尺寸(会考虑 "
"[member display/window/stretch/aspect])。推荐像素风游戏使用。"
msgid ""
"The scale factor multiplier to use for 2D elements. This multiplies the final "
"scale factor determined by [member display/window/stretch/mode]. If using the "
"[b]Disabled[/b] stretch mode, this scale factor is applied as-is. This can be "
"adjusted to make the UI easier to read on certain displays."
msgstr ""
"2D 元素缩放系数的乘数。这个乘数会与由 [member display/window/stretch/mode] 决"
"定的最终缩放系数相乘。如果使用的是 [b]Disabled[/b] 拉伸模式,那么这个缩放系数"
"是原样使用的。可以通过调节这个数值来让 UI 则某些屏幕上更易于阅读。"
msgid ""
"The policy to use to determine the final scale factor for 2D elements. This "
"affects how [member display/window/stretch/scale] is applied, in addition to "
"the automatic scale factor determined by [member display/window/stretch/"
"mode].\n"
"[b]\"fractional\"[/b]: The scale factor will not be modified.\n"
"[b]\"integer\"[/b]: The scale factor will be floored to an integer value, "
"which means that the screen size will always be an integer multiple of the "
"base viewport size. This provides a crisp pixel art appearance.\n"
"[b]Note:[/b] When using integer scaling with a stretch mode, resizing the "
"window to be smaller than the base viewport size will clip the contents. "
"Consider preventing that by setting [member Window.min_size] to the same "
"value as the base viewport size defined in [member display/window/size/"
"viewport_width] and [member display/window/size/viewport_height]."
msgstr ""
"决定 2D 元素最终缩放系数的策略。会影响 [member display/window/stretch/scale] "
"的使用,与 [member display/window/stretch/mode] 决定的自动缩放系数共同生效。\n"
"[b]\"fractional\"[/b]:小数。不改变缩放系数。\n"
"[b]\"integer\"[/b]:整数。将缩放系数向下取整,屏幕大小始终为基础视口大小的整数"
"倍。能够显示锐利的像素风画面。\n"
"[b]注意:[/b]使用整数缩放并设置拉伸模式时,将窗口大小调整得比基础视口大小更小"
"会将内容进行裁剪。请考虑将 [member Window.min_size] 设为与 [member display/"
"window/size/viewport_width] 和 [member display/window/size/viewport_height] 定"
"义的基础视口大小一致,避免这种情况的发生。"
msgid "If [code]true[/code] subwindows are embedded in the main window."
msgstr "如果为 [code]true[/code] 则子窗口是嵌入到主窗口中的。"
msgid ""
"Sets the V-Sync mode for the main game window.\n"
"See [enum DisplayServer.VSyncMode] for possible values and how they affect "
"the behavior of your application.\n"
"Depending on the platform and used renderer, the engine will fall back to "
"[b]Enabled[/b] if the desired mode is not supported.\n"
"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the "
"Forward+ and Mobile rendering methods, not Compatibility.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] "
"instead."
msgstr ""
"设置游戏主窗口的垂直同步模式。\n"
"请参阅 [enum DisplayServer.VSyncMode] 了解可能的值以及它们如何影响应用程序的行"
"为。\n"
"根据平台和所使用的渲染器,如果不支持所需的模式,引擎将回退到 [b]Enabled[/"
"b]。\n"
"[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式仅支持 Forward+ 和 Mobile 渲"
"染方式,不支持 Compatibility。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变垂直同步模式,请改为调"
"用 [method DisplayServer.window_set_vsync_mode]。"
msgid ""
"Name of the .NET assembly. This name is used as the name of the [code]."
"csproj[/code] and [code].sln[/code] files. By default, it's set to the name "
"of the project ([member application/config/name]) allowing to change it in "
"the future without affecting the .NET assembly."
msgstr ""
".NET 程序集的名称。这个名称会被用作 [code].csproj[/code] 和 [code].sln[/code] "
"文件的名称。默认情况下,它被设置为项目的名称([member application/config/"
"name]),这样将来进行修改时就不会影响 .NET 程序集。"
msgid ""
"Number of times to attempt assembly reloading after rebuilding .NET "
"assemblies. Effectively also the timeout in seconds to wait for unloading of "
"script assemblies to finish."
msgstr ""
"重新构建 .NET 程序集后尝试重新加载程序集的次数。实际也是等待脚本程序集卸载完成"
"的超时秒数。"
msgid ""
"Directory that contains the [code].sln[/code] file. By default, the [code]."
"sln[/code] files is in the root of the project directory, next to the "
"[code]project.godot[/code] and [code].csproj[/code] files.\n"
"Changing this value allows setting up a multi-project scenario where there "
"are multiple [code].csproj[/code]. Keep in mind that the Godot project is "
"considered one of the C# projects in the workspace and it's root directory "
"should contain the [code]project.godot[/code] and [code].csproj[/code] next "
"to each other."
msgstr ""
"包含 [code].sln[/code] 文件的目录。默认情况下,[code].sln[/code] 文件在项目目"
"录的根部,和 [code]project.godot[/code] 和 [code].csproj[/code] 文件在同一个目"
"录。\n"
"改变这个值可以设置包含多个 [code].csproj[/code] 的多项目方案。请记住Godot 项"
"目被认为是工作空间中的 C# 项目之一,根目录应该包含 [code]project.godot[/code] "
"和[code].csproj[/code]。"
msgid ""
"If [code]true[/code], text resources are converted to a binary format on "
"export. This decreases file sizes and speeds up loading slightly.\n"
"[b]Note:[/b] If [member editor/export/convert_text_resources_to_binary] is "
"[code]true[/code], [method @GDScript.load] will not be able to return the "
"converted files in an exported project. Some file paths within the exported "
"PCK will also change, such as [code]project.godot[/code] becoming "
"[code]project.binary[/code]. If you rely on run-time loading of files present "
"within the PCK, set [member editor/export/convert_text_resources_to_binary] "
"to [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则导出时会将文本格式的资源转换为二进制格式。这样能够"
"减小文件大小,略微加快加载速度。\n"
"[b]注意:[/b]如果 [member editor/export/convert_text_resources_to_binary] 为 "
"[code]true[/code],则 [method @GDScript.load] 无法在导出后的项目中读取已转换的"
"文件。导出后的 PCK 中,部分文件的路径也会改变,例如 [code]project.godot[/"
"code] 会变成 [code]project.binary[/code]。如果你需要在运行时加载存在于 PCK 中"
"的文件,请将 [member editor/export/convert_text_resources_to_binary] 设置为 "
"[code]false[/code]。"
msgid "If [code]true[/code] importing of resources is run on multiple threads."
msgstr "如果为 [code]true[/code],则会多线程执行资源的导入。"
msgid ""
"If [code]true[/code], requests V-Sync to be disabled when writing a movie "
"(similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/"
"b]). This can speed up video writing if the hardware is fast enough to "
"render, encode and save the video at a framerate higher than the monitor's "
"refresh rate.\n"
"[b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the "
"operating system or graphics driver forces V-Sync with no way for "
"applications to disable it."
msgstr ""
"如果为 [code]true[/code],则在写入电影时会请求禁用垂直同步(类似于将 [member "
"display/window/vsync/vsync_mode] 设置为 [b]Disabled[/b])。如果硬件的渲染速度"
"足够快,那么就可以加速视频的写入,以高于显示器刷新率的帧速率渲染、编码和保存视"
"频。\n"
"[b]注意:[/b]如果操作系统或图形驱动程序强制垂直同步,则应用程序无法禁用,"
"[member editor/movie_writer/disable_vsync] 无效。"
msgid ""
"The number of frames per second to record in the video when writing a movie. "
"Simulation speed will adjust to always match the specified framerate, which "
"means the engine will appear to run slower at higher [member editor/"
"movie_writer/fps] values. Certain FPS values will require you to adjust "
"[member editor/movie_writer/mix_rate] to prevent audio from desynchronizing "
"over time.\n"
"This can be specified manually on the command line using the [code]--fixed-"
"fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"输出电影时,在视频中每秒记录的帧数。仿真速度将调整为始终与指定的帧数相匹配,这"
"意味着引擎在较高的 [member editor/movie_writer/fps] 值下会显得运行较慢。部分 "
"FPS 值将需要你调整 [member editor/movie_writer/mix_rate],防止音频随着时间的推"
"移而出现不同步。\n"
"可以在命令行中使用 [code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/"
"editor/command_line_tutorial.html]命令行参数[/url]手动指定。"
msgid ""
"The audio mix rate to use in the recorded audio when writing a movie (in Hz). "
"This can be different from [member audio/driver/mix_rate], but this value "
"must be divisible by [member editor/movie_writer/fps] to prevent audio from "
"desynchronizing over time."
msgstr ""
"写入影片时,录制的音频所使用的音频混合采样率(单位为 Hz。可以和 [member "
"audio/driver/mix_rate] 不同,但这个值必须能够被 [member editor/movie_writer/"
"fps] 整除,从而防止音频可能逐渐不同步的问题。"
msgid ""
"The JPEG quality to use when writing a video to an AVI file, between "
"[code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/"
"code] values result in better-looking output at the cost of larger file "
"sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] "
"and [code]0.9[/code]. Even at quality [code]1.0[/code], JPEG compression "
"remains lossy.\n"
"[b]Note:[/b] This does not affect the audio quality or writing PNG image "
"sequences."
msgstr ""
"JPEG 质量,将视频写入 AVI 文件时使用,介于 [code]0.01[/code] 和 [code]1.0[/"
"code](含)之间。[code]quality[/code] 值越高,输出效果越好看,但文件大小也越"
"大。[code]quality[/code] 的推荐值为 [code]0.75[/code] 和 [code]0.9[/code] 之"
"间。即使质量为 [code]1.0[/code]JPEG 压缩仍然有损。\n"
"[b]注意:[/b]这不会影响音频质量和 PNG 图像序列的写入。"
msgid ""
"The output path for the movie. The file extension determines the "
"[MovieWriter] that will be used.\n"
"Godot has 2 built-in [MovieWriter]s:\n"
"- AVI container with MJPEG for video and uncompressed audio ([code].avi[/"
"code] file extension). Lossy compression, medium file sizes, fast encoding. "
"The lossy compression quality can be adjusted by changing [member "
"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be "
"viewed in most video players, but it must be converted to another format for "
"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not "
"support transparency. AVI output is currently limited to a file of 4 GB in "
"size at most.\n"
"- PNG image sequence for video and WAV for audio ([code].png[/code] file "
"extension). Lossless compression, large file sizes, slow encoding. Designed "
"to be encoded to a video file with another tool such as [url=https://ffmpeg."
"org/]FFmpeg[/url] after recording. Transparency is currently not supported, "
"even if the root viewport is set to be transparent.\n"
"If you need to encode to a different format or pipe a stream through third-"
"party software, you can extend this [MovieWriter] class to create your own "
"movie writers.\n"
"When using PNG output, the frame number will be appended at the end of the "
"file name. It starts from 0 and is padded with 8 digits to ensure correct "
"sorting and easier processing. For example, if the output path is [code]/tmp/"
"hello.png[/code], the first two frames will be [code]/tmp/hello00000000.png[/"
"code] and [code]/tmp/hello00000001.png[/code]. The audio will be saved at "
"[code]/tmp/hello.wav[/code]."
msgstr ""
"影片的输出路径。文件扩展名决定要使用的 [MovieWriter]。\n"
"Godot 有两个内置的 [MovieWriter]\n"
"- AVI 容器,视频使用 MJPEG、音频未压缩文件扩展名为 [code].avi[/code])。有损"
"压缩,文件大小中等,编码较快。有损压缩质量可以通过 [member ProjectSettings."
"editor/movie_writer/mjpeg_quality] 调整。得到的文件可以使用大多数视频播放器查"
"看,但必须转换成其他格式才能在 Web 或 Godot 的 [VideoStreamPlayer] 中播放。"
"MJPEG 不支持透明度。AVI 输出目前有单文件 4 GB 的大小限制。\n"
"- 视频使用 PNG 图像序列,音频使用 WAV文件扩展名为 [code].png[/code])。无损"
"压缩,文件大小较大,编码较慢。旨在录制后使用 [url=https://ffmpeg.org/]FFmpeg[/"
"url] 等其他工具编码为视频文件。目前不支持透明度,即便将根视口设为透明也不"
"行。\n"
"如果需要编码为其他格式,或者将流导入至第三方软件,你可以扩展 [MovieWriter] "
"类,创建自己的影片写入器。\n"
"使用 PNG 输出时,帧号将附加在文件名末尾。帧号从 0 开始,会补齐至 8 位数字,从"
"而确保能够正确排序,处理起来也更方便。例如,如果输出路径为 [code]/tmp/hello."
"png[/code],那么前两帧就是 [code]/tmp/hello00000000.png[/code] 和 [code]/tmp/"
"hello00000001.png[/code]。音频将保存在 [code]/tmp/hello.wav[/code]。"
msgid ""
"The speaker mode to use in the recorded audio when writing a movie. See [enum "
"AudioServer.SpeakerMode] for possible values."
msgstr ""
"保存电影时,录制的音频中所使用的扬声器模式。可能的值见 [enum AudioServer."
"SpeakerMode]。"
msgid ""
"The format of the default signal callback name (in the Signal Connection "
"Dialog). The following substitutions are available: [code]{NodeName}[/code], "
"[code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], "
"[code]{signalName}[/code], and [code]{signal_name}[/code]."
msgstr ""
"信号回调名称的默认格式(在信号连接对话框中使用)。可以使用以下替换:[code]"
"{NodeName}[/code]、[code]{nodeName}[/code]、[code]{node_name}[/code]、[code]"
"{SignalName}[/code]、[code]{signalName}[/code]、[code]{signal_name}[/code]。"
msgid ""
"The format of the default signal callback name when a signal connects to the "
"same node that emits it (in the Signal Connection Dialog). The following "
"substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/"
"code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}"
"[/code], and [code]{signal_name}[/code]."
msgstr ""
"信号回调名称的默认格式,用于连接到与发出信号相同节点的情况(在信号连接对话框中"
"使用)。可以使用以下替换:[code]{NodeName}[/code]、[code]{nodeName}[/code]、"
"[code]{node_name}[/code]、[code]{SignalName}[/code]、[code]{signalName}[/"
"code]、[code]{signal_name}[/code]。"
msgid ""
"When creating node names automatically, set the type of casing in this "
"project. This is mostly an editor setting."
msgstr ""
"当自动创建节点名称时,在这个项目中设置大小写的类型。这主要是编辑器设置。"
msgid ""
"What to use to separate node name from number. This is mostly an editor "
"setting."
msgstr "用什么来分隔节点名称和编号。这主要是一个编辑器的设置。"
msgid ""
"When generating file names from scene root node, set the type of casing in "
"this project. This is mostly an editor setting."
msgstr ""
"根据场景根节点生成文件名时,设置这个项目中的大小写类型。主要是编辑器设置。"
msgid ""
"The command-line arguments to append to Godot's own command line when running "
"the project. This doesn't affect the editor itself.\n"
"It is possible to make another executable run Godot by using the "
"[code]%command%[/code] placeholder. The placeholder will be replaced with "
"Godot's own command line. Program-specific arguments should be placed "
"[i]before[/i] the placeholder, whereas Godot-specific arguments should be "
"placed [i]after[/i] the placeholder.\n"
"For example, this can be used to force the project to run on the dedicated "
"GPU in a NVIDIA Optimus system on Linux:\n"
"[codeblock]\n"
"prime-run %command%\n"
"[/codeblock]"
msgstr ""
"运行项目时附加到 Godot 自己的命令行的命令行参数。这不会影响编辑器本身。\n"
"可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Godot。占位符将替"
"换为 Godot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Godot 特"
"定参数应该放在[i]占位符之后[/i]。\n"
"例如,这可用于强制项目在 Linux 上的 NVIDIA Optimus 系统中的专用 GPU 上运行:\n"
"[codeblock]\n"
"prime-run %command%\n"
"[/codeblock]"
msgid ""
"Text-based file extensions to include in the script editor's \"Find in "
"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse "
"your scene files, especially if you use built-in scripts which are serialized "
"in the scene files."
msgstr ""
"脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如 "
"[code]tscn[/code],如果你也想解析你的场景文件,特别是如果你使用的是在场景文件"
"中序列化的内置脚本。"
msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
msgstr ""
"对于项目特定的脚本模板的搜索路径。Godot 将在编辑器的特定路径和此项目的路径中搜"
"索。"
msgid ""
"If [code]true[/code], Blender 3D scene files with the [code].blend[/code] "
"extension will be imported by converting them to glTF 2.0.\n"
"This requires configuring a path to a Blender executable in the editor "
"settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 "
"or later is required."
msgstr ""
"如果为 [code]true[/code],扩展名为 [code].blend[/code] 的 Blender 3D 场景文件"
"会通过转换为 glTF 2.0 来导入。\n"
"需要在编辑器设置 [code]filesystem/import/blender/blender3_path[/code] 中,配"
"置 Blender 可执行文件的路径。需要 Blender 3.0 或更高版本。"
msgid ""
"Override for [member filesystem/import/blender/enabled] on Android where "
"Blender can't easily be accessed from Godot."
msgstr ""
"[member filesystem/import/blender/enabled] 在 Android 上的覆盖项Godot 无法轻"
"易访问到 Blender。"
msgid ""
"Override for [member filesystem/import/blender/enabled] on the Web where "
"Blender can't easily be accessed from Godot."
msgstr ""
"[member filesystem/import/blender/enabled] 在 Web 上的覆盖项Godot 无法轻易访"
"问到 Blender。"
msgid ""
"If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] "
"extension will be imported by converting them to glTF 2.0.\n"
"This requires configuring a path to a FBX2glTF executable in the editor "
"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]."
msgstr ""
"如果为 [code]true[/code],扩展名为 [code].fbx[/code] 的 Autodesk FBX 3D 场景文"
"件会通过转换为 glTF 2.0 来导入。\n"
"需要在编辑器设置 [code]filesystem/import/blender/fbx2gltf_path[/code] 中,配"
"置 FBX2glTF 可执行文件的路径。"
msgid ""
"Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF "
"can't easily be accessed from Godot."
msgstr ""
"[member filesystem/import/fbx/enabled] 在 Android 上的覆盖项Godot 无法轻易访"
"问到 FBX2glTF。"
msgid ""
"Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF "
"can't easily be accessed from Godot."
msgstr ""
"[member filesystem/import/fbx/enabled] 在 Web 上的覆盖项Godot 无法轻易访问"
"到 FBX2glTF。"
msgid ""
"Default value for [member ScrollContainer.scroll_deadzone], which will be "
"used for all [ScrollContainer]s unless overridden."
msgstr ""
"[member ScrollContainer.scroll_deadzone],它将用于所有 [ScrollContainer],除非"
"fug。"
msgid ""
"If [code]true[/code], snaps [Control] node vertices to the nearest pixel to "
"ensure they remain crisp even when the camera moves or zooms."
msgstr ""
"如果为 [code]true[/code],则将 [Control] 节点的顶点吸附到最近的像素,确保即便"
"相机发生移动或缩放也能够保持锐利。"
msgid ""
"If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on "
"Windows to follow interface conventions. [method DisplayServer."
"get_swap_cancel_ok] can be used to query whether buttons are swapped at run-"
"time.\n"
"[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by "
"[method DisplayServer.dialog_show]."
msgstr ""
"如果为 [code]true[/code] ,则会在 Windows 上交换对话框中的[b]确定[/b]和[b]取消"
"[/b]按钮,从而遵循界面规范。可以使用 [method DisplayServer."
"get_swap_cancel_ok] 查询运行时是否交换这两个按钮。\n"
"[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生对话框不受影"
"响。"
msgid "Maximum undo/redo history size for [TextEdit] fields."
msgstr "[TextEdit] 字段的最大撤销/重做历史大小。"
msgid ""
"Path to a custom [Theme] resource file to use for the project ([code].theme[/"
"code] or generic [code].tres[/code]/[code].res[/code] extension)."
msgstr ""
"[Theme] 资源文件的路径,用于自定义项目主题(扩展名为 [code].theme[/code] 或通"
"用的 [code].tres[/code]/[code].res[/code])。"
msgid ""
"Path to a custom [Font] resource to use as default for all GUI elements of "
"the project."
msgstr "自定义 [Font] 资源的路径,用作项目中所有 GUI 元素的默认字体。"
msgid ""
"Font anti-aliasing mode for the default project font. See [member FontFile."
"antialiasing].\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.antialiasing])."
msgstr ""
"默认项目字体的字体抗锯齿模式。见 [member FontFile.antialiasing]。\n"
"[b]注意:[/b]这项设置不影响项目中使用的自定义 [Font]。请改用[b]导入[/b]面板"
"(见 [member ResourceImporterDynamicFont.antialiasing])。"
msgid ""
"If set to [code]true[/code], the default font will have mipmaps generated. "
"This prevents text from looking grainy when a [Control] is scaled down, or "
"when a [Label3D] is viewed from a long distance (if [member Label3D."
"texture_filter] is set to a mode that displays mipmaps).\n"
"Enabling [member gui/theme/default_font_generate_mipmaps] increases font "
"generation time and memory usage. Only enable this setting if you actually "
"need it.\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.generate_mipmaps])."
msgstr ""
"如果设置为 [code]true[/code],则默认字体将生成 mipmap。这样可以防止文本在 "
"[Control] 被按比例缩小或从远距离查看 [Label3D] 时看起来有颗粒感(如果 [member "
"Label3D.texture_filter] 设置为显示 mipmap 的模式)。\n"
"启用 [member gui/theme/default_font_generate_mipmaps] 会增加字体生成时间和内存"
"使用量。请只在你确实需要时才启用此设置。\n"
"[b]注意:[/b]此设置不会影响项目中使用的自定义 [Font]。这种情况下请改用[b]导入"
"[/b]面板(见 [member ResourceImporterDynamicFont.generate_mipmaps])。"
msgid ""
"Font hinting mode for the default project font. See [member FontFile."
"hinting].\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.hinting])."
msgstr ""
"默认项目字体的字体微调模式。见 [member FontFile.hinting]。\n"
"[b]注意:[/b]这项设置不影响项目中使用的自定义 [Font]。请改用[b]导入[/b]面板"
"(见 [member ResourceImporterDynamicFont.hinting])。"
msgid ""
"If set to [code]true[/code], the default font will use multichannel signed "
"distance field (MSDF) for crisp rendering at any size. Since this approach "
"does not rely on rasterizing the font every time its size changes, this "
"allows for resizing the font in real-time without any performance penalty. "
"Text will also not look grainy for [Control]s that are scaled down (or for "
"[Label3D]s viewed from a long distance).\n"
"MSDF font rendering can be combined with [member gui/theme/"
"default_font_generate_mipmaps] to further improve font rendering quality when "
"scaled down.\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.multichannel_signed_distance_field])."
msgstr ""
"如果设置为 [code]true[/code]默认字体将使用多通道带符号距离场MSDF任何尺"
"寸都能够进行清晰的渲染。由于这种方法不需要在每次字体大小更改时都对字体进行光栅"
"化,因此可以实时调整字体大小,不会造成任何性能损失。对于按比例缩小的 [Control]"
"(或从远距离查看的 [Label3D]),文本也不会看起来有颗粒感。\n"
"MSDF 字体渲染可以与 [member gui/theme/default_font_generate_mipmaps] 结合使"
"用,从而进一步提高缩小时的字体渲染质量。\n"
"[b]注意:[/b]此设置不会影响项目中使用的自定义 [Font]。这种情况下请改用[b]导入"
"[/b]面板(见 [member ResourceImporterDynamicFont."
"multichannel_signed_distance_field])。"
msgid ""
"Font glyph subpixel positioning mode for the default project font. See "
"[member FontFile.subpixel_positioning].\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.subpixel_positioning])."
msgstr ""
"默认项目字体的字体字形次像素定位模式。见 [member FontFile."
"subpixel_positioning]。\n"
"[b]注意:[/b]这项设置不影响项目中使用的自定义 [Font]。请改用[b]导入[/b]面板"
"(见 [member ResourceImporterDynamicFont.subpixel_positioning])。"
msgid ""
"The default scale factor for [Control]s, when not overridden by a [Theme].\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default scale at runtime, set [member ThemeDB.fallback_base_scale] "
"instead."
msgstr ""
"[Theme] 中没有覆盖缩放系数时,[Control] 的默认缩放系数。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认缩放,请改为设置 "
"[member ThemeDB.fallback_base_scale]。"
msgid ""
"LCD subpixel layout used for font anti-aliasing. See [enum TextServer."
"FontLCDSubpixelLayout]."
msgstr ""
"LCD 次像素布局,用于字体抗锯齿。见 [enum TextServer.FontLCDSubpixelLayout]。"
msgid ""
"When [member BaseButton.shortcut_feedback] is enabled, this is the time the "
"[BaseButton] will remain highlighted after a shortcut."
msgstr ""
"启用 [member BaseButton.shortcut_feedback] 时,按下快捷键后 [BaseButton] 保持"
"高亮的时间。"
msgid ""
"Timer setting for incremental search in [Tree], [ItemList], etc. controls (in "
"milliseconds)."
msgstr "在 [Tree]、[ItemList] 等控件中为增量搜索设置计时器(单位为毫秒)。"
msgid "Timer for detecting idle in [TextEdit] (in seconds)."
msgstr "检测 [TextEdit] 空闲的计时器(单位为秒)。"
msgid "Default delay for tooltips (in seconds)."
msgstr "工具提示的默认延迟(单位为秒)。"
msgid ""
"Default [InputEventAction] to confirm a focused button, menu or list item, or "
"validate input.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于确认焦点按钮、菜单或列表项,或用于验证输入。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to discard a modal or pending input.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于放弃模态或挂起的输入。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to copy a selection to the clipboard.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将选中内容复制到剪贴板。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to cut a selection to the clipboard.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将选中内容剪切到剪贴板。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move down in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在 UI 中向下移动。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to go to the end position of a [Control] (e.g. "
"last item in an [ItemList] or a [Tree]), matching the behavior of [constant "
"KEY_END] on typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于前往 [Control] 的末尾(例如 [ItemList] 和 [Tree] "
"中的最后一个项目),与常见桌面 UI 系统中 [constant KEY_END] 的 行为一致。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to refresh the contents of the current directory "
"of a [FileDialog].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于刷新 [FileDialog] 中当前目录的内容。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to toggle showing hidden files and directories in "
"a [FileDialog].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于开关 [FileDialog] 中隐藏文件和目录的显示。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to go up one directory in a [FileDialog].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在 [FileDialog] 前往上一级目录。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to focus the next [Control] in the scene. The "
"focus behavior can be configured via [member Control.focus_next].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于聚焦场景中的下一个 [Control]。聚焦行为可以通过 "
"[member Control.focus_next] 配置。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to focus the previous [Control] in the scene. The "
"focus behavior can be configured via [member Control.focus_previous].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于聚焦场景中的上一个 [Control]。聚焦行为可以通过 "
"[member Control.focus_previous] 配置。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to delete a [GraphNode] in a [GraphEdit].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于删除 [GraphEdit] 中的某个 [GraphNode]。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to duplicate a [GraphNode] in a [GraphEdit].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于制作 [GraphEdit] 中某个 [GraphNode] 的副本。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to go to the start position of a [Control] (e.g. "
"first item in an [ItemList] or a [Tree]), matching the behavior of [constant "
"KEY_HOME] on typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于前往 [Control] 的开头(例如 [ItemList] 和 [Tree] "
"中的第一个项目),与常见桌面 UI 系统中 [constant KEY_HOME] 的 行为一致。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作不能被删除,因为它们是几个 "
"[Control] 的内部逻辑所必需的。然而,分配给动作的事件可以被修改。"
msgid ""
"Default [InputEventAction] to move left in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在 UI 中向左移动。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to open a context menu in a text field.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在文本字段中打开上下文菜单。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to go down a page in a [Control] (e.g. in an "
"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on "
"typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在 [Control](例如 [ItemList] 和 [Tree])中向下翻"
"页,与常见桌面 UI 系统中 [constant KEY_PAGEDOWN] 的 行为一致。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to go up a page in a [Control] (e.g. in an "
"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on "
"typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在 [Control](例如 [ItemList] 和 [Tree])中向上翻"
"页,与常见桌面 UI 系统中 [constant KEY_PAGEUP] 的 行为一致。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to paste from the clipboard.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于从剪贴板粘贴内容。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to redo an undone action.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于重做被撤销的动作。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move right in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在 UI 中向右移动。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to select an item in a [Control] (e.g. in an "
"[ItemList] or a [Tree]).\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在 [Control](例如 [ItemList] 和 [Tree])中选中项"
"目。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to swap input direction, i.e. change between left-"
"to-right to right-to-left modes. Affects text-editting controls ([LineEdit], "
"[TextEdit])."
msgstr ""
"默认 [InputEventAction],用于交换输入方向,例如在“从左至右”和“从右至左”模式之"
"间切换。影响文本编辑控件([LineEdit]、[TextEdit])。"
msgid ""
"If a selection is currently active with the last caret in text fields, "
"searches for the next occurrence of the selection, adds a caret and selects "
"the next occurrence.\n"
"If no selection is currently active with the last caret in text fields, "
"selects the word currently under the caret.\n"
"The action can be performed sequentially for all occurrences of the selection "
"of the last caret and for all existing carets.\n"
"The viewport is adjusted to the latest newly added caret.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"如果文本字段的最近一个光标处存在选中的文本,则会搜索所选内容下一次出现的位置,"
"在那个位置添加一个光标,然后选中该处的内容。\n"
"如果文本字段的最近一个光标处没有选中文本,则会选中当前光标下的单词。\n"
"该动作可以连续执行,选中最近一个光标所选文本的所有出现位置,所有现存光标均适"
"用。\n"
"视口会根据最近新添加的文本光标进行调整。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to delete the character before the text cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于删除文本光标前的字符。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to delete [b]all[/b] text before the text cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于删除文本光标前的[b]所有[/b]文本。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to delete all text before the text "
"cursor."
msgstr "针对 macOS 的快捷键覆盖项,对应删除文本光标前所有文本的快捷键。"
msgid ""
"Default [InputEventAction] to delete all characters before the cursor up "
"until a whitespace or punctuation character.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于删除光标前、空白或标点字符后的所有字符。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid "macOS specific override for the shortcut to delete a word."
msgstr "针对 macOS 的快捷键覆盖项,对应删除单词的快捷键。"
msgid ""
"Default [InputEventAction] to add an additional caret above every caret of a "
"text."
msgstr "默认 [InputEventAction],用于在文本中各个光标上方再添加一个光标。"
msgid ""
"macOS specific override for the shortcut to add a caret above every caret."
msgstr "针对 macOS 的快捷键覆盖项,对应在各个光标上方再添加一个光标的快捷键。"
msgid ""
"Default [InputEventAction] to add an additional caret below every caret of a "
"text."
msgstr "默认 [InputEventAction],用于在文本中各个光标下方再添加一个光标。"
msgid ""
"macOS specific override for the shortcut to add a caret below every caret."
msgstr "针对 macOS 的快捷键覆盖项,对应在各个光标下方再添加一个光标的快捷键。"
msgid ""
"Default [InputEventAction] to move the text cursor to the end of the text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标移动到文本的末尾。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor to the end "
"of the text."
msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到文本末尾的快捷键。"
msgid ""
"Default [InputEventAction] to move the text cursor to the start of the text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标移动到文本的开头。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor to the start "
"of the text."
msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到文本开头的快捷键。"
msgid ""
"Default [InputEventAction] to move the text cursor down.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标向下移动。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor left.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标向左移动。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor to the end of the line.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标移动到该行的末尾。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor to the end "
"of the line."
msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到改行末尾的快捷键。"
msgid ""
"Default [InputEventAction] to move the text cursor to the start of the line.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标移动到该行的开头。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor to the start "
"of the line."
msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标移动到改行开头的快捷键。"
msgid ""
"Default [InputEventAction] to move the text cursor down one page.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标向下移动一页。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor up one page.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标向上移动一页。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor right.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标向右移动。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor up.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标向上移动。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor left to the next "
"whitespace or punctuation.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标向左移动到最近的空白或标点字符。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor back one "
"word."
msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标向后移动一个单词的快捷键。"
msgid ""
"Default [InputEventAction] to move the text cursor right to the next "
"whitespace or punctuation.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于将文本光标向右移动到最近的空白或标点字符。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor forward one "
"word."
msgstr "针对 macOS 的快捷键覆盖项,对应将文本光标向前移动一个单词的快捷键。"
msgid ""
"If there's only one caret active and with a selection, clears the selection.\n"
"In case there's more than one caret active, removes the secondary carets and "
"clears their selections.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"如果处于活动状态并且有选区的光标只有一个,则清除该选区。\n"
"如果有多个光标处于活动状态,请移除次要光标并清除其选区。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作无法移除,因为它们对于部分 "
"[Control] 的内部逻辑是必需的。但是,可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to accept an autocompetion hint.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于接受某个自动补全提示。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to request autocompetion.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于请求自动补全。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to accept an autocompetion hint, replacing "
"existing text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于接受某个自动补全提示并替换现有文本。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to unindent text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于取消文本缩进。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to delete the character after the text cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于删除文本光标后的字符。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to delete [b]all[/b] text after the text cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于删除文本光标后的[b]所有[/b]文本。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to delete all text after the text "
"cursor."
msgstr "针对 macOS 的快捷键覆盖项,对应删除文本光标后所有文本的快捷键。"
msgid ""
"Default [InputEventAction] to delete all characters after the cursor up until "
"a whitespace or punctuation character.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于删除光标后、空白或标点字符前的所有字符。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to delete a word after the text "
"cursor."
msgstr "针对 macOS 的快捷键覆盖项,对应删除文本光标前的单词的快捷键。"
msgid ""
"Default [InputEventAction] to indent the current line.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于缩进当前行。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to insert a new line at the position of the text "
"cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在文本光标处插入换行。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to insert a new line before the current one.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在当前行之前插入一个空行。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to insert a new line after the current one.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于在当前行之后插入一个空行。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to scroll down one line of text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于向下滚动一行文本。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid "macOS specific override for the shortcut to scroll down one line."
msgstr "针对 macOS 的快捷键覆盖项,对应向下滚动一行的快捷键。"
msgid ""
"Default [InputEventAction] to scroll up one line of text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于向上滚动一行文本。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid "macOS specific override for the shortcut to scroll up one line."
msgstr "针对 macOS 的快捷键覆盖项,对应向上滚动一行的快捷键。"
msgid ""
"Default [InputEventAction] to select all text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于全选文本。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"If no selection is currently active, selects the word currently under the "
"caret in text fields. If a selection is currently active, deselects the "
"current selection.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"如果文本框中当前没有选中文本,则选中文本光标下的单词。如果有当前选中的文本,则"
"取消选中。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"macOS specific override for the shortcut to select the word currently under "
"the caret."
msgstr "针对 macOS 的快捷键覆盖项,对应选中光标处单词的快捷键。"
msgid ""
"Default [InputEventAction] to submit a text field.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于提交文本字段。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to toggle [i]insert mode[/i] in a text field. "
"While in insert mode, inserting new text overrides the character after the "
"cursor, unless the next character is a new line.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于开关文本字段的[i]插入模式[/i]。在插入模式中,插入"
"新的文本会覆盖光标后的字符,除非下一个字符是换行符。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to undo the most recent action.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认 [InputEventAction],用于撤销最近的动作。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"Default [InputEventAction] to move up in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"默认在 UI 中向上移动[InputEventAction]。\n"
"[b]注意:[/b]默认的 [code]ui_*[/code] 动作是部分 [Control] 的内部逻辑所必需"
"的,无法删除。但是可以修改分配给该动作的事件。"
msgid ""
"If [code]true[/code], key/touch/joystick events will be flushed just before "
"every idle and physics frame.\n"
"If [code]false[/code], such events will be flushed only once per process "
"frame, between iterations of the engine.\n"
"Enabling this can greatly improve the responsiveness to input, specially in "
"devices that need to run multiple physics frames per visible (process) frame, "
"because they can't run at the target frame rate.\n"
"[b]Note:[/b] Currently implemented only on Android."
msgstr ""
"如果为 [code]true[/code],按键/触摸/操纵杆事件将在每个空闲帧和物理帧之前刷"
"新。\n"
"如果为 [code]false[/code],该类事件将在引擎迭代之间的每个进程帧中仅刷新一"
"次。\n"
"启用该功能可以极大地提高对输入的响应能力,特别是在每个可见(进程)帧需要运行多"
"个物理帧的设备中,因为它们无法以目标帧速率运行。\n"
"[b]注意:[/b]目前只在 Android 上实现。"
msgid ""
"If [code]true[/code], [method Input.is_action_just_pressed] and [method Input."
"is_action_just_released] will only return [code]true[/code] if the action is "
"still in the respective state, i.e. an action that is pressed [i]and[/i] "
"released on the same frame will be missed.\n"
"If [code]false[/code], no input will be lost.\n"
"[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] "
"setting. The legacy behavior is to enable supporting old projects that rely "
"on the old logic, without changes to script."
msgstr ""
"如果为 [code]true[/code],则 [method Input.is_action_just_pressed] 和 [method "
"Input.is_action_just_released] 只有在动作仍然处于相应状态时返回 [code]true[/"
"code],也就是说,会忽略在同一帧按下[i]并[/i]释放的动作。\n"
"如果为 [code]false[/code],则不会丢失任何输入。\n"
"[b]注意:[/b]几乎所有情况下都应该优先设置为 [code]false[/code]。旧有行为的用途"
"是支持老项目,这样不需要修改脚本就可以使用以前的逻辑。"
msgid ""
"Specifies the tablet driver to use. If left empty, the default driver will be "
"used.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"指定要使用的平板驱动。如果留空,则会使用默认驱动。\n"
"[b]注意:[/b]所使用的驱动可以通过 [code]--tablet-driver[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令行参数[/url]在运行时进行覆盖。"
msgid "Override for [member input_devices/pen_tablet/driver] on Windows."
msgstr "[member input_devices/pen_tablet/driver] 针对 Windows 的覆盖项。"
msgid ""
"If [code]true[/code], long press events on an Android touchscreen are "
"transformed into right click events."
msgstr ""
"如果为 [code]true[/code],则在 Android 触摸屏上的长按事件会被转换为右键单击事"
"件。"
msgid ""
"If [code]true[/code], multi-touch pan and scale gestures are enabled on "
"Android devices."
msgstr "如果为 [code]true[/code],则会在 Android 设备上启用多点平移和缩放手势。"
msgid ""
"If [code]true[/code], sends mouse input events when tapping or swiping on the "
"touchscreen."
msgstr "如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。"
msgid ""
"If [code]true[/code], sends touch input events when clicking or dragging the "
"mouse."
msgstr "如果为 [code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。"
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"如果给定语言的翻译不可用,则使用默认区域设置。如果留空,将使用 [code]en[/"
"code],即英文。"
msgid ""
"If [code]true[/code], text server break iteration rule sets, dictionaries and "
"other optional data are included in the exported project.\n"
"[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes "
"dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as "
"Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line "
"breaking rules. Data is about 4 MB large.\n"
"[b]Note:[/b] \"Fallback\" text server does not use additional data."
msgstr ""
"如果为 [code]true[/code],则文本服务器中断迭代规则集、字典、和其他可选数据将被"
"包含在导出的项目中。\n"
"[b]注意:[/b]“ICU / HarfBuzz / Graphite”文本服务器数据包括缅甸语、汉语、日"
"语、高棉语、老挝语和泰语的词典,以及 Unicode 标准附件 #29 和 Unicode 标准附件 "
"#14 单词和行折断规则。数据大约 4 MB。\n"
"[b]注意:[/b]“后备”文本服务器不使用额外数据。"
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该区域设置。"
msgid ""
"Double vowels in strings during pseudolocalization to simulate the "
"lengthening of text due to localization."
msgstr ""
"进行伪本地化时,重复字符串中的元音字母,模拟由于本地化而造成的文本加长。"
msgid ""
"The expansion ratio to use during pseudolocalization. A value of [code]0.3[/"
"code] is sufficient for most practical purposes, and will increase the length "
"of each string by 30%."
msgstr ""
"进行伪本地化时的扩展比率。取 [code]0.3[/code] 能够适应大部分实际使用,会将每个"
"字符串加长 30%。"
msgid ""
"If [code]true[/code], emulate bidirectional (right-to-left) text when "
"pseudolocalization is enabled. This can be used to spot issues with RTL "
"layout and UI mirroring that will crop up if the project is localized to RTL "
"languages such as Arabic or Hebrew."
msgstr ""
"如果为 [code]true[/code],则在启用伪本地化时模拟双向(从右至左)文本。可用于发"
"现 RTL 布局和 UI 镜像问题,如果项目本地化为阿拉伯语或希伯来语等 RTL 语言,则会"
"出现这些问题。"
msgid ""
"Replace all characters in the string with [code]*[/code]. Useful for finding "
"non-localizable strings."
msgstr "将字符串中的所有字符替换为 [code]*[/code]。用于查找不可本地化的字符串。"
msgid "Prefix that will be prepended to the pseudolocalized string."
msgstr "将被前置到伪本地化字符串的前缀。"
msgid ""
"Replace all characters with their accented variants during pseudolocalization."
msgstr "进行伪本地化时,将所有字符替换为其重音变体。"
msgid ""
"Skip placeholders for string formatting like [code]%s[/code] or [code]%f[/"
"code] during pseudolocalization. Useful to identify strings which need "
"additional control characters to display correctly."
msgstr ""
"进行伪本地化时,跳过 [code]%s[/code] 或 [code]%f[/code] 等用于字符串格式的占位"
"符。有助于识别需要额外的控制字符才能正确显示的字符串。"
msgid "Suffix that will be appended to the pseudolocalized string."
msgstr "将被追加到伪本地化字符串的后缀。"
msgid ""
"If [code]true[/code], enables pseudolocalization for the project. This can be "
"used to spot untranslatable strings or layout issues that may occur once the "
"project is localized to languages that have longer strings than the source "
"language.\n"
"[b]Note:[/b] This property is only read when the project starts. To toggle "
"pseudolocalization at run-time, use [member TranslationServer."
"pseudolocalization_enabled] instead."
msgstr ""
"如果为 [code]true[/code],则为项目启用伪本地化。这可用于发现,一旦项目被本地化"
"为字符串比源语言更长的语言时,可能出现的无法翻译的字符串或布局问题。\n"
"[b]注意:[/b]只有在项目启动时该属性才会被读取。要在运行时切换伪本地化,请改用 "
"[member TranslationServer.pseudolocalization_enabled]。"
msgid ""
"Force layout direction and text writing direction to RTL for all controls."
msgstr "强制所有控件的布局方向和文本书写方向为 RTL。"
msgid "Root node default layout direction."
msgstr "根节点的默认布局方向。"
msgid ""
"Specifies the [TextServer] to use. If left empty, the default will be used.\n"
"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting "
"right-to-left typesetting and complex scripts (for languages like Arabic, "
"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left "
"typesetting and complex scripts.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url].\n"
"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, "
"which disables all text rendering and font-related functionality. This driver "
"is not listed in the project settings, but it can be enabled when running the "
"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]command line argument[/url]."
msgstr ""
"指定要使用的 [TextServer]。如果留空,则会使用默认服务器。\n"
"“ICU / HarfBuzz / Graphite”是最先进的文本驱动支持从右至左的排版和复杂文字"
"用于阿拉伯语、希伯来语等语言。“Fallback”文本驱动不支持从右至左的排版和复杂"
"文字。\n"
"[b]注意:[/b]在运行时可以通过 [code]--text-driver[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令行参数[/url]覆盖使用的驱动程"
"序。\n"
"[b]注意:[/b]另外还提供了 [code]Dummy[/code] 文本驱动,它禁用了所有文本渲染和"
"字体相关的功能。这个驱动没有在项目设置中列出,但可以在运行编辑器或项目时使用 "
"[code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/"
"command_line_tutorial.html]命令行参数[/url]启用。"
msgid ""
"Optional name for the 2D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "2D 导航层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 2D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "2D 导航层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 2D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "2D 导航层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 2D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "2D 导航层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 2D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "2D 导航层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 2D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "2D 导航层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 2D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "2D 导航层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 2D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "2D 导航层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 2D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "2D 导航层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 2D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "2D 导航层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 2D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "2D 导航层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 2D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "2D 导航层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 2D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "2D 导航层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 2D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "2D 导航层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 2D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "2D 导航层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 2D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "2D 导航层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 2D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "2D 导航层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 2D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "2D 导航层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 2D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "2D 导航层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 2D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "2D 导航层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 2D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "2D 导航层 21 的可选名称。留空则会显示为“层 21”。"
msgid ""
"Optional name for the 2D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "2D 导航层 22 的可选名称。留空则会显示为“层 22”。"
msgid ""
"Optional name for the 2D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "2D 导航层 23 的可选名称。留空则会显示为“层 23”。"
msgid ""
"Optional name for the 2D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "2D 导航层 24 的可选名称。留空则会显示为“层 24”。"
msgid ""
"Optional name for the 2D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "2D 导航层 25 的可选名称。留空则会显示为“层 25”。"
msgid ""
"Optional name for the 2D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "2D 导航层 26 的可选名称。留空则会显示为“层 26”。"
msgid ""
"Optional name for the 2D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "2D 导航层 27 的可选名称。留空则会显示为“层 27”。"
msgid ""
"Optional name for the 2D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "2D 导航层 28 的可选名称。留空则会显示为“层 28”。"
msgid ""
"Optional name for the 2D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "2D 导航层 29 的可选名称。留空则会显示为“层 29”。"
msgid ""
"Optional name for the 2D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "2D 导航层 30 的可选名称。留空则会显示为“层 30”。"
msgid ""
"Optional name for the 2D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "2D 导航层 31 的可选名称。留空则会显示为“层 31”。"
msgid ""
"Optional name for the 2D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "2D 导航层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
"Optional name for the 2D physics layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "2D 物理层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 2D physics layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "2D 物理层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 2D physics layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "2D 物理层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 2D physics layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "2D 物理层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 2D physics layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "2D 物理层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 2D physics layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "2D 物理层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 2D physics layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "2D 物理层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 2D physics layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "2D 物理层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 2D physics layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "2D 物理层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 2D physics layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "2D 物理层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 2D physics layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "2D 物理层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 2D physics layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "2D 物理层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 2D physics layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "2D 物理层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 2D physics layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "2D 物理层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 2D physics layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "2D 物理层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 2D physics layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "2D 物理层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 2D physics layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "2D 物理层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 2D physics layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "2D 物理层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 2D physics layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "2D 物理层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 2D physics layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "2D 物理层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 2D physics layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "2D 物理层 21 的可选名称。留空则会显示为“层 21”。"
msgid ""
"Optional name for the 2D physics layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "2D 物理层 22 的可选名称。留空则会显示为“层 22”。"
msgid ""
"Optional name for the 2D physics layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "2D 物理层 23 的可选名称。留空则会显示为“层 23”。"
msgid ""
"Optional name for the 2D physics layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "2D 物理层 24 的可选名称。留空则会显示为“层 24”。"
msgid ""
"Optional name for the 2D physics layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "2D 物理层 25 的可选名称。留空则会显示为“层 25”。"
msgid ""
"Optional name for the 2D physics layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "2D 物理层 26 的可选名称。留空则会显示为“层 26”。"
msgid ""
"Optional name for the 2D physics layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "2D 物理层 27 的可选名称。留空则会显示为“层 27”。"
msgid ""
"Optional name for the 2D physics layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "2D 物理层 28 的可选名称。留空则会显示为“层 28”。"
msgid ""
"Optional name for the 2D physics layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "2D 物理层 29 的可选名称。留空则会显示为“层 29”。"
msgid ""
"Optional name for the 2D physics layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "2D 物理层 30 的可选名称。留空则会显示为“层 30”。"
msgid ""
"Optional name for the 2D physics layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "2D 物理层 31 的可选名称。留空则会显示为“层 31”。"
msgid ""
"Optional name for the 2D physics layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "2D 物理层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
"Optional name for the 2D render layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "2D 渲染层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 2D render layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "2D 渲染层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 2D render layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "2D 渲染层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 2D render layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "2D 渲染层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 2D render layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "2D 渲染层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 2D render layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "2D 渲染层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 2D render layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "2D 渲染层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 2D render layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "2D 渲染层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 2D render layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "2D 渲染层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 2D render layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "2D 渲染层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 2D render layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "2D 渲染层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 2D render layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "2D 渲染层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 2D render layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "2D 渲染层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 2D render layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "2D 渲染层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 2D render layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "2D 渲染层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 2D render layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "2D 渲染层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 2D render layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "2D 渲染层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 2D render layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "2D 渲染层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 2D render layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "2D 渲染层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 2D render layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "2D 渲染层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 3D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "3D 导航层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 3D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "3D 导航层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 3D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "3D 导航层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 3D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "3D 导航层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 3D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "3D 导航层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 3D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "3D 导航层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 3D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "3D 导航层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 3D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "3D 导航层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 3D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "3D 导航层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 3D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "3D 导航层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 3D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "3D 导航层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 3D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "3D 导航层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 3D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "3D 导航层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 3D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "3D 导航层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 3D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "3D 导航层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 3D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "3D 导航层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 3D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "3D 导航层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 3D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "3D 导航层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 3D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "3D 导航层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 3D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "3D 导航层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 3D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "3D 导航层 21 的可选名称。留空则会显示为“层 21”。"
msgid ""
"Optional name for the 3D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "3D 导航层 22 的可选名称。留空则会显示为“层 22”。"
msgid ""
"Optional name for the 3D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "3D 导航层 23 的可选名称。留空则会显示为“层 23”。"
msgid ""
"Optional name for the 3D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "3D 导航层 24 的可选名称。留空则会显示为“层 24”。"
msgid ""
"Optional name for the 3D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "3D 导航层 25 的可选名称。留空则会显示为“层 25”。"
msgid ""
"Optional name for the 3D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "3D 导航层 26 的可选名称。留空则会显示为“层 26”。"
msgid ""
"Optional name for the 3D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "3D 导航层 27 的可选名称。留空则会显示为“层 27”。"
msgid ""
"Optional name for the 3D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "3D 导航层 28 的可选名称。留空则会显示为“层 28”。"
msgid ""
"Optional name for the 3D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "3D 导航层 29 的可选名称。留空则会显示为“层 29”。"
msgid ""
"Optional name for the 3D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "3D 导航层 30 的可选名称。留空则会显示为“层 30”。"
msgid ""
"Optional name for the 3D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "3D 导航层 31 的可选名称。留空则会显示为“层 31”。"
msgid ""
"Optional name for the 3D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "3D 导航层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
"Optional name for the 3D physics layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "3D 物理层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 3D physics layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "3D 物理层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 3D physics layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "3D 物理层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 3D physics layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "3D 物理层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 3D physics layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "3D 物理层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 3D physics layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "3D 物理层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 3D physics layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "3D 物理层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 3D physics layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "3D 物理层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 3D physics layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "3D 物理层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 3D physics layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "3D 物理层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 3D physics layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "3D 物理层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 3D physics layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "3D 物理层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 3D physics layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "3D 物理层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 3D physics layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "3D 物理层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 3D physics layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "3D 物理层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 3D physics layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "3D 物理层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 3D physics layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "3D 物理层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 3D physics layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "3D 物理层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 3D physics layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "3D 物理层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 3D physics layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "3D 物理层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the 3D physics layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "3D 物理层 21 的可选名称。留空则会显示为“层 21”。"
msgid ""
"Optional name for the 3D physics layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "3D 物理层 22 的可选名称。留空则会显示为“层 22”。"
msgid ""
"Optional name for the 3D physics layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "3D 物理层 23 的可选名称。留空则会显示为“层 23”。"
msgid ""
"Optional name for the 3D physics layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "3D 物理层 24 的可选名称。留空则会显示为“层 24”。"
msgid ""
"Optional name for the 3D physics layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "3D 物理层 25 的可选名称。留空则会显示为“层 25”。"
msgid ""
"Optional name for the 3D physics layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "3D 物理层 26 的可选名称。留空则会显示为“层 26”。"
msgid ""
"Optional name for the 3D physics layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "3D 物理层 27 的可选名称。留空则会显示为“层 27”。"
msgid ""
"Optional name for the 3D physics layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "3D 物理层 28 的可选名称。留空则会显示为“层 28”。"
msgid ""
"Optional name for the 3D physics layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "3D 物理层 29 的可选名称。留空则会显示为“层 29”。"
msgid ""
"Optional name for the 3D physics layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "3D 物理层 30 的可选名称。留空则会显示为“层 30”。"
msgid ""
"Optional name for the 3D physics layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "3D 物理层 31 的可选名称。留空则会显示为“层 31”。"
msgid ""
"Optional name for the 3D physics layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "3D 物理层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
"Optional name for the 3D render layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "3D 渲染层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the 3D render layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "3D 渲染层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the 3D render layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "3D 渲染层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the 3D render layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "3D 渲染层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the 3D render layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "3D 渲染层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the 3D render layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "3D 渲染层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the 3D render layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "3D 渲染层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the 3D render layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "3D 渲染层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the 3D render layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "3D 渲染层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the 3D render layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "3D 渲染层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the 3D render layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "3D 渲染层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the 3D render layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "3D 渲染层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the 3D render layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "3D 渲染层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the 3D render layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "3D 渲染层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the 3D render layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "3D 渲染层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the 3D render layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "3D 渲染层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the 3D render layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "3D 渲染层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the 3D render layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "3D 渲染层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the 3D render layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "3D 渲染层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the 3D render layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "3D 渲染层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the navigation avoidance layer 1. If left empty, the layer "
"will display as \"Layer 1\"."
msgstr "导航避障层 1 的可选名称。留空则会显示为“层 1”。"
msgid ""
"Optional name for the navigation avoidance layer 2. If left empty, the layer "
"will display as \"Layer 2\"."
msgstr "导航避障层 2 的可选名称。留空则会显示为“层 2”。"
msgid ""
"Optional name for the navigation avoidance layer 3. If left empty, the layer "
"will display as \"Layer 3\"."
msgstr "导航避障层 3 的可选名称。留空则会显示为“层 3”。"
msgid ""
"Optional name for the navigation avoidance layer 4. If left empty, the layer "
"will display as \"Layer 4\"."
msgstr "导航避障层 4 的可选名称。留空则会显示为“层 4”。"
msgid ""
"Optional name for the navigation avoidance layer 5. If left empty, the layer "
"will display as \"Layer 5\"."
msgstr "导航避障层 5 的可选名称。留空则会显示为“层 5”。"
msgid ""
"Optional name for the navigation avoidance layer 6. If left empty, the layer "
"will display as \"Layer 6\"."
msgstr "导航避障层 6 的可选名称。留空则会显示为“层 6”。"
msgid ""
"Optional name for the navigation avoidance layer 7. If left empty, the layer "
"will display as \"Layer 7\"."
msgstr "导航避障层 7 的可选名称。留空则会显示为“层 7”。"
msgid ""
"Optional name for the navigation avoidance layer 8. If left empty, the layer "
"will display as \"Layer 8\"."
msgstr "导航避障层 8 的可选名称。留空则会显示为“层 8”。"
msgid ""
"Optional name for the navigation avoidance layer 9. If left empty, the layer "
"will display as \"Layer 9\"."
msgstr "导航避障层 9 的可选名称。留空则会显示为“层 9”。"
msgid ""
"Optional name for the navigation avoidance layer 10. If left empty, the layer "
"will display as \"Layer 10\"."
msgstr "导航避障层 10 的可选名称。留空则会显示为“层 10”。"
msgid ""
"Optional name for the navigation avoidance layer 11. If left empty, the layer "
"will display as \"Layer 11\"."
msgstr "导航避障层 11 的可选名称。留空则会显示为“层 11”。"
msgid ""
"Optional name for the navigation avoidance layer 12. If left empty, the layer "
"will display as \"Layer 12\"."
msgstr "导航避障层 12 的可选名称。留空则会显示为“层 12”。"
msgid ""
"Optional name for the navigation avoidance layer 13. If left empty, the layer "
"will display as \"Layer 13\"."
msgstr "导航避障层 13 的可选名称。留空则会显示为“层 13”。"
msgid ""
"Optional name for the navigation avoidance layer 14. If left empty, the layer "
"will display as \"Layer 14\"."
msgstr "导航避障层 14 的可选名称。留空则会显示为“层 14”。"
msgid ""
"Optional name for the navigation avoidance layer 15. If left empty, the layer "
"will display as \"Layer 15\"."
msgstr "导航避障层 15 的可选名称。留空则会显示为“层 15”。"
msgid ""
"Optional name for the navigation avoidance layer 16. If left empty, the layer "
"will display as \"Layer 16\"."
msgstr "导航避障层 16 的可选名称。留空则会显示为“层 16”。"
msgid ""
"Optional name for the navigation avoidance layer 17. If left empty, the layer "
"will display as \"Layer 17\"."
msgstr "导航避障层 17 的可选名称。留空则会显示为“层 17”。"
msgid ""
"Optional name for the navigation avoidance layer 18. If left empty, the layer "
"will display as \"Layer 18\"."
msgstr "导航避障层 18 的可选名称。留空则会显示为“层 18”。"
msgid ""
"Optional name for the navigation avoidance layer 19. If left empty, the layer "
"will display as \"Layer 19\"."
msgstr "导航避障层 19 的可选名称。留空则会显示为“层 19”。"
msgid ""
"Optional name for the navigation avoidance layer 20. If left empty, the layer "
"will display as \"Layer 20\"."
msgstr "导航避障层 20 的可选名称。留空则会显示为“层 20”。"
msgid ""
"Optional name for the navigation avoidance layer 21. If left empty, the layer "
"will display as \"Layer 21\"."
msgstr "导航避障层 21 的可选名称。留空则会显示为“层 21”。"
msgid ""
"Optional name for the navigation avoidance layer 22. If left empty, the layer "
"will display as \"Layer 22\"."
msgstr "导航避障层 22 的可选名称。留空则会显示为“层 22”。"
msgid ""
"Optional name for the navigation avoidance layer 23. If left empty, the layer "
"will display as \"Layer 23\"."
msgstr "导航避障层 23 的可选名称。留空则会显示为“层 23”。"
msgid ""
"Optional name for the navigation avoidance layer 24. If left empty, the layer "
"will display as \"Layer 24\"."
msgstr "导航避障层 24 的可选名称。留空则会显示为“层 24”。"
msgid ""
"Optional name for the navigation avoidance layer 25. If left empty, the layer "
"will display as \"Layer 25\"."
msgstr "导航避障层 25 的可选名称。留空则会显示为“层 25”。"
msgid ""
"Optional name for the navigation avoidance layer 26. If left empty, the layer "
"will display as \"Layer 26\"."
msgstr "导航避障层 26 的可选名称。留空则会显示为“层 26”。"
msgid ""
"Optional name for the navigation avoidance layer 27. If left empty, the layer "
"will display as \"Layer 27\"."
msgstr "导航避障层 27 的可选名称。留空则会显示为“层 27”。"
msgid ""
"Optional name for the navigation avoidance layer 28. If left empty, the layer "
"will display as \"Layer 28\"."
msgstr "导航避障层 28 的可选名称。留空则会显示为“层 28”。"
msgid ""
"Optional name for the navigation avoidance layer 29. If left empty, the layer "
"will display as \"Layer 29\"."
msgstr "导航避障层 29 的可选名称。留空则会显示为“层 29”。"
msgid ""
"Optional name for the navigation avoidance layer 30. If left empty, the layer "
"will display as \"Layer 30\"."
msgstr "导航避障层 30 的可选名称。留空则会显示为“层 30”。"
msgid ""
"Optional name for the navigation avoidance layer 31. If left empty, the layer "
"will display as \"Layer 31\"."
msgstr "导航避障层 31 的可选名称。留空则会显示为“层 31”。"
msgid ""
"Optional name for the navigation avoidance layer 32. If left empty, the layer "
"will display as \"Layer 32\"."
msgstr "导航避障层 32 的可选名称。留空则会显示为“层 32”。"
msgid ""
"Godot uses a message queue to defer some function calls. If you run out of "
"space on it (you will see an error), you can increase the size here."
msgstr ""
"Godot 使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错"
"误),你可以在这里增加大小。"
msgid ""
"This is used by servers when used in multi-threading mode (servers and "
"visual). RIDs are preallocated to avoid stalling the server requesting them "
"on threads. If servers get stalled too often when loading resources in a "
"thread, increase this number."
msgstr ""
"在多线程模式下使用时服务器会使用它服务器和可视化端。RID 是预先分配的,以"
"避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请增加"
"此数字。"
msgid ""
"Default cell size for 2D navigation maps. See [method NavigationServer2D."
"map_set_cell_size]."
msgstr ""
"2D 导航地图的默认单元格大小。见 [method NavigationServer2D."
"map_set_cell_size]。"
msgid ""
"Default edge connection margin for 2D navigation maps. See [method "
"NavigationServer2D.map_set_edge_connection_margin]."
msgstr ""
"2D 导航地图的默认边界链接边距。见 [method NavigationServer2D."
"map_set_edge_connection_margin]。"
msgid ""
"Default link connection radius for 2D navigation maps. See [method "
"NavigationServer2D.map_set_link_connection_radius]."
msgstr ""
"2D 导航地图的默认链接连接半径。见 [method NavigationServer2D."
"map_set_link_connection_radius]。"
msgid ""
"If enabled 2D navigation regions will use edge connections to connect with "
"other navigation regions within proximity of the navigation map edge "
"connection margin. This setting only affects World2D default navigation maps."
msgstr ""
"如果启用,则 2D 导航地区会使用边缘连接来连接其他导航地区,使用的是导航地图边缘"
"连接边距。这项设置只会影响 World2D 的默认导航地图。"
msgid ""
"Default cell height for 3D navigation maps. See [method NavigationServer3D."
"map_set_cell_height]."
msgstr ""
"3D 导航地图的默认单元格高度。见 [method NavigationServer3D."
"map_set_cell_height]。"
msgid ""
"Default cell size for 3D navigation maps. See [method NavigationServer3D."
"map_set_cell_size]."
msgstr ""
"3D 导航地图的默认单元格大小。见 [method NavigationServer3D."
"map_set_cell_size]。"
msgid ""
"Default edge connection margin for 3D navigation maps. See [method "
"NavigationServer3D.map_set_edge_connection_margin]."
msgstr ""
"3D 导航地图的默认边界链接边距。见 [method NavigationServer3D."
"map_set_edge_connection_margin]。"
msgid ""
"Default link connection radius for 3D navigation maps. See [method "
"NavigationServer3D.map_set_link_connection_radius]."
msgstr ""
"3D 导航地图的默认链接连接半径。见 [method NavigationServer3D."
"map_set_link_connection_radius]。"
msgid ""
"Default up orientation for 3D navigation maps. See [method NavigationServer3D."
"map_set_up]."
msgstr "3D 导航地图的默认上方向。见 [method NavigationServer3D.map_set_up]。"
msgid ""
"If enabled 3D navigation regions will use edge connections to connect with "
"other navigation regions within proximity of the navigation map edge "
"connection margin. This setting only affects World3D default navigation maps."
msgstr ""
"如果启用,则 3D 导航地区会使用边缘连接来连接其他导航地区,使用的是导航地图边缘"
"连接边距。这项设置只会影响 World3D 的默认导航地图。"
msgid ""
"If enabled and avoidance calculations use multiple threads the threads run "
"with high priority."
msgstr "如果启用,并且使用多线程进行避障计算,则执行的线程为高优先级。"
msgid "If enabled the avoidance calculations use multiple threads."
msgstr "如果启用,则会使用多线程进行避障计算。"
msgid ""
"If enabled and async navmesh baking uses multiple threads the threads run "
"with high priority."
msgstr "如果启用,并且使用多线程进行异步导航网格烘焙,则执行的线程为高优先级。"
msgid "If enabled the async navmesh baking uses multiple threads."
msgstr "如果启用,则会使用多线程进行异步导航网格烘焙。"
msgid ""
"Maximum number of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
"允许作为调试器输出发送的最大字符数。超过该值,内容将被丢弃。这有助于避免调试器"
"的连接停滞。"
msgid ""
"Maximum number of errors allowed to be sent from the debugger. Over this "
"value, content is dropped. This helps not to stall the debugger connection."
msgstr ""
"允许从调试器发送的最大错误数。超过该值,内容将被丢弃。这有助于避免调试器的连接"
"停滞。"
msgid ""
"Maximum number of messages in the debugger queue. Over this value, content is "
"dropped. This helps to limit the debugger memory usage."
msgstr ""
"调试器队列中的最大消息数。超过该值,内容将被丢弃。这有助于限制调试器的内存使"
"用。"
msgid ""
"Maximum number of warnings allowed to be sent from the debugger. Over this "
"value, content is dropped. This helps not to stall the debugger connection."
msgstr ""
"允许从调试器发送的最大警告数。超过此值,内容将被丢弃。这有助于避免调试器的连接"
"停滞。"
msgid ""
"Default size of packet peer stream for deserializing Godot data (in bytes, "
"specified as a power of two). The default value [code]16[/code] is equal to "
"65,536 bytes. Over this size, data is dropped."
msgstr ""
"用于反序列化 Godot 数据的数据包对等流 (stream) 的默认大小(以字节为单位,指定"
"为 2 的幂)。默认值 [code]16[/code] 等于 65,536 字节。超过此大小,数据将被丢"
"弃。"
msgid "Timeout (in seconds) for connection attempts using TCP."
msgstr "使用TCP的连接尝试的超时以秒为单位。"
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
msgstr "[WebRTCDataChannel] 输入缓冲区的最大尺寸(单位为 kiB。"
msgid ""
"The CA certificates bundle to use for TLS connections. If this is set to a "
"non-empty value, this will [i]override[/i] Godot's default [url=https://"
"github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates."
"crt]Mozilla certificate bundle[/url]. If left empty, the default certificate "
"bundle will be used.\n"
"If in doubt, leave this setting empty."
msgstr ""
"用于 TLS 连接的 CA 证书包。如果设置为非空值,这将[i]覆盖[/i] Godot 默认的 "
"[url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-"
"certificates.crt]Mozilla 证书包[/url]。如果留空,将使用默认的证书包。\n"
"如果有疑问,请将此设置留空。"
msgid ""
"The default angular damp in 2D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_ticks_per_second], [code]60[/code] by default) will bring the "
"object to a stop in one iteration."
msgstr ""
"2D 中的默认角度阻尼。\n"
"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 "
"[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒"
"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 "
"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/"
"physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就"
"停止。"
msgid ""
"The default gravity strength in 2D (in pixels per second squared).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity strength to 980.\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY, 980)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity strength to 980.\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.Gravity, 980);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"2D 默认重力强度(单位为像素每平方秒)。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力,请使用以下代"
"码示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 将默认重力强度设置为 980。\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY, 980)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 将默认重力强度设置为 980。\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.Gravity, 980);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default gravity direction in 2D.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity vector at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity direction to `Vector2(0, 1)`.\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity direction to `Vector2(0, 1)`.\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"2D 默认重力方向。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力向量,请使用以"
"下代码示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 将默认整理方向设置为 `Vector2(0, 1)`。\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 将默认整理方向设置为 `Vector2(0, 1)`。\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default linear damp in 2D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_ticks_per_second], [code]60[/code] by default) will bring the "
"object to a stop in one iteration."
msgstr ""
"2D 中的默认线性阻尼。\n"
"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 "
"[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒"
"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 "
"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/"
"physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就"
"停止。"
msgid ""
"Sets which physics engine to use for 2D physics.\n"
"\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no "
"alternative 2D physics server implemented."
msgstr ""
"设置 2D 物理使用哪个物理引擎。\n"
"“DEFAULT”和“GodotPhysics2D”是相同的因为目前尚未实现备选 2D 物理服务器。"
msgid ""
"If [code]true[/code], the 2D physics server runs on a separate thread, making "
"better use of multi-core CPUs. If [code]false[/code], the 2D physics server "
"runs on the main thread. Running the physics server on a separate thread can "
"increase performance, but restricts API access to only physics process."
msgstr ""
"如果为 [code]true[/code],则 2D 物理服务器会在单独的线程上运行,能够更好地利用"
"多核 CPU。如果为 [code]false[/code],则 2D 物理服务器会在主线程上运行。在单独"
"的线程上运行物理服务器能够提高性能,但会把对 API 的访问限制在物理处理中。"
msgid ""
"Threshold angular velocity under which a 2D physics body will be considered "
"inactive. See [constant PhysicsServer2D."
"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"角速度的阈值,在该阈值以下的 2D 物理体将被视为不活动。见 [constant "
"PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Threshold linear velocity under which a 2D physics body will be considered "
"inactive. See [constant PhysicsServer2D."
"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"线速度的阈值,在该阈值以下的 2D 物理体将被视为不活动。见 [constant "
"PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Maximum distance a shape can penetrate another shape before it is considered "
"a collision. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
msgstr ""
"两个形状互相穿透的最大距离,超过该距离后将视为碰撞。见 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]。"
msgid ""
"Maximum distance a shape can be from another before they are considered "
"separated and the contact is discarded. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_MAX_SEPARATION]."
msgstr ""
"两个形状间的最大距离,超过该距离后它们将被视为分离,接触将被弃置。见 "
"[constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION]。"
msgid ""
"Maximum distance a pair of bodies has to move before their collision status "
"has to be recalculated. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
msgstr ""
"一对物体在其碰撞状态被重新计算之前的最大移动距离。见 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]。"
msgid ""
"Default solver bias for all physics constraints. Defines how much bodies "
"react to enforce constraints. See [constant PhysicsServer2D."
"SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS].\n"
"Individual constraints can have a specific bias value (see [member Joint2D."
"bias])."
msgstr ""
"所有物理约束的默认求解器偏置。定义物体对强制约束的反应程度。见 [constant "
"PhysicsServer2D.SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS]。\n"
"不同的约束可以指定不同的偏置值(见 [member Joint2D.bias])。"
msgid ""
"Default solver bias for all physics contacts. Defines how much bodies react "
"to enforce contact separation. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_DEFAULT_BIAS].\n"
"Individual shapes can have a specific bias value (see [member Shape2D."
"custom_solver_bias])."
msgstr ""
"所有物理接触的默认求解器偏置。定义物体对强制接触拆分的反应程度。见 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_DEFAULT_BIAS]。\n"
"不同的形状可以指定不同的偏置值(见 [member Shape2D.custom_solver_bias])。"
msgid ""
"Number of solver iterations for all contacts and constraints. The greater the "
"number of iterations, the more accurate the collisions will be. However, a "
"greater number of iterations requires more CPU power, which can decrease "
"performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]."
msgstr ""
"所有接触和约束的求解器迭代次数。迭代次数越多,碰撞越精确。然而,大量迭代也会消"
"耗大量的 CPU 性能,可能导致性能的降低。见 [constant PhysicsServer2D."
"SPACE_PARAM_SOLVER_ITERATIONS]。"
msgid ""
"Time (in seconds) of inactivity before which a 2D physics body will put to "
"sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
"2D 物理物体进入睡眠状态之前,所需的不活动时间(以秒为单位)。请参阅 [constant "
"PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
msgid ""
"The default angular damp in 3D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_ticks_per_second], [code]60[/code] by default) will bring the "
"object to a stop in one iteration."
msgstr ""
"3D 中的默认角度阻尼。\n"
"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 "
"[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒"
"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 "
"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/"
"physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就"
"停止。"
msgid ""
"The default gravity strength in 3D (in meters per second squared).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity strength to 9.8.\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity strength to 9.8.\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
"PhysicsServer3D.AreaParameter.Gravity, 9.8);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"3D 默认重力强度(单位为米每平方秒)。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力,请使用以下代"
"码示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 将默认重力强度设置为 9.8。\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 将默认重力强度设置为 9.8。\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
"PhysicsServer3D.AreaParameter.Gravity, 9.8);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default gravity direction in 3D.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity vector at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
"PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"3D 默认重力方向。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变默认重力向量,请使用以"
"下代码示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 将默认整理方向设置为 `Vector3(0, -1, 0)`。\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 将默认整理方向设置为 `Vector3(0, -1, 0)`。\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
"PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default linear damp in 3D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_ticks_per_second], [code]60[/code] by default) will bring the "
"object to a stop in one iteration."
msgstr ""
"3D 中的默认线性阻尼。\n"
"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的范围内比较好。为 "
"[code]0[/code] 时,对象会保持相同的速度移动。大于 [code]1[/code] 时,会在一秒"
"内将速度降低到 [code]0[/code],例如为 [code]2[/code] 时会在半秒内将速度降低到 "
"[code]0[/code]。大于等于物理帧率([member ProjectSettings.physics/common/"
"physics_ticks_per_second],默认为 [code]60[/code])时,会让对象在迭代一次后就"
"停止。"
msgid ""
"Sets which physics engine to use for 3D physics.\n"
"\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no "
"alternative 3D physics server implemented."
msgstr ""
"设置 3D 物理使用哪个物理引擎。\n"
"“DEFAULT”和“GodotPhysics3D”是相同的因为目前尚未实现备选 3D 物理服务器。"
msgid ""
"If [code]true[/code], the 3D physics server runs on a separate thread, making "
"better use of multi-core CPUs. If [code]false[/code], the 3D physics server "
"runs on the main thread. Running the physics server on a separate thread can "
"increase performance, but restricts API access to only physics process."
msgstr ""
"如果为 [code]true[/code],则 3D 物理服务器会在单独的线程上运行,能够更好地利用"
"多核 CPU。如果为 [code]false[/code],则 3D 物理服务器会在主线程上运行。在单独"
"的线程上运行物理服务器能够提高性能,但会把对 API 的访问限制在物理处理中。"
msgid ""
"Threshold angular velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"角速度的阈值,在该阈值以下的 3D 物理体将被视为不活动。见 [constant "
"PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Threshold linear velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"线速度的阈值,在该阈值以下的 3D 物理体将被视为不活动。见 [constant "
"PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Maximum distance a shape can penetrate another shape before it is considered "
"a collision. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
msgstr ""
"两个形状互相穿透的最大距离,超过该距离后将视为碰撞。见 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]。 [constant "
"PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]。"
msgid ""
"Maximum distance a shape can be from another before they are considered "
"separated and the contact is discarded. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_MAX_SEPARATION]."
msgstr ""
"两个形状间的最大距离,超过该距离后它们将被视为分离,接触将被弃置。见 "
"[constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION]。"
msgid ""
"Maximum distance a pair of bodies has to move before their collision status "
"has to be recalculated. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
msgstr ""
"一对物体在其碰撞状态被重新计算之前的最大移动距离。见 [constant "
"PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]。"
msgid ""
"Default solver bias for all physics contacts. Defines how much bodies react "
"to enforce contact separation. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_DEFAULT_BIAS].\n"
"Individual shapes can have a specific bias value (see [member Shape3D."
"custom_solver_bias])."
msgstr ""
"所有物理接触的默认求解器偏置。定义物体对强制接触拆分的反应程度。见 [constant "
"PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS]。\n"
"不同的形状可以指定不同的偏置值(见 [member Shape3D.custom_solver_bias])。"
msgid ""
"Number of solver iterations for all contacts and constraints. The greater the "
"number of iterations, the more accurate the collisions will be. However, a "
"greater number of iterations requires more CPU power, which can decrease "
"performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]."
msgstr ""
"所有接触与约束的求解器迭代数。迭代次数越多,碰撞越准确。但是,大量的迭代会需要"
"更多的 CPU 能力,会降低性能。见 [constant PhysicsServer3D."
"SPACE_PARAM_SOLVER_ITERATIONS]。"
msgid ""
"Time (in seconds) of inactivity before which a 3D physics body will put to "
"sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
"3D 物理物体进入睡眠状态之前,所需的不活动时间(以秒为单位)。请参阅 [constant "
"PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr "在根视图上启用 [member Viewport.physics_object_picking]。"
msgid ""
"Controls the maximum number of physics steps that can be simulated each "
"rendered frame. The default value is tuned to avoid \"spiral of death\" "
"situations where expensive physics simulations trigger more expensive "
"simulations indefinitely. However, the game will appear to slow down if the "
"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of "
"[member physics/common/physics_ticks_per_second]. This occurs even if "
"[code]delta[/code] is consistently used in physics calculations. To avoid "
"this, increase [member physics/common/max_physics_steps_per_frame] if you "
"have increased [member physics/common/physics_ticks_per_second] significantly "
"above its default value.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the maximum number of simulated physics steps per frame at runtime, set "
"[member Engine.max_physics_steps_per_frame] instead."
msgstr ""
"控制每个渲染帧所能模拟的最大物理步骤数。默认值经过调试,可以避免“死亡螺旋”,防"
"止开销较大的物理仿真无限触发开销更大的仿真。不过如果渲染 FPS 小于 [member "
"physics/common/physics_ticks_per_second] 的 [code]1 / "
"max_physics_steps_per_frame[/code],游戏看上去会是降速的。即便在物理计算中始终"
"使用 [code]delta[/code] 也一样会发生。要避免这种情况,如果增大了 [member "
"physics/common/physics_ticks_per_second],而且远大于默认值,那么建议将 "
"[member physics/common/max_physics_steps_per_frame] 也调大。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变每帧模拟的最大物理步骤"
"数,请改为设置 [member Engine.max_physics_steps_per_frame]。"
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
"deviation of in-game clock and real clock, but allows smoothing out framerate "
"jitters. The default value of 0.5 should be fine for most; values above 2 "
"could cause the game to react to dropped frames with a noticeable delay and "
"are not recommended.\n"
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics/common/physics_jitter_fix] to [code]0[/code].\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics jitter fix at runtime, set [member Engine.physics_jitter_fix] "
"instead."
msgstr ""
"控制物理周期与真实时间的同步程度。小于等于 0 时,周期是同步的。对时钟同步有要"
"求的网络游戏建议使用此类值。较高的值会导致游戏内时钟和真实时钟的较大偏差,但可"
"以平滑帧率抖动。大多数情况下,默认值 0.5 应该没问题;大于 2 的值可能导致游戏对"
"丢帧作出明显延迟的反应,因此不推荐使用。\n"
"[b]注意:[/b]为了获得最佳的结果,使用自定义物理插值解决方案时,应通过将 "
"[member physics/common/physics_jitter_fix] 设置为 [code]0[/code] 来禁用物理抖"
"动修复。\n"
"[b]注意:[/b]该属性仅在项目启动时读取。 要在运行时更改物理抖动修复,请改为设"
"置 [member Engine.physics_jitter_fix]。"
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and [method Node._physics_process] methods are run. See also "
"[member application/run/max_fps].\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] "
"instead.\n"
"[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics "
"ticks may be simulated per rendered frame at most. If more physics ticks have "
"to be simulated per rendered frame to keep up with rendering, the project "
"will appear to slow down (even if [code]delta[/code] is used consistently in "
"physics calculations). Therefore, it is recommended to also increase [member "
"physics/common/max_physics_steps_per_frame] if increasing [member physics/"
"common/physics_ticks_per_second] significantly above its default value."
msgstr ""
"每秒执行的固定迭代次数。用于控制物理仿真和 [method Node._physics_process] 的执"
"行频率。另见 [member application/run/max_fps]。\n"
"[b]注意:[/b]这个属性只在项目启动时读取。要在运行时改变物理 FPS请改为设置 "
"[member Engine.physics_ticks_per_second]。\n"
"[b]注意:[/b]每个渲染帧最多只能模拟 [member physics/common/"
"max_physics_steps_per_frame] 个物理周期。如果为了追赶渲染,需要在每个渲染帧中"
"模拟更多物理周期,游戏看上去会是降速的(即便在物理计算中始终使用 [code]delta[/"
"code])。因此,如果增大了 [member physics/common/physics_ticks_per_second],而"
"且远大于默认值,那么建议将 [member physics/common/"
"max_physics_steps_per_frame] 也调大。"
msgid ""
"Controls how much of the original viewport size should be covered by the 2D "
"signed distance field. This SDF can be sampled in [CanvasItem] shaders and is "
"used for [GPUParticles2D] collision. Higher values allow portions of "
"occluders located outside the viewport to still be taken into account in the "
"generated signed distance field, at the cost of performance. If you notice "
"particles falling through [LightOccluder2D]s as the occluders leave the "
"viewport, increase this setting.\n"
"The percentage specified is added on each axis and on both sides. For "
"example, with the default setting of 120%, the signed distance field will "
"cover 20% of the viewport's size outside the viewport on each side (top, "
"right, bottom, left).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the 2D SDF oversizing percentage at runtime, use [method RenderingServer."
"viewport_set_sdf_oversize_and_scale] instead."
msgstr ""
"控制 2D 带符号距离场应该覆盖原始视口中多大的区域。该 SDF 可以在 [CanvasItem] "
"着色器中采样,用于 [GPUParticles2D] 碰撞。生成带符号距离场时,较高的值能够让部"
"分处于视口外的遮挡器也纳入考虑范围,但会以牺牲性能为代价。如果你注意到 "
"[LightOccluder2D] 离开视口时粒子会穿过遮挡器,就可以增大这个设置。\n"
"每一侧每个轴上都会添加指定的百分比。例如,默认设置为 120% 就会让带符号距离场覆"
"盖视口之外每侧(上、右、下、左)各 20% 的大小。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改 2D SDF 扩界百分比,请"
"改用 [method RenderingServer.viewport_set_sdf_oversize_and_scale]。"
msgid ""
"The resolution scale to use for the 2D signed distance field. Higher values "
"lead to a more precise and more stable signed distance field as the camera "
"moves, at the cost of performance. The default value (50%) renders at half "
"the resolution of the viewport size on each axis, which means the SDF is "
"generated with 25% of the viewport's pixel count.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the 2D SDF resolution scale at runtime, use [method RenderingServer."
"viewport_set_sdf_oversize_and_scale] instead."
msgstr ""
"2D 带符号距离场的分辨率缩放。设置为较大的值能够得到更精确的带符号距离场,也能"
"让带符号距离场在相机移动时更为稳定但代价是牺牲性能。默认值50%)表示每个轴"
"使用视口大小的一半大小的分辨率,因此生成的 SDF 的像素数量是视口像素数量的 "
"25%。\n"
"[b]注意:[/b]该属性仅在项目启动时读取。 要在运行时更改 2D SDF 分辨率缩放,请改"
"为使用 [method RenderingServer.viewport_set_sdf_oversize_and_scale]。"
msgid ""
"The size of the 2D shadow atlas in pixels. Higher values result in more "
"precise [Light2D] shadows, at the cost of performance and video memory usage. "
"The specified value is rounded up to the nearest power of 2.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the 2D shadow atlas size at runtime, use [method RenderingServer."
"canvas_set_shadow_texture_size] instead."
msgstr ""
"2D 阴影图集的大小,单位为像素。值越高,[Light2D] 的阴影越精确,但性能消耗和显"
"存占用也越大。指定的值会根据最接近的 2 的幂进行向上取整。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时修改 2D 阴影图集的大小,请"
"改用 [method RenderingServer.canvas_set_shadow_texture_size]。"
msgid ""
"If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. "
"Their position can still be sub-pixel, but the decimals will not have effect. "
"This can lead to a crisper appearance at the cost of less smooth movement, "
"especially when [Camera2D] smoothing is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To toggle 2D "
"transform snapping at runtime, use [method RenderingServer."
"viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n"
"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. "
"This is controlled by [member gui/common/snap_controls_to_pixels]."
msgstr ""
"如果为 [code]true[/code],则 [CanvasItem] 节点会在内部吸附到整像素。节点的位置"
"仍然可以是次像素的,但小数部分无效。这样外观看上去就会更锐利,但会影响移动的平"
"滑程度,尤其是在启用了 [Camera2D] 平滑的情况下。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 变换的吸附,请改为"
"在根 [Viewport] 上使用 [method RenderingServer."
"viewport_set_snap_2d_transforms_to_pixel]。\n"
"[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member "
"gui/common/snap_controls_to_pixels] 控制。"
msgid ""
"If [code]true[/code], vertices of [CanvasItem] nodes will snap to full "
"pixels. Only affects the final vertex positions, not the transforms. This can "
"lead to a crisper appearance at the cost of less smooth movement, especially "
"when [Camera2D] smoothing is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To toggle 2D "
"vertex snapping at runtime, use [method RenderingServer."
"viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n"
"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. "
"This is controlled by [member gui/common/snap_controls_to_pixels]."
msgstr ""
"如果为 [code]true[/code],则 [CanvasItem] 节点的顶点会吸附到整像素。只影响最终"
"顶点的位置,不影响变换。这样外观看上去就会更锐利,但会影响移动的平滑程度,尤其"
"是在启用了 [Camera2D] 平滑的情况下。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时开关 2D 顶点的吸附,请改为"
"在根 [Viewport] 上使用 [method RenderingServer."
"viewport_set_snap_2d_vertices_to_pixel]。\n"
"[b]注意:[/b][Control] 节点默认就是吸附到最接近的像素的。这种行为由 [member "
"gui/common/snap_controls_to_pixels] 控制。"
msgid ""
"Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of "
"two). MSAA is used to reduce aliasing around the edges of polygons. A higher "
"MSAA value results in smoother edges but can be significantly slower on some "
"hardware, especially integrated graphics due to their limited memory "
"bandwidth. This has no effect on shader-induced aliasing or texture "
"aliasing.\n"
"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering "
"methods, not Compatibility."
msgstr ""
"设置用于 2D/Canvas 渲染的 MSAA 采样数(为 2 的幂。MSAA 可用于减少多边形边缘"
"周围的锯齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢,尤"
"其是显存带宽比较有限的集成显卡。这对着色器引起的锯齿或纹理锯齿无效。\n"
"[b]注意:[/b]MSAA 仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。"
msgid ""
"Sets the number of MSAA samples to use for 3D rendering (as a power of two). "
"MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA "
"value results in smoother edges but can be significantly slower on some "
"hardware, especially integrated graphics due to their limited memory "
"bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, "
"which provides higher quality but is much more expensive. This has no effect "
"on shader-induced aliasing or texture aliasing.\n"
"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering "
"methods, not Compatibility."
msgstr ""
"设置用于 3D 渲染的 MSAA 采样数(为 2 的幂。MSAA 用于减少多边形边缘周围的锯"
"齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢,尤其是显存"
"带宽比较有限的集成显卡。另见用于超级采样的双线性缩放 3d [member rendering/"
"scaling_3d/mode],它提供更高的质量但更昂贵。这对着色器引起的锯齿或纹理锯齿无"
"效。\n"
"[b]注意:[/b]MSAA 仅支持 Forward+ 和 Mobile 渲染方式,不支持 Compatibility。"
msgid ""
"Sets the screen-space antialiasing mode for the default screen [Viewport]. "
"Screen-space antialiasing works by selectively blurring edges in a post-"
"process shader. It differs from MSAA which takes multiple coverage samples "
"while rendering objects. Screen-space AA methods are typically faster than "
"MSAA and will smooth out specular aliasing, but tend to make scenes appear "
"blurry. The blurriness is partially counteracted by automatically using a "
"negative mipmap LOD bias (see [member rendering/textures/default_filters/"
"texture_mipmap_bias]).\n"
"Another way to combat specular aliasing is to enable [member rendering/"
"anti_aliasing/screen_space_roughness_limiter/enabled].\n"
"[b]Note:[/b] Screen-space antialiasing is only supported in the Forward+ and "
"Mobile rendering methods, not Compatibility."
msgstr ""
"设置默认屏幕 [Viewport] 的屏幕空间抗锯齿模式。屏幕空间抗锯齿的原理是使用后期处"
"理着色器选择性地让边缘模糊。与 MSAA 的区别在于MSAA 是在渲染对象时进行了多次"
"覆盖采样。屏幕空间 AA 的方法通常比 MSAA 要快,会将镜面反射锯齿也进行平滑处理,"
"但容易让场景变得模糊。这种模糊可以通过自动使用负的 Mipmap LOD 偏置部分缓解"
"(见 [member rendering/textures/default_filters/texture_mipmap_bias])。\n"
"对抗镜面反射锯齿的另一种方法是启用 [member rendering/anti_aliasing/"
"screen_space_roughness_limiter/enabled]。\n"
"[b]注意:[/b]屏幕空间抗锯齿仅支持 Forward+ 和 Mobile 渲染方法,不支持 "
"Compatibility。"
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
"debanding unless the [member Environment.background_mode] is [constant "
"Environment.BG_CANVAS].\n"
"In some cases, debanding may introduce a slightly noticeable dithering "
"pattern. It's recommended to enable debanding only when actually needed since "
"the dithering pattern will make lossless-compressed screenshots larger.\n"
"[b]Note:[/b] This property is only read when the project starts. To set "
"debanding at run-time, set [member Viewport.use_debanding] on the root "
"[Viewport] instead."
msgstr ""
"如果为 [code]true[/code],则使用一个快速的后处理滤镜使条带在 3D 中明显不那么明"
"显。除非 [member Environment.background_mode] 为 [constant Environment."
"BG_CANVAS],否则 2D 渲染[i]不会[/i]受到去条带的影响。\n"
"在某些情况下,去条带可能会引入稍微明显的抖动图案。建议只在实际需要时才启用去条"
"带,因为抖动图案会使无损压缩的屏幕截图变大。\n"
"[b]注意:[/b]只有在项目启动时才读取该属性。要在运行时设置去条带,请改为在根 "
"[Viewport] 上设置 [member Viewport.use_debanding]。"
msgid ""
"Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works "
"by jittering the camera and accumulating the images of the last rendered "
"frames, motion vector rendering is used to account for camera and object "
"motion. Enabling TAA can make the image blurrier, which is partially "
"counteracted by automatically using a negative mipmap LOD bias (see [member "
"rendering/textures/default_filters/texture_mipmap_bias]).\n"
"[b]Note:[/b] The implementation is not complete yet. Some visual instances "
"such as particles and skinned meshes may show ghosting artifacts in motion.\n"
"[b]Note:[/b] TAA is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility."
msgstr ""
"为默认屏幕 [Viewport] 启用时间抗锯齿Temporal Anti-Aliasing。TAA 的原理是让"
"相机产生抖动并积累最近渲染的几帧图像,使用运动向量渲染让相机和对象产生运动。启"
"用 TAA 会让图像变模糊,这种模糊可以通过自动使用负的 Mipmap LOD 偏置部分缓解"
"(参见 [member rendering/textures/default_filters/texture_mipmap_bias])。\n"
"[b]注意:[/b]实现尚未完成,粒子及蒙皮网格等某些视觉实例可能会显示运动中的重影"
"伪像。\n"
"[b]注意:[/b]TAA 只支持 Forward+ 渲染方式,不支持 Mobile 或 Compatibility。"
msgid ""
"[b]Note:[/b] This property is only read when the project starts. To control "
"the screen-space roughness limiter at runtime, call [method RenderingServer."
"screen_space_roughness_limiter_set_active] instead."
msgstr ""
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制屏幕空间粗糙度限制器,"
"请调用 [method RenderingServer.screen_space_roughness_limiter_set_active]。"
msgid ""
"If [code]true[/code], enables a spatial filter to limit roughness in areas "
"with high-frequency detail. This can help reduce specular aliasing to an "
"extent, though not as much as enabling [member rendering/anti_aliasing/"
"quality/use_taa]. This filter has a small performance cost, so consider "
"disabling it if it doesn't benefit your scene noticeably.\n"
"[b]Note:[/b] The screen-space roughness limiter is only supported in the "
"Forward+ and Mobile rendering methods, not Compatibility.\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"the screen-space roughness limiter at runtime, call [method RenderingServer."
"screen_space_roughness_limiter_set_active] instead."
msgstr ""
"如果为 [code]true[/code],则启用空间过滤器以限制具有高频细节的区域的粗糙度。这"
"可以在一定程度上帮助减少镜面反射锯齿,尽管不如启用 [member rendering/"
"anti_aliasing/quality/use_taa]。 该过滤器的性能成本很小,因此如果它对你的场景"
"没有明显好处,请考虑禁用它。\n"
"[b]注意:[/b]屏幕空间粗糙度限制器只支持 Forward+ 和 Mobile 渲染方式,不支持 "
"Compatibility。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制屏幕空间粗糙度限制器,"
"请调用 [method RenderingServer.screen_space_roughness_limiter_set_active]。"
msgid ""
"Sets the quality of the depth of field effect. Higher quality takes more "
"samples, which is slower but looks smoother."
msgstr ""
"设置景深效果的质量。质量越高,采样的数量也越多,也会更慢,但看起来更平滑。"
msgid ""
"Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the "
"fastest. Circle is the most realistic, but also the most expensive to compute."
msgstr ""
"设置景深的形状。可以是方形、六边形或圆形。方形最快。圆形最真实,但计算开销也是"
"最大的。"
msgid ""
"If [code]true[/code], jitters DOF samples to make effect slightly blurrier "
"and hide lines created from low sample rates. This can result in a slightly "
"grainy appearance when used with a low number of samples."
msgstr ""
"如果为 [code]true[/code],则抖动 DOF 样本以使效果稍微模糊,并隐藏低采样率创建"
"的线条。当与较低的样本数一起使用时,这可能会导致外观略带颗粒感。"
msgid ""
"Disables [member rendering/driver/depth_prepass/enable] conditionally for "
"certain vendors. By default, disables the depth prepass for mobile devices as "
"mobile devices do not benefit from the depth prepass due to their unique "
"architecture."
msgstr ""
"针对某些供应商禁用 [member rendering/driver/depth_prepass/enable]。默认情况下"
"会针对移动设备禁用前置深度阶段,因为移动设备由于独特的架构而无法从前置深度阶段"
"中获益。"
msgid ""
"If [code]true[/code], performs a previous depth pass before rendering 3D "
"materials. This increases performance significantly in scenes with high "
"overdraw, when complex materials and lighting are used. However, in scenes "
"with few occluded surfaces, the depth prepass may reduce performance. If your "
"game is viewed from a fixed angle that makes it easy to avoid overdraw (such "
"as top-down or side-scrolling perspective), consider disabling the depth "
"prepass to improve performance. This setting can be changed at run-time to "
"optimize performance depending on the scene currently being viewed.\n"
"[b]Note:[/b] Depth prepass is only supported when using the Forward+ or "
"Compatibility rendering method. When using the Mobile rendering method, there "
"is no depth prepass performed."
msgstr ""
"如果 [code]true[/code],则在渲染 3D 材质之前先执行深度阶段。当使用复杂的材质和"
"照明时,这样做能够显著提高过度绘制场景的性能。然而,如果场景中被遮挡的表面比较"
"少,前置深度阶段可能会降低性能。如果你的游戏使用的是不易造成过度绘制的固定视角"
"(例如俯视或者横版视角),请考虑禁用前置深度阶段,从而提升性能。这个设置可以在"
"运行时更改,针对当前查看的场景来优化进行。\n"
"[b]注意:[/b]前置深度阶段仅在使用 Forward+ 或 Compatibility 渲染方法时支持。使"
"用 Mobile 渲染方法时,不会执行前置深度阶段。"
msgid ""
"The thread model to use for rendering. Rendering on a thread may improve "
"performance, but synchronizing to the main thread can cause a bit more "
"jitter.\n"
"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has "
"several known bugs which can lead to crashing, especially when using "
"particles or resizing the window. Not recommended for use in production at "
"this stage."
msgstr ""
"渲染使用的线程模型。使用线程渲染可能提升性能,但与主线程同步时可能引起更大的卡"
"顿。\n"
"[b]注意:[/b]多线程对应的 [b]Multi-Threaded[/b] 选项是实验性的,存在一些已知的"
"问题,这些问题可能导致崩溃,尤其是在使用粒子或调整窗口大小的情况下。目前不推荐"
"在生产环境中使用。"
msgid ""
"Default background clear color. Overridable per [Viewport] using its "
"[Environment]. See [member Environment.background_mode] and [member "
"Environment.background_color] in particular. To change this default color "
"programmatically, use [method RenderingServer.set_default_clear_color]."
msgstr ""
"默认清屏颜色。[Viewport] 可使用其 [Environment] 进行覆盖。具体见 [member "
"Environment.background_mode] 和 [member Environment.background_color]。要通过"
"代码更改此默认颜色,请使用 [method RenderingServer.set_default_clear_color]。"
msgid ""
"[Environment] that will be used as a fallback environment in case a scene "
"does not specify its own environment. The default environment is loaded in at "
"scene load time regardless of whether you have set an environment or not. If "
"you do not rely on the fallback environment, you do not need to set this "
"property."
msgstr ""
"场景未指定其环境时作为回退环境使用的 [Environment]。无论是否设置了环境,加载场"
"景时都会加载默认环境。如果你不依赖回退环境,那么就不需要设置这个属性。"
msgid ""
"Sets how the glow effect is upscaled before being copied onto the screen. "
"Linear is faster, but looks blocky. Bicubic is slower but looks smooth."
msgstr ""
"设置辉光效果在复制到屏幕之前的放大方式。Linear线性更快但看起来棱角分明。"
"Bicubic双线性更慢但看起来比较平滑。"
msgid ""
"Lower-end override for [member rendering/environment/glow/upscale_mode] on "
"mobile devices, due to performance concerns or driver support."
msgstr ""
"由于性能或驱动程序支持问题,[member rendering/environment/glow/upscale_mode] "
"在移动设备上的低端覆盖项。"
msgid ""
"Sets the quality for rough screen-space reflections. Turning off will make "
"all screen space reflections sharp, while higher values make rough "
"reflections look better."
msgstr ""
"设置粗糙屏幕空间反射的质量。关闭后所有屏幕空间反射都会显得锐利;使用较高的值会"
"使粗糙反射更好看。"
msgid ""
"Quality target to use when [member rendering/environment/ssao/quality] is set "
"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and "
"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] "
"provides much higher quality than any of the other settings at the cost of "
"performance."
msgstr ""
"当 [member rendering/environment/ssao/quality] 被设置为 [code]Ultra[/code] 时"
"所使用的质量目标。值为 [code]0.0[/code] 时的质量和速度与 [code]Medium[/code] "
"相似,而值为 [code]1.0[/code] 时的质量比其他任何设置都要高得多,代价是牺牲性"
"能。"
msgid ""
"Number of blur passes to use when computing screen-space ambient occlusion. A "
"higher number will result in a smoother look, but will be slower to compute "
"and will have less high-frequency detail."
msgstr ""
"模糊通道数,在计算屏幕空间环境光遮蔽时使用。数值越大,外观越平滑,但计算速度会"
"变慢,高频细节也会变少。"
msgid ""
"Distance at which the screen-space ambient occlusion effect starts to fade "
"out. Use this hide ambient occlusion at great distances."
msgstr ""
"屏幕空间环境光遮蔽效果开始淡出的距离。使用该属性可以在远距离处隐藏环境光遮蔽。"
msgid ""
"Distance at which the screen-space ambient occlusion is fully faded out. Use "
"this hide ambient occlusion at great distances."
msgstr ""
"屏幕空间环境光遮蔽效果完全淡出的距离。使用该属性可以在远距离处隐藏环境光遮蔽。"
msgid ""
"If [code]true[/code], screen-space ambient occlusion will be rendered at half "
"size and then upscaled before being added to the scene. This is significantly "
"faster but may miss small details. If [code]false[/code], screen-space "
"ambient occlusion will be rendered at full size."
msgstr ""
"如果为 [code]true[/code],屏幕空间环境光遮蔽将以一半大小渲染,然后在被添加到场"
"景之前放大。这明显更快,但可能会遗漏一些小细节。如果为 [code]false[/code],屏"
"幕空间环境光遮蔽将以全尺寸渲染。"
msgid ""
"Sets the quality of the screen-space ambient occlusion effect. Higher values "
"take more samples and so will result in better quality, at the cost of "
"performance. Setting to [code]Ultra[/code] will use the [member rendering/"
"environment/ssao/adaptive_target] setting."
msgstr ""
"设置屏幕空间环境光遮蔽效果的质量。值越高,采样数量越多,因此最终的质量也越高,"
"但代价是消耗性能。设为 [code]Ultra[/code] 会使用 [member rendering/"
"environment/ssao/adaptive_target] 设置。"
msgid ""
"Quality target to use when [member rendering/environment/ssil/quality] is set "
"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and "
"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] "
"provides much higher quality than any of the other settings at the cost of "
"performance. When using the adaptive target, the performance cost scales with "
"the complexity of the scene."
msgstr ""
"当 [member rendering/environment/ssil/quality] 被设置为 [code]Ultra[/code] 时"
"所使用的质量目标。值为 [code]0.0[/code] 时的质量和速度与 [code]Medium[/code] "
"相似,而值为 [code]1.0[/code] 时的质量比其他任何设置都要高得多,代价是牺牲性"
"能。使用适应目标时,性能损耗与场景复杂度成正比。"
msgid ""
"Number of blur passes to use when computing screen-space indirect lighting. A "
"higher number will result in a smoother look, but will be slower to compute "
"and will have less high-frequency detail."
msgstr ""
"模糊通道数,在计算屏幕空间间接光照时使用。数值越大,外观越平滑,但计算速度会变"
"慢,高频细节也会变少。"
msgid ""
"Distance at which the screen-space indirect lighting effect starts to fade "
"out. Use this hide screen-space indirect lighting at great distances."
msgstr ""
"屏幕空间间接光照效果开始淡出的距离。使用该属性可以在远距离处隐藏屏幕空间间接光"
"照。"
msgid ""
"Distance at which the screen-space indirect lighting is fully faded out. Use "
"this hide screen-space indirect lighting at great distances."
msgstr ""
"屏幕空间间接光照效果完全淡出的距离。使用该属性可以在远距离处隐藏屏幕空间间接光"
"照。"
msgid ""
"If [code]true[/code], screen-space indirect lighting will be rendered at half "
"size and then upscaled before being added to the scene. This is significantly "
"faster but may miss small details and may result in some objects appearing to "
"glow at their edges."
msgstr ""
"如果为 [code]true[/code],屏幕空间间接光照将以一半大小渲染,然后在被添加到场景"
"之前放大。这明显更快,但可能会遗漏一些小细节,部分对象的边缘也会出现发光的情"
"况。"
msgid ""
"Sets the quality of the screen-space indirect lighting effect. Higher values "
"take more samples and so will result in better quality, at the cost of "
"performance. Setting to [code]Ultra[/code] will use the [member rendering/"
"environment/ssil/adaptive_target] setting."
msgstr ""
"设置屏幕空间间接照明效果的质量。值越高,采样数量越多,因此最终的质量也越高,但"
"代价是消耗性能。设为 [code]Ultra[/code] 会使用 [member rendering/environment/"
"ssil/adaptive_target] 设置。"
msgid ""
"Scales the depth over which the subsurface scattering effect is applied. A "
"high value may allow light to scatter into a part of the mesh or another mesh "
"that is close in screen space but far in depth. See also [member rendering/"
"environment/subsurface_scattering/subsurface_scattering_scale].\n"
"[b]Note:[/b] This property is only read when the project starts. To set the "
"subsurface scattering depth scale at runtime, call [method RenderingServer."
"sub_surface_scattering_set_scale] instead."
msgstr ""
"对次表面散射效果应用深度进行缩放。较高的取值能够让灯光散射进网格的某些部分或者"
"在屏幕空间中距离较近但深度更远的其他网格。另见 [member rendering/environment/"
"subsurface_scattering/subsurface_scattering_scale]。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时设置次表面散射深度缩放,请"
"改为调用 [method RenderingServer.sub_surface_scattering_set_scale]。"
msgid ""
"Sets the quality of the subsurface scattering effect. Higher values are "
"slower but look nicer. This affects the rendering of materials that have "
"[member BaseMaterial3D.subsurf_scatter_enabled] set to [code]true[/code], "
"along with [ShaderMaterial]s that set [code]SSS_STRENGTH[/code].\n"
"[b]Note:[/b] This property is only read when the project starts. To set the "
"subsurface scattering quality at runtime, call [method RenderingServer."
"sub_surface_scattering_set_quality] instead."
msgstr ""
"设置次表面散射效果的质量。值越高越慢,但视觉效果更佳。影响 [member "
"BaseMaterial3D.subsurf_scatter_enabled] 为 [code]true[/code] 以及设置了 "
"[code]SSS_STRENGTH[/code] 的 [ShaderMaterial] 的材质的渲染。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时设置次表面散射质量,请改为"
"调用 [method RenderingServer.sub_surface_scattering_set_quality]。"
msgid ""
"Scales the distance over which samples are taken for subsurface scattering "
"effect. Changing this does not impact performance, but higher values will "
"result in significant artifacts as the samples will become obviously spread "
"out. A lower value results in a smaller spread of scattered light. See also "
"[member rendering/environment/subsurface_scattering/"
"subsurface_scattering_depth_scale].\n"
"[b]Note:[/b] This property is only read when the project starts. To set the "
"subsurface scattering scale at runtime, call [method RenderingServer."
"sub_surface_scattering_set_scale] instead."
msgstr ""
"缩放对次表面散射效果进行采样的距离。更改该值不会影响性能;但较高的值将导致明显"
"的伪影,因为样本将变得明显分散。较低的值会导致散射光的散布更小。另见 [member "
"rendering/environment/subsurface_scattering/"
"subsurface_scattering_depth_scale]。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。如果要在运行时设置次表面散射缩放,请"
"改为调用 [method RenderingServer.sub_surface_scattering_set_scale]。"
msgid ""
"Enables filtering of the volumetric fog effect prior to integration. This "
"substantially blurs the fog which reduces fine details but also smooths out "
"harsh edges and aliasing artifacts. Disable when more detail is required."
msgstr ""
"在积分之前启用体积雾效果的过滤。这大大模糊了雾,减少了精细的细节,但也平滑了粗"
"糙的边缘和锯齿伪影。当需要更多细节时禁用。"
msgid ""
"Number of slices to use along the depth of the froxel buffer for volumetric "
"fog. A lower number will be more efficient but may result in artifacts "
"appearing during camera movement. See also [member Environment."
"volumetric_fog_length]."
msgstr ""
"沿着片段体素缓冲区的深度使用的切片数量,用于体积雾。较小的数字会更有效,但可能"
"会导致相机移动时出现伪影。另请参阅 [member Environment."
"volumetric_fog_length]。"
msgid ""
"Base size used to determine size of froxel buffer in the camera X-axis and Y-"
"axis. The final size is scaled by the aspect ratio of the screen, so actual "
"values may differ from what is set. Set a larger size for more detailed fog, "
"set a smaller size for better performance."
msgstr ""
"用于确定相机 X 轴和 Y 轴中片段体素缓冲区大小的基本大小。最终大小按屏幕的长宽比"
"缩放,因此实际值可能与设置的值不同。设置较大的大小,以获得更详细的雾;设置较小"
"的大小,以获得更好的性能。"
msgid ""
"Sets the driver to be used by the renderer when using the Compatibility "
"renderer. This property can not be edited directly, instead, set the driver "
"using the platform-specific overrides."
msgstr ""
"设置渲染器驱动程序,在使用 Compatibility兼容性渲染器时使用。这个属性不能直"
"接编辑,请改用特定平台的覆盖项来设置驱动程序。"
msgid "Android override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Android 的覆盖项。"
msgid "iOS override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 iOS 的覆盖项。"
msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 LinuxBSD 的覆盖项。"
msgid "macOS override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 macOS 的覆盖项。"
msgid "Web override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Web 的覆盖项。"
msgid "Windows override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Windows 的覆盖项。"
msgid ""
"If [code]true[/code], the compatibility renderer will fall back to ANGLE if "
"native OpenGL is not supported or the device is listed in [member rendering/"
"gl_compatibility/force_angle_on_devices].\n"
"[b]Note:[/b] This setting is implemented only on Windows."
msgstr ""
"为 [code]true[/code] 时,如果原生 OpenGL 不受支持或设备被列在 [member "
"rendering/gl_compatibility/force_angle_on_devices] 中,则兼容性渲染器将回退到 "
"ANGLE。\n"
"[b]注意:[/b]该设置仅在 Windows 上实现。"
msgid ""
"If [code]true[/code], the compatibility renderer will fall back to OpenGLES "
"if desktop OpenGL is not supported.\n"
"[b]Note:[/b] This setting is implemented only on Linux/X11."
msgstr ""
"为 [code]true[/code] 时,如果桌面 OpenGL 不被支持,则兼容性渲染器将回退到 "
"OpenGLES。\n"
"[b]注意:[/b]该设置仅在 Linux/X11 上实现。"
msgid ""
"If [code]true[/code], the compatibility renderer will fall back to native "
"OpenGL if ANGLE over Metal is not supported.\n"
"[b]Note:[/b] This setting is implemented only on macOS."
msgstr ""
"如果为 [code]true[/code],如果 ANGLE 乃至 Metal 不被支持,则兼容性渲染器将回退"
"到原生 OpenGL。\n"
"[b]注意:[/b]该设置仅在 macOS 上实现。"
msgid ""
"An [Array] of devices which should always use the ANGLE renderer.\n"
"Each entry is a [Dictionary] with the following keys: [code]vendor[/code] and "
"[code]name[/code]. [code]name[/code] can be set to [code]*[/code] to add all "
"devices with the specified [code]vendor[/code].\n"
"[b]Note:[/b] This setting is implemented only on Windows."
msgstr ""
"应始终使用 ANGLE 渲染器的设备的 [Array]。\n"
"每个条目都是一个带有以下键的 [Dictionary][code]vendor[/code] 和 [code]name[/"
"code]。[code]name[/code] 可以被设置为 [code]*[/code] 以添加所有带有指定 "
"[code]vendor[/code] 的设备。\n"
"[b]注意:[/b]该设置仅在 Windows 上实现。"
msgid ""
"Maximum number of canvas items commands that can be drawn in a single "
"viewport update. If more render commands are issued they will be ignored. "
"Decreasing this limit may improve performance on bandwidth limited devices. "
"Increase this limit if you find that not all objects are being drawn in a "
"frame."
msgstr ""
"单次视口更新中能够绘制的画布项目命令的最大数量。如果发出了更多的渲染命令,就会"
"被忽略。降低这个限制可以在带宽有限的设备上提高性能。如果你发现不是所有的对象都"
"在同一帧中被绘制,请提高这个限制。"
msgid ""
"If [code]true[/code], disables the threaded optimization feature from the "
"NVIDIA drivers, which are known to cause stuttering in most OpenGL "
"applications.\n"
"[b]Note:[/b] This setting only works on Windows, as threaded optimization is "
"disabled by default on other platforms."
msgstr ""
"如果为 [code]true[/code],则禁用 NVIDIA 驱动的多线程优化功能,这个功能会导致大"
"多数 OpenGL 应用的卡顿。\n"
"[b]注意:[/b]这个设置仅在 Windows 上有效,因为在其他平台上多线程优化默认都是关"
"闭的。"
msgid ""
"If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment."
"sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport "
"size is 1920×1080). This improves performance significantly when VoxelGI or "
"SDFGI is enabled, at the cost of artifacts that may be visible on polygon "
"edges. The loss in quality becomes less noticeable as the viewport resolution "
"increases. [LightmapGI] rendering is not affected by this setting.\n"
"[b]Note:[/b] This property is only read when the project starts. To set half-"
"resolution GI at run-time, call [method RenderingServer."
"gi_set_use_half_resolution] instead."
msgstr ""
"如果为 [code]true[/code],则以减半的分辨率渲染 [VoxelGI] 和 SDFGI[member "
"Environment.sdfgi_enabled])缓冲区(例如,当视口大小为 1920×1080 时为 "
"960×540。当启用 VoxelGI 或 SDFGI 时,这会显著提高性能,但代价是多边形边缘上"
"可能会出现可见的伪影。随着视口分辨率的增加,质量损失变得不那么明显。"
"[LightmapGI] 渲染不受该设置的影响。\n"
"[b]注意:[/b]只有在项目启动时该属性才会被读取。要在运行时设置半分辨率 GI请改"
"为调用 [method RenderingServer.gi_set_use_half_resolution]。"
msgid ""
"The number of frames to use for converging signed distance field global "
"illumination. Higher values lead to a less noisy result, at the cost of "
"taking a longer time to fully converge. This means the scene's global "
"illumination will be too dark for a longer period of time, especially when "
"the camera moves fast. The actual convergence speed depends on rendered "
"framerate. For example, with the default setting of 30 frames, rendering at "
"60 FPS will make SDFGI fully converge after 0.5 seconds. See also [member "
"rendering/global_illumination/sdfgi/frames_to_update_lights] and [member "
"rendering/global_illumination/sdfgi/probe_ray_count].\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"SDFGI convergence speed at runtime, call [method RenderingServer."
"environment_set_sdfgi_frames_to_converge] instead."
msgstr ""
"用于收敛带符号距离场全局光照的帧数。值越高,得到的噪点越少,但完全收敛所需的时"
"间也就越长。这意味着场景的全局光照处于过暗状态的时间可能更长,在相机快速移动时"
"尤为明显。实际的收敛速度取决于渲染帧率。例如,默认设置为 30 帧,则 60 FPS 的渲"
"染会让 SDFGI 在 0.5 秒后完全收敛。另见 [member rendering/global_illumination/"
"sdfgi/frames_to_update_lights] 和 [member rendering/global_illumination/sdfgi/"
"probe_ray_count]。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制 SDFGI 的收敛速度,请改"
"为调用 [method RenderingServer.environment_set_sdfgi_frames_to_converge]。"
msgid ""
"The number of frames over which dynamic lights should be updated in signed "
"distance field global illumination. Higher values take more time to update "
"indirect lighting coming from dynamic lights, but result in better "
"performance when many dynamic lights are present. See also [member rendering/"
"global_illumination/sdfgi/frames_to_converge] and [member rendering/"
"global_illumination/sdfgi/probe_ray_count].\n"
"[b]Note:[/b] This only affects [Light3D] nodes whose [member Light3D."
"light_bake_mode] is [constant Light3D.BAKE_DYNAMIC] (which is the default). "
"Consider making non-moving lights use the [constant Light3D.BAKE_STATIC] bake "
"mode to improve performance.\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"SDFGI light update speed at runtime, call [method RenderingServer."
"environment_set_sdfgi_frames_to_update_light] instead."
msgstr ""
"带符号距离场全局光照中动态光照更新所需的帧数。值越高,动态灯光造成的间接光照就"
"会花费更多的时间来更新,但动态灯光数量较多时性能会更好。另见 [member "
"rendering/global_illumination/sdfgi/frames_to_converge] 和 [member rendering/"
"global_illumination/sdfgi/probe_ray_count]。\n"
"[b]注意:[/b]仅影响 [member Light3D.light_bake_mode] 为 [constant Light3D."
"BAKE_DYNAMIC](默认值)的 [Light3D] 节点。让不会移动的灯光使用 [constant "
"Light3D.BAKE_STATIC] 烘焙模式能够提升性能。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制 SDFGI 的灯光更新速度,"
"请改为调用 [method RenderingServer."
"environment_set_sdfgi_frames_to_update_light]。"
msgid ""
"The number of rays to throw per frame when computing signed distance field "
"global illumination. Higher values lead to a less noisy result, at the cost "
"of performance. See also [member rendering/global_illumination/sdfgi/"
"frames_to_converge] and [member rendering/global_illumination/sdfgi/"
"frames_to_update_lights].\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"SDFGI quality at runtime, call [method RenderingServer."
"environment_set_sdfgi_ray_count] instead."
msgstr ""
"计算带符号距离场全局光照时每帧发出的射线。值越高,得到的噪点越少,但性能消耗也"
"越大。另见 [member rendering/global_illumination/sdfgi/frames_to_converge] 和 "
"[member rendering/global_illumination/sdfgi/frames_to_update_lights]。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制 SDFGI 的质量,请改为调"
"用 [method RenderingServer.environment_set_sdfgi_ray_count]。"
msgid ""
"The VoxelGI quality to use. High quality leads to more precise lighting and "
"better reflections, but is slower to render. This setting does not affect the "
"baked data and doesn't require baking the [VoxelGI] again to apply.\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"VoxelGI quality at runtime, call [method RenderingServer."
"voxel_gi_set_quality] instead."
msgstr ""
"要使用的 VoxelGI 质量。高质量下的光照更精确、反射质量更好,但渲染速度较慢。这"
"个设置不影响烘焙数据,应用时不需要重新烘焙 [VoxelGI]。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。要在运行时控制 VoxelGI 的质量,请改为"
"调用 [method RenderingServer.voxel_gi_set_quality]。"
msgid ""
"The maximum number of rays that can be thrown per pass when baking lightmaps "
"with [LightmapGI]. Depending on the scene, adjusting this value may result in "
"higher GPU utilization when baking lightmaps, leading to faster bake times."
msgstr ""
"使用 [LightmapGI] 烘焙光照贴图时,每阶段可以投射的最大光线数。根据场景的不同,"
"调整此值可能会在烘焙光照贴图时提高 GPU 利用率,从而加快烘焙时间。"
msgid ""
"The maximum number of rays that can be thrown per pass when baking dynamic "
"object lighting in [LightmapProbe]s with [LightmapGI]. Depending on the "
"scene, adjusting this value may result in higher GPU utilization when baking "
"lightmaps, leading to faster bake times."
msgstr ""
"在带有 [LightmapGI] 的 [LightmapProbe] 中烘焙动态对象光照时,每阶段可以投射的"
"最大光线数。根据场景的不同,调整该值可能会在烘焙光照贴图时提高 GPU 利用率,从"
"而加快烘焙时间。"
msgid "The region size to use when baking lightmaps with [LightmapGI]."
msgstr "使用 [LightmapGI] 烘焙光照贴图时使用的区块大小。"
msgid ""
"The number of rays to use for baking dynamic object lighting in "
"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
"BAKE_QUALITY_HIGH]."
msgstr ""
"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_HIGH] 时,"
"用于在 [LightmapProbe] 中烘焙动态对象光照的光线数。"
msgid ""
"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]."
msgstr ""
"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_HIGH] 时,"
"用于使用 [LightmapGI] 烘焙光照贴图的光线数。"
msgid ""
"The number of rays to use for baking dynamic object lighting in "
"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
"BAKE_QUALITY_LOW]."
msgstr ""
"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_LOW] 时,"
"用于在 [LightmapProbe] 中烘焙动态对象光照的光线数。"
msgid ""
"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]."
msgstr ""
"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_LOW] 时,"
"用于使用 [LightmapGI] 烘焙光照贴图的光线数。"
msgid ""
"The number of rays to use for baking dynamic object lighting in "
"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
"BAKE_QUALITY_MEDIUM]."
msgstr ""
"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_MEDIUM] "
"时,用于在 [LightmapProbe] 中烘焙动态对象光照的光线数。"
msgid ""
"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]."
msgstr ""
"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_MEDIUM] "
"时,用于使用 [LightmapGI] 烘焙光照贴图的光线数。"
msgid ""
"The number of rays to use for baking dynamic object lighting in "
"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
"BAKE_QUALITY_ULTRA]."
msgstr ""
"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_ULTRA] "
"时,用于在 [LightmapProbe] 中烘焙动态对象光照的光线数。"
msgid ""
"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]."
msgstr ""
"当 [member LightmapGI.quality] 为 [constant LightmapGI.BAKE_QUALITY_ULTRA] "
"时,用于使用 [LightmapGI] 烘焙光照贴图的光线数。"
msgid ""
"Denoiser tool used for denoising lightmaps.\n"
"Using [url=https://www.openimagedenoise.org/]OpenImageDenoise[/url] (OIDN) "
"requires configuring a path to an OIDN executable in the editor settings at "
"[member EditorSettings.filesystem/tools/oidn/oidn_denoise_path]. OIDN can be "
"downloaded from [url=https://www.openimagedenoise.org/downloads."
"html]OpenImageDenoise's downloads page[/url].\n"
"OIDN will use GPU acceleration when available. Unlike JNLM which uses compute "
"shaders for acceleration, OIDN uses vendor-specific acceleration methods. For "
"GPU acceleration to be available, the following libraries must be installed "
"on the system depending on your GPU:\n"
"- NVIDIA GPUs: CUDA libraries\n"
"- AMD GPUs: HIP libraries\n"
"- Intel GPUs: SYCL libraries\n"
"If no GPU acceleration is configured on the system, multi-threaded CPU-based "
"denoising will be performed instead. This CPU-based denoising is "
"significantly slower than the JNLM denoiser in most cases."
msgstr ""
"用于对光照贴图进行降噪的降噪器工具。\n"
"使用 [url=https://www.openimagedenoise.org/]OpenImageDenoise[/url]OIDN需要"
"在 [member EditorSettings.filesystem/tools/oidn/oidn_denoise_path] 的编辑器设"
"置中配置 OIDN 可执行文件的路径。OIDN 可以从 [url=https://www.openimagedenoise."
"org/downloads.html]OpenImageDenoise 的下载页面[/url]下载。\n"
"OIDN 将在可用时使用 GPU 加速。与使用计算着色器进行加速的 JNLM 不同OIDN 使用"
"特定于供应商的加速方法。要使 GPU 加速可用,必须根据你的 GPU 在系统上安装以下"
"库:\n"
"- NVIDIA GPUCUDA 库\n"
"- AMD GPUHIP 库\n"
"- Intel GPUSYCL 库\n"
"如果系统上没有配置 GPU 加速,则会执行基于 CPU 的多线程去噪。在大多数情况下,这"
"种基于 CPU 的降噪明显慢于 JNLM 降噪器。"
msgid ""
"The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] "
"on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled."
msgstr ""
"用于计算启用了 [member PrimitiveMesh.add_uv2] 的 [PrimitiveMesh] 资源上的 "
"[member Mesh.lightmap_size_hint] 的体素大小。"
msgid ""
"The framerate-independent update speed when representing dynamic object "
"lighting from [LightmapProbe]s. Higher values make dynamic object lighting "
"update faster. Higher values can prevent fast-moving objects from having "
"\"outdated\" indirect lighting displayed on them, at the cost of possible "
"flickering when an object moves from a bright area to a shaded area."
msgstr ""
"当表示来自 [LightmapProbe] 的动态对象光照时,与帧速率无关的更新速度。较高的值"
"使动态对象光照更新更快。较高的值可以防止快速移动的对象在其上显示“过时的”间接光"
"照,但代价是当对象从明亮区域移动到阴影区域时可能会出现闪烁。"
msgid ""
"Use 16 bits for the directional shadow depth map. Enabling this results in "
"shadows having less precision and may result in shadow acne, but can lead to "
"performance improvements on some devices."
msgstr ""
"使用 16 位的平行光阴影深度贴图。启用后,阴影的精度会降低,可能造成阴影失真,但"
"能够在部分设备上提升性能。"
msgid ""
"The directional shadow's size in pixels. Higher values will result in sharper "
"shadows, at the cost of performance. The value is rounded up to the nearest "
"power of 2."
msgstr ""
"方向阴影的大小,单位为像素。值越高,得到的阴影越清晰,但会以性能为代价。取值将"
"舍入到最接近的 2 次幂。"
msgid ""
"Lower-end override for [member rendering/lights_and_shadows/"
"directional_shadow/size] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
"由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/"
"directional_shadow/size] 以低配数值覆盖。"
msgid ""
"Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality "
"settings use more samples when reading from shadow maps and are thus slower. "
"Low quality settings may result in shadows looking grainy.\n"
"[b]Note:[/b] The Soft Very Low setting will automatically multiply "
"[i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. "
"This automatic blur change only affects the constant blur factor defined in "
"[member Light3D.shadow_blur], not the variable blur performed by "
"[DirectionalLight3D]s' [member Light3D.light_angular_distance].\n"
"[b]Note:[/b] The Soft High and Soft Ultra settings will automatically "
"multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make "
"better use of the increased sample count. This increased blur also improves "
"stability of dynamic object shadows."
msgstr ""
"[DirectionalLight3D] 投射的阴影的质量设置。质量设置地越高,从阴影贴图读取的样"
"本越多,因此速度也越慢。质量设置地较低时,可能会导致阴影看起来有颗粒感。\n"
"[b]注意:[/b]Soft Very Low 设置会自动将[i]常量[/i]的阴影模糊乘以 0.75 倍,从而"
"减少可见的噪点。这种对自动模糊的更改仅影响 [member Light3D.shadow_blur] 中定义"
"的常量模糊系数,不影响 [DirectionalLight3D] 的 [member Light3D."
"light_angular_distance] 执行的可变模糊。\n"
"[b]注意:[/b]Soft High 和 Soft Ultra 设置,会自动将[i]常量[/i]的阴影模糊分别乘"
"以 1.5 倍和 2 倍,从而更好地利用增加的样本数。这种对模糊的提升还改善了动态对象"
"阴影的稳定性。"
msgid ""
"Lower-end override for [member rendering/lights_and_shadows/"
"directional_shadow/soft_shadow_filter_quality] on mobile devices, due to "
"performance concerns or driver support."
msgstr ""
"由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/"
"directional_shadow/soft_shadow_filter_quality] 以低配数值覆盖。"
msgid ""
"Use 16 bits for the omni/spot shadow depth map. Enabling this results in "
"shadows having less precision and may result in shadow acne, but can lead to "
"performance improvements on some devices."
msgstr ""
"使用 16 位的全向灯/聚光灯阴影深度贴图。启用后,阴影的精度会降低,可能造成阴影"
"失真,但能够在部分设备上提升性能。"
msgid ""
"Subdivision quadrant size for shadow mapping. See shadow mapping "
"documentation."
msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。"
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See documentation."
msgstr "阴影图集的大小(用于 OmniLight 和 SpotLight。请参阅文档。"
msgid ""
"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/"
"atlas_size] on mobile devices, due to performance concerns or driver support."
msgstr ""
"由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/"
"positional_shadow/atlas_size] 以低配数值覆盖。"
msgid ""
"Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher "
"quality settings use more samples when reading from shadow maps and are thus "
"slower. Low quality settings may result in shadows looking grainy.\n"
"[b]Note:[/b] The Soft Very Low setting will automatically multiply "
"[i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. "
"This automatic blur change only affects the constant blur factor defined in "
"[member Light3D.shadow_blur], not the variable blur performed by "
"[DirectionalLight3D]s' [member Light3D.light_angular_distance].\n"
"[b]Note:[/b] The Soft High and Soft Ultra settings will automatically "
"multiply shadow blur by 1.5× and 2× respectively to make better use of the "
"increased sample count. This increased blur also improves stability of "
"dynamic object shadows."
msgstr ""
"[OmniLight3D] 和 [SpotLight3D] 投射的阴影的质量设置。质量设置地越高,从阴影贴"
"图读取的样本越多,因此速度也越慢。质量设置地较低时,可能会导致阴影看起来有颗粒"
"感。\n"
"[b]注意:[/b]Soft Very Low 设置会自动将[i]常量[/i]的阴影模糊乘以 0.75 倍,从而"
"减少可见的噪点。这种对自动模糊的更改仅影响 [member Light3D.shadow_blur] 中定义"
"的常量模糊系数,不影响 [DirectionalLight3D] 的 [member Light3D."
"light_angular_distance] 执行的可变模糊。\n"
"[b]注意:[/b]Soft High 和 Soft Ultra 设置,会自动将阴影模糊分别乘以 1.5 倍和 "
"2 倍,从而更好地利用增加的样本数。这种对模糊的提升还改善了动态对象阴影的稳定"
"性。"
msgid ""
"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/"
"soft_shadow_filter_quality] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
"由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/"
"positional_shadow/soft_shadow_filter_quality] 以低配数值覆盖。"
msgid ""
"Enables the use of physically based units for light sources. Physically based "
"units tend to be much larger than the arbitrary units used by Godot, but they "
"can be used to match lighting within Godot to real-world lighting. Due to the "
"large dynamic range of lighting conditions present in nature, Godot bakes "
"exposure into the various lighting quantities before rendering. Most light "
"sources bake exposure automatically at run time based on the active "
"[CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a "
"[CameraAttributes] resource to be set at bake time to reduce the dynamic "
"range. At run time, Godot will automatically reconcile the baked exposure "
"with the active exposure to ensure lighting remains consistent."
msgstr ""
"允许对光源使用基于物理的单位。基于物理的单位往往比 Godot 使用的任意单位大得"
"多,但它们可用于将 Godot 内的照明与真实世界的照明相匹配。由于自然界中照明条件"
"的动态范围很大Godot 在渲染之前会将曝光量烘焙到各种照明量中。大多数光源在运行"
"时根据活动的 [CameraAttributes] 资源自动烘焙曝光,但 [LightmapGI] 和 "
"[VoxelGI] 需要在烘焙时设置 [CameraAttributes] 资源以减少动态范围。在运行时,"
"Godot 将自动协调烘焙的曝光与活动的曝光,以确保照明保持一致。"
msgid ""
"The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + "
"[Decal] + [ReflectionProbe]) that can be rendered at once in the camera view. "
"If there are more clustered elements present in the camera view, some of them "
"will not be rendered (leading to pop-in during camera movement). Enabling "
"distance fade on lights and decals ([member Light3D.distance_fade_enabled], "
"[member Decal.distance_fade_enabled]) can help avoid reaching this limit.\n"
"Decreasing this value may improve GPU performance on certain setups, even if "
"the maximum number of clustered elements is never reached in the project.\n"
"[b]Note:[/b] This setting is only effective when using the Forward+ rendering "
"method, not Mobile and Compatibility."
msgstr ""
"可以在相机视图中一次渲染的集群元素([OmniLight3D] + [SpotLight3D] + [Decal] + "
"[ReflectionProbe])的最大数量。如果相机视图中存在更多的集群元素,其中一些将不"
"会被渲染(导致在相机移动期间弹出)。在灯光和贴花上启用距离淡入淡出([member "
"Light3D.distance_fade_enabled]、[member Decal.distance_fade_enabled])有助于避"
"免达到该限制。\n"
"减小该值可能会提高某些设置的 GPU 性能,即使在项目中从未达到集群元素最大数量也"
"是如此。\n"
"[b]注意:[/b]该设置仅在使用 Forward+ 渲染方式时有效,对 Mobile 和 "
"Compatibility 无效。"
msgid ""
"Max number of omnilights and spotlights renderable per object. At the default "
"value of 8, this means that each surface can be affected by up to 8 "
"omnilights and 8 spotlights. This is further limited by hardware support and "
"[member rendering/limits/opengl/max_renderable_lights]. Setting this low will "
"slightly reduce memory usage, may decrease shader compile times, and may "
"result in faster rendering on low-end, mobile, or web devices.\n"
"[b]Note:[/b] This setting is only effective when using the Compatibility "
"rendering method, not Forward+ and Mobile."
msgstr ""
"每个对象可渲染的全向灯和聚光灯的最大数量。默认值为 8这意味着每个表面最多可受"
"到 8 个全向灯和 8 个聚光灯影响。这进一步受到硬件支持和 [member rendering/"
"limits/opengl/max_renderable_lights] 的限制。将该设置得较低会略微减少内存使"
"用,可能会减少着色器编译时间,并可能导致在低端、移动或 Web 设备上的渲染速度更"
"快。\n"
"[b]注意:[/b]该设置仅支持 Compatibility 渲染方式,不支持 Forward+ 和 Mobile。"
msgid ""
"Max number of elements renderable in a frame. If more elements than this are "
"visible per frame, they will not be drawn. Keep in mind elements refer to "
"mesh surfaces and not meshes themselves. Setting this low will slightly "
"reduce memory usage and may decrease shader compile times, particularly on "
"web. For most uses, the default value is suitable, but consider lowering as "
"much as possible on web export.\n"
"[b]Note:[/b] This setting is only effective when using the Compatibility "
"rendering method, not Forward+ and Mobile."
msgstr ""
"一帧中可渲染的最大元素数。如果每帧可见的元素多于此,则不会绘制它们。请记住,元"
"素指的是网格表面,而不是网格本身。将此值设置得较低会略微减少内存使用量,并可能"
"减少着色器编译时间,尤其是在 Web 上。对于大多数用途,默认值是合适的,但在 Web "
"导出时可考虑尽可能降低。\n"
"[b]注意:[/b]该设置仅在支持 Compatibility 渲染方式,不支持 Forward+ 和 "
"Mobile。"
msgid ""
"Max number of positional lights renderable in a frame. If more lights than "
"this number are used, they will be ignored. Setting this low will slightly "
"reduce memory usage and may decrease shader compile times, particularly on "
"web. For most uses, the default value is suitable, but consider lowering as "
"much as possible on web export.\n"
"[b]Note:[/b] This setting is only effective when using the Compatibility "
"rendering method, not Forward+ and Mobile."
msgstr ""
"一帧中可渲染的定位灯的最大数量。如果使用的灯多于此数量,则它们将被忽略。将此值"
"设置得较低会略微减少内存使用量,并可能减少着色器编译时间,尤其是在 Web 上。对"
"于大多数用途,默认值是合适的,但在 Web 导出时可考虑尽可能降低。\n"
"[b]注意:[/b]该设置仅在支持 Compatibility 渲染方式,不支持 Forward+ 和 "
"Mobile。"
msgid ""
"The automatic LOD bias to use for meshes rendered within the "
"[ReflectionProbe]. Higher values will use less detailed versions of meshes "
"that have LOD variations generated. If set to [code]0.0[/code], automatic LOD "
"is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] "
"to improve performance at the cost of geometry detail.\n"
"[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not "
"affect [GeometryInstance3D] visibility ranges (also known as \"manual\" LOD "
"or hierarchical LOD).\n"
"[b]Note:[/b] This property is only read when the project starts. To adjust "
"the automatic LOD threshold at runtime, set [member Viewport."
"mesh_lod_threshold] on the root [Viewport]."
msgstr ""
"用于 [ReflectionProbe] 中渲染的网格的自动 LOD 偏置。较高的值将使用生成了 LOD "
"变化的不太详细的网格版本。如果设置为 [code]0.0[/code],则自动 LOD 将被禁用。增"
"加 [member rendering/mesh_lod/lod_change/threshold_pixels] 以牺牲几何细节为代"
"价提高性能。\n"
"[b]注意:[/b][member rendering/mesh_lod/lod_change/threshold_pixels] 不影响 "
"[GeometryInstance3D] 可见性范围也称为“手动”LOD 或分层 LOD。\n"
"[b]注意:[/b]只有在项目启动时该属性才会被读取。要在运行时调整自动 LOD 阈值,请"
"在根 [Viewport] 上设置 [member Viewport.mesh_lod_threshold]。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]Bounding "
"Volume Hierarchy[/url] quality to use when rendering the occlusion culling "
"buffer. Higher values will result in more accurate occlusion culling, at the "
"cost of higher CPU usage. See also [member rendering/occlusion_culling/"
"occlusion_rays_per_thread].\n"
"[b]Note:[/b] This property is only read when the project starts. To adjust "
"the BVH build quality at runtime, use [method RenderingServer."
"viewport_set_occlusion_culling_build_quality]."
msgstr ""
"渲染遮挡剔除缓冲区时使用的 [url=https://en.wikipedia.org/wiki/"
"Bounding_volume_hierarchy]BVH[/url] 质量。值越高,得到的遮挡剔除越精确,但代价"
"是 CPU 使用率也越高。另见 [member rendering/occlusion_culling/"
"occlusion_rays_per_thread]。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。如果要在运行时调整 BVH 构建质量,请使"
"用 [method RenderingServer.viewport_set_occlusion_culling_build_quality]。"
msgid ""
"The number of occlusion rays traced per CPU thread. Higher values will result "
"in more accurate occlusion culling, at the cost of higher CPU usage. The "
"occlusion culling buffer's pixel count is roughly equal to "
"[code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code], so it "
"will depend on the system's CPU. Therefore, CPUs with fewer cores will use a "
"lower resolution to attempt keeping performance costs even across devices. "
"See also [member rendering/occlusion_culling/bvh_build_quality].\n"
"[b]Note:[/b] This property is only read when the project starts. To adjust "
"the number of occlusion rays traced per thread at runtime, use [method "
"RenderingServer.viewport_set_occlusion_rays_per_thread]."
msgstr ""
"每个 CPU 线程所追踪的剔除射线数量。更高的值将导致更准确的遮挡剔除,但代价是更"
"高的 CPU 使用率。遮挡剔除缓冲区的像素数大致等于 "
"[code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code],因此它取"
"决于系统的 CPU。因此内核较少的 CPU 将使用较低的分辨率,来尝试保持跨设备的性"
"能成本。另见 [member rendering/occlusion_culling/bvh_build_quality]。\n"
"[b]注意:[/b]这个属性仅在项目启动时读取。如果要在运行时调整每个线程所追踪的剔"
"除射线数量,请使用 [method RenderingServer."
"viewport_set_occlusion_rays_per_thread]。"
msgid ""
"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion "
"culling in 3D in the root viewport. In custom viewports, [member Viewport."
"use_occlusion_culling] must be set to [code]true[/code] instead.\n"
"[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable "
"occlusion culling if you actually plan to use it. Large open scenes with few "
"or no objects blocking the view will generally not benefit much from "
"occlusion culling. Large open scenes generally benefit more from mesh LOD and "
"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and "
"[member GeometryInstance3D.visibility_range_end]) compared to occlusion "
"culling.\n"
"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by "
"default in Web export templates. It can be enabled by compiling custom Web "
"export templates with [code]module_raycast_enabled=yes[/code]."
msgstr ""
"如果为 [code]true[/code],则 [OccluderInstance3D] 节点在根视口的 3D 遮挡剔除中"
"可用。对于自定义视口,必须改为将 [member Viewport.use_occlusion_culling] 设为 "
"[code]true[/code]。\n"
"[b]注意:[/b]启用遮挡剔除会消耗 CPU 资源。请只在打算使用时启用遮挡剔除。阻挡视"
"线的对象很少或根本不存在的大型开放场景通常不会因遮挡剔除而获得什么优化。相对于"
"遮挡剔除,大型开放场景通常能够从网格 LOD 和可见范围([member "
"GeometryInstance3D.visibility_range_begin] 和 [member GeometryInstance3D."
"visibility_range_end])中获益。\n"
"[b]注意:[/b]由于内存限制Web 导出模板中默认不支持遮挡剔除。编译自定义 Web 导"
"出模板时使用 [code]module_raycast_enabled=yes[/code] 可以启用。"
msgid ""
"Number of cubemaps to store in the reflection atlas. The number of "
"[ReflectionProbe]s in a scene will be limited by this amount. A higher number "
"requires more VRAM."
msgstr ""
"存储在反射图集中的立方体贴图数量。场景中的 [ReflectionProbe] 数量受此数量限"
"制。数字越高,所需的显存越多。"
msgid ""
"Size of cubemap faces for [ReflectionProbe]s. A higher number requires more "
"VRAM and may make reflection probe updating slower."
msgstr ""
"[ReflectionProbe] 的立方体贴图面的大小。数字越大,所需的显存越多,并且反射探针"
"的更新也可能变得越慢。"
msgid ""
"Lower-end override for [member rendering/reflections/reflection_atlas/"
"reflection_size] on mobile devices, due to performance concerns or driver "
"support."
msgstr ""
"移动设备上 [member rendering/reflections/reflection_atlas/reflection_size] 的"
"低端覆盖项,出于性能问题或驱动程序支持的考虑。"
msgid ""
"Use a higher quality variant of the fast filtering algorithm. Significantly "
"slower than using default quality, but results in smoother reflections. "
"Should only be used when the scene is especially detailed."
msgstr ""
"使用快速过滤算法的更高质量变体。明显比使用默认质量慢,但会产生更平滑的反射。只"
"应在场景特别详细时使用。"
msgid ""
"Sets the number of samples to take when using importance sampling for [Sky]s "
"and [ReflectionProbe]s. A higher value will result in smoother, higher "
"quality reflections, but increases time to calculate radiance maps. In "
"general, fewer samples are needed for simpler, low dynamic range environments "
"while more samples are needed for HDR environments and environments with a "
"high level of detail."
msgstr ""
"设置在对 [Sky] 和 [ReflectionProbe] 使用重要性采样时要采用的样本数。较高的值将"
"导致更平滑、更高质量的反射,但会增加计算辐照度映射的时间。一般来说,更简单的低"
"动态范围环境需要更少的样本,而 HDR 环境和具有高细节层次的环境需要更多的样本。"
msgid ""
"Lower-end override for [member rendering/reflections/sky_reflections/"
"ggx_samples] on mobile devices, due to performance concerns or driver support."
msgstr ""
"移动设备上 [member rendering/reflections/sky_reflections/ggx_samples] 的低端覆"
"盖项,出于性能问题或驱动程序支持的考虑。"
msgid ""
"Limits the number of layers to use in radiance maps when using importance "
"sampling. A lower number will be slightly faster and take up less VRAM."
msgstr ""
"使用重要性采样时,限制在辐照度映射中使用的层数。较低的数字会稍微快一些,并且会"
"占用较少的 VRAM。"
msgid ""
"If [code]true[/code], uses texture arrays instead of mipmaps for reflection "
"probes and panorama backgrounds (sky). This reduces jitter noise and "
"upscaling artifacts on reflections, but is significantly slower to compute "
"and uses [member rendering/reflections/sky_reflections/roughness_layers] "
"times more memory."
msgstr ""
"如果为 [code]true[/code],则使用纹理数组而不是 mipmap用于反射探针和全景背景"
"(天空)。这减少了反射上的抖动噪声和放大伪影,但计算速度明显变慢,并且使用了 "
"[member rendering/reflections/sky_reflections/roughness_layers] 倍的内存。"
msgid ""
"Lower-end override for [member rendering/reflections/sky_reflections/"
"texture_array_reflections] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
"移动设备上 [member rendering/reflections/sky_reflections/"
"texture_array_reflections] 的低端覆盖项,出于性能问题或驱动程序支持的考虑。"
msgid ""
"Sets the renderer that will be used by the project. Options are:\n"
"[b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a "
"higher base overhead, but scales well with complex scenes. Not suitable for "
"older devices or mobile.\n"
"[b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base "
"overhead than Forward Plus, but does not scale as well to large scenes with "
"many elements.\n"
"[b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based "
"on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs."
msgstr ""
"设置项目将使用的渲染器。选项有:\n"
"[b]Forward Plus[/b]:为桌面设备设计的高端渲染器。有较高的基础开销,但能够很好"
"地扩展到复杂的场景。不适合老旧设备和移动设备。\n"
"[b]Mobile[/b]:为移动设备设计的现代渲染器。基础开销比 Forward Plus 低,但在处"
"理有许多元素的大型场景时,扩展性并不理想。\n"
"[b]GL Compatibility[/b]:为老旧设备设计的低端渲染器。基于 OpenGL 3.3/ OpenGL "
"ES 3.0 / WebGL 2 API 的限制。"
msgid ""
"Override for [member rendering/renderer/rendering_method] on mobile devices."
msgstr "移动设备的 [member rendering/renderer/rendering_method] 覆盖项。"
msgid "Override for [member rendering/renderer/rendering_method] on web."
msgstr "Web 平台的 [member rendering/renderer/rendering_method] 覆盖项。"
msgid ""
"Sets the driver to be used by the renderer when using a RenderingDevice-based "
"renderer like the clustered renderer or the mobile renderer. This property "
"can not be edited directly, instead, set the driver using the platform-"
"specific overrides."
msgstr ""
"设置渲染器驱动程序,在使用集群渲染器、移动渲染器等基于 RenderingDevice 的渲染"
"器时使用。这个属性不能直接编辑,请改用特定平台的覆盖项来设置驱动程序。"
msgid "Android override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 Android 的覆盖项。"
msgid "iOS override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 iOS 的覆盖项。"
msgid "LinuxBSD override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 LinuxBSD 的覆盖项。"
msgid "macOS override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 macOS 的覆盖项。"
msgid "Windows override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 Windows 的覆盖项。"
msgid ""
"Determines at which interval pipeline cache is saved to disk. The lower the "
"value, the more often it is saved."
msgstr "决定管线缓存保存到磁盘的间隔。值越低,保存地越频繁。"
msgid ""
"Determines how sharp the upscaled image will be when using the FSR upscaling "
"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) "
"to 2.0. Values above 2.0 won't make a visible difference."
msgstr ""
"决定使用 FSR 放大模式时放大图像的清晰度。每个整数的锐度减半。值从 0.0(最锐"
"利)到 2.0。高于 2.0 的值不会产生明显的差异。"
msgid ""
"Sets the scaling 3D mode. Bilinear scaling renders at different resolution to "
"either undersample or supersample the viewport. FidelityFX Super Resolution "
"1.0, abbreviated to FSR, is an upscaling technology that produces high "
"quality images at fast framerates by using a spatially-aware upscaling "
"algorithm. FSR is slightly more expensive than bilinear, but it produces "
"significantly higher image quality. On particularly low-end GPUs, the added "
"cost of FSR may not be worth it (compared to using bilinear scaling with a "
"slightly higher resolution scale to match performance).\n"
"[b]Note:[/b] FSR is only effective when using the Forward+ rendering method, "
"not Mobile or Compatibility. If using an incompatible rendering method, FSR "
"will fall back to bilinear scaling."
msgstr ""
"设置缩放 3D 模式。双线性缩放以不同的分辨率渲染,以对视口进行欠采样或超采样。"
"FidelityFX 超分辨率FidelityFX Super Resolution 1.0,缩写为 FSR是一种放大"
"技术可通过使用一种空间感知放大算法以快速帧速率生成高质量图像。FSR 比双线性"
"稍微贵一点,但它产生的图像质量明显更高。在特别低端的 GPU 上FSR 的性价比过低"
"(与使用具有一个稍高分辨率缩放以匹配性能的双线性缩放相比)。\n"
"[b]注意:[/b]FSR 只在使用 Forward+ 渲染方式时有效,对 Mobile 或 Compatibility "
"无效。如果使用不兼容的渲染方法FSR 将回退到双线性缩放。"
msgid ""
"Scales the 3D render buffer based on the viewport size uses an image filter "
"specified in [member rendering/scaling_3d/mode] to scale the output image to "
"the full viewport size. Values lower than [code]1.0[/code] can be used to "
"speed up 3D rendering at the cost of quality (undersampling). Values greater "
"than [code]1.0[/code] are only valid for bilinear mode and can be used to "
"improve 3D rendering quality at a high performance cost (supersampling). See "
"also [member rendering/anti_aliasing/quality/msaa_3d] for multi-sample "
"antialiasing, which is significantly cheaper but only smooths the edges of "
"polygons."
msgstr ""
"根据视口大小缩放 3D 渲染缓冲区,使用 [member rendering/scaling_3d/mode] 中指定"
"的图像过滤器将输出图像缩放至完整的视口大小。比 [code]1.0[/code] 小的值可以牺牲"
"质量(欠采样)换取更高的 3D 渲染速度。比 [code]1.0[/code] 大的值仅对双线性模式"
"有效,可以大幅牺牲性能(超采样)换取 3D 渲染质量的提升。另见 [member "
"rendering/anti_aliasing/quality/msaa_3d] 多重采样抗锯齿,性能成本显著降低,但"
"仅平滑多边形的边缘。"
msgid ""
"Enable the shader cache, which stores compiled shaders to disk to prevent "
"stuttering from shader compilation the next time the shader is needed."
msgstr ""
"启用着色器缓存,编译后的着色器会存储在磁盘上,防止在下次需要该着色器时因为编译"
"着色器而带来卡顿。"
msgid ""
"If [code]true[/code], uses faster but lower-quality Lambert material lighting "
"model instead of Burley."
msgstr ""
"如果为 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型,不"
"使用 Burley 模型。"
msgid ""
"Lower-end override for [member rendering/shading/overrides/"
"force_lambert_over_burley] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
"由于性能问题或驱动程序支持,移动设备上用于 [member rendering/shading/"
"overrides/force_lambert_over_burley] 的低端覆盖。"
msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can "
"increase performance a lot, but also reduces quality immensely. Can be used "
"to optimize performance on low-end mobile devices.\n"
"[b]Note:[/b] This setting currently has no effect, as vertex shading is not "
"implemented yet."
msgstr ""
"如果为 [code]true[/code],为所有渲染强制顶点着色。这可以大大提高性能,但也会极"
"大地降低质量。可用于优化低端移动设备的性能。\n"
"[b]注意:[/b]这个设置目前没有效果,因为顶点着色还没有实现。"
msgid ""
"Lower-end override for [member rendering/shading/overrides/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
"driver support.\n"
"[b]Note:[/b] This setting currently has no effect, as vertex shading is not "
"implemented yet."
msgstr ""
"由于性能问题或驱动程序支持,移动设备上用于 [member rendering/shading/"
"overrides/force_vertex_shading] 的低端覆盖。\n"
"[b]注意:[/b]这个设置目前没有效果,因为顶点着色还没有实现。"
msgid "The default texture filtering mode to use on [CanvasItem]s."
msgstr "[CanvasItem] 所使用的默认纹理过滤模式。"
msgid "The default texture repeating mode to use on [CanvasItem]s."
msgstr "[CanvasItem] 所使用的默认纹理重复模式。"
msgid ""
"The filtering quality to use for [Decal] nodes. When using one of the "
"anisotropic filtering modes, the anisotropic filtering level is controlled by "
"[member rendering/textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"[Decal] 节点的过滤质量。使用 Anisotropic各向异性过滤模式时各向异性过滤级"
"别由 [member rendering/textures/default_filters/anisotropic_filtering_level] "
"控制。"
msgid ""
"Sets the maximum number of samples to take when using anisotropic filtering "
"on textures (as a power of two). A higher sample count will result in sharper "
"textures at oblique angles, but is more expensive to compute. A value of "
"[code]0[/code] forcibly disables anisotropic filtering, even on materials "
"where it is enabled.\n"
"The anisotropic filtering level also affects decals and light projectors if "
"they are configured to use anisotropic filtering. See [member rendering/"
"textures/decals/filter] and [member rendering/textures/light_projectors/"
"filter].\n"
"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled "
"by default[/i] on 2D and 3D materials. For this setting to have an effect in "
"3D, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D."
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D."
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials. For this "
"setting to have an effect in 2D, set [member CanvasItem.texture_filter] to "
"[constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or "
"[constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the "
"[CanvasItem] node displaying the texture (or in [CanvasTexture]). However, "
"anisotropic filtering is rarely useful in 2D, so only enable it for textures "
"in 2D if it makes a meaningful visual difference.\n"
"[b]Note:[/b] This property is only read when the project starts. There is "
"currently no way to change this setting at run-time."
msgstr ""
"设置在纹理上使用各向异性过滤时要采用的最大样本数(作为 2 的幂)。更高的采样数"
"将导致倾斜角度的纹理更清晰,但计算成本更高。[code]0[/code] 的值会强制禁用各向"
"异性过滤,即使在启用它的材质上也是如此。\n"
"如果贴花和投影器被配置为使用各向异性过滤,则各向异性过滤级别也会影响它们。请参"
"阅 [member rendering/textures/decals/filter] and [member rendering/textures/"
"light_projectors/filter]。\n"
"[b]注意:[/b]出于性能原因,各向异性过滤在 2D 和 3D 材质上[i]默认不启用[/i]。要"
"使该设置在 3D 中产生效果,请在材质上将 [member BaseMaterial3D.texture_filter] "
"设置为 [constant BaseMaterial3D."
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 或 [constant BaseMaterial3D."
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC]。要使该设置在 2D 中生效,请在"
"显示纹理的 [CanvasItem] 节点上(或 [CanvasTexture] 中)将 [member CanvasItem."
"texture_filter] 设置为 [constant CanvasItem."
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 或 [constant CanvasItem."
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC]。然而,各向异性过滤在 2D 中并"
"不实用,因此在 2D 中只有在它产生有意义的视觉差异时才对纹理启用它。\n"
"[b]注意:[/b]只有在项目启动时该属性才会被读取。目前无法在运行时更改该设置。"
msgid ""
"Affects the final texture sharpness by reading from a lower or higher mipmap "
"(also called \"texture LOD bias\"). Negative values make mipmapped textures "
"sharper but grainier when viewed at a distance, while positive values make "
"mipmapped textures blurrier (even when up close).\n"
"Enabling temporal antialiasing ([member rendering/anti_aliasing/quality/"
"use_taa]) will automatically apply a [code]-0.5[/code] offset to this value, "
"while enabling FXAA ([member rendering/anti_aliasing/quality/"
"screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to "
"this value. If both TAA and FXAA are enabled at the same time, an offset of "
"[code]-0.75[/code] is applied to this value.\n"
"[b]Note:[/b] If [member rendering/scaling_3d/scale] is lower than [code]1.0[/"
"code] (exclusive), [member rendering/textures/default_filters/"
"texture_mipmap_bias] is used to adjust the automatic mipmap bias which is "
"calculated internally based on the scale factor. The formula for this is "
"[code]log2(scaling_3d_scale) + mipmap_bias[/code]."
msgstr ""
"通过从更低或更高的 mipmap 中读取数据影响最终纹理的锐度(也叫“纹理 LOD 偏"
"置”)。负值会让 mipmap 纹理更锐利,但从较远处观察时颗粒更明显,而正值会让 "
"mipmap 纹理更模糊(即便凑近看也一样)。\n"
"启用时间抗锯齿([member rendering/anti_aliasing/quality/use_taa])会对这个值应"
"用 [code]-0.5[/code] 的偏移量,而启用 FXAA[member rendering/anti_aliasing/"
"quality/screen_space_aa])则会对这个值应用 [code]-0.25[/code] 的偏移量。如果同"
"时启用 TAA 和 FXAA则会对这个值应用 [code]-0.75[/code] 的偏移量。\n"
"[b]注意:[/b]如果 [member rendering/scaling_3d/scale] 比 [code]1.0[/code] 小"
"(包含),则会使用 [member rendering/textures/default_filters/"
"texture_mipmap_bias] 自动调整 mipmap 偏置,内部会根据缩放系数进行计算。公式为 "
"[code]log2(scaling_3d_scale) + mipmap_bias[/code]。"
msgid ""
"If [code]true[/code], uses nearest-neighbor mipmap filtering when using "
"mipmaps (also called \"bilinear filtering\"), which will result in visible "
"seams appearing between mipmap stages. This may increase performance in "
"mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap "
"filtering (also called \"trilinear filtering\") is used.\n"
"[b]Note:[/b] This property is only read when the project starts. There is "
"currently no way to change this setting at run-time."
msgstr ""
"如果为 [code]true[/code],则在使用 mipmap 时使用最近邻 mipmap 过滤(也称为“双"
"线性过滤”),这将导致在 mipmap 阶段之间出现可见的接缝。因为使用的内存带宽更"
"少,这可能会提高移动设备的性能。如果为 [code]false[/code],则使用线性 mipmap "
"过滤(也称为“三线性过滤”)。\n"
"[b]注意:[/b]只有在项目启动时该属性才会被读取。目前无法在运行时更改该设置。"
msgid ""
"The filtering quality to use for [OmniLight3D] and [SpotLight3D] projectors. "
"When using one of the anisotropic filtering modes, the anisotropic filtering "
"level is controlled by [member rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"[OmniLight3D] 和 [SpotLight3D] 投影器的过滤质量。使用 Anisotropic各向异性"
"过滤模式时,各向异性过滤级别由 [member rendering/textures/default_filters/"
"anisotropic_filtering_level] 控制。"
msgid ""
"If [code]true[/code], the texture importer will import lossless textures "
"using the PNG format. Otherwise, it will default to using WebP."
msgstr ""
"如果为 [code]true[/code],纹理导入器将使用 PNG 格式导入无损纹理。否则默认使用 "
"WebP。"
msgid ""
"If [code]true[/code], the texture importer will import VRAM-compressed "
"textures using the Ericsson Texture Compression 2 algorithm for lower quality "
"textures and normal maps and Adaptable Scalable Texture Compression algorithm "
"for high quality textures (in 4x4 block size).\n"
"[b]Note:[/b] This setting is an override. The texture importer will always "
"import the format the host platform needs, even if this is set to "
"[code]false[/code].\n"
"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
"already imported before. To make this setting apply to textures that were "
"already imported, exit the editor, remove the [code].godot/imported/[/code] "
"folder located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
"如果为 [code]true[/code],则纹理导入器,将使用 Ericsson 纹理压缩 2 算法导入 "
"VRAM 压缩纹理以获取较低质量的纹理和法线贴图,并使用自适应可缩放纹理压缩算法导"
"入高质量纹理4x4 块大小)。\n"
"[b]注意:[/b]这是设置覆盖项。即便设为 [code]false[/code],纹理导入器也始终会导"
"入宿主平台所需的格式。\n"
"[b]注意:[/b]更改该设置[i]不会[/i]影响之前已经导入的纹理。要使该设置应用于已导"
"入的纹理,请退出编辑器,移除位于项目文件夹内的 [code].godot/imported/[/code] "
"文件夹,然后重新启动编辑器(请参阅 [member application/config/"
"use_hidden_project_data_directory])。"
msgid ""
"If [code]true[/code], the texture importer will import VRAM-compressed "
"textures using the S3 Texture Compression algorithm (DXT1-5) for lower "
"quality textures and the BPTC algorithm (BC6H and BC7) for high quality "
"textures. This algorithm is only supported on PC desktop platforms and "
"consoles.\n"
"[b]Note:[/b] This setting is an override. The texture importer will always "
"import the format the host platform needs, even if this is set to "
"[code]false[/code].\n"
"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
"already imported before. To make this setting apply to textures that were "
"already imported, exit the editor, remove the [code].godot/imported/[/code] "
"folder located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
"如果为 [code]true[/code],纹理导入器将使用 S3 纹理压缩算法DXT1-5导入 VRAM "
"压缩纹理以获得较低质量的纹理;并使用 BPTC 算法BC6H 和 BC7导入高质量纹理。"
"该算法仅在 PC 桌面平台和主机平台上受支持。\n"
"[b]注意:[/b]这是设置覆盖项。即便设为 [code]false[/code],纹理导入器也始终会导"
"入宿主平台所需的格式。\n"
"[b]注意:[/b]更改该设置[i]不会[/i]影响之前已经导入的纹理。要使该设置应用于已导"
"入的纹理,请退出编辑器,移除位于项目文件夹内的 [code].godot/imported/[/code] "
"文件夹,然后重新启动编辑器(请参阅 [member application/config/"
"use_hidden_project_data_directory])。"
msgid ""
"The default compression method for WebP. Affects both lossy and lossless "
"WebP. A higher value results in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression method. "
"Supported values are 0 to 6. Note that compression methods above 4 are very "
"slow and offer very little savings."
msgstr ""
"WebP 的默认压缩方法。影响有损和无损 WebP。较高的值会以压缩速度为代价产生较小的"
"文件。解压缩速度基本上不受压缩方法的影响。支持的值为 0 到 6。请注意高于 4 的"
"压缩方法非常慢并且节省的空间很小。"
msgid ""
"The default compression factor for lossless WebP. Decompression speed is "
"mostly unaffected by the compression factor. Supported values are 0 to 100."
msgstr ""
"无损 WebP 的默认压缩系数。解压速度通常不受压缩系数的影响。支持的值为 0 到 "
"100。"
msgid ""
"If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root "
"viewport. This allows 2D rendering to take advantage of effects requiring "
"high dynamic range (e.g. 2D glow)."
msgstr ""
"如果为 [code]true[/code],则会在根视口上启用 [member Viewport.use_hdr_2d]。这"
"样 2D 渲染就能够利用需要高动态范围的效果(例如 2D 辉光)。"
msgid ""
"If [code]true[/code], enables [member Viewport.transparent_bg] on the root "
"viewport. This allows per-pixel transparency to be effective after also "
"enabling [member display/window/size/transparent] and [member display/window/"
"per_pixel_transparency/allowed]."
msgstr ""
"如果为 [code]true[/code] ,则在根视口上启用 [member Viewport."
"transparent_bg] 。这样在同时启用 [member display/window/size/transparent] 和 "
"[member display/window/per_pixel_transparency/allowed] 之后,逐像素透明就会生"
"效。"
msgid ""
"Set the default Variable Rate Shading (VRS) mode for the main viewport. See "
"[member Viewport.vrs_mode] to change this at runtime, and [enum Viewport."
"VRSMode] for possible values."
msgstr ""
"为主视口设置默认的可变速率着色VRS模式。请参阅 [member Viewport.vrs_mode] "
"以在运行时更改该设置,并参阅 [enum Viewport.VRSMode] 以获取可能的值。"
msgid ""
"If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to "
"default texture loaded as the VRS image.\n"
"The texture [i]must[/i] use a lossless compression format so that colors can "
"be matched precisely. The following VRS densities are mapped to various "
"colors, with brighter colors representing a lower level of shading "
"precision:\n"
"[codeblock]\n"
"- 1x1 = rgb(0, 0, 0) - #000000\n"
"- 1x2 = rgb(0, 85, 0) - #005500\n"
"- 2x1 = rgb(85, 0, 0) - #550000\n"
"- 2x2 = rgb(85, 85, 0) - #555500\n"
"- 2x4 = rgb(85, 170, 0) - #55aa00\n"
"- 4x2 = rgb(170, 85, 0) - #aa5500\n"
"- 4x4 = rgb(170, 170, 0) - #aaaa00\n"
"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n"
"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n"
"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n"
"[/codeblock]"
msgstr ""
"如果 [member rendering/vrs/mode] 为 [b]Texture[/b],则这是 VRS 图像所加载的默"
"认纹理的路径。\n"
"该纹理[i]必须[/i]使用无损压缩格式,以便可以精确匹配颜色。以下 VRS 密度会映射为"
"各种颜色,较亮的颜色代表较低的着色精度。\n"
"[codeblock]\n"
"- 1x1 = rgb(0, 0, 0) - #000000\n"
"- 1x2 = rgb(0, 85, 0) - #005500\n"
"- 2x1 = rgb(85, 0, 0) - #550000\n"
"- 2x2 = rgb(85, 85, 0) - #555500\n"
"- 2x4 = rgb(85, 170, 0) - #55aa00\n"
"- 4x2 = rgb(170, 85, 0) - #aa5500\n"
"- 4x4 = rgb(170, 170, 0) - #aaaa00\n"
"- 4x8 = rgb(170, 255, 0) - #aaff00 - 大多数硬件不支持\n"
"- 8x4 = rgb(255, 170, 0) - #ffaa00 - 大多数硬件不支持\n"
"- 8x8 = rgb(255, 255, 0) - #ffff00 - 大多数硬件不支持\n"
"[/codeblock]"
msgid ""
"Maximum number of threads to be used by [WorkerThreadPool]. Value of "
"[code]-1[/code] means no limit."
msgstr "[WorkerThreadPool] 所使用的最大线程数。[code]-1[/code] 表示无限制。"
msgid "Action map configuration to load by default."
msgstr "默认加载的动作映射配置。"
msgid "If [code]true[/code] Godot will setup and initialize OpenXR on startup."
msgstr "如果为 [code]true[/code]Godot 将在启动时初始化 OpenXR。"
msgid ""
"Specify how OpenXR should blend in the environment. This is specific to "
"certain AR and passthrough devices where camera images are blended in by the "
"XR compositor."
msgstr ""
"指定 OpenXR 应如何混合环境。针对的是部分 AR 和穿透设备XR 合成器会混合相机图"
"像。"
msgid ""
"Specify whether to enable eye tracking for this project. Depending on the "
"platform, additional export configuration may be needed."
msgstr "指定是否为该项目启用眼动追踪。根据平台的不同,可能需要额外的导出配置。"
msgid "If true we enable the hand tracking extension if available."
msgstr "如果为 true则将启用手部跟踪扩展如果可用。"
msgid ""
"Specify whether OpenXR should be configured for an HMD or a hand held device."
msgstr "指定是否应为 HMD 或手持设备配置 OpenXR。"
msgid ""
"If true and foveation is supported, will automatically adjust foveation level "
"based on framerate up to the level set on [member xr/openxr/foveation_level]."
msgstr ""
"如果为 true 并且支持注视点,将根据帧速率自动调整注视点级别,直至达到 [member "
"xr/openxr/foveation_level] 上设置的级别。"
msgid ""
"Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high."
msgstr "应用的注视点级别如果支持0 = 关闭、1 = 低、2 = 中、3 = 高。"
msgid "Specify the default reference space."
msgstr "指定默认参照空间。"
msgid ""
"If [code]true[/code], Godot will display an alert modal when OpenXR "
"initialization fails on startup."
msgstr ""
"如果为 [code]true[/code],则启动时如果 OpenXR 初始化失败Godot 就会显示警告弹"
"框。"
msgid ""
"If [code]true[/code], OpenXR will manage the depth buffer and use the depth "
"buffer for advanced reprojection provided this is supported by the XR "
"runtime. Note that some rendering features in Godot can't be used with this "
"feature."
msgstr ""
"如果为 [code]true[/code],则 OpenXR 会管理深度缓冲区,使用深度缓冲区进行高级再"
"投影,前提是 XR 运行时支持。请注意Godot 中的部分渲染特性无法与该特性一同使"
"用。"
msgid ""
"Specify the view configuration with which to configure OpenXR setting up "
"either Mono or Stereo rendering."
msgstr "指定视图配置,用于配置 OpenXR 设置单视场或立体渲染。"
msgid "If [code]true[/code], Godot will compile shaders required for XR."
msgstr "如果为 [code]true[/code]Godot 将编译 XR 所需的着色器。"
msgid "Emitted when any setting is changed, up to once per process frame."
msgstr "任何设置项发生改变的时候发出,每个处理帧最多一次。"
msgid "Interpolates an [Object]'s property over time."
msgstr "随时间对 [Object] 的属性进行插值。"
msgid ""
"[PropertyTweener] is used to interpolate a property in an object. See [method "
"Tween.tween_property] for more usage information.\n"
"[b]Note:[/b] [method Tween.tween_property] is the only correct way to create "
"[PropertyTweener]. Any [PropertyTweener] created manually will not function "
"correctly."
msgstr ""
"[PropertyTweener] 用于为对象的属性进行插值。详细的用法见 [method Tween."
"tween_property]。\n"
"[b]注意:[/b][method Tween.tween_property] 是创建 [PropertyTweener] 的唯一正确"
"方法。任何手动创建的 [PropertyTweener] 都将无法正常运行。"
msgid ""
"When called, the final value will be used as a relative value instead.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
"as_relative() #the node will move by 100 pixels to the right\n"
"[/codeblock]"
msgstr ""
"调用时,最终值将用作相对值。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
"as_relative() # 该节点将向右移动 100 个像素\n"
"[/codeblock]"
msgid ""
"Sets a custom initial value to the [PropertyTweener].\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(Vector2(100, 100)) #this will move the node from position (100, 100) to "
"(200, 100)\n"
"[/codeblock]"
msgstr ""
"设置该 [PropertyTweener] 的自定义初始值。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(Vector2(100, 100)) # 这会将该节点从位置 (100, 100) 移动到 (200, 100)\n"
"[/codeblock]"
msgid ""
"Makes the [PropertyTweener] use the current property value (i.e. at the time "
"of creating this [PropertyTweener]) as a starting point. This is equivalent "
"of using [method from] with the current value. These two calls will do the "
"same:\n"
"[codeblock]\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(position)\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from_current()\n"
"[/codeblock]"
msgstr ""
"让该 [PropertyTweener] 使用当前属性值作为起点(即创建这个 [PropertyTweener] 时"
"的值)。与使用当前值调用 [method from] 等价。以下两种调用方法效果相同:\n"
"[codeblock]\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(position)\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from_current()\n"
"[/codeblock]"
msgid ""
"Sets the time in seconds after which the [PropertyTweener] will start "
"interpolating. By default there's no delay."
msgstr "设置该 [PropertyTweener] 开始插值的时间,单位为秒。默认无延迟。"
msgid "Class representing a square mesh facing the camera."
msgstr "表示面向相机的正方形网格的类。"
msgid ""
"Class representing a square [PrimitiveMesh]. This flat mesh does not have a "
"thickness. By default, this mesh is aligned on the X and Y axes; this "
"rotation is more suited for use with billboarded materials. A [QuadMesh] is "
"equivalent to a [PlaneMesh] except its default [member PlaneMesh.orientation] "
"is [constant PlaneMesh.FACE_Z]."
msgstr ""
"代表正方形 [PrimitiveMesh] 的类。这个平面网格没有厚度。默认情况下,这个网格与 "
"X 轴和 Y 轴对齐;这种旋转方式更适合于使用公告板的材质。[QuadMesh] 和 "
"[PlaneMesh] 是等价的,区别是 [member PlaneMesh.orientation] 默认为 [constant "
"PlaneMesh.FACE_Z]。"
msgid "2D in 3D Demo"
msgstr "3D 中的 2D 演示"
msgid "Flat plane shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "用于 [OccluderInstance3D] 遮挡剔除的扁平平面形状。"
msgid ""
"[QuadOccluder3D] stores a flat plane shape that can be used by the engine's "
"occlusion culling system. See also [PolygonOccluder3D] if you need to "
"customize the quad's shape.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[QuadOccluder3D] 存储的是一个扁平的平面形状,可以用于引擎的遮挡剔除系统。如果"
"你需要自定义正方形的形状,请参阅 [PolygonOccluder3D]。\n"
"设置遮挡剔除的说明见 [OccluderInstance3D] 的文档。"
msgid "The quad's size in 3D units."
msgstr "该四边形的大小,使用 3D 单位。"
msgid "A unit quaternion used for representing 3D rotations."
msgstr "代表 3D 旋转的单位四元数。"
msgid ""
"Quaternions are similar to [Basis], which implements the matrix "
"representation of rotations. Unlike [Basis], which stores rotation, scale, "
"and shearing, quaternions only store rotation.\n"
"Quaternions can be parametrized using both an axis-angle pair or Euler "
"angles. Due to their compactness and the way they are stored in memory, "
"certain operations (obtaining axis-angle and performing SLERP, in particular) "
"are more efficient and robust against floating-point errors.\n"
"[b]Note:[/b] Quaternions need to be normalized before being used for rotation."
msgstr ""
"四元数与 [Basis] 类似,实现的是旋转的矩阵表示。但 [Basis] 存储了旋转、缩放、切"
"变,四元数只存储旋转。\n"
"四元数的参数可以使用轴角对来指定,也可以通过欧拉角来指定。由于四元数的紧凑性以"
"及在内存中的存储方式,部分运算(尤其是获取轴角和执行 SLERP在防止浮点数误差方"
"面更加高效稳健。\n"
"[b]注意:[/b]四元数需要先归一化,才能用于旋转。"
msgid ""
"Constructs a default-initialized quaternion with all components set to "
"[code]0[/code]."
msgstr "构造默认初始化的四元数,所有分量都被设置为 [code]0[/code]。"
msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]."
msgstr "构造给定 [Quaternion] 的副本。"
msgid ""
"Constructs a quaternion representing the shortest arc between two points on "
"the surface of a sphere with a radius of [code]1.0[/code]."
msgstr ""
"构造一个四元数,代表半径为 [code]1.0[/code] 的球面上两个点之间最短的弧。"
msgid ""
"Constructs a quaternion that will rotate around the given axis by the "
"specified angle. The axis must be a normalized vector."
msgstr ""
"构造一个四元数,它将围绕给定的轴旋转指定的角度。轴必须是一个归一化的向量。"
msgid "Constructs a quaternion from the given [Basis]."
msgstr "从给定的 [Basis] 构造一个四元数。"
msgid "Constructs a quaternion defined by the given values."
msgstr "构建一个由给定值定义的四元数。"
msgid ""
"Returns the angle between this quaternion and [param to]. This is the "
"magnitude of the angle you would need to rotate by to get from one to the "
"other.\n"
"[b]Note:[/b] The magnitude of the floating-point error for this method is "
"abnormally high, so methods such as [code]is_zero_approx[/code] will not work "
"reliably."
msgstr ""
"返回这个四元数与 [param to] 之间的角度。这是从一个旋转到另一个旋转所需的角度大"
"小。\n"
"[b]注意:[/b]该方法的浮点数误差异常地高,因此 [code]is_zero_approx[/code] 等方"
"法的结果不可靠。"
msgid "Returns the dot product of two quaternions."
msgstr "返回两个四元数的点积。"
msgid "Constructs a Quaternion from Euler angles in YXZ rotation order."
msgstr "按 YXZ 旋转顺序从欧拉角构造一个四元数。"
msgid ""
"Returns the quaternion's rotation in the form of Euler angles. The Euler "
"order depends on the [param order] parameter, for example using the YXZ "
"convention: since this method decomposes, first Z, then X, and Y last. See "
"the [enum EulerOrder] enum for possible values. The returned vector contains "
"the rotation angles in the format (X angle, Y angle, Z angle)."
msgstr ""
"以欧拉角的形式返回该四元数的旋转。欧拉顺序取决于 [param order] 参数,例如使用 "
"YXZ 顺序:这个方法按照 Z、X、Y 的顺序分解。可能的取值见 [enum EulerOrder] 枚"
"举。返回向量的格式为 (X 角, Y 角, Z 角)。"
msgid "Returns the inverse of the quaternion."
msgstr "返回四元数的取逆。"
msgid ""
"Returns [code]true[/code] if this quaternion and [param to] are approximately "
"equal, by running [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"如果该四元数和 [param to] 近似相等,则返回 [code]true[/code],判断方法是通过在"
"每个分量上运行 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this quaternion is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果该四元数是有限的,则返回 [code]true[/code],判断方法是在每个分量上调用 "
"[method @GlobalScope.is_finite]。"
msgid "Returns whether the quaternion is normalized or not."
msgstr "返回四元数是否被归一化。"
msgid "Returns the length of the quaternion."
msgstr "返回四元数的长度。"
msgid "Returns the length of the quaternion, squared."
msgstr "返回四元数的长度的平方。"
msgid "Returns a copy of the quaternion, normalized to unit length."
msgstr "返回四元数的副本,归一化为单位长度。"
msgid ""
"Returns the result of the spherical linear interpolation between this "
"quaternion and [param to] by amount [param weight].\n"
"[b]Note:[/b] Both quaternions must be normalized."
msgstr ""
"返回该四元数与 [param to] 之间的球面线性插值 [param weight] 的结果。\n"
"[b]注意:[/b]两个四元数都必须被归一化。"
msgid ""
"Returns the result of the spherical linear interpolation between this "
"quaternion and [param to] by amount [param weight], but without checking if "
"the rotation path is not bigger than 90 degrees."
msgstr ""
"返回在这个四元数和 [param to] 之间按照 [param weight] 进行球面线性插值的结果,"
"不会检查旋转路径是否大于 90 度。"
msgid ""
"Performs a spherical cubic interpolation between quaternions [param pre_a], "
"this vector, [param b], and [param post_b], by the given amount [param "
"weight]."
msgstr ""
"在四元数 [param pre_a]、这个向量、[param b] 以及 [param post_b] 之间按照给定"
"的 [param weight] 进行球面三次插值。"
msgid ""
"Performs a spherical cubic interpolation between quaternions [param pre_a], "
"this vector, [param b], and [param post_b], by the given amount [param "
"weight].\n"
"It can perform smoother interpolation than [method "
"spherical_cubic_interpolate] by the time values."
msgstr ""
"在四元数 [param pre_a]、该向量、[param b] 和 [param post_b] 之间,按给定量 "
"[param weight] 执行三次球面插值。\n"
"它可以根据时间值执行比 [method spherical_cubic_interpolate] 更平滑的插值。"
msgid ""
"W component of the quaternion (real part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元数的W分量实数部分。\n"
"四元数分量通常不应该被直接操作。"
msgid ""
"X component of the quaternion (imaginary [code]i[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元数的X分量虚轴[code]i[/code]部分)。\n"
"四元数分量通常不应直接操作。"
msgid ""
"Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元数的Y分量虚轴[code]j[/code]部分)。\n"
"四元数分量通常不应直接操作。"
msgid ""
"Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元数的Z分量虚轴[code]k[/code]部分)。\n"
"四元数分量通常不应该被直接操作。"
msgid ""
"The identity quaternion, representing no rotation. Equivalent to an identity "
"[Basis] matrix. If a vector is transformed by an identity quaternion, it will "
"not change."
msgstr ""
"单位四元数,代表无旋转。相当于单位 [Basis] 矩阵。如果一个向量被一个单位四元数"
"变换,它不会改变。"
msgid ""
"Returns [code]true[/code] if the quaternions are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果四元数不相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Composes these two quaternions by multiplying them together. This has the "
"effect of rotating the second quaternion (the child) by the first quaternion "
"(the parent)."
msgstr ""
"通过将这两个四元数相乘,来合成这两个四元数。效果是将第二个四元数(子)按照第一"
"个四元数(父)进行旋转。"
msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]."
msgstr "使用给定的 [Quaternion] 旋转 [Vector3](相乘)。"
msgid ""
"Multiplies each component of the [Quaternion] by the given value. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression."
msgstr ""
"将该 [Quaternion] 的每个分量乘以给定的值。此操作本身没有意义,但可以用作更大表"
"达式的一部分。"
msgid ""
"Adds each component of the left [Quaternion] to the right [Quaternion]. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression, such as approximating an intermediate rotation between two "
"nearby rotations."
msgstr ""
"将左侧 [Quaternion] 的每个分量与右侧的 [Quaternion] 相加。这个运算本身没有意"
"义,但可以用作更大表达式的一部分,例如求两个相近旋转的中间近似值。"
msgid ""
"Subtracts each component of the left [Quaternion] by the right [Quaternion]. "
"This operation is not meaningful on its own, but it can be used as a part of "
"a larger expression."
msgstr ""
"将左侧 [Quaternion] 的每个分量与右侧的 [Quaternion] 相减。这个运算本身没有意"
"义,但可以用作更大表达式的一部分。"
msgid ""
"Divides each component of the [Quaternion] by the given value. This operation "
"is not meaningful on its own, but it can be used as a part of a larger "
"expression."
msgstr ""
"将该 [Quaternion] 的每个分量除以给定的值。此操作本身没有意义,但可以用作更大表"
"达式的一部分。"
msgid ""
"Returns [code]true[/code] if the quaternions are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果四元数完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Access quaternion components using their index. [code]q[0][/code] is "
"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/"
"code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/"
"code] is equivalent to [code]q.w[/code]."
msgstr ""
"使用索引访问四元数的分量。[code]q[0][/code] 等价于 [code]q.x[/code]、"
"[code]q[1][/code] 等价于 [code]q.y[/code]、[code]q[2][/code] 等价于 [code]q."
"z[/code]、[code]q[3][/code] 等价于[code]q.w[/code]。"
msgid ""
"Returns the negative value of the [Quaternion]. This is the same as writing "
"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a "
"quaternion that represents the same rotation."
msgstr ""
"返回该 [Quaternion] 的负值。和写 [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/"
"code] 相同。这个操作得到的是代表相同旋转的四元数。"
msgid "Provides methods for generating pseudo-random numbers."
msgstr "提供生成伪随机数的方法。"
msgid ""
"RandomNumberGenerator is a class for generating pseudo-random numbers. It "
"currently uses [url=https://www.pcg-random.org/]PCG32[/url].\n"
"[b]Note:[/b] The underlying algorithm is an implementation detail and should "
"not be depended upon.\n"
"To generate a random float number (within a given range) based on a time-"
"dependant seed:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"func _ready():\n"
" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
"[/codeblock]"
msgstr ""
"RandomNumberGenerator 是一个用于生成伪随机数的类。它目前使用 [url=https://www."
"pcg-random.org/]PCG32[/url]。\n"
"[b]注意:[/b]底层算法属于实现细节,不应该对此产生依赖。\n"
"要根据时间相关种子生成(给定范围内的)随机浮点数:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"func _ready():\n"
" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
"[/codeblock]"
msgid ""
"Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] "
"(inclusive)."
msgstr ""
"返回在 [code]0.0[/code] 和 [code]1.0[/code] 之间(含端点)的伪随机浮点数。"
msgid ""
"Returns a pseudo-random float between [param from] and [param to] (inclusive)."
msgstr "返回在 [param from] 和 [param to] 之间(含端点)的伪随机浮点数。"
msgid ""
"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
"distributed[/url] pseudo-random number, using Box-Muller transform with the "
"specified [param mean] and a standard [param deviation]. This is also called "
"Gaussian distribution."
msgstr ""
"使用具有指定 [param mean] 和标准 [param deviation] 的 Box-Muller 变换,返回一"
"个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]的伪随"
"机数。这也被称为高斯分布。"
msgid ""
"Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
"[code]4294967295[/code] (inclusive)."
msgstr ""
"返回在 [code]0[/code] 和 [code]4294967295[/code] 之间(含端点)的伪随机 32 位"
"无符号整数。"
msgid ""
"Returns a pseudo-random 32-bit signed integer between [param from] and [param "
"to] (inclusive)."
msgstr ""
"返回在 [param from] 和 [param to] 之间(含端点)的伪随机 32 位无符号整数。"
msgid ""
"Sets up a time-based seed for this [RandomNumberGenerator] instance. Unlike "
"the [@GlobalScope] random number generation functions, different "
"[RandomNumberGenerator] instances can use different seeds."
msgstr ""
"为这个 [RandomNumberGenerator] 实例设置基于时间的种子。与 [@GlobalScope] 随机"
"数生成函数不同,不同的 [RandomNumberGenerator] 实例可以使用不同的种子。"
msgid ""
"Initializes the random number generator state based on the given seed value. "
"A given seed will give a reproducible sequence of pseudo-random numbers.\n"
"[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
"similar random streams given similar seeds. Consider using a hash function to "
"improve your seed quality if they're sourced externally.\n"
"[b]Note:[/b] Setting this property produces a side effect of changing the "
"internal [member state], so make sure to initialize the seed [i]before[/i] "
"modifying the [member state]:\n"
"[b]Note:[/b] The default value of this property is pseudo-random, and changes "
"when calling [method randomize]. The [code]0[/code] value documented here is "
"a placeholder, and not the actual default seed.\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"rng.seed = hash(\"Godot\")\n"
"rng.state = 100 # Restore to some previously saved state.\n"
"[/codeblock]"
msgstr ""
"根据给定的种子值初始化随机数生成器状态。给定的种子将给出一个可重现的伪随机数序"
"列。\n"
"[b]注意:[/b]RNG 没有雪崩效应,给定相似的种子可以输出相似的随机流。如果种子来"
"自外部,请考虑使用哈希函数来提高种子质量。\n"
"[b]注意:[/b]设置该属性会产生改变内部 [member state] 的副作用,因此请确保在修"
"改 [member state] [i]之前[/i]初始化种子:\n"
"[b]注意:[/b]该属性的默认值是伪随机的,会在调用 [method randomize] 时改变。文"
"档中记录的 [code]0[/code] 是占位符,不是实际的默认种子。\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"rng.seed = hash(\"Godot\")\n"
"rng.state = 100 # 恢复到之前保存的一些状态。\n"
"[/codeblock]"
msgid ""
"The current state of the random number generator. Save and restore this "
"property to restore the generator to a previous state:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"print(rng.randf())\n"
"var saved_state = rng.state # Store current state.\n"
"print(rng.randf()) # Advance internal state.\n"
"rng.state = saved_state # Restore the state.\n"
"print(rng.randf()) # Prints the same value as in previous.\n"
"[/codeblock]\n"
"[b]Note:[/b] Do not set state to arbitrary values, since the random number "
"generator requires the state to have certain qualities to behave properly. It "
"should only be set to values that came from the state property itself. To "
"initialize the random number generator with arbitrary input, use [member "
"seed] instead.\n"
"[b]Note:[/b] The default value of this property is pseudo-random, and changes "
"when calling [method randomize]. The [code]0[/code] value documented here is "
"a placeholder, and not the actual default seed."
msgstr ""
"随机数生成器的当前状态。保存并恢复此属性,以将生成器恢复到之前的状态:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"print(rng.randf())\n"
"var saved_state = rng.state # 保存当前状态。\n"
"print(rng.randf()) # 让内部状态发生步进。\n"
"rng.state = saved_state # 恢复状态。\n"
"print(rng.randf()) # 输出和之前一样的值。\n"
"[/codeblock]\n"
"[b]注意:[/b]不要将状态设置为任意值,因为随机数生成器要求状态具有某些特性才能"
"正常运行。它应该只设置为来自状态属性本身的值。要使用任意输入初始化随机数生成"
"器,请改用 [member seed]。\n"
"[b]注意:[/b]该属性的默认值是伪随机的,会在调用 [method randomize] 时改变。文"
"档中记录的 [code]0[/code] 是占位符,不是实际的默认种子。"
msgid "Abstract base class for controls that represent a number within a range."
msgstr "代表特定范围内数字的控件的抽象基类。"
msgid ""
"Range is an abstract base class for controls that represent a number within a "
"range, using a configured [member step] and [member page] size. See e.g. "
"[ScrollBar] and [Slider] for examples of higher-level nodes using Range."
msgstr ""
"Range 是代表特定范围内数字的控件的抽象基类,能够对步长 [member step] 和分页大"
"小 [member page] 进行配置。使用 Range 的高阶节点示例请参考 [ScrollBar] 和 "
"[Slider]。"
msgid ""
"Called when the [Range]'s value is changed (following the same conditions as "
"[signal value_changed])."
msgstr "[Range] 的值发生更改时调用(条件与 [signal value_changed] 相同)。"
msgid ""
"Sets the [Range]'s current value to the specified [param value], without "
"emitting the [signal value_changed] signal."
msgstr ""
"将 [Range] 的当前值设置为指定的 [param value] 而不发出 [signal value_changed] "
"信号。"
msgid ""
"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
"将两个 [Range] 绑定,之前已与两者之中的任何一个组合的 Range 也会被绑定在一起。"
"其中任何一个 Range 的成员变量改变时,它将与它的组中的所有其他 Range 共享新值。"
msgid "Stops the [Range] from sharing its member variables with any other."
msgstr "使该 [Range] 停止与任何其他 Range 共享其成员变量。"
msgid ""
"If [code]true[/code], [member value] may be greater than [member max_value]."
msgstr "如果为 [code]true[/code][member value] 可能大于 [member max_value]。"
msgid ""
"If [code]true[/code], [member value] may be less than [member min_value]."
msgstr "如果为 [code]true[/code][member value] 可能小于 [member min_value]。"
msgid ""
"If [code]true[/code], and [member min_value] is greater than 0, [member "
"value] will be represented exponentially rather than linearly."
msgstr ""
"如果为 [code]true[/code],并且 [member min_value] 大于 0[member value] 将以"
"指数方式而不是线性方式表示。"
msgid ""
"Maximum value. Range is clamped if [member value] is greater than [member "
"max_value]."
msgstr "最大值。如果 [member value] 大于 [member max_value],则会被范围限制。"
msgid ""
"Minimum value. Range is clamped if [member value] is less than [member "
"min_value]."
msgstr "最小值。如果 [member value] 小于 [member min_value],则会被范围限制。"
msgid ""
"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
"multiplied by [member page] over the difference between [member min_value] "
"and [member max_value]."
msgstr ""
"页面大小。主要用于 [ScrollBar]。ScrollBar 的长度是它的尺寸乘以 [member page] "
"超过 [member min_value] 和 [member max_value] 之间的差值。"
msgid "The value mapped between 0 and 1."
msgstr "该值在 0 和 1 之间进行映射。"
msgid ""
"If [code]true[/code], [member value] will always be rounded to the nearest "
"integer."
msgstr "如果为 [code]true[/code][member value] 将始终四舍五入到最接近的整数。"
msgid ""
"If greater than 0, [member value] will always be rounded to a multiple of "
"this property's value. If [member rounded] is also [code]true[/code], [member "
"value] will first be rounded to a multiple of this property's value, then "
"rounded to the nearest integer."
msgstr ""
"如果大于 0[member value] 将总是被四舍五入为这个属性的倍数。如果 [member "
"rounded] 也是 [code]true[/code][member value] 将首先被四舍五入为这个属性的倍"
"数,然后舍入为最近的整数。"
msgid ""
"Range's current value. Changing this property (even via code) will trigger "
"[signal value_changed] signal. Use [method set_value_no_signal] if you want "
"to avoid it."
msgstr ""
"Range 的当前值。更改这个属性(即便是通过代码修改的)会触发 [signal "
"value_changed] 信号。如果你想避免触发信号,请使用 [method "
"set_value_no_signal]。"
msgid ""
"Emitted when [member min_value], [member max_value], [member page], or "
"[member step] change."
msgstr ""
"在 [member min_value]、[member max_value]、[member page]、[member step] 改变时"
"释放信号。"
msgid ""
"Emitted when [member value] changes. When used on a [Slider], this is called "
"continuously while dragging (potentially every frame). If you are performing "
"an expensive operation in a function connected to [signal value_changed], "
"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
"value_changed] is also emitted when [param value] is set directly via code."
msgstr ""
"[member value] 更改时发出。在 [Slider] 上使用时,会在拖动时连续调用(可能是每"
"一帧)。如果在连接到 [signal value_changed] 的函数中执行昂贵的操作,请考虑使用"
"[i]去除抖动[/i] [Timer] 来减少调用该函数的频率。\n"
"[b]注意:[/b]与 [signal LineEdit.text_changed] 等信号不同,当直接通过代码设置 "
"[param value] 时,[signal value_changed] 仍会发出。"
msgid ""
"A ray in 2D space, used to find the first [CollisionObject2D] it intersects."
msgstr "2D 空间中的射线,用于查找第一个相交的 [CollisionObject2D]。"
msgid ""
"A raycast represents a ray from its origin to its [member target_position] "
"that finds the closest [CollisionObject2D] along its path, if it intersects "
"any. This is useful for a lot of things, such as\n"
"[RayCast2D] can ignore some objects by adding them to an exception list, by "
"making its detection reporting ignore [Area2D]s ([member collide_with_areas]) "
"or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics "
"layers.\n"
"[RayCast2D] calculates intersection every physics frame, and it holds the "
"result until the next physics frame. For an immediate raycast, or if you want "
"to configure a [RayCast2D] multiple times within the same physics frame, use "
"[method force_raycast_update].\n"
"To sweep over a region of 2D space, you can approximate the region with "
"multiple [RayCast2D]s or use [ShapeCast2D]."
msgstr ""
"Raycast 代表的是从它的原点到 [member target_position] 的射线,如果与碰撞对象相"
"交,就能找到路径上距离最近的 [CollisionObject2D]。可以用来做很多事情,例如\n"
"要让 [RayCast2D] 忽略某些对象,可以将它们加入例外列表,也可以让检测汇报忽略 "
"[Area2D][member collide_with_areas])或 [PhysicsBody2D][member "
"collide_with_bodies]),还可以配置物理层。\n"
"[RayCast2D] 每一个物理帧都会计算是否相交,计算结果会保留到下一个物理帧。如果要"
"立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast2D],请使用 "
"[method force_raycast_update]。\n"
"要扫描 2D 空间中的某个区域,可以使用多个 [RayCast2D] 去近似,也可以使用 "
"[ShapeCast2D]。"
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [CollisionObject2D] node."
msgstr "添加碰撞例外,这样射线就不会报告与指定 [CollisionObject2D] 节点的碰撞。"
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [RID]."
msgstr "添加碰撞例外,这样射线就不会报告与指定 [RID] 的碰撞。"
msgid "Removes all collision exceptions for this ray."
msgstr "删除此射线的所有碰撞例外。"
msgid ""
"Updates the collision information for the ray immediately, without waiting "
"for the next [code]_physics_process[/code] call. Use this method, for "
"example, when the ray or its parent has changed state.\n"
"[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this "
"to work."
msgstr ""
"立即更新射线的碰撞信息,不等待下一次的 [code]_physics_process[/code] 调用。例"
"如,请在射线或其父级更改状态后使用该方法。\n"
"[b]注意:[/b][member enabled] 不需要为 [code]true[/code] 即可生效。"
msgid ""
"Returns the first object that the ray intersects, or [code]null[/code] if no "
"object is intersecting the ray (i.e. [method is_colliding] returns "
"[code]false[/code])."
msgstr ""
"返回射线相交的第一个对象,如果没有对象与射线相交,则返回 [code]null[/code]"
"(即 [method is_colliding] 返回 [code]false[/code])。"
msgid ""
"Returns the [RID] of the first object that the ray intersects, or an empty "
"[RID] if no object is intersecting the ray (i.e. [method is_colliding] "
"returns [code]false[/code])."
msgstr ""
"返回该射线相交的第一个对象的 [RID],如果没有对象与该射线相交,则返回空 [RID]"
"(即 [method is_colliding] 返回 [code]false[/code])。"
msgid ""
"Returns the shape ID of the first object that the ray intersects, or [code]0[/"
"code] if no object is intersecting the ray (i.e. [method is_colliding] "
"returns [code]false[/code])."
msgstr ""
"返回射线相交的第一个对象的形状 ID如果没有对象与射线相交则返回 [code]0[/"
"code](即 [method is_colliding] 返回 [code]false[/code])。"
msgid ""
"Returns the normal of the intersecting object's shape at the collision point, "
"or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member "
"hit_from_inside] is [code]true[/code]."
msgstr ""
"返回相交对象的形状在碰撞点处的法线,如果射线从该形状内部发出并且 [member "
"hit_from_inside] 为 [code]true[/code],则为 [code]Vector2(0, 0)[/code]。"
msgid ""
"Returns the collision point at which the ray intersects the closest object.\n"
"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
msgstr ""
"返回射线与最近的物体相交的碰撞点。\n"
"[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。"
msgid ""
"Returns whether any object is intersecting with the ray's vector (considering "
"the vector length)."
msgstr "返回是否有任何对象与射线的向量相交(考虑向量长度)。"
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [CollisionObject2D] node."
msgstr "移除碰撞例外,这样射线就会报告与指定的 [CollisionObject2D] 节点的碰撞。"
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [RID]."
msgstr "移除碰撞例外,这样射线就会报告与指定的 [RID] 的碰撞。"
msgid "If [code]true[/code], collisions with [Area2D]s will be reported."
msgstr "如果为 [code]true[/code],则会报告与 [Area2D] 的碰撞。"
msgid "If [code]true[/code], collisions with [PhysicsBody2D]s will be reported."
msgstr "如果为 [code]true[/code],则会报告与 [PhysicsBody2D] 的碰撞。"
msgid ""
"The ray's collision mask. Only objects in at least one collision layer "
"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
"射线的碰撞遮罩。只能检测到至少启用了一个遮罩中碰撞层的对象。详情请参阅文档中的"
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]《碰撞层与掩码》[/url]。"
msgid "If [code]true[/code], collisions will be reported."
msgstr "如果为 [code]true[/code],将报告碰撞。"
msgid ""
"If [code]true[/code], the parent node will be excluded from collision "
"detection."
msgstr "如果为 [code]true[/code],父节点将被排除在碰撞检测之外。"
msgid ""
"If [code]true[/code], the ray will detect a hit when starting inside shapes. "
"In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does "
"not affect concave polygon shapes."
msgstr ""
"如果为 [code]true[/code],射线会在从形状内部开始时检测到命中。在此情况下,碰撞"
"法线将为 [code]Vector2(0, 0)[/code]。不会影响凹多边形形状。"
msgid ""
"The ray's destination point, relative to the RayCast's [code]position[/code]."
msgstr "射线的目标点,相对于该 RayCast 的 [code]position[/code]。"
msgid ""
"A ray in 3D space, used to find the first [CollisionObject3D] it intersects."
msgstr "3D 空间中的射线,用于查找第一个相交的 [CollisionObject3D]。"
msgid ""
"A raycast represents a ray from its origin to its [member target_position] "
"that finds the closest [CollisionObject3D] along its path, if it intersects "
"any. This is useful for a lot of things, such as\n"
"[RayCast3D] can ignore some objects by adding them to an exception list, by "
"making its detection reporting ignore [Area3D]s ([member collide_with_areas]) "
"or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics "
"layers.\n"
"[RayCast3D] calculates intersection every physics frame, and it holds the "
"result until the next physics frame. For an immediate raycast, or if you want "
"to configure a [RayCast3D] multiple times within the same physics frame, use "
"[method force_raycast_update].\n"
"To sweep over a region of 3D space, you can approximate the region with "
"multiple [RayCast3D]s or use [ShapeCast3D]."
msgstr ""
"Raycast 代表的是从它的原点到 [member target_position] 的射线,如果与碰撞对象相"
"交,就能找到路径上距离最近的 [CollisionObject3D]。可以用来做很多事情,例如\n"
"要让 [RayCast3D] 忽略某些对象,可以将它们加入例外列表,也可以让检测汇报忽略 "
"[Area3D][member collide_with_areas])或 [PhysicsBody3D][member "
"collide_with_bodies]),还可以配置物理层。\n"
"[RayCast3D] 每一个物理帧都会计算是否相交,计算结果会保留到下一个物理帧。如果要"
"立即执行射线投射,或者你想要在同一个物理帧内多次配置 [RayCast3D],请使用 "
"[method force_raycast_update]。\n"
"要扫描 3D 空间中的某个区域,可以使用多个 [RayCast3D] 去近似,也可以使用 "
"[ShapeCast3D]。"
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [CollisionObject3D] node."
msgstr "添加碰撞例外,这样射线就不会报告与指定 [CollisionObject3D] 节点的碰撞。"
msgid ""
"Returns the collision object's face index at the collision point, or "
"[code]-1[/code] if the shape intersecting the ray is not a "
"[ConcavePolygonShape3D]."
msgstr ""
"返回碰撞点处碰撞对象的面索引,如果与射线相交的形状不是 "
"[ConcavePolygonShape3D],则返回 [code]-1[/code]。"
msgid ""
"Returns the normal of the intersecting object's shape at the collision point, "
"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and "
"[member hit_from_inside] is [code]true[/code]."
msgstr ""
"返回相交对象形状在碰撞点处的法线;或者如果射线从形状内部开始并且 [member "
"hit_from_inside] 为 [code]true[/code],则返回 [code]Vector3(0, 0, 0)[/code]。"
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [CollisionObject3D] node."
msgstr ""
"移除一个碰撞例外,以便射线确实报告与指定 [CollisionObject3D] 节点的碰撞。"
msgid "If [code]true[/code], collisions with [Area3D]s will be reported."
msgstr "如果为 [code]true[/code],则会报告与 [Area3D] 的碰撞。"
msgid "If [code]true[/code], collisions with [PhysicsBody3D]s will be reported."
msgstr "如果为 [code]true[/code],则会报告与 [PhysicsBody3D] 的碰撞。"
msgid ""
"The custom color to use to draw the shape in the editor and at run-time if "
"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
"color will be highlighted at run-time if the [RayCast3D] is colliding with "
"something.\n"
"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
msgstr ""
"如果在[b]调试[/b]菜单中启用了[b]可见碰撞形状[/b],则用于在编辑器中和运行时中绘"
"制形状的自定义颜色。如果 [RayCast3D] 与某物发生碰撞,该颜色将在运行时突出显"
"示。\n"
"如果设置为 [code]Color(0.0, 0.0, 0.0)[/code](默认情况下),则使用 [member "
"ProjectSettings.debug/shapes/collision/shape_color] 中设置的颜色。"
msgid ""
"If set to [code]1[/code], a line is used as the debug shape. Otherwise, a "
"truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible "
"Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug "
"shape to be visible at run-time."
msgstr ""
"如果设置为 [code]1[/code],则使用一条线作为调试形状。否则,将绘制一个截断的金"
"字塔来表示 [RayCast3D]。需要在[b]调试[/b]菜单中启用[b]可见碰撞形状[/b],以便调"
"试形状在运行时可见。"
msgid ""
"If [code]true[/code], collisions will be ignored for this RayCast3D's "
"immediate parent."
msgstr "如果为 [code]true[/code],则该 RayCast3D 的直接父级的碰撞将被忽略。"
msgid ""
"If [code]true[/code], the ray will hit back faces with concave polygon shapes "
"with back face enabled or heightmap shapes."
msgstr ""
"如果为 [code]true[/code],射线将命中背部面,这些背部面是启用了背面的凹多边形形"
"状,或高度图形状。"
msgid ""
"If [code]true[/code], the ray will detect a hit when starting inside shapes. "
"In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does "
"not affect shapes with no volume like concave polygon or heightmap."
msgstr ""
"如果为 [code]true[/code],射线会在从形状内部开始时检测到命中。在此情况下,碰撞"
"法线将为 [code]Vector3(0, 0, 0)[/code]。不会影响无体积的形状,如凹多边形和高度"
"图。"
msgid "Attachment format (used by [RenderingDevice])."
msgstr "附件格式(由 [RenderingDevice] 使用)。"
msgid "This object is used by [RenderingDevice]."
msgstr "这个对象由 [RenderingDevice] 使用。"
msgid "The attachment's data format."
msgstr "该附件的数据格式。"
msgid "The number of samples used when sampling the attachment."
msgstr "对附件进行采样时使用的采样数。"
msgid "The attachment's usage flags, which determine what can be done with it."
msgstr "该附件的用途标志,用于确定能够进行的操作。"
msgid "Framebuffer pass attachment description (used by [RenderingDevice])."
msgstr "帧缓冲区阶段的附件描述(由 [RenderingDevice] 使用)。"
msgid ""
"This class contains the list of attachment descriptions for a framebuffer "
"pass. Each points with an index to a previously supplied list of texture "
"attachments.\n"
"Multipass framebuffers can optimize some configurations in mobile. On "
"desktop, they provide little to no advantage.\n"
"This object is used by [RenderingDevice]."
msgstr ""
"该类包含帧缓冲区通道的附件描述列表。每个点都有一个指向先前提供的纹理附件列表的"
"索引。\n"
"多通道帧缓冲区,可以优化移动设备中的某些配置;在桌面设备上,它们几乎没有优"
"势。\n"
"这个对象由 [RenderingDevice] 使用。"
msgid ""
"Color attachments in order starting from 0. If this attachment is not used by "
"the shader, pass ATTACHMENT_UNUSED to skip."
msgstr ""
"从 0 开始按顺序为附件着色。如果该附件未被着色器使用,则传递 ATTACHMENT_UNUSED "
"以跳过。"
msgid ""
"Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is "
"required for this pass."
msgstr "深度附件。如果该通道不需要深度缓冲区,则应使用 ATTACHMENT_UNUSED。"
msgid ""
"Used for multipass framebuffers (more than one render pass). Converts an "
"attachment to an input. Make sure to also supply it properly in the "
"[RDUniform] for the uniform set."
msgstr ""
"用于多通道帧缓冲区(不止一个渲染通道)。将一个附件转换为一个输入。确保还在 "
"[RDUniform] 中为 uniform 集正确提供它。"
msgid "Attachments to preserve in this pass (otherwise they are erased)."
msgstr "要在该阶段中保留的附件(否则它们将被删除)。"
msgid ""
"If the color attachments are multisampled, non-multisampled resolve "
"attachments can be provided."
msgstr "如果颜色附件是多重采样的,则可以提供非多重采样的解析附件。"
msgid "Attachment is unused."
msgstr "附件未使用。"
msgid "Pipeline color blend state (used by [RenderingDevice])."
msgstr "管线颜色混合状态(由 [RenderingDevice] 使用)。"
msgid "The attachments that are blended together."
msgstr "要混合的附件。"
msgid ""
"The constant color to blend with. See also [method RenderingDevice."
"draw_list_set_blend_constants]."
msgstr ""
"要进行混合的颜色常量。另见 [method RenderingDevice."
"draw_list_set_blend_constants]。"
msgid ""
"If [code]true[/code], performs the logic operation defined in [member "
"logic_op]."
msgstr "如果为 [code]true[/code],则执行 [member logic_op] 中定义的逻辑运算。"
msgid ""
"The logic operation to perform for blending. Only effective if [member "
"enable_logic_op] is [code]true[/code]."
msgstr ""
"混合时执行的逻辑运算。仅在 [member enable_logic_op] 为 [code]true[/code] 时有"
"效。"
msgid "Pipeline color blend state attachment (used by [RenderingDevice])."
msgstr "管线颜色混合状态附件(由 [RenderingDevice] 使用)。"
msgid ""
"Controls how blending between source and destination fragments is performed "
"when using [RenderingDevice].\n"
"For reference, this is how common user-facing blend modes are implemented in "
"Godot's 2D renderer:\n"
"[b]Mix:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_alpha_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"[/codeblock]\n"
"[b]Add:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"[/codeblock]\n"
"[b]Subtract:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"[/codeblock]\n"
"[b]Multiply:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_DST_COLOR\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_DST_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n"
"[/codeblock]\n"
"[b]Pre-multiplied alpha:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_color_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_alpha_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"[/codeblock]"
msgstr ""
"控制使用 [RenderingDevice] 时如何在来源和目标片段之间进行混合。\n"
"以下是常见面向用户的混合模式在 Godot 的 2D 渲染器中的实现方法,仅供参考:\n"
"[b]混合:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_alpha_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"[/codeblock]\n"
"[b]加:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"[/codeblock]\n"
"[b]减:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"[/codeblock]\n"
"[b]乘:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_DST_COLOR\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_DST_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n"
"[/codeblock]\n"
"[b]预乘 Alpha[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_color_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_alpha_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"[/codeblock]"
msgid ""
"Convenience method to perform standard mix blending with straight (non-"
"premultiplied) alpha. This sets [member enable_blend] to [code]true[/code], "
"[member src_color_blend_factor] to [constant RenderingDevice."
"BLEND_FACTOR_SRC_ALPHA], [member dst_color_blend_factor] to [constant "
"RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA], [member "
"src_alpha_blend_factor] to [constant RenderingDevice.BLEND_FACTOR_SRC_ALPHA] "
"and [member dst_alpha_blend_factor] to [constant RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA]."
msgstr ""
"使用普通非预乘Alpha 进行标准混合混合mix blending的简便方法。这个方法会"
"将 [member enable_blend] 设为 [code]true[/code],将 [member "
"src_color_blend_factor] 设为 [constant RenderingDevice."
"BLEND_FACTOR_SRC_ALPHA],将 [member dst_color_blend_factor] 设为 [constant "
"RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA],将 [member "
"src_alpha_blend_factor] 设为 [constant RenderingDevice."
"BLEND_FACTOR_SRC_ALPHA],将 [member dst_alpha_blend_factor] 设为 [constant "
"RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA]。"
msgid "The blend mode to use for the alpha channel."
msgstr "Alpha 通道使用的混合模式。"
msgid "The blend mode to use for the red/green/blue color channels."
msgstr "红、绿、蓝通道使用的混合模式。"
msgid ""
"Controls how the blend factor for the alpha channel is determined based on "
"the destination's fragments."
msgstr "控制如何根据目标片段确定 Alpha 通道的混合系数。"
msgid ""
"Controls how the blend factor for the color channels is determined based on "
"the destination's fragments."
msgstr "控制如何根据目标片段确定颜色通道的混合系数。"
msgid ""
"If [code]true[/code], performs blending between the source and destination "
"according to the factors defined in [member src_color_blend_factor], [member "
"dst_color_blend_factor], [member src_alpha_blend_factor] and [member "
"dst_alpha_blend_factor]. The blend modes [member color_blend_op] and [member "
"alpha_blend_op] are also taken into account, with [member write_r], [member "
"write_g], [member write_b] and [member write_a] controlling the output."
msgstr ""
"如果为 [code]true[/code],则会根据 [member src_color_blend_factor]、[member "
"dst_color_blend_factor]、[member src_alpha_blend_factor] 和 [member "
"dst_alpha_blend_factor] 中定义的系数对来源和目标进行混合。同时也会考虑 "
"[member color_blend_op] 和 [member alpha_blend_op] 混合模式,[member "
"write_r]、[member write_g]、[member write_b] 和 [member write_a] 则控制的是输"
"出。"
msgid ""
"Controls how the blend factor for the alpha channel is determined based on "
"the source's fragments."
msgstr "控制如何根据来源片段确定 Alpha 通道的混合系数。"
msgid ""
"Controls how the blend factor for the color channels is determined based on "
"the source's fragments."
msgstr "控制如何根据来源片段确定颜色通道的混合系数。"
msgid "If [code]true[/code], writes the new alpha channel to the final result."
msgstr "如果为 [code]true[/code],则将新的 Alpha 通道写入最终结果。"
msgid ""
"If [code]true[/code], writes the new blue color channel to the final result."
msgstr "如果为 [code]true[/code],则将新的蓝色通道写入最终结果。"
msgid ""
"If [code]true[/code], writes the new green color channel to the final result."
msgstr "如果为 [code]true[/code],则将新的绿色通道写入最终结果。"
msgid ""
"If [code]true[/code], writes the new red color channel to the final result."
msgstr "如果为 [code]true[/code],则将新的红色通道写入最终结果。"
msgid "Pipeline depth/stencil state (used by [RenderingDevice])."
msgstr "管线的深度/模板状态(由 [RenderingDevice] 使用)。"
msgid ""
"[RDPipelineDepthStencilState] controls the way depth and stencil comparisons "
"are performed when sampling those values using [RenderingDevice]."
msgstr ""
"[RDPipelineDepthStencilState] 控制的是在使用 [RenderingDevice] 对深度和模板进"
"行采样时,如何进行深度和模板的比较。"
msgid ""
"If [code]true[/code], enables depth testing which allows objects to be "
"automatically occluded by other objects based on their depth. This also "
"allows objects to be partially occluded by other objects. If [code]false[/"
"code], objects will appear in the order they were drawn (like in Godot's 2D "
"renderer)."
msgstr ""
"如果为 [code]true[/code],则会启用深度测试,能够让对象根据深度自动被其他对象遮"
"挡。这样对象就能够被其他对象部分遮挡。如果为 [code]false[/code],则会按照绘制"
"顺序显示(类似 Godot 的 2D 渲染器)。"
msgid "Pipeline multisample state (used by [RenderingDevice])."
msgstr "管线的多重采样状态(由 [RenderingDevice] 使用)。"
msgid ""
"[RDPipelineMultisampleState] is used to control how multisample or "
"supersample antialiasing is being performed when rendering using "
"[RenderingDevice]."
msgstr ""
"[RDPipelineMultisampleState] 控制的是在使用 [RenderingDevice] 进行渲染时,如何"
"进行多重采样和超采样抗锯齿。"
msgid ""
"If [code]true[/code], alpha to coverage is enabled. This generates a "
"temporary coverage value based on the alpha component of the fragment's first "
"color output. This allows alpha transparency to make use of multisample "
"antialiasing."
msgstr ""
"如果为 [code]true[/code],则启用 Alpha 为覆盖面。此时会根据片段的第一个颜色输"
"出的 Alpha 分量生成临时的覆盖值。这样就能够让 Alpha 透明使用多重采样抗锯齿。"
msgid ""
"If [code]true[/code], alpha is forced to either [code]0.0[/code] or "
"[code]1.0[/code]. This allows hardening the edges of antialiased alpha "
"transparencies. Only relevant if [member enable_alpha_to_coverage] is "
"[code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则会将 Alpha 强制为 [code]0.0[/code] 或 [code]1.0[/"
"code]。这样就能够让 Alpha 透明抗锯齿后的边缘更锐利。仅在 [member "
"enable_alpha_to_coverage] 为 [code]true[/code] 时有效。"
msgid ""
"If [code]true[/code], enables per-sample shading which replaces MSAA by SSAA. "
"This provides higher quality antialiasing that works with transparent (alpha "
"scissor) edges. This has a very high performance cost. See also [member "
"min_sample_shading]. See the [url=https://registry.khronos.org/vulkan/"
"specs/1.3-extensions/html/vkspec.html#primsrast-sampleshading]per-sample "
"shading Vulkan documentation[/url] for more details."
msgstr ""
"如果为 [code]true[/code],则会启用逐样本着色,使用 SSAA 代替 MSAA。这样能够提"
"供更高质量的抗锯齿支持透明边缘Alpha 裁剪)。性能消耗很高。另见 [member "
"min_sample_shading]。详见[url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#primsrast-sampleshading]逐样本着色 Vulkan 文档[/"
"url]。"
msgid ""
"The multiplier of [member sample_count] that determines how many samples are "
"performed for each fragment. Must be between [code]0.0[/code] and [code]1.0[/"
"code] (inclusive). Only effective if [member enable_sample_shading] is "
"[code]true[/code]. If [member min_sample_shading] is [code]1.0[/code], "
"fragment invocation must only read from the coverage index sample. Tile image "
"access must not be used if [member enable_sample_shading] is [i]not[/i] "
"[code]1.0[/code]."
msgstr ""
"[member sample_count] 的乘数,决定每个片段执行多少次采样。必须在 [code]0.0[/"
"code] 和 [code]1.0[/code] 之间(含端点)。仅在 [member enable_sample_shading] "
"为 [code]true[/code] 时有效。如果 [member min_sample_shading] 为 [code]1.0[/"
"code],则片段调用必须仅从覆盖索引样本中读取。如果 [member "
"enable_sample_shading] [i]不是[/i] [code]1.0[/code],则不能对平铺图像进行访"
"问。"
msgid ""
"The number of MSAA samples (or SSAA samples if [member enable_sample_shading] "
"is [code]true[/code]) to perform. Higher values result in better "
"antialiasing, at the cost of performance."
msgstr ""
"要进行 MSAA 采样的数量(如果 [member enable_sample_shading] 为 [code]true[/"
"code] 则为 SSAA 采样)。值越高,抗锯齿效果越好,但会以性能为代价。"
msgid ""
"The sample mask array. See the [url=https://registry.khronos.org/vulkan/"
"specs/1.3-extensions/html/vkspec.html#fragops-samplemask]sample mask Vulkan "
"documentation[/url] for more details."
msgstr ""
"样本掩码。详情见 [url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#fragops-samplemask]Vulkan 的样本掩码文档[/url]。"
msgid "Pipeline rasterization state (used by [RenderingDevice])."
msgstr "管线栅格化状态(由 [RenderingDevice] 使用)。"
msgid ""
"The cull mode to use when drawing polygons, which determines whether front "
"faces or backfaces are hidden."
msgstr "绘制多边形时的剔除模式,决定隐藏正面还是反面。"
msgid ""
"If [code]true[/code], primitives are discarded immediately before the "
"rasterization stage."
msgstr "如果为 [code]true[/code],则会在栅格化阶段前立即丢弃图元。"
msgid ""
"The winding order to use to determine which face of a triangle is considered "
"its front face."
msgstr "要使用的缠绕顺序,决定三角形的哪个面是正面。"
msgid ""
"The line width to use when drawing lines (in pixels). Thick lines may not be "
"supported on all hardware."
msgstr "绘制线段时使用的线宽(单位为像素)。可能不是所有硬件都支持粗线段。"
msgid ""
"The number of control points to use when drawing a patch with tessellation "
"enabled. Higher values result in higher quality at the cost of performance."
msgstr ""
"启用曲面细分绘制面片时,使用的控制点的数量。值越高,质量越高,但是性能开销也越"
"高。"
msgid ""
"If [code]true[/code], performs wireframe rendering for triangles instead of "
"flat or textured rendering."
msgstr ""
"如果为 [code]true[/code],则会为三角形进行线框渲染,不进行平面或纹理渲染。"
msgid "Pipeline specialization constant (used by [RenderingDevice])."
msgstr "管线特化常量(由 [RenderingDevice] 使用)。"
msgid ""
"A [i]specialization constant[/i] is a way to create additional variants of "
"shaders without actually increasing the number of shader versions that are "
"compiled. This allows improving performance by reducing the number of shader "
"versions and reducing [code]if[/code] branching, while still allowing shaders "
"to be flexible for different use cases.\n"
"This object is used by [RenderingDevice]."
msgstr ""
"[i]特化常量[/i]可以创建同一着色器的额外版本,但不会导致实际编译的着色器版本数"
"增加。这样就能减少着色器的版本数、减少 [code]if[/code] 分支,从而提升性能,但"
"与此同时保持着色器能够在不同场合灵活运用。\n"
"这个对象由 [RenderingDevice] 使用。"
msgid ""
"The identifier of the specialization constant. This is a value starting from "
"[code]0[/code] and that increments for every different specialization "
"constant for a given shader."
msgstr ""
"特化常量的标识符。这个值从 [code]0[/code] 开始,给定着色器中每一个不同的特化常"
"量都会将其递增。"
msgid ""
"The specialization constant's value. Only [bool], [int] and [float] types are "
"valid for specialization constants."
msgstr "特化常量的值。只有 [bool]、[int]、[float] 类型是有效的特化常量。"
msgid "Sampler state (used by [RenderingDevice])."
msgstr "采样器状态(由 [RenderingDevice] 使用)。"
msgid ""
"Maximum anisotropy that can be used when sampling. Only effective if [member "
"use_anisotropy] is [code]true[/code]. Higher values result in a sharper "
"sampler at oblique angles, at the cost of performance (due to memory "
"bandwidth). This value may be limited by the graphics hardware in use. Most "
"graphics hardware only supports values up to [code]16.0[/code].\n"
"If [member anisotropy_max] is [code]1.0[/code], forcibly disables anisotropy "
"even if [member use_anisotropy] is [code]true[/code]."
msgstr ""
"采样时能够使用的最大各向异性。仅在 [member use_anisotropy] 为 [code]true[/"
"code] 时有效。值越高,倾斜角度下得到的采样越锐利,但性能开销也越大(由于显存带"
"宽的原因)。这个值可能受到使用的图形硬件的限制。大多数图形硬件最多仅支持 "
"[code]16.0[/code]。\n"
"如果 [member anisotropy_max] 为 [code]1.0[/code],则会强制禁用各向异性,即便 "
"[member use_anisotropy] 为 [code]true[/code]。"
msgid ""
"The border color that will be returned when sampling outside the sampler's "
"bounds and the [member repeat_u], [member repeat_v] or [member repeat_w] "
"modes have repeating disabled."
msgstr ""
"对采样器范围外进行采样,并且 [member repeat_u]、[member repeat_v] 或 [member "
"repeat_w] 的模式禁用了重复时,返回的边框颜色。"
msgid ""
"The compare operation to use. Only effective if [member enable_compare] is "
"[code]true[/code]."
msgstr ""
"要使用的比较运算。仅在 [member enable_compare] 为 [code]true[/code] 时有效。"
msgid ""
"If [code]true[/code], returned values will be based on the comparison "
"operation defined in [member compare_op]. This is a hardware-based approach "
"and is therefore faster than performing this manually in a shader. For "
"example, compare operations are used for shadow map rendering by comparing "
"depth values from a shadow sampler."
msgstr ""
"如果为 [code]true[/code],则返回值基于 [member compare_op] 定义的比较运算。这"
"种做法基于硬件,因此比手动在着色器中执行要快。例如,渲染阴影贴图时就会对阴影采"
"样器的深度值进行比较运算。"
msgid ""
"The mipmap LOD bias to use. Positive values will make the sampler blurrier at "
"a given distance, while negative values will make the sampler sharper at a "
"given distance (at the risk of looking grainy). Recommended values are "
"between [code]-0.5[/code] and [code]0.0[/code]. Only effective if the sampler "
"has mipmaps available."
msgstr ""
"要使用的 mipmap LOD 偏置。正值会让采样器在给定距离处更模糊,而负值会让采样器在"
"给定距离处更锐利(有可能看上去会很颗粒化)。推荐值在 [code]-0.5[/code] 到 "
"[code]0.0[/code] 之间。仅在采样器的 mipmap 可用时有效。"
msgid "The sampler's magnification filter."
msgstr "采样器的放大过滤器。"
msgid ""
"The maximum mipmap LOD bias to display (lowest resolution). Only effective if "
"the sampler has mipmaps available."
msgstr ""
"用于显示的最大 mipmap LOD 偏置(最低分辨率)。仅在采样器有 mipmap 可用时有效。"
msgid ""
"The minimum mipmap LOD bias to display (highest resolution). Only effective "
"if the sampler has mipmaps available."
msgstr ""
"用于显示的最小 mipmap LOD 偏置(最高分辨率)。仅在采样器有 mipmap 可用时有效。"
msgid "The filtering method to use for mipmaps."
msgstr "Mipmap 使用的过滤方法。"
msgid ""
"The repeat mode to use along the U axis of UV coordinates. This affects the "
"returned values if sampling outside the UV bounds."
msgstr "沿着 UV 坐标 U 轴的重复模式。影响采样超出 UV 边界时的返回值。"
msgid ""
"The repeat mode to use along the V axis of UV coordinates. This affects the "
"returned values if sampling outside the UV bounds."
msgstr "沿着 UV 坐标 V 轴的重复模式。影响采样超出 UV 边界时的返回值。"
msgid ""
"The repeat mode to use along the W axis of UV coordinates. This affects the "
"returned values if sampling outside the UV bounds. Only effective for 3D "
"samplers."
msgstr ""
"沿着 UV 坐标 W 轴的重复模式。影响采样超出 UV 边界时的返回值。仅对 3D 采样器有"
"效。"
msgid ""
"If [code]true[/code], perform anisotropic sampling. See [member "
"anisotropy_max]."
msgstr "如果为 [code]true[/code],则执行各向异性采样。"
msgid ""
"Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be "
"confused with Godot's own [Shader]."
msgstr ""
"编译后的 SPIR-V 形式的着色器文件(由 [RenderingDevice] 使用)。请勿与 Godot 自"
"身的 [Shader] 混淆。"
msgid ""
"Compiled shader file in SPIR-V form.\n"
"See also [RDShaderSource]. [RDShaderFile] is only meant to be used with the "
"[RenderingDevice] API. It should not be confused with Godot's own [Shader] "
"resource, which is what Godot's various nodes use for high-level shader "
"programming."
msgstr ""
"编译后的 SPIR-V 形式的着色器文件。\n"
"另见 [RDShaderSource]。[RDShaderFile] 应该仅用于 [RenderingDevice] API。不应"
"与 Godot 自身的 [Shader] 资源混淆,后者是 Godot 诸多节点所使用的资源,用于高阶"
"着色器编程。"
msgid ""
"Returns the SPIR-V intermediate representation for the specified shader "
"[param version]."
msgstr "返回指定着色器版本 [param version] 的 SPIR-V 中间表示。"
msgid "Returns the list of compiled versions for this shader."
msgstr "返回该着色器的编译版本列表。"
msgid ""
"Sets the SPIR-V [param bytecode] that will be compiled for the specified "
"[param version]."
msgstr ""
"设置指定着色器版本 [param version] 要编译的 SPIR-V 字节码 [param bytecode]。"
msgid ""
"The base compilation error message, which indicates errors not related to a "
"specific shader stage if non-empty. If empty, shader compilation is not "
"necessarily successful (check [RDShaderSPIRV]'s error message members)."
msgstr ""
"基础编译错误消息,如果非空,表示与特定着色器阶段无关的错误。如果为空,着色器编"
"译也不一定成功(请检查 [RDShaderSPIRV] 的各种错误消息成员)。"
msgid "Shader source code (used by [RenderingDevice])."
msgstr "着色器源代码(由 [RenderingDevice] 使用)。"
msgid ""
"Shader source code in text form.\n"
"See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the "
"[RenderingDevice] API. It should not be confused with Godot's own [Shader] "
"resource, which is what Godot's various nodes use for high-level shader "
"programming."
msgstr ""
"文本形式的着色器源代码。\n"
"另见 [RDShaderFile]。[RDShaderSource] 应该仅用于 [RenderingDevice] API。不应将"
"其与 Godot 自己的 [Shader] 资源Godot 的各种节点会使用后者来进行高阶着色器编"
"程。"
msgid ""
"Returns source code for the specified shader [param stage]. Equivalent to "
"getting one of [member source_compute], [member source_fragment], [member "
"source_tesselation_control], [member source_tesselation_evaluation] or "
"[member source_vertex]."
msgstr ""
"返回指定着色器阶段 [param stage] 的源代码。等价于获取 [member "
"source_compute]、[member source_fragment]、[member "
"source_tesselation_control]、[member source_tesselation_evaluation] 或 "
"[member source_vertex]。"
msgid ""
"Sets [param source] code for the specified shader [param stage]. Equivalent "
"to setting one of [member source_compute], [member source_fragment], [member "
"source_tesselation_control], [member source_tesselation_evaluation] or "
"[member source_vertex]."
msgstr ""
"设置指定着色器阶段 [param stage] 的源代码 [param source]。等价于设置 [member "
"source_compute]、[member source_fragment]、[member "
"source_tesselation_control]、[member source_tesselation_evaluation] 或 "
"[member source_vertex]。"
msgid "The language the shader is written in."
msgstr "着色器的编写语言。"
msgid "Source code for the shader's compute stage."
msgstr "着色器计算阶段的源代码。"
msgid "Source code for the shader's fragment stage."
msgstr "着色器片段阶段的源代码。"
msgid "Source code for the shader's tessellation control stage."
msgstr "着色器曲面细分控制阶段的源代码。"
msgid "Source code for the shader's tessellation evaluation stage."
msgstr "着色器曲面细分求值阶段的源代码。"
msgid "Source code for the shader's vertex stage."
msgstr "着色器顶点阶段的源代码。"
msgid ""
"SPIR-V intermediate representation as part of a [RDShaderFile] (used by "
"[RenderingDevice])."
msgstr ""
"SPIR-V 中间表示,是 [RDShaderFile] 的一部分(由 [RenderingDevice] 使用)。"
msgid ""
"[RDShaderSPIRV] represents a [RDShaderFile]'s [url=https://www.khronos.org/"
"spir/]SPIR-V[/url] code for various shader stages, as well as possible "
"compilation error messages. SPIR-V is a low-level intermediate shader "
"representation. This intermediate representation is not used directly by GPUs "
"for rendering, but it can be compiled into binary shaders that GPUs can "
"understand. Unlike compiled shaders, SPIR-V is portable across GPU models and "
"driver versions.\n"
"This object is used by [RenderingDevice]."
msgstr ""
"[RDShaderSPIRV] 代表 [RDShaderFile] 不同着色器阶段的 [url=https://www.khronos."
"org/spir/]SPIR-V[/url] 代码以及可能的编译错误消息。SPIR-V 是一种低阶着色器中"
"间表示。这种中间表示无法直接用于 GPU 渲染,但可以被编译为 GPU 能够理解的二进制"
"着色器。与编译后的着色器不同SPIR-V 可以在不同 GPU 型号以及驱动版本之间移"
"植。\n"
"这个对象由 [RenderingDevice] 使用。"
msgid ""
"Equivalent to getting one of [member bytecode_compute], [member "
"bytecode_fragment], [member bytecode_tesselation_control], [member "
"bytecode_tesselation_evaluation], [member bytecode_vertex]."
msgstr ""
"等价于获取 [member bytecode_compute]、[member bytecode_fragment]、[member "
"bytecode_tesselation_control]、[member bytecode_tesselation_evaluation]、"
"[member bytecode_vertex] 的其中之一。"
msgid ""
"Returns the compilation error message for the given shader [param stage]. "
"Equivalent to getting one of [member compile_error_compute], [member "
"compile_error_fragment], [member compile_error_tesselation_control], [member "
"compile_error_tesselation_evaluation], [member compile_error_vertex]."
msgstr ""
"返回给定着色器阶段 [param stage] 的编译错误消息。等价于获取 [member "
"compile_error_compute]、[member compile_error_fragment]、[member "
"compile_error_tesselation_control]、[member "
"compile_error_tesselation_evaluation]、[member compile_error_vertex] 的其中之"
"一。"
msgid ""
"Sets the SPIR-V [param bytecode] for the given shader [param stage]. "
"Equivalent to setting one of [member bytecode_compute], [member "
"bytecode_fragment], [member bytecode_tesselation_control], [member "
"bytecode_tesselation_evaluation], [member bytecode_vertex]."
msgstr ""
"设置给定着色器阶段 [param stage] 的 SPIR-V 字节码 [param bytecode]。等价于设"
"置 [member bytecode_compute]、[member bytecode_fragment]、[member "
"bytecode_tesselation_control]、[member bytecode_tesselation_evaluation]、"
"[member bytecode_vertex] 的其中之一。"
msgid ""
"Sets the compilation error message for the given shader [param stage] to "
"[param compile_error]. Equivalent to setting one of [member "
"compile_error_compute], [member compile_error_fragment], [member "
"compile_error_tesselation_control], [member "
"compile_error_tesselation_evaluation], [member compile_error_vertex]."
msgstr ""
"设置给定着色器阶段 [param stage] 的编译错误消息。等价于设置 [member "
"compile_error_compute]、[member compile_error_fragment]、[member "
"compile_error_tesselation_control]、[member "
"compile_error_tesselation_evaluation]、[member compile_error_vertex] 的其中之"
"一。"
msgid "The SPIR-V bytecode for the compute shader stage."
msgstr "计算着色器阶段的 SPIR-V 字节码。"
msgid "The SPIR-V bytecode for the fragment shader stage."
msgstr "片段着色器阶段的 SPIR-V 字节码。"
msgid "The SPIR-V bytecode for the tessellation control shader stage."
msgstr "曲面细分控制着色器阶段的 SPIR-V 字节码。"
msgid "The SPIR-V bytecode for the tessellation evaluation shader stage."
msgstr "曲面细分求值着色器阶段的 SPIR-V 字节码。"
msgid "The SPIR-V bytecode for the vertex shader stage."
msgstr "顶点着色器阶段的 SPIR-V 字节码。"
msgid ""
"The compilation error message for the compute shader stage (set by the SPIR-V "
"compiler and Godot). If empty, shader compilation was successful."
msgstr ""
"计算着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着"
"色器成功编译。"
msgid ""
"The compilation error message for the fragment shader stage (set by the SPIR-"
"V compiler and Godot). If empty, shader compilation was successful."
msgstr ""
"片段着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着"
"色器成功编译。"
msgid ""
"The compilation error message for the tessellation control shader stage (set "
"by the SPIR-V compiler and Godot). If empty, shader compilation was "
"successful."
msgstr ""
"曲面细分控制着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为"
"空,则着色器成功编译。"
msgid ""
"The compilation error message for the tessellation evaluation shader stage "
"(set by the SPIR-V compiler and Godot). If empty, shader compilation was "
"successful."
msgstr ""
"曲面细分求值着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为"
"空,则着色器成功编译。"
msgid ""
"The compilation error message for the vertex shader stage (set by the SPIR-V "
"compiler and Godot). If empty, shader compilation was successful."
msgstr ""
"顶点着色器阶段的编译错误信息(由 SPIR-V 编译器和 Godot 设置)。如果为空,则着"
"色器成功编译。"
msgid "Texture format (used by [RenderingDevice])."
msgstr "纹理格式(由 [RenderingDevice] 使用)。"
msgid ""
"The number of layers in the texture. Only relevant for 2D texture arrays."
msgstr "纹理的层数。仅适用于 2D 纹理数组。"
msgid ""
"The texture's depth (in pixels). This is always [code]1[/code] for 2D "
"textures."
msgstr "纹理的深度单位为像素。2D 纹理始终为 [code]1[/code]。"
msgid "The texture's pixel data format."
msgstr "纹理的像素数据格式。"
msgid "The texture's height (in pixels)."
msgstr "纹理的高度(单位为像素)。"
msgid "The number of mipmaps available in the texture."
msgstr "纹理中可用的 mipmap 数。"
msgid "The number of samples used when sampling the texture."
msgstr "对纹理进行采样时所使用的样本数。"
msgid "The texture type."
msgstr "纹理类型。"
msgid ""
"The texture's usage bits, which determine what can be done using the texture."
msgstr "纹理的用途位,决定使用该纹理时能做什么。"
msgid "The texture's width (in pixels)."
msgstr "纹理的宽度(单位为像素)。"
msgid "Texture view (used by [RenderingDevice])."
msgstr "纹理视图(由 [RenderingDevice] 使用)。"
msgid ""
"Optional override for the data format to return sampled values in. The "
"default value of [constant RenderingDevice.DATA_FORMAT_MAX] does not override "
"the format."
msgstr ""
"对返回采样值数据格式的可选覆盖。默认值 [constant RenderingDevice."
"DATA_FORMAT_MAX] 不会对格式进行覆盖。"
msgid "The channel to sample when sampling the alpha channel."
msgstr "对 Alpha 通道进行采样时采样的通道。"
msgid "The channel to sample when sampling the blue color channel."
msgstr "对蓝色通道进行采样时采样的通道。"
msgid "The channel to sample when sampling the green color channel."
msgstr "对绿色通道进行采样时采样的通道。"
msgid "The channel to sample when sampling the red color channel."
msgstr "对红色通道进行采样时采样的通道。"
msgid "Shader uniform (used by [RenderingDevice])."
msgstr "着色器 Uniform由 [RenderingDevice] 使用)。"
msgid "The uniform's binding."
msgstr "Uniform 的绑定。"
msgid "The uniform's data type."
msgstr "Uniform 的数据类型。"
msgid "Vertex attribute (used by [RenderingDevice])."
msgstr "顶点属性(由 [RenderingDevice] 使用)。"
msgid "A 2D axis-aligned bounding box using floating-point coordinates."
msgstr "使用浮点数坐标的 2D 轴对齐边界框。"
msgid ""
"The [Rect2] built-in [Variant] type represents an axis-aligned rectangle in a "
"2D space. It is defined by its [member position] and [member size], which are "
"[Vector2]. It is frequently used for fast overlap tests (see [method "
"intersects]). Although [Rect2] itself is axis-aligned, it can be combined "
"with [Transform2D] to represent a rotated or skewed rectangle.\n"
"For integer coordinates, use [Rect2i]. The 3D equivalent to [Rect2] is "
"[AABB].\n"
"[b]Note:[/b] Negative values for [member size] are not supported. With "
"negative size, most [Rect2] methods do not work correctly. Use [method abs] "
"to get an equivalent [Rect2] with a non-negative size.\n"
"[b]Note:[/b] In a boolean context, a [Rect2] evaluates to [code]false[/code] "
"if both [member position] and [member size] are zero (equal to [constant "
"Vector2.ZERO]). Otherwise, it always evaluates to [code]true[/code]."
msgstr ""
"[Rect2] 内置 [Variant] 类型表示 2D 空间中的轴对齐矩形。它由其 [member "
"position] 和 [member size] 定义,皆为 [Vector2] 类型。它经常被用于快速重叠测试"
"(参见 [method intersects])。虽然 [Rect2] 本身是轴对齐的,但它可以与 "
"[Transform2D] 组合来表示旋转或倾斜的矩形。\n"
"对于整数坐标,请使用 [Rect2i]。[Rect2] 的 3D 等效体是 [AABB]。\n"
"[b]注意:[/b]不支持负的 [member size]。对于负大小,大多数 [Rect2] 方法都无法正"
"常工作。使用 [method abs] 获取具有非负大小的等效 [Rect2]。\n"
"[b]注意:[/b]在布尔上下文中,如果 [member position] 和 [member size] 均为零"
"(等于 [constant Vector2.ZERO]),则 [Rect2] 的计算结果为 [code]false[/code]。"
"否则,它的计算结果始终为 [code]true[/code]。"
msgid ""
"Constructs a [Rect2] with its [member position] and [member size] set to "
"[constant Vector2.ZERO]."
msgstr ""
"构造 [Rect2],将 [member position] 和 [member size] 设置为 [constant Vector2."
"ZERO]。"
msgid "Constructs a [Rect2] as a copy of the given [Rect2]."
msgstr "构造给定 [Rect2] 的副本。"
msgid "Constructs a [Rect2] from a [Rect2i]."
msgstr "从 [Rect2i] 构造 [Rect2]。"
msgid "Constructs a [Rect2] by [param position] and [param size]."
msgstr "使用指定的 [param position] 和 [param size] 构造 [Rect2]。"
msgid ""
"Constructs a [Rect2] by setting its [member position] to ([param x], [param "
"y]), and its [member size] to ([param width], [param height])."
msgstr ""
"构造 [Rect2],将 [member position] 设置为 ([param x], [param y]),将 [member "
"size] 设置为 ([param width], [param height])。"
msgid ""
"Returns a [Rect2] equivalent to this rectangle, with its width and height "
"modified to be non-negative values, and with its [member position] being the "
"top-left corner of the rectangle.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2(25, 25, -100, -50)\n"
"var absolute = rect.abs() # absolute is Rect2(-75, -25, 100, 50)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2(25, 25, -100, -50);\n"
"var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] It's recommended to use this method when [member size] is "
"negative, as most other methods in Godot assume that the [member position] is "
"the top-left corner, and the [member end] is the bottom-right corner."
msgstr ""
"返回一个与该矩形等效的 [Rect2],其宽度和高度被修改为非负值,其 [member "
"position] 为矩形的左上角。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2(25, 25, -100, -50)\n"
"var absolute = rect.abs() # 绝对值为 Rect2(-75, -25, 100, 50)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2(25, 25, -100, -50);\n"
"var absolute = rect.Abs(); // 绝对值为 Rect2(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其"
"他方法都假设 [member position] 是左上角,[member end] 是右下角。"
msgid ""
"Returns [code]true[/code] if this rectangle [i]completely[/i] encloses the "
"[param b] rectangle."
msgstr "如果该矩形[i]完全[/i]包含 [param b] 矩形,则返回 [code]true[/code]。"
msgid ""
"Returns a copy of this rectangle expanded to align the edges with the given "
"[param to] point, if necessary.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2(0, 0, 5, 2)\n"
"\n"
"rect = rect.expand(Vector2(10, 0)) # rect is Rect2(0, 0, 10, 2)\n"
"rect = rect.expand(Vector2(-5, 5)) # rect is Rect2(-5, 0, 10, 5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2(0, 0, 5, 2);\n"
"\n"
"rect = rect.Expand(new Vector2(10, 0)); // rect is Rect2(0, 0, 10, 2)\n"
"rect = rect.Expand(new Vector2(-5, 5)); // rect is Rect2(-5, 0, 10, 5)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回该矩形的副本,如有必要,该矩形被扩展为将边缘与给定的 [param to] 点对齐。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2(0, 0, 5, 2)\n"
"\n"
"rect = rect.expand(Vector2(10, 0)) # rect 为 Rect2(0, 0, 10, 2)\n"
"rect = rect.expand(Vector2(-5, 5)) # rect 为 Rect2(-5, 0, 10, 5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2(0, 0, 5, 2);\n"
"\n"
"rect = rect.Expand(new Vector2(10, 0)); // rect 为 Rect2(0, 0, 10, 2)\n"
"rect = rect.Expand(new Vector2(-5, 5)); // rect 为 Rect2(-5, 0, 10, 5)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the rectangle's area. This is equivalent to [code]size.x * size.y[/"
"code]. See also [method has_area]."
msgstr ""
"返回该矩形的面积。这相当于 [code]size.x * size.y[/code]。另请参阅 [method "
"has_area]。"
msgid ""
"Returns the center point of the rectangle. This is the same as [code]position "
"+ (size / 2.0)[/code]."
msgstr "返回该矩形的中心点。这与 [code]position + (size / 2.0)[/code] 相同。"
msgid ""
"Returns a copy of this rectangle extended on all sides by the given [param "
"amount]. A negative [param amount] shrinks the rectangle instead. See also "
"[method grow_individual] and [method grow_side].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)\n"
"var b = Rect2(0, 0, 8, 4).grow(2) # b is Rect2(-2, -2, 12, 8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2(4, 4, 8, 8).Grow(4); // a is Rect2(0, 0, 16, 16)\n"
"var b = new Rect2(0, 0, 8, 4).Grow(2); // b is Rect2(-2, -2, 12, 8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回该矩形的副本,该矩形在所有边上扩展给定的 [param amount]。负的 [param "
"amount] 会缩小该矩形。另见 [method grow_individual] and [method grow_side]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2(4, 4, 8, 8).grow(4) # a 为 Rect2(0, 0, 16, 16)\n"
"var b = Rect2(0, 0, 8, 4).grow(2) # b 为 Rect2(-2, -2, 12, 8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2(4, 4, 8, 8).Grow(4); // a 为 Rect2(0, 0, 16, 16)\n"
"var b = new Rect2(0, 0, 8, 4).Grow(2); // b 为 Rect2(-2, -2, 12, 8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of this rectangle with its [param left], [param top], [param "
"right], and [param bottom] sides extended by the given amounts. Negative "
"values shrink the sides, instead. See also [method grow] and [method "
"grow_side]."
msgstr ""
"返回该矩形的副本,其 [param left]、[param top]、[param right]、和 [param "
"bottom] 边扩展了给定的量。相反,负值会缩小边。另见 [method grow] and [method "
"grow_side]。"
msgid ""
"Returns a copy of this rectangle with its [param side] extended by the given "
"[param amount] (see [enum Side] constants). A negative [param amount] shrinks "
"the rectangle, instead. See also [method grow] and [method grow_individual]."
msgstr ""
"返回该矩形的副本,其 [param side] 按给定的 [param amount] 扩展(请参阅 [enum "
"Side] 常量)。相反,负的 [param amount] 会缩小该矩形。另见 [method grow] 和 "
"[method grow_individual]。"
msgid ""
"Returns [code]true[/code] if this rectangle has positive width and height. "
"See also [method get_area]."
msgstr ""
"如果该矩形具有正的宽度和高度,则返回 [code]true[/code]。另见 [method "
"get_area]。"
msgid ""
"Returns [code]true[/code] if the rectangle contains the given [param point]. "
"By convention, points on the right and bottom edges are [b]not[/b] included.\n"
"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative[/i] "
"[member size]. Use [method abs] first to get a valid rectangle."
msgstr ""
"如果该矩形包含给定的 [param point],则返回 [code]true[/code]。依照惯例,[b]不"
"[/b]包括右侧和底部边缘上的点。\n"
"[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请首先使用 "
"[method abs] 获取一个有效的矩形。"
msgid ""
"Returns the intersection between this rectangle and [param b]. If the "
"rectangles do not intersect, returns an empty [Rect2].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect1 = Rect2(0, 0, 5, 10)\n"
"var rect2 = Rect2(2, 0, 8, 4)\n"
"\n"
"var a = rect1.intersection(rect2) # a is Rect2(2, 0, 3, 4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect1 = new Rect2(0, 0, 5, 10);\n"
"var rect2 = new Rect2(2, 0, 8, 4);\n"
"\n"
"var a = rect1.Intersection(rect2); // a is Rect2(2, 0, 3, 4)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you only need to know whether two rectangles are overlapping, "
"use [method intersects], instead."
msgstr ""
"返回该矩形与 [param b] 之间的交集。如果该矩形不相交,则返回空的 [Rect2]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect1 = Rect2(0, 0, 5, 10)\n"
"var rect2 = Rect2(2, 0, 8, 4)\n"
"\n"
"var a = rect1.intersection(rect2) # a 为 Rect2(2, 0, 3, 4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect1 = new Rect2(0, 0, 5, 10);\n"
"var rect2 = new Rect2(2, 0, 8, 4);\n"
"\n"
"var a = rect1.Intersection(rect2); // a 为 Rect2(2, 0, 3, 4)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果你只需要知道两个矩形是否重叠,请改用 [method intersects]。"
msgid ""
"Returns [code]true[/code] if this rectangle overlaps with the [param b] "
"rectangle. The edges of both rectangles are excluded, unless [param "
"include_borders] is [code]true[/code]."
msgstr ""
"如果该矩形与 [param b] 矩形重叠,则返回 [code]true[/code]。除非 [param "
"include_borders] 为 [code]true[/code],否则两个矩形的边缘均被排除。"
msgid ""
"Returns [code]true[/code] if this rectangle and [param rect] are "
"approximately equal, by calling [method Vector2.is_equal_approx] on the "
"[member position] and the [member size]."
msgstr ""
"如果该矩形和 [param rect] 近似相等,判断方法是通过在 [member position] 和 "
"[member size] 上调用 [method Vector2.is_equal_approx],则返回 [code]true[/"
"code]。"
msgid ""
"Returns [code]true[/code] if this rectangle's values are finite, by calling "
"[method Vector2.is_finite] on the [member position] and the [member size]."
msgstr ""
"如果该矩形是有限的,则返回 [code]true[/code],判断方法是对 [member position] "
"和 [member size] 调用 [method Vector2.is_finite]。"
msgid ""
"Returns a [Rect2] that encloses both this rectangle and [param b] around the "
"edges. See also [method encloses]."
msgstr "返回边界包围该矩形和 [param b] 的 [Rect2]。另见 [method encloses]。"
msgid ""
"The ending point. This is usually the bottom-right corner of the rectangle, "
"and is equivalent to [code]position + size[/code]. Setting this point affects "
"the [member size]."
msgstr ""
"终点。通常为矩形的右下角,等价于 [code]position + size[/code]。设置该点会影响 "
"[member size]。"
msgid "The origin point. This is usually the top-left corner of the rectangle."
msgstr "原点。通常为矩形的左上角。"
msgid ""
"The rectangle's width and height, starting from [member position]. Setting "
"this value also affects the [member end] point.\n"
"[b]Note:[/b] It's recommended setting the width and height to non-negative "
"values, as most methods in Godot assume that the [member position] is the top-"
"left corner, and the [member end] is the bottom-right corner. To get an "
"equivalent rectangle with non-negative size, use [method abs]."
msgstr ""
"矩形的宽和高,相对于 [member position]。设置该值会影响终点 [member end]。\n"
"[b]注意:[/b]建议将宽和高设置为非负数,因为 Godot 中的大多数方法假设 [member "
"position] 为左上角、[member end] 为右下角。要获取等价且大小非负的矩形,请使用 "
"[method abs]。"
msgid ""
"Returns [code]true[/code] if the [member position] or [member size] of both "
"rectangles are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果两个矩形的 [member position] 不相等或 [member size] 不相等,则返回 "
"[code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Inversely transforms (multiplies) the [Rect2] by the given [Transform2D] "
"transformation matrix, under the assumption that the transformation basis is "
"orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n"
"[code]rect * transform[/code] is equivalent to [code]transform.inverse() * "
"rect[/code]. See [method Transform2D.inverse].\n"
"For transforming by inverse of an affine transformation (e.g. with scaling) "
"[code]transform.affine_inverse() * rect[/code] can be used instead. See "
"[method Transform2D.affine_inverse]."
msgstr ""
"假设该变换的基是正交的(即旋转/反射可以,缩放/倾斜则不然),将 [Rect2] 逆向变"
"换(乘以)给定的 [Transform2D] 变换矩阵。\n"
"[code]rect * transform[/code] 相当于 [code]transform.inverse() * rect[/code]。"
"请参阅 [method Transform2D.inverse]。\n"
"对于通过仿射变换的逆变换(例如,通过缩放)进行变换,可以使用 [code]transform."
"affine_inverse() * rect[/code] 来代替。请参阅 [method Transform2D."
"affine_inverse]。"
msgid ""
"Returns [code]true[/code] if both [member position] and [member size] of the "
"rectangles are exactly equal, respectively.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果两个矩形的 [member position] 完全相等且 [member size] 完全相等,则返回 "
"[code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid "A 2D axis-aligned bounding box using integer coordinates."
msgstr "使用整数坐标的 2D 轴对齐边界框。"
msgid ""
"The [Rect2i] built-in [Variant] type represents an axis-aligned rectangle in "
"a 2D space, using integer coordinates. It is defined by its [member position] "
"and [member size], which are [Vector2i]. Because it does not rotate, it is "
"frequently used for fast overlap tests (see [method intersects]).\n"
"For floating-point coordinates, see [Rect2].\n"
"[b]Note:[/b] Negative values for [member size] are not supported. With "
"negative size, most [Rect2i] methods do not work correctly. Use [method abs] "
"to get an equivalent [Rect2i] with a non-negative size.\n"
"[b]Note:[/b] In a boolean context, a [Rect2i] evaluates to [code]false[/code] "
"if both [member position] and [member size] are zero (equal to [constant "
"Vector2i.ZERO]). Otherwise, it always evaluates to [code]true[/code]."
msgstr ""
"[Rect2i] 是内置的 [Variant] 类型,代表 2D 空间中与轴对齐的矩形,使用整数坐标。"
"由 [member position] 和 [member size] 定义,它们都是 [Vector2i]。因为这个矩形"
"不会旋转,所以可以进行快速的重合检查(见 [method intersects])。\n"
"浮点数坐标的版本见 [Rect2]。\n"
"[b]注意:[/b]不支持负数的 [member size]。如果大小为负数,[Rect2i] 的大多数方法"
"都无法正常工作。请使用 [method abs] 获取等价且大小非负的 [Rect2i]。\n"
"[b]注意:[/b]在布尔值上下文中,[member position] 和 [member size] 均为零(等"
"于 [constant Vector2i.ZERO])的 [Rect2i] 会得到 [code]false[/code]。否则得到 "
"[code]true[/code]。"
msgid ""
"Constructs a [Rect2i] with its [member position] and [member size] set to "
"[constant Vector2i.ZERO]."
msgstr ""
"构造 [Rect2i],将 [member position] 和 [member size] 设置为 [constant "
"Vector2i.ZERO]。"
msgid "Constructs a [Rect2i] as a copy of the given [Rect2i]."
msgstr "构造给定 [Rect2i] 的副本。"
msgid ""
"Constructs a [Rect2i] from a [Rect2]. The floating-point coordinates are "
"truncated."
msgstr "根据 [Rect2] 构造 [Rect2i]。会截断浮点数坐标。"
msgid "Constructs a [Rect2i] by [param position] and [param size]."
msgstr "使用指定的 [param position] 和 [param size] 构造 [Rect2i]。"
msgid ""
"Constructs a [Rect2i] by setting its [member position] to ([param x], [param "
"y]), and its [member size] to ([param width], [param height])."
msgstr ""
"构造 [Rect2i],将 [member position] 设置为 ([param x], [param y]),将 [member "
"size] 设置为 ([param width], [param height])。"
msgid ""
"Returns a [Rect2i] equivalent to this rectangle, with its width and height "
"modified to be non-negative values, and with its [member position] being the "
"top-left corner of the rectangle.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2i(25, 25, -100, -50)\n"
"var absolute = rect.abs() # absolute is Rect2i(-75, -25, 100, 50)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2I(25, 25, -100, -50);\n"
"var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] It's recommended to use this method when [member size] is "
"negative, as most other methods in Godot assume that the [member position] is "
"the top-left corner, and the [member end] is the bottom-right corner."
msgstr ""
"返回一个与该矩形等效的 [Rect2i],其宽度和高度被修改为非负值,其 [member "
"position] 为该矩形的左上角。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2i(25, 25, -100, -50)\n"
"var absolute = rect.abs() # 绝对值为 Rect2i(-75, -25, 100, 50)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2I(25, 25, -100, -50);\n"
"var absolute = rect.Abs(); // 绝对值为 Rect2I(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其"
"他方法都假设 [member position] 是左上角,[member end] 是右下角。"
msgid ""
"Returns [code]true[/code] if this [Rect2i] completely encloses another one."
msgstr "如果该 [Rect2i] 完全包含另一个,则返回 [code]true[/code]。"
msgid ""
"Returns a copy of this rectangle expanded to align the edges with the given "
"[param to] point, if necessary.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2i(0, 0, 5, 2)\n"
"\n"
"rect = rect.expand(Vector2i(10, 0)) # rect is Rect2i(0, 0, 10, 2)\n"
"rect = rect.expand(Vector2i(-5, 5)) # rect is Rect2i(-5, 0, 10, 5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2I(0, 0, 5, 2);\n"
"\n"
"rect = rect.Expand(new Vector2I(10, 0)); // rect is Rect2I(0, 0, 10, 2)\n"
"rect = rect.Expand(new Vector2I(-5, 5)); // rect is Rect2I(-5, 0, 10, 5)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回该矩形的副本,如有必要,该矩形被扩展为将边缘与给定的 [param to] 点对齐。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2i(0, 0, 5, 2)\n"
"\n"
"rect = rect.expand(Vector2i(10, 0)) # rect 为 Rect2i(0, 0, 10, 2)\n"
"rect = rect.expand(Vector2i(-5, 5)) # rect 为 Rect2i(-5, 0, 10, 5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2I(0, 0, 5, 2);\n"
"\n"
"rect = rect.Expand(new Vector2I(10, 0)); // rect 为 Rect2I(0, 0, 10, 2)\n"
"rect = rect.Expand(new Vector2I(-5, 5)); // rect 为 Rect2I(-5, 0, 10, 5)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the center point of the rectangle. This is the same as [code]position "
"+ (size / 2)[/code].\n"
"[b]Note:[/b] If the [member size] is odd, the result will be rounded towards "
"[member position]."
msgstr ""
"返回该矩形的中心点。这与 [code]position + (size / 2)[/code] 相同。\n"
"[b]注意:[/b]如果 [member size] 为奇数,则结果将向 [member position] 舍入。"
msgid ""
"Returns a copy of this rectangle extended on all sides by the given [param "
"amount]. A negative [param amount] shrinks the rectangle instead. See also "
"[method grow_individual] and [method grow_side].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)\n"
"var b = Rect2i(0, 0, 8, 4).grow(2) # b is Rect2i(-2, -2, 12, 8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2I(4, 4, 8, 8).Grow(4); // a is Rect2I(0, 0, 16, 16)\n"
"var b = new Rect2I(0, 0, 8, 4).Grow(2); // b is Rect2I(-2, -2, 12, 8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回该矩形的副本,该矩形在所有边上扩展给定的 [param amount]。负的 [param "
"amount] 会缩小该矩形。另见 [method grow_individual] 和 [method grow_side]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2i(4, 4, 8, 8).grow(4) # a 为 Rect2i(0, 0, 16, 16)\n"
"var b = Rect2i(0, 0, 8, 4).grow(2) # b 为 Rect2i(-2, -2, 12, 8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2I(4, 4, 8, 8).Grow(4); // a 为 Rect2I(0, 0, 16, 16)\n"
"var b = new Rect2I(0, 0, 8, 4).Grow(2); // b 为 Rect2I(-2, -2, 12, 8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if the rectangle contains the given [param point]. "
"By convention, points on the right and bottom edges are [b]not[/b] included.\n"
"[b]Note:[/b] This method is not reliable for [Rect2i] with a [i]negative[/i] "
"[member size]. Use [method abs] first to get a valid rectangle."
msgstr ""
"如果该矩形包含给定的 [param point],则返回 [code]true[/code]。依照惯例,[b]不"
"[/b]包括右侧和底部边缘上的点。\n"
"[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2i],该方法并不可靠。请首先使用 "
"[method abs] 获取一个有效的矩形。"
msgid ""
"Returns the intersection between this rectangle and [param b]. If the "
"rectangles do not intersect, returns an empty [Rect2i].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2i(0, 0, 5, 10)\n"
"var b = Rect2i(2, 0, 8, 4)\n"
"\n"
"var c = a.intersection(b) # c is Rect2i(2, 0, 3, 4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2I(0, 0, 5, 10);\n"
"var b = new Rect2I(2, 0, 8, 4);\n"
"\n"
"var c = rect1.Intersection(rect2); // c is Rect2I(2, 0, 3, 4)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you only need to know whether two rectangles are overlapping, "
"use [method intersects], instead."
msgstr ""
"返回该矩形与 [param b] 之间的交集。如果矩形不相交,则返回空的 [Rect2i]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2i(0, 0, 5, 10)\n"
"var b = Rect2i(2, 0, 8, 4)\n"
"\n"
"var c = a.intersection(b) # c 为 Rect2i(2, 0, 3, 4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2I(0, 0, 5, 10);\n"
"var b = new Rect2I(2, 0, 8, 4);\n"
"\n"
"var c = rect1.Intersection(rect2); // c 为 Rect2I(2, 0, 3, 4)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果你只需要知道两个矩形是否重叠,请改用 [method intersects]。"
msgid ""
"Returns [code]true[/code] if this rectangle overlaps with the [param b] "
"rectangle. The edges of both rectangles are excluded."
msgstr ""
"如果该矩形与 [param b] 矩形重叠,则返回 [code]true[/code]。两个矩形的边缘均被"
"排除。"
msgid ""
"Returns a [Rect2i] that encloses both this rectangle and [param b] around the "
"edges. See also [method encloses]."
msgstr ""
"返回一个包含该矩形和边缘周围的 [param b] 的 [Rect2i]。另见 [method encloses]。"
msgid ""
"Returns [code]true[/code] if the [member position] or [member size] of both "
"rectangles are not equal."
msgstr ""
"如果两个矩形的 [member position] 或 [member size] 不相等,则返回 [code]true[/"
"code]。"
msgid ""
"Returns [code]true[/code] if both [member position] and [member size] of the "
"rectangles are equal, respectively."
msgstr ""
"如果该矩形的 [member position] 和 [member size] 分别相等,则返回 [code]true[/"
"code]。"
msgid "A 2D rectangle shape used for physics collision."
msgstr "2D 矩形,旨在用于物理学。"
msgid ""
"A 2D rectangle shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape2D].\n"
"[b]Performance:[/b] [RectangleShape2D] is fast to check collisions against. "
"It is faster than [CapsuleShape2D], but slower than [CircleShape2D]."
msgstr ""
"2D 矩形,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。\n"
"[b]性能:[/b][RectangleShape2D] 可以快速检测碰撞。比 [CapsuleShape2D] 快,但"
"比 [CircleShape2D] 慢。"
msgid "The rectangle's width and height."
msgstr "该矩形的宽度和高度。"
msgid "Base class for reference-counted objects."
msgstr "引用计数对象的基类。"
msgid "Returns the current reference count."
msgstr "返回当前的引用计数。"
msgid ""
"Initializes the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns whether the initialization was successful."
msgstr ""
"初始化内部引用计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
"返回初始化是否成功。"
msgid ""
"Increments the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns [code]true[/code] if the increment was successful, [code]false[/code] "
"otherwise."
msgstr ""
"内部引用增量计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
"如果增量成功,返回 [code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"Decrements the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns [code]true[/code] if the object should be freed after the decrement, "
"[code]false[/code] otherwise."
msgstr ""
"内部引用减量计数器。只有在你真的知道你在做什么的时候才使用这个。\n"
"如果该对象在递减后应被释放,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。"
msgid "A rectangle hint for designing UIs."
msgstr "设计 UI 使用的矩形提示。"
msgid ""
"A rectangle box that displays only a colored border around its rectangle. It "
"is used to visualize the extents of a [Control]."
msgstr "仅在对应矩形周围上显示彩色边框的矩形框。用于将 [Control] 的范围可视化。"
msgid "Sets the border color of the [ReferenceRect]."
msgstr "设置该 [ReferenceRect] 的边框颜色。"
msgid ""
"Sets the border width of the [ReferenceRect]. The border grows both inwards "
"and outwards with respect to the rectangle box."
msgstr "设置该 [ReferenceRect] 的边框宽度。边界相对于矩形框同时向内向外伸长。"
msgid ""
"If [code]true[/code], the [ReferenceRect] will only be visible while in "
"editor. Otherwise, [ReferenceRect] will be visible in the running project."
msgstr ""
"如果为 [code]true[/code],则 [ReferenceRect] 仅在编辑器中可见。否则,"
"[ReferenceRect] 将在正在运行的项目中可见。"
msgid ""
"Captures its surroundings to create fast, accurate reflections from a given "
"point."
msgstr "捕捉某个位置周围的环境,用于快速创建准确的反射。"
msgid ""
"Captures its surroundings as a cubemap, and stores versions of it with "
"increasing levels of blur to simulate different material roughnesses.\n"
"The [ReflectionProbe] is used to create high-quality reflections at a low "
"performance cost (when [member update_mode] is [constant UPDATE_ONCE]). "
"[ReflectionProbe]s can be blended together and with the rest of the scene "
"smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI "
"([member Environment.sdfgi_enabled]) and screen-space reflections ([member "
"Environment.ssr_enabled]) to get more accurate reflections in specific areas. "
"[ReflectionProbe]s render all objects within their [member cull_mask], so "
"updating them can be quite expensive. It is best to update them once with the "
"important static objects and then leave them as-is.\n"
"[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their "
"environment from a [WorldEnvironment] node. If you specify an [Environment] "
"resource within a [Camera3D] node, it will be ignored by the "
"[ReflectionProbe]. This can lead to incorrect lighting within the "
"[ReflectionProbe].\n"
"[b]Note:[/b] Reflection probes are only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility. When using the Mobile rendering method, "
"only 8 reflection probes can be displayed on each mesh resource. Attempting "
"to display more than 8 reflection probes on a single mesh resource will "
"result in reflection probes flickering in and out as the camera moves.\n"
"[b]Note:[/b] When using the Mobile rendering method, reflection probes will "
"only correctly affect meshes whose visibility AABB intersects with the "
"reflection probe's AABB. If using a shader to deform the mesh in a way that "
"makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] "
"must be increased on the mesh. Otherwise, the reflection probe may not be "
"visible on the mesh."
msgstr ""
"将其周围环境捕捉为立方体贴图,并存储不同版本,其模糊级别递增以模拟不同的材质粗"
"糙度。\n"
"[ReflectionProbe] 用于以低性能成本(当 [member update_mode] 为 [constant "
"UPDATE_ONCE] 时),创建高质量反射。[ReflectionProbe] 可以与场景的其余部分,平"
"滑地混合在一起。[ReflectionProbe] 还可以与 [VoxelGI]、SDFGI[member "
"Environment.sdfgi_enabled])和屏幕空间反射([member Environment.ssr_enabled]"
"结合使用,以在特定区域获得更准确的反射。[ReflectionProbe] 渲染其 [member "
"cull_mask] 内的所有对象,因此更新它们可能会非常昂贵。最好仅用重要的静态对象更"
"新一次,然后保持原样。\n"
"[b]注意:[/b]与 [VoxelGI] 和 SDFGI 不同,[ReflectionProbe] 仅从一个 "
"[WorldEnvironment] 节点获取环境。如果你在一个 [Camera3D] 节点中指定了一个 "
"[Environment] 资源,它将被该 [ReflectionProbe] 忽略。这可能会导致 "
"[ReflectionProbe] 内的照明不正确。\n"
"[b]注意:[/b]反射探针仅支持 Forward+ 和 Mobile 渲染方法,不支持 "
"Compatibility。使用移动渲染方法时每个网格资源上最多只能显示 8 个反射探针。尝"
"试在单个网格资源上显示 8 个以上的反射探针,将导致反射探针随着相机移动而闪"
"烁。\n"
"[b]注意:[/b]当使用移动渲染方法时,反射探针只会正确地影响可见 AABB 与反射探针"
"的 AABB 相交的网格。如果使用着色器以使网格超出其 AABB 的方式变形该网格,则必须"
"在网格上增加 [member GeometryInstance3D.extra_cull_margin]。否则,反射探针可能"
"在网格上不可见。"
msgid "Reflection probes"
msgstr "反射探针"
msgid ""
"The custom ambient color to use within the [ReflectionProbe]'s box defined by "
"its [member size]. Only effective if [member ambient_mode] is [constant "
"AMBIENT_COLOR]."
msgstr ""
"[ReflectionProbe] 的大小为 [member size] 的框中使用的自定义环境光颜色。仅在 "
"[member ambient_mode] 为 [constant AMBIENT_COLOR] 时有效。"
msgid ""
"The custom ambient color energy to use within the [ReflectionProbe]'s box "
"defined by its [member size]. Only effective if [member ambient_mode] is "
"[constant AMBIENT_COLOR]."
msgstr ""
"[ReflectionProbe] 的大小为 [member size] 的框中使用的自定义环境光颜色能量。仅"
"在 [member ambient_mode] 为 [constant AMBIENT_COLOR] 时有效。"
msgid ""
"The ambient color to use within the [ReflectionProbe]'s box defined by its "
"[member size]. The ambient color will smoothly blend with other "
"[ReflectionProbe]s and the rest of the scene (outside the [ReflectionProbe]'s "
"box defined by its [member size])."
msgstr ""
"[ReflectionProbe] 的大小为 [member size] 的框中使用的环境光颜色。环境光颜色会"
"和其他 [ReflectionProbe] 和场景([ReflectionProbe] 的大小为 [member size] 的框"
"之外)的其他部分进行平滑混合。"
msgid ""
"If [code]true[/code], enables box projection. This makes reflections look "
"more correct in rectangle-shaped rooms by offsetting the reflection center "
"depending on the camera's location.\n"
"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to the "
"grid, you can rotate the [ReflectionProbe] node."
msgstr ""
"为 [code]true[/code] 时将启用箱体投影。通过根据相机的位置偏移反射中心,这使得"
"在矩形房间中的反射看起来更正确。\n"
"[b]注意:[/b]为了更好地适应未与网格对齐的区域,你可以旋转 [ReflectionProbe] 节"
"点。"
msgid ""
"Sets the cull mask which determines what objects are drawn by this probe. "
"Every [VisualInstance3D] with a layer included in this cull mask will be "
"rendered by the probe. To improve performance, it is best to only include "
"large objects which are likely to take up a lot of space in the reflection."
msgstr ""
"设置剔除掩码,该掩码确定该探针绘制的对象。每个 [VisualInstance3D],若它有一个"
"层被包含在该剔除掩码中,则它将由该探针渲染。为了提高性能,最好只包含可能在反射"
"中占用大量空间的大型对象。"
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection probe slower to render; you may want to disable this if using "
"the [constant UPDATE_ALWAYS] [member update_mode]."
msgstr ""
"如果为 [code]true[/code],则在反射探测中计算阴影。这使得反射探针渲染更慢;如果"
"想禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。"
msgid ""
"Defines the reflection intensity. Intensity modulates the strength of the "
"reflection."
msgstr "定义反射强度。"
msgid "If [code]true[/code], reflections will ignore sky contribution."
msgstr "如果为 [code]true[/code],则反射将忽略天空的贡献。"
msgid ""
"The maximum distance away from the [ReflectionProbe] an object can be before "
"it is culled. Decrease this to improve performance, especially when using the "
"[constant UPDATE_ALWAYS] [member update_mode].\n"
"[b]Note:[/b] The maximum reflection distance is always at least equal to the "
"probe's extents. This means that decreasing [member max_distance] will not "
"always cull objects from reflections, especially if the reflection probe's "
"box defined by its [member size] is already large."
msgstr ""
"对象在被剔除之前可以距该 [ReflectionProbe] 的最大距离。减少它可以提高性能,尤"
"其是在使用 [constant UPDATE_ALWAYS] 作为 [member update_mode] 时。\n"
"[b]注意:[/b]最大反射距离始终至少等于探针的范围。这意味着减少 [member "
"max_distance] 并不总是会从反射中剔除对象,尤其是在反射探针由 [member size] 定"
"义的框已经很大的情况下。"
msgid ""
"The automatic LOD bias to use for meshes rendered within the "
"[ReflectionProbe] (this is analog to [member Viewport.mesh_lod_threshold]). "
"Higher values will use less detailed versions of meshes that have LOD "
"variations generated. If set to [code]0.0[/code], automatic LOD is disabled. "
"Increase [member mesh_lod_threshold] to improve performance at the cost of "
"geometry detail, especially when using the [constant UPDATE_ALWAYS] [member "
"update_mode].\n"
"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] "
"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)."
msgstr ""
"用于在 [ReflectionProbe] 内渲染网格的自动 LOD 偏置(这类似于 [member Viewport."
"mesh_lod_threshold])。较高的值将使用生成了 LOD 变化的不太详细的网格版本。如果"
"设置为 [code]0.0[/code],则自动 LOD 将被禁用。增加 [member "
"mesh_lod_threshold] 以牺牲几何细节为代价提高性能,尤其是在使用 [constant "
"UPDATE_ALWAYS] 的 [member update_mode] 时。\n"
"[b]注意:[/b][member mesh_lod_threshold] 不影响 [GeometryInstance3D] 可见性范"
"围也称为“手动”LOD 或分层 LOD。"
msgid ""
"Sets the origin offset to be used when this [ReflectionProbe] is in [member "
"box_projection] mode. This can be set to a non-zero value to ensure a "
"reflection fits a rectangle-shaped room, while reducing the number of objects "
"that \"get in the way\" of the reflection."
msgstr ""
"设置当该 [ReflectionProbe] 处于 [member box_projection] 模式时要使用的原点偏移"
"量。这可以被设置为一个非零值,以确保反射适合矩形房间,同时减少“妨碍”反射的对象"
"数量。"
msgid ""
"The size of the reflection probe. The larger the size, the more space covered "
"by the probe, which will lower the perceived resolution. It is best to keep "
"the size only as large as you need it.\n"
"[b]Note:[/b] To better fit areas that are not aligned to the grid, you can "
"rotate the [ReflectionProbe] node."
msgstr ""
"反射探针的大小。大小越大,探针覆盖的空间就越大,这将降低感知的分辨率。最好将大"
"小保持在需要的大小。\n"
"[b]注意:[/b]为了更好地适应未与网格对齐的区域,可以旋转 [ReflectionProbe] 节"
"点。"
msgid ""
"Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
"UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
msgstr ""
"设置该 [ReflectionProbe] 的更新频率。可以是 [constant UPDATE_ONCE] 或 "
"[constant UPDATE_ALWAYS]。"
msgid ""
"Update the probe once on the next frame (recommended for most objects). The "
"corresponding radiance map will be generated over the following six frames. "
"This takes more time to update than [constant UPDATE_ALWAYS], but it has a "
"lower performance cost and can result in higher-quality reflections. The "
"ReflectionProbe is updated when its transform changes, but not when nearby "
"geometry changes. You can force a [ReflectionProbe] update by moving the "
"[ReflectionProbe] slightly in any direction."
msgstr ""
"在下一帧更新一次探针(建议大多数对象使用)。对应的辐照度贴图会在后续六帧中陆续"
"生成。更新所花费的时间比 [constant UPDATE_ALWAYS] 多,但消耗的性能比它少、产生"
"的反射质量也更高。ReflectionProbe 的变换发生变化时也会进行更新,但不会在周围几"
"何体变化时更新。你可以通过将该 [ReflectionProbe] 在任意方向上进行小幅度移动来"
"强制更新 [ReflectionProbe]。"
msgid ""
"Update the probe every frame. This provides better results for fast-moving "
"dynamic objects (such as cars). However, it has a significant performance "
"cost. Due to the cost, it's recommended to only use one ReflectionProbe with "
"[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use "
"[constant UPDATE_ONCE]."
msgstr ""
"每一帧都更新该探针。可以为快速移动的对象(如汽车)提供更好的结果。然而,带来的"
"性能消耗也是显著的。因此,建议同一个场景中最多只使用一个 [constant "
"UPDATE_ALWAYS] 的 ReflectionProbe。其他用途请使用 [constant UPDATE_ONCE]。"
msgid ""
"Do not apply any ambient lighting inside the [ReflectionProbe]'s box defined "
"by its [member size]."
msgstr "不在 [ReflectionProbe] 的大小为 [member size] 的框内部应用环境光照。"
msgid ""
"Apply automatically-sourced environment lighting inside the "
"[ReflectionProbe]'s box defined by its [member size]."
msgstr ""
"在 [ReflectionProbe] 的大小为 [member size] 的框内部应用自动来源的环境光照。"
msgid ""
"Apply custom ambient lighting inside the [ReflectionProbe]'s box defined by "
"its [member size]. See [member ambient_color] and [member "
"ambient_color_energy]."
msgstr ""
"在 [ReflectionProbe] 的大小为 [member size] 的框内部应用自定义环境光照。见 "
"[member ambient_color] 和 [member ambient_color_energy]。"
msgid "Class for searching text for patterns using regular expressions."
msgstr "使用正则表达式搜索文本的类。"
msgid ""
"A regular expression (or regex) is a compact language that can be used to "
"recognize strings that follow a specific pattern, such as URLs, email "
"addresses, complete sentences, etc. For example, a regex of [code]ab[0-9][/"
"code] would find any string that is [code]ab[/code] followed by any number "
"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can "
"easily find various tutorials and detailed explanations on the Internet.\n"
"To begin, the RegEx object needs to be compiled with the search pattern using "
"[method compile] before it can be used.\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"[/codeblock]\n"
"The search pattern must be escaped first for GDScript before it is escaped "
"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be "
"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\"
"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/"
"code]. In GDScript, you can also use raw string literals (r-strings). For "
"example, [code]compile(r'\"(?:\\\\.|[^\"])*\"')[/code] would be read the "
"same.\n"
"Using [method search], you can find the pattern within the given text. If a "
"pattern is found, [RegExMatch] is returned and you can retrieve details of "
"the results using methods such as [method RegExMatch.get_string] and [method "
"RegExMatch.get_start].\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"var result = regex.search(\"abc n-0123\")\n"
"if result:\n"
" print(result.get_string()) # Would print n-0123\n"
"[/codeblock]\n"
"The results of capturing groups [code]()[/code] can be retrieved by passing "
"the group number to the various methods in [RegExMatch]. Group 0 is the "
"default and will always refer to the entire pattern. In the above example, "
"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n"
"This version of RegEx also supports named capturing groups, and the names can "
"be used to retrieve the results. If two or more groups have the same name, "
"the name would only refer to the first one with a match.\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
"var result = regex.search(\"the number is x2f\")\n"
"if result:\n"
" print(result.get_string(\"digit\")) # Would print 2f\n"
"[/codeblock]\n"
"If you need to process multiple results, [method search_all] generates a list "
"of all non-overlapping results. This can be combined with a [code]for[/code] "
"loop for convenience.\n"
"[codeblock]\n"
"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
" print(result.get_string(\"digit\"))\n"
"# Would print 01 03 0 3f 42\n"
"[/codeblock]\n"
"[b]Example of splitting a string using a RegEx:[/b]\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n"
"var results = []\n"
"for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
" results.push_back(result.get_string())\n"
"# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
"[/codeblock]\n"
"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www."
"pcre.org/]PCRE2[/url] library. You can view the full pattern reference "
"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n"
"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular "
"expressions online."
msgstr ""
"正则表达式(或称 regex是一种紧凑的语言可用于识别遵循特定模式的字符串如 "
"URL、电子邮件地址、完整句子等。例如正则表达式 [code]ab[0-9][/code] 可以找到 "
"[code]ab[/code] 后面跟着 [code]0[/code] 到 [code]9[/code] 的任何数字的字符串。"
"要想更深入地了解,你可以很容易地在互联网上找到各种教程和详细解释。\n"
"首先,在使用 RegEx 对象之前,需要用 [method compile] 对其进行搜索模式的编"
"译。\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"[/codeblock]\n"
"在为表达式转义之前,必须先为 GDScript 转义搜索模式。例如,[code]compile(\"\\"
"\\d+\")[/code] 会被 RegEx 读成 [code]\\d+[/code]。同样,[code]compile(\"\\"
"\"(?:\\\\\\\\.|[^\\\"])*\\\")[/code] 会被读作 [code]\"(?:\\.|[^\"])*\"[/"
"code]。在 GDScript 中你还可以使用原始字符串文字r-字符串)。例如,"
"[code]compile(r'\"(?:\\\\.|[^\"])*\"')[/code] 将被读取为相同的。\n"
"使用 [method search],你可以在给定的文本中匹配模式。如果匹配到一个模式,将返"
"回 [RegExMatch],你可以使用 [method RegExMatch.get_string] 和 [method "
"RegExMatch.get_start] 等方法检索结果的细节。\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"var result = regex.search(\"abc n-0123\")\n"
"if result:\n"
" print(result.get_string()) # 会输出 n-0123\n"
"[/codeblock]\n"
"捕获组的结果 [code]()[/code] 可以通过向 [RegExMatch] 中的各种方法传递组号来检"
"索。默认是组 0并且将总是指整个模式。在上面的例子中调用 [code]result."
"get_string(1)[/code] 会得到 [code]0123[/code]。\n"
"这个版本的 RegEx 也支持命名的捕获组,名称可以用来检索结果。如果两个或更多的组"
"有相同的名称,那么这个名称将只指第一个有匹配的组。\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
"var result = regex.search(\"数字是 x2f\")\n"
"if result:\n"
" print(result.get_string(\"digit\")) # 会输出 2f\n"
"[/codeblock]\n"
"如果你需要处理多个结果,[method search_all] 会生成一个所有不重叠的结果列表。为"
"了方便起见,这可以和一个 [code]for[/code] 循环结合起来。\n"
"[codeblock]\n"
"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
" print(result.get_string(\"digit\"))\n"
"# 会输出 01 03 0 3f 42\n"
"[/codeblock]\n"
"[b]使用 RegEx 分割字符串的例子:[/b]\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\S+\") # 非空白字符类。\n"
"var results = []\n"
"for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
" results.push_back(result.get_string())\n"
"# `results` 数组包含 \"One\"、\"Two\"、\"Three\"。\n"
"[/codeblock]\n"
"[b]注意:[/b]Godot 的 regex 实现基于的是 [url=https://www.pcre.org/]PCRE2[/"
"url]。你可以查看完整的模式参考[url=https://www.pcre.org/current/doc/html/"
"pcre2pattern.html]这里[/url]。\n"
"[b]提示:[/b]你可以使用 [url=https://regexr.com/]Regexr[/url] 来在线测试正则表"
"达式。"
msgid ""
"This method resets the state of the object, as if it was freshly created. "
"Namely, it unassigns the regular expression of this object."
msgstr ""
"这个方法重置了对象的状态,就像它是新创建的一样。也就是说,它取消了这个对象的正"
"则表达式的赋值。"
msgid ""
"Compiles and assign the search pattern to use. Returns [constant OK] if the "
"compilation is successful. If an error is encountered, details are printed to "
"standard output and an error is returned."
msgstr ""
"编译并指定要使用的搜索模式。如果编译成功,返回 [constant OK]。如果遇到错误,细"
"节将被打印到标准输出,并返回一个错误。"
msgid "Creates and compiles a new [RegEx] object."
msgstr "创建并编译新 [RegEx] 对象。"
msgid "Returns the number of capturing groups in compiled pattern."
msgstr "返回编译模式中捕获组的数量。"
msgid ""
"Returns an array of names of named capturing groups in the compiled pattern. "
"They are ordered by appearance."
msgstr ""
"返回一个数组,该数组是编译模式中命名的捕获组的名称。它们是按外观排序的。"
msgid "Returns the original search pattern that was compiled."
msgstr "返回被编译的原始搜索模式。"
msgid "Returns whether this object has a valid search pattern assigned."
msgstr "返回此对象是否分配了有效的搜索模式。"
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
"of the first matching result if found, otherwise [code]null[/code].\n"
"The region to search within can be specified with [param offset] and [param "
"end]. This is useful when searching for another match in the same [param "
"subject] by calling this method again after a previous success. Note that "
"setting these parameters differs from passing over a shortened string. For "
"example, the start anchor [code]^[/code] is not affected by [param offset], "
"and the character before [param offset] will be checked for the word boundary "
"[code]\\b[/code]."
msgstr ""
"在文本中搜索编译后的模式。如果找到,则将首个匹配结果放在 [RegExMatch] 容器中返"
"回,否则返回 [code]null[/code]。\n"
"可以使用 [param offset] 和 [param end] 指定要搜索的区域。这对在上一次成功后再"
"次调用该方法,以相同的 [param subject] 搜索另一个匹配项时很有用。请注意,设置"
"这些参数不同于传递缩短后的字符串。例如,起始锚点 [code]^[/code] 不受 [param "
"offset] 的影响,会为单词边界 [code]\\b[/code] 检查 [param offset] 之前的字符。"
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
"empty array is returned instead.\n"
"The region to search within can be specified with [param offset] and [param "
"end]. This is useful when searching for another match in the same [param "
"subject] by calling this method again after a previous success. Note that "
"setting these parameters differs from passing over a shortened string. For "
"example, the start anchor [code]^[/code] is not affected by [param offset], "
"and the character before [param offset] will be checked for the word boundary "
"[code]\\b[/code]."
msgstr ""
"在文本中搜索编译后的模式。返回 [RegExMatch] 容器的数组,其中每个容器包含的是互"
"不重叠的匹配结果。如果没有找到结果,则返回一个空数组。\n"
"可以使用 [param offset] 和 [param end] 指定要搜索的区域。这对在上一次成功后再"
"次调用该方法,以相同的 [param subject] 搜索另一个匹配项时很有用。请注意,设置"
"这些参数不同于传递缩短后的字符串。例如,起始锚点 [code]^[/code] 不受 [param "
"offset] 的影响,会为单词边界 [code]\\b[/code] 检查 [param offset] 之前的字符。"
msgid ""
"Searches the text for the compiled pattern and replaces it with the specified "
"string. Escapes and backreferences such as [code]$1[/code] and [code]$name[/"
"code] are expanded and resolved. By default, only the first instance is "
"replaced, but it can be changed for all instances (global replacement).\n"
"The region to search within can be specified with [param offset] and [param "
"end]. This is useful when searching for another match in the same [param "
"subject] by calling this method again after a previous success. Note that "
"setting these parameters differs from passing over a shortened string. For "
"example, the start anchor [code]^[/code] is not affected by [param offset], "
"and the character before [param offset] will be checked for the word boundary "
"[code]\\b[/code]."
msgstr ""
"在文本中搜索编译后的模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 "
"[code]$name[/code] 等转义和反向引用会被扩展和解析。默认情况下,只有第一个实例"
"被替换,但可以修改为针对所有实例(全局替换)。\n"
"可以使用 [param offset] 和 [param end] 指定要搜索的区域。这对在上一次成功后再"
"次调用该方法,以相同的 [param subject] 搜索另一个匹配项时很有用。请注意,设置"
"这些参数不同于传递缩短后的字符串。例如,起始锚点 [code]^[/code] 不受 [param "
"offset] 的影响,会为单词边界 [code]\\b[/code] 检查 [param offset] 之前的字符。"
msgid "Contains the results of a [RegEx] search."
msgstr "包含 [RegEx] 搜索的结果。"
msgid ""
"Contains the results of a single [RegEx] match returned by [method RegEx."
"search] and [method RegEx.search_all]. It can be used to find the position "
"and range of the match and its capturing groups, and it can extract its "
"substring for you."
msgstr ""
"包含由 [method RegEx.search] 和 [method RegEx.search_all] 返回的单个 [RegEx] "
"匹配结果。它可以用来查找匹配的位置和范围以及它的捕获组,并且可以提取其子字符"
"串。"
msgid ""
"Returns the end position of the match within the source string. The end "
"position of capturing groups can be retrieved by providing its group number "
"as an integer or its string name (if it's a named group). The default value "
"of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
"返回源字符串中匹配的结束位置。捕获组的结束位置可以通过提供其组号的整数或其字符"
"串名称(如果它是一个命名组)来检索。默认值为 0指的是整个表达式。\n"
"如果该组没有匹配或不存在,则返回 -1。"
msgid "Returns the number of capturing groups."
msgstr "返回捕获组的数量。"
msgid ""
"Returns the starting position of the match within the source string. The "
"starting position of capturing groups can be retrieved by providing its group "
"number as an integer or its string name (if it's a named group). The default "
"value of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
"返回源字符串中匹配的起始位置。捕获组的起始位置可以通过提供它的组号作为一个整数"
"或它的字符串名称(如果它是一个命名组)来检索。默认值为 0指的是整个表达式。\n"
"如果组没有匹配或不存在,返回 -1。"
msgid ""
"Returns the substring of the match from the source string. Capturing groups "
"can be retrieved by providing its group number as an integer or its string "
"name (if it's a named group). The default value of 0 refers to the whole "
"pattern.\n"
"Returns an empty string if the group did not match or doesn't exist."
msgstr ""
"返回源字符串中匹配的子串。捕获组可以通过提供它的组号作为整数或它的字符串名称"
"(如果它是一个命名组)来检索。默认值为 0指的是整个表达式。\n"
"如果组没有匹配或不存在,则返回一个空字符串。"
msgid ""
"A dictionary of named groups and its corresponding group number. Only groups "
"that were matched are included. If multiple groups have the same name, that "
"name would refer to the first matching one."
msgstr ""
"命名组的字典和它相应的组号。只有被匹配的组才被包括在内。如果多个组有相同的名"
"称,该名称将指第一个匹配的组。"
msgid "An [Array] of the match and its capturing groups."
msgstr "匹配项及其捕获组的 [Array]。"
msgid ""
"The source string used with the search pattern to find this matching result."
msgstr "与搜索模式一起使用的源字符串,以找到这个匹配结果。"
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived "
"node in the scene."
msgstr ""
"RemoteTransform2D 会将自己的 [Transform2D] 推送到场景中另一个派生自 "
"[CanvasItem] 的节点。"
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived "
"node (called the remote node) in the scene.\n"
"It can be set to update another node's position, rotation and/or scale. It "
"can use either global or local coordinates."
msgstr ""
"RemoteTransform2D 会将自己的 [Transform2D] 推送到场景中另一个派生自 "
"[CanvasItem] 的节点(称为远程节点)。\n"
"可以设置更新另一个节点的位置、旋转和/或比例。可以使用全局坐标,也可以使用局部"
"坐标。"
msgid ""
"[RemoteTransform2D] caches the remote node. It may not notice if the remote "
"node disappears; [method force_update_cache] forces it to update the cache "
"again."
msgstr ""
"[RemoteTransform2D] 缓存了远程节点。如果远程节点消失了,它可能不会通知;"
"[method force_update_cache] 强制它再次更新缓存。"
msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
"position in the scene."
msgstr "到远程节点的 [NodePath],相对于 RemoteTransform2D 在场景中的位置。"
msgid "If [code]true[/code], the remote node's position is updated."
msgstr "如果为 [code]true[/code],则更新远程节点的位置。"
msgid "If [code]true[/code], the remote node's rotation is updated."
msgstr "如果为 [code]true[/code],则更新远程节点的旋转。"
msgid "If [code]true[/code], the remote node's scale is updated."
msgstr "如果为 [code]true[/code],则更新远程节点的比例。"
msgid ""
"If [code]true[/code], global coordinates are used. If [code]false[/code], "
"local coordinates are used."
msgstr ""
"如果为 [code]true[/code],则使用全局坐标。如果 [code]false[/code],则使用本地"
"坐标。"
msgid ""
"RemoteTransform3D pushes its own [Transform3D] to another [Node3D] derived "
"Node in the scene."
msgstr ""
"RemoteTransform3D 会将自己的 [Transform3D] 推送到场景中另一个派生自 [Node3D] "
"的节点。"
msgid ""
"RemoteTransform3D pushes its own [Transform3D] to another [Node3D] derived "
"Node (called the remote node) in the scene.\n"
"It can be set to update another Node's position, rotation and/or scale. It "
"can use either global or local coordinates."
msgstr ""
"RemoteTransform3D 会将自己的 [Transform3D] 推送到场景中另一个派生自 [Node3D] "
"的节点(称为远程节点)。\n"
"可以设置更新另一个 Node 的位置、旋转和/或比例。可以使用全局坐标,也可以使用局"
"部坐标。"
msgid ""
"[RemoteTransform3D] caches the remote node. It may not notice if the remote "
"node disappears; [method force_update_cache] forces it to update the cache "
"again."
msgstr ""
"[RemoteTransform3D] 缓存了远程节点。如果远程节点消失了,它可能不会通知;"
"[method force_update_cache] 强制它再次更新缓存。"
msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform3D's "
"position in the scene."
msgstr "到远程节点的 [NodePath],相对于 RemoteTransform3D 在场景中的位置。"
msgid "Abstraction for working with modern low-level graphics APIs."
msgstr "用于处理现代低阶图形 API 的抽象。"
msgid ""
"[RenderingDevice] is an abstraction for working with modern low-level "
"graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with "
"Godot's own rendering subsystems), [RenderingDevice] is much lower-level and "
"allows working more directly with the underlying graphics APIs. "
"[RenderingDevice] is used in Godot to provide support for several modern low-"
"level graphics APIs while reducing the amount of code duplication required. "
"[RenderingDevice] can also be used in your own projects to perform things "
"that are not exposed by [RenderingServer] or high-level nodes, such as using "
"compute shaders.\n"
"On startup, Godot creates a global [RenderingDevice] which can be retrieved "
"using [method RenderingServer.get_rendering_device]. This global "
"[RenderingDevice] performs drawing to the screen.\n"
"[b]Local RenderingDevices:[/b] Using [method RenderingServer."
"create_local_rendering_device], you can create \"secondary\" rendering "
"devices to perform drawing and GPU compute operations on separate threads.\n"
"[b]Note:[/b] [RenderingDevice] assumes intermediate knowledge of modern "
"graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics "
"APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform "
"what was previously done by the graphics driver itself. If you have "
"difficulty understanding the concepts used in this class, follow the "
"[url=https://vulkan-tutorial.com/]Vulkan Tutorial[/url] or [url=https://"
"vkguide.dev/]Vulkan Guide[/url]. It's recommended to have existing modern "
"OpenGL or Direct3D 11 knowledge before attempting to learn a low-level "
"graphics API.\n"
"[b]Note:[/b] [RenderingDevice] is not available when running in headless mode "
"or when using the Compatibility rendering method."
msgstr ""
"[RenderingDevice] 是用来使用 Vulkan 等现代低阶图形 API 的抽象。与(适用于 "
"Godot 自有渲染子系统的)[RenderingServer] 相比,[RenderingDevice] 所处的层级更"
"低,能够更加直接地使用底层图形 API。Godot 使用 [RenderingDevice] 来支持部分现"
"代低阶图形 API能够减少所需的重复代码。你也可以在自己的项目中使用 "
"[RenderingDevice],从而执行 [RenderingServer] 和高阶节点未暴露的功能,例如使用"
"计算着色器。\n"
"启动时Godot 会创建一个全局的 [RenderingDevice],可以使用 [method "
"RenderingServer.get_rendering_device] 获取。这个全局的 [RenderingDevice] 进行"
"的是屏幕绘图。\n"
"[b]局部 RenderingDevice[/b]你可以使用 [method RenderingServer."
"create_local_rendering_device] 创建“次级”渲染设备,在单独的线程中进行渲染和 "
"GPU 计算操作。\n"
"[b]注意:[/b]使用 [RenderingDevice] 需要对 Vulkan、Direct3D 12、Metal 或 "
"WebGPU 有中等水平的知识。这些图形 API 比 OpenGL 和 Direct3D 所处的层级更低,能"
"够执行原本由图形驱动自己实现的功能。如果这个类中所使用的概念你理解起来有困难,"
"请学习 [url=https://vulkan-tutorial.com/]Vulkan 教程[/url]或 [url=https://"
"vkguide.dev/]Vulkan 指南[/url]。在尝试学习低阶图形 API 之前,建议先学习现代 "
"OpenGL 或 Direct3D 11 相关的知识。\n"
"[b]注意:[/b]使用无头模式运行或使用 Compatibility 渲染方法时,"
"[RenderingDevice] 不可用。"
msgid "Using compute shaders"
msgstr "使用计算着色器"
msgid ""
"Puts a memory barrier in place. This is used for synchronization to avoid "
"data races. See also [method full_barrier], which may be useful for debugging."
msgstr ""
"原地放置一个内存屏障。内存屏障可用于进行同步,避免数据竞争。另见 [method "
"full_barrier],可能更适合调试。"
msgid ""
"Clears the contents of the [param buffer], clearing [param size_bytes] bytes, "
"starting at [param offset]. Always raises a memory barrier.\n"
"Prints an error if:\n"
"- the size isn't a multiple of four\n"
"- the region specified by [param offset] + [param size_bytes] exceeds the "
"buffer\n"
"- a draw list is currently active (created by [method draw_list_begin])\n"
"- a compute list is currently active (created by [method compute_list_begin])"
msgstr ""
"清除 [param buffer] 的内容,清除 [param size_bytes] 字节,从 [param offset] 开"
"始。总是会造成内存障碍。\n"
"如果出现以下情况,则打印错误:\n"
"- 大小不是四的倍数\n"
"- [param offset] + [param size_bytes] 指定的区域超出缓冲区\n"
"- 绘制列表当前处于活动状态(由 [method draw_list_begin] 创建)\n"
"- 计算列表当前处于活动状态(由 [method compute_list_begin] 创建)"
msgid ""
"Returns a copy of the data of the specified [param buffer], optionally [param "
"offset_bytes] and [param size_bytes] can be set to copy only a portion of the "
"buffer."
msgstr ""
"返回指定 [param buffer] 中数据的副本,还可以设置 [param offset_bytes] 和 "
"[param size_bytes],仅复制缓冲区的某一部分。"
msgid ""
"Updates a region of [param size_bytes] bytes, starting at [param offset], in "
"the buffer, with the specified [param data]. Raises a memory barrier except "
"when [param post_barrier] is set to [constant BARRIER_MASK_NO_BARRIER].\n"
"Prints an error if:\n"
"- the region specified by [param offset] + [param size_bytes] exceeds the "
"buffer\n"
"- a draw list is currently active (created by [method draw_list_begin])\n"
"- a compute list is currently active (created by [method compute_list_begin])"
msgstr ""
"使用指定的 [param data] 更新缓冲区中从 [param offset] 开始的 [param "
"size_bytes] 字节区块。引发一个内存屏障,除非 [param post_barrier] 被设置为 "
"[constant BARRIER_MASK_NO_BARRIER]。\n"
"如果出现以下情况,则打印错误:\n"
"- [param offset] + [param size_bytes] 指定的区块超出该缓冲区\n"
"- 绘制列表当前处于活动状态(由 [method draw_list_begin] 创建)\n"
"- 计算列表当前处于活动状态(由 [method compute_list_begin] 创建)"
msgid ""
"Creates a timestamp marker with the specified [param name]. This is used for "
"performance reporting with the [method get_captured_timestamp_cpu_time], "
"[method get_captured_timestamp_gpu_time] and [method "
"get_captured_timestamp_name] methods."
msgstr ""
"使用指定的名称 [param name] 创建时间戳标记。用于 [method "
"get_captured_timestamp_cpu_time]、[method get_captured_timestamp_gpu_time]、"
"[method get_captured_timestamp_name] 等方法的性能汇报。"
msgid "Raises a Vulkan compute barrier in the specified [param compute_list]."
msgstr "在指定的 [param compute_list] 中引发 Vulkan 计算屏障。"
msgid ""
"Starts a list of compute commands created with the [code]compute_*[/code] "
"methods. The returned value should be passed to other [code]compute_list_*[/"
"code] functions.\n"
"If [param allow_draw_overlap] is [code]true[/code], you may have one draw "
"list running at the same time as one compute list. Multiple compute lists "
"cannot be created at the same time; you must finish the previous compute list "
"first using [method compute_list_end].\n"
"A simple compute operation might look like this (code is not a complete "
"example):\n"
"[codeblock]\n"
"var rd = RenderingDevice.new()\n"
"var compute_list = rd.compute_list_begin()\n"
"\n"
"rd.compute_list_bind_compute_pipeline(compute_list, "
"compute_shader_dilate_pipeline)\n"
"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n"
"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n"
"\n"
"for i in atlas_slices:\n"
" rd.compute_list_set_push_constant(compute_list, push_constant, "
"push_constant.size())\n"
" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, "
"group_size.z)\n"
" # No barrier, let them run all together.\n"
"\n"
"rd.compute_list_end()\n"
"[/codeblock]"
msgstr ""
"开始由 [code]compute_*[/code] 方法创建的计算命令列表。应该将返回值传递给其他 "
"[code]compute_list_*[/code] 函数。\n"
"如果 [param allow_draw_overlap] 为 [code]true[/code],就可以在执行绘图列表的同"
"时执行计算列表。无法同时创建多个计算列表;你必须先使用 [method "
"compute_list_end] 把之前的计算列表完成。\n"
"简易的计算操作类似于下面这样(代码不是完整的示例):\n"
"[codeblock]\n"
"var rd = RenderingDevice.new()\n"
"var compute_list = rd.compute_list_begin()\n"
"\n"
"rd.compute_list_bind_compute_pipeline(compute_list, "
"compute_shader_dilate_pipeline)\n"
"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n"
"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n"
"\n"
"for i in atlas_slices:\n"
" rd.compute_list_set_push_constant(compute_list, push_constant, "
"push_constant.size())\n"
" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, "
"group_size.z)\n"
" # 没有屏障,一起执行。\n"
"\n"
"rd.compute_list_end()\n"
"[/codeblock]"
msgid ""
"Tells the GPU what compute pipeline to use when processing the compute list. "
"If the shader has changed since the last time this function was called, Godot "
"will unbind all descriptor sets and will re-bind them inside [method "
"compute_list_dispatch]."
msgstr ""
"告诉 GPU 在处理计算列表时使用什么计算管道。如果自上次调用该函数以来着色器发生"
"了更改Godot 将取消绑定所有描述符集,并在 [method compute_list_dispatch] 中重"
"新绑定它们。"
msgid ""
"Binds the [param uniform_set] to this [param compute_list]. Godot ensures "
"that all textures in the uniform set have the correct Vulkan access masks. If "
"Godot had to change access masks of textures, it will raise a Vulkan image "
"memory barrier."
msgstr ""
"将 [param uniform_set] 绑定到该 [param compute_list]。Godot 确保统一集中的所有"
"纹理都具有正确的 Vulkan 访问蒙版。如果 Godot 必须更改纹理的访问蒙版,则会引发 "
"Vulkan 图像内存障碍。"
msgid ""
"Submits the compute list for processing on the GPU. This is the compute "
"equivalent to [method draw_list_draw]."
msgstr "将计算列表提交给 GPU 处理。相当于是计算版本的 [method draw_list_draw]。"
msgid ""
"Finishes a list of compute commands created with the [code]compute_*[/code] "
"methods."
msgstr "结束由 [code]compute_*[/code] 方法创建的计算命令列表。"
msgid ""
"Sets the push constant data to [param buffer] for the specified [param "
"compute_list]. The shader determines how this binary data is used. The "
"buffer's size in bytes must also be specified in [param size_bytes] (this can "
"be obtained by calling the [method PackedByteArray.size] method on the passed "
"[param buffer])."
msgstr ""
"为指定的 [param compute_list] 设置 [param buffer] 的推送常量数据。如何使用这个"
"二进制数据由着色器决定。另外还必须在 [param size_bytes] 中指定缓冲的字节大小"
"(可以通过对 [param buffer] 调用 [method PackedByteArray.size] 获取)。"
msgid ""
"Creates a new compute pipeline. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建计算管线。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Returns [code]true[/code] if the compute pipeline specified by the [param "
"compute_pipeline] RID is valid, [code]false[/code] otherwise."
msgstr ""
"如果由 [param compute_pipeline] RID 指定的计算管线有效,则返回 [code]true[/"
"code],否则返回 [code]false[/code]。"
msgid ""
"Create a new local [RenderingDevice]. This is most useful for performing "
"compute operations on the GPU independently from the rest of the engine."
msgstr ""
"新建局部 [RenderingDevice]。主要用于在 GPU 上执行计算操作,独立于引擎的其他部"
"分。"
msgid ""
"Create a command buffer debug label region that can be displayed in third-"
"party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. All regions "
"must be ended with a [method draw_command_end_label] call. When viewed from "
"the linear series of submissions to a single queue, calls to [method "
"draw_command_begin_label] and [method draw_command_end_label] must be matched "
"and balanced.\n"
"The [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension must be "
"available and enabled for command buffer debug label region to work. See also "
"[method draw_command_insert_label] and [method draw_command_end_label]."
msgstr ""
"创建命令缓冲调试标签区域,能够在 [url=https://renderdoc.org/]RenderDoc[/url] "
"等第三方工具中显示。所有的区域都应该调用 [method draw_command_end_label] 结"
"束。观察单个队列的线性提交序列时,[method draw_command_begin_label] 必须有与之"
"对应的 [method draw_command_end_label]。\n"
"Vulkan 扩展 [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] 必须可用并启用,这"
"样命令缓冲调试标签区域才能正常工作。另见 [method draw_command_insert_label] "
"和 [method draw_command_end_label]。"
msgid ""
"Ends the command buffer debug label region started by a [method "
"draw_command_begin_label] call."
msgstr ""
"结束命令缓冲调试标签区域,该区域由 [method draw_command_begin_label] 调用开"
"启。"
msgid ""
"Inserts a command buffer debug label region in the current command buffer. "
"Unlike [method draw_command_begin_label], this region should not be ended "
"with a [method draw_command_end_label] call."
msgstr ""
"在当前的命令缓冲中插入命令缓冲调试标签区域。与 [method "
"draw_command_begin_label] 不同,不应该调用 [method draw_command_end_label] 来"
"结束这个区域。"
msgid ""
"Starts a list of raster drawing commands created with the [code]draw_*[/code] "
"methods. The returned value should be passed to other [code]draw_list_*[/"
"code] functions.\n"
"Multiple draw lists cannot be created at the same time; you must finish the "
"previous draw list first using [method draw_list_end].\n"
"A simple drawing operation might look like this (code is not a complete "
"example):\n"
"[codeblock]\n"
"var rd = RenderingDevice.new()\n"
"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), "
"Color(0, 0, 0, 0)]\n"
"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice."
"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice."
"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n"
"\n"
"# Draw opaque.\n"
"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n"
"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n"
"rd.draw_list_set_push_constant(draw_list, raster_push_constant, "
"raster_push_constant.size())\n"
"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n"
"# Draw wire.\n"
"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n"
"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n"
"rd.draw_list_set_push_constant(draw_list, raster_push_constant, "
"raster_push_constant.size())\n"
"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n"
"\n"
"rd.draw_list_end()\n"
"[/codeblock]"
msgstr ""
"开始由 [code]draw_*[/code] 方法创建的栅格绘图命令列表。应该将返回值传递给其他 "
"[code]draw_list_*[/code] 函数。\n"
"无法同时创建多个绘图列表;你必须先使用 [method draw_list_end] 把之前的绘图列表"
"完成。\n"
"简易的绘图操作类似于下面这样(代码不是完整的示例):\n"
"[codeblock]\n"
"var rd = RenderingDevice.new()\n"
"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), "
"Color(0, 0, 0, 0)]\n"
"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice."
"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice."
"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n"
"\n"
"# 实心绘制。\n"
"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n"
"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n"
"rd.draw_list_set_push_constant(draw_list, raster_push_constant, "
"raster_push_constant.size())\n"
"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n"
"# 线框绘制。\n"
"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n"
"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n"
"rd.draw_list_set_push_constant(draw_list, raster_push_constant, "
"raster_push_constant.size())\n"
"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n"
"\n"
"rd.draw_list_end()\n"
"[/codeblock]"
msgid ""
"High-level variant of [method draw_list_begin], with the parameters "
"automatically being adjusted for drawing onto the window specified by the "
"[param screen] ID.\n"
"[b]Note:[/b] Cannot be used with local RenderingDevices, as these don't have "
"a screen. If called on a local RenderingDevice, [method "
"draw_list_begin_for_screen] returns [constant INVALID_ID]."
msgstr ""
"[method draw_list_begin] 的高阶变体,会针对绘制到 [param screen] ID 指定的窗口"
"上自动调整参数。\n"
"[b]注意:[/b]局部 RenderingDevice 没有屏幕,所以无法使用。如果在局部 "
"RenderingDevice 上调用,[method draw_list_begin_for_screen] 会返回 [constant "
"INVALID_ID]。"
msgid ""
"Variant of [method draw_list_begin] with support for multiple splits. The "
"[param splits] parameter determines how many splits are created."
msgstr ""
"[method draw_list_begin] 的变体,支持多个拆分。[param splits] 参数决定创建多少"
"拆分。"
msgid "Binds [param index_array] to the specified [param draw_list]."
msgstr "将 [param index_array] 绑定到指定的 [param draw_list]。"
msgid "Binds [param render_pipeline] to the specified [param draw_list]."
msgstr "将 [param render_pipeline] 绑定到指定的 [param draw_list]。"
msgid ""
"Binds [param uniform_set] to the specified [param draw_list]. A [param "
"set_index] must also be specified, which is an identifier starting from "
"[code]0[/code] that must match the one expected by the draw list."
msgstr ""
"将 [param uniform_set] 绑定到指定的 [param draw_list]。还必须指定 [param "
"set_index],这是从 [code]0[/code] 开始的标识符,必须与绘制列表中所需要的相匹"
"配。"
msgid "Binds [param vertex_array] to the specified [param draw_list]."
msgstr "将 [param vertex_array] 绑定到指定的 [param draw_list]。"
msgid ""
"Removes and disables the scissor rectangle for the specified [param "
"draw_list]. See also [method draw_list_enable_scissor]."
msgstr ""
"为指定的 [param draw_list] 移除并禁用裁剪矩形。另见 [method "
"draw_list_enable_scissor]。"
msgid ""
"Submits [param draw_list] for rendering on the GPU. This is the raster "
"equivalent to [method compute_list_dispatch]."
msgstr ""
"将 [param draw_list] 提交给 GPU 渲染。相当于是栅格版本的 [method "
"compute_list_dispatch]。"
msgid ""
"Creates a scissor rectangle and enables it for the specified [param "
"draw_list]. Scissor rectangles are used for clipping by discarding fragments "
"that fall outside a specified rectangular portion of the screen. See also "
"[method draw_list_disable_scissor].\n"
"[b]Note:[/b] The specified [param rect] is automatically intersected with the "
"screen's dimensions, which means it cannot exceed the screen's dimensions."
msgstr ""
"创建裁剪矩形并为指定的 [param draw_list] 启用。裁剪矩形可以用来实现裁剪,会丢"
"弃落在屏幕上指定矩形范围之外的片段。另见 [method "
"draw_list_disable_scissor]。\n"
"[b]注意:[/b]指定的 [param rect] 会自动与屏幕尺寸求交集,也就是说裁剪矩形无法"
"超出屏幕的范围。"
msgid ""
"Finishes a list of raster drawing commands created with the [code]draw_*[/"
"code] methods."
msgstr "结束由 [code]draw_*[/code] 方法创建的栅格绘图命令列表。"
msgid ""
"Sets blend constants for the specified [param draw_list] to [param color]. "
"Blend constants are used only if the graphics pipeline is created with "
"[constant DYNAMIC_STATE_BLEND_CONSTANTS] flag set."
msgstr ""
"将指定 [param draw_list] 的混合常量设置为 [param color]。创建图形管线时设置了 "
"[constant DYNAMIC_STATE_BLEND_CONSTANTS] 标志时才会使用混合常量。"
msgid ""
"Sets the push constant data to [param buffer] for the specified [param "
"draw_list]. The shader determines how this binary data is used. The buffer's "
"size in bytes must also be specified in [param size_bytes] (this can be "
"obtained by calling the [method PackedByteArray.size] method on the passed "
"[param buffer])."
msgstr ""
"为指定的 [param draw_list] 设置 [param buffer] 的推送常量数据。如何使用这个二"
"进制数据由着色器决定。另外还必须在 [param size_bytes] 中指定缓冲的字节大小(可"
"以通过对 [param buffer] 调用 [method PackedByteArray.size] 获取)。"
msgid ""
"Switches to the next draw pass and returns the split's ID. Equivalent to "
"[method draw_list_switch_to_next_pass_split] with [code]splits[/code] set to "
"[code]1[/code]."
msgstr ""
"切换到下一个绘制阶段并返回拆分 ID。等价于调用 [method "
"draw_list_switch_to_next_pass_split] 时将 [code]splits[/code] 设为 [code]1[/"
"code]。"
msgid ""
"Switches to the next draw pass, with the number of splits allocated specified "
"in [param splits]. The return value is an array containing the ID of each "
"split. For single-split usage, see [method draw_list_switch_to_next_pass]."
msgstr ""
"切换到下一个绘制阶段,分配的拆分数在 [param splits] 中指定。返回值是一个数组,"
"包含各个拆分的 ID。如果使用的是单个拆分请参阅 [method "
"draw_list_switch_to_next_pass]。"
msgid ""
"Creates a new framebuffer. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建帧缓冲。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Creates a new empty framebuffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建空的帧缓冲。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Creates a new multipass framebuffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建多阶段帧缓冲。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Creates a new framebuffer format with the specified [param attachments] and "
"[param view_count]. Returns the new framebuffer's unique framebuffer format "
"ID.\n"
"If [param view_count] is greater than or equal to [code]2[/code], enables "
"multiview which is used for VR rendering. This requires support for the "
"Vulkan multiview extension."
msgstr ""
"新建帧缓冲格式,附件为 [param attachments]、视图数为 [param view_count]。返回"
"的是新帧缓冲的唯一帧缓冲格式 ID。\n"
"如果 [param view_count] 大于等于 [code]2[/code],则会针对 VR 渲染启用多视图。"
"要求支持 Vulkan 的多视图扩展。"
msgid ""
"Creates a new empty framebuffer format with the specified number of [param "
"samples] and returns its ID."
msgstr "新建空的帧缓冲格式并返回其 ID采样数为 [param samples]。"
msgid ""
"Creates a multipass framebuffer format with the specified [param "
"attachments], [param passes] and [param view_count] and returns its ID. If "
"[param view_count] is greater than or equal to [code]2[/code], enables "
"multiview which is used for VR rendering. This requires support for the "
"Vulkan multiview extension."
msgstr ""
"创建多阶段帧缓冲格式并返回其 ID附件为 [param attachments]、阶段数为 [param "
"passes]、视图数为 [param view_count]。如果 [param view_count] 大于等于 "
"[code]2[/code],则会针对 VR 渲染启用多视图。要求支持 Vulkan 的多视图扩展。"
msgid ""
"Returns the number of texture samples used for the given framebuffer [param "
"format] ID (returned by [method framebuffer_get_format])."
msgstr ""
"返回给定帧缓冲格式 ID [param format] 所使用的纹理采样数量(格式由 [method "
"framebuffer_get_format] 返回)。"
msgid ""
"Returns the format ID of the framebuffer specified by the [param framebuffer] "
"RID. This ID is guaranteed to be unique for the same formats and does not "
"need to be freed."
msgstr ""
"返回由帧缓冲 RID [param framebuffer] 指定的帧缓冲的格式 ID。相同格式下这个 "
"ID 一定是唯一的,不需要释放。"
msgid ""
"Returns [code]true[/code] if the framebuffer specified by the [param "
"framebuffer] RID is valid, [code]false[/code] otherwise."
msgstr ""
"返回由帧缓冲 RID [param framebuffer] 指定的帧缓冲有效,则返回 [code]true[/"
"code],否则返回 [code]false[/code]。"
msgid ""
"Tries to free an object in the RenderingDevice. To avoid memory leaks, this "
"should be called after using an object as memory management does not occur "
"automatically when using RenderingDevice directly."
msgstr ""
"尝试释放 RenderingDevice 中的某个对象。为了防止内存泄漏,对象使用完后就应该调"
"用这个方法,因为直接使用 RenderingDevice 时并不会自动进行内存管理。"
msgid ""
"Puts a [i]full[/i] memory barrier in place. This is a memory [method barrier] "
"with all flags enabled. [method full_barrier] it should only be used for "
"debugging as it can severely impact performance."
msgstr ""
"原地放置一个[i]完整[/i]的内存屏障。这是启用了所有标志的 [method barrier]。"
"[method full_barrier] 应该仅用于调试,因为对性能的影响极大。"
msgid ""
"Returns the timestamp in CPU time for the rendering step specified by [param "
"index] (in microseconds since the engine started). See also [method "
"get_captured_timestamp_gpu_time] and [method capture_timestamp]."
msgstr ""
"返回渲染步骤的 CPU 时间戳(引擎启动后经过的毫秒数),渲染步骤由 [param index] "
"指定。另见 [method get_captured_timestamp_gpu_time] 和 [method "
"capture_timestamp]。"
msgid ""
"Returns the timestamp in GPU time for the rendering step specified by [param "
"index] (in microseconds since the engine started). See also [method "
"get_captured_timestamp_cpu_time] and [method capture_timestamp]."
msgstr ""
"返回渲染步骤的 GPU 时间戳(引擎启动后经过的毫秒数),渲染步骤由 [param index] "
"指定。另见 [method get_captured_timestamp_cpu_time] 和 [method "
"capture_timestamp]。"
msgid ""
"Returns the timestamp's name for the rendering step specified by [param "
"index]. See also [method capture_timestamp]."
msgstr ""
"返回渲染步骤的时间戳的名称,渲染步骤由 [param index] 指定。另见 [method "
"capture_timestamp]。"
msgid ""
"Returns the total number of timestamps (rendering steps) available for "
"profiling."
msgstr "返回能够进行性能分析的时间戳(渲染步骤)总数。"
msgid ""
"Returns the index of the last frame rendered that has rendering timestamps "
"available for querying."
msgstr "返回能够进行渲染时间戳查询的最后一个渲染帧的索引。"
msgid ""
"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\"). "
"Equivalent to [method RenderingServer.get_video_adapter_name]. See also "
"[method get_device_vendor_name]."
msgstr ""
"返回视频适配器的名称(例如 \"GeForce GTX 1080/PCIe/SSE2\")。等价于 [method "
"RenderingServer.get_video_adapter_name]。另见 [method "
"get_device_vendor_name]。"
msgid ""
"Returns the universally unique identifier for the pipeline cache. This is "
"used to cache shader files on disk, which avoids shader recompilations on "
"subsequent engine runs. This UUID varies depending on the graphics card "
"model, but also the driver version. Therefore, updating graphics drivers will "
"invalidate the shader cache."
msgstr ""
"返回管线缓存的通用唯一标识符。用于将着色器文件缓存到磁盘,避免后续运行引擎时进"
"行着色器的重新编译。这个 UUID 会根据显卡型号以及驱动版本的不同而不同。因此,更"
"新图形驱动会使着色器缓存失效。"
msgid ""
"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\"). "
"Equivalent to [method RenderingServer.get_video_adapter_vendor]. See also "
"[method get_device_name]."
msgstr ""
"返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。等价于 [method "
"RenderingServer.get_video_adapter_vendor]。另见 [method get_device_name]。"
msgid ""
"Returns the unique identifier of the driver [param resource] for the "
"specified [param rid]. Some driver resource types ignore the specified [param "
"rid] (see [enum DriverResource] descriptions). [param index] is always "
"ignored but must be specified anyway."
msgstr ""
"返回指定 [param rid] 的驱动资源 [param resource] 的唯一标识符。部分驱动资源类"
"型会忽略指定的 [param rid](说明见 [enum DriverResource])。[param index] 始终"
"会被忽略,但仍然必须指定。"
msgid ""
"Returns the frame count kept by the graphics API. Higher values result in "
"higher input lag, but with more consistent throughput. For the main "
"[RenderingDevice], frames are cycled (usually 3 with triple-buffered V-Sync "
"enabled). However, local [RenderingDevice]s only have 1 frame."
msgstr ""
"返回图形 API 所记录的帧数。值越高输入延迟就越高,但吞吐量也更一致。对于主 "
"[RenderingDevice] 而言,帧会进行循环(启用三缓冲垂直同步时通常为 3。但是局"
"部 [RenderingDevice] 只有 1 帧。"
msgid ""
"Returns the memory usage in bytes corresponding to the given [param type]. "
"When using Vulkan, these statistics are calculated by [url=https://github.com/"
"GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator]Vulkan Memory Allocator[/url]."
msgstr ""
"返回与类型 [param type] 对应的内存用量,单位为字节。使用 Vulkan 时,会通过 "
"[url=https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator]Vulkan "
"Memory Allocator[/url] 计算这些统计信息。"
msgid ""
"Creates a new index array. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建索引数组。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Creates a new index buffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建索引缓冲。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Returns the value of the specified [param limit]. This limit varies depending "
"on the current graphics hardware (and sometimes the driver version). If the "
"given limit is exceeded, rendering errors will occur.\n"
"Limits for various graphics hardware can be found in the [url=https://vulkan."
"gpuinfo.org/]Vulkan Hardware Database[/url]."
msgstr ""
"返回指定 [param limit] 的值。这个极限值取决于当前的图形硬件(有时也和驱动版本"
"有关)。如果超出了给定的极限,则会发生渲染错误。\n"
"各种图形硬件的极限可以在 [url=https://vulkan.gpuinfo.org/]Vulkan 硬件数据库[/"
"url]中找到。"
msgid ""
"Creates a new render pipeline. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建渲染管线。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Returns [code]true[/code] if the render pipeline specified by the [param "
"render_pipeline] RID is valid, [code]false[/code] otherwise."
msgstr ""
"如果由 [param render_pipeline] RID 指定的渲染管线有效则返回 [code]true[/"
"code],否则返回 [code]false[/code]。"
msgid ""
"Creates a new sampler. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建采样器。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Returns [code]true[/code] if implementation supports using a texture of "
"[param format] with the given [param sampler_filter]."
msgstr ""
"如果实现支持使用格式为 [param format] 和 [param sampler_filter] 采样过滤的纹"
"理,则返回 [code]true[/code]。"
msgid ""
"Returns the screen's framebuffer format.\n"
"[b]Note:[/b] Only the main [RenderingDevice] returned by [method "
"RenderingServer.get_rendering_device] has a format. If called on a local "
"[RenderingDevice], this method prints an error and returns [constant "
"INVALID_ID]."
msgstr ""
"返回屏幕帧缓冲的格式。\n"
"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 "
"[RenderingDevice] 有格式。对局部 [RenderingDevice] 调用时,这个方法会输出错误"
"并返回 [constant INVALID_ID]。"
msgid ""
"Returns the window height matching the graphics API context for the given "
"window ID (in pixels). Despite the parameter being named [param screen], this "
"returns the [i]window[/i] size. See also [method screen_get_width].\n"
"[b]Note:[/b] Only the main [RenderingDevice] returned by [method "
"RenderingServer.get_rendering_device] has a height. If called on a local "
"[RenderingDevice], this method prints an error and returns [constant "
"INVALID_ID]."
msgstr ""
"返回与给定窗口 ID 图形 API 上下文相匹配的窗口高度(单位为像素)。虽然参数的名"
"字叫 [param screen],但返回的是[i]窗口[/i]的大小。另见 [method "
"screen_get_width]。\n"
"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 "
"[RenderingDevice] 有高度。如果对局部 [RenderingDevice] 调用,则会输出错误并返"
"回 [constant INVALID_ID]。"
msgid ""
"Returns the window width matching the graphics API context for the given "
"window ID (in pixels). Despite the parameter being named [param screen], this "
"returns the [i]window[/i] size. See also [method screen_get_height].\n"
"[b]Note:[/b] Only the main [RenderingDevice] returned by [method "
"RenderingServer.get_rendering_device] has a width. If called on a local "
"[RenderingDevice], this method prints an error and returns [constant "
"INVALID_ID]."
msgstr ""
"返回与给定窗口 ID 图形 API 上下文相匹配的窗口宽度(单位为像素)。虽然参数的名"
"字叫 [param screen],但返回的是[i]窗口[/i]的大小。另见 [method "
"screen_get_height]。\n"
"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 "
"[RenderingDevice] 有宽度。如果对局部 [RenderingDevice] 调用,则会输出错误并返"
"回 [constant INVALID_ID]。"
msgid ""
"Sets the resource name for [param id] to [param name]. This is used for "
"debugging with third-party tools such as [url=https://renderdoc."
"org/]RenderDoc[/url].\n"
"The following types of resources can be named: texture, sampler, vertex "
"buffer, index buffer, uniform buffer, texture buffer, storage buffer, uniform "
"set buffer, shader, render pipeline and compute pipeline. Framebuffers cannot "
"be named. Attempting to name an incompatible resource type will print an "
"error.\n"
"[b]Note:[/b] Resource names are only set when the engine runs in verbose mode "
"([method OS.is_stdout_verbose] = [code]true[/code]), or when using an engine "
"build compiled with the [code]dev_mode=yes[/code] SCons option. The graphics "
"driver must also support the [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] "
"Vulkan extension for named resources to work."
msgstr ""
"将 ID 为 [param id] 的资源名称设置为 [param name]。用于使用 [url=https://"
"renderdoc.org/]RenderDoc[/url] 等第三方工具进行调试。\n"
"可以为以下类型的资源命名纹理、采样器、顶点缓冲、索引缓冲、uniform 缓冲、纹理"
"缓冲、存储缓冲、uniform 集缓冲、着色器、渲染管线、计算管线。无法为帧缓冲命名。"
"尝试为不兼容的资源类型命名会输出错误。\n"
"[b]注意:[/b]引擎以详细模式运行时([method OS.is_stdout_verbose] = "
"[code]true[/code]),或者使用 [code]dev_mode=yes[/code] SCons 选项编译引擎构建"
"时,才会设置资源的名称。图形驱动也必须支持 Vulkan 扩展 "
"[code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] 具名资源才能正常工作。"
msgid ""
"Compiles a binary shader from [param spirv_data] and returns the compiled "
"binary data as a [PackedByteArray]. This compiled shader is specific to the "
"GPU model and driver version used; it will not work on different GPU models "
"or even different driver versions. See also [method "
"shader_compile_spirv_from_source].\n"
"[param name] is an optional human-readable name that can be given to the "
"compiled shader for organizational purposes."
msgstr ""
"从 [param spirv_data] 编译二进制着色器,并将编译得到的二进制数据以 "
"[PackedByteArray] 的形式返回。编译后的着色器与所使用的 GPU 型号和驱动版本对"
"应;无法在不同的 GPU 型号甚至不同的驱动版本上正常工作。另见 [method "
"shader_compile_spirv_from_source]。\n"
"[param name] 是可选的人类可读名称,会给予编译后的着色器,方便组织。"
msgid ""
"Compiles a SPIR-V from the shader source code in [param shader_source] and "
"returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader is "
"portable across different GPU models and driver versions, but cannot be run "
"directly by GPUs until compiled into a binary shader using [method "
"shader_compile_binary_from_spirv].\n"
"If [param allow_cache] is [code]true[/code], make use of the shader cache "
"generated by Godot. This avoids a potentially lengthy shader compilation step "
"if the shader is already in cache. If [param allow_cache] is [code]false[/"
"code], Godot's shader cache is ignored and the shader will always be "
"recompiled."
msgstr ""
"将 [param shader_source] 中的着色器源代码编译为 [RDShaderSPIRV] 形式的 SPIR-"
"V。这种中间语言的着色器可以在不同 GPU 型号和驱动版本之间移植,但无法直接在 "
"GPU 上运行,需要先使用 [method shader_compile_binary_from_spirv] 编译为二进制"
"着色器。\n"
"如果 [param allow_cache] 为 [code]true[/code],则会使用 Godot 生成的着色器缓"
"存。如果着色器已经在缓存中,这样就可能避免冗长的着色器编译步骤。[param "
"allow_cache] 为 [code]false[/code],则会忽略 Godot 的着色器缓存,始终重新编译"
"着色器。"
msgid ""
"Creates a new shader instance from a binary compiled shader. It can be "
"accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method. See also [method "
"shader_compile_binary_from_spirv] and [method shader_create_from_spirv]."
msgstr ""
"根据二进制的已编译着色器创建新的着色器实例。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingDevice 的 [method free_rid] 方法进行释放。另"
"见 [method shader_compile_binary_from_spirv] 和 [method "
"shader_create_from_spirv]。"
msgid ""
"Creates a new shader instance from SPIR-V intermediate code. It can be "
"accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method. See also [method "
"shader_compile_spirv_from_source] and [method shader_create_from_bytecode]."
msgstr ""
"根据 SPIR-V 中间代码创建新的着色器实例。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingDevice 的 [method free_rid] 方法进行释放。另"
"见 [method shader_compile_spirv_from_source] 和 [method "
"shader_create_from_bytecode]。"
msgid ""
"Create a placeholder RID by allocating an RID without initializing it for use "
"in [method shader_create_from_bytecode]. This allows you to create an RID for "
"a shader and pass it around, but defer compiling the shader to a later time."
msgstr ""
"通过分配 RID 来创建占位符 RID而不对其进行初始化以供在 [method "
"shader_create_from_bytecode] 中使用。这允许你为着色器创建 RID 并传递它,但将着"
"色器的编译推迟到以后的时间。"
msgid ""
"Returns the internal vertex input mask. Internally, the vertex input mask is "
"an unsigned integer consisting of the locations (specified in GLSL via. "
"[code]layout(location = ...)[/code]) of the input variables (specified in "
"GLSL by the [code]in[/code] keyword)."
msgstr ""
"返回内部顶点输入掩码。在内部,顶点输入掩码是一个无符号整数,由输入变量(在 "
"GLSL 中通过 [code]in[/code] 关键字指定)的位置(在 GLSL 中通过 "
"[code]layout(location = ...)[/code] 指定)组成。"
msgid ""
"Creates a [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]storage "
"buffer[/url] with the specified [param data] and [param usage]. It can be "
"accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"创建带有指定数据 [param data] 用法为 [param usage] 的[url=https://vkguide.dev/"
"docs/chapter-4/storage_buffers/]存储缓冲[/url]。可以通过返回的 RID 进行访"
"问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Pushes the frame setup and draw command buffers then marks the local device "
"as currently processing (which allows calling [method sync]).\n"
"[b]Note:[/b] Only available in local RenderingDevices."
msgstr ""
"推送帧设置与绘图命令缓冲,然后将局部设备标记为当前正在处理(这样就能够调用 "
"[method sync])。\n"
"[b]注意:[/b]仅在局部 RenderingDevice 上可用。"
msgid ""
"Forces a synchronization between the CPU and GPU, which may be required in "
"certain cases. Only call this when needed, as CPU-GPU synchronization has a "
"performance cost.\n"
"[b]Note:[/b] Only available in local RenderingDevices.\n"
"[b]Note:[/b] [method sync] can only be called after a [method submit]."
msgstr ""
"让 CPU 与 GPU 进行强制同步,部分场合可能需要进行这样的操作。请只在需要时调用,"
"因为 CPU 与 GPU 的同步存在性能开销。\n"
"[b]注意:[/b]仅在局部 RenderingDevice 上可用。\n"
"[b]注意:[/b]只能在 [method submit] 后调用 [method sync]。"
msgid ""
"Creates a new texture buffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建纹理缓冲。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Clears the specified [param texture] by replacing all of its pixels with the "
"specified [param color]. [param base_mipmap] and [param mipmap_count] "
"determine which mipmaps of the texture are affected by this clear operation, "
"while [param base_layer] and [param layer_count] determine which layers of a "
"3D texture (or texture array) are affected by this clear operation. For 2D "
"textures (which only have one layer by design), [param base_layer] must be "
"[code]0[/code] and [param layer_count] must be [code]1[/code].\n"
"[b]Note:[/b] [param texture] can't be cleared while a draw list that uses it "
"as part of a framebuffer is being created. Ensure the draw list is finalized "
"(and that the color/depth texture using it is not set to [constant "
"FINAL_ACTION_CONTINUE]) to clear this texture."
msgstr ""
"将指定的 [param texture] 清屏,将所有像素替换为指定的颜色 [param color]。"
"[param base_mipmap] 和 [param mipmap_count] 决定该清屏操作影响纹理的哪些 "
"mipmap而 [param base_layer] 和 [param layer_count] 决定该清屏操作影响 3D 纹"
"理(或纹理数组)的哪几层。如果是 2D 纹理(本来就只有一层),则 [param "
"base_layer] 必须为 [code]0[/code][param layer_count] 必须为 [code]1[/"
"code]。\n"
"[b]注意:[/b]如果使用 [param texture] 的绘图列表是创建的帧缓冲的一部分,则该纹"
"理不能被清屏。确保绘图列表释放后(并且使用它的颜色和深度纹理没有被设为 "
"[constant FINAL_ACTION_CONTINUE])才能对该纹理做清屏操作。"
msgid ""
"Copies the [param from_texture] to [param to_texture] with the specified "
"[param from_pos], [param to_pos] and [param size] coordinates. The Z axis of "
"the [param from_pos], [param to_pos] and [param size] must be [code]0[/code] "
"for 2-dimensional textures. Source and destination mipmaps/layers must also "
"be specified, with these parameters being [code]0[/code] for textures without "
"mipmaps or single-layer textures. Returns [constant @GlobalScope.OK] if the "
"texture copy was successful or [constant @GlobalScope.ERR_INVALID_PARAMETER] "
"otherwise.\n"
"[b]Note:[/b] [param from_texture] texture can't be copied while a draw list "
"that uses it as part of a framebuffer is being created. Ensure the draw list "
"is finalized (and that the color/depth texture using it is not set to "
"[constant FINAL_ACTION_CONTINUE]) to copy this texture.\n"
"[b]Note:[/b] [param from_texture] texture requires the [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved.\n"
"[b]Note:[/b] [param to_texture] can't be copied while a draw list that uses "
"it as part of a framebuffer is being created. Ensure the draw list is "
"finalized (and that the color/depth texture using it is not set to [constant "
"FINAL_ACTION_CONTINUE]) to copy this texture.\n"
"[b]Note:[/b] [param to_texture] requires the [constant "
"TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved.\n"
"[b]Note:[/b] [param from_texture] and [param to_texture] must be of the same "
"type (color or depth)."
msgstr ""
"将 [param from_texture] 复制到 [param to_texture],使用指定的 [param "
"from_pos]、[param to_pos] 和 [param size] 坐标。对于二维纹理,[param "
"from_pos]、[param to_pos] 和 [param size] 的 Z 轴必须为 [code]0[/code]。来源和"
"目标的 mipmap/图层也必须指定,对于没有 mipmap 或单层纹理的情况,这些参数应为 "
"[code]0[/code]。如果纹理复制成功,则返回 [constant @GlobalScope.OK],否则返回 "
"[constant @GlobalScope.ERR_INVALID_PARAMETER]。\n"
"[b]注意:[/b]如果使用 [param from_texture] 纹理的绘图列表是创建的帧缓冲的一部"
"分,则无法复制。请确保绘图列表已经完成(并且使用它的颜色/深度纹理没有设置为 "
"[constant FINAL_ACTION_CONTINUE]),然后再复制纹理。\n"
"[b]注意:[/b][param from_texture] 纹理需要获取 [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT]。\n"
"[b]注意:[/b]如果使用 [param to_texture] 纹理的绘图列表是创建的帧缓冲的一部"
"分,则无法复制。请确保绘图列表已经完成(并且使用它的颜色/深度纹理没有设置为 "
"[constant FINAL_ACTION_CONTINUE]),然后再复制纹理。\n"
"[b]注意:[/b][param to_texture] 纹理需要获取 [constant "
"TEXTURE_USAGE_CAN_COPY_TO_BIT]。\n"
"[b]注意:[/b][param from_texture] 和 [param to_texture] 的类型必须相同(颜色或"
"深度)。"
msgid ""
"Creates a new texture. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method.\n"
"[b]Note:[/b] Not to be confused with [method RenderingServer."
"texture_2d_create], which creates the Godot-specific [Texture2D] resource as "
"opposed to the graphics API's own texture type."
msgstr ""
"新建纹理。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]请勿与 [method RenderingServer.texture_2d_create] 混淆,后者创建"
"的是 Godot 专属的 [Texture2D] 资源,不是图形 API 自己的纹理类型。"
msgid ""
"Returns an RID for an existing [param image] ([code]VkImage[/code]) with the "
"given [param type], [param format], [param samples], [param usage_flags], "
"[param width], [param height], [param depth], and [param layers]. This can be "
"used to allow Godot to render onto foreign images."
msgstr ""
"使用给定的 [param type]、[param format]、[param samples]、[param "
"usage_flags]、[param width]、[param height]、[param depth]、和 [param layers] "
"返回已有 [param image][code]VkImage[/code])的 RID。这可被用于允许 Godot 渲"
"染到外部图像上。"
msgid ""
"Creates a shared texture using the specified [param view] and the texture "
"information from [param with_texture]."
msgstr ""
"使用指定的 [param view] 和 [param with_texture] 中的纹理信息创建共享纹理。"
msgid ""
"Creates a shared texture using the specified [param view] and the texture "
"information from [param with_texture]'s [param layer] and [param mipmap]. The "
"number of included mipmaps from the original texture can be controlled using "
"the [param mipmaps] parameter. Only relevant for textures with multiple "
"layers, such as 3D textures, texture arrays and cubemaps. For single-layer "
"textures, use [method texture_create_shared]\n"
"For 2D textures (which only have one layer), [param layer] must be [code]0[/"
"code].\n"
"[b]Note:[/b] Layer slicing is only supported for 2D texture arrays, not 3D "
"textures or cubemaps."
msgstr ""
"使用指定的 [param view] 和 [param with_texture] 的 [param layer] 和 [param "
"mipmap] 中的纹理信息创建共享纹理。可以使用 [param mipmaps] 参数控制从原始纹理"
"中包含的 mipmap 数量。仅适用于 3D 纹理、纹理数组、立方体贴图等多层纹理。单层纹"
"理请使用 [method texture_create_shared]。\n"
"对于 2D 纹理(仅有一个图层),[param layer] 必须为 [code]0[/code]。\n"
"[b]注意:[/b]图层切片仅支持 2D 纹理数组,不支持 3D 纹理或立方体贴图。"
msgid ""
"Returns the [param texture] data for the specified [param layer] as raw "
"binary data. For 2D textures (which only have one layer), [param layer] must "
"be [code]0[/code].\n"
"[b]Note:[/b] [param texture] can't be retrieved while a draw list that uses "
"it as part of a framebuffer is being created. Ensure the draw list is "
"finalized (and that the color/depth texture using it is not set to [constant "
"FINAL_ACTION_CONTINUE]) to retrieve this texture. Otherwise, an error is "
"printed and a empty [PackedByteArray] is returned.\n"
"[b]Note:[/b] [param texture] requires the [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved. Otherwise, an error is "
"printed and a empty [PackedByteArray] is returned."
msgstr ""
"将纹理 [param texture] 中指定层 [param layer] 的纹理数据以原始二进制数据的形式"
"返回。2D 纹理(只有一层)的 [param layer] 必须为 [code]0[/code]。\n"
"[b]注意:[/b]如果使用 [param texture] 纹理的绘图列表是创建的帧缓冲的一部分,则"
"无法获取。请确保绘图列表已经完成(并且使用它的颜色/深度纹理没有设置为 "
"[constant FINAL_ACTION_CONTINUE]),然后获取纹理。否则会输出错误并返回空的 "
"[PackedByteArray]。\n"
"[b]注意:[/b][param texture] 纹理需要获取 [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT]。否则会输出错误并返回空的 [PackedByteArray]。"
msgid "Returns the data format used to create this texture."
msgstr "返回用于创建该纹理的数据格式。"
msgid ""
"Returns the internal graphics handle for this texture object. For use when "
"communicating with third-party APIs mostly with GDExtension.\n"
"[b]Note:[/b] This function returns a [code]uint64_t[/code] which internally "
"maps to a [code]GLuint[/code] (OpenGL) or [code]VkImage[/code] (Vulkan)."
msgstr ""
"返回该纹理对象的内部图形句柄。主要用于 GDExtension 与第三方 API 通讯。\n"
"[b]注意:[/b]这个函数返回的是 [code]uint64_t[/code],内部映射到 [code]GLuint[/"
"code]OpenGL或 [code]VkImage[/code]Vulkan。"
msgid ""
"Returns [code]true[/code] if the specified [param format] is supported for "
"the given [param usage_flags], [code]false[/code] otherwise."
msgstr ""
"如果指定的格式 [param format] 支持给定的用途标志 [param usage_flags],则返回 "
"[code]true[/code],否则返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the [param texture] is shared, [code]false[/"
"code] otherwise. See [RDTextureView]."
msgstr ""
"如果 [param texture] 是共享纹理,则返回 [code]true[/code],否则返回 "
"[code]false[/code]。见 [RDTextureView]。"
msgid ""
"Returns [code]true[/code] if the [param texture] is valid, [code]false[/code] "
"otherwise."
msgstr ""
"如果 [param texture] 有效,则返回 [code]true[/code],否则返回 [code]false[/"
"code]。"
msgid ""
"Resolves the [param from_texture] texture onto [param to_texture] with "
"multisample antialiasing enabled. This must be used when rendering a "
"framebuffer for MSAA to work. Returns [constant @GlobalScope.OK] if "
"successful, [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise.\n"
"[b]Note:[/b] [param from_texture] and [param to_texture] textures must have "
"the same dimension, format and type (color or depth).\n"
"[b]Note:[/b] [param from_texture] can't be copied while a draw list that uses "
"it as part of a framebuffer is being created. Ensure the draw list is "
"finalized (and that the color/depth texture using it is not set to [constant "
"FINAL_ACTION_CONTINUE]) to resolve this texture.\n"
"[b]Note:[/b] [param from_texture] requires the [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved.\n"
"[b]Note:[/b] [param from_texture] must be multisampled and must also be 2D "
"(or a slice of a 3D/cubemap texture).\n"
"[b]Note:[/b] [param to_texture] can't be copied while a draw list that uses "
"it as part of a framebuffer is being created. Ensure the draw list is "
"finalized (and that the color/depth texture using it is not set to [constant "
"FINAL_ACTION_CONTINUE]) to resolve this texture.\n"
"[b]Note:[/b] [param to_texture] texture requires the [constant "
"TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved.\n"
"[b]Note:[/b] [param to_texture] texture must [b]not[/b] be multisampled and "
"must also be 2D (or a slice of a 3D/cubemap texture)."
msgstr ""
"启用多重采样抗锯齿,将 [param from_texture] 纹理溶解至 [param to_texture]。启"
"用后才能够正常渲染 MSAA 帧缓冲。成功时返回 [constant @GlobalScope.OK],否则返"
"回 [constant @GlobalScope.ERR_INVALID_PARAMETER]。\n"
"[b]注意:[/b][param from_texture] 和 [param to_texture] 的尺寸、格式、类型(颜"
"色或深度)都必须相同。\n"
"[b]注意:[/b]如果使用 [param from_texture] 纹理的绘图列表是创建的帧缓冲的一部"
"分,则无法复制。请确保绘图列表已经完成(并且使用它的颜色/深度纹理没有设置为 "
"[constant FINAL_ACTION_CONTINUE]),然后再复制纹理。\n"
"[b]注意:[/b][param from_texture] 纹理需要获取 [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT]。\n"
"[b]注意:[/b][param from_texture] 纹理必须为多重采样,并且必须为 2D 纹理(或者"
"是 3D/立方体贴图纹理的切片)。\n"
"[b]注意:[/b]如果使用 [param to_texture] 纹理的绘图列表是创建的帧缓冲的一部"
"分,则无法复制。请确保绘图列表已经完成(并且使用它的颜色/深度纹理没有设置为 "
"[constant FINAL_ACTION_CONTINUE]),然后再溶解纹理。\n"
"[b]注意:[/b][param to_texture] 纹理需要获取 [constant "
"TEXTURE_USAGE_CAN_COPY_TO_BIT]。\n"
"[b]注意:[/b][param from_texture] 纹理必须[b]不能[/b]是多重采样,并且必须为 "
"2D 纹理(或者是 3D/立方体贴图纹理的切片)。"
msgid ""
"Updates texture data with new data, replacing the previous data in place. The "
"updated texture data must have the same dimensions and format. For 2D "
"textures (which only have one layer), [param layer] must be [code]0[/code]. "
"Returns [constant @GlobalScope.OK] if the update was successful, [constant "
"@GlobalScope.ERR_INVALID_PARAMETER] otherwise.\n"
"[b]Note:[/b] Updating textures is forbidden during creation of a draw or "
"compute list.\n"
"[b]Note:[/b] The existing [param texture] can't be updated while a draw list "
"that uses it as part of a framebuffer is being created. Ensure the draw list "
"is finalized (and that the color/depth texture using it is not set to "
"[constant FINAL_ACTION_CONTINUE]) to update this texture.\n"
"[b]Note:[/b] The existing [param texture] requires the [constant "
"TEXTURE_USAGE_CAN_UPDATE_BIT] to be updatable."
msgstr ""
"使用新的数据更新纹理数据,会原地替换之前的数据。更新后的纹理数据必须和原有尺"
"寸、格式一致。2D 纹理(只有一层)的 [param layer] 必须为 [code]0[/code]。如果"
"更新成功则返回 [constant @GlobalScope.OK],否则返回 [constant @GlobalScope."
"ERR_INVALID_PARAMETER]。\n"
"[b]注意:[/b]精致在创建绘图列表或计算列表时更新纹理。\n"
"[b]注意:[/b]如果使用 [param texture] 纹理的绘图列表是创建的帧缓冲的一部分,则"
"无法更新。请确保绘图列表已经完成(并且使用它的颜色/深度纹理没有设置为 "
"[constant FINAL_ACTION_CONTINUE]),然后再更新纹理。\n"
"[b]注意:[/b][param texture] 纹理需要获取 [constant "
"TEXTURE_USAGE_CAN_UPDATE_BIT]。"
msgid ""
"Creates a new uniform buffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建 uniform 缓冲。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingDevice 的 [method free_rid] 方法进行释放。"
msgid ""
"Creates a new uniform set. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建 uniform 集。可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingDevice 的 [method free_rid] 方法进行释放。"
msgid "Checks if the [param uniform_set] is valid, i.e. is owned."
msgstr "检查 [param uniform_set] 是否有效,即是否有归属。"
msgid ""
"Creates a vertex array based on the specified buffers. Optionally, [param "
"offsets] (in bytes) may be defined for each buffer."
msgstr ""
"根据给定的缓冲区创建顶点数组。还可以为各个缓冲区定义偏移量 [param offsets](单"
"位为字节)。"
msgid ""
"It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"可以通过返回的 RID 进行访问。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Creates a new vertex format with the specified [param vertex_descriptions]. "
"Returns a unique vertex format ID corresponding to the newly created vertex "
"format."
msgstr ""
"新建顶点描述为 [param vertex_descriptions] 的顶点格式。返回与新建顶点格式对应"
"的唯一格式 ID。"
msgid ""
"Rendering device type does not match any of the other enum values or is "
"unknown."
msgstr "渲染设备的类型与其他枚举值均不匹配,或者未知。"
msgid ""
"Rendering device is an integrated GPU, which is typically [i](but not always)"
"[/i] slower than dedicated GPUs ([constant DEVICE_TYPE_DISCRETE_GPU]). On "
"Android and iOS, the rendering device type is always considered to be "
"[constant DEVICE_TYPE_INTEGRATED_GPU]."
msgstr ""
"渲染设备为集成 GPU通常[i](但不一定)[/i]比独立 GPU[constant "
"DEVICE_TYPE_DISCRETE_GPU])要慢。在 Android 和 iOS 上,渲染设备的类型始终为 "
"[constant DEVICE_TYPE_INTEGRATED_GPU]。"
msgid ""
"Rendering device is a dedicated GPU, which is typically [i](but not always)[/"
"i] faster than integrated GPUs ([constant DEVICE_TYPE_INTEGRATED_GPU])."
msgstr ""
"渲染设备为独立 GPU通常[i](但不一定)[/i]比集成 GPU[constant "
"DEVICE_TYPE_INTEGRATED_GPU])要快。"
msgid ""
"Rendering device is an emulated GPU in a virtual environment. This is "
"typically much slower than the host GPU, which means the expected performance "
"level on a dedicated GPU will be roughly equivalent to [constant "
"DEVICE_TYPE_INTEGRATED_GPU]. Virtual machine GPU passthrough (such as VFIO) "
"will not report the device type as [constant DEVICE_TYPE_VIRTUAL_GPU]. "
"Instead, the host GPU's device type will be reported as if the GPU was not "
"emulated."
msgstr ""
"渲染设备为虚拟环境中的模拟 GPU。通常比主机 GPU 要慢很多,这意味着独立 GPU 的预"
"期性能等级大概与 [constant DEVICE_TYPE_INTEGRATED_GPU] 等价。使用虚拟机 GPU 穿"
"透(例如 VFIO设备类型不会被汇报为 [constant DEVICE_TYPE_VIRTUAL_GPU]。而"
"是会汇报主机 GPU 的设备类型,就好像使用的不是模拟 GPU 一样。"
msgid ""
"Rendering device is provided by software emulation (such as Lavapipe or "
"[url=https://github.com/google/swiftshader]SwiftShader[/url]). This is the "
"slowest kind of rendering device available; it's typically much slower than "
"[constant DEVICE_TYPE_INTEGRATED_GPU]."
msgstr ""
"渲染设备由软件模拟提供(例如 Lavapipe 或 [url=https://github.com/google/"
"swiftshader]SwiftShader[/url])。这是可用的渲染设备中最慢的一种;通常比 "
"[constant DEVICE_TYPE_INTEGRATED_GPU] 要慢很多。"
msgid "Represents the size of the [enum DeviceType] enum."
msgstr "代表 [enum DeviceType] 枚举的大小。"
msgid ""
"Vulkan device driver resource. This is a \"global\" resource and ignores the "
"RID passed in"
msgstr "Vulkan 设备驱动资源。这是一种“全局”资源,会忽略传入的 RID"
msgid "Physical device (graphics card) driver resource."
msgstr "物理设备(显卡)驱动资源。"
msgid "Vulkan instance driver resource."
msgstr "Vulkan 实例驱动资源。"
msgid "Vulkan queue driver resource."
msgstr "Vulkan 队列驱动资源。"
msgid "Vulkan queue family index driver resource."
msgstr "Vulkan 队列族索引驱动资源。"
msgid "Vulkan image driver resource."
msgstr "Vulkan 图像驱动资源。"
msgid "Vulkan image view driver resource."
msgstr "Vulkan 图像查看驱动资源。"
msgid "Vulkan image native texture format driver resource."
msgstr "Vulkan 图像原生纹理格式驱动资源。"
msgid "Vulkan sampler driver resource."
msgstr "Vulkan 采样器驱动资源。"
msgid ""
"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]descriptor set[/"
"url] driver resource."
msgstr ""
"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]描述符集[/url]驱动"
"资源。"
msgid "Vulkan buffer driver resource."
msgstr "Vulkan 缓冲驱动资源。"
msgid "Vulkan compute pipeline driver resource."
msgstr "Vulkan 计算管线驱动资源。"
msgid "Vulkan render pipeline driver resource."
msgstr "Vulkan 渲染管线驱动资源。"
msgid ""
"4-bit-per-channel red/green channel data format, packed into 8 bits. Values "
"are in the [code][0.0, 1.0][/code] range.\n"
"[b]Note:[/b] More information on all data formats can be found on the "
"[url=https://registry.khronos.org/vulkan/specs/1.1/html/vkspec."
"html#_identification_of_formats]Identification of formats[/url] section of "
"the Vulkan specification, as well as the [url=https://registry.khronos.org/"
"vulkan/specs/1.3-extensions/man/html/VkFormat.html]VkFormat[/url] enum."
msgstr ""
"每通道 4 位的红、绿通道数据格式,紧缩在 8 个比特位中。取值均在 [code][0.0, "
"1.0][/code] 的范围内。\n"
"[b]注意:[/b]所有数据格式的更多信息可以在 Vulkan 规格说明的 [url=https://"
"registry.khronos.org/vulkan/specs/1.1/html/vkspec."
"html#_identification_of_formats]Identification of formats[/url] 章节和 "
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/"
"VkFormat.html]VkFormat[/url] 枚举中找到。"
msgid ""
"4-bit-per-channel red/green/blue/alpha channel data format, packed into 16 "
"bits. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 4 位的红、绿、蓝、Alpha 通道数据格式,紧缩在 16 个比特位中。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。"
msgid ""
"4-bit-per-channel blue/green/red/alpha channel data format, packed into 16 "
"bits. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 4 位的蓝、绿、红、Alpha 通道数据格式,紧缩在 16 个比特位中。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。"
msgid ""
"Red/green/blue channel data format with 5 bits of red, 6 bits of green and 5 "
"bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] "
"range."
msgstr ""
"红、绿、蓝通道数据格式,红占 5 位、绿占 6 位、蓝占 5 位,紧缩在 16 个比特位"
"中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"Blue/green/red channel data format with 5 bits of blue, 6 bits of green and 5 "
"bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] "
"range."
msgstr ""
"蓝、绿、红通道数据格式,蓝占 5 位、绿占 6 位、红占 5 位,紧缩在 16 个比特位"
"中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of green, "
"5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"红、绿、蓝、Alpha 通道数据格式,红占 5 位、绿占 6 位、蓝占 5 位、Alpha 占 1 "
"位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"Blue/green/red/alpha channel data format with 5 bits of blue, 6 bits of "
"green, 5 bits of red and 1 bit of alpha, packed into 16 bits. Values are in "
"the [code][0.0, 1.0][/code] range."
msgstr ""
"蓝、绿、红、Alpha 通道数据格式,蓝占 5 位、绿占 6 位、红占 5 位、Alpha 占 1 "
"位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"Alpha/red/green/blue channel data format with 1 bit of alpha, 5 bits of red, "
"6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"Alpha、红、绿、蓝通道数据格式Alpha 占 1 位、红占 5 位、绿占 6 位、蓝占 5 "
"位,紧缩在 16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红通道数据格式,使用归一化的值。取值均在 [code][0.0, "
"1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point red channel data format with "
"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]"
"[-1.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red channel data format with scaled "
"value (value is converted from integer to float). Values are in the [code]"
"[0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点"
"数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point red channel data format with scaled "
"value (value is converted from integer to float). Values are in the [code]"
"[-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点"
"数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned integer red channel data format. Values are in the "
"[code][0, 255][/code] range."
msgstr ""
"每通道 8 位的无符号整数红通道数据格式。取值均在 [code][0, 255][/code] 的范围"
"内。"
msgid ""
"8-bit-per-channel signed integer red channel data format. Values are in the "
"[code][-127, 127][/code] range."
msgstr ""
"每通道 8 位的带符号整数红通道数据格式。取值均在 [code][-127, 127][/code] 的范"
"围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红通道数据格式,使用归一化的值、非线性 sRGB 编码。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]"
"[0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point red/green channel data format with "
"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]"
"[-1.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮"
"点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point red/green channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮"
"点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned integer red/green channel data format. Values are "
"in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 255][/code] 的范"
"围内。"
msgid ""
"8-bit-per-channel signed integer red/green channel data format. Values are in "
"the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位的带符号整数红、绿通道数据格式。取值均在 [code][-127, 127][/code] "
"的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红、绿通道数据格式,使用归一化的值、非线性 sRGB 编"
"码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point red/green/blue channel data format "
"with normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 "
"[code][-1.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换"
"为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point red/green/blue channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换"
"为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned integer red/green/blue channel data format. Values "
"are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 255][/code] "
"的范围内。"
msgid ""
"8-bit-per-channel signed integer red/green/blue channel data format. Values "
"are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][-127, 127][/"
"code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue/blue channel data "
"format with normalized value and non-linear sRGB encoding. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB "
"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point blue/green/red channel data format "
"with normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 "
"[code][-1.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用缩放后的值(值从整数转换"
"为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point blue/green/red channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数蓝、绿、红通道数据格式,使用缩放后的值(值从整数转换"
"为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned integer blue/green/red channel data format. Values "
"are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的无符号整数蓝、绿、红通道数据格式。取值均在 [code][0, 255][/code] "
"的范围内。"
msgid ""
"8-bit-per-channel signed integer blue/green/red channel data format. Values "
"are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位的带符号整数蓝、绿、红通道数据格式。取值均在 [code][-127, 127][/"
"code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值、非线性 sRGB "
"编码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值"
"均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with normalized value. Values are in the [code][-1.0, 1.0][/code] "
"range."
msgstr ""
"每通道 8 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值"
"均在 [code][-1.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从"
"整数转换为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从"
"整数转换为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned integer red/green/blue/alpha channel data format. "
"Values are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, 255]"
"[/code] 的范围内。"
msgid ""
"8-bit-per-channel signed integer red/green/blue/alpha channel data format. "
"Values are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][-127, "
"127][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with normalized value and non-linear sRGB encoding. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线"
"性 sRGB 编码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data "
"format with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值。取值"
"均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point blue/green/red/alpha channel data "
"format with normalized value. Values are in the [code][-1.0, 1.0][/code] "
"range."
msgstr ""
"每通道 8 位的带符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值。取值"
"均在 [code][-1.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用缩放后的值(值从"
"整数转换为浮点数)。取值均在 [code][0.0, 255.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point blue/green/red/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数蓝、绿、红、Alpha 通道数据格式,使用缩放后的值(值从"
"整数转换为浮点数)。取值均在 [code][-127.0, 127.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned integer blue/green/red/alpha channel data format. "
"Values are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的无符号整数蓝、绿、红、Alpha 通道数据格式。取值均在 [code][0, 255]"
"[/code] 的范围内。"
msgid ""
"8-bit-per-channel signed integer blue/green/red/alpha channel data format. "
"Values are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位的带符号整数蓝、绿、红、Alpha 通道数据格式。取值均在 [code][-127, "
"127][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data "
"format with normalized value and non-linear sRGB encoding. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数蓝、绿、红、Alpha 通道数据格式,使用归一化的值、非线"
"性 sRGB 编码。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data "
"format with normalized value, packed in 32 bits. Values are in the [code]"
"[0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式使用归一化的值紧缩"
"在 32 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed floating-point alpha/red/green/blue channel data "
"format with normalized value, packed in 32 bits. Values are in the [code]"
"[-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数 Alpha、红、绿、蓝通道数据格式使用归一化的值紧缩"
"在 32 个比特位中。取值均在 [code][-1.0, 1.0][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data "
"format with scaled value (value is converted from integer to float), packed "
"in 32 bits. Values are in the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式使用缩放后的值值从"
"整数转换为浮点数),紧缩在 32 个比特位中。取值均在 [code][0.0, 255.0][/code] "
"的范围内。"
msgid ""
"8-bit-per-channel signed floating-point alpha/red/green/blue channel data "
"format with scaled value (value is converted from integer to float), packed "
"in 32 bits. Values are in the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位的带符号浮点数 Alpha、红、绿、蓝通道数据格式使用缩放后的值值从"
"整数转换为浮点数),紧缩在 32 个比特位中。取值均在 [code][-127.0, 127.0][/"
"code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned integer alpha/red/green/blue channel data format, "
"packed in 32 bits. Values are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的无符号整数 Alpha、红、绿、蓝通道数据格式紧缩在 32 个比特位中。"
"取值均在 [code][0, 255][/code] 的范围内。"
msgid ""
"8-bit-per-channel signed integer alpha/red/green/blue channel data format, "
"packed in 32 bits. Values are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位的带符号整数 Alpha、红、绿、蓝通道数据格式紧缩在 32 个比特位中。"
"取值均在 [code][-127, 127][/code] 的范围内。"
msgid ""
"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data "
"format with normalized value and non-linear sRGB encoding, packed in 32 bits. "
"Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数 Alpha、红、绿、蓝通道数据格式使用归一化的值、非线"
"性 sRGB 编码,紧缩在 32 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围"
"内。"
msgid ""
"Unsigned floating-point alpha/red/green/blue channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"无符号浮点数 Alpha、红、绿、蓝通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code][0.0, "
"1.0][/code] 的范围内。"
msgid ""
"Signed floating-point alpha/red/green/blue channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of red, 10 bits of green and 10 bits of blue. Values are in the [code][-1.0, "
"1.0][/code] range."
msgstr ""
"带符号浮点数 Alpha、红、绿、蓝通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。取值均在 [code][-1.0, "
"1.0][/code] 的范围内。"
msgid ""
"Unsigned floating-point alpha/red/green/blue channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, "
"1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] for alpha."
msgstr ""
"无符号浮点数 Alpha、红、绿、蓝通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 "
"[code][0.0, 1023.0][/code] 的范围内Alpha 的取值在 [code][0.0, 3.0][/code] 的"
"范围内。"
msgid ""
"Signed floating-point alpha/red/green/blue channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of red, 10 bits of green and 10 bits of blue. Values are in the [code]"
"[-511.0, 511.0][/code] range for red/green/blue and [code][-1.0, 1.0][/code] "
"for alpha."
msgstr ""
"带符号浮点数 Alpha、红、绿、蓝通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 "
"[code][-511.0, 511.0][/code] 的范围内Alpha 的取值在 [code][-1.0, 1.0][/"
"code] 的范围内。"
msgid ""
"Unsigned integer alpha/red/green/blue channel data format with normalized "
"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 "
"bits of green and 10 bits of blue. Values are in the [code][0, 1023][/code] "
"range for red/green/blue and [code][0, 3][/code] for alpha."
msgstr ""
"无符号整数 Alpha、红、绿、蓝通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 "
"[code][0, 1023][/code] 的范围内Alpha 的取值在 [code][0, 3][/code] 的范围内。"
msgid ""
"Signed integer alpha/red/green/blue channel data format with normalized "
"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 "
"bits of green and 10 bits of blue. Values are in the [code][-511, 511][/code] "
"range for red/green/blue and [code][-1, 1][/code] for alpha."
msgstr ""
"带符号整数 Alpha、红、绿、蓝通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位红、10 位绿、10 位蓝。红、绿、蓝的取值在 "
"[code][-511, 511][/code] 的范围内Alpha 的取值在 [code][-1, 1][/code] 的范围"
"内。"
msgid ""
"Unsigned floating-point alpha/blue/green/red channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"无符号浮点数 Alpha、蓝、绿、红通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code][0.0, "
"1.0][/code] 的范围内。"
msgid ""
"Signed floating-point alpha/blue/green/red channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of blue, 10 bits of green and 10 bits of red. Values are in the [code][-1.0, "
"1.0][/code] range."
msgstr ""
"带符号浮点数 Alpha、蓝、绿、红通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。取值均在 [code][-1.0, "
"1.0][/code] 的范围内。"
msgid ""
"Unsigned floating-point alpha/blue/green/red channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, "
"1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] for alpha."
msgstr ""
"无符号浮点数 Alpha、蓝、绿、红通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 "
"[code][0.0, 1023.0][/code] 的范围内Alpha 的取值在 [code][0.0, 3.0][/code] 的"
"范围内。"
msgid ""
"Signed floating-point alpha/blue/green/red channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of blue, 10 bits of green and 10 bits of red. Values are in the [code]"
"[-511.0, 511.0][/code] range for blue/green/red and [code][-1.0, 1.0][/code] "
"for alpha."
msgstr ""
"带符号浮点数 Alpha、蓝、绿、红通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 "
"[code][-511.0, 511.0][/code] 的范围内Alpha 的取值在 [code][-1.0, 1.0][/"
"code] 的范围内。"
msgid ""
"Unsigned integer alpha/blue/green/red channel data format with normalized "
"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, "
"10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/code] "
"range for blue/green/red and [code][0, 3][/code] for alpha."
msgstr ""
"无符号整数 Alpha、蓝、绿、红通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 "
"[code][0, 1023][/code] 的范围内Alpha 的取值在 [code][0, 3][/code] 的范围内。"
msgid ""
"Signed integer alpha/blue/green/red channel data format with normalized "
"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, "
"10 bits of green and 10 bits of red. Values are in the [code][-511, 511][/"
"code] range for blue/green/red and [code][-1, 1][/code] for alpha."
msgstr ""
"带符号整数 Alpha、蓝、绿、红通道数据格式使用归一化的值紧缩在 32 个比特位"
"中。格式中包含 2 位 Alpha、10 位蓝、10 位绿、10 位红。蓝、绿、红的取值在 "
"[code][-511, 511][/code] 的范围内Alpha 的取值在 [code][-1, 1][/code] 的范围"
"内。"
msgid ""
"16-bit-per-channel unsigned floating-point red channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 16 位的无符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]"
"[0.0, 1.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red channel data format with "
"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 16 位的带符号浮点数红通道数据格式,使用归一化的值。取值均在 [code]"
"[-1.0, 1.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel unsigned floating-point red channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][0.0, 65535.0][/code] range."
msgstr ""
"每通道 16 位的无符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点"
"数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red channel data format with scaled "
"value (value is converted from integer to float). Values are in the [code]"
"[-32767.0, 32767.0][/code] range."
msgstr ""
"每通道 16 位的带符号浮点数红通道数据格式,使用缩放后的值(值从整数转换为浮点"
"数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel unsigned integer red channel data format. Values are in "
"the [code][0.0, 65535][/code] range."
msgstr ""
"每通道 16 位的无符号整数红通道数据格式。取值均在 [code][0.0, 65535][/code] 的"
"范围内。"
msgid ""
"16-bit-per-channel signed integer red channel data format. Values are in the "
"[code][-32767, 32767][/code] range."
msgstr ""
"每通道 16 位的带符号整数红通道数据格式。取值均在 [code][-32767, 32767][/code] "
"的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red channel data format with the "
"value stored as-is."
msgstr "每通道 16 位的带符号浮点数红通道数据格式,数值原样存储。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 16 位的无符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]"
"[0.0, 1.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red/green channel data format with "
"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 16 位的带符号浮点数红、绿通道数据格式,使用归一化的值。取值均在 [code]"
"[-1.0, 1.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][0.0, 65535.0][/code] range."
msgstr ""
"每通道 16 位的无符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮"
"点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red/green channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][-32767.0, 32767.0][/code] range."
msgstr ""
"每通道 16 位的带符号浮点数红、绿通道数据格式,使用缩放后的值(值从整数转换为浮"
"点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel unsigned integer red/green channel data format. Values are "
"in the [code][0.0, 65535][/code] range."
msgstr ""
"每通道 16 位的无符号整数红、绿通道数据格式。取值均在 [code][0.0, 65535][/"
"code] 的范围内。"
msgid ""
"16-bit-per-channel signed integer red/green channel data format. Values are "
"in the [code][-32767, 32767][/code] range."
msgstr ""
"每通道 16 位的带符号整数红、绿通道数据格式。取值均在 [code][-32767, 32767][/"
"code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red/green channel data format with "
"the value stored as-is."
msgstr "每通道 16 位的带符号浮点数红、绿通道数据格式,数值原样存储。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green/blue channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 16 位的无符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue channel data format "
"with normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,使用归一化的值。取值均在 "
"[code][-1.0, 1.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green/blue channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][0.0, 65535.0][/code] range."
msgstr ""
"每通道 16 位的无符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换"
"为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][-32767.0, 32767.0][/code] range."
msgstr ""
"每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,使用缩放后的值(值从整数转换"
"为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel unsigned integer red/green/blue channel data format. "
"Values are in the [code][0.0, 65535][/code] range."
msgstr ""
"每通道 16 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0.0, 65535][/"
"code] 的范围内。"
msgid ""
"16-bit-per-channel signed integer red/green/blue channel data format. Values "
"are in the [code][-32767, 32767][/code] range."
msgstr ""
"每通道 16 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][-32767, 32767]"
"[/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue channel data format "
"with the value stored as-is."
msgstr "每通道 16 位的带符号浮点数红、绿、蓝通道数据格式,数值原样存储。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值"
"均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with normalized value. Values are in the [code][-1.0, 1.0][/code] "
"range."
msgstr ""
"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值"
"均在 [code][-1.0, 1.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][0.0, 65535.0][/code] range."
msgstr ""
"每通道 16 位的无符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从"
"整数转换为浮点数)。取值均在 [code][0.0, 65535.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][-32767.0, 32767.0][/code] range."
msgstr ""
"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,使用缩放后的值(值从"
"整数转换为浮点数)。取值均在 [code][-32767.0, 32767.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel unsigned integer red/green/blue/alpha channel data format. "
"Values are in the [code][0.0, 65535][/code] range."
msgstr ""
"每通道 16 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0.0, "
"65535][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed integer red/green/blue/alpha channel data format. "
"Values are in the [code][-32767, 32767][/code] range."
msgstr ""
"每通道 16 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code]"
"[-32767, 32767][/code] 的范围内。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with the value stored as-is."
msgstr ""
"每通道 16 位的带符号浮点数红、绿、蓝、Alpha 通道数据格式,数值原样存储。"
msgid ""
"32-bit-per-channel unsigned integer red channel data format. Values are in "
"the [code][0, 2^32 - 1][/code] range."
msgstr ""
"每通道 32 位的无符号整数红通道数据格式。取值均在 [code][0, 2^32 - 1][/code] 的"
"范围内。"
msgid ""
"32-bit-per-channel signed integer red channel data format. Values are in the "
"[code][2^31 + 1, 2^31 - 1][/code] range."
msgstr ""
"每通道 32 位的带符号整数红通道数据格式。取值均在 [code][2^31 + 1, 2^31 - 1][/"
"code] 的范围内。"
msgid ""
"32-bit-per-channel signed floating-point red channel data format with the "
"value stored as-is."
msgstr "每通道 32 位的带符号整数红通道数据格式,数值原样存储。"
msgid ""
"32-bit-per-channel unsigned integer red/green channel data format. Values are "
"in the [code][0, 2^32 - 1][/code] range."
msgstr ""
"每通道 32 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 2^32 - 1][/"
"code] 的范围内。"
msgid ""
"32-bit-per-channel signed integer red/green channel data format. Values are "
"in the [code][2^31 + 1, 2^31 - 1][/code] range."
msgstr ""
"每通道 32 位的带符号整数红、绿通道数据格式。取值均在 [code][2^31 + 1, 2^31 - "
"1][/code] 的范围内。"
msgid ""
"32-bit-per-channel signed floating-point red/green channel data format with "
"the value stored as-is."
msgstr "每通道 32 位的带符号整数红、绿通道数据格式,数值原样存储。"
msgid ""
"32-bit-per-channel unsigned integer red/green/blue channel data format. "
"Values are in the [code][0, 2^32 - 1][/code] range."
msgstr ""
"每通道 32 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^32 - 1][/"
"code] 的范围内。"
msgid ""
"32-bit-per-channel signed integer red/green/blue channel data format. Values "
"are in the [code][2^31 + 1, 2^31 - 1][/code] range."
msgstr ""
"每通道 32 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][2^31 + 1, "
"2^31 - 1][/code] 的范围内。"
msgid ""
"32-bit-per-channel signed floating-point red/green/blue channel data format "
"with the value stored as-is."
msgstr "每通道 32 位的带符号整数红、绿、蓝通道数据格式,数值原样存储。"
msgid ""
"32-bit-per-channel unsigned integer red/green/blue/alpha channel data format. "
"Values are in the [code][0, 2^32 - 1][/code] range."
msgstr ""
"每通道 32 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, "
"2^32 - 1][/code] 的范围内。"
msgid ""
"32-bit-per-channel signed integer red/green/blue/alpha channel data format. "
"Values are in the [code][2^31 + 1, 2^31 - 1][/code] range."
msgstr ""
"每通道 32 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][2^31 "
"+ 1, 2^31 - 1][/code] 的范围内。"
msgid ""
"32-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with the value stored as-is."
msgstr "每通道 32 位的带符号整数红、绿、蓝、Alpha 通道数据格式,数值原样存储。"
msgid ""
"64-bit-per-channel unsigned integer red channel data format. Values are in "
"the [code][0, 2^64 - 1][/code] range."
msgstr ""
"每通道 64 位的无符号整数红通道数据格式。取值均在 [code][0, 2^64 - 1][/code] 的"
"范围内。"
msgid ""
"64-bit-per-channel signed integer red channel data format. Values are in the "
"[code][2^63 + 1, 2^63 - 1][/code] range."
msgstr ""
"每通道 64 位的带符号整数红通道数据格式。取值均在 [code][2^63 + 1, 2^63 - 1][/"
"code] 的范围内。"
msgid ""
"64-bit-per-channel signed floating-point red channel data format with the "
"value stored as-is."
msgstr "每通道 64 位的带符号整数红通道数据格式,数值原样存储。"
msgid ""
"64-bit-per-channel unsigned integer red/green channel data format. Values are "
"in the [code][0, 2^64 - 1][/code] range."
msgstr ""
"每通道 64 位的无符号整数红、绿通道数据格式。取值均在 [code][0, 2^64 - 1][/"
"code] 的范围内。"
msgid ""
"64-bit-per-channel signed integer red/green channel data format. Values are "
"in the [code][2^63 + 1, 2^63 - 1][/code] range."
msgstr ""
"每通道 64 位的带符号整数红、绿通道数据格式。取值均在 [code][2^63 + 1, 2^63 - "
"1][/code] 的范围内。"
msgid ""
"64-bit-per-channel signed floating-point red/green channel data format with "
"the value stored as-is."
msgstr "每通道 64 位的带符号整数红、绿通道数据格式,数值原样存储。"
msgid ""
"64-bit-per-channel unsigned integer red/green/blue channel data format. "
"Values are in the [code][0, 2^64 - 1][/code] range."
msgstr ""
"每通道 64 位的无符号整数红、绿、蓝通道数据格式。取值均在 [code][0, 2^64 - 1][/"
"code] 的范围内。"
msgid ""
"64-bit-per-channel signed integer red/green/blue channel data format. Values "
"are in the [code][2^63 + 1, 2^63 - 1][/code] range."
msgstr ""
"每通道 64 位的带符号整数红、绿、蓝通道数据格式。取值均在 [code][2^63 + 1, "
"2^63 - 1][/code] 的范围内。"
msgid ""
"64-bit-per-channel signed floating-point red/green/blue channel data format "
"with the value stored as-is."
msgstr "每通道 64 位的带符号整数红、绿、蓝通道数据格式,数值原样存储。"
msgid ""
"64-bit-per-channel unsigned integer red/green/blue/alpha channel data format. "
"Values are in the [code][0, 2^64 - 1][/code] range."
msgstr ""
"每通道 64 位的无符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][0, "
"2^64 - 1][/code] 的范围内。"
msgid ""
"64-bit-per-channel signed integer red/green/blue/alpha channel data format. "
"Values are in the [code][2^63 + 1, 2^63 - 1][/code] range."
msgstr ""
"每通道 64 位的带符号整数红、绿、蓝、Alpha 通道数据格式。取值均在 [code][2^63 "
"+ 1, 2^63 - 1][/code] 的范围内。"
msgid ""
"64-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with the value stored as-is."
msgstr "每通道 64 位的带符号整数红、绿、蓝、Alpha 通道数据格式,数值原样存储。"
msgid ""
"Unsigned floating-point blue/green/red data format with the value stored as-"
"is, packed in 32 bits. The format's precision is 10 bits of blue channel, 11 "
"bits of green channel and 11 bits of red channel."
msgstr ""
"无符号浮点数蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该格式的精"
"度为蓝通道 10 位、绿通道 11 位、红通道 11 位。"
msgid ""
"Unsigned floating-point exposure/blue/green/red data format with the value "
"stored as-is, packed in 32 bits. The format's precision is 5 bits of "
"exposure, 9 bits of blue channel, 9 bits of green channel and 9 bits of red "
"channel."
msgstr ""
"无符号浮点数曝光、蓝、绿、红数据格式,数值原样存储,紧缩在 32 个比特位中。该格"
"式的精度为曝光 5 位、蓝通道 9 位、绿通道 9 位、红通道 9 位。"
msgid ""
"16-bit unsigned floating-point depth data format with normalized value. "
"Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"16 位无符号浮点数深度数据格式,使用归一化的值。取值均在 [code][0.0, 1.0][/"
"code] 的范围内。"
msgid ""
"24-bit unsigned floating-point depth data format with normalized value, plus "
"8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, 1.0]"
"[/code] range."
msgstr ""
"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位未使用,紧缩在 32 个比"
"特位中。深度取值在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"32-bit signed floating-point depth data format with the value stored as-is."
msgstr "32 位无符号浮点数深度数据格式,数值原样存储。"
msgid "8-bit unsigned integer stencil data format."
msgstr "8 位无符号整数模板数据格式。"
msgid ""
"16-bit unsigned floating-point depth data format with normalized value, plus "
"8 bits of stencil in unsigned integer format. Values for depth are in the "
"[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/"
"code] range."
msgstr ""
"16 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的模"
"板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255][/"
"code] 的范围内。"
msgid ""
"24-bit unsigned floating-point depth data format with normalized value, plus "
"8 bits of stencil in unsigned integer format. Values for depth are in the "
"[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/"
"code] range."
msgstr ""
"24 位无符号浮点数深度数据格式,使用归一化的值,另有 8 位使用无符号整数格式的模"
"板。深度取值在 [code][0.0, 1.0][/code] 的范围内。模板取值在 [code][0, 255][/"
"code] 的范围内。"
msgid ""
"32-bit signed floating-point depth data format with the value stored as-is, "
"plus 8 bits of stencil in unsigned integer format. Values for stencil are in "
"the [code][0, 255][/code] range."
msgstr ""
"32 位无符号浮点数深度数据格式,数值原样存储,另有 8 位使用无符号整数格式的模"
"板。模板取值在 [code][0, 255][/code] 的范围内。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. The format's "
"precision is 5 bits of red channel, 6 bits of green channel and 5 bits of "
"blue channel. Using BC1 texture compression (also known as S3TC DXT1)."
msgstr ""
"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值。取值均在 [code][0.0, "
"1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝通道 5 位。使"
"用 BC1 纹理压缩(也叫 S3TC DXT1。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with normalized "
"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] "
"range. The format's precision is 5 bits of red channel, 6 bits of green "
"channel and 5 bits of blue channel. Using BC1 texture compression (also known "
"as S3TC DXT1)."
msgstr ""
"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取值"
"均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 "
"位、蓝通道 5 位。使用 BC1 纹理压缩(也叫 S3TC DXT1。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits "
"of blue channel and 1 bit of alpha channel. Using BC1 texture compression "
"(also known as S3TC DXT1)."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝通"
"道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC DXT1。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of "
"green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 "
"texture compression (also known as S3TC DXT1)."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编"
"码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通"
"道 6 位、蓝通道 5 位、Alpha 通道 1 位。使用 BC1 纹理压缩(也叫 S3TC DXT1。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits "
"of blue channel and 4 bits of alpha channel. Using BC2 texture compression "
"(also known as S3TC DXT3)."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝通"
"道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC DXT3。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of "
"green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 "
"texture compression (also known as S3TC DXT3)."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编"
"码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通"
"道 6 位、蓝通道 5 位、Alpha 通道 4 位。使用 BC2 纹理压缩(也叫 S3TC DXT3。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits "
"of blue channel and 8 bits of alpha channel. Using BC3 texture compression "
"(also known as S3TC DXT5)."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通道 6 位、蓝通"
"道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC DXT5。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of "
"green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 "
"texture compression (also known as S3TC DXT5)."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编"
"码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红通道 5 位、绿通"
"道 6 位、蓝通道 5 位、Alpha 通道 8 位。使用 BC3 纹理压缩(也叫 S3TC DXT5。"
msgid ""
"VRAM-compressed unsigned red channel data format with normalized value. "
"Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 "
"bits of red channel. Using BC4 texture compression."
msgstr ""
"显存压缩的无符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0][/"
"code] 的范围内。该格式的精度为红通道 8 位。使用 BC4 纹理压缩。"
msgid ""
"VRAM-compressed signed red channel data format with normalized value. Values "
"are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits "
"of red channel. Using BC4 texture compression."
msgstr ""
"显存压缩的带符号红通道数据格式,使用归一化的值。取值均在 [code][-1.0, 1.0][/"
"code] 的范围内。该格式的精度为红通道 8 位。使用 BC4 纹理压缩。"
msgid ""
"VRAM-compressed unsigned red/green channel data format with normalized value. "
"Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 "
"bits of red channel and 8 bits of green channel. Using BC5 texture "
"compression (also known as S3TC RGTC)."
msgstr ""
"显存压缩的无符号红、绿通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0]"
"[/code] 的范围内。该格式的精度为红通道 8 位、绿通道 8 位。使用 BC5 纹理压缩"
"(也叫 S3TC RGTC。"
msgid ""
"VRAM-compressed signed red/green channel data format with normalized value. "
"Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 "
"bits of red channel and 8 bits of green channel. Using BC5 texture "
"compression (also known as S3TC RGTC)."
msgstr ""
"显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code][-1.0, 1.0]"
"[/code] 的范围内。该格式的精度为红通道 8 位、绿通道 8 位。使用 BC5 纹理压缩"
"(也叫 S3TC RGTC。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with the floating-"
"point value stored as-is. The format's precision is 8 bits of red channel and "
"8 bits of green channel. Using BC6H texture compression (also known as BPTC "
"HDR)."
msgstr ""
"显存压缩的无符号红、绿、蓝通道数据格式,浮点数值原样存储。该格式的精度为红通"
"道 8 位、绿通道 8 位。使用 BC6H 纹理压缩(也叫 BPTC HDR。"
msgid ""
"VRAM-compressed signed red/green/blue channel data format with the floating-"
"point value stored as-is. The format's precision is between 4 and 7 bits for "
"the red/green/blue channels and between 0 and 8 bits for the alpha channel. "
"Using BC7 texture compression (also known as BPTC HDR)."
msgstr ""
"显存压缩的带符号红、绿、蓝通道数据格式,浮点数值原样存储。该格式的精度为红、"
"绿、蓝通道在 4 到 7 位之间Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩(也"
"叫 BPTC HDR。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
"format's precision is between 4 and 7 bits for the red/green/blue channels "
"and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。该格式的精度为红、绿、蓝通道在 4 到 7 位之"
"间Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩。也叫 BPTC HDR。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. The format's precision is between 4 and 7 bits for the red/"
"green/blue channels and between 0 and 8 bits for the alpha channel. Also "
"known as BPTC LDR."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编"
"码。取值均在 [code][0.0, 1.0][/code] 的范围内。该格式的精度为红、绿、蓝通道在 "
"4 到 7 位之间Alpha 通道在 0 到 8 位之间。使用 BC7 纹理压缩。也叫 BPTC HDR。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值。取值均在 [code][0.0, "
"1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with normalized "
"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] "
"range. Using ETC2 texture compression."
msgstr ""
"显存压缩的无符号红、绿、蓝通道数据格式,使用归一化的值、非线性 sRGB 编码。取值"
"均在 [code][0.0, 1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/"
"blue use 8 bit of precision each, with alpha using 1 bit of precision. Using "
"ETC2 texture compression."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度Alpha 使用 1 位精"
"度。使用 ETC2 纹理压缩。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. Red/green/blue use 8 bit of precision each, with alpha "
"using 1 bit of precision. Using ETC2 texture compression."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编"
"码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,"
"Alpha 使用 1 位精度。使用 ETC2 纹理压缩。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/"
"blue use 8 bits of precision each, with alpha using 8 bits of precision. "
"Using ETC2 texture compression."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度Alpha 使用 8 位精"
"度。使用 ETC2 纹理压缩。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. Red/green/blue use 8 bits of precision each, with alpha "
"using 8 bits of precision. Using ETC2 texture compression."
msgstr ""
"显存压缩的无符号红、绿、蓝、Alpha 通道数据格式,使用归一化的值、非线性 sRGB 编"
"码。取值均在 [code][0.0, 1.0][/code] 的范围内。红、绿、蓝均使用 8 位精度,"
"Alpha 使用 8 位精度。使用 ETC2 纹理压缩。"
msgid ""
"11-bit VRAM-compressed unsigned red channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"11 位显存压缩的无符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0]"
"[/code] 的范围内。使用 ETC2 纹理压缩。"
msgid ""
"11-bit VRAM-compressed signed red channel data format with normalized value. "
"Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"11 位显存压缩的带符号红通道数据格式,使用归一化的值。取值均在 [code][0.0, 1.0]"
"[/code] 的范围内。使用 ETC2 纹理压缩。"
msgid ""
"11-bit VRAM-compressed unsigned red/green channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"11 位显存压缩的无符号红、绿通道数据格式,使用归一化的值。取值均在 [code][0.0, "
"1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
msgid ""
"11-bit VRAM-compressed signed red/green channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"11 位显存压缩的带符号红、绿通道数据格式,使用归一化的值。取值均在 [code][0.0, "
"1.0][/code] 的范围内。使用 ETC2 纹理压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/"
"code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 4x4 的区块内(质量最"
"高)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values are "
"in the [code][0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 4x4 "
"的区块内(质量最高)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压"
"缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 5×4 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x4 的区块内。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 5x4 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 5×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 5x5 的区块内。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 5x5 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 6×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x5 的区块内。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 6x5 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 6×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 6x6 的区块内。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 6x6 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 8×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x5 的区块内。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x5 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 8×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x6 的区块内。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x6 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 8×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 8x8 的区块内。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 8x8 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x5 的区块内。取值均"
"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 10x5 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x6 的区块内。取值均"
"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 10x6 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x8 的区块内。取值均"
"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 10x8 "
"的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 10×10 blocks. Values are in the [code][0.0, 1.0][/code] range. "
"Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 10x10 的区块内。取值均"
"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 10×10 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 "
"10x10 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 12×10 blocks. Values are in the [code][0.0, 1.0][/code] range. "
"Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 12x10 的区块内。取值均"
"在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 12×10 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 "
"12x10 的区块内。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 12 blocks (lowest quality). Values are in the [code][0.0, 1.0][/"
"code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值,紧缩在 12 个区块内(质量最"
"低)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压缩。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values are in "
"the [code][0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"显存压缩的无符号浮点数数据格式,使用归一化的值、非线性 sRGB 编码,紧缩在 12 个"
"区块内(质量最低)。取值均在 [code][0.0, 1.0][/code] 的范围内。使用 ASTC 压"
"缩。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
"and red channel data is stored at halved horizontal resolution (i.e. 2 "
"horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相"
"邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
"and red channel data is stored at halved horizontal resolution (i.e. 2 "
"horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 8 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相"
"邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 3 separate planes (green + blue + red). "
"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is "
"stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels "
"will share the same value for the blue/red channel)."
msgstr ""
"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在三个独"
"立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红"
"通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 2 separate planes (green + blue/red). Values "
"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored "
"at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will "
"share the same value for the blue/red channel)."
msgstr ""
"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独"
"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通"
"道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 2 separate planes (green + blue + red). "
"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is "
"stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels "
"will share the same value for the blue/red channel)."
msgstr ""
"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独"
"立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红"
"通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 2 separate planes (green + blue/red). Values "
"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored "
"at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will "
"share the same value for the blue/red channel)."
msgstr ""
"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在两个独"
"立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通"
"道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 3 separate planes. Values are in the [code]"
"[0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值,分别在三个独"
"立平面存储。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"10-bit-per-channel unsigned floating-point red channel data with normalized "
"value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 10 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩在 "
"16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"10-bit-per-channel unsigned floating-point red/green channel data with "
"normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. "
"Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 10 位的无符号浮点数红、绿通道数据,使用归一化的值,每个通道均另有 6 位"
"未使用,紧缩在 2x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"10-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 10 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通道"
"均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的"
"范围内。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/green/red channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
"pixels will share the same value for the blue/red channel). The green channel "
"is listed twice, but contains different values to allow it to be represented "
"at full resolution."
msgstr ""
"每通道 10 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均另"
"有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围"
"内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数"
"值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。"
msgid ""
"10-bit-per-channel unsigned floating-point blue/green/red/green channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
"pixels will share the same value for the blue/red channel). The green channel "
"is listed twice, but contains different values to allow it to be represented "
"at full resolution."
msgstr ""
"每通道 10 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均另"
"有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围"
"内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数"
"值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 2 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 "
"2x2 相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 2 separate planes (green + blue/red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝、红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 "
"2x2 相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两"
"个横向相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue/red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝、红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两"
"个横向相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 10 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"12-bit-per-channel unsigned floating-point red channel data with normalized "
"value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 12 位的无符号浮点数红通道数据,使用归一化的值,另有 6 位未使用,紧缩在 "
"16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"12-bit-per-channel unsigned floating-point red/green channel data with "
"normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. "
"Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 12 位的无符号浮点数红、绿通道数据,使用归一化的值,每个通道均另有 6 位"
"未使用,紧缩在 2x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"12-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 12 位的无符号浮点数红、绿、蓝、Alpha 通道数据,使用归一化的值,每个通道"
"均另有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的"
"范围内。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/green/red channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
"pixels will share the same value for the blue/red channel). The green channel "
"is listed twice, but contains different values to allow it to be represented "
"at full resolution."
msgstr ""
"每通道 12 位的无符号浮点数绿、蓝、绿、红通道数据,使用归一化的值,每个通道均另"
"有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围"
"内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数"
"值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。"
msgid ""
"12-bit-per-channel unsigned floating-point blue/green/red/green channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
"pixels will share the same value for the blue/red channel). The green channel "
"is listed twice, but contains different values to allow it to be represented "
"at full resolution."
msgstr ""
"每通道 12 位的无符号浮点数蓝、绿、红、绿通道数据,使用归一化的值,每个通道均另"
"有 6 位未使用,紧缩在 4x16 个比特位中。取值均在 [code][0.0, 1.0][/code] 的范围"
"内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个蓝、红通道数"
"值)。绿通道出现两次,但包含不同的值,因此能够表示为完整的分辨率。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 2 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝 + 红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 "
"2x2 相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 2 separate planes (green + blue/red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在两个独立平面存储(绿 + 蓝、红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 "
"2x2 相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两"
"个横向相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue/red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝、红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两"
"个横向相邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 12 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用,紧缩在 3x16 个比特位中,分别在三个独立平面存储(绿 + 蓝 + 红)。取"
"值均在 [code][0.0, 1.0][/code] 的范围内。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
"and red channel data is stored at halved horizontal resolution (i.e. 2 "
"horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 16 位的无符号浮点数绿、蓝、红通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相"
"邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"16-bit-per-channel unsigned floating-point blue/green/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
"and red channel data is stored at halved horizontal resolution (i.e. 2 "
"horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 16 位的无符号浮点数蓝、绿、红通道数据格式,使用归一化的值。取值均在 "
"[code][0.0, 1.0][/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相"
"邻的像素共享同一个蓝、红通道数值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 2 "
"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/"
"code] range. Blue and red channel data is stored at halved horizontal and "
"vertical resolution (i.e. 2×2 adjacent pixels will share the same value for "
"the blue/red channel)."
msgstr ""
"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用。分别在两个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]"
"[/code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个"
"蓝、红通道数值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 2 "
"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] "
"range. Blue and red channel data is stored at halved horizontal and vertical "
"resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/"
"red channel)."
msgstr ""
"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用。分别在两个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/"
"code] 的范围内。蓝、红通道数据纵横半分辨率存储(即 2x2 相邻的像素共享同一个"
"蓝、红通道数值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 3 "
"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/"
"code] range. Blue and red channel data is stored at halved horizontal "
"resolution (i.e. 2 horizontally adjacent pixels will share the same value for "
"the blue/red channel)."
msgstr ""
"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用。分别在三个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]"
"[/code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一"
"个蓝、红通道数值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 3 "
"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] "
"range. Blue and red channel data is stored at halved horizontal resolution (i."
"e. 2 horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用。分别在三个独立平面存储(绿 + 蓝、红)。取值均在 [code][0.0, 1.0][/"
"code] 的范围内。蓝、红通道数据横向半分辨率存储(即两个横向相邻的像素共享同一个"
"蓝、红通道数值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 3 "
"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/"
"code] range."
msgstr ""
"每通道 16 位的无符号浮点数绿、蓝、红通道数据,使用归一化的值,每个通道均另有 "
"6 位未使用。分别在三个独立平面存储(绿 + 蓝 + 红)。取值均在 [code][0.0, 1.0]"
"[/code] 的范围内。"
msgid "Represents the size of the [enum DataFormat] enum."
msgstr "代表 [enum DataFormat] 枚举的大小。"
msgid "Vertex shader barrier mask."
msgstr "顶点着色器屏障掩码。"
msgid "Fragment shader barrier mask."
msgstr "片段着色器屏障掩码。"
msgid "Compute barrier mask."
msgstr "计算屏障掩码。"
msgid "Transfer barrier mask."
msgstr "传输屏障掩码。"
msgid ""
"Raster barrier mask (vertex and fragment). Equivalent to "
"[code]BARRIER_MASK_VERTEX | BARRIER_MASK_FRAGMENT[/code]."
msgstr ""
"光栅屏障掩码(顶点及片段)。等价于 [code]BARRIER_MASK_VERTEX | "
"BARRIER_MASK_FRAGMENT[/code]。"
msgid "Barrier mask for all types (vertex, fragment, compute, transfer)."
msgstr "所有类型的屏障掩码(顶点、片段、计算、传输)。"
msgid "No barrier for any type."
msgstr "任何类型都没有屏障。"
msgid "1-dimensional texture."
msgstr "一维纹理。"
msgid "2-dimensional texture."
msgstr "二维纹理。"
msgid "3-dimensional texture."
msgstr "三维纹理。"
msgid "[Cubemap] texture."
msgstr "[Cubemap] 纹理。"
msgid "Array of 1-dimensional textures."
msgstr "一维纹理数组。"
msgid "Array of 2-dimensional textures."
msgstr "二维纹理数组。"
msgid "Array of [Cubemap] textures."
msgstr "[Cubemap] 纹理数组。"
msgid "Represents the size of the [enum TextureType] enum."
msgstr "代表 [enum TextureType] 枚举的大小。"
msgid ""
"Perform 1 texture sample (this is the fastest but lowest-quality for "
"antialiasing)."
msgstr "执行 1 次纹理采样(最快,但抗锯齿质量最低)。"
msgid "Perform 2 texture samples."
msgstr "执行 2 次纹理采样。"
msgid "Perform 4 texture samples."
msgstr "执行 4 次纹理采样。"
msgid ""
"Perform 8 texture samples. Not supported on mobile GPUs (including Apple "
"Silicon)."
msgstr "执行 8 次纹理采样。移动 GPU 不支持(包括 Apple Silicon。"
msgid ""
"Perform 16 texture samples. Not supported on mobile GPUs and many desktop "
"GPUs."
msgstr "执行 16 次纹理采样。移动 GPU 及许多桌面 GPU 均不支持。"
msgid "Perform 32 texture samples. Not supported on most GPUs."
msgstr "执行 32 次纹理采样。大多数 GPU 均不支持。"
msgid ""
"Perform 64 texture samples (this is the slowest but highest-quality for "
"antialiasing). Not supported on most GPUs."
msgstr "执行 64 次纹理采样(最慢,但抗锯齿质量最高)。大多数 GPU 均不支持。"
msgid "Represents the size of the [enum TextureSamples] enum."
msgstr "代表 [enum TextureSamples] 枚举的大小。"
msgid "Texture can be sampled."
msgstr "纹理可以采样。"
msgid "Texture can be used as a color attachment in a framebuffer."
msgstr "纹理可以用作帧缓冲的颜色附件。"
msgid "Texture can be used as a depth/stencil attachment in a framebuffer."
msgstr "纹理可以用作帧缓冲的深度/模板附件。"
msgid ""
"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url]."
msgstr ""
"纹理可以用作[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/"
"html/vkspec.html#descriptorsets-storageimage]存储图像[/url]。"
msgid ""
"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url] "
"with support for atomic operations."
msgstr ""
"纹理可以用作支持原子操作的[url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-storageimage]存储图像[/url]。"
msgid ""
"Texture can be read back on the CPU using [method texture_get_data] faster "
"than without this bit, since it is always kept in the system memory."
msgstr ""
"纹理可以在 CPU 上使用 [method texture_get_data] 读取,比不设置这一位要快,因为"
"会始终在系统内存中保留。"
msgid "Texture can be updated using [method texture_update]."
msgstr "纹理可以使用 [method texture_update] 更新。"
msgid "Texture can be a source for [method texture_copy]."
msgstr "纹理可以作为 [method texture_copy] 的来源。"
msgid "Texture can be a destination for [method texture_copy]."
msgstr "纹理可以作为 [method texture_copy] 的目标。"
msgid ""
"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-inputattachment]input attachment[/"
"url] in a framebuffer."
msgstr ""
"纹理可以用作帧缓冲的[url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-inputattachment]输入附件[/url]。"
msgid "Return the sampled value as-is."
msgstr "原样返回采样数值。"
msgid "Always return [code]0.0[/code] when sampling."
msgstr "采样时使用返回 [code]0.0[/code]。"
msgid "Always return [code]1.0[/code] when sampling."
msgstr "采样时使用返回 [code]1.0[/code]。"
msgid "Sample the red color channel."
msgstr "对红色通道进行采样。"
msgid "Sample the green color channel."
msgstr "对绿色通道进行采样。"
msgid "Sample the blue color channel."
msgstr "对蓝色通道进行采样。"
msgid "Sample the alpha channel."
msgstr "对 Alpha 通道进行采样。"
msgid "Represents the size of the [enum TextureSwizzle] enum."
msgstr "代表 [enum TextureSwizzle] 枚举的大小。"
msgid "2-dimensional texture slice."
msgstr "二维纹理切片。"
msgid "Cubemap texture slice."
msgstr "立方体贴图纹理切片。"
msgid "3-dimensional texture slice."
msgstr "三维纹理切片。"
msgid ""
"Nearest-neighbor sampler filtering. Sampling at higher resolutions than the "
"source will result in a pixelated look."
msgstr "最近邻采样器过滤。按照比源更高分辨率采样时,会产生像素化的效果。"
msgid ""
"Bilinear sampler filtering. Sampling at higher resolutions than the source "
"will result in a blurry look."
msgstr "双线性采样器过滤。按照比源更高分辨率采样时,会产生模糊的效果。"
msgid "Sample with repeating enabled."
msgstr "启用重复采样。"
msgid ""
"Sample with mirrored repeating enabled. When sampling outside the [code][0.0, "
"1.0][/code] range, return a mirrored version of the sampler. This mirrored "
"version is mirrored again if sampling further away, with the pattern "
"repeating indefinitely."
msgstr ""
"启用镜像重复采样。对 [code][0.0, 1.0][/code] 范围外进行采样时,返回采样器的镜"
"像版本。如果采样的是更远的位置,则会对镜像版本再次镜像,并按照这样的规律无限重"
"复下去。"
msgid ""
"Sample with repeating disabled. When sampling outside the [code][0.0, 1.0][/"
"code] range, return the color of the last pixel on the edge."
msgstr ""
"禁用重复采样。对 [code][0.0, 1.0][/code] 范围外进行采样时,返回边缘上最后一个"
"像素的颜色。"
msgid ""
"Sample with repeating disabled. When sampling outside the [code][0.0, 1.0][/"
"code] range, return the specified [member RDSamplerState.border_color]."
msgstr ""
"禁用重复采样。对 [code][0.0, 1.0][/code] 范围外进行采样时,返回指定的边框颜色 "
"[member RDSamplerState.border_color]。"
msgid ""
"Sample with mirrored repeating enabled, but only once. When sampling in the "
"[code][-1.0, 0.0][/code] range, return a mirrored version of the sampler. "
"When sampling outside the [code][-1.0, 1.0][/code] range, return the color of "
"the last pixel on the edge."
msgstr ""
"启用单次镜像重复采样。对 [code][-1.0, 0.0][/code] 范围进行采样时,返回采样器的"
"镜像版本。对 [code][-1.0, 1.0][/code] 范围外进行采样时,返回边缘上最后一个像素"
"的颜色。"
msgid "Represents the size of the [enum SamplerRepeatMode] enum."
msgstr "代表 [enum SamplerRepeatMode] 枚举的大小。"
msgid ""
"Return a floating-point transparent black color when sampling outside the "
"[code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is "
"[constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"对 [code][0.0, 1.0][/code] 范围外进行采样时,返回浮点型的透明黑色。仅在采样器"
"的重复模式为 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 时有效。"
msgid ""
"Return a integer transparent black color when sampling outside the [code]"
"[0.0, 1.0][/code] range. Only effective if the sampler repeat mode is "
"[constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"对 [code][0.0, 1.0][/code] 范围外进行采样时,返回整型的透明黑色。仅在采样器的"
"重复模式为 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 时有效。"
msgid ""
"Return a floating-point opaque black color when sampling outside the [code]"
"[0.0, 1.0][/code] range. Only effective if the sampler repeat mode is "
"[constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"对 [code][0.0, 1.0][/code] 范围外进行采样时,返回浮点型的不透明黑色。仅在采样"
"器的重复模式为 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 时有效。"
msgid ""
"Return a integer opaque black color when sampling outside the [code][0.0, 1.0]"
"[/code] range. Only effective if the sampler repeat mode is [constant "
"SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"对 [code][0.0, 1.0][/code] 范围外进行采样时,返回整型的不透明黑色。仅在采样器"
"的重复模式为 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 时有效。"
msgid ""
"Return a floating-point opaque white color when sampling outside the [code]"
"[0.0, 1.0][/code] range. Only effective if the sampler repeat mode is "
"[constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"对 [code][0.0, 1.0][/code] 范围外进行采样时,返回浮点型的不透明白色。仅在采样"
"器的重复模式为 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 时有效。"
msgid ""
"Return a integer opaque white color when sampling outside the [code][0.0, 1.0]"
"[/code] range. Only effective if the sampler repeat mode is [constant "
"SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"对 [code][0.0, 1.0][/code] 范围外进行采样时,返回整型的不透明白色。仅在采样器"
"的重复模式为 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 时有效。"
msgid "Represents the size of the [enum SamplerBorderColor] enum."
msgstr "代表 [enum SamplerBorderColor] 枚举的大小。"
msgid ""
"Vertex attribute addressing is a function of the vertex. This is used to "
"specify the rate at which vertex attributes are pulled from buffers."
msgstr "顶点属性寻址是顶点的功能。用于指定从缓冲中拉取顶点属性的频率。"
msgid ""
"Vertex attribute addressing is a function of the instance index. This is used "
"to specify the rate at which vertex attributes are pulled from buffers."
msgstr "顶点属性寻址是实例索引的功能。用于指定从缓冲中拉取顶点属性的频率。"
msgid ""
"Index buffer in 16-bit unsigned integer format. This limits the maximum index "
"that can be specified to [code]65535[/code]."
msgstr ""
"16 位无符号整数格式的索引缓冲。对可指定索引最大值的限制为 [code]65535[/code]。"
msgid ""
"Index buffer in 32-bit unsigned integer format. This limits the maximum index "
"that can be specified to [code]4294967295[/code]."
msgstr ""
"32 位无符号整数格式的索引缓冲。对可指定索引最大值的限制为 [code]4294967295[/"
"code]。"
msgid "Sampler uniform."
msgstr "采样器 uniform。"
msgid "Sampler uniform with a texture."
msgstr "带有纹理的采样器 uniform。"
msgid "Texture uniform."
msgstr "纹理 uniform。"
msgid "Image uniform."
msgstr "图像 uniform。"
msgid "Texture buffer uniform."
msgstr "纹理缓冲 uniform。"
msgid "Sampler uniform with a texture buffer."
msgstr "带有纹理缓冲的采样器 uniform。"
msgid "Image buffer uniform."
msgstr "图像缓冲 uniform。"
msgid "Uniform buffer uniform."
msgstr "Uniform 缓冲区 uniform。"
msgid ""
"[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]Storage buffer[/url] "
"uniform."
msgstr ""
"[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]存储缓冲区[/url] "
"uniform。"
msgid "Input attachment uniform."
msgstr "输入附件 uniform。"
msgid "Represents the size of the [enum UniformType] enum."
msgstr "表示 [enum UniformType] 枚举的大小。"
msgid ""
"Point rendering primitive (with constant size, regardless of distance from "
"camera)."
msgstr "渲染点的图元(大小为常量,和与相机之间的距离无关)。"
msgid ""
"Line list rendering primitive. Lines are drawn separated from each other."
msgstr "渲染线段列表的图元。线段在绘制时是彼此独立的。"
msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-lists-with-adjacency]Line list rendering primitive with "
"adjacency.[/url]\n"
"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does "
"not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-lists-with-adjacency]渲染线段列表的图元,提供邻接数据。[/"
"url]\n"
"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。"
msgid ""
"Line strip rendering primitive. Lines drawn are connected to the previous "
"vertex."
msgstr "渲染线段条带的图元。绘制的线段与它的前一个顶点是相连的。"
msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-strips-with-adjacency]Line strip rendering primitive with "
"adjacency.[/url]\n"
"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does "
"not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-strips-with-adjacency]渲染线段条带的图元,提供邻接数据。[/"
"url]\n"
"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。"
msgid ""
"Triangle list rendering primitive. Triangles are drawn separated from each "
"other."
msgstr "渲染三角形列表的图元。三角形在绘制时是彼此独立的。"
msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive "
"with adjacency.[/url]\n"
" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot "
"does not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-lists-with-adjacency]渲染三角形列表的图元,提供邻接数"
"据。[/url]\n"
"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。"
msgid ""
"Triangle strip rendering primitive. Triangles drawn are connected to the "
"previous triangle."
msgstr "渲染三角形条带的图元。绘制的三角形与它的前一个三角形是相连的。"
msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-strips-with-adjacency]Triangle strip rendering "
"primitive with adjacency.[/url]\n"
"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does "
"not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-strips-with-adjacency]渲染三角形条带的图元,提供邻接数"
"据。[/url]\n"
"[b]注意:[/b]邻接数据仅在几何着色器中有用,但 Godot 并没有暴露。"
msgid ""
"Triangle strip rendering primitive with [i]primitive restart[/i] enabled. "
"Triangles drawn are connected to the previous triangle, but a primitive "
"restart index can be specified before drawing to create a second triangle "
"strip after the specified index.\n"
"[b]Note:[/b] Only compatible with indexed draws."
msgstr ""
"渲染三角形条带的图元,启用[i]图元重启[/i]。绘制的三角形与它的前一个三角形是相"
"连的,但是在绘制前可以指定图元重启索引,这样在指定索引之后就会再创建一条三角形"
"条带。\n"
"[b]注意:[/b]仅兼容索引绘图。"
msgid ""
"Tessellation patch rendering primitive. Only useful with tessellation "
"shaders, which can be used to deform these patches."
msgstr "曲面细分面片渲染图元。仅对曲面细分着色器有用,可以将面片变形。"
msgid "Represents the size of the [enum RenderPrimitive] enum."
msgstr "代表 [enum RenderPrimitive] 枚举的大小。"
msgid "Do not use polygon front face or backface culling."
msgstr "不使用多边形的正面和背面剔除。"
msgid ""
"Use polygon frontface culling (faces pointing towards the camera are hidden)."
msgstr "使用多边形的正面剔除(隐藏正对相机的面)。"
msgid ""
"Use polygon backface culling (faces pointing away from the camera are hidden)."
msgstr "使用多边形的背面剔除(隐藏背对相机的面)。"
msgid ""
"Clockwise winding order to determine which face of a polygon is its front "
"face."
msgstr "决定多边形面为是否为正面时,使用顺时针缠绕顺序。"
msgid ""
"Counter-clockwise winding order to determine which face of a polygon is its "
"front face."
msgstr "决定多边形面为是否为正面时,使用逆时针缠绕顺序。"
msgid "Keep the current stencil value."
msgstr "保留当前的模板值。"
msgid "Set the stencil value to [code]0[/code]."
msgstr "将模板值设置为 [code]0[/code]。"
msgid "Replace the existing stencil value with the new one."
msgstr "将现有的模板值替换为新值。"
msgid ""
"Increment the existing stencil value and clamp to the maximum representable "
"unsigned value if reached. Stencil bits are considered as an unsigned integer."
msgstr ""
"将现有的模板值加一,到达能够表示的最大无符号值之后就不会再增长。会将模板位视作"
"无符号整数。"
msgid ""
"Decrement the existing stencil value and clamp to the minimum value if "
"reached. Stencil bits are considered as an unsigned integer."
msgstr ""
"将现有的模板值减一,到达最小值之后就不会再降低。会将模板位视作无符号整数。"
msgid "Bitwise-invert the existing stencil value."
msgstr "将现有的模板值按位取反。"
msgid ""
"Increment the stencil value and wrap around to [code]0[/code] if reaching the "
"maximum representable unsigned. Stencil bits are considered as an unsigned "
"integer."
msgstr ""
"将现有的模板值加一,到达能够表示的最大无符号值之后环绕至 [code]0[/code]。会将"
"模板位视作无符号整数。"
msgid ""
"Decrement the stencil value and wrap around to the maximum representable "
"unsigned if reaching the minimum. Stencil bits are considered as an unsigned "
"integer."
msgstr ""
"将现有的模板值减一,到达最小值之后环绕至能够表示的最大无符号值。会将模板位视作"
"无符号整数。"
msgid "Represents the size of the [enum StencilOperation] enum."
msgstr "代表 [enum StencilOperation] 枚举的大小。"
msgid "\"Never\" comparison (opposite of [constant COMPARE_OP_ALWAYS])."
msgstr "“永不”比较(与 [constant COMPARE_OP_ALWAYS] 相对)。"
msgid "\"Less than\" comparison."
msgstr "“小于”比较。"
msgid "\"Equal\" comparison."
msgstr "“等于”比较。"
msgid "\"Less than or equal\" comparison."
msgstr "“小于等于”比较。"
msgid "\"Greater than\" comparison."
msgstr "“大于”比较。"
msgid "\"Not equal\" comparison."
msgstr "“不等于”比较。"
msgid "\"Greater than or equal\" comparison."
msgstr "“大于等于”比较。"
msgid "\"Always\" comparison (opposite of [constant COMPARE_OP_NEVER])."
msgstr "“始终”比较(与 [constant COMPARE_OP_NEVER] 相对)。"
msgid "Represents the size of the [enum CompareOperator] enum."
msgstr "代表 [enum CompareOperator] 枚举的大小。"
msgid ""
"Clear logic operation (result is always [code]0[/code]). See also [constant "
"LOGIC_OP_SET]."
msgstr ""
"逻辑清除运算(结果始终为 [code]0[/code])。另见 [constant LOGIC_OP_SET]。"
msgid "AND logic operation."
msgstr "逻辑与AND运算。"
msgid ""
"AND logic operation with the [i]destination[/i] operand being inverted. See "
"also [constant LOGIC_OP_AND_INVERTED]."
msgstr ""
"逻辑与AND运算翻转[i]目标[/i]操作数。另见 [constant "
"LOGIC_OP_AND_INVERTED]。"
msgid ""
"Copy logic operation (keeps the [i]source[/i] value as-is). See also "
"[constant LOGIC_OP_COPY_INVERTED] and [constant LOGIC_OP_NO_OP]."
msgstr ""
"逻辑复制运算(保留[i]来源[/i]的值)。另见 [constant LOGIC_OP_COPY_INVERTED] "
"和 [constant LOGIC_OP_NO_OP]。"
msgid ""
"AND logic operation with the [i]source[/i] operand being inverted. See also "
"[constant LOGIC_OP_AND_REVERSE]."
msgstr ""
"逻辑与AND运算翻转[i]来源[/i]操作数。另见 [constant "
"LOGIC_OP_AND_REVERSE]。"
msgid ""
"No-op logic operation (keeps the [i]destination[/i] value as-is). See also "
"[constant LOGIC_OP_COPY]."
msgstr "逻辑空运算(保留[i]目标[/i]值)。另见 [constant LOGIC_OP_COPY]。"
msgid "Exclusive or (XOR) logic operation."
msgstr "逻辑异或XOR运算。"
msgid "OR logic operation."
msgstr "逻辑或OR运算。"
msgid "Not-OR (NOR) logic operation."
msgstr "逻辑非或NOR运算。"
msgid "Not-XOR (XNOR) logic operation."
msgstr "逻辑非异或XNOR运算。"
msgid "Invert logic operation."
msgstr "逻辑翻转运算。"
msgid ""
"OR logic operation with the [i]destination[/i] operand being inverted. See "
"also [constant LOGIC_OP_OR_REVERSE]."
msgstr ""
"逻辑或OR运算翻转[i]目标[/i]操作数。另见 [constant LOGIC_OP_OR_REVERSE]。"
msgid ""
"NOT logic operation (inverts the value). See also [constant LOGIC_OP_COPY]."
msgstr "逻辑非NOT运算将值翻转。另见 [constant LOGIC_OP_COPY]。"
msgid ""
"OR logic operation with the [i]source[/i] operand being inverted. See also "
"[constant LOGIC_OP_OR_REVERSE]."
msgstr ""
"逻辑或OR运算翻转[i]来源[/i]操作数。另见 [constant LOGIC_OP_OR_REVERSE]。"
msgid "Not-AND (NAND) logic operation."
msgstr "逻辑非与NAND运算。"
msgid ""
"SET logic operation (result is always [code]1[/code]). See also [constant "
"LOGIC_OP_CLEAR]."
msgstr ""
"逻辑设置运算(结果始终为 [code]1[/code])。另见 [constant LOGIC_OP_CLEAR]。"
msgid "Represents the size of the [enum LogicOperation] enum."
msgstr "代表 [enum LogicOperation] 枚举的大小。"
msgid "Constant [code]0.0[/code] blend factor."
msgstr "混合系数常量 [code]0.0[/code]。"
msgid "Constant [code]1.0[/code] blend factor."
msgstr "混合系数常量 [code]1.0[/code]。"
msgid ""
"Color blend factor is [code]source color[/code]. Alpha blend factor is "
"[code]source alpha[/code]."
msgstr ""
"颜色混合系数为 [code]source color[/code]。Alpha 混合系数为 [code]source "
"alpha[/code]。"
msgid ""
"Color blend factor is [code]1.0 - source color[/code]. Alpha blend factor is "
"[code]1.0 - source alpha[/code]."
msgstr ""
"颜色混合系数为 [code]1.0 - source color[/code]。Alpha 混合系数为 [code]1.0 - "
"source alpha[/code]。"
msgid ""
"Color blend factor is [code]destination color[/code]. Alpha blend factor is "
"[code]destination alpha[/code]."
msgstr ""
"颜色混合系数为 [code]destination color[/code]。Alpha 混合系数为 "
"[code]destination alpha[/code]。"
msgid ""
"Color blend factor is [code]1.0 - destination color[/code]. Alpha blend "
"factor is [code]1.0 - destination alpha[/code]."
msgstr ""
"颜色混合系数为 [code]1.0 - destination color[/code]。Alpha 混合系数为 "
"[code]1.0 - destination alpha[/code]。"
msgid "Color and alpha blend factor is [code]source alpha[/code]."
msgstr "颜色混合和 Alpha 混合系数为 [code]source alpha[/code]。"
msgid "Color and alpha blend factor is [code]1.0 - source alpha[/code]."
msgstr "颜色混合和 Alpha 混合系数为 [code]1.0 - source alpha[/code]。"
msgid "Color and alpha blend factor is [code]destination alpha[/code]."
msgstr "颜色混合和 Alpha 混合系数为 [code]destination alpha[/code]。"
msgid "Color and alpha blend factor is [code]1.0 - destination alpha[/code]."
msgstr "颜色混合和 Alpha 混合系数为 [code]1.0 - destination alpha[/code]。"
msgid ""
"Color blend factor is [code]blend constant color[/code]. Alpha blend factor "
"is [code]blend constant alpha[/code] (see [method "
"draw_list_set_blend_constants])."
msgstr ""
"颜色混合系数为 [code]blend constant color[/code]。Alpha 混合系数为 "
"[code]blend constant alpha[/code](见 [method "
"draw_list_set_blend_constants])。"
msgid ""
"Color blend factor is [code]1.0 - blend constant color[/code]. Alpha blend "
"factor is [code]1.0 - blend constant alpha[/code] (see [method "
"draw_list_set_blend_constants])."
msgstr ""
"颜色混合系数为 [code]1.0 - blend constant color[/code]。Alpha 混合系数为 "
"[code]1.0 - blend constant alpha[/code](见 [method "
"draw_list_set_blend_constants])。"
msgid ""
"Color and alpha blend factor is [code]blend constant alpha[/code] (see "
"[method draw_list_set_blend_constants])."
msgstr ""
"颜色混合和 Alpha 混合系数为 [code]blend constant alpha[/code](见 [method "
"draw_list_set_blend_constants])。"
msgid ""
"Color and alpha blend factor is [code]1.0 - blend constant alpha[/code] (see "
"[method draw_list_set_blend_constants])."
msgstr ""
"颜色混合和 Alpha 混合系数为 [code]1.0 - blend constant alpha[/code](见 "
"[method draw_list_set_blend_constants])。"
msgid ""
"Color blend factor is [code]min(source alpha, 1.0 - destination alpha)[/"
"code]. Alpha blend factor is [code]1.0[/code]."
msgstr ""
"颜色混合系数为 [code]min(source alpha, 1.0 - destination alpha)[/code]。Alpha "
"混合系数为 [code]1.0[/code]。"
msgid ""
"Color blend factor is [code]second source color[/code]. Alpha blend factor is "
"[code]second source alpha[/code]. Only relevant for dual-source blending."
msgstr ""
"颜色混合系数为 [code]second source color[/code]。Alpha 混合系数为 "
"[code]second source alpha[/code]。仅适用于双源混合。"
msgid ""
"Color blend factor is [code]1.0 - second source color[/code]. Alpha blend "
"factor is [code]1.0 - second source alpha[/code]. Only relevant for dual-"
"source blending."
msgstr ""
"颜色混合系数为 [code]1.0 - second source color[/code]。Alpha 混合系数为 "
"[code]1.0 - second source alpha[/code]。仅适用于双源混合。"
msgid ""
"Color and alpha blend factor is [code]second source alpha[/code]. Only "
"relevant for dual-source blending."
msgstr ""
"颜色混合和 Alpha 混合系数为 [code]second source alpha[/code]。仅适用于双源混"
"合。"
msgid ""
"Color and alpha blend factor is [code]1.0 - second source alpha[/code]. Only "
"relevant for dual-source blending."
msgstr ""
"颜色混合和 Alpha 混合系数为 [code]1.0 - second source alpha[/code]。仅适用于双"
"源混合。"
msgid "Represents the size of the [enum BlendFactor] enum."
msgstr "代表 [enum BlendFactor] 枚举的大小。"
msgid "Additive blending operation ([code]source + destination[/code])."
msgstr "加法混合运算([code]source + destination[/code])。"
msgid "Subtractive blending operation ([code]source - destination[/code])."
msgstr "减法混合运算([code]source - destination[/code])。"
msgid ""
"Reverse subtractive blending operation ([code]destination - source[/code])."
msgstr "逆减法混合运算([code]destination - source[/code])。"
msgid "Minimum blending operation (keep the lowest value of the two)."
msgstr "最小混合运算(保留两者之间的较小值)。"
msgid "Maximum blending operation (keep the highest value of the two)."
msgstr "最大混合运算(保留两者之间的较大值)。"
msgid "Represents the size of the [enum BlendOperation] enum."
msgstr "代表 [enum BlendOperation] 枚举的大小。"
msgid "Start rendering and clear the whole framebuffer."
msgstr "开始渲染并清空整个帧缓冲。"
msgid "Start rendering and clear the framebuffer in the specified region."
msgstr "开始渲染并清空帧缓冲里的指定区域。"
msgid ""
"Continue rendering and clear the framebuffer in the specified region. "
"Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as "
"the final action previously."
msgstr ""
"继续渲染并清空帧缓冲里的指定区域。帧缓冲必须在之前的最后一次动作后停留在 "
"[constant FINAL_ACTION_CONTINUE] 状态。"
msgid ""
"Start rendering, but keep attached color texture contents. If the framebuffer "
"was previously used to read in a shader, this will automatically insert a "
"layout transition."
msgstr ""
"开始渲染但保留附加颜色纹理的内容。如果帧缓冲之前用于在着色器中读取,此操作会自"
"动插入布局过渡。"
msgid ""
"Start rendering, ignore what is there; write above it. In general, this is "
"the fastest option when you will be writing every single pixel and you don't "
"need a clear color."
msgstr ""
"开始渲染,忽略原有内容;在内容上覆盖。当你会写入所有像素并且不需要清屏颜色时,"
"这通常是最快的选项。"
msgid ""
"Continue rendering. Framebuffer must have been left in [constant "
"FINAL_ACTION_CONTINUE] state as the final action previously."
msgstr ""
"继续渲染。帧缓冲必须在之前的最后一次动作后停留在 [constant "
"FINAL_ACTION_CONTINUE] 状态。"
msgid "Represents the size of the [enum InitialAction] enum."
msgstr "代表 [enum InitialAction] 枚举的大小。"
msgid ""
"Store the texture for reading and make it read-only if it has the [constant "
"TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil "
"attachments)."
msgstr ""
"以读取为目的存储纹理,如果设置了 [constant TEXTURE_USAGE_SAMPLING_BIT] 位则将"
"其设为只读(仅适用于颜色、深度、模板附件)。"
msgid ""
"Discard the texture data and make it read-only if it has the [constant "
"TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil "
"attachments)."
msgstr ""
"丢弃纹理数据,如果设置了 [constant TEXTURE_USAGE_SAMPLING_BIT] 位则将其设为只"
"读(仅适用于颜色、深度、模板附件)。"
msgid ""
"Store the texture and continue for further processing. Similar to [constant "
"FINAL_ACTION_READ], but does not make the texture read-only if it has the "
"[constant TEXTURE_USAGE_SAMPLING_BIT] bit."
msgstr ""
"存储纹理并继续后续处理。与 [constant FINAL_ACTION_READ] 类似,但不会在设置了 "
"[constant TEXTURE_USAGE_SAMPLING_BIT] 位时将其设为只读。"
msgid "Represents the size of the [enum FinalAction] enum."
msgstr "代表 [enum FinalAction] 枚举的大小。"
msgid ""
"Vertex shader stage. This can be used to manipulate vertices from a shader "
"(but not create new vertices)."
msgstr "顶点着色器阶段。可用于在着色器中操作顶点(但无法新建顶点)。"
msgid ""
"Fragment shader stage (called \"pixel shader\" in Direct3D). This can be used "
"to manipulate pixels from a shader."
msgstr ""
"片段着色器阶段Direct3D 中成为“像素着色器”)。可用于在着色器中操作像素。"
msgid ""
"Tessellation control shader stage. This can be used to create additional "
"geometry from a shader."
msgstr "曲面细分控制着色器阶段。可用于在着色器中创建额外的几何体。"
msgid ""
"Tessellation evaluation shader stage. This can be used to create additional "
"geometry from a shader."
msgstr "曲面细分求值着色器阶段。可用于在着色器中创建额外的几何体。"
msgid ""
"Compute shader stage. This can be used to run arbitrary computing tasks in a "
"shader, performing them on the GPU instead of the CPU."
msgstr ""
"计算着色器阶段。可用于在着色器中执行任意计算任务,在 GPU 而不是 CPU 上进行计"
"算。"
msgid "Represents the size of the [enum ShaderStage] enum."
msgstr "代表 [enum ShaderStage] 枚举的大小。"
msgid "Vertex shader stage bit (see also [constant SHADER_STAGE_VERTEX])."
msgstr "顶点着色器阶段位(另见 [constant SHADER_STAGE_VERTEX])。"
msgid "Fragment shader stage bit (see also [constant SHADER_STAGE_FRAGMENT])."
msgstr "片段着色器阶段位(另见 [constant SHADER_STAGE_FRAGMENT])。"
msgid ""
"Tessellation control shader stage bit (see also [constant "
"SHADER_STAGE_TESSELATION_CONTROL])."
msgstr ""
"曲面细分控制着色器阶段位(另见 [constant SHADER_STAGE_TESSELATION_CONTROL])。"
msgid ""
"Tessellation evaluation shader stage bit (see also [constant "
"SHADER_STAGE_TESSELATION_EVALUATION])."
msgstr ""
"曲面细分求值着色器阶段位(另见 [constant "
"SHADER_STAGE_TESSELATION_EVALUATION])。"
msgid "Compute shader stage bit (see also [constant SHADER_STAGE_COMPUTE])."
msgstr "计算着色器阶段位(另见 [constant SHADER_STAGE_COMPUTE])。"
msgid ""
"Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is "
"the language used for core Godot shaders."
msgstr ""
"Khronos 的 GLSL 着色语言OpenGL 和 Vulkan 原生使用)。这是核心 Godot 着色器所"
"使用的语言。"
msgid ""
"Microsoft's High-Level Shading Language (used natively by Direct3D, but can "
"also be used in Vulkan)."
msgstr "Microsoft 的高级着色器语言Direct3D 原生使用Vulkan 中也能使用)。"
msgid "Boolean specialization constant."
msgstr "布尔型特化常量。"
msgid "Integer specialization constant."
msgstr "整型特化常量。"
msgid "Floating-point specialization constant."
msgstr "浮点型特化常量。"
msgid "Maximum number of uniform sets that can be bound at a given time."
msgstr "能够同时绑定的最大 uniform 集的数量。"
msgid ""
"Maximum number of color framebuffer attachments that can be used at a given "
"time."
msgstr "能够同时使用的最大颜色帧缓冲附件的数量。"
msgid "Maximum number of textures that can be used per uniform set."
msgstr "单个 uniform 集能够使用的最大纹理数量。"
msgid "Maximum number of samplers that can be used per uniform set."
msgstr "单个 uniform 集能够使用的最大采样器数量。"
msgid ""
"Maximum number of [url=https://vkguide.dev/docs/chapter-4/"
"storage_buffers/]storage buffers[/url] per uniform set."
msgstr ""
"单个 uniform 集的最大[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]"
"存储缓冲[/url]数量。"
msgid "Maximum number of storage images per uniform set."
msgstr "单个 uniform 集的最大存储图像数量。"
msgid "Maximum number of uniform buffers per uniform set."
msgstr "单个 uniform 集的最大 uniform 缓冲数量。"
msgid "Maximum index for an indexed draw command."
msgstr "索引绘图指令的最大索引。"
msgid "Maximum height of a framebuffer (in pixels)."
msgstr "帧缓冲的最大高度(单位为像素)。"
msgid "Maximum width of a framebuffer (in pixels)."
msgstr "帧缓冲的最大宽度(单位为像素)。"
msgid "Maximum number of texture array layers."
msgstr "纹理数组的最大层数。"
msgid ""
"Maximum supported 1-dimensional texture size (in pixels on a single axis)."
msgstr "支持的一维纹理的最大尺寸(单轴像素数)。"
msgid ""
"Maximum supported 2-dimensional texture size (in pixels on a single axis)."
msgstr "支持的二维纹理的最大尺寸(单轴像素数)。"
msgid ""
"Maximum supported 3-dimensional texture size (in pixels on a single axis)."
msgstr "支持的三维纹理的最大尺寸(单轴像素数)。"
msgid ""
"Maximum supported cubemap texture size (in pixels on a single axis of a "
"single face)."
msgstr "支持的立方体贴图纹理的最大尺寸(单轴像素数)。"
msgid "Maximum number of textures per shader stage."
msgstr "每个着色器阶段的最大纹理数。"
msgid "Maximum number of samplers per shader stage."
msgstr "每个着色器阶段的最大采样器数。"
msgid ""
"Maximum number of [url=https://vkguide.dev/docs/chapter-4/"
"storage_buffers/]storage buffers[/url] per shader stage."
msgstr ""
"每个着色器阶段的最大[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]"
"存储缓冲[/url]数。"
msgid "Maximum number of storage images per shader stage."
msgstr "每个着色器阶段的最大存储图像数。"
msgid ""
"Maximum size of a push constant. A lot of devices are limited to 128 bytes, "
"so try to avoid exceeding 128 bytes in push constants to ensure compatibility "
"even if your GPU is reporting a higher value."
msgstr ""
"推送常量的最大大小。许多设备都有 128 字节的限制,所以即便你的 GPU 汇报的值更"
"大,也请尝试避免让推送常量超过 127 字节,从而确保兼容性。"
msgid "Maximum size of a uniform buffer."
msgstr "Uniform 缓冲的最大大小。"
msgid "Maximum vertex input attribute offset."
msgstr "顶点输入属性的最大偏移。"
msgid "Maximum number of vertex input attributes."
msgstr "顶点输入属性的最大数量。"
msgid "Maximum number of vertex input bindings."
msgstr "顶点输入绑定的最大数量。"
msgid "Maximum vertex input binding stride."
msgstr "顶点输入绑定的最大步幅。"
msgid "Minimum uniform buffer offset alignment."
msgstr "Uniform 缓冲的最小偏移对齐。"
msgid "Maximum shared memory size for compute shaders."
msgstr "计算着色器的最大共享内存大小。"
msgid "Maximum number of workgroups for compute shaders on the X axis."
msgstr "计算着色器在 X 轴上的最大工作组数量。"
msgid "Maximum number of workgroups for compute shaders on the Y axis."
msgstr "计算着色器在 Y 轴上的最大工作组数量。"
msgid "Maximum number of workgroups for compute shaders on the Z axis."
msgstr "计算着色器在 Z 轴上的最大工作组数量。"
msgid "Maximum number of workgroup invocations for compute shaders."
msgstr "计算着色器的最大工作组调用数量。"
msgid "Maximum workgroup size for compute shaders on the X axis."
msgstr "计算着色器在 X 轴上的最大工作组大小。"
msgid "Maximum workgroup size for compute shaders on the Y axis."
msgstr "计算着色器在 Y 轴上的最大工作组大小。"
msgid "Maximum workgroup size for compute shaders on the Z axis."
msgstr "计算着色器在 Z 轴上的最大工作组大小。"
msgid "Maximum viewport width (in pixels)."
msgstr "视口的最大宽度(单位为像素)。"
msgid "Maximum viewport height (in pixels)."
msgstr "视口的最大高度(单位为像素)。"
msgid "Memory taken by textures."
msgstr "纹理占用的内存。"
msgid "Memory taken by buffers."
msgstr "缓冲区占用的内存。"
msgid ""
"Total memory taken. This is greater than the sum of [constant "
"MEMORY_TEXTURES] and [constant MEMORY_BUFFERS], as it also includes "
"miscellaneous memory usage."
msgstr ""
"内存中占用。比 [constant MEMORY_TEXTURES] 和 [constant MEMORY_BUFFERS] 的总和"
"要大,因为还会包含其他杂项内存占用。"
msgid "Returned by functions that return an ID if a value is invalid."
msgstr "返回 ID 的函数会在值无效时返回此值。"
msgid "Returned by functions that return a format ID if a value is invalid."
msgstr "返回格式 ID 的函数会在值无效时返回此值。"
msgid "Server for anything visible."
msgstr "任何可见的东西的服务器。"
msgid ""
"The rendering server is the API backend for everything visible. The whole "
"scene system mounts on it to display. The rendering server is completely "
"opaque: the internals are entirely implementation-specific and cannot be "
"accessed.\n"
"The rendering server can be used to bypass the scene/[Node] system entirely. "
"This can improve performance in cases where the scene system is the "
"bottleneck, but won't improve performance otherwise (for instance, if the GPU "
"is already fully utilized).\n"
"Resources are created using the [code]*_create[/code] functions. These "
"functions return [RID]s which are not references to the objects themselves, "
"but opaque [i]pointers[/i] towards these objects.\n"
"All objects are drawn to a viewport. You can use the [Viewport] attached to "
"the [SceneTree] or you can create one yourself with [method viewport_create]. "
"When using a custom scenario or canvas, the scenario or canvas needs to be "
"attached to the viewport using [method viewport_set_scenario] or [method "
"viewport_attach_canvas].\n"
"[b]Scenarios:[/b] In 3D, all visual objects must be associated with a "
"scenario. The scenario is a visual representation of the world. If accessing "
"the rendering server from a running game, the scenario can be accessed from "
"the scene tree from any [Node3D] node with [method Node3D.get_world_3d]. "
"Otherwise, a scenario can be created with [method scenario_create].\n"
"Similarly, in 2D, a canvas is needed to draw all canvas items.\n"
"[b]3D:[/b] In 3D, all visible objects are comprised of a resource and an "
"instance. A resource can be a mesh, a particle system, a light, or any other "
"3D object. In order to be visible resources must be attached to an instance "
"using [method instance_set_base]. The instance must also be attached to the "
"scenario using [method instance_set_scenario] in order to be visible. "
"RenderingServer methods that don't have a prefix are usually 3D-specific (but "
"not always).\n"
"[b]2D:[/b] In 2D, all visible objects are some form of canvas item. In order "
"to be visible, a canvas item needs to be the child of a canvas attached to a "
"viewport, or it needs to be the child of another canvas item that is "
"eventually attached to the canvas. 2D-specific RenderingServer methods "
"generally start with [code]canvas_*[/code].\n"
"[b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
"argument[/url] disables all rendering and window management functions. Most "
"functions from [RenderingServer] will return dummy values in this case."
msgstr ""
"渲染服务器是所有可见内容的 API 后端。整个场景系统都挂载在它上面来显示。渲染服"
"务器是完全不透明的:内部实现完全取决于具体的实现,无法进行访问。\n"
"使用渲染服务器可以完全绕过场景和 [Node] 系统。如果场景系统是瓶颈所在,那么这样"
"做就可以提升性能,否则无法提升性能(例如已经完全利用 GPU 的情况)。\n"
"资源是使用 [code]*_create[/code] 函数创建的。这些函数返回的 [RID] 并不是对对象"
"本身的引用,而是指向这些对象的不透明[i]指针[/i]。\n"
"所有对象都会被绘制到视口中。你可以使用附加到 [SceneTree] 的 [Viewport],或者也"
"可以使用 [method viewport_create] 自行创建。使用自定义场景或画布时,需要使用 "
"[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画布"
"附加到视口。\n"
"[b]场景:[/b]在 3D 中所有可视对象都必须与一个场景Scenario相关联。场景是"
"世界的可视化表示。如果要从正在运行的游戏中访问渲染服务器,那么就可以使用 "
"[method Node3D.get_world_3d] 从任何 [Node3D] 节点的场景树访问该场景。此外,也"
"可以使用 [method scenario_create] 创建场景。\n"
"在 2D 中也是类似的需要一个画布Canvas来绘制所有的画布项。\n"
"[b]3D[/b]在 3D 中所有可视对象都由资源Resource和实例Instance组成。"
"资源可以是网格、粒子系统、灯光或任何其他 3D 对象。为了使资源可见,必须使用 "
"[method instance_set_base] 将其附加到一个实例。该实例还必须使用 [method "
"instance_set_scenario] 附加到场景中才可见。不带前缀的 RenderingServer 方法通常"
"都是针对 3D 的(但也有例外)。\n"
"[b]2D[/b]在 2D 中所有可见对象都是某种形式的画布项Canvas Item。为了使画"
"布项可见,就需要让它成为附加到视口的画布的子项,或者需要让它成为其他画布项的子"
"项,但这些画布项最终也需要是画布的子项。针对 2D 的 RenderingServer 方法一般都"
"以 [code]canvas_*[/code] 开头。\n"
"[b]无头模式:[/b]使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/"
"command_line_tutorial.html]命令行参数[/url]启动引擎将禁用所有渲染和窗口管理功"
"能。在这种情况下,[RenderingServer] 中的大多数函数将返回虚值。"
msgid "Optimization using Servers"
msgstr "使用服务器进行优化"
msgid ""
"Bakes the material data of the Mesh passed in the [param base] parameter with "
"optional [param material_overrides] to a set of [Image]s of size [param "
"image_size]. Returns an array of [Image]s containing material properties as "
"specified in [enum BakeChannels]."
msgstr ""
"使用可选的 [param material_overrides],将 [param base] 参数中传递的 Mesh 的材"
"质数据,烘焙为一组大小为 [param image_size] 的 [Image]。返回包含 [enum "
"BakeChannels] 中指定的材质属性的 [Image] 数组。"
msgid ""
"As the RenderingServer actual logic may run on an separate thread, accessing "
"its internals from the main (or any other) thread will result in errors. To "
"make it easier to run code that can safely access the rendering internals "
"(such as [RenderingDevice] and similar RD classes), push a callable via this "
"function so it will be executed on the render thread."
msgstr ""
"由于 RenderingServer 实际逻辑可能在单独的线程上运行,因此从主(或任何其他)线"
"程访问其内部将导致错误。为了更轻松地运行可以安全访问渲染内部的代码(例如 "
"[RenderingDevice] 和类似的 RD 类),请通过该函数推送一个可调用对象,以便它将在"
"渲染线程上执行。"
msgid ""
"Creates a camera attributes object and adds it to the RenderingServer. It can "
"be accessed with the RID that is returned. This RID will be used in all "
"[code]camera_attributes_[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [CameraAttributes]."
msgstr ""
"创建相机属性对象并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这"
"个 RID 会在所有 [code]camera_attributes_[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价资源为 [CameraAttributes]。"
msgid ""
"Sets the parameters to use with the auto-exposure effect. These parameters "
"take on the same meaning as their counterparts in [CameraAttributes] and "
"[CameraAttributesPractical]."
msgstr ""
"设置用于自动曝光效果的参数。这些参数与 [CameraAttributes] 和 "
"[CameraAttributesPractical] 中的对应参数具有相同的含义。"
msgid ""
"Sets the parameters to use with the DOF blur effect. These parameters take on "
"the same meaning as their counterparts in [CameraAttributesPractical]."
msgstr ""
"设置用于 DOF 模糊效果的参数。这些参数与 [CameraAttributesPractical] 中的对应参"
"数具有相同的含义。"
msgid ""
"Sets the shape of the DOF bokeh pattern. Different shapes may be used to "
"achieve artistic effect, or to meet performance targets. For more detail on "
"available options see [enum DOFBokehShape]."
msgstr ""
"设置 DOF 散景图案的形状。可以使用不同的形状来达到艺术效果,或达到性能目标。有"
"关可用选项的更多详细信息,请参阅 [enum DOFBokehShape]。"
msgid ""
"Sets the quality level of the DOF blur effect to one of the options in [enum "
"DOFBlurQuality]. [param use_jitter] can be used to jitter samples taken "
"during the blur pass to hide artifacts at the cost of looking more fuzzy."
msgstr ""
"将 DOF 模糊效果的质量级别设置为 [enum DOFBlurQuality] 中的选项之一。[param "
"use_jitter] 可用于抖动模糊过程中采集的样本,以隐藏伪影,代价是看起来更模糊。"
msgid ""
"Sets the exposure values that will be used by the renderers. The "
"normalization amount is used to bake a given Exposure Value (EV) into "
"rendering calculations to reduce the dynamic range of the scene.\n"
"The normalization factor can be calculated from exposure value (EV100) as "
"follows:\n"
"[codeblock]\n"
"func get_exposure_normalization(float ev100):\n"
" \t\t\t return 1.0 / (pow(2.0, ev100) * 1.2)\n"
"[/codeblock]\n"
"The exposure value can be calculated from aperture (in f-stops), shutter "
"speed (in seconds), and sensitivity (in ISO) as follows:\n"
"[codeblock]\n"
"func get_exposure(float aperture, float shutter_speed, float sensitivity):\n"
" return log2((aperture * aperture) / shutterSpeed * (100.0 / "
"sensitivity))\n"
"[/codeblock]"
msgstr ""
"设置渲染器所使用的曝光值。归一化量用于将给定的曝光值Exposure ValueEV烘焙"
"进渲染计算,从而降低场景的动态范围。\n"
"可以用如下方法根据曝光值EV100来计算归一化系数\n"
"[codeblock]\n"
"func get_exposure_normalization(float ev100):\n"
" \t\t\t return 1.0 / (pow(2.0, ev100) * 1.2)\n"
"[/codeblock]\n"
"可以使用如下方法根据光圈(单位为 F 值)、快门速度(单位为秒)、感光度(单位为 "
"ISO来计算曝光值\n"
"[codeblock]\n"
"func get_exposure(float aperture, float shutter_speed, float sensitivity):\n"
" return log2((aperture * aperture) / shutterSpeed * (100.0 / "
"sensitivity))\n"
"[/codeblock]"
msgid ""
"Creates a 3D camera and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]camera_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [Camera3D]."
msgstr ""
"创建 3D 相机并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]camera_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价节点为 [Camera3D]。"
msgid ""
"Sets the camera_attributes created with [method camera_attributes_create] to "
"the given camera."
msgstr ""
"将使用 [method camera_attributes_create] 创建的 camera_attributes 设置给给定的"
"相机。"
msgid ""
"Sets the cull mask associated with this camera. The cull mask describes which "
"3D layers are rendered by this camera. Equivalent to [member Camera3D."
"cull_mask]."
msgstr ""
"设置与该相机关联的剔除掩码。剔除掩码描述了该相机渲染了哪些 3D 图层。相当于 "
"[member Camera3D.cull_mask]。"
msgid ""
"Sets the environment used by this camera. Equivalent to [member Camera3D."
"environment]."
msgstr "设置该相机使用的环境。相当于 [member Camera3D.environment]。"
msgid ""
"Sets camera to use frustum projection. This mode allows adjusting the [param "
"offset] argument to create \"tilted frustum\" effects."
msgstr ""
"将相机设置为使用视锥投影。该模式允许调整 [param offset] 参数以创建“倾斜视锥”效"
"果。"
msgid ""
"Sets camera to use orthogonal projection, also known as orthographic "
"projection. Objects remain the same size on the screen no matter how far away "
"they are."
msgstr ""
"将相机设置为使用正交投影,也称为正射投影。物体在屏幕上保持相同的尺寸,无论它们"
"有多远。"
msgid ""
"Sets camera to use perspective projection. Objects on the screen becomes "
"smaller when they are far away."
msgstr "将相机设置为使用透视投影。屏幕上的物体在远处时变得更小。"
msgid "Sets [Transform3D] of camera."
msgstr "设置相机的 [Transform3D]。"
msgid ""
"If [code]true[/code], preserves the horizontal aspect ratio which is "
"equivalent to [constant Camera3D.KEEP_WIDTH]. If [code]false[/code], "
"preserves the vertical aspect ratio which is equivalent to [constant Camera3D."
"KEEP_HEIGHT]."
msgstr ""
"如果为 [code]true[/code],则保留水平长宽比,相当于 [constant Camera3D."
"KEEP_WIDTH]。如果为 [code]false[/code],则保留垂直长宽比,相当于 [constant "
"Camera3D.KEEP_HEIGHT]。"
msgid ""
"Creates a canvas and returns the assigned [RID]. It can be accessed with the "
"RID that is returned. This RID will be used in all [code]canvas_*[/code] "
"RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"Canvas has no [Resource] or [Node] equivalent."
msgstr ""
"创建画布并返回分配的 [RID]。可以通过返回的 RID 进行访问。这个 RID 会在所有 "
"[code]canvas_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"没有与画布等价的 [Resource] 或 [Node]。"
msgid ""
"Draws a circle on the [CanvasItem] pointed to by the [param item] [RID]. See "
"also [method CanvasItem.draw_circle]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个圆圈。另见 [method "
"CanvasItem.draw_circle]。"
msgid ""
"If [param ignore] is [code]true[/code], ignore clipping on items drawn with "
"this canvas item until this is called again with [param ignore] set to false."
msgstr ""
"如果 [param ignore] 为 [code]true[/code],则忽略使用该画布项绘制的项目的裁剪,"
"直到将 [param ignore] 设置为 false 时再次调用。"
msgid "See also [method CanvasItem.draw_lcd_texture_rect_region]."
msgstr "另见 [method CanvasItem.draw_lcd_texture_rect_region]。"
msgid ""
"Draws a line on the [CanvasItem] pointed to by the [param item] [RID]. See "
"also [method CanvasItem.draw_line]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上画一条线。另见 [method CanvasItem."
"draw_line]。"
msgid ""
"Draws a mesh created with [method mesh_create] with given [param transform], "
"[param modulate] color, and [param texture]. This is used internally by "
"[MeshInstance2D]."
msgstr ""
"使用给定的 [param transform]、[param modulate] 颜色、和 [param texture] 绘制使"
"用 [method mesh_create] 创建的网格。这由 [MeshInstance2D] 内部使用。"
msgid "See also [method CanvasItem.draw_msdf_texture_rect_region]."
msgstr "另见 [method CanvasItem.draw_msdf_texture_rect_region]。"
msgid ""
"Draws a 2D multiline on the [CanvasItem] pointed to by the [param item] "
"[RID]. See also [method CanvasItem.draw_multiline] and [method CanvasItem."
"draw_multiline_colors]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上,绘制一个 2D 多线。另见 [method "
"CanvasItem.draw_multiline] 和 [method CanvasItem.draw_multiline_colors]。"
msgid ""
"Draws a 2D [MultiMesh] on the [CanvasItem] pointed to by the [param item] "
"[RID]. See also [method CanvasItem.draw_multimesh]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上,绘制一个 2D [MultiMesh]。另见 "
"[method CanvasItem.draw_multimesh]。"
msgid ""
"Draws a nine-patch rectangle on the [CanvasItem] pointed to by the [param "
"item] [RID]."
msgstr "在 [param item] [RID] 指向的 [CanvasItem] 上,绘制一个九宫格矩形。"
msgid ""
"Draws particles on the [CanvasItem] pointed to by the [param item] [RID]."
msgstr "在 [param item] [RID] 指向的 [CanvasItem] 上绘制粒子。"
msgid ""
"Draws a 2D polygon on the [CanvasItem] pointed to by the [param item] [RID]. "
"If you need more flexibility (such as being able to use bones), use [method "
"canvas_item_add_triangle_array] instead. See also [method CanvasItem."
"draw_polygon]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个 2D 多边形。如果你需要更加"
"灵活的设置(例如能够使用骨骼),请改用 [method "
"canvas_item_add_triangle_array]。另见 [method CanvasItem.draw_polygon]。"
msgid ""
"Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] [RID]. "
"See also [method CanvasItem.draw_polyline] and [method CanvasItem."
"draw_polyline_colors]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上,绘制一个 2D 折线。另见 [method "
"CanvasItem.draw_polyline] 和 [method CanvasItem.draw_polyline_colors]。"
msgid ""
"Draws a 2D primitive on the [CanvasItem] pointed to by the [param item] "
"[RID]. See also [method CanvasItem.draw_primitive]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个 2D 图元。另见 [method "
"CanvasItem.draw_primitive]。"
msgid ""
"Draws a rectangle on the [CanvasItem] pointed to by the [param item] [RID]. "
"See also [method CanvasItem.draw_rect]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个矩形。另见 [method "
"CanvasItem.draw_rect]。"
msgid ""
"Sets a [Transform2D] that will be used to transform subsequent canvas item "
"commands."
msgstr "设置将被用于变换后续画布项命令的 [Transform2D]。"
msgid ""
"Draws a 2D textured rectangle on the [CanvasItem] pointed to by the [param "
"item] [RID]. See also [method CanvasItem.draw_texture_rect] and [method "
"Texture2D.draw_rect]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个有纹理的 2D 矩形。另见 "
"[method CanvasItem.draw_texture_rect] 和 [method Texture2D.draw_rect]。"
msgid ""
"Draws the specified region of a 2D textured rectangle on the [CanvasItem] "
"pointed to by the [param item] [RID]. See also [method CanvasItem."
"draw_texture_rect_region] and [method Texture2D.draw_rect_region]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个有纹理 2D 矩形的特定区域。"
"另见 [method CanvasItem.draw_texture_rect_region] 和 [method Texture2D."
"draw_rect_region]。"
msgid ""
"Draws a triangle array on the [CanvasItem] pointed to by the [param item] "
"[RID]. This is internally used by [Line2D] and [StyleBoxFlat] for rendering. "
"[method canvas_item_add_triangle_array] is highly flexible, but more complex "
"to use than [method canvas_item_add_polygon].\n"
"[b]Note:[/b] [param count] is unused and can be left unspecified."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上绘制一个三角形数组。渲染 [Line2D] "
"和 [StyleBoxFlat] 时内部使用。[method canvas_item_add_triangle_array] 非常灵"
"活,但用起来要比 [method canvas_item_add_polygon] 复杂。\n"
"[b]注意:[/b][param count] 未使用,可以不指定。"
msgid "Clears the [CanvasItem] and removes all commands in it."
msgstr "清空 [CanvasItem] 并删除其中的所有命令。"
msgid ""
"Creates a new CanvasItem instance and returns its [RID]. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]canvas_item_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [CanvasItem]."
msgstr ""
"新建 CanvasItem 实例并返回其 [RID]。可以通过返回的 RID 进行访问。这个 RID 会在"
"所有 [code]canvas_item_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价节点为 [CanvasItem]。"
msgid ""
"Sets the canvas group mode used during 2D rendering for the canvas item "
"specified by the [param item] RID. For faster but more limited clipping, use "
"[method canvas_item_set_clip] instead.\n"
"[b]Note:[/b] The equivalent node functionality is found in [CanvasGroup] and "
"[member CanvasItem.clip_children]."
msgstr ""
"设置对画布项进行 2D 渲染时使用的画布分组模式,画布项由 [param item] RID 指定。"
"要使用更快速但局限性更大的裁剪,请改用 [method canvas_item_set_clip]。\n"
"[b]注意:[/b]等价的节点功能可以在 [CanvasGroup] 和 [member CanvasItem."
"clip_children] 中找到。"
msgid ""
"If [param clip] is [code]true[/code], makes the canvas item specified by the "
"[param item] RID not draw anything outside of its rect's coordinates. This "
"clipping is fast, but works only with axis-aligned rectangles. This means "
"that rotation is ignored by the clipping rectangle. For more advanced "
"clipping shapes, use [method canvas_item_set_canvas_group_mode] instead.\n"
"[b]Note:[/b] The equivalent node functionality is found in [member Label."
"clip_text], [RichTextLabel] (always enabled) and more."
msgstr ""
"如果 [param clip] 为 [code]true[/code],则画布项不会在其矩形坐标之外绘制内容,"
"画布项由 [param item] RID 指定。这种裁剪很快,但只能用于轴对齐的矩形。也就是说"
"裁剪矩形会忽略旋转。更高阶的裁剪形状请改用 [method "
"canvas_item_set_canvas_group_mode]。\n"
"[b]注意:[/b]等价的节点功能可以在 [member Label.clip_text]、[RichTextLabel]"
"(始终启用)等处找到。"
msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
msgstr "设置 [CanvasItem] 以将矩形复制到后台缓冲区。"
msgid ""
"If [param use_custom_rect] is [code]true[/code], sets the custom visibility "
"rectangle (used for culling) to [param rect] for the canvas item specified by "
"[param item]. Setting a custom visibility rect can reduce CPU load when "
"drawing lots of 2D instances. If [param use_custom_rect] is [code]false[/"
"code], automatically computes a visibility rectangle based on the canvas "
"item's draw commands."
msgstr ""
"如果 [param use_custom_rect] 为 [code]true[/code],则将画布项 [param item] 的"
"自定义可见性框设置为 [param rect](用于剔除)。设置自定义可见性框能够在绘制大"
"量 2D 实例时降低 CPU 负载。如果 [param use_custom_rect] 为 [code]false[/"
"code],则会根据画布项的绘制命令自动计算可见性框。"
msgid ""
"Sets the default texture filter mode for the canvas item specified by the "
"[param item] RID. Equivalent to [member CanvasItem.texture_filter]."
msgstr ""
"设置 RID 为 [param item] 的画布项的默认纹理过滤模式。等价于 [member "
"CanvasItem.texture_filter]。"
msgid ""
"Sets the default texture repeat mode for the canvas item specified by the "
"[param item] RID. Equivalent to [member CanvasItem.texture_repeat]."
msgstr ""
"设置 RID 为 [param item] 的画布项的默认纹理重复模式。等价于 [member "
"CanvasItem.texture_repeat]。"
msgid ""
"If [param enabled] is [code]true[/code], enables multichannel signed distance "
"field rendering mode for the canvas item specified by the [param item] RID. "
"This is meant to be used for font rendering, or with specially generated "
"images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url]."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则为 RID 为 [param item] 的画布项启"
"用多通道带符号距离场渲染模式。旨在用于字体渲染,或针对使用 [url=https://"
"github.com/Chlumsky/msdfgen]msdfgen[/url] 生成的图像。"
msgid ""
"If [param enabled] is [code]true[/code], draws the canvas item specified by "
"the [param item] RID behind its parent. Equivalent to [member CanvasItem."
"show_behind_parent]."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则为 RID 为 [param item] 的画布项绘"
"制在父级之后。等价于 [member CanvasItem.show_behind_parent]。"
msgid "Sets the index for the [CanvasItem]."
msgstr "设置 [CanvasItem] 的索引。"
msgid ""
"Sets the light [param mask] for the canvas item specified by the [param item] "
"RID. Equivalent to [member CanvasItem.light_mask]."
msgstr ""
"设置 RID 为 [param item] 的画布项的灯光掩码 [param mask]。等价于 [member "
"CanvasItem.light_mask]。"
msgid ""
"Sets a new [param material] to the canvas item specified by the [param item] "
"RID. Equivalent to [member CanvasItem.material]."
msgstr ""
"设置 RID 为 [param item] 的画布项的新材质 [param material]。等价于 [member "
"CanvasItem.material]。"
msgid ""
"Multiplies the color of the canvas item specified by the [param item] RID, "
"while affecting its children. See also [method "
"canvas_item_set_self_modulate]. Equivalent to [member CanvasItem.modulate]."
msgstr ""
"将 RID 为 [param item] 的画布项的颜色与其相乘,子项也受影响。另见 [method "
"canvas_item_set_self_modulate]。等价于 [member CanvasItem.modulate]。"
msgid ""
"Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit "
"transform, modulation and visibility from its parent, like [CanvasItem] nodes "
"in the scene tree."
msgstr ""
"为 [CanvasItem] 设置父级 [CanvasItem]。该项目会从父级继承变换、调制、可见性,"
"和场景树中的 [CanvasItem] 节点一样。"
msgid ""
"Multiplies the color of the canvas item specified by the [param item] RID, "
"without affecting its children. See also [method canvas_item_set_modulate]. "
"Equivalent to [member CanvasItem.self_modulate]."
msgstr ""
"将 RID 为 [param item] 的画布项的颜色与其相乘,子项不受影响。另见 [method "
"canvas_item_set_modulate]。等价于 [member CanvasItem.self_modulate]。"
msgid ""
"If [param enabled] is [code]true[/code], child nodes with the lowest Y "
"position are drawn before those with a higher Y position. Y-sorting only "
"affects children that inherit from the canvas item specified by the [param "
"item] RID, not the canvas item itself. Equivalent to [member CanvasItem."
"y_sort_enabled]."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则会在绘制 Y 位置最低的子节点之后再"
"绘制 Y 位置较高的子节点。Y 排序仅影响继承自该画布项的子级,不影响画布项自身,"
"该画布项由 [param item] RID 指定。等价于 [member CanvasItem.y_sort_enabled]。"
msgid ""
"Sets the [param transform] of the canvas item specified by the [param item] "
"RID. This affects where and how the item will be drawn. Child canvas items' "
"transforms are multiplied by their parent's transform. Equivalent to [member "
"Node2D.transform]."
msgstr ""
"将 RID 为 [param item] 的画布项的变换设置为 [param transform]。会影响该画布项"
"绘制的位置和方法。子级画布项的变换会与父级变换相乘。等价于 [member Node2D."
"transform]。"
msgid "Sets if the [CanvasItem] uses its parent's material."
msgstr "设置 [CanvasItem] 是否使用其父级的材质。"
msgid ""
"Sets the rendering visibility layer associated with this [CanvasItem]. Only "
"[Viewport] nodes with a matching rendering mask will render this [CanvasItem]."
msgstr ""
"设置与这个 [CanvasItem] 关联的渲染可见性层。只有渲染掩码与此匹配的 [Viewport] "
"节点才会渲染这个 [CanvasItem]。"
msgid ""
"Sets the given [CanvasItem] as visibility notifier. [param area] defines the "
"area of detecting visibility. [param enter_callable] is called when the "
"[CanvasItem] enters the screen, [param exit_callable] is called when the "
"[CanvasItem] exits the screen. If [param enable] is [code]false[/code], the "
"item will no longer function as notifier.\n"
"This method can be used to manually mimic [VisibleOnScreenNotifier2D]."
msgstr ""
"将给定的 [CanvasItem] 设置为可见性通知器。[param area] 定义可见性检查的区域。"
"[CanvasItem] 进入屏幕时会调用 [param enter_callable][CanvasItem] 退出屏幕时"
"会调用 [param exit_callable]。如果 [param enable] 为 [code]false[/code],则该"
"项目将不再作为通知器。\n"
"这个方法可用于手动模仿 [VisibleOnScreenNotifier2D]。"
msgid "Sets the visibility of the [CanvasItem]."
msgstr "设置 [CanvasItem] 的可见性。"
msgid ""
"If this is enabled, the Z index of the parent will be added to the children's "
"Z index."
msgstr "如果启用此选项,则父项的 Z 索引将添加到子项的 Z 索引中。"
msgid ""
"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are drawn "
"first)."
msgstr "设置 [CanvasItem] 的 Z 索引,即它的绘制顺序(首先绘制数值较低的索引)。"
msgid ""
"Attaches the canvas light to the canvas. Removes it from its previous canvas."
msgstr "将画布灯连接到画布上,并将其从以前的画布中取出。"
msgid ""
"Creates a canvas light and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]canvas_light_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [Light2D]."
msgstr ""
"创建画布灯光并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]canvas_light_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价节点为 [Light2D]。"
msgid ""
"Attaches a light occluder to the canvas. Removes it from its previous canvas."
msgstr "将光遮挡物添加到画布上,并将其从之前的画布中移除。"
msgid ""
"Creates a light occluder and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]canvas_light_occluder_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [LightOccluder2D]."
msgstr ""
"创建光线遮挡器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]canvas_light_occluder_*[/code] RenderingServer 函数中使"
"用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价节点为 [LightOccluder2D]。"
msgid "Enables or disables light occluder."
msgstr "启用或禁用遮光器。"
msgid ""
"The light mask. See [LightOccluder2D] for more information on light masks."
msgstr "光线遮罩。详情请参阅 [LightOccluder2D]。"
msgid "Sets a light occluder's polygon."
msgstr "设置光遮挡物的多边形。"
msgid "Sets a light occluder's [Transform2D]."
msgstr "设置光遮挡物的 [Transform2D]。"
msgid ""
"Sets the blend mode for the given canvas light. See [enum "
"CanvasLightBlendMode] for options. Equivalent to [member Light2D.blend_mode]."
msgstr ""
"设置给定画布灯光的混合模式。选项见 [enum CanvasLightBlendMode]。等价于 "
"[member Light2D.blend_mode]。"
msgid "Sets the color for a light."
msgstr "设置灯光的颜色。"
msgid "Enables or disables a canvas light."
msgstr "启用或禁用画布灯。"
msgid "Sets a canvas light's energy."
msgstr "设置画布灯的能量。"
msgid "Sets a canvas light's height."
msgstr "设置画布灯的高度。"
msgid ""
"The binary mask used to determine which layers this canvas light's shadows "
"affects. See [LightOccluder2D] for more information on light masks."
msgstr ""
"用于确定此画布灯光阴影影响哪些图层的二进制蒙版。有关光遮罩的更多信息,请参阅 "
"[LightOccluder2D]。"
msgid "The layer range that gets rendered with this light."
msgstr "使用此灯光渲染的图层范围。"
msgid "The mode of the light, see [enum CanvasLightMode] constants."
msgstr "光的模式,详见[enum CanvasLightMode]。"
msgid "Sets the color of the canvas light's shadow."
msgstr "设置画布灯的阴影颜色。"
msgid "Enables or disables the canvas light's shadow."
msgstr "启用或禁用画布灯的阴影。"
msgid ""
"Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] "
"constants."
msgstr "设置画布灯的阴影过滤器,详见 [enum CanvasLightShadowFilter] 。"
msgid "Smoothens the shadow. The lower, the smoother."
msgstr "使阴影变得平滑。数值越低越光滑。"
msgid ""
"Sets the texture to be used by a [PointLight2D]. Equivalent to [member "
"PointLight2D.texture]."
msgstr ""
"设置 [PointLight2D] 所使用的纹理。相当于 [member PointLight2D.texture]。"
msgid ""
"Sets the offset of a [PointLight2D]'s texture. Equivalent to [member "
"PointLight2D.offset]."
msgstr "设置 [PointLight2D] 纹理的偏移量。相当于 [member PointLight2D.offset]。"
msgid ""
"Sets the scale factor of a [PointLight2D]'s texture. Equivalent to [member "
"PointLight2D.texture_scale]."
msgstr ""
"设置 [PointLight2D] 纹理的缩放系数。相当于 [member PointLight2D."
"texture_scale]。"
msgid "Sets the canvas light's [Transform2D]."
msgstr "设置画布灯的 [Transform2D]。"
msgid ""
"Sets the Z range of objects that will be affected by this light. Equivalent "
"to [member Light2D.range_z_min] and [member Light2D.range_z_max]."
msgstr ""
"设置将受此光影响的对象的 Z 范围。相当于 [member Light2D.range_z_min] 和 "
"[member Light2D.range_z_max]。"
msgid ""
"Creates a new light occluder polygon and adds it to the RenderingServer. It "
"can be accessed with the RID that is returned. This RID will be used in all "
"[code]canvas_occluder_polygon_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [OccluderPolygon2D]."
msgstr ""
"新建光线遮挡多边形并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。"
"这个 RID 会在所有 [code]canvas_occluder_polygon_*[/code] RenderingServer 函数"
"中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价节点为 [OccluderPolygon2D]。"
msgid ""
"Sets an occluder polygons cull mode. See [enum CanvasOccluderPolygonCullMode] "
"constants."
msgstr "设置遮挡多边形剔除模式。详见 [enum CanvasOccluderPolygonCullMode] 。"
msgid "Sets the shape of the occluder polygon."
msgstr "设置遮挡多边形的形状。"
msgid ""
"A copy of the canvas item will be drawn with a local offset of the mirroring "
"[Vector2]."
msgstr "画布项目的副本将以镜像的局部偏移量[Vector2]被绘制。"
msgid "Modulates all colors in the given canvas."
msgstr "调制给定画布中的所有颜色。"
msgid ""
"Sets the [member ProjectSettings.rendering/2d/shadow_atlas/size] to use for "
"[Light2D] shadow rendering (in pixels). The value is rounded up to the "
"nearest power of 2."
msgstr ""
"设置 [Light2D] 阴影渲染时使用的 [member ProjectSettings.rendering/2d/"
"shadow_atlas/size](单位为像素)。该值会向上取整到最接近的 2 的幂。"
msgid ""
"Creates a canvas texture and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]canvas_texture_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method. See also [method "
"texture_2d_create].\n"
"[b]Note:[/b] The equivalent resource is [CanvasTexture] and is only meant to "
"be used in 2D rendering, not 3D."
msgstr ""
"创建画布纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]canvas_texture_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。另"
"见 [method texture_2d_create]。\n"
"[b]注意:[/b]等价资源为 [CanvasTexture],应该仅用于 2D 渲染,不用于 3D。"
msgid ""
"Sets the [param channel]'s [param texture] for the canvas texture specified "
"by the [param canvas_texture] RID. Equivalent to [member CanvasTexture."
"diffuse_texture], [member CanvasTexture.normal_texture] and [member "
"CanvasTexture.specular_texture]."
msgstr ""
"为画布纹理设置 [param channel] 通道的纹理 [param texture],该画布纹理由 RID "
"[param canvas_texture] 指定。等价于 [member CanvasTexture.diffuse_texture]、"
"[member CanvasTexture.normal_texture] 和 [member CanvasTexture."
"specular_texture]。"
msgid ""
"Sets the [param base_color] and [param shininess] to use for the canvas "
"texture specified by the [param canvas_texture] RID. Equivalent to [member "
"CanvasTexture.specular_color] and [member CanvasTexture.specular_shininess]."
msgstr ""
"为画布纹理设置 [param base_color] 和 [param shininess],该画布纹理由 RID "
"[param canvas_texture] 指定。等价于 [member CanvasTexture.specular_color] 和 "
"[member CanvasTexture.specular_shininess]。"
msgid ""
"Sets the texture [param filter] mode to use for the canvas texture specified "
"by the [param canvas_texture] RID."
msgstr ""
"为画布纹理设置纹理过滤模式 [param filter],该画布纹理由 RID [param "
"canvas_texture] 指定。"
msgid ""
"Sets the texture [param repeat] mode to use for the canvas texture specified "
"by the [param canvas_texture] RID."
msgstr ""
"为画布纹理设置纹理重复模式 [param repeat],该画布纹理由 RID [param "
"canvas_texture] 指定。"
msgid ""
"Creates a RenderingDevice that can be used to do draw and compute operations "
"on a separate thread. Cannot draw to the screen nor share data with the "
"global RenderingDevice.\n"
"[b]Note:[/b] When using the OpenGL backend or when running in headless mode, "
"this function always returns [code]null[/code]."
msgstr ""
"创建一个 RenderingDevice可以用来在单独的线程上进行绘制和计算操作。不能绘制到"
"屏幕上,也不能与全局的 RenderingDevice 共享数据。\n"
"[b]注意:[/b]使用 OpenGL 后端或在无头模式下运行时,这个函数始终返回 "
"[code]null[/code] 。"
msgid ""
"Creates a decal and adds it to the RenderingServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]decal_*[/code] "
"RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this decal to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [Decal]."
msgstr ""
"创建贴花并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会"
"在所有 [code]decal_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"如果要将这个贴花放置到场景中,请使用返回的 RID 调用 [method "
"instance_set_base],将其附加至某个实例上。\n"
"[b]注意:[/b]等价节点为 [Decal]。"
msgid ""
"Sets the [param albedo_mix] in the decal specified by the [param decal] RID. "
"Equivalent to [member Decal.albedo_mix]."
msgstr ""
"为贴花设置 [param albedo_mix],该贴花由 RID [param decal] 指定。等价于 "
"[member Decal.albedo_mix]。"
msgid ""
"Sets the cull [param mask] in the decal specified by the [param decal] RID. "
"Equivalent to [member Decal.cull_mask]."
msgstr ""
"为贴花设置剔除掩码 [param mask],该贴花由 RID [param decal] 指定。等价于 "
"[member Decal.cull_mask]。"
msgid ""
"Sets the distance fade parameters in the decal specified by the [param decal] "
"RID. Equivalent to [member Decal.distance_fade_enabled], [member Decal."
"distance_fade_begin] and [member Decal.distance_fade_length]."
msgstr ""
"为贴花设置距离淡出参数,该贴花由 RID [param decal] 指定。等价于 [member Decal."
"distance_fade_enabled]、[member Decal.distance_fade_begin] 和 [member Decal."
"distance_fade_length]。"
msgid ""
"Sets the emission [param energy] in the decal specified by the [param decal] "
"RID. Equivalent to [member Decal.emission_energy]."
msgstr ""
"为贴花设置自发光能量 [param energy],该贴花由 RID [param decal] 指定。等价于 "
"[member Decal.emission_energy]。"
msgid ""
"Sets the upper fade ([param above]) and lower fade ([param below]) in the "
"decal specified by the [param decal] RID. Equivalent to [member Decal."
"upper_fade] and [member Decal.lower_fade]."
msgstr ""
"为贴花设置上侧淡出([param above])和下侧淡出([param below]),该贴花由 RID "
"[param decal] 指定。等价于 [member Decal.upper_fade] 和 [member Decal."
"lower_fade]。"
msgid ""
"Sets the color multiplier in the decal specified by the [param decal] RID to "
"[param color]. Equivalent to [member Decal.modulate]."
msgstr ""
"将贴花的颜色乘数设置为 [param color],该贴花由 RID [param decal] 指定。等价于 "
"[member Decal.modulate]。"
msgid ""
"Sets the normal [param fade] in the decal specified by the [param decal] RID. "
"Equivalent to [member Decal.normal_fade]."
msgstr ""
"设置 RID 为 [param decal] 的贴花的法线淡出 [param fade]。等价于 [member Decal."
"normal_fade]。"
msgid ""
"Sets the [param size] of the decal specified by the [param decal] RID. "
"Equivalent to [member Decal.size]."
msgstr ""
"设置 RID 为 [param decal] 的贴花的大小 [param size]。等价于 [member Decal."
"size]。"
msgid ""
"Sets the [param texture] in the given texture [param type] slot for the "
"specified decal. Equivalent to [method Decal.set_texture]."
msgstr ""
"设置指定贴花中给定纹理类型插槽 [param type] 的纹理 [param texture]。等价于 "
"[method Decal.set_texture]。"
msgid ""
"Sets the texture [param filter] mode to use when rendering decals. This "
"parameter is global and cannot be set on a per-decal basis."
msgstr ""
"设置渲染贴花时所使用的纹理过滤模式 [param filter]。这个参数是全局的,无法针对"
"某个贴花单独设置。"
msgid ""
"Creates a directional light and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID can be used in most "
"[code]light_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this directional light to an instance using "
"[method instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [DirectionalLight3D]."
msgstr ""
"创建平行光并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
"会在大多数 [code]light_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"如果要将这个平行光放置到场景中,请使用返回的 RID 调用 [method "
"instance_set_base],将其附加至某个实例上。\n"
"[b]注意:[/b]等价节点为 [DirectionalLight3D]。"
msgid ""
"Sets the [param size] of the directional light shadows in 3D. See also "
"[member ProjectSettings.rendering/lights_and_shadows/directional_shadow/"
"size]. This parameter is global and cannot be set on a per-viewport basis."
msgstr ""
"设置 3D 方向灯光的阴影大小 [param size]。另见 [member ProjectSettings."
"rendering/lights_and_shadows/directional_shadow/size]。这个参数是全局的,无法"
"针对某个视口单独设置。"
msgid ""
"Sets the filter [param quality] for directional light shadows in 3D. See also "
"[member ProjectSettings.rendering/lights_and_shadows/directional_shadow/"
"soft_shadow_filter_quality]. This parameter is global and cannot be set on a "
"per-viewport basis."
msgstr ""
"设置 3D 方向灯光的阴影过滤质量 [param quality]。另见 [member ProjectSettings."
"rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality]。"
"这个参数是全局的,无法针对某个视口单独设置。"
msgid ""
"Generates and returns an [Image] containing the radiance map for the "
"specified [param environment] RID's sky. This supports built-in sky material "
"and custom sky shaders. If [param bake_irradiance] is [code]true[/code], the "
"irradiance map is saved instead of the radiance map. The radiance map is used "
"to render reflected light, while the irradiance map is used to render ambient "
"light. See also [method sky_bake_panorama].\n"
"[b]Note:[/b] The image is saved in linear color space without any tonemapping "
"performed, which means it will look too dark if viewed directly in an image "
"editor.\n"
"[b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated "
"panorama to have square pixels. For radiance maps, there is no point in using "
"a height greater than [member Sky.radiance_size], as it won't increase "
"detail. Irradiance maps only contain low-frequency data, so there is usually "
"no point in going past a size of 128×64 pixels when saving an irradiance map."
msgstr ""
"生成并返回包含 [param environment] RID 中的天空的辐射度贴图的 [Image]。支持内"
"置天空材质和自定义天空着色器。如果 [param bake_irradiance] 为 [code]true[/"
"code],则保存的是辐照度贴图,而不是辐射度贴图。辐射度贴图用于渲染反射光,而辐"
"照度贴图用于渲染环境光。另见 [method sky_bake_panorama]。\n"
"[b]注意:[/b]图像使用线性色彩空间保存,未执行任何色调映射,也就是说如果在图像"
"编辑器中查看会显得太暗。\n"
"[b]注意:[/b]要让生成的全景图拥有正方形的像素,[param size] 的长宽比应该为 "
"2:1。辐射度贴图的高度超过 [member Sky.radiance_size] 没有意义,不会增加细节。"
"辐照度仅包含低频数据,保存时超过 128×64 像素通常没有意义。"
msgid ""
"Creates an environment and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]environment_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Environment]."
msgstr ""
"创建环境并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会"
"在所有 [code]environment_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价资源为 [Environment]。"
msgid ""
"If [param enable] is [code]true[/code], enables bicubic upscaling for glow "
"which improves quality at the cost of performance. Equivalent to [member "
"ProjectSettings.rendering/environment/glow/upscale_mode]."
msgstr ""
"如果 [param enable] 为 [code]true[/code],则会为辉光启用双三次插值,能够牺牲性"
"能、提升质量。等价于 [member ProjectSettings.rendering/environment/glow/"
"upscale_mode]。"
msgid ""
"Sets the values to be used with the \"adjustments\" post-process effect. See "
"[Environment] for more details."
msgstr "设置用于“调整”后期处理效果的数值。详见 [Environment]。"
msgid ""
"Sets the values to be used for ambient light rendering. See [Environment] for "
"more details."
msgstr "设置用于环境光渲染的数值。详见 [Environment]。"
msgid ""
"Sets the environment's background mode. Equivalent to [member Environment."
"background_mode]."
msgstr "设置环境的背景模式。等价于 [member Environment.background_mode]。"
msgid ""
"Color displayed for clear areas of the scene. Only effective if using the "
"[constant ENV_BG_COLOR] background mode."
msgstr "场景中清屏区域的颜色。仅在使用 [constant ENV_BG_COLOR] 背景模式时有效。"
msgid "Sets the intensity of the background color."
msgstr "设置背景颜色的强度。"
msgid "Sets the maximum layer to use if using Canvas background mode."
msgstr "如果使用画布背景模式,设置要使用的最大层数。"
msgid ""
"Configures fog for the specified environment RID. See [code]fog_*[/code] "
"properties in [Environment] for more information."
msgstr ""
"为指定的环境 RID 配置雾。详见 [Environment] 中的 [code]fog_*[/code] 属性。"
msgid ""
"Configures glow for the specified environment RID. See [code]glow_*[/code] "
"properties in [Environment] for more information."
msgstr ""
"为指定的环境 RID 配置辉光。详见 [Environment] 中的 [code]glow_*[/code] 属性。"
msgid ""
"Configures signed distance field global illumination for the specified "
"environment RID. See [code]sdfgi_*[/code] properties in [Environment] for "
"more information."
msgstr ""
"为指定的环境 RID 配置带符号距离场全局光照。详见 [Environment] 中的 "
"[code]sdfgi_*[/code] 属性。"
msgid ""
"Sets the number of frames to use for converging signed distance field global "
"illumination. Equivalent to [member ProjectSettings.rendering/"
"global_illumination/sdfgi/frames_to_converge]."
msgstr ""
"设置用于聚合带符号距离场全局光照的帧数。等价于 [member ProjectSettings."
"rendering/global_illumination/sdfgi/frames_to_converge]。"
msgid ""
"Sets the update speed for dynamic lights' indirect lighting when computing "
"signed distance field global illumination. Equivalent to [member "
"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights]."
msgstr ""
"设置计算带符号距离场全局光照时动态灯光间接光照的更新速度。等价于 [member "
"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights]。"
msgid ""
"Sets the number of rays to throw per frame when computing signed distance "
"field global illumination. Equivalent to [member ProjectSettings.rendering/"
"global_illumination/sdfgi/probe_ray_count]."
msgstr ""
"设置计算带符号距离场全局光照时每帧射出的光线数。等价于 [member "
"ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count]。"
msgid ""
"Sets the [Sky] to be used as the environment's background when using "
"[i]BGMode[/i] sky. Equivalent to [member Environment.sky]."
msgstr ""
"设置当使用 [i]BGMode[/i] 天空时被用作环境背景的 [Sky]。相当于 [member "
"Environment.sky]。"
msgid ""
"Sets a custom field of view for the background [Sky]. Equivalent to [member "
"Environment.sky_custom_fov]."
msgstr ""
"为背景 [Sky] 设置自定义视野。相当于 [member Environment.sky_custom_fov]。"
msgid ""
"Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent "
"to [member Environment.sky_rotation], where the rotation vector is used to "
"construct the [Basis]."
msgstr ""
"设置被表示为 [Basis] 的背景 [Sky] 的旋转。相当于 [member Environment."
"sky_rotation],其中旋转向量用于构建该 [Basis]。"
msgid ""
"Sets the variables to be used with the screen-space ambient occlusion (SSAO) "
"post-process effect. See [Environment] for more details."
msgstr ""
"设置屏幕空间环境光遮蔽SSAO后期处理效果所使用的变量。详情见 [Environment]。"
msgid ""
"Sets the quality level of the screen-space ambient occlusion (SSAO) post-"
"process effect. See [Environment] for more details."
msgstr ""
"设置屏幕空间环境光遮蔽SSAO后期处理效果的质量级别。详情见 [Environment]。"
msgid ""
"Sets the quality level of the screen-space indirect lighting (SSIL) post-"
"process effect. See [Environment] for more details."
msgstr ""
"设置屏幕空间间接照明SSIL后期处理效果的质量级别。详情见 [Environment]。"
msgid ""
"Sets the variables to be used with the screen-space reflections (SSR) post-"
"process effect. See [Environment] for more details."
msgstr "设置屏幕空间反射SSR后期处理效果所使用的变量。详情见 [Environment]。"
msgid ""
"Sets the variables to be used with the \"tonemap\" post-process effect. See "
"[Environment] for more details."
msgstr "设置“色调映射”后期处理效果所使用的变量。详情见 [Environment]。"
msgid ""
"Sets the variables to be used with the volumetric fog post-process effect. "
"See [Environment] for more details."
msgstr "设置体积雾后期处理效果所使用的变量。详情见 [Environment]。"
msgid ""
"Enables filtering of the volumetric fog scattering buffer. This results in "
"much smoother volumes with very few under-sampling artifacts."
msgstr ""
"启用体积雾散射缓冲区的过滤。这会产生更平滑的体积,并且几乎没有欠采样伪影。"
msgid ""
"Sets the resolution of the volumetric fog's froxel buffer. [param size] is "
"modified by the screen's aspect ratio and then used to set the width and "
"height of the buffer. While [param depth] is directly used to set the depth "
"of the buffer."
msgstr ""
"设置体积雾的片段体素缓冲区分辨率。[param size] 会被屏幕的纵横比修改,用于设置"
"缓冲区的宽度和高度。[param depth] 则用于设置缓冲区的深度。"
msgid ""
"Creates a new fog volume and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]fog_volume_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [FogVolume]."
msgstr ""
"新建雾体积并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
"会在所有 [code]fog_volume_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价节点为 [FogVolume]。"
msgid ""
"Sets the [Material] of the fog volume. Can be either a [FogMaterial] or a "
"custom [ShaderMaterial]."
msgstr ""
"设置该雾体积的 [Material]。可以是 [FogMaterial],也可以是自定义的 "
"[ShaderMaterial]。"
msgid ""
"Sets the shape of the fog volume to either [constant RenderingServer."
"FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], "
"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer."
"FOG_VOLUME_SHAPE_WORLD]."
msgstr ""
"将雾体积的形状设置为 [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、"
"[constant RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER]、[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] "
"或 [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]。"
msgid ""
"Sets the size of the fog volume when shape is [constant RenderingServer."
"FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] "
"or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX]."
msgstr ""
"设置形状为 [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、[constant "
"RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] "
"时,雾体积的大小。"
msgid "Forces redrawing of all viewports at once."
msgstr "立即强制重绘所有的视口。"
msgid ""
"Forces a synchronization between the CPU and GPU, which may be required in "
"certain cases. Only call this when needed, as CPU-GPU synchronization has a "
"performance cost."
msgstr ""
"强制在 CPU 和 GPU 之间进行同步,某些情况下是必须的。请只在需要时调用,因为 "
"CPU-GPU 同步对性能有影响。"
msgid ""
"Tries to free an object in the RenderingServer. To avoid memory leaks, this "
"should be called after using an object as memory management does not occur "
"automatically when using RenderingServer directly."
msgstr ""
"尝试释放 RenderingServer 中的某个对象。为了避免内存泄漏,应该在使用完对象后调"
"用,因为直接使用 RenderingServer 时不会自动进行内存管理。"
msgid ""
"Returns the default clear color which is used when a specific clear color has "
"not been selected. See also [method set_default_clear_color]."
msgstr ""
"返回默认清屏颜色,会在没有选择特定的清屏颜色时使用。另见 [method "
"set_default_clear_color]。"
msgid ""
"Returns the time taken to setup rendering on the CPU in milliseconds. This "
"value is shared across all viewports and does [i]not[/i] require [method "
"viewport_set_measure_render_time] to be enabled on a viewport to be queried. "
"See also [method viewport_get_measured_render_time_cpu]."
msgstr ""
"返回在 CPU 上设置渲染所消耗的时间,单位为毫秒。这个值是所有视口共享的,[i]不需"
"要[/i]在查询的视口上启用 [method viewport_set_measure_render_time]。另见 "
"[method viewport_get_measured_render_time_cpu]。"
msgid ""
"Returns the global RenderingDevice.\n"
"[b]Note:[/b] When using the OpenGL backend or when running in headless mode, "
"this function always returns [code]null[/code]."
msgstr ""
"返回全局的 RenderingDevice。\n"
"[b]注意:[/b]当使用 OpenGL 后端或在无头模式下运行时,这个函数始终返回 "
"[code]null[/code]。"
msgid ""
"Returns a statistic about the rendering engine which can be used for "
"performance profiling. See [enum RenderingServer.RenderingInfo] for a list of "
"values that can be queried. See also [method viewport_get_render_info], which "
"returns information specific to a viewport.\n"
"[b]Note:[/b] Only 3D rendering is currently taken into account by some of "
"these values, such as the number of draw calls.\n"
"[b]Note:[/b] Rendering information is not available until at least 2 frames "
"have been rendered by the engine. If rendering information is not available, "
"[method get_rendering_info] returns [code]0[/code]. To print rendering "
"information in [code]_ready()[/code] successfully, use the following:\n"
"[codeblock]\n"
"func _ready():\n"
" for _i in 2:\n"
" await get_tree().process_frame\n"
"\n"
" print(RenderingServer."
"get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))\n"
"[/codeblock]"
msgstr ""
"返回关于渲染引擎的统计信息,能够用于性能分析。能够查询的值的列表见 [enum "
"RenderingServer.RenderingInfo]。另见 [method viewport_get_render_info],返回的"
"是某个视口的相关信息。\n"
"[b]注意:[/b]部分值目前仅考虑 3D 渲染,例如绘制调用的数量。\n"
"[b]注意:[/b]引擎渲染至少 2 帧后渲染信息才可用。渲染信息不可用时 [method "
"get_rendering_info] 返回 [code]0[/code]。要在 [code]_ready()[/code] 中成功输出"
"渲染信息,请使用如下代码:\n"
"[codeblock]\n"
"func _ready():\n"
" for _i in 2:\n"
" await get_tree().process_frame\n"
"\n"
" print(RenderingServer."
"get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))\n"
"[/codeblock]"
msgid "Returns the parameters of a shader."
msgstr "返回着色器的参数。"
msgid ""
"Returns the RID of the test cube. This mesh will be created and returned on "
"the first call to [method get_test_cube], then it will be cached for "
"subsequent calls. See also [method make_sphere_mesh]."
msgstr ""
"返回测试立方体的 RID。首次调用 [method get_test_cube] 时会创建并返回该网格,然"
"后为后续调用缓存。另见 [method make_sphere_mesh]。"
msgid ""
"Returns the RID of a 256×256 texture with a testing pattern on it (in "
"[constant Image.FORMAT_RGB8] format). This texture will be created and "
"returned on the first call to [method get_test_texture], then it will be "
"cached for subsequent calls. See also [method get_white_texture].\n"
"Example of getting the test texture and applying it to a [Sprite2D] node:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_test_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgstr ""
"返回带有测试图案的 256×256 纹理(格式为 [constant Image.FORMAT_RGB8])。首次调"
"用 [method get_test_texture] 时会创建并返回该纹理,然后为后续调用缓存。另见 "
"[method get_white_texture]。\n"
"获取测试纹理并将其应用至 [Sprite2D] 节点的示例:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_test_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgid ""
"Returns the version of the graphics video adapter [i]currently in use[/i] (e."
"g. \"1.2.189\" for Vulkan, \"3.3.0 NVIDIA 510.60.02\" for OpenGL). This "
"version may be different from the actual latest version supported by the "
"hardware, as Godot may not always request the latest version. See also "
"[method OS.get_video_adapter_driver_info].\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
"返回[i]当前使用的[/i]图形视频适配器的版本例如Vulkan 为“1.2.189”OpenGL "
"为“3.3.0 NVIDIA 510.60.02”)。该版本可能与硬件支持的实际最新版本不同,因为 "
"Godot 可能并不总是要求最新版本。另见 [method OS."
"get_video_adapter_driver_info]。\n"
"[b]注意:[/b]当运行无头或服务器可执行文件时,该函数返回一个空字符串。"
msgid ""
"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string.\n"
"[b]Note:[/b] On the web platform, some browsers such as Firefox may report a "
"different, fixed GPU name such as \"GeForce GTX 980\" (regardless of the "
"user's actual GPU model). This is done to make fingerprinting more difficult."
msgstr ""
"返回视频适配器的名称例如“GeForce GTX 1080/PCIe/SSE2”。\n"
"[b]注意:[/b]运行无头或服务器二进制文件时,该函数返回空字符串。\n"
"[b]注意:[/b]在 web 平台上,某些浏览器(例如 Firefox可能会报告不同的固定 "
"GPU 名称例如“GeForce GTX 980”无论用户的实际 GPU 型号如何)。这样做是为了使"
"指纹识别更加困难。"
msgid ""
"Returns the type of the video adapter. Since dedicated graphics cards from a "
"given generation will [i]usually[/i] be significantly faster than integrated "
"graphics made in the same generation, the device type can be used as a basis "
"for automatic graphics settings adjustment. However, this is not always true, "
"so make sure to provide users with a way to manually override graphics "
"settings.\n"
"[b]Note:[/b] When using the OpenGL backend or when running in headless mode, "
"this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER]."
msgstr ""
"返回视频适配器的类型。由于给定代的专用显卡[i]通常[/i]明显快于同一代制造的集成"
"显卡,因此设备类型可用作自动图形设置调整的基础。然而,这并不总是正确的,因此请"
"确保为用户提供一种手动覆盖图形设置的方法。\n"
"[b]注意:[/b]当使用 OpenGL 后端或在无头模式下运行时,该函数始终返回 [constant "
"RenderingDevice.DEVICE_TYPE_OTHER]。"
msgid ""
"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
"返回视频适配器的供应商(例如 \"NVIDIA Corporation\")。\n"
"[b]注意:[/b]当运行精简或服务器可执行文件时,该函数返回一个空字符串。"
msgid ""
"Returns the ID of a 4×4 white texture (in [constant Image.FORMAT_RGB8] "
"format). This texture will be created and returned on the first call to "
"[method get_white_texture], then it will be cached for subsequent calls. See "
"also [method get_test_texture].\n"
"Example of getting the white texture and applying it to a [Sprite2D] node:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_white_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgstr ""
"返回 4×4 的白色纹理(格式为 [constant Image.FORMAT_RGB8])。首次调用 [method "
"get_white_texture] 时会创建并返回该纹理,然后为后续调用缓存。另见 [method "
"get_test_texture]。\n"
"获取测试纹理并将其应用至 [Sprite2D] 节点的示例:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_white_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgid ""
"If [param half_resolution] is [code]true[/code], renders [VoxelGI] and SDFGI "
"([member Environment.sdfgi_enabled]) buffers at halved resolution on each "
"axis (e.g. 960×540 when the viewport size is 1920×1080). This improves "
"performance significantly when VoxelGI or SDFGI is enabled, at the cost of "
"artifacts that may be visible on polygon edges. The loss in quality becomes "
"less noticeable as the viewport resolution increases. [LightmapGI] rendering "
"is not affected by this setting. Equivalent to [member ProjectSettings."
"rendering/global_illumination/gi/use_half_resolution]."
msgstr ""
"如果 [param half_resolution] 为 [code]true[/code],则每个轴上都会使用一半的分"
"辨率渲染 [VoxelGI] 和 SDFGI[member Environment.sdfgi_enabled])缓冲区(例如"
"视口大小为 1920×1080 时使用 960×540。启用 VoxelGI 或 SDFGI 时,这样做能够显"
"著提升性能,但代价是多边形边缘可能产生显示问题。视口分辨率越高,越不容易注意到"
"质量的损失。[LightmapGI] 的渲染不受这个设置的影响。等价于 [member "
"ProjectSettings.rendering/global_illumination/gi/use_half_resolution]。"
msgid ""
"Creates a new global shader uniform.\n"
"[b]Note:[/b] Global shader parameter names are case-sensitive."
msgstr ""
"新建全局着色器 uniform。\n"
"[b]注意:[/b]全局着色器参数名称是大小写敏感的。"
msgid ""
"Returns the value of the global shader uniform specified by [param name].\n"
"[b]Note:[/b] [method global_shader_parameter_get] has a large performance "
"penalty as the rendering thread needs to synchronize with the calling thread, "
"which is slow. Do not use this method during gameplay to avoid stuttering. If "
"you need to read values in a script after setting them, consider creating an "
"autoload where you store the values you need to query at the same time you're "
"setting them as global parameters."
msgstr ""
"返回名称为 [param name] 的全局着色器 uniform 的值。\n"
"[b]注意:[/b][method global_shader_parameter_get] 存在较大的性能损耗,因为渲染"
"线程需要与调用线程同步,这个过程比较慢。为了避免卡顿,请勿在游戏过程中使用这个"
"方法。如果你需要在设置后在脚本中读取,请考虑创建一个自动加载,在设置全局参数的"
"同时保存一份你需要查询的值。"
msgid ""
"Returns the list of global shader uniform names.\n"
"[b]Note:[/b] [method global_shader_parameter_get] has a large performance "
"penalty as the rendering thread needs to synchronize with the calling thread, "
"which is slow. Do not use this method during gameplay to avoid stuttering. If "
"you need to read values in a script after setting them, consider creating an "
"autoload where you store the values you need to query at the same time you're "
"setting them as global parameters."
msgstr ""
"返回全局着色器 uniform 名称的列表。\n"
"[b]注意:[/b][method global_shader_parameter_get] 存在较大的性能损耗,因为渲染"
"线程需要与调用线程同步,这个过程比较慢。为了避免卡顿,请勿在游戏过程中使用这个"
"方法。如果你需要在设置后在脚本中读取,请考虑创建一个自动加载,在设置全局参数的"
"同时保存一份你需要查询的值。"
msgid ""
"Returns the type associated to the global shader uniform specified by [param "
"name].\n"
"[b]Note:[/b] [method global_shader_parameter_get] has a large performance "
"penalty as the rendering thread needs to synchronize with the calling thread, "
"which is slow. Do not use this method during gameplay to avoid stuttering. If "
"you need to read values in a script after setting them, consider creating an "
"autoload where you store the values you need to query at the same time you're "
"setting them as global parameters."
msgstr ""
"返回与名称为 [param name] 的全局着色器 uniform 相关联的类型。\n"
"[b]注意:[/b][method global_shader_parameter_get] 存在较大的性能损耗,因为渲染"
"线程需要与调用线程同步,这个过程比较慢。为了避免卡顿,请勿在游戏过程中使用这个"
"方法。如果你需要在设置后在脚本中读取,请考虑创建一个自动加载,在设置全局参数的"
"同时保存一份你需要查询的值。"
msgid "Removes the global shader uniform specified by [param name]."
msgstr "移除名称为 [param name] 的全局着色器 Uniform。"
msgid "Sets the global shader uniform [param name] to [param value]."
msgstr "将名称为 [param name] 的全局着色器 Uniform 设置为 [param value]。"
msgid ""
"Overrides the global shader uniform [param name] with [param value]. "
"Equivalent to the [ShaderGlobalsOverride] node."
msgstr ""
"使用 [param value] 覆盖名称为 [param name] 的全局着色器 Uniform。等价于 "
"[ShaderGlobalsOverride] 节点。"
msgid ""
"Returns [code]true[/code] if changes have been made to the RenderingServer's "
"data. [method force_draw] is usually called if this happens."
msgstr ""
"如果对 RenderingServer 的数据进行了更改,则返回 [code]true[/code]。如果发生这"
"种情况,通常会调用 [method force_draw]。"
msgid "Not yet implemented. Always returns [code]false[/code]."
msgstr "还没有实现。总是返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the OS supports a certain [param feature]. "
"Features might be [code]s3tc[/code], [code]etc[/code], and [code]etc2[/code]."
msgstr ""
"如果操作系统支持某个特性 [param feature],则返回 [code]true[/code]。特性可以"
"是 [code]s3tc[/code]、[code]etc[/code]、[code]etc2[/code]。"
msgid ""
"Attaches a unique Object ID to instance. Object ID must be attached to "
"instance for proper culling with [method instances_cull_aabb], [method "
"instances_cull_convex], and [method instances_cull_ray]."
msgstr ""
"将唯一的对象 ID 附加到实例上。必须将对象 ID 附加到实例上,以便通过 [method "
"instances_cull_aabb]、[method instances_cull_convex] 和 [method "
"instances_cull_ray] 进行正确的筛除。"
msgid ""
"Attaches a skeleton to an instance. Removes the previous skeleton from the "
"instance."
msgstr "将骨架附加到实例。并从实例中移除之前骨架。"
msgid ""
"Creates a visual instance and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]instance_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"An instance is a way of placing a 3D object in the scenario. Objects like "
"particles, meshes, reflection probes and decals need to be associated with an "
"instance to be visible in the scenario using [method instance_set_base].\n"
"[b]Note:[/b] The equivalent node is [VisualInstance3D]."
msgstr ""
"创建可视实例并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]instance_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"实例可以将 3D 对象放置到场景中。粒子、网格、反射探针、贴花等对象都需要使用 "
"[method instance_set_base] 与实例关联,才能显示在场景中。\n"
"[b]注意:[/b]等价节点为 [VisualInstance3D]。"
msgid ""
"Creates a visual instance, adds it to the RenderingServer, and sets both base "
"and scenario. It can be accessed with the RID that is returned. This RID will "
"be used in all [code]instance_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method. This is a shorthand for using "
"[method instance_create] and setting the base and scenario manually."
msgstr ""
"创建可视实例并将其添加到 RenderingServer、设置基础和场景。可以通过返回的 RID "
"进行访问。这个 RID 会在大多数 [code]instance_*[/code] RenderingServer 函数中使"
"用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。这"
"是使用 [method instance_create] 并手动设置基础和场景的快捷方式。"
msgid ""
"Returns the value of the per-instance shader uniform from the specified 3D "
"geometry instance. Equivalent to [method GeometryInstance3D."
"get_instance_shader_parameter].\n"
"[b]Note:[/b] Per-instance shader parameter names are case-sensitive."
msgstr ""
"返回指定 3D 几何体实例的单实例着色器 uniform 的值。等价于 [method "
"GeometryInstance3D.get_instance_shader_parameter]。\n"
"[b]注意:[/b]单实例着色器参数的名称是大小写敏感的。"
msgid ""
"Returns the default value of the per-instance shader uniform from the "
"specified 3D geometry instance. Equivalent to [method GeometryInstance3D."
"get_instance_shader_parameter]."
msgstr ""
"返回指定 3D 几何体实例的单实例着色器 uniform 的默认值。等价于 [method "
"GeometryInstance3D.get_instance_shader_parameter]。"
msgid ""
"Returns a dictionary of per-instance shader uniform names of the per-instance "
"shader uniform from the specified 3D geometry instance. The returned "
"dictionary is in PropertyInfo format, with the keys [code]name[/code], "
"[code]class_name[/code], [code]type[/code], [code]hint[/code], "
"[code]hint_string[/code] and [code]usage[/code]. Equivalent to [method "
"GeometryInstance3D.get_instance_shader_parameter]."
msgstr ""
"返回指定 3D 几何体实例的单实例着色器名称字典。返回的字典使用 PropertyInfo 格"
"式,包含 [code]name[/code]、[code]class_name[/code]、[code]type[/code]、"
"[code]hint[/code]、[code]hint_string[/code] 以及 [code]usage[/code] 等键。等价"
"于 [method GeometryInstance3D.get_instance_shader_parameter]。"
msgid ""
"Sets the shadow casting setting to one of [enum ShadowCastingSetting]. "
"Equivalent to [member GeometryInstance3D.cast_shadow]."
msgstr ""
"将阴影的投射设置设置为 [enum ShadowCastingSetting] 之一。相当于 [member "
"GeometryInstance3D.cast_shadow]。"
msgid ""
"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
"more details."
msgstr ""
"设置给定的 [enum InstanceFlags] 标志。更多细节请参阅 [enum InstanceFlags]。"
msgid ""
"Sets the lightmap GI instance to use for the specified 3D geometry instance. "
"The lightmap UV scale for the specified instance (equivalent to [member "
"GeometryInstance3D.gi_lightmap_scale]) and lightmap atlas slice must also be "
"specified."
msgstr ""
"为指定的 3D 几何体实例设置要使用的光照贴图 GI 实例。必须同时指定该实例的光照贴"
"图 UV 缩放(等价于 [member GeometryInstance3D.gi_lightmap_scale])和光照贴图图"
"集切片。"
msgid ""
"Sets the level of detail bias to use when rendering the specified 3D geometry "
"instance. Higher values result in higher detail from further away. Equivalent "
"to [member GeometryInstance3D.lod_bias]."
msgstr ""
"为指定的 3D 几何体实例设置要使用的细节级别偏置。值越高,距离较远时的细节也会越"
"高。等价于 [member GeometryInstance3D.lod_bias]。"
msgid ""
"Sets a material that will be rendered for all surfaces on top of active "
"materials for the mesh associated with this instance. Equivalent to [member "
"GeometryInstance3D.material_overlay]."
msgstr ""
"设置一个材质,该材质将在与该实例关联的网格的活动材质之上,为所有表面渲染。相当"
"于[member GeometryInstance3D.material_overlay]。"
msgid ""
"Sets a material that will override the material for all surfaces on the mesh "
"associated with this instance. Equivalent to [member GeometryInstance3D."
"material_override]."
msgstr ""
"设置一种材质,该材质将覆盖与此实例关联的网格上的所有表面的材质。相当于 "
"[member GeometryInstance3D.material_override]。"
msgid ""
"Sets the per-instance shader uniform on the specified 3D geometry instance. "
"Equivalent to [method GeometryInstance3D.set_instance_shader_parameter]."
msgstr ""
"设置指定的 3D 几何体实例的单实例着色器 uniform。等价于 [method "
"GeometryInstance3D.set_instance_shader_parameter]。"
msgid ""
"Sets the transparency for the given geometry instance. Equivalent to [member "
"GeometryInstance3D.transparency].\n"
"A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] is "
"fully transparent. Values greater than [code]0.0[/code] (exclusive) will "
"force the geometry's materials to go through the transparent pipeline, which "
"is slower to render and can exhibit rendering issues due to incorrect "
"transparency sorting. However, unlike using a transparent material, setting "
"[param transparency] to a value greater than [code]0.0[/code] (exclusive) "
"will [i]not[/i] disable shadow rendering.\n"
"In spatial shaders, [code]1.0 - transparency[/code] is set as the default "
"value of the [code]ALPHA[/code] built-in.\n"
"[b]Note:[/b] [param transparency] is clamped between [code]0.0[/code] and "
"[code]1.0[/code], so this property cannot be used to make transparent "
"materials more opaque than they originally are."
msgstr ""
"设置给定几何体实例的透明度。相当于 [member GeometryInstance3D."
"transparency]。\n"
"透明度为 [code]0.0[/code] 时完全不透明,为 [code]1.0[/code] 时则完全透明。如果"
"值比 [code]0.0[/code] 大,则会强制让几何体的材质经过透明管线,渲染起来相对较"
"慢,可能由于错误的透明排序而产生渲染问题。不过,与使用透明材质不同,将 [param "
"transparency] 设置为比 [code]0.0[/code] 大的值[i]不会[/i]禁用阴影的渲染。\n"
"在空间着色器中,内置 [code]ALPHA[/code] 的默认值为 [code]1.0 - transparency[/"
"code]。\n"
"[b]注意:[/b][param transparency] 会被钳制在 [code]0.0[/code] 和 [code]1.0[/"
"code] 的范围内,所以这个属性无法让透明材质比原来更不透明。"
msgid ""
"Sets the visibility range values for the given geometry instance. Equivalent "
"to [member GeometryInstance3D.visibility_range_begin] and related properties."
msgstr ""
"设置给定几何实例的可见性范围值。相当于 [member GeometryInstance3D."
"visibility_range_begin] 和相关属性。"
msgid ""
"Sets the base of the instance. A base can be any of the 3D objects that are "
"created in the RenderingServer that can be displayed. For example, any of the "
"light types, mesh, multimesh, particle system, reflection probe, decal, "
"lightmap, voxel GI and visibility notifiers are all types that can be set as "
"the base of an instance in order to be displayed in the scenario."
msgstr ""
"设置实例的基础。基础可以是在 RenderingServer 中创建的任何可以显示的 3D 对象。"
"例如,任何光源类型、网格、多重网格、粒子系统、反射探针、贴花、光照贴图、体素 "
"GI 和可见性通知器都可以设置为实例的基础,以便在场景中显示。"
msgid "Sets the weight for a given blend shape associated with this instance."
msgstr "设置与该实例相关的特定混合形状的权重。"
msgid ""
"Sets a custom AABB to use when culling objects from the view frustum. "
"Equivalent to setting [member GeometryInstance3D.custom_aabb]."
msgstr ""
"设置将对象从视锥中剔除时使用的自定义 AABB。相当于设置 [member "
"GeometryInstance3D.custom_aabb]。"
msgid ""
"Sets a margin to increase the size of the AABB when culling objects from the "
"view frustum. This allows you to avoid culling objects that fall outside the "
"view frustum. Equivalent to [member GeometryInstance3D.extra_cull_margin]."
msgstr ""
"设置将对象从视锥中剔除时为 AABB 增加的边距大小。这样就可以避免剔除落在视锥外的"
"对象。相当于 [member GeometryInstance3D.extra_cull_margin]。"
msgid ""
"If [code]true[/code], ignores both frustum and occlusion culling on the "
"specified 3D geometry instance. This is not the same as [member "
"GeometryInstance3D.ignore_occlusion_culling], which only ignores occlusion "
"culling and leaves frustum culling intact."
msgstr ""
"如果为 [code]true[/code],则会忽略指定 3D 几何体实例的视锥剔除和遮挡剔除。和 "
"[member GeometryInstance3D.ignore_occlusion_culling] 不同,后者只会忽略遮挡剔"
"除,仍会保留视锥剔除。"
msgid ""
"Sets the render layers that this instance will be drawn to. Equivalent to "
"[member VisualInstance3D.layers]."
msgstr "设置这个实例要绘制到的渲染层。相当于 [member VisualInstance3D.layers]。"
msgid ""
"Sets the sorting offset and switches between using the bounding box or "
"instance origin for depth sorting."
msgstr "设置排序偏移量,并在使用包围框还是实例原点进行深度排序之间进行切换。"
msgid ""
"Sets the scenario that the instance is in. The scenario is the 3D world that "
"the objects will be displayed in."
msgstr "设置实例所在的场景。场景是对象将在其中显示的 3D 世界。"
msgid ""
"Sets the override material of a specific surface. Equivalent to [method "
"MeshInstance3D.set_surface_override_material]."
msgstr ""
"设置指定表面的覆盖材质。相当于 [method MeshInstance3D."
"set_surface_override_material]。"
msgid ""
"Sets the world space transform of the instance. Equivalent to [member Node3D."
"transform]."
msgstr "设置该实例的世界空间变换。相当于 [member Node3D.transform]。"
msgid ""
"Sets the visibility parent for the given instance. Equivalent to [member "
"Node3D.visibility_parent]."
msgstr "设置给定实例的可见性父级。相当于 [member Node3D.visibility_parent]。"
msgid ""
"Sets whether an instance is drawn or not. Equivalent to [member Node3D."
"visible]."
msgstr "设置是否绘制实例。相当于 [member Node3D.visible]。"
msgid ""
"Returns an array of object IDs intersecting with the provided AABB. Only 3D "
"nodes that inherit from [VisualInstance3D] are considered, such as "
"[MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope."
"instance_from_id] to obtain the actual nodes. A scenario RID must be "
"provided, which is available in the [World3D] you want to query. This forces "
"an update for all resources queued to update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
"返回与提供的 AABB 相交的对象 ID 的数组。仅考虑继承自 [VisualInstance3D] 的 3D "
"节点,例如 [MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method "
"@GlobalScope.instance_from_id] 来获取实际节点。必须提供一个场景 RID且它在要"
"查询的 [World3D] 中可用。这会强制更新所有已被队列以等待更新的资源。\n"
"[b]警告:[/b]该函数主要供编辑器使用。对于游戏中的用例,最好是物理碰撞。"
msgid ""
"Returns an array of object IDs intersecting with the provided convex shape. "
"Only 3D nodes that inherit from [VisualInstance3D] are considered, such as "
"[MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope."
"instance_from_id] to obtain the actual nodes. A scenario RID must be "
"provided, which is available in the [World3D] you want to query. This forces "
"an update for all resources queued to update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
"返回与提供的凸形相交的对象 ID 的数组。仅考虑继承自 [VisualInstance3D] 的 3D 节"
"点,例如 [MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method "
"@GlobalScope.instance_from_id] 以获取实际节点。必须提供场景 RID且它在要查询"
"的 [World3D] 中可用。这会强制更新所有已被队列以等待更新的资源。\n"
"[b]警告:[/b]该函数主要供编辑器使用。对于游戏中的用例,最好是物理碰撞。"
msgid ""
"Returns an array of object IDs intersecting with the provided 3D ray. Only 3D "
"nodes that inherit from [VisualInstance3D] are considered, such as "
"[MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope."
"instance_from_id] to obtain the actual nodes. A scenario RID must be "
"provided, which is available in the [World3D] you want to query. This forces "
"an update for all resources queued to update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
"返回与提供的 3D 射线相交的对象 ID 的数组。仅考虑继承自 [VisualInstance3D] 的 "
"3D 节点,例如 [MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method "
"@GlobalScope.instance_from_id] 以获取实际节点。必须提供场景 RID且它在你要查"
"询的 [World3D] 中可用。这会强制更新所有已被队列以等待更新的资源。\n"
"[b]警告:[/b]该函数主要供编辑器使用。对于游戏中的用例,最好是物理碰撞。"
msgid ""
"If [code]true[/code], this directional light will blend between shadow map "
"splits resulting in a smoother transition between them. Equivalent to [member "
"DirectionalLight3D.directional_shadow_blend_splits]."
msgstr ""
"如果为 [code]true[/code],则该平行光将在阴影贴图分割之间混合,从而在它们之间产"
"生更平滑的过渡。相当于 [member DirectionalLight3D."
"directional_shadow_blend_splits]。"
msgid ""
"Sets the shadow mode for this directional light. Equivalent to [member "
"DirectionalLight3D.directional_shadow_mode]. See [enum "
"LightDirectionalShadowMode] for options."
msgstr ""
"设置该平行光的阴影模式。相当于 [member DirectionalLight3D."
"directional_shadow_mode]。有关选项,请参阅 [enum LightDirectionalShadowMode]。"
msgid ""
"If [code]true[/code], this light will not be used for anything except sky "
"shaders. Use this for lights that impact your sky shader that you may want to "
"hide from affecting the rest of the scene. For example, you may want to "
"enable this when the sun in your sky shader falls below the horizon."
msgstr ""
"如果为 [code]true[/code],则该灯光将不会被用于除天空着色器之外的任何内容。将其"
"用于影响天空着色器的灯光,可能希望隐藏这些灯光以免影响场景的其余部分。例如,当"
"天空着色器中的太阳落在地平线以下时,可能希望启用该功能。"
msgid ""
"Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual "
"paraboloid is faster but may suffer from artifacts. Equivalent to [member "
"OmniLight3D.omni_shadow_mode]."
msgstr ""
"设置是使用双抛物面还是立方体贴图作为阴影贴图。双抛物面速度更快,但可能会出现伪"
"影。相当于 [member OmniLight3D.omni_shadow_mode]。"
msgid ""
"Sets the texture filter mode to use when rendering light projectors. This "
"parameter is global and cannot be set on a per-light basis."
msgstr ""
"设置渲染光线投射器时使用的纹理过滤模式。这个参数是全局的,不能单独针对某个灯光"
"进行设置。"
msgid ""
"Sets the bake mode to use for the specified 3D light. Equivalent to [member "
"Light3D.light_bake_mode]."
msgstr ""
"设置指定 3D 灯光所使用的烘焙模式。相当于 [member Light3D.light_bake_mode]。"
msgid "Sets the color of the light. Equivalent to [member Light3D.light_color]."
msgstr "设置灯光的颜色。相当于 [member Light3D.light_color]。"
msgid ""
"Sets the cull mask for this 3D light. Lights only affect objects in the "
"selected layers. Equivalent to [member Light3D.light_cull_mask]."
msgstr ""
"设置该 3D 灯光的剔除掩码。灯光仅影响选定层中的对象。相当于 [member Light3D."
"light_cull_mask]。"
msgid ""
"Sets the distance fade for this 3D light. This acts as a form of level of "
"detail (LOD) and can be used to improve performance. Equivalent to [member "
"Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], [member "
"Light3D.distance_fade_shadow], and [member Light3D.distance_fade_length]."
msgstr ""
"设置该 3D 灯光的淡入淡出距离。这充当了一种多细节层次LOD的形式可用于提高"
"性能。相当于 [member Light3D.distance_fade_enabled]、[member Light3D."
"distance_fade_begin]、[member Light3D.distance_fade_shadow] 和 [member "
"Light3D.distance_fade_length]。"
msgid ""
"Sets the maximum SDFGI cascade in which the 3D light's indirect lighting is "
"rendered. Higher values allow the light to be rendered in SDFGI further away "
"from the camera."
msgstr ""
"设置渲染 3D 灯光间接光照时的 SDFGI 最大级联数。较高的值能够让远离相机的灯光在 "
"SDFGI 中渲染。"
msgid ""
"If [code]true[/code], the 3D light will subtract light instead of adding "
"light. Equivalent to [member Light3D.light_negative]."
msgstr ""
"如果为 [code]true[/code],则该 3D 灯光会扣除光照而不是增加。等价于 [member "
"Light3D.light_negative]。"
msgid ""
"Sets the specified 3D light parameter. See [enum LightParam] for options. "
"Equivalent to [method Light3D.set_param]."
msgstr ""
"设置指定的 3D 灯光参数。选项见 [enum LightParam]。等价于 [method Light3D."
"set_param]。"
msgid ""
"Sets the projector texture to use for the specified 3D light. Equivalent to "
"[member Light3D.light_projector]."
msgstr ""
"设置指定 3D 灯光使用的投射器纹理。等价于 [member Light3D.light_projector]。"
msgid ""
"If [code]true[/code], reverses the backface culling of the mesh. This can be "
"useful when you have a flat mesh that has a light behind it. If you need to "
"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
"shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent "
"to [member Light3D.shadow_reverse_cull_face]."
msgstr ""
"如果为 [code]true[/code],则反转网格的背面剔除。当有一个背后有灯光的平面网格"
"时,这会很有用。如果需要在网格的两侧投射阴影,请使用 [method "
"instance_geometry_set_cast_shadows_setting],将网格设置为使用双面阴影。相当于 "
"[member Light3D.shadow_reverse_cull_face]。"
msgid ""
"If [code]true[/code], light will cast shadows. Equivalent to [member Light3D."
"shadow_enabled]."
msgstr ""
"如果为 [code]true[/code],则灯光会投射阴影。相当于 [member Light3D."
"shadow_enabled]。"
msgid ""
"Creates a new lightmap global illumination instance and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]lightmap_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [LightmapGI]."
msgstr ""
"新建全局光照的光照贴图并将其添加到 RenderingServer。可以通过返回的 RID 进行访"
"问。这个 RID 会在所有 [code]lightmap_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]与其等价的资源为 [LightmapGI]。"
msgid ""
"Used to inform the renderer what exposure normalization value was used while "
"baking the lightmap. This value will be used and modulated at run time to "
"ensure that the lightmap maintains a consistent level of exposure even if the "
"scene-wide exposure normalization is changed at run time. For more "
"information see [method camera_attributes_set_exposure]."
msgstr ""
"用于通知渲染器在烘焙光照贴图时使用的曝光归一化值。该值将在运行时被使用和被调"
"制,以确保即使场景范围的曝光归一化值在运行时发生变化,光照贴图也能保持一致的曝"
"光水平。有关详细信息,请参阅 [method camera_attributes_set_exposure]。"
msgid ""
"Set the textures on the given [param lightmap] GI instance to the texture "
"array pointed to by the [param light] RID. If the lightmap texture was baked "
"with [member LightmapGI.directional] set to [code]true[/code], then [param "
"uses_sh] must also be [code]true[/code]."
msgstr ""
"将给定光照贴图 [param lightmap] GI 实例的纹理设置为 [param light] RID 所指向的"
"纹理数组。如果烘焙光照贴图纹理时的 [member LightmapGI.directional] 为 "
"[code]true[/code],则 [param uses_sh] 也必须为 [code]true[/code]。"
msgid ""
"Returns a mesh of a sphere with the given number of horizontal subdivisions, "
"vertical subdivisions and radius. See also [method get_test_cube]."
msgstr ""
"返回球体网格,具有给定数量的水平细分、垂直细分、半径。另见 [method "
"get_test_cube]。"
msgid ""
"Creates an empty material and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]material_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Material]."
msgstr ""
"创建空材质并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
"会在所有 [code]material_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]与其等价的资源为 [Material]。"
msgid "Returns the value of a certain material's parameter."
msgstr "返回特定材质的参数值。"
msgid "Sets an object's next material."
msgstr "设置对象的下一个材质。"
msgid "Sets a material's parameter."
msgstr "设置材质的参数。"
msgid "Sets a material's render priority."
msgstr "设置材质的渲染优先级。"
msgid "Sets a shader material's shader."
msgstr "设置着色器材质的着色器。"
msgid "Removes all surfaces from a mesh."
msgstr "移除网格中的所有表面。"
msgid ""
"Creates a new mesh and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]mesh_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this mesh to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent resource is [Mesh]."
msgstr ""
"新建网格并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会"
"在所有 [code]mesh_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"如果要将这个网格放置到场景中,请使用返回的 RID 调用 [method "
"instance_set_base],将其附加至某个实例上。\n"
"[b]注意:[/b]与其等价的资源为 [Mesh]。"
msgid "Returns a mesh's blend shape count."
msgstr "返回一个网格的混合形状数量。"
msgid "Returns a mesh's blend shape mode."
msgstr "返回网格的混合形状模式。"
msgid "Returns a mesh's custom aabb."
msgstr "返回网格的自定义 AABB。"
msgid "Returns a mesh's number of surfaces."
msgstr "返回网格的面数。"
msgid "Sets a mesh's blend shape mode."
msgstr "设置网格的混合形状模式。"
msgid "Sets a mesh's custom aabb."
msgstr "设置网格的自定义 AABB。"
msgid "Returns a mesh's surface's buffer arrays."
msgstr "返回网格表面的缓冲区数组。"
msgid "Returns a mesh's surface's arrays for blend shapes."
msgstr "返回网格表面的混合形状数组。"
msgid ""
"Returns the stride of the attribute buffer for a mesh with given [param "
"format]."
msgstr "返回具有给定 [param format] 的网格的属性缓冲区的步幅。"
msgid ""
"Returns the stride of the combined normals and tangents for a mesh with given "
"[param format]. Note importantly that, while normals and tangents are in the "
"vertex buffer with vertices, they are only interleaved with each other and so "
"have a different stride than vertex positions."
msgstr ""
"返回具有给定 [param format] 的网格的组合法线和切线的步幅。重要的是请注意,虽然"
"法线和切线位于带有顶点的顶点缓冲区中,但它们仅彼此交错,因此具有与顶点位置不同"
"的步幅。"
msgid ""
"Returns the offset of a given attribute by [param array_index] in the start "
"of its respective buffer."
msgstr "返回由 [param array_index] 给定属性在其各自缓冲区开头的偏移量。"
msgid ""
"Returns the stride of the skin buffer for a mesh with given [param format]."
msgstr "返回具有给定 [param format] 的网格的皮肤缓冲区的步幅。"
msgid ""
"Returns the stride of the vertex positions for a mesh with given [param "
"format]. Note importantly that vertex positions are stored consecutively and "
"are not interleaved with the other attributes in the vertex buffer (normals "
"and tangents)."
msgstr ""
"返回具有给定 [param format] 的网格的顶点位置的步幅。请注意,重要的是,顶点位置"
"是连续存储的,并且不与顶点缓冲区中的其他属性(法线和切线)交错。"
msgid "Returns a mesh's surface's material."
msgstr "返回网格表面的材质。"
msgid "Sets a mesh's surface's material."
msgstr "设置网格表面的材质。"
msgid ""
"Creates a new multimesh on the RenderingServer and returns an [RID] handle. "
"This RID will be used in all [code]multimesh_*[/code] RenderingServer "
"functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this multimesh to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent resource is [MultiMesh]."
msgstr ""
"新建多网格并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
"会在所有 [code]multimesh_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"如果要将这个多网格放置到场景中,请使用返回的 RID 调用 [method "
"instance_set_base],将其附加至某个实例上。\n"
"[b]注意:[/b]与其等价的资源为 [MultiMesh]。"
msgid ""
"Calculates and returns the axis-aligned bounding box that encloses all "
"instances within the multimesh."
msgstr "计算并返回轴对齐的边界框,该边界框将所有的实例都包含在 multimesh 中。"
msgid ""
"Returns the MultiMesh data (such as instance transforms, colors, etc). See "
"[method multimesh_set_buffer] for a description of the returned data.\n"
"[b]Note:[/b] If the buffer is in the engine's internal cache, it will have to "
"be fetched from GPU memory and possibly decompressed. This means [method "
"multimesh_get_buffer] is potentially a slow operation and should be avoided "
"whenever possible."
msgstr ""
"返回 MultiMesh 数据(实例的变换、颜色等)。返回数据的描述见 [method "
"multimesh_set_buffer]。\n"
"[b]注意:[/b]如果缓冲位于引擎的内部缓存中,则需要从 GPU 显存获取,并且有可能需"
"要解压。也就是说 [method multimesh_get_buffer] 可能会比较慢,应该尽可能避免。"
msgid "Returns the number of instances allocated for this multimesh."
msgstr "返回分配给这个 multimesh 的实例的数量。"
msgid "Returns the RID of the mesh that will be used in drawing this multimesh."
msgstr "返回用于绘制此 multimesh 的 RID。"
msgid "Returns the number of visible instances for this multimesh."
msgstr "返回此 multimesh 的可见实例数。"
msgid "Returns the color by which the specified instance will be modulated."
msgstr "返回指定实例将被调制的颜色。"
msgid "Returns the custom data associated with the specified instance."
msgstr "返回与指定实例相关的自定义数据。"
msgid "Returns the [Transform3D] of the specified instance."
msgstr "返回指定实例的 [Transform3D]。"
msgid ""
"Returns the [Transform2D] of the specified instance. For use when the "
"multimesh is set to use 2D transforms."
msgstr "返回指定实例的 [Transform2D]。只在 multimesh 设置为使用 2D 变换时使用。"
msgid ""
"Sets the color by which this instance will be modulated. Equivalent to "
"[method MultiMesh.set_instance_color]."
msgstr "设置这个实例的调制颜色。相当于 [method MultiMesh.set_instance_color]。"
msgid ""
"Sets the custom data for this instance. Custom data is passed as a [Color], "
"but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
"[method MultiMesh.set_instance_custom_data]."
msgstr ""
"为这个实例设置自定义数据。自定义数据以 [Color] 的形式传递,但在着色器中会被解"
"释为 [code]vec4[/code]。相当于 [method MultiMesh.set_instance_custom_data]。"
msgid ""
"Sets the [Transform3D] for this instance. Equivalent to [method MultiMesh."
"set_instance_transform]."
msgstr ""
"为此实例设置 [Transform3D]。相当于 [method MultiMesh.set_instance_transform]。"
msgid ""
"Sets the [Transform2D] for this instance. For use when multimesh is used in "
"2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
msgstr ""
"为此实例设置 [Transform2D]。用于在 2D 中使用 multimesh 时。相当于 [method "
"MultiMesh.set_instance_transform_2d]。"
msgid ""
"Set the entire data to use for drawing the [param multimesh] at once to "
"[param buffer] (such as instance transforms and colors). [param buffer]'s "
"size must match the number of instances multiplied by the per-instance data "
"size (which depends on the enabled MultiMesh fields). Otherwise, an error "
"message is printed and nothing is rendered. See also [method "
"multimesh_get_buffer].\n"
"The per-instance data size and expected data order is:\n"
"[codeblock]\n"
"2D:\n"
" - Position: 8 floats (8 floats for Transform2D)\n"
" - Position + Vertex color: 12 floats (8 floats for Transform2D, 4 floats "
"for Color)\n"
" - Position + Custom data: 12 floats (8 floats for Transform2D, 4 floats of "
"custom data)\n"
" - Position + Vertex color + Custom data: 16 floats (8 floats for "
"Transform2D, 4 floats for Color, 4 floats of custom data)\n"
"3D:\n"
" - Position: 12 floats (12 floats for Transform3D)\n"
" - Position + Vertex color: 16 floats (12 floats for Transform3D, 4 floats "
"for Color)\n"
" - Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of "
"custom data)\n"
" - Position + Vertex color + Custom data: 20 floats (12 floats for "
"Transform3D, 4 floats for Color, 4 floats of custom data)\n"
"[/codeblock]"
msgstr ""
"将用于绘制 [param multimesh] 的全部数据立即写入 [param buffer](例如实例的变换"
"和颜色)。[param buffer] 的大小必须与实例数和单实例数据大小的乘积匹配(后者取"
"决于启用的 MultiMesh 字段)。否则,会输出错误信息,不渲染任何东西。另见 "
"[method multimesh_get_buffer]。\n"
"单实例数据大小与预期的数据顺序如下:\n"
"[codeblock]\n"
"2D:\n"
" - 位置8 个 floatTransform2D 占 8 个 float\n"
" - 位置 + 顶点颜色12 个 floatTransform2D 占 8 个 float、颜色占 4 个 "
"float\n"
" - 位置 + 自定义数据12 个 floatTransform2D 占 8 个 float、自定义数据占 4 "
"个 float\n"
" - 位置 + 顶点颜色 + 自定义数据16 个 floatTransform2D 占 8 个 float、颜色"
"占 4 个 float、自定义数据占 4 个 float\n"
"3D:\n"
" - 位置12 个 floatTransform3D 占 12 个 float\n"
" - 位置 + 顶点颜色16 个 floatTransform3D 占 12 个 float、颜色占 4 个 "
"float\n"
" - 位置 + 自定义数据16 个 floatTransform3D 占 12 个 float、自定义数据占 "
"4 个 float\n"
" - 位置 + 顶点颜色 + 自定义数据20 个 floatTransform3D 占 12 个 float、颜"
"色占 4 个 float、自定义数据占 4 个 float\n"
"[/codeblock]"
msgid ""
"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
"mesh]."
msgstr "设置 Multimesh 所要绘制的网格。相当于 [member MultiMesh.mesh]。"
msgid ""
"Sets the number of instances visible at a given time. If -1, all instances "
"that have been allocated are drawn. Equivalent to [member MultiMesh."
"visible_instance_count]."
msgstr ""
"设置在给定时间内可见的实例的数量。如果是 -1所有被分配的实例都会被画出来。相"
"当于 [member MultiMesh.visible_instance_count]。"
msgid ""
"Creates an occluder instance and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]occluder_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Occluder3D] (not to be confused with "
"the [OccluderInstance3D] node)."
msgstr ""
"创建遮挡器实例并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]occluder_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]与其等价的资源为 [Occluder3D](请勿与 [OccluderInstance3D] 节点混"
"淆)。"
msgid ""
"Sets the mesh data for the given occluder RID, which controls the shape of "
"the occlusion culling that will be performed."
msgstr "设置给定遮挡器 RID 的网格数据,控制执行遮挡剔除时的形状。"
msgid ""
"Creates a new omni light and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID can be used in most "
"[code]light_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this omni light to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [OmniLight3D]."
msgstr ""
"创建一个新的全向灯并将其添加到 RenderingServer。可以使用返回的 RID 访问它。该 "
"RID 可用于大多数 [code]light_*[/code] RenderingServer 函数。\n"
"一旦使用 RID 完成操作后,需要使用 RenderingServer 的方法 [method free_rid] 来"
"释放该 RID。\n"
"要放置在场景中,请使用 [method instance_set_base] 使用该返回的 RID 将该全向灯"
"附加到一个实例。\n"
"[b]注意:[/b]等价节点为 [OmniLight3D]。"
msgid ""
"Creates a new 3D GPU particle collision or attractor and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"can be used in most [code]particles_collision_*[/code] RenderingServer "
"functions.\n"
"[b]Note:[/b] The equivalent nodes are [GPUParticlesCollision3D] and "
"[GPUParticlesAttractor3D]."
msgstr ""
"新建 3D GPU 粒子碰撞或吸引器并将其添加到 RenderingServer。可以通过返回的 RID "
"进行访问。这个 RID 会在所有 [code]particles_collision_*[/code] "
"RenderingServer 函数中使用。\n"
"[b]注意:[/b]等价节点为 [GPUParticlesCollision3D] 和 "
"[GPUParticlesAttractor3D]。"
msgid ""
"Requests an update for the 3D GPU particle collision heightfield. This may be "
"automatically called by the 3D GPU particle collision heightfield depending "
"on its [member GPUParticlesCollisionHeightField3D.update_mode]."
msgstr ""
"请求对 3D GPU 粒子碰撞高度图进行更新。3D GPU 粒子碰撞高度图可能会自动调用这个"
"函数,取决于 [member GPUParticlesCollisionHeightField3D.update_mode]。"
msgid ""
"Sets the attenuation [param curve] for the 3D GPU particles attractor "
"specified by the [param particles_collision] RID. Only used for attractors, "
"not colliders. Equivalent to [member GPUParticlesAttractor3D.attenuation]."
msgstr ""
"为 RID 为 [param particles_collision] 的 3D GPU 粒子吸引器设置衰减曲线 [param "
"curve]。仅用于吸引器,对碰撞体不适用。等价于 [member GPUParticlesAttractor3D."
"attenuation]。"
msgid ""
"Sets the directionality [param amount] for the 3D GPU particles attractor "
"specified by the [param particles_collision] RID. Only used for attractors, "
"not colliders. Equivalent to [member GPUParticlesAttractor3D.directionality]."
msgstr ""
"设置 3D GPU 粒子吸引器的方向量 [param amount],吸引器由 RID [param "
"particles_collision] 指定。仅用于吸引器,不适用于碰撞体。等价于 [member "
"GPUParticlesAttractor3D.directionality]。"
msgid ""
"Sets the [param strength] for the 3D GPU particles attractor specified by the "
"[param particles_collision] RID. Only used for attractors, not colliders. "
"Equivalent to [member GPUParticlesAttractor3D.strength]."
msgstr ""
"设置 3D GPU 粒子吸引器的强度 [param strength],吸引器由 RID [param "
"particles_collision] 指定。仅用于吸引器,不适用于碰撞体。等价于 [member "
"GPUParticlesAttractor3D.strength]。"
msgid ""
"Sets the [param extents] for the 3D GPU particles collision by the [param "
"particles_collision] RID. Equivalent to [member GPUParticlesCollisionBox3D."
"size], [member GPUParticlesCollisionSDF3D.size], [member "
"GPUParticlesCollisionHeightField3D.size], [member GPUParticlesAttractorBox3D."
"size] or [member GPUParticlesAttractorVectorField3D.size] depending on the "
"[param particles_collision] type."
msgstr ""
"设置 3D GPU 粒子吸引器的范围 [param extents],吸引器由 RID [param "
"particles_collision] 指定。根据 [param particles_collision] 类型的不同,等价"
"于 [member GPUParticlesCollisionBox3D.size]、[member "
"GPUParticlesCollisionSDF3D.size]、[member GPUParticlesCollisionHeightField3D."
"size]、[member GPUParticlesAttractorBox3D.size]、[member "
"GPUParticlesAttractorVectorField3D.size]。"
msgid ""
"Sets the collision or attractor shape [param type] for the 3D GPU particles "
"collision or attractor specified by the [param particles_collision] RID."
msgstr ""
"设置 3D GPU 粒子碰撞或吸引器的形状类型 [param type],碰撞或吸引器由 RID "
"[param particles_collision] 指定。"
msgid ""
"Sets the cull [param mask] for the 3D GPU particles collision or attractor "
"specified by the [param particles_collision] RID. Equivalent to [member "
"GPUParticlesCollision3D.cull_mask] or [member GPUParticlesAttractor3D."
"cull_mask] depending on the [param particles_collision] type."
msgstr ""
"设置 3D GPU 粒子碰撞或吸引器的剔除掩码 [param mask],碰撞或吸引器由 RID "
"[param particles_collision] 指定。根据 [param particles_collision] 类型的不"
"同,等价于 [member GPUParticlesCollision3D.cull_mask] 或 [member "
"GPUParticlesAttractor3D.cull_mask]。"
msgid ""
"Sets the signed distance field [param texture] for the 3D GPU particles "
"collision specified by the [param particles_collision] RID. Equivalent to "
"[member GPUParticlesCollisionSDF3D.texture] or [member "
"GPUParticlesAttractorVectorField3D.texture] depending on the [param "
"particles_collision] type."
msgstr ""
"设置 3D GPU 粒子碰撞的带符号距离场纹理 [param texture],碰撞由 RID [param "
"particles_collision] 指定。根据 [param particles_collision] 类型的不同,等价"
"于 [member GPUParticlesCollisionSDF3D.texture] 或 [member "
"GPUParticlesAttractorVectorField3D.texture]。"
msgid ""
"Sets the heightmap [param resolution] for the 3D GPU particles heightfield "
"collision specified by the [param particles_collision] RID. Equivalent to "
"[member GPUParticlesCollisionHeightField3D.resolution]."
msgstr ""
"设置 3D GPU 粒子高度图碰撞的高度图分辨率 [param resolution],碰撞由 RID "
"[param particles_collision] 指定。等价于 [member "
"GPUParticlesCollisionHeightField3D.resolution]。"
msgid ""
"Sets the [param radius] for the 3D GPU particles sphere collision or "
"attractor specified by the [param particles_collision] RID. Equivalent to "
"[member GPUParticlesCollisionSphere3D.radius] or [member "
"GPUParticlesAttractorSphere3D.radius] depending on the [param "
"particles_collision] type."
msgstr ""
"设置 3D GPU 粒子球体碰撞或吸引器的半径 [param radius],碰撞或吸引器由 RID "
"[param particles_collision] 指定。根据 [param particles_collision] 类型的不"
"同,等价于 [member GPUParticlesCollisionSphere3D.radius] 或 [member "
"GPUParticlesAttractorSphere3D.radius]。"
msgid ""
"Creates a GPU-based particle system and adds it to the RenderingServer. It "
"can be accessed with the RID that is returned. This RID will be used in all "
"[code]particles_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach these particles to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent nodes are [GPUParticles2D] and [GPUParticles3D].\n"
"[b]Note:[/b] All [code]particles_*[/code] methods only apply to GPU-based "
"particles, not CPU-based particles. [CPUParticles2D] and [CPUParticles3D] do "
"not have equivalent RenderingServer functions available, as these use "
"[MultiMeshInstance2D] and [MultiMeshInstance3D] under the hood (see "
"[code]multimesh_*[/code] methods)."
msgstr ""
"创建基于 GPU 的粒子系统并将其添加到 RenderingServer。可以通过返回的 RID 进行访"
"问。这个 RID 会在所有 [code]particles_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"如果要将这个粒子系统放置到场景中,请使用返回的 RID 调用 [method "
"instance_set_base],将其附加至某个实例上。\n"
"[b]注意:[/b]等价节点为 [GPUParticles2D] 和 [GPUParticles3D]。\n"
"[b]注意:[/b]所有 [code]particles_*[/code] 方法都仅适用于基于 GPU 的粒子,不适"
"用于基于 CPU 的粒子。RenderingServer 中没有 [CPUParticles2D] 和 "
"[CPUParticles3D] 的等价函数,因为这两个节点底层使用的是 [MultiMeshInstance2D] "
"和 [MultiMeshInstance3D](见 [code]multimesh_*[/code] 方法)。"
msgid "Manually emits particles from the [param particles] instance."
msgstr "从 [param particles] 实例中手动发射粒子。"
msgid ""
"Calculates and returns the axis-aligned bounding box that contains all the "
"particles. Equivalent to [method GPUParticles3D.capture_aabb]."
msgstr ""
"计算并返回包含所有粒子的轴对齐边界框。相当于 [method GPUParticles3D."
"capture_aabb]。"
msgid "Returns [code]true[/code] if particles are currently set to emitting."
msgstr "如果当前粒子被设置发射,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if particles are not emitting and particles are set "
"to inactive."
msgstr "如果粒子没有发射并且粒子设置为非活动状态,则返回 [code]true[/code]。"
msgid ""
"Add particle system to list of particle systems that need to be updated. "
"Update will take place on the next frame, or on the next call to [method "
"instances_cull_aabb], [method instances_cull_convex], or [method "
"instances_cull_ray]."
msgstr ""
"将粒子系统添加到需要更新的粒子系统列表中。更新将在下一帧或下一次调用 [method "
"instances_cull_aabb]、[method instances_cull_convex] 或 [method "
"instances_cull_ray] 时进行。"
msgid ""
"Reset the particles on the next update. Equivalent to [method GPUParticles3D."
"restart]."
msgstr "下次更新时重置粒子。相当于 [method GPUParticles3D.restart]。"
msgid ""
"Sets the number of particles to be drawn and allocates the memory for them. "
"Equivalent to [member GPUParticles3D.amount]."
msgstr ""
"设置要绘制的粒子的数量,并为其分配内存。相当于 [member GPUParticles3D."
"amount]。"
msgid ""
"Sets the amount ratio for particles to be emitted. Equivalent to [member "
"GPUParticles3D.amount_ratio]."
msgstr ""
"设置要被发射的粒子的数量比率。相当于 [member GPUParticles3D.amount_ratio]。"
msgid ""
"Sets a custom axis-aligned bounding box for the particle system. Equivalent "
"to [member GPUParticles3D.visibility_aabb]."
msgstr ""
"设置粒子系统的自定义轴对齐边界框。相当于 [member GPUParticles3D."
"visibility_aabb]。"
msgid ""
"Sets the draw order of the particles to one of the named enums from [enum "
"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to "
"[member GPUParticles3D.draw_order]."
msgstr ""
"将粒子的绘制顺序设置为命名枚举 [enum ParticlesDrawOrder]。选项见 [enum "
"ParticlesDrawOrder]。相当于 [member GPUParticles3D.draw_order]。"
msgid ""
"Sets the mesh to be used for the specified draw pass. Equivalent to [member "
"GPUParticles3D.draw_pass_1], [member GPUParticles3D.draw_pass_2], [member "
"GPUParticles3D.draw_pass_3], and [member GPUParticles3D.draw_pass_4]."
msgstr ""
"设置用于指定绘制阶段的网格。相当于 [member GPUParticles3D.draw_pass_1]、"
"[member GPUParticles3D.draw_pass_2]、[member GPUParticles3D.draw_pass_3]、和 "
"[member GPUParticles3D.draw_pass_4]。"
msgid ""
"Sets the number of draw passes to use. Equivalent to [member GPUParticles3D."
"draw_passes]."
msgstr ""
"设置要使用的绘制阶段的数量。相当于 [member GPUParticles3D.draw_passes]。"
msgid ""
"Sets the [Transform3D] that will be used by the particles when they first "
"emit."
msgstr "设置粒子首次发射时使用的 [Transform3D]。"
msgid ""
"Sets the velocity of a particle node, that will be used by [member "
"ParticleProcessMaterial.inherit_velocity_ratio]."
msgstr ""
"设置粒子节点的速度,将由 [member ParticleProcessMaterial."
"inherit_velocity_ratio] 使用。"
msgid ""
"If [code]true[/code], particles will emit over time. Setting to false does "
"not reset the particles, but only stops their emission. Equivalent to [member "
"GPUParticles3D.emitting]."
msgstr ""
"如果为 [code]true[/code],则粒子将随时间发射。设置为 false 不会重置粒子,只会"
"停止发射。相当于 [member GPUParticles3D.emitting]。"
msgid ""
"Sets the explosiveness ratio. Equivalent to [member GPUParticles3D."
"explosiveness]."
msgstr "设置爆发比例。相当于 [member GPUParticles3D.explosiveness]。"
msgid ""
"Sets the frame rate that the particle system rendering will be fixed to. "
"Equivalent to [member GPUParticles3D.fixed_fps]."
msgstr "设置粒子系统渲染的固定帧率。相当于 [member GPUParticles3D.fixed_fps]。"
msgid ""
"If [code]true[/code], uses fractional delta which smooths the movement of the "
"particles. Equivalent to [member GPUParticles3D.fract_delta]."
msgstr ""
"如果为 [code]true[/code],则使用分数增量来平滑粒子的运动。相当于 [member "
"GPUParticles3D.fract_delta]。"
msgid ""
"Sets the value that informs a [ParticleProcessMaterial] to rush all particles "
"towards the end of their lifetime."
msgstr "设置通知 [ParticleProcessMaterial] 将所有粒子冲向其生命周期终点的值。"
msgid ""
"Sets the lifetime of each particle in the system. Equivalent to [member "
"GPUParticles3D.lifetime]."
msgstr "设置系统中每个粒子的生命周期。相当于 [member GPUParticles3D.lifetime]。"
msgid ""
"Sets whether the GPU particles specified by the [param particles] RID should "
"be rendered in 2D or 3D according to [param mode]."
msgstr ""
"设置由 RID [param particles] 指定的 GPU 粒子是否应该根据 [param mode] 在 2D "
"或 3D 中渲染。"
msgid ""
"If [code]true[/code], particles will emit once and then stop. Equivalent to "
"[member GPUParticles3D.one_shot]."
msgstr ""
"如果为 [code]true[/code],则粒子将发射一次然后停止。相当于 [member "
"GPUParticles3D.one_shot]。"
msgid ""
"Sets the preprocess time for the particles' animation. This lets you delay "
"starting an animation until after the particles have begun emitting. "
"Equivalent to [member GPUParticles3D.preprocess]."
msgstr ""
"设置粒子动画的预处理时间。这样可以让动画延迟到粒子开始发射之后再开始。相当于 "
"[member GPUParticles3D.preprocess]。"
msgid ""
"Sets the material for processing the particles.\n"
"[b]Note:[/b] This is not the material used to draw the materials. Equivalent "
"to [member GPUParticles3D.process_material]."
msgstr ""
"设置用于处理粒子的材质。\n"
"[b]注意:[/b]这不是用来绘制材质的材质。相当于 [member GPUParticles3D."
"process_material]。"
msgid ""
"Sets the emission randomness ratio. This randomizes the emission of particles "
"within their phase. Equivalent to [member GPUParticles3D.randomness]."
msgstr ""
"设置发射随机性比例。会随机化该粒子在其相位内的发射。相当于 [member "
"GPUParticles3D.randomness]。"
msgid ""
"Sets the speed scale of the particle system. Equivalent to [member "
"GPUParticles3D.speed_scale]."
msgstr "设置粒子系统的速度缩放。相当于 [member GPUParticles3D.speed_scale]。"
msgid ""
"If [param enable] is [code]true[/code], enables trails for the [param "
"particles] with the specified [param length_sec] in seconds. Equivalent to "
"[member GPUParticles3D.trail_enabled] and [member GPUParticles3D."
"trail_lifetime]."
msgstr ""
"如果 [param enable] 为 [code]true[/code],则会为 [param particles] 启用尾迹,"
"长度为 [param length_sec] 秒。等价于 [member GPUParticles3D.trail_enabled] 和 "
"[member GPUParticles3D.trail_lifetime]。"
msgid ""
"If [code]true[/code], particles use local coordinates. If [code]false[/code] "
"they use global coordinates. Equivalent to [member GPUParticles3D."
"local_coords]."
msgstr ""
"如果为 [code]true[/code],则粒子使用局部坐标。如果为 [code]false[/code] 则使用"
"全局坐标。相当于 [member GPUParticles3D.local_coords]。"
msgid ""
"Sets the filter quality for omni and spot light shadows in 3D. See also "
"[member ProjectSettings.rendering/lights_and_shadows/positional_shadow/"
"soft_shadow_filter_quality]. This parameter is global and cannot be set on a "
"per-viewport basis."
msgstr ""
"设置 3D 全向灯和聚光灯阴影的过滤质量。另见 [member ProjectSettings.rendering/"
"lights_and_shadows/positional_shadow/soft_shadow_filter_quality]。这个参数是全"
"局的,无法针对单个视口设置。"
msgid ""
"Creates a reflection probe and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]reflection_probe_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this reflection probe to an instance using "
"[method instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [ReflectionProbe]."
msgstr ""
"创建反射探针并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]reflection_probe_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"如果要将这个反射探针放置到场景中,请使用返回的 RID 调用 [method "
"instance_set_base],将其附加至某个实例上。\n"
"[b]注意:[/b]等价节点为 [ReflectionProbe]。"
msgid ""
"Sets the reflection probe's custom ambient light color. Equivalent to [member "
"ReflectionProbe.ambient_color]."
msgstr ""
"设置反射探针的自定义环境光颜色。等价于 [member ReflectionProbe."
"ambient_color]。"
msgid ""
"Sets the reflection probe's custom ambient light energy. Equivalent to "
"[member ReflectionProbe.ambient_color_energy]."
msgstr ""
"设置反射探针的自定义环境光能量。等价于 [member ReflectionProbe."
"ambient_color_energy]。"
msgid ""
"Sets the reflection probe's ambient light mode. Equivalent to [member "
"ReflectionProbe.ambient_mode]."
msgstr ""
"设置反射探针的环境光模式。等价于 [member ReflectionProbe.ambient_mode]。"
msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Equivalent to "
"[member ReflectionProbe.interior]."
msgstr ""
"如果为 [code]true[/code],则反射将忽略天空的贡献。相当于 [member "
"ReflectionProbe.interior]。"
msgid ""
"Sets the render cull mask for this reflection probe. Only instances with a "
"matching cull mask will be rendered by this probe. Equivalent to [member "
"ReflectionProbe.cull_mask]."
msgstr ""
"为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。相当"
"于 [member ReflectionProbe.cull_mask]。"
msgid ""
"If [code]true[/code], uses box projection. This can make reflections look "
"more correct in certain situations. Equivalent to [member ReflectionProbe."
"box_projection]."
msgstr ""
"如果为 [code]true[/code],则使用箱体投影。这可以使反射在某些情况下看起来更正"
"确。相当于 [member ReflectionProbe.box_projection]。"
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection much slower to compute. Equivalent to [member ReflectionProbe."
"enable_shadows]."
msgstr ""
"如果为 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得多。"
"相当于 [member ReflectionProbe.enable_shadows]。"
msgid ""
"Sets the intensity of the reflection probe. Intensity modulates the strength "
"of the reflection. Equivalent to [member ReflectionProbe.intensity]."
msgstr ""
"设置反射探针的强度。强度调节反射的强度。相当于 [member ReflectionProbe."
"intensity]。"
msgid ""
"Sets the max distance away from the probe an object can be before it is "
"culled. Equivalent to [member ReflectionProbe.max_distance]."
msgstr ""
"设置物体在被删除前与探针的最大距离。相当于 [member ReflectionProbe."
"max_distance]。"
msgid ""
"Sets the mesh level of detail to use in the reflection probe rendering. "
"Higher values will use less detailed versions of meshes that have LOD "
"variations generated, which can improve performance. Equivalent to [member "
"ReflectionProbe.mesh_lod_threshold]."
msgstr ""
"设置渲染反射探针时所使用的网格细节级别。值越高,生成了 LOD 变体的网格所使用的"
"版本细节就越低,能够提升性能。等价于 [member ReflectionProbe."
"mesh_lod_threshold]。"
msgid ""
"Sets the origin offset to be used when this reflection probe is in box "
"project mode. Equivalent to [member ReflectionProbe.origin_offset]."
msgstr ""
"设置当此反射探针处于框项目模式时要使用的源偏移。相当于 [member "
"ReflectionProbe.origin_offset]。"
msgid ""
"Sets the resolution to use when rendering the specified reflection probe. The "
"[param resolution] is specified for each cubemap face: for instance, "
"specifying [code]512[/code] will allocate 6 faces of 512×512 each (plus "
"mipmaps for roughness levels)."
msgstr ""
"设置渲染指定的反射探针时使用的分辨率。[param resolution] 指定的是各个立方体贴"
"图面的分辨率:例如指定 [code]512[/code] 时就会分配 6 个 512×512 的面(另外还有"
"粗糙度级别的 mipmap。"
msgid ""
"Sets the size of the area that the reflection probe will capture. Equivalent "
"to [member ReflectionProbe.size]."
msgstr "设置反射探针将捕获的区域的大小。相当于 [member ReflectionProbe.size]。"
msgid ""
"Sets how often the reflection probe updates. Can either be once or every "
"frame. See [enum ReflectionProbeUpdateMode] for options."
msgstr ""
"设置反射探针的更新频率。可以是一次,也可以是每一帧。参阅 [enum "
"ReflectionProbeUpdateMode] 选项。"
msgid "Schedules a callback to the given callable after a frame has been drawn."
msgstr "安排对给定可调用体的回调,会在一帧绘制完成后回调。"
msgid ""
"Creates a scenario and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]scenario_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"The scenario is the 3D world that all the visual instances exist in."
msgstr ""
"创建场景并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会"
"在所有 [code]scenario_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"场景是所有可视实例存在的 3D 世界。"
msgid ""
"Sets the camera attributes ([param effects]) that will be used with this "
"scenario. See also [CameraAttributes]."
msgstr ""
"设置该场景会使用的相机属性([param effects])。另见 [CameraAttributes]。"
msgid ""
"Sets the environment that will be used with this scenario. See also "
"[Environment]."
msgstr "设置该场景会使用的环境。另见 [Environment]。"
msgid ""
"Sets the fallback environment to be used by this scenario. The fallback "
"environment is used if no environment is set. Internally, this is used by the "
"editor to provide a default environment."
msgstr ""
"设置此方案所使用的后备环境。如果没有设置环境,则使用后备环境。这被编辑器用来提"
"供一个默认环境。"
msgid ""
"Sets the screen-space roughness limiter parameters, such as whether it should "
"be enabled and its thresholds. Equivalent to [member ProjectSettings."
"rendering/anti_aliasing/screen_space_roughness_limiter/enabled], [member "
"ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/"
"amount] and [member ProjectSettings.rendering/anti_aliasing/"
"screen_space_roughness_limiter/limit]."
msgstr ""
"设置屏幕空间粗糙度限制参数,例如是否应该启用以及阈值等。等价于 [member "
"ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/"
"enabled]、[member ProjectSettings.rendering/anti_aliasing/"
"screen_space_roughness_limiter/amount] 和 [member ProjectSettings.rendering/"
"anti_aliasing/screen_space_roughness_limiter/limit]。"
msgid ""
"Sets a boot image. The color defines the background color. If [param scale] "
"is [code]true[/code], the image will be scaled to fit the screen size. If "
"[param use_filter] is [code]true[/code], the image will be scaled with linear "
"interpolation. If [param use_filter] is [code]false[/code], the image will be "
"scaled with nearest-neighbor interpolation."
msgstr ""
"设置一个启动图像。颜色定义背景颜色。如果 [param scale] 为 [code]true[/code]"
"则该图像将被缩放以适应屏幕大小。如果 [param use_filter] 为 [code]true[/code]"
"则该图像将使用线性插值的方式进行缩放。如果 [param use_filter] 为 [code]false[/"
"code],则该图像将使用最近邻插值的方式进行缩放。"
msgid ""
"This method is currently unimplemented and does nothing if called with [param "
"generate] set to [code]true[/code]."
msgstr ""
"这个方法目前未实现,将 [param generate] 设为 [code]true[/code] 调用时没有任何"
"效果。"
msgid ""
"Sets the default clear color which is used when a specific clear color has "
"not been selected. See also [method get_default_clear_color]."
msgstr ""
"设置默认清屏颜色,会在尚未选择特定的清屏颜色时使用。另见 [method "
"get_default_clear_color]。"
msgid ""
"Creates an empty shader and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]shader_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Shader]."
msgstr ""
"创建空的着色器并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]shader_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价资源为 [Shader]。"
msgid "Returns a shader's source code as a string."
msgstr "以字符串形式返回着色器的源代码。"
msgid ""
"Returns a default texture from a shader searched by name.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
msgstr ""
"返回着色器中的默认纹理,根据名称搜索。\n"
"[b]注意:[/b]如果使用了采样器数组,请使用 [param index] 访问指定的纹理。"
msgid ""
"Returns the default value for the specified shader uniform. This is usually "
"the value written in the shader source code."
msgstr "返回指定着色器 Uniform 的默认值。通常是着色器源代码中编写的值。"
msgid ""
"Sets the shader's source code (which triggers recompilation after being "
"changed)."
msgstr "设置着色器的源代码(更改后会出发重新编译)。"
msgid ""
"Sets a shader's default texture. Overwrites the texture given by name.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
msgstr ""
"设置着色器的默认纹理。覆盖给定名称的纹理。\n"
"[b]注意:[/b]使用采样器数组时,使用 [param index] 访问指定的纹理。"
msgid ""
"Sets the path hint for the specified shader. This should generally match the "
"[Shader] resource's [member Resource.resource_path]."
msgstr ""
"设置指定着色器路径提示。一般应该与 [Shader] 资源的 [member Resource."
"resource_path] 相匹配。"
msgid "Returns the [Transform3D] set for a specific bone of this skeleton."
msgstr "返回该骨架中指定骨骼的 [Transform3D]。"
msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
msgstr "返回该骨架中指定骨骼的 [Transform2D]。"
msgid "Sets the [Transform3D] for a specific bone of this skeleton."
msgstr "设置该骨架中指定骨骼的 [Transform3D]。"
msgid "Sets the [Transform2D] for a specific bone of this skeleton."
msgstr "设置该骨架中指定骨骼的 [Transform2D]。"
msgid ""
"Creates a skeleton and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]skeleton_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method."
msgstr ""
"创建骨架并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID 会"
"在所有 [code]skeleton_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid "Returns the number of bones allocated for this skeleton."
msgstr "返回分配给这个骨架的骨骼数量。"
msgid ""
"Generates and returns an [Image] containing the radiance map for the "
"specified [param sky] RID. This supports built-in sky material and custom sky "
"shaders. If [param bake_irradiance] is [code]true[/code], the irradiance map "
"is saved instead of the radiance map. The radiance map is used to render "
"reflected light, while the irradiance map is used to render ambient light. "
"See also [method environment_bake_panorama].\n"
"[b]Note:[/b] The image is saved in linear color space without any tonemapping "
"performed, which means it will look too dark if viewed directly in an image "
"editor. [param energy] values above [code]1.0[/code] can be used to brighten "
"the resulting image.\n"
"[b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated "
"panorama to have square pixels. For radiance maps, there is no point in using "
"a height greater than [member Sky.radiance_size], as it won't increase "
"detail. Irradiance maps only contain low-frequency data, so there is usually "
"no point in going past a size of 128×64 pixels when saving an irradiance map."
msgstr ""
"生成并返回包含指定 [param sky] RID 的辐射度贴图的 [Image]。这样就能支持内置天"
"空材质和自定义天空着色器。如果 [param bake_irradiance] 为 [code]true[/code]"
"则会保存辐照度贴图,不保存辐射度贴图。辐射度贴图用于渲染反射光,而辐照度贴图用"
"于渲染环境光。另见 [method environment_bake_panorama]。\n"
"[b]注意:[/b]图片保存时使用线性色彩空间,未进行色调映射,因此在图像编辑器中直"
"接查看会感觉太暗。将 [param energy] 设为大于 [code]1.0[/code] 能够将得到的图像"
"变亮。\n"
"[b]注意:[/b]对于生成的全景图,[param size] 应该是 2:1 的比例,才能够得到正方"
"形的像素。对于辐射度贴图,将高度设为大于 [member Sky.radiance_size] 的值没有意"
"义,因为不会增加细节。辐照度贴图仅包含低频数据,因此保存辐照度贴图时通常大小超"
"过 128×64 像素没有意义。"
msgid ""
"Creates an empty sky and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]sky_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method."
msgstr ""
"创建空的天空并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]sky_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。"
msgid ""
"Sets the material that the sky uses to render the background, ambient and "
"reflection maps."
msgstr "设置天空用于渲染背景和反射贴图的材质。"
msgid ""
"Sets the process [param mode] of the sky specified by the [param sky] RID. "
"Equivalent to [member Sky.process_mode]."
msgstr ""
"设置 RID 为 [param sky] 的天空的处理模式 [param mode]。等价于 [member Sky."
"process_mode]。"
msgid ""
"Sets the [param radiance_size] of the sky specified by the [param sky] RID "
"(in pixels). Equivalent to [member Sky.radiance_size]."
msgstr ""
"设置 RID 为 [param sky] 的天空的辐照大小 [param radiance_size](单位为像素)。"
"等价于 [member Sky.radiance_size]。"
msgid ""
"Creates a spot light and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID can be used in most [code]light_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this spot light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
"创建聚光灯并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 RID "
"会在大多数 [code]light_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"如果要将这个聚光灯放置到场景中,请使用返回的 RID 调用 [method "
"instance_set_base],将其附加至某个实例上。"
msgid ""
"Sets [member ProjectSettings.rendering/environment/subsurface_scattering/"
"subsurface_scattering_quality] to use when rendering materials that have "
"subsurface scattering enabled."
msgstr ""
"设置渲染启用了次表面散射的材质时使用的 [member ProjectSettings.rendering/"
"environment/subsurface_scattering/subsurface_scattering_quality]。"
msgid ""
"Sets the [member ProjectSettings.rendering/environment/subsurface_scattering/"
"subsurface_scattering_scale] and [member ProjectSettings.rendering/"
"environment/subsurface_scattering/subsurface_scattering_depth_scale] to use "
"when rendering materials that have subsurface scattering enabled."
msgstr ""
"设置渲染启用了次表面散射的材质时使用的 [member ProjectSettings.rendering/"
"environment/subsurface_scattering/subsurface_scattering_scale] 和 [member "
"ProjectSettings.rendering/environment/subsurface_scattering/"
"subsurface_scattering_depth_scale]。"
msgid ""
"Creates a 2-dimensional texture and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]texture_2d_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Texture2D].\n"
"[b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], "
"which creates the graphics API's own texture type as opposed to the Godot-"
"specific [Texture2D] resource."
msgstr ""
"创建二维纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]texture_2d_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价资源为 [Texture2D]。\n"
"[b]注意:[/b]请勿与 [method RenderingDevice.texture_create] 混淆,后者创建的是"
"图形 API 自己的纹理类型,并非 Godot 专属的 [Texture2D] 资源。"
msgid ""
"Returns an [Image] instance from the given [param texture] [RID].\n"
"Example of getting the test texture from [method get_test_texture] and "
"applying it to a [Sprite2D] node:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_test_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgstr ""
"从给定的纹理 [RID] [param texture] 返回 [Image] 实例。\n"
"从 [method get_test_texture] 获取测试纹理并将其应用至 [Sprite2D] 节点的示"
"例:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_test_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgid ""
"Returns an [Image] instance from the given [param texture] [RID] and [param "
"layer]."
msgstr "返回给定 [param texture] [RID] 和 [param layer] 中的 [Image] 实例。"
msgid ""
"Creates a 2-dimensional layered texture and adds it to the RenderingServer. "
"It can be accessed with the RID that is returned. This RID will be used in "
"all [code]texture_2d_layered_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [TextureLayered]."
msgstr ""
"创建二维多层纹理并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这"
"个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函数中使"
"用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价资源为 [TextureLayered]。"
msgid ""
"Creates a placeholder for a 2-dimensional layered texture and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]texture_2d_layered_*[/code] RenderingServer "
"functions, although it does nothing when used. See also [method "
"texture_2d_placeholder_create].\n"
"[b]Note:[/b] The equivalent resource is [PlaceholderTextureLayered]."
msgstr ""
"创建二维多层纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行"
"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函数"
"中使用,但使用时什么都不会发生。另见 [method "
"texture_2d_placeholder_create]。\n"
"[b]注意:[/b]等价资源为 [PlaceholderTextureLayered]。"
msgid ""
"Creates a placeholder for a 2-dimensional layered texture and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]texture_2d_layered_*[/code] RenderingServer "
"functions, although it does nothing when used. See also [method "
"texture_2d_layered_placeholder_create]\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [PlaceholderTexture2D]."
msgstr ""
"创建二维多层纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行"
"访问。这个 RID 会在所有 [code]texture_2d_layered_*[/code] RenderingServer 函数"
"中使用,但使用时什么都不会发生。另见 [method "
"texture_2d_layered_placeholder_create]。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价资源为 [PlaceholderTexture2D]。"
msgid ""
"Updates the texture specified by the [param texture] [RID] with the data in "
"[param image]. A [param layer] must also be specified, which should be "
"[code]0[/code] when updating a single-layer texture ([Texture2D]).\n"
"[b]Note:[/b] The [param image] must have the same width, height and format as "
"the current [param texture] data. Otherwise, an error will be printed and the "
"original texture won't be modified. If you need to use different width, "
"height or format, use [method texture_replace] instead."
msgstr ""
"使用 [param image] 中的数据更新由纹理 [RID] [param texture] 指定的纹理。"
"[param layer] 也必须指定,更新单层纹理([Texture2D])时应为 [code]0[/code]。\n"
"[b]注意:[/b][param image] 的宽度、高度、格式都必须和当前 [param texture] 的数"
"据相同。否则会输出错误,不会修改原始纹理。如果你需要使用不同的宽度、高度或格"
"式,请改用 [method texture_replace]。"
msgid "[b]Note:[/b] The equivalent resource is [Texture3D]."
msgstr "[b]注意:[/b]等价的资源是 [Texture3D]。"
msgid ""
"Returns 3D texture data as an array of [Image]s for the specified texture "
"[RID]."
msgstr "以 [Image] 数组的形式返回指定纹理 [RID] 的 3D 纹理数据。"
msgid ""
"Creates a placeholder for a 3-dimensional texture and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]texture_3d_*[/code] RenderingServer functions, "
"although it does nothing when used.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [PlaceholderTexture3D]."
msgstr ""
"创建三维纹理的占位符并将其添加到 RenderingServer。可以通过返回的 RID 进行访"
"问。这个 RID 会在所有 [code]texture_3d_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价资源为 [PlaceholderTexture3D]。"
msgid ""
"Updates the texture specified by the [param texture] [RID]'s data with the "
"data in [param data]. All the texture's layers must be replaced at once.\n"
"[b]Note:[/b] The [param texture] must have the same width, height, depth and "
"format as the current texture data. Otherwise, an error will be printed and "
"the original texture won't be modified. If you need to use different width, "
"height, depth or format, use [method texture_replace] instead."
msgstr ""
"使用 [param data] 中的数据更新由纹理 [RID] [param texture] 指定的纹理。必须同"
"时更新所有纹理层。\n"
"[b]注意:[/b][param texture] 的宽度、高度、格式都必须和当前纹理数据相同。否则"
"会输出错误,不会修改原始纹理。如果你需要使用不同的宽度、高度或格式,请改用 "
"[method texture_replace]。"
msgid "Returns the [enum Image.Format] for the texture."
msgstr "返回该纹理的 [enum Image.Format]。"
msgid "Returns a texture [RID] that can be used with [RenderingDevice]."
msgstr "返回可用于 [RenderingDevice] 的纹理 [RID]。"
msgid ""
"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method does "
"nothing when called and always returns a null [RID]."
msgstr ""
"[i]已废弃。[/i]ProxyTexture 已在 Godot 4 中移除,所以调用这个方法什么都不会发"
"生,始终返回空 [RID]。"
msgid ""
"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method cannot "
"be used anymore."
msgstr ""
"[i]已废弃。[/i]ProxyTexture 已在 Godot 4 中移除,所以这个方法无法再使用。"
msgid ""
"Creates a new texture object based on a texture created directly on the "
"[RenderingDevice]. If the texture contains layers, [param layer_type] is used "
"to define the layer type."
msgstr ""
"基于直接在 [RenderingDevice] 上创建的纹理创建新的纹理对象。如果该纹理包含图"
"层,则 [param layer_type] 被用于定义图层类型。"
msgid ""
"Replaces [param texture]'s texture data by the texture specified by the "
"[param by_texture] RID, without changing [param texture]'s RID."
msgstr ""
"将 [param texture] 的纹理数据替换为由纹理 RID [param by_texture] 指定的纹理,"
"不会改变 [param texture] 的 RID。"
msgid "Sets a viewport's camera."
msgstr "设置视图的相机。"
msgid "Sets a viewport's canvas."
msgstr "设置视口的画布。"
msgid ""
"Copies the viewport to a region of the screen specified by [param rect]. If "
"[method viewport_set_render_direct_to_screen] is [code]true[/code], then the "
"viewport does not use a framebuffer and the contents of the viewport are "
"rendered directly to screen. However, note that the root viewport is drawn "
"last, therefore it will draw over the screen. Accordingly, you must set the "
"root viewport to an area that does not cover the area that you have attached "
"this viewport to.\n"
"For example, you can set the root viewport to not render at all with the "
"following code:\n"
"FIXME: The method seems to be non-existent.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" get_viewport().set_attach_to_screen_rect(Rect2())\n"
" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
"将该视口复制到 [param rect] 指定的屏幕区域。如果 [method "
"viewport_set_render_direct_to_screen] 为 [code]true[/code],则视口不使用帧缓冲"
"区,视口的内容将直接渲染到屏幕。但是,请注意根视口是最后绘制的,因此它会覆盖屏"
"幕。相应地,必须将根视口的区域设置为不覆盖附加该视口的区域。\n"
"例如,可以使用以下代码将根视口设置为完全不渲染:\n"
"FIXME该方法似乎不存在。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" get_viewport().set_attach_to_screen_rect(Rect2())\n"
" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"使用它可以带来显著的优化,尤其是在低端设备上。但是,这是以必须手动管理视口为代"
"价的。进一步优化请参见 [method viewport_set_render_direct_to_screen]。"
msgid ""
"Creates an empty viewport and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]viewport_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [Viewport]."
msgstr ""
"创建空的视口并将其添加到 RenderingServer。可以通过返回的 RID 进行访问。这个 "
"RID 会在所有 [code]viewport_*[/code] RenderingServer 函数中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价节点为 [Viewport]。"
msgid ""
"Returns the CPU time taken to render the last frame in milliseconds. This "
"[i]only[/i] includes time spent in rendering-related operations; "
"scripts' [code]_process[/code] functions and other engine subsystems are not "
"included in this readout. To get a complete readout of CPU time spent to "
"render the scene, sum the render times of all viewports that are drawn every "
"frame plus [method get_frame_setup_time_cpu]. Unlike [method Engine."
"get_frames_per_second], this method will accurately reflect CPU utilization "
"even if framerate is capped via V-Sync or [member Engine.max_fps]. See also "
"[method viewport_get_measured_render_time_gpu].\n"
"[b]Note:[/b] Requires measurements to be enabled on the specified [param "
"viewport] using [method viewport_set_measure_render_time]. Otherwise, this "
"method returns [code]0.0[/code]."
msgstr ""
"返回渲染上一帧所消耗的 CPU 时间,单位为毫秒。[i]只包含[/i]渲染相关操作所消耗的"
"时间;读数中不含脚本的 [code]_process[/code] 函数及其他引擎子系统。要获取渲染"
"场景所消耗 CPU 时间的完整读数,请将每帧绘制的所有视口的渲染时间以及 [method "
"get_frame_setup_time_cpu] 相加。与 [method Engine.get_frames_per_second] 不"
"同,即便帧率受到垂直同步或 [member Engine.max_fps] 的限制,这个方法也会精确反"
"映 CPU 利用率。另见 [method viewport_get_measured_render_time_gpu]。\n"
"[b]注意:[/b]需要使用 [method viewport_set_measure_render_time] 启用 [param "
"viewport] 的测量。否则这个方法会返回 [code]0.0[/code]。"
msgid ""
"Returns the GPU time taken to render the last frame in milliseconds. To get a "
"complete readout of GPU time spent to render the scene, sum the render times "
"of all viewports that are drawn every frame. Unlike [method Engine."
"get_frames_per_second], this method accurately reflects GPU utilization even "
"if framerate is capped via V-Sync or [member Engine.max_fps]. See also "
"[method viewport_get_measured_render_time_gpu].\n"
"[b]Note:[/b] Requires measurements to be enabled on the specified [param "
"viewport] using [method viewport_set_measure_render_time]. Otherwise, this "
"method returns [code]0.0[/code].\n"
"[b]Note:[/b] When GPU utilization is low enough during a certain period of "
"time, GPUs will decrease their power state (which in turn decreases core and "
"memory clock speeds). This can cause the reported GPU time to increase if GPU "
"utilization is kept low enough by a framerate cap (compared to what it would "
"be at the GPU's highest power state). Keep this in mind when benchmarking "
"using [method viewport_get_measured_render_time_gpu]. This behavior can be "
"overridden in the graphics driver settings at the cost of higher power usage."
msgstr ""
"返回渲染上一帧所消耗的 GPU 时间,单位为毫秒。要获取渲染场景所消耗 GPU 时间的完"
"整读数,请将每帧绘制的所有视口的渲染时间相加。与 [method Engine."
"get_frames_per_second] 不同,即便帧率受到垂直同步或 [member Engine.max_fps] 的"
"限制,这个方法也会精确反映 GPU 利用率。另见 [method "
"viewport_get_measured_render_time_gpu]。\n"
"[b]注意:[/b]需要使用 [method viewport_set_measure_render_time] 启用 [param "
"viewport] 的测量。否则这个方法会返回 [code]0.0[/code]。\n"
"[b]注意:[/b]GPU 的利用率在一段时间内低到一定程度时GPU 会降低电源状态(导致"
"内核与内存时钟速度的降低)。这会导致 GPU 在某个帧率下保持较低利用率时,汇报的 "
"GPU 时间增大(相对于 GPU 的最高电源状态而言)。请在使用 [method "
"viewport_get_measured_render_time_gpu] 进行性能测试时牢记这一点。可以在显卡驱"
"动的设置中改变这种行为,但代价是耗电量增大。"
msgid ""
"Returns a statistic about the rendering engine which can be used for "
"performance profiling. This is separated into render pass [param type]s, each "
"of them having the same [param info]s you can query (different passes will "
"return different values). See [enum RenderingServer.ViewportRenderInfoType] "
"for a list of render pass types and [enum RenderingServer.ViewportRenderInfo] "
"for a list of information that can be queried.\n"
"See also [method get_rendering_info], which returns global information across "
"all viewports.\n"
"[b]Note:[/b] Viewport rendering information is not available until at least 2 "
"frames have been rendered by the engine. If rendering information is not "
"available, [method viewport_get_render_info] returns [code]0[/code]. To print "
"rendering information in [code]_ready()[/code] successfully, use the "
"following:\n"
"[codeblock]\n"
"func _ready():\n"
" for _i in 2:\n"
" await get_tree().process_frame\n"
"\n"
" print(\n"
" RenderingServer.viewport_get_render_info(get_viewport()."
"get_viewport_rid(),\n"
" RenderingServer.VIEWPORT_RENDER_INFO_TYPE_VISIBLE,\n"
" RenderingServer.VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME)\n"
" )\n"
"[/codeblock]"
msgstr ""
"返回关于渲染引擎的统计信息,能够用于性能分析。会区分不同的渲染阶段类型 [param "
"type],每种类型都有相同的可查询信息 [param info](不同的阶段会返回不同的值)。"
"渲染阶段类型列表见 [enum RenderingServer.ViewportRenderInfoType],能够查询的信"
"息列表见 [enum RenderingServer.ViewportRenderInfo]。\n"
"另见 [method get_rendering_info],返回的是所有视口的全局信息。\n"
"[b]注意:[/b]引擎渲染至少 2 帧后渲染信息才可用。渲染信息不可用时 [method "
"viewport_get_render_info] 返回 [code]0[/code]。要在 [code]_ready()[/code] 中成"
"功输出渲染信息,请使用如下代码:\n"
"[codeblock]\n"
"func _ready():\n"
" for _i in 2:\n"
" await get_tree().process_frame\n"
"\n"
" print(\n"
" RenderingServer.viewport_get_render_info(get_viewport()."
"get_viewport_rid(),\n"
" RenderingServer.VIEWPORT_RENDER_INFO_TYPE_VISIBLE,\n"
" RenderingServer.VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME)\n"
" )\n"
"[/codeblock]"
msgid "Returns the render target for the viewport."
msgstr "返回该视口的渲染目标。"
msgid "Returns the viewport's last rendered frame."
msgstr "返回视口的最后渲染帧。"
msgid "Detaches a viewport from a canvas and vice versa."
msgstr "从画布分离视口,反之亦然。"
msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
msgstr ""
"如果为 [code]true[/code],则将视口设置为活动状态,否则将其设置为非活动状态。"
msgid ""
"Sets the rendering mask associated with this [Viewport]. Only [CanvasItem] "
"nodes with a matching rendering visibility layer will be rendered by this "
"[Viewport]."
msgstr ""
"设置与此 [Viewport] 关联的渲染掩码。渲染可见层与之匹配的 [CanvasItem] 节点才会"
"被此 [Viewport] 渲染。"
msgid ""
"Sets the stacking order for a viewport's canvas.\n"
"[param layer] is the actual canvas layer, while [param sublayer] specifies "
"the stacking order of the canvas among those in the same layer."
msgstr ""
"设置视口画布的堆叠顺序。\n"
"[param layer] 是实际的画布层,而 [param sublayer] 指定的是该画布在同一层中的堆"
"叠顺序。"
msgid "Sets the transformation of a viewport's canvas."
msgstr "设置视口画布的变换。"
msgid ""
"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
msgstr "设置视口的清除模式。可选项见 [enum ViewportClearMode]。"
msgid ""
"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
"options."
msgstr "设置视口的调试绘图模式。可选项见 [enum ViewportDebugDraw]。"
msgid ""
"Sets the default texture filtering mode for the specified [param viewport] "
"RID. See [enum CanvasItemTextureFilter] for options."
msgstr ""
"设置视口的默认纹理过滤模式,视口由 [param viewport] RID 指定。选项见 [enum "
"CanvasItemTextureFilter]。"
msgid ""
"Sets the default texture repeat mode for the specified [param viewport] RID. "
"See [enum CanvasItemTextureRepeat] for options."
msgstr ""
"设置视口的默认纹理重复模式,视口由 [param viewport] RID 指定。选项见 [enum "
"CanvasItemTextureRepeat]。"
msgid ""
"If [code]true[/code], the viewport's canvas (i.e. 2D and GUI elements) is not "
"rendered."
msgstr "如果为 [code]true[/code],则不渲染视口的画布(即 2D 和 GUI 元素)。"
msgid "If [code]true[/code], the viewport's 3D elements are not rendered."
msgstr "如果为 [code]true[/code],则不渲染视口的 3D 元素。"
msgid ""
"Sets the viewport's environment mode which allows enabling or disabling "
"rendering of 3D environment over 2D canvas. When disabled, 2D will not be "
"affected by the environment. When enabled, 2D will be affected by the "
"environment if the environment background mode is [constant ENV_BG_CANVAS]. "
"The default behavior is to inherit the setting from the viewport's parent. If "
"the topmost parent is also set to [constant VIEWPORT_ENVIRONMENT_INHERIT], "
"then the behavior will be the same as if it was set to [constant "
"VIEWPORT_ENVIRONMENT_ENABLED]."
msgstr ""
"设置视口的环境模式,该模式允许启用或禁用 2D 画布上的 3D 环境渲染。禁用时2D "
"将不受环境影响。启用时,如果环境背景模式为 [constant ENV_BG_CANVAS],则 2D 会"
"受到环境的影响。默认行为是从视口的父级继承设置。如果最顶层的父级也被设置为 "
"[constant VIEWPORT_ENVIRONMENT_INHERIT],则该行为将与设置为 [constant "
"VIEWPORT_ENVIRONMENT_ENABLED] 时相同。"
msgid "Sets the viewport's global transformation matrix."
msgstr "设置视口的全局变换矩阵。"
msgid ""
"Sets the measurement for the given [param viewport] RID (obtained using "
"[method Viewport.get_viewport_rid]). Once enabled, [method "
"viewport_get_measured_render_time_cpu] and [method "
"viewport_get_measured_render_time_gpu] will return values greater than "
"[code]0.0[/code] when queried with the given [param viewport]."
msgstr ""
"为给定的 [param viewport] RID使用 [method Viewport.get_viewport_rid] 获取)"
"设置是否测量。启用后,使用给定的 [param viewport] 对 [method "
"viewport_get_measured_render_time_cpu] 和 [method "
"viewport_get_measured_render_time_gpu] 进行查询返回的就是大于 [code]0.0[/"
"code] 的值。"
msgid ""
"Sets the multisample anti-aliasing mode for 2D/Canvas on the specified [param "
"viewport] RID. See [enum ViewportMSAA] for options."
msgstr ""
"设置 RID 为 [param viewport] 的视口的 2D/画布多重采样抗锯齿模式。选项见 [enum "
"ViewportMSAA]。"
msgid ""
"Sets the multisample anti-aliasing mode for 3D on the specified [param "
"viewport] RID. See [enum ViewportMSAA] for options."
msgstr ""
"设置 RID 为 [param viewport] 的视口的 3D 多重采样抗锯齿模式。选项见 [enum "
"ViewportMSAA]。"
msgid ""
"Sets the [member ProjectSettings.rendering/occlusion_culling/"
"bvh_build_quality] to use for occlusion culling. This parameter is global and "
"cannot be set on a per-viewport basis."
msgstr ""
"设置遮挡剔除的 [member ProjectSettings.rendering/occlusion_culling/"
"bvh_build_quality]。这个参数是全局的,无法针对特定视口设置。"
msgid ""
"Sets the [member ProjectSettings.rendering/occlusion_culling/"
"occlusion_rays_per_thread] to use for occlusion culling. This parameter is "
"global and cannot be set on a per-viewport basis."
msgstr ""
"设置遮挡剔除的 [member ProjectSettings.rendering/occlusion_culling/"
"occlusion_rays_per_thread]。这个参数是全局的,无法针对特定视口设置。"
msgid ""
"Sets the viewport's parent to the viewport specified by the [param "
"parent_viewport] RID."
msgstr "将该视口的父项设置为 [param parent_viewport] RID 指定的视口。"
msgid ""
"Sets the number of subdivisions to use in the specified shadow atlas [param "
"quadrant] for omni and spot shadows. See also [method Viewport."
"set_positional_shadow_atlas_quadrant_subdiv]."
msgstr ""
"设置全向灯和聚光灯阴影的指定阴影图集象限 [param quadrant] 的细分次数。另见 "
"[method Viewport.set_positional_shadow_atlas_quadrant_subdiv]。"
msgid ""
"Sets the [param size] of the shadow atlas's images (used for omni and spot "
"lights) on the viewport specified by the [param viewport] RID. The value is "
"rounded up to the nearest power of 2. If [param use_16_bits] is [code]true[/"
"code], use 16 bits for the omni/spot shadow depth map. Enabling this results "
"in shadows having less precision and may result in shadow acne, but can lead "
"to performance improvements on some devices.\n"
"[b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be "
"visible at all. This can improve performance significantly on low-end systems "
"by reducing both the CPU and GPU load (as fewer draw calls are needed to draw "
"the scene without shadows)."
msgstr ""
"设置阴影图集图像的大小(用于全向灯和聚光灯),大小由 [param size] 指定,生效的"
"视口由 [param viewport] RID 指定。该值将向上舍入到最接近的 2 次幂。如果 "
"[param use_16_bits] 为 [code]true[/code],则会使用 16 位的全向灯/聚光灯阴影深"
"度贴图。启用后,阴影的精度会降低,可能造成阴影失真,但能够在部分设备上提升性"
"能。\n"
"[b]注意:[/b]如果设置为 [code]0[/code],将根本看不到任何阴影。可以通过降低 "
"CPU 和 GPU 负载来显著提升在低端系统上的性能(因为绘制不带阴影的场景需要的绘制"
"调用更少)。"
msgid ""
"If [code]true[/code], render the contents of the viewport directly to screen. "
"This allows a low-level optimization where you can skip drawing a viewport to "
"the root viewport. While this optimization can result in a significant "
"increase in speed (especially on older devices), it comes at a cost of "
"usability. When this is enabled, you cannot read from the viewport or from "
"the screen_texture. You also lose the benefit of certain window settings, "
"such as the various stretch modes. Another consequence to be aware of is that "
"in 2D the rendering happens in window coordinates, so if you have a viewport "
"that is double the size of the window, and you set this, then only the "
"portion that fits within the window will be drawn, no automatic scaling is "
"possible, even if your game scene is significantly larger than the window "
"size."
msgstr ""
"如果为 [code]true[/code],则将视口的内容直接渲染到屏幕。这允许一个低级别的优"
"化,可以跳过将视口绘制到根视口。虽然这种优化可以显著提高速度(尤其是在旧设备"
"上),但它是以可用性为代价的。启用后,无法从视口或 screen_texture 读取。而且还"
"会失去某些窗口设置的好处,例如各种拉伸模式。另一个需要注意的后果是,在 2D 中,"
"渲染是以窗口坐标进行的,所以如果有一个两倍于窗口大小的视口,并且设置了这个属"
"性,那么只会绘制适合窗口的部分, 无法自动缩放,即使游戏场景明显大于窗口大小。"
msgid ""
"Sets the 3D resolution scaling mode. Bilinear scaling renders at different "
"resolution to either undersample or supersample the viewport. FidelityFX "
"Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that "
"produces high quality images at fast framerates by using a spatially aware "
"upscaling algorithm. FSR is slightly more expensive than bilinear, but it "
"produces significantly higher image quality. FSR should be used where "
"possible."
msgstr ""
"设置 3D 分辨率缩放模式。双线性缩放使用不同的分辨率渲染,能够对视口进行欠采样或"
"超采样。FidelityFX 超分辨率 1.0,缩写为 FSR是一种放大技术通过使用空间感知"
"放大算法以快速帧速率生成高质量图像。FSR 比双线性的开销略大,但产生的图像质量明"
"显更高。应尽可能使用 FSR。"
msgid ""
"Scales the 3D render buffer based on the viewport size uses an image filter "
"specified in [enum ViewportScaling3DMode] to scale the output image to the "
"full viewport size. Values lower than [code]1.0[/code] can be used to speed "
"up 3D rendering at the cost of quality (undersampling). Values greater than "
"[code]1.0[/code] are only valid for bilinear mode and can be used to improve "
"3D rendering quality at a high performance cost (supersampling). See also "
"[enum ViewportMSAA] for multi-sample antialiasing, which is significantly "
"cheaper but only smoothens the edges of polygons.\n"
"When using FSR upscaling, AMD recommends exposing the following values as "
"preset options to users \"Ultra Quality: 0.77\", \"Quality: 0.67\", "
"\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire scale."
msgstr ""
"根据视图大小,缩放 3D 渲染缓冲区,使用 [enum ViewportScaling3DMode] 中指定的图"
"像过滤器,将输出图像缩放到完整视图大小。低于 [code]1.0[/code] 的值,可用于加"
"速 3D 渲染,但会以质量为代价(欠采样)。大于 [code]1.0[/code] 的值,仅对双线性"
"模式有效,可用于以较高的性能成本(超级采样),提高 3D 渲染质量。另请参阅 "
"[enum ViewportMSAA] 以了解多重采样抗锯齿,这要便宜得多,但只会平滑多边形的边"
"缘。\n"
"在使用 FSR 放大时AMD 建议将以下值,作为预设选项公开给用户:“超质量:"
"0.77”、“质量0.67”、“平衡0.59”、“性能0.5”,而不是公开整个比例。"
msgid ""
"Sets a viewport's scenario. The scenario contains information about "
"environment information, reflection atlas, etc."
msgstr "设置视口的场景。该场景包含环境、反射图集等信息。"
msgid "Sets the viewport's screen-space antialiasing mode."
msgstr "使用视口的屏幕空间抗锯齿模式。"
msgid ""
"Sets the viewport's 2D signed distance field [member ProjectSettings."
"rendering/2d/sdf/oversize] and [member ProjectSettings.rendering/2d/sdf/"
"scale]. This is used when sampling the signed distance field in [CanvasItem] "
"shaders as well as [GPUParticles2D] collision. This is [i]not[/i] used by "
"SDFGI in 3D rendering."
msgstr ""
"设置视口的 2D 带符号距离场的 [member ProjectSettings.rendering/2d/sdf/"
"oversize] 和 [member ProjectSettings.rendering/2d/sdf/scale]。在 [CanvasItem] "
"着色器中对带符号距离场进行采样时会用到,[GPUParticles2D] 碰撞时也会用到。3D 渲"
"染时的 SDFGI [i]不会[/i]使用。"
msgid "Sets the viewport's width and height in pixels."
msgstr "设置视口的宽度和高度,单位为像素。"
msgid ""
"If [code]true[/code], canvas item transforms (i.e. origin position) are "
"snapped to the nearest pixel when rendering. This can lead to a crisper "
"appearance at the cost of less smooth movement, especially when [Camera2D] "
"smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/"
"snap_2d_transforms_to_pixel]."
msgstr ""
"如果为 [code]true[/code],则画布项的变换(即原点的位置)会在渲染时吸附到整像"
"素。这样外观看上去就会更锐利,但会影响移动的平滑程度,尤其是在启用了 "
"[Camera2D] 平滑的情况下。等价于 [member ProjectSettings.rendering/2d/snap/"
"snap_2d_transforms_to_pixel]。"
msgid ""
"If [code]true[/code], canvas item vertices (i.e. polygon points) are snapped "
"to the nearest pixel when rendering. This can lead to a crisper appearance at "
"the cost of less smooth movement, especially when [Camera2D] smoothing is "
"enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/"
"snap_2d_vertices_to_pixel]."
msgstr ""
"如果为 [code]true[/code],则画布项的顶点(即多边形的点)会在渲染时吸附到整像"
"素。这样外观看上去就会更锐利,但会影响移动的平滑程度,尤其是在启用了 "
"[Camera2D] 平滑的情况下。等价于 [member ProjectSettings.rendering/2d/snap/"
"snap_2d_vertices_to_pixel]。"
msgid ""
"Affects the final texture sharpness by reading from a lower or higher mipmap "
"(also called \"texture LOD bias\"). Negative values make mipmapped textures "
"sharper but grainier when viewed at a distance, while positive values make "
"mipmapped textures blurrier (even when up close). To get sharper textures at "
"a distance without introducing too much graininess, set this between "
"[code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing "
"([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help "
"reduce the graininess visible when using negative mipmap bias.\n"
"[b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used "
"to adjust the automatic mipmap bias which is calculated internally based on "
"the scale factor. The formula for this is [code]-log2(1.0 / scale) + "
"mipmap_bias[/code]."
msgstr ""
"读取较低或较高的 mipmap影响最终纹理的清晰度也称为“纹理 LOD 偏置”)。负值会"
"让 mipmap 纹理更锐利,但从较远处观察时颗粒更明显,而正值会让 mipmap 纹理更模糊"
"(即便凑近看也一样)。要在不引入太多颗粒感的情况下,在远处获得更锐利的纹理,请"
"将其设置在 [code]-0.75[/code] 和 [code]0.0[/code] 之间。启用时间抗锯齿"
"[member ProjectSettings.rendering/anti_aliasing/quality/use_taa])有助于减少"
"使用负 mipmap 偏置时可见的颗粒度。\n"
"[b]注意:[/b]当 3D 缩放模式设置为 FSR 1.0 时,会使用该值调整自动 mipmap 偏置,"
"偏置的计算基于缩放系数。其公式为 [code]-log2(1.0 / scale) + mipmap_bias[/"
"code]。"
msgid ""
"If [code]true[/code], the viewport renders its background as transparent."
msgstr "如果为 [code]true[/code],视口将其背景渲染为透明。"
msgid ""
"Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
"constants for options."
msgstr "设置应更新视口的时间。可选项请参阅 [enum ViewportUpdateMode] 。"
msgid ""
"If [code]true[/code], enables debanding on the specified viewport. Equivalent "
"to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding]."
msgstr ""
"如果为 [code]true[/code],则在指定的视口上启用去条带。等价于 [member "
"ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。"
msgid ""
"If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format "
"framebuffer matching the bit depth of the 3D framebuffer. When using the "
"Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while when "
"using the Mobile renderer it will be a [code]RGB10_A2[/code] framebuffer. "
"Additionally, 2D rendering will take place in linear color space and will be "
"converted to sRGB space immediately before blitting to the screen (if the "
"Viewport is attached to the screen). Practically speaking, this means that "
"the end result of the Viewport will not be clamped into the [code]0-1[/code] "
"range and can be used in 3D rendering without color space adjustments. This "
"allows 2D rendering to take advantage of effects requiring high dynamic range "
"(e.g. 2D glow) as well as substantially improves the appearance of effects "
"requiring highly detailed gradients. This setting has the same effect as "
"[member Viewport.use_hdr_2d].\n"
"[b]Note:[/b] This setting will have no effect when using the GL Compatibility "
"renderer as the GL Compatibility renderer always renders in low dynamic range "
"for performance reasons."
msgstr ""
"如果为 [code]true[/code]2D 渲染将使用与 3D 帧缓冲区的位深度匹配的高动态范围"
"HDR格式帧缓冲区。当使用 Forward+ 渲染器时,这将是一个 [code]RGBA16[/code] "
"帧缓冲区,而当使用 Mobile 渲染器时,它将是一个 [code]RGB10_A2[/code] 帧缓冲"
"区。此外2D 渲染将在线性色彩空间中进行,并在位块传输到屏幕之前(如果视口被连"
"接到屏幕)立即转换为 sRGB 空间。实际上,这意味着视口的最终结果不会被钳制在 "
"[code]0-1[/code] 范围内,并且可以在不进行色彩空间调整的情况下被用于 3D 渲染。"
"这使得 2D 渲染能够利用需要高动态范围的效果(例如 2D 辉光),并显著改善需要高度"
"详细渐变的效果的外观。该设置与 [member Viewport.use_hdr_2d] 效果相同。\n"
"[b]注意:[/b]使用 GL 兼容渲染器时该设置无效因为出于性能原因GL 兼容渲染器"
"始终在低动态范围内渲染。"
msgid ""
"If [code]true[/code], enables occlusion culling on the specified viewport. "
"Equivalent to [member ProjectSettings.rendering/occlusion_culling/"
"use_occlusion_culling]."
msgstr ""
"如果为 [code]true[/code],则在指定的视口上启用遮挡剔除。等价于 [member "
"ProjectSettings.rendering/occlusion_culling/use_occlusion_culling]。"
msgid ""
"If [code]true[/code], use Temporal Anti-Aliasing. Equivalent to [member "
"ProjectSettings.rendering/anti_aliasing/quality/use_taa]."
msgstr ""
"如果为 [code]true[/code],则在指定的视口上启用时间抗锯齿。等价于 [member "
"ProjectSettings.rendering/anti_aliasing/quality/use_taa]。"
msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [XRInterface]."
msgstr ""
"如果为 [code]true[/code],则视口使用增强或虚拟现实技术。参阅 [XRInterface]。"
msgid ""
"Sets the Variable Rate Shading (VRS) mode for the viewport. If the GPU does "
"not support VRS, this property is ignored. Equivalent to [member "
"ProjectSettings.rendering/vrs/mode]."
msgstr ""
"设置视口的可变速率着色VRS模式。如果 GPU 不支持 VRS 则会忽略该属性。等价于 "
"[member ProjectSettings.rendering/vrs/mode]。"
msgid ""
"The texture to use when the VRS mode is set to [constant RenderingServer."
"VIEWPORT_VRS_TEXTURE]. Equivalent to [member ProjectSettings.rendering/vrs/"
"texture]."
msgstr ""
"当 VRS 模式设置为 [constant RenderingServer.VIEWPORT_VRS_TEXTURE] 时,要使用的"
"纹理。等价于 [member ProjectSettings.rendering/vrs/texture]。"
msgid ""
"Creates a new 3D visibility notifier object and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]visibility_notifier_*[/code] RenderingServer "
"functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this mesh to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [VisibleOnScreenNotifier3D]."
msgstr ""
"新建 3D 可见性通知对象并将其添加到 RenderingServer。可以通过返回的 RID 进行访"
"问。这个 RID 会在所有 [code]visibility_notifier_*[/code] RenderingServer 函数"
"中使用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"如果要将这个网格放置到场景中,请使用返回的 RID 调用 [method "
"instance_set_base],将其附加至某个实例上。\n"
"[b]注意:[/b]等价节点为 [VisibleOnScreenNotifier3D]。"
msgid ""
"Creates a new voxel-based global illumination object and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]voxel_gi_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [VoxelGI]."
msgstr ""
"新建基于体素的全局光照对象并将其添加到 RenderingServer。可以通过返回的 RID 进"
"行访问。这个 RID 会在所有 [code]voxel_gi_*[/code] RenderingServer 函数中使"
"用。\n"
"RID 使用结束后,应该使用 RenderingServer 的 [method free_rid] 方法进行释放。\n"
"[b]注意:[/b]等价节点为 [VoxelGI]。"
msgid ""
"Used to inform the renderer what exposure normalization value was used while "
"baking the voxel gi. This value will be used and modulated at run time to "
"ensure that the voxel gi maintains a consistent level of exposure even if the "
"scene-wide exposure normalization is changed at run time. For more "
"information see [method camera_attributes_set_exposure]."
msgstr ""
"用于通知渲染器烘焙体素 GI 时使用的曝光归一化值。运行时会使用这个值进行调制,确"
"保体素 GI 能够维持恒定的曝光等级,即便场景范围的曝光归一化值在运行时发生改变。"
"更多信息见 [method camera_attributes_set_exposure]。"
msgid ""
"Sets the [member VoxelGIData.bias] value to use on the specified [param "
"voxel_gi]'s [RID]."
msgstr "为 [RID] 为 [param voxel_gi] 的对象设置 [member VoxelGIData.bias] 值。"
msgid ""
"Sets the [member VoxelGIData.dynamic_range] value to use on the specified "
"[param voxel_gi]'s [RID]."
msgstr ""
"为 [RID] 为 [param voxel_gi] 的对象设置 [member VoxelGIData.dynamic_range] "
"值。"
msgid ""
"Sets the [member VoxelGIData.energy] value to use on the specified [param "
"voxel_gi]'s [RID]."
msgstr ""
"为 [RID] 为 [param voxel_gi] 的对象设置 [member VoxelGIData.energy] 值。"
msgid ""
"Sets the [member VoxelGIData.interior] value to use on the specified [param "
"voxel_gi]'s [RID]."
msgstr ""
"为 [RID] 为 [param voxel_gi] 的对象设置 [member VoxelGIData.interior] 值。"
msgid ""
"Sets the [member VoxelGIData.normal_bias] value to use on the specified "
"[param voxel_gi]'s [RID]."
msgstr ""
"为 [RID] 为 [param voxel_gi] 的对象设置 [member VoxelGIData.normal_bias] 值。"
msgid ""
"Sets the [member VoxelGIData.propagation] value to use on the specified "
"[param voxel_gi]'s [RID]."
msgstr ""
"为 [RID] 为 [param voxel_gi] 的对象设置 [member VoxelGIData.propagation] 值。"
msgid ""
"Sets the [member ProjectSettings.rendering/global_illumination/voxel_gi/"
"quality] value to use when rendering. This parameter is global and cannot be "
"set on a per-VoxelGI basis."
msgstr ""
"设置渲染时使用的 [member ProjectSettings.rendering/global_illumination/"
"voxel_gi/quality] 值。这个参数是全局的,无法为单独的 VoxelGI 进行设置。"
msgid ""
"Sets the [member VoxelGIData.use_two_bounces] value to use on the specified "
"[param voxel_gi]'s [RID]."
msgstr ""
"为 [RID] 为 [param voxel_gi] 的对象设置 [member VoxelGIData.use_two_bounces] "
"值。"
msgid ""
"If [code]false[/code], disables rendering completely, but the engine logic is "
"still being processed. You can call [method force_draw] to draw a frame even "
"with rendering disabled."
msgstr ""
"如果为 [code]false[/code],则完全禁用渲染,但引擎逻辑仍在处理中。即使禁用渲"
"染,你也可以调用 [method force_draw] 来绘制帧。"
msgid ""
"Emitted at the end of the frame, after the RenderingServer has finished "
"updating all the Viewports."
msgstr "在该帧的结尾发出,此时 RenderingServer 刚刚完成对所有 Viewport 的更新。"
msgid ""
"Emitted at the beginning of the frame, before the RenderingServer updates all "
"the Viewports."
msgstr "在该帧的开头发出,此后 RenderingServer 会更新所有 Viewport。"
msgid "Marks an error that shows that the index array is empty."
msgstr "标记一个错误,表明索引数组为空。"
msgid "Number of weights/bones per vertex."
msgstr "每个顶点的权重/骨骼数。"
msgid "The minimum Z-layer for canvas items."
msgstr "画布项目的最小 Z 层。"
msgid "The maximum Z-layer for canvas items."
msgstr "帆布项目的最大 Z 层。"
msgid ""
"The maximum number of glow levels that can be used with the glow post-"
"processing effect."
msgstr "辉光后期处理效果使用的最大辉光级别数。"
msgid "[i]Deprecated.[/i] This constant is unused internally."
msgstr "[i]已废弃。[/i]这个常量未在内部使用。"
msgid ""
"The maximum number of directional lights that can be rendered at a given time "
"in 2D."
msgstr "2D 中同一时间能够渲染的最大方向光的数量。"
msgid "Array of 2-dimensional textures (see [Texture2DArray])."
msgstr "二维纹理数组(见 [Texture2DArray])。"
msgid "Cubemap texture (see [Cubemap])."
msgstr "立方体贴图纹理(见 [Cubemap])。"
msgid "Array of cubemap textures (see [CubemapArray])."
msgstr "立方体贴图纹理数组(见 [CubemapArray])。"
msgid "Left face of a [Cubemap]."
msgstr "[Cubemap] 的左面。"
msgid "Right face of a [Cubemap]."
msgstr "[Cubemap] 的右面。"
msgid "Bottom face of a [Cubemap]."
msgstr "[Cubemap] 的底面。"
msgid "Top face of a [Cubemap]."
msgstr "[Cubemap] 的顶面。"
msgid "Front face of a [Cubemap]."
msgstr "[Cubemap] 的正面。"
msgid "Back face of a [Cubemap]."
msgstr "[Cubemap] 的背面。"
msgid "Shader is a 3D shader."
msgstr "着色器是 3D 着色器。"
msgid "Shader is a 2D shader."
msgstr "着色器是 2D 着色器。"
msgid "Shader is a particle shader (can be used in both 2D and 3D)."
msgstr "着色器是粒子着色器2D 和 3D 均可使用)。"
msgid "Shader is a 3D sky shader."
msgstr "着色器是 3D 天空着色器。"
msgid "Shader is a 3D fog shader."
msgstr "着色器是 3D 雾着色器。"
msgid "Represents the size of the [enum ShaderMode] enum."
msgstr "代表 [enum ShaderMode] 枚举的大小。"
msgid "The minimum renderpriority of all materials."
msgstr "所有材质的最小渲染优先级。"
msgid "The maximum renderpriority of all materials."
msgstr "所有材质的最大渲染优先级。"
msgid "Array is a vertex position array."
msgstr "数组是顶点位置数组。"
msgid "Array is a normal array."
msgstr "数组是法线数组。"
msgid "Array is a tangent array."
msgstr "数组是切线数组。"
msgid "Array is a vertex color array."
msgstr "数组是顶点颜色数组。"
msgid "Array is a UV coordinates array."
msgstr "数组是 UV 坐标数组。"
msgid "Array is a UV coordinates array for the second set of UV coordinates."
msgstr "数组是第二组 UV 坐标的 UV 坐标数组。"
msgid "Array is a custom data array for the first set of custom data."
msgstr "数组是第一组自定义数据的自定义数据数组。"
msgid "Array is a custom data array for the second set of custom data."
msgstr "数组是第二组自定义数据的自定义数据数组。"
msgid "Array is a custom data array for the third set of custom data."
msgstr "数组是第三组自定义数据的自定义数据数组。"
msgid "Array is a custom data array for the fourth set of custom data."
msgstr "数组是第四组自定义数据的自定义数据数组。"
msgid "Array contains bone information."
msgstr "数组包含骨骼信息。"
msgid "Array is weight information."
msgstr "数组是重量信息。"
msgid "Array is an index array."
msgstr "数组是索引数组。"
msgid ""
"The number of custom data arrays available ([constant ARRAY_CUSTOM0], "
"[constant ARRAY_CUSTOM1], [constant ARRAY_CUSTOM2], [constant ARRAY_CUSTOM3])."
msgstr ""
"可用自定义数据数组的数量([constant ARRAY_CUSTOM0]、[constant ARRAY_CUSTOM1]、"
"[constant ARRAY_CUSTOM2]、[constant ARRAY_CUSTOM3])。"
msgid ""
"Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. "
"Values are normalized, unsigned floating-point in the [code][0.0, 1.0][/code] "
"range."
msgstr ""
"自定义数据数组包含的是每通道 8 位的红、绿、蓝、Alpha 颜色数据。元素经过归一"
"化,是 [code][0.0, 1.0][/code] 范围内的无符号浮点数。"
msgid ""
"Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. "
"Values are normalized, signed floating-point in the [code][-1.0, 1.0][/code] "
"range."
msgstr ""
"自定义数据数组包含的是每通道 8 位的红、绿、蓝、Alpha 颜色数据。元素经过归一"
"化,是 [code][0.0, 1.0][/code] 范围内的带符号浮点数。"
msgid ""
"Custom data array contains 16-bit-per-channel red/green color data. Values "
"are floating-point in half precision."
msgstr ""
"自定义数据数组包含的是每通道 16 位的红、绿、蓝颜色数据。元素为半精度浮点数。"
msgid ""
"Custom data array contains 16-bit-per-channel red/green/blue/alpha color "
"data. Values are floating-point in half precision."
msgstr ""
"自定义数据数组包含的是每通道 16 位的红、绿、蓝、Alpha 颜色数据。元素为半精度浮"
"点数。"
msgid ""
"Custom data array contains 32-bit-per-channel red color data. Values are "
"floating-point in single precision."
msgstr "自定义数据数组包含的是每通道 32 位的红色数据。元素为单精度浮点数。"
msgid ""
"Custom data array contains 32-bit-per-channel red/green color data. Values "
"are floating-point in single precision."
msgstr ""
"自定义数据数组包含的是每通道 32 位的红、绿颜色数据。元素为单精度浮点数。"
msgid ""
"Custom data array contains 32-bit-per-channel red/green/blue color data. "
"Values are floating-point in single precision."
msgstr ""
"自定义数据数组包含的是每通道 32 位的红、绿、蓝颜色数据。元素为单精度浮点数。"
msgid ""
"Custom data array contains 32-bit-per-channel red/green/blue/alpha color "
"data. Values are floating-point in single precision."
msgstr ""
"自定义数据数组包含的是每通道 32 位的红、绿、蓝、Alpha 颜色数据。元素为单精度浮"
"点数。"
msgid "Flag used to mark a vertex position array."
msgstr "用于标记顶点位置数组的标志。"
msgid "Flag used to mark a normal array."
msgstr "用于标记法线数组的标志。"
msgid "Flag used to mark a tangent array."
msgstr "用于标记切线数组的标志。"
msgid "Flag used to mark a vertex color array."
msgstr "用于标记顶点颜色数组的标志。"
msgid "Flag used to mark a UV coordinates array."
msgstr "用于标记 UV 坐标数组的标志。"
msgid "Flag used to mark a UV coordinates array for the second UV coordinates."
msgstr "用于标记第二个 UV 坐标的 UV 坐标数组的标志。"
msgid ""
"Flag used to mark an array of custom per-vertex data for the first set of "
"custom data."
msgstr "用于标记第一组自定义数据的自定义顶点数据数组的标志。"
msgid ""
"Flag used to mark an array of custom per-vertex data for the second set of "
"custom data."
msgstr "用于标记第二组自定义数据的自定义顶点数据数组的标志。"
msgid ""
"Flag used to mark an array of custom per-vertex data for the third set of "
"custom data."
msgstr "用于标记第三组自定义数据的自定义顶点数据数组的标志。"
msgid ""
"Flag used to mark an array of custom per-vertex data for the fourth set of "
"custom data."
msgstr "用于标记第四组自定义数据的自定义顶点数据数组的标志。"
msgid "Flag used to mark a bone information array."
msgstr "用来标记骨骼信息数组的标志。"
msgid "Flag used to mark a weights array."
msgstr "用于标记重量数组的标记。"
msgid "Flag used to mark an index array."
msgstr "用于标记索引数组的标志。"
msgid "Flag used to mark that the array uses 8 bone weights instead of 4."
msgstr "用于标记数组使用 8 个骨骼权重而不是 4 个的标志。"
msgid ""
"Flag used to mark that the mesh does not have a vertex array and instead will "
"infer vertex positions in the shader using indices and other information."
msgstr ""
"用于标记网格没有顶点数组,而是使用索引和其他信息推断着色器中的顶点位置的标志。"
msgid "Flag used to mark the start of the bits used to store the mesh version."
msgstr "用于标记被用于存储网格版本的位的起始的标志。"
msgid ""
"Flag used to shift a mesh format int to bring the version into the lowest "
"digits."
msgstr "用于移动网格格式 int以将版本带入最低位的标志。"
msgid ""
"Flag used to record the format used by prior mesh versions before the "
"introduction of a version."
msgstr "用于记录版本引入之前先前网格版本所使用的格式的标志。"
msgid ""
"Flag used to record the second iteration of the mesh version flag. The "
"primary difference between this and [constant ARRAY_FLAG_FORMAT_VERSION_1] is "
"that this version supports [constant ARRAY_FLAG_COMPRESS_ATTRIBUTES] and in "
"this version vertex positions are de-interleaved from normals and tangents."
msgstr ""
"用于记录第二次迭代的网格版本标志的标志。该版本与 [constant "
"ARRAY_FLAG_FORMAT_VERSION_1] 之间的主要区别在于,该版本支持 [constant "
"ARRAY_FLAG_COMPRESS_ATTRIBUTES],并且在该版本中,顶点位置与法线和切线去交错。"
msgid ""
"Flag used to record the current version that the engine expects. Currently "
"this is the same as [constant ARRAY_FLAG_FORMAT_VERSION_2]."
msgstr ""
"用于记录引擎期望的当前版本的标志。目前这与 [constant "
"ARRAY_FLAG_FORMAT_VERSION_2] 相同。"
msgid ""
"Flag used to isolate the bits used for mesh version after using [constant "
"ARRAY_FLAG_FORMAT_VERSION_SHIFT] to shift them into place."
msgstr ""
"使用 [constant ARRAY_FLAG_FORMAT_VERSION_SHIFT] 将用于网格版本的位转移到位后,"
"用于隔离这些位的标志。"
msgid "Primitive to draw consists of points."
msgstr "绘制的图元由点组成。"
msgid "Primitive to draw consists of lines."
msgstr "绘制的图元由线组成。"
msgid "Primitive to draw consists of a line strip from start to end."
msgstr "绘制的图元由单条线带组成。"
msgid "Primitive to draw consists of triangles."
msgstr "绘制的图元由三角形组成。"
msgid ""
"Primitive to draw consists of a triangle strip (the last 3 vertices are "
"always combined to make a triangle)."
msgstr "绘制的图元由单条三角形带组成(最后 3 个顶点总是会构成三角形)。"
msgid "Represents the size of the [enum PrimitiveType] enum."
msgstr "代表 [enum PrimitiveType] 枚举的大小。"
msgid "Use [Transform2D] to store MultiMesh transform."
msgstr "使用 [Transform2D] 存储 MultiMesh 变换。"
msgid "Use [Transform3D] to store MultiMesh transform."
msgstr "使用 [Transform3D] 存储 MultiMesh 变换。"
msgid ""
"Nearest-neighbor filter for light projectors (use for pixel art light "
"projectors). No mipmaps are used for rendering, which means light projectors "
"at a distance will look sharp but grainy. This has roughly the same "
"performance cost as using mipmaps."
msgstr ""
"光线投射器的最近邻过滤(用于像素风光线投射器)。渲染时不使用 mipmap这意味着"
"较远处的光线投射器看上去会很锐利,但会有颗粒状的图案。与使用 mipmap 的性能开销"
"大致相同。"
msgid ""
"Linear filter for light projectors (use for non-pixel art light projectors). "
"No mipmaps are used for rendering, which means light projectors at a distance "
"will look smooth but blurry. This has roughly the same performance cost as "
"using mipmaps."
msgstr ""
"光线投射器的线性过滤(用于非像素风光线投射器)。渲染时不使用 mipmap这意味着"
"较远处的光线投射器看上去会很平滑,但会有模糊的效果。与使用 mipmap 的性能开销大"
"致相同。"
msgid ""
"Nearest-neighbor filter for light projectors (use for pixel art light "
"projectors). Isotropic mipmaps are used for rendering, which means light "
"projectors at a distance will look smooth but blurry. This has roughly the "
"same performance cost as not using mipmaps."
msgstr ""
"光线投射器的最近邻过滤(用于像素风光线投射器)。渲染时使用各向同性的 mipmap"
"这意味着较远处的光线投射器看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的"
"性能开销大致相同。"
msgid ""
"Linear filter for light projectors (use for non-pixel art light projectors). "
"Isotropic mipmaps are used for rendering, which means light projectors at a "
"distance will look smooth but blurry. This has roughly the same performance "
"cost as not using mipmaps."
msgstr ""
"光线投射器的线性过滤(用于非像素风光线投射器)。渲染时使用各向同性的 mipmap"
"这意味着较远处的光线投射器看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的"
"性能开销大致相同。"
msgid ""
"Nearest-neighbor filter for light projectors (use for pixel art light "
"projectors). Anisotropic mipmaps are used for rendering, which means light "
"projectors at a distance will look smooth and sharp when viewed from oblique "
"angles. This looks better compared to isotropic mipmaps, but is slower. The "
"level of anisotropic filtering is defined by [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"光线投射器的最近邻过滤(用于像素风光线投射器)。渲染时使用各向异性的 mipmap"
"这意味着光线投射器从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也"
"更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level] 定义。"
msgid ""
"Linear filter for light projectors (use for non-pixel art light projectors). "
"Anisotropic mipmaps are used for rendering, which means light projectors at a "
"distance will look smooth and sharp when viewed from oblique angles. This "
"looks better compared to isotropic mipmaps, but is slower. The level of "
"anisotropic filtering is defined by [member ProjectSettings.rendering/"
"textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"光线投射器的线性过滤(用于非像素风光线投射器)。渲染时使用各向异性的 mipmap"
"这意味着光线投射器从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也"
"更慢。各向异性的级别由 [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level] 定义。"
msgid "Directional (sun/moon) light (see [DirectionalLight3D])."
msgstr "方向(太阳/月亮)灯(见 [DirectionalLight3D])。"
msgid "Omni light (see [OmniLight3D])."
msgstr "全向灯(见 [OmniLight3D])。"
msgid "Spot light (see [SpotLight3D])."
msgstr "聚光灯(见 [SpotLight3D])。"
msgid "The light's energy multiplier."
msgstr "该灯光的能量倍数。"
msgid ""
"The light's indirect energy multiplier (final indirect energy is [constant "
"LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_INDIRECT_ENERGY])."
msgstr ""
"该灯光的间接能量倍数(最终的间接能量为 [constant LIGHT_PARAM_ENERGY] * "
"[constant LIGHT_PARAM_INDIRECT_ENERGY])。"
msgid ""
"The light's volumetric fog energy multiplier (final volumetric fog energy is "
"[constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])."
msgstr ""
"该灯光的体积雾能量倍数(最终的体积雾能量为 [constant LIGHT_PARAM_ENERGY] * "
"[constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])。"
msgid "The light's influence on specularity."
msgstr "灯光对镜面反射的影响。"
msgid "The light's range."
msgstr "灯光的范围。"
msgid ""
"The size of the light when using spot light or omni light. The angular size "
"of the light when using directional light."
msgstr "使用聚光灯或全向灯时的灯光大小。使用定向光时是光的角度大小。"
msgid "The light's attenuation."
msgstr "光线的衰减。"
msgid "The spotlight's angle."
msgstr "聚光灯的角度。"
msgid "The spotlight's attenuation."
msgstr "聚光灯的衰减。"
msgid "Proportion of shadow atlas occupied by the first split."
msgstr "第一次拆分所占据的阴影图集的比例。"
msgid "Proportion of shadow atlas occupied by the second split."
msgstr "第二次拆分所占用的阴影图集的比例。"
msgid ""
"Proportion of shadow atlas occupied by the third split. The fourth split "
"occupies the rest."
msgstr "第三次拆分所占用的阴影图集的比例。第四个拆分占据了其余部分。"
msgid ""
"Proportion of shadow max distance where the shadow will start to fade out."
msgstr "阴影将开始淡出的阴影最大距离的比例。"
msgid ""
"Normal bias used to offset shadow lookup by object normal. Can be used to fix "
"self-shadowing artifacts."
msgstr "法线偏置,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
msgid "Bias the shadow lookup to fix self-shadowing artifacts."
msgstr "对阴影查找进行偏置,以修复自我阴影的假象。"
msgid ""
"The light's shadow opacity. Values lower than [code]1.0[/code] make the light "
"appear through shadows. This can be used to fake global illumination at a low "
"performance cost."
msgstr ""
"灯光的阴影不透明度。低于 [code]1.0[/code] 的值会使光线透过阴影出现。这可以用于"
"以较低的性能成本伪造全局照明。"
msgid ""
"Blurs the edges of the shadow. Can be used to hide pixel artifacts in low "
"resolution shadow maps. A high value can make shadows appear grainy and can "
"cause other unwanted artifacts. Try to keep as near default as possible."
msgstr ""
"模糊阴影的边缘。可用于隐藏低分辨率阴影贴图中的像素伪影。较高的值会使阴影显得粗"
"糙,并可能导致其他不需要的伪影。尽量保持接近默认值。"
msgid ""
"Constant representing the intensity of the light, measured in Lumens when "
"dealing with a [SpotLight3D] or [OmniLight3D], or measured in Lux with a "
"[DirectionalLight3D]. Only used when [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] is [code]true[/code]."
msgstr ""
"代表灯光强度的常量,[SpotLight3D] 和 [OmniLight3D] 的单位为流明,"
"[DirectionalLight3D] 的单位为勒克斯。仅在 [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] 为 [code]true[/code] 时使用。"
msgid "Represents the size of the [enum LightParam] enum."
msgstr "代表 [enum LightParam] 枚举的大小。"
msgid ""
"Light is ignored when baking. This is the fastest mode, but the light will be "
"taken into account when baking global illumination. This mode should "
"generally be used for dynamic lights that change quickly, as the effect of "
"global illumination is less noticeable on those lights."
msgstr ""
"烘焙时灯光将被忽略。这是最快的模式,但是在烘焙全局照明时仍会考虑该灯光。该模式"
"通常应用于快速变化的动态灯光,因为全局照明的效果在这些灯光上不太明显。"
msgid ""
"Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI "
"([member Environment.sdfgi_enabled])). The light can be moved around or "
"modified, but its global illumination will not update in real-time. This is "
"suitable for subtle changes (such as flickering torches), but generally not "
"large changes such as toggling a light on and off."
msgstr ""
"在静态烘焙([VoxelGI]、[LightmapGI]、SDFGI[member Environment."
"sdfgi_enabled]))时,考虑了灯光。灯光可以四处移动或修改,但其全局照明不会实时"
"更新。这适用于细微的变化(例如闪烁的手电筒),但通常不适用于大的变化,例如打开"
"和关闭灯光。"
msgid ""
"Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member "
"Environment.sdfgi_enabled]) only). The light can be moved around or modified "
"with global illumination updating in real-time. The light's global "
"illumination appearance will be slightly different compared to [constant "
"LIGHT_BAKE_STATIC]. This has a greater performance cost compared to [constant "
"LIGHT_BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is "
"affected by [member ProjectSettings.rendering/global_illumination/sdfgi/"
"frames_to_update_lights]."
msgstr ""
"动态烘焙时考虑灯光(仅 [VoxelGI] 和 SDFGI[member Environment."
"sdfgi_enabled]))。灯光可以四处移动或修改,全局照明会实时更新。灯光的全局照明"
"效果与 [constant LIGHT_BAKE_STATIC] 略有不同。性能开销比 [constant "
"LIGHT_BAKE_STATIC] 更大。使用 SDFGI 时,动态灯光的更新速度受 [member "
"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights] "
"的影响。"
msgid "Use a dual paraboloid shadow map for omni lights."
msgstr "对全向光使用双抛物面阴影贴图。"
msgid ""
"Use a cubemap shadow map for omni lights. Slower but better quality than dual "
"paraboloid."
msgstr "对全向光使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。"
msgid "Use orthogonal shadow projection for directional light."
msgstr "对平行光使用正交阴影投影。"
msgid "Use 2 splits for shadow projection when using directional light."
msgstr "使用平行光时,使用 2 个分割进行阴影投影。"
msgid "Use 4 splits for shadow projection when using directional light."
msgstr "使用平行光时,使用 4 个分割进行阴影投影。"
msgid "Use DirectionalLight3D in both sky rendering and scene lighting."
msgstr "在天空渲染和场景照明中都使用 DirectionalLight3D。"
msgid "Only use DirectionalLight3D in scene lighting."
msgstr "仅在场景照明中使用 DirectionalLight3D。"
msgid "Only use DirectionalLight3D in sky rendering."
msgstr "仅在天空渲染中使用 DirectionalLight3D。"
msgid ""
"Lowest shadow filtering quality (fastest). Soft shadows are not available "
"with this quality setting, which means the [member Light3D.shadow_blur] "
"property is ignored if [member Light3D.light_size] and [member Light3D."
"light_angular_distance] is [code]0.0[/code].\n"
"[b]Note:[/b] The variable shadow blur performed by [member Light3D."
"light_size] and [member Light3D.light_angular_distance] is still effective "
"when using hard shadow filtering. In this case, [member Light3D.shadow_blur] "
"[i]is[/i] taken into account. However, the results will not be blurred, "
"instead the blur amount is treated as a maximum radius for the penumbra."
msgstr ""
"最低的阴影过滤质量(最快)。使用这种质量设置时,软阴影不可用,这意味着如果 "
"[member Light3D.light_size] 和 [member Light3D.light_angular_distance] 为 "
"[code]0.0[/code],则会忽略 [member Light3D.shadow_blur] 属性。\n"
"[b]注意:[/b]使用硬阴影过滤时,由 [member Light3D.light_size] 和 [member "
"Light3D.light_angular_distance] 执行的可变阴影模糊仍然有效。在这种情况下[i]会"
"[/i]考虑 [member Light3D.shadow_blur]。但是不会对结果进行模糊处理,而是将模糊"
"量视为半影的最大半径。"
msgid ""
"Very low shadow filtering quality (faster). When using this quality setting, "
"[member Light3D.shadow_blur] is automatically multiplied by 0.75× to avoid "
"introducing too much noise. This division only applies to lights whose "
"[member Light3D.light_size] or [member Light3D.light_angular_distance] is "
"[code]0.0[/code])."
msgstr ""
"非常低的阴影过滤质量(更快)。使用该质量设置时,[member Light3D.shadow_blur] "
"会自动乘以 0.75 倍以避免引入过多的噪点。该划分仅适用于 [member Light3D."
"light_size] 或 [member Light3D.light_angular_distance] 为 [code]0.0[/code] 的"
"灯光。"
msgid "Low shadow filtering quality (fast)."
msgstr "低阴影过滤质量(快速)。"
msgid "Medium low shadow filtering quality (average)."
msgstr "中低阴影过滤质量(平均)。"
msgid ""
"High low shadow filtering quality (slow). When using this quality setting, "
"[member Light3D.shadow_blur] is automatically multiplied by 1.5× to better "
"make use of the high sample count. This increased blur also improves the "
"stability of dynamic object shadows. This multiplier only applies to lights "
"whose [member Light3D.light_size] or [member Light3D.light_angular_distance] "
"is [code]0.0[/code])."
msgstr ""
"高低阴影过滤质量(慢)。使用该质量设置时,[member Light3D.shadow_blur] 会自动"
"乘以 1.5 倍以更好地利用高样本数。这种增加的模糊还提高了动态对象阴影的稳定性。"
"该乘数仅适用于 [member Light3D.light_size] 或 [member Light3D."
"light_angular_distance] 为 [code]0.0[/code] 的灯光。"
msgid ""
"Highest low shadow filtering quality (slowest). When using this quality "
"setting, [member Light3D.shadow_blur] is automatically multiplied by 2× to "
"better make use of the high sample count. This increased blur also improves "
"the stability of dynamic object shadows. This multiplier only applies to "
"lights whose [member Light3D.light_size] or [member Light3D."
"light_angular_distance] is [code]0.0[/code])."
msgstr ""
"最高的低阴影过滤质量(最慢)。使用该质量设置时,[member Light3D.shadow_blur] "
"会自动乘以 2 倍以更好地利用高样本数。这种增加的模糊还提高了动态对象阴影的稳定"
"性。该乘数仅适用于 [member Light3D.light_size] 或 [member Light3D."
"light_angular_distance] 为 [code]0.0[/code] 的灯光。"
msgid "Represents the size of the [enum ShadowQuality] enum."
msgstr "代表 [enum ShadowQuality] 枚举的大小。"
msgid "Reflection probe will update reflections once and then stop."
msgstr "反射探针将更新一次反射,然后停止。"
msgid ""
"Reflection probe will update each frame. This mode is necessary to capture "
"moving objects."
msgstr "反射探针将每帧更新。这种模式对于捕捉移动物体是必要的。"
msgid ""
"Do not apply any ambient lighting inside the reflection probe's box defined "
"by its size."
msgstr "不要在反射探针的区域内应用任何环境光,区域由探针的大小决定。"
msgid ""
"Apply automatically-sourced environment lighting inside the reflection "
"probe's box defined by its size."
msgstr "在反射探针的区域内应用自动来源的环境光照,区域由探针的大小决定。"
msgid ""
"Apply custom ambient lighting inside the reflection probe's box defined by "
"its size. See [method reflection_probe_set_ambient_color] and [method "
"reflection_probe_set_ambient_energy]."
msgstr ""
"在反射探针的区域内应用自定义环境光,区域由探针的大小决定。见 [method "
"reflection_probe_set_ambient_color] 和 [method "
"reflection_probe_set_ambient_energy]。"
msgid "Albedo texture slot in a decal ([member Decal.texture_albedo])."
msgstr "贴花中的反照率纹理([member Decal.texture_albedo])。"
msgid "Normal map texture slot in a decal ([member Decal.texture_normal])."
msgstr "贴花中的法线贴图纹理([member Decal.texture_normal])。"
msgid ""
"Occlusion/Roughness/Metallic texture slot in a decal ([member Decal."
"texture_orm])."
msgstr "贴花中的遮蔽/粗糙度/金属性纹理([member Decal.texture_orm])。"
msgid "Emission texture slot in a decal ([member Decal.texture_emission])."
msgstr "贴花中的自发光纹理([member Decal.texture_orm])。"
msgid "Represents the size of the [enum DecalTexture] enum."
msgstr "代表 [enum DecalTexture] 枚举的大小。"
msgid ""
"Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are "
"used for rendering, which means decals at a distance will look sharp but "
"grainy. This has roughly the same performance cost as using mipmaps."
msgstr ""
"贴花的最近邻过滤(用于像素风贴花)。渲染时不使用 mipmap这意味着较远处的贴花"
"看上去会很锐利,但会有颗粒状的图案。与使用 mipmap 的性能开销大致相同。"
msgid ""
"Linear filter for decals (use for non-pixel art decals). No mipmaps are used "
"for rendering, which means decals at a distance will look smooth but blurry. "
"This has roughly the same performance cost as using mipmaps."
msgstr ""
"贴花的线性过滤(用于非像素风贴花)。渲染时不使用 mipmap这意味着较远处的贴花"
"看上去会很平滑,但会有模糊的效果。与使用 mipmap 的性能开销大致相同。"
msgid ""
"Nearest-neighbor filter for decals (use for pixel art decals). Isotropic "
"mipmaps are used for rendering, which means decals at a distance will look "
"smooth but blurry. This has roughly the same performance cost as not using "
"mipmaps."
msgstr ""
"贴花的最近邻过滤(用于像素风贴花)。渲染时使用各向同性的 mipmap这意味着较远"
"处的贴花看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的性能开销大致相同。"
msgid ""
"Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps "
"are used for rendering, which means decals at a distance will look smooth but "
"blurry. This has roughly the same performance cost as not using mipmaps."
msgstr ""
"贴花的线性过滤(用于非像素风贴花)。渲染时使用各向同性的 mipmap这意味着较远"
"处的贴花看上去会很平滑,但会有模糊的效果。与不使用 mipmap 的性能开销大致相同。"
msgid ""
"Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic "
"mipmaps are used for rendering, which means decals at a distance will look "
"smooth and sharp when viewed from oblique angles. This looks better compared "
"to isotropic mipmaps, but is slower. The level of anisotropic filtering is "
"defined by [member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"贴花的最近邻过滤(用于像素风贴花)。渲染时使用各向异性的 mipmap这意味着贴花"
"从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也更慢。各向异性的级"
"别由 [member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 定义。"
msgid ""
"Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps "
"are used for rendering, which means decals at a distance will look smooth and "
"sharp when viewed from oblique angles. This looks better compared to "
"isotropic mipmaps, but is slower. The level of anisotropic filtering is "
"defined by [member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"贴花的线性过滤(用于非像素风贴花)。渲染时使用各向异性的 mipmap这意味着贴花"
"从斜角度观察会既平滑又锐利。比各向同性的 mipmap 更好看,但也更慢。各向异性的级"
"别由 [member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 定义。"
msgid "Low [VoxelGI] rendering quality using 4 cones."
msgstr "[VoxelGI] 较低渲染质量,使用 4 个锥体。"
msgid "High [VoxelGI] rendering quality using 6 cones."
msgstr "[VoxelGI] 较高渲染质量,使用 6 个锥体。"
msgid "2D particles."
msgstr "2D 粒子。"
msgid "3D particles."
msgstr "3D 粒子。"
msgid "Draw particles in the order that they appear in the particles array."
msgstr "按照粒子数组中出现的顺序绘制粒子。"
msgid "Sort particles based on their distance to the camera."
msgstr "根据粒子与相机的距离对其进行排序。"
msgid ""
"Represents the size of the [enum ParticlesCollisionHeightfieldResolution] "
"enum."
msgstr "代表 [enum ParticlesCollisionHeightfieldResolution] 枚举的大小。"
msgid "[FogVolume] will be shaped like an ellipsoid (stretched sphere)."
msgstr "[FogVolume] 的形状类似于一个椭球体(拉伸的球体)。"
msgid ""
"[FogVolume] will be shaped like a cone pointing upwards (in local "
"coordinates). The cone's angle is set automatically to fill the size. The "
"cone will be adjusted to fit within the size. Rotate the [FogVolume] node to "
"reorient the cone. Non-uniform scaling via size is not supported (scale the "
"[FogVolume] node instead)."
msgstr ""
"[FogVolume] 的形状像一个向上的圆锥体(在局部坐标中)。圆锥体的角度会自动被设置"
"以填充大小。锥体将被调整以适合大小。旋转 [FogVolume] 节点以重新定向圆锥体。不"
"支持通过大小进行非均匀缩放(改为缩放 [FogVolume] 节点)。"
msgid ""
"[FogVolume] will be shaped like an upright cylinder (in local coordinates). "
"Rotate the [FogVolume] node to reorient the cylinder. The cylinder will be "
"adjusted to fit within the size. Non-uniform scaling via size is not "
"supported (scale the [FogVolume] node instead)."
msgstr ""
"[FogVolume] 的形状将像一个直立的圆柱体(在局部坐标中)。旋转 [FogVolume] 节点"
"以重新定向圆柱体。圆柱体将被调整以适合大小。不支持通过大小进行非均匀缩放(改为"
"缩放 [FogVolume] 节点)。"
msgid "[FogVolume] will be shaped like a box."
msgstr "[FogVolume] 的形状会像一个盒子。"
msgid ""
"[FogVolume] will have no shape, will cover the whole world and will not be "
"culled."
msgstr "[FogVolume] 将没有形状,将覆盖整个世界并且不会被剔除。"
msgid "Represents the size of the [enum FogVolumeShape] enum."
msgstr "代表 [enum FogVolumeShape] 枚举的大小。"
msgid ""
"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can "
"be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/"
"code] will result in undersampling while values greater than [code]1.0[/code] "
"will result in supersampling. A value of [code]1.0[/code] disables scaling."
msgstr ""
"对视口的 3D 缓冲区使用双线性缩放。可以使用 [member Viewport.scaling_3d_scale] "
"设置缩放量。小于 [code]1.0[/code] 的值将导致欠采样,而大于 [code]1.0[/code] 的"
"值将导致超采样。[code]1.0[/code] 的值将禁用缩放。"
msgid ""
"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D "
"buffer. The amount of scaling can be set using [member Viewport."
"scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the "
"viewport being upscaled using FSR. Values greater than [code]1.0[/code] are "
"not supported and bilinear downsampling will be used instead. A value of "
"[code]1.0[/code] disables scaling."
msgstr ""
"对视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 放大。可以使用 [member "
"Viewport.scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致使用 "
"FSR 放大视口。不支持大于 [code]1.0[/code] 的值,将改用双线性降采样。"
"[code]1.0[/code] 的值将禁用缩放。"
msgid ""
"Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D "
"buffer. The amount of scaling can be set using [member Viewport."
"scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the "
"viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are "
"not supported and bilinear downsampling will be used instead. A value of "
"[code]1.0[/code] will use FSR2 at native resolution as a TAA solution."
msgstr ""
"对视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 2.2 放大。可以使用 [member "
"Viewport.scaling_3d_scale] 设置缩放量。小于 [code]1.0[/code] 的值将导致使用 "
"FSR2 放大视口。不支持大于 [code]1.0[/code] 的值,将改用双线性降采样。"
"[code]1.0[/code] 的值将使用原生分辨率下的 FSR2 作为 TAA 解决方案。"
msgid "Represents the size of the [enum ViewportScaling3DMode] enum."
msgstr "代表 [enum ViewportScaling3DMode] 枚举的大小。"
msgid "Do not update the viewport's render target."
msgstr "不要更新视口的渲染目标。"
msgid ""
"Update the viewport's render target once, then switch to [constant "
"VIEWPORT_UPDATE_DISABLED]."
msgstr ""
"更新一次视口的渲染目标,然后切换到 [constant VIEWPORT_UPDATE_DISABLED]。"
msgid ""
"Update the viewport's render target only when it is visible. This is the "
"default value."
msgstr "仅在渲染目标可见时更新视口的渲染目标。这是默认值。"
msgid "Update the viewport's render target only when its parent is visible."
msgstr "仅在其父级可见时更新视口的渲染目标。"
msgid "Always update the viewport's render target."
msgstr "始终更新视口的渲染目标。"
msgid "Always clear the viewport's render target before drawing."
msgstr "绘制前始终清除视口的渲染目标。"
msgid "Never clear the viewport's render target."
msgstr "永不清除视口的渲染目标。"
msgid ""
"Clear the viewport's render target on the next frame, then switch to "
"[constant VIEWPORT_CLEAR_NEVER]."
msgstr ""
"在下一帧清除视口的渲染目标,然后切换到 [constant VIEWPORT_CLEAR_NEVER]。"
msgid "Disable rendering of 3D environment over 2D canvas."
msgstr "禁用在 2D 画布上渲染 3D 环境。"
msgid "Enable rendering of 3D environment over 2D canvas."
msgstr "启用在 2D 画布上渲染 3D 环境。"
msgid ""
"Inherit enable/disable value from parent. If the topmost parent is also set "
"to [constant VIEWPORT_ENVIRONMENT_INHERIT], then this has the same behavior "
"as [constant VIEWPORT_ENVIRONMENT_ENABLED]."
msgstr ""
"从父级继承启用/禁用值。如果最顶层的父级也被设置为 [constant "
"VIEWPORT_ENVIRONMENT_INHERIT],那么与 [constant VIEWPORT_ENVIRONMENT_ENABLED] "
"的行为相同。"
msgid "Represents the size of the [enum ViewportEnvironmentMode] enum."
msgstr "代表 [enum ViewportEnvironmentMode] 枚举的大小。"
msgid ""
"Do not oversize the 2D signed distance field. Occluders may disappear when "
"touching the viewport's edges, and [GPUParticles3D] collision may stop "
"working earlier than intended. This has the lowest GPU requirements."
msgstr ""
"不使用过大的 2D 带符号距离场。遮挡器可能在接触视口边缘时消失,"
"[GPUParticles3D] 碰撞也可能比预期更早地停止工作。对 GPU 的要求最低。"
msgid ""
"2D signed distance field covers 20% of the viewport's size outside the "
"viewport on each side (top, right, bottom, left)."
msgstr ""
"2D 带符号距离场在每个方向(上、右、下、左)都覆盖超出视口大小 20% 的范围。"
msgid ""
"2D signed distance field covers 50% of the viewport's size outside the "
"viewport on each side (top, right, bottom, left)."
msgstr ""
"2D 带符号距离场在每个方向(上、右、下、左)都覆盖超出视口大小 50% 的范围。"
msgid ""
"2D signed distance field covers 100% of the viewport's size outside the "
"viewport on each side (top, right, bottom, left). This has the highest GPU "
"requirements."
msgstr ""
"2D 带符号距离场在每个方向(上、右、下、左)都覆盖超出视口大小 100% 的范围。对 "
"GPU 的要求最高。"
msgid "Represents the size of the [enum ViewportSDFOversize] enum."
msgstr "代表 [enum ViewportSDFOversize] 枚举的大小。"
msgid ""
"Full resolution 2D signed distance field scale. This has the highest GPU "
"requirements."
msgstr "全分辨率 2D 带符号距离场缩放。对 GPU 的要求最高。"
msgid ""
"Half resolution 2D signed distance field scale on each axis (25% of the "
"viewport pixel count)."
msgstr "各轴半分辨率 2D 带符号距离场缩放(视口像素数的 25%)。"
msgid ""
"Quarter resolution 2D signed distance field scale on each axis (6.25% of the "
"viewport pixel count). This has the lowest GPU requirements."
msgstr ""
"各轴四分之一分辨率 2D 带符号距离场缩放(视口像素数的 6.25%)。对 GPU 的要求最"
"低。"
msgid "Represents the size of the [enum ViewportSDFScale] enum."
msgstr "代表 [enum ViewportSDFScale] 枚举的大小。"
msgid ""
"Multisample antialiasing for 3D is disabled. This is the default value, and "
"also the fastest setting."
msgstr "用于 3D 的多重采样抗锯齿被禁用。这是默认值,也是最快的设置。"
msgid ""
"Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate "
"impact on performance."
msgstr "用于 3D 的多重采样抗锯齿,使用每个像素 2 个样本。这对性能有中等影响。"
msgid ""
"Multisample antialiasing uses 4 samples per pixel for 3D. This has a high "
"impact on performance."
msgstr "用于 3D 的多重采样抗锯齿,使用每个像素 4 个样本。这对性能有较大影响。"
msgid ""
"Multisample antialiasing uses 8 samples per pixel for 3D. This has a very "
"high impact on performance. Likely unsupported on low-end and older hardware."
msgstr ""
"用于 3D 的多重采样抗锯齿,使用每个像素 8 个样本。这对性能有非常大的影响。可能"
"在低端和较旧的硬件上不受支持。"
msgid "Represents the size of the [enum ViewportMSAA] enum."
msgstr "代表 [enum ViewportMSAA] 枚举的大小。"
msgid "Do not perform any antialiasing in the full screen post-process."
msgstr "不要在全屏后处理中执行抗锯齿。"
msgid ""
"Use fast approximate antialiasing. FXAA is a popular screen-space "
"antialiasing method, which is fast but will make the image look blurry, "
"especially at lower resolutions. It can still work relatively well at large "
"resolutions such as 1440p and 4K."
msgstr ""
"使用快速近似抗锯齿Fast Approximate Anti-Aliasing。FXAA 是一种流行的屏幕空"
"间抗锯齿方法速度很快但会让图像变模糊使用较低分辨率时尤为显著。1440p 和 "
"4K 等较高分辨率下效果仍然不错。"
msgid "Represents the size of the [enum ViewportScreenSpaceAA] enum."
msgstr "代表 [enum ViewportScreenSpaceAA] 枚举的大小。"
msgid ""
"Low occlusion culling BVH build quality (as defined by Embree). Results in "
"the lowest CPU usage, but least effective culling."
msgstr ""
"较低的遮挡剔除 BVH 构建质量(由 Embree 定义。CPU 占用最低,但剔除效率最低。"
msgid "Medium occlusion culling BVH build quality (as defined by Embree)."
msgstr "中等的遮挡剔除 BVH 构建质量(由 Embree 定义)。"
msgid ""
"High occlusion culling BVH build quality (as defined by Embree). Results in "
"the highest CPU usage, but most effective culling."
msgstr ""
"较高的遮挡剔除 BVH 构建质量(由 Embree 定义。CPU 占用最高,但剔除效率最高。"
msgid "Number of objects drawn in a single frame."
msgstr "在单帧中绘制的对象的数量。"
msgid "Number of points, lines, or triangles drawn in a single frame."
msgstr "在单帧中绘制的点、线、三角形的数量。"
msgid "Number of draw calls during this frame."
msgstr "此帧期间的绘制调用数。"
msgid "Represents the size of the [enum ViewportRenderInfo] enum."
msgstr "代表 [enum ViewportRenderInfo] 枚举的大小。"
msgid "Visible render pass (excluding shadows)."
msgstr "可见渲染阶段(不含阴影)。"
msgid ""
"Shadow render pass. Objects will be rendered several times depending on the "
"number of amounts of lights with shadows and the number of directional shadow "
"splits."
msgstr ""
"阴影渲染阶段。根据开启了阴影的灯光数以及方向阴影的拆分数,同一个对象可能会渲染"
"多次。"
msgid "Represents the size of the [enum ViewportRenderInfoType] enum."
msgstr "代表 [enum ViewportRenderInfoType] 枚举的大小。"
msgid "Debug draw is disabled. Default setting."
msgstr "调试绘制被禁用。默认设置。"
msgid "Objects are displayed without light information."
msgstr "显示的对象没有光照信息。"
msgid "Objects are displayed with only light information."
msgstr "仅使用光照信息显示对象。"
msgid ""
"Objects are displayed semi-transparent with additive blending so you can see "
"where they are drawing over top of one another. A higher overdraw "
"(represented by brighter colors) means you are wasting performance on drawing "
"pixels that are being hidden behind others.\n"
"[b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. "
"This means vertex displacement won't be visible anymore."
msgstr ""
"对象通过加法混合显示为半透明,因此可以看到它们在彼此之上绘制的位置。更高的过度"
"绘制(由更亮的颜色表示)意味着在绘制隐藏在其他像素后面的像素时浪费了性能。\n"
"[b]注意:[/b]使用该调试绘制模式时,自定义着色器将被忽略。这意味着顶点置换不再"
"可见。"
msgid "Debug draw draws objects in wireframe."
msgstr "调试绘制,将对象用线框形式绘制。"
msgid ""
"Normal buffer is drawn instead of regular scene so you can see the per-pixel "
"normals that will be used by post-processing effects."
msgstr ""
"绘制法线缓冲区而不是常规场景,因此可以看到将由后处理效果使用的每像素法线。"
msgid "Objects are displayed with only the albedo value from [VoxelGI]s."
msgstr "仅使用来自 [VoxelGI] 的反照率值显示对象。"
msgid "Objects are displayed with only the lighting value from [VoxelGI]s."
msgstr "仅使用来自 [VoxelGI] 的照明值显示对象。"
msgid "Objects are displayed with only the emission color from [VoxelGI]s."
msgstr "仅使用来自 [VoxelGI] 的自发光颜色显示对象。"
msgid ""
"Draws the shadow atlas that stores shadows from [OmniLight3D]s and "
"[SpotLight3D]s in the upper left quadrant of the [Viewport]."
msgstr ""
"在 [Viewport] 的左上象限中绘制存储来自 [OmniLight3D] 和 [SpotLight3D] 的阴影的"
"阴影图集。"
msgid ""
"Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the "
"upper left quadrant of the [Viewport].\n"
"The slice of the camera frustum related to the shadow map cascade is "
"superimposed to visualize coverage. The color of each slice matches the "
"colors used for [constant VIEWPORT_DEBUG_DRAW_PSSM_SPLITS]. When shadow "
"cascades are blended the overlap is taken into account when drawing the "
"frustum slices.\n"
"The last cascade shows all frustum slices to illustrate the coverage of all "
"slices."
msgstr ""
"绘制阴影图集,该阴影图集存储 [Viewport] 左上象限中 [DirectionalLight3D] 的阴"
"影。\n"
"与阴影贴图级联相关的相机视锥体切片被叠加以可视化覆盖范围。每个切片的颜色与 "
"[constant VIEWPORT_DEBUG_DRAW_PSSM_SPLITS] 使用的颜色匹配。当混合阴影级联时,"
"绘制视锥体切片时会考虑重叠。\n"
"最后一个级联显示了所有视锥体切片,以说明所有切片的覆盖范围。"
msgid ""
"Draws the estimated scene luminance. This is a 1×1 texture that is generated "
"when autoexposure is enabled to control the scene's exposure."
msgstr ""
"绘制估计的场景亮度。这是一个 1×1 的纹理,启用自动曝光时生成,用于控制场景的曝"
"光。"
msgid ""
"Draws the screen space ambient occlusion texture instead of the scene so that "
"you can clearly see how it is affecting objects. In order for this display "
"mode to work, you must have [member Environment.ssao_enabled] set in your "
"[WorldEnvironment]."
msgstr ""
"绘制屏幕空间环境光遮蔽纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为"
"了使这种显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment."
"ssao_enabled]。"
msgid ""
"Draws the screen space indirect lighting texture instead of the scene so that "
"you can clearly see how it is affecting objects. In order for this display "
"mode to work, you must have [member Environment.ssil_enabled] set in your "
"[WorldEnvironment]."
msgstr ""
"绘制屏幕空间间接照明纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为了"
"使这种显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment."
"ssil_enabled]。"
msgid ""
"Colors each PSSM split for the [DirectionalLight3D]s in the scene a different "
"color so you can see where the splits are. In order they will be colored red, "
"green, blue, yellow."
msgstr ""
"为场景中的 [DirectionalLight3D] 的每个 PSSM 分割着色不同的颜色,以便可以看到分"
"割的位置。它们将按顺序被着色为红色、绿色、蓝色、黄色。"
msgid "Draws the decal atlas that stores decal textures from [Decal]s."
msgstr "绘制贴花图集,图集中保存的是各个 [Decal] 中的贴花纹理。"
msgid ""
"Draws SDFGI cascade data. This is the data structure that is used to bounce "
"lighting against and create reflections."
msgstr "绘制 SDFGI 级联数据。这是用于反弹灯光、创建反射的数据结构。"
msgid ""
"Draws SDFGI probe data. This is the data structure that is used to give "
"indirect lighting dynamic objects moving within the scene."
msgstr ""
"绘制 SDFGI 探针数据。这是用于为场景中移动的动态对象提供间接光照的数据结构。"
msgid "Draws the global illumination buffer ([VoxelGI] or SDFGI)."
msgstr "绘制全局光照缓冲([VoxelGI] 或 SDFGI。"
msgid ""
"Disable mesh LOD. All meshes are drawn with full detail, which can be used to "
"compare performance."
msgstr "禁用网格 LOD。所有网格都会使用完整细节绘制可以用来比较性能。"
msgid ""
"Draws the [OmniLight3D] cluster. Clustering determines where lights are "
"positioned in screen-space, which allows the engine to only process these "
"portions of the screen for lighting."
msgstr ""
"绘制 [OmniLight3D] 集群。集群决定屏幕空间中灯光的放置位置,能够让引擎在进行光"
"照时仅对屏幕的部分区域进行处理。"
msgid ""
"Draws the [SpotLight3D] cluster. Clustering determines where lights are "
"positioned in screen-space, which allows the engine to only process these "
"portions of the screen for lighting."
msgstr ""
"绘制 [SpotLight3D] 集群。集群决定屏幕空间中灯光的放置位置,能够让引擎在进行光"
"照时仅对屏幕的部分区域进行处理。"
msgid ""
"Draws the [Decal] cluster. Clustering determines where decals are positioned "
"in screen-space, which allows the engine to only process these portions of "
"the screen for decals."
msgstr ""
"绘制 [Decal] 集群。集群决定屏幕空间中贴花的放置位置,能够让引擎在进行贴花时仅"
"对屏幕的部分区域进行处理。"
msgid ""
"Draws the [ReflectionProbe] cluster. Clustering determines where reflection "
"probes are positioned in screen-space, which allows the engine to only "
"process these portions of the screen for reflection probes."
msgstr ""
"绘制 [ReflectionProbe] 集群。集群决定屏幕空间中反射探针的放置位置,能够让引擎"
"在处理反射探针时仅对屏幕的部分区域进行处理。"
msgid ""
"Draws the occlusion culling buffer. This low-resolution occlusion culling "
"buffer is rasterized on the CPU and is used to check whether instances are "
"occluded by other objects."
msgstr ""
"绘制遮挡剔除缓冲。这个低分辨率遮挡剔除缓冲在 CPU 栅格化,可用于检查实例是否被"
"其他对象遮挡。"
msgid ""
"Draws the motion vectors buffer. This is used by temporal antialiasing to "
"correct for motion that occurs during gameplay."
msgstr "绘制运动向量缓冲。由时间抗锯齿使用,能够修正在游戏过程中发生的运动。"
msgid ""
"Internal buffer is drawn instead of regular scene so you can see the per-"
"pixel output that will be used by post-processing effects."
msgstr ""
"绘制内部缓冲区而不是常规场景,因此可以看到将被后处理效果使用的每像素输出。"
msgid "Variable rate shading is disabled."
msgstr "可变速率着色已禁用。"
msgid ""
"Variable rate shading uses a texture. Note, for stereoscopic use a texture "
"atlas with a texture for each view."
msgstr ""
"可变速率着色使用纹理。请注意,对于立体视觉,请使用为每个视图提供纹理的纹理图"
"集。"
msgid "Variable rate shading texture is supplied by the primary [XRInterface]."
msgstr "可变速率着色纹理由主 [XRInterface] 提供。"
msgid "Represents the size of the [enum ViewportVRSMode] enum."
msgstr "代表 [enum ViewportVRSMode] 枚举的大小。"
msgid ""
"Automatically selects the appropriate process mode based on your sky shader. "
"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use "
"[constant SKY_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/"
"code] variables or any custom uniforms, this uses [constant "
"SKY_MODE_INCREMENTAL]. Otherwise, this defaults to [constant "
"SKY_MODE_QUALITY]."
msgstr ""
"根据天空着色器自动选择合适的处理模式。如果着色器使用 [code]TIME[/code] 或 "
"[code]POSITION[/code],则会使用 [constant SKY_MODE_REALTIME]。如果着色器使用任"
"何 [code]LIGHT_*[/code] 变量或任何自定义 uniform则会使用 [constant "
"SKY_MODE_INCREMENTAL]。否则默认为 [constant SKY_MODE_QUALITY]。"
msgid ""
"Uses high quality importance sampling to process the radiance map. In "
"general, this results in much higher quality than [constant "
"SKY_MODE_REALTIME] but takes much longer to generate. This should not be used "
"if you plan on changing the sky at runtime. If you are finding that the "
"reflection is not blurry enough and is showing sparkles or fireflies, try "
"increasing [member ProjectSettings.rendering/reflections/sky_reflections/"
"ggx_samples]."
msgstr ""
"使用高质量重要性采样处理辐射度贴图。得到的结果通常比 [constant "
"SKY_MODE_REALTIME] 的质量更高,但需要花费更多的时间来生成。如果你计划在运行时"
"修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝试增"
"大 [member ProjectSettings.rendering/reflections/sky_reflections/"
"ggx_samples]。"
msgid ""
"Uses the same high quality importance sampling to process the radiance map as "
"[constant SKY_MODE_QUALITY], but updates over several frames. The number of "
"frames is determined by [member ProjectSettings.rendering/reflections/"
"sky_reflections/roughness_layers]. Use this when you need highest quality "
"radiance maps, but have a sky that updates slowly."
msgstr ""
"使用与 [constant SKY_MODE_QUALITY] 相同的高质量重要性采样来处理辐射度贴图,但"
"更新会占用若干帧。帧数由 [member ProjectSettings.rendering/reflections/"
"sky_reflections/roughness_layers] 决定。当需要最高质量的辐射度贴图,但天空更新"
"缓慢时,请使用该选项。"
msgid ""
"Uses the fast filtering algorithm to process the radiance map. In general "
"this results in lower quality, but substantially faster run times. If you "
"need better quality, but still need to update the sky every frame, consider "
"turning on [member ProjectSettings.rendering/reflections/sky_reflections/"
"fast_filter_high_quality].\n"
"[b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so "
"[method sky_set_radiance_size] must be set to [code]256[/code]. Otherwise, a "
"warning is printed and the overridden radiance size is ignored."
msgstr ""
"使用快速过滤算法处理辐照度贴图。一般来说,这会导致质量降低,但运行时间会大大加"
"快。如果需要更好的质量,但仍需要每帧更新天空,请考虑开启 [member "
"ProjectSettings.rendering/reflections/sky_reflections/"
"fast_filter_high_quality]。\n"
"[b]注意:[/b]快速过滤算法被限制为 256x256 立方体贴图,因此 [method "
"sky_set_radiance_size] 必须被设置为 [code]256[/code]。否则会打印警告并忽略对辐"
"照度大小的覆盖。"
msgid "Use the clear color as background."
msgstr "用透明的颜色作为背景。"
msgid "Use a specified color as the background."
msgstr "使用指定的颜色作为背景。"
msgid "Use a sky resource for the background."
msgstr "使用天空资源作为背景。"
msgid ""
"Use a specified canvas layer as the background. This can be useful for "
"instantiating a 2D scene in a 3D world."
msgstr ""
"使用一个指定的画布层作为背景。这对在 3D 世界中实例化一个 2D 场景很有用。"
msgid ""
"Do not clear the background, use whatever was rendered last frame as the "
"background."
msgstr "不要清除背景,使用上一帧渲染的东西作为背景。"
msgid "Represents the size of the [enum EnvironmentBG] enum."
msgstr "代表 [enum EnvironmentBG] 枚举的大小。"
msgid "Disable ambient light."
msgstr "禁用环境光。"
msgid "Specify a specific [Color] for ambient light."
msgstr "为环境光指定特定的 [Color]。"
msgid "Disable reflections."
msgstr "禁用反射。"
msgid ""
"Output color as they came in. This can cause bright lighting to look blown "
"out, with noticeable clipping in the output colors."
msgstr ""
"按照输入原样输出颜色。较亮的光照会导致过曝、输出的颜色中会有可见的截断。"
msgid ""
"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
"使用 Reinhard 色调映射器。对渲染后的像素颜色进行调整,使用的是这个公式:"
"[code]color = color / (1 + color)[/code]。可以避免对高光的截断,但最终的图像可"
"能看上去有些寡淡。"
msgid ""
"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
"使用电影级色调映射器。可以避免对高光的截断,最终的图像一般比 [constant "
"ENV_TONE_MAPPER_REINHARD] 看上去更鲜艳。"
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
"and [constant ENV_TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"使用Academy 颜色编码系统色调映射器。ACES 比其他选项稍贵一些,但它通过在光线变"
"亮时对其进行去饱和处理,以更逼真的方式处理明亮的光线。与 [constant "
"ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 相比ACES 通常"
"具有对比度更高的输出。\n"
"[b]注意:[/b]这个色调映射运算符在 Godot 3.x 中被称为“ACES Fitted”。"
msgid ""
"Lowest quality of roughness filter for screen-space reflections. Rough "
"materials will not have blurrier screen-space reflections compared to smooth "
"(non-rough) materials. This is the fastest option."
msgstr ""
"用于屏幕空间反射的最低质量粗糙度过滤。与光滑(非粗糙)材质相比,粗糙材质不会有"
"更模糊的屏幕空间反射。这是最快的选项。"
msgid "Low quality of roughness filter for screen-space reflections."
msgstr "屏幕空间反射的较低质量粗糙度过滤器。"
msgid "Medium quality of roughness filter for screen-space reflections."
msgstr "屏幕空间反射的中等质量粗糙度过滤器。"
msgid ""
"High quality of roughness filter for screen-space reflections. This is the "
"slowest option."
msgstr "屏幕空间反射的较高质量粗糙度过滤器。这是最慢的选项。"
msgid "Lowest quality of screen-space ambient occlusion."
msgstr "最低质量的屏幕空间环境光遮蔽。"
msgid "Low quality screen-space ambient occlusion."
msgstr "低质量的屏幕空间环境光遮蔽。"
msgid "Medium quality screen-space ambient occlusion."
msgstr "中等质量的屏幕空间环境光遮蔽。"
msgid "High quality screen-space ambient occlusion."
msgstr "高质量的屏幕空间环境光遮蔽。"
msgid ""
"Highest quality screen-space ambient occlusion. Uses the adaptive target "
"setting which can be dynamically adjusted to smoothly balance performance and "
"visual quality."
msgstr ""
"最高质量的屏幕空间环境光遮蔽。使用可动态调整的自适应目标设置,以平滑地平衡性能"
"和视觉质量。"
msgid "Lowest quality of screen-space indirect lighting."
msgstr "最低质量的屏幕空间间接光照。"
msgid "Low quality screen-space indirect lighting."
msgstr "较低质量的屏幕空间间接光照。"
msgid "High quality screen-space indirect lighting."
msgstr "较高质量的屏幕空间间接光照。"
msgid ""
"Highest quality screen-space indirect lighting. Uses the adaptive target "
"setting which can be dynamically adjusted to smoothly balance performance and "
"visual quality."
msgstr ""
"最高质量的屏幕空间间接光照。使用可动态调整的自适应目标设置,以平滑地平衡性能和"
"视觉质量。"
msgid ""
"Throw 4 rays per frame when converging SDFGI. This has the lowest GPU "
"requirements, but creates the most noisy result."
msgstr "聚合 SDFGI 时每帧发出 4 条光线。对 GPU 的要求最低,但结果中噪点最多。"
msgid "Throw 8 rays per frame when converging SDFGI."
msgstr "聚合 SDFGI 时每帧发出 8 条光线。"
msgid "Throw 16 rays per frame when converging SDFGI."
msgstr "聚合 SDFGI 时每帧发出 16 条光线。"
msgid "Throw 32 rays per frame when converging SDFGI."
msgstr "聚合 SDFGI 时每帧发出 32 条光线。"
msgid "Throw 64 rays per frame when converging SDFGI."
msgstr "聚合 SDFGI 时每帧发出 64 条光线。"
msgid ""
"Throw 96 rays per frame when converging SDFGI. This has high GPU requirements."
msgstr "聚合 SDFGI 时每帧发出 96 条光线。对 GPU 的要求较高。"
msgid ""
"Throw 128 rays per frame when converging SDFGI. This has very high GPU "
"requirements, but creates the least noisy result."
msgstr ""
"聚合 SDFGI 时每帧发出 128 条光线。对 GPU 的要求非常高,但结果中噪点最少。"
msgid "Represents the size of the [enum EnvironmentSDFGIRayCount] enum."
msgstr "代表 [enum EnvironmentSDFGIRayCount] 枚举的大小。"
msgid ""
"Converge SDFGI over 5 frames. This is the most responsive, but creates the "
"most noisy result with a given ray count."
msgstr "通过 5 帧聚合 SDFGI。响应最快但光线数量一定时结果中噪点最多。"
msgid "Configure SDFGI to fully converge over 10 frames."
msgstr "让 SDFGI 通过 10 帧完成聚合。"
msgid "Configure SDFGI to fully converge over 15 frames."
msgstr "让 SDFGI 通过 15 帧完成聚合。"
msgid "Configure SDFGI to fully converge over 20 frames."
msgstr "让 SDFGI 通过 20 帧完成聚合。"
msgid "Configure SDFGI to fully converge over 25 frames."
msgstr "让 SDFGI 通过 25 帧完成聚合。"
msgid ""
"Configure SDFGI to fully converge over 30 frames. This is the least "
"responsive, but creates the least noisy result with a given ray count."
msgstr ""
"让 SDFGI 通过 30 帧完成聚合。响应最慢,但光线数量一定时,结果中噪点最少。"
msgid "Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum."
msgstr "代表 [enum EnvironmentSDFGIFramesToConverge] 枚举的大小。"
msgid ""
"Update indirect light from dynamic lights in SDFGI over 1 frame. This is the "
"most responsive, but has the highest GPU requirements."
msgstr ""
"通过 1 帧更新 SDFGI 中动态灯光的间接光照。响应最快,但对 GPU 的要求最高。"
msgid "Update indirect light from dynamic lights in SDFGI over 2 frames."
msgstr "通过 2 帧更新 SDFGI 中动态灯光的间接光照。"
msgid "Update indirect light from dynamic lights in SDFGI over 4 frames."
msgstr "通过 4 帧更新 SDFGI 中动态灯光的间接光照。"
msgid "Update indirect light from dynamic lights in SDFGI over 8 frames."
msgstr "通过 8 帧更新 SDFGI 中动态灯光的间接光照。"
msgid ""
"Update indirect light from dynamic lights in SDFGI over 16 frames. This is "
"the least responsive, but has the lowest GPU requirements."
msgstr ""
"通过 16 帧更新 SDFGI 中动态灯光的间接光照。响应最慢,但对 GPU 的要求最低。"
msgid ""
"Represents the size of the [enum EnvironmentSDFGIFramesToUpdateLight] enum."
msgstr "代表 [enum EnvironmentSDFGIFramesToUpdateLight] 枚举的大小。"
msgid ""
"Disables subsurface scattering entirely, even on materials that have [member "
"BaseMaterial3D.subsurf_scatter_enabled] set to [code]true[/code]. This has "
"the lowest GPU requirements."
msgstr ""
"完全禁用次表面散射,即便材质的 [member BaseMaterial3D."
"subsurf_scatter_enabled] 为 [code]true[/code]。对 GPU 的要求最低。"
msgid "Low subsurface scattering quality."
msgstr "较低质量的次表面散射。"
msgid "Medium subsurface scattering quality."
msgstr "中等质量的次表面散射。"
msgid ""
"High subsurface scattering quality. This has the highest GPU requirements."
msgstr "较高质量的次表面散射。对 GPU 的要求最高。"
msgid ""
"Calculate the DOF blur using a box filter. The fastest option, but results in "
"obvious lines in blur pattern."
msgstr ""
"使用一个盒式过滤计算 DOF 模糊。最快的选项,但会在模糊图案中产生明显的线条。"
msgid "Calculates DOF blur using a hexagon shaped filter."
msgstr "使用一个六边形过滤计算 DOF 模糊。"
msgid ""
"Calculates DOF blur using a circle shaped filter. Best quality and most "
"realistic, but slowest. Use only for areas where a lot of performance can be "
"dedicated to post-processing (e.g. cutscenes)."
msgstr ""
"使用一个圆形过滤计算 DOF 模糊。最好的质量和最真实的,但最慢的。仅用于可以将大"
"量性能专用于后期处理的区域(例如过场动画)。"
msgid ""
"Lowest quality DOF blur. This is the fastest setting, but you may be able to "
"see filtering artifacts."
msgstr "最低质量的 DOF 模糊。这是最快的设置,但你可能会看到不自然的过滤。"
msgid "Low quality DOF blur."
msgstr "较低质量的 DOF 模糊。"
msgid "Medium quality DOF blur."
msgstr "中等质量的 DOF 模糊。"
msgid ""
"Highest quality DOF blur. Results in the smoothest looking blur by taking the "
"most samples, but is also significantly slower."
msgstr ""
"最高质量的 DOF 模糊。通过采集最多的样本,产生最平滑的模糊效果,但速度也明显变"
"慢。"
msgid "The instance does not have a type."
msgstr "实例没有类型。"
msgid "The instance is a mesh."
msgstr "该实例是网格。"
msgid "The instance is a multimesh."
msgstr "该实例是一个 multimesh。"
msgid "The instance is a particle emitter."
msgstr "该实例是粒子发射器。"
msgid "The instance is a GPUParticles collision shape."
msgstr "该实例是 GPUParticles 碰撞形状。"
msgid "The instance is a light."
msgstr "该实例是灯。"
msgid "The instance is a reflection probe."
msgstr "该实例是反射探针。"
msgid "The instance is a decal."
msgstr "该实例是贴花。"
msgid "The instance is a VoxelGI."
msgstr "该实例是 VoxelGI。"
msgid "The instance is a lightmap."
msgstr "该实例是光照贴图。"
msgid "The instance is an occlusion culling occluder."
msgstr "该实例是遮挡剔除遮挡器。"
msgid "The instance is a visible on-screen notifier."
msgstr "该实例是屏幕可见通知器。"
msgid "The instance is a fog volume."
msgstr "该实例是雾体积。"
msgid "Represents the size of the [enum InstanceType] enum."
msgstr "代表 [enum InstanceType] 枚举的大小。"
msgid ""
"A combination of the flags of geometry instances (mesh, multimesh, immediate "
"and particles)."
msgstr "几何体实例(网格、多网格、即时和粒子)的标志的组合。"
msgid "Allows the instance to be used in baked lighting."
msgstr "允许在烘焙照明中使用实例。"
msgid "Allows the instance to be used with dynamic global illumination."
msgstr "允许在动态全局光照中使用该实例。"
msgid "When set, manually requests to draw geometry on next frame."
msgstr "当设置时,手动请求在下一帧绘制几何图形。"
msgid ""
"Always draw, even if the instance would be culled by occlusion culling. Does "
"not affect view frustum culling."
msgstr "始终绘制,即便实例能够被遮挡剔除剔除。不影响视锥剔除。"
msgid "Represents the size of the [enum InstanceFlags] enum."
msgstr "代表 [enum InstanceFlags] 枚举的大小。"
msgid "Disable shadows from this instance."
msgstr "禁用这个实例的阴影。"
msgid "Cast shadows from this instance."
msgstr "从此实例投下阴影。"
msgid ""
"Disable backface culling when rendering the shadow of the object. This is "
"slightly slower but may result in more correct shadows."
msgstr ""
"在渲染对象的阴影时禁用背面剔除。这会稍微慢一些,但可能会产生更正确的阴影。"
msgid ""
"Only render the shadows from the object. The object itself will not be drawn."
msgstr "仅渲染对象的阴影。对象本身不会被绘制。"
msgid "Disable visibility range fading for the given instance."
msgstr "禁用给定实例的可见性范围淡出。"
msgid ""
"Fade-out the given instance when it approaches its visibility range limits."
msgstr "当给定实例接近其可见范围限制时淡出该给定实例。"
msgid ""
"Fade-in the given instance's dependencies when reaching its visibility range "
"limits."
msgstr "当达到其可见性范围限制时淡入给定实例的依赖项。"
msgid ""
"Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. "
"Image uses [constant Image.FORMAT_RGBA8] and contains albedo color in the "
"[code].rgb[/code] channels and alpha in the [code].a[/code] channel."
msgstr ""
"[method bake_render_uv2] 返回的 [Image] 数组中 [Image] 的索引。图像使用 "
"[constant Image.FORMAT_RGBA8] 格式,并在 [code].rgb[/code] 通道中包含反照率颜"
"色,在 [code].a[/code] 通道中包含 Alpha。"
msgid ""
"Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. "
"Image uses [constant Image.FORMAT_RGBA8] and contains the per-pixel normal of "
"the object in the [code].rgb[/code] channels and nothing in the [code].a[/"
"code] channel. The per-pixel normal is encoded as [code]normal * 0.5 + 0.5[/"
"code]."
msgstr ""
"[method bake_render_uv2] 返回的 [Image] 数组中 [Image] 的索引。图像使用 "
"[constant Image.FORMAT_RGBA8] 格式,并在 [code].rgb[/code] 通道中包含该对象的"
"每像素法线,在 [code].a[/code] 通道中不包含任何内容。每像素法线被编码为 "
"[code]normal * 0.5 + 0.5[/code]。"
msgid ""
"Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. "
"Image uses [constant Image.FORMAT_RGBA8] and contains ambient occlusion (from "
"material and decals only) in the [code].r[/code] channel, roughness in the "
"[code].g[/code] channel, metallic in the [code].b[/code] channel and sub "
"surface scattering amount in the [code].a[/code] channel."
msgstr ""
"[method bake_render_uv2] 返回的 [Image] 数组中 [Image] 的索引。图像使用 "
"[constant Image.FORMAT_RGBA8] 格式,并在 [code].r[/code] 通道中包含环境光遮挡"
"(仅来自材质和贴花),在 [code].g[/code] 通道中包含粗糙度,在 [code].b[/code] "
"通道中包含金属度,并且中 [code].a[/code] 通道中包含次表面散射量。"
msgid ""
"Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. "
"Image uses [constant Image.FORMAT_RGBAH] and contains emission color in the "
"[code].rgb[/code] channels and nothing in the [code].a[/code] channel."
msgstr ""
"[method bake_render_uv2] 返回的 [Image] 数组中 [Image] 的索引。图像使用 "
"[constant Image.FORMAT_RGBAH] 格式,并在 [code].rgb[/code] 通道中包含自发光颜"
"色,在 [code].a[/code] 通道中不包含任何内容。"
msgid "Diffuse canvas texture ([member CanvasTexture.diffuse_texture])."
msgstr "漫反射画布纹理([member CanvasTexture.diffuse_texture])。"
msgid "Normal map canvas texture ([member CanvasTexture.normal_texture])."
msgstr "法线贴图画布纹理([member CanvasTexture.normal_texture])。"
msgid "Specular map canvas texture ([member CanvasTexture.specular_texture])."
msgstr "高光贴图画布纹理([member CanvasTexture.specular_texture])。"
msgid "The nine patch gets stretched where needed."
msgstr "九宫格在需要的地方被拉伸。"
msgid "The nine patch gets filled with tiles where needed."
msgstr "九宫格在需要的地方填充图块。"
msgid ""
"The nine patch gets filled with tiles where needed and stretches them a bit "
"if needed."
msgstr "九宫格在需要的地方填充图块,并在需要时将它们拉伸一点。"
msgid "Uses the default filter mode for this [Viewport]."
msgstr "为 [Viewport] 使用默认过滤模式。"
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps."
msgstr "纹理过滤在最近的 4 个像素之间和最近的 2 个 mipmap 之间混合。"
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera."
msgstr ""
"纹理过滤从最近的像素读取,但根据表面和相机视图之间的角度选择一个 mipmap。这减"
"少了几乎与相机共线的表面上的伪影。"
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing."
msgstr ""
"纹理过滤在最近的 4 个像素之间进行混合,并根据表面和相机视图之间的角度选择一个 "
"mipmap。这减少了几乎与相机共线的表面上的伪影。这是最慢的过滤选项但会产生最高"
"质量的纹理。"
msgid "Max value for [enum CanvasItemTextureFilter] enum."
msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。"
msgid "Uses the default repeat mode for this [Viewport]."
msgstr "为 [Viewport] 使用默认重复模式。"
msgid ""
"Disables textures repeating. Instead, when reading UVs outside the 0-1 range, "
"the value will be clamped to the edge of the texture, resulting in a "
"stretched out look at the borders of the texture."
msgstr ""
"禁用纹理重复。相反,当读取 0-1 范围之外的 UV 时,该值将被钳制在纹理的边缘,从"
"而导致纹理的边界看起来被拉长。"
msgid ""
"Flip the texture when repeating so that the edge lines up instead of abruptly "
"changing."
msgstr "重复时翻转该纹理,使边缘对齐而不是突然改变。"
msgid "Max value for [enum CanvasItemTextureRepeat] enum."
msgstr "[enum CanvasItemTextureRepeat] 枚举的最大值。"
msgid "2D point light (see [PointLight2D])."
msgstr "2D 点光(见 [PointLight2D])。"
msgid "2D directional (sun/moon) light (see [DirectionalLight2D])."
msgstr "2D 方向(日月)光(见 [DirectionalLight2D])。"
msgid "Adds light color additive to the canvas."
msgstr "向画布添加浅色。"
msgid "Adds light color subtractive to the canvas."
msgstr "从画布中减去浅色。"
msgid "The light adds color depending on transparency."
msgstr "灯光根据透明度增加颜色。"
msgid "Do not apply a filter to canvas light shadows."
msgstr "不要对画布上的光影应用滤镜。"
msgid "Use PCF5 filtering to filter canvas light shadows."
msgstr "使用 PCF5 过滤法来过滤画布的光影。"
msgid "Use PCF13 filtering to filter canvas light shadows."
msgstr "使用 PCF13 过滤法来过滤画布的光影。"
msgid "Max value of the [enum CanvasLightShadowFilter] enum."
msgstr "[enum CanvasLightShadowFilter] 枚举的最大值。"
msgid "Culling of the canvas occluder is disabled."
msgstr "禁用画布遮挡物的剔除。"
msgid "Culling of the canvas occluder is clockwise."
msgstr "画布遮挡器的剔除是顺时针的。"
msgid "Culling of the canvas occluder is counterclockwise."
msgstr "画布遮挡物的剔除是逆时针的。"
msgid "Boolean global shader parameter ([code]global uniform bool ...[/code])."
msgstr "布尔型全局着色器参数([code]global uniform bool ...[/code])。"
msgid ""
"2-dimensional boolean vector global shader parameter ([code]global uniform "
"bvec2 ...[/code])."
msgstr "二维布尔向量全局着色器参数([code]global uniform bvec2 ...[/code])。"
msgid ""
"3-dimensional boolean vector global shader parameter ([code]global uniform "
"bvec3 ...[/code])."
msgstr "三维布尔向量全局着色器参数([code]global uniform bvec3 ...[/code])。"
msgid ""
"4-dimensional boolean vector global shader parameter ([code]global uniform "
"bvec4 ...[/code])."
msgstr "四维布尔向量全局着色器参数([code]global uniform bvec4 ...[/code])。"
msgid "Integer global shader parameter ([code]global uniform int ...[/code])."
msgstr "整数全局着色器参数([code]global uniform int ...[/code])。"
msgid ""
"2-dimensional integer vector global shader parameter ([code]global uniform "
"ivec2 ...[/code])."
msgstr "二维整数向量全局着色器参数([code]global uniform ivec2 ...[/code])。"
msgid ""
"3-dimensional integer vector global shader parameter ([code]global uniform "
"ivec3 ...[/code])."
msgstr "三维整数向量全局着色器参数([code]global uniform ivec3 ...[/code])。"
msgid ""
"4-dimensional integer vector global shader parameter ([code]global uniform "
"ivec4 ...[/code])."
msgstr "四维整数向量全局着色器参数([code]global uniform ivec4 ...[/code])。"
msgid ""
"2-dimensional integer rectangle global shader parameter ([code]global uniform "
"ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in shader "
"code, but exposed as a [Rect2i] in the editor UI."
msgstr ""
"二维整数矩形全局着色器参数([code]global uniform ivec4 ...[/code])。等价于着"
"色器代码中的 [constant GLOBAL_VAR_TYPE_IVEC4],但在编辑器 UI 中以 [Rect2i] 的"
"形式暴露。"
msgid ""
"Unsigned integer global shader parameter ([code]global uniform uint ...[/"
"code])."
msgstr "无符号整数全局着色器参数([code]global uniform uint ...[/code])。"
msgid ""
"2-dimensional unsigned integer vector global shader parameter ([code]global "
"uniform uvec2 ...[/code])."
msgstr ""
"二维无符号整数向量全局着色器参数([code]global uniform uvec2 ...[/code])。"
msgid ""
"3-dimensional unsigned integer vector global shader parameter ([code]global "
"uniform uvec3 ...[/code])."
msgstr ""
"三维无符号整数向量全局着色器参数([code]global uniform uvec3 ...[/code])。"
msgid ""
"4-dimensional unsigned integer vector global shader parameter ([code]global "
"uniform uvec4 ...[/code])."
msgstr ""
"四维无符号整数向量全局着色器参数([code]global uniform uvec4 ...[/code])。"
msgid ""
"Single-precision floating-point global shader parameter ([code]global uniform "
"float ...[/code])."
msgstr "单精度浮点数全局着色器参数([code]global uniform float ...[/code])。"
msgid ""
"2-dimensional floating-point vector global shader parameter ([code]global "
"uniform vec2 ...[/code])."
msgstr ""
"二维单精度浮点数向量全局着色器参数([code]global uniform vec2 ...[/code])。"
msgid ""
"3-dimensional floating-point vector global shader parameter ([code]global "
"uniform vec3 ...[/code])."
msgstr ""
"三维单精度浮点数向量全局着色器参数([code]global uniform vec3 ...[/code])。"
msgid ""
"4-dimensional floating-point vector global shader parameter ([code]global "
"uniform vec4 ...[/code])."
msgstr ""
"四维单精度浮点数向量全局着色器参数([code]global uniform vec4 ...[/code])。"
msgid ""
"Color global shader parameter ([code]global uniform vec4 ...[/code]). "
"Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in shader code, but exposed as "
"a [Color] in the editor UI."
msgstr ""
"颜色全局着色器参数([code]global uniform vec4 ...[/code])。等价于着色器代码中"
"的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Color] 的形式暴露。"
msgid ""
"2-dimensional floating-point rectangle global shader parameter ([code]global "
"uniform vec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in "
"shader code, but exposed as a [Rect2] in the editor UI."
msgstr ""
"二维浮点数矩形全局着色器参数([code]global uniform vec4 ...[/code])。等价于着"
"色器代码中的 [constant GLOBAL_VAR_TYPE_VEC4],但在编辑器 UI 中以 [Rect2] 的形"
"式暴露。"
msgid ""
"2×2 matrix global shader parameter ([code]global uniform mat2 ...[/code]). "
"Exposed as a [PackedInt32Array] in the editor UI."
msgstr ""
"2×2 矩阵全局着色器参数([code]global uniform mat2 ...[/code])。编辑器 UI 中"
"以 [PackedInt32Array] 的形式暴露。"
msgid ""
"3×3 matrix global shader parameter ([code]global uniform mat3 ...[/code]). "
"Exposed as a [Basis] in the editor UI."
msgstr ""
"3×3 矩阵全局着色器参数([code]global uniform mat3 ...[/code])。编辑器 UI 中"
"以 [Basis] 的形式暴露。"
msgid ""
"4×4 matrix global shader parameter ([code]global uniform mat4 ...[/code]). "
"Exposed as a [Projection] in the editor UI."
msgstr ""
"4×4 矩阵全局着色器参数([code]global uniform mat4 ...[/code])。编辑器 UI 中"
"以 [Projection] 的形式暴露。"
msgid ""
"2-dimensional transform global shader parameter ([code]global uniform "
"mat2x3 ...[/code]). Exposed as a [Transform2D] in the editor UI."
msgstr ""
"二维变换全局着色器参数([code]global uniform mat2x3 ...[/code])。编辑器 UI 中"
"以 [Transform2D] 的形式暴露。"
msgid ""
"3-dimensional transform global shader parameter ([code]global uniform "
"mat3x4 ...[/code]). Exposed as a [Transform3D] in the editor UI."
msgstr ""
"三维变换全局着色器参数([code]global uniform mat3x4 ...[/code])。编辑器 UI 中"
"以 [Transform3D] 的形式暴露。"
msgid ""
"2D sampler global shader parameter ([code]global uniform sampler2D ...[/"
"code]). Exposed as a [Texture2D] in the editor UI."
msgstr ""
"2D 采样器全局着色器参数([code]global uniform sampler2D ...[/code])。编辑器 "
"UI 中以 [Texture2D] 的形式暴露。"
msgid ""
"2D sampler array global shader parameter ([code]global uniform "
"sampler2DArray ...[/code]). Exposed as a [Texture2DArray] in the editor UI."
msgstr ""
"2D 采样器数组全局着色器参数([code]global uniform sampler2DArray ...[/"
"code])。编辑器 UI 中以 [Texture2DArray] 的形式暴露。"
msgid ""
"3D sampler global shader parameter ([code]global uniform sampler3D ...[/"
"code]). Exposed as a [Texture3D] in the editor UI."
msgstr ""
"3D 采样器全局着色器参数([code]global uniform sampler3D ...[/code])。编辑器 "
"UI 中以 [Texture3D] 的形式暴露。"
msgid ""
"Cubemap sampler global shader parameter ([code]global uniform samplerCube ..."
"[/code]). Exposed as a [Cubemap] in the editor UI."
msgstr ""
"立方体贴图全局着色器参数([code]global uniform samplerCube ...[/code])。编辑"
"器 UI 中以 [Cubemap] 的形式暴露。"
msgid "Represents the size of the [enum GlobalShaderParameterType] enum."
msgstr "代表 [enum GlobalShaderParameterType] 枚举的大小。"
msgid ""
"Number of objects rendered in the current 3D scene. This varies depending on "
"camera position and rotation."
msgstr "在当前 3D 场景中渲染的对象数。会根据相机的位置和旋转的不同而不同。"
msgid ""
"Number of points, lines, or triangles rendered in the current 3D scene. This "
"varies depending on camera position and rotation."
msgstr ""
"在当前 3D 场景中渲染的点、线、三角的数量。会根据相机的位置和旋转的不同而不同。"
msgid ""
"Number of draw calls performed to render in the current 3D scene. This varies "
"depending on camera position and rotation."
msgstr ""
"在当前 3D 场景中渲染执行的绘制调用的数量。会根据相机的位置和旋转的不同而不同。"
msgid "Texture memory used (in bytes)."
msgstr "纹理内存的使用量(单位为字节)。"
msgid ""
"Buffer memory used (in bytes). This includes vertex data, uniform buffers, "
"and many miscellaneous buffer types used internally."
msgstr ""
"缓冲内存的使用量单位为字节。包括顶点数据、uniform 缓冲以及内部使用的各种不"
"同缓冲类型。"
msgid ""
"Video memory used (in bytes). When using the Forward+ or mobile rendering "
"backends, this is always greater than the sum of [constant "
"RENDERING_INFO_TEXTURE_MEM_USED] and [constant "
"RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not "
"accounted for by those two metrics. When using the GL Compatibility backend, "
"this is equal to the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and "
"[constant RENDERING_INFO_BUFFER_MEM_USED]."
msgstr ""
"显存的使用量(单位为字节)。使用 Forward+ 或移动渲染后端时,始终比 [constant "
"RENDERING_INFO_TEXTURE_MEM_USED] 与 [constant RENDERING_INFO_BUFFER_MEM_USED] "
"的总和要大,因为这两项之外还有一些杂项数据。使用 GL Compatibility 后端时,等"
"于 [constant RENDERING_INFO_TEXTURE_MEM_USED] 与 [constant "
"RENDERING_INFO_BUFFER_MEM_USED] 之和。"
msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
msgstr "硬件支持着色器。这个枚举目前在 Godot 3.x 中没有使用。"
msgid ""
"Hardware supports multithreading. This enum is currently unused in Godot 3.x."
msgstr "硬件支持多线程。这个枚举目前在 Godot 3.x 中没有使用。"
msgid ""
"Abstract scene buffers object, created for each viewport for which 3D "
"rendering is done."
msgstr "抽象场景缓冲对象,为完成 3D 渲染的每个视口创建。"
msgid ""
"Abstract scene buffers object, created for each viewport for which 3D "
"rendering is done. It manages any additional buffers used during rendering "
"and will discard buffers when the viewport is resized.\n"
"[b]Note:[/b] this is an internal rendering server object only exposed for "
"GDExtension plugins."
msgstr ""
"抽象场景缓冲对象,为完成 3D 渲染的每个视口创建。它管理渲染期间使用的任何额外缓"
"冲区,并在调整视口大小时丢弃缓冲区。\n"
"[b]注意:[/b]这是一个仅为 GDExtension 插件公开的内部渲染服务器对象。"
msgid ""
"This method is called by the rendering server when the associated viewports "
"configuration is changed. It will discard the old buffers and recreate the "
"internal buffers used."
msgstr ""
"当关联的视口配置更改时,渲染服务器会调用该方法。它将丢弃旧的缓冲区并重新创建使"
"用的内部缓冲区。"
msgid "Configuration object used to setup a [RenderSceneBuffers] object."
msgstr "用于设置 [RenderSceneBuffers] 对象的配置对象。"
msgid ""
"This configuration object is created and populated by the render engine on a "
"viewport change and used to (re)configure a [RenderSceneBuffers] object."
msgstr ""
"该配置对象由渲染引擎在视口更改时创建和填充,并用于(重新)配置 "
"[RenderSceneBuffers] 对象。"
msgid "FSR Sharpness applicable if FSR upscaling is used."
msgstr "如果使用 FSR 放大,则 FSR 锐度适用。"
msgid "The size of the 3D render buffer used for rendering."
msgstr "用于渲染的 3D 渲染缓冲区的大小。"
msgid "The MSAA mode we're using for 3D rendering."
msgstr "用于 3D 渲染的 MSAA 模式。"
msgid "The render target associated with these buffer."
msgstr "与这些缓冲区关联的渲染目标。"
msgid ""
"The requested scaling mode with which we upscale/downscale if [member "
"internal_size] and [member target_size] are not equal."
msgstr ""
"如果 [member internal_size] 和 [member target_size] 不相等,则将使用所请求的缩"
"放模式进行放大/缩小。"
msgid "The requested screen space AA applied in post processing."
msgstr "请求在后期处理中应用的屏幕空间抗锯齿。"
msgid "The target (upscale) size if scaling is used."
msgstr "使用缩放时的目标(放大)大小。"
msgid "Bias applied to mipmaps."
msgstr "应用于 mipmap 的偏置。"
msgid "The number of views we're rendering."
msgstr "渲染的视图数。"
msgid ""
"This class allows for a RenderSceneBuffer implementation to be made in "
"GDExtension."
msgstr "该类允许在 GDExtension 中实现 RenderSceneBuffer。"
msgid "Implement this in GDExtension to handle the (re)sizing of a viewport."
msgstr "在 GDExtension 中实现它来处理视口的(重新)大小调整。"
msgid "Implement this in GDExtension to record a new FSR sharpness value."
msgstr "在 GDExtension 中实现该功能以记录新的 FSR 锐度值。"
msgid "Implement this in GDExtension to change the texture mipmap bias."
msgstr "在 GDExtension 中实现该功能以更改纹理多级渐远纹理偏置。"
msgid "Implement this in GDExtension to react to the debanding flag changing."
msgstr "在 GDExtension 中实现该功能以对去色带标志的更改做出反应。"
msgid ""
"Abstract render scene buffer implementation for the RenderingDevice based "
"renderers."
msgstr "RenderingDevice 基于的渲染器的抽象渲染场景缓冲区实现。"
msgid ""
"This object manages all 3D rendering buffers for the rendering device based "
"renderers. An instance of this object is created for every viewport that has "
"3D rendering enabled.\n"
"All buffers are organized in [b]contexts[/b]. The default context is called "
"[b]render_buffers[/b] and can contain amongst others the color buffer, depth "
"buffer, velocity buffers, VRS density map and MSAA variants of these "
"buffers.\n"
"Buffers are only guaranteed to exist during rendering of the viewport.\n"
"[b]Note:[/b] this is an internal rendering server object only exposed for "
"GDExtension plugins."
msgstr ""
"该对象管理基于渲染设备的渲染器的所有 3D 渲染缓冲区。为每个启用 3D 渲染的视口创"
"建该对象的实例。\n"
"所有缓冲区都被组织在[b]上下文[/b]中。默认上下文被称为 [b]render_buffers[/b]"
"可以包含颜色缓冲区、深度缓冲区、速度缓冲区、VRS 密度图和这些缓冲区的 MSAA 变体"
"等。\n"
"缓冲区仅保证在视口渲染期间存在。\n"
"[b]注意:[/b]这是一个仅为 GDExtension 插件公开的内部渲染服务器对象。"
msgid "Frees all buffers related to this context."
msgstr "释放与这个上下文相关的所有缓冲。"
msgid ""
"Create a new texture with the given definition and cache this under the given "
"name. Will return the existing texture if it already exists."
msgstr ""
"使用给定的定义创建一个新纹理,并将其缓存在给定的名称下。如果已有纹理已经存在,"
"则返回该已有纹理。"
msgid ""
"Create a new texture using the given format and view and cache this under the "
"given name. Will return the existing texture if it already exists."
msgstr ""
"使用给定的格式创建一个新纹理,并在给定的名称下查看和缓存它。如果已有纹理已经存"
"在,则返回该已有纹理。"
msgid ""
"Create a new texture view for an existing texture and cache this under the "
"given view_name. Will return the existing teture view if it already exists. "
"Will error if the source texture doesn't exist."
msgstr ""
"为已有纹理创建一个新的纹理视图,并将其缓存在给定的 view_name 下。如果已有的纹"
"理视图已经存在,则返回该视图。如果源纹理不存在,将会出错。"
msgid ""
"Returns the specified layer from the color texture we are rendering 3D "
"content to."
msgstr "从渲染 3D 内容的颜色纹理返回指定的图层。"
msgid ""
"Returns the color texture we are rendering 3D content to. If multiview is "
"used this will be a texture array with all views."
msgstr ""
"返回渲染 3D 内容的颜色纹理。如果使用多视图,这将是一个包含所有视图的纹理数组。"
msgid ""
"Returns the specified layer from the depth texture we are rendering 3D "
"content to."
msgstr "从渲染 3D 内容的深度纹理返回指定的图层。"
msgid ""
"Returns the depth texture we are rendering 3D content to. If multiview is "
"used this will be a texture array with all views."
msgstr ""
"返回渲染 3D 内容的深度纹理。如果使用多视图,这将是一个包含所有视图的纹理数组。"
msgid ""
"Returns the internal size of the render buffer (size before upscaling) with "
"which textures are created by default."
msgstr "返回默认情况下创建纹理的渲染缓冲区的内部大小(放大之前的大小)。"
msgid "Returns the render target associated with this buffers object."
msgstr "返回与该缓冲区对象关联的渲染目标。"
msgid "Returns a cached texture with this name."
msgstr "返回具有该名称的缓存纹理。"
msgid ""
"Returns the texture format information with which a cached texture was "
"created."
msgstr "返回用于创建缓存纹理的纹理格式信息。"
msgid "Returns a specific slice (layer or mipmap) for a cached texture."
msgstr "返回缓存纹理的指定切片(层或 mipmap。"
msgid "Returns the texture size of a given slice of a cached texture."
msgstr "返回缓存纹理给定切片的纹理大小。"
msgid ""
"Returns a specific view of a slice (layer or mipmap) for a cached texture."
msgstr "返回缓存纹理的指定切片视图(层或 mipmap。"
msgid "Returns [code]true[/code] if TAA is enabled."
msgstr "如果启用 TAA则返回 [code]true[/code]。"
msgid ""
"Returns the specified layer from the velocity texture we are rendering 3D "
"content to."
msgstr "从渲染 3D 内容的速度纹理返回指定的图层。"
msgid ""
"Returns the velocity texture we are rendering 3D content to. If multiview is "
"used this will be a texture array with all views."
msgstr ""
"返回渲染 3D 内容的速度纹理。如果使用多视图,这将是一个包含所有视图的纹理数组。"
msgid "Returns the view count for the associated viewport."
msgstr "返回关联视口的视图数。"
msgid "Returns [code]true[/code] if a cached texture exists for this name."
msgstr "如果存在使用该名称的缓冲纹理,则返回 [code]true[/code]。"
msgid "Base class for serializable objects."
msgstr "可序列化对象的基类。"
msgid ""
"Resource is the base class for all Godot-specific resource types, serving "
"primarily as data containers. Since they inherit from [RefCounted], resources "
"are reference-counted and freed when no longer in use. They can also be "
"nested within other resources, and saved on disk. Once loaded from disk, "
"further attempts to load a resource by [member resource_path] returns the "
"same reference. [PackedScene], one of the most common [Object]s in a Godot "
"project, is also a resource, uniquely capable of storing and instantiating "
"the [Node]s it contains as many times as desired.\n"
"In GDScript, resources can loaded from disk by their [member resource_path] "
"using [method @GDScript.load] or [method @GDScript.preload].\n"
"[b]Note:[/b] In C#, resources will not be freed instantly after they are no "
"longer in use. Instead, garbage collection will run periodically and will "
"free resources that are no longer in use. This means that unused resources "
"will linger on for a while before being removed."
msgstr ""
"资源是所有 Godot 特定资源类型的基类,主要作为数据容器。因为资源继承自 "
"[RefCounted],所以进行了引用计数,不再使用时会被释放。资源也可以嵌套到其他资源"
"里、保存到磁盘上。一旦从磁盘加载,后续尝试使用 [member resource_path] 加载资源"
"时都会返回相同的引用。[PackedScene] 也是一种资源,它是 Godot 项目中最常用的 "
"[Object] 之一,独特的能力是可以将若干 [Node] 保存起来、随意进行实例化。\n"
"在 GDScript 中,可以根据 [member resource_path] 从磁盘上加载资源,使用 "
"[method @GDScript.load] 或 [method @GDScript.preload] 即可。\n"
"[b]注意:[/b]在 C# 中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运"
"行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。"
msgid "Resources"
msgstr "资源"
msgid ""
"Override this method to return a custom [RID] when [method get_rid] is called."
msgstr "可以覆盖此方法,从而在调用 [method get_rid] 时返回自定义 [RID]。"
msgid ""
"Override this method to customize the newly duplicated resource created from "
"[method PackedScene.instantiate], if the original's [member "
"resource_local_to_scene] is set to [code]true[/code].\n"
"[b]Example:[/b] Set a random [code]damage[/code] value to every local "
"resource from an instantiated scene.\n"
"[codeblock]\n"
"extends Resource\n"
"\n"
"var damage = 0\n"
"\n"
"func _setup_local_to_scene():\n"
" damage = randi_range(10, 40)\n"
"[/codeblock]"
msgstr ""
"如果原始资源的 [member resource_local_to_scene] 被设置为 [code]true[/code],则"
"覆盖该方法以自定义从 [method PackedScene.instantiate] 创建的新复制的资源。\n"
"[b]示例:[/b]为实例化场景中的每个本地资源设置随机 [code]damage[/code] 值。\n"
"[codeblock]\n"
"extends Resource\n"
"\n"
"var damage = 0\n"
"\n"
"func _setup_local_to_scene():\n"
" damage = randi_range(10, 40)\n"
"[/codeblock]"
msgid ""
"Duplicates this resource, returning a new resource with its [code]export[/"
"code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the "
"original.\n"
"If [param subresources] is [code]false[/code], a shallow copy is returned; "
"nested resources within subresources are not duplicated and are shared from "
"the original resource. If [param subresources] is [code]true[/code], a deep "
"copy is returned; nested subresources will be duplicated and are not shared.\n"
"Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] "
"flag are always duplicated even with [param subresources] set to [code]false[/"
"code], and properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag "
"are never duplicated even with [param subresources] set to [code]true[/"
"code].\n"
"[b]Note:[/b] For custom resources, this method will fail if [method Object."
"_init] has been defined with required parameters."
msgstr ""
"制作该资源的副本,返回资源中,[code]export[/code] 的属性以及 [constant "
"PROPERTY_USAGE_STORAGE] 的属性都会从原始资源中复制。\n"
"如果 [param subresources] 为 [code]false[/code],则返回的是浅拷贝;子资源中的"
"嵌套资源不会被复制,仍然会被共享。如果 [param subresources] 为 [code]true[/"
"code],则返回的是深拷贝;会制作嵌套子资源的副本,不会进行共享。\n"
"带有 [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] 标志的子资源属性始终会被复制,"
"即便 [param subresources] 为 [code]false[/code]。而带有 [constant "
"PROPERTY_USAGE_NEVER_DUPLICATE] 标志的子资源属性始终不会被复制,即便 [param "
"subresources] 为 [code]true[/code]。\n"
"[b]注意:[/b]对于自定义资源,如果定义 [method Object._init] 时使用了必填的参"
"数,则此方法会失败。"
msgid ""
"Emits the [signal changed] signal. This method is called automatically for "
"some built-in resources.\n"
"[b]Note:[/b] For custom resources, it's recommended to call this method "
"whenever a meaningful change occurs, such as a modified property. This "
"ensures that custom [Object]s depending on the resource are properly "
"updated.\n"
"[codeblock]\n"
"var damage:\n"
" set(new_value):\n"
" if damage != new_value:\n"
" damage = new_value\n"
" emit_changed()\n"
"[/codeblock]"
msgstr ""
"发出 [signal changed] 更改信号。某些内置资源会自动调用此方法。\n"
"[b]注意:[/b]对于自定义资源,推荐在发生任何有意义的变化时都调用此方法,例如修"
"改属性时。这样能够保证依赖于此资源的自定义 [Object] 能够正确更新其属性。\n"
"[codeblock]\n"
"var damage:\n"
" set(new_value):\n"
" if damage != new_value:\n"
" damage = new_value\n"
" emit_changed()\n"
"[/codeblock]"
msgid ""
"If [member resource_local_to_scene] is set to [code]true[/code] and the "
"resource has been loaded from a [PackedScene] instantiation, returns the root "
"[Node] of the scene where this resource is used. Otherwise, returns "
"[code]null[/code]."
msgstr ""
"如果 [member resource_local_to_scene] 为 [code]true[/code],并且该资源是从 "
"[PackedScene] 实例中加载的,则返回使用该资源的场景的根 [Node]。否则返回 "
"[code]null[/code]。"
msgid ""
"Returns the [RID] of this resource (or an empty RID). Many resources (such as "
"[Texture2D], [Mesh], and so on) are high-level abstractions of resources "
"stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so "
"this function will return the original [RID]."
msgstr ""
"返回该资源的 [RID](或者空的 RID。许多资源如 [Texture2D]、[Mesh] 等)是存"
"储在服务器([DisplayServer]、[RenderingServer] 等)中的资源的高级抽象,所以这"
"个函数将返回原始的 [RID]。"
msgid ""
"Calls [method _setup_local_to_scene]. If [member resource_local_to_scene] is "
"set to [code]true[/code], this method is automatically called from [method "
"PackedScene.instantiate] by the newly duplicated resource within the scene "
"instance.\n"
"[i]Deprecated.[/i] This method should only be called internally. Override "
"[method _setup_local_to_scene] instead."
msgstr ""
"调用 [method _setup_local_to_scene]。如果 [member resource_local_to_scene] 被"
"设置为 [code]true[/code],则场景实例中新复制的资源会自动从 [method "
"PackedScene.instantiate] 中调用该方法。\n"
"[i]已弃用。[/i]该方法只能被内部调用。使用覆盖 [method _setup_local_to_scene] "
"代替。"
msgid ""
"Sets the [member resource_path] to [param path], potentially overriding an "
"existing cache entry for this path. Further attempts to load an overridden "
"resource by path will instead return this resource."
msgstr ""
"将 [member resource_path] 设置为 [param path],可能会覆盖这个路径对应的已有缓"
"存条目。后续尝试通过路径加载覆盖后的资源时,会返回这个资源。"
msgid ""
"If [code]true[/code], the resource is duplicated for each instance of all "
"scenes using it. At run-time, the resource can be modified in one scene "
"without affecting other instances (see [method PackedScene.instantiate]).\n"
"[b]Note:[/b] Changing this property at run-time has no effect on already "
"created duplicate resources."
msgstr ""
"如果为 [code]true[/code],那么在本地场景的各个实例中,该资源都会被唯一化。在运"
"行时,在某个场景中对该资源的修改不会影响其他实例(见 [method PackedScene."
"instantiate])。\n"
"[b]注意:[/b]运行时,在已创建副本的资源上修改该属性不会有效果。"
msgid ""
"An optional name for this resource. When defined, its value is displayed to "
"represent the resource in the Inspector dock. For built-in scripts, the name "
"is displayed as part of the tab name in the script editor.\n"
"[b]Note:[/b] Some resource formats do not support resource names. You can "
"still set the name in the editor or via code, but it will be lost when the "
"resource is reloaded. For example, only built-in scripts can have a resource "
"name, while scripts stored in separate files cannot."
msgstr ""
"这个资源的可选名称。定义后会在“检查器”面板中显示这个值来代表该资源。对于内置脚"
"本,该名称会在脚本编辑器中作为选项卡名称的一部分显示。\n"
"[b]注意:[/b]某些资源格式不支持资源名称。仍然可以在编辑器中或通过代码设置名"
"称,但重新加载资源时该名称将会丢失。例如,只有内置的脚本可以有资源名称,而存储"
"在单独文件中的脚本则不能。"
msgid ""
"The unique path to this resource. If it has been saved to disk, the value "
"will be its filepath. If the resource is exclusively contained within a "
"scene, the value will be the [PackedScene]'s filepath, followed by a unique "
"identifier.\n"
"[b]Note:[/b] Setting this property manually may fail if a resource with the "
"same path has already been previously loaded. If necessary, use [method "
"take_over_path]."
msgstr ""
"该资源的唯一路径。如果已被保存到磁盘,该值将是其文件路径。如果该资源仅包含在某"
"一个场景中,该值将是 [PackedScene] 的文件路径后加上一个唯一标识符。\n"
"[b]注意:[/b]如果之前已经加载了具有相同路径的资源,手动设置该属性可能会失败。"
"如果有必要,请使用 [method take_over_path]。"
msgid ""
"Emitted when the resource changes, usually when one of its properties is "
"modified. See also [method emit_changed].\n"
"[b]Note:[/b] This signal is not emitted automatically for properties of "
"custom resources. If necessary, a setter needs to be created to emit the "
"signal."
msgstr ""
"当资源发生更改时发出信号,通常是当其属性之一被修改时。另见 [method "
"emit_changed] 。\n"
"[b]注意:[/b]自定义资源的属性不会自动发出此信号。如有必要,需要创建一个 "
"setter 来触发。"
msgid ""
"Emitted by a newly duplicated resource with [member resource_local_to_scene] "
"set to [code]true[/code]. \n"
"[i]Deprecated.[/i] This signal is only emitted when the resource is created. "
"Override [method _setup_local_to_scene] instead."
msgstr ""
"由新复制的资源发出,并将 [member resource_local_to_scene] 设置为 [code]true[/"
"code]。\n"
"[i]已弃用。[/i]该信号仅在创建资源时发出。改为覆盖 [method "
"_setup_local_to_scene]。"
msgid "Loads a specific resource type from a file."
msgstr "从文件中加载特定资源类型。"
msgid ""
"Godot loads resources in the editor or in exported games using "
"ResourceFormatLoaders. They are queried automatically via the "
"[ResourceLoader] singleton, or when a resource with internal dependencies is "
"loaded. Each file type may load as a different resource type, so multiple "
"ResourceFormatLoaders are registered in the engine.\n"
"Extending this class allows you to define your own loader. Be sure to respect "
"the documented return types and values. You should give it a global class "
"name with [code]class_name[/code] for it to be registered. Like built-in "
"ResourceFormatLoaders, it will be called automatically when loading resources "
"of its handled type(s). You may also implement a [ResourceFormatSaver].\n"
"[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type "
"you need exists but Godot is unable to load its format. Choosing one way over "
"another depends on if the format is suitable or not for the final exported "
"game. For example, it's better to import [code].png[/code] textures as [code]."
"ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better "
"efficiency on the graphics card."
msgstr ""
"Godot 在编辑器或导出的游戏中使用 ResourceFormatLoaders 来加载资源。它们通过 "
"[ResourceLoader] 单例自动查询,或在加载具有内部依赖项的资源时自动查询。每种文"
"件类型可以作为不同的资源类型加载,因此在引擎中注册多个 "
"ResourceFormatLoaders。\n"
"扩展此类可让你定义自己的加载器。请确保遵守文档中记录的返回类型和值。你应该使"
"用 [code]class_name[/code] 给它一个全局类名以进行注册。像内置的 "
"ResourceFormatLoaders 一样,当加载其处理的类型的资源时,它将自动被调用。你还可"
"以实现 [ResourceFormatSaver]。\n"
"[b]注意:[/b]如果你需要的资源类型存在,但 Godot 无法加载其格式,则也可以扩展 "
"[EditorImportPlugin]。选择哪种方法取决于该格式是否适用于最终导出的游戏。例如,"
"最好首先将 [code].png[/code] 纹理作为 [code].ctex[/code]"
"[CompressedTexture2D])导入,以便在图形卡上能更高效的加载它们。"
msgid ""
"If implemented, gets the dependencies of a given resource. If [param "
"add_types] is [code]true[/code], paths should be appended [code]::TypeName[/"
"code], where [code]TypeName[/code] is the class name of the dependency.\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
"如果实现,则获取给定资源的依赖项。如果 [param add_types] 为 [code]true[/"
"code],路径应追加 [code]::TypeName[/code],其中 [code]TypeName[/code] 是依赖项"
"的类名。\n"
"[b]注意:[/b]脚本定义的自定义资源类型并不为 [ClassDB] 所知,因此可能只能为它们"
"返回 [code]\"Resource\"[/code]。"
msgid "Gets the list of extensions for files this loader is able to read."
msgstr "获取该加载器能够读取的文件的扩展名列表。"
msgid ""
"Returns the script class name associated with the [Resource] under the given "
"[param path]. If the resource has no script or the script isn't a named "
"class, it should return [code]\"\"[/code]."
msgstr ""
"返回与给定的 [param path] 下的 [Resource] 关联的脚本类名称。如果资源没有脚本或"
"脚本不是一个命名的类,则应返回 [code]\"\"[/code]。"
msgid ""
"Gets the class name of the resource associated with the given path. If the "
"loader cannot handle it, it should return [code]\"\"[/code].\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
"获取与给定路径相关的资源的类名。如果加载器不能处理它,它应该返回 [code]\"\"[/"
"code]。\n"
"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此你可能只为它们返回 "
"[code]\"Resource\"[/code]。"
msgid ""
"Tells which resource class this loader can load.\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
msgstr ""
"说明这个加载器可以加载哪个资源类。\n"
"[b]注意:[/b][ClassDB] 不知道脚本定义的自定义资源类型,因此你可以只为它们处理 "
"[code]\"Resource\"[/code]。"
msgid ""
"Loads a resource when the engine finds this loader to be compatible. If the "
"loaded resource is the result of an import, [param original_path] will target "
"the source file. Returns a [Resource] object on success, or an [enum Error] "
"constant in case of failure.\n"
"The [param cache_mode] property defines whether and how the cache should be "
"used or updated when loading the resource. See [enum CacheMode] for details."
msgstr ""
"当引擎发现该加载程序兼容时加载资源。如果加载的资源是导入的结果,[param "
"original_path] 将以源文件为目标。成功时返回一个 [Resource] 对象,失败时返回一"
"个 [enum Error] 常量。\n"
"[param cache_mode] 属性定义加载资源时是否以及如何使用或更新缓存。有关详细信"
"息,请参阅 [enum CacheMode]。"
msgid ""
"Tells whether or not this loader should load a resource from its resource "
"path for a given type.\n"
"If it is not implemented, the default behavior returns whether the path's "
"extension is within the ones provided by [method _get_recognized_extensions], "
"and if the type is within the ones provided by [method _get_resource_type]."
msgstr ""
"判断该加载器是否应对于给定类型从其资源路径加载资源。\n"
"如果未实现,则默认行为是检查路径的扩展名是否在[method "
"_get_recognized_extensions]提供的范围内,以及类型是否在[method "
"_get_resource_type]提供的范围内。"
msgid ""
"If implemented, renames dependencies within the given resource and saves it. "
"[param renames] is a dictionary [code]{ String => String }[/code] mapping old "
"dependency paths to new paths.\n"
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
"如果被实现,将重命名给定资源中的依赖项并保存它。[param renames] 是一个字典 "
"[code]{ String => String }[/code],将旧依赖路径映射到新路径。\n"
"成功时返回 [constant OK],失败时返回 [enum Error] 常量。"
msgid "Saves a specific resource type to a file."
msgstr "将特定资源类型保存到文件。"
msgid ""
"The engine can save resources when you do it from the editor, or when you use "
"the [ResourceSaver] singleton. This is accomplished thanks to multiple "
"[ResourceFormatSaver]s, each handling its own format and called automatically "
"by the engine.\n"
"By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
"res[/code] (binary) or another built-in format, but you can choose to create "
"your own format by extending this class. Be sure to respect the documented "
"return types and values. You should give it a global class name with "
"[code]class_name[/code] for it to be registered. Like built-in "
"ResourceFormatSavers, it will be called automatically when saving resources "
"of its recognized type(s). You may also implement a [ResourceFormatLoader]."
msgstr ""
"当你从编辑器执行此操作或使用 [ResourceSaver] 单例时,引擎可以节省资源。这要归"
"功于多个 [ResourceFormatSaver],每个都处理自己的格式并由引擎自动调用。\n"
"默认情况下Godot 将资源保存为 [code].tres[/code](基于文本)、[code].res[/"
"code](二进制)或其他内置格式,但你可以选择通过扩展这个类来创建自己的格式。请"
"务必遵守记录的返回类型和值。你应该给它一个全局类名 [code]class_name[/code] 以"
"便它被注册。与内置的 ResourceFormatSaver 一样,它会在保存其识别类型的资源时自"
"动调用。你也可以实现一个 [ResourceFormatLoader]。"
msgid ""
"Returns the list of extensions available for saving the resource object, "
"provided it is recognized (see [method _recognize])."
msgstr ""
"返回可用于保存资源对象的扩展名列表,前提是该资源对象已被识别(见 [method "
"_recognize])。"
msgid "Returns whether the given resource object can be saved by this saver."
msgstr "返回此保存程序能否保存给定的资源对象。"
msgid ""
"Returns [code]true[/code] if this saver handles a given save path and "
"[code]false[/code] otherwise.\n"
"If this method is not implemented, the default behavior returns whether the "
"path's extension is within the ones provided by [method "
"_get_recognized_extensions]."
msgstr ""
"如果该saver可以处理给定的保存路径则返回[code]true[/code],否则返回"
"[code]false[/code]。\n"
"如果未实现该方法,则默认行为是检查路径的扩展名是否在[method "
"_get_recognized_extensions]提供的范围内。"
msgid ""
"Saves the given resource object to a file at the target [param path]. [param "
"flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.\n"
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
"将给定的资源对象保存到目标[param path]中的文件中。 [param flags]是一个位掩码,"
"由[enum ResourceSaver.SaverFlags]常量组成。\n"
"成功时返回[constant OK],失败时返回[enum Error]常量。"
msgid ""
"Sets a new UID for the resource at the given [param path]. Returns [constant "
"OK] on success, or an [enum Error] constant in case of failure."
msgstr ""
"为给定 [param path] 处的资源设置新的 UID。成功时返回 [constant OK],失败时返"
"回 [enum Error] 常量。"
msgid "Base class for resource importers."
msgstr "资源导入器的基类。"
msgid ""
"This is the base class for Godot's resource importers. To implement your own "
"resource importers using editor plugins, see [EditorImportPlugin]."
msgstr ""
"这是 Godot 资源导入器的基类。要使用编辑器插件实现你自己的资源导入器,请参考 "
"[EditorImportPlugin]。"
msgid "The default import order."
msgstr "默认导入顺序。"
msgid ""
"The import order for scenes, which ensures scenes are imported [i]after[/i] "
"all other core resources such as textures. Custom importers should generally "
"have an import order lower than [code]100[/code] to avoid issues when "
"importing scenes that rely on custom resources."
msgstr ""
"场景的导入顺序,确保场景被导入在所有其他核心资源(如纹理)[i]之后[/i]。自定义"
"导入器的导入顺序一般应低于[code]100[/code],以避免导入依赖自定义资源的场景时出"
"现问题。"
msgid "Imports a [BitMap] resource (2D array of boolean values)."
msgstr "导入 [BitMap] 资源(布尔值的 2D 数组)。"
msgid ""
"[BitMap] resources are typically used as click masks in [TextureButton] and "
"[TouchScreenButton]."
msgstr ""
"[BitMap] 资源通常被用作 [TextureButton] 和 [TouchScreenButton] 的点击遮罩。"
msgid ""
"The data source to use for generating the bitmap.\n"
"[b]Black & White:[/b] Pixels whose HSV value is greater than the [member "
"threshold] will be considered as \"enabled\" (bit is [code]true[/code]). If "
"the pixel is lower than or equal to the threshold, it will be considered as "
"\"disabled\" (bit is [code]false[/code]).\n"
"[b]Alpha:[/b] Pixels whose alpha value is greater than the [member threshold] "
"will be considered as \"enabled\" (bit is [code]true[/code]). If the pixel is "
"lower than or equal to the threshold, it will be considered as "
"\"disabled\" (bit is [code]false[/code])."
msgstr ""
"用于生成位图的数据源。\n"
"[b]黑白:[/b]HSV 值大于 [member threshold] 的像素将被视为“启用”(位为 "
"[code]true[/code])。如果像素低于或等于阈值,则将被视为“禁用”(位为 "
"[code]false[/code])。\n"
"[b]Alpha[/b]Alpha值大于 [member threshold] 的像素将被视为“启用”(位为 "
"[code]true[/code])。如果像素低于或等于阈值,则将被视为“禁用”(位为 "
"[code]false[/code])。"
msgid ""
"The threshold to use to determine which bits should be considered enabled or "
"disabled. See also [member create_from]."
msgstr "用于确定哪些位应被视为启用或禁用的阈值。另见 [member create_from]。"
msgid "Imports a bitmap font in the BMFont ([code].fnt[/code]) format."
msgstr "导入 BMFont[code].fnt[/code])格式的位图字体。"
msgid ""
"The BMFont format is a format created by the [url=https://www.angelcode.com/"
"products/bmfont/]BMFont[/url] program. Many BMFont-compatible programs also "
"exist, like [url=https://www.bmglyph.com/]BMGlyph[/url].\n"
"Compared to [ResourceImporterImageFont], [ResourceImporterBMFont] supports "
"bitmap fonts with varying glyph widths/heights.\n"
"See also [ResourceImporterDynamicFont]."
msgstr ""
"BMFont 格式是由 [url=https://www.angelcode.com/products/bmfont/]BMFont[/url] "
"程序创建的格式。也存在许多与 BMFont 兼容的程序,例如 [url=https://www.bmglyph."
"com/]BMGlyph[/url]。\n"
"与 [ResourceImporterImageFont] 相比,[ResourceImporterBMFont] 能够支持不同字形"
"宽高的位图字体。\n"
"另见 [ResourceImporterDynamicFont]。"
msgid "Bitmap fonts - Using fonts"
msgstr "位图字体——使用字体"
msgid "If [code]true[/code], uses lossless compression for the resulting font."
msgstr "如果为 [code]true[/code],则会对得到的字体使用无损压缩。"
msgid ""
"List of font fallbacks to use if a glyph isn't found in this bitmap font. "
"Fonts at the beginning of the array are attempted first."
msgstr ""
"回退字体列表,在这个位图字体中未找到某个字形时使用。优先尝试靠前的字体。"
msgid "Font scaling mode."
msgstr "字体缩放模式。"
msgid "Imports comma-separated values"
msgstr "导入 CSV"
msgid ""
"Comma-separated values are a plain text table storage format. The format's "
"simplicity makes it easy to edit in any text editor or spreadsheet software. "
"This makes it a common choice for game localization.\n"
"[b]Example CSV file:[/b]\n"
"[codeblock]\n"
"keys,en,es,ja\n"
"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n"
"ASK,How are you?,Cómo está?,元気ですか\n"
"BYE,Goodbye,Adiós,さようなら\n"
"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん"
"にちは」男は言いました\n"
"[/codeblock]"
msgstr ""
"逗号分隔值是纯文本表格存储格式。该格式的简单性使其可以轻松地在任何文本编辑器或"
"电子表格软件中进行编辑。这使其成为游戏本地化的常见选择。\n"
"[b]示例 CSV 文件:[/b]\n"
"[codeblock]\n"
"keys,en,es,ja\n"
"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n"
"ASK,How are you?,Cómo está?,元気ですか\n"
"BYE,Goodbye,Adiós,さようなら\n"
"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん"
"にちは」男は言いました\n"
"[/codeblock]"
msgid "Importing translations"
msgstr "导入翻译"
msgid ""
"If [code]true[/code], creates an [OptimizedTranslation] instead of a "
"[Translation]. This makes the resulting file smaller at the cost of a small "
"CPU overhead."
msgstr ""
"如果为 [code]true[/code],则会创建 [OptimizedTranslation] 而不是 "
"[Translation]。这样得到的文件会更小,但代价是 CPU 会消耗得稍多一些。"
msgid ""
"The delimiter to use in the CSV file. The default value matches the common "
"CSV convention. Tab-separated values are sometimes called TSV files."
msgstr ""
"在 CSV 文件中使用的分隔符。该默认值符合常见的 CSV 约定。制表符分隔值有时被称"
"为 TSV 文件。"
msgid ""
"Imports a TTF, TTC, OTF, OTC, WOFF or WOFF2 font file for font rendering that "
"adapts to any size."
msgstr ""
"导入 TTF、TTC、OTF、OTC、WOFF、WOFF2 字体文件,用于能够适配任何大小的字体渲"
"染。"
msgid ""
"Unlike bitmap fonts, dynamic fonts can be resized to any size and still look "
"crisp. Dynamic fonts also optionally support MSDF font rendering, which "
"allows for run-time scale changes with no re-rasterization cost.\n"
"While WOFF and especially WOFF2 tend to result in smaller file sizes, there "
"is no universally \"better\" font format. In most situations, it's "
"recommended to use the font format that was shipped on the font developer's "
"website.\n"
"See also [ResourceImporterBMFont] and [ResourceImporterImageFont]."
msgstr ""
"与位图字体不同,动态字体可以被调整为任意大小,并且看起来仍然清晰。动态字体还可"
"以选择支持 MSDF 字体渲染,从而允许运行时缩放更改,且没有重新光栅化成本。\n"
"虽然 WOFF尤其是 WOFF2往往会产生较小的文件大小但不存在普遍“更好”的字体格"
"式。在大多数情况下,建议使用字体开发人员网站上提供的字体格式。\n"
"另请参见 [ResourceImporterBMFont] 和 [ResourceImporterImageFont]。"
msgid "Dynamic fonts - Using fonts"
msgstr "动态字体——使用字体"
msgid ""
"If [code]true[/code], automatically use system fonts as a fallback if a glyph "
"isn't found in this dynamic font. This makes supporting CJK characters or "
"emoji more straightforward, as you don't need to include a CJK/emoji font in "
"your project. See also [member fallbacks].\n"
"[b]Note:[/b] The appearance of system fonts varies across platforms. Loading "
"system fonts is only supported on Windows, macOS, Linux, Android and iOS."
msgstr ""
"为 [code]true[/code] 时,如果在该动态字体中找不到字形,则自动使用系统字体作为"
"后备。这使得支持 CJK 字符或表情符号更加简单,因为你不需要在项目中包含 CJK/表情"
"符号字体。另请参阅 [member fallbacks]。\n"
"[b]注意:[/b]系统字体的外观因平台而异。仅 Windows、macOS、Linux、Android 和 "
"iOS 支持加载系统字体。"
msgid ""
"The font antialiasing method to use.\n"
"[b]Disabled:[/b] Most suited for pixel art fonts, although you do not "
"[i]have[/i] to change the antialiasing from the default [b]Grayscale[/b] if "
"the font file was well-created and the font is used at an integer multiple of "
"its intended size. If pixel art fonts have a bad appearance at their intended "
"size, try setting [member subpixel_positioning] to [b]Disabled[/b] instead.\n"
"[b]Grayscale:[/b] Use grayscale antialiasing. This is the approach used by "
"the operating system on macOS, Android and iOS.\n"
"[b]LCD Subpixel:[/b] Use antialiasing with subpixel patterns to make fonts "
"sharper on LCD displays. This is the approach used by the operating system on "
"Windows and most Linux distributions. The downside is that this can introduce "
"\"fringing\" on edges, especially on display technologies that don't use "
"standard RGB subpixels (such as OLED displays). The LCD subpixel layout is "
"globally controlled by [member ProjectSettings.gui/theme/"
"lcd_subpixel_layout], which also allows falling back to grayscale "
"antialiasing."
msgstr ""
"要使用的字体抗锯齿方法。\n"
"[b]禁用:[/b]最适合像素艺术字体,如果字体文件创建良好并且字体以其预期大小的整"
"数倍使用,则你不[i]必[/i]更改默认的[b]灰度[/b]抗锯齿。如果像素艺术字体在其预期"
"大小下外观不佳,请尝试将 [member subpixel_positioning] 设置为 [b]Disabled[/"
"b]。\n"
"[b]灰度:[/b]使用灰度抗锯齿。这是 macOS、Android 和 iOS 上的操作系统使用的方"
"法。\n"
"[b]LCD 子像素:[/b]使用子像素模式的抗锯齿,使 LCD 显示器上的字体更加清晰。这"
"是 Windows 和大多数 Linux 发行版上的操作系统使用的方法。缺点是这可能会在边缘产"
"生“边缘”,尤其是在不使用标准 RGB 子像素的显示技术上(例如 OLED 显示器。LCD "
"子像素布局由 [member ProjectSettings.gui/theme/lcd_subpixel_layout] 全局控制,"
"这也允许回退到灰度抗锯齿。"
msgid ""
"List of font fallbacks to use if a glyph isn't found in this dynamic font. "
"Fonts at the beginning of the array are attempted first, but fallback fonts "
"that don't support the glyph's language and script are attempted last (see "
"[member language_support] and [member script_support]). See also [member "
"allow_system_fallback]."
msgstr ""
"如果在该动态字体中找不到字形,则要使用的字体后备列表。首先尝试位于数组开头的字"
"体,最后尝试不支持字形语言和脚本的后备字体(请参阅 [member language_support] "
"和 [member script_support])。另请参阅 [member allow_system_fallback]。"
msgid ""
"If [code]true[/code], forces generation of hinting data for the font using "
"[url=https://freetype.org/]FreeType[/url]'s autohinter. This will make "
"[member hinting] effective with fonts that don't include hinting data."
msgstr ""
"如果为 [code]true[/code],则使用 [url=https://freetype.org/]FreeType[/url] 的"
"自动提示器强制生成字体的提示数据。这将使 [member hinting] 对不包含提示数据的字"
"体有效。"
msgid ""
"If [code]true[/code], this font will have mipmaps generated. This prevents "
"text from looking grainy when a [Control] is scaled down, or when a [Label3D] "
"is viewed from a long distance (if [member Label3D.texture_filter] is set to "
"a mode that displays mipmaps).\n"
"Enabling [member generate_mipmaps] increases font generation time and memory "
"usage. Only enable this setting if you actually need it."
msgstr ""
"如果为 [code]true[/code],则该字体将生成 mipmap。这样可以防止文本在 [Control] "
"被按比例缩小或从远距离查看 [Label3D] 时看起来有颗粒感(如果 [member Label3D."
"texture_filter] 被设置为显示 mipmap 的模式)。\n"
"启用 [member generate_mipmaps] 会增加字体生成时间和内存使用量。请只在你确实需"
"要时才启用此设置。"
msgid ""
"The hinting mode to use. This controls how aggressively glyph edges should be "
"snapped to pixels when rasterizing the font. Depending on personal "
"preference, you may prefer using one hinting mode over the other. Hinting "
"modes other than [b]None[/b] are only effective if the font contains hinting "
"data (see [member force_autohinter]).\n"
"[b]None:[/b] Smoothest appearance, which can make the font look blurry at "
"small sizes.\n"
"[b]Light:[/b] Sharp result by snapping glyph edges to pixels on the Y axis "
"only.\n"
"[b]Full:[/b] Sharpest by snapping glyph edges to pixels on both X and Y axes."
msgstr ""
"要使用的提示模式。这控制在光栅化字体时应如何积极地将字形边缘吸附到像素。根据个"
"人喜好,你可能更喜欢使用一种提示模式而不是另一种。除 [b]None[/b] 之外的提示模"
"式仅在字体包含提示数据时才有效(请参阅 [member force_autohinter])。\n"
"[b]None[/b]最平滑的外观,这会使字体在小尺寸下看起来模糊。\n"
"[b]Light[/b]通过仅将字形边缘吸附到 Y 轴上的像素来获得清晰的结果。\n"
"[b]Full[/b]通过将字形边缘吸附到 X 轴和 Y 轴上的像素获得最清晰的结果。"
msgid ""
"Override the list of languages supported by this font. If left empty, this is "
"supplied by the font metadata. There is usually no need to change this. See "
"also [member script_support]."
msgstr ""
"覆盖该字体支持的语言列表。如果留空,则由字体元数据提供。通常无需更改该设置。另"
"见 [member script_support]。"
msgid ""
"The width of the range around the shape between the minimum and maximum "
"representable signed distance. If using font outlines, [member "
"msdf_pixel_range] must be set to at least [i]twice[/i] the size of the "
"largest font outline. The default [member msdf_pixel_range] value of [code]8[/"
"code] allows outline sizes up to [code]4[/code] to look correct."
msgstr ""
"最小和最大可表示的有符号距离之间的形状周围的范围宽度。如果使用字体轮廓,"
"[member msdf_pixel_range] 必须至少设置为最大字体轮廓大小的[i]两倍[/i]。"
"[member msdf_pixel_range] 的默认值为 [code]8[/code],允许大小最大到 [code]4[/"
"code] 的轮廓看起来正确。"
msgid ""
"Source font size used to generate MSDF textures. Higher values allow for more "
"precision, but are slower to render and require more memory. Only increase "
"this value if you notice a visible lack of precision in glyph rendering. Only "
"effective if [member multichannel_signed_distance_field] is [code]true[/code]."
msgstr ""
"用于生成 MSDF 纹理的源字体大小。较高的值允许更高的精度,但渲染速度较慢并且需要"
"更多内存。只有当注意到字形渲染中明显缺乏精度时,才增加该属性的值。仅在 "
"[member multichannel_signed_distance_field] 为 [code]true[/code] 时有效。"
msgid ""
"If set to [code]true[/code], the default font will use multichannel signed "
"distance field (MSDF) for crisp rendering at any size. Since this approach "
"does not rely on rasterizing the font every time its size changes, this "
"allows for resizing the font in real-time without any performance penalty. "
"Text will also not look grainy for [Control]s that are scaled down (or for "
"[Label3D]s viewed from a long distance).\n"
"MSDF font rendering can be combined with [member generate_mipmaps] to further "
"improve font rendering quality when scaled down."
msgstr ""
"如果设置为 [code]true[/code]默认字体将使用多通道带符号距离场MSDF任何尺"
"寸都能够进行清晰的渲染。由于这种方法不需要在每次字体大小更改时都对字体进行光栅"
"化,因此可以实时调整字体大小,不会造成任何性能损失。对于按比例缩小的 [Control]"
"(或从远距离查看的 [Label3D]),文本也不会看起来有颗粒感。\n"
"MSDF 字体渲染可以与 [member generate_mipmaps] 结合使用,从而进一步提高缩小时的"
"字体渲染质量。"
msgid ""
"The OpenType features to enable, disable or set a value for this font. This "
"can be used to enable optional features provided by the font, such as "
"ligatures or alternative glyphs. The list of supported OpenType features "
"varies on a per-font basis."
msgstr ""
"要为这个字体启用、禁用或设值的 OpenType 特性。可以用来启用字体所提供的可选特"
"性,例如合字和备选字形。不同字体所支持的 OpenType 特性列表各有不同。"
msgid ""
"If set to a value greater than [code]0.0[/code], overrides the oversampling "
"factor for the font. This can be used to render the font at a higher or lower "
"resolution than intended without affecting its physical size. In most cases, "
"this should be left at [code]0.0[/code]."
msgstr ""
"如果设为大于 [code]0.0[/code] 的值,则会覆盖字体的过采样系数。可以用来在保持字"
"体物理大小的前提下,使用比原计划更高或更低的分辨率渲染。大多数情况下应该保持"
"为 [code]0.0[/code]。"
msgid ""
"The glyph ranges to prerender. This can avoid stuttering during gameplay when "
"new characters need to be rendered, especially if [member "
"subpixel_positioning] is enabled. The downside of using preloading is that "
"initial project load times will increase, as well as memory usage."
msgstr ""
"要预渲染的字形范围。这可以避免在游戏过程中需要渲染新角色时出现卡顿,特别是在启"
"用 [member subpixel_positioning] 的情况下。使用预加载的缺点是初始项目加载时间"
"会增加,内存使用量也会增加。"
msgid ""
"Override the list of language scripts supported by this font. If left empty, "
"this is supplied by the font metadata. There is usually no need to change "
"this. See also [member language_support]."
msgstr ""
"覆盖该字体支持的语言脚本列表。如果留空,则由字体元数据提供。通常无需更改该设"
"置。另见 [member language_support]。"
msgid ""
"Subpixel positioning improves font rendering appearance, especially at "
"smaller font sizes. The downside is that it takes more time to initially "
"render the font, which can cause stuttering during gameplay, especially if "
"used with large font sizes. This should be set to [b]Disabled[/b] for fonts "
"with a pixel art appearance.\n"
"[b]Disabled:[/b] No subpixel positioning. Lowest quality, fastest rendering.\n"
"[b]Auto:[/b] Use subpixel positioning at small font sizes (the chosen quality "
"varies depending on font size). Large fonts will not use subpixel "
"positioning. This is a good tradeoff between performance and quality.\n"
"[b]One Half of a Pixel:[/b] Always perform intermediate subpixel positioning "
"regardless of font size. High quality, slow rendering.\n"
"[b]One Quarter of a Pixel:[/b] Always perform precise subpixel positioning "
"regardless of font size. Highest quality, slowest rendering."
msgstr ""
"子像素定位可改善字体渲染外观,尤其是在较小的字体大小下。缺点是初始渲染字体需要"
"更多时间,这可能会导致游戏过程中出现卡顿,特别是在使用大字体时。对于具有像素艺"
"术外观的字体,应将其设置为[b]禁用[/b]。\n"
"[b]禁用:[/b]无子像素定位。质量最低,渲染最快。\n"
"[b]自动:[/b]在小字体大小下使用子像素定位(所选质量根据字体大小而变化)。大字"
"体不会使用子像素定位。这是性能和质量之间的良好权衡。\n"
"[b]半像素:[/b]无论字体大小如何,始终执行中间子像素定位。质量高,渲染速度"
"慢。\n"
"[b]四分之一像素:[/b]无论字体大小如何,始终执行精确的子像素定位。质量最高,渲"
"染最慢。"
msgid "Imports a image for use in scripting, with no rendering capabilities."
msgstr "导入图像以用于脚本编写,但不具有渲染功能。"
msgid ""
"This importer imports [Image] resources, as opposed to [CompressedTexture2D]. "
"If you need to render the image in 2D or 3D, use [ResourceImporterTexture] "
"instead."
msgstr ""
"该导入器导入 [Image] 资源,而不是 [CompressedTexture2D]。如果你需要以 2D 或 "
"3D 方式渲染图像,请改用 [ResourceImporterTexture]。"
msgid ""
"Imports a fixed-width bitmap font where all glyphs have the same width and "
"height."
msgstr "导入等宽位图字体,所有字形使用的都是相同的宽高。"
msgid ""
"This image-based workflow can be easier to use than [ResourceImporterBMFont], "
"but it requires all glyphs to have the same width and height. This makes "
"[ResourceImporterImageFont] most suited to fixed-width fonts.\n"
"See also [ResourceImporterDynamicFont]."
msgstr ""
"这种基于图像的工作流程比 [ResourceImporterBMFont] 更易于使用,但它要求所有字形"
"具有相同的宽度和高度。这使得 [ResourceImporterImageFont] 最适合固定宽度字"
"体。\n"
"另请参见 [ResourceImporterDynamicFont]。"
msgid ""
"Margin applied around every imported glyph. If your font image contains "
"guides (in the form of lines between glyphs) or if spacing between characters "
"appears incorrect, try adjusting [member character_margin]."
msgstr ""
"在每个导入的字形周围应用边距。如果你的字体图像包含参考线(以字形之间的线的形"
"式)或者字符之间的间距看起来不正确,请尝试调整 [member character_margin]。"
msgid ""
"The character ranges to import from the font image. This is an array that "
"maps each position on the image (in tile coordinates, not pixels). The font "
"atlas is traversed from left to right and top to bottom. Characters can be "
"specified with decimal numbers (127), hexadecimal numbers ([code]0x007f[/"
"code]) or between single quotes ([code]'~'[/code]). Ranges can be specified "
"with a hyphen between characters.\n"
"For instance, [code]0-127[/code] (or [code]0x0000-0x007f[/code]) denotes the "
"full ASCII range. As another example, [code]' '-'~'[/code] is equivalent to "
"[code]32-127[/code] and denotes the range of printable (visible) ASCII "
"characters.\n"
"Make sure [member character_ranges] doesn't exceed the number of [member "
"columns] * [member rows] defined. Otherwise, the font will fail to import."
msgstr ""
"从字体图像导入的字符范围。这是一个映射图像上每个位置的数组(以图块坐标,而不是"
"像素映射。字体图集是从左到右、从上到下遍历的。可以使用十进制数字127、十"
"六进制数字([code]0x007f[/code])、或单引号之间([code]'~'[/code])指定字符。"
"可以使用字符之间的连字符指定范围。\n"
"例如,[code]0-127[/code](或 [code]0x0000-0x007f[/code])表示完整的 ASCII 范"
"围。再比如,[code]' '-'~'[/code] 等价于 [code]32-127[/code],表示可打印(可"
"见ASCII 字符的范围。\n"
"确保 [member character_ranges] 不超过定义的 [member columns] * [member rows] "
"的数量。否则,该字体将无法导入。"
msgid "Number of columns in the font image. See also [member rows]."
msgstr "字体图像中的列数。另见 [member rows]。"
msgid ""
"Margin to cut on the sides of the entire image. This can be used to cut parts "
"of the image that contain attribution information or similar."
msgstr ""
"整个图像两侧的裁减边距。这可被用于裁减该图像包含属性信息或类似信息的部分。"
msgid "Number of rows in the font image. See also [member columns]."
msgstr "字体图像中的行数。另见 [member columns]。"
msgid ""
"Imports a 3-dimensional texture ([Texture3D]), a [Texture2DArray], a "
"[Cubemap] or a [CubemapArray]."
msgstr ""
"导入 3 维纹理([Texture3D])、[Texture2DArray]、[Cubemap] 或 [CubemapArray]。"
msgid ""
"This imports a 3-dimensional texture, which can then be used in custom "
"shaders, as a [FogMaterial] density map or as a "
"[GPUParticlesAttractorVectorField3D]. See also [ResourceImporterTexture] and "
"[ResourceImporterTextureAtlas]."
msgstr ""
"这会导入一个三维纹理,然后可以在自定义着色器中将其用作 [FogMaterial] 密度图或 "
"[GPUParticlesAttractorVectorField3D]。另请参见 [ResourceImporterTexture] 和 "
"[ResourceImporterTextureAtlas]。"
msgid ""
"Controls how color channels should be used in the imported texture.\n"
"[b]sRGB Friendly:[/b], prevents the RG color format from being used, as it "
"does not support sRGB color.\n"
"[b]Optimized:[/b], allows the RG color format to be used if the texture does "
"not use the blue channel. This reduces memory usage if the texture's blue "
"channel can be discarded (all pixels must have a blue value of [code]0[/"
"code]).\n"
"[b]Normal Map (RG Channels):[/b] This forces all layers from the texture to "
"be imported with the RG color format to reduce memory usage, with only the "
"red and green channels preserved. This only has an effect on textures with "
"the VRAM Compressed or Basis Universal compression modes. This mode is only "
"available in layered textures ([Cubemap], [CubemapArray], [Texture2DArray] "
"and [Texture3D])."
msgstr ""
"控制在导入的纹理中应如何使用颜色通道。\n"
"[b]sRGB 友好:[/b]阻止使用 RG 颜色格式,因为它不支持 sRGB 颜色。\n"
"[b]优化:[/b]如果纹理不使用蓝色通道,则允许使用 RG 颜色格式。如果可以丢弃纹理"
"的蓝色通道(所有像素的蓝色值必须为 [code]0[/code]),则可以减少内存使用量。\n"
"[b]法线贴图RG 通道):[/b]这会强制使用 RG 颜色格式导入纹理中的所有图层,以减"
"少内存使用量,仅保留红色和绿色通道。这仅对具有 VRAM 压缩或 Basis Universal 压"
"缩模式的纹理有影响。该模式仅适用于分层纹理([Cubemap]、[CubemapArray]、"
"[Texture2DArray] 和 [Texture3D])。"
msgid ""
"Controls how VRAM compression should be performed for HDR images.\n"
"[b]Disabled:[/b] Never use VRAM compression for HDR textures, regardless of "
"whether they're opaque or transparent. Instead, the texture is converted to "
"RGBE9995 (9-bits per channel + 5-bit exponent = 32 bits per pixel) to reduce "
"memory usage compared to a half-float or single-precision float image "
"format.\n"
"[b]Opaque Only:[/b] Only uses VRAM compression for opaque HDR textures. This "
"is due to a limitation of HDR formats, as there is no VRAM-compressed HDR "
"format that supports transparency at the same time.\n"
"[b]Always:[/b] Force VRAM compression even for HDR textures with an alpha "
"channel. To perform this, the alpha channel is discarded on import.\n"
"[b]Note:[/b] Only effective on Radiance HDR ([code].hdr[/code]) and OpenEXR "
"([code].exr[/code]) images."
msgstr ""
"控制如何对 HDR 图像执行 VRAM 压缩。\n"
"[b]禁用:[/b]永远不要对 HDR 纹理使用 VRAM 压缩,无论它们是否透明。相反,该纹理"
"会被转换为 RGBE9995每通道 9 位 + 5 位指数 = 每像素 32 位),与半浮点或单精度"
"浮点图像格式相比,会减少内存使用量。\n"
"[b]仅不透明:[/b]仅对不透明 HDR 纹理使用 VRAM 压缩。这是由于 HDR 格式的限制,"
"因为没有支持 VRAM 压缩且同时支持透明度的 HDR 格式。\n"
"[b]始终:[/b]强制 VRAM 压缩,即使对于具有 Alpha 通道的 HDR 纹理也是如此。为"
"此,在导入时将丢弃 Alpha 通道。\n"
"[b]注意:[/b]仅对 Radiance HDR[code].hdr[/code])和 OpenEXR[code].exr[/"
"code])图像有效。"
msgid ""
"If [code]true[/code], uses BPTC compression on desktop platforms and ASTC "
"compression on mobile platforms. When using BPTC, BC7 is used for SDR "
"textures and BC6H is used for HDR textures.\n"
"If [code]false[/code], uses the faster but lower-quality S3TC compression on "
"desktop platforms and ETC2 on mobile/web platforms. When using S3TC, DXT1 "
"(BC1) is used for opaque textures and DXT5 (BC3) is used for transparent or "
"normal map (RGTC) textures.\n"
"BPTC and ASTC support VRAM compression for HDR textures, but S3TC and ETC2 do "
"not (see [member compress/hdr_compression])."
msgstr ""
"如果为 [code]true[/code],则在桌面平台上使用 BPTC 压缩,在移动平台上使用 ASTC "
"压缩。使用 BPTC 时BC7 被用于 SDR 纹理BC6H 被用于 HDR 纹理。\n"
"如果为 [code]false[/code],则在桌面平台上使用速度更快但质量较低的 S3TC 压缩,"
"在移动/Web 平台上使用 ETC2。使用 S3TC 时DXT1 (BC1) 被用于不透明纹理DXT5 "
"(BC3) 被用于透明或法线贴图RGTC纹理。\n"
"BPTC 和 ASTC 支持 HDR 纹理的 VRAM 压缩,但 S3TC 和 ETC2 不支持(请参阅 "
"[member compress/hdr_compression])。"
msgid ""
"The quality to use when using the [b]Lossy[/b] compression mode. Higher "
"values result in better quality, at the cost of larger file sizes. Lossy "
"quality does not affect memory usage of the imported texture, only its file "
"size on disk."
msgstr ""
"使用[b]有损[/b]压缩模式时使用的质量。值越高,质量越好,但文件大小越大。有损质"
"量不会影响导入纹理的内存使用情况,只会影响它在磁盘上的文件大小。"
msgid ""
"The compression mode to use. Each compression mode provides a different "
"tradeoff:\n"
"[b]Lossless[/b]: Original quality, high memory usage, high size on disk, fast "
"import.\n"
"[b]Lossy:[/b] Reduced quality, high memory usage, low size on disk, fast "
"import.\n"
"[b]VRAM Compressed:[/b] Reduced quality, low memory usage, low size on disk, "
"slowest import. Only use for textures in 3D scenes, not for 2D elements.\n"
"[b]VRAM Uncompressed:[/b] Original quality, high memory usage, highest size "
"on disk, fastest import.\n"
"[b]Basis Universal:[/b] Reduced quality, low memory usage, lowest size on "
"disk, slow import. Only use for textures in 3D scenes, not for 2D elements.\n"
"See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-"
"mode]Compress mode[/url] in the manual for more details."
msgstr ""
"要使用的压缩模式。每种压缩模式都提供不同的权衡:\n"
"[b]无损:[/b]原始质量、高内存占用、高磁盘占用、导入速度快。\n"
"[b]有损:[/b]质量降低、高内存占用、低磁盘占用、导入速度快。\n"
"[b]VRAM 压缩:[/b]质量降低、低内存占用、低磁盘占用、导入速度最慢。仅适用于 3D "
"场景中的纹理,不适用于 2D 元素。\n"
"[b]VRAM 未压缩:[/b]原始质量、高内存占用、最高磁盘占用、导入速度最快。\n"
"[b]Basis Universal[/b]质量降低、低内存占用、最低磁盘占用、导入速度慢。仅适用"
"于 3D 场景中的纹理,不适用于 2D 元素。\n"
"有关更多详细信息,请参阅手册中的 [url=$DOCS_URL/tutorials/assets_pipeline/"
"importing_images.html#compress-mode]压缩模式[/url]。"
msgid ""
"If [code]true[/code], smaller versions of the texture are generated on "
"import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, "
"8×8, 4×4, 2×2, 1×1). This has several benefits:\n"
"- Textures will not become grainy in the distance (in 3D), or if scaled down "
"due to [Camera2D] zoom or [CanvasItem] scale (in 2D).\n"
"- Performance will improve if the texture is displayed in the distance, since "
"sampling smaller versions of the original texture is faster and requires less "
"memory bandwidth.\n"
"The downside of mipmaps is that they increase memory usage by roughly 33% "
"(for [Texture2DArray], [Cubemap] and [CubemapArray]) or 14% (for "
"[Texture3D]).\n"
"It's recommended to enable mipmaps in 3D. However, in 2D, this should only be "
"enabled if your project visibly benefits from having mipmaps enabled. If the "
"camera never zooms out significantly, there won't be a benefit to enabling "
"mipmaps but memory usage will increase."
msgstr ""
"如果为 [code]true[/code]则在导入时生成较小版本的纹理。例如64×64 纹理将生"
"成 6 个多级渐远纹理32×32、16×16、8×8、4×4、2×2、1×1。这样做有几个好处\n"
"- 纹理在远处3D 中)或由于 [Camera2D] 缩放或 [CanvasItem] 缩放2D 中)而缩小"
"时不会变得具有颗粒感。\n"
"- 如果纹理显示在远处,性能将会提高,因为对原始纹理的较小版本进行采样速度更快并"
"且需要更少的内存带宽。\n"
"多级渐远纹理的缺点是它们使内存占用增加大约 33%(对于 [Texture2DArray]、"
"[Cubemap] 和 [CubemapArray])或 14%(对于 [Texture3D])。\n"
"建议在 3D 中启用多级渐远纹理。但是,在 2D 中,仅当你的项目明显受益于启用多级渐"
"远纹理 时才应启用该功能。如果相机从不大幅缩小,启用多级渐远纹理不会有任何好"
"处,但内存占用会增加。"
msgid "Unimplemented. This currently has no effect when changed."
msgstr "未实现。目前,更改后没有效果。"
msgid ""
"Controls how the cubemap's texture is internally laid out. When using high-"
"resolution cubemaps, [b]2×3[/b] and [b]3×2[/b] are less prone to exceeding "
"hardware texture size limits compared to [b]1×6[/b] and [b]6×1[/b]."
msgstr ""
"控制立方体贴图纹理的内部布局方式。使用高分辨率立方体贴图时,与 [b]1×6[/b] 和 "
"[b]6×1[/b] 相比,[b]2×3[/b] and [b]3×2[/b] 不太容易超出硬件纹理大小限制。"
msgid "Imports a MP3 audio file for playback."
msgstr "导入 MP3 音频文件进行播放。"
msgid ""
"MP3 is a lossy audio format, with worse audio quality compared to "
"[ResourceImporterOggVorbis] at a given bitrate.\n"
"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if "
"you're using a MP3 sound source with no higher quality source available, then "
"it's recommended to use the MP3 file directly to avoid double lossy "
"compression.\n"
"MP3 requires more CPU to decode than [ResourceImporterWAV]. If you need to "
"play a lot of simultaneous sounds, it's recommended to use WAV for those "
"sounds instead, especially if targeting low-end devices."
msgstr ""
"MP3 是一种有损音频格式,在给定比特率下,与 [ResourceImporterOggVorbis] 相比,"
"音频质量较差。\n"
"在大多数情况下,建议使用 Ogg Vorbis 而不是 MP3。但是如果你使用的 MP3 音源没"
"有更高质量的可用源,则建议直接使用 MP3 文件以避免两次有损压缩。\n"
"MP3 比 [ResourceImporterWAV] 需要更多的 CPU 来解码。如果你需要同时播放很多声"
"音,建议对这些声音使用 WAV特别是针对低端设备。"
msgid "Importing audio samples"
msgstr "导入音频样本"
msgid ""
"The number of bars within a single beat in the audio track. This is only "
"relevant for music that wishes to make use of interactive music functionality "
"(not implemented yet), not sound effects.\n"
"A more convenient editor for [member bar_beats] is provided in the "
"[b]Advanced Import Settings[/b] dialog, as it lets you preview your changes "
"without having to reimport the audio."
msgstr ""
"音轨中单个节拍内的小节数。这仅与希望利用交互式音乐功能(尚未实现)的音乐相关,"
"与声音效果无关。\n"
"[b]高级导入设置[/b]对话框中为 [member bar_beats] 提供了更方便的编辑器,因为它"
"可以让你预览更改,且无需重新导入音频。"
msgid ""
"The beat count of the audio track. This is only relevant for music that "
"wishes to make use of interactive music functionality (not implemented yet), "
"not sound effects.\n"
"A more convenient editor for [member beat_count] is provided in the "
"[b]Advanced Import Settings[/b] dialog, as it lets you preview your changes "
"without having to reimport the audio."
msgstr ""
"该音轨的节拍数。这仅与希望利用交互式音乐功能(尚未实现)的音乐相关,与声音效果"
"无关。\n"
"[b]高级导入设置[/b]对话框中为 [member beat_count] 提供了更方便的编辑器,因为它"
"可以让你预览更改,且无需重新导入音频。"
msgid ""
"The Beats Per Minute of the audio track. This should match the BPM measure "
"that was used to compose the track. This is only relevant for music that "
"wishes to make use of interactive music functionality (not implemented yet), "
"not sound effects.\n"
"A more convenient editor for [member bpm] is provided in the [b]Advanced "
"Import Settings[/b] dialog, as it lets you preview your changes without "
"having to reimport the audio."
msgstr ""
"音轨的每分钟节拍数。这应该与用于创作曲目的 BPM 测量相匹配。这仅与希望利用交互"
"式音乐功能(尚未实现)的音乐相关,与声音效果无关。\n"
"[b]高级导入设置[/b]对话框中为 [member bpm] 提供了更方便的编辑器,因为它可以让"
"你预览更改,且无需重新导入音频。"
msgid ""
"If enabled, the audio will begin playing at the beginning after playback ends "
"by reaching the end of the audio.\n"
"[b]Note:[/b] In [AudioStreamPlayer], the [signal AudioStreamPlayer.finished] "
"signal won't be emitted for looping audio when it reaches the end of the "
"audio file, as the audio will keep playing indefinitely."
msgstr ""
"如果启用,音频将在播放因到达音频末尾而结束后从头开始播放。\n"
"[b]注意:[/b]在 [AudioStreamPlayer] 中,当循环音频到达音频文件末尾时,不会发"
"出 [signal AudioStreamPlayer.finished] 信号,因为音频将无限期地继续播放。"
msgid ""
"Determines where audio will start to loop after playback reaches the end of "
"the audio. This can be used to only loop a part of the audio file, which is "
"useful for some ambient sounds or music. The value is determined in seconds "
"relative to the beginning of the audio. A value of [code]0.0[/code] will loop "
"the entire audio file.\n"
"Only has an effect if [member loop] is [code]true[/code].\n"
"A more convenient editor for [member loop_offset] is provided in the "
"[b]Advanced Import Settings[/b] dialog, as it lets you preview your changes "
"without having to reimport the audio."
msgstr ""
"确定播放到达音频结尾后音频将开始循环的位置。这可用于仅循环音频文件的一部分,这"
"对于某些环境音或音乐很有用。该值以相对于音频开头的秒数确定。值为 [code]0.0[/"
"code] 将循环整个音频文件。\n"
"仅当 [member loop] 为 [code]true[/code] 时才有效。\n"
"[b]高级导入设置[/b]对话框中为 [member loop_offset] 提供了更方便的编辑器,因为"
"它可以让你预览更改,且无需重新导入音频。"
msgid "Imports an OBJ 3D model as a standalone [Mesh] or scene."
msgstr "将 OBJ 3D 模型导入为独立 [Mesh] 或场景。"
msgid ""
"Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single "
"[Mesh] resource by default instead of importing a [PackedScene]. This makes "
"it easier to use the [Mesh] resource in nodes that expect direct [Mesh] "
"resources, such as [GridMap], [GPUParticles3D] or [CPUParticles3D]. Note that "
"it is still possible to save mesh resources from 3D scenes using the "
"[b]Advanced Import Settings[/b] dialog, regardless of the source format.\n"
"See also [ResourceImporterScene], which is used for more advanced 3D formats "
"such as glTF."
msgstr ""
"与 [ResourceImporterScene] 不同,[ResourceImporterOBJ] 默认情况下会导入单个 "
"[Mesh] 资源,而不是导入一个 [PackedScene]。这使得在需要直接 [Mesh] 资源的节点"
"(例如 [GridMap]、[GPUParticles3D] 或 [CPUParticles3D])中使用 [Mesh] 资源变得"
"更加容易。请注意,无论源格式如何,仍然可以使用[b]高级导入设置[/b]对话框保存 "
"3D 场景中的网格资源。\n"
"另请参见 [ResourceImporterScene],它被用于更高级的 3D 格式,例如 glTF。"
msgid "Importing 3D scenes"
msgstr "导入 3D 场景"
msgid ""
"If [code]true[/code], mesh compression will not be used. Consider enabling if "
"you notice blocky artifacts in your mesh normals or UVs, or if you have "
"meshes that are larger than a few thousand meters in each direction."
msgstr ""
"如果为 [code]true[/code],则不会使用网格压缩。如果你在网格法线或 UV 中发现块状"
"伪影,或者如果你的网格在每个方向都大于几千米,请考虑启用。"
msgid ""
"If [code]true[/code], generate vertex tangents using [url=http://www."
"mikktspace.com/]Mikktspace[/url] if the source mesh doesn't have tangent "
"data. When possible, it's recommended to let the 3D modeling software "
"generate tangents on export instead on relying on this option. Tangents are "
"required for correct display of normal and height maps, along with any "
"material/shader features that require tangents.\n"
"If you don't need material features that require tangents, disabling this can "
"reduce output file size and speed up importing if the source 3D file doesn't "
"contain tangents."
msgstr ""
"如果为 [code]true[/code],如果源网格没有切线数据,则使用 [url=http://www."
"mikktspace.com/]Mikktspace[/url] 生成顶点切线。如果可能,建议让 3D 建模软件在"
"导出时生成切线,而不是依赖该选项。正确显示法线和高度贴图,以及任何需要切线的材"
"质/着色器功能都需要切线。\n"
"如果你不需要那些需要切线的材质特性,则禁用该功能可以减少输出文件大小,并在源 "
"3D 文件不包含切线的情况下加快导入速度。"
msgid ""
"Offsets the mesh's data by the specified value. This can be used to work "
"around misaligned meshes without having to modify the source file."
msgstr "将网格数据偏移指定值。这可被用于解决未对齐的网格,而无需修改源文件。"
msgid "Unused parameter. This currently has no effect."
msgstr "未使用的参数。这目前没有效果。"
msgid ""
"Scales the mesh's data by the specified value. This can be used to work "
"around misscaled meshes without having to modify the source file."
msgstr "按指定值缩放网格数据。这可被用于解决缩放错误的网格,而无需修改源文件。"
msgid "Imports an Ogg Vorbis audio file for playback."
msgstr "导入 Ogg Vorbis 音频文件进行播放。"
msgid ""
"Ogg Vorbis is a lossy audio format, with better audio quality compared to "
"[ResourceImporterMP3] at a given bitrate.\n"
"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if "
"you're using a MP3 sound source with no higher quality source available, then "
"it's recommended to use the MP3 file directly to avoid double lossy "
"compression.\n"
"Ogg Vorbis requires more CPU to decode than [ResourceImporterWAV]. If you "
"need to play a lot of simultaneous sounds, it's recommended to use WAV for "
"those sounds instead, especially if targeting low-end devices."
msgstr ""
"Ogg Vorbis 是一种有损音频格式,在给定比特率下,与 [ResourceImporterMP3] 相比具"
"有更好的音频质量。\n"
"在大多数情况下,建议使用 Ogg Vorbis 而不是 MP3。但是如果你使用的 MP3 音源没"
"有更高质量的可用音源,则建议直接使用 MP3 文件以避免两次有损压缩。\n"
"Ogg Vorbis 比 [ResourceImporterWAV] 需要更多的 CPU 来解码。如果你需要同时播放"
"很多声音,建议对这些声音使用 WAV特别是针对低端设备。"
msgid ""
"This method loads audio data from a PackedByteArray buffer into an "
"AudioStreamOggVorbis object."
msgstr ""
"该方法将音频数据从 PackedByteArray 缓冲区加载到 AudioStreamOggVorbis 对象中。"
msgid ""
"This method loads audio data from a file into an AudioStreamOggVorbis object. "
"The file path is provided as a string."
msgstr ""
"该方法将音频数据从文件加载到 AudioStreamOggVorbis 对象中。文件路径以字符串形式"
"提供。"
msgid "Imports a glTF, FBX, Collada or Blender 3D scene."
msgstr "导入 glTF、FBX、Collada 或 Blender 3D 场景。"
msgid ""
"See also [ResourceImporterOBJ], which is used for OBJ models that can be "
"imported as a standalone [Mesh] or a scene.\n"
"Additional options (such as extracting individual meshes or materials to "
"files) are available in the [b]Advanced Import Settings[/b] dialog. This "
"dialog can be accessed by double-clicking a 3D scene in the FileSystem dock "
"or by selecting a 3D scene in the FileSystem dock, going to the Import dock "
"and choosing [b]Advanced[/b].\n"
"[b]Note:[/b] [ResourceImporterScene] is [i]not[/i] used for [PackedScene]s, "
"such as [code].tscn[/code] and [code].scn[/code] files."
msgstr ""
"另请参见 [ResourceImporterOBJ],它被用于可作为独立 [Mesh] 或场景导入的 OBJ 模"
"型。\n"
"[b]高级导入设置[/b] 对话框中提供了其他选项(例如将单个网格或材质提取到文件)。"
"可以通过双击文件系统停靠面板中的 3D 场景或通过选择文件系统停靠面板中的 3D 场"
"景,转至导入停靠面板并选择[b]高级[/b]来访问该对话框。\n"
"[b]注意:[/b][ResourceImporterScene] [i]未[/i]被用于 [PackedScene],例如 "
"[code].tscn[/code] 和 [code].scn[/code] 文件 。"
msgid ""
"Contains properties for the scene's subresources. This is an internal option "
"which is not visible in the Import dock."
msgstr "包含场景子资源的属性。这是一个内部选项,在导入停靠面板中不可见。"
msgid ""
"The number of frames per second to use for baking animation curves to a "
"series of points with linear interpolation. It's recommended to configure "
"this value to match the value you're using as a baseline in your 3D modeling "
"software. Higher values result in more precise animation with fast movement "
"changes, at the cost of higher file sizes and memory usage. Thanks to "
"interpolation, there is usually not much benefit in going above 30 FPS (as "
"the animation will still appear smooth at higher rendering framerates)."
msgstr ""
"用于通过线性插值将动画曲线烘焙为一系列点的每秒帧数。建议配置该值以匹配你在 3D "
"建模软件中用作基线的值。较高的值会导致更精确的快速运动变化的动画,但代价是文件"
"大小和内存占用更大。由于插值,超过 30 FPS 通常不会有太大好处(因为动画在更高的"
"渲染帧速率下仍然会显得平滑)。"
msgid "If [code]true[/code], import animations from the 3D scene."
msgstr "如果为 [code]true[/code],则从 3D 场景导入动画。"
msgid ""
"If [code]true[/code], remove animation tracks that only contain default "
"values. This can reduce output file size and memory usage with certain 3D "
"scenes, depending on the contents of their animation tracks."
msgstr ""
"如果为 [code]true[/code],则移除仅包含默认值的动画轨道。这可以减少某些 3D 场景"
"的输出文件大小和内存占用,具体取决于其动画轨道的内容。"
msgid ""
"If [code]true[/code], trim the beginning and end of animations if there are "
"no keyframe changes. This can reduce output file size and memory usage with "
"certain 3D scenes, depending on the contents of their animation tracks."
msgstr ""
"如果为 [code]true[/code],如果没有关键帧更改,则修剪动画的开头和结尾。这可以减"
"少某些 3D 场景的输出文件大小和内存占用,具体取决于其动画轨道的内容。"
msgid ""
"Path to an import script, which can run code after the import process has "
"completed for custom processing. See [url=$DOCS_URL/tutorials/assets_pipeline/"
"importing_3d_scenes/import_configuration.html#using-import-scripts-for-"
"automation]Using import scripts for automation[/url] for more information."
msgstr ""
"导入脚本的路径,该脚本可以在导入过程完成后运行代码以进行自定义处理。有关详细信"
"息,请参阅 [url=$DOCS_URL/tutorials/assets_pipeline/importing_3d_scenes/"
"import_configuration.html#using-import-scripts-for-automation]使用导入脚本进行"
"自动化[/url]。"
msgid ""
"If [code]true[/code], enables the generation of shadow meshes on import. This "
"optimizes shadow rendering without reducing quality by welding vertices "
"together when possible. This in turn reduces the memory bandwidth required to "
"render shadows. Shadow mesh generation currently doesn't support using a "
"lower detail level than the source mesh (but shadow rendering will make use "
"of LODs when relevant)."
msgstr ""
"如果为 [code]true[/code],则在导入时启用阴影网格体的生成。这可以通过在可能的情"
"况下将顶点焊接在一起来优化阴影渲染,且不会降低质量。这反过来又减少了渲染阴影所"
"需的内存带宽。阴影网格生成当前不支持使用比源网格更低的细节级别(但阴影渲染将在"
"相关时使用 LOD。"
msgid ""
"If [code]true[/code], generate vertex tangents using [url=http://www."
"mikktspace.com/]Mikktspace[/url] if the input meshes don't have tangent data. "
"When possible, it's recommended to let the 3D modeling software generate "
"tangents on export instead on relying on this option. Tangents are required "
"for correct display of normal and height maps, along with any material/shader "
"features that require tangents.\n"
"If you don't need material features that require tangents, disabling this can "
"reduce output file size and speed up importing if the source 3D file doesn't "
"contain tangents."
msgstr ""
"如果为 [code]true[/code],如果输入网格没有切线数据,则使用 [url=http://www."
"mikktspace.com/]Mikktspace[/url] 生成顶点切线。如果可能,建议让 3D 建模软件在"
"导出时生成切线,而不是依赖于该选项。正确显示法线和高度贴图,以及任何需要切线的"
"材质/着色器功能都需要切线。\n"
"如果你不需要那些需要切线的材质特性,则禁用该功能可以减少输出文件大小,并在源 "
"3D 文件不包含切线的情况下加快导入速度。"
msgid ""
"If [code]true[/code], generates lower detail variants of the mesh which will "
"be displayed in the distance to improve rendering performance. Not all meshes "
"benefit from LOD, especially if they are never rendered from far away. "
"Disabling this can reduce output file size and speed up importing. See "
"[url=$DOCS_URL/tutorials/3d/mesh_lod.html#doc-mesh-lod]Mesh level of detail "
"(LOD)[/url] for more information."
msgstr ""
"如果为 [code]true[/code],则生成网格的较低细节变体,这些变体将显示在远处以提高"
"渲染性能。并非所有网格体都受益于 LOD特别是如果它们从未从远处渲染。禁用该功能"
"可以减少输出文件大小并加快导入速度。有关详细信息,请参阅 [url=$DOCS_URL/"
"tutorials/3d/mesh_lod.html#doc-mesh-lod]网格细节级别LOD[/url]。"
msgid ""
"Configures the meshes' [member GeometryInstance3D.gi_mode] in the 3D scene. "
"If set to [b]Static Lightmaps[/b], sets the meshes' GI mode to Static and "
"generates UV2 on import for [LightmapGI] baking."
msgstr ""
"在 3D 场景中配置网格体的 [member GeometryInstance3D.gi_mode]。如果被设置为[b]"
"静态光照贴图[/b],则将网格体的 GI 模式设置为静态并在导入时生成 UV2 以进行 "
"[LightmapGI] 烘焙。"
msgid ""
"Controls the size of each texel on the baked lightmap. A smaller value "
"results in more precise lightmaps, at the cost of larger lightmap sizes and "
"longer bake times.\n"
"[b]Note:[/b] Only effective if [member meshes/light_baking] is set to "
"[b]Static Lightmaps[/b]."
msgstr ""
"控制烘焙光照贴图上每个纹素的大小。较小的值会产生更精确的光照贴图,但代价是更大"
"的光照贴图大小和更长的烘焙时间。\n"
"[b]注意:[/b]仅当 [member meshes/light_baking] 被设置为[b]静态光照贴图[/b]时有"
"效。"
msgid ""
"If [code]true[/code], [member nodes/root_scale] will be applied to the "
"descendant nodes, meshes, animations, bones, etc. This means that if you add "
"a child node later on within the imported scene, it won't be scaled. If "
"[code]false[/code], [member nodes/root_scale] will multiply the scale of the "
"root node instead."
msgstr ""
"如果为 [code]true[/code][member nodes/root_scale] 将被应用于后代节点、网格、"
"动画、骨骼等。这意味着,如果你稍后在导入的场景中添加子节点,它将不会被缩放。如"
"果为 [code]false[/code][member nodes/root_scale] 将乘以该根节点的缩放。"
msgid ""
"Override for the root node name. If empty, the root node will use what the "
"scene specifies, or the file name if the scene does not specify a root name."
msgstr ""
"覆盖根节点名称。如果为空,则根节点将使用场景指定的内容;如果场景未指定根名称,"
"则根节点将使用该文件名。"
msgid ""
"The uniform scale to use for the scene root. The default value of [code]1.0[/"
"code] will not perform any rescaling. See [member nodes/apply_root_scale] for "
"details of how this scale is applied."
msgstr ""
"用于场景根的统一缩放。默认值 [code]1.0[/code] 不会执行任何重新缩放。有关如何应"
"用该缩放的详细信息,请参阅 [member nodes/apply_root_scale]。"
msgid ""
"Override for the root node type. If empty, the root node will use what the "
"scene specifies, or [Node3D] if the scene does not specify a root type. Using "
"a node type that inherits from [Node3D] is recommended. Otherwise, you'll "
"lose the ability to position the node directly in the 3D editor."
msgstr ""
"覆盖该根节点类型。如果为空,则根节点将使用场景指定的内容,如果场景未指定根类"
"型,则根节点将使用 [Node3D]。建议使用继承自 [Node3D] 的节点类型。否则,你将无"
"法直接在 3D 编辑器中定位节点。"
msgid ""
"If checked, use named [Skin]s for animation. The [MeshInstance3D] node "
"contains 3 properties of relevance here: a skeleton [NodePath] pointing to "
"the [Skeleton3D] node (usually [code]..[/code]), a mesh, and a skin:\n"
"- The [Skeleton3D] node contains a list of bones with names, their pose and "
"rest, a name and a parent bone.\n"
"- The mesh is all of the raw vertex data needed to display a mesh. In terms "
"of the mesh, it knows how vertices are weight-painted and uses some internal "
"numbering often imported from 3D modeling software.\n"
"- The skin contains the information necessary to bind this mesh onto this "
"Skeleton3D. For every one of the internal bone IDs chosen by the 3D modeling "
"software, it contains two things. Firstly, a matrix known as the Bind Pose "
"Matrix, Inverse Bind Matrix, or IBM for short. Secondly, the [Skin] contains "
"each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or "
"the bone's index within the [Skeleton3D] list (if [member skins/"
"use_named_skins] is [code]false[/code]).\n"
"Together, this information is enough to tell Godot how to use the bone poses "
"in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note "
"that each [MeshInstance3D] may share binds, as is common in models exported "
"from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as "
"is common in models exported from other tools such as Maya."
msgstr ""
"如果勾选,则为动画使用命名的 [Skin]。[MeshInstance3D] 节点包含 3 个相关属性:"
"指向 [Skeleton3D] 节点的骨架 [NodePath](通常为 [code]..[/code])、网格、和皮"
"肤:\n"
"- [Skeleton3D] 节点包含骨骼列表,其中包含名称、姿势和休息、名称和父骨骼。\n"
"- 网格是显示网格所需的所有原始顶点数据。就网格而言,它知道如何对顶点进行权重绘"
"制,并使用通常从 3D 建模软件导入的某些内部编号。\n"
"- 皮肤包含将该网格绑定到该 Skeleton3D 上所必需的信息。对于 3D 建模软件选择的每"
"一个内部骨骼 ID它都包含两件事。首先是一个名为绑定姿势矩阵、逆绑定矩阵、或简"
"称为 IBM 的矩阵。其次,该 [Skin] 包含每个骨骼的名称(如果 [member skins/"
"use_named_skins] 为 [code]true[/code]),或者骨骼在 [Skeleton3D] 列表中的索引"
"(如果 [member skins/use_named_skins] 为 [code]false[/code])。\n"
"总之,这些信息足以告诉 Godot 如何使用 [Skeleton3D] 节点中的骨骼姿势来渲染每个 "
"[MeshInstance3D] 的网格。请注意,每个 [MeshInstance3D] 可以共享绑定,这在从 "
"Blender 导出的模型中很常见;或者每个 [MeshInstance3D] 可以使用单独的 [Skin] 对"
"象,这在从其他工具(例如 Maya导出的模型中很常见。"
msgid "Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile]."
msgstr "将原生 GLSL 着色器(不是 Godot 着色器)导入为 [RDShaderFile]。"
msgid ""
"This imports native GLSL shaders as [RDShaderFile] resources, for use with "
"low-level [RenderingDevice] operations. This importer does [i]not[/i] handle "
"[code].gdshader[/code] files."
msgstr ""
"这会将原生 GLSL 着色器导入为 [RDShaderFile] 资源,以与低级 [RenderingDevice] "
"操作一起使用。该导入器[i]不[/i]处理 [code].gdshader[/code] 文件。"
msgid "Imports an image for use in 2D or 3D rendering."
msgstr "导入图像以用于 2D 或 3D 渲染。"
msgid ""
"This importer imports [CompressedTexture2D] resources. If you need to process "
"the image in scripts in a more convenient way, use [ResourceImporterImage] "
"instead. See also [ResourceImporterLayeredTexture]."
msgstr ""
"该导入器导入 [CompressedTexture2D] 资源。如果你需要以更方便的方式处理脚本中的"
"图像,请改用 [ResourceImporterImage]。另见 [ResourceImporterLayeredTexture]。"
msgid ""
"Controls how color channels should be used in the imported texture.\n"
"[b]sRGB Friendly:[/b] Prevents the RG color format from being used, as it "
"does not support sRGB color.\n"
"[b]Optimized:[/b] Allows the RG color format to be used if the texture does "
"not use the blue channel. This reduces memory usage if the texture's blue "
"channel can be discarded (all pixels must have a blue value of [code]0[/"
"code])."
msgstr ""
"控制在导入的纹理中应如何使用颜色通道。\n"
"[b]sRGB 友好:[/b]阻止使用 RG 颜色格式,因为它不支持 sRGB 颜色。\n"
"[b]优化:[/b]如果纹理不使用蓝色通道,则允许使用 RG 颜色格式。如果可以丢弃纹理"
"的蓝色通道(所有像素的蓝色值必须为 [code]0[/code]),则可以减少内存占用。"
msgid ""
"When using a texture as normal map, only the red and green channels are "
"required. Given regular texture compression algorithms produce artifacts that "
"don't look that nice in normal maps, the RGTC compression format is the best "
"fit for this data. Forcing this option to Enable will make Godot import the "
"image as RGTC compressed. By default, it's set to Detect. This means that if "
"the texture is ever detected to be used as a normal map, it will be changed "
"to Enable and reimported automatically.\n"
"Note that RGTC compression affects the resulting normal map image. You will "
"have to adjust custom shaders that use the normal map's blue channel to take "
"this into account. Built-in material shaders already ignore the blue channel "
"in a normal map (regardless of the actual normal map's contents)."
msgstr ""
"当使用纹理作为法线贴图时,仅需要红色和绿色通道。鉴于常规纹理压缩算法会产生在法"
"线贴图中看起来不太好的伪像,因此 RGTC 压缩格式最适合该数据。 强制该选项启用将"
"使 Godot 以 RGTC 压缩形式导入图像。默认情况下,它被设置为“检测”。这意味着,如"
"果纹理被检测到用作法线贴图,它将被更改为“启用”并自动重新导入。\n"
"请注意RGTC 压缩会影响生成的法线贴图图像。你必须调整使用法线贴图的蓝色通道的"
"自定义着色器才能考虑到这一点。内置材质着色器已经忽略法线贴图中的蓝色通道(无论"
"实际法线贴图的内容如何)。"
msgid ""
"This changes the [member compress/mode] option that is used when a texture is "
"detected as being used in 3D.\n"
"Changing this import option only has an effect if a texture is detected as "
"being used in 3D. Changing this to [b]Disabled[/b] then reimporting will not "
"change the existing compress mode on a texture (if it's detected to be used "
"in 3D), but choosing [b]VRAM Compressed[/b] or [b]Basis Universal[/b] will."
msgstr ""
"这会更改检测到纹理在 3D 中使用时使用的 [member compress/mode] 选项。\n"
"仅当检测到纹理正在 3D 中使用时,更改该导入选项才会生效。将其更改为[b]禁用[/"
"b],然后重新导入不会更改纹理上的已有压缩模式(如果被检测到在 3D 中使用),但选"
"择 [b]VRAM 压缩[/b]或 [b]Basis Universal[/b] 却会。"
msgid ""
"If [code]true[/code], converts the imported image's colors to match [member "
"EditorSettings.interface/theme/icon_and_font_color]. This assumes the image "
"uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/"
"creating_icons.html]Godot's own color palette for editor icons[/url], with "
"the source file designed for a dark editor theme. This should be enabled for "
"editor plugin icons and custom class icons, but should be left disabled "
"otherwise.\n"
"[b]Note:[/b] Only available for SVG images."
msgstr ""
"如果为 [code]true[/code],则转换导入图像的颜色以匹配 [member EditorSettings."
"interface/theme/icon_and_font_color]。这假设该图像使用与 [url=$DOCS_URL/"
"contributing/development/editor/creating_icons.html]Godot 自己的编辑器图标调色"
"板[/url]完全相同的颜色,源文件是为深色编辑器主题设计的。应该为编辑器插件图标和"
"自定义类图标启用该功能,否则应保持禁用状态。\n"
"[b]注意:[/b]仅适用于 SVG 图像。"
msgid ""
"If [code]true[/code], scales the imported image to match [member "
"EditorSettings.interface/editor/custom_display_scale]. This should be enabled "
"for editor plugin icons and custom class icons, but should be left disabled "
"otherwise.\n"
"[b]Note:[/b] Only available for SVG images."
msgstr ""
"如果为 [code]true[/code],则缩放导入的图像以匹配 [member EditorSettings."
"interface/editor/custom_display_scale]。应该为编辑器插件图标和自定义类图标启用"
"该功能,否则应保持禁用状态。\n"
"[b]注意:[/b]仅适用于 SVG 图像。"
msgid ""
"If [code]true[/code], smaller versions of the texture are generated on "
"import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, "
"8×8, 4×4, 2×2, 1×1). This has several benefits:\n"
"- Textures will not become grainy in the distance (in 3D), or if scaled down "
"due to [Camera2D] zoom or [CanvasItem] scale (in 2D).\n"
"- Performance will improve if the texture is displayed in the distance, since "
"sampling smaller versions of the original texture is faster and requires less "
"memory bandwidth.\n"
"The downside of mipmaps is that they increase memory usage by roughly 33%.\n"
"It's recommended to enable mipmaps in 3D. However, in 2D, this should only be "
"enabled if your project visibly benefits from having mipmaps enabled. If the "
"camera never zooms out significantly, there won't be a benefit to enabling "
"mipmaps but memory usage will increase."
msgstr ""
"如果为 [code]true[/code]则在导入时生成较小版本的纹理。例如64×64 纹理将生"
"成 6 个多级渐远纹理32×32、16×16、8×8、4×4、2×2、1×1。这样做有几个好处\n"
"- 纹理在远处(在 3D 中)或由于 [Camera2D] 缩放或 [CanvasItem] 缩放(在 2D 中)"
"而缩小时不会变得具有颗粒感。\n"
"- 如果纹理显示在远处,性能将会提高,因为对原始纹理的较小版本进行采样速度更快并"
"且需要更少的内存带宽。\n"
"多级渐远纹理的缺点是它们会增加大约 33% 的内存占用。\n"
"建议在 3D 中启用多级渐远纹理。但是,在 2D 中,仅当你的项目明显受益于启用多级渐"
"远纹理时才应启用该功能。如果相机从不大幅缩小,启用多级渐远纹理不会有任何好处,"
"但内存占用会增加。"
msgid ""
"If [code]true[/code], puts pixels of the same surrounding color in transition "
"from transparent to opaque areas. For textures displayed with bilinear "
"filtering, this helps mitigate the outline effect when exporting images from "
"an image editor.\n"
"It's recommended to leave this enabled (as it is by default), unless this "
"causes issues for a particular image."
msgstr ""
"如果为 [code]true[/code],则将相同周围颜色的像素置于从透明区域到不透明区域的过"
"渡中。对于使用双线性过滤显示的纹理,这有助于减轻从图像编辑器导出图像时的轮廓效"
"果。\n"
"建议启用该功能(默认情况下),除非这会导致特定图像出现问题。"
msgid ""
"Some HDR images you can find online may be broken and contain sRGB color data "
"(instead of linear color data). It is advised not to use those files. If you "
"absolutely have to, enabling [member process/hdr_as_srgb] will make them look "
"correct.\n"
"[b]Warning:[/b] Enabling [member process/hdr_as_srgb] on well-formatted HDR "
"images will cause the resulting image to look too dark, so leave this on "
"[code]false[/code] if unsure."
msgstr ""
"你在网上可以找到的一些 HDR 图像可能已损坏并包含 sRGB 颜色数据(而不是线性颜色"
"数据)。建议不要使用这些文件。 如果你一定要这样做,启用 [member process/"
"hdr_as_srgb] 将使它们看起来正确。\n"
"[b]警告:[/b]在格式良好的 HDR 图像上启用 [member process/hdr_as_srgb] 将导致生"
"成的图像看起来太暗,因此如果不确定,请将其保留为 [code]false[/code]。"
msgid ""
"If [code]true[/code], clamps exposure in the imported high dynamic range "
"images using a smart clamping formula (without introducing [i]visible[/i] "
"clipping).\n"
"Some HDR panorama images you can find online may contain extremely bright "
"pixels, due to being taken from real life sources without any clipping.\n"
"While these HDR panorama images are accurate to real life, this can cause the "
"radiance map generated by Godot to contain sparkles when used as a background "
"sky. This can be seen in material reflections (even on rough materials in "
"extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this."
msgstr ""
"如果为 [code]true[/code],则使用智能钳制公式钳制导入的高动态范围图像中的曝光"
"(而不引入[i]可见的[/i]裁剪)。\n"
"你在网上可以找到的一些 HDR 全景图像可能包含非常明亮的像素,因为这些图像取自现"
"实生活来源,没有任何裁剪。\n"
"虽然这些 HDR 全景图像准确反映现实生活,但这可能会导致 Godot 生成的辐射图在用作"
"背景天空时包含闪光。这可以在材质反射中看到(即使在极端情况下的粗糙材质上)。启"
"用 [member process/hdr_clamp_exposure] 可以解决该问题。"
msgid ""
"If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ "
"(OpenGL-style) by inverting its green color channel. This is the normal map "
"convention expected by Godot.\n"
"More information about normal maps (including a coordinate order table for "
"popular engines) can be found [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details]here[/url]."
msgstr ""
"如果为 [code]true[/code],则通过反转其绿色通道将法线贴图从 Y-DirectX 风格)"
"转换为 Y+OpenGL 风格)。这是 Godot 所期望的法线贴图约定。\n"
"有关法线贴图(包括流行引擎的坐标顺序表)的更多信息,可以在[url=http://wiki."
"polycount.com/wiki/Normal_Map_Technical_Details]这里[/url]找到。"
msgid ""
"An alternative to fixing darkened borders with [member process/"
"fix_alpha_border] is to use premultiplied alpha. By enabling this option, the "
"texture will be converted to this format. A premultiplied alpha texture "
"requires specific materials to be displayed correctly:\n"
"- In 2D, a [CanvasItemMaterial] will need to be created and configured to use "
"the [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] blend mode on "
"[CanvasItem]s that use this texture.\n"
"- In 3D, there is no support for premultiplied alpha blend mode yet, so this "
"option is only suited for 2D."
msgstr ""
"使用 [member process/fix_alpha_border] 修复黑色边框的另一种方法是使用预乘 "
"Alpha。通过启用该选项纹理将被转换为该格式。预乘 Alpha 纹理需要特定材质才能正"
"确显示:\n"
"- 在 2D 中,需要创建并配置 [CanvasItemMaterial],以便在使用该纹理的 "
"[CanvasItem] 上使用 [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] 混"
"合模式。\n"
"- 在 3D 中,尚不支持预乘 Alpha 混合模式,因此该选项仅适用于 2D。"
msgid ""
"If set to a value greater than [code]0[/code], the size of the texture is "
"limited on import to a value smaller than or equal to the value specified "
"here. For non-square textures, the size limit affects the longer dimension, "
"with the shorter dimension scaled to preserve aspect ratio. Resizing is "
"performed using cubic interpolation.\n"
"This can be used to reduce memory usage without affecting the source images, "
"or avoid issues with textures not displaying on mobile/web platforms (as "
"these usually can't display textures larger than 4096×4096)."
msgstr ""
"如果被设置为大于 [code]0[/code] 的值,则导入时纹理的大小将被限制为小于或等于此"
"处指定的值。对于非方形纹理,大小限制会影响较长的尺寸,而较短的尺寸会被缩放以保"
"持纵横比。调整大小是使用三次插值来执行的。\n"
"这可被用于减少内存占用而不影响源图像,或避免纹理在移动/Web 平台上不显示的问题"
"(因为这些平台通常无法显示大于 4096×4096 的纹理)。"
msgid ""
"The color channel to consider as a roughness map in this texture. Only "
"effective if Roughness > Src Normal is not empty."
msgstr ""
"将该纹理视为粗糙度贴图的颜色通道。仅当粗糙度 > Src Normal 不为空时才有效。"
msgid ""
"The path to the texture to consider as a normal map for roughness filtering "
"on import. Specifying this can help decrease specular aliasing slightly in "
"3D.\n"
"Roughness filtering on import is only used in 3D rendering, not 2D."
msgstr ""
"纹理的路径被视为导入时粗糙度过滤的法线贴图。指定该项有助于稍微减少 3D 中的镜面"
"锯齿。\n"
"导入时的粗糙度过滤仅被用于 3D 渲染,不适用于 2D。"
msgid ""
"The scale the SVG should be rendered at, with [code]1.0[/code] being the "
"original design size. Higher values result in a larger image. Note that "
"unlike font oversampling, this affects the size the SVG is rendered at in 2D. "
"See also [member editor/scale_with_editor_scale].\n"
"[b]Note:[/b] Only available for SVG images."
msgstr ""
"SVG 应渲染的比例,[code]1.0[/code] 是原始设计尺寸。值越高,图像越大。请注意,"
"与字体过采样不同,这会影响 SVG 在 2D 中渲染的大小。另请参阅 [member editor/"
"scale_with_editor_scale]。\n"
"[b]注意:[/b]仅适用于 SVG 图像。"
msgid ""
"Imports a collection of textures from a PNG image into an optimized "
"[AtlasTexture] for 2D rendering."
msgstr "将 PNG 图像中的纹理集合导入到优化的 [AtlasTexture] 中以进行 2D 渲染。"
msgid ""
"This imports a collection of textures from a PNG image into an [AtlasTexture] "
"or 2D [ArrayMesh]. This can be used to save memory when importing 2D "
"animations from spritesheets. Texture atlases are only supported in 2D "
"rendering, not 3D. See also [ResourceImporterTexture] and "
"[ResourceImporterLayeredTexture].\n"
"[b]Note:[/b] [ResourceImporterTextureAtlas] does not handle importing "
"[TileSetAtlasSource], which is created using the [TileSet] editor instead."
msgstr ""
"这会将 PNG 图像中的纹理集合导入到 [AtlasTexture] 或 2D [ArrayMesh] 中。从精灵"
"表导入 2D 动画时,这可被用于节省内存。纹理图集仅支持在 2D 中渲染,不支持 3D。"
"另请参见 [ResourceImporterTexture] 和 [ResourceImporterLayeredTexture]。\n"
"[b]注意:[/b][ResourceImporterTextureAtlas] 不处理导入 [TileSetAtlasSource]"
"它是使用 [TileSet] 编辑器创建的。"
msgid ""
"Path to the atlas spritesheet. This [i]must[/i] be set to valid path to a PNG "
"image. Otherwise, the atlas will fail to import."
msgstr ""
"图集精灵表的路径。该属性[i]必须[/i]被设置为 PNG 图像的有效路径。否则,图集将无"
"法导入。"
msgid ""
"If [code]true[/code], discards empty areas from the atlas. This only affects "
"final sprite positioning, not storage. See also [member "
"trim_alpha_border_from_region].\n"
"[b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b]."
msgstr ""
"如果为 [code]true[/code],则丢弃图集中的空白区域。这仅影响最终的精灵定位,而不"
"影响存储。另请参见 [member trim_alpha_border_from_region]。\n"
"[b]注意:[/b]仅当 [member import_mode] 为[b]区块[/b]时有效。"
msgid ""
"[b]Region:[/b] Imports the atlas in an [AtlasTexture] resource, which is "
"rendered as a rectangle. This is fast to render, but transparent areas still "
"have to be rendered if they can't be trimmed effectively by [member "
"trim_alpha_border_from_region]. This can reduce performance when rendering "
"large sprites on screen.\n"
"[b]Mesh:[/b] Imports the atlas as an [ArrayMesh] resource, keeping the "
"original bitmap visible (but rendered as a polygon). This can be used to "
"reduce fill rate when rendering large transparent sprites, at the cost of "
"slower rendering if there are little to no transparent areas in the sprite."
msgstr ""
"[b]区块:[/b]将图集导入到 [AtlasTexture] 资源中,该资源被渲染为矩形。这渲染速"
"度很快,但如果 [member trim_alpha_border_from_region] 无法有效修剪透明区域,则"
"仍然必须渲染透明区域。 在屏幕上渲染大型精灵时,这会降低性能。\n"
"[b]网格:[/b]将图集导入为 [ArrayMesh] 资源,保持原始位图可见(但被渲染为多边"
"形)。这可被用于在渲染大型透明精灵时降低填充率,但代价是如果精灵中几乎没有透明"
"区域,则渲染速度会变慢。"
msgid ""
"If [code]true[/code], trims the region to exclude fully transparent pixels "
"using a clipping rectangle (which is never rotated). This can be used to save "
"memory. See also [member crop_to_region].\n"
"[b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b]."
msgstr ""
"如果为 [code]true[/code],则使用裁剪矩形(从不旋转)修剪区块以排除完全透明的像"
"素。这可以被用来节省内存。另请参见 [member crop_to_region]。\n"
"[b]注意:[/b]仅当 [member import_mode] 为[b]区块[/b]时有效。"
msgid "Imports a WAV audio file for playback."
msgstr "导入 WAV 音频文件,用于播放。"
msgid ""
"WAV is an uncompressed format, which can provide higher quality compared to "
"Ogg Vorbis and MP3. It also has the lowest CPU cost to decode. This means "
"high numbers of WAV sounds can be played at the same time, even on low-end "
"deviceS."
msgstr ""
"WAV 是未经压缩的格式,能够提供比 Ogg Vorbis 和 MP3 更高的质量。解压时的 CPU 开"
"销也最低。因此,即便在低端设备上,也能够同时播放大量的 WAV 声音。"
msgid ""
"The compression mode to use on import.\n"
"[b]Disabled:[/b] Imports audio data without any compression. This results in "
"the highest possible quality.\n"
"[b]RAM (Ima-ADPCM):[/b] Performs fast lossy compression on import. Low CPU "
"cost, but quality is noticeably decreased compared to Ogg Vorbis or even MP3."
msgstr ""
"导入时使用的压缩模式。\n"
"[b]Disabled[/b]导入音频数据,不进行压缩。得到的质量最高。\n"
"[b]RAM (Ima-ADPCM)[/b]导入时进行快速有损压缩。CPU 开销较低,但质量比 Ogg "
"Vorbis 甚至是 MP3 都显著更低。"
msgid ""
"The begin loop point to use when [member edit/loop_mode] is [b]Forward[/b], "
"[b]Ping-Pong[/b] or [b]Backward[/b]. This is set in seconds after the "
"beginning of the audio file."
msgstr ""
"循环起始点,[member edit/loop_mode] 为 [b]Forward[/b]、[b]Ping-Pong[/b]、"
"[b]Backward[/b] 时使用。设置的是音频文件开始之后的秒数。"
msgid ""
"The end loop point to use when [member edit/loop_mode] is [b]Forward[/b], "
"[b]Ping-Pong[/b] or [b]Backward[/b]. This is set in seconds after the "
"beginning of the audio file. A value of [code]-1[/code] uses the end of the "
"audio file as the end loop point."
msgstr ""
"循环结束点,[member edit/loop_mode] 为 [b]Forward[/b]、[b]Ping-Pong[/b]、"
"[b]Backward[/b] 时使用。设置的是音频文件开始之后的秒数。[code]-1[/code] 表示使"
"用音频文件的末尾作为循环结束点。"
msgid ""
"Controls how audio should loop. This is automatically read from the WAV "
"metadata on import.\n"
"[b]Disabled:[/b] Don't loop audio, even if metadata indicates the file should "
"be played back looping.\n"
"[b]Forward:[/b] Standard audio looping.\n"
"[b]Ping-Pong:[/b] Play audio forward until it's done playing, then play it "
"backward and repeat. This is similar to mirrored texture repeat, but for "
"audio.\n"
"[b]Backward:[/b] Play audio in reverse and loop back to the end when done "
"playing.\n"
"[b]Note:[/b] In [AudioStreamPlayer], the [signal AudioStreamPlayer.finished] "
"signal won't be emitted for looping audio when it reaches the end of the "
"audio file, as the audio will keep playing indefinitely."
msgstr ""
"控制音频如何循环。导入时会自动从 WAV 元数据读取。\n"
"[b]Disabled[/b]不循环,即便元数据显示该文件应该在播放时循环。\n"
"[b]Forward[/b]标准音频循环。\n"
"[b]Ping-Pong[/b]正向播放音频,播放完以后再反向播放,再不断重复。原理类似于纹"
"理的镜像重复。\n"
"[b]Backward[/b]逆向播放音频,播放完以后再从末尾开始循环播放。\n"
"[b]注意:[/b]在 [AudioStreamPlayer] 中,循环音频到达音频文件末尾时不会发出 "
"[signal AudioStreamPlayer.finished] 信号,因为音频会无限循环播放。"
msgid ""
"If [code]true[/code], normalize the audio volume so that its peak volume is "
"equal to 0 dB. When enabled, normalization will make audio sound louder "
"depending on its original peak volume."
msgstr ""
"如果为 [code]true[/code],则会将音频音量进行归一化,让最高音量等于 0 dB。启用"
"后,音频听起来会更响,具体取决于原始的最高音量。"
msgid ""
"If [code]true[/code], automatically trim the beginning and end of the audio "
"if it's lower than -50 dB after normalization (see [member edit/normalize]). "
"This prevents having files with silence at the beginning or end, which "
"increases their size unnecessarily and adds latency to the moment they are "
"played back. A fade-in/fade-out period of 500 samples is also used during "
"trimming to avoid audible pops."
msgstr ""
"如果为 [code]true[/code],则会自动修剪掉音频开头和结尾处归一化后低于 -50 dB 的"
"部分(见 [member edit/normalize])。这样就能够避免出现文件开头和结尾出现空白的"
"情况,这种情况会占用不必要的文件大小,同时也会在播放时导致延迟。修剪时还会使"
"用 500 个采样进行淡入/淡出,避免产生爆音。"
msgid ""
"If [code]true[/code], forces the imported audio to use 8-bit quantization if "
"the source file is 16-bit or higher.\n"
"Enabling this is generally not recommended, as 8-bit quantization decreases "
"audio quality significantly. If you need smaller file sizes, consider using "
"Ogg Vorbis or MP3 audio instead."
msgstr ""
"如果为 [code]true[/code],则会在源文件至少为 16 位时,强制让导入的音频使用 8 "
"位量化。\n"
"通常不建议启用,因为 8 位量化会显著降低音质。如果你需要让文件大小更小,请考虑"
"改用 Ogg Vorbis 或 MP3 音频。"
msgid ""
"If set to a value greater than [code]0[/code], forces the audio's sample rate "
"to be reduced to a value lower than or equal to the value specified in "
"[member force/max_rate_hz].\n"
"This can decrease file size noticeably on certain sounds, without impacting "
"quality depending on the actual sound's contents. See [url=$DOCS_URL/"
"tutorials/assets_pipeline/importing_audio_samples.html#doc-importing-audio-"
"samples-best-practices]Best practices[/url] for more information."
msgstr ""
"如果设成比 [code]0[/code] 大的值,则会强制让音频的采样率降低至小于等于 "
"[member force/max_rate_hz] 的值。\n"
"可以让部分声音在不影响音质的同时降低文件大小,具体取决于声音的内容。详见"
"[url=$DOCS_URL/tutorials/assets_pipeline/importing_audio_samples.html#doc-"
"importing-audio-samples-best-practices]《最佳实践》[/url]。"
msgid ""
"The frequency to limit the imported audio sample to (in Hz). Only effective "
"if [member force/max_rate] is [code]true[/code]."
msgstr ""
"导入音频采样的频率限制(单位为赫兹)。仅当 [member force/max_rate] 为 "
"[code]true[/code] 时有效。"
msgid ""
"If [code]true[/code], forces the imported audio to be mono if the source file "
"is stereo. This decreases the file size by 50% by merging the two channels "
"into one."
msgstr ""
"如果为 [code]true[/code],则会在源文件为立体声时,强制让导入的音频使用单声道。"
"将两个声道合并能够将文件大小降低 50%。"
msgid "A singleton for loading resource files."
msgstr "用于加载资源文件的单例。"
msgid ""
"A singleton used to load resource files from the filesystem.\n"
"It uses the many [ResourceFormatLoader] classes registered in the engine "
"(either built-in or from a plugin) to load files into memory and convert them "
"to a format that can be used by the engine.\n"
"[b]Note:[/b] You have to import the files into the engine first to load them "
"using [method load]. If you want to load [Image]s at run-time, you may use "
"[method Image.load]. If you want to import audio files, you can use the "
"snippet described in [member AudioStreamMP3.data]."
msgstr ""
"用于从文件系统加载资源文件的单例。\n"
"会使用引擎中(内置或插件)注册的许多 [ResourceFormatLoader] 类将文件加载到内存"
"中并将其转换为引擎可以使用的格式。\n"
"[b]注意:[/b]你需要先将文件导入引擎,才能使用 [method load] 进行加载。如果你想"
"在运行时加载 [Image],可以使用 [method Image.load]。如果你想导入音频文件,可以"
"使用 [member AudioStreamMP3.data] 中描述的代码段。"
msgid ""
"Registers a new [ResourceFormatLoader]. The ResourceLoader will use the "
"ResourceFormatLoader as described in [method load].\n"
"This method is performed implicitly for ResourceFormatLoaders written in "
"GDScript (see [ResourceFormatLoader] for more information)."
msgstr ""
"注册一个新的 [ResourceFormatLoader]。ResourceLoader 将会按照 [method load] 中"
"的描述使用 ResourceFormatLoader。\n"
"对于用 GDScript 编写的 ResourceFormatLoader此方法将隐式执行详见 "
"[ResourceFormatLoader])。"
msgid ""
"Returns whether a recognized resource exists for the given [param path].\n"
"An optional [param type_hint] can be used to further specify the [Resource] "
"type that should be handled by the [ResourceFormatLoader]. Anything that "
"inherits from [Resource] can be used as a type hint, for example [Image]."
msgstr ""
"返回给定路径 [param path] 是否存在已识别的资源。\n"
"可选的 [param type_hint] 可用于进一步指定 [ResourceFormatLoader] 应处理的 "
"[Resource] 类型。任何继承自 [Resource] 的内容都可以用作类型提示,例如 "
"[Image]。"
msgid ""
"Returns the dependencies for the resource at the given [param path].\n"
"[b]Note:[/b] The dependencies are returned with slices separated by [code]::[/"
"code]. You can use [method String.get_slice] to get their components.\n"
"[codeblock]\n"
"for dep in ResourceLoader.get_dependencies(path):\n"
" print(dep.get_slice(\"::\", 0)) # Prints UID.\n"
" print(dep.get_slice(\"::\", 2)) # Prints path.\n"
"[/codeblock]"
msgstr ""
"返回位于给定路径 [param path] 的资源的依赖项。\n"
"[b]注意:[/b]返回的单个依赖项是由 [code]::[/code] 分隔的切片。你可以使用 "
"[method String.get_slice] 来获取每段的内容。\n"
"[codeblock]\n"
"for dep in ResourceLoader.get_dependencies(path):\n"
" print(dep.get_slice(\"::\", 0)) # 输出 UID。\n"
" print(dep.get_slice(\"::\", 2)) # 输出路径。\n"
"[/codeblock]"
msgid "Returns the list of recognized extensions for a resource type."
msgstr "返回资源类型的已识别扩展名列表。"
msgid ""
"Returns the ID associated with a given resource path, or [code]-1[/code] when "
"no such ID exists."
msgstr ""
"返回与一个给定资源路径关联的 ID如果不存在此类 ID则返回 [code]-1[/code]。"
msgid ""
"Returns whether a cached resource is available for the given [param path].\n"
"Once a resource has been loaded by the engine, it is cached in memory for "
"faster access, and future calls to the [method load] method will use the "
"cached version. The cached resource can be overridden by using [method "
"Resource.take_over_path] on a new resource for that same path."
msgstr ""
"返回给定 [param path] 的缓存资源是否可用。\n"
"一旦引擎加载了资源,它将被缓存在内存中以加快访问速度,未来调用 [method load] "
"方法将使用缓存版本。可以通过在具有相同路径的新资源上使用 [method Resource."
"take_over_path] 来覆盖缓存资源。"
msgid ""
"Loads a resource at the given [param path], caching the result for further "
"access.\n"
"The registered [ResourceFormatLoader]s are queried sequentially to find the "
"first one which can handle the file's extension, and then attempt loading. If "
"loading fails, the remaining ResourceFormatLoaders are also attempted.\n"
"An optional [param type_hint] can be used to further specify the [Resource] "
"type that should be handled by the [ResourceFormatLoader]. Anything that "
"inherits from [Resource] can be used as a type hint, for example [Image].\n"
"The [param cache_mode] property defines whether and how the cache should be "
"used or updated when loading the resource. See [enum CacheMode] for details.\n"
"Returns an empty resource if no [ResourceFormatLoader] could handle the "
"file.\n"
"GDScript has a simplified [method @GDScript.load] built-in method which can "
"be used in most situations, leaving the use of [ResourceLoader] for more "
"advanced scenarios.\n"
"[b]Note:[/b] If [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript."
"load] will not be able to read converted files in an exported project. If you "
"rely on run-time loading of files present within the PCK, set [member "
"ProjectSettings.editor/export/convert_text_resources_to_binary] to "
"[code]false[/code]."
msgstr ""
"在给定的 [param path] 中加载资源,并将结果缓存以供进一步访问。\n"
"按顺序查询注册的 [ResourceFormatLoader],以找到可以处理文件扩展名的第一个 "
"[ResourceFormatLoader],然后尝试加载。如果加载失败,则还会尝试其余的 "
"[ResourceFormatLoader]。\n"
"可选的 [param type_hint] 可用于进一步指定 [ResourceFormatLoader] 应处理的 "
"[Resource] 类型。任何继承自 [Resource] 的东西都可以用作类型提示,例如 "
"[Image]。\n"
"[param cache_mode] 属性定义在加载资源时是否以及如何使用或更新缓存。详情见 "
"[enum CacheMode]。\n"
"如果没有 [ResourceFormatLoader] 可以处理该文件,则返回空资源。\n"
"GDScript 具有一个简化的 [method @GDScript.load] 内置方法,可在大多数情况下使"
"用,而 [ResourceLoader] 供更高级的情况使用。\n"
"[b]注意:[/b]如果 [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript."
"load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK "
"中的文件,请将 [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] 设置为 [code]false[/code]。"
msgid ""
"Returns the resource loaded by [method load_threaded_request].\n"
"If this is called before the loading thread is done (i.e. [method "
"load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the calling "
"thread will be blocked until the resource has finished loading."
msgstr ""
"返回由 [method load_threaded_request] 加载的资源。\n"
"如果在加载线程完成之前调用此方法(即 [method load_threaded_get_status] 不是 "
"[constant THREAD_LOAD_LOADED]),则调用线程将被阻塞,直到资源加载完成。"
msgid ""
"Returns the status of a threaded loading operation started with [method "
"load_threaded_request] for the resource at [param path]. See [enum "
"ThreadLoadStatus] for possible return values.\n"
"An array variable can optionally be passed via [param progress], and will "
"return a one-element array containing the percentage of completion of the "
"threaded loading."
msgstr ""
"返回使用 [method load_threaded_request] 在 [param path] 处启动的线程加载操作的"
"状态。可能的返回值见 [enum ThreadLoadStatus]。\n"
"可以通过 [param progress] 可选地传递一个数组变量,并返回一个包含线程加载完成百"
"分比的单元素的数组。"
msgid ""
"Loads the resource using threads. If [param use_sub_threads] is [code]true[/"
"code], multiple threads will be used to load the resource, which makes "
"loading faster, but may affect the main thread (and thus cause game "
"slowdowns).\n"
"The [param cache_mode] property defines whether and how the cache should be "
"used or updated when loading the resource. See [enum CacheMode] for details."
msgstr ""
"使用线程加载资源。如果 [param use_sub_threads] 为 [code]true[/code],将使用多"
"个线程来加载资源,这会使加载更快,但可能会影响主线程(从而导致游戏降速)。\n"
"[param cache_mode] 属性定义在加载资源时是否以及如何使用或更新缓存。详情见 "
"[enum CacheMode]。"
msgid "Unregisters the given [ResourceFormatLoader]."
msgstr "取消注册给定的 [ResourceFormatLoader]。"
msgid ""
"Changes the behavior on missing sub-resources. The default behavior is to "
"abort loading."
msgstr "更改缺少子资源时的行为。默认行为是中止加载。"
msgid ""
"The resource is invalid, or has not been loaded with [method "
"load_threaded_request]."
msgstr "该资源无效,或尚未使用 [method load_threaded_request] 加载。"
msgid "The resource is still being loaded."
msgstr "该资源仍在加载中。"
msgid "Some error occurred during loading and it failed."
msgstr "加载过程中发生了错误,导致失败。"
msgid ""
"The resource was loaded successfully and can be accessed via [method "
"load_threaded_get]."
msgstr "资源成功加载,可以通过 [method load_threaded_get] 访问。"
msgid "A node used to preload sub-resources inside a scene."
msgstr "用于预加载场景子资源的节点。"
msgid ""
"This node is used to preload sub-resources inside a scene, so when the scene "
"is loaded, all the resources are ready to use and can be retrieved from the "
"preloader. You can add the resources using the ResourcePreloader tab when the "
"node is selected.\n"
"GDScript has a simplified [method @GDScript.preload] built-in method which "
"can be used in most situations, leaving the use of [ResourcePreloader] for "
"more advanced scenarios."
msgstr ""
"这个节点可以预加载场景中的子资源,这样场景加载完成时,所有的资源就都处于就绪可"
"用状态,可以从预加载器获取。选中该节点后,可以使用 ResourcePreloader 选项卡来"
"添加资源。\n"
"GDScript 提供了简化的 [method @GDScript.preload] 内置方法,可以在大多数场景使"
"用,[ResourcePreloader] 则可用于更高阶的场合。"
msgid ""
"Adds a resource to the preloader with the given [param name]. If a resource "
"with the given [param name] already exists, the new resource will be renamed "
"to \"[param name] N\" where N is an incrementing number starting from 2."
msgstr ""
"将资源以给定的名称 [param name] 添加至预加载器。如果已存在名为 [param name] 的"
"资源,则新资源会被重命名为 \"[param name] N\",这里的 N 是从 2 开始递增的数"
"字。"
msgid "Returns the resource associated to [param name]."
msgstr "返回与 [param name] 关联的资源。"
msgid "Returns the list of resources inside the preloader."
msgstr "返回预加载器内的资源列表。"
msgid ""
"Returns [code]true[/code] if the preloader contains a resource associated to "
"[param name]."
msgstr ""
"如果预加载器包含一个与 [param name] 关联的资源,则返回 [code]true[/code]。"
msgid "Removes the resource associated to [param name] from the preloader."
msgstr "从预加载器中删除与 [param name] 关联的资源。"
msgid ""
"Renames a resource inside the preloader from [param name] to [param newname]."
msgstr "将预加载器中的资源从 [param name] 重命名为 [param newname]。"
msgid "A singleton for saving [Resource]s to the filesystem."
msgstr "用于将 [Resource] 保存到文件系统的单例。"
msgid ""
"A singleton for saving resource types to the filesystem.\n"
"It uses the many [ResourceFormatSaver] classes registered in the engine "
"(either built-in or from a plugin) to save resource data to text-based (e.g. "
"[code].tres[/code] or [code].tscn[/code]) or binary files (e.g. [code].res[/"
"code] or [code].scn[/code])."
msgstr ""
"用于将资源类型保存到文件系统的单例。\n"
"它会使用在引擎中注册的(内置或插件)[ResourceFormatSaver] 将资源数据保存为文本"
"文件(如 [code].tres[/code] 或 [code].tscn[/code])或二进制文件(如 [code]."
"res[/code] 或 [code].scn[/code])。"
msgid ""
"Registers a new [ResourceFormatSaver]. The ResourceSaver will use the "
"ResourceFormatSaver as described in [method save].\n"
"This method is performed implicitly for ResourceFormatSavers written in "
"GDScript (see [ResourceFormatSaver] for more information)."
msgstr ""
"注册一个新的 [ResourceFormatSaver]。 ResourceSaver 将使用 "
"ResourceFormatSaver如 [method save] 中所述。\n"
"对于用 GDScript 编写的 ResourceFormatSaver此方法将隐式执行详情见 "
"[ResourceFormatSaver])。"
msgid ""
"Returns the list of extensions available for saving a resource of a given "
"type."
msgstr "返回可用于保存给定类型的资源的扩展列表。"
msgid "Unregisters the given [ResourceFormatSaver]."
msgstr "取消注册给定的 [ResourceFormatSaver]。"
msgid ""
"Saves a resource to disk to the given path, using a [ResourceFormatSaver] "
"that recognizes the resource object. If [param path] is empty, "
"[ResourceSaver] will try to use [member Resource.resource_path].\n"
"The [param flags] bitmask can be specified to customize the save behavior "
"using [enum SaverFlags] flags.\n"
"Returns [constant OK] on success.\n"
"[b]Note:[/b] When the project is running, any generated UID associated with "
"the resource will not be saved as the required code is only executed in "
"editor mode."
msgstr ""
"使用识别资源对象的 [ResourceFormatSaver] 将资源保存到给定路径。如果 [param "
"path] 为空,则 [ResourceSaver] 将尝试使用 [member Resource.resource_path]。\n"
"可以指定 [param flags] 位掩码以使用 [enum SaverFlags] 标志自定义保存行为。\n"
"成功时返回 [constant OK]。\n"
"[b]注意:[/b]项目正运行时,任何生成的与资源关联的 UID 都不会被保存,因为所需的"
"代码仅在编辑器模式下执行。"
msgid "No resource saving option."
msgstr "没有资源保存选项。"
msgid "Save the resource with a path relative to the scene which uses it."
msgstr "用相对于使用该资源的场景的路径来保存该资源。"
msgid "Bundles external resources."
msgstr "捆绑外部资源。"
msgid ""
"Changes the [member Resource.resource_path] of the saved resource to match "
"its new location."
msgstr "更改已保存资源的 [member Resource.resource_path] 以匹配其新位置。"
msgid ""
"Do not save editor-specific metadata (identified by their [code]__editor[/"
"code] prefix)."
msgstr "不要保存编辑器特定的元数据(由其 [code]__editor[/code] 前缀标识)。"
msgid "Save as big endian (see [member FileAccess.big_endian])."
msgstr "保存为大端序(见 [member FileAccess.big_endian])。"
msgid ""
"Compress the resource on save using [constant FileAccess.COMPRESSION_ZSTD]. "
"Only available for binary resource types."
msgstr ""
"在保存时使用 [constant FileAccess.COMPRESSION_ZSTD] 压缩资源。仅适用于二进制资"
"源类型。"
msgid ""
"Take over the paths of the saved subresources (see [method Resource."
"take_over_path])."
msgstr "接管保存的子资源的路径(见 [method Resource.take_over_path])。"
msgid ""
"A singleton that manages the unique identifiers of all resources within a "
"project."
msgstr "管理项目中所有资源的唯一标识符的单例。"
msgid ""
"Resource UIDs (Unique IDentifiers) allow the engine to keep references "
"between resources intact, even if files can renamed or moved. They can be "
"accessed with [code]uid://[/code].\n"
"[ResourceUID] keeps track of all registered resource UIDs in a project, "
"generates new UIDs, and converts between their string and integer "
"representations."
msgstr ""
"资源 UIDUnique IDentifier唯一标识符可以使引擎保持资源之间引用关系的完整"
"性,即使文件发生重命名或移动。可以使用 [code]uid://[/code] 访问。\n"
"[ResourceUID] 能够跟踪项目中所有已注册的资源 UID生成新的 UID也能够将标识符"
"在字符串表示和整数表示之间进行转换。"
msgid ""
"Adds a new UID value which is mapped to the given resource path.\n"
"Fails with an error if the UID already exists, so be sure to check [method "
"has_id] beforehand, or use [method set_id] instead."
msgstr ""
"添加一个新的 UID 值,将其映射到给定的资源路径。\n"
"如果 UID 已经存在,则会返回错误,因此请务必先使用 [method has_id] 进行检查,或"
"者改用 [method set_id]。"
msgid ""
"Generates a random resource UID which is guaranteed to be unique within the "
"list of currently loaded UIDs.\n"
"In order for this UID to be registered, you must call [method add_id] or "
"[method set_id]."
msgstr ""
"生成随机的资源 UID该 UID 在当前加载的 UID 列表中保证唯一。\n"
"要注册这个 UID你必须调用 [method add_id] 或 [method set_id]。"
msgid ""
"Returns the path that the given UID value refers to.\n"
"Fails with an error if the UID does not exist, so be sure to check [method "
"has_id] beforehand."
msgstr ""
"返回给定 UID 值引用的路径。\n"
"如果 UID 不存在则失败并报错,因此请务必使用 [method has_id] 事先检查。"
msgid "Returns whether the given UID value is known to the cache."
msgstr "返回给定的 UID 值是否为缓存所知。"
msgid "Converts the given UID to a [code]uid://[/code] string value."
msgstr "将给定的 UID 转换为 [code]uid://[/code] 字符串值。"
msgid ""
"Removes a loaded UID value from the cache.\n"
"Fails with an error if the UID does not exist, so be sure to check [method "
"has_id] beforehand."
msgstr ""
"从缓存中删除一个已加载的 UID 值。\n"
"如果 UID 不存在则失败并报错,因此请务必提前使用 [method has_id] 检查。"
msgid ""
"Updates the resource path of an existing UID.\n"
"Fails with an error if the UID does not exist, so be sure to check [method "
"has_id] beforehand, or use [method add_id] instead."
msgstr ""
"更新现有 UID 的资源路径。\n"
"如果 UID 不存在,则失败并出现错误,因此请务必提前使用 [method has_id] 检查,或"
"者改用 [method add_id]。"
msgid "Extracts the UID value from the given [code]uid://[/code] string."
msgstr "从给定的 [code]uid://[/code] 字符串中提取 UID 值。"
msgid ""
"The value to use for an invalid UID, for example if the resource could not be "
"loaded.\n"
"Its text representation is [code]uid://<invalid>[/code]."
msgstr ""
"用于无效 UID 的值,例如无法加载的资源。\n"
"对应的文本表示为 [code]uid://<invalid>[/code]。"
msgid "Represents a straight ribbon-shaped [PrimitiveMesh] with variable width."
msgstr "代表竖直丝带形状的 [PrimitiveMesh],丝带的宽度可变。"
msgid ""
"[RibbonTrailMesh] represents a straight ribbon-shaped mesh with variable "
"width. The ribbon is composed of a number of flat or cross-shaped sections, "
"each with the same [member section_length] and number of [member "
"section_segments]. A [member curve] is sampled along the total length of the "
"ribbon, meaning that the curve determines the size of the ribbon along its "
"length.\n"
"This primitive mesh is usually used for particle trails."
msgstr ""
"[RibbonTrailMesh] 代表竖直条带形状的网格,条带的宽度可变。条带由若干扁平或十字"
"形的分节构成,每一节的长度 [member section_length] 和分段数 [member "
"section_segments] 都相同。条带会沿着总长度对 [member curve] 进行采样,这样这条"
"曲线就决定了条带沿长度的大小。\n"
"该基本网格常用于粒子拖尾。"
msgid "3D Particle trails"
msgstr "3D 粒子拖尾"
msgid ""
"Determines the size of the ribbon along its length. The size of a particular "
"section segment is obtained by multiplying the baseline [member size] by the "
"value of this curve at the given distance. For values smaller than [code]0[/"
"code], the faces will be inverted."
msgstr ""
"决定条带沿长度的大小。通过将基础大小 [member size] 乘以这条曲线上给定位置对应"
"的值,就可以得到分节上某一段的大小。如果得到的值小于 [code]0[/code],则对应的"
"面会被翻转。"
msgid "The length of a section of the ribbon."
msgstr "条带中一节的长度。"
msgid ""
"The number of segments in a section. The [member curve] is sampled on each "
"segment to determine its size. Higher values result in a more detailed ribbon "
"at the cost of performance."
msgstr ""
"条带中一节的段数。每一段的大小是根据对 [member curve] 的采样确定的。更高的值会"
"生成更细致的条带,但以性能为代价。"
msgid "The total number of sections on the ribbon."
msgstr "条带中分节的数量。"
msgid "Determines the shape of the ribbon."
msgstr "决定条带的形状。"
msgid ""
"The baseline size of the ribbon. The size of a particular section segment is "
"obtained by multiplying this size by the value of the [member curve] at the "
"given distance."
msgstr ""
"条带的基础大小。通过将这个大小乘以 [member curve] 上给定位置对应的值,就可以得"
"到分节上某一段的大小。"
msgid "Gives the mesh a single flat face."
msgstr "将网格指定为单个扁平的面。"
msgid "Gives the mesh two perpendicular flat faces, making a cross shape."
msgstr "将网格指定为两个互相垂直的面,形成十字形。"
msgid "A custom effect for a [RichTextLabel]."
msgstr "[RichTextLabel] 的自定义效果。"
msgid ""
"A custom effect for a [RichTextLabel].\n"
"[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be "
"defined as a member variable called [code]bbcode[/code] in the script.\n"
"[codeblocks]\n"
"[gdscript skip-lint]\n"
"# The RichTextEffect will be usable like this: `[example]Some text[/"
"example]`\n"
"var bbcode = \"example\"\n"
"[/gdscript]\n"
"[csharp skip-lint]\n"
"// The RichTextEffect will be usable like this: `[example]Some text[/"
"example]`\n"
"string bbcode = \"example\";\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] As soon as a [RichTextLabel] contains at least one "
"[RichTextEffect], it will continuously process the effect unless the project "
"is paused. This may impact battery life negatively."
msgstr ""
"[RichTextLabel] 的自定义效果。\n"
"[b]注意:[/b]要使用 [RichTextEffect],必须在脚本中定义名为 [code]bbcode[/"
"code] 的成员变量作为 BBCode 标签。\n"
"[codeblocks]\n"
"[gdscript skip-lint]\n"
"# 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n"
"var bbcode = \"example\"\n"
"[/gdscript]\n"
"[csharp skip-lint]\n"
"// 使用 RichTextEffect 的方式是这样的:`[example]Some text[/example]`\n"
"string bbcode = \"example\";\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]只要 [RichTextLabel] 包含至少一个 [RichTextEffect],它就会持续处"
"理效果,除非项目暂停。这可能会对电池寿命产生负面影响。"
msgid ""
"Override this method to modify properties in [param char_fx]. The method must "
"return [code]true[/code] if the character could be transformed successfully. "
"If the method returns [code]false[/code], it will skip transformation to "
"avoid displaying broken text."
msgstr ""
"覆盖该方法以修改 [param char_fx] 中的属性。如果字符可以被成功转换,则该方法必"
"须返回 [code]true[/code]。如果该方法返回 [code]false[/code],则它将跳过转换以"
"避免显示损坏的文本。"
msgid ""
"A control for displaying text that can contain different font styles, images, "
"and basic formatting."
msgstr "用于显示文本的控件,文本中能够包含不同的字体样式、图片以及基础格式。"
msgid ""
"A control for displaying text that can contain custom fonts, images, and "
"basic formatting. [RichTextLabel] manages these as an internal tag stack. It "
"also adapts itself to given width/heights.\n"
"[b]Note:[/b] Assignments to [member text] clear the tag stack and reconstruct "
"it from the property's contents. Any edits made to [member text] will erase "
"previous edits made from other manual sources such as [method append_text] "
"and the [code]push_*[/code] / [method pop] methods.\n"
"[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For "
"example, instead of using [code skip-lint][b]bold[i]bold italic[/b]italic[/i]"
"[/code], use [code skip-lint][b]bold[i]bold italic[/i][/b][i]italic[/i][/"
"code].\n"
"[b]Note:[/b] [code]push_*/pop_*[/code] functions won't affect BBCode.\n"
"[b]Note:[/b] Unlike [Label], [RichTextLabel] doesn't have a [i]property[/i] "
"to horizontally align text to the center. Instead, enable [member "
"bbcode_enabled] and surround the text in a [code skip-lint][center][/code] "
"tag as follows: [code skip-lint][center]Example[/center][/code]. There is "
"currently no built-in way to vertically align text either, but this can be "
"emulated by relying on anchors/containers and the [member fit_content] "
"property."
msgstr ""
"用于显示文本的控件,文本中能够包含自定义字体、图片以及基础格式。"
"[RichTextLabel] 使用内部标签栈管理这些内容。它还可以适应给定的宽度和高度。\n"
"[b]注意:[/b]对 [member text] 赋值会将标签栈清空并根据该属性的内容重建。对 "
"[member text] 所做的任何编辑都将擦除之前从 [method append_text] 和 "
"[code]push_*[/code] / [method pop] 方法等其他手动来源所做的编辑。\n"
"[b]注意:[/b]RichTextLabel 不支持纠缠的 BBCode 标签。例如,请不要使用 [code "
"skip-lint][b]加粗[i]加粗斜体[/b]斜体[/i][/code],请改为 [code skip-lint][b]加"
"粗[i]加粗斜体[/i][/b][i]斜体[/i][/code]。\n"
"[b]注意:[/b][code]push_*/pop[/code] 函数不会影响 BBCode。\n"
"[b]注意:[/b]与 [Label] 不同,[RichTextLabel] 没有使文本水平居中的[i]属性[/"
"i]。请启用 [member bbcode_enabled] 并将文本包围在 [code skip-lint][center][/"
"code] 标签中,类似:[code][center]示例[/center][/code]。目前也没有垂直对齐文本"
"的内置方法,但这可以通过使用锚点/容器和 [member fit_content] 属性来模拟。"
msgid "GUI Rich Text/BBcode Demo"
msgstr "GUI 富文本/BBcode 演示"
msgid ""
"Adds an image's opening and closing tags to the tag stack, optionally "
"providing a [param width] and [param height] to resize the image, a [param "
"color] to tint the image and a [param region] to only use parts of the "
"image.\n"
"If [param width] or [param height] is set to 0, the image size will be "
"adjusted in order to keep the original aspect ratio.\n"
"If [param width] and [param height] are not set, but [param region] is, the "
"region's rect will be used.\n"
"[param key] is an optional identifier, that can be used to modify the image "
"via [method update_image].\n"
"If [param pad] is set, and the image is smaller than the size specified by "
"[param width] and [param height], the image padding is added to match the "
"size instead of upscaling.\n"
"If [param size_in_percent] is set, [param width] and [param height] values "
"are percentages of the control width instead of pixels."
msgstr ""
"将图像的开始和结束标签添加到标签栈中,可选择提供 [param width] 和 [param "
"height] 来调整图像大小,提供 [param color] 来给图像混色, [param region] 只使"
"用图像的一部分。\n"
"如果 [param width] 或 [param height] 被设置为 0图像的大小将被调整以保持原始"
"长宽比。\n"
"如果未设置 [param width] 和 [param height],但设置了 [param region],则将使用"
"该区域的矩形。\n"
"[param key] 是一个可选标识符,可用于通过 [method update_image] 修改图像。\n"
"如果设置了 [param pad],并且该图像小于 [param width] 和 [param height] 指定的"
"大小,则添加图像填充以匹配大小而不是放大图像。\n"
"如果设置了 [param size_in_percent],则 [param width] 和 [param height] 值是控"
"件宽度的百分比而不是像素。"
msgid "Adds raw non-BBCode-parsed text to the tag stack."
msgstr "将非 BBCode 解析的原始文本添加到标签栈中。"
msgid ""
"Parses [param bbcode] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_text] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in a "
"future method call, append the [member text] instead of using [method "
"append_text]."
msgstr ""
"解析 [param bbcode] 并根据需要将标签添加到标签栈中。\n"
"[b]注意:[/b]使用该方法,无法关闭在之前的 [method append_text] 调用中打开的标"
"签。这样做是为了提高性能,尤其是在更新大型 RichTextLabel 时,因为每次都重建整"
"个 BBCode 会比较慢。如果你绝对需要在接下来的方法调用中关闭标签,请追加 "
"[member text] 而不是使用 [method append_text]。"
msgid ""
"Clears the tag stack.\n"
"[b]Note:[/b] This method will not modify [member text], but setting [member "
"text] to an empty string also clears the stack."
msgstr ""
"清空标签栈。\n"
"[b]注意:[/b]这个方法不会修改 [member text],但将 [member text] 设置为空字符串"
"也能清空标签栈。"
msgid ""
"Returns the line number of the character position provided.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回提供的字符位置的行号。\n"
"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的"
"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。"
msgid ""
"Returns the paragraph number of the character position provided.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回提供的字符位置的段号。\n"
"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的"
"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。"
msgid ""
"Returns the height of the content.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回内容的高度。\n"
"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的"
"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。"
msgid ""
"Returns the width of the content.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回内容的宽度。\n"
"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的"
"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。"
msgid ""
"Returns the total number of lines in the text. Wrapped text is counted as "
"multiple lines.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回文本中的总行数。自动换行的文本计为多行。\n"
"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的"
"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。"
msgid ""
"Returns the vertical offset of the line found at the provided index.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回位于提供的索引处的行的垂直偏移量。\n"
"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的"
"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。"
msgid ""
"Returns the [PopupMenu] of this [RichTextLabel]. By default, this menu is "
"displayed when right-clicking on the [RichTextLabel].\n"
"You can add custom menu items or remove standard ones. Make sure your IDs "
"don't conflict with the standard ones (see [enum MenuItems]). For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # Remove \"Select All\" item.\n"
" menu.remove_item(MENU_SELECT_ALL)\n"
" # Add custom items.\n"
" menu.add_separator()\n"
" menu.add_item(\"Duplicate Text\", MENU_MAX + 1)\n"
" # Connect callback.\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" add_text(\"\\n\" + get_parsed_text())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // Remove \"Select All\" item.\n"
" menu.RemoveItem(RichTextLabel.MenuItems.SelectAll);\n"
" // Add custom items.\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"Duplicate Text\", RichTextLabel.MenuItems.Max + 1);\n"
" // Add event handler.\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" AddText(\"\\n\" + GetParsedText());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回该 [RichTextLabel] 的 [PopupMenu]。默认情况下,这个菜单会在右键单击 "
"[RichTextLabel] 时显示。\n"
"你可以加入自定义的菜单项,或者移除标准菜单项。请确保你的 ID 与标准 ID 不冲突"
"(见 [enum MenuItems])。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # 移除“全选”菜单项。\n"
" menu.remove_item(MENU_SELECT_ALL)\n"
" # 添加自定义菜单项。\n"
" menu.add_separator()\n"
" menu.add_item(\"制作文本副本\", MENU_MAX + 1)\n"
" # 连接回调。\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" add_text(\"\\n\" + get_parsed_text())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // 移除“全选”菜单项。\n"
" menu.RemoveItem(RichTextLabel.MenuItems.SelectAll);\n"
" // 添加自定义菜单项。\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"制作文本副本\", RichTextLabel.MenuItems.Max + 1);\n"
" // 添加事件处理器。\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" AddText(\"\\n\" + GetParsedText());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]警告:[/b]这是必要的内部节点,将其移除或释放可能导致崩溃。如果你想要将其隐"
"藏,或者隐藏其子节点,请使用其 [member Window.visible] 属性。"
msgid ""
"Returns the total number of paragraphs (newlines or [code]p[/code] tags in "
"the tag stack's text tags). Considers wrapped text as one paragraph."
msgstr ""
"返回段落的总数(换行符或标记栈文本标签中的 [code]p[/code] 标签)。自动换行的文"
"本视为一个段落。"
msgid ""
"Returns the vertical offset of the paragraph found at the provided index.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回位于提供的索引处的段落的垂直偏移量。\n"
"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的"
"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。"
msgid "Returns the text without BBCode mark-up."
msgstr "返回没有 BBCode 标记的文本。"
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "返回当前选中的文本。不包括 BBCode。"
msgid ""
"Returns the current selection first character index if a selection is active, "
"[code]-1[/code] otherwise. Does not include BBCodes."
msgstr ""
"如果选区处于活动状态,则返回当前选区第一个字符的索引,否则返回 [code]-1[/"
"code]。不包括 BBCode。"
msgid ""
"Returns the current selection last character index if a selection is active, "
"[code]-1[/code] otherwise. Does not include BBCodes."
msgstr ""
"如果选择处于活动状态,则返回当前选区最后一个字符的索引,否则返回 [code]-1[/"
"code]。不包括 BBCode。"
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
msgstr "返回文本标签的总字符数。不包括 BBCode。"
msgid ""
"Returns the number of visible lines.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回可见行数。\n"
"[b]注意:[/b]如果启用了 [member threaded],则此方法返回的是文档已加载部分的"
"值。请使用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。"
msgid ""
"Returns the number of visible paragraphs. A paragraph is considered visible "
"if at least one of its lines is visible.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回可见段落的数量。如果段落中至少有一行是可见的,则该段落被认为是可见的。\n"
"[b]注意:[/b]如果启用了 [member threaded],则此方法返回文档已加载部分的值。使"
"用 [method is_ready] 或 [signal finished] 来确定文档是否已完全加载。"
msgid ""
"Installs a custom effect. [param effect] should be a valid [RichTextEffect]."
msgstr "安装自定义效果。[param effect] 应该是有效的 [RichTextEffect]。"
msgid ""
"If [member threaded] is enabled, returns [code]true[/code] if the background "
"thread has finished text processing, otherwise always return [code]true[/"
"code]."
msgstr ""
"如果启用了 [member threaded],则在后台线程完成文本处理后,返回 [code]true[/"
"code],否则始终返回 [code]true[/code]。"
msgid "Adds a newline tag to the tag stack."
msgstr "在标签栈中添加一个换行标签。"
msgid ""
"The assignment version of [method append_text]. Clears the tag stack and "
"inserts the new content."
msgstr "[method append_text] 的赋值版本。清空标签栈并插入新内容。"
msgid "Parses BBCode parameter [param expressions] into a dictionary."
msgstr "将 BBCode 参数 [param expressions] 解析为字典。"
msgid ""
"Terminates the current tag. Use after [code]push_*[/code] methods to close "
"BBCodes manually. Does not need to follow [code]add_*[/code] methods."
msgstr ""
"终止当前标签。使用 [code]push_*[/code] 方法之后手动关闭 BBCodes。不需要遵循 "
"[code]add_*[/code] 方法。"
msgid "Terminates all tags opened by [code]push_*[/code] methods."
msgstr "终止由 [code]push_*[/code] 方法打开的所有标签。"
msgid ""
"Terminates tags opened after the last [method push_context] call (including "
"context marker), or all tags if there's no context marker on the stack."
msgstr ""
"终止上一次 [method push_context] 调用后打开的标签(包括上下文标记);或者如果"
"堆栈上没有上下文标记,则终止所有标签。"
msgid "Adds a [code skip-lint][bgcolor][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code skip-lint][bgcolor][/code] 标签。"
msgid ""
"Adds a [code skip-lint][font][/code] tag with a bold font to the tag stack. "
"This is the same as adding a [code skip-lint][b][/code] tag if not currently "
"in a [code skip-lint][i][/code] tag."
msgstr ""
"在标签栈中添加 [code skip-lint][font][/code] 标签,字体为黑体。如果当前没有 "
"[code skip-lint][i][/code] 标签,则与添加 [code skip-lint][b][/code] 标签相"
"同。"
msgid ""
"Adds a [code skip-lint][font][/code] tag with a bold italics font to the tag "
"stack."
msgstr "在标签栈中添加 [code skip-lint][font][/code] 标签,字体为粗斜体。"
msgid ""
"Adds a [code skip-lint][cell][/code] tag to the tag stack. Must be inside a "
"[code skip-lint][table][/code] tag. See [method push_table] for details."
msgstr ""
"在标签栈中添加 [code skip-lint][cell][/code] 标签。必须位于 [code skip-lint]"
"[table][/code] 标签内。详见 [method push_table]。"
msgid "Adds a [code skip-lint][color][/code] tag to the tag stack."
msgstr "在标签栈中添加 [code skip-lint][color][/code] 标签。"
msgid "Adds a context marker to the tag stack. See [method pop_context]."
msgstr "将上下文标记添加到标记堆栈。请参阅 [method pop_context]。"
msgid ""
"Adds a custom effect tag to the tag stack. The effect does not need to be in "
"[member custom_effects]. The environment is directly passed to the effect."
msgstr ""
"将一个自定义效果标签添加到标签栈。效果不需要在 [member custom_effects] 中。环"
"境被直接传入给效果。"
msgid ""
"Adds a [code skip-lint][dropcap][/code] tag to the tag stack. Drop cap "
"(dropped capital) is a decorative element at the beginning of a paragraph "
"that is larger than the rest of the text."
msgstr ""
"将 [code skip-lint][dropcap][/code] 标签添加到标签堆栈中。首字下沉是一种装饰性"
"元素,位于段落开头,比其余文本要大。"
msgid "Adds a [code skip-lint][fgcolor][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code skip-lint][fgcolor][/code] 标签。"
msgid ""
"Adds a [code skip-lint][font][/code] tag to the tag stack. Overrides default "
"fonts for its duration.\n"
"Passing [code]0[/code] to [param font_size] will use the existing default "
"font size."
msgstr ""
"在标签栈中添加 [code skip-lint][font][/code] 标签。在其有效期内覆盖默认字"
"体。\n"
"将 [param font_size] 设置为 [code]0[/code] 会使用默认字体大小。"
msgid ""
"Adds a [code skip-lint][font_size][/code] tag to the tag stack. Overrides "
"default font size for its duration."
msgstr ""
"在标签栈中添加 [code skip-lint][font_size][/code] 标签。在其有效期内覆盖默认字"
"体大小。"
msgid ""
"Adds a [code skip-lint][hint][/code] tag to the tag stack. Same as BBCode "
"[code skip-lint][hint=something]{text}[/hint][/code]."
msgstr ""
"向标签栈中添加 [code skip-lint][hint][/code] 标签。类似于 BBCode 的 [code "
"skip-lint][hint=something]{text}[/hint][/code]。"
msgid ""
"Adds an [code skip-lint][indent][/code] tag to the tag stack. Multiplies "
"[param level] by current [member tab_size] to determine new margin length."
msgstr ""
"添加一个 [code skip-lint][indent][/code] 标签到标签栈。将 [param level] 乘以当"
"前 [member tab_size] 以确定新的边距长度。"
msgid ""
"Adds a [code skip-lint][font][/code] tag with an italics font to the tag "
"stack. This is the same as adding an [code skip-lint][i][/code] tag if not "
"currently in a [code skip-lint][b][/code] tag."
msgstr ""
"在标签栈中添加 [code skip-lint][font][/code] 标签,字体为斜体。如果当前不在 "
"[code skip-lint][b][/code] 标签中,则与添加 [code skip-lint][i][/code] 标签相"
"同。"
msgid ""
"Adds language code used for text shaping algorithm and Open-Type font "
"features."
msgstr "添加用于文本塑形算法和 Open-Type 字体功能的语言代码。"
msgid ""
"Adds [code skip-lint][ol][/code] or [code skip-lint][ul][/code] tag to the "
"tag stack. Multiplies [param level] by current [member tab_size] to determine "
"new margin length."
msgstr ""
"将 [code skip-lint][ol][/code] 或 [code skip-lint][ul][/code] 标签添加到标签堆"
"栈中。将 [param level] 乘以当前 [member tab_size] 来确定新的边距长度。"
msgid ""
"Adds a meta tag to the tag stack. Similar to the BBCode [code skip-lint]"
"[url=something]{text}[/url][/code], but supports non-[String] metadata types."
msgstr ""
"在标签栈中添加元标签。类似于 BBCode 的 [code skip-lint][url=something]{text}[/"
"url][/code],但支持非 [String] 元数据类型。"
msgid ""
"Adds a [code skip-lint][font][/code] tag with a monospace font to the tag "
"stack."
msgstr "在标签栈中添加 [code skip-lint][font][/code] 标签,该标签为等宽字体。"
msgid ""
"Adds a [code skip-lint][font][/code] tag with a normal font to the tag stack."
msgstr "在标签栈中添加具有正常字体的 [code skip-lint][font][/code] 标签。"
msgid ""
"Adds a [code skip-lint][outline_color][/code] tag to the tag stack. Adds text "
"outline for its duration."
msgstr ""
"在标签栈中添加 [code skip-lint][outline_color][/code] 标签。在其有效期内为文本"
"添加轮廓。"
msgid ""
"Adds a [code skip-lint][outline_size][/code] tag to the tag stack. Overrides "
"default text outline size for its duration."
msgstr ""
"在标签栈中添加 [code skip-lint][outline_size][/code] 标签。在其有效期内覆盖默"
"认的文本轮廓大小。"
msgid "Adds a [code skip-lint][p][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code skip-lint][p][/code] 标签。"
msgid "Adds a [code skip-lint][s][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code skip-lint][s][/code] 标签。"
msgid ""
"Adds a [code skip-lint][table=columns,inline_align][/code] tag to the tag "
"stack."
msgstr ""
"向标签栈中添加 [code skip-lint][table=columns,inline_align][/code] 标签。"
msgid "Adds a [code skip-lint][u][/code] tag to the tag stack."
msgstr "向标签栈中添加 [code skip-lint][u][/code] 标签。"
msgid ""
"Removes a paragraph of content from the label. Returns [code]true[/code] if "
"the paragraph exists.\n"
"The [param paragraph] argument is the index of the paragraph to remove, it "
"can take values in the interval [code][0, get_paragraph_count() - 1][/code]."
msgstr ""
"从标签中移除一段内容。如果该段落存在,则返回 [code]true[/code]。\n"
"[param paragraph] 参数是要移除的段落的索引,它可以在 [code][0, "
"get_paragraph_count() - 1][/code] 区间内取值。"
msgid "Scrolls the window's top line to match [param line]."
msgstr "滚动窗口,让第一行与 [param line] 匹配。"
msgid ""
"Scrolls the window's top line to match first line of the [param paragraph]."
msgstr "滚动窗口,让第一行与 [param paragraph] 的第一行匹配。"
msgid "Scrolls to the beginning of the current selection."
msgstr "滚动到当前选区的开头。"
msgid ""
"Select all the text.\n"
"If [member selection_enabled] is [code]false[/code], no selection will occur."
msgstr ""
"全选文本。\n"
"如果 [member selection_enabled] 为 [code]false[/code],则不会进行选择。"
msgid "Sets color of a table cell border."
msgstr "设置表格的单元格边框颜色。"
msgid "Sets inner padding of a table cell."
msgstr "设置表格的单元格内边距。"
msgid ""
"Sets color of a table cell. Separate colors for alternating rows can be "
"specified."
msgstr "设置某个表格单元格的颜色。可以为交替行指定单独的颜色。"
msgid "Sets minimum and maximum size overrides for a table cell."
msgstr "设置某个表格单元格的最小和最大尺寸覆盖。"
msgid ""
"Edits the selected column's expansion options. If [param expand] is "
"[code]true[/code], the column expands in proportion to its expansion ratio "
"versus the other columns' ratios.\n"
"For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width "
"would expand 30 and 40 pixels, respectively.\n"
"If [param expand] is [code]false[/code], the column will not contribute to "
"the total ratio."
msgstr ""
"编辑选定列的扩展选项。如果 [param expand] 为 [code]true[/code],则该列按其扩展"
"比率相对于其他列的比率进行扩展。\n"
"例如,比率为 3 和 4 的两列,加上 70 像素的可用宽度,将分别扩展 30 和 40 像"
"素。\n"
"如果 [param expand] 为 [code]false[/code],则该列将不会对总比率产生影响。"
msgid ""
"Updates the existing images with the key [param key]. Only properties "
"specified by [param mask] bits are updated. See [method add_image]."
msgstr ""
"使用键 [param key] 更新已有图像。仅更新 [param mask] 位指定的属性。请参阅 "
"[method add_image]。"
msgid ""
"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text "
"gets wrapped inside the node's bounding rectangle. To see how each mode "
"behaves, see [enum TextServer.AutowrapMode]."
msgstr ""
"如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩"
"形内换行。要了解每种模式的行为,请参见 [enum TextServer.AutowrapMode]。"
msgid "If [code]true[/code], the label uses BBCode formatting."
msgstr "如果为 [code]true[/code],则该标签使用 BBCode 格式。"
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。"
msgid ""
"The currently installed custom effects. This is an array of "
"[RichTextEffect]s.\n"
"To add a custom effect, it's more convenient to use [method install_effect]."
msgstr ""
"当前配置的自定义效果。这是一个[RichTextEffect]的数组。\n"
"要添加一个自定义效果,使用[method install_effect]会更方便。"
msgid ""
"If [code]true[/code], the label's minimum size will be automatically updated "
"to fit its content, matching the behavior of [Label]."
msgstr ""
"如果为 [code]true[/code],该标签的最小尺寸会自动更新,适应其内容,与 [Label] "
"的行为相匹配。"
msgid ""
"If [code]true[/code], the label underlines hint tags such as [code skip-lint]"
"[hint=description]{text}[/hint][/code]."
msgstr ""
"如果为 [code]true[/code],则该标签节点会在 hint 标记下,加下划线,例如 [code "
"skip-lint][hint=description]{text}[/hint][/code]。"
msgid ""
"If [code]true[/code], the label underlines meta tags such as [code skip-lint]"
"[url]{text}[/url][/code]."
msgstr ""
"如果为 [code]true[/code],则会在元标签下划线,例如 [code skip-lint][url]{text}"
"[/url][/code]。"
msgid ""
"The delay after which the loading progress bar is displayed, in milliseconds. "
"Set to [code]-1[/code] to disable progress bar entirely.\n"
"[b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled."
msgstr ""
"加载进度条显示的延迟时间,单位为毫秒。将其设置为 [code]-1[/code] 将完全禁用进"
"度条。\n"
"[b]注意:[/b]仅当 [member threaded] 已启用时才会显示进度条。"
msgid ""
"If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/"
"code] does not block scrolling completely. See [method scroll_to_line]."
msgstr ""
"如果为 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完全"
"阻止滚动。见[method scroll_to_line]。"
msgid ""
"If [code]true[/code], the window scrolls down to display new content "
"automatically."
msgstr "如果为 [code]true[/code],则窗口向下滚动以自动显示新内容。"
msgid "If [code]true[/code], the label allows text selection."
msgstr "如果为 [code]true[/code],标签允许文本选择。"
msgid ""
"If [code]true[/code], shortcut keys for context menu items are enabled, even "
"if the context menu is disabled."
msgstr ""
"为 [code]true[/code] 时,即使上下文菜单已被禁用,也会启用该上下文菜单的快捷"
"键。"
msgid ""
"The number of spaces associated with a single tab length. Does not affect "
"[code]\\t[/code] in text tags, only indent tags."
msgstr ""
"与单个制表符长度关联的空格数。不影响文本标签中的 [code]\\t[/code],只影响缩进"
"标签。"
msgid ""
"The label's text in BBCode format. Is not representative of manual "
"modifications to the internal tag stack. Erases changes made by other methods "
"when edited.\n"
"[b]Note:[/b] If [member bbcode_enabled] is [code]true[/code], it is unadvised "
"to use the [code]+=[/code] operator with [member text] (e.g. [code]text += "
"\"some string\"[/code]) as it replaces the whole text and can cause "
"slowdowns. It will also erase all BBCode that was added to stack using "
"[code]push_*[/code] methods. Use [method append_text] for adding text "
"instead, unless you absolutely need to close a tag that was opened in an "
"earlier method call."
msgstr ""
"该标签的在 BBCode 格式中的文本。不代表对内部标签堆栈的手动修改。编辑时擦除通过"
"其他方法所做的更改。\n"
"[b]注意:[/b]如果 [member bbcode_enabled] 为 [code]true[/code],则不建议将 "
"[code]+=[/code] 运算符与 [member text] 一起使用(例如 [code]text += \"some "
"string\"[/code])因为它会替换整个文本并可能导致速度变慢。它还将擦除使用 "
"[code]push_*[/code] 方法添加到堆栈中的所有 BBCode。请改用 [method "
"append_text] 添加文本,除非你绝对需要关闭在之前的方法调用中打开的标签。"
msgid "If [code]true[/code], text processing is done in a background thread."
msgstr "如果为 [code]true[/code],则文本处理在后台线程中完成。"
msgid "Triggered when the document is fully loaded."
msgstr "当文档完全加载时触发。"
msgid ""
"Triggered when the user clicks on content between meta tags. If the meta is "
"defined in text, e.g. [code skip-lint][url={\"data\"=\"hi\"}]hi[/url][/code], "
"then the parameter for this signal will be a [String] type. If a particular "
"type or an object is desired, the [method push_meta] method must be used to "
"manually insert the data into the tag stack."
msgstr ""
"当用户点击元标记之间的内容时触发。如果元是在文本中定义的,例如 [code skip-"
"lint][url={\"data\"=\"hi\"}]hi[/url][/code],则该信号的参数为 [String] 类型。"
"如果需要特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签"
"栈。"
msgid "Triggers when the mouse exits a meta tag."
msgstr "当鼠标退出元标签时触发。"
msgid "Triggers when the mouse enters a meta tag."
msgstr "当鼠标进入元标签时触发。"
msgid "Each list item has a number marker."
msgstr "每个列表项都有数字标记。"
msgid "Each list item has a letter marker."
msgstr "每个列表项都有字母标记。"
msgid "Each list item has a roman number marker."
msgstr "每个列表项都有罗马数字标记。"
msgid "Each list item has a filled circle marker."
msgstr "每个列表项都有实心圆标记。"
msgid "Selects the whole [RichTextLabel] text."
msgstr "全选 [TextEdit] 文本。"
msgid "If this bit is set, [method update_image] changes image texture."
msgstr "如果设置了该位,[method update_image] 会更改图像纹理。"
msgid "If this bit is set, [method update_image] changes image size."
msgstr "如果设置了该位,[method update_image] 会更改图像大小。"
msgid "If this bit is set, [method update_image] changes image color."
msgstr "如果设置了该位,[method update_image] 会更改图像颜色。"
msgid ""
"If this bit is set, [method update_image] changes image inline alignment."
msgstr "如果设置了该位,[method update_image] 会更改图像内联对齐方式。"
msgid "If this bit is set, [method update_image] changes image texture region."
msgstr "如果设置了该位,[method update_image] 会更改图像纹理区块。"
msgid "If this bit is set, [method update_image] changes image padding."
msgstr "如果设置了该位,[method update_image] 会更改图像填充。"
msgid "If this bit is set, [method update_image] changes image tooltip."
msgstr "如果设置了该位,[method update_image] 会更改图像工具提示。"
msgid ""
"If this bit is set, [method update_image] changes image width from/to "
"percents."
msgstr "如果设置了该位,[method update_image] 会将图像宽度更改自/为百分比。"
msgid "The default text color."
msgstr "默认文本颜色。"
msgid "The default tint of text outline."
msgstr "文本轮廓的默认色调。"
msgid ""
"The color of selected text, used when [member selection_enabled] is "
"[code]true[/code]. If equal to [code]Color(0, 0, 0, 0)[/code], it will be "
"ignored."
msgstr ""
"选中文本的颜色,当 [member selection_enabled] 为 [code]true[/code] 时使用。如"
"果等于 [code]Color(0, 0, 0, 0)[/code],则它将被忽略。"
msgid "The color of the font's shadow."
msgstr "字体阴影的颜色。"
msgid "The color of the selection box."
msgstr "选择框的颜色。"
msgid "The default cell border color."
msgstr "默认单元格边框颜色。"
msgid "The default background color for even rows."
msgstr "偶数行的默认背景色。"
msgid "The default background color for odd rows."
msgstr "奇数行的默认背景色。"
msgid "The vertical space between lines."
msgstr "行之间的垂直空间。"
msgid "The horizontal offset of the font's shadow."
msgstr "字体阴影的水平偏移量。"
msgid "The vertical offset of the font's shadow."
msgstr "字体阴影的垂直偏移。"
msgid "The horizontal separation of elements in a table."
msgstr "表中元素的水平间距。"
msgid "The vertical separation of elements in a table."
msgstr "表中元素的垂直间距。"
msgid ""
"The horizontal padding around boxes drawn by the [code][fgcolor][/code] and "
"[code][bgcolor][/code] tags. This does not affect the appearance of text "
"selection."
msgstr ""
"由 [code][fgcolor][/code] 和 [code][bgcolor][/code] 标记绘制的框周围的水平填"
"充。这不会影响文本选择的外观。"
msgid ""
"The vertical padding around boxes drawn by the [code][fgcolor][/code] and "
"[code][bgcolor][/code] tags. This does not affect the appearance of text "
"selection."
msgstr ""
"由 [code][fgcolor][/code] 和 [code][bgcolor][/code] 标记绘制的框周围的垂直填"
"充。这不会影响文本选择的外观。"
msgid "The font used for bold text."
msgstr "用于粗体字的字体。"
msgid "The font used for bold italics text."
msgstr "用于粗斜体文字的字体。"
msgid "The font used for italics text."
msgstr "用于斜体字的字体。"
msgid "The font used for monospace text."
msgstr "用于等宽文本的字体。"
msgid "The default text font."
msgstr "默认的文本字体。"
msgid "The font size used for bold text."
msgstr "用于粗体文本的字体大小。"
msgid "The font size used for bold italics text."
msgstr "用于粗斜体文本的字体大小。"
msgid "The font size used for italics text."
msgstr "用于斜体文本的字体大小。"
msgid "The font size used for monospace text."
msgstr "用于等宽文本的字体大小。"
msgid "The default text font size."
msgstr "默认文本字体大小。"
msgid ""
"The background used when the [RichTextLabel] is focused. The [theme_item "
"focus] [StyleBox] is displayed [i]over[/i] the base [StyleBox], so a "
"partially transparent [StyleBox] should be used to ensure the base [StyleBox] "
"remains visible. A [StyleBox] that represents an outline or an underline "
"works well for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended for "
"accessibility reasons."
msgstr ""
"该 [RichTextLabel] 处于聚焦状态时使用的背景。[theme_item focus] [StyleBox] 显"
"示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 "
"[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要"
"禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会"
"影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。"
msgid "The normal background for the [RichTextLabel]."
msgstr "[RichTextLabel] 的正常背景。"
msgid "A handle for a [Resource]'s unique identifier."
msgstr "[Resource] 的唯一标识符的句柄。"
msgid ""
"The RID [Variant] type is used to access a low-level resource by its unique "
"ID. RIDs are opaque, which means they do not grant access to the resource by "
"themselves. They are used by the low-level server classes, such as "
"[DisplayServer], [RenderingServer], [TextServer], etc.\n"
"A low-level resource may correspond to a high-level [Resource], such as "
"[Texture] or [Mesh]."
msgstr ""
"RID [Variant] 类型用于通过其唯一 ID 访问低级资源。RID 是不透明的,这意味着它们"
"不会自行授予对资源的访问权限。它们由低级服务类使用,例如 [DisplayServer]、"
"[RenderingServer]、[TextServer] 等。\n"
"低级资源可能对应于高级 [Resource],例如 [Texture] 或 [Mesh]。"
msgid "Constructs an empty [RID] with the invalid ID [code]0[/code]."
msgstr "构造空的 [RID],内容为无效的 ID [code]0[/code]。"
msgid "Constructs a [RID] as a copy of the given [RID]."
msgstr "构造给定 [RID] 的副本。"
msgid "Returns the ID of the referenced low-level resource."
msgstr "返回引用的底层资源的 ID。"
msgid "Returns [code]true[/code] if the [RID] is not [code]0[/code]."
msgstr "如果该 [RID] 非 [code]0[/code],则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [RID]s are not equal."
msgstr "如果 [RID] 不相等,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is less than [param right]'s ID."
msgstr ""
"如果该 [RID] 的 ID 小于右侧 [param right] 的 ID则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is less than or equal to [param "
"right]'s ID."
msgstr ""
"如果该 [RID] 的 ID 小于等于右侧 [param right] 的 ID则返回 [code]true[/"
"code]。"
msgid ""
"Returns [code]true[/code] if both [RID]s are equal, which means they both "
"refer to the same low-level resource."
msgstr ""
"如果 [RID] 相等,则返回 [code]true[/code],表示它们引用的是同一个底层资源。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is greater than [param right]'s "
"ID."
msgstr ""
"如果该 [RID] 的 ID 大于右侧 [param right] 的 ID则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is greater than or equal to "
"[param right]'s ID."
msgstr ""
"如果该 [RID] 的 ID 大于等于右侧 [param right] 的 ID则返回 [code]true[/"
"code]。"
msgid "A 2D physics body that is moved by a physics simulation."
msgstr "由物理仿真进行移动的 2D 物理体。"
msgid ""
"[RigidBody2D] implements full 2D physics. It cannot be controlled directly, "
"instead, you must apply forces to it (gravity, impulses, etc.), and the "
"physics simulation will calculate the resulting movement, rotation, react to "
"collisions, and affect other physics bodies in its path.\n"
"The body's behavior can be adjusted via [member lock_rotation], [member "
"freeze], and [member freeze_mode]. By changing various properties of the "
"object, such as [member mass], you can control how the physics simulation "
"acts on it.\n"
"A rigid body will always maintain its shape and size, even when forces are "
"applied to it. It is useful for objects that can be interacted with in an "
"environment, such as a tree that can be knocked over or a stack of crates "
"that can be pushed around.\n"
"If you need to override the default physics behavior, you can write a custom "
"force integration function. See [member custom_integrator].\n"
"[b]Note:[/b] Changing the 2D transform or [member linear_velocity] of a "
"[RigidBody2D] very often may lead to some unpredictable behaviors. If you "
"need to directly affect the body, prefer [method _integrate_forces] as it "
"allows you to directly access the physics state."
msgstr ""
"[RigidBody2D] 实现了完整的 2D 物理。这个物理体无法直接控制,必须对其施加力(重"
"力、冲量等),物理仿真将计算由此产生的移动、旋转、对碰撞的反应以及对沿路其他物"
"理体的影响等。\n"
"可以使用 [member lock_rotation]、[member freeze]、和 [member freeze_mode] 调整"
"该物理体的行为。通过修改该对象的 [member mass] 等属性,你可以控制物理仿真对其"
"的影响。\n"
"即使施加了力,刚体也会始终维持自身的形状和大小。适用于环境中可交互的对象,例如"
"能够推倒的树木或者能够被推动的一堆箱子。\n"
"如果你需要覆盖默认的物理行为,你可以编写自定义的力整合函数。见 [member "
"custom_integrator]。\n"
"[b]注意:[/b]频繁修改 [RigidBody2D] 的 2D 变换或 [member linear_velocity] 可能"
"导致无法预期的行为。如果你需要直接影响物理体,请优先使用 [method "
"_integrate_forces],能够直接访问物理状态。"
msgid "2D Physics Platformer Demo"
msgstr "2D 物理平台跳跃演示"
msgid "Instancing Demo"
msgstr "实例化演示"
msgid ""
"Allows you to read and safely modify the simulation state for the object. Use "
"this instead of [method Node._physics_process] if you need to directly change "
"the body's [code]position[/code] or other physics properties. By default, it "
"works in addition to the usual physics behavior, but [member "
"custom_integrator] allows you to disable the default behavior and write "
"custom force integration for a body."
msgstr ""
"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的 "
"[code]position[/code] 或其他物理属性,请使用它代替 [method Node."
"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是 [member "
"custom_integrator] 允许你禁用默认行为并为一个物体编写自定义的合力。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update.\n"
"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
"inertia], an active [CollisionShape2D] must be a child of the node, or you "
"can manually set [member inertia]."
msgstr ""
"施加旋转力但不影响位置。力是与时间相关的,应该每次物理更新时都要进行施加。\n"
"[b]注意:[/b]有 [member inertia] 才能正常工作。要让 [member inertia] 存在,必"
"须有一个 [CollisionShape2D] 作为该节点的子节点,或者你也可以手动设置 [member "
"inertia]。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
"inertia], an active [CollisionShape2D] must be a child of the node, or you "
"can manually set [member inertia]."
msgstr ""
"在不影响位置的情况下,向实体施加一个旋转冲量。\n"
"冲量是时间无关的!每帧施加一个冲量将产生依赖于帧速率的力。出于这个原因,它应该"
"只在模拟一次性影响时使用否则使用“_force”函数。\n"
"[b]注意:[/b]需要 [member inertia] 才能发挥作用。要具有 [member inertia],活动"
"的 [CollisionShape2D] 必须是该节点的一个子节点,或者可以手动设置 [member "
"inertia]。"
msgid ""
"Returns a list of the bodies colliding with this one. Requires [member "
"contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of collisions is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
"返回与此物体发生碰撞的物体的列表。需要将 [member contact_monitor] 设置为 "
"[code]true[/code],并将 [member max_contacts_reported] 设置足够高以侦测所有碰"
"撞。\n"
"[b]注意:[/b]此测试的结果不会立即在移动物体后得出。为了提高性能,碰撞列表每帧"
"更新一次,且在物理步骤之前进行。可考虑改用信号来代替。"
msgid ""
"Returns the number of contacts this body has with other bodies. By default, "
"this returns 0 unless bodies are configured to monitor contacts (see [member "
"contact_monitor]).\n"
"[b]Note:[/b] To retrieve the colliding bodies, use [method "
"get_colliding_bodies]."
msgstr ""
"返回此物体与其他物体的接触数。默认情况下,除非配置监视接触的物体(见 [member "
"contact_monitor]),否则返回 0。\n"
"[b]注意:[/b]要获取正在碰撞的物体,请使用 [method get_colliding_bodies]。"
msgid ""
"Sets the body's velocity on the given axis. The velocity in the given vector "
"axis will be set as the given vector length. This is useful for jumping "
"behavior."
msgstr ""
"设置物体在给定轴上的速度。给定矢量轴上的速度将设置为给定向量长度。这对于跳跃行"
"为很有用。"
msgid ""
"Damps the body's rotation. By default, the body will use the [b]Default "
"Angular Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any "
"value override set by an [Area2D] the body is in. Depending on [member "
"angular_damp_mode], you can set [member angular_damp] to be added to or to "
"replace the body's damping value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more details "
"about damping."
msgstr ""
"减缓物体的旋转。默认情况下,物体将使用 [b]项目> 项目设置> 物理> 2D[/b] 中的[b]"
"默认角阻尼[/b],或由 [Area2D] 设置的任何值覆盖。根据 [member "
"angular_damp_mode],你可以设置 [member angular_damp_mode] 以添加到或替换物体的"
"阻尼值。\n"
"有关阻尼的更多详细信息,请参见 [member ProjectSettings.physics/2d/"
"default_angular_damp] 。"
msgid ""
"If [code]true[/code], the body can enter sleep mode when there is no "
"movement. See [member sleeping]."
msgstr ""
"如果为 [code]true[/code],则物体未运动时可以进入睡眠模式。见 [member "
"sleeping] 。"
msgid ""
"The body's custom center of mass, relative to the body's origin position, "
"when [member center_of_mass_mode] is set to [constant "
"CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where "
"applied forces only cause linear acceleration. Applying forces outside of the "
"center of mass causes angular acceleration.\n"
"When [member center_of_mass_mode] is set to [constant "
"CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is "
"automatically computed."
msgstr ""
"当 [member center_of_mass_mode] 设置为 [constant CENTER_OF_MASS_MODE_CUSTOM] "
"时,物体的自定义质心相对于物体原点位置的位置。这是物体的平衡点,只有施加在质心"
"内的力才会引起线性加速度。施加在质心之外的力会引起角加速度。\n"
"当 [member center_of_mass_mode] 设置为 [constant CENTER_OF_MASS_MODE_AUTO](默"
"认值)时,会自动计算质心。"
msgid ""
"Defines the way the body's center of mass is set. See [enum CenterOfMassMode] "
"for possible values."
msgstr "定义设置物体质心的方式。可能的取值见 [enum CenterOfMassMode]。"
msgid ""
"The body's total constant positional forces applied during each physics "
"update.\n"
"See [method add_constant_force] and [method add_constant_central_force]."
msgstr ""
"在每个物理更新期间施加到物体的总恒定位置的力。\n"
"见 [method add_constant_force] 和 [method add_constant_central_force] 。"
msgid ""
"The body's total constant rotational forces applied during each physics "
"update.\n"
"See [method add_constant_torque]."
msgstr ""
"在每个物理更新期间施加的物体的总恒定旋转力。\n"
"见 [method add_constant_torque] 。"
msgid ""
"If [code]true[/code], the RigidBody2D will emit signals when it collides with "
"another body.\n"
"[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning "
"nothing will be recorded, see [member max_contacts_reported]."
msgstr ""
"如果为 [code]true[/code],则该 RigidBody2D 将在与其他物体碰撞时发出信号。\n"
"[b]注意:[/b]默认情况下,报告的最大接触数被设置为 0表示不会记录任何内容见 "
"[member max_contacts_reported]。"
msgid ""
"Continuous collision detection mode.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide instead of moving it and correcting its movement after collision. "
"Continuous collision detection is slower, but more precise and misses fewer "
"collisions with small, fast-moving objects. Raycasting and shapecasting "
"methods are available. See [enum CCDMode] for details."
msgstr ""
"连续碰撞检测模式。\n"
"连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在碰撞后纠正它的"
"运动。连续碰撞检测速度较慢,但更精确,并且与快速移动的小物体发生碰撞时遗漏更"
"少。可以使用光线投射和形状投射方法。有关详细信息,请参阅 [enum CCDMode]。"
msgid ""
"If [code]true[/code], internal force integration is disabled for this body. "
"Aside from collision response, the body will only move as determined by the "
"[method _integrate_forces] function."
msgstr ""
"如果为 [code]true[/code],则禁用该物体的内力积分。除了碰撞响应,物体只会按照 "
"[method _integrate_forces] 函数确定的方式移动。"
msgid ""
"If [code]true[/code], the body is frozen. Gravity and forces are not applied "
"anymore.\n"
"See [member freeze_mode] to set the body's behavior when frozen.\n"
"For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] "
"instead."
msgstr ""
"如果位 [code]true[/code],则物体被冻结。不再施加重力和力。\n"
"请参阅 [member freeze_mode],以设置冻结时,物体的行为。\n"
"对于始终冻结的物体,请改用 [StaticBody2D] 或 [AnimatableBody2D]。"
msgid ""
"The body's freeze mode. Can be used to set the body's behavior when [member "
"freeze] is enabled. See [enum FreezeMode] for possible values.\n"
"For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] "
"instead."
msgstr ""
"该物体的冻结模式。可以设置该物体在启用 [member freeze] 时的行为。可能的值见 "
"[enum FreezeMode]。\n"
"对于始终冻结的物体,请改用 [StaticBody3D] 或 [AnimatableBody3D]。"
msgid ""
"Multiplies the gravity applied to the body. The body's gravity is calculated "
"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
msgstr ""
"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b] 中的"
"[b]默认重力[/b]值和/或任何由 [Area2D] 应用的额外重力向量计算出来的。"
msgid ""
"The body's moment of inertia. This is like mass, but for rotation: it "
"determines how much torque it takes to rotate the body. The moment of inertia "
"is usually computed automatically from the mass and the shapes, but this "
"property allows you to set a custom value.\n"
"If set to [code]0[/code], inertia is automatically computed (default value).\n"
"[b]Note:[/b] This value does not change when inertia is automatically "
"computed. Use [PhysicsServer2D] to get the computed inertia.\n"
"[codeblocks]\n"
"[gdscript]\n"
"@onready var ball = $Ball\n"
"\n"
"func get_ball_inertia():\n"
" return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid())."
"inverse_inertia\n"
"[/gdscript]\n"
"[csharp]\n"
"private RigidBody2D _ball;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _ball = GetNode<RigidBody2D>(\"Ball\");\n"
"}\n"
"\n"
"private float GetBallInertia()\n"
"{\n"
" return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid())."
"InverseInertia;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"该物体的惯性力矩。与质量类似,但适用于旋转:用于确定需要施加多少扭矩才能让该物"
"体旋转。通常会自动根据质量和形状计算惯性力矩,但这个属性能够让你设置自定义的"
"值。\n"
"设置为 [code]0[/code] 时,会自动计算惯性(默认值)。\n"
"[b]注意:[/b]自动计算出惯性后,这个值不会改变。请使用 [PhysicsServer2D] 获取计"
"算出的惯性。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@onready var ball = $Ball\n"
"\n"
"func get_ball_inertia():\n"
" return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid())."
"inverse_inertia\n"
"[/gdscript]\n"
"[csharp]\n"
"private RigidBody2D _ball;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _ball = GetNode<RigidBody2D>(\"Ball\");\n"
"}\n"
"\n"
"private float GetBallInertia()\n"
"{\n"
" return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid())."
"InverseInertia;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Damps the body's movement. By default, the body will use the [b]Default "
"Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any "
"value override set by an [Area2D] the body is in. Depending on [member "
"linear_damp_mode], you can set [member linear_damp] to be added to or to "
"replace the body's damping value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
"阻碍物体的运动。默认情况下,物体将使用 [b]项目 > 项目设置 > 物理 > 2D[/b] 中"
"的 [b]默认线性阻尼[/b]或物体所在的 [Area2D] 设置的任何值覆盖。取决于 [member "
"linear_damp_mode],你可以将 [member linear_damp] 设置为添加或替换物体的阻尼"
"值。\n"
"有关阻尼的更多详细信息,请参见 [member ProjectSettings.physics/2d/"
"default_linear_damp]。"
msgid ""
"The body's linear velocity in pixels per second. Can be used sporadically, "
"but [b]don't set this every frame[/b], because physics may run in another "
"thread and runs at a different granularity. Use [method _integrate_forces] as "
"your process loop for precise control of the body state."
msgstr ""
"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都去设置[/b]"
"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method "
"_integrate_forces] 作为你的进程循环,以精确控制物体状态。"
msgid ""
"If [code]true[/code], the body cannot rotate. Gravity and forces only apply "
"linear movement."
msgstr "如果为 [code]true[/code],则该物体不能旋转。重力和力只施加线性运动。"
msgid ""
"The maximum number of contacts that will be recorded. Requires a value "
"greater than 0 and [member contact_monitor] to be set to [code]true[/code] to "
"start to register contacts. Use [method get_contact_count] to retrieve the "
"count or [method get_colliding_bodies] to retrieve bodies that have been "
"collided with.\n"
"[b]Note:[/b] The number of contacts is different from the number of "
"collisions. Collisions between parallel edges will result in two contacts "
"(one at each end), and collisions between parallel faces will result in four "
"contacts (one at each corner)."
msgstr ""
"将记录的最大接触点数。需要一个大于 0 的值,并将 [member contact_monitor] 设置"
"为 [code]true[/code] 以开始注册接触。使用 [method get_contact_count] 检索计数"
"或使用 [method get_colliding_bodies] 检索已发生碰撞的物体。\n"
"[b]注意:[/b]接触点的数量不同于碰撞的数量。平行边之间的碰撞将导致两个接触点"
"(每个端点一个),平行面之间的碰撞将导致四个接触点(每个角落一个)。"
msgid ""
"The physics material override for the body.\n"
"If a material is assigned to this property, it will be used instead of any "
"other physics material, such as an inherited one."
msgstr ""
"物体的物理材质。\n"
"如果为该属性指定了一种材质,则将使用该材质代替任何其他物理材质,例如继承的材"
"质。"
msgid ""
"If [code]true[/code], the body will not move and will not calculate forces "
"until woken up by another body through, for example, a collision, or by using "
"the [method apply_impulse] or [method apply_force] methods."
msgstr ""
"如果为 [code]true[/code] ,该刚体将不会移动,也不会计算受力,直到被另一个物体"
"唤醒,例如通过碰撞或使用 [method apply_impulse] 或 [method apply_force] 方法。"
msgid ""
"Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
"当与另一个 [PhysicsBody2D] 或 [TileMap] 发生碰撞时发出。需要将 [member "
"contact_monitor] 设置为 [code]true[/code],并将 [member "
"max_contacts_reported] 设置得足够高以检测所有碰撞。如果 [TileSet] 具有碰撞 "
"[Shape2D],则 [TileMap] 将被检测。\n"
"[param body] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于树"
"中。"
msgid ""
"Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
"当与另一个 [PhysicsBody2D] 或 [TileMap] 的碰撞结束时发出。需要将 [member "
"contact_monitor] 设置为 [code]true[/code],并将 [member "
"max_contacts_reported] 设置得足够高以检测所有碰撞。如果 [TileSet] 具有碰撞 "
"[Shape2D],则 [TileMap] 将被检测。\n"
"[param body] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于树"
"中。"
msgid ""
"Emitted when one of this RigidBody2D's [Shape2D]s collides with another "
"[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] "
"to be set to [code]true[/code] and [member max_contacts_reported] to be set "
"high enough to detect all the collisions. [TileMap]s are detected if the "
"[TileSet] has Collision [Shape2D]s.\n"
"[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
"[CollisionObject2D] used by the [PhysicsServer2D].\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap].\n"
"[param body_shape_index] the index of the [Shape2D] of the other "
"[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the "
"[CollisionShape2D] node with [code]body.shape_owner_get_owner(body."
"shape_find_owner(body_shape_index))[/code].\n"
"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used "
"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
msgstr ""
"当该 RigidBody2D 的一个 [Shape2D] 与另一个 [PhysicsBody2D] 或 [TileMap] 的 "
"[Shape2D] 碰撞时发出。需要将 [member contact_monitor] 设置为 [code]true[/"
"code],并将 [member max_contacts_reported] 设置得足够高以检测所有碰撞。如果 "
"[TileSet] 具有 Collision [Shape2D],则 [TileMap] 会被检测到。\n"
"[param body_rid] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 [TileSet] "
"的 [CollisionObject2D] 的 [RID]。\n"
"[param body] 其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于树"
"中。\n"
"[param body_shape_index] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 "
"[TileMap] 的 [Shape2D] 的索引。该 [CollisionShape2D] 节点可以使用 [code]body."
"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获取。\n"
"[param local_shape_index] 由 [PhysicsServer2D] 使用的该 RigidBody2D 的 "
"[Shape2D] 的索引。该 [CollisionShape2D] 节点可以使用 [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 获取。"
msgid ""
"Emitted when the collision between one of this RigidBody2D's [Shape2D]s and "
"another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member "
"contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
"[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
"[CollisionObject2D] used by the [PhysicsServer2D].\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap].\n"
"[param body_shape_index] the index of the [Shape2D] of the other "
"[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the "
"[CollisionShape2D] node with [code]body.shape_owner_get_owner(body."
"shape_find_owner(body_shape_index))[/code].\n"
"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used "
"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
msgstr ""
"当该 RigidBody2D 的一个 [Shape2D] 与另一个 [PhysicsBody2D] 或 [TileMap] 的 "
"[Shape2D] 之间的碰撞结束时发出。需要将 [member contact_monitor] 设置为 "
"[code]true[/code],并将 [member max_contacts_reported] 设置得足够高以检测所有"
"碰撞。如果 [TileSet] 具有 Collision [Shape2D],则 [TileMap] 会被检测到。\n"
"[param body_rid] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 [TileSet] "
"的 [CollisionObject2D] 的 [RID]。\n"
"[param body] 其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果该节点存在于树"
"中。\n"
"[param body_shape_index] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 "
"[TileMap] 的 [Shape2D] 的索引。该 [CollisionShape2D] 节点可以使用 [code]body."
"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获取。\n"
"[param local_shape_index] 由 [PhysicsServer2D] 使用的该 RigidBody2D 的 "
"[Shape2D] 的索引。该 [CollisionShape2D] 节点可以使用 [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 获取。"
msgid ""
"Emitted when the physics engine changes the body's sleeping state.\n"
"[b]Note:[/b] Changing the value [member sleeping] will not trigger this "
"signal. It is only emitted if the sleeping state is changed by the physics "
"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
msgstr ""
"当物理引擎改变物体的睡眠状态时发出。\n"
"[b]注意:[/b]改变 [member sleeping] 的值不会触发这个信号。只有当物理引擎改变了"
"睡眠状态或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] 时,它"
"才会被发出。"
msgid ""
"Static body freeze mode (default). The body is not affected by gravity and "
"forces. It can be only moved by user code and doesn't collide with other "
"bodies along its path."
msgstr ""
"静态物体冻结模式(默认)。物体不受重力和力的影响。它只能由用户的代码移动,并且"
"其他物体沿其路径运动时,不会与之发生碰撞。"
msgid ""
"Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but "
"collides with other bodies along its path when moved. Useful for a frozen "
"body that needs to be animated."
msgstr ""
"运动物体的冻结模式。类似于 [constant FREEZE_MODE_STATIC] ,但是在移动时会与其"
"路径上的其他物体发生碰撞。适用于需要动画的冻结物体。"
msgid ""
"In this mode, the body's center of mass is calculated automatically based on "
"its shapes. This assumes that the shapes' origins are also their center of "
"mass."
msgstr ""
"在此模式下,该物体的质心将基于其形状自动计算。此处的前提是各个形状的原点也是对"
"应的质心。"
msgid ""
"In this mode, the body's center of mass is set through [member "
"center_of_mass]. Defaults to the body's origin position."
msgstr ""
"在此模式下,物体的质心通过 [member center_of_mass] 设置。默认为物体的原点位"
"置。"
msgid ""
"Continuous collision detection disabled. This is the fastest way to detect "
"body collisions, but can miss small, fast-moving objects."
msgstr ""
"禁用连续碰撞检测。这是检测物体碰撞的最快方法,但可能会错过小型、快速移动的物"
"体。"
msgid ""
"Continuous collision detection enabled using raycasting. This is faster than "
"shapecasting but less precise."
msgstr "使用射线投射启用连续碰撞检测。这比形状投射快,但精度较低。"
msgid ""
"Continuous collision detection enabled using shapecasting. This is the "
"slowest CCD method and the most precise."
msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。"
msgid "A 3D physics body that is moved by a physics simulation."
msgstr "由物理仿真进行移动的 3D 物理体。"
msgid ""
"[RigidBody3D] implements full 3D physics. It cannot be controlled directly, "
"instead, you must apply forces to it (gravity, impulses, etc.), and the "
"physics simulation will calculate the resulting movement, rotation, react to "
"collisions, and affect other physics bodies in its path.\n"
"The body's behavior can be adjusted via [member lock_rotation], [member "
"freeze], and [member freeze_mode]. By changing various properties of the "
"object, such as [member mass], you can control how the physics simulation "
"acts on it.\n"
"A rigid body will always maintain its shape and size, even when forces are "
"applied to it. It is useful for objects that can be interacted with in an "
"environment, such as a tree that can be knocked over or a stack of crates "
"that can be pushed around.\n"
"If you need to override the default physics behavior, you can write a custom "
"force integration function. See [member custom_integrator].\n"
"[b]Note:[/b] Changing the 3D transform or [member linear_velocity] of a "
"[RigidBody3D] very often may lead to some unpredictable behaviors. If you "
"need to directly affect the body, prefer [method _integrate_forces] as it "
"allows you to directly access the physics state."
msgstr ""
"[RigidBody3D] 实现了完整的 3D 物理。这个物理体无法直接控制,必须对其施加力(重"
"力、冲量等),物理仿真将计算由此产生的移动、旋转、对碰撞的反应以及对沿路其他物"
"理体的影响等。\n"
"可以使用 [member lock_rotation]、[member freeze]、和 [member freeze_mode] 调整"
"该物理体的行为。通过修改该对象的 [member mass] 等属性,你可以控制物理仿真对其"
"的影响。\n"
"即使施加了力,刚体也会始终维持自身的形状和大小。适用于环境中可交互的对象,例如"
"能够推倒的树木或者能够被推动的一堆箱子。\n"
"如果你需要覆盖默认的物理行为,你可以编写自定义的力整合函数。见 [member "
"custom_integrator]。\n"
"[b]注意:[/b]频繁修改 [RigidBody3D] 的 3D 变换或 [member linear_velocity] 可能"
"导致无法预期的行为。如果你需要直接影响物理体,请优先使用 [method "
"_integrate_forces],能够直接访问物理状态。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update.\n"
"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
"inertia], an active [CollisionShape3D] must be a child of the node, or you "
"can manually set [member inertia]."
msgstr ""
"施加旋转力但不影响位置。力是与时间相关的,应该每次物理更新时都要进行施加。\n"
"[b]注意:[/b]有 [member inertia] 才能正常工作。要让 [member inertia] 存在,必"
"须有一个 [CollisionShape3D] 作为该节点的子节点,或者你也可以手动设置 [member "
"inertia]。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
"inertia], an active [CollisionShape3D] must be a child of the node, or you "
"can manually set [member inertia]."
msgstr ""
"在不影响位置的情况下,向实体施加一个旋转冲量。\n"
"冲量是时间无关的!每帧施加一个冲量将产生一个依赖于帧速率的力。出于这个原因,它"
"应该只在模拟一次性影响时使用否则使用“_force”函数。\n"
"[b]注意:[/b]需要 [member inertia] 才能发挥作用。要具有 [member inertia],活动"
"的 [CollisionShape3D] 必须是该节点的一个子节点,或者可以手动设置 [member "
"inertia]。"
msgid ""
"Returns the inverse inertia tensor basis. This is used to calculate the "
"angular acceleration resulting from a torque applied to the [RigidBody3D]."
msgstr ""
"返回逆惯性张量基础。这用于计算施加到 [RigidBody3D] 上的扭矩产生的角加速度。"
msgid "The RigidBody3D's rotational velocity in [i]radians[/i] per second."
msgstr "该 RigidBody3D 的旋转速度,单位为[i]弧度[/i]每秒。"
msgid ""
"If [code]true[/code], the RigidBody3D will emit signals when it collides with "
"another body.\n"
"[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning "
"nothing will be recorded, see [member max_contacts_reported]."
msgstr ""
"如果为 [code]true[/code],则该 RigidBody3D 将在与其他物体碰撞时发出信号。\n"
"[b]注意:[/b]默认情况下,报告的最大接触数被设置为 0表示不会记录任何内容见 "
"[member max_contacts_reported]。"
msgid ""
"If [code]true[/code], continuous collision detection is used.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided. "
"Continuous collision detection is more precise, and misses fewer impacts by "
"small, fast-moving objects. Not using continuous collision detection is "
"faster to compute, but can miss small, fast-moving objects."
msgstr ""
"如果为 [code]true[/code],则使用连续碰撞检测。\n"
"连续碰撞检测尝试预测一个移动的物体会在哪里碰撞,而不是移动它并在它发生碰撞时纠"
"正它的运动。连续碰撞检测更精确,并且错过了较小的、快速移动的物体的撞击。不使用"
"连续碰撞检测的计算速度更快,但可能会错过小的、快速移动的物体。"
msgid ""
"If [code]true[/code], the body is frozen. Gravity and forces are not applied "
"anymore.\n"
"See [member freeze_mode] to set the body's behavior when frozen.\n"
"For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] "
"instead."
msgstr ""
"如果为 [code]true[/code],则该物体被冻结。不再施加重力和力。\n"
"要设置冻结时物体的行为,见 [member freeze_mode]。\n"
"对于始终冻结的物体,请改用 [StaticBody3D] 或 [AnimatableBody3D]。"
msgid ""
"The body's freeze mode. Can be used to set the body's behavior when [member "
"freeze] is enabled. See [enum FreezeMode] for possible values.\n"
"For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] "
"instead."
msgstr ""
"物体的冻结模式。可用于设置启用 [member freeze] 时物体的行为。可能的取值见 "
"[enum FreezeMode] 。\n"
"对于始终冻结的物体,请使用 [StaticBody3D] 或 [AnimatableBody3D]。"
msgid ""
"This is multiplied by the global 3D gravity setting found in [b]Project > "
"Project Settings > Physics > 3d[/b] to produce RigidBody3D's gravity. For "
"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object."
msgstr ""
"此值将乘以在 [b]项目 > 项目设置 > 物理 > 3D[/b] 中获取的全局 3D 重力设置,以产"
"生 RigidBody3D 的重力。例如,值为 1 表示正常重力,值为 2 将施加双倍重力,而值"
"为 0.5 将施加一半重力到该对象。"
msgid ""
"The body's moment of inertia. This is like mass, but for rotation: it "
"determines how much torque it takes to rotate the body on each axis. The "
"moment of inertia is usually computed automatically from the mass and the "
"shapes, but this property allows you to set a custom value.\n"
"If set to [constant Vector3.ZERO], inertia is automatically computed (default "
"value).\n"
"[b]Note:[/b] This value does not change when inertia is automatically "
"computed. Use [PhysicsServer3D] to get the computed inertia.\n"
"[codeblocks]\n"
"[gdscript]\n"
"@onready var ball = $Ball\n"
"\n"
"func get_ball_inertia():\n"
" return PhysicsServer3D.body_get_direct_state(ball.get_rid())."
"inverse_inertia.inverse()\n"
"[/gdscript]\n"
"[csharp]\n"
"private RigidBody3D _ball;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _ball = GetNode<RigidBody3D>(\"Ball\");\n"
"}\n"
"\n"
"private Vector3 GetBallInertia()\n"
"{\n"
" return PhysicsServer3D.BodyGetDirectState(_ball.GetRid()).InverseInertia."
"Inverse();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"该物体的惯性力矩。与质量类似,但适用于旋转:用于确定各个轴上需要施加多少扭矩才"
"能让该物体旋转。通常会自动根据质量和形状计算惯性力矩,但这个属性能够让你设置自"
"定义的值。\n"
"设置为 [constant Vector3.ZERO] 时,会自动计算惯性(默认值)。\n"
"[b]注意:[/b]自动计算出惯性后,这个值不会改变。请使用 [PhysicsServer3D] 获取计"
"算出的惯性。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@onready var ball = $Ball\n"
"\n"
"func get_ball_inertia():\n"
" return PhysicsServer3D.body_get_direct_state(ball.get_rid())."
"inverse_inertia.inverse()\n"
"[/gdscript]\n"
"[csharp]\n"
"private RigidBody3D _ball;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _ball = GetNode<RigidBody3D>(\"Ball\");\n"
"}\n"
"\n"
"private Vector3 GetBallInertia()\n"
"{\n"
" return PhysicsServer3D.BodyGetDirectState(_ball.GetRid()).InverseInertia."
"Inverse();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody3D] or [GridMap]."
msgstr ""
"当与另一个 [PhysicsBody3D] 或 [GridMap] 发生碰撞时发出。需要将 [member "
"contact_monitor] 设置为 [code]true[/code],并将 [member "
"max_contacts_reported] 设置得足够高以检测所有碰撞。如果 [MeshLibrary] 具有碰"
"撞 [Shape3D],则 [GridMap] 会被检测。\n"
"[param body] 是其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果该节点存在于树"
"中。"
msgid ""
"Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody3D] or [GridMap]."
msgstr ""
"当与另一个 [PhysicsBody3D] 或 [GridMap] 的碰撞结束时发出。需要将 [member "
"contact_monitor] 设置为 [code]true[/code],并将 [member "
"max_contacts_reported] 设置得足够高以检测所有碰撞。如果 [MeshLibrary] 具有碰"
"撞 [Shape3D],则 [GridMap] 会被检测。\n"
"[param body] 是其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果该节点存在于树"
"中。"
msgid ""
"Emitted when one of this RigidBody3D's [Shape3D]s collides with another "
"[PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] "
"to be set to [code]true[/code] and [member max_contacts_reported] to be set "
"high enough to detect all the collisions. [GridMap]s are detected if the "
"[MeshLibrary] has Collision [Shape3D]s.\n"
"[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s "
"[CollisionObject3D] used by the [PhysicsServer3D].\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody3D] or [GridMap].\n"
"[param body_shape_index] the index of the [Shape3D] of the other "
"[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the "
"[CollisionShape3D] node with [code]body.shape_owner_get_owner(body."
"shape_find_owner(body_shape_index))[/code].\n"
"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used "
"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
msgstr ""
"当该 RigidBody3D 的一个 [Shape3D] 与另一个 [PhysicsBody3D] 或 [GridMap] 的 "
"[Shape3D] 碰撞时发出。需要将 [member contact_monitor] 设置为 [code]true[/"
"code],并将 [member max_contacts_reported] 设置得足够高以检测所有碰撞。如果 "
"[MeshLibrary] 具有 Collision [Shape3D],则 [GridMap] 会被检测到。\n"
"[param body_rid] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或 "
"[MeshLibrary] 的 [CollisionObject3D] 的 [RID]。\n"
"[param body] 其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果该节点存在于树"
"中。\n"
"[param body_shape_index] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或 "
"[GridMap] 的 [Shape3D] 的索引。该 [CollisionShape3D] 节点可以使用 [code]body."
"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获取。\n"
"[param local_shape_index] 由 [PhysicsServer3D] 使用的该 RigidBody3D 的 "
"[Shape3D] 的索引。该 [CollisionShape3D] 节点可以使用 [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 获取。"
msgid ""
"Emitted when the collision between one of this RigidBody3D's [Shape3D]s and "
"another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member "
"contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n"
"[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s "
"[CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if "
"the Meshes have [Shape3D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody3D] or [GridMap].\n"
"[param body_shape_index] the index of the [Shape3D] of the other "
"[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the "
"[CollisionShape3D] node with [code]body.shape_owner_get_owner(body."
"shape_find_owner(body_shape_index))[/code].\n"
"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used "
"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
msgstr ""
"当该 RigidBody3D 的一个 [Shape3D] 与另一个 [PhysicsBody3D] 或 [GridMap] 的 "
"[Shape3D] 之间的碰撞结束时发出。需要将 [member contact_monitor] 设置为 "
"[code]true[/code],并将 [member max_contacts_reported] 设置得足够高以检测所有"
"碰撞。如果 [MeshLibrary] 具有碰撞 [Shape3D],则 [GridMap] 将被检测。\n"
"[param body_rid] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或 "
"[MeshLibrary] 的 [CollisionObject3D] 的 [RID]。如果网格具有 [Shape3D],则 "
"[GridMap] 将被检测。\n"
"[param body] 其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果该节点存在于树"
"中。\n"
"[param body_shape_index] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或"
"[GridMap] 的[Shape3D] 的索引。该 [CollisionShape3D] 节点可以使用 [code]body."
"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 获取。\n"
"[param local_shape_index] 由 [PhysicsServer3D] 使用的该 RigidBody3D 的 "
"[Shape3D] 的索引。该 [CollisionShape3D] 节点可以使用 [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 获取。"
msgid "Editor-only helper for setting up root motion in [AnimationMixer]."
msgstr "仅限编辑器的帮助程序,用于在 [AnimationMixer] 中设置根运动。"
msgid ""
"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
"is used to give impulse to a character. When working with 3D animations, a "
"popular technique is for animators to use the root skeleton bone to give "
"motion to the rest of the skeleton. This allows animating characters in a way "
"where steps actually match the floor below. It also allows precise "
"interaction with objects during cinematics. See also [AnimationMixer].\n"
"[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be "
"hidden automatically in the running project."
msgstr ""
"[i]根运动[/i]是指一种动画技术,通过使用网格的骨架为角色提供冲量。在处理 3D 动"
"画时,动画师的一种流行技术是使用根骨架骨骼为骨架的其余部分提供运动。这允许以脚"
"步实际与下面的地板匹配的方式对角色进行动画处理。它还允许在过场动画期间与对象进"
"行精确交互。另请参阅 [AnimationMixer]。\n"
"[b]注意:[/b][RootMotionView] 仅在编辑器中可见。在运行的项目中将自动隐藏。"
msgid "Using AnimationTree - Root motion"
msgstr "使用 AnimationTree - 根运动"
msgid "Path to an [AnimationMixer] node to use as a basis for root motion."
msgstr "用作根运动的基的 [AnimationMixer] 节点的路径。"
msgid "The grid's cell size in 3D units."
msgstr "以 3D 单位表示的网格单元大小。"
msgid "The grid's color."
msgstr "网格的颜色。"
msgid ""
"The grid's radius in 3D units. The grid's opacity will fade gradually as the "
"distance from the origin increases until this [member radius] is reached."
msgstr ""
"以 3D 单位表示的网格半径。随着与原点的距离增加,网格的不透明度将逐渐消失,直到"
"达到此半径 [member radius]。"
msgid ""
"If [code]true[/code], the grid's points will all be on the same Y coordinate "
"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
"coordinate is preserved."
msgstr ""
"如果为 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y = "
"0。如果 [code]false[/code],则保留点的原始 Y 坐标。"
msgid "High-level multiplayer API implementation."
msgstr "高阶多人游戏 API 实现。"
msgid ""
"This class is the default implementation of [MultiplayerAPI], used to provide "
"multiplayer functionalities in Godot Engine.\n"
"This implementation supports RPCs via [method Node.rpc] and [method Node."
"rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it "
"will fail for other object types).\n"
"This implementation additionally provide [SceneTree] replication via the "
"[MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the "
"[SceneReplicationConfig] resource.\n"
"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
"detail and isn't meant to be used by non-Godot servers. It may change without "
"notice.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"这个类是 [MultiplayerAPI] 的默认实现,用于在 Godot 引擎中提供多人游戏功能。\n"
"该实现通过 [method Node.rpc] 和 [method Node.rpc_id] 来支持 RPC需要向 "
"[method MultiplayerAPI.rpc] 传递一个 [Node](传入其他对象类型会导致失败)。\n"
"该实现还提供了 [SceneTree] 复制功能,使用的是 [MultiplayerSpawner] 和 "
"[MultiplayerSynchronizer] 节点,以及 [SceneReplicationConfig] 资源,。\n"
"[b]注意:[/b]高阶多人游戏 API 协议属于实现细节,并不打算提供给非 Godot 服务器"
"使用。对协议的更改可能不会进行提前通知。\n"
"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署之前,请务必在安卓导出"
"预设中开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android "
"阻止。"
msgid ""
"Clears the current SceneMultiplayer network state (you shouldn't call this "
"unless you know what you are doing)."
msgstr ""
"清除当前 SceneMultiplayer 的网络状态(除非你知道你在做什么,否则不应该调用这个"
"函数)。"
msgid ""
"Mark the authentication step as completed for the remote peer identified by "
"[param id]. The [signal MultiplayerAPI.peer_connected] signal will be emitted "
"for this peer once the remote side also completes the authentication. No "
"further authentication messages are expected to be received from this peer.\n"
"If a peer disconnects before completing authentication, either due to a "
"network issue, the [member auth_timeout] expiring, or manually calling "
"[method disconnect_peer], the [signal peer_authentication_failed] signal will "
"be emitted instead of [signal MultiplayerAPI.peer_disconnected]."
msgstr ""
"完成对由 [param id] 标识的远程对等体的身份验证步骤。远程端也完成身份验证之后,"
"将会为这个对等体发出 [signal MultiplayerAPI.peer_connected] 信号。不会再从此对"
"等体接收到身份验证消息。\n"
"如果对等体在完成身份验证之前断开连接,无论是由于网络问题、[member "
"auth_timeout] 过期还是手动调用 [method disconnect_peer],都会发出 [signal "
"peer_authentication_failed] 信号,而不是 [signal MultiplayerAPI."
"peer_disconnected] 信号。"
msgid ""
"Disconnects the peer identified by [param id], removing it from the list of "
"connected peers, and closing the underlying connection with it."
msgstr ""
"断开由 [param id] 标识的对等体的连接,将其从连接的对等体列表中移除,并关闭与它"
"的底层连接。"
msgid ""
"Returns the IDs of the peers currently trying to authenticate with this "
"[MultiplayerAPI]."
msgstr "返回当前尝试使用此 [MultiplayerAPI] 进行身份验证的对等方的 ID。"
msgid ""
"Sends the specified [param data] to the remote peer identified by [param id] "
"as part of an authentication message. This can be used to authenticate peers, "
"and control when [signal MultiplayerAPI.peer_connected] is emitted (and the "
"remote peer accepted as one of the connected peers)."
msgstr ""
"将指定的 [param data] 作为身份验证消息的一部分发送到由 [param id] 标识的远程对"
"等方。这可用于验证对等方,并控制何时发出 [signal MultiplayerAPI."
"peer_connected](并接受远程对等方作为连接的对等方之一)。"
msgid ""
"Sends the given raw [param bytes] to a specific peer identified by [param id] "
"(see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], "
"i.e. broadcast to all peers."
msgstr ""
"向由 [param id] 标识的特定对等体发送给定的原始字节 [param bytes](见 [method "
"MultiplayerPeer.set_target_peer])。默认 ID 为 [code]0[/code],即广播到所有对"
"等体。"
msgid ""
"If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of "
"object during RPCs.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threat such as remote code execution."
msgstr ""
"如果为 [code]true[/code],则 MultiplayerAPI 将允许在远程过程调用期间对对象进行"
"编码和解码。\n"
"[b]警告:[/b]反序列化的对象可能包含要执行的代码。如果序列化的对象来自不受信任"
"的来源,请勿使用此选项,以避免潜在的安全威胁,例如远程代码执行。"
msgid ""
"The callback to execute when when receiving authentication data sent via "
"[method send_auth]. If the [Callable] is empty (default), peers will be "
"automatically accepted as soon as they connect."
msgstr ""
"当通过 [method send_auth] 接收身份验证数据时要执行的回调函数。如果 [Callable] "
"为空(默认),对等方将在连接后立即自动接受。"
msgid ""
"If set to a value greater than [code]0.0[/code], the maximum amount of time "
"peers can stay in the authenticating state, after which the authentication "
"will automatically fail. See the [signal peer_authenticating] and [signal "
"peer_authentication_failed] signals."
msgstr ""
"如果将其设置为大于 [code]0.0[/code] 的值,则对等方可以停留在正在验证状态的最长"
"时间,之后身份验证将自动失败。请参阅 [signal peer_authenticating] 和 [signal "
"peer_authentication_failed] 信号。"
msgid ""
"Maximum size of each delta packet. Higher values increase the chance of "
"receiving full updates in a single frame, but also the chance of causing "
"networking congestion (higher latency, disconnections). See "
"[MultiplayerSynchronizer]."
msgstr ""
"增量数据包的最大大小。值越大,单帧能够收到完整更新的几率就越大,但造成网络拥堵"
"的几率也越大(网络延迟、断线等)。见 [MultiplayerSynchronizer]。"
msgid ""
"Maximum size of each synchronization packet. Higher values increase the "
"chance of receiving full updates in a single frame, but also the chance of "
"packet loss. See [MultiplayerSynchronizer]."
msgstr ""
"同步数据包的最大大小。值越大,单帧能够收到完整更新的几率就越大,但丢包的几率也"
"越大。见 [MultiplayerSynchronizer]。"
msgid ""
"If [code]true[/code], the MultiplayerAPI's [member MultiplayerAPI."
"multiplayer_peer] refuses new incoming connections."
msgstr ""
"如果为 [code]true[/code],则 MultiplayerAPI 的 [member MultiplayerAPI."
"multiplayer_peer] 将拒绝新的传入连接。"
msgid ""
"The root path to use for RPCs and replication. Instead of an absolute path, a "
"relative path will be used to find the node upon which the RPC should be "
"executed.\n"
"This effectively allows to have different branches of the scene tree to be "
"managed by different MultiplayerAPI, allowing for example to run both client "
"and server in the same scene."
msgstr ""
"用于 RPC 和复制的根路径。将使用相对路径,而不是绝对路径,来查找 RPC 应该在其上"
"被执行的节点。\n"
"这有效地允许场景树的不同分支,由不同的 MultiplayerAPI 管理,例如允许在同一场景"
"中,同时运行客户端和服务器。"
msgid ""
"Enable or disable the server feature that notifies clients of other peers' "
"connection/disconnection, and relays messages between them. When this option "
"is [code]false[/code], clients won't be automatically notified of other peers "
"and won't be able to send them packets through the server.\n"
"[b]Note:[/b] Changing this option while other peers are connected may lead to "
"unexpected behaviors.\n"
"[b]Note:[/b] Support for this feature may depend on the current "
"[MultiplayerPeer] configuration. See [method MultiplayerPeer."
"is_server_relay_supported]."
msgstr ""
"启用或禁用服务器功能,该功能通知客户端其他对等体的连接/断开,并在它们之间转发"
"消息。当此选项为 [code]false[/code] 时,客户端将不会自动收到其他对等体的通知,"
"也无法通过服务器向它们发送数据包。\n"
"[b]注意:[/b]在其他对等体连接时更改此选项可能会导致意外行为。\n"
"[b]注意:[/b]对该功能的支持可能取决于当前的 [MultiplayerPeer] 配置。请参阅 "
"[method MultiplayerPeer.is_server_relay_supported]。"
msgid ""
"Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] "
"connects to a new peer and a valid [member auth_callback] is set. In this "
"case, the [signal MultiplayerAPI.peer_connected] will not be emitted until "
"[method complete_auth] is called with given peer [param id]. While in this "
"state, the peer will not be included in the list returned by [method "
"MultiplayerAPI.get_peers] (but in the one returned by [method "
"get_authenticating_peers]), and only authentication data will be sent or "
"received. See [method send_auth] for sending authentication data."
msgstr ""
"当此 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 连接到一个新对"
"等体并设置有效的 [member auth_callback] 时,将发出此信号。在这种情况下,只有在"
"调用 [method complete_auth] 并传递给定的对等体 [param id] 时,才会发出 "
"[signal MultiplayerAPI.peer_connected]。在此状态下,该对等体不会包含在 "
"[method MultiplayerAPI.get_peers] 返回的列表中(但会包含在 [method "
"get_authenticating_peers] 返回的列表中),且只会发送和接收身份验证数据。有关发"
"送身份验证数据的信息,请参阅 [method send_auth]。"
msgid ""
"Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] "
"disconnects from a peer for which authentication had not yet completed. See "
"[signal peer_authenticating]."
msgstr ""
"当这个 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 与另一个尚未"
"完成授权的对等体断开连接时触发。见 [signal peer_authenticating]。"
msgid ""
"Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] "
"receives a [param packet] with custom data (see [method send_bytes]). ID is "
"the peer ID of the peer that sent the packet."
msgstr ""
"当这个 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 收到带有自定"
"义数据(见 [method send_bytes])的 [param packet] 时发出。ID 是发送数据包的对"
"等体的对等体 ID。"
msgid ""
"Configuration for properties to synchronize with a [MultiplayerSynchronizer]."
msgstr "配置,能够让 [MultiplayerSynchronizer] 对属性进行同步。"
msgid ""
"Adds the property identified by the given [param path] to the list of the "
"properties being synchronized, optionally passing an [param index].\n"
"[b]Note:[/b] For details on restrictions and limitations on property "
"synchronization, see [MultiplayerSynchronizer]."
msgstr ""
"将属性添加至同步属性列表,该属性由 [param path] 指定,还可以传入索引 [param "
"index]。\n"
"[b]注意:[/b]属性同步的限制详见 [MultiplayerSynchronizer]。"
msgid "Returns a list of synchronized property [NodePath]s."
msgstr "返回同步属性的 [NodePath] 列表。"
msgid ""
"Returns whether the given [param path] is configured for synchronization."
msgstr "返回给定的 [param path] 是否配置为同步。"
msgid "Finds the index of the given [param path]."
msgstr "查找给定 [param path] 的索引。"
msgid ""
"Returns the replication mode for the property identified by the given [param "
"path]. See [enum ReplicationMode]."
msgstr ""
"返回给定 [param path] 标识的属性的复制模式。请参阅 [enum ReplicationMode]。"
msgid ""
"Returns whether the property identified by the given [param path] is "
"configured to be synchronized on spawn."
msgstr "返回属性是否配置为在出生时同步,该属性由 [param path] 指定。"
msgid ""
"Returns whether the property identified by the given [param path] is "
"configured to be synchronized on process.\n"
"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead."
msgstr ""
"返回属性是否配置为在处理时同步,该属性由[param path] 指定。\n"
"[i]已废弃。[/i]请改用 [method property_get_replication_mode]。"
msgid ""
"Returns whether the property identified by the given [param path] is "
"configured to be reliably synchronized when changes are detected on process.\n"
"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead."
msgstr ""
"返回属性是否配置为在处理中检测到变化时进行可靠同步,该属性由 [param path] 指"
"定。\n"
"[i]已废弃。[/i]请改用 [method property_get_replication_mode]。"
msgid ""
"Sets the synchronization mode for the property identified by the given [param "
"path]. See [enum ReplicationMode]."
msgstr "为路径为 [param path] 的属性设置同步模式。见 [enum ReplicationMode]。"
msgid ""
"Sets whether the property identified by the given [param path] is configured "
"to be synchronized on spawn."
msgstr "设置是否将路径为 [param path] 的属性配置为在出生时同步。"
msgid ""
"Sets whether the property identified by the given [param path] is configured "
"to be synchronized on process.\n"
"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant "
"REPLICATION_MODE_ALWAYS] instead."
msgstr ""
"设置是否将路径为 [param path] 的属性配置为在处理时同步。\n"
"[i]已废弃。[/i]请改为使用 [constant REPLICATION_MODE_ALWAYS] 调用 [method "
"property_set_replication_mode]。"
msgid ""
"Sets whether the property identified by the given [param path] is configured "
"to be reliably synchronized when changes are detected on process.\n"
"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant "
"REPLICATION_MODE_ON_CHANGE] instead."
msgstr ""
"设置是否将路径为 [param path] 的属性配置为在处理时检测到变化时进行可靠同步。\n"
"[i]已废弃。[/i]请改为使用 [constant REPLICATION_MODE_ON_CHANGE] 调用 [method "
"property_set_replication_mode]。"
msgid ""
"Removes the property identified by the given [param path] from the "
"configuration."
msgstr "从配置中移除属性,该属性由 [param path] 指定。"
msgid "Do not keep the given property synchronized."
msgstr "不要让给定的属性保持同步。"
msgid ""
"Replicate the given property on process by constantly sending updates using "
"unreliable transfer mode."
msgstr "处理时复制给定的属性,会使用不可靠的传输模式持续发送更新。"
msgid ""
"Replicate the given property on process by sending updates using reliable "
"transfer mode when its value changes."
msgstr "处理时复制给定的属性,会使用可靠的传输模式在值发生变化时发送更新。"
msgid "Provides access to a scene file's information."
msgstr "提供对场景文件信息的访问。"
msgid ""
"Maintains a list of resources, nodes, exported and overridden properties, and "
"built-in scripts associated with a scene. They cannot be modified from a "
"[SceneState], only accessed. Useful for peeking into what a [PackedScene] "
"contains without instantiating it.\n"
"This class cannot be instantiated directly, it is retrieved for a given scene "
"as the result of [method PackedScene.get_state]."
msgstr ""
"维护一个与场景相关的资源、节点、导出的和重写的属性以及内置脚本的列表。无法从 "
"[SceneState] 修改,只能读取。可用于在不实例化 [PackedScene] 的前提下观察其中的"
"内容。\n"
"这个类不能直接实例化,它是作为 [method PackedScene.get_state] 的结果为一个给定"
"的场景检索的。"
msgid "Returns the list of bound parameters for the signal at [param idx]."
msgstr "返回 [param idx] 处信号的绑定参数列表。"
msgid ""
"Returns the number of signal connections in the scene.\n"
"The [code]idx[/code] argument used to query connection metadata in other "
"[code]get_connection_*[/code] methods in the interval [code][0, "
"get_connection_count() - 1][/code]."
msgstr ""
"返回场景中的信号连接数。\n"
"用于查询其他 [code]get_connection_*[/code] 方法中的连接元数据的 [code]idx[/"
"code] 参数,范围是 [code][0, get_connection_count() - 1][/code]。"
msgid ""
"Returns the connection flags for the signal at [param idx]. See [enum Object."
"ConnectFlags] constants."
msgstr ""
"返回 [param idx] 处的信号的连接标志。见 [enum Object.ConnectFlags] 常量。"
msgid "Returns the method connected to the signal at [param idx]."
msgstr "返回连接到 [param idx] 处信号的方法。"
msgid "Returns the name of the signal at [param idx]."
msgstr "返回索引为 [param idx] 的信号的名称。"
msgid ""
"Returns the path to the node that owns the signal at [param idx], relative to "
"the root node."
msgstr "返回拥有 [param idx] 处信号的节点路径,相对于根节点。"
msgid ""
"Returns the path to the node that owns the method connected to the signal at "
"[param idx], relative to the root node."
msgstr "返回到拥有连接到 [param idx] 处的信号的方法的节点的路径,相对于根节点。"
msgid "Returns the number of unbound parameters for the signal at [param idx]."
msgstr "返回 [param idx] 处信号的解绑参数数量。"
msgid ""
"Returns the number of nodes in the scene.\n"
"The [code]idx[/code] argument used to query node data in other "
"[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - "
"1][/code]."
msgstr ""
"返回场景中节点的数量。\n"
"[code]idx[/code] 参数用于在其他 [code]get_node_*[/code] 方法中查询节点数据,范"
"围为 [code][0, get_node_count() - 1][/code]。"
msgid "Returns the list of group names associated with the node at [param idx]."
msgstr "返回与 [param idx] 处的节点关联的组名列表。"
msgid ""
"Returns the node's index, which is its position relative to its siblings. "
"This is only relevant and saved in scenes for cases where new nodes are added "
"to an instantiated or inherited scene among siblings from the base scene. "
"Despite the name, this index is not related to the [param idx] argument used "
"here and in other methods."
msgstr ""
"返回该节点的索引,这是它相对于其兄弟节点的位置。这仅在新节点被添加到一个实例化"
"的或继承的场景,在基础场景的兄弟节点之间的情况下,才相关并被保存在场景中。尽管"
"名称如此,但该索引与此处和其他方法中使用的 [param idx] 参数无关。"
msgid ""
"Returns a [PackedScene] for the node at [param idx] (i.e. the whole branch "
"starting at this node, with its child nodes and resources), or [code]null[/"
"code] if the node is not an instance."
msgstr ""
"为 [param idx] 处的节点返回一个 [PackedScene](即从该节点开始的整个分支,包括"
"其子节点和资源),如果该节点不是一个实例,则返回 [code]null[/code]。"
msgid ""
"Returns the path to the represented scene file if the node at [param idx] is "
"an [InstancePlaceholder]."
msgstr ""
"如果 [param idx] 处的节点是一个 [InstancePlaceholder],则返回所表示的场景文件"
"的路径。"
msgid "Returns the name of the node at [param idx]."
msgstr "返回索引为 [param idx] 的节点的名称。"
msgid ""
"Returns the path to the owner of the node at [param idx], relative to the "
"root node."
msgstr "返回相对于根节点的位于 [param idx] 处的节点的所有者的路径。"
msgid ""
"Returns the path to the node at [param idx].\n"
"If [param for_parent] is [code]true[/code], returns the path of the [param "
"idx] node's parent instead."
msgstr ""
"返回 [param idx] 处的节点的路径。\n"
"如果 [param for_parent] 为 [code]true[/code],则返回 [param idx] 节点的父节点"
"的路径。"
msgid ""
"Returns the number of exported or overridden properties for the node at "
"[param idx].\n"
"The [code]prop_idx[/code] argument used to query node property data in other "
"[code]get_node_property_*[/code] methods in the interval [code][0, "
"get_node_property_count() - 1][/code]."
msgstr ""
"返回在 [param idx] 处的节点的导出的或覆盖的属性数量。\n"
"[code]prop_idx[/code] 参数介于区间 [code][0, get_node_property_count() - 1][/"
"code],用于在其他 [code]get_node_property_*[/code] 方法中查询节点属性数据。"
msgid ""
"Returns the name of the property at [param prop_idx] for the node at [param "
"idx]."
msgstr "返回索引为 [param idx] 的节点中,索引为 [param prop_idx] 的属性的名称。"
msgid ""
"Returns the value of the property at [param prop_idx] for the node at [param "
"idx]."
msgstr "返回索引为 [param idx] 的节点中,索引为 [param prop_idx] 的属性的值。"
msgid "Returns the type of the node at [param idx]."
msgstr "返回索引为 [param idx] 的节点的类型。"
msgid ""
"Returns [code]true[/code] if the node at [param idx] is an "
"[InstancePlaceholder]."
msgstr ""
"如果 [param idx] 处的节点是一个 [InstancePlaceholder],则返回 [code]true[/"
"code]。"
msgid ""
"If passed to [method PackedScene.instantiate], blocks edits to the scene "
"state."
msgstr "如果传递给 [method PackedScene.instantiate],则会阻止对场景状态的编辑。"
msgid ""
"If passed to [method PackedScene.instantiate], provides inherited scene "
"resources to the local scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果传递给 [method PackedScene.instantiate],则会把继承的场景资源提供给本地场"
"景。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
msgid ""
"If passed to [method PackedScene.instantiate], provides local scene resources "
"to the local scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果传递给 [method PackedScene.instantiate],则会为本地场景提供本地场景资源。"
"只有主场景应该接收主编辑状态。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
msgid ""
"If passed to [method PackedScene.instantiate], it's similar to [constant "
"GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated "
"to be the base of another one.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果传递给 [method PackedScene.instantiate],则类似于 [constant "
"GEN_EDIT_STATE_MAIN],但适用于该场景被实例化为另一个场景的基类的情况。\n"
"[b]注意:[/b]仅在编辑器构建中可用。"
msgid "Manages the game loop via a hierarchy of nodes."
msgstr "通过节点层次结构管理游戏循环。"
msgid ""
"As one of the most important classes, the [SceneTree] manages the hierarchy "
"of nodes in a scene as well as scenes themselves. Nodes can be added, "
"retrieved and removed. The whole scene tree (and thus the current scene) can "
"be paused. Scenes can be loaded, switched and reloaded.\n"
"You can also use the [SceneTree] to organize your nodes into groups: every "
"node can be assigned as many groups as you want to create, e.g. an \"enemy\" "
"group. You can then iterate these groups or even call methods and set "
"properties on all the group's members at once.\n"
"[SceneTree] is the default [MainLoop] implementation used by scenes, and is "
"thus in charge of the game loop."
msgstr ""
"作为最重要的类之一,[SceneTree] 管理着场景中节点的层次结构以及场景本身。节点可"
"以被添加、检索和删除。整个场景树可以被暂停,包括当前场景。场景可以被加载、切换"
"和重新加载。\n"
"你也可以使用 [SceneTree] 将你的节点组织成组,每个节点都可以被分配到你想要创建"
"的组,例如“敌人”组。然后你可以遍历这些组,甚至可以统一对所有组成员调用方法并设"
"置属性。\n"
"[SceneTree] 是场景所使用的默认 [MainLoop] 实现,因此掌控着游戏循环。"
msgid "SceneTree"
msgstr "SceneTree"
msgid ""
"Calls [param method] on each member of the given group. You can pass "
"arguments to [param method] by specifying them at the end of the method call. "
"If a node doesn't have the given method or the argument list does not match "
"(either in count or in types), it will be skipped.\n"
"[b]Note:[/b] [method call_group] will call methods immediately on all members "
"at once, which can cause stuttering if an expensive method is called on lots "
"of members."
msgstr ""
"对给定分组的每个成员调用 [param method]。调用方法时在末尾指定的参数会传递给 "
"[param method]。如果节点没有给定的方法或参数列表不匹配(无论是数量还是类型),"
"那么就会跳过这个节点。\n"
"[b]注意:[/b][method call_group] 将立即对所有成员调用一次方法,如果对大量成员"
"调用昂贵的方法,这可能会导致卡顿。"
msgid ""
"Calls [param method] on each member of the given group, respecting the given "
"[enum GroupCallFlags]. You can pass arguments to [param method] by specifying "
"them at the end of the method call. If a node doesn't have the given method "
"or the argument list does not match (either in count or in types), it will be "
"skipped.\n"
"[codeblock]\n"
"# Call the method in a deferred manner and in reverse order.\n"
"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree."
"GROUP_CALL_REVERSE)\n"
"[/codeblock]\n"
"[b]Note:[/b] Group call flags are used to control the method calling "
"behavior. By default, methods will be called immediately in a way similar to "
"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is "
"present in the [param flags] argument, methods will be called at the end of "
"the frame in a way similar to [method Object.set_deferred]."
msgstr ""
"调用给定分组中每个成员的 [param method] 方法,遵循给定的 [enum "
"GroupCallFlags]。你可以在方法调用末尾指定要传递给 [param method] 的参数。如果"
"某个节点没有给定的方法,或者方法的参数列表不匹配(无论是数量还是类型不匹配),"
"则会跳过这个节点。\n"
"[codeblock]\n"
"# 使用延迟方式逆序调用该方法。\n"
"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree."
"GROUP_CALL_REVERSE)\n"
"[/codeblock]\n"
"[b]注意:[/b]分组调用标志可用于控制方法调用的行为。默认情况下方法是立即调用"
"的,与 [method call_group] 类似。但是如果在 [param flags] 中存在 [constant "
"GROUP_CALL_DEFERRED] 标志,则方法会在该帧末尾调用,与 [method Object."
"set_deferred] 类似。"
msgid ""
"Changes the running scene to the one at the given [param path], after loading "
"it into a [PackedScene] and creating a new instance.\n"
"Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param "
"path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if "
"that scene cannot be instantiated.\n"
"[b]Note:[/b] The new scene node is added to the tree at the end of the frame. "
"This ensures that both scenes aren't running at the same time, while still "
"freeing the previous scene in a safe way similar to [method Node.queue_free]. "
"As such, you won't be able to access the loaded scene immediately after the "
"[method change_scene_to_file] call."
msgstr ""
"将位于给定路径 [param path] 的场景加载进一个 [PackedScene] 并新建其实例,然后"
"将正在运行的场景修改为这个场景。\n"
"成功时返回 [constant OK],如果 [param path] 不能被加载到一个 [PackedScene] "
"中,则返回 [constant ERR_CANT_OPEN];如果该场景无法被实例化,则返回 [constant "
"ERR_CANT_CREATE]。\n"
"[b]注意:[/b]新的场景节点是在该帧的末尾添加的。这确保了两个场景永远不会同时加"
"载,如果场景太大或在内存受限的环境中运行,这会耗尽系统资源。因此,无法在 "
"[method change_scene_to_file] 调用后,立即访问到被加载的场景。"
msgid ""
"Changes the running scene to a new instance of the given [PackedScene] (which "
"must be valid).\n"
"Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene "
"cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is "
"invalid.\n"
"[b]Note:[/b] The new scene node is added to the tree at the end of the frame. "
"You won't be able to access it immediately after the [method "
"change_scene_to_packed] call."
msgstr ""
"将正在运行的场景改变为给定 [PackedScene] (必须有效)的一个新实例。\n"
"成功时返回 [constant OK],场景无法实例化时返回 [constant ERR_CANT_CREATE],场"
"景无效时返回 [constant ERR_INVALID_PARAMETER]。\n"
"[b]注意:[/b]新的场景节点会在当前帧的末尾添加到场景树中。无法在调用 [method "
"change_scene_to_packed] 后立即访问到它。"
msgid ""
"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] "
"after the given time in seconds elapsed in this [SceneTree].\n"
"If [param process_always] is set to [code]false[/code], pausing the "
"[SceneTree] will also pause the timer.\n"
"If [param process_in_physics] is set to [code]true[/code], will update the "
"[SceneTreeTimer] during the physics frame instead of the process frame (fixed "
"framerate processing).\n"
"If [param ignore_time_scale] is set to [code]true[/code], will ignore [member "
"Engine.time_scale] and update the [SceneTreeTimer] with the actual frame "
"delta.\n"
"Commonly used to create a one-shot delay timer as in the following example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func some_function():\n"
" print(\"start\")\n"
" await get_tree().create_timer(1.0).timeout\n"
" print(\"end\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public async Task SomeFunction()\n"
"{\n"
" GD.Print(\"start\");\n"
" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
"Timeout);\n"
" GD.Print(\"end\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The timer will be automatically freed after its time elapses.\n"
"[b]Note:[/b] The timer is processed after all of the nodes in the current "
"frame, i.e. node's [method Node._process] method would be called before the "
"timer (or [method Node._physics_process] if [param process_in_physics] is set "
"to [code]true[/code])."
msgstr ""
"返回一个 [SceneTreeTimer],会在 [SceneTree] 中经过给定秒数后发出 [signal "
"SceneTreeTimer.timeout] 信号。\n"
"如果 [param process_always] 为 [code]false[/code],则暂停 [SceneTree] 也会暂停"
"计时器。\n"
"如果 [param process_in_physics] 为 [code]true[/code],则将在物理帧而不是处理帧"
"期间更新 [SceneTreeTimer](固定帧率处理)。\n"
"如果 [param ignore_time_scale] 为 [code]true[/code],则将忽略 [member Engine."
"time_scale] 并使用实际帧增量来更新 [SceneTreeTimer]。\n"
"通常用于创建一次性的延迟定时器,如下例所示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func some_function():\n"
" print(\"开始\")\n"
" await get_tree().create_timer(1.0).timeout\n"
" print(\"结束\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public async Task SomeFunction()\n"
"{\n"
" GD.Print(\"开始\");\n"
" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
"Timeout);\n"
" GD.Print(\"结束\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"计时器将在其时间结束后被自动释放。\n"
"[b]注意:[/b]计时器是在当前帧所有节点之后处理的,即节点的 [method Node."
"_process] 方法比计时器先调用([param process_in_physics] 为 [code]true[/code] "
"时为 [method Node._physics_process])。"
msgid ""
"Creates and returns a new [Tween]. The Tween will start automatically on the "
"next process frame or physics frame (depending on [enum Tween."
"TweenProcessMode]).\n"
"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not "
"be tied to the [Node] that called it. It will continue to animate even if the "
"[Node] is freed, but it will automatically finish if there's nothing left to "
"animate. If you want the [Tween] to be automatically killed when the [Node] "
"is freed, use [method Node.create_tween] or [method Tween.bind_node]."
msgstr ""
"创建并返回新的 [Tween]。该 Tween 会在下一个处理帧或物理帧中自动开始(取决于 "
"[enum Tween.TweenProcessMode])。\n"
"[b]注意:[/b]使用这个方法创建 [Tween] 时,[Tween] 不会与调用的 [Node] 绑定。即"
"便在该 [Node] 释放后也仍然会继续进行动画,但是在已经没有任何可以动画的东西时会"
"自动结束。如果你想要让 [Tween] 在该 [Node] 释放时自动销毁,请使用 [method "
"Node.create_tween] 或 [method Tween.bind_node]。"
msgid ""
"Returns the first node in the specified group, or [code]null[/code] if the "
"group is empty or does not exist."
msgstr ""
"返回指定组中的第一个节点,如果组为空或不存在,则返回 [code]null[/code]。"
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
msgstr "返回当前的帧数,即自应用程序启动以来的总帧数。"
msgid ""
"Searches for the [MultiplayerAPI] configured for the given path, if one does "
"not exist it searches the parent paths until one is found. If the path is "
"empty, or none is found, the default one is returned. See [method "
"set_multiplayer]."
msgstr ""
"搜索为给定路径配置的 [MultiplayerAPI],如果不存在,则会搜索父路径,直到找到为"
"止。如果路径为空,或者没有找到,则返回默认路径。参见 [method "
"set_multiplayer]。"
msgid "Returns the number of nodes in this [SceneTree]."
msgstr "返回此 [SceneTree] 中的节点数。"
msgid "Returns a list of all nodes assigned to the given group."
msgstr "返回一个分配给给定组的所有节点的列表。"
msgid ""
"Returns an array of currently existing [Tween]s in the [SceneTree] (both "
"running and paused)."
msgstr ""
"返回在 [SceneTree] 中当前存在的 [Tween] 的数组(包括正在运行的和已暂停的)。"
msgid ""
"Returns [code]true[/code] if the given group exists.\n"
"A group exists if any [Node] in the tree belongs to it (see [method Node."
"add_to_group]). Groups without nodes are removed automatically."
msgstr ""
"如果存在给定的分组,则返回 [code]true[/code]。\n"
"场景中存在属于某个分组的 [Node] 时,该分组才存在(见 [method Node."
"add_to_group])。不含任何节点的分组会被自动移除。"
msgid ""
"Sends the given notification to all members of the [param group].\n"
"[b]Note:[/b] [method notify_group] will immediately notify all members at "
"once, which can cause stuttering if an expensive method is called as a result "
"of sending the notification to lots of members."
msgstr ""
"向 [param group] 中的所有成员发送给定的通知。\n"
"[b]注意:[/b][method notify_group] 会立即通知所有成员,如果向大量成员发送了通"
"知,进而调用了开销很大的方法,则可能导致卡顿。"
msgid ""
"Sends the given notification to all members of the [param group], respecting "
"the given [enum GroupCallFlags].\n"
"[b]Note:[/b] Group call flags are used to control the notification sending "
"behavior. By default, notifications will be sent immediately in a way similar "
"to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag "
"is present in the [param call_flags] argument, notifications will be sent at "
"the end of the current frame in a way similar to using [code]Object."
"call_deferred(\"notification\", ...)[/code]."
msgstr ""
"将给定的通知发送到 [param group] 中的所有成员,同时遵循给定的 [enum "
"GroupCallFlags]。\n"
"[b]注意:[/b]分组调用标志用于控制通知发送的行为。默认情况下通知会立即发送,类"
"似于 [method notify_group]。但是,如果 [param call_flags] 参数中包含 "
"[constant GROUP_CALL_DEFERRED] 标志,则通知将在当前帧的末尾发送,类似于使用 "
"[code]Object.call_deferred(\"notification\", ...)[/code]。"
msgid ""
"Queues the given object for deletion, delaying the call to [method Object."
"free] to the end of the current frame."
msgstr ""
"将给定的对象加入删除队列,将对 [method Object.free] 的调用推迟到当前帧的末尾。"
msgid ""
"Quits the application at the end of the current iteration. Argument [param "
"exit_code] can optionally be given (defaulting to 0) to customize the exit "
"status code.\n"
"By convention, an exit code of [code]0[/code] indicates success whereas a non-"
"zero exit code indicates an error.\n"
"For portability reasons, the exit code should be set between 0 and 125 "
"(inclusive).\n"
"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the "
"iOS Human Interface Guidelines, the user is expected to close apps via the "
"Home button."
msgstr ""
"在当前迭代结束时退出应用程序。可以选择给出参数 [param exit_code](默认为 0"
"以自定义退出状态代码。\n"
"按照惯例,退出代码 [code]0[/code] 表示成功,而非零的退出代码表示错误。\n"
"出于可移植性的原因,退出代码应设置在 0 到 125之间。\n"
"[b]注意:[/b]这个方法在 iOS 上不起作用。根据《iOS 人机界面指南》中的建议,用户"
"应该通过 Home 键来关闭应用程序。"
msgid ""
"Reloads the currently active scene.\n"
"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member "
"current_scene] cannot be loaded into a [PackedScene], or [constant "
"ERR_CANT_CREATE] if the scene cannot be instantiated."
msgstr ""
"重新加载当前活动的场景。\n"
"成功时返回 [constant OK],如果尚未定义 [member current_scene],则返回 "
"[constant ERR_UNCONFIGURED],如果 [member current_scene] 无法加载到 "
"[PackedScene] 中,则返回 [constant ERR_CANT_OPEN],如果场景无法加载,则返回 "
"[constant ERR_CANT_CREATE]。"
msgid ""
"Sets the given [param property] to [param value] on all members of the given "
"group.\n"
"[b]Note:[/b] [method set_group] will set the property immediately on all "
"members at once, which can cause stuttering if a property with an expensive "
"setter is set on lots of members."
msgstr ""
"将给定分组中所有成员的 [param property] 设置为 [param value]。\n"
"[b]注意:[/b][method set_group] 会立即在所有成员上设置属性,如果对许多成员设置"
"具有大量耗费的 setter 的属性,则可能会导致卡顿。"
msgid ""
"Sets the given [param property] to [param value] on all members of the given "
"group, respecting the given [enum GroupCallFlags].\n"
"[b]Note:[/b] Group call flags are used to control the property setting "
"behavior. By default, properties will be set immediately in a way similar to "
"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is "
"present in the [param call_flags] argument, properties will be set at the end "
"of the frame in a way similar to [method Object.call_deferred]."
msgstr ""
"将给定分组中所有成员的 [param property] 设置为 [param value],设置时会考虑给定"
"的 [enum GroupCallFlags]。\n"
"[b]注意:[/b]分组调用标志可用于控制属性设置的行为。默认情况下会立即设置属性,"
"类似于 [method set_group]。但是,如果在 [param call_flags] 参数中存在 "
"[constant GROUP_CALL_DEFERRED] 标志,则属性将在该帧的末尾再设置,类似于 "
"[method Object.call_deferred]。"
msgid ""
"Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling "
"also the relative subpaths), or override the default one if [param root_path] "
"is empty.\n"
"[b]Note:[/b] No [MultiplayerAPI] must be configured for the subpath "
"containing [param root_path], nested custom multiplayers are not allowed. I."
"e. if one is configured for [code]\"/root/Foo\"[/code] setting one for "
"[code]\"/root/Foo/Bar\"[/code] will cause an error."
msgstr ""
"用给定的 [param root_path] 设置自定义的 [MultiplayerAPI](同时控制相对的子路"
"径),如果 [param root_path] 为空,则会覆盖默认值。\n"
"[b]注意:[/b][MultiplayerAPI] 不能为包含 [param root_path] 的子路径配置,嵌套"
"的自定义多人游戏是不被允许的。例如,如果为 [code]\"/root/Foo\"[/code] 配置了一"
"项,则为 [code]\"/root/Foo/Bar\"[/code] 设置一项将导致错误。"
msgid "If a current scene is loaded, calling this method will unload it."
msgstr "如果当前场景已加载,调用此方法将进行卸载。"
msgid ""
"If [code]true[/code], the application automatically accepts quitting "
"requests.\n"
"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
"如果为 [code]true[/code],则应用程序会自动接受退出请求。\n"
"移动平台见 [member quit_on_go_back]。"
msgid ""
"Returns the root node of the currently running scene, regardless of its "
"structure.\n"
"[b]Warning:[/b] Setting this directly might not work as expected, and will "
"[i]not[/i] add or remove any nodes from the tree, consider using [method "
"change_scene_to_file] or [method change_scene_to_packed] instead."
msgstr ""
"返回当前运行场景的根节点,无视其结构。\n"
"[b]警告:[/b]直接设置这个属性可能无法达到预期效果,[i]不会[/i]为场景树添加或移"
"除任何节点,请考虑改用 [method change_scene_to_file] 或 [method "
"change_scene_to_packed]。"
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
"from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_collisions_hint] while the project is "
"running will not have the desired effect."
msgstr ""
"如果为 [code]true[/code],从编辑器中运行游戏时会显示碰撞形状,方便调试。\n"
"[b]注意:[/b]这个属性不应在运行时更改。在运行项目时更改 [member "
"debug_collisions_hint] 的值不会有想要的效果。"
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
"game from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_navigation_hint] while the project is "
"running will not have the desired effect."
msgstr ""
"如果为 [code]true[/code],从编辑器中运行游戏时会显示导航多边形,方便调试。\n"
"[b]注意:[/b]这个属性不应在运行时更改。在运行项目时更改 [member "
"debug_navigation_hint] 的值不会有想要的效果。"
msgid ""
"If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be visible "
"when running the game from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_paths_hint] while the project is running "
"will not have the desired effect."
msgstr ""
"如果为 [code]true[/code],从编辑器中运行游戏时,来自 [Path2D] 和 [Path3D] 节点"
"的曲线将可见以进行调试。\n"
"[b]注意:[/b]该属性没有被设计为在运行时更改。在项目运行时更改 [member "
"debug_paths_hint] 的值不会产生预期的效果。"
msgid "The root of the edited scene."
msgstr "编辑场景的根。"
msgid ""
"If [code]true[/code] (default value), enables automatic polling of the "
"[MultiplayerAPI] for this SceneTree during [signal process_frame].\n"
"If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] "
"to process network packets and deliver RPCs. This allows running RPCs in a "
"different loop (e.g. physics, thread, specific time step) and for manual "
"[Mutex] protection when accessing the [MultiplayerAPI] from threads."
msgstr ""
"如果为 [code]true[/code](默认值),则在 [signal process_frame] 期间为该 "
"SceneTree 启用 [MultiplayerAPI] 的自动轮询。\n"
"如果为 [code]false[/code],则需要手动调用 [method MultiplayerAPI.poll] 以处理"
"网络数据包并下发 RPC。这允许在一个不同的循环例如物理、线程、特定时间步长中"
"运行 RPC并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保护。"
msgid ""
"If [code]true[/code], the [SceneTree] is paused. Doing so will have the "
"following behavior:\n"
"- 2D and 3D physics will be stopped. This includes signals and collision "
"detection.\n"
"- [method Node._process], [method Node._physics_process] and [method Node."
"_input] will not be called anymore in nodes."
msgstr ""
"如果为 [code]true[/code][SceneTree] 会暂停。这样做会有以下行为:\n"
"- 2D 和 3D 物理将停止,包括信号和碰撞检测。\n"
"- 节点不再调用 [method Node._process]、[method Node._physics_process] 和 "
"[method Node._input]。"
msgid ""
"If [code]true[/code], the application quits automatically when navigating "
"back (e.g. using the system \"Back\" button on Android).\n"
"To handle 'Go Back' button when this option is disabled, use [constant "
"DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]."
msgstr ""
"如果为 [code]true[/code],则该应用程序会在导航返回时自动退出(例如在 Android "
"上使用系统“返回”键)。\n"
"禁用这个选项时,如果要处理“返回”按钮,请使用 [constant DisplayServer."
"WINDOW_EVENT_GO_BACK_REQUEST]。"
msgid "The [SceneTree]'s root [Window]."
msgstr "[SceneTree] 的根 [Window]。"
msgid "Emitted whenever a node is added to the [SceneTree]."
msgstr "当将节点添加到 [SceneTree] 时发出。"
msgid ""
"Emitted when a node's configuration changed. Only emitted in [code]tool[/"
"code] mode."
msgstr "当节点的配置更改时发出。仅在 [code]tool[/code] 模式下发射。"
msgid "Emitted whenever a node is removed from the [SceneTree]."
msgstr "当从 [SceneTree] 中移除节点时发出。"
msgid "Emitted whenever a node is renamed."
msgstr "当节点重命名时发出。"
msgid ""
"Emitted immediately before [method Node._physics_process] is called on every "
"node in the [SceneTree]."
msgstr ""
"在 [SceneTree] 中的每个节点上调用 [method Node._physics_process] 之前立即发"
"出。"
msgid ""
"Emitted immediately before [method Node._process] is called on every node in "
"the [SceneTree]."
msgstr "在对 [SceneTree] 中的每个节点调用 [method Node._process] 之前立即发出。"
msgid ""
"Emitted whenever the [SceneTree] hierarchy changed (children being moved or "
"renamed, etc.)."
msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等)时发出。"
msgid ""
"This signal is only emitted in the editor, it allows the editor to update the "
"visibility of disabled nodes. Emitted whenever any node's [member Node."
"process_mode] is changed."
msgstr ""
"该信号仅在编辑器中发出,允许编辑器更新被禁用节点的可见性。任何节点的 [member "
"Node.process_mode] 更改时发出。"
msgid "Call a group with no flags (default)."
msgstr "对分组进行调用时,不使用标志(默认)。"
msgid "Call a group in reverse scene order."
msgstr "对分组进行调用时,使用逆场景序。"
msgid "Call a group at the end of the current frame (process or physics)."
msgstr "在当前帧的末尾对分组进行调用(处理帧或物理帧)。"
msgid ""
"Call a group only once even if the call is executed many times.\n"
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
"call is unique or not. Therefore when the same method is called with "
"different arguments, only the first call will be performed."
msgstr ""
"即便执行了多次调用,也只对分组进行一次调用。\n"
"[b]注意:[/b]确定调用是否唯一时不考虑参数。因此,如果使用不同的参数调用了同一"
"个方法,那么只会执行第一个调用。"
msgid "One-shot timer."
msgstr "一次性定时器。"
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
"As opposed to [Timer], it does not require the instantiation of a node. "
"Commonly used to create a one-shot delay timer as in the following example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func some_function():\n"
" print(\"Timer started.\")\n"
" await get_tree().create_timer(1.0).timeout\n"
" print(\"Timer ended.\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public async Task SomeFunction()\n"
"{\n"
" GD.Print(\"Timer started.\");\n"
" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
"Timeout);\n"
" GD.Print(\"Timer ended.\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The timer will be dereferenced after its time elapses. To preserve the timer, "
"you can keep a reference to it. See [RefCounted].\n"
"[b]Note:[/b] The timer is processed after all of the nodes in the current "
"frame, i.e. node's [method Node._process] method would be called before the "
"timer (or [method Node._physics_process] if [code]process_in_physics[/code] "
"in [method SceneTree.create_timer] has been set to [code]true[/code])."
msgstr ""
"由场景树管理的一次性计时器,会在完成时发出 [signal timeout]。另见 [method "
"SceneTree.create_timer]。\n"
"与 [Timer] 不同,它不需要实例化节点。常用于创建一次性的延迟计时器,如下面的例"
"子所示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func some_function():\n"
" print(\"计时开始。\")\n"
" await get_tree().create_timer(1.0).timeout\n"
" print(\"计时结束。\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public async Task SomeFunction()\n"
"{\n"
" GD.Print(\"计时开始。\");\n"
" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
"Timeout);\n"
" GD.Print(\"计时结束。\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"达到时间后,会释放对该计时器的引用。如果要保留该计时器,你可以保持对它的引用。"
"见 [RefCounted]。\n"
"[b]注意:[/b]对计时器的处理发生在当前帧的所有节点节后,即节点的 [method Node."
"_process] 方法是在计时器之前调用的(如果 [method SceneTree.create_timer] 的 "
"[code]process_in_physics[/code] 为 [code]true[/code]则为 [method Node."
"_physics_process])。"
msgid "The time remaining (in seconds)."
msgstr "剩余时间(单位为秒)。"
msgid "Emitted when the timer reaches 0."
msgstr "当计时器到 0 时发出。"
msgid "A class stored as a resource."
msgstr "作为资源存储的类。"
msgid ""
"A class stored as a resource. A script extends the functionality of all "
"objects that instantiate it.\n"
"This is the base class for all scripts and should not be used directly. "
"Trying to create a new script with this class will result in an error.\n"
"The [code]new[/code] method of a script subclass creates a new instance. "
"[method Object.set_script] extends an existing object, if that object's class "
"matches one of the script's base classes."
msgstr ""
"作为资源存储的类。脚本可以扩展所有以它为实例的对象的功能。\n"
"这是所有脚本的基类,不应直接使用。尝试使用此类创建新脚本将导致错误。\n"
"脚本子类的 [code]new[/code] 方法会创建新的实例。如果一个现有的对象的类与脚本的"
"基类之一相匹配,[method Object.set_script] 会扩展该对象。"
msgid "Scripting documentation index"
msgstr "脚本文档索引"
msgid "Returns [code]true[/code] if the script can be instantiated."
msgstr "如果该脚本可以被实例化,则返回 [code]true[/code]。"
msgid "Returns the script directly inherited by this script."
msgstr "返回由该脚本直接继承的脚本。"
msgid "Returns the script's base type."
msgstr "返回脚本的基类类型。"
msgid "Returns the default value of the specified property."
msgstr "返回指定属性的默认值。"
msgid "Returns a dictionary containing constant names and their values."
msgstr "返回一个包含常量名称及其值的字典。"
msgid "Returns the list of methods in this [Script]."
msgstr "返回此 [Script] 中的方法列表。"
msgid "Returns the list of properties in this [Script]."
msgstr "返回此 [Script] 中的属性列表。"
msgid "Returns the list of user signals defined in this [Script]."
msgstr "返回在此 [Script] 中定义的用户信号列表。"
msgid ""
"Returns [code]true[/code] if the script, or a base class, defines a signal "
"with the given name."
msgstr "如果脚本或基类定义了具有给定名称的信号,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the script contains non-empty source code."
msgstr "如果脚本包含非空源代码,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if [param base_object] is an instance of this "
"script."
msgstr "如果 [param base_object] 是该脚本的实例,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the script is an abstract script. An abstract "
"script does not have a constructor and cannot be instantiated."
msgstr ""
"如果脚本是抽象脚本,则返回 [code]true[/code]。抽象脚本没有构造函数,无法被实例"
"化。"
msgid ""
"Returns [code]true[/code] if the script is a tool script. A tool script can "
"run in the editor."
msgstr ""
"如果脚本是工具脚本,则返回 [code]true[/code]。工具脚本可以在编辑器中运行。"
msgid "Reloads the script's class implementation. Returns an error code."
msgstr "重新加载脚本的类的实现。返回一个错误代码。"
msgid ""
"The script source code or an empty string if source code is not available. "
"When set, does not reload the class implementation automatically."
msgstr ""
"脚本的源代码,如果源代码不可用,则为空字符串。当设置时,不会自动重新加载类的实"
"现。"
msgid "Godot editor's popup dialog for creating new [Script] files."
msgstr "Godot 编辑器用于创建新 [Script] 文件的弹出对话框。"
msgid ""
"The [ScriptCreateDialog] creates script files according to a given template "
"for a given scripting language. The standard use is to configure its fields "
"prior to calling one of the [method Window.popup] methods.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var dialog = ScriptCreateDialog.new();\n"
" dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types.\n"
" dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
"# For script types.\n"
" dialog.popup_centered()\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var dialog = new ScriptCreateDialog();\n"
" dialog.Config(\"Node\", \"res://NewNode.cs\"); // For in-engine types.\n"
" dialog.Config(\"\\\"res://BaseNode.cs\\\"\", \"res://DerivedNode."
"cs\"); // For script types.\n"
" dialog.PopupCentered();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[ScriptCreateDialog] 会根据给定的模板为给定的脚本语言创建脚本文件。标准用法是"
"在调用任何 [method Window.popup] 方法之前,先配置其字段。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var dialog = ScriptCreateDialog.new();\n"
" dialog.config(\"Node\", \"res://new_node.gd\") # 对于引擎内置类型。\n"
" dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
"# 对于脚本类型。\n"
" dialog.popup_centered()\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var dialog = new ScriptCreateDialog();\n"
" dialog.Config(\"Node\", \"res://NewNode.cs\"); // 对于引擎内置类型。\n"
" dialog.Config(\"\\\"res://BaseNode.cs\\\"\", \"res://DerivedNode."
"cs\"); // 对于脚本类型。\n"
" dialog.PopupCentered();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Prefills required fields to configure the ScriptCreateDialog for use."
msgstr "预填必填字段以配置 ScriptCreateDialog 以供使用。"
msgid "Emitted when the user clicks the OK button."
msgstr "当用户点击确定按钮时发出。"
msgid "Godot editor's script editor."
msgstr "Godot 编辑器的脚本编辑器。"
msgid ""
"Godot editor's script editor.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_script_editor]."
msgstr ""
"Godot 编辑器的脚本编辑器。\n"
"[b]注意:[/b]这个类不应该被直接实例化。请使用 [method EditorInterface."
"get_script_editor] 来访问这个单例。"
msgid ""
"Returns the [ScriptEditorBase] object that the user is currently editing."
msgstr "返回用户当前正在编辑的 [ScriptEditorBase] 对象。"
msgid "Returns a [Script] that is currently active in editor."
msgstr "返回当前在编辑器中处于活动状态的 [Script]。"
msgid ""
"Returns an array with all [ScriptEditorBase] objects which are currently open "
"in editor."
msgstr ""
"返回一个数组,其中包含当前在编辑器中打开的所有 [ScriptEditorBase] 对象。"
msgid ""
"Returns an array with all [Script] objects which are currently open in editor."
msgstr "返回一个包含当前在编辑器中打开的所有 [Script] 对象的数组。"
msgid "Goes to the specified line in the current script."
msgstr "转到当前脚本中的指定行。"
msgid ""
"Opens the script create dialog. The script will extend [param base_name]. The "
"file extension can be omitted from [param base_path]. It will be added based "
"on the selected scripting language."
msgstr ""
"打开创建脚本对话框。脚本将扩展 [param base_name]。文件扩展名可以从 [param "
"base_path] 中省略,会根据所选择的脚本语言添加。"
msgid ""
"Registers the [EditorSyntaxHighlighter] to the editor, the "
"[EditorSyntaxHighlighter] will be available on all open scripts.\n"
"[b]Note:[/b] Does not apply to scripts that are already opened."
msgstr ""
"向编辑器注册该 [EditorSyntaxHighlighter],打开的所有脚本都可以使用这个 "
"[EditorSyntaxHighlighter]。\n"
"[b]注意:[/b]不适用于已经打开的脚本。"
msgid ""
"Unregisters the [EditorSyntaxHighlighter] from the editor.\n"
"[b]Note:[/b] The [EditorSyntaxHighlighter] will still be applied to scripts "
"that are already opened."
msgstr ""
"从编辑器注销该 [EditorSyntaxHighlighter]。\n"
"[b]注意:[/b]已经打开的脚本仍然适用该 [EditorSyntaxHighlighter]。"
msgid ""
"Emitted when user changed active script. Argument is a freshly activated "
"[Script]."
msgstr "当用户更改活动脚本时发出。参数是新激活的 [Script]。"
msgid ""
"Emitted when editor is about to close the active script. Argument is a "
"[Script] that is going to be closed."
msgstr "当编辑器即将关闭活动脚本时发出。参数是将要关闭的 [Script]。"
msgid "Base editor for editing scripts in the [ScriptEditor]."
msgstr "用于在 [ScriptEditor] 中编辑脚本的基础编辑器。"
msgid ""
"Base editor for editing scripts in the [ScriptEditor]. This does not include "
"documentation items."
msgstr "用于在 [ScriptEditor] 中编辑脚本的基础编辑器。不包含文档项目。"
msgid "Adds a [EditorSyntaxHighlighter] to the open script."
msgstr "将 [EditorSyntaxHighlighter] 添加到打开的脚本中。"
msgid ""
"Returns the underlying [Control] used for editing scripts. For text scripts, "
"this is a [CodeEdit]."
msgstr "返回用于编辑脚本的底层 [Control]。文本脚本对应 [CodeEdit]。"
msgid "Emitted after script validation."
msgstr "校验脚本后发出。"
msgid "Emitted when the user requests a specific documentation page."
msgstr "用户请求特定的文档页面时发出。"
msgid ""
"Emitted when the user requests to view a specific method of a script, similar "
"to [signal request_open_script_at_line]."
msgstr ""
"用户请求查看脚本中的指定方法时发出,类似于 [signal "
"request_open_script_at_line]。"
msgid "Emitted after script validation or when the edited resource has changed."
msgstr "校验脚本后,或者所编辑资源发生更改时发出。"
msgid ""
"Emitted when the user request to find and replace text in the file system."
msgstr "用户请求在文件系统中查找与替换文本时发出。"
msgid "Emitted when the user requests contextual help."
msgstr "用户请求上下文帮助时发出。"
msgid ""
"Emitted when the user requests to view a specific line of a script, similar "
"to [signal go_to_method]."
msgstr "用户请求查看脚本中的指定行时发出,类似于 [signal go_to_method]。"
msgid ""
"Emitted when the user contextual goto and the item is in the same script."
msgstr "用户进行上下文跳转,并且该条目在同一个脚本中时发出。"
msgid "Emitted when the user request to search text in the file system."
msgstr "用户请求在文件系统中搜索文本时发出。"
msgid "[i]Deprecated.[/i] This method is not called by the engine."
msgstr "[i]已废弃。[/i]引擎不会调用这个方法。"
msgid "Abstract base class for scrollbars."
msgstr "滚动条的抽象基类。"
msgid ""
"Abstract base class for scrollbars, typically used to navigate through "
"content that extends beyond the visible area of a control. Scrollbars are "
"[Range]-based controls."
msgstr ""
"滚动条的抽象基类,通常用于对超出控件可视区域的内容进行导航。滚动条是基于 "
"[Range] 的控件。"
msgid ""
"Overrides the step used when clicking increment and decrement buttons or when "
"using arrow keys when the [ScrollBar] is focused."
msgstr ""
"覆盖 在按下增和减按钮时或在 [ScrollBar] 已获得焦点且使用箭头键时 的步长。"
msgid "Emitted when the scrollbar is being scrolled."
msgstr "当滚动条滚动时发出。"
msgid ""
"Icon used as a button to scroll the [ScrollBar] left/up. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
"用作向左/向上滚动 [ScrollBar] 的按钮的图标。使用 [member ScrollBar."
"custom_step] 属性支持自定义步长。"
msgid "Displayed when the mouse cursor hovers over the decrement button."
msgstr "当鼠标指针悬停在递减按钮上时显示。"
msgid "Displayed when the decrement button is being pressed."
msgstr "在按下递减按钮时显示。"
msgid ""
"Icon used as a button to scroll the [ScrollBar] right/down. Supports custom "
"step using the [member ScrollBar.custom_step] property."
msgstr ""
"用作向右/向下滚动 [ScrollBar] 的按钮的图标。使用 [member ScrollBar."
"custom_step] 属性支持自定义步长。"
msgid "Displayed when the mouse cursor hovers over the increment button."
msgstr "当鼠标指针悬停在增量按钮上时显示。"
msgid "Displayed when the increment button is being pressed."
msgstr "在按下增量按钮时显示。"
msgid ""
"Used as texture for the grabber, the draggable element representing current "
"scroll."
msgstr "用作拖动条的纹理,表示当前的可拖动元素。"
msgid "Used when the mouse hovers over the grabber."
msgstr "当鼠标悬停在拖动条上时使用。"
msgid "Used when the grabber is being dragged."
msgstr "在拖动条被拖动时使用。"
msgid "Used as background of this [ScrollBar]."
msgstr "用作此 [ScrollBar] 的背景。"
msgid "Used as background when the [ScrollBar] has the GUI focus."
msgstr "当 [ScrollBar] 具有 GUI 焦点时用作背景。"
msgid "A container used to provide scrollbars to a child control when needed."
msgstr "需要时能够为子控件提供滚动条的容器。"
msgid ""
"A container used to provide a child control with scrollbars when needed. "
"Scrollbars will automatically be drawn at the right (for vertical) or bottom "
"(for horizontal) and will enable dragging to move the viewable Control (and "
"its children) within the ScrollContainer. Scrollbars will also automatically "
"resize the grabber based on the [member Control.custom_minimum_size] of the "
"Control relative to the ScrollContainer."
msgstr ""
"用于在需要时为子控件提供滚动条的容器。滚动条会自动绘制在右侧(垂直滚动条)或底"
"部(水平滚动条),拖动滚动条能够移动 ScrollContainer 中的可见 Control及其子"
"项)。滚动条会根据该 Control 的 [member Control.custom_minimum_size] 相对于 "
"ScrollContainer 的大小自动调整抓取器的大小。"
msgid ""
"Ensures the given [param control] is visible (must be a direct or indirect "
"child of the ScrollContainer). Used by [member follow_focus].\n"
"[b]Note:[/b] This will not work on a node that was just added during the same "
"frame. If you want to scroll to a newly added child, you must wait until the "
"next frame using [signal SceneTree.process_frame]:\n"
"[codeblock]\n"
"add_child(child_node)\n"
"await get_tree().process_frame\n"
"ensure_control_visible(child_node)\n"
"[/codeblock]"
msgstr ""
"确保给定的 [param control] 控件可见(必须是 ScrollContainer 的直接或间接子节"
"点)。会被 [member follow_focus] 使用。\n"
"[b]注意:[/b]这不适用于在同一帧内刚刚添加的节点。如果想滚动到一个新添加的子节"
"点,就必须使用 [signal SceneTree.process_frame] 等待至下一帧:\n"
"[codeblock]\n"
"add_child(child_node)\n"
"await get_tree().process_frame\n"
"ensure_control_visible(child_node)\n"
"[/codeblock]"
msgid ""
"Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to disable or hide a scrollbar, you can use "
"[member horizontal_scroll_mode]."
msgstr ""
"返回该 [ScrollContainer] 的水平滚动条 [HScrollBar]。\n"
"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想禁用"
"或隐藏滚动条,可以使用 [member horizontal_scroll_mode]。"
msgid ""
"Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to disable or hide a scrollbar, you can use "
"[member vertical_scroll_mode]."
msgstr ""
"返回该 [ScrollContainer] 的垂直滚动条 [VScrollBar]。\n"
"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想禁用"
"或隐藏滚动条,可以使用 [member vertical_scroll_mode]。"
msgid ""
"If [code]true[/code], the ScrollContainer will automatically scroll to "
"focused children (including indirect children) to make sure they are fully "
"visible."
msgstr ""
"如果为 [code]true[/code],则 ScrollContainer 将自动滚动到获得焦点的子项(包括"
"间接子项)以确保它们完全可见。"
msgid ""
"Controls whether horizontal scrollbar can be used and when it should be "
"visible. See [enum ScrollMode] for options."
msgstr "控制水平滚动条是否可用、应该何时可见。选项见 [enum ScrollMode]。"
msgid ""
"Deadzone for touch scrolling. Lower deadzone makes the scrolling more "
"sensitive."
msgstr "触摸滚动的死区。较低的死区使滚动更加敏感。"
msgid ""
"The current horizontal scroll value.\n"
"[b]Note:[/b] If you are setting this value in the [method Node._ready] "
"function or earlier, it needs to be wrapped with [method Object."
"set_deferred], since scroll bar's [member Range.max_value] is not initialized "
"yet.\n"
"[codeblock]\n"
"func _ready():\n"
" set_deferred(\"scroll_horizontal\", 600)\n"
"[/codeblock]"
msgstr ""
"当前的水平滚动值。\n"
"[b]注意:[/b]如果在 [method Node._ready] 函数或更早的函数中设置该值,则需要用 "
"[method Object.set_deferred] 包装,因为滚动条的 [member Range.max_value] 此时"
"尚未初始化。\n"
"[codeblock]\n"
"func _ready():\n"
" set_deferred(\"scroll_horizontal\", 600)\n"
"[/codeblock]"
msgid ""
"Overrides the [member ScrollBar.custom_step] used when clicking the internal "
"scroll bar's horizontal increment and decrement buttons or when using arrow "
"keys when the [ScrollBar] is focused."
msgstr ""
"覆盖点击内部滚动条的水平增减按钮或 [ScrollBar] 处于聚焦状态下使用方向键时使用"
"的 [member ScrollBar.custom_step]。"
msgid ""
"The current vertical scroll value.\n"
"[b]Note:[/b] Setting it early needs to be deferred, just like in [member "
"scroll_horizontal].\n"
"[codeblock]\n"
"func _ready():\n"
" set_deferred(\"scroll_vertical\", 600)\n"
"[/codeblock]"
msgstr ""
"当前的垂直滚动值。\n"
"[b]注意:[/b]与 [member scroll_horizontal] 一样,最初设置时需要进行延迟。\n"
"[codeblock]\n"
"func _ready():\n"
" set_deferred(\"scroll_vertical\", 600)\n"
"[/codeblock]"
msgid ""
"Overrides the [member ScrollBar.custom_step] used when clicking the internal "
"scroll bar's vertical increment and decrement buttons or when using arrow "
"keys when the [ScrollBar] is focused."
msgstr ""
"覆盖点击内部滚动条的垂直增减按钮或 [ScrollBar] 处于聚焦状态下使用方向键时使用"
"的 [member ScrollBar.custom_step]。"
msgid ""
"Controls whether vertical scrollbar can be used and when it should be "
"visible. See [enum ScrollMode] for options."
msgstr "控制垂直滚动条是否可用、应该何时可见。选项见 [enum ScrollMode]。"
msgid ""
"Emitted when scrolling stops when dragging the scrollable area [i]with a "
"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging "
"the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/"
"gamepad events.\n"
"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web "
"platforms when [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse] is enabled."
msgstr ""
"当[i]通过触摸事件[/i]拖动可滚动区域而导致滚动停止时发出。当通过拖动滚动条滚"
"动、使用鼠标滚轮滚动、或使用键盘/游戏手柄事件滚动时,[i]不[/i]会发出该信号。\n"
"[b]注意:[/b]该信号仅在 Android 或 iOS 上,或在启用 [member ProjectSettings."
"input_devices/pointing/emulate_touch_from_mouse] 时的桌面/Web 平台上发出。"
msgid ""
"Emitted when scrolling starts when dragging the scrollable area w[i]ith a "
"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging "
"the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/"
"gamepad events.\n"
"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web "
"platforms when [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse] is enabled."
msgstr ""
"当[i]通过触摸事件[/i]拖动可滚动区域而导致滚动开始时发出。当通过拖动滚动条滚"
"动、使用鼠标滚轮滚动、或使用键盘/游戏手柄事件滚动时,[i]不[/i]会发出该信号。\n"
"[b]注意:[/b]该信号仅在 Android 或 iOS 上,或在启用 [member ProjectSettings."
"input_devices/pointing/emulate_touch_from_mouse] 时的桌面/Web 平台上发出。"
msgid "Scrolling disabled, scrollbar will be invisible."
msgstr "禁用滚动,滚动条不可见。"
msgid ""
"Scrolling enabled, scrollbar will be visible only if necessary, i.e. "
"container's content is bigger than the container."
msgstr "启用滚动,滚动条仅在需要时可见,即容器的内容比容器大时。"
msgid "Scrolling enabled, scrollbar will be always visible."
msgstr "启用滚动,滚动条始终可见。"
msgid "Scrolling enabled, scrollbar will be hidden."
msgstr "启用滚动,滚动条隐藏。"
msgid "The background [StyleBox] of the [ScrollContainer]."
msgstr "[ScrollContainer] 的背景 [StyleBox]。"
msgid "A 2D line segment shape used for physics collision."
msgstr "2D 线段形状,旨在用于物理学。"
msgid ""
"A 2D line segment shape, intended for use in physics. Usually used to provide "
"a shape for a [CollisionShape2D]."
msgstr "2D 线段形状,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。"
msgid "The segment's first point position."
msgstr "该段的第一点的位置。"
msgid "The segment's second point position."
msgstr "该段的第二个点的位置。"
msgid ""
"A synchronization mechanism used to control access to a shared resource by "
"[Thread]s."
msgstr "同步机制,用于控制对 [Thread] 之间共享资源的访问。"
msgid ""
"A synchronization semaphore that can be used to synchronize multiple "
"[Thread]s. Initialized to zero on creation. For a binary version, see "
"[Mutex].\n"
"[b]Warning:[/b] Semaphores must be used carefully to avoid deadlocks.\n"
"[b]Warning:[/b] To guarantee that the operating system is able to perform "
"proper cleanup (no crashes, no deadlocks), these conditions must be met:\n"
"- When a [Semaphore]'s reference count reaches zero and it is therefore "
"destroyed, no threads must be waiting on it.\n"
"- When a [Thread]'s reference count reaches zero and it is therefore "
"destroyed, it must not be waiting on any semaphore."
msgstr ""
"同步机制,用于控制对 [Thread] 之间共享资源的访问。创建时初始化为零。二元版本"
"见 [Mutex]。\n"
"[b]警告:[/b]信号量必须谨慎使用,防止死锁。\n"
"[b]警告:[/b]为了确保操作系统能够执行正确的清理(避免崩溃和思索),必须满足以"
"下条件:\n"
"- [Semaphore] 的引用计数变为零,导致销毁时,没有线程在等待该信号量。\n"
"- [Thread] 的引用计数变为零,导致销毁时,没有在等待任何信号量。"
msgid "Lowers the [Semaphore], allowing one more thread in."
msgstr "降低 [Semaphore],额外允许一个线程进入。"
msgid ""
"Like [method wait], but won't block, so if the value is zero, fails "
"immediately and returns [code]false[/code]. If non-zero, it returns "
"[code]true[/code] to report success."
msgstr ""
"与 [method wait] 类似,但不会阻塞,所以如果值为零,则会立即失败并返回 "
"[code]false[/code]。如果非零,则返回 [code]true[/code] 以报告成功。"
msgid "Waits for the [Semaphore], if its value is zero, blocks until non-zero."
msgstr "等待该 [Semaphore],如果它的值为零,则阻塞到变为非零为止。"
msgid ""
"A 2D ray shape used for physics collision that tries to separate itself from "
"any collider."
msgstr "用于物理碰撞的 2D 射线形状,会尝试将自己与其他碰撞体分开。"
msgid ""
"A 2D ray shape, intended for use in physics. Usually used to provide a shape "
"for a [CollisionShape2D]. When a [SeparationRayShape2D] collides with an "
"object, it tries to separate itself from it by moving its endpoint to the "
"collision point. For example, a [SeparationRayShape2D] next to a character "
"can allow it to instantly move up when touching stairs."
msgstr ""
"2D 射线形状,旨在用于物理。通常用来为 [CollisionShape2D] 提供形状。"
"[SeparationRayShape2D] 与某个对象发生碰撞时,会尝试将其端点移动至碰撞点,来将"
"自己与该对象分离。例如,角色旁边的 [SeparationRayShape2D] 可以让角色在接触楼梯"
"时立即向上移动。"
msgid "The ray's length."
msgstr "射线的长度。"
msgid ""
"If [code]false[/code] (default), the shape always separates and returns a "
"normal along its own direction.\n"
"If [code]true[/code], the shape can return the correct normal and separate in "
"any direction, allowing sliding motion on slopes."
msgstr ""
"如果为 [code]false[/code](默认值),则形状始终分离,并返回一条沿其自身方向的"
"法线。\n"
"如果为 [code]true[/code],则该形状可以返回正确的法线,并在任何方向上分离,允许"
"在斜坡上滑动。"
msgid ""
"A 3D ray shape used for physics collision that tries to separate itself from "
"any collider."
msgstr "用于物理碰撞的 3D 射线形状,会尝试将自己与其他碰撞体分开。"
msgid ""
"A 3D ray shape, intended for use in physics. Usually used to provide a shape "
"for a [CollisionShape3D]. When a [SeparationRayShape3D] collides with an "
"object, it tries to separate itself from it by moving its endpoint to the "
"collision point. For example, a [SeparationRayShape3D] next to a character "
"can allow it to instantly move up when touching stairs."
msgstr ""
"3D 射线形状,旨在用于物理。通常用来为 [CollisionShape3D] 提供形状。"
"[SeparationRayShape3D] 与某个对象发生碰撞时,会尝试将其端点移动至碰撞点,来将"
"自己与该对象分离。例如,角色旁边的 [SeparationRayShape3D] 可以让角色在接触楼梯"
"时立即向上移动。"
msgid "Abstract base class for separators."
msgstr "分隔线的抽象基类。"
msgid ""
"Abstract base class for separators, used for separating other controls. "
"[Separator]s are purely visual and normally drawn as a [StyleBoxLine]."
msgstr ""
"分隔线的抽象基类,用于分隔其他控件。[Separator] 只提供视觉上的分隔,通常用 "
"[StyleBoxLine] 绘制。"
msgid ""
"The size of the area covered by the separator. Effectively works like a "
"minimum width/height."
msgstr "分隔器所覆盖区域的大小。其作用类似于最小宽度/高度。"
msgid ""
"The style for the separator line. Works best with [StyleBoxLine] (remember to "
"enable [member StyleBoxLine.vertical] for [VSeparator])."
msgstr ""
"分隔线的样式。与 [StyleBoxLine] 一起使用效果最好(请记住为 [VSeparator] 启用 "
"[member StyleBoxLine.vertical])。"
msgid "A shader implemented in the Godot shading language."
msgstr "用 Godot 着色语言实现的着色器。"
msgid ""
"A custom shader program implemented in the Godot shading language, saved with "
"the [code].gdshader[/code] extension.\n"
"This class is used by a [ShaderMaterial] and allows you to write your own "
"custom behavior for rendering visual items or updating particle information. "
"For a detailed explanation and usage, please see the tutorials linked below."
msgstr ""
"用 Godot 着色语言实现的自定义着色器程序,使用 [code].gdshader[/code] 扩展名保"
"存。\n"
"这个类由 [ShaderMaterial] 使用,能够让你编写渲染可视项目或更新粒子信息时的自定"
"义行为。详细解释和用法请参考下列教程链接。"
msgid "Shaders documentation index"
msgstr "着色器文档索引"
msgid ""
"Returns the texture that is set as default for the specified parameter.\n"
"[b]Note:[/b] [param name] must match the name of the uniform in the code "
"exactly.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
msgstr ""
"返回被设置为指定参数的默认值的纹理。\n"
"[b]注意:[/b][param name] 必须与代码中的 uniform 名称完全匹配。\n"
"[b]注意:[/b]如果使用采样器数组,则使用 [param index] 访问指定的纹理。"
msgid "Returns the shader mode for the shader."
msgstr "返回着色器的着色器模式。"
msgid ""
"Get the list of shader uniforms that can be assigned to a [ShaderMaterial], "
"for use with [method ShaderMaterial.set_shader_parameter] and [method "
"ShaderMaterial.get_shader_parameter]. The parameters returned are contained "
"in dictionaries in a similar format to the ones returned by [method Object."
"get_property_list].\n"
"If argument [param get_groups] is true, parameter grouping hints will be "
"provided."
msgstr ""
"获取可以赋值给 [ShaderMaterial] 的着色器 uniform 列表,可用于 [method "
"ShaderMaterial.set_shader_parameter] 和 [method ShaderMaterial."
"get_shader_parameter]。返回的参数包含在字典内,与 [method Object."
"get_property_list] 返回的格式类似。\n"
"如果参数 [param get_groups] 为 true则会提供参数分组提示。"
msgid ""
"Sets the default texture to be used with a texture uniform. The default is "
"used if a texture is not set in the [ShaderMaterial].\n"
"[b]Note:[/b] [param name] must match the name of the uniform in the code "
"exactly.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
msgstr ""
"设置要与纹理 uniform 一起使用的默认纹理。如果未在 [ShaderMaterial] 中设置纹"
"理,则使用该默认值。\n"
"[b]注意:[/b][param name] 必须与代码中的 uniform 名称完全匹配。\n"
"[b]注意:[/b]如果使用采样器数组,则使用 [param index] 访问指定的纹理。"
msgid ""
"Returns the shader's code as the user has written it, not the full generated "
"code used internally."
msgstr "返回用户编写的着色器代码,而不是内部使用的完整生成代码。"
msgid "Mode used to draw all 3D objects."
msgstr "用于绘制所有 3D 对象的模式。"
msgid "Mode used to draw all 2D objects."
msgstr "用于绘制所有 2D 对象的模式。"
msgid ""
"Mode used to calculate particle information on a per-particle basis. Not used "
"for drawing."
msgstr "用于基于每个粒子计算粒子信息的模式。不用于绘图。"
msgid ""
"Mode used for drawing skies. Only works with shaders attached to [Sky] "
"objects."
msgstr "用于绘制天空的模式。仅适用于附加到 [Sky] 对象的着色器。"
msgid "Mode used for setting the color and density of volumetric fog effect."
msgstr "用于设置体积雾效果的颜色和密度的模式。"
msgid "A node used to override global shader parameters' values in a scene."
msgstr "在场景中覆盖全局着色器参数取值的节点。"
msgid ""
"Similar to how a [WorldEnvironment] node can be used to override the "
"environment while a specific scene is loaded, [ShaderGlobalsOverride] can be "
"used to override global shader parameters temporarily. Once the node is "
"removed, the project-wide values for the global shader parameters are "
"restored. See the [RenderingServer] [code]global_shader_parameter_*[/code] "
"methods for more information.\n"
"[b]Note:[/b] Only one [ShaderGlobalsOverride] can be used per scene. If there "
"is more than one [ShaderGlobalsOverride] node in the scene tree, only the "
"first node (in tree order) will be taken into account.\n"
"[b]Note:[/b] All [ShaderGlobalsOverride] nodes are made part of a "
"[code]\"shader_overrides_group\"[/code] group when they are added to the "
"scene tree. The currently active [ShaderGlobalsOverride] node also has a "
"[code]\"shader_overrides_group_active\"[/code] group added to it. You can use "
"this to check which [ShaderGlobalsOverride] node is currently active."
msgstr ""
"就像 [WorldEnvironment] 能够在加载指定场景时覆盖环境一样,"
"[ShaderGlobalsOverride] 能够临时覆盖全局着色器参数。移除该节点后,就会恢复项目"
"范围的全局着色器参数。详情见 [RenderingServer] 的 "
"[code]global_shader_parameter_*[/code] 方法。\n"
"[b]注意:[/b]一个场景只能用一个 [ShaderGlobalsOverride]。如果场景树中存在多个 "
"[ShaderGlobalsOverride],则只会考虑第一个节点(按照树顺序)。\n"
"[b]注意:[/b]所有 [ShaderGlobalsOverride] 节点在添加至场景树时都会加入 "
"[code]\"shader_overrides_group\"[/code] 分组。当前活动的 "
"[ShaderGlobalsOverride] 还会加入 [code]\"shader_overrides_group_active\"[/"
"code] 分组。你可以据此来检查当前活动的 [ShaderGlobalsOverride] 节点是哪一个。"
msgid "Shading language"
msgstr "着色语言"
msgid ""
"A snippet of shader code to be included in a [Shader] with [code]#include[/"
"code]."
msgstr "着色器代码片段,能够在 [Shader] 中使用 [code]#include[/code] 引入。"
msgid ""
"A shader include file, saved with the [code].gdshaderinc[/code] extension. "
"This class allows you to define a custom shader snippet that can be included "
"in a [Shader] by using the preprocessor directive [code]#include[/code], "
"followed by the file path (e.g. [code]#include \"res://shader_lib."
"gdshaderinc\"[/code]). The snippet doesn't have to be a valid shader on its "
"own."
msgstr ""
"着色器头文件,保存时使用 [code].gdshaderinc[/code] 扩展名。这个类能够用于定义"
"自定义着色器代码片段,在 [Shader] 中可以使用预处理器指令 [code]#include[/"
"code] 加上文件路径引入(例如 [code]#include \"res://shader_lib.gdshaderinc\"[/"
"code])。代码片段本身不必是有效的着色器。"
msgid "Shader preprocessor"
msgstr "着色器预处理器"
msgid ""
"Returns the code of the shader include file. The returned text is what the "
"user has written, not the full generated code used internally."
msgstr ""
"返回着色器头文件的代码。返回的文本是用户所编写的内容,不是内部使用的完整生成的"
"代码。"
msgid ""
"A material defined by a custom [Shader] program and the values of its shader "
"parameters."
msgstr "由自定义 [Shader] 程序定义的材质及其着色器参数的值。"
msgid ""
"A material that uses a custom [Shader] program to render visual items (canvas "
"items, meshes, skies, fog), or to process particles. Compared to other "
"materials, [ShaderMaterial] gives deeper control over the generated shader "
"code. For more information, see the shaders documentation index below.\n"
"Multiple [ShaderMaterial]s can use the same shader and configure different "
"values for the shader uniforms.\n"
"[b]Note:[/b] For performance reasons, the [signal Resource.changed] signal is "
"only emitted when the [member Resource.resource_name] changes. Only in "
"editor, it is also emitted for [member shader] changes."
msgstr ""
"使用自定义 [Shader] 程序来渲染可见项目(画布项目、网格、天空、雾)或处理粒子的"
"材质。与其他材质相比,[ShaderMaterial] 可以更深入地控制生成的着色器代码。有关"
"更多信息,请参阅下面的着色器文档索引。\n"
"多个 [ShaderMaterial] 可以使用相同的着色器并为着色器 uniform 配置不同的值。\n"
"[b]注意:[/b]出于性能原因,仅当 [member Resource.resource_name] 更改时才会发"
"出 [signal Resource.changed] 信号。仅在编辑器中,它也会针对 [member shader] 更"
"改而发出。"
msgid ""
"Returns the current value set for this material of a uniform in the shader."
msgstr "返回在着色器中此 uniform 材质的当前值。"
msgid ""
"Changes the value set for this material of a uniform in the shader.\n"
"[b]Note:[/b] [param param] is case-sensitive and must match the name of the "
"uniform in the code exactly (not the capitalized name in the inspector).\n"
"[b]Note:[/b] Changes to the shader uniform will be effective on all instances "
"using this [ShaderMaterial]. To prevent this, use per-instance uniforms with "
"[method GeometryInstance3D.set_instance_shader_parameter] or duplicate the "
"[ShaderMaterial] resource using [method Resource.duplicate]. Per-instance "
"uniforms allow for better shader reuse and are therefore faster, so they "
"should be preferred over duplicating the [ShaderMaterial] when possible."
msgstr ""
"更改这个材质的着色器中为某个 uniform 设置的值。\n"
"[b]注意:[/b][param param] 大小写敏感,必须完全匹配代码中 uniform 的名称(不是"
"检查器中首字母大写后的名称)。\n"
"[b]注意:[/b]对着色器 uniform 的修改会在使用这个 [ShaderMaterial] 的所有实例上"
"生效。要防止这种行为,请通过 [method GeometryInstance3D."
"set_instance_shader_parameter] 使用单实例 uniform或者使用 [method Resource."
"duplicate] 制作该 [ShaderMaterial] 的副本。单实例 uniform 可以更好地复用着色"
"器,因此速度也更快,所以应该尽可能优先使用,而不是制作 [ShaderMaterial] 的副"
"本。"
msgid "The [Shader] program used to render this material."
msgstr "用于渲染此材质的 [Shader] 程序。"
msgid "Abstract base class for 2D shapes used for physics collision."
msgstr "用于物理碰撞的 2D 形状的抽象基类。"
msgid ""
"Abstract base class for all 2D shapes, intended for use in physics.\n"
"[b]Performance:[/b] Primitive shapes, especially [CircleShape2D], are fast to "
"check collisions against. [ConvexPolygonShape2D] is slower, and "
"[ConcavePolygonShape2D] is the slowest."
msgstr ""
"所有 2D 形状的抽象基类,针对物理使用设计。\n"
"[b]性能:[/b]对图元形状进行碰撞检测很快,尤其是 [CircleShape2D]。"
"[ConvexPolygonShape2D] 较慢,[ConcavePolygonShape2D] 最慢。"
msgid ""
"Returns [code]true[/code] if this shape is colliding with another.\n"
"This method needs the transformation matrix for this shape ([param "
"local_xform]), the shape to check collisions with ([param with_shape]), and "
"the transformation matrix of that shape ([param shape_xform])."
msgstr ""
"如果该形状与另一个形状发生碰撞,返回 [code]true[/code]。\n"
"本方法需要该形状的变换矩阵([param local_xform])、要检查与该形状碰撞的形状"
"[param with_shape])、以及那个形状的变换矩阵([param shape_xform])。"
msgid ""
"Returns a list of contact point pairs where this shape touches another.\n"
"If there are no collisions, the returned list is empty. Otherwise, the "
"returned list contains contact points arranged in pairs, with entries "
"alternating between points on the boundary of this shape and points on the "
"boundary of [param with_shape].\n"
"A collision pair A, B can be used to calculate the collision normal with "
"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)."
"length()[/code]. This information is typically used to separate shapes, "
"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape ([param "
"local_xform]), the shape to check collisions with ([param with_shape]), and "
"the transformation matrix of that shape ([param shape_xform])."
msgstr ""
"返回该形状与另一形状接触的接触点对的列表。\n"
"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是成对排列的接触点,"
"在该形状边界上的点和 [param with_shape] 边界上的点之间交替排列。\n"
"有了碰撞对 A 和 B就可以通过 [code](B - A).normalized()[/code] 计算碰撞法线,"
"通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形状,在"
"碰撞求解器中比较常见。\n"
"这个方法需要用到该形状的变换矩阵([param local_xform])、要检查与该形状是否碰"
"撞的形状([param with_shape])、以及那个形状的变换矩阵([param "
"shape_xform])。"
msgid ""
"Returns whether this shape would collide with another, if a given movement "
"was applied.\n"
"This method needs the transformation matrix for this shape ([param "
"local_xform]), the movement to test on this shape ([param local_motion]), the "
"shape to check collisions with ([param with_shape]), the transformation "
"matrix of that shape ([param shape_xform]), and the movement to test onto the "
"other object ([param shape_motion])."
msgstr ""
"返回应用给定的运动后,这个形状是否会与另一个形状发生碰撞。\n"
"这个方法需要这个形状的变换矩阵([param local_xform]),要在这个形状上测试的运"
"动([param local_motion]),检查碰撞的形状([param with_shape]),那个形状的变"
"换矩阵([param shape_xform]),以及用于测试其他物体的运动([param "
"shape_motion])。"
msgid ""
"Returns a list of contact point pairs where this shape would touch another, "
"if a given movement was applied.\n"
"If there would be no collisions, the returned list is empty. Otherwise, the "
"returned list contains contact points arranged in pairs, with entries "
"alternating between points on the boundary of this shape and points on the "
"boundary of [param with_shape].\n"
"A collision pair A, B can be used to calculate the collision normal with "
"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)."
"length()[/code]. This information is typically used to separate shapes, "
"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape ([param "
"local_xform]), the movement to test on this shape ([param local_motion]), the "
"shape to check collisions with ([param with_shape]), the transformation "
"matrix of that shape ([param shape_xform]), and the movement to test onto the "
"other object ([param shape_motion])."
msgstr ""
"返回如果应用了给定的移动后,该形状将接触另一形状的接触点对列表。\n"
"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是成对排列的接触点,"
"在该形状边界上的点和 [param with_shape] 边界上的点之间会交替出现。\n"
"有了碰撞对 A 和 B就可以通过 [code](B - A).normalized()[/code] 计算碰撞法线,"
"通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形状,在"
"碰撞求解器中比较常见。\n"
"本方法需要用到该形状的变换矩阵([param local_xform])、要在该形状上测试的运动"
"[param local_motion])、要检查与该形状是否碰撞的形状([param with_shape])、"
"那个形状的变换矩阵([param shape_xform])、以及要在其他形状上测试的运动"
"[param shape_motion])。"
msgid ""
"Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled "
"with the specified [param color]. The exact drawing method is specific for "
"each shape and cannot be configured."
msgstr ""
"用 [RenderingServer] API 在 [CanvasItem] 上绘制实体形状,并填充指定的颜色 "
"[param color]。确切的绘制方法是每个形状特有的,无法配置。"
msgid "Returns a [Rect2] representing the shapes boundary."
msgstr "返回代表形状边界的 [Rect2]。"
msgid ""
"The shape's custom solver bias. Defines how much bodies react to enforce "
"contact separation when this shape is involved.\n"
"When set to [code]0[/code], the default value from [member ProjectSettings."
"physics/2d/solver/default_contact_bias] is used."
msgstr ""
"该形状的的自定义求解器偏差。定义了强制接触分离涉及到这个形状时,物体会做出多大"
"的反应。\n"
"设为 [code]0.0[/code] 时,使用的默认值为 [member ProjectSettings.physics/2d/"
"solver/default_contact_bias]。"
msgid "Abstract base class for 3D shapes used for physics collision."
msgstr "用于物理碰撞的 3D 形状的抽象基类。"
msgid ""
"Abstract base class for all 3D shapes, intended for use in physics.\n"
"[b]Performance:[/b] Primitive shapes, especially [SphereShape3D], are fast to "
"check collisions against. [ConvexPolygonShape3D] and [HeightMapShape3D] are "
"slower, and [ConcavePolygonShape3D] is the slowest."
msgstr ""
"所有 3D 形状的抽象基类,针对物理使用设计。\n"
"[b]性能:[/b]对图元形状进行碰撞检测很快,尤其是 [SphereShape3D]。"
"[ConvexPolygonShape3D] 和 [HeightMapShape3D] 较慢,[ConcavePolygonShape3D] 最"
"慢。"
msgid ""
"Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D]."
msgstr "返回用于绘制此 [Shape3D] 的调试碰撞的 [ArrayMesh]。"
msgid ""
"The shape's custom solver bias. Defines how much bodies react to enforce "
"contact separation when this shape is involved.\n"
"When set to [code]0[/code], the default value from [member ProjectSettings."
"physics/3d/solver/default_contact_bias] is used."
msgstr ""
"该形状的的自定义求解器偏差。定义了强制接触分离涉及到这个形状时,物体会做出多大"
"的反应。\n"
"设为 [code]0.0[/code] 时,使用的默认值为 [member ProjectSettings.physics/3d/"
"solver/default_contact_bias]。"
msgid ""
"The collision margin for the shape. This is not used in Godot Physics.\n"
"Collision margins allow collision detection to be more efficient by adding an "
"extra shell around shapes. Collision algorithms are more expensive when "
"objects overlap by more than their margin, so a higher value for margins is "
"better for performance, at the cost of accuracy around edges as it makes them "
"less sharp."
msgstr ""
"该形状的碰撞边距。Godot Physics 中未使用。\n"
"碰撞边距允许通过在形状周围添加额外的外壳来使碰撞检测更有效。当物体重叠的部分超"
"过其边距时,碰撞算法的成本会更高,所以边距的数值越高对性能越好,但代价是边缘的"
"精度会降低,因为会让边缘的锐度降低。"
msgid "A 2D shape that sweeps a region of space to detect [CollisionObject2D]s."
msgstr "2D 形状,会扫描空间中某个区域,用于检测 [CollisionObject2D]。"
msgid ""
"Shape casting allows to detect collision objects by sweeping its [member "
"shape] along the cast direction determined by [member target_position]. This "
"is similar to [RayCast2D], but it allows for sweeping a region of space, "
"rather than just a straight line. [ShapeCast2D] can detect multiple collision "
"objects. It is useful for things like wide laser beams or snapping a simple "
"shape to a floor.\n"
"Immediate collision overlaps can be done with the [member target_position] "
"set to [code]Vector2(0, 0)[/code] and by calling [method "
"force_shapecast_update] within the same physics frame. This helps to overcome "
"some limitations of [Area2D] when used as an instantaneous detection area, as "
"collision information isn't immediately available to it.\n"
"[b]Note:[/b] Shape casting is more computationally expensive than ray casting."
msgstr ""
"形状投射会将其 [member shape] 沿着 [member target_position] 确定的投射方向进行"
"扫描,能够检测到碰撞对象。类似于 [RayCast2D],但是能够扫描空间中的一个区域,而"
"不仅仅是一条直线。[ShapeCast2D] 能够检测到多个碰撞对象。可用于实现较宽的激光射"
"线,或者将简单的形状吸附到地面。\n"
"要立即检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector2(0, 0)"
"[/code],并在同一个物理帧中调用 [method force_shapecast_update]。这样就能够克"
"服 [Area2D] 在进行连续区域检测时的局限性,因为它无法立即获取碰撞信息。\n"
"[b]注意:[/b]形状投射比射线投射的计算量更大。"
msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [CollisionObject2D] node."
msgstr "添加碰撞例外,使该形状不汇报与指定 [CollisionObject2D] 节点的碰撞。"
msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [RID]."
msgstr "添加碰撞例外,使该形状不汇报与指定 [RID] 节点的碰撞。"
msgid "Removes all collision exceptions for this shape."
msgstr "移除该形状的所有碰撞例外。"
msgid ""
"Updates the collision information for the shape immediately, without waiting "
"for the next [code]_physics_process[/code] call. Use this method, for "
"example, when the shape or its parent has changed state.\n"
"[b]Note:[/b] [code]enabled == true[/code] is not required for this to work."
msgstr ""
"立即更新形状的碰撞信息,不等待下一次的 [code]_physics_process[/code] 调用。例"
"如,请在形状或其父级更改状态后使用该方法。\n"
"[b]注意:[/b]不需要 [code]enabled == true[/code] 即可生效。"
msgid ""
"The fraction from the [ShapeCast2D]'s origin to its [member target_position] "
"(between 0 and 1) of how far the shape can move without triggering a "
"collision."
msgstr ""
"从 [ShapeCast2D] 的原点到其 [member target_position](介于 0 和 1 之间)的分"
"数,即形状可以在不触发碰撞的情况下移动多远。"
msgid ""
"The fraction from the [ShapeCast2D]'s origin to its [member target_position] "
"(between 0 and 1) of how far the shape must move to trigger a collision."
msgstr ""
"从 [ShapeCast2D] 的原点到其 [member target_position](介于 0 和 1 之间)的分"
"数,即形状必须移动多远才能触发碰撞。"
msgid ""
"Returns the collided [Object] of one of the multiple collisions at [param "
"index], or [code]null[/code] if no object is intersecting the shape (i.e. "
"[method is_colliding] returns [code]false[/code])."
msgstr ""
"返回 [param index] 处多次碰撞之一的碰撞 [Object],如果没有对象与形状相交(即 "
"[method is_colliding] 返回 [code]false[/code]),则返回 [code]null[/code]。"
msgid ""
"Returns the [RID] of the collided object of one of the multiple collisions at "
"[param index]."
msgstr "返回 [param index] 处多次碰撞之一的碰撞对象的 [RID]。"
msgid ""
"Returns the shape ID of the colliding shape of one of the multiple collisions "
"at [param index], or [code]0[/code] if no object is intersecting the shape (i."
"e. [method is_colliding] returns [code]false[/code])."
msgstr ""
"返回 [param index] 处多次碰撞之一的碰撞形状的形状 ID如果没有对象与该形状相交"
"(即 [method is_colliding] 返回 [code]false[/code]),则返回 [code]0[/code]。"
msgid ""
"The number of collisions detected at the point of impact. Use this to iterate "
"over multiple collisions as provided by [method get_collider], [method "
"get_collider_shape], [method get_collision_point], and [method "
"get_collision_normal] methods."
msgstr ""
"在撞击点检测到的碰撞次数。使用它来迭代由 [method get_collider]、[method "
"get_collider_shape]、[method get_collision_point]、和 [method "
"get_collision_normal] 方法提供的多个碰撞。"
msgid ""
"Returns the normal of one of the multiple collisions at [param index] of the "
"intersecting object."
msgstr "返回相交对象 [param index] 处多次碰撞之一的法线。"
msgid ""
"Returns the collision point of one of the multiple collisions at [param "
"index] where the shape intersects the colliding object.\n"
"[b]Note:[/b] this point is in the [b]global[/b] coordinate system."
msgstr ""
"返回形状与碰撞对象相交的 [param index] 处多次碰撞之一的碰撞点。\n"
"[b]注意:[/b]这个点在[b]全局[/b]坐标系中。"
msgid ""
"Returns whether any object is intersecting with the shape's vector "
"(considering the vector length)."
msgstr "返回是否有任何对象与形状的向量相交(考虑向量长度)。"
msgid ""
"Removes a collision exception so the shape does report collisions with the "
"specified [CollisionObject2D] node."
msgstr "移除碰撞例外,使该形状能够汇报与指定 [CollisionObject2D] 节点的碰撞。"
msgid ""
"Removes a collision exception so the shape does report collisions with the "
"specified [RID]."
msgstr "移除碰撞例外,使该形状能够汇报与指定 [RID] 的碰撞。"
msgid ""
"The shape's collision mask. Only objects in at least one collision layer "
"enabled in the mask will be detected."
msgstr ""
"该形状的碰撞掩码。只有至少启用了一个在该掩码中的碰撞层的对象才会被检测到。"
msgid ""
"Returns the complete collision information from the collision sweep. The data "
"returned is the same as in the [method PhysicsDirectSpaceState2D."
"get_rest_info] method."
msgstr ""
"从碰撞扫描中返回完整的碰撞信息。返回的数据与 [method "
"PhysicsDirectSpaceState2D.get_rest_info] 方法中的数据相同。"
msgid ""
"The collision margin for the shape. A larger margin helps detecting "
"collisions more consistently, at the cost of precision."
msgstr "该形状的碰撞边距。较大的边距有助于更一致地检测碰撞,但代价是牺牲精度。"
msgid ""
"The number of intersections can be limited with this parameter, to reduce the "
"processing time."
msgstr "可以使用这个参数来限制相交点的数量,减少处理时间。"
msgid "The [Shape2D]-derived shape to be used for collision queries."
msgstr "派生自 [Shape2D] 的形状,用于碰撞查询。"
msgid ""
"The shape's destination point, relative to this node's [code]position[/code]."
msgstr "该形状的目标点,相对于该节点的 [code]position[/code]。"
msgid "A 3D shape that sweeps a region of space to detect [CollisionObject3D]s."
msgstr "3D 形状,会扫描空间中某个区域,用于检测 [CollisionObject3D]。"
msgid ""
"Shape casting allows to detect collision objects by sweeping its [member "
"shape] along the cast direction determined by [member target_position]. This "
"is similar to [RayCast3D], but it allows for sweeping a region of space, "
"rather than just a straight line. [ShapeCast3D] can detect multiple collision "
"objects. It is useful for things like wide laser beams or snapping a simple "
"shape to a floor.\n"
"Immediate collision overlaps can be done with the [member target_position] "
"set to [code]Vector3(0, 0, 0)[/code] and by calling [method "
"force_shapecast_update] within the same physics frame. This helps to overcome "
"some limitations of [Area3D] when used as an instantaneous detection area, as "
"collision information isn't immediately available to it.\n"
"[b]Note:[/b] Shape casting is more computationally expensive than ray casting."
msgstr ""
"形状投射会将其 [member shape] 沿着 [member target_position] 确定的投射方向进行"
"扫描,能够检测到碰撞对象。类似于 [RayCast3D],但是能够扫描空间中的一个区域,而"
"不仅仅是一条直线。[ShapeCast3D] 能够检测到多个碰撞对象。可用于实现较宽的激光射"
"线,或者将简单的形状吸附到地面。\n"
"要立即检测碰撞重叠,可以将 [member target_position] 设置为 [code]Vector3(0, "
"0, 0)[/code],并在同一个物理帧中调用 [method force_shapecast_update]。这样就能"
"够克服 [Area3D] 在进行连续区域检测时的局限性,因为它无法立即获取碰撞信息。\n"
"[b]注意:[/b]形状投射比射线投射的计算量更大。"
msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [CollisionObject3D] node."
msgstr "添加碰撞例外,让该形状不再汇报与指定 [CollisionObject3D] 节点的碰撞。"
msgid "Removes all collision exceptions for this [ShapeCast3D]."
msgstr "移除该 [ShapeCast3D] 的所有碰撞例外。"
msgid ""
"The fraction from the [ShapeCast3D]'s origin to its [member target_position] "
"(between 0 and 1) of how far the shape can move without triggering a "
"collision."
msgstr ""
"从 [ShapeCast3D] 的原点到其 [member target_position](介于 0 和 1 之间)的分"
"数,即形状可以在不触发碰撞的情况下移动多远。"
msgid ""
"The fraction from the [ShapeCast3D]'s origin to its [member target_position] "
"(between 0 and 1) of how far the shape must move to trigger a collision."
msgstr ""
"从 [ShapeCast3D] 的原点到其 [member target_position](介于 0 和 1 之间)的分"
"数,即形状必须移动多远才能触发碰撞。"
msgid ""
"Removes a collision exception so the shape does report collisions with the "
"specified [CollisionObject3D] node."
msgstr "移除碰撞例外,让该形状汇报与指定 [CollisionObject3D] 节点的碰撞。"
msgid ""
"The shape's collision mask. Only objects in at least one collision layer "
"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
"形状的碰撞掩码。只有至少启用了一个在该掩码中的碰撞层的对象才会被检测到。有关详"
"细信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/physics_introduction."
"html#collision-layers-and-masks]《碰撞层和掩码》[/url]。"
msgid ""
"Returns the complete collision information from the collision sweep. The data "
"returned is the same as in the [method PhysicsDirectSpaceState3D."
"get_rest_info] method."
msgstr ""
"从碰撞扫描返回完整的碰撞信息。返回的数据与 [method PhysicsDirectSpaceState3D."
"get_rest_info] 方法中的数据相同。"
msgid ""
"The custom color to use to draw the shape in the editor and at run-time if "
"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
"color will be highlighted at run-time if the [ShapeCast3D] is colliding with "
"something.\n"
"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
msgstr ""
"如果在[b]调试[/b]菜单中启用了[b]可见碰撞形状[/b],则用于在编辑器中和运行时中绘"
"制形状的自定义颜色。如果 [ShapeCast3D] 与某物发生碰撞,该颜色将在运行时突出显"
"示。\n"
"如果设置为 [code]Color(0.0, 0.0, 0.0)[/code](默认值),则使用 [member "
"ProjectSettings.debug/shapes/collision/shape_color] 中设置的颜色。"
msgid "The [Shape3D]-derived shape to be used for collision queries."
msgstr "派生自 [Shape3D] 的形状,用于碰撞查询。"
msgid "A shortcut for binding input."
msgstr "用于绑定输入的快捷键。"
msgid ""
"Shortcuts are commonly used for interacting with a [Control] element from an "
"[InputEvent] (also known as hotkeys).\n"
"One shortcut can contain multiple [InputEvent]'s, allowing the possibility of "
"triggering one action with multiple different inputs."
msgstr ""
"快捷键通常用于通过 [InputEvent] 与 [Control] 元素进行交互(也叫热键)。\n"
"一个快捷键可以包含多个 [InputEvent],因此能够使用多种不同的输入触发某个动作。"
msgid "Returns the shortcut's first valid [InputEvent] as a [String]."
msgstr "返回该快捷键的第一个有效 [InputEvent] 的 [String] 形式。"
msgid "Returns whether [member events] contains an [InputEvent] which is valid."
msgstr "返回 [member events] 是否包含有效的 [InputEvent]。"
msgid ""
"Returns whether any [InputEvent] in [member events] equals [param event]."
msgstr "返回 [member events] 中是否有等于 [param event] 的 [InputEvent]。"
msgid ""
"The shortcut's [InputEvent] array.\n"
"Generally the [InputEvent] used is an [InputEventKey], though it can be any "
"[InputEvent], including an [InputEventAction]."
msgstr ""
"快捷键的 [InputEvent] 数组。\n"
"通常使用的 [InputEvent] 是 [InputEventKey],尽管也可以是任何 [InputEvent],包"
"括 [InputEventAction]。"
msgid "A built-in type representing a signal of an [Object]."
msgstr "代表 [Object] 中某个信号的内置类型。"
msgid ""
"[Signal] is a built-in [Variant] type that represents a signal of an [Object] "
"instance. Like all [Variant] types, it can be stored in variables and passed "
"to functions. Signals allow all connected [Callable]s (and by extension their "
"respective objects) to listen and react to events, without directly "
"referencing one another. This keeps the code flexible and easier to manage.\n"
"In GDScript, signals can be declared with the [code]signal[/code] keyword. In "
"C#, you may use the [code][Signal][/code] attribute on a delegate.\n"
"[codeblocks]\n"
"[gdscript]\n"
"signal attacked\n"
"\n"
"# Additional arguments may be declared.\n"
"# These arguments must be passed when the signal is emitted.\n"
"signal item_dropped(item_name, amount)\n"
"[/gdscript]\n"
"[csharp]\n"
"[Signal]\n"
"delegate void AttackedEventHandler();\n"
"\n"
"// Additional arguments may be declared.\n"
"// These arguments must be passed when the signal is emitted.\n"
"[Signal]\n"
"delegate void ItemDroppedEventHandler(string itemName, int amount);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"信号 [Signal] 是内置的 [Variant] 类型,代表 [Object] 实例的某个信息。信号和所"
"有 [Variant] 类型一样,可以在变量中存储、传递给函数。信号能够让所有连接的 "
"[Callable](及相应扩展对象)监听事件并作出反应,不必直接互相引用。这样就能让代"
"码更灵活、更易于管理。\n"
"在 GDScript 中,信号可以使用 [code]signal[/code] 关键字声明。在 C# 中,你可以"
"在代理上使用 [code][Signal][/code] 属性。\n"
"[codeblocks]\n"
"[gdscript]\n"
"signal attacked\n"
"\n"
"# 可以声明额外的参数。\n"
"# 这些参数必须在发出信号时传递。\n"
"signal item_dropped(item_name, amount)\n"
"[/gdscript]\n"
"[csharp]\n"
"[Signal]\n"
"delegate void AttackedEventHandler();\n"
"\n"
"// 可以声明额外的参数。\n"
"// 这些参数必须在发出信号时传递。\n"
"[Signal]\n"
"delegate void ItemDroppedEventHandler(string itemName, int amount);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Using Signals"
msgstr "使用信号"
msgid "GDScript Basics"
msgstr "GDScript 基础"
msgid "Constructs an empty [Signal] with no object nor signal name bound."
msgstr "构造空的 [Signal],没有绑定对象和信号名称。"
msgid "Constructs a [Signal] as a copy of the given [Signal]."
msgstr "构造给定 [Signal] 的副本。"
msgid ""
"Creates a new [Signal] named [param signal] in the specified [param object]."
msgstr "在指定对象 [param object] 中新建名称 [param signal] 的 [Signal]。"
msgid ""
"Connects this signal to the specified [param callable]. Optional [param "
"flags] can be also added to configure the connection's behavior (see [enum "
"Object.ConnectFlags] constants). You can provide additional arguments to the "
"connected [param callable] by using [method Callable.bind].\n"
"A signal can only be connected once to the same [Callable]. If the signal is "
"already connected, returns [constant ERR_INVALID_PARAMETER] and pushes an "
"error message, unless the signal is connected with [constant Object."
"CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first "
"to check for existing connections.\n"
"[codeblock]\n"
"for button in $Buttons.get_children():\n"
" button.pressed.connect(_on_pressed.bind(button))\n"
"\n"
"func _on_pressed(button):\n"
" print(button.name, \" was pressed\")\n"
"[/codeblock]"
msgstr ""
"将此信号连接到指定的 [param callable]。还可以添加 [param flags] 对连接的行为进"
"行配置(见 [enum Object.ConnectFlags] 常量)。可以使用 [method Callable.bind] "
"为连接的 [param callable] 提供额外的参数。\n"
"一个信号只能和同一个 [Callable] 连接一次。如果该信号已连接,则会返回 "
"[constant ERR_INVALID_PARAMETER] 并推入错误消息,除非信号是用 [constant "
"Object.CONNECT_REFERENCE_COUNTED] 连接的。要防止这个问题,请先使用 [method "
"is_connected] 检查已有连接。\n"
"[codeblock]\n"
"for button in $Buttons.get_children():\n"
" button.pressed.connect(_on_pressed.bind(button))\n"
"\n"
"func _on_pressed(button):\n"
" print(button.name, \" 被按下了\")\n"
"[/codeblock]"
msgid ""
"Disconnects this signal from the specified [Callable]. If the connection does "
"not exist, generates an error. Use [method is_connected] to make sure that "
"the connection exists."
msgstr ""
"将该信号与给定的 [Callable] 断开连接。如果该连接不存在,则会生成错误。请使用 "
"[method is_connected] 来确保连接存在。"
msgid ""
"Emits this signal. All [Callable]s connected to this signal will be "
"triggered. This method supports a variable number of arguments, so parameters "
"can be passed as a comma separated list."
msgstr ""
"发出该信号。与该信号相连的所有 [Callable] 都将被触发。此方法支持可变数量的参"
"数,所以参数可以用逗号分隔列表的形式传递。"
msgid ""
"Returns an [Array] of connections for this signal. Each connection is "
"represented as a [Dictionary] that contains three entries:\n"
"- [code]signal[/code] is a reference to this signal;\n"
"- [code]callable[/code] is a reference to the connected [Callable];\n"
"- [code]flags[/code] is a combination of [enum Object.ConnectFlags]."
msgstr ""
"返回该信号的连接 [Array]。连接用 [Dictionary] 表示,包含三个条目:\n"
"- [code]signal[/code] 是对此信号的引用。\n"
"- [code]callable[/code] 是对连接的 [Callable] 的引用。\n"
"- [code]flags[/code] 是 [enum Object.ConnectFlags] 的组合。"
msgid "Returns the name of this signal."
msgstr "返回该信号的名称。"
msgid "Returns the object emitting this signal."
msgstr "返回发出该信号的对象。"
msgid ""
"Returns the ID of the object emitting this signal (see [method Object."
"get_instance_id])."
msgstr "返回发出该信号的对象的 ID见 [method Object.get_instance_id])。"
msgid ""
"Returns [code]true[/code] if the specified [Callable] is connected to this "
"signal."
msgstr "如果指定的 [Callable] 已连接到此信号,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the signal's name does not exist in its object, "
"or the object is not valid."
msgstr ""
"如果该信号的名称并不存在于其对象中,或者对象无效,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the signals do not share the same object and "
"name."
msgstr "如果信号的对象或名称不同,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if both signals share the same object and name."
msgstr "如果信号的对象和名称相同,则返回 [code]true[/code]。"
msgid ""
"The parent of a hierarchy of [Bone2D]s, used to create a 2D skeletal "
"animation."
msgstr "[Bone2D] 层级结构的父节点,用于创建 2D 骨骼动画。"
msgid ""
"[Skeleton2D] parents a hierarchy of [Bone2D] nodes. It holds a reference to "
"each [Bone2D]'s rest pose and acts as a single point of access to its bones.\n"
"To set up different types of inverse kinematics for the given Skeleton2D, a "
"[SkeletonModificationStack2D] should be created. The inverse kinematics be "
"applied by increasing [member SkeletonModificationStack2D.modification_count] "
"and creating the desired number of modifications."
msgstr ""
"[Skeleton2D] 是 [Bone2D] 节点层级结构的父节点,持有对每个 [Bone2D] 的放松姿势"
"的引用,充当其骨骼的单一访问点。\n"
"要为给定的 Skeleton2D 设置不同类型的反向运动学机制,应当创建一个 "
"[SkeletonModificationStack2D]。增加 [member SkeletonModificationStack2D."
"modification_count] 并创建所需数量的修改器即可应用反向运动学机制。"
msgid "2D skeletons"
msgstr "2D 骨架"
msgid ""
"Executes all the modifications on the [SkeletonModificationStack2D], if the "
"Skeleton2D has one assigned."
msgstr ""
"如果该 Skeleton2D 分配有 [SkeletonModificationStack2D],则执行其中的所有修改。"
msgid ""
"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object "
"to return is identified by the parameter [param idx]. Bones are indexed by "
"descending the node hierarchy from top to bottom, adding the children of each "
"branch before moving to the next sibling."
msgstr ""
"从由 Skeleton2D 为父节点的节点层次结构中返回 [Bone2D]。要返回的对象由参数 "
"[param idx] 标识。骨骼通过从上到下降低节点层次结构来索引,在移动到下一个兄弟节"
"点之前添加每个分支的子节点。"
msgid ""
"Returns the number of [Bone2D] nodes in the node hierarchy parented by "
"Skeleton2D."
msgstr "返回由 Skeleton2D 为父节点的节点层次结构中 [Bone2D] 节点的数量。"
msgid "Returns the local pose override transform for [param bone_idx]."
msgstr "返回骨骼 [param bone_idx] 的局部姿势覆盖变换。"
msgid ""
"Returns the [SkeletonModificationStack2D] attached to this skeleton, if one "
"exists."
msgstr "如果存在,则返回附加到此骨架的 [SkeletonModificationStack2D]。"
msgid "Returns the [RID] of a Skeleton2D instance."
msgstr "返回 Skeleton2D 实例的 [RID]。"
msgid ""
"Sets the local pose transform, [param override_pose], for the bone at [param "
"bone_idx].\n"
"[param strength] is the interpolation strength that will be used when "
"applying the pose, and [param persistent] determines if the applied pose will "
"remain.\n"
"[b]Note:[/b] The pose transform needs to be a local transform relative to the "
"[Bone2D] node at [param bone_idx]!"
msgstr ""
"为 [param bone_idx] 处的骨骼设置局部姿势变换 [param override_pose]。\n"
"[param strength] 是应用姿势时将使用的插值强度,[param persistent] 决定是否会保"
"持应用的姿势。\n"
"[b]注意:[/b]姿势变换需要是相对于 [param bone_idx] 处的 [Bone2D] 节点的局部变"
"换!"
msgid "Sets the [SkeletonModificationStack2D] attached to this skeleton."
msgstr "设置附加到此骨架的 [SkeletonModificationStack2D]。"
msgid ""
"Emitted when the [Bone2D] setup attached to this skeletons changes. This is "
"primarily used internally within the skeleton."
msgstr "当附加到该骨架的 [Bone2D] 设置更改时发出。这主要在骨架内部使用。"
msgid ""
"A node containing a bone hierarchy, used to create a 3D skeletal animation."
msgstr "包含骨骼层级结构的节点,用于创建 3D 骨骼动画。"
msgid ""
"[Skeleton3D] provides an interface for managing a hierarchy of bones, "
"including pose, rest and animation (see [Animation]). It can also use ragdoll "
"physics.\n"
"The overall transform of a bone with respect to the skeleton is determined by "
"bone pose. Bone rest defines the initial transform of the bone pose.\n"
"Note that \"global pose\" below refers to the overall transform of the bone "
"with respect to skeleton, so it is not the actual global/world transform of "
"the bone.\n"
"To setup different types of inverse kinematics, consider using "
"[SkeletonIK3D], or add a custom IK implementation in [method Node._process] "
"as a child node."
msgstr ""
"[Skeleton3D] 提供了管理骨骼层级结构的接口,包括姿势、放松姿势和动画(见 "
"[Animation])。它还可以使用布娃娃物理。\n"
"骨骼相对于骨架的整体变换由骨骼的姿势决定。骨骼的放松姿势定义的是骨骼姿势的初始"
"变换。\n"
"请注意,下文的“全局姿势”是指骨骼相对于骨架的整体变换,因此并不是骨骼的实际全"
"局/世界变换。\n"
"要设置不同类型的反向运动学,请考虑使用 [SkeletonIK3D],或者添加一个子节点并在 "
"[method Node._process] 中实现自定义 IK。"
msgid ""
"Adds a bone, with name [param name]. [method get_bone_count] will become the "
"bone index."
msgstr ""
"添加骨骼,名称为 [param name]。[method get_bone_count] 将成为该骨骼的索引。"
msgid "Clear all the bones in this skeleton."
msgstr "清除这个骨架上的所有骨骼。"
msgid "Removes the global pose override on all bones in the skeleton."
msgstr "移除骨架中所有骨骼上的全局姿势覆盖。"
msgid "Returns the bone index that matches [param name] as its name."
msgstr "返回名称与 [param name] 匹配的骨骼的索引。"
msgid ""
"Force updates the bone transforms/poses for all bones in the skeleton.\n"
"[i]Deprecated.[/i] Do not use."
msgstr ""
"强制更新该骨架中所有骨骼的变换/姿势。\n"
"[i]已废弃。[/i]请勿使用。"
msgid ""
"Force updates the bone transform for the bone at [param bone_idx] and all of "
"its children."
msgstr "强制更新索引为 [param bone_idx] 的骨骼及其所有子项的变换/姿势。"
msgid ""
"Returns an array containing the bone indexes of all the children node of the "
"passed in bone, [param bone_idx]."
msgstr ""
"返回一个数组,其中包含传入骨骼 [param bone_idx] 的所有子节点的骨骼索引。"
msgid "Returns the number of bones in the skeleton."
msgstr "返回骨架中骨骼的数量。"
msgid ""
"Returns the overall transform of the specified bone, with respect to the "
"skeleton. Being relative to the skeleton frame, this is not the actual "
"\"global\" transform of the bone."
msgstr ""
"返回指定骨骼的整体变换,相对于骨架。由于是相对于骨架的,这不是该骨骼的实际“全"
"局”变换。"
msgid ""
"Returns the overall transform of the specified bone, with respect to the "
"skeleton, but without any global pose overrides. Being relative to the "
"skeleton frame, this is not the actual \"global\" transform of the bone."
msgstr ""
"返回指定骨骼的整体变换,相对于骨架,不包含任何全局姿势覆盖。由于是相对于骨架"
"的,这不是该骨骼的实际“全局”变换。"
msgid "Returns the global pose override transform for [param bone_idx]."
msgstr "返回 [param bone_idx] 骨骼的全局姿势覆盖变换。"
msgid "Returns the global rest transform for [param bone_idx]."
msgstr "返回 [param bone_idx] 骨骼的全局放松变换。"
msgid "Returns the name of the bone at index [param bone_idx]."
msgstr "返回索引为 [param bone_idx] 的骨骼的名称。"
msgid ""
"Returns the bone index which is the parent of the bone at [param bone_idx]. "
"If -1, then bone has no parent.\n"
"[b]Note:[/b] The parent bone returned will always be less than [param "
"bone_idx]."
msgstr ""
"返回 [param bone_idx] 处的骨骼的父级骨骼索引。如果为 -1则该骨骼没有父级。\n"
"[b]注意:[/b]返回的父骨骼索引总是小于 [param bone_idx]。"
msgid "Returns the pose transform of the specified bone."
msgstr "返回指定骨骼的姿势变换。"
msgid "Returns the rest transform for a bone [param bone_idx]."
msgstr "返回骨骼 [param bone_idx] 的放松变换。"
msgid ""
"Returns an array with all of the bones that are parentless. Another way to "
"look at this is that it returns the indexes of all the bones that are not "
"dependent or modified by other bones in the Skeleton."
msgstr ""
"返回一个包含所有无父级的骨骼的数组。另一种看待这一点的方法是,它返回所有骨骼的"
"索引,这些骨骼不依赖于该骨架中的其他骨骼,或不被该骨架中的其他骨骼修改。"
msgid ""
"Returns the number of times the bone hierarchy has changed within this "
"skeleton, including renames.\n"
"The Skeleton version is not serialized: only use within a single instance of "
"Skeleton3D.\n"
"Use for invalidating caches in IK solvers and other nodes which process bones."
msgstr ""
"返回骨骼层次结构在该骨架中更改的次数,包括重命名。\n"
"骨架版本没有被序列化:只能在 Skeleton3D 的单个实例中使用。\n"
"用于使 IK 解算器中的和处理骨骼的其他节点中的缓存失效。"
msgid ""
"Returns whether the bone pose for the bone at [param bone_idx] is enabled."
msgstr "返回位于 [param bone_idx] 的骨骼是否启用了骨骼姿势。"
msgid "Returns all bones in the skeleton to their rest poses."
msgstr "将骨架中的所有骨骼都恢复到放松姿势。"
msgid ""
"Adds a collision exception to the physical bone.\n"
"Works just like the [RigidBody3D] node."
msgstr ""
"向物理骨骼添加一个碰撞例外。\n"
"就像 [RigidBody3D] 节点一样工作。"
msgid ""
"Removes a collision exception to the physical bone.\n"
"Works just like the [RigidBody3D] node."
msgstr ""
"移除物理骨骼的一个碰撞例外。\n"
"就像 [RigidBody3D] 节点一样工作。"
msgid ""
"Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and "
"reacting to the physics world.\n"
"Optionally, a list of bone names can be passed-in, allowing only the passed-"
"in bones to be simulated."
msgstr ""
"让 Skeleton 中的 [PhysicalBone3D] 节点开始仿真模拟,对物理世界做出反应。\n"
"可以传入骨骼名称列表,只对传入的骨骼进行仿真模拟。"
msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating."
msgstr "让 Skeleton 中的 [PhysicalBone3D] 节点停止仿真模拟。"
msgid "Binds the given Skin to the Skeleton."
msgstr "将给定的 Skin 绑定到 Skeleton。"
msgid "Sets the bone pose to rest for [param bone_idx]."
msgstr "将 [param bone_idx] 骨骼设置为放松姿势。"
msgid "Sets all bone poses to rests."
msgstr "将所有骨骼都设置为放松姿势。"
msgid ""
"Disables the pose for the bone at [param bone_idx] if [code]false[/code], "
"enables the bone pose if [code]true[/code]."
msgstr ""
"如果为 [code]false[/code] 则为位于 [param bone_idx] 的骨骼禁用姿势,如果为 "
"[code]true[/code] 则启用该骨骼姿势。"
msgid ""
"Sets the global pose transform, [param pose], for the bone at [param "
"bone_idx].\n"
"[param amount] is the interpolation strength that will be used when applying "
"the pose, and [param persistent] determines if the applied pose will remain.\n"
"[b]Note:[/b] The pose transform needs to be a global pose! To convert a world "
"transform from a [Node3D] to a global bone pose, multiply the [method "
"Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by "
"the desired world transform."
msgstr ""
"为 [param bone_idx] 处的骨骼设置全局姿势变换 [param pose]。\n"
"[param amount] 是应用姿势时将使用的插值强度,[param persistent] 决定应用的姿势"
"是否会保留。\n"
"[b]注意:[/b]姿势变换需要的是全局姿势!要将 [Node3D] 的世界变换转换为全局骨骼"
"姿势,请将节点的 [member Node3D.global_transform] 的 [method Transform3D."
"affine_inverse] 乘以所期望的世界变换。"
msgid ""
"Sets the bone index [param parent_idx] as the parent of the bone at [param "
"bone_idx]. If -1, then bone has no parent.\n"
"[b]Note:[/b] [param parent_idx] must be less than [param bone_idx]."
msgstr ""
"将骨骼索引 [param parent_idx] 设置为 [param bone_idx] 处骨骼的父级。如果为 "
"-1则该骨骼没有父级。\n"
"[b]注意:[/b][param parent_idx] 必须小于 [param bone_idx]。"
msgid "Sets the rest transform for bone [param bone_idx]."
msgstr "设置骨骼 [param bone_idx] 的放松变换。"
msgid ""
"Unparents the bone at [param bone_idx] and sets its rest position to that of "
"its parent prior to being reset."
msgstr ""
"让位于 [param bone_idx] 的骨骼不再有父级,并将其放松位置设置为之前父级放松时的"
"位置。"
msgid ""
"Multiplies the 3D position track animation.\n"
"[b]Note:[/b] Unless this value is [code]1.0[/code], the key value in "
"animation will not match the actual position value."
msgstr ""
"与 3D 位置轨道动画相乘。\n"
"[b]注意:[/b]除非这个值是 [code]1.0[/code],否则动画中的键值将与实际位置值不匹"
"配。"
msgid ""
"This signal is emitted when one of the bones in the Skeleton3D node have "
"changed their pose. This is used to inform nodes that rely on bone positions "
"that one of the bones in the Skeleton3D have changed their transform/pose."
msgstr ""
"当该 Skeleton3D 节点中的任一骨骼,改变了它们的姿势时,就会发出这个信号。这用于"
"通知依赖骨骼位置的节点Skeleton3D 中的任一骨骼已经改变了它们的变换/姿势。"
msgid ""
"A node used to rotate all bones of a [Skeleton3D] bone chain a way that "
"places the end bone at a desired 3D position."
msgstr ""
"可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放置在正确的 3D "
"位置的节点。"
msgid ""
"SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way "
"that places the end bone at a desired 3D position. A typical scenario for IK "
"in games is to place a character's feet on the ground or a character's hands "
"on a currently held object. SkeletonIK uses FabrikInverseKinematic internally "
"to solve the bone chain and applies the results to the [Skeleton3D] "
"[code]bones_global_pose_override[/code] property for all affected bones in "
"the chain. If fully applied, this overwrites any bone transform from "
"[Animation]s or bone custom poses set by users. The applied amount can be "
"controlled with the [member interpolation] property.\n"
"[codeblock]\n"
"# Apply IK effect automatically on every new frame (not the current)\n"
"skeleton_ik_node.start()\n"
"\n"
"# Apply IK effect only on the current frame\n"
"skeleton_ik_node.start(true)\n"
"\n"
"# Stop IK effect and reset bones_global_pose_override on Skeleton\n"
"skeleton_ik_node.stop()\n"
"\n"
"# Apply full IK effect\n"
"skeleton_ik_node.set_interpolation(1.0)\n"
"\n"
"# Apply half IK effect\n"
"skeleton_ik_node.set_interpolation(0.5)\n"
"\n"
"# Apply zero IK effect (a value at or below 0.01 also removes "
"bones_global_pose_override on Skeleton)\n"
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]\n"
"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future "
"release."
msgstr ""
"SkeletonIK3D 可以将 [Skeleton3D] 骨骼链中的所有骨骼进行旋转,从而将末端骨骼放"
"置在正确的 3D 位置。游戏中 IK 的典型场景是将角色的脚放在地面上,或者将角色的手"
"放在当前持有的物体上。SkeletonIK 在内部使用 FabrikInverseKinematic 来解决骨骼"
"链,并将结果应用于 [Skeleton3D] [code]bones_global_pose_override[/code] 属性中"
"所有受影响的骨骼链。如果完全应用,这将覆盖任何来自 [Animation] 的骨骼变换或用"
"户设置的骨骼自定义姿势。应用量可以用 [member interpolation] 属性来控制。\n"
"[codeblock]\n"
"# 在每一个新的帧上自动应用 IK 效果(不是当前的)。\n"
"skeleton_ik_node.start()\n"
"\n"
"# 只在当前帧上应用 IK 效果\n"
"skeleton_ik_node.start(true)\n"
"\n"
"# 停止 IK 效果并重置骨骼上的 bones_global_pose_override\n"
"skeleton_ik_node.stop()\n"
"\n"
"# 应用完整的 IK 效果\n"
"skeleton_ik_node.set_interpolation(1.0)\n"
"\n"
"# 应用一半的 IK 效果\n"
"skeleton_ik_node.set_interpolation(0.5)\n"
"\n"
"# 应用零 IK 效果(数值为 0.01 或低于 0.01 也会移除 Skeleton 上的 "
"bones_global_pose_override。\n"
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]\n"
"[i]已弃用。[/i]这个类已废弃,可能在后续版本中移除。"
msgid ""
"Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered "
"the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node "
"when SkeletonIK3D entered the [SceneTree]."
msgstr ""
"返回 SkeletonIK 进入 [SceneTree] 时存在的父级 [Skeleton3D] 节点。如果 "
"SkeletonIK3D 进入 [SceneTree] 时父节点不是 [Skeleton3D] 节点,则返回 null。"
msgid ""
"Returns [code]true[/code] if SkeletonIK is applying IK effects on continues "
"frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK is "
"stopped or [method start] was used with the [code]one_time[/code] parameter "
"set to [code]true[/code]."
msgstr ""
"如果 SkeletonIK 正将 IK 效果应用到 [Skeleton3D] 骨骼的连续帧上,则返回 "
"[code]true[/code]。如果 SkeletonIK 被停止或 [method start] 被使用时 "
"[code]one_time[/code] 参数被设置为 [code]true[/code],则返回 [code]false[/"
"code]。"
msgid ""
"Starts applying IK effects on each frame to the [Skeleton3D] bones but will "
"only take effect starting on the next frame. If [param one_time] is "
"[code]true[/code], this will take effect immediately but also reset on the "
"next frame."
msgstr ""
"开始将 IK 效果应用到每一帧的 [Skeleton3D] 骨骼,但只会在下一帧开始生效。如果 "
"[param one_time] 为 [code]true[/code] 则将立即生效,但仍会在下一帧重置。"
msgid ""
"Stops applying IK effects on each frame to the [Skeleton3D] bones and also "
"calls [method Skeleton3D.clear_bones_global_pose_override] to remove existing "
"overrides on all bones."
msgstr ""
"停止将 IK 效果应用到每帧的 [Skeleton3D] 骨骼,并调用 [method Skeleton3D."
"clear_bones_global_pose_override] 来移除所有骨骼上的现有覆盖。"
msgid ""
"Interpolation value for how much the IK results are applied to the current "
"skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton "
"bone transforms completely while a value of [code]0.0[/code] will visually "
"disable the SkeletonIK. A value at or below [code]0.01[/code] also calls "
"[method Skeleton3D.clear_bones_global_pose_override]."
msgstr ""
"IK 效果被应用于当前骨架骨骼链的程度的插值。[code]1.0[/code] 的值将完全覆盖所有"
"骨架骨骼变换,而 [code]0.0[/code] 的值将在视觉上禁用 SkeletonIK。等于或低于 "
"[code]0.01[/code] 的值也会调用 [method Skeleton3D."
"clear_bones_global_pose_override]。"
msgid ""
"Secondary target position (first is [member target] property or [member "
"target_node]) for the IK chain. Use magnet position (pole target) to control "
"the bending of the IK chain. Only works if the bone chain has more than 2 "
"bones. The middle chain bone position will be linearly interpolated with the "
"magnet position."
msgstr ""
"IK 链的次要目标位置(首先是 [member target] 属性或 [member target_node])。使"
"用磁铁位置(极点目标)来控制 IK 链的弯曲。仅当骨骼链具有 2 个以上的骨骼时才有"
"效。中间链骨位置将与磁铁位置进行线性插值。"
msgid ""
"Number of iteration loops used by the IK solver to produce more accurate (and "
"elegant) bone chain results."
msgstr "IK解算器使用的迭代循环的数量以产生更准确和优雅的骨链效果。"
msgid ""
"The minimum distance between bone and goal target. If the distance is below "
"this value, the IK solver stops further iterations."
msgstr ""
"骨骼与目标对象之间的最小距离。如果距离低于这个值IK解算器将停止进一步的迭代。"
msgid ""
"If [code]true[/code] overwrites the rotation of the tip bone with the "
"rotation of the [member target] (or [member target_node] if defined)."
msgstr ""
"如果为 [code]true[/code],则用 [member target](或者如果定义了 [member "
"target_node]])的旋转覆盖尖端骨骼的旋转。"
msgid "The name of the current root bone, the first bone in the IK chain."
msgstr "当前的根骨骼的名称,即 IK 链中的第一条骨骼。"
msgid ""
"First target of the IK chain where the tip bone is placed and, if [member "
"override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a "
"[member target_node] path is available the nodes transform is used instead "
"and this property is ignored."
msgstr ""
"放置尖端骨骼的 IK 链的第一个目标,如果 [member override_tip_basis] 是 "
"[code]true[/code],尖端骨骼的旋转方式。如果 [member target_node] 路径可用,则"
"使用节点变换,并忽略此属性。"
msgid ""
"Target node [NodePath] for the IK chain. If available, the node's current "
"[Transform3D] is used instead of the [member target] property."
msgstr ""
"IK 链的目标节点 [NodePath]。如果有的话,将使用节点当前的 [Transform3D],而不"
"是 [member target] 属性。"
msgid ""
"The name of the current tip bone, the last bone in the IK chain placed at the "
"[member target] transform (or [member target_node] if defined)."
msgstr ""
"当前尖端骨骼的名称IK 链中放置在 [member target] 变换处的最后一个骨骼(或者已"
"定义 [member target_node])。"
msgid ""
"If [code]true[/code], instructs the IK solver to consider the secondary "
"magnet target (pole target) when calculating the bone chain. Use the magnet "
"position (pole target) to control the bending of the IK chain."
msgstr ""
"如果为 [code]true[/code],指示 IK 求解器在解算器链时考虑次要磁铁目标(极点目"
"标)。使用磁铁位置(磁极目标)来控制 IK 链的弯曲。"
msgid "Base class for resources that operate on [Bone2D]s in a [Skeleton2D]."
msgstr "对 [Skeleton2D] 中的 [Bone2D] 进行操作的资源的基类。"
msgid ""
"This resource provides an interface that can be expanded so code that "
"operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched "
"together to create complex interactions.\n"
"This is used to provide Godot with a flexible and powerful Inverse Kinematics "
"solution that can be adapted for many different uses."
msgstr ""
"该资源提供了一个可以扩展的接口,因此在 [Skeleton2D] 中的 [Bone2D] 节点上运行的"
"代码可以被混合并匹配在一起,以创建复杂的交互。\n"
"这用于为 Godot 提供一套灵活而强大的反向运动学解决方案,该解决方案可以适用许多"
"不同的用途。"
msgid ""
"Used for drawing [b]editor-only[/b] modification gizmos. This function will "
"only be called in the Godot editor and can be overridden to draw custom "
"gizmos.\n"
"[b]Note:[/b] You will need to use the Skeleton2D from [method "
"SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the "
"[SkeletonModification2D] resource cannot draw on its own."
msgstr ""
"用于绘制[b]编辑器专用[/b]的修改器小工具。此函数只会在 Godot 编辑器中调用,并且"
"可以被覆盖,来绘制自定义小工具。\n"
"[b]注意:[/b]你需要使用来自 [method SkeletonModificationStack2D.get_skeleton] "
"的 Skeleton2D 及其绘制函数,因为 [SkeletonModification2D] 资源本身无法进行绘"
"制。"
msgid ""
"Executes the given modification. This is where the modification performs "
"whatever function it is designed to do."
msgstr "执行给定的修改器。修改器在此时执行应执行的函数。"
msgid ""
"Called when the modification is setup. This is where the modification "
"performs initialization."
msgstr "安装修改器时调用。修改器在此时执行初始化。"
msgid ""
"Takes an angle and clamps it so it is within the passed-in [param min] and "
"[param max] range. [param invert] will inversely clamp the angle, clamping it "
"to the range outside of the given bounds."
msgstr ""
"接受角度并将其钳制在传入的 [param min] 和 [param max] 范围内。[param invert] "
"会逆向钳制该角度,将其钳制在给定范围之外。"
msgid ""
"Returns whether this modification will call [method _draw_editor_gizmo] in "
"the Godot editor to draw modification-specific gizmos."
msgstr ""
"返回这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对"
"修改器的小工具。"
msgid "Returns whether this modification has been successfully setup or not."
msgstr "返回此修改器是否已被成功安装。"
msgid ""
"Returns the [SkeletonModificationStack2D] that this modification is bound to. "
"Through the modification stack, you can access the Skeleton2D the "
"modification is operating on."
msgstr ""
"返回该修改器绑定的 [SkeletonModificationStack2D]。你可以通过这个修改器栈来访问"
"修改器所操作的 Skeleton2D。"
msgid ""
"Sets whether this modification will call [method _draw_editor_gizmo] in the "
"Godot editor to draw modification-specific gizmos."
msgstr ""
"设置这个修改器是否会在 Godot 编辑器中调用 [method _draw_editor_gizmo] 绘制针对"
"修改器的小工具。"
msgid ""
"Manually allows you to set the setup state of the modification. This function "
"should only rarely be used, as the [SkeletonModificationStack2D] the "
"modification is bound to should handle setting the modification up."
msgstr ""
"允许你手动设置该修改器的安装状态。这个函数应很少使用,因为该修改器所绑定的 "
"[SkeletonModificationStack2D] 应该对该修改器进行安装。"
msgid ""
"If [code]true[/code], the modification's [method _execute] function will be "
"called by the [SkeletonModificationStack2D]."
msgstr ""
"如果为 [code]true[/code],则该修改器的 [method _execute] 函数将被该 "
"[SkeletonModificationStack2D] 调用。"
msgid ""
"The execution mode for the modification. This tells the modification stack "
"when to execute the modification. Some modifications have settings that are "
"only available in certain execution modes."
msgstr ""
"修改器的执行模式。会告诉修改器栈何时执行该修改器。某修修改器存在只能在特定执行"
"模式下可用的设置。"
msgid ""
"A modification that uses CCDIK to manipulate a series of bones to reach a "
"target in 2D."
msgstr "使用 CCDIK 操纵一系列骨骼到达某个 2D 目标的修改器。"
msgid ""
"This [SkeletonModification2D] uses an algorithm called Cyclic Coordinate "
"Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a "
"[Skeleton2D] so it reaches a defined target.\n"
"CCDIK works by rotating a set of bones, typically called a \"bone chain\", on "
"a single axis. Each bone is rotated to face the target from the tip (by "
"default), which over a chain of bones allow it to rotate properly to reach "
"the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] "
"look more robotic than other IK solvers.\n"
"[b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the "
"data objects that hold the data for each joint in the CCDIK chain. This is "
"different from a bone! CCDIK joints hold the data needed for each bone in the "
"bone chain used by CCDIK.\n"
"CCDIK also fully supports angle constraints, allowing for more control over "
"how a solution is met."
msgstr ""
"这种 [SkeletonModification2D] 使用的是名为循环坐标下降逆向运动学Cyclic "
"Coordinate Descent Inverse Kinematics的算法即 CCDIK能够对 [Skeleton2D] "
"中的一条骨骼链进行操作,从而抵达指定的目标。\n"
"CCDIK 的工作原理是让一组骨骼围绕单一轴旋转,这组骨骼通常称作“骨骼链”。每根骨骼"
"的尖端都会转向目标(默认),这样整条骨骼链就能够正确旋转,从而抵达目标。因为这"
"些骨骼都只围绕单一轴进行旋转CCDIK 看起来[i]能够[/i]比其他 IK 解算器更加机"
"械。\n"
"[b]注意:[/b]CCDIK 修改器具有关节属性 [code]ccdik_joints[/code],里面是存放 "
"CCDIK 链中各个关节数据的数据对象。关节和骨骼是两码事CCDIK 关节存放的是 "
"CCDIK 所使用的骨骼链中每根骨骼所需的数据。\n"
"CCDIK 还完全支持角度约束,能够对求解过程进行更多控制。"
msgid ""
"Returns the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]."
msgstr "返回分配给位于 [param joint_idx] 的 CCDIK 关节的 [Bone2D] 节点。"
msgid ""
"Returns the index of the [Bone2D] node assigned to the CCDIK joint at [param "
"joint_idx]."
msgstr "返回分配给位于 [param joint_idx] 的 CCDIK 关节的 [Bone2D] 节点的索引。"
msgid ""
"Returns whether the CCDIK joint at [param joint_idx] uses an inverted joint "
"constraint. See [method set_ccdik_joint_constraint_angle_invert] for details."
msgstr ""
"返回索引为 [param joint_idx] 的 CCDIK 关节是否使用反向关节约束。详见 [method "
"set_ccdik_joint_constraint_angle_invert]。"
msgid "Returns the maximum angle constraint for the joint at [param joint_idx]."
msgstr "返回索引为 [param joint_idx] 的关节的最大角约束。"
msgid "Returns the minimum angle constraint for the joint at [param joint_idx]."
msgstr "返回索引为 [param joint_idx] 的关节的最小角约束。"
msgid ""
"Returns whether angle constraints on the CCDIK joint at [param joint_idx] are "
"enabled."
msgstr "返回索引为 [param joint_idx] 的 CCDIK 关节是否启用角度约束。"
msgid ""
"Returns whether the joint at [param joint_idx] is set to rotate from the "
"joint, [code]true[/code], or to rotate from the tip, [code]false[/code]. The "
"default is to rotate from the tip."
msgstr ""
"返回位于 [param joint_idx] 的关节是从该关节旋转,[code]true[/code],还是从尖端"
"旋转,[code]false[/code]。默认是从尖端旋转。"
msgid "Sets the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]."
msgstr "设置分配给位于 [param joint_idx] 的 CCDIK 关节的 [Bone2D] 节点。"
msgid ""
"Sets the bone index, [param bone_idx], of the CCDIK joint at [param "
"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] "
"of the CCDIK joint based on data provided by the linked skeleton."
msgstr ""
"设置位于 [param joint_idx] 的 CCDIK 关节的骨骼索引 [param joint_idx]。可能时,"
"还会根据所链接的骨架提供的信息来更新 CCDIK 关节的 [code]bone2d_node[/code]。"
msgid ""
"Sets whether the CCDIK joint at [param joint_idx] uses an inverted joint "
"constraint.\n"
"An inverted joint constraint only constraints the CCDIK joint to the angles "
"[i]outside of[/i] the inputted minimum and maximum angles. For this reason, "
"it is referred to as an inverted joint constraint, as it constraints the "
"joint to the outside of the inputted values."
msgstr ""
"设置索引为 [param joint_idx] 的 CCDIK 关节是否使用反向关节约束。\n"
"反向关节约束只会将该 CCDIK 关节的角度约束在输入的最大最小角度范围[i]之外[/i]。"
"因此,它被称为反向关节约束,因为它将关节约束在输入值的外部。"
msgid "Sets the maximum angle constraint for the joint at [param joint_idx]."
msgstr "设置索引为 [param joint_idx] 的关节的最大角约束。"
msgid "Sets the minimum angle constraint for the joint at [param joint_idx]."
msgstr "设置索引为 [param joint_idx] 的关节的最小角约束。"
msgid ""
"Determines whether angle constraints on the CCDIK joint at [param joint_idx] "
"are enabled. When [code]true[/code], constraints will be enabled and taken "
"into account when solving."
msgstr ""
"决定是否启用 [param joint_idx] 处 CCDIK 关节上的角度约束。为 [code]true[/"
"code] 时将启用约束,在求解时纳入考虑范围。"
msgid ""
"Sets whether the joint at [param joint_idx] is set to rotate from the joint, "
"[code]true[/code], or to rotate from the tip, [code]false[/code]."
msgstr ""
"设置位于 [param joint_idx] 的关节是设为从关节旋转,[code]true[/code],还是从尖"
"端旋转,[code]false[/code]。"
msgid "The number of CCDIK joints in the CCDIK modification."
msgstr "CCDIK 修改中 CCDIK 关节的数量。"
msgid ""
"The NodePath to the node that is the target for the CCDIK modification. This "
"node is what the CCDIK chain will attempt to rotate the bone chain to."
msgstr ""
"作为 CCDIK 修改目标的节点的 NodePath。该节点是 CCDIK 链会尝试将该骨骼链旋转到"
"的节点。"
msgid ""
"The end position of the CCDIK chain. Typically, this should be a child of a "
"[Bone2D] node attached to the final [Bone2D] in the CCDIK chain."
msgstr ""
"该 CCDIK 链的结束位置。通常,这应该是一个 [Bone2D] 节点的一个子节点,被附加到 "
"CCDIK 链中的最终 [Bone2D] 上。"
msgid ""
"A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to "
"reach a target."
msgstr "使用 FABRIK 操纵一系列 [Bone2D] 到达某个目标的修改器。"
msgid ""
"This [SkeletonModification2D] uses an algorithm called Forward And Backward "
"Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it "
"reaches a target.\n"
"FABRIK works by knowing the positions and lengths of a series of bones, "
"typically called a \"bone chain\". It first starts by running a forward pass, "
"which places the final bone at the target's position. Then all other bones "
"are moved towards the tip bone, so they stay at the defined bone length away. "
"Then a backwards pass is performed, where the root/first bone in the FABRIK "
"chain is placed back at the origin. Then all other bones are moved so they "
"stay at the defined bone length away. This positions the bone chain so that "
"it reaches the target when possible, but all of the bones stay the correct "
"length away from each other.\n"
"Because of how FABRIK works, it often gives more natural results than those "
"seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle "
"constraints, which are fully taken into account when solving.\n"
"[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are "
"the data objects that hold the data for each joint in the FABRIK chain. This "
"is different from [Bone2D] nodes! FABRIK joints hold the data needed for each "
"[Bone2D] in the bone chain used by FABRIK.\n"
"To help control how the FABRIK joints move, a magnet vector can be passed, "
"which can nudge the bones in a certain direction prior to solving, giving a "
"level of control over the final result."
msgstr ""
"这种 [SkeletonModification2D] 使用的是名为前后延伸反向运动学Forward And "
"Backward Reaching Inverse Kinematics的算法即 FABRIK能够对一条骨骼链进行"
"旋转,从而抵达目标。\n"
"FABRIK 需要先拿到一系列骨骼的位置和长度,这组骨骼通常称作“骨骼链”。它首先会做"
"一次向前处理,将最终的骨骼放置在目标的位置。然后让所有其他骨骼朝尖端骨骼移动,"
"恢复原有的骨骼长度。然后再做一次向后处理,将 FABRIK 链中的根/第一根骨骼放回原"
"点。然后移动所有其他骨骼,恢复原有的骨骼长度。这样就尽可能地让骨骼链抵达了目"
"标,并且所有骨骼之间的长度仍然为正确的长度。\n"
"由于 FABRIK 的工作原理,它通常比 [SkeletonModification2DCCDIK] 得到的结果更加"
"自然。FABRIK 还支持角度约束,在求解过程中会完全遵守这些约束。\n"
"[b]注意:[/b]FABRIK 修改器具有关节属性 [code]fabrik_joints[/code],里面是存放 "
"FABRIK 链中各个关节数据的数据对象。关节和 [Bone2D] 是两码事FABRIK 关节存放的"
"是 FABRIK 所使用的骨骼链中每根 [Bone2D] 所需的数据。\n"
"可以传入磁铁向量来帮助控制 FABRIK 关节的移动,会在求解前让骨骼朝某个方向做略微"
"的移动,对最终结果进行微调。"
msgid ""
"Returns the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]."
msgstr "返回分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点。"
msgid ""
"Returns the index of the [Bone2D] node assigned to the FABRIK joint at [param "
"joint_idx]."
msgstr "返回分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点的索引。"
msgid "Returns the magnet position vector for the joint at [param joint_idx]."
msgstr "返回位于 [param joint_idx] 的关节的磁吸位置向量。"
msgid ""
"Returns whether the joint is using the target's rotation rather than allowing "
"FABRIK to rotate the joint. This option only applies to the tip/final joint "
"in the chain."
msgstr ""
"返回关节是否正在使用目标的旋转,而不是允许 FABRIK 旋转关节。此选项仅适用于链中"
"的末端/最终关节。"
msgid ""
"Sets the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]."
msgstr "设置分配给位于 [param joint_idx] 的 FABRIK 关节的 [Bone2D] 节点。"
msgid ""
"Sets the bone index, [param bone_idx], of the FABRIK joint at [param "
"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] "
"of the FABRIK joint based on data provided by the linked skeleton."
msgstr ""
"设置位于 [param joint_idx] 的 FABRIK 关节的骨骼索引 [param bone_idx]。可能时,"
"这也会根据链接骨架所提供的数据来更新 FABRIK 关节的 [code]bone2d_node[/code]。"
msgid "Sets the magnet position vector for the joint at [param joint_idx]."
msgstr "设置位于 [param joint_idx] 的关节的磁吸位置向量。"
msgid ""
"Sets whether the joint at [param joint_idx] will use the target node's "
"rotation rather than letting FABRIK rotate the node.\n"
"[b]Note:[/b] This option only works for the tip/final joint in the chain. For "
"all other nodes, this option will be ignored."
msgstr ""
"设置位于 [param joint_idx] 的关节是否正在使用目标节点的旋转,而不是让 FABRIK "
"旋转关节。\n"
"[b]注意:[/b]这个选项仅适用于链中的末端/最终关节。对于所有其他节点,这个选项将"
"被忽略。"
msgid "The number of FABRIK joints in the FABRIK modification."
msgstr "FABRIK 修改中 FABRIK 关节的数量。"
msgid ""
"The NodePath to the node that is the target for the FABRIK modification. This "
"node is what the FABRIK chain will attempt to rotate the bone chain to."
msgstr ""
"FABRIK 修改器的目标节点的 NodePath。FABRIK 链会尝试将骨骼链转向这个节点。"
msgid ""
"A modification that jiggles [Bone2D] nodes as they move towards a target."
msgstr "让 [Bone2D] 节点在朝某个目标移动的过程中产生摇晃的修改器。"
msgid ""
"This modification moves a series of bones, typically called a bone chain, "
"towards a target. What makes this modification special is that it calculates "
"the velocity and acceleration for each bone in the bone chain, and runs a "
"very light physics-like calculation using the inputted values. This allows "
"the bones to overshoot the target and \"jiggle\" around. It can be configured "
"to act more like a spring, or sway around like cloth might.\n"
"This modification is useful for adding additional motion to things like hair, "
"the edges of clothing, and more. It has several settings to that allow "
"control over how the joint moves when the target moves.\n"
"[b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are "
"the data objects that hold the data for each joint in the Jiggle chain. This "
"is different from than [Bone2D] nodes! Jiggle joints hold the data needed for "
"each [Bone2D] in the bone chain used by the Jiggle modification."
msgstr ""
"这种修改器会将一系列的骨骼朝某个目标移动,这些骨骼通常称作骨骼链。这种修改器的"
"特点在于,它会为骨骼链中的每一个骨骼计算速度和加速度,并使用输入值运行一段非常"
"轻量级的类物理计算。这样这些骨骼就能够越过目标并来回“摇晃”Jiggle。根据配置"
"的不同,可以得到类似弹簧的摇晃,也可以得到类似布料的摇晃。\n"
"这种修改器可用于为头发、衣服边缘等添加额外的运动。可以通过不同的设置控制目标移"
"动时关节的移动方式。\n"
"[b]注意:[/b]Jiggle 修改器的 [code]jiggle_joints[/code] 属性中保存的是数据对"
"象,记录 Jiggle 链中各个关节的数据。这一点与 [Bone2D] 节点不同Jiggle 关节保"
"存了 Jiggle 修改器使用的骨骼链中各个 [Bone2D] 所需的数据。"
msgid ""
"Returns the collision mask used by the Jiggle modifier when collisions are "
"enabled."
msgstr "返回在启用碰撞时 Jiggle 修改器所使用的碰撞掩码。"
msgid ""
"Returns the [Bone2D] node assigned to the Jiggle joint at [param joint_idx]."
msgstr "返回 [param joint_idx] 处 Jiggle 关节所分配的 [Bone2D] 节点。"
msgid ""
"Returns the index of the [Bone2D] node assigned to the Jiggle joint at [param "
"joint_idx]."
msgstr "返回 [param joint_idx] 处 Jiggle 关节所分配 [Bone2D] 节点的索引。"
msgid "Returns the amount of damping of the Jiggle joint at [param joint_idx]."
msgstr "返回 [param joint_idx] 处 Jiggle 关节的阻尼大小。"
msgid ""
"Returns a [Vector2] representing the amount of gravity the Jiggle joint at "
"[param joint_idx] is influenced by."
msgstr "返回表示 [param joint_idx] 处 Jiggle 关节所受到的重力的 [Vector2]。"
msgid "Returns the amount of mass of the jiggle joint at [param joint_idx]."
msgstr "返回 [param joint_idx] 处 Jiggle 关节的质量大小。"
msgid ""
"Returns a boolean that indicates whether the joint at [param joint_idx] is "
"overriding the default Jiggle joint data defined in the modification."
msgstr ""
"返回表示 [param joint_idx] 处 Jiggle 关节是否覆盖修改器中定义的默认 Jiggle 关"
"节数据的布尔值。"
msgid "Returns the stiffness of the Jiggle joint at [param joint_idx]."
msgstr "返回 [param joint_idx] 处 Jiggle 关节的刚度。"
msgid ""
"Returns a boolean that indicates whether the joint at [param joint_idx] is "
"using gravity or not."
msgstr "返回表示 [param joint_idx] 处 Jiggle 关节是否使用重力的布尔值。"
msgid ""
"Returns whether the jiggle modifier is taking physics colliders into account "
"when solving."
msgstr "返回 Jiggle 修改器在求解时是否考虑物理碰撞器。"
msgid ""
"Sets the collision mask that the Jiggle modifier will use when reacting to "
"colliders, if the Jiggle modifier is set to take colliders into account."
msgstr ""
"在 Jiggle 修改器被设为考虑碰撞器时,设置该 Jiggle 修改器所需作出反应的碰撞器的"
"碰撞掩码。"
msgid ""
"Sets the [Bone2D] node assigned to the Jiggle joint at [param joint_idx]."
msgstr "设置 [param joint_idx] 处 Jiggle 关节所分配的 [Bone2D] 节点。"
msgid ""
"Sets the bone index, [param bone_idx], of the Jiggle joint at [param "
"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] "
"of the Jiggle joint based on data provided by the linked skeleton."
msgstr ""
"设置 [param joint_idx] 处 Jiggle 关节的骨骼索引 [param bone_idx]。如果适用,还"
"会根据所链接骨架提供的数据来更新 Jiggle 关节的 [code]bone2d_node[/code]。"
msgid "Sets the amount of damping of the Jiggle joint at [param joint_idx]."
msgstr "设置 [param joint_idx] 处 Jiggle 关节的阻尼量。"
msgid "Sets the gravity vector of the Jiggle joint at [param joint_idx]."
msgstr "设置 [param joint_idx] 处 Jiggle 关节的重力向量。"
msgid "Sets the of mass of the Jiggle joint at [param joint_idx]."
msgstr "设置 [param joint_idx] 处 Jiggle 关节的质量。"
msgid ""
"Sets whether the Jiggle joint at [param joint_idx] should override the "
"default Jiggle joint settings. Setting this to [code]true[/code] will make "
"the joint use its own settings rather than the default ones attached to the "
"modification."
msgstr ""
"设置 [param joint_idx] 处 Jiggle 关节是否应覆盖默认 Jiggle 关节设置。设置为 "
"[code]true[/code] 会使该关节使用自身的设置,不使用附加至修改器的设置。"
msgid "Sets the of stiffness of the Jiggle joint at [param joint_idx]."
msgstr "设置 [param joint_idx] 处 Jiggle 关节的刚度。"
msgid "Sets whether the Jiggle joint at [param joint_idx] should use gravity."
msgstr "设置 [param joint_idx] 处 Jiggle 关节是否应使用重力。"
msgid ""
"If [code]true[/code], the Jiggle modifier will take colliders into account, "
"keeping them from entering into these collision objects."
msgstr ""
"如果为 [code]true[/code],则 Jiggle 修改器将考虑碰撞器,防止它们进入这些碰撞对"
"象。"
msgid ""
"The default amount of damping applied to the Jiggle joints, if they are not "
"overridden. Higher values lead to more of the calculated velocity being "
"applied."
msgstr ""
"未被覆盖时Jiggle 关节所受到的默认阻尼大小。值约高,所应用的计算得到的速度也"
"就约多。"
msgid ""
"The default amount of gravity applied to the Jiggle joints, if they are not "
"overridden."
msgstr "未被覆盖时Jiggle 关节所受到的默认重力大小。"
msgid "The amount of Jiggle joints in the Jiggle modification."
msgstr "该 Jiggle 修改器中的 Jiggle 关节的数量。"
msgid ""
"The default amount of mass assigned to the Jiggle joints, if they are not "
"overridden. Higher values lead to faster movements and more overshooting."
msgstr ""
"未被覆盖时Jiggle 关节所分配的默认质量大小。值约高,移动速度也就约快,超出的"
"距离也就越大。"
msgid ""
"The default amount of stiffness assigned to the Jiggle joints, if they are "
"not overridden. Higher values act more like springs, quickly moving into the "
"correct position."
msgstr ""
"未被覆盖时Jiggle 关节所分配的默认刚度大小。值约高越像弹簧,会很快到达正确的"
"位置。"
msgid ""
"The NodePath to the node that is the target for the Jiggle modification. This "
"node is what the Jiggle chain will attempt to rotate the bone chain to."
msgstr ""
"该 Jiggle 修改器目标节点的 NodePath 路径。这个节点是 Jiggle 链所要旋转至的目"
"标。"
msgid ""
"Whether the gravity vector, [member gravity], should be applied to the Jiggle "
"joints, assuming they are not overriding the default settings."
msgstr ""
"假设 Jiggle 关节没有覆盖默认设置的前提下,是否应该对这些关节施加重力向量 "
"[member gravity]。"
msgid "A modification that rotates a [Bone2D] node to look at a target."
msgstr "对 [Bone2D] 节点进行旋转,让它看向某个目标的修改器。"
msgid ""
"This [SkeletonModification2D] rotates a bone to look a target. This is "
"extremely helpful for moving character's head to look at the player, rotating "
"a turret to look at a target, or any other case where you want to make a bone "
"rotate towards something quickly and easily."
msgstr ""
"这种 [SkeletonModification2D] 会对骨骼进行旋转,让它看向某个目标。适合让角色的"
"头部看向玩家、让炮塔看向目标以及其他需要让骨骼朝某个东西快速旋转的情况。"
msgid ""
"Returns the amount of additional rotation that is applied after the LookAt "
"modification executes."
msgstr "返回执行 LookAt 修改后被应用的额外旋转的量。"
msgid ""
"Returns whether the constraints to this modification are inverted or not."
msgstr "返回该修改的约束是否反转。"
msgid "Returns the constraint's maximum allowed angle."
msgstr "返回该约束允许的最大角度。"
msgid "Returns the constraint's minimum allowed angle."
msgstr "返回该约束允许的最小角度。"
msgid ""
"Returns [code]true[/code] if the LookAt modification is using constraints."
msgstr "如果该 LookAt 修改器正在使用约束,则返回 [code]true[/code]。"
msgid ""
"Sets the amount of additional rotation that is to be applied after executing "
"the modification. This allows for offsetting the results by the inputted "
"rotation amount."
msgstr "设置执行该修改后要被应用的额外旋转的量。这允许将结果偏移输入的旋转量。"
msgid ""
"When [code]true[/code], the modification will use an inverted joint "
"constraint.\n"
"An inverted joint constraint only constraints the [Bone2D] to the angles "
"[i]outside of[/i] the inputted minimum and maximum angles. For this reason, "
"it is referred to as an inverted joint constraint, as it constraints the "
"joint to the outside of the inputted values."
msgstr ""
"当为 [code]true[/code] 时,修改将使用一个反转的关节约束。\n"
"反转的关节约束仅将该 [Bone2D] 约束到输入的最小角度和最大角度[i]之外[/i]的角"
"度。出于这个原因,它被称为反向关节约束,因为它将关节约束在输入值的外部。"
msgid "Sets the constraint's maximum allowed angle."
msgstr "设置该约束允许的最大角度。"
msgid "Sets the constraint's minimum allowed angle."
msgstr "设置该约束允许的最小角度。"
msgid ""
"Sets whether this modification will use constraints or not. When [code]true[/"
"code], constraints will be applied when solving the LookAt modification."
msgstr ""
"设置此修改器是否使用约束。为 [code]true[/code] 时,会在求解 LookAt 修改器时应"
"用约束。"
msgid "The [Bone2D] node that the modification will operate on."
msgstr "要修改的 [Bone2D] 节点。"
msgid "The index of the [Bone2D] node that the modification will operate on."
msgstr "要执行修改的 [Bone2D] 节点的索引。"
msgid ""
"The NodePath to the node that is the target for the LookAt modification. This "
"node is what the modification will rotate the [Bone2D] to."
msgstr ""
"作为 LookAt 修改目标的节点的 NodePath。该节点是该修改将 [Bone2D] 旋转到的节"
"点。"
msgid ""
"A modification that applies the transforms of [PhysicalBone2D] nodes to "
"[Bone2D] nodes."
msgstr "将 [PhysicalBone2D] 节点的变换应用到 [Bone2D] 节点的修改器。"
msgid ""
"This modification takes the transforms of [PhysicalBone2D] nodes and applies "
"them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics "
"thanks to the linked [PhysicalBone2D] nodes.\n"
"Experimental. Physical bones may be changed in the future to perform the "
"position update of [Bone2D] on their own."
msgstr ""
"该修改采用 [PhysicalBone2D] 节点的变换并将它们应用于 [Bone2D] 节点。由于链接"
"的 [PhysicalBone2D] 节点,这允许 [Bone2D] 节点对物理做出反应。\n"
"实验性的。物理骨骼在未来可能会被改变,以便自行执行 [Bone2D] 的位置更新。"
msgid ""
"Empties the list of [PhysicalBone2D] nodes and populates it with all "
"[PhysicalBone2D] nodes that are children of the [Skeleton2D]."
msgstr ""
"清空 [PhysicalBone2D] 节点列表,并使用该 [Skeleton2D] 节点的所有 "
"[PhysicalBone2D] 子节点填充该列表。"
msgid "Returns the [PhysicalBone2D] node at [param joint_idx]."
msgstr "返回位于 [param joint_idx] 的 [PhysicalBone2D] 节点。"
msgid ""
"Sets the [PhysicalBone2D] node at [param joint_idx].\n"
"[b]Note:[/b] This is just the index used for this modification, not the bone "
"index used in the [Skeleton2D]."
msgstr ""
"设置位于 [param joint_idx] 的 [PhysicalBone2D] 节点。\n"
"[b]注意:[/b]这个索引只适用于这个修改器,不是 [Skeleton2D] 使用的骨骼索引。"
msgid ""
"Tell the [PhysicalBone2D] nodes to start simulating and interacting with the "
"physics world.\n"
"Optionally, an array of bone names can be passed to this function, and that "
"will cause only [PhysicalBone2D] nodes with those names to start simulating."
msgstr ""
"让 [PhysicalBone2D] 节点开始模拟,开始与物理世界进行交互。\n"
"还可以把骨骼名称数组传给这个函数,会导致只有这些名称的 [PhysicalBone2D] 节点开"
"始模拟。"
msgid ""
"Tell the [PhysicalBone2D] nodes to stop simulating and interacting with the "
"physics world.\n"
"Optionally, an array of bone names can be passed to this function, and that "
"will cause only [PhysicalBone2D] nodes with those names to stop simulating."
msgstr ""
"让 [PhysicalBone2D] 节点停止模拟,不再与物理世界进行交互。\n"
"还可以把骨骼名称数组传给这个函数,会导致只有这些名称的 [PhysicalBone2D] 节点停"
"止模拟。"
msgid "The number of [PhysicalBone2D] nodes linked in this modification."
msgstr "在这个修改器中链接的 [PhysicalBone2D] 节点的数量。"
msgid "A modification that holds and executes a [SkeletonModificationStack2D]."
msgstr "存放并执行 [SkeletonModificationStack2D] 的修改器。"
msgid ""
"This [SkeletonModification2D] holds a reference to a "
"[SkeletonModificationStack2D], allowing you to use multiple modification "
"stacks on a single [Skeleton2D].\n"
"[b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] will "
"only be executed if their execution mode matches the execution mode of the "
"SkeletonModification2DStackHolder."
msgstr ""
"这种 [SkeletonModification2D] 可以存放对 [SkeletonModificationStack2D] 的引"
"用,让你能够对单个 [Skeleton2D] 使用多个修改器栈。\n"
"[b]注意:[/b][SkeletonModificationStack2D] 中所存放的修改器只有在各自的执行模"
"式与 SkeletonModification2DStackHolder 的执行模式匹配时才会执行。"
msgid ""
"Returns the [SkeletonModificationStack2D] that this modification is holding."
msgstr "返回该修改器中存放的 [SkeletonModificationStack2D]。"
msgid ""
"Sets the [SkeletonModificationStack2D] that this modification is holding. "
"This modification stack will then be executed when this modification is "
"executed."
msgstr ""
"设置该修改器中存放的 [SkeletonModificationStack2D]。这个修改器栈会在该修改器执"
"行时执行。"
msgid ""
"A modification that rotates two bones using the law of cosines to reach the "
"target."
msgstr "这种修改器会让两个骨骼按照余弦定理进行旋转,最终抵达目标。"
msgid ""
"This [SkeletonModification2D] uses an algorithm typically called TwoBoneIK. "
"This algorithm works by leveraging the law of cosines and the lengths of the "
"bones to figure out what rotation the bones currently have, and what rotation "
"they need to make a complete triangle, where the first bone, the second bone, "
"and the target form the three vertices of the triangle. Because the algorithm "
"works by making a triangle, it can only operate on two bones.\n"
"TwoBoneIK is great for arms, legs, and really any joints that can be "
"represented by just two bones that bend to reach a target. This solver is "
"more lightweight than [SkeletonModification2DFABRIK], but gives similar, "
"natural looking results."
msgstr ""
"这种 [SkeletonModification2D] 所使用的算法一般称之为 TwoBoneIK。这种算法的原理"
"是利用余弦定理和骨骼的长度来推算骨骼当前的旋转量和构成三角形所需的旋转量,三角"
"形由第一根骨骼、第二根骨骼以及目标构成。因为这种算法的原理是构成三角形,所以仅"
"能对两根骨骼进行操作。\n"
"TwoBoneIK 适用于手臂、腿部,其实任何能够用两根骨头弯向某个目标来代表的关节均能"
"使用。求解器比 [SkeletonModification2DFABRIK] 更轻量,但也能得到类似的比较自然"
"的结果。"
msgid ""
"Returns the [Bone2D] node that is being used as the first bone in the "
"TwoBoneIK modification."
msgstr "返回 TwoBoneIK 修改器中作为第一个骨骼的 [Bone2D] 节点。"
msgid ""
"Returns the index of the [Bone2D] node that is being used as the first bone "
"in the TwoBoneIK modification."
msgstr "返回 TwoBoneIK 修改器中作为第一个骨骼的 [Bone2D] 节点的索引。"
msgid ""
"Returns the [Bone2D] node that is being used as the second bone in the "
"TwoBoneIK modification."
msgstr "返回 TwoBoneIK 修改器中作为第二个骨骼的 [Bone2D] 节点。"
msgid ""
"Returns the index of the [Bone2D] node that is being used as the second bone "
"in the TwoBoneIK modification."
msgstr "返回 TwoBoneIK 修改器中作为第二个骨骼的 [Bone2D] 节点的索引。"
msgid ""
"Sets the [Bone2D] node that is being used as the first bone in the TwoBoneIK "
"modification."
msgstr "设置 TwoBoneIK 修改器中作为第一个骨骼的 [Bone2D] 节点。"
msgid ""
"Sets the index of the [Bone2D] node that is being used as the first bone in "
"the TwoBoneIK modification."
msgstr "设置 TwoBoneIK 修改器中作为第一个骨骼的 [Bone2D] 节点的索引。"
msgid ""
"Sets the [Bone2D] node that is being used as the second bone in the TwoBoneIK "
"modification."
msgstr "设置 TwoBoneIK 修改器中作为第二个骨骼的 [Bone2D] 节点。"
msgid ""
"Sets the index of the [Bone2D] node that is being used as the second bone in "
"the TwoBoneIK modification."
msgstr "设置 TwoBoneIK 修改器中作为第二个骨骼的 [Bone2D] 节点的索引。"
msgid ""
"If [code]true[/code], the bones in the modification will blend outward as "
"opposed to inwards when contracting. If [code]false[/code], the bones will "
"bend inwards when contracting."
msgstr ""
"如果为 [code]true[/code],则该修改中的骨骼在收缩时将向外弯曲,而不是向内弯曲。"
"如果为 [code]false[/code],则骨骼在收缩时会向内弯曲。"
msgid ""
"The maximum distance the target can be at. If the target is farther than this "
"distance, the modification will solve as if it's at this maximum distance. "
"When set to [code]0[/code], the modification will solve without distance "
"constraints."
msgstr ""
"该目标可以到达的最大距离。如果目标比这个距离更远,则该修改将如同它就在这个最大"
"距离处一样求解。当设置为 [code]0[/code] 时,则该修改将不受距离限制地求解。"
msgid ""
"The minimum distance the target can be at. If the target is closer than this "
"distance, the modification will solve as if it's at this minimum distance. "
"When set to [code]0[/code], the modification will solve without distance "
"constraints."
msgstr ""
"该目标可以到达的最小距离。如果目标比这个距离更近,则该修改将如同它就在这个最小"
"距离处一样求解。当设置为 [code]0[/code] 时,则该修改将不受距离限制地求解。"
msgid ""
"The NodePath to the node that is the target for the TwoBoneIK modification. "
"This node is what the modification will use when bending the [Bone2D] nodes."
msgstr ""
"作为 TwoBoneIK 修改目标的节点的 NodePath。该节点是弯曲 [Bone2D] 节点时该修改将"
"使用的节点。"
msgid "A resource that holds a stack of [SkeletonModification2D]s."
msgstr "存放 [SkeletonModification2D] 栈的资源。"
msgid ""
"This resource is used by the Skeleton and holds a stack of "
"[SkeletonModification2D]s.\n"
"This controls the order of the modifications and how they are applied. "
"Modification order is especially important for full-body IK setups, as you "
"need to execute the modifications in the correct order to get the desired "
"results. For example, you want to execute a modification on the spine "
"[i]before[/i] the arms on a humanoid skeleton.\n"
"This resource also controls how strongly all of the modifications are applied "
"to the [Skeleton2D]."
msgstr ""
"该资源由 Skeleton 使用,并持有一个 [SkeletonModification2D] 堆栈。\n"
"这控制了修改的顺序以及它们的应用方式。修改顺序对于全身 IK 设置尤为重要,因为需"
"要以正确的顺序执行修改以获得所需的结果。例如,想在人形骨骼的手臂[i]之前[/i]对"
"脊柱执行一个修改。\n"
"该资源还控制所有修改被应用于 [Skeleton2D] 的强度。"
msgid "Adds the passed-in [SkeletonModification2D] to the stack."
msgstr "将传入的 [SkeletonModification2D] 入栈。"
msgid ""
"Deletes the [SkeletonModification2D] at the index position [param mod_idx], "
"if it exists."
msgstr ""
"如果存在,则删除位于索引位置 [param mod_idx] 的 [SkeletonModification2D]。"
msgid "Enables all [SkeletonModification2D]s in the stack."
msgstr "启用栈中的所有 [SkeletonModification2D]。"
msgid ""
"Executes all of the [SkeletonModification2D]s in the stack that use the same "
"execution mode as the passed-in [param execution_mode], starting from index "
"[code]0[/code] to [member modification_count].\n"
"[b]Note:[/b] The order of the modifications can matter depending on the "
"modifications. For example, modifications on a spine should operate before "
"modifications on the arms in order to get proper results."
msgstr ""
"使用传入的执行模式 [param execution_mode] 执行栈中的所有 "
"[SkeletonModification2D],从索引 [code]0[/code] 执行到 [member "
"modification_count]。\n"
"[b]注意:[/b]根据修改器的不同,结果可能会因修改器顺序的不同而不同。例如,对脊"
"柱的修改应该在对手臂的修改之前执行,这样才能得到正确的结果。"
msgid ""
"Returns a boolean that indicates whether the modification stack is setup and "
"can execute."
msgstr "返回一个布尔值,指示该修改堆栈是否已被设置并可以执行。"
msgid ""
"Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx]."
msgstr "返回传入索引 [param mod_idx] 处的 [SkeletonModification2D]。"
msgid ""
"Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound "
"to."
msgstr "返回 SkeletonModification2D 绑定到的 [Skeleton2D] 节点。"
msgid ""
"Sets the modification at [param mod_idx] to the passed-in modification, "
"[param modification]."
msgstr "将位于 [param mod_idx] 的修改器设置为传入的 [param modification]。"
msgid ""
"Sets up the modification stack so it can execute. This function should be "
"called by [Skeleton2D] and shouldn't be manually called unless you know what "
"you are doing."
msgstr ""
"设置该修改堆栈以便它可以执行。该函数应由 [Skeleton2D] 调用,除非知道自己在做什"
"么,否则不应被手动调用。"
msgid ""
"If [code]true[/code], the modification's in the stack will be called. This is "
"handled automatically through the [Skeleton2D] node."
msgstr ""
"如果为 [code]true[/code],则会调用该堆栈中的修改器。这是通过 [Skeleton2D] 节点"
"自动处理的。"
msgid "The number of modifications in the stack."
msgstr "栈中修改器的数量。"
msgid ""
"The interpolation strength of the modifications in stack. A value of [code]0[/"
"code] will make it where the modifications are not applied, a strength of "
"[code]0.5[/code] will be half applied, and a strength of [code]1[/code] will "
"allow the modifications to be fully applied and override the [Skeleton2D] "
"[Bone2D] poses."
msgstr ""
"堆栈中修改的插值强度。[code]0[/code] 的值将使修改不被应用,[code]0.5[/code] 的"
"强度将应用一半,[code]1[/code] 的强度将允许修改被完全应用并覆盖 [Skeleton2D] "
"[Bone2D] 姿势。"
msgid ""
"Base class for a profile of a virtual skeleton used as a target for "
"retargeting."
msgstr "用作重定向目标的虚拟骨架的配置文件的基类。"
msgid ""
"This resource is used in [EditorScenePostImport]. Some parameters are "
"referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes "
"are rewritten based on the parameters of [SkeletonProfile].\n"
"[b]Note:[/b] These parameters need to be set only when creating a custom "
"profile. In [SkeletonProfileHumanoid], they are defined internally as read-"
"only values."
msgstr ""
"这个资源在 [EditorScenePostImport] 中使用。一些参数是指 [Skeleton3D]、[Skin]、"
"[Animation] 中的骨骼,还有一些节点是根据 [SkeletonProfile] 中的参数改写的。\n"
"[b]注意:[/b]只有在创建自定义配置时这些参数才需要被设置。在 "
"[SkeletonProfileHumanoid] 中,它们在内部被定义为只读值。"
msgid "Returns the bone index that matches [param bone_name] as its name."
msgstr "返回名称与 [param bone_name] 匹配的骨骼的索引。"
msgid ""
"Returns the name of the bone at [param bone_idx] that will be the key name in "
"the [BoneMap].\n"
"In the retargeting process, the returned bone name is the bone name of the "
"target skeleton."
msgstr ""
"返回位于 [param bone_idx] 的骨骼的名称,会成为 [BoneMap] 中的键名。\n"
"在重定向过程中,返回的骨骼名称是目标骨架中的骨骼名称。"
msgid ""
"Returns the name of the bone which is the parent to the bone at [param "
"bone_idx]. The result is empty if the bone has no parent."
msgstr ""
"返回位于 [param bone_idx] 的骨骼的父级骨骼的名称。如果该骨骼没有父级,则结果为"
"空。"
msgid ""
"Returns the name of the bone which is the tail of the bone at [param "
"bone_idx]."
msgstr "返回 [param bone_idx] 处骨骼的尾部骨骼的名称。"
msgid "Returns the group of the bone at [param bone_idx]."
msgstr "返回索引为 [param bone_idx] 的骨骼的分组。"
msgid ""
"Returns the name of the group at [param group_idx] that will be the drawing "
"group in the [BoneMap] editor."
msgstr ""
"返回 [param group_idx] 处的组的名称,该组将成为 [BoneMap] 编辑器中的绘制组。"
msgid ""
"Returns the offset of the bone at [param bone_idx] that will be the button "
"position in the [BoneMap] editor.\n"
"This is the offset with origin at the top left corner of the square."
msgstr ""
"返回在 [param bone_idx] 处的骨骼的偏移量,这将是 [BoneMap] 编辑器中的按钮位"
"置。\n"
"这是一个偏移量,原点在正方形的左上角。"
msgid "Returns the reference pose transform for bone [param bone_idx]."
msgstr "返回索引为 [param bone_idx] 的骨骼的参考姿势变换。"
msgid "Returns the tail direction of the bone at [param bone_idx]."
msgstr "返回索引为 [param bone_idx] 的骨骼的尾部方向。"
msgid ""
"Returns the texture of the group at [param group_idx] that will be the "
"drawing group background image in the [BoneMap] editor."
msgstr ""
"返回 [param group_idx] 处的组的纹理,该组将作为 [BoneMap] 编辑器中的绘制组的背"
"景图像。"
msgid ""
"Sets the name of the bone at [param bone_idx] that will be the key name in "
"the [BoneMap].\n"
"In the retargeting process, the setting bone name is the bone name of the "
"target skeleton."
msgstr ""
"设置在 [param bone_idx] 处的骨骼的名称,这将是 [BoneMap] 中的键名。\n"
"在重定向过程中,设置的骨骼名称是目标骨架的骨骼名称。"
msgid ""
"Sets the bone with name [param bone_parent] as the parent of the bone at "
"[param bone_idx]. If an empty string is passed, then the bone has no parent."
msgstr ""
"将名称为 [param bone_parent] 的骨骼设置为索引为 [param bone_idx] 的骨骼的父"
"级。如果传入的是空字符串,则该骨骼没有父级。"
msgid ""
"Sets the bone with name [param bone_tail] as the tail of the bone at [param "
"bone_idx]."
msgstr ""
"将名称为 [param bone_tail] 的骨骼设置为索引为 [param bone_idx] 的骨骼的尾部。"
msgid "Sets the group of the bone at [param bone_idx]."
msgstr "设置索引为 [param bone_idx] 的骨骼的分组。"
msgid ""
"Sets the name of the group at [param group_idx] that will be the drawing "
"group in the [BoneMap] editor."
msgstr ""
"设置在 [param group_idx] 处的组的名称,这将是 [BoneMap] 编辑器中的绘制组。"
msgid ""
"Sets the offset of the bone at [param bone_idx] that will be the button "
"position in the [BoneMap] editor.\n"
"This is the offset with origin at the top left corner of the square."
msgstr ""
"设置在 [param bone_idx] 处的骨骼的偏移量,这将是 [BoneMap] 编辑器中的按钮位"
"置。\n"
"这是原点在正方形左上角的偏移量。"
msgid "Sets the reference pose transform for bone [param bone_idx]."
msgstr "设置骨骼 [param bone_idx] 的参考姿势变换。"
msgid ""
"Sets the tail direction of the bone at [param bone_idx].\n"
"[b]Note:[/b] This only specifies the method of calculation. The actual "
"coordinates required should be stored in an external skeleton, so the "
"calculation itself needs to be done externally."
msgstr ""
"设置在 [param bone_idx] 处的骨骼的尾部方向。\n"
"[b]注意:[/b]这里只规定了计算方法。所需的实际坐标应该存储在外部骨架中,因此计"
"算本身需要在外部完成。"
msgid ""
"Sets the texture of the group at [param group_idx] that will be the drawing "
"group background image in the [BoneMap] editor."
msgstr ""
"设置在 [param group_idx] 处的组的纹理,这将是 [BoneMap] 编辑器中绘制组的背景图"
"像。"
msgid ""
"The amount of bones in retargeting section's [BoneMap] editor. For example, "
"[SkeletonProfileHumanoid] has 56 bones.\n"
"The size of elements in [BoneMap] updates when changing this property in it's "
"assigned [SkeletonProfile]."
msgstr ""
"重定向部分的 [BoneMap] 编辑器中的骨骼数量。例如,[SkeletonProfileHumanoid] 有 "
"56 块骨头。\n"
"[BoneMap] 中元素的大小在其分配的 [SkeletonProfile] 中更改该属性时更新。"
msgid ""
"The amount of groups of bones in retargeting section's [BoneMap] editor. For "
"example, [SkeletonProfileHumanoid] has 4 groups.\n"
"This property exists to separate the bone list into several sections in the "
"editor."
msgstr ""
"重定向部分的 [BoneMap] 编辑器中的骨骼组的数量。例如,"
"[SkeletonProfileHumanoid] 有 4 个组。\n"
"这个属性的存在是为了在编辑器中把骨骼列表分成几个部分。"
msgid ""
"A bone name that will be used as the root bone in [AnimationTree]. This "
"should be the bone of the parent of hips that exists at the world origin."
msgstr ""
"会被用作 [AnimationTree] 中根骨骼的骨骼名称。应该是髋部父级的骨骼,位于世界原"
"点。"
msgid ""
"A bone name which will use model's height as the coefficient for "
"normalization. For example, [SkeletonProfileHumanoid] defines it as "
"[code]Hips[/code]."
msgstr ""
"骨骼的名称,将使用模型的高度作为归一化的系数。例如,[SkeletonProfileHumanoid] "
"将其定义为 [code]Hips[/code] 。"
msgid ""
"This signal is emitted when change the value in profile. This is used to "
"update key name in the [BoneMap] and to redraw the [BoneMap] editor.\n"
"[b]Note:[/b] This signal is not connected directly to editor to simplify the "
"reference, instead it is passed on to editor through the [BoneMap]."
msgstr ""
"更改配置中的值时会发出该信号。这被用于更新 [BoneMap] 中的键名并重绘 [BoneMap] "
"编辑器。\n"
"[b]注意:[/b]为了简化引用,这个信号没有直接连接到编辑器,而是通过 [BoneMap] 传"
"递给编辑器。"
msgid "Direction to the average coordinates of bone children."
msgstr "子级骨骼平均坐标的方向。"
msgid "Direction to the coordinates of specified bone child."
msgstr "指定子级骨骼坐标的方向。"
msgid "Direction is not calculated."
msgstr "不计算方向。"
msgid "A humanoid [SkeletonProfile] preset."
msgstr "人形 [SkeletonProfile] 预设。"
msgid ""
"A [SkeletonProfile] as a preset that is optimized for the human form. This "
"exists for standardization, so all parameters are read-only."
msgstr ""
"针对人体优化的 [SkeletonProfile] 预设。存在的意义是进行标准化,所以所有参数都"
"是只读的。"
msgid "Defines a 3D environment's background by using a [Material]."
msgstr "使用 [Material] 定义 3D 环境的背景。"
msgid ""
"The [Sky] class uses a [Material] to render a 3D environment's background and "
"the light it emits by updating the reflection/radiance cubemaps."
msgstr ""
"[Sky] 类使用 [Material] 来渲染 3D 环境的背景及其通过更新反射/辐射立方体贴图发"
"出的光。"
msgid ""
"Sets the method for generating the radiance map from the sky. The radiance "
"map is a cubemap with increasingly blurry versions of the sky corresponding "
"to different levels of roughness. Radiance maps can be expensive to "
"calculate. See [enum ProcessMode] for options."
msgstr ""
"设置从天空生成辐照度贴图的方法。辐照度贴图是一个立方体贴图,具有递增的模糊版本"
"的天空,以对应于不同级别的粗糙度。辐照度贴图的计算成本很高。有关选项,请参阅 "
"[enum ProcessMode]。"
msgid ""
"The [Sky]'s radiance map size. The higher the radiance map size, the more "
"detailed the lighting from the [Sky] will be.\n"
"See [enum RadianceSize] constants for values.\n"
"[b]Note:[/b] Some hardware will have trouble with higher radiance sizes, "
"especially [constant RADIANCE_SIZE_512] and above. Only use such high values "
"on high-end hardware."
msgstr ""
"该 [Sky] 的辐照度贴图大小。辐射度贴图尺寸越大,来自 [Sky] 的照明就越详细。\n"
"取值见 [enum RadianceSize] 常量。\n"
"[b]注意:[/b]某些硬件在使用较高的辐照度大小,尤其是 [constant "
"RADIANCE_SIZE_512] 及以上时,会遇到问题。请仅在高端硬件上使用如此高的值。"
msgid ""
"[Material] used to draw the background. Can be [PanoramaSkyMaterial], "
"[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] if "
"you want to use your own custom shader."
msgstr ""
"用于绘制该背景的 [Material]。可以是 [PanoramaSkyMaterial]、"
"[ProceduralSkyMaterial]、[PhysicalSkyMaterial],如果你想使用自定义着色器也可以"
"是 [ShaderMaterial]。"
msgid "Radiance texture size is 32×32 pixels."
msgstr "辐照度纹理尺寸为 32×32 像素。"
msgid "Radiance texture size is 64×64 pixels."
msgstr "辐照度纹理尺寸为 64×64 像素。"
msgid "Radiance texture size is 128×128 pixels."
msgstr "辐照度纹理尺寸为128×128像素。"
msgid "Radiance texture size is 256×256 pixels."
msgstr "辐照度纹理尺寸为 256×256 像素。"
msgid "Radiance texture size is 512×512 pixels."
msgstr "辐照度纹理尺寸为 512×512 像素。"
msgid "Radiance texture size is 1024×1024 pixels."
msgstr "辐照度纹理尺寸为 1024×1024 像素。"
msgid "Radiance texture size is 2048×2048 pixels."
msgstr "辐照度纹理尺寸为 2048×2048 像素。"
msgid "Represents the size of the [enum RadianceSize] enum."
msgstr "代表 [enum RadianceSize] 枚举的大小。"
msgid ""
"Automatically selects the appropriate process mode based on your sky shader. "
"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use "
"[constant PROCESS_MODE_REALTIME]. If your shader uses any of the "
"[code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant "
"PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant "
"PROCESS_MODE_QUALITY]."
msgstr ""
"根据天空着色器自动选择合适的处理模式。如果着色器使用 [code]TIME[/code] 或 "
"[code]POSITION[/code],这将使用 [constant PROCESS_MODE_REALTIME]。如果着色器使"
"用任何 [code]LIGHT_*[/code] 变量或任何自定义 uniform这将使用 [constant "
"PROCESS_MODE_INCREMENTAL]。否则,这默认为 [constant PROCESS_MODE_QUALITY]。"
msgid ""
"Uses high quality importance sampling to process the radiance map. In "
"general, this results in much higher quality than [constant "
"PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be "
"used if you plan on changing the sky at runtime. If you are finding that the "
"reflection is not blurry enough and is showing sparkles or fireflies, try "
"increasing [member ProjectSettings.rendering/reflections/sky_reflections/"
"ggx_samples]."
msgstr ""
"使用高质量重要性采样处理辐照度贴图。得到的结果通常比 [constant "
"PROCESS_MODE_REALTIME] 的质量更高,但需要花费更多的时间来生成。如果你计划在运"
"行时修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝试"
"增大 [member ProjectSettings.rendering/reflections/sky_reflections/"
"ggx_samples]。"
msgid ""
"Uses the same high quality importance sampling to process the radiance map as "
"[constant PROCESS_MODE_QUALITY], but updates over several frames. The number "
"of frames is determined by [member ProjectSettings.rendering/reflections/"
"sky_reflections/roughness_layers]. Use this when you need highest quality "
"radiance maps, but have a sky that updates slowly."
msgstr ""
"使用与 [constant PROCESS_MODE_QUALITY] 相同的高质量重要性采样来处理辐照度贴"
"图,但更新会占用几帧。帧数由 [member ProjectSettings.rendering/reflections/"
"sky_reflections/roughness_layers] 决定。当需要最高质量的辐照度贴图,但天空更新"
"缓慢时,请使用该选项。"
msgid ""
"Uses the fast filtering algorithm to process the radiance map. In general "
"this results in lower quality, but substantially faster run times. If you "
"need better quality, but still need to update the sky every frame, consider "
"turning on [member ProjectSettings.rendering/reflections/sky_reflections/"
"fast_filter_high_quality].\n"
"[b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so "
"[member radiance_size] must be set to [constant RADIANCE_SIZE_256]. "
"Otherwise, a warning is printed and the overridden radiance size is ignored."
msgstr ""
"使用快速过滤算法处理辐射度贴图。一般来说,这会导致质量较低,但运行时间会大大加"
"快。如果需要更好的质量,但仍需要每帧更新天空,请考虑开启 [member "
"ProjectSettings.rendering/reflections/sky_reflections/"
"fast_filter_high_quality]。\n"
"[b]注意:[/b]快速过滤算法被限制为 256x256 立方体贴图,因此必须将 [member "
"radiance_size] 设置为 [constant RADIANCE_SIZE_256]。否则会输出警告并忽略覆盖的"
"辐射度大小。"
msgid "Abstract base class for sliders."
msgstr "滑块的抽象基类。"
msgid ""
"Abstract base class for sliders, used to adjust a value by moving a grabber "
"along a horizontal or vertical axis. Sliders are [Range]-based controls."
msgstr ""
"滑块的抽象基类,通过将抓取器(滑块)沿水平轴或垂直轴移动类调整取值。滑块是基"
"于 [Range] 的控件。"
msgid ""
"If [code]true[/code], the slider can be interacted with. If [code]false[/"
"code], the value can be changed only by code."
msgstr ""
"如果为 [code]true[/code],则滑动条可以交互。如果为 [code]false[/code],则只能"
"通过代码更改该值。"
msgid "If [code]true[/code], the value can be changed using the mouse wheel."
msgstr "如果为 [code]true[/code],则可以使用鼠标滚轮更改该值。"
msgid ""
"Number of ticks displayed on the slider, including border ticks. Ticks are "
"uniformly-distributed value markers."
msgstr "滑动条上显示的刻度线数量,包括边界刻度线。刻度是均匀分布的数值标记。"
msgid ""
"If [code]true[/code], the slider will display ticks for minimum and maximum "
"values."
msgstr "如果为 [code]true[/code],则滑动条将显示最小值和最大值的刻度。"
msgid ""
"Emitted when dragging stops. If [param value_changed] is true, [member Range."
"value] is different from the value when you started the dragging."
msgstr ""
"拖拽停止时触发。如果 [param value_changed] 为 true则 [member Range.value] 与"
"开始拖拽时的值不同。"
msgid "Emitted when dragging is started."
msgstr "拖拽开始时触发。"
msgid ""
"Boolean constant. If [code]1[/code], the grabber texture size will be ignored "
"and it will fit within slider's bounds based only on its center position."
msgstr ""
"布尔常量。如果为 [code]1[/code],则会忽略抓取器纹理的大小,根据其中心位置将其"
"缩放到滚动条的边界。"
msgid "Vertical or horizontal offset of the grabber."
msgstr "抓取器的垂直或水平偏移量。"
msgid "The texture for the grabber (the draggable element)."
msgstr "用作拖动条的纹理(可拖动的元素)。"
msgid "The texture for the grabber when it's disabled."
msgstr "抓取器禁用时的材质。"
msgid "The texture for the grabber when it's focused."
msgstr "抓取器获得焦点时的材质。"
msgid ""
"The texture for the ticks, visible when [member Slider.tick_count] is greater "
"than 0."
msgstr "刻度的纹理。当 [member Slider.tick_count] 大于 0 时可见。"
msgid "The background of the area to the left or bottom of the grabber."
msgstr "抓取器左侧或底部区域的背景。"
msgid ""
"The background of the area to the left or bottom of the grabber that displays "
"when it's being hovered or focused."
msgstr "抓取器被悬停或聚焦时,显示的左侧或底部区域的背景。"
msgid ""
"The background for the whole slider. Affects the height or width of the "
"[theme_item grabber_area]."
msgstr "整个滑动条的背景。影响 [theme_item grabber_area] 的高度或宽度。"
msgid ""
"A physics joint that restricts the movement of a 3D physics body along an "
"axis relative to another physics body."
msgstr ""
"一种物理关节,能够将 3D 物理体的移动限制在相对于另一个物理体的某个轴上。"
msgid ""
"A physics joint that restricts the movement of a 3D physics body along an "
"axis relative to another physics body. For example, Body A could be a "
"[StaticBody3D] representing a piston base, while Body B could be a "
"[RigidBody3D] representing the piston head, moving up and down."
msgstr ""
"一种物理关节,能够将 3D 物理体的移动限制在相对于另一个物理体的某个轴上。例如物"
"体 A 是代表活塞基底的 [StaticBody3D],而物体 B 是代表活塞头的 [RigidBody3D]"
"能够上下移动。"
msgid ""
"The amount of damping of the rotation when the limit is surpassed.\n"
"A lower damping value allows a rotation initiated by body A to travel to body "
"B slower."
msgstr ""
"超过限制时旋转的阻尼量。\n"
"较低的阻尼值允许由主体 A 发起的旋转以较慢的速度传播到主体 B。"
msgid ""
"The amount of restitution of the rotation when the limit is surpassed.\n"
"Does not affect damping."
msgstr ""
"当超过极限时,旋转的恢复量。\n"
"不影响阻尼。"
msgid ""
"A factor applied to the all rotation once the limit is surpassed.\n"
"Makes all rotation slower when between 0 and 1."
msgstr ""
"应用于所有旋转超过限制后的系数。\n"
"在 0 和 1 之间时使所有旋转变慢。"
msgid "A factor applied to the all rotation in the limits."
msgstr "应用于所有受限旋转的系数。"
msgid ""
"A factor applied to the all rotation across axes orthogonal to the slider."
msgstr "应用于与滑动条正交的轴的所有旋转的系数。"
msgid ""
"The amount of damping that happens once the limit defined by [member "
"linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
"surpassed."
msgstr ""
"一旦超过 [member linear_limit/lower_distance] 和 [member linear_limit/"
"upper_distance] 所定义的极限,就会产生的阻尼量。"
msgid "A deformable 3D physics mesh."
msgstr "可形变的 3D 物理网格。"
msgid ""
"A deformable 3D physics mesh. Used to create elastic or deformable objects "
"such as cloth, rubber, or other flexible materials.\n"
"[b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not "
"recommended to use them for things that can affect gameplay (such as "
"trampolines)."
msgstr ""
"可形变的 3D 物理网格。用于创建弹性或可形变的对象,例如布料、橡胶或其他柔性材"
"质。\n"
"[b]注意:[/b][SoftBody3D] 中有许多已知的问题。因此,不建议用于可能影响游戏玩法"
"的东西上(例如蹦床)。"
msgid "SoftBody"
msgstr "SoftBody"
msgid "Returns local translation of a vertex in the surface array."
msgstr "返回表面数组中顶点的局部平移。"
msgid "Returns [code]true[/code] if vertex is set to pinned."
msgstr "如果顶点设置为固定,则返回 [code]true[/code]。"
msgid ""
"Sets the pinned state of a surface vertex. When set to [code]true[/code], the "
"optional [param attachment_path] can define a [Node3D] the pinned vertex will "
"be attached to."
msgstr ""
"设置表面顶点的固定状态。当设置为 [code]true[/code] 时,可选的 [param "
"attachment_path] 可以定义一个 [Node3D],该固定顶点将被附加到该节点。"
msgid ""
"The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist "
"in one or more of 32 different layers. See also [member collision_mask].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"该 SoftBody3D [b]所在[/b]的物理层。碰撞对象可以存在于 32 个不同层中的一个或多"
"个层中。另见 [member collision_mask]。\n"
"[b]注意:[/b]只有当对象 B 位于对象 A 扫描的任意层中时,对象 A 才能检测到与对"
"象 B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。"
msgid ""
"The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan "
"one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"该 SoftBody3D [b]扫描[/b]的物理层。碰撞对象可以扫描 32 个不同层中的一个或多个"
"层。另见 [member collision_layer]。\n"
"[b]注意:[/b]只有当对象 B 位于对象 A 扫描的任何层中时,对象 A 才能检测到与对"
"象 B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。"
msgid ""
"Higher values will result in a stiffer body, while lower values will increase "
"the body's ability to bend. The value can be between [code]0.0[/code] and "
"[code]1.0[/code] (inclusive)."
msgstr ""
"值越大得到的物体约坚硬,较低的值会提高物体的弯曲能力。取值范围为 [code]0.0[/"
"code] 到 [code]1.0[/code] 之间(含端点)。"
msgid ""
"[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping."
msgstr ""
"指向 [CollisionObject3D] 的 [NodePath],这个 SoftBody3D 应该避免穿过它。"
msgid "If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s."
msgstr "如果为 [code]true[/code],则该 [SoftBody3D] 会响应 [RayCast3D]。"
msgid ""
"Increasing this value will improve the resulting simulation, but can affect "
"performance. Use with care."
msgstr "增加这个值会改善模拟结果,但会影响性能。请小心使用。"
msgid "The SoftBody3D's mass."
msgstr "该 SoftBody3D 的质量。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [SoftBody3D].\n"
"Automatically re-added to the physics simulation when the [Node] is processed "
"again."
msgstr ""
"当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] "
"时,从物理仿真中移除,停止与此 [SoftBody3D] 的所有物理交互。\n"
"当该 [Node] 再次被处理时,会自动重新加入到物理仿真中。"
msgid "Class representing a spherical [PrimitiveMesh]."
msgstr "表示球形 [PrimitiveMesh] 的类。"
msgid "Full height of the sphere."
msgstr "球体的全高。"
msgid ""
"If [code]true[/code], a hemisphere is created rather than a full sphere.\n"
"[b]Note:[/b] To get a regular hemisphere, the height and radius of the sphere "
"must be equal."
msgstr ""
"如果为 [code]true[/code],则创建一个半球而不是一个完整的球体。\n"
"[b]注意:[/b]要得到一个规则的半球,球体的高度和半径必须相等。"
msgid "Number of radial segments on the sphere."
msgstr "球体上的径向段数。"
msgid "Radius of sphere."
msgstr "球体半径."
msgid "Number of segments along the height of the sphere."
msgstr "沿着球体高度的段数。"
msgid "Spherical shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "在 [OccluderInstance3D] 中进行遮挡剔除的球体形状。"
msgid ""
"[SphereOccluder3D] stores a sphere shape that can be used by the engine's "
"occlusion culling system.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[SphereOccluder3D] 存储的是球体形状,可供引擎的遮挡剔除系统使用。\n"
"有关设置遮挡剔除的说明,请参阅 [OccluderInstance3D] 的文档。"
msgid "The sphere's radius in 3D units."
msgstr "球体半径,使用 3D 单位。"
msgid "A 3D sphere shape used for physics collision."
msgstr "3D 球体形状,旨在用于物理学。"
msgid ""
"A 3D sphere shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape3D].\n"
"[b]Performance:[/b] [SphereShape3D] is fast to check collisions against. It "
"is faster than [BoxShape3D], [CapsuleShape3D], and [CylinderShape3D]."
msgstr ""
"3D 球体形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n"
"[b]性能:[/b][SphereShape3D] 可以快速检测碰撞。比 [BoxShape3D]、"
"[CapsuleShape3D]、[CylinderShape3D] 快。"
msgid "The sphere's radius. The shape's diameter is double the radius."
msgstr "球体的半径。形状的直径是半径的两倍。"
msgid "An input field for numbers."
msgstr "数字的输入字段。"
msgid ""
"[SpinBox] is a numerical input text field. It allows entering integers and "
"floating point numbers.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var spin_box = SpinBox.new()\n"
"add_child(spin_box)\n"
"var line_edit = spin_box.get_line_edit()\n"
"line_edit.context_menu_enabled = false\n"
"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n"
"[/gdscript]\n"
"[csharp]\n"
"var spinBox = new SpinBox();\n"
"AddChild(spinBox);\n"
"var lineEdit = spinBox.GetLineEdit();\n"
"lineEdit.ContextMenuEnabled = false;\n"
"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The above code will create a [SpinBox], disable context menu on it and set "
"the text alignment to right.\n"
"See [Range] class for more options over the [SpinBox].\n"
"[b]Note:[/b] With the [SpinBox]'s context menu disabled, you can right-click "
"the bottom half of the spinbox to set the value to its minimum, while right-"
"clicking the top half sets the value to its maximum.\n"
"[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
"[b]Note:[/b] If you want to implement drag and drop for the underlying "
"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
"returned by [method get_line_edit]."
msgstr ""
"[SpinBox] 是一种用于输入数值的文本字段,允许输入整数和浮点数。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var spin_box = SpinBox.new()\n"
"add_child(spin_box)\n"
"var line_edit = spin_box.get_line_edit()\n"
"line_edit.context_menu_enabled = false\n"
"spin_box.horizontal_alignment = LineEdit.HORIZONTAL_ALIGNMENT_RIGHT\n"
"[/gdscript]\n"
"[csharp]\n"
"var spinBox = new SpinBox();\n"
"AddChild(spinBox);\n"
"var lineEdit = spinBox.GetLineEdit();\n"
"lineEdit.ContextMenuEnabled = false;\n"
"spinBox.AlignHorizontal = LineEdit.HorizontalAlignEnum.Right;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"上面的代码会创建一个 [SpinBox],禁用其中的上下文菜单,并将文本设置为右对齐。\n"
"[SpinBox] 的更多选项见 [Range] 类。\n"
"[b]注意:[/b][SpinBox] 的上下文菜单被禁用时,右键单击微调框的下半部分可以将取"
"值设置最小值,右键单击上半部分可以将取值设置最大值。\n"
"[b]注意:[/b][SpinBox] 依赖底层的 [LineEdit] 节点。要为 [SpinBox] 的背景设置主"
"题,请为 [LineEdit] 添加主题项目并进行自定义。\n"
"[b]注意:[/b]如果你想要为底层的 [LineEdit] 实现拖放,可以对 [method "
"get_line_edit] 所返回的节点使用 [method Control.set_drag_forwarding]。"
msgid "Applies the current value of this [SpinBox]."
msgstr "应用此 [SpinBox] 的当前值。"
msgid ""
"Returns the [LineEdit] instance from this [SpinBox]. You can use it to access "
"properties and methods of [LineEdit].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回这个 [SpinBox] 中的 [LineEdit] 实例。你可以用它来访问 [LineEdit] 的属性和"
"方法。\n"
"[b]警告:[/b]这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏"
"它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。"
msgid "Changes the alignment of the underlying [LineEdit]."
msgstr "更改底层 [LineEdit] 的对齐方式。"
msgid ""
"If not [code]0[/code], [member Range.value] will always be rounded to a "
"multiple of [member custom_arrow_step] when interacting with the arrow "
"buttons of the [SpinBox]."
msgstr ""
"如果不是 [code]0[/code],则在与 [SpinBox] 的箭头按钮交互时,[member Range."
"value] 将始终四舍五入为 [member custom_arrow_step] 的倍数。"
msgid ""
"If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
"read only."
msgstr ""
"如果为 [code]true[/code],则 [SpinBox] 将是可编辑的。否则,它将是只读的。"
msgid ""
"Adds the specified prefix string before the numerical value of the [SpinBox]."
msgstr "在 [SpinBox] 的数值前添加指定的前缀字符串。"
msgid ""
"If [code]true[/code], the [SpinBox] will select the whole text when the "
"[LineEdit] gains focus. Clicking the up and down arrows won't trigger this "
"behavior."
msgstr ""
"如果为 [code]true[/code],则该 [SpinBox] 会在 [LineEdit] 获得焦点时选中整个文"
"本。点击上下箭头不会触发这种行为。"
msgid ""
"Adds the specified suffix string after the numerical value of the [SpinBox]."
msgstr "在 [SpinBox] 的数值后添加指定的后缀字符串。"
msgid ""
"Sets the value of the [Range] for this [SpinBox] when the [LineEdit] text is "
"[i]changed[/i] instead of [i]submitted[/i]. See [signal LineEdit."
"text_changed] and [signal LineEdit.text_submitted]."
msgstr ""
"当 [LineEdit] 的文本[i]发生变化[/i]而不是[i]被提交[/i]时,设置这个 [SpinBox] "
"的 [Range] 的值。见 [signal LineEdit.text_changed] 和 [signal LineEdit."
"text_submitted]。"
msgid "Sets a custom [Texture2D] for up and down arrows of the [SpinBox]."
msgstr "为该 [SpinBox] 的上下箭头设置自定义的 [Texture2D]。"
msgid ""
"A container that splits two child controls horizontally or vertically and "
"provides a grabber for adjusting the split ratio."
msgstr "将两个子控件垂直或水平分隔的容器,提供了用于调整分隔比例的抓取器。"
msgid ""
"A container that accepts only two child controls, then arranges them "
"horizontally or vertically and creates a divisor between them. The divisor "
"can be dragged around to change the size relation between the child controls."
msgstr ""
"仅接受两个子控件的容器,会将它们垂直或水平排列,在中间创建一个分隔条。分隔条可"
"以拖拽,从而改变两个控件的大小关系。"
msgid ""
"Clamps the [member split_offset] value to not go outside the currently "
"possible minimal and maximum values."
msgstr "限制 [member split_offset] 值不超出当前可能的最小值和最大值。"
msgid ""
"If [code]true[/code], the area of the first [Control] will be collapsed and "
"the dragger will be disabled."
msgstr ""
"如果为 [code]true[/code],第一个 [Control] 的区域将被折叠并且拖动器将被禁用。"
msgid ""
"Determines the dragger's visibility. See [enum DraggerVisibility] for details."
msgstr "确定拖动器的可见性。有关详细信息,请参阅 [enum DraggerVisibility]。"
msgid ""
"The initial offset of the splitting between the two [Control]s, with [code]0[/"
"code] being at the end of the first [Control]."
msgstr ""
"两个 [Control] 之间拆分的初始偏移量,[code]0[/code] 位于第一个 [Control] 的末"
"尾。"
msgid ""
"If [code]true[/code], the [SplitContainer] will arrange its children "
"vertically, rather than horizontally.\n"
"Can't be changed when using [HSplitContainer] and [VSplitContainer]."
msgstr ""
"如果为 [code]true[/code],则该 [SplitContainer] 会垂直排列其子代,而不是水平排"
"列。\n"
"在使用 [HSplitContainer] 和 [VSplitContainer] 时无法改变。"
msgid "Emitted when the dragger is dragged by user."
msgstr "当用户拖动拖动器时发出。"
msgid "The split dragger is visible when the cursor hovers it."
msgstr "当光标悬停时,拆分拖动器是可见的。"
msgid "The split dragger is never visible."
msgstr "拆分拖动器永远不可见。"
msgid "The split dragger is never visible and its space collapsed."
msgstr "拆分拖动器永远不可见,其空间也被折叠。"
msgid ""
"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically "
"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
"visible."
msgstr ""
"布尔值。如果1 ([code]true[/code])抓取器将在不在光标下时自动隐藏。如果0 "
"([code]false[/code]),抓取器总是可见。"
msgid ""
"The minimum thickness of the area users can click on to grab the splitting "
"line. If [theme_item separation] or [theme_item h_grabber] / [theme_item "
"v_grabber]'s thickness are too small, this ensure that the splitting line can "
"still be dragged."
msgstr ""
"用户可以点击以抓取分割线的区域的最小厚度。如果 [theme_item separation] 或 "
"[theme_item h_grabber] / [theme_item v_grabber] 的厚度太小,这样可以确保拆分线"
"仍然可以被拖动。"
msgid "The space between sides of the container."
msgstr "容器两侧之间的空间。"
msgid "The icon used for the grabber drawn in the middle area."
msgstr "在中间区域绘制的抓取图标。"
msgid ""
"The icon used for the grabber drawn in the middle area when [member vertical] "
"is [code]false[/code]."
msgstr "[member vertical] 为 [code]false[/code] 时绘制在中间区域的抓取器图标。"
msgid ""
"The icon used for the grabber drawn in the middle area when [member vertical] "
"is [code]true[/code]."
msgstr "[member vertical] 为 [code]true[/code] 时绘制在中间区域的抓取器图标。"
msgid "A spotlight, such as a reflector spotlight or a lantern."
msgstr "聚光灯,如反射器聚光灯或灯笼。"
msgid ""
"A Spotlight is a type of [Light3D] node that emits lights in a specific "
"direction, in the shape of a cone. The light is attenuated through the "
"distance. This attenuation can be configured by changing the energy, radius "
"and attenuation parameters of [Light3D].\n"
"[b]Note:[/b] When using the Mobile rendering method, only 8 spot lights can "
"be displayed on each mesh resource. Attempting to display more than 8 spot "
"lights on a single mesh resource will result in spot lights flickering in and "
"out as the camera moves. When using the Compatibility rendering method, only "
"8 spot lights can be displayed on each mesh resource by default, but this can "
"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/"
"max_lights_per_object].\n"
"[b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot "
"lights will only correctly affect meshes whose visibility AABB intersects "
"with the light's AABB. If using a shader to deform the mesh in a way that "
"makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] "
"must be increased on the mesh. Otherwise, the light may not be visible on the "
"mesh."
msgstr ""
"聚光灯是一种 [Light3D] 节点,向指定的方向发出圆锥形的灯光。光线会随距离增大而"
"衰减。衰减可以通过修改 [Light3D] 的能量、半径、衰减参数进行控制。\n"
"[b]注意:[/b]使用 Mobile 渲染方法时,单个网格资源只能用到 8 盏聚光灯。尝试对单"
"个网格资源使用超过 8 盏聚光灯会导致聚光灯在相机移动时产生闪烁。使用 "
"Compatibility 渲染方法时,单个网格资源默认只能用到 8 盏聚光灯,但可以通过调整 "
"[member ProjectSettings.rendering/limits/opengl/max_lights_per_object] 增"
"加。\n"
"[b]注意:[/b]使用 Mobile 或 Compatibility 渲染方法时,聚光灯只能影响可见 AABB "
"与灯光 AABB 相交的网格。如果使用了着色器将网格进行了变形,超出了 AABB 的范围,"
"则必须将该网格的 [member GeometryInstance3D.extra_cull_margin] 增大。否则灯光"
"在该网格上可能不可见。"
msgid ""
"The spotlight's angle in degrees.\n"
"[b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
"聚光灯的角度,单位为度。\n"
"[b]注意:[/b][member spot_angle] 不受 [member Node3D.scale] 的影响(无论是该灯"
"光的缩放还是其父节点的缩放)。"
msgid ""
"The spotlight's [i]angular[/i] attenuation curve. See also [member "
"spot_attenuation]."
msgstr "聚光灯的[i]角度[/i]衰减曲线。另见 [member spot_attenuation]。"
msgid ""
"The spotlight's light energy (drop-off) attenuation curve. A number of "
"presets are available in the [b]Inspector[/b] by right-clicking the curve. "
"Zero and negative values are allowed but can produce unusual effects. See "
"also [member spot_angle_attenuation].\n"
"[b]Note:[/b] Very high [member spot_attenuation] values (typically above 10) "
"can impact performance negatively if the light is made to use a larger "
"[member spot_range] to compensate. This is because culling opportunities will "
"become less common and shading costs will be increased (as the light will "
"cover more pixels on screen while resulting in the same amount of "
"brightness). To improve performance, use the lowest [member spot_attenuation] "
"value possible for the visuals you're trying to achieve."
msgstr ""
"聚光灯的光照能量(下降)衰减曲线。在[b]检查器[/b]中右键单击曲线会提供一些预"
"设。允许零和负数,但可能产生异常效果。另见 [member spot_angle_attenuation]。\n"
"[b]注意:[/b]如果 [member spot_attenuation] 值很高(一般大于 10将灯光的 "
"[member spot_range] 调大去进行补偿会对性能产生负面影响。这是因为剔除的机会会变"
"少,从而增加在着色上的消耗(因为在亮度相同的前提下,灯光会覆盖屏幕上的更多像"
"素)。为了提升性能,请使用尽可能低的 [member spot_attenuation] 值来达成想要的"
"显示效果。"
msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, the "
"light will never reach anything outside this range.\n"
"[b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
"聚光灯可以达到的最大范围。请注意,根据使用的 [member spot_attenuation],有效照"
"明区域可能看起来更小。无论 [member spot_attenuation] 为何值,光都不会到达此范"
"围之外的任何东西。\n"
"[b]注意:[/b][member spot_angle] 不受 [member Node3D.scale] 的影响(无论是该灯"
"光的缩放还是其父节点的缩放)。"
msgid ""
"A 3D raycast that dynamically moves its children near the collision point."
msgstr "能够动态地将子节点朝碰撞点移动的 3D 射线投射。"
msgid ""
"[SpringArm3D] casts a ray or a shape along its Z axis and moves all its "
"direct children to the collision point, with an optional margin. This is "
"useful for 3rd person cameras that move closer to the player when inside a "
"tight space (you may need to exclude the player's collider from the "
"[SpringArm3D]'s collision check)."
msgstr ""
"[SpringArm3D] 会朝它的 Z 轴投射射线或形状,并将所有直接子节点朝碰撞点移动,可"
"以保留一定的边距。可用于第三人称相机,让其在狭窄空间中朝玩家移动(你可能需要"
"在 [SpringArm3D] 的碰撞检查中排除玩家的碰撞体)。"
msgid ""
"Adds the [PhysicsBody3D] object with the given [RID] to the list of "
"[PhysicsBody3D] objects excluded from the collision check."
msgstr ""
"将具有给定 [RID] 的 [PhysicsBody3D] 对象,添加到从碰撞检查中排除的 "
"[PhysicsBody3D] 对象列表中。"
msgid ""
"Clears the list of [PhysicsBody3D] objects excluded from the collision check."
msgstr "清空碰撞检测排除 [PhysicsBody3D] 对象的列表。"
msgid "Returns the spring arm's current length."
msgstr "返回弹簧臂的当前长度。"
msgid ""
"Removes the given [RID] from the list of [PhysicsBody3D] objects excluded "
"from the collision check."
msgstr "从碰撞检测排除 [PhysicsBody3D] 对象的列表中移除给定的 [RID]。"
msgid ""
"The layers against which the collision check shall be done. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"碰撞检测的目标层。更多信息请参阅文档中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞层与遮罩》[/url]。"
msgid ""
"When the collision check is made, a candidate length for the SpringArm3D is "
"given.\n"
"The margin is then subtracted to this length and the translation is applied "
"to the child objects of the SpringArm3D.\n"
"This margin is useful for when the SpringArm3D has a [Camera3D] as a child "
"node: without the margin, the [Camera3D] would be placed on the exact point "
"of collision, while with the margin the [Camera3D] would be placed close to "
"the point of collision."
msgstr ""
"进行碰撞检测时,会给出 SpringArm3D 的一个候选长度。\n"
"然后将边距减去该长度,并将该平移应用于该 SpringArm3D 的子对象。\n"
"当 SpringArm3D 有一个 [Camera3D] 作为子节点时,该边距很有用:如果没有边距,该 "
"[Camera3D] 将被放置在准确的碰撞点上;而有边距时,该 [Camera3D] 将被放置在靠近"
"碰撞点的地方。"
msgid ""
"The [Shape3D] to use for the SpringArm3D.\n"
"When the shape is set, the SpringArm3D will cast the [Shape3D] on its z axis "
"instead of performing a ray cast."
msgstr ""
"用于该 SpringArm3D 的 [Shape3D]。\n"
"当该形状被设置后SpringArm3D 将在其 z 轴上投射该 [Shape3D],而不是执行一个射"
"线投射。"
msgid ""
"The maximum extent of the SpringArm3D. This is used as a length for both the "
"ray and the shape cast used internally to calculate the desired position of "
"the SpringArm3D's child nodes.\n"
"To know more about how to perform a shape cast or a ray cast, please consult "
"the [PhysicsDirectSpaceState3D] documentation."
msgstr ""
"SpringArm3D 的最大范围。这用作内部使用的射线和形状投射的长度,以计算 "
"SpringArm3D 子节点的所需位置。\n"
"要了解有关如何执行形状投射或射线投射的更多信息,请参阅 "
"[PhysicsDirectSpaceState3D] 文档。"
msgid "General-purpose sprite node."
msgstr "通用精灵节点。"
msgid ""
"A node that displays a 2D texture. The texture displayed can be a region from "
"a larger atlas texture, or a frame from a sprite sheet animation."
msgstr ""
"显示 2D 纹理的节点。显示的纹理可以是较大图集纹理中的某个区域,也可以是精灵表动"
"画中的某一帧。"
msgid ""
"Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. "
"Can be used to detect if the Sprite2D was clicked.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _input(event):\n"
" if event is InputEventMouseButton and event.pressed and event."
"button_index == MOUSE_BUTTON_LEFT:\n"
" if get_rect().has_point(to_local(event.position)):\n"
" print(\"A click!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton inputEventMouse)\n"
" {\n"
" if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == "
"MouseButton.Left)\n"
" {\n"
" if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))\n"
" {\n"
" GD.Print(\"A click!\");\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回代表该 Sprite2D 边界的 [Rect2],使用局部坐标。可用于检测该 Sprite2D 是否被"
"点击。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _input(event):\n"
" if event is InputEventMouseButton and event.pressed and event."
"button_index == MOUSE_BUTTON_LEFT:\n"
" if get_rect().has_point(to_local(event.position)):\n"
" print(\"我点!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton inputEventMouse)\n"
" {\n"
" if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == "
"MouseButton.Left)\n"
" {\n"
" if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))\n"
" {\n"
" GD.Print(\"我点!\");\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code], if the pixel at the given position is opaque and "
"[code]false[/code] in other case.\n"
"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
"[code]null[/code] or if the given position is invalid."
msgstr ""
"如果给定位置的像素不透明,则返回 [code]true[/code],其他情况下返回 "
"[code]false[/code]。\n"
"[b]注意:[/b]如果精灵的纹理为 [code]null[/code] 或者给定的位置无效,它也会返"
"回 [code]false[/code]。"
msgid "If [code]true[/code], texture is centered."
msgstr "如果为 [code]true[/code],纹理居中。"
msgid ""
"Current frame to display from sprite sheet. [member hframes] or [member "
"vframes] must be greater than 1."
msgstr ""
"当前显示的精灵表中的帧。[member vframes] 或 [member hframes] 必须大于 1。"
msgid ""
"Coordinates of the frame to display from sprite sheet. This is as an alias "
"for the [member frame] property. [member hframes] or [member vframes] must be "
"greater than 1."
msgstr ""
"显示的帧在精灵表中的坐标。这是 [member frame] 属性的别名。[member vframes] 或 "
"[member hframes] 必须大于 1。"
msgid "The number of columns in the sprite sheet."
msgstr "精灵表中的列数。"
msgid ""
"If [code]true[/code], texture is cut from a larger atlas texture. See [member "
"region_rect]."
msgstr ""
"如果为 [code]true[/code],则从较大的图集纹理中剪切纹理。见 [member "
"region_rect]。"
msgid ""
"If [code]true[/code], the outermost pixels get blurred out. [member "
"region_enabled] must be [code]true[/code]."
msgstr ""
"如果为 [code]true[/code],则最外侧的像素会变得模糊。[member region_enabled] 必"
"须为 [code]true[/code]。"
msgid ""
"The region of the atlas texture to display. [member region_enabled] must be "
"[code]true[/code]."
msgstr ""
"要显示的图集纹理区域。[member region_enabled] 必须是 [code]true[/code]。"
msgid "[Texture2D] object to draw."
msgstr "要绘制的 [Texture2D] 对象。"
msgid "The number of rows in the sprite sheet."
msgstr "精灵表中的行数。"
msgid "Emitted when the [member frame] changes."
msgstr "当 [member frame] 更改时发出。"
msgid "Emitted when the [member texture] changes."
msgstr "当 [member texture] 更改时发出。"
msgid "2D sprite node in a 3D world."
msgstr "3D 世界中的 2D 精灵节点。"
msgid ""
"A node that displays a 2D texture in a 3D environment. The texture displayed "
"can be a region from a larger atlas texture, or a frame from a sprite sheet "
"animation. See also [SpriteBase3D] where properties such as the billboard "
"mode are defined."
msgstr ""
"在 3D 环境中显示 2D 纹理的节点。显示的纹理可以是来自较大图集纹理的区域,也可以"
"是来自精灵表动画的帧。另见 [SpriteBase3D],定义有公告板模式等属性。"
msgid ""
"If [code]true[/code], the sprite will use [member region_rect] and display "
"only the specified part of its texture."
msgstr ""
"如果为 [code]true[/code],则该精灵会使用 [member region_rect],只显示纹理中的"
"指定部分。"
msgid ""
"[Texture2D] object to draw. If [member GeometryInstance3D.material_override] "
"is used, this will be overridden. The size information is still used."
msgstr ""
"要绘制的 [Texture2D] 对象。如果使用 [member GeometryInstance3D."
"material_override],则这个属性会被覆盖。仍会使用尺寸信息。"
msgid "2D sprite node in 3D environment."
msgstr "3D 环境中的 2D 精灵节点。"
msgid ""
"A node that displays 2D texture information in a 3D environment. See also "
"[Sprite3D] where many other properties are defined."
msgstr ""
"在 3D 环境中显示 2D 纹理信息的节点。另请参阅 [Sprite3D],其中定义了许多其他属"
"性。"
msgid ""
"Returns a [TriangleMesh] with the sprite's vertices following its current "
"configuration (such as its [member axis] and [member pixel_size])."
msgstr ""
"返回一个 [TriangleMesh],其中精灵的顶点遵循它的当前配置(例如它的 [member "
"axis] 和 [member pixel_size])。"
msgid "Returns the rectangle representing this sprite."
msgstr "返回表示此精灵的矩形。"
msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum "
"SpriteBase3D.DrawFlags] for a list of flags."
msgstr ""
"如果 [code]true[/code],则指定的标志将被启用。标志列表见 [enum SpriteBase3D."
"DrawFlags]。"
msgid "The direction in which the front of the texture faces."
msgstr "纹理正面朝向的方向。"
msgid ""
"The billboard mode to use for the sprite. See [enum BaseMaterial3D."
"BillboardMode] for possible values."
msgstr ""
"该精灵使用的公告板模式。可能的值见 [enum BaseMaterial3D.BillboardMode]。"
msgid ""
"If [code]true[/code], texture can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
"如果为 [code]true[/code],则从后面也可以看到纹理,如果为 [code]false[/code]"
"则从后面看它是不可见的。"
msgid ""
"A color value used to [i]multiply[/i] the texture's colors. Can be used for "
"mood-coloring or to simulate the color of light.\n"
"[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on "
"the [SpriteBase3D], the material override must be configured to take vertex "
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
"用于[i]乘以[/i]纹理颜色的颜色值。可用于氛围着色或模拟光的颜色。\n"
"[b]注意:[/b]如果在 [SpriteBase3D] 上定义了 [member GeometryInstance3D."
"material_override],则必须配置该材质,让它的反照率考虑顶点颜色。否则 [member "
"modulate] 中定义的颜色将被忽略。对于 [BaseMaterial3D][member BaseMaterial3D."
"vertex_color_use_as_albedo] 必须为 [code]true[/code]。对于 [ShaderMaterial]"
"必须将 [code]ALBEDO *= COLOR.rgb;[/code],插入到着色器的 [code]fragment()[/"
"code] 函数中。"
msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr "精灵上一个像素宽度的大小,以 3D 缩放。"
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
"设置该精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n"
"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认"
"值)时适用。\n"
"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序"
"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。"
msgid ""
"If [code]true[/code], the [Light3D] in the [Environment] has effects on the "
"sprite."
msgstr ""
"如果为 [code]true[/code],则 [Environment] 中的 [Light3D] 对该精灵有影响。"
msgid ""
"If [code]true[/code], the texture's transparency and the opacity are used to "
"make those parts of the sprite invisible."
msgstr ""
"如果为 [code]true[/code],纹理的透明度和不透明度用于使精灵的这些部分不可见。"
msgid ""
"If set, the texture's transparency and the opacity are used to make those "
"parts of the sprite invisible."
msgstr "如果设置,纹理的透明度和不透明性用于使精灵的这些部分不可见。"
msgid "If set, lights in the environment affect the sprite."
msgstr "如果设置,环境中的灯光会影响精灵。"
msgid ""
"If set, texture can be seen from the back as well. If not, the texture is "
"invisible when looking at it from behind."
msgstr ""
"如果启用,则纹理也可以从背面看到。如果未启用,则纹理从后面查看时不可见。"
msgid ""
"This mode performs standard alpha blending. It can display translucent areas, "
"but transparency sorting issues may be visible when multiple transparent "
"materials are overlapping."
msgstr ""
"这个模式会进行标准的 Alpha 混合。可以显示半透明区域,但透明材质存在重叠时可能"
"会暴露透明度排序问题。"
msgid ""
"This mode only allows fully transparent or fully opaque pixels. Harsh edges "
"will be visible unless some form of screen-space antialiasing is enabled (see "
"[member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). On "
"the bright side, this mode doesn't suffer from transparency sorting issues "
"when multiple transparent materials are overlapping. This mode is also known "
"as [i]alpha testing[/i] or [i]1-bit transparency[/i]."
msgstr ""
"该模式仅允许完全透明或完全不透明的像素。除非启用了某种形式的屏幕空间抗锯齿(请"
"参阅 [member ProjectSettings.rendering/anti_aliasing/quality/"
"screen_space_aa]),否则会看到粗糙的边缘。从好的方面来说,当多个透明材质重叠"
"时,该模式不会出现透明度排序问题。这种模式也被称为 [i]alpha 测试[/i]或 [i]1 位"
"透明度[/i]。"
msgid ""
"This mode draws fully opaque pixels in the depth prepass. This is slower than "
"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows "
"displaying translucent areas and smooth edges while using proper sorting."
msgstr ""
"该模式在深度预渲染阶段绘制完全不透明的像素。这比 [constant "
"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 慢,但它允许在使用正确排序"
"的同时显示半透明区域和平滑边缘。"
msgid "Sprite frame library for AnimatedSprite2D and AnimatedSprite3D."
msgstr "精灵帧库,用于 AnimatedSprite2D 和 AnimatedSprite3D。"
msgid ""
"Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. "
"Contains frames and animation data for playback."
msgstr ""
"[AnimatedSprite2D] 和 [AnimatedSprite3D] 节点的精灵帧库。包含帧和用于播放的动"
"画信息。"
msgid "Adds a new [param anim] animation to the library."
msgstr "向库中添加新动画 [param anim]。"
msgid ""
"Adds a frame to the [param anim] animation. If [param at_position] is "
"[code]-1[/code], the frame will be added to the end of the animation."
msgstr ""
"向 [param anim] 动画中添加一帧。如果 [param at_position] 为 [code]-1[/code]"
"则该帧会添加至该动画的末尾。"
msgid "Removes all frames from the [param anim] animation."
msgstr "删除 [param anim] 动画中的所有帧。"
msgid ""
"Removes all animations. An empty [code]default[/code] animation will be "
"created."
msgstr "移除所有动画。将创建名为 [code]default[/code] 的空动画。"
msgid ""
"Returns [code]true[/code] if the given animation is configured to loop when "
"it finishes playing. Otherwise, returns [code]false[/code]."
msgstr ""
"当指定的动画被配置为结束播放后循环时,返回 [code]true[/code],否则返回 "
"[code]false[/code]。"
msgid ""
"Returns an array containing the names associated to each animation. Values "
"are placed in alphabetical order."
msgstr "返回一个包含每个动画的名称的数组。值按字母顺序排列。"
msgid "Returns the speed in frames per second for the [param anim] animation."
msgstr "返回 [param anim] 动画的速度,单位为帧每秒。"
msgid "Returns the number of frames for the [param anim] animation."
msgstr "返回 [param anim] 动画中的帧数。"
msgid ""
"Returns a relative duration of the frame [param idx] in the [param anim] "
"animation (defaults to [code]1.0[/code]). For example, a frame with a "
"duration of [code]2.0[/code] is displayed twice as long as a frame with a "
"duration of [code]1.0[/code]. You can calculate the absolute duration (in "
"seconds) of a frame using the following formula:\n"
"[codeblock]\n"
"absolute_duration = relative_duration / (animation_fps * abs(playing_speed))\n"
"[/codeblock]\n"
"In this example, [code]playing_speed[/code] refers to either [method "
"AnimatedSprite2D.get_playing_speed] or [method AnimatedSprite3D."
"get_playing_speed]."
msgstr ""
"返回 [param anim] 动画中 [param idx] 帧的相对持续时间(默认为 [code]1.0[/"
"code])。例如,持续时间为 [code]2.0[/code] 的帧的显示长度是持续时间为 "
"[code]1.0[/code] 的帧的两倍。可以使用如下公式计算某一帧的绝对持续时间(单位为"
"秒):\n"
"[codeblock]\n"
"absolute_duration = relative_duration / (animation_fps * abs(playing_speed))\n"
"[/codeblock]\n"
"在这个例子中,[code]playing_speed[/code] 是 [method AnimatedSprite2D."
"get_playing_speed] 或 [method AnimatedSprite3D.get_playing_speed]。"
msgid ""
"Returns the texture of the frame [param idx] in the [param anim] animation."
msgstr "返回 [param anim] 动画中帧索引为 [param idx] 的纹理。"
msgid "Returns [code]true[/code] if the [param anim] animation exists."
msgstr "如果 [param anim] 动画存在,则返回 [code]true[/code]。"
msgid "Removes the [param anim] animation."
msgstr "移除 [param anim] 动画。"
msgid "Removes the [param anim] animation's frame [param idx]."
msgstr "移除 [param anim] 动画中索引为 [param idx] 的帧。"
msgid "Changes the [param anim] animation's name to [param newname]."
msgstr "将 [param anim] 动画的名称更改为 [param newname]。"
msgid ""
"If [param loop] is [code]true[/code], the [param anim] animation will loop "
"when it reaches the end, or the start if it is played in reverse."
msgstr ""
"如果 [param loop] 为 [code]true[/code],则 [param anim] 动画会在到达结尾时循"
"环,逆序播放时则为到达开头时循环。"
msgid "Sets the speed for the [param anim] animation in frames per second."
msgstr "设置 [param anim] 动画的速度,单位为帧每秒。"
msgid ""
"Sets the [param texture] and the [param duration] of the frame [param idx] in "
"the [param anim] animation."
msgstr ""
"设置 [param anim] 动画中索引为 [param idx] 的帧的纹理 [param texture] 和持续时"
"间 [param duration]。"
msgid "A PBR (Physically Based Rendering) material to be used on 3D objects."
msgstr "用于 3D 对象的 PBR基于物理的渲染材质。"
msgid ""
"[StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. "
"[StandardMaterial3D] uses separate textures for ambient occlusion, roughness "
"and metallic maps. To use a single ORM map for all 3 textures, use an "
"[ORMMaterial3D] instead."
msgstr ""
"[StandardMaterial3D] 的属性继承自 [BaseMaterial3D]。[StandardMaterial3D] 为环"
"境光遮蔽、粗糙度和金属性贴图使用单独的纹理。要为所有 3 个纹理使用一个 ORM 贴"
"图,请使用 [ORMMaterial3D] 代替。"
msgid ""
"A 2D physics body that can't be moved by external forces. When moved "
"manually, it doesn't affect other bodies in its path."
msgstr "无法被外力移动的 2D 物理物体。手动移动时不会影响路径上的其他物体。"
msgid ""
"A static 2D physics body. It can't be moved by external forces or contacts, "
"but can be moved manually by other means such as code, [AnimationMixer]s "
"(with [member AnimationMixer.callback_mode_process] set to [constant "
"AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
"[RemoteTransform2D].\n"
"When [StaticBody2D] is moved, it is teleported to its new position without "
"affecting other physics bodies in its path. If this is not desired, use "
"[AnimatableBody2D] instead.\n"
"[StaticBody2D] is useful for completely static objects like floors and walls, "
"as well as moving surfaces like conveyor belts and circular revolving "
"platforms (by using [member constant_linear_velocity] and [member "
"constant_angular_velocity])."
msgstr ""
"静态 2D 物理体。无法因外力或接触而移动,但可以通过代码、[AnimationMixer]"
"[member AnimationMixer.callback_mode_process] 设为 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、[RemoteTransform2D] 等方法手动移"
"动。\n"
"[StaticBody2D] 发生移动时,是传送到新位置上的,不会影响路径上的其他物理体。如"
"果不想要这样的行为,请改用 [AnimatableBody2D]。\n"
"[StaticBody2D] 常用于完全静态的地板、墙壁等对象,也可以用于传送带、圆形回转平"
"台等移动的表面(使用 [member constant_linear_velocity] 和 [member "
"constant_angular_velocity])。"
msgid ""
"The body's constant angular velocity. This does not rotate the body, but "
"affects touching bodies, as if it were rotating."
msgstr ""
"该物体的恒定角速度。不会旋转该物体,但会影响接触的物体,就好像这个物体正在旋转"
"一样。"
msgid ""
"The body's constant linear velocity. This does not move the body, but affects "
"touching bodies, as if it were moving."
msgstr ""
"该物体的恒定线速度。不会移动该物体,但会影响接触的物体,就好像这个物体正在移动"
"一样。"
msgid ""
"A 3D physics body that can't be moved by external forces. When moved "
"manually, it doesn't affect other bodies in its path."
msgstr "无法被外力移动的 3D 物理物体。手动移动时不会影响路径上的其他物体。"
msgid ""
"A static 3D physics body. It can't be moved by external forces or contacts, "
"but can be moved manually by other means such as code, [AnimationMixer]s "
"(with [member AnimationMixer.callback_mode_process] set to [constant "
"AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
"[RemoteTransform3D].\n"
"When [StaticBody3D] is moved, it is teleported to its new position without "
"affecting other physics bodies in its path. If this is not desired, use "
"[AnimatableBody3D] instead.\n"
"[StaticBody3D] is useful for completely static objects like floors and walls, "
"as well as moving surfaces like conveyor belts and circular revolving "
"platforms (by using [member constant_linear_velocity] and [member "
"constant_angular_velocity])."
msgstr ""
"静态 3D 物理体。无法因外力或接触而移动,但可以通过代码、[AnimationMixer]"
"[member AnimationMixer.callback_mode_process] 设为 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、[RemoteTransform3D] 等方法手动移"
"动。\n"
"[StaticBody3D] 发生移动时,是传送到新位置上的,不会影响路径上的其他物理体。如"
"果不想要这样的行为,请改用 [AnimatableBody3D]。\n"
"[StaticBody3D] 常用于完全静态的地板、墙壁等对象,也可以用于传送带、圆形回转平"
"台等移动的表面(使用 [member constant_linear_velocity] 和 [member "
"constant_angular_velocity])。"
msgid "Abstract base class for interacting with streams."
msgstr "与流交互的抽象基类。"
msgid ""
"StreamPeer is an abstract base class mostly used for stream-based protocols "
"(such as TCP). It provides an API for sending and receiving data through "
"streams as raw data or strings.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"StreamPeer 是一种抽象基类,常用于流式协议(例如 TCP。它提供了通过流发送数据"
"的 API将数据作为原始数据或字符串处理。\n"
"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设"
"中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android 阻"
"止。"
msgid "Gets a signed byte from the stream."
msgstr "从流中获取有符号字节。"
msgid "Gets a signed 16-bit value from the stream."
msgstr "从流中获取有符号 16 位值。"
msgid "Gets a signed 32-bit value from the stream."
msgstr "从流中获取有符号 32 位值。"
msgid "Gets a signed 64-bit value from the stream."
msgstr "从流中获取有符号 64 位值。"
msgid "Returns the number of bytes this [StreamPeer] has available."
msgstr "返回该 [StreamPeer] 可用的字节数。"
msgid ""
"Returns a chunk data with the received bytes. The number of bytes to be "
"received can be requested in the [param bytes] argument. If not enough bytes "
"are available, the function will block until the desired amount is received. "
"This function returns two values, an [enum Error] code and a data array."
msgstr ""
"返回接收到的块数据。可以使用 [param bytes] 参数设置所需接收的字节数。如果可用"
"的字节数不足,函数会阻塞至接收到所需字节数为止。该函数返回两个值,一个 [enum "
"Error] 错误码以及一个数据数组。"
msgid "Gets a double-precision float from the stream."
msgstr "从流中获取一个双精度浮点数。"
msgid "Gets a single-precision float from the stream."
msgstr "从流中获取一个单精度浮点数。"
msgid ""
"Returns a chunk data with the received bytes. The number of bytes to be "
"received can be requested in the \"bytes\" argument. If not enough bytes are "
"available, the function will return how many were actually received. This "
"function returns two values, an [enum Error] code, and a data array."
msgstr ""
"返回接收到的块数据。可以使用“bytes”参数设置所需接收的字节数。如果可用的字节数"
"不足,函数会阻塞至接收到所需字节数为止。该函数返回两个值,一个 [enum Error] 错"
"误码以及一个数据数组。"
msgid ""
"Gets an ASCII string with byte-length [param bytes] from the stream. If "
"[param bytes] is negative (default) the length will be read from the stream "
"using the reverse process of [method put_string]."
msgstr ""
"从流中获取一个字节长度为 [param bytes] 的 ASCII 字符串。如果 [param bytes] 为"
"负(默认),会按照 [method put_string] 的逆向操作从流中读取长度。"
msgid "Gets an unsigned byte from the stream."
msgstr "从流中获取一个无符号字节。"
msgid "Gets an unsigned 16-bit value from the stream."
msgstr "从流中获取一个无符号 16 位值。"
msgid "Gets an unsigned 32-bit value from the stream."
msgstr "从流中获取一个无符号 32 位值。"
msgid "Gets an unsigned 64-bit value from the stream."
msgstr "从流中获取一个无符号 64 位值。"
msgid ""
"Gets a UTF-8 string with byte-length [param bytes] from the stream (this "
"decodes the string sent as UTF-8). If [param bytes] is negative (default) the "
"length will be read from the stream using the reverse process of [method "
"put_utf8_string]."
msgstr ""
"从流中获取一个字节长度为 [param bytes] 的 UTF-8 字符串(将发送的字符串解码为 "
"UTF-8。如果 [param bytes] 为负(默认),会按照 [method put_utf8_string] 的逆"
"向操作从流中读取长度。"
msgid ""
"Gets a Variant from the stream. If [param allow_objects] is [code]true[/"
"code], decoding objects is allowed.\n"
"Internally, this uses the same decoding mechanism as the [method @GlobalScope."
"bytes_to_var] method.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats such as remote code execution."
msgstr ""
"从流中获取一个 Variant。如果 [param allow_objects] 为 [code]true[/code],则会"
"允许解码出对象。\n"
"内部实现时,使用的解码机制与 [method @GlobalScope.bytes_to_var] 方法相同。\n"
"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不可信"
"的来源,请勿使用该选项,以免造成远程代码执行等安全威胁。"
msgid "Puts a signed byte into the stream."
msgstr "向流中放入一个有符号字节。"
msgid "Puts a signed 16-bit value into the stream."
msgstr "向流中放入一个有符号 16 位值。"
msgid "Puts a signed 32-bit value into the stream."
msgstr "向流中放入一个有符号 32 位值。"
msgid "Puts a signed 64-bit value into the stream."
msgstr "向流中放入一个有符号 64 位值。"
msgid ""
"Sends a chunk of data through the connection, blocking if necessary until the "
"data is done sending. This function returns an [enum Error] code."
msgstr ""
"通过连接发送块数据,数据完成发送前会阻塞。该函数返回 [enum Error] 错误码。"
msgid "Puts a double-precision float into the stream."
msgstr "向流中放入一个双精度浮点数。"
msgid "Puts a single-precision float into the stream."
msgstr "向流中放入一个单精度浮点数。"
msgid ""
"Sends a chunk of data through the connection. If all the data could not be "
"sent at once, only part of it will. This function returns two values, an "
"[enum Error] code and an integer, describing how much data was actually sent."
msgstr ""
"通过连接发送数据。如果数据无法一次性发完,则仅会发送部分数据。该函数返回两个"
"值,一个 [enum Error] 错误码以及一个整数,表示实际发送的数据量。"
msgid ""
"Puts a zero-terminated ASCII string into the stream prepended by a 32-bit "
"unsigned integer representing its size.\n"
"[b]Note:[/b] To put an ASCII string without prepending its size, you can use "
"[method put_data]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"put_data(\"Hello world\".to_ascii_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"PutData(\"Hello World\".ToAsciiBuffer());\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"向流中放入一个以零结尾的 ASCII 字符串,会前置一个表示其大小的 32 位无符号整"
"数。\n"
"[b]注意:[/b]如果要放置 ASCII 字符串,而不前置大小,可以使用 [method "
"put_data]\n"
"[codeblocks]\n"
"[gdscript]\n"
"put_data(\"Hello world\".to_ascii_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"PutData(\"Hello World\".ToAsciiBuffer());\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Puts an unsigned byte into the stream."
msgstr "向流中放入一个无符号字节。"
msgid "Puts an unsigned 16-bit value into the stream."
msgstr "向流中放入一个无符号 16 位值。"
msgid "Puts an unsigned 32-bit value into the stream."
msgstr "向流中放入一个无符号 32 位值。"
msgid "Puts an unsigned 64-bit value into the stream."
msgstr "向流中放入一个无符号 64 位值。"
msgid ""
"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits "
"unsigned integer representing its size.\n"
"[b]Note:[/b] To put a UTF-8 string without prepending its size, you can use "
"[method put_data]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"put_data(\"Hello world\".to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"PutData(\"Hello World\".ToUtf8Buffer());\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"向流中放入一个以零结尾的 UTF-8 字符串,前置一个表示其大小的 32 位无符号整"
"数。\n"
"[b]注意:[/b]如果要放置 UTF-8 字符串,而不前置其大小,可以使用 [method "
"put_data]\n"
"[codeblocks]\n"
"[gdscript]\n"
"put_data(\"Hello world\".to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"PutData(\"Hello World\".ToUtf8Buffer());\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Puts a Variant into the stream. If [param full_objects] is [code]true[/code] "
"encoding objects is allowed (and can potentially include code).\n"
"Internally, this uses the same encoding mechanism as the [method @GlobalScope."
"var_to_bytes] method."
msgstr ""
"向流中放入一个 Variant。如果 [param full_objects] 为 [code]true[/code],则会允"
"许将对象编码(其中可能包含代码)。\n"
"内部实现时,使用的编码机制与 [method @GlobalScope.var_to_bytes] 方法相同。"
msgid ""
"If [code]true[/code], this [StreamPeer] will using big-endian format for "
"encoding and decoding."
msgstr "为 [code]true[/code] 时,该 [StreamPeer] 进行编解码时会使用大端格式。"
msgid "A stream peer used to handle binary data streams."
msgstr "用于处理二进制数据流的流对等体。"
msgid ""
"A data buffer stream peer that uses a byte array as the stream. This object "
"can be used to handle binary data from network sessions. To handle binary "
"data stored in files, [FileAccess] can be used directly.\n"
"A [StreamPeerBuffer] object keeps an internal cursor which is the offset in "
"bytes to the start of the buffer. Get and put operations are performed at the "
"cursor position and will move the cursor accordingly."
msgstr ""
"使用字节数组作为流的数据缓冲区流对等体。该对象可用于处理来自网络会话的二进制数"
"据。要处理保存在文件中的二进制数据,可以直接使用 [FileAccess]。\n"
"[StreamPeerBuffer] 对象会保存一个内部指针,是距离该缓冲区开头的字节偏移量。"
"Get 和 put 操作都在该指针处进行,并会将其进行对应的移动。"
msgid "Clears the [member data_array] and resets the cursor."
msgstr "清除 [member data_array] 并重置指针。"
msgid ""
"Returns a new [StreamPeerBuffer] with the same [member data_array] content."
msgstr "返回新的 [StreamPeerBuffer],具有相同的 [member data_array] 内容。"
msgid "Returns the current cursor position."
msgstr "返回当前的指针位置。"
msgid "Returns the size of [member data_array]."
msgstr "返回 [member data_array] 的大小。"
msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
msgstr "调整 [member data_array] 的大小。[i]不会[/i]更新指针。"
msgid ""
"Moves the cursor to the specified position. [param position] must be a valid "
"index of [member data_array]."
msgstr ""
"将指针移动到指定的位置。[param position] 必须是 [member data_array] 的有效索"
"引。"
msgid "The underlying data buffer. Setting this value resets the cursor."
msgstr "内部的数据缓冲。设置该值会重置指针。"
msgid "A stream peer that handles GZIP and deflate compression/decompression."
msgstr "能够处理 GZIP 和 deflate 压缩/解压缩的流对等体。"
msgid ""
"This class allows to compress or decompress data using GZIP/deflate in a "
"streaming fashion. This is particularly useful when compressing or "
"decompressing files that have to be sent through the network without needing "
"to allocate them all in memory.\n"
"After starting the stream via [method start_compression] (or [method "
"start_decompression]), calling [method StreamPeer.put_partial_data] on this "
"stream will compress (or decompress) the data, writing it to the internal "
"buffer. Calling [method StreamPeer.get_available_bytes] will return the "
"pending bytes in the internal buffer, and [method StreamPeer."
"get_partial_data] will retrieve the compressed (or decompressed) bytes from "
"it. When the stream is over, you must call [method finish] to ensure the "
"internal buffer is properly flushed (make sure to call [method StreamPeer."
"get_available_bytes] on last time to check if more data needs to be read "
"after that)."
msgstr ""
"这个类能够使用 GZIP/deflate 对数据进行流式压缩或解压缩。压缩或解压缩经过网络发"
"送的文件时尤其有用,不必事先分配内存。\n"
"使用 [method start_compression](或 [method start_decompression])开启流之后,"
"在这个流上调用 [method StreamPeer.put_partial_data] 会对数据进行压缩(或解压"
"缩)并写入内部缓冲区。调用 [method StreamPeer.get_available_bytes] 会返回内部"
"缓冲区中待处理的字节数,[method StreamPeer.get_partial_data] 会从中获取压缩后"
"(或解压后)的字节。流结束后,你必须调用 [method finish] 来确保正确清空内部缓"
"冲区(请务必最后再调用一次 [method StreamPeer.get_available_bytes],检查此时是"
"否还有需要读取的数据)。"
msgid "Clears this stream, resetting the internal state."
msgstr "清空该流,重设内部状态。"
msgid ""
"Finalizes the stream, compressing or decompressing any buffered chunk left."
msgstr "终止该流,对缓冲中剩余的数据块进行压缩或解压缩。"
msgid ""
"Start the stream in compression mode with the given [param buffer_size], if "
"[param use_deflate] is [code]true[/code] uses deflate instead of GZIP."
msgstr ""
"开始压缩模式的流,缓冲区大小为 [param buffer_size],如果 [param use_deflate] "
"为 [code]true[/code] 则使用 deflate 而不是 GZIP。"
msgid ""
"Start the stream in decompression mode with the given [param buffer_size], if "
"[param use_deflate] is [code]true[/code] uses deflate instead of GZIP."
msgstr ""
"开始解压模式的流,缓冲区大小为 [param buffer_size],如果 [param use_deflate] "
"为 [code]true[/code] 则使用 deflate 而不是 GZIP。"
msgid "A stream peer that handles TCP connections."
msgstr "处理 TCP 连接的流对等体。"
msgid ""
"A stream peer that handles TCP connections. This object can be used to "
"connect to TCP servers, or also is returned by a TCP server.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"处理 TCP 连接的流对等体。该对象可用于连接 TCP 服务器,也可以由 TCP 服务器返"
"回。\n"
"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设"
"中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android 阻"
"止。"
msgid ""
"Opens the TCP socket, and binds it to the specified local address.\n"
"This method is generally not needed, and only used to force the subsequent "
"call to [method connect_to_host] to use the specified [param host] and [param "
"port] as source address. This can be desired in some NAT punchthrough "
"techniques, or when forcing the source network interface."
msgstr ""
"打开 TCP 套接字,并将其绑定到指定的本地地址。\n"
"通常不需要这个方法,只是用来强制让后续调用 [method connect_to_host] 时使用指定"
"的主机 [param host] 和端口 [param port] 作为源地址。会在部分 NAT 打洞技术中用"
"到,也可用于强制设置源网络接口。"
msgid ""
"Connects to the specified [code]host:port[/code] pair. A hostname will be "
"resolved if valid. Returns [constant OK] on success."
msgstr ""
"连接到指定的 [code]host:port[/code] 对。如果使用的是有效主机名,则会进行解析。"
"成功时返回 [constant OK]。"
msgid "Disconnects from host."
msgstr "与主机断开连接。"
msgid "Returns the IP of this peer."
msgstr "返回该对等体的IP。"
msgid "Returns the port of this peer."
msgstr "返回该对等体的端口。"
msgid "Returns the status of the connection, see [enum Status]."
msgstr "返回连接的状态,见[enum Status]。"
msgid "Poll the socket, updating its state. See [method get_status]."
msgstr "轮询套接字,更新其状态。见 [method get_status]。"
msgid ""
"If [param enabled] is [code]true[/code], packets will be sent immediately. If "
"[param enabled] is [code]false[/code] (the default), packet transfers will be "
"delayed and combined using [url=https://en.wikipedia.org/wiki/"
"Nagle%27s_algorithm]Nagle's algorithm[/url].\n"
"[b]Note:[/b] It's recommended to leave this disabled for applications that "
"send large packets or need to transfer a lot of data, as enabling this can "
"decrease the total available bandwidth."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],数据包会立即发送。如果 [param "
"enabled] 为 [code]false[/code](默认值),数据包传输将被延迟,并使用"
"[url=https://zh.wikipedia.org/wiki/%E7%B4%8D%E6%A0%BC%E7%AE%97%E6%B3%95]纳格算"
"法[/url]合并。\n"
"[b]注意:[/b]对于发送大数据包或需要传输大量数据的应用程序,建议将本属性保持禁"
"用,因为启用本属性会减少总体可用带宽。"
msgid ""
"The initial status of the [StreamPeerTCP]. This is also the status after "
"disconnecting."
msgstr "[StreamPeerTCP]的初始状态。这也是断开连接后的状态。"
msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
msgstr "表示连接到主机的 [StreamPeerTCP] 的状态。"
msgid "A status representing a [StreamPeerTCP] that is connected to a host."
msgstr "表示连接到主机的 [StreamPeerTCP] 的状态。"
msgid "A status representing a [StreamPeerTCP] in error state."
msgstr "表示处于错误状态的 [StreamPeerTCP] 的状态。"
msgid "A stream peer that handles TLS connections."
msgstr "处理 TLS 连接的流对等体。"
msgid ""
"A stream peer that handles TLS connections. This object can be used to "
"connect to a TLS server or accept a single TLS client connection.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"处理 TLS 连接的流对等体。此对象可用于连接到 TLS 服务器或接受单个 TLS 客户端连"
"接。\n"
"[b]注意:[/b]当导出到 Android 时,确保在导出项目或使用一键部署之前,在 "
"Android 导出预设中启用 [code]INTERNET[/code] 权限。否则,任何形式的网络通信都"
"会被 Android 阻止。"
msgid ""
"Accepts a peer connection as a server using the given [param server_options]. "
"See [method TLSOptions.server]."
msgstr ""
"以服务器的身份接受对等体连接,使用给定的服务器选项 [param server_options]。见 "
"[method TLSOptions.server]。"
msgid ""
"Connects to a peer using an underlying [StreamPeer] [param stream] and "
"verifying the remote certificate is correctly signed for the given [param "
"common_name]. You can pass the optional [param client_options] parameter to "
"customize the trusted certification authorities, or disable the common name "
"verification. See [method TLSOptions.client] and [method TLSOptions."
"client_unsafe]."
msgstr ""
"使用底层 [StreamPeer] [param stream] 连接到对等体,并对远程证书是否由给定的 "
"[param common_name] 签名进行验证。传入 [param client_options] 可以自定义信任的"
"证书颁发机构,也可以禁用通用名称验证。见 [method TLSOptions.client] 和 "
"[method TLSOptions.client_unsafe]。"
msgid ""
"Returns the underlying [StreamPeer] connection, used in [method "
"accept_stream] or [method connect_to_stream]."
msgstr ""
"返回底层 [StreamPeer] 连接,在 [method accept_stream] 或 [method "
"connect_to_stream] 中使用。"
msgid ""
"Poll the connection to check for incoming bytes. Call this right before "
"[method StreamPeer.get_available_bytes] for it to work properly."
msgstr ""
"轮询连接以检查传入的字节。在 [method StreamPeer.get_available_bytes] 之前调用"
"它以使其正常工作。"
msgid "A status representing a [StreamPeerTLS] that is disconnected."
msgstr "状态,表示 [StreamPeerTLS] 已断开连接。"
msgid "A status representing a [StreamPeerTLS] during handshaking."
msgstr "状态,表示 [StreamPeerTLS] 处于握手阶段。"
msgid "A status representing a [StreamPeerTLS] that is connected to a host."
msgstr "状态,表示 [StreamPeerTLS] 已连接至主机。"
msgid "A status representing a [StreamPeerTLS] in error state."
msgstr "状态,表示 [StreamPeerTLS] 处于出错状态。"
msgid ""
"An error status that shows a mismatch in the TLS certificate domain presented "
"by the host and the domain requested for validation."
msgstr "错误状态,表示主机的 TLS 证书域名与请求验证的域名不匹配。"
msgid "A built-in type for strings."
msgstr "字符串内置类型。"
msgid ""
"This is the built-in string Variant type (and the one used by GDScript). "
"Strings may contain any number of Unicode characters, and expose methods "
"useful for manipulating and generating strings. Strings are reference-counted "
"and use a copy-on-write approach (every modification to a string returns a "
"new [String]), so passing them around is cheap in resources.\n"
"Some string methods have corresponding variations. Variations suffixed with "
"[code]n[/code] ([method countn], [method findn], [method replacen], etc.) are "
"[b]case-insensitive[/b] (they make no distinction between uppercase and "
"lowercase letters). Method variations prefixed with [code]r[/code] ([method "
"rfind], [method rsplit], etc.) are reversed, and start from the end of the "
"string, instead of the beginning.\n"
"[b]Note:[/b] In a boolean context, a string will evaluate to [code]false[/"
"code] if it is empty ([code]\"\"[/code]). Otherwise, a string will always "
"evaluate to [code]true[/code]. The [code]not[/code] operator cannot be used. "
"Instead, [method is_empty] should be used to check for empty strings."
msgstr ""
"这是内置的字符串 Variant 类型GDScript 使用的就是这个类型)。字符串中可以包含"
"任意数量的 Unicode 字符,暴露的方法可用于字符串的操作和生成。字符串有引用计"
"数,使用写时复制技术(每次对字符串的修改都会返回新的 [String]),所以传递字符"
"串的资源损耗很小。\n"
"部分字符串方法有对应的变体。后缀 [code]n[/code] 的变体([method countn]、"
"[method findn]、[method replacen] 等)[b]大小写不敏感[/b](不区分大写字符和小"
"写字符)。前缀 [code]r[/code] 的方法变体([method rfind]、[method rsplit] 等)"
"是逆序的,会从字符串末尾开始,而不是从开头开始。\n"
"[b]注意:[/b]在布尔语境下,空字符串([code]\"\"[/code])的求值结果为 "
"[code]false[/code]。否则字符串的求值结果始终为 [code]true[/code]。无法使用 "
"[code]not[/code] 运算符。检查空字符串请使用 [method is_empty]。"
msgid "GDScript format strings"
msgstr "GDScript 格式字符串"
msgid "Constructs an empty [String] ([code]\"\"[/code])."
msgstr "构造空的 [String][code]\"\"[/code])。"
msgid "Constructs a [String] as a copy of the given [String]."
msgstr "构造给定 [String] 的副本。"
msgid "Constructs a new [String] from the given [NodePath]."
msgstr "从给定的 [NodePath] 构造新的 [String]。"
msgid "Constructs a new [String] from the given [StringName]."
msgstr "从给定的 [StringName] 构造新 [String]。"
msgid ""
"Returns [code]true[/code] if the string begins with the given [param text]. "
"See also [method ends_with]."
msgstr ""
"如果该字符串以给定的 [param text] 开始,则返回 [code]true[/code]。另见 "
"[method ends_with]。"
msgid ""
"Returns an array containing the bigrams (pairs of consecutive characters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Get up!\".bigrams()) # Prints [\"Ge\", \"et\", \"t \", \" u\", "
"\"up\", \"p!\"]\n"
"[/codeblock]"
msgstr ""
"返回包含该字符串的双字母组(连续字母的组合)的数组。\n"
"[codeblock]\n"
"print(\"Get up!\".bigrams()) # 输出 [\"Ge\", \"et\", \"t \", \" u\", \"up\", "
"\"p!\"]\n"
"[/codeblock]"
msgid ""
"Converts the string representing a binary number into an [int]. The string "
"may optionally be prefixed with [code]\"0b\"[/code], and an additional [code]-"
"[/code] prefix for negative numbers.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"101\".bin_to_int()) # Prints 5\n"
"print(\"0b101\".bin_to_int()) # Prints 5\n"
"print(\"-0b10\".bin_to_int()) # Prints -2\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"101\".BinToInt()); // Prints 5\n"
"GD.Print(\"0b101\".BinToInt()); // Prints 5\n"
"GD.Print(\"-0b10\".BinToInt()); // Prints -2\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将表示二进制数的字符串转换为 [int]。该字符串可以前缀 [code]\"0b\"[/code],负数"
"可以前缀 [code]-[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"101\".bin_to_int()) # 输出 5\n"
"print(\"0b101\".bin_to_int()) # 输出 5\n"
"print(\"-0b10\".bin_to_int()) # 输出 -2\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"101\".BinToInt()); // 输出 5\n"
"GD.Print(\"0b101\".BinToInt()); // 输出 5\n"
"GD.Print(\"-0b10\".BinToInt()); // 输出 -2\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of the string with special characters escaped using the C "
"language standard."
msgstr "返回该字符串的副本,按照 C 语言标准对特殊字符进行转义。"
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/code], "
"[code]\\\\[/code], [code]\\a[/code], [code]\\b[/code], [code]\\f[/code], "
"[code]\\n[/code], [code]\\r[/code], [code]\\t[/code], [code]\\v[/code].\n"
"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
"[code]\\uXXXX[/code] escape sequence."
msgstr ""
"返回该字符串的副本,转义字符均使用本义代替。支持的转义序列有 [code]\\'[/"
"code]、[code]\\\"[/code]、[code]\\\\[/code]、[code]\\a[/code]、[code]\\b[/"
"code]、[code]\\f[/code]、[code]\\n[/code]、[code]\\r[/code]、[code]\\t[/"
"code]、[code]\\v[/code]。\n"
"[b]注意:[/b]与 GDScript 解析器不同,这个方法不支持 [code]\\uXXXX[/code] 转义"
"序列。"
msgid ""
"Changes the appearance of the string: replaces underscores ([code]_[/code]) "
"with spaces, adds spaces before uppercase letters in the middle of a word, "
"converts all letters to lowercase, then converts the first one and each one "
"following a space to uppercase.\n"
"[codeblocks]\n"
"[gdscript]\n"
"\"move_local_x\".capitalize() # Returns \"Move Local X\"\n"
"\"sceneFile_path\".capitalize() # Returns \"Scene File Path\"\n"
"[/gdscript]\n"
"[csharp]\n"
"\"move_local_x\".Capitalize(); // Returns \"Move Local X\"\n"
"\"sceneFile_path\".Capitalize(); // Returns \"Scene File Path\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method not the same as the default appearance of properties "
"in the Inspector dock, as it does not capitalize acronyms ([code]\"2D\"[/"
"code], [code]\"FPS\"[/code], [code]\"PNG\"[/code], etc.) as you may expect."
msgstr ""
"改变字符串的外观:用空格代替下划线([code]_[/code]),在单词中间的大写字母前添"
"加空格,将所有字母转换为小写,然后将第一个字母和空格后的每个字母转换为大写。\n"
"[codeblocks]\n"
"[gdscript]\n"
"\"move_local_x\".capitalize() # 返回 \"Move Local X\"\n"
"\"sceneFile_path\".capitalize() # 返回 \"Scene File Path\"\n"
"[/gdscript]\n"
"[csharp]\n"
"\"move_local_x\".Capitalize(); // 返回 \"Move Local X\"\n"
"\"sceneFile_path\".Capitalize(); // 返回 \"Scene File Path\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]这个方法与检查器面板中属性的默认外观不一样,不会像你期望的那样将"
"首字母缩写大写([code]\"2D\"[/code]、[code]\"FPS\"[/code]、[code]\"PNG\"[/"
"code] 等)。"
msgid ""
"Performs a case-sensitive comparison to another string. Returns [code]-1[/"
"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
"equal. \"Less than\" and \"greater than\" are determined by the [url=https://"
"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of "
"each string, which roughly matches the alphabetical order.\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to], [method naturalcasecmp_to], "
"and [method naturalnocasecmp_to]."
msgstr ""
"与另一个字符串进行比较,区分大小写。小于时返回 [code]-1[/code]、大于时返回 "
"[code]1[/code]、等于时返回 [code]0[/code]。“小于”和“大于”比较的是字符串中的 "
"[url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺"
"序一致。\n"
"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短"
"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n"
"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 "
"[method nocasecmp_to]、[method naturalcasecmp_to] 和 [method "
"naturalnocasecmp_to]。"
msgid ""
"Returns a single Unicode character from the decimal [param char]. You may use "
"[url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www."
"unicode.org/charts/]unicode.org[/url] as points of reference.\n"
"[codeblock]\n"
"print(String.chr(65)) # Prints \"A\"\n"
"print(String.chr(129302)) # Prints \"🤖\" (robot face emoji)\n"
"[/codeblock]"
msgstr ""
"根据十进制数 [param char] 返回单一 Unicode 字符。你可以用 [url=https://"
"unicodelookup.com/]unicodelookup.com[/url] 和 [url=https://www.unicode.org/"
"charts/]unicode.org[/url] 作为参考。\n"
"[codeblock]\n"
"print(String.chr(65)) # 输出 \"A\"\n"
"print(String.chr(129302)) # 输出 \"🤖\"(机器人脸 Emoji\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the string contains [param what]. In GDScript, "
"this corresponds to the [code]in[/code] operator.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Node\".contains(\"de\")) # Prints true\n"
"print(\"team\".contains(\"I\")) # Prints false\n"
"print(\"I\" in \"team\") # Prints false\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Node\".Contains(\"de\")); // Prints true\n"
"GD.Print(\"team\".Contains(\"I\")); // Prints false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you need to know where [param what] is within the string, use [method "
"find]."
msgstr ""
"如果该字符串包含 [param what],则返回 [code]true[/code]。在 GDScript 中对应 "
"[code]in[/code] 运算符。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Node\".contains(\"de\")) # 输出 true\n"
"print(\"team\".contains(\"I\")) # 输出 false\n"
"print(\"I\" in \"team\") # 输出 false\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Node\".Contains(\"de\")); // 输出 true\n"
"GD.Print(\"team\".Contains(\"I\")); // 输出 false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果想要知道 [param what] 在该字符串中的位置,请使用 [method find]。"
msgid ""
"Returns the number of occurrences of the substring [param what] between "
"[param from] and [param to] positions. If [param to] is 0, the search "
"continues until the end of the string."
msgstr ""
"返回子串 [param what] 在 [param from] 和 [param to] 位置之间出现的次数。如果 "
"[param to] 为 0会在剩余字符串中继续搜索。"
msgid ""
"Returns the number of occurrences of the substring [param what] between "
"[param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is "
"0, the search continues until the end of the string."
msgstr ""
"返回子串 [param what] 在 [param from] 和 [param to] 位置之间出现的次数,[b]忽"
"略大小写[/b]。如果 [param to] 为 0会在剩余字符串中继续搜索。"
msgid ""
"Returns a copy of the string with indentation (leading tabs and spaces) "
"removed. See also [method indent] to add indentation."
msgstr ""
"返回删除了缩进(前导制表符和空格)的字符串副本。添加缩进请参阅 [method "
"indent]。"
msgid ""
"Returns [code]true[/code] if the string ends with the given [param text]. See "
"also [method begins_with]."
msgstr ""
"如果该字符串以给定的 [param text] 结束,则返回 [code]true[/code]。另见 "
"[method begins_with]。"
msgid ""
"Returns a string with [param chars] characters erased starting from [param "
"position]. If [param chars] goes beyond the string's length given the "
"specified [param position], fewer characters will be erased from the returned "
"string. Returns an empty string if either [param position] or [param chars] "
"is negative. Returns the original string unmodified if [param chars] is "
"[code]0[/code]."
msgstr ""
"返回从 [param position] 开始擦除 [param chars] 个字符后的字符串。如果在指定 "
"[param position] 的基础上 [param chars] 超过字符串的长度,返回的字符串中擦除的"
"字符数会少于请求的数量。如果 [param position] 或 [param chars] 为负数,则返回"
"空字符串。如果 [param chars] 为 [code]0[/code] 则返回原字符串,不进行修改。"
msgid ""
"Returns the index of the [b]first[/b] occurrence of [param what] in this "
"string, or [code]-1[/code] if there are none. The search's start can be "
"specified with [param from], continuing to the end of the string.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Team\".find(\"I\")) # Prints -1\n"
"\n"
"print(\"Potato\".find(\"t\")) # Prints 2\n"
"print(\"Potato\".find(\"t\", 3)) # Prints 4\n"
"print(\"Potato\".find(\"t\", 5)) # Prints -1\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Team\".Find(\"I\")); // Prints -1\n"
"\n"
"GD.Print(\"Potato\".Find(\"t\")); // Prints 2\n"
"GD.Print(\"Potato\".Find(\"t\", 3)); // Prints 4\n"
"GD.Print(\"Potato\".Find(\"t\", 5)); // Prints -1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you just want to know whether the string contains [param "
"what], use [method contains]. In GDScript, you may also use the [code]in[/"
"code] operator."
msgstr ""
"返回 [param what] 在该字符串中[b]第一次[/b]出现的索引,如果不存在则返回 "
"[code]-1[/code]。搜索的起点可以用 [param from] 指定,持续到字符串结尾。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Team\".find(\"I\")) # 输出 -1\n"
"\n"
"print(\"Potato\".find(\"t\")) # 输出 2\n"
"print(\"Potato\".find(\"t\", 3)) # 输出 4\n"
"print(\"Potato\".find(\"t\", 5)) # 输出 -1\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Team\".Find(\"I\")); // 输出 -1\n"
"\n"
"GD.Print(\"Potato\".Find(\"t\")); // 输出 2\n"
"GD.Print(\"Potato\".Find(\"t\", 3)); // 输出 4\n"
"GD.Print(\"Potato\".Find(\"t\", 5)); // 输出 -1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果你只是想要知道该字符串中是否包含 [param what],请使用 "
"[method contains]。在 GDScript 中,你还可以使用 [code]in[/code] 运算符。"
msgid ""
"Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of "
"[param what] in this string, or [code]-1[/code] if there are none. The "
"starting search index can be specified with [param from], continuing to the "
"end of the string."
msgstr ""
"返回这个字符串中 [param what] [b]首次[/b]出现的索引,[b]不区分大小写[/b],不存"
"在时则为 [code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为该字符串的"
"末尾。"
msgid ""
"Formats the string by replacing all occurrences of [param placeholder] with "
"the elements of [param values].\n"
"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param "
"placeholder] will be replaced with the corresponding keys in advance. Array "
"elements use their index as keys.\n"
"[codeblock]\n"
"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\"\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints \"User 42 is Godot.\"\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [param values] is an [Array]. If "
"[param placeholder] does not contain an underscore, the elements of the "
"[param values] array will be used to replace one occurrence of the "
"placeholder in order; If an element of [param values] is another 2-element "
"array, it'll be interpreted as a key-value pair.\n"
"[codeblock]\n"
"# Prints \"User 42 is Godot.\"\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]\n"
"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_format_string.html]GDScript format string[/url] tutorial.\n"
"[b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-"
"us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings "
"with \"$\"[/url], instead."
msgstr ""
"通过将所有出现的 [param placeholder] 替换为 [param values] 的元素来格式化字符"
"串。\n"
"[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下"
"划线将被预先被替换为对应的键。数组元素使用它们的索引作为键。\n"
"[codeblock]\n"
"# 输出Waiting for Godot 是 Samuel Beckett 的戏剧Godot 引擎由此得名。\n"
"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得名。\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# 输出:第 42 号用户是 Godot。\n"
"print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": "
"\"Godot\"}))\n"
"[/codeblock]\n"
"当 [param values] 是 [Array] 时还会执行一些额外的处理。 如果 [param "
"placeholder] 不包含下划线,则 [param values] 数组的元素将用于按顺序替换出现的"
"占位符;如果 [param values] 的元素是另一个 2 元素数组,则它将被解释为键值"
"对。\n"
"[codeblock]\n"
"# 输出:第 42 号用户是 Godot。\n"
"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]\n"
"另请参阅 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string."
"html]GDScript 格式化字符串[/url]教程。\n"
"[b]注意:[/b]在 C# 中推荐改为[url=https://learn.microsoft.com/en-us/dotnet/"
"csharp/language-reference/tokens/interpolated]使用“$”插入字符串[/url]。"
msgid ""
"If the string is a valid file path, returns the base directory name.\n"
"[codeblock]\n"
"var dir_path = \"/path/to/file.txt\".get_base_dir() # dir_path is \"/path/"
"to\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串是有效的文件路径,则返回基础目录名称。\n"
"[codeblock]\n"
"var dir_path = \"/path/to/file.txt\".get_base_dir() # dir_path 为 \"/path/"
"to\"\n"
"[/codeblock]"
msgid ""
"If the string is a valid file path, returns the full file path, without the "
"extension.\n"
"[codeblock]\n"
"var base = \"/path/to/file.txt\".get_basename() # base is \"/path/to/file\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串是有效的文件路径,则返回完整文件路径,不包括扩展名。\n"
"[codeblock]\n"
"var base = \"/path/to/file.txt\".get_basename() # base 为 \"/path/to/file\"\n"
"[/codeblock]"
msgid ""
"If the string is a valid file name or path, returns the file extension "
"without the leading period ([code].[/code]). Otherwise, returns an empty "
"string.\n"
"[codeblock]\n"
"var a = \"/path/to/file.txt\".get_extension() # a is \"txt\"\n"
"var b = \"cool.txt\".get_extension() # b is \"txt\"\n"
"var c = \"cool.font.tres\".get_extension() # c is \"tres\"\n"
"var d = \".pack1\".get_extension() # d is \"pack1\"\n"
"\n"
"var e = \"file.txt.\".get_extension() # e is \"\"\n"
"var f = \"file.txt..\".get_extension() # f is \"\"\n"
"var g = \"txt\".get_extension() # g is \"\"\n"
"var h = \"\".get_extension() # h is \"\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串是有效的文件名或路径,则返回该文件的扩展名,不含开头的点号"
"[code].[/code])。否则返回空字符串。\n"
"[codeblock]\n"
"var a = \"/path/to/file.txt\".get_extension() # a 为 \"txt\"\n"
"var b = \"cool.txt\".get_extension() # b 为 \"txt\"\n"
"var c = \"cool.font.tres\".get_extension() # c 为 \"tres\"\n"
"var d = \".pack1\".get_extension() # d 为 \"pack1\"\n"
"\n"
"var e = \"file.txt.\".get_extension() # e 为 \"\"\n"
"var f = \"file.txt..\".get_extension() # f 为 \"\"\n"
"var g = \"txt\".get_extension() # g 为 \"\"\n"
"var h = \"\".get_extension() # h 为 \"\"\n"
"[/codeblock]"
msgid ""
"If the string is a valid file path, returns the file name, including the "
"extension.\n"
"[codeblock]\n"
"var file = \"/path/to/icon.png\".get_file() # file is \"icon.png\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串是有效的文件路径,则返回文件名,包括扩展名。\n"
"[codeblock]\n"
"var file = \"/path/to/icon.png\".get_file() # file 为 \"icon.png\"\n"
"[/codeblock]"
msgid ""
"Splits the string using a [param delimiter] and returns the substring at "
"index [param slice]. Returns the original string if [param delimiter] does "
"not occur in the string. Returns an empty string if the [param slice] does "
"not exist.\n"
"This is faster than [method split], if you only need one substring.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n"
"[/codeblock]"
msgstr ""
"使用分隔符 [param delimiter] 拆分该字符串,返回索引为 [param slice] 的子串。如"
"果字符串中不存在 [param delimiter] 则返回原字符串。如果 [param slice] 不存在则"
"返回空字符串。\n"
"只需要一个子串时这个方法比 [method split] 快。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 输出 \"example\"\n"
"[/codeblock]"
msgid ""
"Returns the total number of slices when the string is split with the given "
"[param delimiter] (see [method split])."
msgstr ""
"返回使用给定的分隔符 [param delimiter] 拆分该字符串后切片的总数(见 [method "
"split])。"
msgid ""
"Splits the string using a Unicode character with code [param delimiter] and "
"returns the substring at index [param slice]. Returns an empty string if the "
"[param slice] does not exist.\n"
"This is faster than [method split], if you only need one substring."
msgstr ""
"使用 Unicode 字符码分隔符 [param delimiter] 拆分该字符串,返回索引为 [param "
"slice] 的子串。如果 [param slice] 不存在则返回空字符串。\n"
"只需要一个子串时这个方法比 [method split] 快。"
msgid ""
"Returns the 32-bit hash value representing the string's contents.\n"
"[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be "
"the same, as a result of hash collisions. On the countrary, strings with "
"different hash values are guaranteed to be different."
msgstr ""
"返回代表该字符串内容的 32 位哈希值。\n"
"[b]注意:[/b]由于哈希碰撞的缘故,内容相同的字符串[i]不一定[/i]会得到相同的哈希"
"值。而相对的是,哈希不同的字符串一定不同。"
msgid ""
"Decodes a hexadecimal string as a [PackedByteArray].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var text = \"hello world\"\n"
"var encoded = text.to_utf8_buffer().hex_encode() # outputs "
"\"68656c6c6f20776f726c64\"\n"
"print(buf.hex_decode().get_string_from_utf8())\n"
"[/gdscript]\n"
"[csharp]\n"
"var text = \"hello world\";\n"
"var encoded = text.ToUtf8Buffer().HexEncode(); // outputs "
"\"68656c6c6f20776f726c64\"\n"
"GD.Print(buf.HexDecode().GetStringFromUtf8());\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将十六进制字符串解码为 [PackedByteArray]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var text = \"hello world\"\n"
"var encoded = text.to_utf8_buffer().hex_encode() # 输出 "
"\"68656c6c6f20776f726c64\"\n"
"print(buf.hex_decode().get_string_from_utf8())\n"
"[/gdscript]\n"
"[csharp]\n"
"var text = \"hello world\";\n"
"var encoded = text.ToUtf8Buffer().HexEncode(); // 输出 "
"\"68656c6c6f20776f726c64\"\n"
"GD.Print(buf.HexDecode().GetStringFromUtf8());\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Converts the string representing a hexadecimal number into an [int]. The "
"string may be optionally prefixed with [code]\"0x\"[/code], and an additional "
"[code]-[/code] prefix for negative numbers.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"0xff\".hex_to_int()) # Prints 255\n"
"print(\"ab\".hex_to_int()) # Prints 171\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"0xff\".HexToInt()); // Prints 255\n"
"GD.Print(\"ab\".HexToInt()); // Prints 171\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将表示十六进制数的字符串转换为 [int]。该字符串可以前缀 [code]\"0x\"[/code],负"
"数可以前缀 [code]-[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"0xff\".hex_to_int()) # 输出 255\n"
"print(\"ab\".hex_to_int()) # 输出 171\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"0xff\".HexToInt()); // 输出 255\n"
"GD.Print(\"ab\".HexToInt()); // 输出 171\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Converts [param size] which represents a number of bytes into a human-"
"readable form.\n"
"The result is in [url=https://en.wikipedia.org/wiki/"
"Binary_prefix#IEC_prefixes]IEC prefix format[/url], which may end in either "
"[code]\"B\"[/code], [code]\"KiB\"[/code], [code]\"MiB\"[/code], "
"[code]\"GiB\"[/code], [code]\"TiB\"[/code], [code]\"PiB\"[/code], or "
"[code]\"EiB\"[/code]."
msgstr ""
"将表示字节数的 [param size] 转换为人类可读的形式。\n"
"结果使用 [url=https://zh.wikipedia.org/wiki/"
"%E4%BA%8C%E9%80%B2%E4%BD%8D%E5%89%8D%E7%BD%AE%E8%A9%9E]IEC 词头[/url],结尾可"
"能是 [code]\"B\"[/code]、[code]\"KiB\"[/code]、[code]\"MiB\"[/code]、"
"[code]\"GiB\"[/code]、[code]\"TiB\"[/code]、[code]\"PiB\"[/code] 或 "
"[code]\"EiB\"[/code]。"
msgid ""
"Indents every line of the string with the given [param prefix]. Empty lines "
"are not indented. See also [method dedent] to remove indentation.\n"
"For example, the string can be indented with two tabulations using "
"[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]."
msgstr ""
"使用前缀 [param prefix] 将该字符串中的每一行进行缩进。空行不缩进。移除缩进请参"
"阅 [method dedent]。\n"
"例如,该字符串可以用 [code]\"\\t\\t\"[/code] 缩进两个制表位,用 [code]\" "
"\"[/code] 缩进四个空格。"
msgid "Inserts [param what] at the given [param position] in the string."
msgstr "在该字符串中的 [param position] 位置插入 [param what]。"
msgid ""
"Returns [code]true[/code] if the string is a path to a file or directory, and "
"its starting point is explicitly defined. This method is the opposite of "
"[method is_relative_path].\n"
"This includes all paths starting with [code]\"res://\"[/code], [code]\"user://"
"\"[/code], [code]\"C:\\\"[/code], [code]\"/\"[/code], etc."
msgstr ""
"如果该字符串为文件或目录的路径,并且显式指定了起点,则返回 [code]true[/code]。"
"这个方法与 [method is_relative_path] 相反。\n"
"包括以 [code]\"res://\"[/code]、[code]\"user://\"[/code]、[code]\"C:\\\"[/"
"code]、[code]\"/\"[/code] 等开头的路径。"
msgid ""
"Returns [code]true[/code] if the string's length is [code]0[/code] "
"([code]\"\"[/code]). See also [method length]."
msgstr ""
"如果该字符串的长度为 [code]0[/code][code]\"\"[/code]),则返回 [code]true[/"
"code]。另见 [method length]。"
msgid ""
"Returns [code]true[/code] if the string is a path, and its starting point is "
"dependent on context. The path could begin from the current directory, or the "
"current [Node] (if the string is derived from a [NodePath]), and may "
"sometimes be prefixed with [code]\"./\"[/code]. This method is the opposite "
"of [method is_absolute_path]."
msgstr ""
"如果该字符串为文件或目录的路径,并且起点依赖于上下文,则返回 [code]true[/"
"code]。路径可以是从当前目录开始,也可以是从当前 [Node] 开始(如果该字符串是从 "
"[NodePath] 得到的),有时候也可以是使用了 [code]\"./\"[/code] 前缀。这个方法"
"与 [method is_absolute_path] 相反。"
msgid ""
"Returns [code]true[/code] if all characters of this string can be found in "
"[param text] in their original order.\n"
"[codeblock]\n"
"var text = \"Wow, incredible!\"\n"
"\n"
"print(\"inedible\".is_subsequence_of(text)) # Prints true\n"
"print(\"Word!\".is_subsequence_of(text)) # Prints true\n"
"print(\"Window\".is_subsequence_of(text)) # Prints false\n"
"print(\"\".is_subsequence_of(text)) # Prints true\n"
"[/codeblock]"
msgstr ""
"如果这个字符串中的所有字符都能在 [param text] 中按照原始顺序找到,则返回 "
"[code]true[/code]。\n"
"[codeblock]\n"
"var text = \"Wow, incredible!\"\n"
"\n"
"print(\"inedible\".is_subsequence_of(text)) # 输出 true\n"
"print(\"Word!\".is_subsequence_of(text)) # 输出 true\n"
"print(\"Window\".is_subsequence_of(text)) # 输出 false\n"
"print(\"\".is_subsequence_of(text)) # 输出 true\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if all characters of this string can be found in "
"[param text] in their original order, [b]ignoring case[/b]."
msgstr ""
"如果这个字符串中的所有字符都能在 [param text] 中按照原始顺序找到,[b]忽略大小"
"写[/b],则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this string does not contain characters that are "
"not allowed in file names ([code]:[/code] [code]/[/code] [code]\\[/code] "
"[code]?[/code] [code]*[/code] [code]\"[/code] [code]|[/code] [code]%[/code] "
"[code]<[/code] [code]>[/code])."
msgstr ""
"如果该字符串不包含文件名中不允许的字符,则返回 [code]true[/code](不允许的字符"
"有:[code]:[/code] [code]/[/code] [code]\\[/code] [code]?[/code] [code]*[/"
"code] [code]\"[/code] [code]|[/code] [code]%[/code] [code]<[/code] [code]>[/"
"code])。"
msgid ""
"Returns [code]true[/code] if this string represents a valid floating-point "
"number. A valid float may contain only digits, one decimal point ([code].[/"
"code]), and the exponent letter ([code]e[/code]). It may also be prefixed "
"with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid "
"integer is also a valid float (see [method is_valid_int]). See also [method "
"to_float].\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints true\n"
"print(\"24\".is_valid_float()) # Prints true\n"
"print(\"7e3\".is_valid_float()) # Prints true\n"
"print(\"Hello\".is_valid_float()) # Prints false\n"
"[/codeblock]"
msgstr ""
"如果该字符串代表有效的浮点数,则返回 [code]true[/code]。浮点数只能包含数字、一"
"个小数点([code].[/code])以及指数字符([code]e[/code])。还可以前缀正号"
"[code]+[/code])或负号([code]-[/code])。有效的整数同时也是有效的浮点数"
"(见 [method is_valid_int])。另见 [method to_float]。\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # 输出 true\n"
"print(\"24\".is_valid_float()) # 输出 true\n"
"print(\"7e3\".is_valid_float()) # 输出 true\n"
"print(\"Hello\".is_valid_float()) # 输出 false\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string is a valid hexadecimal number. A "
"valid hexadecimal number only contains digits or letters [code]A[/code] to "
"[code]F[/code] (either uppercase or lowercase), and may be prefixed with a "
"positive ([code]+[/code]) or negative ([code]-[/code]) sign.\n"
"If [param with_prefix] is [code]true[/code], the hexadecimal number needs to "
"prefixed by [code]\"0x\"[/code] to be considered valid.\n"
"[codeblock]\n"
"print(\"A08E\".is_valid_hex_number()) # Prints true\n"
"print(\"-AbCdEf\".is_valid_hex_number()) # Prints true\n"
"print(\"2.5\".is_valid_hex_number()) # Prints false\n"
"\n"
"print(\"0xDEADC0DE\".is_valid_hex_number(true)) # Prints true\n"
"[/codeblock]"
msgstr ""
"如果该字符串代表有效的十六进制数,则返回 [code]true[/code]。有效的十六进制数只"
"能包含数字或字母 [code]A[/code] 到 [code]F[/code](大小写均可),还可以前缀正"
"号([code]+[/code])或负号([code]-[/code])。\n"
"如果 [param with_prefix] 为 [code]true[/code],则十六进制数需要有 "
"[code]\"0x\"[/code] 前缀才算有效。\n"
"[codeblock]\n"
"print(\"A08E\".is_valid_hex_number()) # 输出 true\n"
"print(\"-AbCdEf\".is_valid_hex_number()) # 输出 true\n"
"print(\"2.5\".is_valid_hex_number()) # 输出 false\n"
"\n"
"print(\"0xDEADC0DE\".is_valid_hex_number(true)) # 输出 true\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string is a valid color in hexadecimal HTML "
"notation. The string must be a hexadecimal value (see [method "
"is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a "
"hash sign ([code]#[/code]). Other HTML notations for colors, such as names or "
"[code]hsl()[/code], are not considered valid. See also [method Color.html]."
msgstr ""
"如果该字符串是有效的十六进制 HTML 颜色标记,则返回 [code]true[/code]。该字符串"
"必须为 3 位、4 位、6 位或 8 位字符的十六进制值(见 [method "
"is_valid_hex_number]),也可以带有井号前缀([code]#[/code])。名称、"
"[code]hsl()[/code] 等其他 HTML 颜色标记法无效。另见 [method Color.html]。"
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]), "
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"node_2d\".is_valid_identifier()) # Prints true\n"
"print(\"TYPE_FLOAT\".is_valid_identifier()) # Prints true\n"
"print(\"1st_method\".is_valid_identifier()) # Prints false\n"
"print(\"MyMethod#2\".is_valid_identifier()) # Prints false\n"
"[/codeblock]"
msgstr ""
"如果该字符串为有效的标识符,则返回 [code]true[/code]。有效的标识符仅可以包含字"
"母、数字和下划线([code]_[/code]),第一个字符不能为数字。\n"
"[codeblock]\n"
"print(\"node_2d\".is_valid_identifier()) # 输出 true\n"
"print(\"TYPE_FLOAT\".is_valid_identifier()) # 输出 true\n"
"print(\"1st_method\".is_valid_identifier()) # 输出 false\n"
"print(\"MyMethod#2\".is_valid_identifier()) # 输出 false\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string represents a valid integer. A valid "
"integer only contains digits, and may be prefixed with a positive ([code]+[/"
"code]) or negative ([code]-[/code]) sign. See also [method to_int].\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints true\n"
"print(\"1.65\".is_valid_int()) # Prints false\n"
"print(\"Hi\".is_valid_int()) # Prints false\n"
"print(\"+3\".is_valid_int()) # Prints true\n"
"print(\"-12\".is_valid_int()) # Prints true\n"
"[/codeblock]"
msgstr ""
"如果该字符串代表有效的整数,则返回 [code]true[/code]。有效的整数仅可以包含数"
"字,还可以前缀正号([code]+[/code])或负号([code]-[/code])。另见 [method "
"to_int]。\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # 输出 true\n"
"print(\"1.65\".is_valid_int()) # 输出 false\n"
"print(\"Hi\".is_valid_int()) # 输出 false\n"
"print(\"+3\".is_valid_int()) # 输出 true\n"
"print(\"-12\".is_valid_int()) # 输出 true\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string represents a well-formatted IPv4 or "
"IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]\"0.0.0.0\"[/"
"code] and [code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff\"[/code] as valid."
msgstr ""
"如果该字符串表示格式正确的 IPv4 或 IPv6 地址,则返回 [code]true[/code]。这个方"
"法认为 [code]0.0.0.0[/code]、[code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:"
"ffff\"[/code] 等[url=https://zh.wikipedia.org/wiki/"
"%E4%BF%9D%E7%95%99IP%E5%9C%B0%E5%9D%80]保留 IP 地址[/url]是有效的。"
msgid ""
"Returns the concatenation of [param parts]' elements, with each element "
"separated by the string calling this method. This method is the opposite of "
"[method split].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fruits = [\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"]\n"
"\n"
"print(\", \".join(fruits)) # Prints \"Apple, Orange, Pear, Kiwi\"\n"
"print(\"---\".join(fruits)) # Prints \"Apple---Orange---Pear---Kiwi\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fruits = new string[] {\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"};\n"
"\n"
"// In C#, this method is static.\n"
"GD.Print(string.Join(\", \", fruits)); // Prints \"Apple, Orange, Pear, "
"Kiwi\"\n"
"GD.Print(string.Join(\"---\", fruits)); // Prints \"Apple---Orange---Pear---"
"Kiwi\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回将 [param parts] 中的元素连接组成的字符串,元素间使用调用该方法的字符串进"
"行分隔。该方法和 [method split] 相反。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fruits = [\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"]\n"
"\n"
"print(\", \".join(fruits)) # 输出 \"Apple, Orange, Pear, Kiwi\"\n"
"print(\"---\".join(fruits)) # 输出 \"Apple---Orange---Pear---Kiwi\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fruits = new string[] {\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"};\n"
"\n"
"// 这个方法在 C# 中是静态的。\n"
"GD.Print(string.Join(\", \", fruits)); // 输出 \"Apple, Orange, Pear, "
"Kiwi\"\n"
"GD.Print(string.Join(\"---\", fruits)); // 输出 \"Apple---Orange---Pear---"
"Kiwi\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of the string with special characters escaped using the JSON "
"standard. Because it closely matches the C standard, it is possible to use "
"[method c_unescape] to unescape the string, if necessary."
msgstr ""
"返回该字符串的副本,使用 JSON 标准对特殊字符进行转义。因为与 C 标准非常类似,"
"所以需要时可以用 [method c_unescape] 取消转义。"
msgid ""
"Returns the first [param length] characters from the beginning of the string. "
"If [param length] is negative, strips the last [param length] characters from "
"the string's end.\n"
"[codeblock]\n"
"print(\"Hello World!\".left(3)) # Prints \"Hel\"\n"
"print(\"Hello World!\".left(-4)) # Prints \"Hello Wo\"\n"
"[/codeblock]"
msgstr ""
"返回该字符串开头的前 [param length] 个字符。如果 [param length] 为负,则会从该"
"字符串的末尾剥离最后 [param length] 个字符。\n"
"[codeblock]\n"
"print(\"Hello World!\".left(3)) # 输出 \"Hel\"\n"
"print(\"Hello World!\".left(-4)) # 输出 \"Hello Wo\"\n"
"[/codeblock]"
msgid ""
"Returns the number of characters in the string. Empty strings ([code]\"\"[/"
"code]) always return [code]0[/code]. See also [method is_empty]."
msgstr ""
"返回该字符串中的字符数。空字符串([code]\"\"[/code])始终返回 [code]0[/code]。"
"另见 [method is_empty]。"
msgid ""
"Formats the string to be at least [param min_length] long by adding [param "
"character]s to the left of the string, if necessary. See also [method rpad]."
msgstr ""
"必要时在该字符串的左侧添加若干 [param character] 字符,使其长度至少为 [param "
"min_length]。另见 [method rpad]。"
msgid ""
"Removes a set of characters defined in [param chars] from the string's "
"beginning. See also [method rstrip].\n"
"[b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to "
"remove a single prefix, rather than a set of characters."
msgstr ""
"从该字符串的开头移除 [param chars] 中定义的字符。另见 [method rstrip]。\n"
"[b]注意:[/b][param chars] 不是前缀。如果要移除前缀而不是一组字符,请使用 "
"[method trim_prefix]。"
msgid ""
"Does a simple expression match (also called \"glob\" or \"globbing\"), where "
"[code]*[/code] matches zero or more arbitrary characters and [code]?[/code] "
"matches any single character except a period ([code].[/code]). An empty "
"string or empty expression always evaluates to [code]false[/code]."
msgstr ""
"进行简单的表达式匹配(也叫“通配”),[code]*[/code] 匹配零个或多个任意字符,"
"[code]?[/code] 匹配除英文句号外的任意字符([code].[/code])。使用空字符串或空"
"表达式时始终为 [code]false[/code]。"
msgid ""
"Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] "
"matches zero or more arbitrary characters and [code]?[/code] matches any "
"single character except a period ([code].[/code]). An empty string or empty "
"expression always evaluates to [code]false[/code]."
msgstr ""
"进行简单的[b]大小写不敏感[/b]表达式匹配(也叫“通配”),[code]*[/code] 匹配零个"
"或多个任意字符,[code]?[/code] 匹配除英文句号外的任意字符([code].[/code])。"
"使用空字符串或空表达式时始终为 [code]false[/code]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the "
"string as a [PackedByteArray]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/MD5]MD5 哈希[/url],类型为 "
"[PackedByteArray]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the "
"string as another [String]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/MD5]MD5 哈希[/url],类型 "
"[String]。"
msgid ""
"Performs a [b]case-sensitive[/b], [i]natural order[/i] comparison to another "
"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, "
"or [code]0[/code] if equal. \"Less than\" or \"greater than\" are determined "
"by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode "
"code points[/url] of each string, which roughly matches the alphabetical "
"order.\n"
"When used for sorting, natural order comparison orders sequences of numbers "
"by the combined value of each digit as is often expected, instead of the "
"single digit's value. A sorted sequence of numbered strings will be [code]"
"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", "
"\"3\", ...][/code].\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method naturalnocasecmp_to], [method "
"nocasecmp_to], and [method casecmp_to]."
msgstr ""
"与另一个字符串进行[b]不区分大小写[/b]的[i]自然顺序[/i]比较。小于时返回 "
"[code]-1[/code]、大于时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小"
"于”和“大于”比较的是字符串中的 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺"
"序一致。内部实现时,会将小写字符转换为大写后进行比较。\n"
"使用自然顺序进行排序时,会和常见预期一样将连续的数字进行组合,而不是一个个数字"
"进行比较。排序后的数列为 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]"
"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n"
"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短"
"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n"
"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 "
"[method naturalnocasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。"
msgid ""
"Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to "
"another string. Returns [code]-1[/code] if less than, [code]1[/code] if "
"greater than, or [code]0[/code] if equal. \"Less than\" or \"greater than\" "
"are determined by the [url=https://en.wikipedia.org/wiki/"
"List_of_Unicode_characters]Unicode code points[/url] of each string, which "
"roughly matches the alphabetical order. Internally, lowercase characters are "
"converted to uppercase for the comparison.\n"
"When used for sorting, natural order comparison orders sequences of numbers "
"by the combined value of each digit as is often expected, instead of the "
"single digit's value. A sorted sequence of numbered strings will be [code]"
"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", "
"\"3\", ...][/code].\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method naturalcasecmp_to], [method nocasecmp_to], "
"and [method casecmp_to]."
msgstr ""
"与另一个字符串进行[b]不区分大小写[/b]的[i]自然顺序[/i]比较。小于时返回 "
"[code]-1[/code]、大于时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小"
"于”和“大于”比较的是字符串中的 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺"
"序一致。内部实现时,会将小写字符转换为大写后进行比较。\n"
"使用自然顺序进行排序时,会和常见预期一样将连续的数字进行组合,而不是一个个数字"
"进行比较。排序后的数列为 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]"
"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n"
"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短"
"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n"
"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 "
"[method naturalcasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。"
msgid ""
"Performs a [b]case-insensitive[/b] comparison to another string. Returns "
"[code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/"
"code] if equal. \"Less than\" or \"greater than\" are determined by the "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code "
"points[/url] of each string, which roughly matches the alphabetical order. "
"Internally, lowercase characters are converted to uppercase for the "
"comparison.\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method casecmp_to], [method naturalcasecmp_to], "
"and [method naturalnocasecmp_to]."
msgstr ""
"与另一个字符串进行[b]不区分大小写[/b]的比较。小于时返回 [code]-1[/code]、大于"
"时返回 [code]1[/code]、等于时返回 [code]0[/code]。“小于”和“大于”比较的是字符串"
"中的 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 码位[/url],大致与字母表顺"
"序一致。内部实现时,会将小写字符转换为大写后进行比较。\n"
"如果字符串长度不同,这个字符串比 [param to] 字符串长时返回 [code]1[/code],短"
"时返回 [code]-1[/code]。请注意空字符串的长度[i]始终[/i]为 [code]0[/code]。\n"
"如果想在比较字符串时获得 [bool] 返回值,请改用 [code]==[/code] 运算符。另见 "
"[method casecmp_to]、[method naturalcasecmp_to] 和 [method "
"naturalnocasecmp_to]。"
msgid ""
"Converts a [float] to a string representation of a decimal number, with the "
"number of decimal places specified in [param decimals].\n"
"If [param decimals] is [code]-1[/code] as by default, the string "
"representation may only have up to 14 significant digits, with digits before "
"the decimal point having priority over digits after.\n"
"Trailing zeros are not included in the string. The last digit is rounded, not "
"truncated.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"String.num(3.141593) # Returns \"3.141593\"\n"
"String.num(3.141593, 3) # Returns \"3.142\"\n"
"String.num(3.14159300) # Returns \"3.141593\"\n"
"\n"
"# Here, the last digit will be rounded up,\n"
"# which reduces the total digit count, since trailing zeros are removed:\n"
"String.num(42.129999, 5) # Returns \"42.13\"\n"
"\n"
"# If `decimals` is not specified, the maximum number of significant digits is "
"14:\n"
"String.num(-0.0000012345432123454321) # Returns \"-0.00000123454321\"\n"
"String.num(-10000.0000012345432123454321) # Returns \"-10000.0000012345\"\n"
"[/codeblock]"
msgstr ""
"将 [float] 转换为十进制小数的字符串表示,小数点位数由 [param decimals] 指"
"定。\n"
"如果 [param decimals] 为默认的 [code]-1[/code],该字符串表示可能最多只有 14 位"
"有效数字,小数点前的数字优先于小数点后的数字。\n"
"该字符串中不包含后缀的零。最后一位数字会四舍五入,而不是截断。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"String.num(3.141593) # 返回 \"3.141593\"\n"
"String.num(3.141593, 3) # 返回 \"3.142\"\n"
"String.num(3.14159300) # 返回 \"3.141593\"\n"
"\n"
"# 此处的最后一位数字会进位,\n"
"# 数字位数会减少,因为后缀的零会被移除:\n"
"String.num(42.129999, 5) # 返回 \"42.13\"\n"
"\n"
"# 如果没有指定 `decimals`,最大有效位数为 14\n"
"String.num(-0.0000012345432123454321) # 返回 \"-0.00000123454321\"\n"
"String.num(-10000.0000012345432123454321) # 返回 \"-10000.0000012345\"\n"
"[/codeblock]"
msgid ""
"Converts the given [param number] to a string representation, with the given "
"[param base].\n"
"By default, [param base] is set to decimal ([code]10[/code]). Other common "
"bases in programming include binary ([code]2[/code]), [url=https://en."
"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/"
"code]).\n"
"If [param capitalize_hex] is [code]true[/code], digits higher than 9 are "
"represented in uppercase."
msgstr ""
"将给定的数字 [param number] 转换为字符串表示,进位制由 [param base] 给定。\n"
"默认情况下 [param base] 为十进制([code]10[/code])。编程中常见的进位制还有二"
"进制([code]2[/code])、[url=https://zh.wikipedia.org/wiki/"
"%E5%85%AB%E8%BF%9B%E5%88%B6]八进制[/url][code]8[/code])、十六进制"
"[code]16[/code])。\n"
"如果 [param capitalize_hex] 为 [code]true[/code],比 9 大的数位会大写。"
msgid ""
"Converts the given [param number] to a string representation, in scientific "
"notation.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var n = -5.2e8\n"
"print(n) # Prints -520000000\n"
"print(String.NumScientific(n)) # Prints -5.2e+08\n"
"[/gdscript]\n"
"[csharp]\n"
"// This method is not implemented in C#.\n"
"// Use `string.ToString()` with \"e\" to achieve similar results.\n"
"var n = -5.2e8f;\n"
"GD.Print(n); // Prints -520000000\n"
"GD.Print(n.ToString(\"e1\")); // Prints -5.2e+008\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, this method is not implemented. To achieve similar "
"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-"
"types/standard-numeric-format-strings]Standard numeric format strings[/url]"
msgstr ""
"将给定的数字 [param number] 转换为字符串表示,使用科学记数法。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var n = -5.2e8\n"
"print(n) # 输出 -520000000\n"
"print(String.NumScientific(n)) # 输出 -5.2e+08\n"
"[/gdscript]\n"
"[csharp]\n"
"// 这个方法没有在 C# 中实现。\n"
"// 请在 `string.ToString()` 中使用 \"e\" 来实现类似的结果。\n"
"var n = -5.2e8f;\n"
"GD.Print(n); // 输出 -520000000\n"
"GD.Print(n.ToString(\"e1\")); // 输出 -5.2e+008\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]这个方法没有在 C# 中实现。要实现类似的效果,见 C# 的[url=https://"
"learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-"
"strings]标准数字格式字符串[/url]"
msgid ""
"Converts the given unsigned [int] to a string representation, with the given "
"[param base].\n"
"By default, [param base] is set to decimal ([code]10[/code]). Other common "
"bases in programming include binary ([code]2[/code]), [url=https://en."
"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/"
"code]).\n"
"If [param capitalize_hex] is [code]true[/code], digits higher than 9 are "
"represented in uppercase."
msgstr ""
"将给定的无符号 [int] 转换为字符串表示,进位制由 [param base] 给定。\n"
"默认情况下 [param base] 为十进制([code]10[/code])。编程中常见的进位制还有二"
"进制([code]2[/code])、[url=https://zh.wikipedia.org/wiki/"
"%E5%85%AB%E8%BF%9B%E5%88%B6]八进制[/url][code]8[/code])、十六进制"
"[code]16[/code])。\n"
"如果 [param capitalize_hex] 为 [code]true[/code],比 9 大的数位会大写。"
msgid ""
"Formats the string representing a number to have an exact number of [param "
"digits] [i]after[/i] the decimal point."
msgstr "格式化表示数字的字符串,使其小数点[i]后[/i]的位数为 [param digits]。"
msgid ""
"Formats the string representing a number to have an exact number of [param "
"digits] [i]before[/i] the decimal point."
msgstr "格式化表示数字的字符串,使其小数点[i]前[/i]的位数为 [param digits]。"
msgid ""
"Concatenates [param file] at the end of the string as a subpath, adding "
"[code]/[/code] if necessary.\n"
"[b]Example:[/b] [code]\"this/is\".path_join(\"path\") == \"this/is/path\"[/"
"code]."
msgstr ""
"将 [param file] 作为子路径连接到该字符串的末尾,必要时会添加 [code]/[/"
"code]。\n"
"[b]示例:[/b][code]\"this/is\".path_join(\"path\") == \"this/is/path\"[/"
"code]。"
msgid ""
"Repeats this string a number of times. [param count] needs to be greater than "
"[code]0[/code]. Otherwise, returns an empty string."
msgstr ""
"将该字符串重复若干次。次数 [param count] 需要大于[code]0[/code] 。否则返回空字"
"符串。"
msgid ""
"Replaces all occurrences of [param what] inside the string with the given "
"[param forwhat]."
msgstr "将该字符串中出现的所有 [param what] 都替换为给定的 [param forwhat]。"
msgid ""
"Replaces all [b]case-insensitive[/b] occurrences of [param what] inside the "
"string with the given [param forwhat]."
msgstr ""
"将该字符串中出现的所有 [param what] 都替换为给定的 [param forwhat][b]大小写"
"不敏感[/b]。"
msgid "Returns the copy of this string in reverse order."
msgstr "返回将这个字符串逆序后的副本。"
msgid ""
"Returns the index of the [b]last[/b] occurrence of [param what] in this "
"string, or [code]-1[/code] if there are none. The search's start can be "
"specified with [param from], continuing to the beginning of the string. This "
"method is the reverse of [method find]."
msgstr ""
"返回这个字符串中 [param what] [b]最后一次[/b]出现时的索引,不存在时则为 "
"[code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为该字符串的末尾。这"
"个方法与 [method find] 相对。"
msgid ""
"Returns the index of the [b]last[/b] [b]case-insensitive[/b] occurrence of "
"[param what] in this string, or [code]-1[/code] if there are none. The "
"starting search index can be specified with [param from], continuing to the "
"beginning of the string. This method is the reverse of [method findn]."
msgstr ""
"返回这个字符串中 [param what] [b]最后一次[/b]出现时的索引,[b]不区分大小写[/"
"b],不存在时则为 [code]-1[/code]。搜索的起点可以用 [param from] 指定,终点为该"
"字符串的末尾。这个方法与 [method findn] 相对。"
msgid ""
"Returns the last [param length] characters from the end of the string. If "
"[param length] is negative, strips the first [param length] characters from "
"the string's beginning.\n"
"[codeblock]\n"
"print(\"Hello World!\".right(3)) # Prints \"ld!\"\n"
"print(\"Hello World!\".right(-4)) # Prints \"o World!\"\n"
"[/codeblock]"
msgstr ""
"返回该字符串末尾的最后 [param length] 个字符。如果 [param length] 为负,则会从"
"该字符串的开头剥离前 [param length] 个字符。\n"
"[codeblock]\n"
"print(\"Hello World!\".right(3)) # 输出 \"ld!\"\n"
"print(\"Hello World!\".right(-4)) # 输出 \"o World!\"\n"
"[/codeblock]"
msgid ""
"Formats the string to be at least [param min_length] long, by adding [param "
"character]s to the right of the string, if necessary. See also [method lpad]."
msgstr ""
"必要时在该字符串的右侧添加若干 [param character] 字符,使其长度至少为 [param "
"min_length]。另见 [method lpad]。"
msgid ""
"Splits the string using a [param delimiter] and returns an array of the "
"substrings, starting from the end of the string. The splits in the returned "
"array appear in the same order as the original string. If [param delimiter] "
"is an empty string, each substring will be a single character.\n"
"If [param allow_empty] is [code]false[/code], empty strings between adjacent "
"delimiters are excluded from the array.\n"
"If [param maxsplit] is greater than [code]0[/code], the number of splits may "
"not exceed [param maxsplit]. By default, the entire string is split, which is "
"mostly identical to [method split].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"\n"
"print(some_array.size()) # Prints 2\n"
"print(some_array[0]) # Prints \"One,Two,Three\"\n"
"print(some_array[1]) # Prints \"Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// In C#, there is no String.RSplit() method.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"使用分隔符 [param delimiter] 将该字符串从末尾开始进行拆分,返回子字符串数组。"
"返回的数组中,每部分的出现顺序与它们在原字符串中的出现顺序一致。如果 [param "
"delimiter] 为空,则子串为单个字符。\n"
"如果 [param allow_empty] 为 [code]false[/code],数组中会排除相邻分隔符之间的空"
"字符串。\n"
"如果 [param maxsplit] 大于 [code]0[/code],则拆分次数不能超过 [param "
"maxsplit]。默认拆分整个字符串,基本与 [method split] 一致。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"\n"
"print(some_array.size()) # 输出 2\n"
"print(some_array[0]) # 输出 \"One,Two,Three\"\n"
"print(some_array[1]) # 输出 \"Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 中没有 String.RSplit() 方法。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Removes a set of characters defined in [param chars] from the string's end. "
"See also [method lstrip].\n"
"[b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to "
"remove a single suffix, rather than a set of characters."
msgstr ""
"从该字符串的结尾移除 [param chars] 中定义的字符。另见 [method rstrip]。\n"
"[b]注意:[/b][param chars] 不是后缀。如果要移除后缀而不是一组字符,请使用 "
"[method trim_suffix]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the "
"string as a [PackedByteArray]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 哈希,类型"
"为 [PackedByteArray]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the "
"string as another [String]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 哈希,类型"
"为 [String]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of "
"the string as a [PackedByteArray]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 哈希,类"
"型为 [PackedByteArray]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of "
"the string as another [String]."
msgstr ""
"返回该字符串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 哈希,类"
"型为 [String]。"
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"this string compared to another. A result of [code]1.0[/code] means totally "
"similar, while [code]0.0[/code] means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints 1.0\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints 0.0\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints 0.8\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints 0.4\n"
"[/codeblock]"
msgstr ""
"返回该字符串与另一个字符串的相似指数([url=https://zh.wikipedia.org/wiki/"
"Dice%E7%B3%BB%E6%95%B0]索伦森-戴斯系数[/url])。结果为 [code]1.0[/code] 表示完"
"全相似,[code]0.0[/code] 表示完全不相似。\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # 输出 1.0\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # 输出 0.0\n"
"print(\"ABC123\".similarity(\"123ABC\")) # 输出 0.8\n"
"print(\"ABC123\".similarity(\"abc123\")) # 输出 0.4\n"
"[/codeblock]"
msgid ""
"If the string is a valid file path, converts the string into a canonical "
"path. This is the shortest possible path, without [code]\"./\"[/code], and "
"all the unnecessary [code]\"..\"[/code] and [code]\"/\"[/code].\n"
"[codeblock]\n"
"var simple_path = \"./path/to///../file\".simplify_path()\n"
"print(simple_path) # Prints \"path/file\"\n"
"[/codeblock]"
msgstr ""
"如果该字符串为有效的文件路径,则将其转换为规范路径。规范路径是最短路径,不带 "
"[code]\"./\"[/code] 和所有不必要的 [code]\"..\"[/code] 和 [code]\"/\"[/"
"code]。\n"
"[codeblock]\n"
"var simple_path = \"./path/to///../file\".simplify_path()\n"
"print(simple_path) # 输出 \"path/file\"\n"
"[/codeblock]"
msgid ""
"Splits the string using a [param delimiter] and returns an array of the "
"substrings. If [param delimiter] is an empty string, each substring will be a "
"single character. This method is the opposite of [method join].\n"
"If [param allow_empty] is [code]false[/code], empty strings between adjacent "
"delimiters are excluded from the array.\n"
"If [param maxsplit] is greater than [code]0[/code], the number of splits may "
"not exceed [param maxsplit]. By default, the entire string is split.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_array = \"One,Two,Three,Four\".split(\",\", true, 2)\n"
"\n"
"print(some_array.size()) # Prints 3\n"
"print(some_array[0]) # Prints \"One\"\n"
"print(some_array[1]) # Prints \"Two\"\n"
"print(some_array[2]) # Prints \"Three,Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C#'s `Split()` does not support the `maxsplit` parameter.\n"
"var someArray = \"One,Two,Three\".Split(\",\");\n"
"\n"
"GD.Print(someArray[0]); // Prints \"One\"\n"
"GD.Print(someArray[1]); // Prints \"Two\"\n"
"GD.Print(someArray[2]); // Prints \"Three\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you only need one substring from the array, consider using "
"[method get_slice] which is faster. If you need to split strings with more "
"complex rules, use the [RegEx] class instead."
msgstr ""
"使用分隔符 [param delimiter] 将该字符串进行拆分,返回子字符串数组。如果 "
"[param delimiter] 为空,则子串为单个字符。这个方法与 [method join] 相对。\n"
"如果 [param allow_empty] 为 [code]false[/code],数组中会排除相邻分隔符之间的空"
"字符串。\n"
"如果 [param maxsplit] 大于 [code]0[/code],则拆分次数不能超过 [param "
"maxsplit]。默认拆分整个字符串。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_array = \"One,Two,Three,Four\".split(\",\", true, 2)\n"
"\n"
"print(some_array.size()) # 输出 3\n"
"print(some_array[0]) # 输出 \"One\"\n"
"print(some_array[1]) # 输出 \"Two\"\n"
"print(some_array[2]) # 输出 \"Three,Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 的 `Split()` 不支持 `maxsplit` 参数。\n"
"var someArray = \"One,Two,Three\".Split(\",\");\n"
"\n"
"GD.Print(someArray[0]); // 输出 \"One\"\n"
"GD.Print(someArray[1]); // 输出 \"Two\"\n"
"GD.Print(someArray[2]); // 输出 \"Three\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果你只需要数组中的某一个子串,请考虑使用更快的 [method "
"get_slice]。如果你需要用更复杂的规则来拆分字符串,请改用 [RegEx] 类。"
msgid ""
"Splits the string into floats by using a [param delimiter] and returns a "
"[PackedFloat64Array].\n"
"If [param allow_empty] is [code]false[/code], empty or invalid [float] "
"conversions between adjacent delimiters are excluded.\n"
"[codeblock]\n"
"var a = \"1,2,4.5\".split_floats(\",\") # a is [1.0, 2.0, 4.5]\n"
"var c = \"1| ||4.5\".split_floats(\"|\") # c is [1.0, 0.0, 0.0, 4.5]\n"
"var b = \"1| ||4.5\".split_floats(\"|\", false) # b is [1.0, 4.5]\n"
"[/codeblock]"
msgstr ""
"使用分隔符 [param delimiter] 将该字符串拆分为浮点数,返回 "
"[PackedFloat64Array]。\n"
"如果 [param allow_empty] 为 [code]false[/code],则会排除相邻分隔符之间为空或无"
"法转换为 [float] 的内容。\n"
"[codeblock]\n"
"var a = \"1,2,4.5\".split_floats(\",\") # a 为 [1.0, 2.0, 4.5]\n"
"var c = \"1| ||4.5\".split_floats(\"|\") # c 为 [1.0, 0.0, 0.0, 4.5]\n"
"var b = \"1| ||4.5\".split_floats(\"|\", false) # b 为 [1.0, 4.5]\n"
"[/codeblock]"
msgid ""
"Strips all non-printable characters from the beginning and the end of the "
"string. These include spaces, tabulations ([code]\\t[/code]), and newlines "
"([code]\\n[/code] [code]\\r[/code]).\n"
"If [param left] is [code]false[/code], ignores the string's beginning. "
"Likewise, if [param right] is [code]false[/code], ignores the string's end."
msgstr ""
"从该字符串的开头和结尾剥离所有不可打印的字符。其中包括空格、制表符"
"[code]\\t[/code])以及换行符([code]\\n[/code] [code]\\r[/code])。\n"
"如果 [param left] 为 [code]false[/code],会忽略该字符串的开头。与此类似,如果 "
"[param right] 为 [code]false[/code],则会忽略该字符串的结尾。"
msgid ""
"Strips all escape characters from the string. These include all non-printable "
"control characters of the first page of the ASCII table (values from 0 to "
"31), such as tabulation ([code]\\t[/code]) and newline ([code]\\n[/code], "
"[code]\\r[/code]) characters, but [i]not[/i] spaces."
msgstr ""
"从该字符串中剥离所有转义字符。其中包括 ASCII 表第一页的所有不可打印控制字符"
"(值为 0 到 32例如制表符C 中的 [code]\\t[/code])和换行符([code]\\n[/"
"code] 和 [code]]\\r[/code]) 字符,但[i]不包括[/i]空格。"
msgid ""
"Returns part of the string from the position [param from] with length [param "
"len]. If [param len] is [code]-1[/code] (as by default), returns the rest of "
"the string starting from the given position."
msgstr ""
"返回该字符串中的某一部分,位置从 [param from] 开始,长度为 [param len]。如果 "
"[param len] 为 [code]-1[/code](默认值),将返回开给定位置开始的剩余字符。"
msgid ""
"Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/"
"url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than "
"[method to_utf8_buffer], but replaces all unsupported characters with spaces. "
"This is the inverse of [method PackedByteArray.get_string_from_ascii]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 "
"编码的 [PackedByteArray]。这个方法比 [method to_utf8_buffer] 稍快,但会把不支"
"持的字符都替换为空格。这是 [method PackedByteArray.get_string_from_ascii] 的逆"
"运算。"
msgid "Returns the string converted to [code]camelCase[/code]."
msgstr "返回将该字符串转换为小驼峰命名 [code]camelCase[/code] 的结果。"
msgid ""
"Converts the string representing a decimal number into a [float]. This method "
"stops on the first non-number character, except the first decimal point "
"([code].[/code]) and the exponent letter ([code]e[/code]). See also [method "
"is_valid_float].\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a is 12.35\n"
"var b = \"1.2.3\".to_float() # b is 1.2\n"
"var c = \"12xy3\".to_float() # c is 12.0\n"
"var d = \"1e3\".to_float() # d is 1000.0\n"
"var e = \"Hello!\".to_float() # e is 0.0\n"
"[/codeblock]"
msgstr ""
"将代表十进制数的字符串转换为 [float]。该方法会在首个非数字字符处停止,除非是首"
"次遇到 [code].[/code](小数点)以及表示指数的 [code]e[/code]。另见 [method "
"is_valid_float]。\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a 为 12.35\n"
"var b = \"1.2.3\".to_float() # b 为 1.2\n"
"var c = \"12xy3\".to_float() # c 为 12.0\n"
"var d = \"1e3\".to_float() # d 为 1000.0\n"
"var e = \"Hello!\".to_float() # e 为 0.0\n"
"[/codeblock]"
msgid ""
"Converts the string representing an integer number into an [int]. This method "
"removes any non-number character and stops at the first decimal point ([code]."
"[/code]). See also [method is_valid_int].\n"
"[codeblock]\n"
"var a = \"123\".to_int() # a is 123\n"
"var b = \"x1y2z3\".to_int() # b is 123\n"
"var c = \"-1.2.3\".to_int() # c is -1\n"
"var d = \"Hello!\".to_int() # d is 0\n"
"[/codeblock]"
msgstr ""
"将代表整数的字符串转换为 [int]。该方法会删除所有非数字字符,并在遇到 [code].[/"
"code] 后停止。另见 [method is_valid_int]。\n"
"[codeblock]\n"
"var a = \"123\".to_int() # a 为 123\n"
"var b = \"x1y2z3\".to_int() # b 为 123\n"
"var c = \"-1.2.3\".to_int() # c 为 -1\n"
"var d = \"Hello!\".to_int() # d 为 0\n"
"[/codeblock]"
msgid "Returns the string converted to lowercase."
msgstr "返回将该字符串转换为小写的结果。"
msgid "Returns the string converted to [code]PascalCase[/code]."
msgstr "返回将该字符串转换为大驼峰命名 [code]PascalCase[/code] 的结果。"
msgid "Returns the string converted to [code]snake_case[/code]."
msgstr "返回将该字符串转换为蛇形命名 [code]snake_case[/code] 的结果。"
msgid "Returns the string converted to uppercase."
msgstr "返回将该字符串转换为大写的结果。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] "
"encoded [PackedByteArray]. This method is slightly slower than [method "
"to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer "
"using this method. This is the inverse of [method PackedByteArray."
"get_string_from_utf8]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-8]UTF-8[/url] 编码的 "
"[PackedByteArray]。这个方法比 [method to_ascii_buffer] 稍慢,但支持所有 UTF-8 "
"字符。大多数情况下请优先使用这个方法。这是 [method PackedByteArray."
"get_string_from_utf8] 的逆运算。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/"
"url] encoded [PackedByteArray]. This is the inverse of [method "
"PackedByteArray.get_string_from_utf16]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-16]UTF-16[/url] 编码"
"的 [PackedByteArray]。这是 [method PackedByteArray.get_string_from_utf16] 的逆"
"运算。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/"
"url] encoded [PackedByteArray]. This is the inverse of [method "
"PackedByteArray.get_string_from_utf32]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-32]UTF-32[/url] 编码"
"的 [PackedByteArray]。这是 [method PackedByteArray.get_string_from_utf32] 的逆"
"运算。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/"
"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, "
"UTF-32 on other platforms) encoded [PackedByteArray]. This is the inverse of "
"[method PackedByteArray.get_string_from_wchar]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/zh-cn/"
"%E5%AF%AC%E5%AD%97%E5%85%83]宽字符[/url][code]wchat_t[/code]Windows 上为 "
"UTF-16其他平台上为 UTF-32编码的 [PackedByteArray]。这是 [method "
"PackedByteArray.get_string_from_wchar] 的逆运算。"
msgid ""
"Removes the given [param prefix] from the start of the string, or returns the "
"string unchanged."
msgstr "移除该字符串开头的 [param prefix] 前缀,否则原样返回该字符串。"
msgid ""
"Removes the given [param suffix] from the end of the string, or returns the "
"string unchanged."
msgstr "移除该字符串末尾的 [param suffix] 后缀,否则原样返回该字符串。"
msgid "Returns the character code at position [param at]."
msgstr "返回位于 [param at] 处的字符的代码。"
msgid ""
"Decodes the string from its URL-encoded format. This method is meant to "
"properly decode the parameters in a URL when receiving an HTTP request. See "
"also [method uri_encode].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:"
"docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将该字符串从 URL 编码格式中解码。该方法的目的是在收到 HTTP 请求时正确解码 URL "
"中的参数。另见 [method uri_encode]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Encodes the string to URL-friendly format. This method is meant to properly "
"encode the parameters in a URL when sending an HTTP request. See also [method "
"uri_decode].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将该字符串按照对 URL 友好的格式进行编码。该方法的目的是在发送 HTTP 请求时,正"
"确编码 URL 中的参数。另见 [method uri_decode]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of the string with all characters that are not allowed in "
"[method is_valid_filename] replaced with underscores."
msgstr ""
"返回该字符串的副本,所有 [method is_valid_filename] 中不允许的字符都会被替换为"
"下划线。"
msgid ""
"Returns a copy of the string with all characters that are not allowed in "
"[member Node.name] ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/"
"code] [code]\"[/code] [code]%[/code]) replaced with underscores."
msgstr ""
"返回该字符串的副本,所有 [member Node.name] 中不允许的字符都会被替换为下划线"
"[code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/code] "
"[code]%[/code]))。"
msgid ""
"Returns a copy of the string with special characters escaped using the XML "
"standard. If [param escape_quotes] is [code]true[/code], the single quote "
"([code]'[/code]) and double quote ([code]\"[/code]) characters are also "
"escaped."
msgstr ""
"返回该字符串的副本,使用 XML 标准对特殊字符进行转义。如果 [param "
"escape_quotes] 为 [code]true[/code],则单引号([code]'[/code])和双引号"
"[code]\"[/code])字符也会被转义。"
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings according to the XML standard."
msgstr "返回该字符串的副本,转义字符均按照 XML 标准使用本义代替。"
msgid ""
"Returns [code]true[/code] if both strings do not contain the same sequence of "
"characters."
msgstr "如果两个字符串不以相同的字符序列开头,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [String] is not equivalent to the given "
"[StringName]."
msgstr ""
"如果该 [String] 与给定的 [StringName] 不等价,则返回 [code]true[/code]。"
msgid ""
"Formats the [String], replacing the placeholders with one or more parameters. "
"To pass multiple parameters, [param right] needs to be an [Array].\n"
"[codeblock]\n"
"print(\"I caught %d fishes!\" % 2) # Prints \"I caught 2 fishes!\"\n"
"\n"
"var my_message = \"Travelling to %s, at %2.2f km/h.\"\n"
"var location = \"Deep Valley\"\n"
"var speed = 40.3485\n"
"print(my_message % [location, speed]) # Prints \"Travelling to Deep Valley, "
"at 40.35 km/h.\"\n"
"[/codeblock]\n"
"For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_format_string.html]GDScript format strings[/url] tutorial.\n"
"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://"
"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/"
"interpolated]how to interpolate strings with \"$\"[/url]."
msgstr ""
"格式化该 [String],使用若干参数替换占位符。要传递多个参数,[param right] 需要"
"为 [Array]。\n"
"[codeblock]\n"
"print(\"我捉到了 %d 条鱼!\" % 2) # 输出 \"我捉到了 2 条鱼!\"\n"
"\n"
"var my_message = \"正在前往 %s速度为 %2.2f km/h。\"\n"
"var location = \"深谷\"\n"
"var speed = 40.3485\n"
"print(my_message % [location, speed]) # 输出 \"正在前往深谷,速度为 40.35 km/"
"h。\"\n"
"[/codeblock]\n"
"更多信息见[url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string."
"html]《GDScript 格式字符串》[/url]教程。\n"
"[b]注意:[/b]C# 中没有等价的运算符。见[url=https://learn.microsoft.com/en-us/"
"dotnet/csharp/language-reference/tokens/interpolated]如何使用“$”插入字符串[/"
"url]。"
msgid ""
"Appends [param right] at the end of this [String], also known as a string "
"concatenation."
msgstr "将 [param right] 追加到该 [String] 的末尾,也称作字符串连接。"
msgid ""
"Appends [param right] at the end of this [String], returning a [String]. This "
"is also known as a string concatenation."
msgstr ""
"将 [param right] 追加到该 [String] 的末尾,返回 [String]。也称作字符串连接。"
msgid ""
"Returns [code]true[/code] if the left [String] comes before [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order. Useful for sorting."
msgstr ""
"如果左侧的 [String] 比 [param right] 靠前,则返回 [code]true[/code]。使用的是 "
"[url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表顺"
"序一致。可用于排序。"
msgid ""
"Returns [code]true[/code] if the left [String] comes before [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order, or if both are equal."
msgstr ""
"如果左侧的 [String] 比 [param right] 靠前,或两者相等,则返回 [code]true[/"
"code]。使用的是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表顺"
"序一致。"
msgid ""
"Returns [code]true[/code] if both strings contain the same sequence of "
"characters."
msgstr "如果两个字符串以相同的字符序列开头,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [String] is equivalent to the given "
"[StringName]."
msgstr "如果该 [String] 与给定的 [StringName] 等价,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [String] comes after [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order. Useful for sorting."
msgstr ""
"如果左侧的 [String] 比 [param right] 靠后,则返回 [code]true[/code]。使用的是 "
"[url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表顺"
"序一致。可用于排序。"
msgid ""
"Returns [code]true[/code] if the left [String] comes after [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order, or if both are equal."
msgstr ""
"如果左侧的 [String] 比 [param right] 靠后,或两者相等,则返回 [code]true[/"
"code]。使用的是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url],大致与字母表顺"
"序一致。"
msgid ""
"Returns a new [String] that only contains the character at [param index]. "
"Indices start from [code]0[/code]. If [param index] is greater or equal to "
"[code]0[/code], the character is fetched starting from the beginning of the "
"string. If [param index] is a negative value, it is fetched starting from the "
"end. Accessing a string out-of-bounds will cause a run-time error, pausing "
"the project execution if run from the editor."
msgstr ""
"返回只包含索引为 [param index] 的字符的新 [String]。索引从 [code]0[/code] 开"
"始。如果 [param index] 大于等于 [code]0[/code],则字符是从该字符串的开头开始获"
"取的。如果 [param index] 为负,则从末尾开始获取。越界访问字符串会导致运行时错"
"误,从编辑器中运行时会将项目暂停。"
msgid "A built-in type for unique strings."
msgstr "唯一字符串内置类型。"
msgid ""
"[StringName]s are immutable strings designed for general-purpose "
"representation of unique names (also called \"string interning\"). Two "
"[StringName]s with the same value are the same object. Comparing them is "
"extremely fast compared to regular [String]s.\n"
"You will usually just pass a [String] to methods expecting a [StringName] and "
"it will be automatically converted, but you may occasionally want to "
"construct a [StringName] ahead of time with the [StringName] constructor or, "
"in GDScript, the literal syntax [code]&\"example\"[/code].\n"
"See also [NodePath], which is a similar concept specifically designed to "
"store pre-parsed scene tree paths.\n"
"All of [String]'s methods are available in this class too. They convert the "
"[StringName] into a string, and they also return a string. This is highly "
"inefficient and should only be used if the string is desired.\n"
"[b]Note:[/b] In a boolean context, a [StringName] will evaluate to "
"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). Otherwise, "
"a [StringName] will always evaluate to [code]true[/code]. The [code]not[/"
"code] operator cannot be used. Instead, [method is_empty] should be used to "
"check for empty [StringName]s."
msgstr ""
"[StringName] 是不可变的字符串,用于唯一名称的通用表示(也叫“字符串内嵌”)。值"
"相同的两个 [StringName] 是同一个对象。进行比较时比普通 [String] 要快很多。\n"
"对于需要 [StringName] 的方法,你通常可以只传 [String],会自动进行转换,不过有"
"时候你可能会想要提前使用 [StringName] 构造函数来构造 [StringName],在 "
"GDScript 中也可以用 [code]&\"example\"[/code] 语法。\n"
"另见 [NodePath],这是与此类似的概念,针对存储预解析的场景树路径设计。\n"
"[String] 的所有方法都在这个类中可用。它们会将 [StringName] 转换为字符串,返回"
"的也是字符串。这样做效率非常低,应该只在需要字符串时使用。\n"
"[b]注意:[/b]转换为布尔值时,空的 [StringName][code]StringName(\"\")[/"
"code])为 [code]false[/code],其他 [StringName] 均为 [code]true[/code]。不能使"
"用 [code]not[/code] 运算符。请改用 [method is_empty] 来检查空的 [StringName]。"
msgid "Constructs an empty [StringName]."
msgstr "构造空的 [StringName]。"
msgid "Constructs a [StringName] as a copy of the given [StringName]."
msgstr "构造给定 [StringName] 的副本。"
msgid ""
"Creates a new [StringName] from the given [String]. In GDScript, "
"[code]StringName(\"example\")[/code] is equivalent to [code]&\"example\"[/"
"code]."
msgstr ""
"从给定的 [String] 创建 [StringName]。在 GDScript 中,"
"[code]StringName(\"example\")[/code] 与 [code]&\"example\"[/code] 等价。"
msgid ""
"Splits the string using a [param delimiter] and returns the substring at "
"index [param slice]. Returns an empty string if the [param slice] does not "
"exist.\n"
"This is faster than [method split], if you only need one substring.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n"
"[/codeblock]"
msgstr ""
"使用分隔符 [param delimiter] 拆分该字符串,返回索引为 [param slice] 的子串。如"
"果 [param slice] 不存在则返回空字符串。\n"
"只需要一个子串时这个方法比 [method split] 快。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 输出 \"example\"\n"
"[/codeblock]"
msgid ""
"Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/"
"url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than "
"[method to_utf8_buffer], but replaces all unsupported characters with spaces."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 "
"编码的 [PackedByteArray]。这个方法比 [method to_utf8_buffer] 稍快,但会把不支"
"持的字符都替换为空格。"
msgid ""
"Converts the string representing a decimal number into a [float]. This method "
"stops on the first non-number character, except the first decimal point "
"([code].[/code]) and the exponent letter ([code]e[/code]). See also [method "
"is_valid_float].\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a is 12.35\n"
"var b = \"1.2.3\".to_float() # b is 1.2\n"
"var c = \"12xy3\".to_float() # c is 12.0\n"
"var d = \"1e3\".to_float() # d is 1000.0\n"
"var e = \"Hello!\".to_int() # e is 0.0\n"
"[/codeblock]"
msgstr ""
"将代表十进制数的字符串转换为 [float]。该方法会在首个非数字字符处停止,除非是首"
"次遇到 [code].[/code](小数点)以及表示指数的 [code]e[/code]。另见 [method "
"is_valid_float]。\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a 为 12.35\n"
"var b = \"1.2.3\".to_float() # b 为 1.2\n"
"var c = \"12xy3\".to_float() # c 为 12.0\n"
"var d = \"1e3\".to_float() # d 为 1000.0\n"
"var e = \"Hello!\".to_int() # e 为 0.0\n"
"[/codeblock]"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] "
"encoded [PackedByteArray]. This method is slightly slower than [method "
"to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer "
"using this method."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-8]UTF-8[/url] 编码的 "
"[PackedByteArray]。这个方法比 [method to_ascii_buffer] 稍慢,但支持所有 UTF-8 "
"字符。大多数情况下请优先使用这个方法。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/"
"url] encoded [PackedByteArray]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-16]UTF-16[/url] 编码"
"的 [PackedByteArray]。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/"
"url] encoded [PackedByteArray]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/wiki/UTF-32]UTF-32[/url] 编码"
"的 [PackedByteArray]。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/"
"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, "
"UTF-32 on other platforms) encoded [PackedByteArray]."
msgstr ""
"将该字符串转换为 [url=https://zh.wikipedia.org/zh-cn/"
"%E5%AF%AC%E5%AD%97%E5%85%83]宽字符[/url][code]wchat_t[/code]Windows 上为 "
"UTF-16其他平台上为 UTF-32编码的 [PackedByteArray]。"
msgid ""
"Decodes the string from its URL-encoded format. This method is meant to "
"properly decode the parameters in a URL when receiving an HTTP request.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:"
"docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将该字符串从 URL 编码格式中解码。该方法的目的是在收到 HTTP 请求时正确解码 URL "
"中的参数。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // 输出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Encodes the string to URL-friendly format. This method is meant to properly "
"encode the parameters in a URL when sending an HTTP request.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"将该字符串按照对 URL 友好的格式进行编码。该方法的目的是在发送 HTTP 请求时,正"
"确编码 URL 中的参数。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // 输出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if this [StringName] is not equivalent to the given "
"[String]."
msgstr ""
"如果该 [StringName] 与给定的 [String] 不等价,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [StringName] and [param right] do not refer "
"to the same name. Comparisons between [StringName]s are much faster than "
"regular [String] comparisons."
msgstr ""
"如果该 [StringName] 与 [param right] 不指向同一个名称,则返回 [code]true[/"
"code]。[StringName] 间的比较比常规 [String] 间的比较要快很多。"
msgid ""
"Formats the [StringName], replacing the placeholders with one or more "
"parameters, returning a [String]. To pass multiple parameters, [param right] "
"needs to be an [Array].\n"
"For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_format_string.html]GDScript format strings[/url] tutorial.\n"
"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://"
"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/"
"interpolated]how to interpolate strings with \"$\"[/url]."
msgstr ""
"格式化该 [StringName],使用若干参数替换占位符,返回的是 [String]。要传递多个参"
"数时,[param right] 应为 [Array]。\n"
"更多信息见[url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string."
"html]《GDScript 格式字符串》[/url]教程。\n"
"[b]注意:[/b]C# 中没有等价的运算符。见[url=https://learn.microsoft.com/en-us/"
"dotnet/csharp/language-reference/tokens/interpolated]如何使用“$”插入字符串[/"
"url]。"
msgid ""
"Appends [param right] at the end of this [StringName], returning a [String]. "
"This is also known as a string concatenation."
msgstr ""
"将 [param right] 追加到该 [StringName] 的末尾,返回的是 [String]。也称作字符串"
"连接。"
msgid ""
"Returns [code]true[/code] if the left [StringName]'s pointer comes before "
"[param right]. Note that this will not match their [url=https://en.wikipedia."
"org/wiki/List_of_Unicode_characters]Unicode order[/url]."
msgstr ""
"如果左侧的 [StringName] 的指针比 [param right] 靠前,则返回 [code]true[/"
"code]。注意,这与 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url]是不同的。"
msgid ""
"Returns [code]true[/code] if the left [StringName]'s pointer comes before "
"[param right] or if they are the same. Note that this will not match their "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url]."
msgstr ""
"如果左侧的 [StringName] 的指针比 [param right] 靠前或者相同,则返回 "
"[code]true[/code]。注意,这与 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url]是不同的。"
msgid ""
"Returns [code]true[/code] if this [StringName] is equivalent to the given "
"[String]."
msgstr "如果该 [StringName] 与给定的 [String] 等价,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [StringName] and [param right] refer to the "
"same name. Comparisons between [StringName]s are much faster than regular "
"[String] comparisons."
msgstr ""
"如果该 [StringName] 与 [param right] 指向同一个名称,则返回 [code]true[/"
"code]。[StringName] 间的比较比常规 [String] 间的比较要快很多。"
msgid ""
"Returns [code]true[/code] if the left [StringName]'s pointer comes after "
"[param right]. Note that this will not match their [url=https://en.wikipedia."
"org/wiki/List_of_Unicode_characters]Unicode order[/url]."
msgstr ""
"如果左侧的 [StringName] 的指针比 [param right] 靠后,则返回 [code]true[/"
"code]。注意,这与 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url]是不同的。"
msgid ""
"Returns [code]true[/code] if the left [StringName]'s pointer comes after "
"[param right] or if they are the same. Note that this will not match their "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url]."
msgstr ""
"如果左侧的 [StringName] 的指针比 [param right] 靠后或相同,则返回 [code]true[/"
"code]。注意,这与 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 顺序[/url]是不同的。"
msgid "Abstract base class for defining stylized boxes for UI elements."
msgstr "用于为 UI 元素定义风格化方框的抽象基类。"
msgid ""
"[StyleBox] is an abstract base class for drawing stylized boxes for UI "
"elements. It is used for panels, buttons, [LineEdit] backgrounds, [Tree] "
"backgrounds, etc. and also for testing a transparency mask for pointer "
"signals. If mask test fails on a [StyleBox] assigned as mask to a control, "
"clicks and motion signals will go through it to the one below.\n"
"[b]Note:[/b] For control nodes that have [i]Theme Properties[/i], the "
"[code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], "
"[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the "
"[code]focus[/code] [StyleBox] more reusable across different nodes."
msgstr ""
"样式盒 [StyleBox] 是一个为 UI 元素定义风格化方框的抽象基类。常用于面板、按钮、"
"[LineEdit] 的背景、[Tree] 的背景等,也用于针对指针信号检查透明掩码。如果 "
"[StyleBox] 是某个控件的掩码,而掩码检查失败,则点击和运动信号会穿透这个控件进"
"入下方控件。\n"
"[b]注意:[/b]对于有[i]主题属性[/i]的控件节点,名为 [code]focus[/code] 的 "
"[StyleBox] 会显示在名为 [code]normal[/code]、[code]hover[/code]、"
"[code]pressed[/code] 的 [StyleBox]之上。这样的行为有助于 [code]focus[/code] "
"[StyleBox] 在不同节点上复用。"
msgid ""
"Virtual method to be implemented by the user. Returns a custom minimum size "
"that the stylebox must respect when drawing. By default [method "
"get_minimum_size] only takes content margins into account. This method can be "
"overridden to add another size restriction. A combination of the default "
"behavior and the output of this method will be used, to account for both "
"sizes."
msgstr ""
"可以由用户实现的虚拟方法。样式盒在绘制时必须遵循所返回的自定义最小尺寸。默认情"
"况下,[method get_minimum_size] 仅考虑边距。可以覆盖这个方法添加其他尺寸限制。"
"会使用默认行为和这个方法输出的组合,两个大小均进行考虑。"
msgid ""
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or directly "
"from creating a canvas item in the [RenderingServer] with [method "
"RenderingServer.canvas_item_create]."
msgstr ""
"使用由给定 [RID] 标识的画布项目绘制此样式盒。\n"
"[RID] 值可以通过在现有 [CanvasItem] 派生节点上调用 [method CanvasItem."
"get_canvas_item] 得到,也可以在 [RenderingServer] 中使用 [method "
"RenderingServer.canvas_item_create] 直接创建。"
msgid "Returns the default margin of the specified [enum Side]."
msgstr "返回指定边 [enum Side] 的默认边距。"
msgid ""
"Returns the [CanvasItem] that handles its [constant CanvasItem."
"NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
msgstr ""
"返回此时处理其 [constant CanvasItem.NOTIFICATION_DRAW] 或 [method CanvasItem."
"_draw] 回调的 [CanvasItem]。"
msgid ""
"Returns the content margin offset for the specified [enum Side].\n"
"Positive values reduce size inwards, unlike [Control]'s margin values."
msgstr ""
"返回指定边 [enum Side] 的内容边距偏移量。\n"
"与 [Control] 的边距不同,正值会向内减小大小。"
msgid "Returns the minimum size that this stylebox can be shrunk to."
msgstr "返回此样式盒可以缩小到的最小尺寸。"
msgid ""
"Returns the \"offset\" of a stylebox. This helper function returns a value "
"equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
"get_margin(MARGIN_TOP))[/code]."
msgstr ""
"返回样式盒的“偏移量”。这个辅助函数返回一个等价于 [code]Vector2(style."
"get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code] 的值。"
msgid ""
"Sets the default value of the specified [enum Side] to [param offset] pixels."
msgstr "将指定边 [enum Side] 的默认值设置为 [param offset] 像素。"
msgid "Sets the default margin to [param offset] pixels for all sides."
msgstr "将所有边的默认边距设置为 [param offset] 像素。"
msgid "Test a position in a rectangle, return whether it passes the mask test."
msgstr "测试矩形中的一个位置,返回它是否通过掩码测试。"
msgid ""
"The bottom margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the bottom.\n"
"If this value is negative, it is ignored and a child-specific margin is used "
"instead. For example, for [StyleBoxFlat], the border thickness (if any) is "
"used instead.\n"
"It is up to the code using this style box to decide what these contents are: "
"for example, a [Button] respects this content margin for the textual contents "
"of the button.\n"
"[method get_margin] should be used to fetch this value as consumer instead of "
"reading these properties directly. This is because it correctly respects "
"negative values and the fallback mentioned above."
msgstr ""
"该样式盒内容的底边距。增加该值会从底部减少内容的可用空间。\n"
"如果该值为负,则忽略该值并使用特定于子项的边距。例如,对于 [StyleBoxFlat]"
"(如果有厚度的话)将使用边框厚度。\n"
"内容是什么由使用该样式盒的代码决定:例如,[Button] 会为其文本内容设置该内容边"
"距。\n"
"应使用 [method get_margin] 作为消费者获取该值,而不是直接读取这些属性。这是因"
"为它能够正确地尊重负值和上面提到的后备值。"
msgid ""
"The left margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the left.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
"该样式盒内容的左边距。增加该值会从左侧减少内容的可用空间。\n"
"额外的注意事项请参阅 [member content_margin_bottom]。"
msgid ""
"The right margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the right.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
"此样式盒内容的右边距。增加此值会从右侧减少内容的可用空间。\n"
"额外的注意事项请参阅 [member content_margin_bottom]。"
msgid ""
"The top margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the top.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
"此样式盒内容的顶边距。增加此值会从顶部减少内容的可用空间。\n"
"额外的注意事项请参阅 [member content_margin_bottom]。"
msgid "An empty [StyleBox] (does not display anything)."
msgstr "空的 [StyleBox](什么都不显示)。"
msgid ""
"An empty [StyleBox] that can be used to display nothing instead of the "
"default style (e.g. it can \"disable\" [code]focus[/code] styles)."
msgstr ""
"空的 [StyleBox],可以用来代替默认样式,什么都不显示(例如能够“禁"
"用”[code]focus[/code] 样式)。"
msgid "A customizable [StyleBox] that doesn't use a texture."
msgstr "不使用纹理的自定义 [StyleBox]。"
msgid ""
"By configuring various properties of this style box, you can achieve many "
"common looks without the need of a texture. This includes optionally rounded "
"borders, antialiasing, shadows, and skew.\n"
"Setting corner radius to high values is allowed. As soon as corners overlap, "
"the stylebox will switch to a relative system.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"height = 30\n"
"corner_radius_top_left = 50\n"
"corner_radius_bottom_left = 100\n"
"[/codeblock]\n"
"The relative system now would take the 1:2 ratio of the two left corners to "
"calculate the actual corner width. Both corners added will [b]never[/b] be "
"more than the height. Result:\n"
"[codeblock]\n"
"corner_radius_top_left: 10\n"
"corner_radius_bottom_left: 20\n"
"[/codeblock]"
msgstr ""
"通过配置这个样式盒的各种属性,你可以不使用纹理实现许多常见外观,包括可选的圆角"
"边框、抗锯齿、阴影、偏斜等。\n"
"允许将圆角半径设置为较高的值。两角重叠时,样式盒将切换到相对系统。\n"
"[b]示例:[/b]\n"
"[codeblock]\n"
"height = 30\n"
"corner_radius_top_left = 50\n"
"corner_radius_bottom_left = 100\n"
"[/codeblock]\n"
"相对系统现在将采用两个左角的 1:2 比率来计算实际角宽度。添加的两个角[b]永远[/b]"
"不会超过高度。结果:\n"
"[codeblock]\n"
"corner_radius_top_left: 10\n"
"corner_radius_bottom_left: 20\n"
"[/codeblock]"
msgid "Returns the specified [enum Side]'s border width."
msgstr "返回指定边 [enum Side] 的边框宽度。"
msgid "Returns the smallest border width out of all four borders."
msgstr "返回所有四条边中,最小的边框宽度。"
msgid ""
"Returns the given [param corner]'s radius. See [enum Corner] for possible "
"values."
msgstr "返回给定角 [param corner] 的半径。可能的取值见 [enum Corner]。"
msgid "Returns the size of the specified [enum Side]'s expand margin."
msgstr "返回指定边 [enum Side] 的扩展边距的大小。"
msgid "Sets the specified [enum Side]'s border width to [param width] pixels."
msgstr "将指定边 [enum Side] 的边框宽度设置为 [param width] 像素。"
msgid "Sets the border width to [param width] pixels for all sides."
msgstr "将所有边的边框宽度设置为 [param width] 像素。"
msgid ""
"Sets the corner radius to [param radius] pixels for the given [param corner]. "
"See [enum Corner] for possible values."
msgstr ""
"将给定角 [param corner] 的圆角半径设置为 [param radius] 像素。可能的取值见 "
"[enum Corner]。"
msgid "Sets the corner radius to [param radius] pixels for all corners."
msgstr "将所有角的圆角半径设置为 [param radius] 像素。"
msgid ""
"Sets the expand margin to [param size] pixels for the specified [enum Side]."
msgstr "将指定边 [enum Side] 的扩展边距设置为 [param size] 像素。"
msgid "Sets the expand margin to [param size] pixels for all sides."
msgstr "将所有边的扩展边距都设置为 [param size] 像素。"
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual glitches."
msgstr ""
"抗锯齿会在边缘周围绘制一个渐变到透明的小环。因此边缘看起来会更加平滑。这仅在使"
"用圆角或 [member skew] 时才明显。\n"
"[b]注意:[/b]使用 45 度倒角([member corner_detail] = 1建议将 [member "
"anti_aliasing] 设为 [code]false[/code],这样可以保证画面锐利、避免一些显示问"
"题。"
msgid ""
"This changes the size of the antialiasing effect. [code]1.0[/code] is "
"recommended for an optimal result at 100% scale, identical to how rounded "
"rectangles are rendered in web browsers and most vector drawing software.\n"
"[b]Note:[/b] Higher values may produce a blur effect but can also create "
"undesired artifacts on small boxes with large-radius corners."
msgstr ""
"修改抗锯齿效果的大小。要在 100% 缩放时达到最佳效果推荐使用 [code]1.0[/code]"
"和网页浏览器以及大多数矢量图绘制软件中圆角矩阵的绘制方式是一致的。\n"
"[b]注意:[/b]较高的值可能产生模糊效果,但框本身较小、圆角半径较大的情况下也可"
"能产生不理想的显示问题。"
msgid "The background color of the stylebox."
msgstr "StyleBox的背景颜色。"
msgid "If [code]true[/code], the border will fade into the background color."
msgstr "如果为 [code]true[/code],边框会淡入背景色。"
msgid "Sets the color of the border."
msgstr "设置边框的颜色。"
msgid "Border width for the bottom border."
msgstr "底边框的宽度。"
msgid "Border width for the left border."
msgstr "左边框的宽度。"
msgid "Border width for the right border."
msgstr "右边框的宽度。"
msgid "Border width for the top border."
msgstr "顶边框的宽度。"
msgid ""
"This sets the number of vertices used for each corner. Higher values result "
"in rounder corners but take more processing power to compute. When choosing a "
"value, you should take the corner radius ([method set_corner_radius_all]) "
"into account.\n"
"For corner radii less than 10, [code]4[/code] or [code]5[/code] should be "
"enough. For corner radii less than 30, values between [code]8[/code] and "
"[code]12[/code] should be enough.\n"
"A corner detail of [code]1[/code] will result in chamfered corners instead of "
"rounded corners, which is useful for some artistic effects."
msgstr ""
"设置用于每个角的顶点数。更高的值生成更圆的角,但需要更多的处理计算。选择值时,"
"应考虑角半径([method set_corner_radius_all])。\n"
"对于小于 10 的角半径,[code]4[/code] 或 [code]5[/code] 应该就足够。对于小于 "
"30 的角半径,[code]8[/code] 和 [code]12[/code] 之间的值应该足够。\n"
"[code]1[/code]的角细节会导致倒角而不是圆角,这对于某些艺术效果很有用。"
msgid ""
"The bottom-left corner's radius. If [code]0[/code], the corner is not rounded."
msgstr "左下角的半径。如果为 [code]0[/code],则该角不圆滑。"
msgid ""
"The bottom-right corner's radius. If [code]0[/code], the corner is not "
"rounded."
msgstr "右下角的半径。如果为 [code]0[/code],则该角不圆滑。"
msgid ""
"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
msgstr "左上角的半径。如果为 [code]0[/code],则该角不圆滑。"
msgid ""
"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
msgstr "右上角的半径。如果为 [code]0[/code],则该角不圆滑。"
msgid "Toggles drawing of the inner part of the stylebox."
msgstr "切换绘制 StyleBox 的内部部分。"
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
"将该样式盒扩展到该控件矩形的底边。可以与 [member border_width_bottom] 组合,在"
"该控件矩形之外绘制边框。\n"
"[b]注意:[/b]与 [member StyleBox.content_margin_bottom] 不同,[member "
"expand_margin_bottom] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对"
"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
"expand_margin_left] does [i]not[/i] affect the size of the clickable area for "
"[Control]s. This can negatively impact usability if used wrong, as the user "
"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
"将该样式盒扩展到该控件矩形的左边。可以与 [member border_width_left] 组合,在该"
"控件矩形之外绘制边框。\n"
"[b]注意:[/b]与 [member StyleBox.content_margin_left] 不同,[member "
"expand_margin_left] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对可"
"用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful in "
"combination with [member border_width_right] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
"将该样式盒扩展到该控件矩形的右边。可以与 [member border_width_right] 组合,在"
"该控件矩形之外绘制边框。\n"
"[b]注意:[/b]与 [member StyleBox.content_margin_right] 不同,[member "
"expand_margin_right] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对"
"可用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
"[Control]s. This can negatively impact usability if used wrong, as the user "
"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
"将该样式盒扩展到该控件矩形的顶边。可以与 [member border_width_top] 组合,在该"
"控件矩形之外绘制边框。\n"
"[b]注意:[/b]与 [member StyleBox.content_margin_top] 不同,[member "
"expand_margin_top] [i]并不会[/i]影响 [Control] 的可点击区域。错误使用时会对可"
"用性造成负面影响,因为用户可能会点击该 StyleBox 上实际无法接受点击的区域。"
msgid ""
"The color of the shadow. This has no effect if [member shadow_size] is lower "
"than 1."
msgstr "阴影的颜色。如果 [member shadow_size] 小于 1这将不起作用。"
msgid ""
"The shadow offset in pixels. Adjusts the position of the shadow relatively to "
"the stylebox."
msgstr "以像素为单位的阴影偏移。相对于StyleBox调整阴影的位置。"
msgid "The shadow size in pixels."
msgstr "以像素为单位的阴影大小。"
msgid ""
"If set to a non-zero value on either axis, [member skew] distorts the "
"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
"upwards (Y axis), while negative values skew the StyleBox towards the left (X "
"axis) and downwards (Y axis).\n"
"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
"increasing the [StyleBox]'s content margin (see [member StyleBox."
"content_margin_bottom]). It is preferable to increase the content margin "
"instead of the expand margin (see [member expand_margin_bottom]), as "
"increasing the expand margin does not increase the size of the clickable area "
"for [Control]s."
msgstr ""
"如果任何轴被设为了非零值,[member skew] 就会将该 StyleBox 进行横向和/或纵向变"
"形。可用于实现“未来风”的 UI。正值会让该 StyleBox 朝右X 轴Y 轴)偏斜,"
"负值会让该 StyleBox 朝左X 轴Y 轴)偏斜。\n"
"[b]注意:[/b]为了让文本不触碰到该 StyleBox 的边缘,请考虑增大该 [StyleBox] 的"
"内容边距(见 [member StyleBox.content_margin_bottom])。增大内容边距比增大扩展"
"边距(见 [member expand_margin_bottom])更好,因为增大扩展边距并不会增大 "
"[Control] 的可点击区域。"
msgid "A [StyleBox] that displays a single line of a given color and thickness."
msgstr "显示一条线的 [StyleBox],可以给定颜色和粗细。"
msgid ""
"A [StyleBox] that displays a single line of a given color and thickness. The "
"line can be either horizontal or vertical. Useful for separators."
msgstr ""
"显示一条线的 [StyleBox],可以给定颜色和粗细。可以是横线也可以是竖线。可用作分"
"隔符。"
msgid "The line's color."
msgstr "线的颜色。"
msgid ""
"The number of pixels the line will extend before the [StyleBoxLine]'s bounds. "
"If set to a negative value, the line will begin inside the [StyleBoxLine]'s "
"bounds."
msgstr ""
"线将在 [StyleBoxLine] 的边界之前延伸的像素数。如果设置为负值,则该线将从 "
"[StyleBoxLine] 的边界内开始。"
msgid ""
"The number of pixels the line will extend past the [StyleBoxLine]'s bounds. "
"If set to a negative value, the line will end inside the [StyleBoxLine]'s "
"bounds."
msgstr ""
"线将超出 [StyleBoxLine] 边界的像素数。如果设置为负值,则该线将在 "
"[StyleBoxLine] 的边界内结束。"
msgid "The line's thickness in pixels."
msgstr "线条的粗细(以像素为单位)。"
msgid ""
"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
"line will be horizontal."
msgstr ""
"如果为 [code]true[/code],则该线将是垂直的。如果 [code]false[/code],该线将是"
"水平的。"
msgid "A texture-based nine-patch [StyleBox]."
msgstr "基于纹理的九宫格 [StyleBox]。"
msgid ""
"A texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. "
"This stylebox performs a 3×3 scaling of a texture, where only the center cell "
"is fully stretched. This makes it possible to design bordered styles "
"regardless of the stylebox's size."
msgstr ""
"基于纹理的九宫格 [StyleBox],类似于 [NinePatchRect]。这种样式盒对纹理执行 3×3 "
"缩放,只有中心单元格会被完全拉伸。这样就能够为不同大小的样式盒设计带边框的样"
"式。"
msgid "Returns the expand margin size of the specified [enum Side]."
msgstr "返回指定边 [enum Side] 的扩展边距大小。"
msgid "Returns the margin size of the specified [enum Side]."
msgstr "返回指定边 [enum Side] 的边距大小。"
msgid "Sets the margin to [param size] pixels for the specified [enum Side]."
msgstr "将指定边 [enum Side] 的边距设置为 [param size] 像素。"
msgid "Sets the margin to [param size] pixels for all sides."
msgstr "将所有边的边距都设置为 [param size] 像素。"
msgid ""
"Controls how the stylebox's texture will be stretched or tiled horizontally. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
"控制如何水平拉伸或平铺样式盒的纹理。可能的取值见 [enum AxisStretchMode]。"
msgid ""
"Controls how the stylebox's texture will be stretched or tiled vertically. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
"控制如何垂直拉伸或平铺样式盒的纹理。可能的取值见 [enum AxisStretchMode]。"
msgid ""
"If [code]true[/code], the nine-patch texture's center tile will be drawn."
msgstr "如果为 [code]true[/code],将绘制九宫格纹理的中心图块。"
msgid ""
"Expands the bottom margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "绘制时扩展此样式盒的下边距,使其绘制得比请求的大。"
msgid ""
"Expands the left margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "绘制时扩展此样式盒的左边距,使其绘制得比请求的大。"
msgid ""
"Expands the right margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "绘制时扩展此样式盒的右边距,使其绘制得比请求的大。"
msgid ""
"Expands the top margin of this style box when drawing, causing it to be drawn "
"larger than requested."
msgstr "绘制时扩展此样式盒的上边距,使其绘制得比请求的大。"
msgid "Modulates the color of the texture when this style box is drawn."
msgstr "绘制此样式盒时用于调制纹理的颜色。"
msgid ""
"Species a sub-region of the texture to use.\n"
"This is equivalent to first wrapping the texture in an [AtlasTexture] with "
"the same region.\n"
"If empty ([code]Rect2(0, 0, 0, 0)[/code]), the whole texture will be used."
msgstr ""
"指定要使用的纹理的子区域。\n"
"这相当于首先将纹理包裹在具有相同区域的 [AtlasTexture] 中。\n"
"如果为空([code]Rect2(0, 0, 0, 0)[/code]),则将使用整个纹理。"
msgid "The texture to use when drawing this style box."
msgstr "绘制此样式盒时所使用的纹理。"
msgid ""
"Increases the bottom margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the bottom border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_bottom] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的底边距。\n"
"更高的值意味着更多的源纹理被认为是 3×3 box的底边的一部分。\n"
"如果 [member StyleBox.content_margin_bottom] 为负值,这个值也是作为后备值使"
"用。"
msgid ""
"Increases the left margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the left border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_left] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的左边距。\n"
"较高的值意味着更多的源纹理被认为是 3×3 box左边框的一部分。\n"
"如果 [member StyleBox.content_margin_left] 为负值,这个值也是作为后备值使用。"
msgid ""
"Increases the right margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the right border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_right] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的右边距。\n"
"较高的值意味着更多的源纹理被认为是 3×3 box右边框的一部分。\n"
"如果 [member StyleBox.content_margin_right] 为负值,这个值也是作为后备值使用。"
msgid ""
"Increases the top margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the top border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_top] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的上边距。\n"
"较高的值意味着更多的源纹理被认为是 3×3 box上边框的一部分。\n"
"如果 [member StyleBox.content_margin_top] 为负值,这个值也是作为后备值使用。"
msgid ""
"Stretch the stylebox's texture. This results in visible distortion unless the "
"texture size matches the stylebox's size perfectly."
msgstr ""
"拉伸样式盒的纹理。这会导致可见的失真,除非纹理大小与样式盒的大小完美匹配。"
msgid ""
"Repeats the stylebox's texture to match the stylebox's size according to the "
"nine-patch system."
msgstr "根据九宫格系统,重复样式盒的纹理,以匹配样式盒的大小。"
msgid ""
"Repeats the stylebox's texture to match the stylebox's size according to the "
"nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may "
"be slightly stretched to make the nine-patch texture tile seamlessly."
msgstr ""
"根据九宫格系统,重复样式盒的纹理,以匹配样式盒的大小。与 [constant "
"AXIS_STRETCH_MODE_TILE] 不同,可能会稍微拉伸纹理以使九宫格纹理平铺无缝。"
msgid ""
"An interface to a game world that doesn't create a window or draw to the "
"screen directly."
msgstr "游戏世界的界面,不会创建窗口,也不会直接绘制到屏幕上。"
msgid ""
"[SubViewport] Isolates a rectangular region of a scene to be displayed "
"independently. This can be used, for example, to display UI in 3D space.\n"
"[b]Note:[/b] [SubViewport] is a [Viewport] that isn't a [Window], i.e. it "
"doesn't draw anything by itself. To display anything, [SubViewport] must have "
"a non-zero size and be either put inside a [SubViewportContainer] or assigned "
"to a [ViewportTexture]."
msgstr ""
"[SubViewport] 会将场景中的一个矩形区域分离出来,能够独立显示。例如,可以用于"
"在 3D 世界中显示 UI。\n"
"[b]注意:[/b][SubViewport] 是 [Viewport] 但不是 [Window],即它本身不绘制任何内"
"容。要显示内容,[SubViewport] 的大小必须非零,并且应该被放在 "
"[SubViewportContainer] 内,或被分配给 [ViewportTexture]。"
msgid "Using Viewports"
msgstr "使用视口"
msgid "3D in 2D Demo"
msgstr "2D 中的 3D 演示"
msgid "Screen Capture Demo"
msgstr "屏幕捕捉演示"
msgid "Dynamic Split Screen Demo"
msgstr "动态分屏演示"
msgid "3D Viewport Scaling Demo"
msgstr "3D Viewport 缩放演示"
msgid ""
"The clear mode when the sub-viewport is used as a render target.\n"
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
"该子视口用作渲染目标时的清除模式。\n"
"[b]注意:[/b]此属性适用于 2D 用途。"
msgid "The update mode when the sub-viewport is used as a render target."
msgstr "该子视口用作渲染目标时的更新模式。"
msgid ""
"The width and height of the sub-viewport. Must be set to a value greater than "
"or equal to 2 pixels on both dimensions. Otherwise, nothing will be "
"displayed.\n"
"[b]Note:[/b] If the parent node is a [SubViewportContainer] and its [member "
"SubViewportContainer.stretch] is [code]true[/code], the viewport size cannot "
"be changed manually."
msgstr ""
"子视口的宽度和高度。必须在两个维度上设置为大于或等于 2 像素的值。否则,不会显"
"示任何内容。\n"
"[b]注意:[/b]如果父节点是一个 [SubViewportContainer],并且它的 [member "
"SubViewportContainer.stretch] 为 [code]true[/code],则无法手动更改该视口大小。"
msgid ""
"The 2D size override of the sub-viewport. If either the width or height is "
"[code]0[/code], the override is disabled."
msgstr "子视口的 2D 尺寸覆盖。如果宽度或高度为 [code]0[/code],则禁用覆盖。"
msgid "If [code]true[/code], the 2D size override affects stretch as well."
msgstr "如果为 [code]true[/code],则 2D 尺寸覆盖也会影响拉伸。"
msgid "Always clear the render target before drawing."
msgstr "绘制前始终清除渲染目标。"
msgid "Never clear the render target."
msgstr "永不清除渲染目标。"
msgid ""
"Clear the render target on the next frame, then switch to [constant "
"CLEAR_MODE_NEVER]."
msgstr "在下一帧清除渲染目标,然后切换到 [constant CLEAR_MODE_NEVER]。"
msgid "Do not update the render target."
msgstr "不要更新渲染目标。"
msgid ""
"Update the render target once, then switch to [constant UPDATE_DISABLED]."
msgstr "更新渲染目标一次,然后切换到 [constant UPDATE_DISABLED]。"
msgid ""
"Update the render target only when it is visible. This is the default value."
msgstr "仅在渲染目标可见时更新渲染目标。这是默认值。"
msgid "Update the render target only when its parent is visible."
msgstr "仅在其父级可见时更新渲染目标。"
msgid "Always update the render target."
msgstr "始终更新渲染目标。"
msgid "A container used for displaying the contents of a [SubViewport]."
msgstr "用于显示 [SubViewport] 内容的容器。"
msgid ""
"A container that displays the contents of underlying [SubViewport] child "
"nodes. It uses the combined size of the [SubViewport]s as minimum size, "
"unless [member stretch] is enabled.\n"
"[b]Note:[/b] Changing a [SubViewportContainer]'s [member Control.scale] will "
"cause its contents to appear distorted. To change its visual size without "
"causing distortion, adjust the node's margins instead (if it's not already in "
"a container).\n"
"[b]Note:[/b] The [SubViewportContainer] forwards mouse-enter and mouse-exit "
"notifications to its sub-viewports."
msgstr ""
"显示其 [SubViewport] 子节点内容的容器。除非启用 [member stretch],否则会使用 "
"[SubViewport] 的大小作为最小尺寸。\n"
"[b]注意:[/b]更改 [SubViewportContainer] 的 [member Control.scale],将导致其内"
"容出现扭曲。要更改其视觉大小,并且不造成失真,请改为调整节点的边距(如果还不在"
"容器中)。\n"
"[b]注意:[/b]该 [SubViewportContainer] 会将鼠标进入和鼠标退出通知转发到子视"
"口。"
msgid ""
"Virtual method to be implemented by the user. If it returns [code]true[/"
"code], the [param event] is propagated to [SubViewport] children. Propagation "
"doesn't happen if it returns [code]false[/code]. If the function is not "
"implemented, all events are propagated to SubViewports."
msgstr ""
"由用户实现的虚方法。如果它返回 [code]true[/code],则 [param event] 将被传播到 "
"[SubViewport] 子级。如果返回 [code]false[/code],则传播不会发生。如果未实现该"
"功能,则所有事件都会被传播到子视口。"
msgid ""
"If [code]true[/code], the sub-viewport will be automatically resized to the "
"control's size.\n"
"[b]Note:[/b] If [code]true[/code], this will prohibit changing [member "
"SubViewport.size] of its children manually."
msgstr ""
"如果为 [code]true[/code],子视口将自动调整为该控件的大小。\n"
"[b]注意:[/b]如果为 [code]true[/code],则会禁止手动改变其子节点的 [member "
"SubViewport.size]。"
msgid ""
"Divides the sub-viewport's effective resolution by this value while "
"preserving its scale. This can be used to speed up rendering.\n"
"For example, a 1280×720 sub-viewport with [member stretch_shrink] set to "
"[code]2[/code] will be rendered at 640×360 while occupying the same size in "
"the container.\n"
"[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
"work."
msgstr ""
"将子视口的有效分辨率除以该值,同时保持比例。可以用来加速渲染。\n"
"例如子视口的大小为 1280×720当 [member stretch_shrink] 被设置为 [code]2[/"
"code] 时,将以 640×360 渲染,同时在该容器中占据相同大小。\n"
"[b]注意:[/b][member stretch] 必须为 [code]true[/code],才能使此属性生效。"
msgid "Helper tool to create geometry."
msgstr "创建几何图形的辅助工具。"
msgid ""
"The [SurfaceTool] is used to construct a [Mesh] by specifying vertex "
"attributes individually. It can be used to construct a [Mesh] from a script. "
"All properties except indices need to be added before calling [method "
"add_vertex]. For example, to add vertex colors and UVs:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var st = SurfaceTool.new()\n"
"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
"st.set_color(Color(1, 0, 0))\n"
"st.set_uv(Vector2(0, 0))\n"
"st.add_vertex(Vector3(0, 0, 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"var st = new SurfaceTool();\n"
"st.Begin(Mesh.PrimitiveType.Triangles);\n"
"st.SetColor(new Color(1, 0, 0));\n"
"st.SetUV(new Vector2(0, 0));\n"
"st.AddVertex(new Vector3(0, 0, 0));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The above [SurfaceTool] now contains one vertex of a triangle which has a UV "
"coordinate and a specified [Color]. If another vertex were added without "
"calling [method set_uv] or [method set_color], then the last values would be "
"used.\n"
"Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. "
"Failure to do so will result in an error when committing the vertex "
"information to a mesh.\n"
"Additionally, the attributes used before the first vertex is added determine "
"the format of the mesh. For example, if you only add UVs to the first vertex, "
"you cannot add color to any of the subsequent vertices.\n"
"See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive "
"modes."
msgstr ""
"[SurfaceTool] 可用于通过指定单独的顶点属性来构造 [Mesh]。可以用来从脚本中构建 "
"[Mesh]。除索引外的所有属性都需要在调用 [method add_vertex] 之前添加。例如,要"
"添加顶点颜色和 UV\n"
"[codeblocks]\n"
"[gdscript]\n"
"var st = SurfaceTool.new()\n"
"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
"st.set_color(Color(1, 0, 0))\n"
"st.set_uv(Vector2(0, 0))\n"
"st.add_vertex(Vector3(0, 0, 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"var st = new SurfaceTool();\n"
"st.Begin(Mesh.PrimitiveType.Triangles);\n"
"st.SetColor(new Color(1, 0, 0));\n"
"st.SetUV(new Vector2(0, 0));\n"
"st.AddVertex(new Vector3(0, 0, 0));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"上面的 [SurfaceTool] 现在就包含了三角形中的一个顶点,具有 UV 坐标和指定的 "
"[Color]。如果又添加了一个顶点,而没有调用 [method set_uv] 或 [method "
"set_color],则会使用之前的值。\n"
"顶点属性必须在调用 [method add_vertex] [b]之前[/b]传递。不传的话,就会在向网格"
"提交顶点信息时出错。\n"
"另外,添加第一个顶点前所使用的属性会用来确定网格的格式。例如,如果你只为第一个"
"顶点添加了 UV那么你就无法为后续的顶点添加颜色。\n"
"程序式几何体生成另见 [ArrayMesh]、[ImmediateMesh] 以及 [MeshDataTool]。\n"
"[b]注意:[/b]Godot 中三角形图元模式的正面使用顺时针 [url=https://learnopengl-"
"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]缠绕顺序[/url]。"
msgid "Using the SurfaceTool"
msgstr "使用 SurfaceTool"
msgid ""
"Adds a vertex to index array if you are using indexed vertices. Does not need "
"to be called before adding vertices."
msgstr ""
"如果你在使用顶点索引,则向索引数组中添加一个顶点。不需要在添加顶点前调用。"
msgid ""
"Inserts a triangle fan made of array data into [Mesh] being constructed.\n"
"Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"将一个由数组数据组成的三角扇插入正在构建的 [Mesh] 中。\n"
"需要将图元类型设置为 [constant Mesh.PRIMITIVE_TRIANGLES]。"
msgid ""
"Specifies the position of current vertex. Should be called after specifying "
"other vertex properties (e.g. Color, UV)."
msgstr "指定当前顶点的位置。应在指定其他顶点属性例如颜色、UV后调用。"
msgid ""
"Append vertices from a given [Mesh] surface onto the current vertex array "
"with specified [Transform3D]."
msgstr ""
"使用指定的 [Transform3D] 将来自给定 [Mesh] 表面的顶点追加到当前的顶点数组中。"
msgid ""
"Called before adding any vertices. Takes the primitive type as an argument (e."
"g. [constant Mesh.PRIMITIVE_TRIANGLES])."
msgstr ""
"在添加任何顶点之前被调用。接收图元类型作为参数(例如:[constant Mesh."
"PRIMITIVE_TRIANGLES])。"
msgid "Clear all information passed into the surface tool so far."
msgstr "清除到目前为止传入表面工具(surface tool)的所有信息。"
msgid ""
"Returns a constructed [ArrayMesh] from current information passed in. If an "
"existing [ArrayMesh] is passed in as an argument, will add an extra surface "
"to the existing [ArrayMesh].\n"
"[b]FIXME:[/b] Document possible values for [param flags], it changed in 4.0. "
"Likely some combinations of [enum Mesh.ArrayFormat]."
msgstr ""
"根据传入的当前信息返回构造的 [ArrayMesh]。如果将一个已有的 [ArrayMesh] 作为参"
"数传入,则会向该已有的 [ArrayMesh] 添加一个额外的表面。\n"
"[b]修订说明:[/b][param flags] 的记录可能值,它在 4.0 中发生了变化。可能是 "
"[enum Mesh.ArrayFormat] 的一些组合。"
msgid ""
"Commits the data to the same format used by [method ArrayMesh."
"add_surface_from_arrays]. This way you can further process the mesh data "
"using the [ArrayMesh] API."
msgstr ""
"将数据提交给[method ArrayMesh.add_surface_from_arrays]使用的相同格式。这样你就"
"可以使用[ArrayMesh]的API接口进一步处理网格数据。"
msgid "Creates a vertex array from an existing [Mesh]."
msgstr "从现有的网格 [Mesh] 创建一个顶点数组。"
msgid ""
"Creates a vertex array from the specified blend shape of an existing [Mesh]. "
"This can be used to extract a specific pose from a blend shape."
msgstr ""
"从现有 [Mesh] 的指定混合形状创建一个顶点数组。这可用于从混合形状中提取特定姿"
"势。"
msgid "Removes the index array by expanding the vertex array."
msgstr "通过扩展顶点数组移除索引数组。"
msgid ""
"Generates a LOD for a given [param nd_threshold] in linear units (square root "
"of quadric error metric), using at most [param target_index_count] indices.\n"
"[i]Deprecated.[/i] Unused internally and neglects to preserve normals or UVs. "
"Consider using [method ImporterMesh.generate_lods] instead."
msgstr ""
"为给定的 [param nd_threshold] 生成 LOD使用线性单位四次误差的平方根最多"
"使用 [param target_index_count] 个索引。\n"
"[i]已弃用。[/i]内部不再使用,忽略后能够保持法线和 UV。请考虑改用 [method "
"ImporterMesh.generate_lods]。"
msgid ""
"Generates normals from vertices so you do not have to do it manually. If "
"[param flip] is [code]true[/code], the resulting normals will be inverted. "
"[method generate_normals] should be called [i]after[/i] generating geometry "
"and [i]before[/i] committing the mesh using [method commit] or [method "
"commit_to_arrays]. For correct display of normal-mapped surfaces, you will "
"also have to generate tangents using [method generate_tangents].\n"
"[b]Note:[/b] [method generate_normals] only works if the primitive type to be "
"set to [constant Mesh.PRIMITIVE_TRIANGLES].\n"
"[b]Note:[/b] [method generate_normals] takes smooth groups into account. To "
"generate smooth normals, set the smooth group to a value greater than or "
"equal to [code]0[/code] using [method set_smooth_group] or leave the smooth "
"group at the default of [code]0[/code]. To generate flat normals, set the "
"smooth group to [code]-1[/code] using [method set_smooth_group] prior to "
"adding vertices."
msgstr ""
"从顶点生成法线,因此不必手动执行。如果 [param flip] 为 [code]true[/code],则生"
"成的法线将被反转。[method generate_normals] 的调用,应在生成几何体[i]之后[/"
"i],且在使用 [method commit] 或 [method commit_to_arrays] 提交网格[i]之前[/"
"i]。为了正确显示法线贴图表面,还必须使用 [method generate_tangents] 生成切"
"线。\n"
"[b]注意:[/b][method generate_normals] 仅在图元类型被设置为 [constant Mesh."
"PRIMITIVE_TRIANGLES] 时有效。\n"
"[b]注意:[/b][method generate_normals] 考虑了平滑组。要生成平滑法线,请使用 "
"[method set_smooth_group] 将平滑组设置为大于或等于 [code]0[/code] 的值,或者将"
"平滑组保留为默认值 [code]0[/code]。要生成平面法线,请在添加顶点之前,使用 "
"[method set_smooth_group] 将平滑组设置为 [code]-1[/code]。"
msgid ""
"Generates a tangent vector for each vertex. Requires that each vertex have "
"UVs and normals set already (see [method generate_normals])."
msgstr ""
"为每个顶点生成切向量。要求每个顶点已经设置了 UV 和法线,参阅 [method "
"generate_normals]。"
msgid "Returns the axis-aligned bounding box of the vertex positions."
msgstr "返回顶点位置的轴对齐边界框。"
msgid ""
"Returns the format for custom [param channel_index] (currently up to 4). "
"Returns [constant CUSTOM_MAX] if this custom channel is unused."
msgstr ""
"返回索引为 [param channel_index] 的自定义通道的格式(索引最多为 4。如果这个"
"自定义通道尚未使用,则返回 [constant CUSTOM_MAX]。"
msgid ""
"Returns the type of mesh geometry, such as [constant Mesh."
"PRIMITIVE_TRIANGLES]."
msgstr "返回网格几何体的类型,例如 [constant Mesh.PRIMITIVE_TRIANGLES]。"
msgid ""
"By default, returns [constant SKIN_4_WEIGHTS] to indicate only 4 bone "
"influences per vertex are used.\n"
"Returns [constant SKIN_8_WEIGHTS] if up to 8 influences are used.\n"
"[b]Note:[/b] This function returns an enum, not the exact number of weights."
msgstr ""
"默认情况下,返回 [constant SKIN_4_WEIGHTS] 以指示每个顶点仅使用 4 个骨骼影"
"响。\n"
"如果使用最多 8 个影响,则返回 [constant SKIN_8_WEIGHTS]。\n"
"[b]注意:[/b]该函数返回一个枚举,而不是确切的权重数量。"
msgid ""
"Shrinks the vertex array by creating an index array. This can improve "
"performance by avoiding vertex reuse."
msgstr "通过创建索引数组来缩小顶点数组。这可以避免顶点重复而提高性能。"
msgid ""
"Optimizes triangle sorting for performance. Requires that [method "
"get_primitive_type] is [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"优化三角形排序以提高性能。要求 [method get_primitive_type] 为 [constant Mesh."
"PRIMITIVE_TRIANGLES]。"
msgid ""
"Specifies an array of bones to use for the [i]next[/i] vertex. [param bones] "
"must contain 4 integers."
msgstr "指定用于[i]下一个[/i]顶点的骨骼数组。[param bones] 必须包含 4 个整数。"
msgid ""
"Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all.\n"
"[b]Note:[/b] The material must have [member BaseMaterial3D."
"vertex_color_use_as_albedo] enabled for the vertex color to be visible."
msgstr ""
"指定[i]下一个[/i]顶点使用的 [Color]。如果每个顶点都需要设置此信息,而你没有成"
"功为第一个顶点提交,则可能根本不会使用此信息。\n"
"[b]注意:[/b]材质必须启用 [member BaseMaterial3D.vertex_color_use_as_albedo] "
"才能使顶点颜色可见。"
msgid ""
"Sets the custom value on this vertex for [param channel_index].\n"
"[method set_custom_format] must be called first for this [param "
"channel_index]. Formats which are not RGBA will ignore other color channels."
msgstr ""
"设置这个顶点的 [param channel_index] 通道的自定义值。\n"
"必须先为 [param channel_index] 通道调用 [method set_custom_format]。非 RGBA 格"
"式会忽略其他颜色通道。"
msgid ""
"Sets the color format for this custom [param channel_index]. Use [constant "
"CUSTOM_MAX] to disable.\n"
"Must be invoked after [method begin] and should be set before [method commit] "
"or [method commit_to_arrays]."
msgstr ""
"设置索引为 [param channel_index] 的自定义通道的颜色格式。禁用请使用 [constant "
"CUSTOM_MAX]。\n"
"必须在 [method begin] 之后调用,应当在 [method commit] 或 [method "
"commit_to_arrays] 之前设置。"
msgid "Sets [Material] to be used by the [Mesh] you are constructing."
msgstr "设置要由你正在构建的 [Mesh] 使用的 [Material]。"
msgid ""
"Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
"指定[i]下一个[/i]顶点所使用的法线。如果每个顶点都需要设置此信息,而你没有为第"
"一个顶点提交,则可能根本无法使用此信息。"
msgid ""
"Set to [constant SKIN_8_WEIGHTS] to indicate that up to 8 bone influences per "
"vertex may be used.\n"
"By default, only 4 bone influences are used ([constant SKIN_4_WEIGHTS])\n"
"[b]Note:[/b] This function takes an enum, not the exact number of weights."
msgstr ""
"设置为 [constant SKIN_8_WEIGHTS] 表示每个顶点最多可以使用 8 个骨骼影响。\n"
"默认情况下,仅使用 4 个骨骼影响([constant SKIN_4_WEIGHTS]\n"
"[b]注意:[/b]该函数接受一个枚举,而不是权重的确切数量。"
msgid ""
"Specifies the smooth group to use for the [i]next[/i] vertex. If this is "
"never called, all vertices will have the default smooth group of [code]0[/"
"code] and will be smoothed with adjacent vertices of the same group. To "
"produce a mesh with flat normals, set the smooth group to [code]-1[/code].\n"
"[b]Note:[/b] This function actually takes a [code]uint32_t[/code], so C# "
"users should use [code]uint32.MaxValue[/code] instead of [code]-1[/code] to "
"produce a mesh with flat normals."
msgstr ""
"指定用于[i]下一个[/i]顶点的平滑组。如果从未调用过,则所有顶点都将具有默认的 "
"[code]0[/code] 平滑组,并将与同一组的相邻顶点一起平滑。要生成具有平坦法线的网"
"格,请将平滑组设置为 [code]-1[/code]。\n"
"[b]注意:[/b]这个函数实际接受的是 [code]uint32_t[/code],所以 C# 用户如果要生"
"成法线平坦的网格,那么就应该使用 [code]uint32.MaxValue[/code] 而不是 "
"[code]-1[/code]。"
msgid ""
"Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
"指定[i]下一个[/i]顶点所使用的切线。如果每个顶点都需要设置此信息,而你没有为第"
"一个顶点提交,则可能根本无法使用此信息。"
msgid ""
"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If every "
"vertex needs to have this information set and you fail to submit it for the "
"first vertex, this information may not be used at all."
msgstr ""
"指定[i]下一个[/i]顶点所使用的 UV 坐标。如果每个顶点都需要设置此信息,而你未能"
"为第一个顶点提交此信息,此信息可能根本就不会被使用。"
msgid ""
"Specifies an optional second set of UV coordinates to use for the [i]next[/i] "
"vertex. If every vertex needs to have this information set and you fail to "
"submit it for the first vertex, this information may not be used at all."
msgstr ""
"指定可选的第二组UV坐标用于[i]next[/i]顶点。如果每个顶点都需要设置这个信息,"
"而你没有为第一个顶点提交这个信息,此信息可能根本就不会被使用。"
msgid ""
"Specifies weight values to use for the [i]next[/i] vertex. [param weights] "
"must contain 4 values. If every vertex needs to have this information set and "
"you fail to submit it for the first vertex, this information may not be used "
"at all."
msgstr ""
"指定用于[i]下一个[/i]顶点的权重值。[param weights] 必须包含 4 个值。如果每个顶"
"点都需要设置该信息,且为第一个顶点提交失败,则可能根本不会使用该信息。"
msgid ""
"Limits range of data passed to [method set_custom] to unsigned normalized 0 "
"to 1 stored in 8 bits per channel. See [constant Mesh."
"ARRAY_CUSTOM_RGBA8_UNORM]."
msgstr ""
"将传递给 [method set_custom] 的数据限制到无符号归一化的 0 到 1 范围内,每个通"
"道存储 8 个比特位。见 [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM]。"
msgid ""
"Limits range of data passed to [method set_custom] to signed normalized -1 to "
"1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]."
msgstr ""
"将传递给 [method set_custom] 的数据限制到带符号归一化的 -1 到 1 范围内,每个通"
"道存储 8 个比特位。见 [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]。"
msgid ""
"Stores data passed to [method set_custom] as half precision floats, and uses "
"only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为半精度浮点数,只使用红色和绿色通道。"
"见 [constant Mesh.ARRAY_CUSTOM_RG_HALF]。"
msgid ""
"Stores data passed to [method set_custom] as half precision floats and uses "
"all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为半精度浮点数,使用所有颜色通道。见 "
"[constant Mesh.ARRAY_CUSTOM_RGBA_HALF]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为全精度浮点数,只使用红色通道。见 "
"[constant Mesh.ARRAY_CUSTOM_R_FLOAT]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为全精度浮点数,只使用红色和绿色通道。"
"见 [constant Mesh.ARRAY_CUSTOM_RG_FLOAT]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"only red, green and blue color channels. See [constant Mesh."
"ARRAY_CUSTOM_RGB_FLOAT]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为全精度浮点数,只使用红色、绿色和蓝色"
"通道。见 [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT]."
msgstr ""
"将传递给 [method set_custom] 的数据存储为全精度浮点数,使用所有颜色通道。见 "
"[constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT]。"
msgid "Used to indicate a disabled custom channel."
msgstr "用于表示已禁用的自定义通道。"
msgid "Each individual vertex can be influenced by only 4 bone weights."
msgstr "每个单独的顶点只能受到 4 个骨骼权重的影响。"
msgid "Each individual vertex can be influenced by up to 8 bone weights."
msgstr "每个单独的顶点最多能够受到 8 个骨骼权重的影响。"
msgid ""
"Base class for syntax highlighters. Provides syntax highlighting data to a "
"[TextEdit]."
msgstr "语法高亮器的基类。可以向 [TextEdit] 提供语法高亮数据。"
msgid ""
"Base class for syntax highlighters. Provides syntax highlighting data to a "
"[TextEdit]. The associated [TextEdit] will call into the [SyntaxHighlighter] "
"on an as-needed basis.\n"
"[b]Note:[/b] A [SyntaxHighlighter] instance should not be used across "
"multiple [TextEdit] nodes."
msgstr ""
"语法高亮器的基类。向 [TextEdit] 提供语法高亮数据。关联的 [TextEdit] 节点会根据"
"需要调用 [SyntaxHighlighter]。\n"
"[b]注意:[/b]不应在多个 [TextEdit] 节点间共享 [SyntaxHighlighter] 实例。"
msgid "Virtual method which can be overridden to clear any local caches."
msgstr "虚方法,覆盖后可以清空本地缓存。"
msgid ""
"Virtual method which can be overridden to return syntax highlighting data.\n"
"See [method get_line_syntax_highlighting] for more details."
msgstr ""
"虚方法,覆盖后可以返回语法高亮数据。\n"
"详情见 [method get_line_syntax_highlighting]。"
msgid "Virtual method which can be overridden to update any local caches."
msgstr "虚方法,覆盖后可以更新本地缓存。"
msgid ""
"Clears all cached syntax highlighting data.\n"
"Then calls overridable method [method _clear_highlighting_cache]."
msgstr ""
"清空所有缓存的语法高亮数据。\n"
"然后调用可覆盖的 [method _clear_highlighting_cache] 方法。"
msgid ""
"Returns syntax highlighting data for a single line. If the line is not "
"cached, calls [method _get_line_syntax_highlighting] to calculate the data.\n"
"The return [Dictionary] is column number to [Dictionary]. The column number "
"notes the start of a region, the region will end if another region is found, "
"or at the end of the line. The nested [Dictionary] contains the data for that "
"region, currently only the key \"color\" is supported.\n"
"[b]Example return:[/b]\n"
"[codeblock]\n"
"var color_map = {\n"
" 0: {\n"
" \"color\": Color(1, 0, 0)\n"
" },\n"
" 5: {\n"
" \"color\": Color(0, 1, 0)\n"
" }\n"
"}\n"
"[/codeblock]\n"
"This will color columns 0-4 red, and columns 5-eol in green."
msgstr ""
"返回某一行的语法高亮数据。如果尚未缓存该行,则会调用 [method "
"_get_line_syntax_highlighting] 来计算相关数据。\n"
"返回的 [Dictionary] 是将列号映射到另一个 [Dictionary]。列号代表区域的开始位"
"置,当前区域在遇到其他区域或行尾时结束。嵌套的 [Dictionary] 中包含该区域的数"
"据目前仅支持“color”字段。\n"
"[b]示例返回:[/b]\n"
"[codeblock]\n"
"var color_map = {\n"
" 0: {\n"
" \"color\": Color(1, 0, 0)\n"
" },\n"
" 5: {\n"
" \"color\": Color(0, 1, 0)\n"
" }\n"
"}\n"
"[/codeblock]\n"
"这样就会让 0-4 列为红色,让 5-行尾为绿色。"
msgid "Returns the associated [TextEdit] node."
msgstr "返回关联的 [TextEdit] 节点。"
msgid ""
"Clears then updates the [SyntaxHighlighter] caches. Override [method "
"_update_cache] for a callback.\n"
"[b]Note:[/b] This is called automatically when the associated [TextEdit] "
"node, updates its own cache."
msgstr ""
"清除然后更新 [SyntaxHighlighter] 缓存。为一个回调覆盖 [method "
"_update_cache]。\n"
"[b]注意:[/b]当关联的 [TextEdit] 节点更新它自己的缓存时,该函数会被自动调用。"
msgid ""
"A font loaded from a system font. Falls back to a default theme font if not "
"implemented on the host OS."
msgstr ""
"从系统字体加载的字体。如果未在宿主操作系统上实现,则回退到默认主题字体。"
msgid ""
"[SystemFont] loads a font from a system font with the first matching name "
"from [member font_names].\n"
"It will attempt to match font style, but it's not guaranteed.\n"
"The returned font might be part of a font collection or be a variable font "
"with OpenType \"weight\", \"width\" and/or \"italic\" features set.\n"
"You can create [FontVariation] of the system font for fine control over its "
"features.\n"
"[b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on "
"other platforms it will fallback to default theme font."
msgstr ""
"[SystemFont] 会从系统字体中加载一个字体,该字体是名称能与 [member font_names] "
"匹配的第一个字体。\n"
"会尝试匹配字体样式,但是并不保证。\n"
"返回的字体可能属于某个字体合集,也可能是设置了 OpenType“字重”“宽度”和/或“斜"
"体”特性的可变字体。\n"
"你可以创建系统字体的 [FontVariation],以便对其特征进行精细控制。\n"
"[b]注意:[/b]这个类在 iOS、Linux、macOS、Windows 上实现,在其他平台上会回退到"
"默认主题字体。"
msgid "If set to [code]true[/code], italic or oblique font is preferred."
msgstr ""
"如果设置为 [code]true[/code]则优先使用斜体italic或伪斜体oblique。"
msgid "Array of font family names to search, first matching font found is used."
msgstr "要搜索的字体家族名称数组,会使用第一个与之匹配的字体。"
msgid ""
"Preferred font stretch amount, compared to a normal width. A percentage value "
"between [code]50%[/code] and [code]200%[/code]."
msgstr ""
"字体优先使用的拉伸量,相对于正常宽度。介于 [code]50%[/code] 和 [code]200%[/"
"code] 之间的百分比。"
msgid ""
"Preferred weight (boldness) of the font. A value in the [code]100...999[/"
"code] range, normal font weight is [code]400[/code], bold font weight is "
"[code]700[/code]."
msgstr ""
"字体优先使用的字重(粗度)。在 [code]100...999[/code] 范围内的值,正常字重为 "
"[code]400[/code],粗体字重为 [code]700[/code]。"
msgid ""
"If set to [code]true[/code], auto-hinting is supported and preferred over "
"font built-in hinting."
msgstr "如果设置为 [code]true[/code],则支持自动微调,优先于字体内置微调。"
msgid "Font hinting mode."
msgstr "字体微调模式。"
msgid ""
"If set to [code]true[/code], glyphs of all sizes are rendered using single "
"multichannel signed distance field generated from the dynamic font vector "
"data."
msgstr ""
"如果设置为 [code]true[/code],则所有大小的字形都将使用从动态字体矢量数据生成的"
"单个多通道带符号距离场渲染。"
msgid ""
"Font oversampling factor, if set to [code]0.0[/code] global oversampling "
"factor is used instead."
msgstr "字体过采样系数,如果设置为 [code]0.0[/code] 则使用全局过采样系数。"
msgid ""
"Font glyph subpixel positioning mode. Subpixel positioning provides shaper "
"text and better kerning for smaller font sizes, at the cost of memory usage "
"and font rasterization speed. Use [constant TextServer."
"SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size."
msgstr ""
"字体字形的次像素定位模式。次像素定位为较小的字体提供了更清晰的文本和更好的字偶"
"距,但会牺牲内存占用和字体栅格化速度。使用 [constant TextServer."
"SUBPIXEL_POSITIONING_AUTO] 可以根据字体大小自动启用。"
msgid "A control that provides a horizontal bar with tabs."
msgstr "提供水平选项卡栏的控件。"
msgid ""
"A control that provides a horizontal bar with tabs. Similar to [TabContainer] "
"but is only in charge of drawing tabs, not interacting with children."
msgstr ""
"提供水平选项卡栏的控件。类似于 [TabContainer],但只负责绘制选项卡,不与子节点"
"互动。"
msgid "Adds a new tab."
msgstr "添加新选项卡。"
msgid "Clears all tabs."
msgstr "清空所有选项卡。"
msgid "Moves the scroll view to make the tab visible."
msgstr "移动滚动视图,使标签可见。"
msgid ""
"Returns [code]true[/code] if the offset buttons (the ones that appear when "
"there's not enough space for all tabs) are visible."
msgstr ""
"如果偏移按钮(所有选项卡没有足够空间时出现的按钮)可见,则返回 [code]true[/"
"code]。"
msgid "Returns the previously active tab index."
msgstr "返回上一个活动选项卡的索引。"
msgid ""
"Returns the icon for the right button of the tab at index [param tab_idx] or "
"[code]null[/code] if the right button has no icon."
msgstr ""
"返回索引 [param tab_idx] 处选项卡右侧按钮的图标,如果该按钮没有图标,则返回 "
"[code]null[/code]。"
msgid ""
"Returns the icon for the tab at index [param tab_idx] or [code]null[/code] if "
"the tab has no icon."
msgstr ""
"返回索引 [param tab_idx] 处选项卡的图标,如果该选项卡没有图标,则返回 "
"[code]null[/code]。"
msgid ""
"Returns the maximum allowed width of the icon for the tab at index [param "
"tab_idx]."
msgstr "设置索引为 [param tab_idx] 处选项卡所允许的最大图标宽度。"
msgid ""
"Returns the index of the tab at local coordinates [param point]. Returns "
"[code]-1[/code] if the point is outside the control boundaries or if there's "
"no tab at the queried position."
msgstr ""
"返回位于局部坐标 [param point] 处的选项卡的索引。如果该点在控件边界之外或查询"
"位置没有选项卡,则返回 [code]-1[/code]。"
msgid "Returns tab title language code."
msgstr "返回选项卡标题的语言代码。"
msgid ""
"Returns the metadata value set to the tab at index [param tab_idx] using "
"[method set_tab_metadata]. If no metadata was previously set, returns "
"[code]null[/code] by default."
msgstr ""
"返回索引为 [param tab_idx] 的选项卡的元数据的值,由 [method set_tab_metadata] "
"设置。如果之前没有设置元数据,则默认返回 [code]null[/code]。"
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr "返回向左偏移的隐藏选项卡的数量。"
msgid "Returns tab [Rect2] with local position and size."
msgstr "返回带有局部位置和大小的选项卡 [Rect2]。"
msgid "Returns tab title text base writing direction."
msgstr "返回选项卡标题文本的基础书写方向。"
msgid "Returns the title of the tab at index [param tab_idx]."
msgstr "返回索引 [param tab_idx] 处的选项卡的标题。"
msgid ""
"Returns [code]true[/code] if the tab at index [param tab_idx] is disabled."
msgstr "如果索引 [param tab_idx] 处的选项卡被禁用,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the tab at index [param tab_idx] is hidden."
msgstr "如果索引 [param tab_idx] 处的选项卡被隐藏,则返回 [code]true[/code]。"
msgid "Moves a tab from [param from] to [param to]."
msgstr "将选项卡从 [param from] 移动到 [param to]。"
msgid "Removes the tab at index [param tab_idx]."
msgstr "删除索引 [param tab_idx] 处的选项卡。"
msgid ""
"Selects the first available tab with greater index than the currently "
"selected. Returns [code]true[/code] if tab selection changed."
msgstr ""
"选择索引大于当前所选选项卡索引的第一个可用选项卡。如果选项卡选择发生改变,则返"
"回 [code]true[/code]。"
msgid ""
"Selects the first available tab with lower index than the currently selected. "
"Returns [code]true[/code] if tab selection changed."
msgstr ""
"选择索引低于当前所选选项卡索引的第一个可用选项卡。如果选项卡选择发生改变,则返"
"回 [code]true[/code]。"
msgid ""
"Sets an [param icon] for the button of the tab at index [param tab_idx] "
"(located to the right, before the close button), making it visible and "
"clickable (See [signal tab_button_pressed]). Giving it a [code]null[/code] "
"value will hide the button."
msgstr ""
"设置索引为 [param tab_idx] 的选项卡按钮的图标 [param icon](位于右侧,在关闭按"
"钮之前),会将该按钮设为可见且可点击(见 [signal tab_button_pressed])。给定 "
"[code]null[/code] 值会隐藏该按钮。"
msgid ""
"If [param disabled] is [code]true[/code], disables the tab at index [param "
"tab_idx], making it non-interactable."
msgstr ""
"如果 [param disabled] 为 [code]true[/code],则禁用索引 [param tab_idx] 处的选"
"项卡,使其不可交互。"
msgid ""
"If [param hidden] is [code]true[/code], hides the tab at index [param "
"tab_idx], making it disappear from the tab area."
msgstr ""
"如果 [param hidden] 为 [code]true[/code],则隐藏索引 [param tab_idx] 处的选项"
"卡,使其从选项卡区域消失。"
msgid "Sets an [param icon] for the tab at index [param tab_idx]."
msgstr "设置索引 [param tab_idx] 处的选项卡的图标。"
msgid ""
"Sets the maximum allowed width of the icon for the tab at index [param "
"tab_idx]. This limit is applied on top of the default size of the icon and on "
"top of [theme_item icon_max_width]. The height is adjusted according to the "
"icon's ratio."
msgstr ""
"设置索引为 [param tab_idx] 处选项卡所允许的最大图标宽度。这是在图标的默认大小"
"和 [theme_item icon_max_width] 的基础上的限制。高度会根据图标的长宽比调整。"
msgid ""
"Sets language code of tab title used for line-breaking and text shaping "
"algorithms, if left empty current locale is used instead."
msgstr ""
"设置选项卡标题的语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设置。"
msgid ""
"Sets the metadata value for the tab at index [param tab_idx], which can be "
"retrieved later using [method get_tab_metadata]."
msgstr ""
"为 [param tab_idx] 的选项卡设置元数据的值,之后可以使用 [method "
"get_tab_metadata] 获取。"
msgid "Sets tab title base writing direction."
msgstr "设置选项卡标题的基础书写方向。"
msgid "Sets a [param title] for the tab at index [param tab_idx]."
msgstr "设置索引 [param tab_idx] 处的选项卡的标题 [param title]。"
msgid ""
"If [code]true[/code], tabs overflowing this node's width will be hidden, "
"displaying two navigation buttons instead. Otherwise, this node's minimum "
"size is updated so that all tabs are visible."
msgstr ""
"如果为 [code]true[/code],则会隐藏超出该节点宽度的选项卡,改为显示两个导航按"
"钮。否则,会更新该节点的最小尺寸,让所有选项卡均可见。"
msgid "Select tab at index [code]tab_idx[/code]."
msgstr "选择索引 [code]tab_idx[/code] 处的选项卡。"
msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
msgstr "如果为 [code]true[/code],可以通过鼠标拖动重新排列选项卡。"
msgid ""
"Sets the maximum width which all tabs should be limited to. Unlimited if set "
"to [code]0[/code]."
msgstr "设置所有选项卡应被限制的最大宽度。如果设置为 [code]0[/code],则无限制。"
msgid ""
"If [code]true[/code], the tab offset will be changed to keep the currently "
"selected tab visible."
msgstr ""
"如果为 [code]true[/code],则会更改选项卡偏移量,从而保持当前选中的选项卡可见。"
msgid ""
"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
"scroll view."
msgstr "如果为 [code]true[/code],鼠标的滚轮可用于导航滚动视图。"
msgid ""
"If [code]true[/code], enables selecting a tab with the right mouse button."
msgstr "如果为 [code]true[/code],启用鼠标右键选择选项卡。"
msgid ""
"Sets the position at which tabs will be placed. See [enum AlignmentMode] for "
"details."
msgstr "设置放置选项卡的位置。详情见 [enum AlignmentMode]。"
msgid ""
"Sets when the close button will appear on the tabs. See [enum "
"CloseButtonDisplayPolicy] for details."
msgstr ""
"设置关闭按钮何时出现在选项卡上。有关详细信息,请参阅 [enum "
"CloseButtonDisplayPolicy]。"
msgid "The number of tabs currently in the bar."
msgstr "选项卡栏中当前的选项卡数量。"
msgid ""
"[TabBar]s with the same rearrange group ID will allow dragging the tabs "
"between them. Enable drag with [member drag_to_rearrange_enabled].\n"
"Setting this to [code]-1[/code] will disable rearranging between [TabBar]s."
msgstr ""
"具有相同重新排列组 ID 的 [TabBar] 将允许在它们之间拖动选项卡。使用 [member "
"drag_to_rearrange_enabled] 启用拖动。\n"
"将该属性设置为 [code]-1[/code] 将禁用 [TabBar] 之间的重新排列。"
msgid ""
"Emitted when the active tab is rearranged via mouse drag. See [member "
"drag_to_rearrange_enabled]."
msgstr ""
"通过鼠标拖动重新排列活动选项卡时发出。见 [member drag_to_rearrange_enabled]。"
msgid ""
"Emitted when a tab's right button is pressed. See [method "
"set_tab_button_icon]."
msgstr "选项卡的右侧按钮被按下时发出。见 [method set_tab_button_icon]。"
msgid "Emitted when switching to another tab."
msgstr "切换到另一个选项卡时发出。"
msgid "Emitted when a tab is clicked, even if it is the current tab."
msgstr "单击选项卡时发出,即使它是当前选项卡。"
msgid ""
"Emitted when a tab's close button is pressed.\n"
"[b]Note:[/b] Tabs are not removed automatically once the close button is "
"pressed, this behavior needs to be programmed manually. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"$TabBar.tab_close_pressed.connect($TabBar.remove_tab)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<TabBar>(\"TabBar\").TabClosePressed += GetNode<TabBar>(\"TabBar\")."
"RemoveTab;\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"按下某个选项卡的关闭按钮时发出。\n"
"[b]注意:[/b]按下关闭按钮后选项卡不会自动移除,这种行为需要手动实现。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"$TabBar.tab_close_pressed.connect($TabBar.remove_tab)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<TabBar>(\"TabBar\").TabClosePressed += GetNode<TabBar>(\"TabBar\")."
"RemoveTab;\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Emitted when a tab is hovered by the mouse."
msgstr "当鼠标悬停选项卡时发出。"
msgid ""
"Emitted when a tab is right-clicked. [member select_with_rmb] must be enabled."
msgstr "右键单击选项卡时发出。必须启用 [member select_with_rmb]。"
msgid ""
"Emitted when a tab is selected via click, directional input, or script, even "
"if it is the current tab."
msgstr ""
"通过点击、定向输入、或脚本选中某个选项卡时发出,即便该选项卡本来就是当前选项"
"卡。"
msgid "Places tabs to the left."
msgstr "将选项卡置于左侧。"
msgid "Places tabs in the middle."
msgstr "将选项卡置于中间。"
msgid "Places tabs to the right."
msgstr "将选项卡置于右侧。"
msgid "Represents the size of the [enum AlignmentMode] enum."
msgstr "代表 [enum AlignmentMode] 枚举的大小。"
msgid "Never show the close buttons."
msgstr "永远不会显示关闭按钮。"
msgid "Only show the close button on the currently active tab."
msgstr "仅在当前活动选项卡上显示关闭按钮。"
msgid "Show the close button on all tabs."
msgstr "在所有选项卡上显示关闭按钮。"
msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
msgstr "代表 [enum CloseButtonDisplayPolicy] 枚举的大小。"
msgid "Modulation color for the [theme_item drop_mark] icon."
msgstr "[theme_item drop_mark] 图标的调制颜色。"
msgid "Font color of disabled tabs."
msgstr "禁用选项卡的字体颜色。"
msgid ""
"Font color of the currently hovered tab. Does not apply to the selected tab."
msgstr "当前悬停选项卡的字体颜色。不适用于选中的选项卡。"
msgid "The tint of text outline of the tab name."
msgstr "选项卡名称的文本轮廓的色调。"
msgid "Font color of the currently selected tab."
msgstr "当前所选选项卡的字体颜色。"
msgid "Font color of the other, unselected tabs."
msgstr "其他未被选中的选项卡的字体颜色。"
msgid "The horizontal separation between the elements inside tabs."
msgstr "选项卡内元素之间的水平分隔。"
msgid ""
"The maximum allowed width of the tab's icon. This limit is applied on top of "
"the default size of the icon, but before the value set with [method "
"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio."
msgstr ""
"选项卡图标所允许的最大宽度。这个限制应用在该图标默认大小之上,但是应用在 "
"[method set_tab_icon_max_width] 所设置的值之前。高度会根据图标比例调整。"
msgid ""
"The size of the tab text outline.\n"
"[b]Note:[/b] If using a font with [member FontFile."
"multichannel_signed_distance_field] enabled, its [member FontFile."
"msdf_pixel_range] must be set to at least [i]twice[/i] the value of "
"[theme_item outline_size] for outline rendering to look correct. Otherwise, "
"the outline may appear to be cut off earlier than intended."
msgstr ""
"选项卡文字轮廓的大小。\n"
"[b]注意:[/b]如果使用启用了 [member FontFile."
"multichannel_signed_distance_field] 的字体,其 [member FontFile."
"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓"
"渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。"
msgid "The font used to draw tab names."
msgstr "用于绘制选项卡名称的字体。"
msgid "Font size of the tab names."
msgstr "选项卡名称的字体大小。"
msgid "The icon for the close button (see [member tab_close_display_policy])."
msgstr "关闭按钮的图标(见 [member tab_close_display_policy])。"
msgid ""
"Icon for the left arrow button that appears when there are too many tabs to "
"fit in the container width. When the button is disabled (i.e. the first tab "
"is visible), it appears semi-transparent."
msgstr ""
"左边的箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被禁"
"用时(即第一个标签是可见的),它显示为半透明的。"
msgid ""
"Icon for the left arrow button that appears when there are too many tabs to "
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
"当标签太多无法适应容器宽度时出现的左箭头按钮图标。当鼠标悬停在按钮上时使用。"
msgid ""
"Icon shown to indicate where a dragged tab is gonna be dropped (see [member "
"drag_to_rearrange_enabled])."
msgstr ""
"图标,用于指示拖动的选项卡将被放置到哪里(见 [member "
"drag_to_rearrange_enabled])。"
msgid ""
"Icon for the right arrow button that appears when there are too many tabs to "
"fit in the container width. When the button is disabled (i.e. the last tab is "
"visible) it appears semi-transparent."
msgstr ""
"右箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被禁用时"
"(即最后一个标签是可见的),它显示为半透明的。"
msgid ""
"Icon for the right arrow button that appears when there are too many tabs to "
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
"当标签太多无法适应容器宽度时出现的右箭头按钮图标。当鼠标悬停在按钮上时使用。"
msgid ""
"Background of the tab and close buttons when they're being hovered with the "
"cursor."
msgstr "选项卡和关闭按钮的背景,处于鼠标悬停状态时使用。"
msgid "Background of the tab and close buttons when it's being pressed."
msgstr "选项卡和关闭按钮的背景,处于按下状态时使用。"
msgid "The style of disabled tabs."
msgstr "选项卡处于禁用状态时的样式。"
msgid ""
"[StyleBox] used when the [TabBar] is focused. The [theme_item tab_focus] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox] of the selected tab, "
"so a partially transparent [StyleBox] should be used to ensure the base "
"[StyleBox] remains visible. A [StyleBox] that represents an outline or an "
"underline works well for this purpose. To disable the focus visual effect, "
"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual "
"effect will harm keyboard/controller navigation usability, so this is not "
"recommended for accessibility reasons."
msgstr ""
"该 [TabBar] 处于聚焦状态时使用的 [StyleBox]。[theme_item tab_focus] "
"[StyleBox] 显示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 "
"[StyleBox],确保基础 [StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很"
"好地实现这个目的。要禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,"
"禁用聚焦的视觉效果会影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原"
"因,不建议这样做。"
msgid ""
"The style of the currently hovered tab. Does not apply to the selected tab.\n"
"[b]Note:[/b] This style will be drawn with the same width as [theme_item "
"tab_unselected] at minimum."
msgstr ""
"当前悬停选项卡的样式。不适用于选择的选项卡。\n"
"[b]注意:[/b]该样式将以至少与 [theme_item tab_unselected] 相同的宽度绘制。"
msgid "The style of the currently selected tab."
msgstr "当前选中的选项卡的样式。"
msgid "The style of the other, unselected tabs."
msgstr "其他未被选中的选项卡的样式。"
msgid ""
"A container that creates a tab for each child control, displaying only the "
"active tab's control."
msgstr "会为每个子控件创建一个选项卡的容器,只会显示活动选项卡对应的控件。"
msgid ""
"Arranges child controls into a tabbed view, creating a tab for each one. The "
"active tab's corresponding control is made visible, while all other child "
"controls are hidden. Ignores non-control children.\n"
"[b]Note:[/b] The drawing of the clickable tabs is handled by this node; "
"[TabBar] is not needed."
msgstr ""
"以选项卡视图排列子控件,为每个子控件创建一个选项卡。活动选项卡对应的控件可见,"
"其他子控件都会被隐藏。非控件子节点会被忽略。\n"
"[b]注意:[/b]可点击的选项卡是由这个节点负责绘制的;不需要 [TabBar]。"
msgid "Returns the child [Control] node located at the active tab index."
msgstr "返回位于活动选项卡索引处的子 [Control] 节点。"
msgid ""
"Returns the [Popup] node instance if one has been set already with [method "
"set_popup].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"如果已经使用 [method set_popup] 设置了 [Popup] 节点实例,则返回该节点实例。\n"
"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果希望隐藏"
"它或它的任何子项,请使用它们的 [member Window.visible] 属性。"
msgid ""
"Returns the [TabBar] contained in this container.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it or "
"editing its tabs may cause a crash. If you wish to edit the tabs, use the "
"methods provided in [TabContainer]."
msgstr ""
"返回这个容器中包含的 [TabBar]。\n"
"[b]警告:[/b]这是一个必需的内部节点,对其进行移除和释放或者编辑其中的选项卡可"
"能会导致崩溃。如果你想编辑选项卡,请使用 [TabContainer] 提供的方法。"
msgid "Returns the button icon from the tab at index [param tab_idx]."
msgstr "返回索引为 [param tab_idx] 的选项卡的按钮图标。"
msgid "Returns the [Control] node from the tab at index [param tab_idx]."
msgstr "返回索引为 [param tab_idx] 的选项卡的 [Control] 节点。"
msgid "Returns the number of tabs."
msgstr "返回选项卡的数量。"
msgid ""
"Returns the [Texture2D] for the tab at index [param tab_idx] or [code]null[/"
"code] if the tab has no [Texture2D]."
msgstr ""
"返回索引 [param tab_idx] 处选项卡的 [Texture2D],如果该选项卡没有 "
"[Texture2D],则返回 [code]null[/code]。"
msgid ""
"Returns the index of the tab tied to the given [param control]. The control "
"must be a child of the [TabContainer]."
msgstr ""
"返回与给定的 [param control] 绑定的标签的索引。该控件必须为 [TabContainer] 的"
"子节点。"
msgid ""
"Returns the title of the tab at index [param tab_idx]. Tab titles default to "
"the name of the indexed child node, but this can be overridden with [method "
"set_tab_title]."
msgstr ""
"返回索引 [param tab_idx] 处选项卡的标题。选项卡的标题默认为索引子节点的名称,"
"但可以用 [method set_tab_title] 覆盖。"
msgid ""
"If set on a [Popup] node instance, a popup menu icon appears in the top-right "
"corner of the [TabContainer] (setting it to [code]null[/code] will make it go "
"away). Clicking it will expand the [Popup] node."
msgstr ""
"如果在一个 [Popup] 节点实例上设置,则一个弹出菜单图标会出现在该 "
"[TabContainer] 的右上角(将其设置为 [code]null[/code] 将使其消失)。点击它将展"
"开该 [Popup] 节点。"
msgid "Sets the button icon from the tab at index [param tab_idx]."
msgstr "设置索引为 [param tab_idx] 的选项卡的按钮图标。"
msgid "Sets an icon for the tab at index [param tab_idx]."
msgstr "设置索引为 [param tab_idx] 的选项卡的图标。"
msgid ""
"Sets a custom title for the tab at index [param tab_idx] (tab titles default "
"to the name of the indexed child node). Set it back to the child's name to "
"make the tab default to it again."
msgstr ""
"为索引 [param tab_idx] 处的选项卡设置自定义标题(选项卡标题默认为索引子节点的"
"名称)。将其设置回孩子的名字,使选项卡再次默认为该名字。"
msgid ""
"If [code]true[/code], all tabs are drawn in front of the panel. If "
"[code]false[/code], inactive tabs are drawn behind the panel."
msgstr ""
"如果为 [code]true[/code],所有选项卡都会被绘制在面板之前。如果为 [code]false[/"
"code],未激活的选项卡会被绘制在面板之后。"
msgid ""
"The current tab index. When set, this index's [Control] node's [code]visible[/"
"code] property is set to [code]true[/code] and all others are set to "
"[code]false[/code]."
msgstr ""
"当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性"
"会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。"
msgid ""
"Sets the position at which tabs will be placed. See [enum TabBar."
"AlignmentMode] for details."
msgstr "设置选项卡的放置位置。详情见 [enum TabBar.AlignmentMode]。"
msgid "The focus access mode for the internal [TabBar] node."
msgstr "内部 [TabBar] 节点的焦点访问模式。"
msgid ""
"[TabContainer]s with the same rearrange group ID will allow dragging the tabs "
"between them. Enable drag with [member drag_to_rearrange_enabled].\n"
"Setting this to [code]-1[/code] will disable rearranging between "
"[TabContainer]s."
msgstr ""
"具有相同重新排列组 ID 的 [TabContainer] 将允许在它们之间拖动选项卡。使用 "
"[member drag_to_rearrange_enabled] 启用拖动。\n"
"将该属性设置为 [code]-1[/code] 将禁用 [TabContainer] 之间的重新排列。"
msgid ""
"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
"and titles are hidden."
msgstr ""
"如果为 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和"
"标题被隐藏。"
msgid ""
"If [code]true[/code], children [Control] nodes that are hidden have their "
"minimum size take into account in the total, instead of only the currently "
"visible one."
msgstr ""
"如果为 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不"
"是仅考虑当前可见的一个。"
msgid ""
"Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
"set_popup] for details."
msgstr ""
"单击 [TabContainer] 的 [Popup] 按钮时发出。有关详细信息,请参阅 [method "
"set_popup]。"
msgid "Emitted when the user clicks on the button icon on this tab."
msgstr "用户点击该选项卡上的按钮图标时发出。"
msgid "Font color of the currently hovered tab."
msgstr "当前悬停选项卡的字体颜色。"
msgid ""
"The maximum allowed width of the tab's icon. This limit is applied on top of "
"the default size of the icon, but before the value set with [method TabBar."
"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio."
msgstr ""
"选项卡图标所允许的最大宽度。这个限制应用在该图标默认大小之上,但是应用在 "
"[method TabBar.set_tab_icon_max_width] 所设置的值之前。高度会根据图标比例调"
"整。"
msgid "Space between tab's name and its icon."
msgstr "选项卡名称与其图标之间的间距。"
msgid ""
"The space at the left or right edges of the tab bar, accordingly with the "
"current [member tab_alignment].\n"
"The margin is ignored with [constant TabBar.ALIGNMENT_RIGHT] if the tabs are "
"clipped (see [member clip_tabs]) or a popup has been set (see [method "
"set_popup]). The margin is always ignored with [constant TabBar."
"ALIGNMENT_CENTER]."
msgstr ""
"标签栏左侧或右侧边缘的间距,取决于当前的 [member tab_alignment]。\n"
"如果标签页被裁剪(见 [member clip_tabs])或者设置了弹出框(见 [method "
"set_popup]),则会忽略 [constant TabBar.ALIGNMENT_RIGHT] 的边距。使用 "
"[constant TabBar.ALIGNMENT_CENTER] 时始终忽略边距。"
msgid "The icon for the menu button (see [method set_popup])."
msgstr "菜单按钮的图标(见 [method set_popup])。"
msgid ""
"The icon for the menu button (see [method set_popup]) when it's being hovered "
"with the cursor."
msgstr "当光标悬停时菜单按钮的图标(见 [method set_popup])。"
msgid "The style for the background fill."
msgstr "背景填充的样式。"
msgid ""
"The style of the currently hovered tab.\n"
"[b]Note:[/b] This style will be drawn with the same width as [theme_item "
"tab_unselected] at minimum."
msgstr ""
"当前悬停的选项卡的样式。\n"
"[b]注意:[/b]该样式将至少以与 [theme_item tab_unselected] 相同的宽度绘制。"
msgid "The style for the background fill of the [TabBar] area."
msgstr "[TabBar] 区域的背景填充样式。"
msgid "A TCP server."
msgstr "TCP 服务器。"
msgid ""
"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
"when it gets an incoming connection.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"TCP 服务器。监听端口上的连接,并在获得传入连接时返回 [StreamPeerTCP]。\n"
"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设"
"中开启 [code]INTERNET[/code] 权限。否则 Android 会阻止任何形式的网络通信。"
msgid "Returns the local port this server is listening to."
msgstr "返回该服务器正在监听的本地端口。"
msgid "Returns [code]true[/code] if a connection is available for taking."
msgstr "如果有连接可供获取,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the server is currently listening for "
"connections."
msgstr "如果服务器当前正在侦听连接,则返回 [code]true[/code]。"
msgid ""
"Listen on the [param port] binding to [param bind_address].\n"
"If [param bind_address] is set as [code]\"*\"[/code] (default), the server "
"will listen on all available addresses (both IPv4 and IPv6).\n"
"If [param bind_address] is set as [code]\"0.0.0.0\"[/code] (for IPv4) or "
"[code]\"::\"[/code] (for IPv6), the server will listen on all available "
"addresses matching that IP type.\n"
"If [param bind_address] is set to any valid address (e.g. "
"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will "
"only listen on the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
"在 [param port] 上监听与 [param bind_address] 绑定的地址。\n"
"如果 [param bind_address] 被设置为 [code]\"*\"[/code](默认),该服务器将监听"
"所有可用地址(包括 IPv4 和 IPv6。\n"
"如果 [param bind_address] 被设置为 [code]\"0.0.0.0\"[/code](用于 IPv4或 "
"[code]\"::\"[/code](用于 IPv6该服务器将监听所有符合该 IP 类型的可用地"
"址。\n"
"如果 [param bind_address] 被设置为任何有效的地址(如 [code]\"192.168.1.101\"[/"
"code]、[code]\"::1\"[/code] 等),该服务器将只在具有该地址的接口上监听(如果不"
"存在具有该地址的接口则失败)。"
msgid "Stops listening."
msgstr "停止监听。"
msgid ""
"If a connection is available, returns a StreamPeerTCP with the connection."
msgstr "如果连接可用,则返回带有该连接的 StreamPeerTCP。"
msgid "A multiline text editor."
msgstr "多行文本编辑器。"
msgid ""
"A multiline text editor. It also has limited facilities for editing code, "
"such as syntax highlighting support. For more advanced facilities for editing "
"code, see [CodeEdit].\n"
"[b]Note:[/b] Most viewport, caret and edit methods contain a "
"[code]caret_index[/code] argument for [member caret_multiple] support. The "
"argument should be one of the following: [code]-1[/code] for all carets, "
"[code]0[/code] for the main caret, or greater than [code]0[/code] for "
"secondary carets.\n"
"[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will "
"scroll 5 times as fast as it would normally do. This also works in the Godot "
"script editor."
msgstr ""
"多行文本编辑器。它还有少量用于编辑代码的功能,例如语法高亮支持。更多针对编辑代"
"码的高阶功能见 [CodeEdit]。\n"
"[b]注意:[/b]大多数视口、光标和编辑方法都包含 [code]caret_index[/code] 参数以"
"支持 [member caret_multiple]。该参数应为以下之一:[code]-1[/code] 用于所有光"
"标,[code]0[/code] 用于主光标,大于 [code]0[/code] 用于辅助光标。\n"
"[b]注意:[/b]当按住 [kbd]Alt[/kbd] 时,垂直滚轮的滚动速度将是正常速度的 5 倍。"
"这也适用于 Godot 脚本编辑器。"
msgid ""
"Override this method to define what happens when the user presses the "
"backspace key."
msgstr "覆盖此方法可以定义用户按下退格键时应该发生什么。"
msgid ""
"Override this method to define what happens when the user performs a copy "
"operation."
msgstr "覆盖此方法可以定义用户执行复制操作时应该发生什么。"
msgid ""
"Override this method to define what happens when the user performs a cut "
"operation."
msgstr "覆盖此方法可以定义用户执行剪切操作时应该发生什么。"
msgid ""
"Override this method to define what happens when the user types in the "
"provided key [param unicode_char]."
msgstr ""
"覆盖此方法可以定义用户打出所提供的键 [param unicode_char] 时应该发生什么。"
msgid ""
"Override this method to define what happens when the user performs a paste "
"operation."
msgstr "覆盖此方法可以定义用户执行粘贴操作时应该发生什么。"
msgid ""
"Override this method to define what happens when the user performs a paste "
"operation with middle mouse button.\n"
"[b]Note:[/b] This method is only implemented on Linux."
msgstr ""
"覆盖此方法可以定义用户使用鼠标中键执行粘贴操作时应该发生什么。\n"
"[b]注意:[/b]此方法仅在 Linux 上实现。"
msgid ""
"Adds a new caret at the given location. Returns the index of the new caret, "
"or [code]-1[/code] if the location is invalid."
msgstr ""
"在给定的位置添加新的光标。返回新光标的索引,如果位置无效则返回 [code]-1[/"
"code]。"
msgid ""
"Adds an additional caret above or below every caret. If [param below] is true "
"the new caret will be added below and above otherwise."
msgstr ""
"在每个光标上方或下方添加一个额外的光标。如果 [param below] 为 true则会在下方"
"添加新光标,否则为上方。"
msgid ""
"Register a new gutter to this [TextEdit]. Use [param at] to have a specific "
"gutter order. A value of [code]-1[/code] appends the gutter to the right."
msgstr ""
"为这个 [TextEdit] 注册一个新的边栏。请使用 [param at] 指定边栏的顺序。"
"[code]-1[/code] 会将该边栏追加到右侧。"
msgid ""
"Adds a selection and a caret for the next occurrence of the current "
"selection. If there is no active selection, selects word under caret."
msgstr ""
"选中当前所选内容下一次出现的位置并添加文本光标。如果没有活动的选中内容,则选中"
"当前光标所处的单词。"
msgid ""
"Reposition the carets affected by the edit. This assumes edits are applied in "
"edit order, see [method get_caret_index_edit_order]."
msgstr ""
"重新定位受编辑影响的文本光标。这个操作假定编辑是按照编辑顺序应用的,见 "
"[method get_caret_index_edit_order]。"
msgid "Adjust the viewport so the caret is visible."
msgstr "调整视口,让光标可见。"
msgid ""
"Called when the user presses the backspace key. Can be overridden with "
"[method _backspace]."
msgstr "用户按下退格键时调用。可以用 [method _backspace] 覆盖。"
msgid ""
"Starts a multipart edit. All edits will be treated as one action until "
"[method end_complex_operation] is called."
msgstr ""
"开始一个多部分编辑。在调用 [method end_complex_operation] 之前,所有编辑都将被"
"视为一个动作。"
msgid ""
"Centers the viewport on the line the editing caret is at. This also resets "
"the [member scroll_horizontal] value to [code]0[/code]."
msgstr ""
"将视口居中在正在编辑的插入符号所在的行上。这也将 [member scroll_horizontal] 值"
"重置为 [code]0[/code]。"
msgid "Performs a full reset of [TextEdit], including undo history."
msgstr "执行对 [TextEdit] 的完全重置,包括撤消历史。"
msgid "Clears the undo history."
msgstr "清除撤销历史。"
msgid ""
"Copies the current text selection. Can be overridden with [method _copy]."
msgstr "复制当前选区。可以使用 [method _copy] 覆盖。"
msgid "Cut's the current selection. Can be overridden with [method _cut]."
msgstr "剪切当前选区。可以使用 [method _cut] 覆盖。"
msgid "Deletes the selected text."
msgstr "删除选定的文本。"
msgid "Deselects the current selection."
msgstr "取消当前选择。"
msgid ""
"Marks the end of steps in the current action started with [method "
"start_action]."
msgstr "标记在 [method start_action] 开始的当前动作中步骤的末尾。"
msgid ""
"Ends a multipart edit, started with [method begin_complex_operation]. If "
"called outside a complex operation, the current operation is pushed onto the "
"undo/redo stack."
msgstr ""
"结束一个多部分编辑,该多部分编辑从 [method begin_complex_operation] 开始。如果"
"在一个复杂动作之外调用,则将当前动作将被压入撤消/重做堆栈。"
msgid "Returns the column the editing caret is at."
msgstr "返回编辑光标所在的列。"
msgid "Returns the number of carets in this [TextEdit]."
msgstr "返回该 [TextEdit] 中的光标数。"
msgid "Returns the caret pixel draw position."
msgstr "返回光标的像素绘制位置。"
msgid ""
"Returns a list of caret indexes in their edit order, this done from bottom to "
"top. Edit order refers to the way actions such as [method "
"insert_text_at_caret] are applied."
msgstr ""
"返回文本光标索引的列表,使用编辑顺序,从下到上进行。编辑顺序是 [method "
"insert_text_at_caret] 等动作的应用顺序。"
msgid "Returns the line the editing caret is on."
msgstr "返回编辑光标所在的行。"
msgid "Returns the wrap index the editing caret is on."
msgstr "返回正编辑的文本光标所在的换行索引。"
msgid "Returns the first column containing a non-whitespace character."
msgstr "返回第一个非空白字符列。"
msgid "Returns the first visible line."
msgstr "返回第一个可见行。"
msgid "Returns the number of gutters registered."
msgstr "返回注册的边栏数量。"
msgid "Returns the name of the gutter at the given index."
msgstr "返回给定索引处边栏的名称。"
msgid "Returns the type of the gutter at the given index."
msgstr "返回给定索引处边栏的类型。"
msgid "Returns the width of the gutter at the given index."
msgstr "返回给定索引处边栏的宽度。"
msgid "Returns the [HScrollBar] used by [TextEdit]."
msgstr "设置该 [TextEdit] 所使用的 [HScrollBar]。"
msgid ""
"Returns the number of spaces and [code]tab * tab_size[/code] before the first "
"char."
msgstr "返回第一个字符前的空格和 [code]tab * tab_size[/code] 数。"
msgid ""
"Returns the last visible line. Use [method "
"get_last_full_visible_line_wrap_index] for the wrap index."
msgstr ""
"返回最后一个可见的行。获得换行索引的话,使用 [method "
"get_last_full_visible_line_wrap_index]。"
msgid "Returns the last visible wrap index of the last visible line."
msgstr "返回最后一个可见行的最后一个可见换行索引。"
msgid "Returns the last unhidden line in the entire [TextEdit]."
msgstr "返回整个 [TextEdit] 中最后一个未隐藏的行。"
msgid "Returns the text of a specific line."
msgstr "返回特定行的文本。"
msgid ""
"Returns the current background color of the line. [code]Color(0, 0, 0, 0)[/"
"code] is returned if no color is set."
msgstr ""
"返回该行的当前背景色。如果没有设置颜色,则返回 [code]Color(0, 0, 0, 0)[/"
"code]。"
msgid ""
"Returns the line and column at the given position. In the returned vector, "
"[code]x[/code] is the column, [code]y[/code] is the line. If [param "
"allow_out_of_bounds] is [code]false[/code] and the position is not over the "
"text, both vector values will be set to [code]-1[/code]."
msgstr ""
"返回给定位置的行和列。在返回的向量中,[code]x[/code] 是列,[code]y[/code] 是"
"行。如果 [param allow_out_of_bounds] 为 [code]false[/code],且该位置不在文本上"
"方,则两个向量值都将被设置为 [code]-1[/code]。"
msgid "Returns the number of lines in the text."
msgstr "返回文本中的行数。"
msgid "Returns the icon currently in [param gutter] at [param line]."
msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的图标。"
msgid "Returns the color currently in [param gutter] at [param line]."
msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的颜色。"
msgid "Returns the metadata currently in [param gutter] at [param line]."
msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的元数据。"
msgid "Returns the text currently in [param gutter] at [param line]."
msgstr "返回边栏 [param gutter] 中,当前位于 [param line] 行的文本。"
msgid ""
"Returns the maximum value of the line height among all lines.\n"
"[b]Note:[/b] The return value is influenced by [theme_item line_spacing] and "
"[theme_item font_size]. And it will not be less than [code]1[/code]."
msgstr ""
"返回所有行中行高的最大值。\n"
"[b]注意:[/b]返回值受 [theme_item line_spacing] 和 [theme_item font_size] 的影"
"响。不会比 [code]1[/code] 小。"
msgid "Returns the width in pixels of the [param wrap_index] on [param line]."
msgstr "返回位于 [param line] 的 [param wrap_index] 的像素宽度。"
msgid "Returns the number of times the given line is wrapped."
msgstr "返回给定行换行的次数。"
msgid "Returns the wrap index of the given line column."
msgstr "返回给定行的列的换行索引。"
msgid "Returns an array of [String]s representing each wrapped index."
msgstr "返回代表各个换行索引的 [String] 数组。"
msgid "Returns the local mouse position adjusted for the text direction."
msgstr "返回针对文本方向调整过的局部鼠标位置。"
msgid ""
"Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
"displayed when right-clicking on the [TextEdit].\n"
"You can add custom menu items or remove standard ones. Make sure your IDs "
"don't conflict with the standard ones (see [enum MenuItems]). For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # Remove all items after \"Redo\".\n"
" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
" # Add custom items.\n"
" menu.add_separator()\n"
" menu.add_item(\"Insert Date\", MENU_MAX + 1)\n"
" # Connect callback.\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" insert_text_at_caret(Time.get_date_string_from_system())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // Remove all items after \"Redo\".\n"
" menu.ItemCount = menu.GetItemIndex(TextEdit.MenuItems.Redo) + 1;\n"
" // Add custom items.\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"Insert Date\", TextEdit.MenuItems.Max + 1);\n"
" // Add event handler.\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回该 [TextEdit] 的 [PopupMenu]。默认情况下,会在右键单击 [TextEdit] 时显示改"
"菜单。\n"
"你可以添加自定义菜单项,也可以移除标准菜单项。请确保你使用的 ID 与标准菜单项"
"的 ID 不冲突(见 [enum MenuItems])。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # 移除“撤销”后的所有菜单项。\n"
" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
" # 添加自定义菜单项。\n"
" menu.add_separator()\n"
" menu.add_item(\"插入日期\", MENU_MAX + 1)\n"
" # 连接回调。\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" insert_text_at_caret(Time.get_date_string_from_system())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // 移除“撤销”后的所有菜单项。\n"
" menu.ItemCount = menu.GetItemIndex(TextEdit.MenuItems.Redo) + 1;\n"
" // 添加自定义菜单项。\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"插入日期\", TextEdit.MenuItems.Max + 1);\n"
" // 添加事件处理器。\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]警告:[/b]这是必要的内部节点,将其移除或释放会导致崩溃。如果你想要将其隐"
"藏,或者将其子节点隐藏,请使用对应的 [member Window.visible] 属性。"
msgid "Returns the equivalent minimap line at [param position]."
msgstr "返回小地图 [param position] 处等价的行。"
msgid "Returns the number of lines that may be drawn on the minimap."
msgstr "返回小地图上能够绘制的行数。"
msgid ""
"Similar to [method get_next_visible_line_offset_from], but takes into account "
"the line wrap indexes. In the returned vector, [code]x[/code] is the line, "
"[code]y[/code] is the wrap index."
msgstr ""
"类似于 [method get_next_visible_line_offset_from],但考虑了换行索引。在返回的"
"向量中,[code]x[/code] 是行,[code]y[/code] 是换行索引。"
msgid ""
"Returns the count to the next visible line from [param line] to [code]line + "
"visible_amount[/code]. Can also count backwards. For example if a [TextEdit] "
"has 5 lines with lines 2 and 3 hidden, calling this with [code]line = 1, "
"visible_amount = 1[/code] would return 3."
msgstr ""
"返回从 [param line] 到 [code]line + visible_amount[/code] 的下一个可见行的计"
"数。也可以倒数计数。例如,如果 [TextEdit] 有 5 行,其中隐藏了第 2 行和第 3 "
"行,使用 [code]line = 1, visible_amount = 1[/code] 调用它会返回 3。"
msgid ""
"Returns the local position for the given [param line] and [param column]. If "
"[code]x[/code] or [code]y[/code] of the returned vector equal [code]-1[/"
"code], the position is outside of the viewable area of the control.\n"
"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
"[method get_rect_at_line_column] to get the top side position."
msgstr ""
"返回给定 [param line] 和 [param column] 的局部位置。如果返回的向量的 [code]x[/"
"code] 或 [code]y[/code] 等于 [code]-1[/code],则该位置在该控件的可视区域之"
"外。\n"
"[b]注意:[/b]Y 位置对应于行的底部。请使用 [method get_rect_at_line_column] 来"
"获取顶部位置。"
msgid ""
"Returns the local position and size for the grapheme at the given [param "
"line] and [param column]. If [code]x[/code] or [code]y[/code] position of the "
"returned rect equal [code]-1[/code], the position is outside of the viewable "
"area of the control.\n"
"[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
"side."
msgstr ""
"返回给定 [param line] 和 [param column] 处的字素的局部位置和大小。如果返回的矩"
"形的 [code]x[/code] 或 [code]y[/code] 位置等于 [code]-1[/code],则该位置在该控"
"件的可视区域之外。\n"
"[b]注意:[/b]返回的矩形的 Y 位置对应于该行的顶部,不像 [method "
"get_pos_at_line_column] 返回底边。"
msgid "Returns the last tagged saved version from [method tag_saved_version]."
msgstr "从 [method tag_saved_version] 返回最后一个标记的保存版本。"
msgid "Returns the scroll position for [param wrap_index] of [param line]."
msgstr "返回 [param line] 的 [param wrap_index] 对应的滚动位置。"
msgid ""
"Returns the text inside the selection of a caret, or all the carets if [param "
"caret_index] is its default value [code]-1[/code]."
msgstr ""
"返回光标所选文本,如果 [param caret_index] 为默认值 [code]-1[/code] 则为所有光"
"标所选文本。"
msgid "Returns the original start column of the selection."
msgstr "返回选区的原始起始列。"
msgid "Returns the selection begin line."
msgstr "返回选择开始行。"
msgid "Returns the original start line of the selection."
msgstr "返回选区的原始起始行。"
msgid "Returns the current selection mode."
msgstr "返回当前的选区模式。"
msgid "Returns the selection end line."
msgstr "返回选择结束行。"
msgid "Returns the [TextEdit]'s' tab size."
msgstr "返回该 [TextEdit] 的制表符大小。"
msgid "Returns the total width of all gutters and internal padding."
msgstr "返回所有栏位及内部边距的总宽度。"
msgid "Returns the number of lines that may be drawn."
msgstr "返回可绘制的行数。"
msgid "Returns the [VScrollBar] of the [TextEdit]."
msgstr "设置该 [TextEdit] 所使用的 [StyleBox]。"
msgid ""
"Returns the current version of the [TextEdit]. The version is a count of "
"recorded operations by the undo/redo history."
msgstr "返回该 [TextEdit] 的当前版本。版本是撤消/重做历史所记录操作的计数。"
msgid "Returns the number of visible lines, including wrapped text."
msgstr "返回可见行数,包括自动换行。"
msgid ""
"Returns the total number of visible + wrapped lines between the two lines."
msgstr "返回两行之间,可见行与换行的行的总数。"
msgid "Returns the word at [param position]."
msgstr "返回位于 [param position] 的单词。"
msgid "Returns a [String] text with the word under the caret's location."
msgstr "返回一个 [String] 文本,其中包含文本光标位置下的单词。"
msgid "Returns if the user has IME text."
msgstr "返回用户是否有 IME 文本。"
msgid "Returns [code]true[/code] if a \"redo\" action is available."
msgstr "有“重做”动作可用时返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if an \"undo\" action is available."
msgstr "有“撤销”动作可用时返回 [code]true[/code]。"
msgid "Inserts a new line with [param text] at [param line]."
msgstr "在第 [param line] 行插入文本为 [param text] 的新行。"
msgid "Insert the specified text at the caret position."
msgstr "在光标位置插入指定的文本。"
msgid "Returns [code]true[/code] if the caret is visible on the screen."
msgstr "如果光标在屏幕上可见,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the user is dragging their mouse for scrolling "
"or selecting."
msgstr "如果用户拖动鼠标进行滚动或选择,则返回 [code]true[/code]。"
msgid "Returns whether the gutter is clickable."
msgstr "返回该边栏是否可点击。"
msgid "Returns whether the gutter is currently drawn."
msgstr "返回该边栏是否正被绘制。"
msgid "Returns whether the gutter is overwritable."
msgstr "返回该边栏是否可覆写。"
msgid "Returns whether the gutter on the given line is clickable."
msgstr "返回该边栏的给定行是否可点击。"
msgid "Returns if the given line is wrapped."
msgstr "返回给定的行是否换行。"
msgid ""
"Returns whether the mouse is over selection. If [param edges] is [code]true[/"
"code], the edges are considered part of the selection."
msgstr ""
"返回鼠标是否位于选区之上。如果 [param edges] 为 [code]true[/code],则边界会被"
"认为是选区的一部分。"
msgid "Returns whether the user is in overtype mode."
msgstr "返回用户是否处于改写模式。"
msgid ""
"Merge the gutters from [param from_line] into [param to_line]. Only "
"overwritable gutters will be copied."
msgstr ""
"合并从 [param from_line] 到 [param to_line] 的边栏。只会复制可覆盖的边栏。"
msgid ""
"Merges any overlapping carets. Will favor the newest caret, or the caret with "
"a selection.\n"
"[b]Note:[/b] This is not called when a caret changes position but after "
"certain actions, so it is possible to get into a state where carets overlap."
msgstr ""
"合并重叠的文本光标。会保留最新的光标,或者存在选中内容的光标。\n"
"[b]注意:[/b]光标改变位置后不会进行调用,而是在某些动作之后调用,所以进入光标"
"重叠的状态是可能的。"
msgid "Paste at the current location. Can be overridden with [method _paste]."
msgstr "粘贴到当前位置。可以用 [method _paste] 覆盖。"
msgid "Pastes the primary clipboard."
msgstr "粘贴主剪贴板。"
msgid "Perform redo operation."
msgstr "执行重做操作。"
msgid ""
"Removes the given caret index.\n"
"[b]Note:[/b] This can result in adjustment of all other caret indices."
msgstr ""
"移除给定的文本光标索引。\n"
"[b]注意:[/b]可能导致所有其他光标索引的调整。"
msgid "Removes the gutter from this [TextEdit]."
msgstr "从 [TextEdit] 中移除该边栏。"
msgid "Removes all additional carets."
msgstr "移除所有额外的光标。"
msgid ""
"Removes text between the given positions.\n"
"[b]Note:[/b] This does not adjust the caret or selection, which as a result "
"it can end up in an invalid position."
msgstr ""
"移除给定位置之间的文本。\n"
"[b]注意:[/b]文本光标和选区不会进行调整,因此可能最终处于无效位置。"
msgid ""
"Perform a search inside the text. Search flags can be specified in the [enum "
"SearchFlags] enum.\n"
"In the returned vector, [code]x[/code] is the column, [code]y[/code] is the "
"line. If no results are found, both are equal to [code]-1[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var result = search(\"print\", SEARCH_WHOLE_WORDS, 0, 0)\n"
"if result.x != -1:\n"
" # Result found.\n"
" var line_number = result.y\n"
" var column_number = result.x\n"
"[/gdscript]\n"
"[csharp]\n"
"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, 0, "
"0);\n"
"if (result.X != -1)\n"
"{\n"
" // Result found.\n"
" int lineNumber = result.Y;\n"
" int columnNumber = result.X;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在文本内部进行搜索。搜索标志可以在 [enum SearchFlags] 枚举中指定。\n"
"在返回的向量中,[code]x[/code] 是列,[code]y[/code] 是行。如果没有找到结果,则"
"两者都等于 [code]-1[/code] 。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var result = search(\"print\", SEARCH_WHOLE_WORDS, 0, 0)\n"
"if result.x != -1:\n"
" # 找到了结果。\n"
" var line_number = result.y\n"
" var column_number = result.x\n"
"[/gdscript]\n"
"[csharp]\n"
"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, 0, "
"0);\n"
"if (result.X != -1)\n"
"{\n"
" // 找到了结果。\n"
" int lineNumber = result.Y;\n"
" int columnNumber = result.X;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Perform selection, from line/column to line/column.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
"执行选择,从行/列到行/列。\n"
"如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。"
msgid ""
"Select all the text.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
"选择所有文本。\n"
"如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。"
msgid "Selects the word under the caret."
msgstr "选中光标下的单词。"
msgid ""
"Moves the caret to the specified [param column] index.\n"
"If [param adjust_viewport] is [code]true[/code], the viewport will center at "
"the caret position after the move occurs.\n"
"[b]Note:[/b] If supporting multiple carets this will not check for any "
"overlap. See [method merge_overlapping_carets]."
msgstr ""
"将光标移动到指定的 [param column] 索引。\n"
"如果 [param adjust_viewport] 为 [code]true[/code],则视口将在移动发生后以光标"
"位置为中心。\n"
"[b]注意:[/b]如果支持多个光标,则不会检查任何重叠。请参阅 [method "
"merge_overlapping_carets]。"
msgid ""
"Moves the caret to the specified [param line] index.\n"
"If [param adjust_viewport] is [code]true[/code], the viewport will center at "
"the caret position after the move occurs.\n"
"If [param can_be_hidden] is [code]true[/code], the specified [param line] can "
"be hidden.\n"
"[b]Note:[/b] If supporting multiple carets this will not check for any "
"overlap. See [method merge_overlapping_carets]."
msgstr ""
"将光标移动到指定的 [param line] 索引。\n"
"如果 [param adjust_viewport] 为 [code]true[/code],则视口将在移动发生后以光标"
"位置为中心。\n"
"如果 [param can_be_hidden] 为 [code]true[/code],则可以隐藏指定的 [param "
"line]。\n"
"[b]注意:[/b]如果支持多个光标,则不会检查任何重叠。见 [method "
"merge_overlapping_carets]。"
msgid ""
"Sets the gutter as clickable. This will change the mouse cursor to a pointing "
"hand when hovering over the gutter."
msgstr "将边栏设置为可点击。当鼠标在边栏上悬停时,会将鼠标光标变为指点的手形。"
msgid ""
"Set a custom draw method for the gutter. The callback method must take the "
"following args: [code]line: int, gutter: int, Area: Rect2[/code]."
msgstr ""
"为边栏设置自定义的绘制方法。回调方法必须接受以下参数:[code]line: int, "
"gutter: int, Area: Rect2[/code]。"
msgid "Sets whether the gutter should be drawn."
msgstr "设置该边栏是否应被绘制。"
msgid "Sets the name of the gutter."
msgstr "设置该边栏的名称。"
msgid "Sets the gutter to overwritable. See [method merge_gutters]."
msgstr "设置该边栏为可覆写。见 [method merge_gutters]。"
msgid "Sets the type of gutter."
msgstr "设置边栏的类型。"
msgid "Set the width of the gutter."
msgstr "设置该边栏的宽度。"
msgid "Sets the text for a specific line."
msgstr "设置特定行的文本。"
msgid ""
"Positions the [param wrap_index] of [param line] at the center of the "
"viewport."
msgstr "将 [param line] 的 [param wrap_index] 放置在视口的中心。"
msgid ""
"Positions the [param wrap_index] of [param line] at the top of the viewport."
msgstr "将 [param line] 的 [param wrap_index] 放置在视口的顶部。"
msgid ""
"Positions the [param wrap_index] of [param line] at the bottom of the "
"viewport."
msgstr "将 [param line] 的 [param wrap_index] 放置在视口的底部。"
msgid ""
"Sets the current background color of the line. Set to [code]Color(0, 0, 0, 0)"
"[/code] for no color."
msgstr ""
"设置该行的当前背景色。设置为 [code]Color(0, 0, 0, 0)[/code] 则没有颜色。"
msgid ""
"If [param clickable] is [code]true[/code], makes the [param gutter] on [param "
"line] clickable. See [signal gutter_clicked]."
msgstr ""
"如果 [param clickable] 为 [code]true[/code],则让位于 [param line] 的 [param "
"gutter] 可点击。见 [signal gutter_clicked]。"
msgid "Sets the icon for [param gutter] on [param line] to [param icon]."
msgstr "将边栏 [param gutter] 在第 [param line] 行的图标设置为 [param icon]。"
msgid "Sets the color for [param gutter] on [param line] to [param color]."
msgstr "将边栏 [param gutter] 在第 [param line] 行的颜色设置为 [param color]。"
msgid ""
"Sets the metadata for [param gutter] on [param line] to [param metadata]."
msgstr ""
"将边栏 [param gutter] 在第 [param line] 行的元数据设置为 [param metadata]。"
msgid "Sets the text for [param gutter] on [param line] to [param text]."
msgstr "将边栏 [param gutter] 在第 [param line] 行的文本设置为 [param text]。"
msgid ""
"If [code]true[/code], sets the user into overtype mode. When the user types "
"in this mode, it will override existing text."
msgstr ""
"如果为 [code]true[/code],则将用户设置为改写模式。当用户在该模式下键入时,它将"
"覆盖现有文本。"
msgid ""
"Sets the search [param flags]. This is used with [method set_search_text] to "
"highlight occurrences of the searched text. Search flags can be specified "
"from the [enum SearchFlags] enum."
msgstr ""
"设置搜索标志 [param flags]。配合 [method set_search_text] 使用可以高亮被搜索的"
"文本。搜索标志可以使用 [enum SearchFlags] 枚举指定。"
msgid "Sets the search text. See [method set_search_flags]."
msgstr "设置搜索文本。见 [method set_search_flags]。"
msgid "Sets the current selection mode."
msgstr "设置当前的选区模式。"
msgid "Sets the tab size for the [TextEdit] to use."
msgstr "设置该 [TextEdit] 使用的制表符大小。"
msgid ""
"Provide custom tooltip text. The callback method must take the following "
"args: [code]hovered_word: String[/code]."
msgstr ""
"提供自定义工具提示文本。该回调方法必须接受以下参数:[code]hovered_word: "
"String[/code]。"
msgid ""
"Starts an action, will end the current action if [param action] is "
"different.\n"
"An action will also end after a call to [method end_action], after [member "
"ProjectSettings.gui/timers/text_edit_idle_detect_sec] is triggered or a new "
"undoable step outside the [method start_action] and [method end_action] calls."
msgstr ""
"开始一个动作,如果 [param action] 与当前动作不同,则会终止当前动作。\n"
"调用 [method end_action]、触发 [member ProjectSettings.gui/timers/"
"text_edit_idle_detect_sec] 或者在 [method start_action] 和 [method "
"end_action] 之外调用可撤销的操作都会导致动作的终止。"
msgid "Swaps the two lines."
msgstr "交换两行。"
msgid "Tag the current version as saved."
msgstr "将当前版本标记为已保存。"
msgid "Perform undo operation."
msgstr "执行撤销操作。"
msgid ""
"If [member wrap_mode] is set to [constant LINE_WRAPPING_BOUNDARY], sets text "
"wrapping mode. To see how each mode behaves, see [enum TextServer."
"AutowrapMode]."
msgstr ""
"如果 [member wrap_mode] 设置为 [constant LINE_WRAPPING_BOUNDARY],则设置文本换"
"行模式。不同模式的行为见 [enum TextServer.AutowrapMode]。"
msgid ""
"If [code]true[/code], caret will be visible when [member editable] is "
"disabled."
msgstr "如果为 [code]true[/code],则禁用 [member editable] 时光标可见。"
msgid ""
"If [code]true[/code], a right-click moves the caret at the mouse position "
"before displaying the context menu.\n"
"If [code]false[/code], the context menu disregards mouse location."
msgstr ""
"如果为 [code]true[/code],则单击右键时会先将文本光标移动到鼠标位置,然后再显示"
"上下文菜单。\n"
"如果为 [code]false[/code],则上下文菜单将忽略鼠标位置。"
msgid "Sets if multiple carets are allowed."
msgstr "设置是否允许使用多个文本光标。"
msgid "Set the type of caret to draw."
msgstr "设置要绘制的文本光标的类型。"
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
msgstr "如果为 [code]true[/code],“空格”字符将具有可见表示形式。"
msgid ""
"If [code]true[/code], the \"tab\" character will have a visible "
"representation."
msgstr "如果为 [code]true[/code],“制表符”字符将具有可见表示形式。"
msgid ""
"If [code]true[/code], all occurrences of the selected text will be "
"highlighted."
msgstr "如果为 [code]true[/code],所选文本的所有匹配项都将突出显示。"
msgid "If [code]true[/code], the line containing the cursor is highlighted."
msgstr "如果为 [code]true[/code],则包含光标的行会突出显示。"
msgid ""
"If [code]true[/code], a minimap is shown, providing an outline of your source "
"code."
msgstr "如果为 [code]true[/code],则显示小地图,提供源代码的概要。"
msgid "The width, in pixels, of the minimap."
msgstr "小地图的宽度(以像素为单位)。"
msgid ""
"Text shown when the [TextEdit] is empty. It is [b]not[/b] the [TextEdit]'s "
"default value (see [member text])."
msgstr ""
"[TextEdit] 为空时显示的文本。它[b]不是[/b] [TextEdit] 的默认值(参见 [member "
"text])。"
msgid ""
"If [code]true[/code], [TextEdit] will disable vertical scroll and fit minimum "
"height to the number of visible lines."
msgstr ""
"如果为 [code]true[/code],则 [TextEdit] 将禁用垂直滚动,并将最小高度与可见行数"
"相匹配。"
msgid ""
"If there is a horizontal scrollbar, this determines the current horizontal "
"scroll value in pixels."
msgstr "如果有一个水平滚动条,这决定了当前的水平滚动值,单位是像素。"
msgid "Allow scrolling past the last line into \"virtual\" space."
msgstr "允许滚动过最后一行,进入“虚拟”空间。"
msgid "Scroll smoothly over the text rather than jumping to the next location."
msgstr "在文本上平滑滚动,而不是跳到下一个位置。"
msgid ""
"Sets the scroll speed with the minimap or when [member scroll_smooth] is "
"enabled."
msgstr "设置使用小地图或当 [member scroll_smooth] 被启用时的滚动速度。"
msgid ""
"If there is a vertical scrollbar, this determines the current vertical scroll "
"value in line numbers, starting at 0 for the top line."
msgstr ""
"如果有一个垂直滚动条这就决定了当前的垂直滚动值以行数为单位顶行从0开始。"
msgid ""
"If [code]true[/code], text can be selected.\n"
"If [code]false[/code], text can not be selected by the user or by the [method "
"select] or [method select_all] methods."
msgstr ""
"如果为 [code]true[/code],文本可以被选择。\n"
"如果为 [code]false[/code],用户或使用[method select]或[method select_all]方法"
"都不能选择文本。"
msgid "Sets the [SyntaxHighlighter] to use."
msgstr "设置要使用的 [SyntaxHighlighter]。"
msgid "String value of the [TextEdit]."
msgstr "[TextEdit] 的字符串值。"
msgid "Sets the line wrapping mode to use."
msgstr "设置要使用的换行模式。"
msgid "Emitted when the caret changes position."
msgstr "光标改变位置时发出。"
msgid "Emitted when a gutter is added."
msgstr "添加边栏时发出。"
msgid "Emitted when a gutter is clicked."
msgstr "点击边栏时发出。"
msgid "Emitted when a gutter is removed."
msgstr "移除边栏时发出。"
msgid ""
"Emitted immediately when the text changes.\n"
"When text is added [param from_line] will be less than [param to_line]. On a "
"remove [param to_line] will be less than [param from_line]."
msgstr ""
"文本改变时立即发出。\n"
"添加文本时 [param from_line] 小于 [param to_line]。移除文本时 [param to_line] "
"小于 [param from_line]。"
msgid "Emitted when [method clear] is called or [member text] is set."
msgstr "[method clear] 被调用,或 [member text] 被设置时发出。"
msgid ""
"Pastes the clipboard text over the selected text (or at the cursor's "
"position)."
msgstr "将剪贴板上的文本粘贴在选定的文本上(或光标的位置)。"
msgid "Erases the whole [TextEdit] text."
msgstr "擦除整个 [TextEdit] 文本。"
msgid "Selects the whole [TextEdit] text."
msgstr "选择整个 [TextEdit] 文本。"
msgid "Redoes the previous action."
msgstr "重做前一个动作。"
msgid "No current action."
msgstr "无当前动作。"
msgid "A typing action."
msgstr "打字动作。"
msgid "A backwards delete action."
msgstr "向后删除动作。"
msgid "A forward delete action."
msgstr "向前删除动作。"
msgid "Match case when searching."
msgstr "搜索时匹配大小写。"
msgid "Match whole words when searching."
msgstr "搜索时匹配整个单词。"
msgid "Search from end to beginning."
msgstr "从头到尾搜索。"
msgid "Vertical line caret."
msgstr "垂直线光标。"
msgid "Block caret."
msgstr "方块光标。"
msgid "Not selecting."
msgstr "不选择。"
msgid "Select as if [code]shift[/code] is pressed."
msgstr "就像按下 [code]shift[/code] 一样进行选择。"
msgid "Select single characters as if the user single clicked."
msgstr "选择单个字符,就像用户单击一样。"
msgid "Select whole words as if the user double clicked."
msgstr "选择整个单词,就像用户双击一样。"
msgid "Select whole lines as if the user triple clicked."
msgstr "选择整行文本,就像用户三击一样。"
msgid "Line wrapping is disabled."
msgstr "换行被禁用。"
msgid ""
"Line wrapping occurs at the control boundary, beyond what would normally be "
"visible."
msgstr "换行发生在控件边界,超出通常可见的范围。"
msgid "Draw a string."
msgstr "绘制字符串。"
msgid "Draw an icon."
msgstr "绘制图标。"
msgid "Custom draw."
msgstr "自定义绘制。"
msgid "Sets the background [Color] of this [TextEdit]."
msgstr "设置该 [TextEdit] 的背景 [Color]。"
msgid "[Color] of the text behind the caret when using a block caret."
msgstr "使用块状光标时,光标下文本的 [Color]。"
msgid ""
"[Color] of the caret. This can be set to a fully transparent color to hide "
"the caret entirely."
msgstr "光标的 [Color]。可以设为完全透明的颜色,从而完全隐藏光标。"
msgid "Background [Color] of the line containing the caret."
msgstr "光标所在行的背景 [Color]。"
msgid "Sets the font [Color]."
msgstr "设置字体颜色 [Color]。"
msgid "The tint of text outline of the [TextEdit]."
msgstr "该 [TextEdit] 的文本轮廓的色调。"
msgid "Sets the font [Color] when [member editable] is disabled."
msgstr "设置禁用 [member editable] 时的字体 [Color]。"
msgid ""
"Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/"
"code], it will be ignored."
msgstr ""
"设置所选文本的 [Color]。如果等于 [code]Color(0, 0, 0, 0)[/code],则该属性将被"
"忽略。"
msgid "[Color] of the border around text that matches the search query."
msgstr "与搜索查询匹配的文本周围的边框的 [Color]。"
msgid "[Color] behind the text that matches the search query."
msgstr "与搜索查询匹配的文本背景的 [Color]。"
msgid "Sets the highlight [Color] of text selections."
msgstr "设置文本选择的高亮 [Color] 颜色。"
msgid ""
"Sets the highlight [Color] of multiple occurrences. [member "
"highlight_all_occurrences] has to be enabled."
msgstr ""
"设置多次出现的高亮 [Color] 颜色。须启用 [member highlight_all_occurrences] 。"
msgid ""
"The caret's width in pixels. Greater values can be used to improve "
"accessibility by ensuring the caret is easily visible, or to ensure "
"consistency with a large font size. If set to [code]0[/code] or lower, the "
"caret width is automatically set to 1 pixel and multiplied by the display "
"scaling factor."
msgstr ""
"文本光标的像素宽度。较大的值能够确保光标易于看到,确保光标与较大的字体保持一"
"致,从而提高可访问性。如果设置为 [code]0[/code] 或更低,光标的宽度将被自动设置"
"为 1 像素,并乘以显示缩放系数。"
msgid "Sets the spacing between the lines."
msgstr "设置行间距。"
msgid "Sets the default [Font]."
msgstr "设置默认的字体 [Font]。"
msgid "Sets default font size."
msgstr "设置默认的字体大小。"
msgid "Sets a custom [Texture2D] for space text characters."
msgstr "为空格文本字符,设置一个自定义 [Texture2D]。"
msgid "Sets a custom [Texture2D] for tab text characters."
msgstr "为制表符文本字符,设置一个自定义 [Texture2D]。"
msgid ""
"Sets the [StyleBox] when in focus. The [theme_item focus] [StyleBox] is "
"displayed [i]over[/i] the base [StyleBox], so a partially transparent "
"[StyleBox] should be used to ensure the base [StyleBox] remains visible. A "
"[StyleBox] that represents an outline or an underline works well for this "
"purpose. To disable the focus visual effect, assign a [StyleBoxEmpty] "
"resource. Note that disabling the focus visual effect will harm keyboard/"
"controller navigation usability, so this is not recommended for accessibility "
"reasons."
msgstr ""
"设置当获得焦点时的 [StyleBox]。该 [theme_item focus] [StyleBox] 显示在基础 "
"[StyleBox] [i]之上[/i],因此应使用部分透明的 [StyleBox] 以确保基础 [StyleBox] "
"保持可见。表示轮廓或下划线的 [StyleBox] 非常适合此目的。要禁用焦点视觉效果,请"
"指定一个 [StyleBoxEmpty] 资源。请注意,禁用焦点视觉效果会破坏键盘 / 控制器导航"
"的可用性,出于可访问性原因,不建议这样做。"
msgid "Sets the [StyleBox] of this [TextEdit]."
msgstr "设置这个 [TextEdit] 的 [StyleBox]。"
msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member editable] is disabled."
msgstr "设置这个 [TextEdit] 在禁用 [member editable] 时的 [StyleBox]。"
msgid "Holds a line of text."
msgstr "存放一行文本。"
msgid "Abstraction over [TextServer] for handling a single line of text."
msgstr "基于 [TextServer] 的抽象,用于处理单行文本。"
msgid ""
"Adds inline object to the text buffer, [param key] must be unique. In the "
"text, object is represented as [param length] object replacement characters."
msgstr ""
"向文本缓冲中添加内联对象,[param key] 必须唯一。在文本中,对象使用 [param "
"length] 个对象替换字符表示。"
msgid "Adds text span and font to draw it."
msgstr "添加文本区间以及用于绘制的字体。"
msgid "Clears text line (removes text and inline objects)."
msgstr "清除文本行(移除文本和内联对象)。"
msgid ""
"Draw text into a canvas item at a given position, with [param color]. [param "
"pos] specifies the top left corner of the bounding box."
msgstr ""
"在画布项中的给定位置绘制文本,颜色为 [param color]。[param pos] 指定的是边界框"
"的左上角。"
msgid ""
"Returns the text ascent (number of pixels above the baseline for horizontal "
"layout or to the left of baseline for vertical)."
msgstr ""
"返回该文本的升部(水平排版时为基线上方的像素数,垂直排版时为基线左侧的像素"
"数)。"
msgid ""
"Returns the text descent (number of pixels below the baseline for horizontal "
"layout or to the right of baseline for vertical)."
msgstr ""
"返回该文本的降部(水平排版时为基线下方的像素数,垂直排版时为基线右侧的像素"
"数)。"
msgid "Returns thickness of the underline."
msgstr "返回下划线的粗细度。"
msgid ""
"Returns width (for horizontal layout) or height (for vertical) of the text."
msgstr "返回文本的宽度(对于水平排版)或高度(对于垂直排版)。"
msgid "Returns bounding rectangle of the inline object."
msgstr "返回内联对象的边界矩形。"
msgid "Returns array of inline objects."
msgstr "返回内联对象的数组。"
msgid "Returns TextServer buffer RID."
msgstr "返回 TextServer 缓冲区 RID。"
msgid "Returns size of the bounding box of the text."
msgstr "返回文本边界框的大小。"
msgid ""
"Returns caret character offset at the specified pixel offset at the baseline. "
"This function always returns a valid position."
msgstr ""
"返回基线处指定像素偏移处的文本光标的偏移量。该函数始终返回一个有效位置。"
msgid "Sets new size and alignment of embedded object."
msgstr "设置嵌入对象的新大小和对齐方式。"
msgid ""
"Overrides BiDi for the structured text.\n"
"Override ranges should cover full source text without overlaps. BiDi "
"algorithm will be used on each range separately."
msgstr ""
"覆盖用于结构化文本的 BiDi。\n"
"覆盖范围应覆盖完整的源文本而没有重叠。BiDi 算法将分别被用于每个范围。"
msgid "Sets text alignment within the line as if the line was horizontal."
msgstr "设置行内的文本对齐方式,始终按照该行为横向的情况设置。"
msgid "Text writing direction."
msgstr "文本书写方向。"
msgid "Line alignment rules. For more info see [TextServer]."
msgstr "行对齐规则。详细请参阅 [TextServer]。"
msgid "Text orientation."
msgstr "文本朝向。"
msgid "If set to [code]true[/code] text will display control characters."
msgstr "如果设置为 [code]true[/code],则将在文本中显示控制字符。"
msgid "If set to [code]true[/code] text will display invalid characters."
msgstr "如果设置为 [code]true[/code],则将在文本中显示无效字符。"
msgid ""
"Sets the clipping behavior when the text exceeds the text line's set width. "
"See [enum TextServer.OverrunBehavior] for a description of all modes."
msgstr ""
"设置文本超出文本行的设置宽度时的裁剪行为。有关所有模式的描述,请参阅 [enum "
"TextServer.OverrunBehavior]。"
msgid "Text line width."
msgstr "文本行宽。"
msgid "Generate an [PrimitiveMesh] from the text."
msgstr "从文本生成 [PrimitiveMesh]。"
msgid ""
"Generate an [PrimitiveMesh] from the text.\n"
"TextMesh can be generated only when using dynamic fonts with vector glyph "
"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
"containers, like color emoji fonts) are not supported.\n"
"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
"height for the front face, 40% for the back face, 10% for the outer edges and "
"10% for the inner edges."
msgstr ""
"根据文本生成 [PrimitiveMesh]。\n"
"使用了矢量字形轮廓的动态字体才能用于生成 TextMesh。不支持位图字体包括 "
"TrueType/OpenType 容器中的位图数据,例如彩色 Emoji 字体)。\n"
"UV 布局由 4 个横条组成,从上到下依次为:正面占 40% 高度,背面占 40% 的高度,外"
"面占 10% 的高度,内侧面占 10% 的高度。"
msgid "Step (in pixels) used to approximate Bézier curves."
msgstr "用于近似贝塞尔曲线的步长(单位为像素)。"
msgid ""
"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
"generated, and UV layout is changed to use full texture for the front face "
"only."
msgstr ""
"生成的网格的深度,设为 [code]0.0[/code] 时只有正面,此时的 UV 布局会变为让正面"
"占据整张纹理。"
msgid "Font size of the [TextMesh]'s text."
msgstr "该 [TextMesh] 文本的字体大小。"
msgid ""
"Language code used for text shaping algorithms, if left empty current locale "
"is used instead."
msgstr "语言代码,用于文本塑形算法,如果留空则使用当前区域设置。"
msgid "Vertical space between lines in multiline [TextMesh]."
msgstr "多行 [TextMesh] 中,行与行之间的垂直间距。"
msgid "The size of one pixel's width on the text to scale it in 3D."
msgstr "文本上一个像素宽度的大小,以 3D 缩放。"
msgid "The text to generate mesh from."
msgstr "用于生成网格的文本。"
msgid "Text width (in pixels), used for fill alignment."
msgstr "文本宽度(单位为像素),用于填充对齐。"
msgid "Holds a paragraph of text."
msgstr "持有一个文本段落。"
msgid "Abstraction over [TextServer] for handling a single paragraph of text."
msgstr "对 [TextServer] 的抽象,用于处理单个文本段落。"
msgid "Clears text paragraph (removes text and inline objects)."
msgstr "清空文本段落(移除文本和内联对象)。"
msgid "Removes dropcap."
msgstr "移除首字下沉。"
msgid ""
"Draw all lines of the text and drop cap into a canvas item at a given "
"position, with [param color]. [param pos] specifies the top left corner of "
"the bounding box."
msgstr ""
"在画布项中的给定位置绘制文本中所有行和首字下沉,颜色为 [param color]。[param "
"pos] 指定的是边界框的左上角。"
msgid ""
"Draw drop cap into a canvas item at a given position, with [param color]. "
"[param pos] specifies the top left corner of the bounding box."
msgstr ""
"在画布项中的给定位置绘制首字下沉,颜色为 [param color]。[param pos] 指定的是边"
"界框的左上角。"
msgid ""
"Draw drop cap outline into a canvas item at a given position, with [param "
"color]. [param pos] specifies the top left corner of the bounding box."
msgstr ""
"在画布项中的给定位置绘制首字下沉的轮廓,颜色为 [param color]。[param pos] 指定"
"的是边界框的左上角。"
msgid ""
"Draw single line of text into a canvas item at a given position, with [param "
"color]. [param pos] specifies the top left corner of the bounding box."
msgstr ""
"在画布项中的给定位置绘制一行文本,颜色为 [param color]。[param pos] 指定的是边"
"界框的左上角。"
msgid ""
"Draw outline of the single line of text into a canvas item at a given "
"position, with [param color]. [param pos] specifies the top left corner of "
"the bounding box."
msgstr ""
"在画布项中的给定位置绘制一行文本的轮廓,颜色为 [param color]。[param pos] 指定"
"的是边界框的左上角。"
msgid ""
"Draw outlines of all lines of the text and drop cap into a canvas item at a "
"given position, with [param color]. [param pos] specifies the top left corner "
"of the bounding box."
msgstr ""
"在画布项中的给定位置绘制文本中所有行和首字下沉的轮廓,颜色为 [param color]。"
"[param pos] 指定的是边界框的左上角。"
msgid "Returns number of lines used by dropcap."
msgstr "返回首字下沉使用的行数。"
msgid "Returns drop cap text buffer RID."
msgstr "返回首字下沉文本缓冲 RID。"
msgid "Returns drop cap bounding box size."
msgstr "返回首字下沉边界框大小。"
msgid ""
"Returns the text line ascent (number of pixels above the baseline for "
"horizontal layout or to the left of baseline for vertical)."
msgstr ""
"返回文本行上高(对于水平布局,为基线上方的像素数;或对于垂直布局,基线左侧的像"
"素数)。"
msgid "Returns number of lines in the paragraph."
msgstr "返回段落中的行数。"
msgid ""
"Returns the text line descent (number of pixels below the baseline for "
"horizontal layout or to the right of baseline for vertical)."
msgstr ""
"返回文本行下深(对于水平布局,为基线下方的像素数;或对于垂直布局,基线右侧的像"
"素数)。"
msgid "Returns array of inline objects in the line."
msgstr "返回某行中内联对象的数组。"
msgid "Returns character range of the line."
msgstr "返回某行中的字符范围。"
msgid "Returns TextServer line buffer RID."
msgstr "返回 TextServer 行缓冲 RID。"
msgid "Returns size of the bounding box of the line of text."
msgstr "返回文本行边界框的大小。"
msgid ""
"Returns width (for horizontal layout) or height (for vertical) of the line of "
"text."
msgstr "返回文本行的宽度(水平排版)或高度(垂直排版)。"
msgid ""
"Returns the size of the bounding box of the paragraph, without line breaks."
msgstr "返回段落边界框的大小,不带换行符。"
msgid "Returns TextServer full string buffer RID."
msgstr "返回 TextServer 完整字符串缓冲区的 RID。"
msgid "Returns the size of the bounding box of the paragraph."
msgstr "返回段落边界框的大小。"
msgid ""
"Returns caret character offset at the specified coordinates. This function "
"always returns a valid position."
msgstr "返回指定坐标处的文本光标的偏移量。该函数始终返回一个有效位置。"
msgid ""
"Sets drop cap, overrides previously set drop cap. Drop cap (dropped capital) "
"is a decorative element at the beginning of a paragraph that is larger than "
"the rest of the text."
msgstr ""
"设置首字下沉,会覆盖之前设置的首字下沉。首字下沉是段落开头的装饰元素,比文本的"
"其余部分大。"
msgid "Aligns paragraph to the given tab-stops."
msgstr "将段落与给定的制表位对齐。"
msgid "Paragraph horizontal alignment."
msgstr "段落的水平对齐。"
msgid "Line breaking rules. For more info see [TextServer]."
msgstr "断行规则。详情见 [TextServer]。"
msgid ""
"Custom punctuation character list, used for word breaking. If set to empty "
"string, server defaults are used."
msgstr ""
"自定义标点字符列表,用于分词。如果设置为空字符串,则使用服务器的默认值。"
msgid "Limits the lines of text shown."
msgstr "限制显示文本的行数。"
msgid ""
"Sets the clipping behavior when the text exceeds the paragraph's set width. "
"See [enum TextServer.OverrunBehavior] for a description of all modes."
msgstr ""
"设置当文本超过段落的设置宽度时的裁剪行为。有关所有模式的描述,请参阅 [enum "
"TextServer.OverrunBehavior]。"
msgid "Paragraph width."
msgstr "段落宽度。"
msgid "A server interface for font management and text rendering."
msgstr "字体管理和文本渲染的服务器接口。"
msgid "[TextServer] is the API backend for managing fonts and rendering text."
msgstr "[TextServer] 是用于管理字体和渲染文本的 API 后端。"
msgid ""
"Creates a new, empty font cache entry resource. To free the resulting "
"resource, use the [method free_rid] method."
msgstr ""
"新建空的字体缓存条目资源。要释放生成的资源,请使用 [method free_rid] 方法。"
msgid ""
"Creates a new variation existing font which is reusing the same glyph cache "
"and font data. To free the resulting resource, use the [method free_rid] "
"method."
msgstr ""
"创建一个新的已有的字体变体,该字体重用相同的字形缓存和字体数据。要释放生成的资"
"源,请使用 [method free_rid] 方法。"
msgid ""
"Creates new buffer for complex text layout, with the given [param direction] "
"and [param orientation]. To free the resulting buffer, use [method free_rid] "
"method.\n"
"[b]Note:[/b] Direction is ignored if server does not support [constant "
"FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]).\n"
"[b]Note:[/b] Orientation is ignored if server does not support [constant "
"FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced])."
msgstr ""
"使用给定的方向 [param direction] 和朝向 [param orientation] 新建缓冲区,用于复"
"杂排版。要释放生成的缓冲区,请使用 [method free_rid]方法。\n"
"[b]注意:[/b]如果服务器不支持 [constant FEATURE_BIDI_LAYOUT] 特性,则会忽略方"
"向([TextServerAdvanced] 支持)。\n"
"[b]注意:[/b]如果服务器不支持 [constant FEATURE_VERTICAL_LAYOUT] 特性,则会忽"
"略朝向([TextServerAdvanced] 支持)。"
msgid ""
"Draws box displaying character hexadecimal code. Used for replacing missing "
"characters."
msgstr "绘制显示字符十六进制码的框。用于替换缺失的字符。"
msgid ""
"Removes all rendered glyphs information from the cache entry.\n"
"[b]Note:[/b] This function will not remove textures associated with the "
"glyphs, use [method font_remove_texture] to remove them manually."
msgstr ""
"从缓存条目中移除所有的渲染字形信息。\n"
"[b]注意:[/b]该函数不会移除与字形关联的纹理,请使用 [method "
"font_remove_texture] 手动移除。"
msgid "Removes all font sizes from the cache entry."
msgstr "从缓存条目中移除所有的字体大小。"
msgid ""
"Removes all textures from font cache entry.\n"
"[b]Note:[/b] This function will not remove glyphs associated with the "
"texture, use [method font_remove_glyph] to remove them manually."
msgstr ""
"从字体缓存条目中移除所有的纹理。\n"
"[b]注意:[/b]该函数不会移除与纹理关联的字形,请使用 [method "
"font_remove_glyph] 手动移除。"
msgid ""
"Draws single glyph into a canvas item at the position, using [param font_rid] "
"at the size [param size].\n"
"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned "
"by [method shaped_text_get_glyphs] or [method font_get_glyph_index].\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"在画布项中某个位置绘制单个字形,使用的字体为 [param font_rid],大小为 [param "
"size]。\n"
"[b]注意:[/b]字形索引是特定于字体的,请使用 [method shaped_text_get_glyphs] "
"或 [method font_get_glyph_index] 返回的字形索引。\n"
"[b]注意:[/b]如果有待渲染的字形,调用这个函数可能会触发纹理缓存的更新。"
msgid ""
"Draws single glyph outline of size [param outline_size] into a canvas item at "
"the position, using [param font_rid] at the size [param size].\n"
"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned "
"by [method shaped_text_get_glyphs] or [method font_get_glyph_index].\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"在画布项中某个位置绘制单个字形轮廓,使用的字体为 [param font_rid],大小为 "
"[param size]。\n"
"[b]注意:[/b]字形索引是特定于字体的,请使用 [method shaped_text_get_glyphs] "
"或 [method font_get_glyph_index] 返回的字形索引。\n"
"[b]注意:[/b]如果有待渲染的字形,调用这个函数可能会触发纹理缓存的更新。"
msgid "Returns font anti-aliasing mode."
msgstr "返回字体的抗锯齿模式。"
msgid ""
"Returns character code associated with [param glyph_index], or [code]0[/code] "
"if [param glyph_index] is invalid. See [method font_get_glyph_index]."
msgstr ""
"返回与 [param glyph_index] 关联的字符码,如果 [param glyph_index] 无效则返回 "
"[code]0[/code]。见 [method font_get_glyph_index]。"
msgid "Returns font embolden strength."
msgstr "返回字体的加粗力度。"
msgid "Returns bitmap font fixed size."
msgstr "返回位图字体的固定大小。"
msgid "Returns [code]true[/code] if font texture mipmap generation is enabled."
msgstr "如果启用了字体纹理 mipmap 生成,则返回 [code]true[/code]。"
msgid ""
"Returns the font oversampling factor, shared by all fonts in the TextServer."
msgstr "返回字体过采样系数,由 TextServer 中的所有字体共享。"
msgid ""
"Returns outline contours of the glyph as a [Dictionary] with the following "
"contents:\n"
"[code]points[/code] - [PackedVector3Array], containing outline "
"points. [code]x[/code] and [code]y[/code] are point coordinates. [code]z[/"
"code] is the type of the point, using the [enum ContourPointTag] values.\n"
"[code]contours[/code] - [PackedInt32Array], containing indices the end "
"points of each contour.\n"
"[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
"code], clockwise contours must be filled."
msgstr ""
"将字形的轮廓线轮廓返回为具有以下内容的 [Dictionary]\n"
"[code]points[/code] - [PackedVector3Array],包含轮廓点。[code]x[/"
"code] 和 [code]y[/code] 是点坐标。[code]z[/code] 是点的类型,使用 [enum "
"ContourPointTag] 值。\n"
"[code]contours[/code] - [PackedInt32Array],包含每个轮廓端点的索引。\n"
"[code]orientation[/code] - [bool],轮廓方向。如果为 [code]true[/code],则顺"
"时针轮廓必须被填充。"
msgid ""
"Returns the glyph index of a [param char], optionally modified by the [param "
"variation_selector]. See [method font_get_char_from_glyph_index]."
msgstr ""
"返回 [param char] 的字形索引,可以选择由 [param variation_selector] 进行修改。"
"见 [method font_get_char_from_glyph_index]。"
msgid "Returns size of the glyph."
msgstr "返回该字形的大小。"
msgid ""
"Returns resource ID of the cache texture containing the glyph.\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"返回包含字形的缓存纹理的资源 ID。\n"
"[b]注意:[/b]如果有待渲染的字形,调用此函数可能会触发纹理缓存的更新。"
msgid ""
"Returns size of the cache texture containing the glyph.\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"返回包含字形的缓存纹理的大小。\n"
"[b]注意:[/b]如果有待渲染的字形,调用此函数可能会触发纹理缓存的更新。"
msgid "Returns the font hinting mode. Used by dynamic fonts only."
msgstr "返回字体微调模式。仅用于动态字体。"
msgid ""
"Returns the width of the range around the shape between the minimum and "
"maximum representable signed distance."
msgstr "返回最小和最大可表示有符号距离之间形状周围范围的宽度。"
msgid "Returns source font size used to generate MSDF textures."
msgstr "返回用于生成 MSDF 纹理的源字体大小。"
msgid "Returns font OpenType feature set override."
msgstr "返回字体 OpenType 特性集覆盖。"
msgid ""
"Returns font oversampling factor, if set to [code]0.0[/code] global "
"oversampling factor is used instead. Used by dynamic fonts only."
msgstr ""
"返回字体过采样系数,如果设置为 [code]0.0[/code],则使用全局过采样系数。仅由动"
"态字体使用。"
msgid ""
"Returns the spacing for [param spacing] (see [enum TextServer.SpacingType]) "
"in pixels (not relative to the font size)."
msgstr ""
"返回 [param spacing](见 [enum TextServer.SpacingType])的间距,单位为像素(与"
"字体大小无关)。"
msgid "Returns font style flags, see [enum FontStyle]."
msgstr "返回字体样式标志,见 [enum FontStyle]。"
msgid "Returns font subpixel glyph positioning mode."
msgstr "返回字体的次像素字形定位模式。"
msgid "Returns a string containing all the characters available in the font."
msgstr "返回包含字体中所有可用字符的字符串。"
msgid "Returns font cache texture image data."
msgstr "返回字体缓存纹理图像数据。"
msgid "Returns array containing glyph packing data."
msgstr "返回包含字形打包数据的数组。"
msgid "Returns 2D transform applied to the font outlines."
msgstr "返回应用于字体轮廓的 2D 变换。"
msgid ""
"Returns variation coordinates for the specified font cache entry. See [method "
"font_supported_variation_list] for more info."
msgstr ""
"返回指定字体缓存条目的变体坐标。详见 [method font_supported_variation_list]。"
msgid ""
"Returns [code]true[/code] if system fonts can be automatically used as "
"fallbacks."
msgstr "如果可以自动使用系统字体作为回退字体,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if auto-hinting is supported and preferred over "
"font built-in hinting. Used by dynamic fonts only."
msgstr ""
"如果自动提示被支持且优先于字体内置提示,则返回 [code]true[/code]。仅由动态字体"
"使用。"
msgid ""
"Returns [code]true[/code] if glyphs of all sizes are rendered using single "
"multichannel signed distance field generated from the dynamic font vector "
"data."
msgstr ""
"如果使用从动态字体矢量数据生成的单个多通道有符号距离场渲染所有大小的字形,则返"
"回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if font supports given script (ISO 15924 code)."
msgstr "如果字体支持给定的文字ISO 15924 代码),则返回 [code]true[/code]。"
msgid ""
"Removes specified rendered glyph information from the cache entry.\n"
"[b]Note:[/b] This function will not remove textures associated with the "
"glyphs, use [method font_remove_texture] to remove them manually."
msgstr ""
"从缓存条目中移除指定的渲染字形信息。\n"
"[b]注意:[/b]这个函数不会移除与字形相关的纹理,请使用 [method "
"font_remove_texture] 手动移除。"
msgid ""
"Removes specified texture from the cache entry.\n"
"[b]Note:[/b] This function will not remove glyphs associated with the "
"texture, remove them manually, using [method font_remove_glyph]."
msgstr ""
"从缓存条目中移除指定纹理。\n"
"[b]注意:[/b]这个函数不会移除与纹理关联的字形,请使用 [method "
"font_remove_glyph] 手动移除。"
msgid "Sets font anti-aliasing mode."
msgstr "使用字体抗锯齿模式。"
msgid "Sets font source data, e.g contents of the dynamic font source file."
msgstr "设置字体源数据,例如动态字体的源文件内容。"
msgid ""
"Sets font embolden strength. If [param strength] is not equal to zero, "
"emboldens the font outlines. Negative values reduce the outline thickness."
msgstr ""
"设置字体的加粗强度。如果 [param strength] 不等于零,则会加粗字体轮廓。负值会减"
"小轮廓的粗细度。"
msgid ""
"Sets bitmap font fixed size. If set to value greater than zero, same cache "
"entry will be used for all font sizes."
msgstr ""
"设置位图字体的固定大小。如果设置为大于零的值,则会为所有字体大小使用相同的缓存"
"条目。"
msgid ""
"Sets bitmap font scaling mode. This property is used only if "
"[code]fixed_size[/code] is greater than zero."
msgstr ""
"设置位图字体缩放模式。仅当 [code]fixed_size[/code] 大于零时才使用该属性。"
msgid ""
"If set to [code]true[/code] auto-hinting is preferred over font built-in "
"hinting."
msgstr ""
"如果设置为 [code]true[/code],则优先使用自动微调,而不是字体的内置微调。"
msgid "If set to [code]true[/code] font texture mipmap generation is enabled."
msgstr "如果设置为 [code]true[/code],则启用字体纹理 mipmap 生成。"
msgid ""
"Sets oversampling factor, shared by all font in the TextServer.\n"
"[b]Note:[/b] This value can be automatically changed by display server."
msgstr ""
"设置过采样系数,由 TextServer 中的所有字体共享。\n"
"[b]注意:[/b]显示服务器可能自动更改这个值。"
msgid "Sets size of the glyph."
msgstr "设置字形的大小。"
msgid "Sets font hinting mode. Used by dynamic fonts only."
msgstr "设置字体微调模式。仅由动态字体使用。"
msgid "Adds override for [method font_is_language_supported]."
msgstr "为 [method font_is_language_supported] 添加覆盖。"
msgid ""
"Sets the width of the range around the shape between the minimum and maximum "
"representable signed distance."
msgstr "设置最小和最大可表示有符号距离之间形状周围范围的宽度。"
msgid "Sets source font size used to generate MSDF textures."
msgstr "设置用于生成 MSDF 纹理的源字体大小。"
msgid ""
"If set to [code]true[/code], glyphs of all sizes are rendered using single "
"multichannel signed distance field generated from the dynamic font vector "
"data. MSDF rendering allows displaying the font at any scaling factor without "
"blurriness, and without incurring a CPU cost when the font size changes "
"(since the font no longer needs to be rasterized on the CPU). As a downside, "
"font hinting is not available with MSDF. The lack of font hinting may result "
"in less crisp and less readable fonts at small sizes.\n"
"[b]Note:[/b] MSDF font rendering does not render glyphs with overlapping "
"shapes correctly. Overlapping shapes are not valid per the OpenType standard, "
"but are still commonly found in many font files, especially those converted "
"by Google Fonts. To avoid issues with overlapping glyphs, consider "
"downloading the font file directly from the type foundry instead of relying "
"on Google Fonts."
msgstr ""
"如果设置为 [code]true[/code],则所有大小的字形都使用同一个从动态字体向量数据生"
"成的多通道带符号距离场进行渲染。MSDF 渲染能够使用任意缩放系数显示字体,字体不"
"会变得模糊,字体大小的改变也不会消耗 CPU 的性能(因为字体不再需要在 CPU 上进行"
"光栅化。缺点是MSDF 无法使用字体微调。缺少字体微调时,锐度可能降低,较小的字"
"体可能不易阅读。\n"
"[b]注意:[/b]MSDF 字体渲染无法正确渲染存在形状重叠的字形。重叠的形状在 "
"OpenType 标准中是无效的,但在很多字体文件中仍然很常见,尤其是经过 Google "
"Fonts 转换后的那些。要避免形状重叠带来的问题,请考虑直接从字体厂商下载字体文"
"件,不要依赖 Google Fonts。"
msgid "Sets the font family name."
msgstr "设置该字体的家族名称。"
msgid "Sets font OpenType feature set override."
msgstr "设置字体 OpenType 特性集覆盖。"
msgid ""
"Sets font oversampling factor, if set to [code]0.0[/code] global oversampling "
"factor is used instead. Used by dynamic fonts only."
msgstr ""
"设置字体的过采样系数,如果设置为 [code]0.0[/code],则会改用全局过采样系数。仅"
"由动态字体使用。"
msgid "Adds override for [method font_is_script_supported]."
msgstr "为 [method font_is_script_supported] 添加覆盖。"
msgid ""
"Sets font stretch amount, compared to a normal width. A percentage value "
"between [code]50%[/code] and [code]200%[/code].\n"
"[b]Note:[/b] This value is used for font matching only and will not affect "
"font rendering. Use [method font_set_face_index], [method "
"font_set_variation_coordinates], or [method font_set_transform] instead."
msgstr ""
"设置字体相对于普通宽度的拉伸量,是在 [code]50%[/code] 和 [code]200%[/code] 之"
"间的百分比值。\n"
"[b]注意:[/b]这个值仅用于匹配字体,不会影响字体的渲染。请改用 [method "
"font_set_face_index]、[method font_set_variation_coordinates] 或 [method "
"font_set_transform]。"
msgid ""
"Sets the font style flags, see [enum FontStyle].\n"
"[b]Note:[/b] This value is used for font matching only and will not affect "
"font rendering. Use [method font_set_face_index], [method "
"font_set_variation_coordinates], [method font_set_embolden], or [method "
"font_set_transform] instead."
msgstr ""
"设置字体样式标志,见 [enum FontStyle]。\n"
"[b]注意:[/b]这个值仅用于匹配字体,不会影响字体的渲染。请改用 [method "
"font_set_face_index]、[method font_set_variation_coordinates]、[method "
"font_set_embolden] 或 [method font_set_transform]。"
msgid "Sets the font style name."
msgstr "设置字体的样式名称。"
msgid "Sets font subpixel glyph positioning mode."
msgstr "设置字体的次像素字形定位模式。"
msgid "Sets font cache texture image data."
msgstr "设置字体的缓存纹理图像数据。"
msgid ""
"Sets 2D transform, applied to the font outlines, can be used for slanting, "
"flipping and rotating glyphs.\n"
"For example, to simulate italic typeface by slanting, apply the following "
"transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code]."
msgstr ""
"设置应用于字体轮廓的 2D 变换,可用于倾斜、翻转和旋转字形。\n"
"例如,要通过倾斜来模拟斜体字体,请应用以下变换 [code]Transform2D(1.0, slant, "
"0.0, 1.0, 0.0, 0.0)[/code]。"
msgid ""
"Sets variation coordinates for the specified font cache entry. See [method "
"font_supported_variation_list] for more info."
msgstr ""
"为指定的字体缓存条目设置变体坐标。详见 [method "
"font_supported_variation_list]。"
msgid ""
"Sets weight (boldness) of the font. A value in the [code]100...999[/code] "
"range, normal font weight is [code]400[/code], bold font weight is [code]700[/"
"code].\n"
"[b]Note:[/b] This value is used for font matching only and will not affect "
"font rendering. Use [method font_set_face_index], [method "
"font_set_variation_coordinates], or [method font_set_embolden] instead."
msgstr ""
"设置字体的字重(粗度)。字重是在 [code]100...999[/code] 范围内的值,普通字重"
"为 [code]400[/code],粗体字重为 [code]700[/code]。\n"
"[b]注意:[/b]这个值仅用于匹配字体,不会影响字体的渲染。请改用 [method "
"font_set_face_index]、[method font_set_variation_coordinates]、[method "
"font_set_embolden] 或 [method font_set_transform]。"
msgid "Returns the dictionary of the supported OpenType features."
msgstr "返回支持的 OpenType 特性的字典。"
msgid "Returns the dictionary of the supported OpenType variation coordinates."
msgstr "返回支持的 OpenType 变体坐标的字典。"
msgid ""
"Converts a number from the Western Arabic (0..9) to the numeral systems used "
"in [param language].\n"
"If [param language] is omitted, the active locale will be used."
msgstr ""
"将数字从阿拉伯数字0..9)转换为 [param language] 语言的记数系统。\n"
"如果省略 [param language],则会使用激活的区域设置。"
msgid "Frees an object created by this [TextServer]."
msgstr "释放由该 [TextServer] 创建的某个对象。"
msgid "Returns text server features, see [enum Feature]."
msgstr "返回文本服务器的功能,见 [enum Feature]。"
msgid ""
"Returns size of the replacement character (box with character hexadecimal "
"code that is drawn in place of invalid characters)."
msgstr "返回替换字符的大小(在无效字符处绘制的带十六进制字符代码的框)。"
msgid "Returns the name of the server interface."
msgstr "返回该服务器接口的名称。"
msgid ""
"Returns default TextServer database (e.g. ICU break iterators and "
"dictionaries) filename."
msgstr "返回默认的 TextServer 数据库(例如 ICU 中断迭代器和字典)文件名。"
msgid ""
"Returns TextServer database (e.g. ICU break iterators and dictionaries) "
"description."
msgstr "返回 TextServer 数据库(例如 ICU 中断迭代器和字典)的描述。"
msgid ""
"Returns [code]true[/code] if [param rid] is valid resource owned by this text "
"server."
msgstr ""
"如果 [param rid] 是该文本服务器拥有的有效资源,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the server supports a feature."
msgstr "如果服务器支持某个功能,则返回 [code]true[/code]。"
msgid ""
"Returns index of the first string in [param dict] which is visually "
"confusable with the [param string], or [code]-1[/code] if none is found.\n"
"[b]Note:[/b] This method doesn't detect invisible characters, for spoof "
"detection use it in combination with [method spoof_check].\n"
"[b]Note:[/b] Always returns [code]-1[/code] if the server does not support "
"the [constant FEATURE_UNICODE_SECURITY] feature."
msgstr ""
"返回 [param dict] 中可能与 [param string] 发生视觉混淆的第一个字符串的索引,如"
"果没有找到则返回 [code]-1[/code]。\n"
"[b]注意:[/b]这个方法不检测不可见字符,要进行欺骗性检测,请与 [method "
"spoof_check] 结合使用。\n"
"[b]注意:[/b]如果该服务器不支持 [constant FEATURE_UNICODE_SECURITY] 特性,则始"
"终返回 [code]-1[/code]。"
msgid "Returns [code]true[/code] if locale is right-to-left."
msgstr "如果区域设置为从右至左,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if [param string] is a valid identifier.\n"
"If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] "
"feature, a valid identifier must:\n"
"- Conform to normalization form C.\n"
"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n"
"- May contain Unicode characters of class XID_Continue in the other "
"positions.\n"
"- Use UAX #31 recommended scripts only (mixed scripts are allowed).\n"
"If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a "
"valid identifier must:\n"
"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n"
"- May contain Unicode characters of class XID_Continue in the other positions."
msgstr ""
"如果 [param string] 为有效的标识符,则返回 [code]true[/code]。\n"
"如果文字服务器支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识符"
"必须:\n"
"- 遵循 C 范式。\n"
"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n"
"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。\n"
"- 仅使用 UAX #31 推荐的文字(允许混合文字)。\n"
"如果不支持 [constant FEATURE_UNICODE_IDENTIFIERS] 特性,则有效的标识符必须:\n"
"- 开头是 XID_Start 类的 Unicode 字符或 [code]\"_\"[/code]。\n"
"- 其他位置可以包含 XID_Continue 类的 Unicode 字符。"
msgid ""
"Loads optional TextServer database (e.g. ICU break iterators and "
"dictionaries).\n"
"[b]Note:[/b] This function should be called before any other TextServer "
"functions used, otherwise it won't have any effect."
msgstr ""
"加载可选的 TextServer 数据库(例如 ICU 断字迭代器和字典)。\n"
"[b]注意:[/b]这个函数应该在使用任何其他 TextServer 函数之前调用,否则不会起任"
"何作用。"
msgid ""
"Converts readable feature, variation, script or language name to OpenType tag."
msgstr "将特性、变体、文字、语言的可读名称转换为 OpenType 标记。"
msgid ""
"Converts [param number] from the numeral systems used in [param language] to "
"Western Arabic (0..9)."
msgstr ""
"将数字 [param number] 从 [param language] 的记数系统转换为阿拉伯数字0..9)。"
msgid ""
"Default implementation of the BiDi algorithm override function. See [enum "
"StructuredTextParser] for more info."
msgstr ""
"BiDi 算法覆盖函数的默认实现。有关详细信息,请参阅 [enum "
"StructuredTextParser]。"
msgid "Returns percent sign used in the [param language]."
msgstr "返回语言 [param language] 中使用的百分比符号。"
msgid ""
"Saves optional TextServer database (e.g. ICU break iterators and "
"dictionaries) to the file.\n"
"[b]Note:[/b] This function is used by during project export, to include "
"TextServer database."
msgstr ""
"将可选的 TextServer 数据库(例如 ICU 断字迭代器和字典)保存到文件中。\n"
"[b]注意:[/b]这个函数在导出项目时会用到,用于包含 TextServer 数据库。"
msgid ""
"Returns number of text spans added using [method shaped_text_add_string] or "
"[method shaped_text_add_object]."
msgstr ""
"返回使用 [method shaped_text_add_string] 或 [method shaped_text_add_object] 添"
"加的文本区间的数量。"
msgid "Returns text span metadata."
msgstr "返回文本区间的元数据。"
msgid ""
"Changes text span font, font size and OpenType features, without changing the "
"text."
msgstr "在不更改文本的情况下,更改文本区间的字体、字体大小和 OpenType 功能。"
msgid "Adds text span and font to draw it to the text buffer."
msgstr "添加文本区间和字体,将其绘制到文本缓冲中。"
msgid "Clears text buffer (removes text and inline objects)."
msgstr "清空文本缓冲(移除文本和内联对象)。"
msgid "Returns composite character position closest to the [param pos]."
msgstr "返回距离 [param pos] 最近的组合字符位置。"
msgid ""
"Draw shaped text into a canvas item at a given position, with [param color]. "
"[param pos] specifies the leftmost point of the baseline (for horizontal "
"layout) or topmost point of the baseline (for vertical layout)."
msgstr ""
"在画布项的给定位置绘制塑形后的文本,颜色为 [param color]。[param pos] 指定的是"
"基线的最左侧(横向排版)或基线的最顶部(纵向排版)。"
msgid ""
"Draw the outline of the shaped text into a canvas item at a given position, "
"with [param color]. [param pos] specifies the leftmost point of the baseline "
"(for horizontal layout) or topmost point of the baseline (for vertical "
"layout)."
msgstr ""
"在画布项的给定位置绘制塑形后的文本轮廓,颜色为 [param color]。[param pos] 指定"
"的是基线的最左侧(横向排版)或基线的最顶部(纵向排版)。"
msgid "Adjusts text width to fit to specified width, returns new text width."
msgstr "两端对齐文本以适合指定宽度,返回新的文本宽度。"
msgid ""
"Returns the text ascent (number of pixels above the baseline for horizontal "
"layout or to the left of baseline for vertical).\n"
"[b]Note:[/b] Overall ascent can be higher than font ascent, if some glyphs "
"are displaced from the baseline."
msgstr ""
"返回文本上高(水平布局基线上方的像素数,或垂直布局基线左侧的像素数)。\n"
"[b]注意:[/b]如果某些字形偏离基线,则总体上高可能高于字体上高。"
msgid ""
"Returns shapes of the carets corresponding to the character offset [param "
"position] in the text. Returned caret shape is 1 pixel wide rectangle."
msgstr ""
"返回与文本中字符偏移 [param position] 对应的文本光标的形状。返回的光标形状是宽"
"度为 1 像素的矩形。"
msgid "Returns array of the composite character boundaries."
msgstr "返回组合字符边界的数组。"
msgid ""
"Returns custom punctuation character list, used for word breaking. If set to "
"empty string, server defaults are used."
msgstr ""
"返回自定义标点字符列表,用于断字。如果被设置为空字符串,则使用服务的默认值。"
msgid ""
"Returns the text descent (number of pixels below the baseline for horizontal "
"layout or to the right of baseline for vertical).\n"
"[b]Note:[/b] Overall descent can be higher than font descent, if some glyphs "
"are displaced from the baseline."
msgstr ""
"返回文本下深(水平布局基线下方的像素数,或垂直布局基线右侧的像素数)。\n"
"[b]注意:[/b]如果某些字形偏离基线,则总体下深可能高于字体下深。"
msgid "Returns direction of the text."
msgstr "返回文本的方向。"
msgid "Returns dominant direction of in the range of text."
msgstr "返回文本范围内的主要书写方向。"
msgid "Returns number of glyphs in the ellipsis."
msgstr "返回省略号中的字形数。"
msgid "Returns array of the glyphs in the ellipsis."
msgstr "返回省略号中的字形数组。"
msgid "Returns position of the ellipsis."
msgstr "返回省略号的位置。"
msgid "Returns number of glyphs in the buffer."
msgstr "返回缓冲区中的字形数。"
msgid "Returns an array of glyphs in the visual order."
msgstr "返回字形数组,按视觉顺序排序。"
msgid ""
"Returns composite character's bounds as offsets from the start of the line."
msgstr "将复合字符的边界返回为距行首的偏移量。"
msgid "Returns direction of the text, inferred by the BiDi algorithm."
msgstr "返回由 BiDi 算法推断的文本书写方向。"
msgid "Breaks text to the lines and returns character ranges for each line."
msgstr "对文本进行断行,返回每一行的字符范围。"
msgid ""
"Breaks text to the lines and columns. Returns character ranges for each "
"segment."
msgstr "将文本拆分为行和列。返回每段的字符范围。"
msgid "Returns text orientation."
msgstr "返回文本朝向。"
msgid "Returns the parent buffer from which the substring originates."
msgstr "返回子字符串源自哪个父缓冲区。"
msgid ""
"Returns [code]true[/code] if text buffer is configured to display control "
"characters."
msgstr "如果文本缓冲区被配置为显示控制字符,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if text buffer is configured to display hexadecimal "
"codes in place of invalid characters.\n"
"[b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of "
"invalid characters."
msgstr ""
"如果文本缓冲区被配置为在无效字符处显示十六进制代码,则返回 [code]true[/"
"code]。\n"
"[b]注意:[/b]如果设置为 [code]false[/code],则在无效字符处不显示任何内容。"
msgid "Returns substring buffer character range in the parent buffer."
msgstr "返回父缓冲区中子字符串缓冲区的字符范围。"
msgid "Returns selection rectangles for the specified character range."
msgstr "返回用于指定字符范围的选区矩形。"
msgid "Returns size of the text."
msgstr "返回该文本的大小。"
msgid "Returns extra spacing added between glyphs or lines in pixels."
msgstr "返回字形或行之间添加的额外间距,单位为像素。"
msgid "Returns the position of the overrun trim."
msgstr "返回超出修剪的位置。"
msgid ""
"Breaks text into words and returns array of character ranges. Use [param "
"grapheme_flags] to set what characters are used for breaking (see [enum "
"GraphemeFlag])."
msgstr ""
"将文本分解成单词并返回字符范围的数组。请使用 [param grapheme_flags] 来设置哪些"
"字符会被用于分解(见 [enum GraphemeFlag])。"
msgid ""
"Returns [code]true[/code] if text buffer contains any visible characters."
msgstr "如果文本缓冲区存在可显示字符,则返回 [code]true[/code]。"
msgid ""
"Returns grapheme index at the specified pixel offset at the baseline, or "
"[code]-1[/code] if none is found."
msgstr ""
"返回字素的索引,该字素位于基线上指定像素偏移的位置,如果没有找到,则返回 "
"[code]-1[/code]。"
msgid "Returns [code]true[/code] if buffer is successfully shaped."
msgstr "如果缓冲区成功塑形,则返回 [code]true[/code]。"
msgid "Returns composite character end position closest to the [param pos]."
msgstr "返回距离 [param pos] 最近的组合字符结束位置。"
msgid "Returns grapheme end position closest to the [param pos]."
msgstr "返回距离 [param pos] 最近的字素结束位置。"
msgid "Trims text if it exceeds the given width."
msgstr "如果文本超出给定宽度,则修剪文本。"
msgid "Returns composite character start position closest to the [param pos]."
msgstr "返回距离 [param pos] 最近的组合字符开始位置。"
msgid "Returns grapheme start position closest to the [param pos]."
msgstr "返回距离 [param pos] 最近的字素开始位置。"
msgid ""
"Sets custom punctuation character list, used for word breaking. If set to "
"empty string, server defaults are used."
msgstr ""
"设置自定义标点字符列表,用于断字。如果被设置为空字符串,则使用服务的默认值。"
msgid ""
"Sets desired text direction. If set to [constant DIRECTION_AUTO], direction "
"will be detected based on the buffer contents and current locale.\n"
"[b]Note:[/b] Direction is ignored if server does not support [constant "
"FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced])."
msgstr ""
"设置所需的文本方向。如果设置为 [constant DIRECTION_AUTO],方向将根据缓冲区的内"
"容和当前的区域设置来检测。\n"
"[b]注意:[/b]如果服务器不支持 [constant FEATURE_BIDI_LAYOUT] 特性,则方向会被"
"忽略([TextServerAdvanced] 支持)。"
msgid ""
"Sets desired text orientation.\n"
"[b]Note:[/b] Orientation is ignored if server does not support [constant "
"FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced])."
msgstr ""
"设置所需的文本排版方向。\n"
"[b]注意:[/b]如果服务不支持 [constant FEATURE_VERTICAL_LAYOUT] 功能(由 "
"[TextServerAdvanced] 支持),则排版方向将被忽略。"
msgid "If set to [code]true[/code] text buffer will display control characters."
msgstr "如果设置为 [code]true[/code],则文本缓冲区将显示控制字符。"
msgid ""
"If set to [code]true[/code] text buffer will display invalid characters as "
"hexadecimal codes, otherwise nothing is displayed."
msgstr ""
"如果设置为 [code]true[/code],则文本缓冲区会将无效字符显示为十六进制代码,否则"
"不显示任何内容。"
msgid "Sets extra spacing added between glyphs or lines in pixels."
msgstr "设置字形之间或行与行之间添加的额外像素间距。"
msgid ""
"Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is "
"shaped successfully.\n"
"[b]Note:[/b] It is not necessary to call this function manually, buffer will "
"be shaped automatically as soon as any of its output data is requested."
msgstr ""
"形状缓冲区(如果未整形)。如果字符串整形成功,则返回 [code]true[/code]。\n"
"[b]注意:[/b]无需手动调用该函数,只要请求其任何输出数据,缓冲区就会自动被整"
"形。"
msgid "Returns text glyphs in the logical order."
msgstr "按逻辑顺序返回文本字形。"
msgid ""
"Returns text buffer for the substring of the text in the [param shaped] text "
"buffer (including inline objects)."
msgstr ""
"返回 [param shaped] 文本缓冲区中字符串的子字符串的文本缓冲区(包括内联对象)。"
msgid "Aligns shaped text to the given tab-stops."
msgstr "将塑形文本与给定的制表位对齐。"
msgid ""
"Returns [code]true[/code] if [param string] is likely to be an attempt at "
"confusing the reader.\n"
"[b]Note:[/b] Always returns [code]false[/code] if the server does not support "
"the [constant FEATURE_UNICODE_SECURITY] feature."
msgstr ""
"如果 [param string] 可能造成读者的混淆,则返回 [code]true[/code]。\n"
"[b]注意:[/b]如果服务器不支持 [constant FEATURE_UNICODE_SECURITY] 特性,则始终"
"返回 [code]false[/code]。"
msgid ""
"Returns array of the composite character boundaries.\n"
"[codeblock]\n"
"var ts = TextServerManager.get_primary_interface()\n"
"print(ts.string_get_word_breaks(\"Test ❤️‍🔥 Test\")) # Prints [1, 2, 3, 4, 5, "
"9, 10, 11, 12, 13, 14]\n"
"[/codeblock]"
msgstr ""
"返回组合字符边界的数组。\n"
"[codeblock]\n"
"var ts = TextServerManager.get_primary_interface()\n"
"print(ts.string_get_word_breaks(\"Test ❤️‍🔥 Test\")) # 输出 [1, 2, 3, 4, 5, 9, "
"10, 11, 12, 13, 14]\n"
"[/codeblock]"
msgid ""
"Returns an array of the word break boundaries. Elements in the returned array "
"are the offsets of the start and end of words. Therefore the length of the "
"array is always even.\n"
"When [param chars_per_line] is greater than zero, line break boundaries are "
"returned instead.\n"
"[codeblock]\n"
"var ts = TextServerManager.get_primary_interface()\n"
"print(ts.string_get_word_breaks(\"Godot Engine\")) # Prints [0, 5, 6, 12]\n"
"print(ts.string_get_word_breaks(\"Godot Engine\", \"en\", 5)) # Prints [0, 5, "
"6, 11, 11, 12]\n"
"[/codeblock]"
msgstr ""
"返回分词边界的数组。返回数组中的元素是单词的起点和终点偏移量。因此,该数组的长"
"度始终为偶数。\n"
"[param chars_per_line] 大于零时,返回的是分行边界。\n"
"[codeblock]\n"
"var ts = TextServerManager.get_primary_interface()\n"
"print(ts.string_get_word_breaks(\"Godot Engine\")) # 输出 [0, 5, 6, 12]\n"
"print(ts.string_get_word_breaks(\"Godot Engine\", \"en\", 5)) # 输出 [0, 5, "
"6, 11, 11, 12]\n"
"[/codeblock]"
msgid ""
"Returns the string converted to lowercase.\n"
"[b]Note:[/b] Casing is locale dependent and context sensitive if server "
"support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature "
"(supported by [TextServerAdvanced]).\n"
"[b]Note:[/b] The result may be longer or shorter than the original."
msgstr ""
"返回转换为小写的字符串。\n"
"[b]注意:[/b]如果服务器支持 [constant "
"FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] 特性([TextServerAdvanced] 支持),"
"则大小写取决于区域设置,并且对上下文敏感。\n"
"[b]注意:[/b]得到的字符串可能比原来的更长,也可能更短。"
msgid ""
"Returns the string converted to uppercase.\n"
"[b]Note:[/b] Casing is locale dependent and context sensitive if server "
"support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature "
"(supported by [TextServerAdvanced]).\n"
"[b]Note:[/b] The result may be longer or shorter than the original."
msgstr ""
"返回转换为大写的字符串。\n"
"[b]注意:[/b]如果服务器支持 [constant "
"FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] 特性([TextServerAdvanced] 支持),"
"则大小写取决于区域设置,并且对上下文敏感。\n"
"[b]注意:[/b]得到的字符串可能比原来的更长,也可能更短。"
msgid ""
"Strips diacritics from the string.\n"
"[b]Note:[/b] The result may be longer or shorter than the original."
msgstr ""
"从字符串中剥离变音符号。\n"
"[b]注意:[/b]得到的字符串可能比原来的更长,也可能更短。"
msgid ""
"Converts OpenType tag to readable feature, variation, script or language name."
msgstr "将 OpenType 标签转换为可读的特性、变体、文字或语言的名称。"
msgid "Font glyphs are rasterized as 1-bit bitmaps."
msgstr "字体字形栅格化为 1 位的位图。"
msgid "Font glyphs are rasterized as 8-bit grayscale anti-aliased bitmaps."
msgstr "字体字形栅格化为 8 位的灰度抗锯齿位图。"
msgid ""
"Font glyphs are rasterized for LCD screens.\n"
"LCD subpixel layout is determined by the value of [code]gui/theme/"
"lcd_subpixel_layout[/code] project settings.\n"
"LCD subpixel anti-aliasing mode is suitable only for rendering horizontal, "
"unscaled text in 2D."
msgstr ""
"字体字形针对 LCD 屏幕栅格化。\n"
"LCD 次像素布局由项目设置 [code]gui/theme/lcd_subpixel_layout[/code] 的值决"
"定。\n"
"LCD 次像素抗锯齿模式仅适用于在 2D 中渲染横向、无缩放的文本。"
msgid ""
"Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled."
msgstr "未知或不支持的次像素布局,禁用 LCD 次像素抗锯齿。"
msgid "Horizontal RGB subpixel layout."
msgstr "水平 RGB 次像素布局。"
msgid "Horizontal BGR subpixel layout."
msgstr "水平 BGR 次像素布局。"
msgid "Vertical RGB subpixel layout."
msgstr "垂直 RGB 次像素布局。"
msgid "Vertical BGR subpixel layout."
msgstr "垂直 BGR 次像素布局。"
msgid "Text direction is determined based on contents and current locale."
msgstr "文本的书写方向由根据内容和当前区域设置确定。"
msgid "Text is written from left to right."
msgstr "文本从左至右书写。"
msgid "Text is written from right to left."
msgstr "文本从右至左书写。"
msgid ""
"Text writing direction is the same as base string writing direction. Used for "
"BiDi override only."
msgstr "文本的书写方向与基础字符串书写方向一致。仅用于 BiDi 覆盖。"
msgid "Text is written horizontally."
msgstr "文本水平书写。"
msgid ""
"Left to right text is written vertically from top to bottom.\n"
"Right to left text is written vertically from bottom to top."
msgstr ""
"从左至右的文本从上到下书写。\n"
"从右至左的文本从下到上书写。"
msgid "Do not justify text."
msgstr "不两端对齐文本。"
msgid "Justify text by adding and removing kashidas."
msgstr "通过添加和移除 Kashida 来两端对齐文本。"
msgid "Justify text by changing width of the spaces between the words."
msgstr "通过更改单词之间空格的宽度来两端对齐文本。"
msgid "Remove trailing and leading spaces from the justified text."
msgstr "从两端对齐的文本中移除前缀和后缀的空格。"
msgid "Only apply justification to the part of the text after the last tab."
msgstr "仅对最后一个制表符之后的文本应用两端对齐。"
msgid "Apply justification to the trimmed line with ellipsis."
msgstr "使用省略号对修剪行应用对齐。"
msgid "Do not apply justification to the last line of the paragraph."
msgstr "段落中的最后一行不应用两端对齐。"
msgid ""
"Do not apply justification to the last line of the paragraph with visible "
"characters (takes precedence over [constant JUSTIFICATION_SKIP_LAST_LINE])."
msgstr ""
"段落中存在可见字符的最后一行不应用两端对齐(优先于 [constant "
"JUSTIFICATION_SKIP_LAST_LINE])。"
msgid ""
"Always apply justification to the paragraphs with a single line ([constant "
"JUSTIFICATION_SKIP_LAST_LINE] and [constant "
"JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS] are ignored)."
msgstr ""
"始终对只有一行的段落应用两端对齐(忽略 [constant "
"JUSTIFICATION_SKIP_LAST_LINE] 和 [constant "
"JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS])。"
msgid "Autowrap is disabled."
msgstr "自动换行已禁用。"
msgid ""
"Wraps the text inside the node's bounding rectangle by allowing to break "
"lines at arbitrary positions, which is useful when very limited space is "
"available."
msgstr ""
"让文本在节点的边界矩形内自动换行,允许在任意位置断行,在空间非常有限的情况下非"
"常有用。"
msgid ""
"Wraps the text inside the node's bounding rectangle by soft-breaking between "
"words."
msgstr "让文本在节点的边界矩形内自动换行,允许在单词之间进行软换行。"
msgid ""
"Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if "
"that single word does not fit in one line."
msgstr ""
"行为与 [constant AUTOWRAP_WORD] 类似,但如果一行的大小无法放下该单词,则会强制"
"断开该单词。"
msgid "Do not break the line."
msgstr "不换行。"
msgid ""
"Break the line at the line mandatory break characters (e.g. [code]\"\\n\"[/"
"code])."
msgstr "在强制换行符处换行(例如 [code]\"\\n\"[/code])。"
msgid "Break the line between the words."
msgstr "在单词之间换行。"
msgid "Break the line between any unconnected graphemes."
msgstr "在任何不相连的字素之间换行。"
msgid ""
"Should be used only in conjunction with [constant BREAK_WORD_BOUND], break "
"the line between any unconnected graphemes, if it's impossible to break it "
"between the words."
msgstr ""
"只应与 [constant BREAK_WORD_BOUND] 一起使用,如果不可能在单词之间换行,则在任"
"何不相连的字素之间换行。"
msgid "Remove edge spaces from the broken line segments."
msgstr "移除每一行头尾的空格。"
msgid ""
"Trims text before the shaping. e.g, increasing [member Label."
"visible_characters] or [member RichTextLabel.visible_characters] value is "
"visually identical to typing the text."
msgstr ""
"塑形前截断文本。例如,增加 [member Label.visible_characters] 或 [member "
"RichTextLabel.visible_characters] 的值在视觉上会与输入该文本等价。"
msgid ""
"Displays glyphs that are mapped to the first [member Label."
"visible_characters] or [member RichTextLabel.visible_characters] characters "
"from the beginning of the text."
msgstr ""
"显示映射到文本开头的前 [member Label.visible_characters] 或 [member "
"RichTextLabel.visible_characters] 个字符的字形。"
msgid ""
"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] "
"glyphs, starting from the left or from the right, depending on [member "
"Control.layout_direction] value."
msgstr ""
"显示字形数量由 [member Label.visible_ratio] 或 [member RichTextLabel."
"visible_ratio] 决定,从左至右计数还是从右至左计数由 [member Control."
"layout_direction] 的值决定。"
msgid ""
"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] "
"glyphs, starting from the left."
msgstr ""
"显示字形数量由 [member Label.visible_ratio] 或 [member RichTextLabel."
"visible_ratio] 决定,从左侧开始计数。"
msgid ""
"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] "
"glyphs, starting from the right."
msgstr ""
"显示字形数量由 [member Label.visible_ratio] 或 [member RichTextLabel."
"visible_ratio] 决定,从右侧开始计数。"
msgid "No text trimming is performed."
msgstr "不执行文本修剪。"
msgid "Trims the text per character."
msgstr "逐字符修剪文本。"
msgid "Trims the text per word."
msgstr "逐单词修剪文本。"
msgid ""
"Trims the text per character and adds an ellipsis to indicate that parts are "
"hidden."
msgstr "逐字符修剪文本,并通过添加省略号来表示部分文本已隐藏。"
msgid ""
"Trims the text per word and adds an ellipsis to indicate that parts are "
"hidden."
msgstr "逐单词修剪文本,并通过添加省略号来表示部分文本已隐藏。"
msgid "No trimming is performed."
msgstr "不执行修剪。"
msgid "Trims the text when it exceeds the given width."
msgstr "当文本超过给定宽度时,修剪文本。"
msgid "Trims the text per word instead of per grapheme."
msgstr "逐词修剪文本,而不是逐字素修剪文本。"
msgid "Determines whether an ellipsis should be added at the end of the text."
msgstr "决定是否应在文本末尾添加省略号。"
msgid ""
"Determines whether the ellipsis at the end of the text is enforced and may "
"not be hidden."
msgstr "决定是否应在文本末尾强制添加省略号,该省略号无法被隐藏。"
msgid "Grapheme is supported by the font, and can be drawn."
msgstr "字素由字体支持,并且可以被绘制。"
msgid "Grapheme is part of right-to-left or bottom-to-top run."
msgstr "字素是从右至左或从下至上书写的一部分。"
msgid ""
"Grapheme is not part of source text, it was added by justification process."
msgstr "字素不是源文本的一部分,而是通过两端对齐过程添加的。"
msgid "Grapheme is whitespace."
msgstr "字素是空白字符。"
msgid "Grapheme is mandatory break point (e.g. [code]\"\\n\"[/code])."
msgstr "字素是强制换行点(例如 [code]\"\\n\"[/code])。"
msgid "Grapheme is optional break point (e.g. space)."
msgstr "字素是可选换行点(例如空格)。"
msgid "Grapheme is the tabulation character."
msgstr "字素是制表符。"
msgid "Grapheme is kashida."
msgstr "字素是 Kashida。"
msgid "Grapheme is punctuation character."
msgstr "字素是标点符号。"
msgid "Grapheme is underscore character."
msgstr "字素是下划线字符。"
msgid ""
"Grapheme is connected to the previous grapheme. Breaking line before this "
"grapheme is not safe."
msgstr "字素与前一个字素相连。在这个字素之前换行是不安全的。"
msgid "It is safe to insert a U+0640 before this grapheme for elongation."
msgstr "在这个字素之前插入 U+0640 以进行伸长是安全的。"
msgid "Grapheme is an object replacement character for the embedded object."
msgstr "字素是内嵌对象的对象替换字符。"
msgid "Disables font hinting (smoother but less crisp)."
msgstr "禁用字体提示(更平滑但不那么清晰)。"
msgid "Use the light font hinting mode."
msgstr "使用浅色字体提示模式。"
msgid ""
"Use the default font hinting mode (crisper but less smooth).\n"
"[b]Note:[/b] This hinting mode changes both horizontal and vertical glyph "
"metrics. If applied to monospace font, some glyphs might have different width."
msgstr ""
"使用默认的字体微调模式(更锐利,但平滑度更低)。\n"
"[b]注意:[/b]此处的微调模式会改变字形的水平和垂直度量。应用于等宽字体时,可能"
"会让部分字形的宽度发生变化。"
msgid ""
"Glyph horizontal position is rounded to the whole pixel size, each glyph is "
"rasterized once."
msgstr "将字形的水平位置舍入至整数像素大小,每个字形光栅化一次。"
msgid ""
"Glyph horizontal position is rounded based on font size.\n"
"- To one quarter of the pixel size if font size is smaller or equal to "
"[constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE].\n"
"- To one half of the pixel size if font size is smaller or equal to [constant "
"SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].\n"
"- To the whole pixel size for larger fonts."
msgstr ""
"将字形的水平位置根据字体大小进行舍入。\n"
"- 如果字体大小小于等于 [constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE]"
"则舍入至四分之一像素大小。\n"
"- 如果字体大小小于等于 [constant SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE],则舍"
"入至二分之一像素大小。\n"
"- 如果是更大的字体,则舍入至整数像素大小。"
msgid ""
"Glyph horizontal position is rounded to one half of the pixel size, each "
"glyph is rasterized up to two times."
msgstr "将字形的水平位置舍入至像素大小的一半,每个字形最多光栅化两次。"
msgid ""
"Glyph horizontal position is rounded to one quarter of the pixel size, each "
"glyph is rasterized up to four times."
msgstr "将字形的水平位置舍入至像素大小的四分之一,每个字形最多光栅化四次。"
msgid ""
"Maximum font size which will use one half of the pixel subpixel positioning "
"in [constant SUBPIXEL_POSITIONING_AUTO] mode."
msgstr ""
"在 [constant SUBPIXEL_POSITIONING_AUTO] 模式下,次像素定位时使用二分之一像素大"
"小的最大字体大小。"
msgid ""
"Maximum font size which will use one quarter of the pixel subpixel "
"positioning in [constant SUBPIXEL_POSITIONING_AUTO] mode."
msgstr ""
"在 [constant SUBPIXEL_POSITIONING_AUTO] 模式下,次像素定位时使用四分之一像素大"
"小的最大字体大小。"
msgid "TextServer supports simple text layouts."
msgstr "TextServer 支持简单排版。"
msgid "TextServer supports bidirectional text layouts."
msgstr "TextServer 支持双向排版。"
msgid "TextServer supports vertical layouts."
msgstr "TextServer 支持垂直布局。"
msgid "TextServer supports complex text shaping."
msgstr "TextServer 支持复杂文本塑形。"
msgid "TextServer supports justification using kashidas."
msgstr "TextServer 支持使用 kashida 进行两端对齐。"
msgid ""
"TextServer supports complex line/word breaking rules (e.g. dictionary based)."
msgstr "TextServer 支持复杂断行/断词规则(例如基于字典)。"
msgid "TextServer supports loading bitmap fonts."
msgstr "TextServer 支持加载位图字体。"
msgid "TextServer supports loading dynamic (TrueType, OpeType, etc.) fonts."
msgstr "TextServer 支持加载动态字体TrueType、OpeType 等)。"
msgid ""
"TextServer supports multichannel signed distance field dynamic font rendering."
msgstr "TextServer 支持多通道有符号距离场动态字体的渲染。"
msgid "TextServer supports loading system fonts."
msgstr "TextServer 支持加载系统字体。"
msgid "TextServer supports variable fonts."
msgstr "TextServer 支持可变字体。"
msgid ""
"TextServer supports locale dependent and context sensitive case conversion."
msgstr "TextServer 支持依赖于区域设置、上下文敏感的大小写转换。"
msgid ""
"TextServer require external data file for some features, see [method "
"load_support_data]."
msgstr "TextServer 的某些功能需要外部数据文件,见 [method load_support_data]。"
msgid ""
"TextServer supports UAX #31 identifier validation, see [method "
"is_valid_identifier]."
msgstr "TextServer 支持 UAX #31 标识符验证,见 [method is_valid_identifier]。"
msgid ""
"TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical "
"Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode Technical "
"Standard #39[/url] based spoof detection features."
msgstr ""
"TextServer 支持基于 [url=https://unicode.org/reports/tr36/]Unicode 技术报告 "
"#36[/url] 和 [url=https://unicode.org/reports/tr39/]Unicode 技术标准 #39[/"
"url] 的欺骗检测功能。"
msgid "Contour point is on the curve."
msgstr "轮廓点在曲线上。"
msgid ""
"Contour point isn't on the curve, but serves as a control point for a conic "
"(quadratic) Bézier arc."
msgstr "轮廓点不在曲线上,而是作为圆锥(二次)贝塞尔曲线的控制点。"
msgid ""
"Contour point isn't on the curve, but serves as a control point for a cubic "
"Bézier arc."
msgstr "轮廓点不在曲线上,而是作为三次贝塞尔曲线的控制点。"
msgid "Spacing for each glyph."
msgstr "每个字形的间距。"
msgid "Spacing for the space character."
msgstr "空格字符的间距。"
msgid "Spacing at the top of the line."
msgstr "行顶部的间距。"
msgid "Spacing at the bottom of the line."
msgstr "行底部的间距。"
msgid "Font is bold."
msgstr "字体为粗体。"
msgid "Font is italic or oblique."
msgstr "字体为斜体italic或伪斜体oblique。"
msgid "Font have fixed-width characters."
msgstr "字体中有等宽字符。"
msgid "Use default Unicode BiDi algorithm."
msgstr "使用默认的 Unicode BiDi 算法。"
msgid "BiDi override for URI."
msgstr "URI 的 BiDi 覆盖。"
msgid "BiDi override for file path."
msgstr "文件路径的 BiDi 覆盖。"
msgid "BiDi override for email."
msgstr "电子邮件的 BiDi 覆盖。"
msgid ""
"BiDi override for lists. Structured text options: list separator [String]."
msgstr "列表的 BiDi 覆盖。结构化文本选项:列表分隔符 [String]。"
msgid "BiDi override for GDScript."
msgstr "GDScript 的 BiDi 覆盖。"
msgid "User defined structured text BiDi override function."
msgstr "用户定义的结构化文本 BiDi 覆盖函数。"
msgid "Bitmap font is not scaled."
msgstr "位图字体未被缩放。"
msgid ""
"Bitmap font is scaled to the closest integer multiple of the font's fixed "
"size. This is the recommended option for pixel art fonts."
msgstr ""
"位图字体被缩放至字体固定大小的最接近整数倍。这是像素艺术字体的推荐选项。"
msgid ""
"Bitmap font is scaled to an arbitrary (fractional) size. This is the "
"recommended option for non-pixel art fonts."
msgstr "位图字体被缩放为任意(分数)大小。这是非像素艺术字体的推荐选项。"
msgid ""
"An advanced text server with support for BiDi, complex text layout, and "
"contextual OpenType features. Used in Godot by default."
msgstr ""
"高阶文本服务器,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂排版和上下"
"文 OpenType 特性。Godot 默认使用。"
msgid ""
"An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to "
"support BiDi, complex text layouts and contextual OpenType features. This is "
"Godot's default primary [TextServer] interface."
msgstr ""
"[TextServer] 的一种实现,使用 HarfBuzz、ICU 和 SIL Graphite 来支持 BiDi、复杂"
"排版和上下文 OpenType 特性。这是 Godot 的默认主 [TextServer] 接口。"
msgid "A dummy text server that can't render text or manage fonts."
msgstr "虚设的文本服务器,无法渲染文本或管理字体。"
msgid ""
"A dummy [TextServer] interface that doesn't do anything. Useful for freeing "
"up memory when rendering text is not needed, as text servers are resource-"
"intensive. It can also be used for performance comparisons in complex GUIs to "
"check the impact of text rendering.\n"
"A dummy text server is always available at the start of a project. Here's how "
"to access it:\n"
"[codeblock]\n"
"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n"
"if dummy_text_server != null:\n"
" TextServerManager.set_primary_interface(dummy_text_server)\n"
" # If the other text servers are unneeded, they can be removed:\n"
" for i in TextServerManager.get_interface_count():\n"
" var text_server = TextServerManager.get_interface(i)\n"
" if text_server != dummy_text_server:\n"
" TextServerManager.remove_interface(text_server)\n"
"[/codeblock]\n"
"The command line argument [code]--text-driver Dummy[/code] (case-sensitive) "
"can be used to force the \"Dummy\" [TextServer] on any project."
msgstr ""
"虚设的 [TextServer] 接口,不做任何事情。可以在不需要渲染文本时释放内存,因为文"
"本服务器极其消耗资源。也可以用来比较复杂 GUI 的性能,检查文本渲染带来的影"
"响。\n"
"虚设的文本服务器在项目开始后始终可用。访问方法如下:\n"
"[codeblock]\n"
"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n"
"if dummy_text_server != null:\n"
" TextServerManager.set_primary_interface(dummy_text_server)\n"
" # 如果不需要其他文本服务器,就可以移除:\n"
" for i in TextServerManager.get_interface_count():\n"
" var text_server = TextServerManager.get_interface(i)\n"
" if text_server != dummy_text_server:\n"
" TextServerManager.remove_interface(text_server)\n"
"[/codeblock]\n"
"可以使用命令行参数 [code]--text-driver Dummy[/code](大小写敏感)来强制项目使"
"用“Dummy虚设”[TextServer]。"
msgid "Base class for custom [TextServer] implementations (plugins)."
msgstr "自定义 [TextServer] 实现(插件)的基类。"
msgid "External [TextServer] implementations should inherit from this class."
msgstr "外部的 [TextServer] 实现应该继承这个类。"
msgid ""
"A fallback implementation of Godot's text server, without support for BiDi "
"and complex text layout."
msgstr "Godot 文本服务器的回退实现,不支持双向排版和复杂排版。"
msgid ""
"A fallback implementation of Godot's text server. This fallback is faster "
"than [TextServerAdvanced] for processing a lot of text, but it does not "
"support BiDi and complex text layout.\n"
"[b]Note:[/b] This text server is not part of official Godot binaries. If you "
"want to use it, compile the engine with the option "
"[code]module_text_server_fb_enabled=yes[/code]."
msgstr ""
"Godot 文本服务器的回退实现。回退版本在处理大量文本时比 [TextServerAdvanced] "
"快,但是不支持双向排版和复杂排版。\n"
"[b]注意:[/b]官方 Godot 二进制文件中不包含该文本服务器。如果想要使用,请使用 "
"[code]module_text_server_fb_enabled=yes[/code] 选项编译引擎。"
msgid "A singleton for managing [TextServer] implementations."
msgstr "用于管理 [TextServer] 实现的单例。"
msgid ""
"[TextServerManager] is the API backend for loading, enumerating, and "
"switching [TextServer]s.\n"
"[b]Note:[/b] Switching text server at runtime is possible, but will "
"invalidate all fonts and text buffers. Make sure to unload all controls, "
"fonts, and themes before doing so."
msgstr ""
"[TextServerManager] 是加载、枚举和切换 [TextServer] 的 API 后端。\n"
"[b]注意:[/b]文本服务器可以在运行时切换,但会导致所有字体和文本缓冲区失效。请"
"确保在切换之前卸载所有控件、字体和主题。"
msgid "Registers a [TextServer] interface."
msgstr "注册 [TextServer] 接口。"
msgid "Finds an interface by its [param name]."
msgstr "根据名称 [param name] 查找接口。"
msgid "Returns the interface registered at a given index."
msgstr "返回在给定索引处注册的接口。"
msgid "Returns the number of interfaces currently registered."
msgstr "返回当前注册的接口数。"
msgid ""
"Returns a list of available interfaces, with the index and name of each "
"interface."
msgstr "返回可用接口的列表,包含每个接口的索引号和名称。"
msgid "Returns the primary [TextServer] interface currently in use."
msgstr "返回当前使用的主 [TextServer] 接口。"
msgid ""
"Removes an interface. All fonts and shaped text caches should be freed before "
"removing an interface."
msgstr "移除接口。在移除接口之前,应释放所有字体和塑形文本的缓存。"
msgid "Sets the primary [TextServer] interface."
msgstr "设置主 [TextServer] 接口。"
msgid "Emitted when a new interface has been added."
msgstr "添加新接口时触发。"
msgid "Emitted when an interface is removed."
msgstr "当接口被移除时触发。"
msgid "Base class for all texture types."
msgstr "所有纹理类型的基类。"
msgid ""
"[Texture] is the base class for all texture types. Common texture types are "
"[Texture2D] and [ImageTexture]. See also [Image]."
msgstr ""
"[Texture] 是所有纹理类型的基类。常见的纹理类型有 [Texture2D] 和 "
"[ImageTexture]。另见 [Image]。"
msgid "Texture for 2D and 3D."
msgstr "用于 2D 和 3D 的纹理。"
msgid ""
"A texture works by registering an image in the video hardware, which then can "
"be used in 3D models or 2D [Sprite2D] or GUI [Control].\n"
"Textures are often created by loading them from a file. See [method @GDScript."
"load].\n"
"[Texture2D] is a base for other resources. It cannot be used directly.\n"
"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
"hardware limitations. Larger textures may fail to import."
msgstr ""
"纹理的工作原理是在视频硬件中注册图像,该图像在注册后就可以在 3D 模型、2D "
"[Sprite2D]、GUI [Control] 中使用。\n"
"纹理通常是通过从文件中加载来创建的。见 [method @GDScript.load]。\n"
"[Texture2D] 是其他资源的基类,无法直接使用。\n"
"[b]注意:[/b]由于图形硬件的限制,最大的纹理尺寸是 16384×16384 像素。较大的纹理"
"可能无法导入。"
msgid ""
"Called when the entire [Texture2D] is requested to be drawn over a "
"[CanvasItem], with the top-left offset specified in [param pos]. [param "
"modulate] specifies a multiplier for the colors being drawn, while [param "
"transpose] specifies whether drawing should be performed in column-major "
"order instead of row-major order (resulting in 90-degree clockwise "
"rotation).\n"
"[b]Note:[/b] This is only used in 2D rendering, not 3D."
msgstr ""
"当请求在 [CanvasItem] 上绘制整个 [Texture2D] 时调用,左上角的偏移量由 [param "
"pos] 指定。[param modulate] 指定绘制颜色的乘数,[param transpose] 指定绘制是否"
"应按列主顺序而不是行主顺序执行(会导致顺时针旋转 90 度)。\n"
"[b]注意:[/b]仅用于 2D 渲染,不用于 3D。"
msgid ""
"Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s "
"specified [param rect]. [param modulate] specifies a multiplier for the "
"colors being drawn, while [param transpose] specifies whether drawing should "
"be performed in column-major order instead of row-major order (resulting in "
"90-degree clockwise rotation).\n"
"[b]Note:[/b] This is only used in 2D rendering, not 3D."
msgstr ""
"请求将 [Texture2D] 绘制到 [CanvasItem] 的指定 [param rect] 上时调用。[param "
"modulate] 指定的是绘制时颜色的乘数,而 [param transpose] 指定的是绘制时是否使"
"用列优先顺序,而不是使用行优先顺序(产生顺时针 90 度旋转)。\n"
"[b]注意:[/b]仅在 2D 渲染时使用3D 不使用。"
msgid ""
"Called when a part of the [Texture2D] specified by [param src_rect]'s "
"coordinates is requested to be drawn onto [CanvasItem]'s specified [param "
"rect]. [param modulate] specifies a multiplier for the colors being drawn, "
"while [param transpose] specifies whether drawing should be performed in "
"column-major order instead of row-major order (resulting in 90-degree "
"clockwise rotation).\n"
"[b]Note:[/b] This is only used in 2D rendering, not 3D."
msgstr ""
"请求将 [Texture2D] 由 [param src_rect] 的坐标指定的部分绘制到 [CanvasItem] 的"
"指定 [param rect] 上时调用。[param modulate] 指定的是绘制时颜色的乘数,而 "
"[param transpose] 指定的是绘制时是否使用列优先顺序,而不是使用行优先顺序(产生"
"顺时针 90 度旋转)。\n"
"[b]注意:[/b]仅在 2D 渲染时使用3D 不使用。"
msgid "Called when the [Texture2D]'s height is queried."
msgstr "查询该 [Texture2D] 的高度时调用。"
msgid "Called when the [Texture2D]'s width is queried."
msgstr "查询该 [Texture2D] 的宽度时调用。"
msgid ""
"Called when the presence of an alpha channel in the [Texture2D] is queried."
msgstr "查询该 [Texture2D] 是否存在 alpha 通道时调用。"
msgid ""
"Called when a pixel's opaque state in the [Texture2D] is queried at the "
"specified [code](x, y)[/code] position."
msgstr ""
"查询 [Texture2D] 中指定位置 [code](x, y)[/code] 的像素的不透明状态时调用。"
msgid "Creates a placeholder version of this resource ([PlaceholderTexture2D])."
msgstr "创建该资源的占位符版本([PlaceholderTexture2D])。"
msgid ""
"Draws the texture using a [CanvasItem] with the [RenderingServer] API at the "
"specified [param position]."
msgstr ""
"使用 [RenderingServer] API 在 [CanvasItem] 上的指定位置 [param position] 绘制"
"该纹理。"
msgid "Draws the texture using a [CanvasItem] with the [RenderingServer] API."
msgstr "使用 [RenderingServer] API 在 [CanvasItem] 上绘制该纹理。"
msgid ""
"Draws a part of the texture using a [CanvasItem] with the [RenderingServer] "
"API."
msgstr "使用 [RenderingServer] API 在 [CanvasItem] 上绘制纹理的一部分。"
msgid "Returns the texture height in pixels."
msgstr "返回该纹理的高度,单位为像素。"
msgid ""
"Returns an [Image] that is a copy of data from this [Texture2D] (a new "
"[Image] is created each time). [Image]s can be accessed and manipulated "
"directly.\n"
"[b]Note:[/b] This will fetch the texture data from the GPU, which might cause "
"performance problems when overused."
msgstr ""
"返回一个 [Image],是这个 [Texture2D] 中数据的副本(每次都会新建一个 "
"[Image])。可以直接访问并操作 [Image]。\n"
"[b]注意:[/b]这个函数会从 GPU 获取纹理数据,过度使用可能会引起性能问题。"
msgid "Returns the texture size in pixels."
msgstr "返回该纹理的大小,单位为像素。"
msgid "Returns the texture width in pixels."
msgstr "返回该纹理的宽度,单位为像素。"
msgid "Returns [code]true[/code] if this [Texture2D] has an alpha channel."
msgstr "如果该 [Texture2D] 具有 Alpha 通道,则返回 [code]true[/code]。"
msgid ""
"A single texture resource which consists of multiple, separate images. Each "
"image has the same dimensions and number of mipmap levels."
msgstr ""
"由多个独立图像构成的单个纹理资源。每个图像的尺寸和 mipmap 级别数都相同。"
msgid ""
"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
"support trilinear interpolation between the [Image]s, i.e. no blending. See "
"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
"cubemap functions.\n"
"A Texture2DArray is also different from an [AtlasTexture]: In a "
"Texture2DArray, all images are treated separately. In an atlas, the regions "
"(i.e. the single images) can be of different sizes. Furthermore, you usually "
"need to add a padding around the regions, to prevent accidental UV mapping to "
"more than one region. The same goes for mipmapping: Mipmap chains are handled "
"separately for each layer. In an atlas, the slicing has to be done manually "
"in the fragment shader.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets."
msgstr ""
"Texture2DArray 与 Texture3D 不同Texture2DArray 不支持在 [Image] 之间进行三线"
"性插值,即不会进行混合。另见 [Cubemap] 和 [CubemapArray],这些纹理数组具有针对"
"立方体贴图设计的函数。\n"
"Texture2DArray 与 [AtlasTexture] 也不同Texture2DArray 中的图形都是单独处理"
"的。而在图集中,区域(即单张图像)的大小可以不同。此外,你通常会需要围绕区域添"
"加边距,防止 UV 映射意外进入多个区域。多级渐远纹理 mipmap 也是一样:每一层的 "
"mipmap 链都是单独处理的。而在图集中,需要在片段着色器中手动切片。\n"
"要自己创建这样的纹理文件,请使用 Godot 编辑器导入预设重新导入图像文件。"
msgid ""
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
msgstr "创建该资源的占位符版本([PlaceholderTexture2DArray])。"
msgid ""
"Texture Array for 2D that is bound to a texture created on the "
"[RenderingDevice]."
msgstr "用于 2D 的纹理数组,与 [RenderingDevice] 上创建的纹理绑定。"
msgid ""
"This texture array class allows you to use a 2D array texture created "
"directly on the [RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"该纹理数组类允许你使用直接在 [RenderingDevice] 上创建的 2D 数组纹理作为材质、"
"网格等的纹理。"
msgid ""
"Texture for 2D that is bound to a texture created on the [RenderingDevice]."
msgstr "用于 2D 的纹理,与 [RenderingDevice] 上创建的纹理绑定。"
msgid ""
"This texture class allows you to use a 2D texture created directly on the "
"[RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"该纹理类允许你使用直接在 [RenderingDevice] 上创建的 2D 纹理作为材质、网格等的"
"纹理。"
msgid "The RID of the texture object created on the [RenderingDevice]."
msgstr "[RenderingDevice] 上创建的纹理对象的 RID。"
msgid "Base class for 3-dimensionnal textures."
msgstr "3D 纹理的基类。"
msgid ""
"Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used "
"directly, but contains all the functions necessary for accessing the derived "
"resource types. [Texture3D] is the base class for all 3-dimensional texture "
"types. See also [TextureLayered].\n"
"All images need to have the same width, height and number of mipmap levels.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets."
msgstr ""
"[ImageTexture3D] 和 [CompressedTexture3D] 的基类。无法直接使用,但包含所有访问"
"派生资源类型所需的函数。[Texture3D] 是所有三维纹理类型的基类。另见 "
"[TextureLayered]。\n"
"所有图像都需要有相同的宽度、高度和 mipmap 层数。\n"
"要自己创建这样的纹理文件,请使用 Godot 编辑器的导入预设重新导入你的图像文件。"
msgid "Called when the [Texture3D]'s data is queried."
msgstr "查询该 [Texture3D] 的数据时被调用。"
msgid "Called when the [Texture3D]'s depth is queried."
msgstr "查询该 [Texture3D] 的深度时被调用。"
msgid "Called when the [Texture3D]'s format is queried."
msgstr "查询该 [Texture3D] 的格式时被调用。"
msgid "Called when the [Texture3D]'s height is queried."
msgstr "查询该 [Texture3D] 的高度时被调用。"
msgid "Called when the [Texture3D]'s width is queried."
msgstr "查询该 [Texture3D] 的宽度时被调用。"
msgid "Called when the presence of mipmaps in the [Texture3D] is queried."
msgstr "查询该 [Texture3D] 的 Mipmap 是否存在时被调用。"
msgid "Creates a placeholder version of this resource ([PlaceholderTexture3D])."
msgstr "创建该资源的占位符版本([PlaceholderTexture3D])。"
msgid ""
"Returns the [Texture3D]'s data as an array of [Image]s. Each [Image] "
"represents a [i]slice[/i] of the [Texture3D], with different slices mapping "
"to different depth (Z axis) levels."
msgstr ""
"将该 [Texture3D] 的数据作为 [Image] 数组返回。每个 [Image] 代表该 [Texture3D] "
"的一个[i]切片[/i]不同的切片映射到不同的深度Z 轴)级别。"
msgid ""
"Returns the [Texture3D]'s depth in pixels. Depth is typically represented by "
"the Z axis (a dimension not present in [Texture2D])."
msgstr ""
"返回该 [Texture3D] 的深度,单位为像素。深度通常由 Z 轴表示([Texture2D] 中没有"
"这个维度)。"
msgid ""
"Returns the current format being used by this texture. See [enum Image."
"Format] for details."
msgstr "返回纹理当前使用的格式。详情见 [enum Image.Format]。"
msgid ""
"Returns the [Texture3D]'s height in pixels. Width is typically represented by "
"the Y axis."
msgstr "返回该 [Texture3D] 的高度,单位为像素。宽度通常由 Y 轴表示。"
msgid ""
"Returns the [Texture3D]'s width in pixels. Width is typically represented by "
"the X axis."
msgstr "返回该 [Texture3D] 的宽度,单位为像素。宽度通常由 X 轴表示。"
msgid "Returns [code]true[/code] if the [Texture3D] has generated mipmaps."
msgstr "如果该 [Texture3D] 已生成 mipmap则返回 [code]true[/code]。"
msgid ""
"Texture for 3D that is bound to a texture created on the [RenderingDevice]."
msgstr "被绑定到在 [RenderingDevice] 上创建的纹理的 3D 的纹理。"
msgid ""
"This texture class allows you to use a 3D texture created directly on the "
"[RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"该纹理类允许你使用直接在 [RenderingDevice] 上创建的 3D 纹理作为材质、网格等的"
"纹理。"
msgid ""
"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
msgstr "基于纹理的按钮。支持按下、悬停、停用和焦点状态。"
msgid ""
"[TextureButton] has the same functionality as [Button], except it uses "
"sprites instead of Godot's [Theme] resource. It is faster to create, but it "
"doesn't support localization like more complex [Control]s.\n"
"The \"normal\" state must contain a texture ([member texture_normal]); other "
"textures are optional.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node."
msgstr ""
"[TextureButton] 的功能与 [Button] 相同,只是它使用精灵而不是 Godot 的 [Theme] "
"主题资源。它的创建速度更快,但它不像更复杂的 [Control] 那样支持本地化。\n"
"“正常”状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n"
"也请参阅 [BaseButton],它包含了与该节点相关的通用属性和方法。"
msgid ""
"If [code]true[/code], the size of the texture won't be considered for minimum "
"size calculation, so the [TextureButton] can be shrunk down past the texture "
"size."
msgstr ""
"如果为 [code]true[/code],则计算最小尺寸时不会考虑该纹理的大小,因此 "
"[TextureButton] 能够调整地比该纹理大小还要小。"
msgid ""
"Controls the texture's behavior when you resize the node's bounding "
"rectangle. See the [enum StretchMode] constants for available options."
msgstr ""
"控制调整节点包围矩形时纹理的行为。可用的选项见 [enum StretchMode] 常量。"
msgid ""
"Pure black and white [BitMap] image to use for click detection. On the mask, "
"white pixels represent the button's clickable area. Use it to create buttons "
"with curved shapes."
msgstr ""
"用于点击检测的纯黑白 [BitMap] 图像。在遮罩上,白色像素代表按钮的可点击区域。可"
"用它来创建具有弯曲形状的按钮。"
msgid ""
"Texture to display when the node is disabled. See [member BaseButton."
"disabled]."
msgstr "节点被禁用时显示的纹理。参阅 [member BaseButton.disabled]。"
msgid ""
"Texture to display when the node has mouse or keyboard focus. [member "
"texture_focused] is displayed [i]over[/i] the base texture, so a partially "
"transparent texture should be used to ensure the base texture remains "
"visible. A texture that represents an outline or an underline works well for "
"this purpose. To disable the focus visual effect, assign a fully transparent "
"texture of any size. Note that disabling the focus visual effect will harm "
"keyboard/controller navigation usability, so this is not recommended for "
"accessibility reasons."
msgstr ""
"该节点具有鼠标或键盘焦点时显示的纹理。[member texture_focused] 会在基础纹理[i]"
"之上[/i]显示,所以要让基础纹理可见就应该使用半透明纹理。这种情况下比较适用代表"
"轮廓或者下划线的纹理。要禁用焦点的视觉效果,请分配一张任意大小的全透明纹理。请"
"注意,禁用焦点的视觉效果不利于键盘/控制器的导航,所以出于可用性的原因并不建议"
"这么做。"
msgid "Texture to display when the mouse hovers the node."
msgstr "当鼠标悬停在节点上时显示的纹理。"
msgid ""
"Texture to display by default, when the node is [b]not[/b] in the disabled, "
"hover or pressed state. This texture is still displayed in the focused state, "
"with [member texture_focused] drawn on top."
msgstr ""
"节点[b]不处于[/b]禁用、悬停、按下状态时,默认显示的纹理。该纹理仍会在聚焦状态"
"下显示,上层绘制的是 [member texture_focused]。"
msgid ""
"Texture to display on mouse down over the node, if the node has keyboard "
"focus and the player presses the Enter key or if the player presses the "
"[member BaseButton.shortcut] key."
msgstr ""
"如果节点有键盘焦点且玩家按下回车键,或者玩家按下 [member BaseButton.shortcut] "
"键,则鼠标悬停在节点上时显示的纹理。"
msgid "Scale to fit the node's bounding rectangle."
msgstr "缩放以适应节点的边界矩形。"
msgid "Tile inside the node's bounding rectangle."
msgstr "在节点的边界矩形内平铺。"
msgid ""
"The texture keeps its original size and stays in the bounding rectangle's top-"
"left corner."
msgstr "纹理保持它的原始尺寸,并保持在边界矩形的左上角。"
msgid ""
"The texture keeps its original size and stays centered in the node's bounding "
"rectangle."
msgstr "纹理保持其原始大小,并在节点的边界矩形中保持居中。"
msgid ""
"Scale the texture to fit the node's bounding rectangle, but maintain the "
"texture's aspect ratio."
msgstr "缩放纹理以适应节点的边界矩形,但保持纹理的长宽比。"
msgid ""
"Scale the texture to fit the node's bounding rectangle, center it, and "
"maintain its aspect ratio."
msgstr "缩放纹理以适应节点的边界矩形,使其居中,并保持长宽比。"
msgid ""
"Scale the texture so that the shorter side fits the bounding rectangle. The "
"other side clips to the node's limits."
msgstr "缩放纹理,使较短的一边适应边界矩形。另一边则裁剪到节点的界限内。"
msgid ""
"Texture Array for Cubemaps that is bound to a texture created on the "
"[RenderingDevice]."
msgstr "立方体贴图的纹理数组,被绑定到在 [RenderingDevice] 上创建的纹理。"
msgid ""
"This texture class allows you to use a cubemap array texture created directly "
"on the [RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"该纹理类允许你使用直接在 [RenderingDevice] 上创建的立方体贴图数组纹理作为材"
"质、网格等的纹理。"
msgid ""
"Texture for Cubemap that is bound to a texture created on the "
"[RenderingDevice]."
msgstr "被绑定到在 [RenderingDevice] 上创建的纹理的立方体贴图的纹理。"
msgid ""
"This texture class allows you to use a cubemap texture created directly on "
"the [RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"该纹理类允许你使用直接在 [RenderingDevice] 上创建的立方体贴图纹理作为材质、网"
"格等的纹理。"
msgid ""
"Base class for texture types which contain the data of multiple [Image]s. "
"Each image is of the same size and format."
msgstr "包含多个 [Image] 的纹理类型的基类。每个图像的大小和格式都是一样的。"
msgid ""
"Base class for [ImageTextureLayered] and [CompressedTextureLayered]. Cannot "
"be used directly, but contains all the functions necessary for accessing the "
"derived resource types. See also [Texture3D].\n"
"Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies "
"the array layer.\n"
"All images need to have the same width, height and number of mipmap levels.\n"
"A [TextureLayered] can be loaded with [method ResourceLoader.load].\n"
"Internally, Godot maps these files to their respective counterparts in the "
"target rendering driver (Vulkan, OpenGL3)."
msgstr ""
"[ImageTextureLayered] 和 [CompressedTextureLayered] 的基类。不能直接使用,但包"
"含了访问派生资源类型所需的所有函数。另见 [Texture3D]。\n"
"数据是按层设置的。对于 [Texture2DArray],层指定的是数组层。\n"
"所有图像都需要具有相同的宽度、高度和 mipmap 级别数。\n"
"[TextureLayered] 可以用 [method ResourceLoader.load] 加载。\n"
"在内部Godot 将这些文件映射到目标渲染驱动程序Vulkan、OpenGL3中的对应文"
"件。"
msgid "Called when the [TextureLayered]'s format is queried."
msgstr "查询该 [TextureLayered] 的格式时被调用。"
msgid "Called when the [TextureLayered]'s height is queried."
msgstr "查询该 [TextureLayered] 的高度时被调用。"
msgid "Called when the data for a layer in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 中某一层的数据时被调用。"
msgid "Called when the layers' type in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 的层类型时被调用。"
msgid "Called when the number of layers in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 的层数时被调用。"
msgid "Called when the [TextureLayered]'s width queried."
msgstr "查询该 [TextureLayered] 的宽度时被调用。"
msgid "Called when the presence of mipmaps in the [TextureLayered] is queried."
msgstr "查询该 [TextureLayered] 的 Mipmap 是否存在时被调用。"
msgid ""
"Returns the height of the texture in pixels. Height is typically represented "
"by the Y axis."
msgstr "返回该纹理的高度,单位为像素。高度通常由 Y 轴表示。"
msgid "Returns an [Image] resource with the data from specified [param layer]."
msgstr "返回带有指定 [param layer] 层数据的 [Image] 图像资源。"
msgid ""
"Returns the [TextureLayered]'s type. The type determines how the data is "
"accessed, with cubemaps having special types."
msgstr ""
"返回该 [TextureLayered] 的类型。类型决定了数据的访问方式,立方体图有特殊的类"
"型。"
msgid "Returns the number of referenced [Image]s."
msgstr "返回引用的 [Image] 数。"
msgid ""
"Returns the width of the texture in pixels. Width is typically represented by "
"the X axis."
msgstr "返回该纹理的宽度,单位为像素。宽度通常由 X 轴表示。"
msgid "Returns [code]true[/code] if the layers have generated mipmaps."
msgstr "如果层生成了 mipmap 则返回 [code]true[/code]。"
msgid "Texture is a generic [Texture2DArray]."
msgstr "纹理为通用的 [Texture2DArray]。"
msgid "Texture is a [Cubemap], with each side in its own layer (6 in total)."
msgstr "纹理为 [Cubemap],每一面都有自己的层(共 6 层)。"
msgid "Texture is a [CubemapArray], with each cubemap being made of 6 layers."
msgstr "纹理为 [CubemapArray],每个立方体贴图都由 6 层组成。"
msgid "Abstract base class for layered texture RD types."
msgstr "分层纹理 RD 类型的抽象基类。"
msgid ""
"Base class for [Texture2DArrayRD], [TextureCubemapRD] and "
"[TextureCubemapArrayRD]. Cannot be used directly, but contains all the "
"functions necessary for accessing the derived resource types."
msgstr ""
"[Texture2DArrayRD]、[TextureCubemapRD] 和 [TextureCubemapArrayRD] 的基类。不能"
"直接使用,但包含了访问派生资源类型所需的所有函数。"
msgid ""
"Texture-based progress bar. Useful for loading screens and life or stamina "
"bars."
msgstr "基于纹理的进度条。适用于加载屏幕和生命或体力条。"
msgid ""
"TextureProgressBar works like [ProgressBar], but uses up to 3 textures "
"instead of Godot's [Theme] resource. It can be used to create horizontal, "
"vertical and radial progress bars."
msgstr ""
"TextureProgressBar 的工作方式类似于 [ProgressBar],但最多使用 3 个纹理,不使"
"用 Godot 的 [Theme] 资源。可用于创建水平、垂直和径向进度条。"
msgid ""
"Returns the stretch margin with the specified index. See [member "
"stretch_margin_bottom] and related properties."
msgstr "返回给定索引的拉伸边距。见 [member stretch_margin_bottom] 及相关属性。"
msgid ""
"Sets the stretch margin with the specified index. See [member "
"stretch_margin_bottom] and related properties."
msgstr "设置给定索引的拉伸边距。见 [member stretch_margin_bottom] 及相关属性。"
msgid ""
"If [code]true[/code], Godot treats the bar's textures like in "
"[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like "
"[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
"using a radial [member fill_mode], this setting will enable stretching."
msgstr ""
"如果为 [code]true[/code]Godot 会像在 [NinePatchRect] 中那样处理条形纹理。使"
"用 [code]stretch_margin_*[/code] 属性,如 [member stretch_margin_bottom] 来设"
"置九宫格的 3×3 网格。当使用径向的 [member fill_mode] 时,这个设置将启用拉伸功"
"能。"
msgid ""
"Offsets [member texture_progress] if [member fill_mode] is [constant "
"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]."
msgstr ""
"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant "
"FILL_COUNTER_CLOCKWISE],则对[member texture_progress]进行偏移。"
msgid ""
"Upper limit for the fill of [member texture_progress] if [member fill_mode] "
"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the "
"node's [code]value[/code] is equal to its [code]max_value[/code], the texture "
"fills up to this angle.\n"
"See [member Range.value], [member Range.max_value]."
msgstr ""
"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant "
"FILL_COUNTER_CLOCKWISE],则为[member texture_progress]的填充上限。当节点的"
"[code]value[/code]等于其[code]max_value[/code]时,纹理会填充到这个角度。\n"
"参阅[member Range.value], [member Range.max_value]。"
msgid ""
"Starting angle for the fill of [member texture_progress] if [member "
"fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. "
"When the node's [code]value[/code] is equal to its [code]min_value[/code], "
"the texture doesn't show up at all. When the [code]value[/code] increases, "
"the texture fills and tends towards [member radial_fill_degrees]."
msgstr ""
"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant "
"FILL_COUNTER_CLOCKWISE][member texture_progress]的填充起始角度。当节点的"
"[code]value[/code]等于其[code]min_value[/code]时,纹理根本不会显示出来。当"
"[code]value[/code]增加时,纹理会被填满并趋向于[member radial_fill_degrees]。"
msgid ""
"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's "
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"九宫格底行的高度。边距为 16 意味着九宫格的底角和侧面将有 16 像素的高度。你可以"
"单独设置所有 4 个边距值,来创建具有非统一边框的面板。"
msgid "The width of the 9-patch's left column."
msgstr "九宫格左列的宽度。"
msgid "The width of the 9-patch's right column."
msgstr "九宫格右列的宽度。"
msgid "The height of the 9-patch's top row."
msgstr "九宫格顶行的高度。"
msgid ""
"[Texture2D] that draws over the progress bar. Use it to add highlights or an "
"upper-frame that hides part of [member texture_progress]."
msgstr ""
"在进度条至上绘制的 [Texture2D]。可用于添加高光,也可用于添加遮挡部分 [member "
"texture_progress] 的上层边框。"
msgid ""
"[Texture2D] that clips based on the node's [code]value[/code] and [member "
"fill_mode]. As [code]value[/code] increased, the texture fills up. It shows "
"entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't "
"show at all if [code]value[/code] is equal to [code]min_value[/code].\n"
"The [code]value[/code] property comes from [Range]. See [member Range.value], "
"[member Range.min_value], [member Range.max_value]."
msgstr ""
"被裁剪的 [Texture2D]。裁剪基于该节点的 [code]value[/code] 和 [member "
"fill_mode]。随着 [code]value[/code] 的增加,该纹理将被填满。当 [code]value[/"
"code] 达到 [code]max_value[/code] 时,它将完整显示。如果 [code]value[/code] 等"
"于 [code]min_value[/code],则它根本不显示。\n"
"[code]value[/code] 属性来自 [Range]。参见 [member Range.value]、[member Range."
"min_value]、[member Range.max_value]。"
msgid ""
"The offset of [member texture_progress]. Useful for [member texture_over] and "
"[member texture_under] with fancy borders, to avoid transparent margins in "
"your progress texture."
msgstr ""
"[member texture_progress] 的偏移量。对于带有花哨的边框的 [member "
"texture_over] 和 [member texture_under] 很有用,可以避免进度纹理的边缘透明。"
msgid "[Texture2D] that draws under the progress bar. The bar's background."
msgstr "在进度条下绘制的 [Texture2D]。该进度条的背景。"
msgid ""
"Multiplies the color of the bar's [member texture_over] texture. The effect "
"is similar to [member CanvasItem.modulate], except it only affects this "
"specific texture instead of the entire node."
msgstr ""
"将与该进度条的 [member texture_over] 纹理的颜色相乘。其效果类似于 [member "
"CanvasItem.modulate] ,只是它只影响这个特定的纹理,而不是整个节点。"
msgid "Multiplies the color of the bar's [member texture_progress] texture."
msgstr "将与该进度条的 [member texture_progress] 纹理的颜色相乘。"
msgid "Multiplies the color of the bar's [member texture_under] texture."
msgstr "将与该进度条的 [member texture_under] 纹理的颜色相乘。"
msgid "The [member texture_progress] fills from left to right."
msgstr "[member texture_progress] 从左到右填充。"
msgid "The [member texture_progress] fills from right to left."
msgstr "[member texture_progress] 从右到左填充。"
msgid "The [member texture_progress] fills from top to bottom."
msgstr "[member texture_progress] 从上到下填充。"
msgid "The [member texture_progress] fills from bottom to top."
msgstr "[member texture_progress] 自下而上填充。"
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"clockwise. See [member radial_center_offset], [member radial_initial_angle] "
"and [member radial_fill_degrees] to control the way the bar fills up."
msgstr ""
"将节点变成径向条形。[member texture_progress] 顺时针填充。参阅[member "
"radial_center_offset]、[member radial_initial_angle]和[member "
"radial_fill_degrees]来控制条形填充的方式。"
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"counterclockwise. See [member radial_center_offset], [member "
"radial_initial_angle] and [member radial_fill_degrees] to control the way the "
"bar fills up."
msgstr ""
"将节点变成径向条形。[member texture_progress]逆时针填充。参阅[member "
"radial_center_offset]、[member radial_initial_angle]和[member "
"radial_fill_degrees]来控制条形填充的方式。"
msgid ""
"The [member texture_progress] fills from the center, expanding both towards "
"the left and the right."
msgstr "[member texture_progress]从中心开始填充,向左和向右扩展。"
msgid ""
"The [member texture_progress] fills from the center, expanding both towards "
"the top and the bottom."
msgstr "[member texture_progress]从中心开始填充,同时向顶部和底部扩展。"
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"radially from the center, expanding both clockwise and counterclockwise. See "
"[member radial_center_offset], [member radial_initial_angle] and [member "
"radial_fill_degrees] to control the way the bar fills up."
msgstr ""
"将节点变成径向条形。[member texture_progress]从中心径向填充,顺时针和逆时针扩"
"展。参阅[member radial_center_offset]、[member radial_initial_angle]和[member "
"radial_fill_degrees]来控制条形填充的方式。"
msgid "A control that displays a texture."
msgstr "显示纹理的控件。"
msgid ""
"A control that displays a texture, for example an icon inside a GUI. The "
"texture's placement can be controlled with the [member stretch_mode] "
"property. It can scale, tile, or stay centered inside its bounding rectangle."
msgstr ""
"显示纹理的控件,例如显示 GUI 中的图标。可以使用 [member stretch_mode] 属性控制"
"纹理的放置。可以在边界框中进行缩放、平铺、居中。"
msgid ""
"Defines how minimum size is determined based on the texture's size. See [enum "
"ExpandMode] for options.\n"
"[b]Note:[/b] Using [constant EXPAND_FIT_WIDTH], [constant "
"EXPAND_FIT_WIDTH_PROPORTIONAL], [constant EXPAND_FIT_HEIGHT] or [constant "
"EXPAND_FIT_HEIGHT_PROPORTIONAL] may result in unstable behavior in some "
"containers. This functionality is being re-evaluated and will change in the "
"future."
msgstr ""
"定义如何根据该纹理的大小确定最小大小。有关选项,请参阅 [enum ExpandMode]。\n"
"[b]注意:[/b]使用 [constant EXPAND_FIT_WIDTH]、[constant "
"EXPAND_FIT_WIDTH_PROPORTIONAL]、[constant EXPAND_FIT_HEIGHT]、或 [constant "
"EXPAND_FIT_HEIGHT_PROPORTIONAL],可能会导致某些容器的行为不稳定。该功能正在重"
"新评估,将来可能会发生变化。"
msgid ""
"Controls the texture's behavior when resizing the node's bounding rectangle. "
"See [enum StretchMode]."
msgstr "控件纹理在调整节点边界矩形时的行为。见 [enum StretchMode]。"
msgid "The node's [Texture2D] resource."
msgstr "该节点的 [Texture2D] 资源。"
msgid ""
"The minimum size will be equal to texture size, i.e. [TextureRect] can't be "
"smaller than the texture."
msgstr "最小尺寸将等于纹理尺寸,即 [TextureRect] 不能小于纹理。"
msgid ""
"The size of the texture won't be considered for minimum size calculation, so "
"the [TextureRect] can be shrunk down past the texture size."
msgstr ""
"纹理尺寸不会用于计算最小尺寸,所以 [TextureRect] 可以缩减得比纹理尺寸小。"
msgid ""
"The height of the texture will be ignored. Minimum width will be equal to the "
"current height. Useful for horizontal layouts, e.g. inside [HBoxContainer]."
msgstr ""
"会忽略纹理的高度。最小宽度与当前高度一致。可用于横向布局,例如在 "
"[HBoxContainer] 中。"
msgid "Same as [constant EXPAND_FIT_WIDTH], but keeps texture's aspect ratio."
msgstr "与 [constant EXPAND_FIT_WIDTH] 相同,但保持纹理的长宽比。"
msgid ""
"The width of the texture will be ignored. Minimum height will be equal to the "
"current width. Useful for vertical layouts, e.g. inside [VBoxContainer]."
msgstr ""
"会忽略纹理的宽度。最小高度与当前宽度一致。可用于纵向布局,例如在 "
"[VBoxContainer] 中。"
msgid "Same as [constant EXPAND_FIT_HEIGHT], but keeps texture's aspect ratio."
msgstr "与 [constant EXPAND_FIT_HEIGHT] 相同,但保持纹理的长宽比。"
msgid ""
"Scale the texture to fit the node's bounding rectangle, center it and "
"maintain its aspect ratio."
msgstr "缩放纹理以适应节点的边界矩形,使其居中并保持其长宽比。"
msgid "A resource used for styling/skinning [Control]s and [Window]s."
msgstr "用于样式化/皮肤化 [Control] 和 [Window] 的资源。"
msgid ""
"A resource used for styling/skinning [Control] and [Window] nodes. While "
"individual controls can be styled using their local theme overrides (see "
"[method Control.add_theme_color_override]), theme resources allow you to "
"store and apply the same settings across all controls sharing the same type "
"(e.g. style all [Button]s the same). One theme resource can be used for the "
"entire project, but you can also set a separate theme resource to a branch of "
"control nodes. A theme resource assigned to a control applies to the control "
"itself, as well as all of its direct and indirect children (as long as a "
"chain of controls is uninterrupted).\n"
"Use [member ProjectSettings.gui/theme/custom] to set up a project-scope theme "
"that will be available to every control in your project.\n"
"Use [member Control.theme] of any control node to set up a theme that will be "
"available to that control and all of its direct and indirect children."
msgstr ""
"用于样式化/皮肤化 [Control] 和 [Window] 节点的资源。控件可以使用本地的主题覆盖"
"项进行单独的风格化(见 [method Control.add_theme_color_override]),而主题资源"
"则能够存储这些设置,在所有同类型的控件之间实现共享(例如将所有 [Button] 都设置"
"为相同的风格)。主题资源可以在整个项目上使用,但你也可以为单独的一个控件节点分"
"支设置不同的主题资源。为某个控件节点分配的主题资源不仅会对它自己生效,也会对它"
"的所有直接和间接子节点生效(只要控件链没有中断)。\n"
"项目范围的主题请使用 [member ProjectSettings.gui/theme/custom] 设置,这样项目"
"中的所有控件就都能够使用。\n"
"控件节点的主题请使用 [member Control.theme] 设置,这样该控件和它的所有直接和间"
"接子节点就都能够使用。"
msgid "GUI skinning"
msgstr "GUI 皮肤"
msgid "Using the theme editor"
msgstr "使用主题编辑器"
msgid ""
"Adds an empty theme type for every valid data type.\n"
"[b]Note:[/b] Empty types are not saved with the theme. This method only "
"exists to perform in-memory changes to the resource. Use available "
"[code]set_*[/code] methods to add theme items."
msgstr ""
"为每一个有效的数据类型都添加一个空主题类型。\n"
"[b]注意:[/b]空类型不会随该主题保存。这个方法的存在是为了对资源执行内存中的更"
"改。请使用 [code]set_*[/code] 方法添加主题项目。"
msgid "Removes all the theme properties defined on the theme resource."
msgstr "移除在该主题资源上定义的所有主题属性。"
msgid ""
"Removes the [Color] property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Fails if it doesn't exist. Use [method has_color] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的 [Color] 属性,则将其移"
"除。\n"
"如果不存在则失败。请使用 [method has_color] 检查是否存在。"
msgid ""
"Removes the constant property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Fails if it doesn't exist. Use [method has_constant] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的常量属性,则将其移除。\n"
"如果不存在则失败。请使用 [method has_constant] 检查是否存在。"
msgid ""
"Removes the [Font] property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Fails if it doesn't exist. Use [method has_font] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的 [Font] 属性,则将其移"
"除。\n"
"如果不存在则失败。请使用 [method has_font] 检查是否存在。"
msgid ""
"Removes the font size property defined by [param name] and [param "
"theme_type], if it exists.\n"
"Fails if it doesn't exist. Use [method has_font_size] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的字体大小属性,则将其移"
"除。\n"
"如果不存在则失败。请使用 [method has_font_size] 检查是否存在。"
msgid ""
"Removes the icon property defined by [param name] and [param theme_type], if "
"it exists.\n"
"Fails if it doesn't exist. Use [method has_icon] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的图标属性,则将其移除。\n"
"如果不存在则失败。请使用 [method has_icon] 检查是否存在。"
msgid ""
"Removes the [StyleBox] property defined by [param name] and [param "
"theme_type], if it exists.\n"
"Fails if it doesn't exist. Use [method has_stylebox] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的 [StyleBox] 属性,则将其移"
"除。\n"
"如果不存在则失败。请使用 [method has_stylebox] 检查是否存在。"
msgid ""
"Removes the theme property of [param data_type] defined by [param name] and "
"[param theme_type], if it exists.\n"
"Fails if it doesn't exist. Use [method has_theme_item] to check for "
"existence.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的 [param data_type] 属性,"
"则将其移除。\n"
"如果不存在则失败。请使用 [method has_theme_item] 检查是否存在。\n"
"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。"
msgid ""
"Unmarks [param theme_type] as being a variation of another theme type. See "
"[method set_type_variation]."
msgstr ""
"取消将主题类型 [param theme_type] 标记为任何主题类型的变种。见 [method "
"set_type_variation]。"
msgid ""
"Returns the [Color] property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Returns the default color value if the property doesn't exist. Use [method "
"has_color] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的 [Color] 属性,则将其返"
"回。\n"
"如果不存在则返回默认颜色。请使用 [method has_color] 检查是否存在。"
msgid ""
"Returns a list of names for [Color] properties defined with [param "
"theme_type]. Use [method get_color_type_list] to get a list of possible theme "
"type names."
msgstr ""
"返回为 [param theme_type] 类型定义的 [Color] 属性的名称列表。请使用 [method "
"get_color_type_list] 获取可能的主题类型名称。"
msgid ""
"Returns a list of all unique theme type names for [Color] properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回 [Color] 属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] "
"获取所有主题类型。"
msgid ""
"Returns the constant property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Returns [code]0[/code] if the property doesn't exist. Use [method "
"has_constant] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的常量属性,则将其返回。\n"
"如果不存在则返回 [code]0[/code]。请使用 [method has_constant] 检查是否存在。"
msgid ""
"Returns a list of names for constant properties defined with [param "
"theme_type]. Use [method get_constant_type_list] to get a list of possible "
"theme type names."
msgstr ""
"返回为 [param theme_type] 类型定义的常量属性的名称列表。请使用 [method "
"get_constant_type_list] 获取可能的主题类型名称。"
msgid ""
"Returns a list of all unique theme type names for constant properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回常量属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获取所"
"有主题类型。"
msgid ""
"Returns the [Font] property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Returns the default theme font if the property doesn't exist and the default "
"theme font is set up (see [member default_font]). Use [method has_font] to "
"check for existence of the property and [method has_default_font] to check "
"for existence of the default theme font.\n"
"Returns the engine fallback font value, if neither exist (see [member ThemeDB."
"fallback_font])."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的 [Font] 属性,则将其返"
"回。\n"
"如果不存在且存在默认主题字体,则返回默认主题字体(见 [member default_font])。"
"请使用 [method has_font] 检查是否存在,使用 [method has_default_font] 检查默认"
"主题字体是否存在。\n"
"如果两者都不存在,则返回引擎的回退字体值(见 [member ThemeDB."
"fallback_font])。"
msgid ""
"Returns a list of names for [Font] properties defined with [param "
"theme_type]. Use [method get_font_type_list] to get a list of possible theme "
"type names."
msgstr ""
"返回为 [param theme_type] 类型定义的 [Font] 属性的名称列表。请使用 [method "
"get_font_type_list] 获取可能的主题类型名称。"
msgid ""
"Returns the font size property defined by [param name] and [param "
"theme_type], if it exists.\n"
"Returns the default theme font size if the property doesn't exist and the "
"default theme font size is set up (see [member default_font_size]). Use "
"[method has_font_size] to check for existence of the property and [method "
"has_default_font_size] to check for existence of the default theme font.\n"
"Returns the engine fallback font size value, if neither exist (see [member "
"ThemeDB.fallback_font_size])."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的字体大小属性,则将其返"
"回。\n"
"如果不存在且存在默认主题字体大小,则返回默认主题字体大小(见 [member "
"default_font_size])。请使用 [method has_font_size] 检查是否存在,使用 "
"[method has_default_font_size] 检查默认主题字体大小是否存在。\n"
"如果两者都不存在,则返回引擎的回退字体大小值(见 [member ThemeDB."
"fallback_font_size])。"
msgid ""
"Returns a list of names for font size properties defined with [param "
"theme_type]. Use [method get_font_size_type_list] to get a list of possible "
"theme type names."
msgstr ""
"返回为 [param theme_type] 类型定义的字体大小属性的名称列表。请使用 [method "
"get_font_size_type_list] 获取可能的主题类型名称。"
msgid ""
"Returns a list of all unique theme type names for font size properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回字体大小属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获"
"取所有主题类型。"
msgid ""
"Returns a list of all unique theme type names for [Font] properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回 [Font] 属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获"
"取所有主题类型。"
msgid ""
"Returns the icon property defined by [param name] and [param theme_type], if "
"it exists.\n"
"Returns the engine fallback icon value if the property doesn't exist (see "
"[member ThemeDB.fallback_icon]). Use [method has_icon] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的图标属性,则将其返回。\n"
"如果不存在则返回引擎的回退图标值(见 [member ThemeDB.fallback_icon])。请使用 "
"[method has_icon] 检查是否存在。"
msgid ""
"Returns a list of names for icon properties defined with [param theme_type]. "
"Use [method get_icon_type_list] to get a list of possible theme type names."
msgstr ""
"返回为 [param theme_type] 类型定义的图标属性的名称列表。请使用 [method "
"get_icon_type_list] 获取可能的主题类型名称。"
msgid ""
"Returns a list of all unique theme type names for icon properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回图标属性的所有唯一主题类型名称的列表。请使用 [method get_type_list] 获取所"
"有主题类型。"
msgid ""
"Returns the [StyleBox] property defined by [param name] and [param "
"theme_type], if it exists.\n"
"Returns the engine fallback stylebox value if the property doesn't exist (see "
"[member ThemeDB.fallback_stylebox]). Use [method has_stylebox] to check for "
"existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的 [StyleBox] 属性,则将其返"
"回。\n"
"如果不存在则返回引擎的回退样式盒值(见 [member ThemeDB.fallback_stylebox])。"
"请使用 [method has_stylebox] 检查是否存在。"
msgid ""
"Returns a list of names for [StyleBox] properties defined with [param "
"theme_type]. Use [method get_stylebox_type_list] to get a list of possible "
"theme type names."
msgstr ""
"返回为 [param theme_type] 类型定义的 [StyleBox] 属性的名称列表。请使用 "
"[method get_stylebox_type_list] 获取可能的主题类型名称。"
msgid ""
"Returns a list of all unique theme type names for [StyleBox] properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回 [StyleBox] 属性的所有唯一主题类型名称的列表。请使用 [method "
"get_type_list] 获取所有主题类型。"
msgid ""
"Returns the theme property of [param data_type] defined by [param name] and "
"[param theme_type], if it exists.\n"
"Returns the engine fallback value if the property doesn't exist (see "
"[ThemeDB]). Use [method has_theme_item] to check for existence.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定义的 [param data_type] 属性,"
"则将其返回。\n"
"如果不存在则返回引擎的回退值(见 [ThemeDB])。请使用 [method has_theme_item] "
"检查是否存在。\n"
"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。"
msgid ""
"Returns a list of names for properties of [param data_type] defined with "
"[param theme_type]. Use [method get_theme_item_type_list] to get a list of "
"possible theme type names.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"返回为 [param theme_type] 类型定义的 [param data_type] 属性的名称列表。请使用 "
"[method get_theme_item_type_list] 获取可能的主题类型名称。\n"
"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。"
msgid ""
"Returns a list of all unique theme type names for [param data_type] "
"properties. Use [method get_type_list] to get a list of all unique theme "
"types.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"返回 [param data_type] 属性的所有唯一主题类型名称的列表。请使用 [method "
"get_type_list] 获取所有主题类型。\n"
"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。"
msgid ""
"Returns a list of all unique theme type names. Use the appropriate "
"[code]get_*_type_list[/code] method to get a list of unique theme types for a "
"single data type."
msgstr ""
"返回所有唯一主题类型名称的列表。获取单一数据类型的唯一主题类型列表请使用对应"
"的 [code]get_*_type_list[/code] 方法。"
msgid ""
"Returns the name of the base theme type if [param theme_type] is a valid "
"variation type. Returns an empty string otherwise."
msgstr ""
"如果 [param theme_type] 是有效的变种类型,则返回其基础主题类型的名称。否则返回"
"空字符串。"
msgid "Returns a list of all type variations for the given [param base_type]."
msgstr "返回给定基础类型 [param base_type] 的所有类型变种列表。"
msgid ""
"Returns [code]true[/code] if the [Color] property defined by [param name] and "
"[param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_color] to "
"define it."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param name] 的 [Color] 属性,则返"
"回 [code]true[/code]。\n"
"不存在时返回 [code]false[/code]。定义请使用 [method set_color]。"
msgid ""
"Returns [code]true[/code] if the constant property defined by [param name] "
"and [param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_constant] to "
"define it."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param name] 的常量属性,则返回 "
"[code]true[/code]。\n"
"不存在时返回 [code]false[/code]。定义请使用 [method set_constant]。"
msgid ""
"Returns [code]true[/code] if [member default_base_scale] has a valid value.\n"
"Returns [code]false[/code] if it doesn't. The value must be greater than "
"[code]0.0[/code] to be considered valid."
msgstr ""
"如果 [member default_base_scale] 的值有效,则返回 [code]true[/code]。\n"
"如果无效则返回 [code]false[/code]。有效值必须大于 [code]0.0[/code]。"
msgid ""
"Returns [code]true[/code] if [member default_font] has a valid value.\n"
"Returns [code]false[/code] if it doesn't."
msgstr ""
"如果 [member default_font] 的值有效,则返回 [code]true[/code]。\n"
"如果无效则返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if [member default_font_size] has a valid value.\n"
"Returns [code]false[/code] if it doesn't. The value must be greater than "
"[code]0[/code] to be considered valid."
msgstr ""
"如果 [member default_font_size] 的值有效,则返回 [code]true[/code]。\n"
"如果无效则返回 [code]false[/code]。有效值必须大于 [code]0[/code]。"
msgid ""
"Returns [code]true[/code] if the [Font] property defined by [param name] and "
"[param theme_type] exists, or if the default theme font is set up (see "
"[method has_default_font]).\n"
"Returns [code]false[/code] if neither exist. Use [method set_font] to define "
"the property."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param name] 的 [Font] 属性,则返"
"回 [code]true[/code]。\n"
"不存在时返回 [code]false[/code]。定义请使用 [method set_font]。"
msgid ""
"Returns [code]true[/code] if the font size property defined by [param name] "
"and [param theme_type] exists, or if the default theme font size is set up "
"(see [method has_default_font_size]).\n"
"Returns [code]false[/code] if neither exist. Use [method set_font_size] to "
"define the property."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param name] 的字体大小属性,则返"
"回 [code]true[/code]。\n"
"不存在时返回 [code]false[/code]。定义请使用 [method set_font_size]。"
msgid ""
"Returns [code]true[/code] if the icon property defined by [param name] and "
"[param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_icon] to "
"define it."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param name] 的图标属性,则返回 "
"[code]true[/code]。\n"
"不存在时返回 [code]false[/code]。定义请使用 [method set_icon]。"
msgid ""
"Returns [code]true[/code] if the [StyleBox] property defined by [param name] "
"and [param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_stylebox] to "
"define it."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param name] 的 [StyleBox] 属性,则"
"返回 [code]true[/code]。\n"
"不存在时返回 [code]false[/code]。定义请使用 [method set_stylebox]。"
msgid ""
"Returns [code]true[/code] if the theme property of [param data_type] defined "
"by [param name] and [param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_theme_item] "
"to define it.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param name] 的主题属性,则返回 "
"[code]true[/code]。\n"
"不存在时返回 [code]false[/code]。定义请使用 [method set_theme_item]。\n"
"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。"
msgid ""
"Returns [code]true[/code] if [param theme_type] is marked as a variation of "
"[param base_type]."
msgstr ""
"如果主题类型 [param theme_type] 被标记为基础类型 [param base_type] 的变种,则"
"返回 [code]true[/code]。"
msgid ""
"Adds missing and overrides existing definitions with values from the [param "
"other] theme resource.\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two themes "
"together without modifying either one, create a new empty theme and merge the "
"other two into it one after another."
msgstr ""
"添加缺失的定义,并使用 [param other] 主题资源中的值覆盖已有的定义。\n"
"[b]注意:[/b]这修改了当前的主题。如果想将两个主题合并在一起且不修改任何一个,"
"请创建一个新的空主题,并将其他两个依次合并到其中。"
msgid ""
"Removes the theme type, gracefully discarding defined theme items. If the "
"type is a variation, this information is also erased. If the type is a base "
"for type variations, those variations lose their base."
msgstr ""
"移除该主题类型,优雅地丢弃其中定义的主题项目。如果该类型为变种,则该信息也会被"
"消除。如果该类型为类型变种的基础类型,则那些变种会失去其基础类型。"
msgid ""
"Renames the [Color] property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_color] to check for existence, and [method "
"clear_color] to remove the existing property."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [Color] 属性,"
"则将其重命名为 [param name]。\n"
"不存在时失败,新名称已存在时也会失败。请使用 [method has_color] 检查是否存在,"
"使用 [method clear_color] 移除现有属性。"
msgid ""
"Renames the constant property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_constant] to check for existence, and [method "
"clear_constant] to remove the existing property."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的常量属性,则将其"
"重命名为 [param name]。\n"
"不存在时失败,新名称已存在时也会失败。请使用 [method has_constant] 检查是否存"
"在,使用 [method clear_constant] 移除现有属性。"
msgid ""
"Renames the [Font] property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_font] to check for existence, and [method clear_font] "
"to remove the existing property."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [Font] 属性,则"
"将其重命名为 [param name]。\n"
"不存在时失败,新名称已存在时也会失败。请使用 [method has_font] 检查是否存在,"
"使用 [method clear_font] 移除现有属性。"
msgid ""
"Renames the font size property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_font_size] to check for existence, and [method "
"clear_font_size] to remove the existing property."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的字体大小属性,则"
"将其重命名为 [param name]。\n"
"不存在时失败,新名称已存在时也会失败。请使用 [method has_font_size] 检查是否存"
"在,使用 [method clear_font_size] 移除现有属性。"
msgid ""
"Renames the icon property defined by [param old_name] and [param theme_type] "
"to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_icon] to check for existence, and [method clear_icon] "
"to remove the existing property."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的图标属性,则将其"
"重命名为 [param name]。\n"
"不存在时失败,新名称已存在时也会失败。请使用 [method has_icon] 检查是否存在,"
"使用 [method clear_icon] 移除现有属性。"
msgid ""
"Renames the [StyleBox] property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_stylebox] to check for existence, and [method "
"clear_stylebox] to remove the existing property."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [StyleBox] 属"
"性,则将其重命名为 [param name]。\n"
"不存在时失败,新名称已存在时也会失败。请使用 [method has_stylebox] 检查是否存"
"在,使用 [method clear_stylebox] 移除现有属性。"
msgid ""
"Renames the theme property of [param data_type] defined by [param old_name] "
"and [param theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_theme_item] to check for existence, and [method "
"clear_theme_item] to remove the existing property.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的主题属性,则将其"
"重命名为 [param name]。\n"
"不存在时失败,新名称已存在时也会失败。请使用 [method has_theme_item] 检查是否"
"存在,使用 [method clear_theme_item] 移除现有属性。\n"
"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。"
msgid ""
"Creates or changes the value of the [Color] property defined by [param name] "
"and [param theme_type]. Use [method clear_color] to remove the property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 [Color] 属"
"性的值。移除该属性请使用 [method clear_color]。"
msgid ""
"Creates or changes the value of the constant property defined by [param name] "
"and [param theme_type]. Use [method clear_constant] to remove the property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的常量属性的"
"值。移除该属性请使用 [method clear_constant]。"
msgid ""
"Creates or changes the value of the [Font] property defined by [param name] "
"and [param theme_type]. Use [method clear_font] to remove the property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 [Font] 属性"
"的值。移除该属性请使用 [method clear_font]。"
msgid ""
"Creates or changes the value of the font size property defined by [param "
"name] and [param theme_type]. Use [method clear_font_size] to remove the "
"property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的字体大小属性"
"的值。移除该属性请使用 [method clear_font_size]。"
msgid ""
"Creates or changes the value of the icon property defined by [param name] and "
"[param theme_type]. Use [method clear_icon] to remove the property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的图标属性的"
"值。移除该属性请使用 [method clear_icon]。"
msgid ""
"Creates or changes the value of the [StyleBox] property defined by [param "
"name] and [param theme_type]. Use [method clear_stylebox] to remove the "
"property."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的 [StyleBox] "
"属性的值。移除该属性请使用 [method clear_stylebox]。"
msgid ""
"Creates or changes the value of the theme property of [param data_type] "
"defined by [param name] and [param theme_type]. Use [method clear_theme_item] "
"to remove the property.\n"
"Fails if the [param value] type is not accepted by [param data_type].\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"创建或改变由名称 [param name] 和主题类型 [param theme_type] 定义的主题属性的"
"值。移除该属性请使用 [method clear_theme_item]。\n"
"如果 [param value] 的类型不被 [param data_type] 所接受,则失败。\n"
"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。"
msgid ""
"Marks [param theme_type] as a variation of [param base_type].\n"
"This adds [param theme_type] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [param base_type] class.\n"
"Variations can also be nested, i.e. [param base_type] can be another "
"variation. If a chain of variations ends with a [param base_type] matching "
"the class of the [Control], the whole chain is going to be suggested as "
"options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
"将主题类型 [param theme_type] 标记为基础类型 [param base_type] 的变种。\n"
"这会将 [param theme_type] 添加为属于 [param base_type] 类的 [Control] 的 "
"[member Control.theme_type_variation] 的建议选项。\n"
"变种也可以嵌套,即 [param base_type] 可以是另一个变种。如果变种链以匹配 "
"[Control] 类的 [param base_type] 结束,则整个链将被建议为选项。\n"
"[b]注意:[/b]仅当该主题资源被设置为项目的默认主题时才会显示建议。参见 [member "
"ProjectSettings.gui/theme/custom]。"
msgid ""
"The default base scale factor of this theme resource. Used by some controls "
"to scale their visual properties based on the global scale factor. If this "
"value is set to [code]0.0[/code], the global scale factor is used (see "
"[member ThemeDB.fallback_base_scale]).\n"
"Use [method has_default_base_scale] to check if this value is valid."
msgstr ""
"该主题资源的默认基础缩放系数。部分控件会用它来根据全局缩放系数对其视觉属性进行"
"缩放。如果该值为 [code]0.0[/code],则使用全局缩放系数(见 [member ThemeDB."
"fallback_base_scale])。\n"
"请使用 [method has_default_base_scale] 来检查该值是否有效。"
msgid ""
"The default font of this theme resource. Used as the default value when "
"trying to fetch a font resource that doesn't exist in this theme or is in "
"invalid state. If the default font is also missing or invalid, the engine "
"fallback value is used (see [member ThemeDB.fallback_font]).\n"
"Use [method has_default_font] to check if this value is valid."
msgstr ""
"该主题资源的默认字体。尝试获取字体资源时,如果该主题中不存在或者为无效状态,则"
"会用它作为默认值。如果默认字体也缺失或无效,则会使用引擎的回退值(见 [member "
"ThemeDB.fallback_font])。\n"
"请使用 [method has_default_font] 来检查该值是否有效。"
msgid ""
"The default font size of this theme resource. Used as the default value when "
"trying to fetch a font size value that doesn't exist in this theme or is in "
"invalid state. If the default font size is also missing or invalid, the "
"engine fallback value is used (see [member ThemeDB.fallback_font_size]).\n"
"Values below [code]0[/code] are invalid and can be used to unset the "
"property. Use [method has_default_font_size] to check if this value is valid."
msgstr ""
"该主题资源的默认字体大小。尝试获取字体大小时,如果该主题中不存在或者为无效状"
"态,则会用它作为默认值。如果默认字体大小也缺失或无效,则会使用引擎的回退值"
"(见 [member ThemeDB.fallback_font_size])。\n"
"小于 [code]0[/code] 的值无效,可用于清除对该属性的设置。请使用 [method "
"has_default_font_size] 来检查该值是否有效。"
msgid "Theme's [Color] item type."
msgstr "主题的 [Color] 颜色项类型。"
msgid "Theme's constant item type."
msgstr "主题的常量项类型。"
msgid "Theme's [Font] item type."
msgstr "主题的 [Font] 字体项类型。"
msgid "Theme's font size item type."
msgstr "主题的字体大小项类型。"
msgid "Theme's icon [Texture2D] item type."
msgstr "主题的图标 [Texture2D] 项类型。"
msgid "Theme's [StyleBox] item type."
msgstr "主题的 [StyleBox] 项目类型。"
msgid "Maximum value for the DataType enum."
msgstr "数据类型枚举的最大值。"
msgid ""
"A singleton that provides access to static information about [Theme] "
"resources used by the engine and by your project."
msgstr "用来访问引擎及项目中所使用的 [Theme] 资源静态信息的单例。"
msgid ""
"This singleton provides access to static information about [Theme] resources "
"used by the engine and by your projects. You can fetch the default engine "
"theme, as well as your project configured theme.\n"
"[ThemeDB] also contains fallback values for theme properties."
msgstr ""
"这个单例可以用来访问引擎及项目中所使用的 [Theme] 资源静态信息。可以获取引擎默"
"认的主题,也可以获取你在项目中配置的主题。\n"
"[ThemeDB] 也包含了主题属性的回退值。"
msgid ""
"Returns a reference to the default engine [Theme]. This theme resource is "
"responsible for the out-of-the-box look of [Control] nodes and cannot be "
"overridden."
msgstr ""
"返回默认引擎 [Theme] 的引用。该主题资源负责 [Control] 节点的原始外观,无法进行"
"覆盖。"
msgid ""
"Returns a reference to the custom project [Theme]. This theme resources "
"allows to override the default engine theme for every control node in the "
"project.\n"
"To set the project theme, see [member ProjectSettings.gui/theme/custom]."
msgstr ""
"返回自定义项目 [Theme] 的引用。该主题资源能够影响项目中的所有控件节点,覆盖默"
"认引擎主题。\n"
"项目主题的设置请参阅 [member ProjectSettings.gui/theme/custom]。"
msgid ""
"The fallback base scale factor of every [Control] node and [Theme] resource. "
"Used when no other value is available to the control.\n"
"See also [member Theme.default_base_scale]."
msgstr ""
"所有 [Control] 节点和 [Theme] 资源的回退基础缩放系数。用于控件没有其他值可用的"
"情况。\n"
"另见 [member Theme.default_base_scale]。"
msgid ""
"The fallback font of every [Control] node and [Theme] resource. Used when no "
"other value is available to the control.\n"
"See also [member Theme.default_font]."
msgstr ""
"所有 [Control] 节点和 [Theme] 资源的回退字体。用于控件没有其他值可用的情况。\n"
"另见 [member Theme.default_font]。"
msgid ""
"The fallback font size of every [Control] node and [Theme] resource. Used "
"when no other value is available to the control.\n"
"See also [member Theme.default_font_size]."
msgstr ""
"所有 [Control] 节点和 [Theme] 资源的回退字体大小。用于控件没有其他值可用的情"
"况。\n"
"另见 [member Theme.default_font_size]。"
msgid ""
"The fallback icon of every [Control] node and [Theme] resource. Used when no "
"other value is available to the control."
msgstr ""
"所有 [Control] 节点和 [Theme] 资源的回退图标。用于控件没有其他值可用的情况。"
msgid ""
"The fallback stylebox of every [Control] node and [Theme] resource. Used when "
"no other value is available to the control."
msgstr ""
"所有 [Control] 节点和 [Theme] 资源的回退样式盒。用于控件没有其他值可用的情况。"
msgid ""
"Emitted when one of the fallback values had been changed. Use it to refresh "
"the look of controls that may rely on the fallback theme items."
msgstr "任意回退值发生改变时发出。可用于刷新依赖于回退主题项的控件的外观。"
msgid "A unit of execution in a process."
msgstr "进程中的执行单元。"
msgid ""
"A unit of execution in a process. Can run methods on [Object]s "
"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is "
"advised if working with shared objects.\n"
"[b]Warning:[/b]\n"
"To ensure proper cleanup without crashes or deadlocks, when a [Thread]'s "
"reference count reaches zero and it is therefore destroyed, the following "
"conditions must be met:\n"
"- It must not have any [Mutex] objects locked.\n"
"- It must not be waiting on any [Semaphore] objects.\n"
"- [method wait_to_finish] should have been called on it."
msgstr ""
"进程中的执行单元。可以让任意 [Object] 上的任意方法同时运行。如果使用共享对象,"
"建议通过 [Mutex] 或 [Semaphore] 进行同步。\n"
"[b]警告:[/b]\n"
"为了确保能够正确清理,避免崩溃和死锁,[Thread] 的引用计数变为零进行销毁时,必"
"须满足以下条件:\n"
"- 必须没有任何上锁的 [Mutex] 对象。\n"
"- 必须没有在任何 [Semaphore] 对象上等待。\n"
"- 必须已调用过它的 [method wait_to_finish]。"
msgid ""
"Returns the current [Thread]'s ID, uniquely identifying it among all threads. "
"If the [Thread] has not started running or if [method wait_to_finish] has "
"been called, this returns an empty string."
msgstr ""
"返回当前 [Thread] 的 ID能够在所有线程中唯一标识该线程。如果该 [Thread] 尚未"
"运行,或者已经调用过 [method wait_to_finish],则返回空字符串。"
msgid ""
"Returns [code]true[/code] if this [Thread] is currently running the provided "
"function. This is useful for determining if [method wait_to_finish] can be "
"called without blocking the calling thread.\n"
"To check if a [Thread] is joinable, use [method is_started]."
msgstr ""
"如果这个 [Thread] 当前正在运行,则返回 [code]true[/code]。可用于确定调用 "
"[method wait_to_finish] 是否可以不阻塞调用的线程。\n"
"要检查 [Thread] 是否可被并入,请使用 [method is_started]。"
msgid ""
"Returns [code]true[/code] if this [Thread] has been started. Once started, "
"this will return [code]true[/code] until it is joined using [method "
"wait_to_finish]. For checking if a [Thread] is still executing its task, use "
"[method is_alive]."
msgstr ""
"如果此 [Thread] 已启动,则返回 [code]true[/code]。一旦开始,这将返回 "
"[code]true[/code] ,直到它使用 [method wait_to_finish] 加入。要检查 [Thread] "
"是否仍在执行其任务,请使用 [method is_alive]。"
msgid ""
"Sets whether the thread safety checks the engine normally performs in methods "
"of certain classes (e.g., [Node]) should happen [b]on the current thread[/"
"b].\n"
"The default, for every thread, is that they are enabled (as if called with "
"[param enabled] being [code]true[/code]).\n"
"Those checks are conservative. That means that they will only succeed in "
"considering a call thread-safe (and therefore allow it to happen) if the "
"engine can guarantee such safety.\n"
"Because of that, there may be cases where the user may want to disable them "
"([param enabled] being [code]false[/code]) to make certain operations allowed "
"again. By doing so, it becomes the user's responsibility to ensure thread "
"safety (e.g., by using [Mutex]) for those objects that are otherwise "
"protected by the engine.\n"
"[b]Note:[/b] This is an advanced usage of the engine. You are advised to use "
"it only if you know what you are doing and there is no safer way.\n"
"[b]Note:[/b] This is useful for scripts running on either arbitrary [Thread] "
"objects or tasks submitted to the [WorkerThreadPool]. It doesn't apply to "
"code running during [Node] group processing, where the checks will be always "
"performed.\n"
"[b]Note:[/b] Even in the case of having disabled the checks in a "
"[WorkerThreadPool] task, there's no need to re-enable them at the end. The "
"engine will do so."
msgstr ""
"设置是否应该[b]在当前线程[/b]执行线程安全检查,这些检查在一般是在某些类(例如 "
"[Node])的方法中进行的。\n"
"每个线程的默认值是启用(就像将 [code]true[/code] 传给 [param enabled] 调用一"
"样)。\n"
"这些检查是保守的。也就是说,只有在引擎能够确保安全时才会认为该调用是线程安全"
"的,检查通过(因此允许进行调用)。\n"
"因此,某些情况下用于可能会想要将其禁用(让 [param enabled] 为 [code]false[/"
"code]),允许某些操作。此时引擎不再保护这些对象的线程安全,(通过使用 [Mutex] "
"等方法来)确保线程安全就是用户自己的责任了。\n"
"[b]注意:[/b]这是引擎的高阶用法。建议只有在你知道自己在做什么,并且没有其他更"
"安全的方法时才使用这个方法。\n"
"[b]注意:[/b]可用于任意 [Thread] 对象中执行的脚本,或者提交至 "
"[WorkerThreadPool] 的任务。[Node] 分组处理时执行的代码不适用,这种情况下会始终"
"执行检查。\n"
"[b]注意:[/b]即使是在 [WorkerThreadPool] 任务中禁用了检查,也不需要在结束后将"
"其重新启用。引擎会帮你去启用。"
msgid ""
"Starts a new [Thread] that calls [param callable].\n"
"If the method takes some arguments, you can pass them using [method Callable."
"bind].\n"
"The [param priority] of the [Thread] can be changed by passing a value from "
"the [enum Priority] enum.\n"
"Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure."
msgstr ""
"启动一个调用 [param callable] 的新 [Thread]。\n"
"如果该方法需要一些参数,可以使用 [method Callable.bind] 传递它们。\n"
"[Thread] 的 [param priority] 可以通过传递 [enum Priority] 枚举中的值来更改。\n"
"成功时返回 [constant OK],失败时返回 [constant ERR_CANT_CREATE]。"
msgid ""
"Joins the [Thread] and waits for it to finish. Returns the output of the "
"[Callable] passed to [method start].\n"
"Should either be used when you want to retrieve the value returned from the "
"method called by the [Thread] or before freeing the instance that contains "
"the [Thread].\n"
"To determine if this can be called without blocking the calling thread, check "
"if [method is_alive] is [code]false[/code]."
msgstr ""
"合并该 [Thread] 并等待其完成。返回传入 [method start] 的 [Callable] 的输出。\n"
"应该在你想要获取该 [Thread] 所调用的方法的返回值时使用,或者在释放包含该 "
"[Thread] 的实例前使用。\n"
"要确定调用时是否不会阻塞调用线程,请检查 [method is_alive] 是否为 "
"[code]false[/code]。"
msgid "A thread running with lower priority than normally."
msgstr "线程以比正常情况下更低的优先级运行。"
msgid "A thread with a standard priority."
msgstr "具有标准优先级的线程。"
msgid "A thread running with higher priority than normally."
msgstr "以比正常情况更高的优先级运行的线程。"
msgid "Settings for a single tile in a [TileSet]."
msgstr "[TileSet] 中单个图块的设置。"
msgid ""
"[TileData] object represents a single tile in a [TileSet]. It is usually "
"edited using the tileset editor, but it can be modified at runtime using "
"[method TileMap._tile_data_runtime_update]."
msgstr ""
"[TileData] 对象代表 [TileSet] 中的单个图块,通常使用图块集编辑器进行编辑,但也"
"可以在运行时使用 [method TileMap._tile_data_runtime_update] 进行修改。"
msgid "Adds a collision polygon to the tile on the given TileSet physics layer."
msgstr "为该图块在给定的 TileSet 物理层上添加碰撞多边形。"
msgid ""
"Returns the one-way margin (for one-way platforms) of the polygon at index "
"[param polygon_index] for TileSet physics layer with index [param layer_id]."
msgstr ""
"返回在索引为 [param layer_id] 的 TileSet 物理层上,索引为 [param "
"polygon_index] 的多边形的单向边距(用于单向平台)。"
msgid ""
"Returns the points of the polygon at index [param polygon_index] for TileSet "
"physics layer with index [param layer_id]."
msgstr ""
"返回在索引为 [param layer_id] 的 TileSet 物理层上,索引为 [param "
"polygon_index] 的多边形的点。"
msgid ""
"Returns how many polygons the tile has for TileSet physics layer with index "
"[param layer_id]."
msgstr "设置该图块中索引为 [param layer_id] 的 TileSet 物理层中多边形的数量。"
msgid ""
"Returns the constant angular velocity applied to objects colliding with this "
"tile."
msgstr "返回恒定角速度,将应用于与此图块碰撞的对象。"
msgid ""
"Returns the constant linear velocity applied to objects colliding with this "
"tile."
msgstr "返回恒定线速度,将应用于与此图块碰撞的对象。"
msgid ""
"Returns the custom data value for custom data layer named [param layer_name]."
msgstr ""
"返回自定义数据层的自定义数据值,自定义数据层用名称 [param layer_name] 指定。"
msgid ""
"Returns the custom data value for custom data layer with index [param "
"layer_id]."
msgstr ""
"返回自定义数据层的自定义数据值,自定义数据层用索引 [param layer_id] 指定。"
msgid ""
"Returns the navigation polygon of the tile for the TileSet navigation layer "
"with index [param layer_id]."
msgstr "返回该图块中索引为 [param layer_id] 的 TileSet 导航层的导航多边形。"
msgid ""
"Returns the occluder polygon of the tile for the TileSet occlusion layer with "
"index [param layer_id]."
msgstr "返回该图块中索引为 [param layer_id] 的 TileSet 遮挡层的遮挡器多边形。"
msgid ""
"Returns the tile's terrain bit for the given [param peering_bit] direction."
msgstr "返回该图块给定 [param peering_bit] 方向的地形位。"
msgid ""
"Returns whether one-way collisions are enabled for the polygon at index "
"[param polygon_index] for TileSet physics layer with index [param layer_id]."
msgstr ""
"返回索引为 [param layer_id] 的 TileSet 物理层上索引为 [param polygon_index] 的"
"多边形是否启用了单向碰撞。"
msgid ""
"Removes the polygon at index [param polygon_index] for TileSet physics layer "
"with index [param layer_id]."
msgstr ""
"移除索引为 [param layer_id] 的 TileSet 物理层上索引为 [param polygon_index] 的"
"多边形。"
msgid ""
"Enables/disables one-way collisions on the polygon at index [param "
"polygon_index] for TileSet physics layer with index [param layer_id]."
msgstr ""
"启用/禁用索引为 [param layer_id] 的 TileSet 物理层上索引为 [param "
"polygon_index] 的多边形的单向碰撞。"
msgid ""
"Sets the points of the polygon at index [param polygon_index] for TileSet "
"physics layer with index [param layer_id]."
msgstr ""
"设置索引为 [param layer_id] 的 TileSet 物理层上索引为 [param polygon_index] 的"
"多边形的顶点。"
msgid ""
"Sets the polygons count for TileSet physics layer with index [param layer_id]."
msgstr "设置索引为 [param layer_id] 的 TileSet 物理层中多边形的数量。"
msgid ""
"Sets the constant angular velocity. This does not rotate the tile. This "
"angular velocity is applied to objects colliding with this tile."
msgstr "设置恒定角速度。不会旋转图块。会对与该图块发生碰撞的对象应用该角速度。"
msgid ""
"Sets the constant linear velocity. This does not move the tile. This linear "
"velocity is applied to objects colliding with this tile. This is useful to "
"create conveyor belts."
msgstr ""
"设置恒定线速度。不会旋转图块。会对与该图块发生碰撞的对象应用该线速度。可用于创"
"建传送带。"
msgid ""
"Sets the tile's custom data value for the TileSet custom data layer with name "
"[param layer_name]."
msgstr ""
"设置该图块的自定义数据值TileSet 自定义数据层由名称 [param layer_name] 指定。"
msgid ""
"Sets the tile's custom data value for the TileSet custom data layer with "
"index [param layer_id]."
msgstr ""
"设置该图块的自定义数据值TileSet 自定义数据层由索引 [param layer_id] 指定。"
msgid ""
"Sets the navigation polygon for the TileSet navigation layer with index "
"[param layer_id]."
msgstr "设置索引为 [param layer_id] 的 TileSet 导航层的导航多边形。"
msgid ""
"Sets the occluder for the TileSet occlusion layer with index [param layer_id]."
msgstr "设置索引为 [param layer_id] 的 TileSet 遮挡层的遮挡器。"
msgid "Sets the tile's terrain bit for the given [param peering_bit] direction."
msgstr "设置该图块给定 [param peering_bit] 方向的地形位。"
msgid ""
"If [code]true[/code], the tile will have its texture flipped horizontally."
msgstr "如果为 [code]true[/code],则该图块的纹理会被水平翻转。"
msgid "If [code]true[/code], the tile will have its texture flipped vertically."
msgstr "如果为 [code]true[/code],则该图块的纹理会被垂直翻转。"
msgid ""
"The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] "
"to use the default shader, or a [ShaderMaterial] to use a custom shader."
msgstr ""
"用于此 [TileData] 的 [Material]。使用默认着色器可以设为 [CanvasItemMaterial]"
"使用自定义着色器可以设为 [ShaderMaterial]。"
msgid "Color modulation of the tile."
msgstr "该图块的颜色调制。"
msgid ""
"Relative probability of this tile being selected when drawing a pattern of "
"random tiles."
msgstr "绘制随机图块图案时选择该图块的相对概率。"
msgid "ID of the terrain from the terrain set that the tile uses."
msgstr "该图块所使用的地形集中地形的 ID。"
msgid "ID of the terrain set that the tile uses."
msgstr "该图块所使用的地形集的 ID。"
msgid "Offsets the position of where the tile is drawn."
msgstr "该图块绘制时的位置偏移量。"
msgid ""
"If [code]true[/code], the tile will display transposed, i.e. with horizontal "
"and vertical texture UVs swapped."
msgstr "如果为 [code]true[/code],则该图块会转置显示,即调换水平和垂直纹理 UV。"
msgid "Vertical point of the tile used for determining y-sorted order."
msgstr "该图块用于确定 Y 排序顺序的垂直点。"
msgid "Ordering index of this tile, relative to [TileMap]."
msgstr "该图块的排序索引,相对于 [TileMap]。"
msgid "Emitted when any of the properties are changed."
msgstr "任何属性发生变化时发出。"
msgid "Node for 2D tile-based maps."
msgstr "基于 2D 图块的地图节点。"
msgid ""
"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of "
"tiles which are used to create grid-based maps. A TileMap may have several "
"layers, layouting tiles on top of each other.\n"
"For performance reasons, all TileMap updates are batched at the end of a "
"frame. Notably, this means that scene tiles from a "
"[TileSetScenesCollectionSource] may be initialized after their parent.\n"
"To force an update earlier on, call [method update_internals]."
msgstr ""
"基于 2D 图块的地图节点。Tilemap图块地图使用 [TileSet],其中包含了图块的列"
"表用于创建基于栅格的地图。TileMap 可以有若干图层,可以将图块布局在彼此之"
"上。\n"
"出于性能原因,所有 TileMap 更新都会在一帧结束时进行批处理。值得注意的是,这意"
"味着 [TileSetScenesCollectionSource] 中的场景图块可能会在其父级之后初始化。\n"
"要提前强制更新,请调用 [method update_internals]。"
msgid "Using Tilemaps"
msgstr "使用 Tilemap"
msgid "2D Hexagonal Demo"
msgstr "2D 六边形演示"
msgid ""
"Called with a TileData object about to be used internally by the TileMap, "
"allowing its modification at runtime.\n"
"This method is only called if [method _use_tile_data_runtime_update] is "
"implemented and returns [code]true[/code] for the given tile [param coords] "
"and [param layer].\n"
"[b]Warning:[/b] The [param tile_data] object's sub-resources are the same as "
"the one in the TileSet. Modifying them might impact the whole TileSet. "
"Instead, make sure to duplicate those resources.\n"
"[b]Note:[/b] If the properties of [param tile_data] object should change over "
"time, use [method notify_runtime_tile_data_update] to notify the TileMap it "
"needs an update."
msgstr ""
"会使用 TileMap 内部即将使用的 TileData 对象来调用,从而实现运行时修改。\n"
"这个方法被调用的前提是:实现了 [method _use_tile_data_runtime_update],并且对"
"给定的图块坐标 [param coords] 和层 [param layer] 返回 [code]true[/code] 。\n"
"[b]警告:[/b]该 [param tile_data] 对象的子资源和 TileSet 中的子资源是一样的。"
"对它们进行修改可能会影响整个 TileSet。请确保制作这些资源的副本再进行修改。\n"
"[b]注意:[/b]如果 [param tile_data] 对象的属性要随时间变化,请使用 [method "
"notify_runtime_tile_data_update] 来通知该 TileMap 它需要更新。"
msgid ""
"Should return [code]true[/code] if the tile at coordinates [param coords] on "
"layer [param layer] requires a runtime update.\n"
"[b]Warning:[/b] Make sure this function only return [code]true[/code] when "
"needed. Any tile processed at runtime without a need for it will imply a "
"significant performance penalty.\n"
"[b]Note:[/b] If the result of this function should changed, use [method "
"notify_runtime_tile_data_update] to notify the TileMap it needs an update."
msgstr ""
"如果位于层 [param layer] 坐标 [param coords] 的图块需要运行时更新,则应返回 "
"[code]true[/code]。\n"
"[b]警告:[/b]请确保这个函数只在需要时返回 [code]true[/code]。任何在没有需要的"
"情况下在运行时处理的图块都将导致显著的性能损失。\n"
"[b]注意:[/b]如果该函数的结果发生变化,请使用 [method "
"notify_runtime_tile_data_update] 通知 TileMap 它需要更新。"
msgid ""
"Adds a layer at the given position [param to_position] in the array. If "
"[param to_position] is negative, the position is counted from the end, with "
"[code]-1[/code] adding the layer at the end of the array."
msgstr ""
"在数组中的给定位置 [param to_position] 添加层。如果 [param to_position] 为负"
"数,则位置从结尾处开始计数,[code]-1[/code] 会把层添加在数组的末尾。"
msgid "Clears all cells."
msgstr "清除所有单元格。"
msgid ""
"Clears all cells on the given layer.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"清除给定图层上的所有单元格。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Erases the cell on layer [param layer] at coordinates [param coords].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"擦除图层 [param layer] 上位于 [param coords] 坐标的单元格。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid "Clears cells that do not exist in the tileset."
msgstr "清除图块集中不存在的单元格。"
msgid ""
"[i]Deprecated.[/i] See [method notify_runtime_tile_data_update] and [method "
"update_internals]."
msgstr ""
"[i]已废弃。[/i]见 [method notify_runtime_tile_data_update] 和 [method "
"update_internals]。"
msgid ""
"Returns the tile alternative ID of the cell on layer [param layer] at [param "
"coords]. If [param use_proxies] is [code]false[/code], ignores the "
"[TileSet]'s tile proxies, returning the raw alternative identifier. See "
"[method TileSet.map_tile_proxy].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块备选 ID。如果 "
"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理,返"
"回原始的备选标识符。见 [method TileSet.map_tile_proxy]。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns the tile atlas coordinates ID of the cell on layer [param layer] at "
"coordinates [param coords]. If [param use_proxies] is [code]false[/code], "
"ignores the [TileSet]'s tile proxies, returning the raw alternative "
"identifier. See [method TileSet.map_tile_proxy].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块图集坐标 ID。如果 "
"[param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代理,返"
"回原始的备选标识符。见 [method TileSet.map_tile_proxy]。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns the tile source ID of the cell on layer [param layer] at coordinates "
"[param coords]. Returns [code]-1[/code] if the cell does not exist.\n"
"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile "
"proxies, returning the raw alternative identifier. See [method TileSet."
"map_tile_proxy].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [param layer] 层中位于坐标 [param coords] 单元格的图块源 ID。如果该单元格"
"不存在,则返回 [code]-1[/code]。\n"
"如果 [param use_proxies] 为 [code]false[/code],则会忽略该 [TileSet] 的图块代"
"理,返回原始的备选标识符。见 [method TileSet.map_tile_proxy]。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns the [TileData] object associated with the given cell, or [code]null[/"
"code] if the cell does not exist or is not a [TileSetAtlasSource].\n"
"If [param layer] is negative, the layers are accessed from the last one.\n"
"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile "
"proxies, returning the raw alternative identifier. See [method TileSet."
"map_tile_proxy].\n"
"[codeblock]\n"
"func get_clicked_tile_power():\n"
" var clicked_cell = tile_map.local_to_map(tile_map."
"get_local_mouse_position())\n"
" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n"
" if data:\n"
" return data.get_custom_data(\"power\")\n"
" else:\n"
" return 0\n"
"[/codeblock]"
msgstr ""
"返回与给定单元格关联的 [TileData] 对象,如果单元格不存在或者不是 "
"[TileSetAtlasSource] 则返回 [code]null[/code]。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。\n"
"如果 [param use_proxies] 为 [code]false[/code],则会忽略 [TileSet] 的图块代"
"理,返回原始的备选标识符。见 [method TileSet.map_tile_proxy]。\n"
"[codeblock]\n"
"func get_clicked_tile_power():\n"
" var clicked_cell = tile_map.local_to_map(tile_map."
"get_local_mouse_position())\n"
" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n"
" if data:\n"
" return data.get_custom_data(\"power\")\n"
" else:\n"
" return 0\n"
"[/codeblock]"
msgid ""
"Returns the coordinates of the tile for given physics body RID. Such RID can "
"be retrieved from [method KinematicCollision2D.get_collider_rid], when "
"colliding with a tile."
msgstr ""
"返回给定物理物体 RID 对应图块的坐标。与图块发生碰撞时,可以通过 [method "
"KinematicCollision2D.get_collider_rid] 获取该 RID。"
msgid ""
"Returns the tilemap layer of the tile for given physics body RID. Such RID "
"can be retrieved from [method KinematicCollision2D.get_collider_rid], when "
"colliding with a tile."
msgstr ""
"返回给定物理物体 RID 对应图块的 TileMap 图层。与图块发生碰撞时,可以通过 "
"[method KinematicCollision2D.get_collider_rid] 获取该 RID。"
msgid ""
"Returns a TileMap layer's modulate.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 TileMap 图层的调制颜色。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns a TileMap layer's name.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 TileMap 图层的名称。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns the [NavigationServer2D] navigation map [RID] currently assigned to "
"the specified TileMap [param layer].\n"
"By default the TileMap uses the default [World2D] navigation map for the "
"first TileMap layer. For each additional TileMap layer a new navigation map "
"is created for the additional layer.\n"
"In order to make [NavigationAgent2D] switch between TileMap layer navigation "
"maps use [method NavigationAgent2D.set_navigation_map] with the navigation "
"map received from [method get_layer_navigation_map].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回当前分配给指定 TileMap [param layer] 的 [NavigationServer2D] 导航地图 "
"[RID]。\n"
"默认情况下TileMap 为第一个 TileMap 层,使用默认的 [World2D] 导航地图。对于每"
"个附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n"
"为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method "
"NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的"
"导航地图。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns a TileMap layer's Y sort origin.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 TileMap 图层的 Y 排序原点。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns a TileMap layer's Z-index value.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 TileMap 图层的 Z 索引值。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid "Returns the number of layers in the TileMap."
msgstr "返回 TileMap 图层的数量。"
msgid "See [method get_layer_navigation_map]."
msgstr "见 [method get_layer_navigation_map]。"
msgid ""
"Returns the neighboring cell to the one at coordinates [param coords], "
"identified by the [param neighbor] direction. This method takes into account "
"the different layouts a TileMap can take."
msgstr ""
"返回与位于坐标 [param coords] 的单元格相邻的单元格,方向由 [param neighbor] 表"
"示。这个方法会考虑 TileMap 的不同布局。"
msgid ""
"Creates a new [TileMapPattern] from the given layer and set of cells.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"根据给定的图层和单元格新建 [TileMapPattern]。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns the list of all neighbourings cells to the one at [param coords]."
msgstr "返回与 [param coords] 处的单元格相邻的所有单元格的列表。"
msgid ""
"Returns a [Vector2i] array with the positions of all cells containing a tile "
"in the given layer. A cell is considered empty if its source identifier "
"equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] "
"and its alternative identifier is -1.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [Vector2i] 数组,其中存放的是给定图层中所有包含图块的单元格的位置。空单元"
"格的源标识符等于 -1、图集坐标标识符为 [code]Vector2(-1, -1)[/code]、备选标识符"
"为 -1。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns a [Vector2i] array with the positions of all cells containing a tile "
"in the given layer. Tiles may be filtered according to their source ([param "
"source_id]), their atlas coordinates ([param atlas_coords]) or alternative id "
"([param alternative_tile]).\n"
"If a parameter has its value set to the default one, this parameter is not "
"used to filter a cell. Thus, if all parameters have their respective default "
"value, this method returns the same result as [method get_used_cells].\n"
"A cell is considered empty if its source identifier equals -1, its atlas "
"coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative "
"identifier is -1.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [Vector2i] 数组,其中存放的是给定图层中所有包含图块的单元格的位置。可以根"
"据源([param source_id])、图集坐标([param atlas_coords])、备选 ID[param "
"alternative_tile])进行过滤。\n"
"如果某个参数为默认值,则该参数不会用于单元格的过滤。因此,如果所有参数都使用默"
"认值,则返回的结果与 [method get_used_cells] 相同。\n"
"空单元格的源标识符等于 -1、图集坐标标识符为 [code]Vector2(-1, -1)[/code]、备选"
"标识符为 -1。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns a rectangle enclosing the used (non-empty) tiles of the map, "
"including all layers."
msgstr "返回该地图的包围矩形,包围所有图层中的已使用(非空)的图块。"
msgid ""
"Returns if a layer is enabled.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回某个图层是否已启用。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid "Returns if a layer's built-in navigation regions generation is enabled."
msgstr "返回是否启用图层的内置导航区块生成。"
msgid ""
"Returns if a layer Y-sorts its tiles.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回某个图层是否会对图块进行 Y 排序。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Returns the map coordinates of the cell containing the given [param "
"local_position]. If [param local_position] is in global coordinates, consider "
"using [method Node2D.to_local] before passing it to this method. See also "
"[method map_to_local]."
msgstr ""
"返回包含给定 [param local_position] 的单元格地图坐标。如果 [param "
"local_position] 使用全局坐标,请考虑在传入这个方法前使用 [method Node2D."
"to_local]。另见 [method map_to_local]。"
msgid ""
"Returns for the given coordinate [param coords_in_pattern] in a "
"[TileMapPattern] the corresponding cell coordinates if the pattern was pasted "
"at the [param position_in_tilemap] coordinates (see [method set_pattern]). "
"This mapping is required as in half-offset tile shapes, the mapping might not "
"work by calculating [code]position_in_tile_map + coords_in_pattern[/code]."
msgstr ""
"如果图案粘贴在 [param position_in_tilemap] 坐标处(请参阅 [method "
"set_pattern]),则返回 [TileMapPattern] 中给定坐标 [param coords_in_pattern] "
"对应的单元格坐标。该映射是必需的,因为在半偏移图块形状中,映射可能无法通过计"
"算 [code]position_in_tile_map + coords_in_pattern[/code] 工作。"
msgid ""
"Returns the centered position of a cell in the TileMap's local coordinate "
"space. To convert the returned value into global coordinates, use [method "
"Node2D.to_global]. See also [method local_to_map].\n"
"[b]Note:[/b] This may not correspond to the visual position of the tile, i.e. "
"it ignores the [member TileData.texture_origin] property of individual tiles."
msgstr ""
"返回单元格的中心位置,使用 TileMap 的局部坐标。要将返回值转换为全局坐标,请使"
"用 [method Node2D.to_global]。另见 [method local_to_map]。\n"
"[b]注意:[/b]可能与图块的可视位置没有对应关系,即忽略各个图块的 [member "
"TileData.texture_origin] 属性。"
msgid ""
"Moves the layer at index [param layer] to the given position [param "
"to_position] in the array."
msgstr ""
"将索引 [param layer] 处的图层移动到数组中给定的位置 [param to_position]。"
msgid ""
"Notifies the TileMap node that calls to [method "
"_use_tile_data_runtime_update] or [method _tile_data_runtime_update] will "
"lead to different results. This will thus trigger a TileMap update.\n"
"If [param layer] is provided, only notifies changes for the given layer. "
"Providing the [param layer] argument (when applicable) is usually preferred "
"for performance reasons.\n"
"[b]Warning:[/b] Updating the TileMap is computationally expensive and may "
"impact performance. Try to limit the number of calls to this function to "
"avoid unnecessary update.\n"
"[b]Note:[/b] This does not trigger a direct update of the TileMap, the update "
"will be done at the end of the frame as usual (unless you call [method "
"update_internals])."
msgstr ""
"通知 TileMap 节点调用 [method _use_tile_data_runtime_update] 或 [method "
"_tile_data_runtime_update] 将导致不同的结果。这将因此触发 TileMap 更新。\n"
"如果提供了 [param layer],则仅通知给定层的更改。出于性能原因,通常首选提供 "
"[param layer] 参数(如果适用)。\n"
"[b]警告:[/b]更新 TileMap 的计算成本很高,并且可能会影响性能。尝试限制该函数的"
"调用次数,以避免不必要的更新。\n"
"[b]注意:[/b]这不会触发 TileMap 的直接更新,该更新将照常在帧结束时完成(除非你"
"调用 [method update_internals])。"
msgid "Removes the layer at index [param layer]."
msgstr "移除索引为 [param layer] 的层。"
msgid ""
"Sets the tile identifiers for the cell on layer [param layer] at coordinates "
"[param coords]. Each tile of the [TileSet] is identified using three parts:\n"
"- The source identifier [param source_id] identifies a [TileSetSource] "
"identifier. See [method TileSet.set_source_id],\n"
"- The atlas coordinates identifier [param atlas_coords] identifies a tile "
"coordinates in the atlas (if the source is a [TileSetAtlasSource]). For "
"[TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/"
"code]),\n"
"- The alternative tile identifier [param alternative_tile] identifies a tile "
"alternative in the atlas (if the source is a [TileSetAtlasSource]), and the "
"scene for a [TileSetScenesCollectionSource].\n"
"If [param source_id] is set to [code]-1[/code], [param atlas_coords] to "
"[code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/code], "
"the cell will be erased. An erased cell gets [b]all[/b] its identifiers "
"automatically set to their respective invalid values, namely [code]-1[/code], "
"[code]Vector2i(-1, -1)[/code] and [code]-1[/code].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"设置位于层 [param layer] 坐标为 [param coords] 的单元格的图块标识符。"
"[TileSet] 中的每个图块都由三部分进行标识:\n"
"- 源标识符 [param source_id] 标识的是 [TileSetSource] 标识符。见 [method "
"TileSet.set_source_id]\n"
"- 图集坐标标识符 [param atlas_coords] 标识的是图集中的图块坐标(如果使用的是 "
"[TileSetAtlasSource] 源)。如果使用的是 [TileSetScenesCollectionSource],应该"
"始终为 [code]Vector2i(0, 0)[/code]\n"
"- 备选图块标识符 [param alternative_tile] 标识的是图集中的图块备选项(如果使用"
"的是 [TileSetAtlasSource] 源),如果使用的是 [TileSetScenesCollectionSource] "
"则标识的是场景。\n"
"如果 [param source_id] 为 [code]-1[/code]、[param atlas_coords] 为 "
"[code]Vector2i(-1, -1)[/code] 或 [param alternative_tile] 为 [code]-1[/code]"
"则会擦除该单元格。擦除后的单元格中,[b]所有[/b]标识符都会自动设为对应的无效"
"值,即 [code]-1[/code]、[code]Vector2i(-1, -1)[/code] 和 [code]-1[/code]。\n"
"如果 [param layer] 为负数,则从最后一个图层开始访问。"
msgid ""
"Update all the cells in the [param cells] coordinates array so that they use "
"the given [param terrain] for the given [param terrain_set]. If an updated "
"cell has the same terrain as one of its neighboring cells, this function "
"tries to join the two. This function might update neighboring tiles if needed "
"to create correct terrain transitions.\n"
"If [param ignore_empty_terrains] is true, empty terrains will be ignored when "
"trying to find the best fitting tile for the given terrain constraints.\n"
"If [param layer] is negative, the layers are accessed from the last one.\n"
"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to "
"have terrains set up with all required terrain combinations. Otherwise, it "
"may produce unexpected results."
msgstr ""
"更新 [param cells] 坐标数组中的所有单元格,以便它们将给定的 [param terrain] 用"
"于给定的 [param terrain_set]。如果一个更新的单元格与其相邻单元格之一具有相同的"
"地形,则该函数会尝试将两者连接起来。如果需要创建正确的地形过渡,该函数可能会更"
"新相邻的图块。\n"
"如果 [param ignore_empty_terrains] 为真,则在尝试为给定地形约束找到最合适的图"
"块时,空地形将被忽略。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。\n"
"[b]注意:[/b]要正常工作,这个方法需要 TileMap 的 TileSet 设置了具有所有必需地"
"形组合的地形。否则,可能会产生意想不到的结果。"
msgid ""
"Update all the cells in the [param path] coordinates array so that they use "
"the given [param terrain] for the given [param terrain_set]. The function "
"will also connect two successive cell in the path with the same terrain. This "
"function might update neighboring tiles if needed to create correct terrain "
"transitions.\n"
"If [param ignore_empty_terrains] is true, empty terrains will be ignored when "
"trying to find the best fitting tile for the given terrain constraints.\n"
"If [param layer] is negative, the layers are accessed from the last one.\n"
"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to "
"have terrains set up with all required terrain combinations. Otherwise, it "
"may produce unexpected results."
msgstr ""
"更新 [param path] 坐标数组中的所有单元格,以便它们将给定的 [param terrain] 用"
"于给定的 [param terrain_set]。该函数还将连接路径中具有相同地形的两个连续单元"
"格。如果需要创建正确的地形过渡,该函数可能会更新相邻的图块。\n"
"如果 [param ignore_empty_terrains] 为真,则在尝试为给定地形约束找到最合适的图"
"块时将忽略空地形。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。\n"
"[b]注意:[/b]要正常工作,这个方法需要 TileMap 的 TileSet 设置了具有所有必需地"
"形组合的地形。否则,可能会产生意想不到的结果。"
msgid ""
"Enables or disables the layer [param layer]. A disabled layer is not "
"processed at all (no rendering, no physics, etc...).\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"启用或禁用图层 [param layer]。被禁用的图层根本不会被处理(没有渲染、物理"
"等)。\n"
"如果 [param layer] 为负数,则从最后一个图层开始访问。"
msgid ""
"Sets a layer's color. It will be multiplied by tile's color and TileMap's "
"modulate.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"设置图层的颜色。该颜色会与图块的颜色以及 TileMap 的调制色相乘。\n"
"如果 [param layer] 为负,则逆序访问图层。"
msgid ""
"Sets a layer's name. This is mostly useful in the editor.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"设置图层的名称。主要在编辑器中使用。\n"
"如果 [param layer] 为负,则逆序访问图层。"
msgid ""
"Enables or disables a layer's built-in navigation regions generation. Disable "
"this if you need to bake navigation regions from a TileMap using a "
"[NavigationRegion2D] node."
msgstr ""
"启用或禁用图层的内置导航区块生成。如果你需要使用 [NavigationRegion2D] 节点根"
"据 TileMap 烘焙导航区块,请禁用此项。"
msgid ""
"Assigns a [NavigationServer2D] navigation map [RID] to the specified TileMap "
"[param layer].\n"
"By default the TileMap uses the default [World2D] navigation map for the "
"first TileMap layer. For each additional TileMap layer a new navigation map "
"is created for the additional layer.\n"
"In order to make [NavigationAgent2D] switch between TileMap layer navigation "
"maps use [method NavigationAgent2D.set_navigation_map] with the navigation "
"map received from [method get_layer_navigation_map].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"将 [NavigationServer2D] 导航地图 [RID] 分配给指定的 TileMap [param layer]。\n"
"默认情况下TileMap 为第一个 TileMap 层使用默认的 [World2D] 导航地图。对于每个"
"附加的 TileMap 层,都会为附加层创建一个新的导航地图。\n"
"为了使 [NavigationAgent2D] 在 TileMap 层导航地图之间切换,使用 [method "
"NavigationAgent2D.set_navigation_map] 和从 [method get_navigation_map] 接收的"
"导航地图。\n"
"如果 [param layer] 为负,则从最后一个图层开始访问。"
msgid ""
"Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer "
"will behave as a CanvasItem node where each of its tile gets Y-sorted.\n"
"Y-sorted layers should usually be on different Z-index values than not Y-"
"sorted layers, otherwise, each of those layer will be Y-sorted as whole with "
"the Y-sorted one. This is usually an undesired behavior.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"启用或禁用图层的 Y 排序。如果进行了 Y 排序,则该图层和 CanvasItem 节点的行为一"
"致,会将其中的每个图块都进行 Y 排序。\n"
"Y 排序图层的 Z 索引一般应该和未 Y 排序的图层不同,否则未 Y 排序的图层会作为一"
"个整体,和 Y 排序图层一起进行 Y 排序。通常不希望发生这样的行为。\n"
"如果 [param layer] 为负,则逆序访问图层。"
msgid ""
"Sets a layer's Y-sort origin value. This Y-sort origin value is added to each "
"tile's Y-sort origin value.\n"
"This allows, for example, to fake a different height level on each layer. "
"This can be useful for top-down view games.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"设置图层的 Y 排序原点。各个图块的 Y 排序原点值都会加上这个 Y 排序原点值。\n"
"用例是为图层冒充不同的高度级别。俯视角游戏比较有用。\n"
"如果 [param layer] 为负,则逆序访问图层。"
msgid ""
"Sets a layers Z-index value. This Z-index is added to each tile's Z-index "
"value.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"设置图层的 Z 索引值。各个图块的 Z 索引值都会加上这个 Z 索引。\n"
"如果 [param layer] 为负,则逆序访问图层。"
msgid "See [method set_layer_navigation_map]."
msgstr "见 [method set_layer_navigation_map]。"
msgid ""
"Paste the given [TileMapPattern] at the given [param position] and [param "
"layer] in the tile map.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"将给定的 [TileMapPattern] 粘贴到图块地图中的 [param position] 位置和 [param "
"layer] 层。\n"
"如果 [param layer] 为负,则从最后一层开始访问。"
msgid ""
"Triggers a direct update of the TileMap. Usually, calling this function is "
"not needed, as TileMap node updates automatically when one of its properties "
"or cells is modified.\n"
"However, for performance reasons, those updates are batched and delayed to "
"the end of the frame. Calling this function will force the TileMap to update "
"right away instead.\n"
"[b]Warning:[/b] Updating the TileMap is computationally expensive and may "
"impact performance. Try to limit the number of updates and how many tiles "
"they impact."
msgstr ""
"触发 TileMap 的更新。通常不需要调用这个函数,因为 TileMap 节点的属性发生修改后"
"会自动更新。\n"
"但是出于性能原因,会对这些更新进行分批,延迟到该帧的末尾执行。调用这个函数会强"
"制 TileMap 立即进行更新。\n"
"[b]警告:[/b]更新 TileMap 的计算量很大,可能会影响性能。请尽量限制更新的次数和"
"受影响的图块。"
msgid ""
"If enabled, the TileMap will see its collisions synced to the physics tick "
"and change its collision type from static to kinematic. This is required to "
"create TileMap-based moving platform.\n"
"[b]Note:[/b] Enabling [member collision_animatable] may have a small "
"performance impact, only do it if the TileMap is moving and has colliding "
"tiles."
msgstr ""
"如果启用TileMap 将看到它的碰撞同步到物理周期并将其碰撞类型从静态更改为运动"
"学。这是创建基于 TileMap 的移动的平台所必需的。\n"
"[b]注意:[/b]启用 [member collision_animatable] 可能会对性能产生一个很小的影"
"响,只有在该 TileMap 正在移动并且有碰撞的图块时才这样做。"
msgid ""
"Show or hide the TileMap's collision shapes. If set to [constant "
"VISIBILITY_MODE_DEFAULT], this depends on the show collision debug settings."
msgstr ""
"显示或隐藏该 TileMap 的碰撞形状。如果设置为 [constant "
"VISIBILITY_MODE_DEFAULT],则取决于调试设置“显示碰撞”。"
msgid ""
"Show or hide the TileMap's navigation meshes. If set to [constant "
"VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings."
msgstr ""
"显示或隐藏该 TileMap 的导航网格。如果设置为 [constant "
"VISIBILITY_MODE_DEFAULT],则取决于调试设置“显示导航”。"
msgid ""
"The TileMap's quadrant size. A quadrant is a group of tiles to be drawn "
"together on a single canvas item, for optimization purposes. [member "
"rendering_quadrant_size] defines the length of a square's side, in the map's "
"coordinate system, that forms the quadrant. Thus, the default quandrant size "
"groups together [code]16 * 16 = 256[/code] tiles.\n"
"The quadrant size does not apply on Y-sorted layers, as tiles are be grouped "
"by Y position instead in that case.\n"
"[b]Note:[/b] As quadrants are created according to the map's coordinate "
"system, the quadrant's \"square shape\" might not look like square in the "
"TileMap's local coordinate system."
msgstr ""
"TileMap 的象限大小。象限是在单个画布项上一起绘制的一组图块,用于优化。[member "
"rendering_quadrant_size] 定义的是形成象限的正方形的边长,使用地图坐标系。因"
"此,默认象限大小将 [code]16 * 16 = 256[/code] 个图块组合到了一起。\n"
"Y 排序的图层不使用象限大小,这种图层中的图块会按 Y 位置分组。\n"
"[b]注意:[/b]象限是根据地图坐标系创建的,“正方形”的象限在 TileMap 的局部坐标系"
"中可能并不是正方形。"
msgid "The assigned [TileSet]."
msgstr "指定的 [TileSet] 图块集。"
msgid "Emitted when the [TileSet] of this TileMap changes."
msgstr "该 TileMap 的 [TileSet] 发生改变时发出。"
msgid "Use the debug settings to determine visibility."
msgstr "使用调试设置确定可见性。"
msgid "Always hide."
msgstr "始终隐藏。"
msgid "Always show."
msgstr "始终显示。"
msgid "Holds a pattern to be copied from or pasted into [TileMap]s."
msgstr "存放 [TileMap] 的图案,用于复制粘贴。"
msgid ""
"This resource holds a set of cells to help bulk manipulations of [TileMap].\n"
"A pattern always start at the [code](0,0)[/code] coordinates and cannot have "
"cells with negative coordinates."
msgstr ""
"这个资源存放的是一组单元格,能够帮助进行 [TileMap] 的批量操作。\n"
"图案始终从 [code](0,0)[/code] 坐标开始,不能存在负数坐标的单元格。"
msgid "Returns the tile alternative ID of the cell at [param coords]."
msgstr "返回位于 [param coords] 的单元格的备选图块 ID。"
msgid "Returns the tile atlas coordinates ID of the cell at [param coords]."
msgstr "返回位于 [param coords] 的单元格的图块图集坐标 ID。"
msgid "Returns the tile source ID of the cell at [param coords]."
msgstr "返回位于 [param coords] 的单元格的图块源 ID。"
msgid "Returns the size, in cells, of the pattern."
msgstr "返回该图案的大小(单位为单元格)。"
msgid "Returns the list of used cell coordinates in the pattern."
msgstr "返回该图案中使用的单元格坐标列表。"
msgid "Returns whether the pattern has a tile at the given coordinates."
msgstr "返回该图案是否在给定坐标处有图块。"
msgid "Returns whether the pattern is empty or not."
msgstr "返回该图案是否为空。"
msgid "Remove the cell at the given coordinates."
msgstr "移除给定坐标的单元格。"
msgid ""
"Sets the tile identifiers for the cell at coordinates [param coords]. See "
"[method TileMap.set_cell]."
msgstr ""
"设置位于 [param coords] 的单元格的图块标识符。见 [method TileMap.set_cell]。"
msgid "Sets the size of the pattern."
msgstr "设置图案的大小。"
msgid "Tile library for tilemaps."
msgstr "Tilemap 的图块库。"
msgid ""
"A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of "
"[TileSetSource], each of them storing a set of tiles.\n"
"Tiles can either be from a [TileSetAtlasSource], which renders tiles out of a "
"texture with support for physics, navigation, etc., or from a "
"[TileSetScenesCollectionSource], which exposes scene-based tiles.\n"
"Tiles are referenced by using three IDs: their source ID, their atlas "
"coordinates ID, and their alternative tile ID.\n"
"A TileSet can be configured so that its tiles expose more or fewer "
"properties. To do so, the TileSet resources use property layers, which you "
"can add or remove depending on your needs.\n"
"For example, adding a physics layer allows giving collision shapes to your "
"tiles. Each layer has dedicated properties (physics layer and mask), so you "
"may add several TileSet physics layers for each type of collision you need.\n"
"See the functions to add new layers for more information."
msgstr ""
"TileSet 是 [TileMap] 的图块库。TileSet 处理 [TileSetSource] 列表,每个表中存储"
"一组图块。\n"
"图块既可以来自 [TileSetAtlasSource],可以渲染纹理中的图块,支持物理、导航等功"
"能,也可以来自 [TileSetScenesCollectionSource],提供基于场景的图块。\n"
"图块通过使用三个 ID 来引用:源 ID、图集坐标 ID、备选图块 ID。\n"
"TileSet 可以配置图块暴露哪些属性。为了做到这一点TileSet 资源使用了属性层,你"
"可以根据需要进行添加和删除。\n"
"例如,添加物理层可以为瓷砖提供碰撞形状。不同的层都有不同的属性(物理层和遮"
"罩),要实现不同类型的碰撞,你也可以添加多个 TileSet 物理层。\n"
"更多信息请参阅添加新层的函数。"
msgid ""
"Adds a custom data layer to the TileSet at the given position [param "
"to_position] in the array. If [param to_position] is -1, adds it at the end "
"of the array.\n"
"Custom data layers allow assigning custom properties to atlas tiles."
msgstr ""
"在 TileSet 中添加自定义数据层,放置到数组中的 [param to_position] 位置。如果 "
"[param to_position] 为 -1则会将其添加到数组的末尾。\n"
"自定义数据层能够为图集图块分配自定义属性。"
msgid ""
"Adds a navigation layer to the TileSet at the given position [param "
"to_position] in the array. If [param to_position] is -1, adds it at the end "
"of the array.\n"
"Navigation layers allow assigning a navigable area to atlas tiles."
msgstr ""
"在 TileSet 中添加导航层,放置到数组中的 [param to_position] 位置。如果 [param "
"to_position] 为 -1则会将其添加到数组的末尾。\n"
"导航层能够为图集图块分配导航区域。"
msgid ""
"Adds an occlusion layer to the TileSet at the given position [param "
"to_position] in the array. If [param to_position] is -1, adds it at the end "
"of the array.\n"
"Occlusion layers allow assigning occlusion polygons to atlas tiles."
msgstr ""
"在 TileSet 中添加遮挡层,放置到数组中的 [param to_position] 位置。如果 [param "
"to_position] 为 -1则会将其添加到数组的末尾。\n"
"遮挡层能够为图集图块分配遮挡多边形。"
msgid ""
"Adds a [TileMapPattern] to be stored in the TileSet resource. If provided, "
"insert it at the given [param index]."
msgstr ""
"添加存储在 TileSet 资源中的 [TileMapPattern]。如果提供了 [param index],则会插"
"入到给定的位置。"
msgid ""
"Adds a physics layer to the TileSet at the given position [param to_position] "
"in the array. If [param to_position] is -1, adds it at the end of the array.\n"
"Physics layers allow assigning collision polygons to atlas tiles."
msgstr ""
"在 TileSet 中添加物理层,放置到数组中的 [param to_position] 位置。如果 [param "
"to_position] 为 -1则会将其添加到数组的末尾。\n"
"物理层能够为图集图块分配碰撞多边形。"
msgid ""
"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] is "
"not -1, also set its source ID. Otherwise, a unique identifier is "
"automatically generated.\n"
"The function returns the added source ID or -1 if the source could not be "
"added.\n"
"[b]Warning:[/b] A source cannot belong to two TileSets at the same time. If "
"the added source was attached to another [TileSet], it will be removed from "
"that one."
msgstr ""
"在 TileSet 中添加 [TileSetSource]。如果 [param atlas_source_id_override] 不为 "
"-1则还会设置其源 ID。否则会自动生成唯一标识符。\n"
"函数返回添加的源 ID如果无法添加源则返回 -1。\n"
"[b]警告:[/b]同一个源不能同时属于两个 TileSet。如果添加的源已经附加到其他 "
"[TileSet],则会在该那个 TileSet 中移除。"
msgid ""
"Adds a new terrain to the given terrain set [param terrain_set] at the given "
"position [param to_position] in the array. If [param to_position] is -1, adds "
"it at the end of the array."
msgstr ""
"在 TileSet 的 [param terrain_set] 地形集中添加新的地形,放置到数组中的 [param "
"to_position] 位置。如果 [param to_position] 为 -1则会将其添加到数组的末尾。"
msgid ""
"Adds a new terrain set at the given position [param to_position] in the "
"array. If [param to_position] is -1, adds it at the end of the array."
msgstr ""
"在 TileSet 添加新的地形集,放置到数组中的 [param to_position] 位置。如果 "
"[param to_position] 为 -1则会将其添加到数组的末尾。"
msgid "Clears tile proxies pointing to invalid tiles."
msgstr "清除指向无效图块的图块代理。"
msgid "Clears all tile proxies."
msgstr "清除所有图块代理。"
msgid ""
"Returns the alternative-level proxy for the given identifiers. The returned "
"array contains the three proxie's target identifiers (source ID, atlas coords "
"ID and alternative tile ID).\n"
"If the TileSet has no proxy for the given identifiers, returns an empty Array."
msgstr ""
"返回给定标识符的备选级代理。返回的数组包含三个代理的目标标识符(源 ID、图集坐"
"标 ID 和备选图块 ID。\n"
"如果该 TileSet 没有给定标识符的代理,则返回空数组。"
msgid ""
"Returns the coordinate-level proxy for the given identifiers. The returned "
"array contains the two target identifiers of the proxy (source ID and atlas "
"coordinates ID).\n"
"If the TileSet has no proxy for the given identifiers, returns an empty Array."
msgstr ""
"返回给定标识符的坐标级代理。返回的数组包含代理的两个目标标识符(源 ID 和图集坐"
"标 ID。\n"
"如果该 TileSet 没有给定标识符的代理,则返回空数组。"
msgid "Returns the index of the custom data layer identified by the given name."
msgstr "返回自定义数据层的索引,该自定义数据层由名称表示。"
msgid "Returns the name of the custom data layer identified by the given index."
msgstr "返回自定义数据层的名称,该自定义数据层由索引表示。"
msgid "Returns the type of the custom data layer identified by the given index."
msgstr "返回自定义数据层的类型,该自定义数据层由索引表示。"
msgid "Returns the custom data layers count."
msgstr "返回自定义数据层的数量。"
msgid ""
"Returns whether or not the specified navigation layer of the TileSet "
"navigation data layer identified by the given [param layer_index] is enabled, "
"given a navigation_layers [param layer_number] between 1 and 32."
msgstr ""
"返回由给定的 [param layer_index] 标识的 TileSet 导航数据层是否启用了指定的导航"
"层,导航层 [param layer_number] 在 1 和 32 之间。"
msgid ""
"Returns the navigation layers (as in the Navigation server) of the given "
"TileSet navigation layer."
msgstr "返回给定 TileSet 导航层的(导航服务器中的)导航层。"
msgid "Returns the navigation layers count."
msgstr "返回导航层的数量。"
msgid ""
"Returns a new unused source ID. This generated ID is the same that a call to "
"[method add_source] would return."
msgstr ""
"返回新的未使用的源 ID。这个生成的 ID 与调用 [method add_source] 将返回的 ID 相"
"同。"
msgid "Returns the light mask of the occlusion layer."
msgstr "返回遮挡层的光照掩码。"
msgid "Returns if the occluders from this layer use [code]sdf_collision[/code]."
msgstr "返回这个层的遮挡器是否使用 [code]sdf_collision[/code]。"
msgid "Returns the occlusion layers count."
msgstr "返回遮挡层的数量。"
msgid "Returns the [TileMapPattern] at the given [param index]."
msgstr "返回给定 [param index] 处的 [TileMapPattern]。"
msgid "Returns the number of [TileMapPattern] this tile set handles."
msgstr "返回此图块集处理的 [TileMapPattern] 的数量。"
msgid ""
"Returns the collision layer (as in the physics server) bodies on the given "
"TileSet's physics layer are in."
msgstr "返回给定 TileSet 物理层中的物体所在的(物理服务器中的)碰撞层。"
msgid ""
"Returns the collision mask of bodies on the given TileSet's physics layer."
msgstr "返回给定 TileSet 物理层中物体的碰撞遮罩。"
msgid ""
"Returns the physics material of bodies on the given TileSet's physics layer."
msgstr "返回给定 TileSet 物理层中物体的碰撞材质。"
msgid "Returns the physics layers count."
msgstr "返回物理层的数量。"
msgid "Returns the [TileSetSource] with ID [param source_id]."
msgstr "返回 ID 为 [param source_id] 的 [TileSetSource]。"
msgid "Returns the number of [TileSetSource] in this TileSet."
msgstr "返回该 TileSet 中 [TileSetSource] 的数量。"
msgid "Returns the source ID for source with index [param index]."
msgstr "返回索引为 [param index] 的源的源 ID。"
msgid ""
"Returns the source-level proxy for the given source identifier.\n"
"If the TileSet has no proxy for the given identifier, returns -1."
msgstr ""
"返回给定源标识符的源级别代理。\n"
"如果 TileSet 没有给定标识符的代理,则返回 -1。"
msgid "Returns a terrain's color."
msgstr "返回地形的颜色。"
msgid "Returns a terrain's name."
msgstr "返回地形的名称。"
msgid "Returns a terrain set mode."
msgstr "返回地形集模式。"
msgid "Returns the terrain sets count."
msgstr "返回地形集的数量。"
msgid "Returns the number of terrains in the given terrain set."
msgstr "返回给定地形集中的地形数。"
msgid ""
"Returns if there is an alternative-level proxy for the given identifiers."
msgstr "返回给定的标识符是否存在备选级别的代理。"
msgid "Returns if there is a coodinates-level proxy for the given identifiers."
msgstr "返回给定的标识符是否存在坐标级别的代理。"
msgid "Returns if this TileSet has a source for the given source ID."
msgstr "返回该 TileSet 中是否存在给定源 ID 的源。"
msgid "Returns if there is a source-level proxy for the given source ID."
msgstr "返回给定的源 ID 是否存在源级别的代理。"
msgid ""
"According to the configured proxies, maps the provided identifiers to a new "
"set of identifiers. The source ID, atlas coordinates ID and alternative tile "
"ID are returned as a 3 elements Array.\n"
"This function first look for matching alternative-level proxies, then "
"coordinates-level proxies, then source-level proxies.\n"
"If no proxy corresponding to provided identifiers are found, returns the same "
"values the ones used as arguments."
msgstr ""
"根据配置的代理,将提供的标识符映射到一组新的标识符。返回的是由源 ID、图集坐标 "
"ID 和备选图块 ID 这三个元素构成的 Array。\n"
"这个函数首先查找匹配的备选级代理,然后是坐标级代理,然后是源级代理。\n"
"如果未找到与提供的标识符对应的代理,则返回与用作参数的值相同的值。"
msgid ""
"Moves the custom data layer at index [param layer_index] to the given "
"position [param to_position] in the array. Also updates the atlas tiles "
"accordingly."
msgstr ""
"将索引为 [param layer_index] 的自定义数据层移动到数组中给定的 [param "
"to_position] 位置。还会更新相应的图集图块。"
msgid ""
"Moves the navigation layer at index [param layer_index] to the given position "
"[param to_position] in the array. Also updates the atlas tiles accordingly."
msgstr ""
"将索引为 [param layer_index] 的导航层移动到数组中给定的 [param to_position] 位"
"置。还会更新相应的图集图块。"
msgid ""
"Moves the occlusion layer at index [param layer_index] to the given position "
"[param to_position] in the array. Also updates the atlas tiles accordingly."
msgstr ""
"将索引为 [param layer_index] 的遮挡层移动到数组中给定的 [param to_position] 位"
"置。还会更新相应的图集图块。"
msgid ""
"Moves the physics layer at index [param layer_index] to the given position "
"[param to_position] in the array. Also updates the atlas tiles accordingly."
msgstr ""
"将索引为 [param layer_index] 的物理层移动到数组中给定的 [param to_position] 位"
"置。还会更新相应的图集图块。"
msgid ""
"Moves the terrain at index [param terrain_index] for terrain set [param "
"terrain_set] to the given position [param to_position] in the array. Also "
"updates the atlas tiles accordingly."
msgstr ""
"将地形集 [param terrain_set] 中索引为 [param terrain_index] 的地形移动到数组中"
"给定的 [param to_position] 位置。还会更新相应的图集图块。"
msgid ""
"Moves the terrain set at index [param terrain_set] to the given position "
"[param to_position] in the array. Also updates the atlas tiles accordingly."
msgstr ""
"将索引为 [param terrain_set] 的地形集移动到数组中给定的 [param to_position] 位"
"置。还会更新相应的图集图块。"
msgid "Removes an alternative-level proxy for the given identifiers."
msgstr "移除具有给定标识符的备选级别代理。"
msgid "Removes a coordinates-level proxy for the given identifiers."
msgstr "移除具有给定标识符的坐标级别代理。"
msgid ""
"Removes the custom data layer at index [param layer_index]. Also updates the "
"atlas tiles accordingly."
msgstr ""
"移除索引为 [param layer_index] 的自定义数据层。也会相应地更新图集中的图块。"
msgid ""
"Removes the navigation layer at index [param layer_index]. Also updates the "
"atlas tiles accordingly."
msgstr "移除索引为 [param layer_index] 的导航层。也会相应地更新图集中的图块。"
msgid ""
"Removes the occlusion layer at index [param layer_index]. Also updates the "
"atlas tiles accordingly."
msgstr "移除索引为 [param layer_index] 的遮挡层。也会相应地更新图集中的图块。"
msgid "Remove the [TileMapPattern] at the given index."
msgstr "移除给定索引处的 [TileMapPattern]。"
msgid ""
"Removes the physics layer at index [param layer_index]. Also updates the "
"atlas tiles accordingly."
msgstr "移除索引为 [param layer_index] 的物理层。也会更新图集中的相应图块。"
msgid "Removes the source with the given source ID."
msgstr "移除具有给定源 ID 的源。"
msgid "Removes a source-level tile proxy."
msgstr "移除源级别的图块代理。"
msgid ""
"Removes the terrain at index [param terrain_index] in the given terrain set "
"[param terrain_set]. Also updates the atlas tiles accordingly."
msgstr ""
"移除给定地形集 [param terrain_set] 中索引为 [param terrain_index] 的地形。也会"
"相应地更新图集中的图块。"
msgid ""
"Removes the terrain set at index [param terrain_set]. Also updates the atlas "
"tiles accordingly."
msgstr "移除索引为 [param terrain_set] 的地形集。也会相应地更新图集中的图块。"
msgid ""
"Create an alternative-level proxy for the given identifiers. A proxy will map "
"set of tile identifiers to another set of identifiers.\n"
"This can be used to replace a tile in all TileMaps using this TileSet, as "
"TileMap nodes will find and use the proxy's target tile when one is "
"available.\n"
"Proxied tiles can be automatically replaced in TileMap nodes using the editor."
msgstr ""
"为给定的标识符创建备选级代理。代理会将一组图块标识符映射到另一组标识符。\n"
"可以用来替换使用此 TileSet 的所有 TileMap 中的某个图块,因为 TileMap 节点将在"
"目标图块可用时找到并使用代理的目标图块。\n"
"可以使用编辑器自动替换 TileMap 节点中的代理图块。"
msgid ""
"Creates a coordinates-level proxy for the given identifiers. A proxy will map "
"set of tile identifiers to another set of identifiers. The alternative tile "
"ID is kept the same when using coordinates-level proxies.\n"
"This can be used to replace a tile in all TileMaps using this TileSet, as "
"TileMap nodes will find and use the proxy's target tile when one is "
"available.\n"
"Proxied tiles can be automatically replaced in TileMap nodes using the editor."
msgstr ""
"为给定的标识符创建坐标级代理。代理会将一组图块标识符映射到另一组标识符。使用坐"
"标级代理时,备选图块 ID 保持不变。\n"
"可以用来替换使用此 TileSet 的所有 TileMap 中的某个图块,因为 TileMap 节点将在"
"目标图块可用时找到并使用代理的目标图块。\n"
"可以使用编辑器自动替换 TileMap 节点中的代理图块。"
msgid ""
"Sets the name of the custom data layer identified by the given index. Names "
"are identifiers of the layer therefore if the name is already taken it will "
"fail and raise an error."
msgstr ""
"设置由给定索引标识的自定义数据层的名称。名称是层的标识符,因此如果名称已被使用"
"就会失败并报错。"
msgid "Sets the type of the custom data layer identified by the given index."
msgstr "设置自定义数据层的类型,该自定义数据层由索引表示。"
msgid ""
"Based on [param value], enables or disables the specified navigation layer of "
"the TileSet navigation data layer identified by the given [param "
"layer_index], given a navigation_layers [param layer_number] between 1 and 32."
msgstr ""
"根据 [param value],启用或禁用 TileSet 导航数据层中指定的导航层,导航数据层由"
"给定的 [param layer_index] 标识,给定的 [param layer_number] 应在 1 和 32 之"
"间。"
msgid ""
"Sets the navigation layers (as in the navigation server) for navigation "
"regions in the given TileSet navigation layer."
msgstr "设置给定 TileSet 导航层中导航区域的导航层(导航服务器中使用)。"
msgid ""
"Sets the occlusion layer (as in the rendering server) for occluders in the "
"given TileSet occlusion layer."
msgstr "设置给定 TileSet 遮挡层中遮挡器的遮挡层(渲染服务器中使用)。"
msgid ""
"Enables or disables SDF collision for occluders in the given TileSet "
"occlusion layer."
msgstr "启用或禁用给定 TileSet 遮挡层中遮挡器的 SDF 碰撞。"
msgid ""
"Sets the physics layer (as in the physics server) for bodies in the given "
"TileSet physics layer."
msgstr "设置给定 TileSet 物理层中物体的物理层(物理服务器中使用)。"
msgid "Sets the physics material for bodies in the given TileSet physics layer."
msgstr "设置给定 TileSet 物理层中物体的物理材质。"
msgid "Changes a source's ID."
msgstr "更改源的 ID。"
msgid ""
"Creates a source-level proxy for the given source ID. A proxy will map set of "
"tile identifiers to another set of identifiers. Both the atlas coordinates ID "
"and the alternative tile ID are kept the same when using source-level "
"proxies.\n"
"This can be used to replace a source in all TileMaps using this TileSet, as "
"TileMap nodes will find and use the proxy's target source when one is "
"available.\n"
"Proxied tiles can be automatically replaced in TileMap nodes using the editor."
msgstr ""
"为给定的源 ID 创建源级代理。代理会将一组图块标识符映射到另一组标识符。使用源级"
"代理时,图集坐标 ID 和备选图块 ID 均保持不变。\n"
"可以用来替换使用此 TileSet 的所有 TileMap 中的某个源,因为 TileMap 节点将在目"
"标源可用时找到并使用代理的目标源。\n"
"可以使用编辑器自动替换 TileMap 节点中的代理图块。"
msgid ""
"Sets a terrain's color. This color is used for identifying the different "
"terrains in the TileSet editor."
msgstr "设置地形的颜色。该颜色用于在 TileSet 编辑器中区分不同的地形。"
msgid "Sets a terrain's name."
msgstr "设置地形的名称。"
msgid ""
"Sets a terrain mode. Each mode determines which bits of a tile shape is used "
"to match the neighboring tiles' terrains."
msgstr ""
"设置地形模式。每种模式决定了图块形状的哪一个位被用来匹配相邻图块的地形。"
msgid ""
"For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), "
"changes the way tiles are indexed in the TileMap grid."
msgstr ""
"对于所有半偏移形状(等轴、六边形和半偏移正方形),更改图块在 TileMap 栅格中的"
"索引方式。"
msgid ""
"For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), "
"determines the offset axis."
msgstr "对于所有半偏移形状(等轴、六边形和半偏移正方形),确定偏移轴。"
msgid "The tile shape."
msgstr "图块的形状。"
msgid ""
"The tile size, in pixels. For all tile shapes, this size corresponds to the "
"encompassing rectangle of the tile shape. This is thus the minimal cell size "
"required in an atlas."
msgstr ""
"图块的大小,单位为像素。无论图块是什么形状,这个大小对应的都是图块形状的包围矩"
"形。因此,这是图集所需的最小单元格大小。"
msgid "Enables/Disable uv clipping when rendering the tiles."
msgstr "渲染图块时启用/禁用 UV 裁剪。"
msgid "Rectangular tile shape."
msgstr "矩形图块形状。"
msgid ""
"Diamond tile shape (for isometric look).\n"
"[b]Note:[/b] Isometric [TileSet] works best if [TileMap] and all its layers "
"have Y-sort enabled."
msgstr ""
"钻石图块形状(用于等轴外观)。\n"
"[b]注意:[/b]等轴 [TileSet] 在 [TileMap] 及其所有图层都启用了Y 排序时效果最"
"好。"
msgid ""
"Rectangular tile shape with one row/column out of two offset by half a tile."
msgstr "矩形图块形状,每隔一行/列偏移半个图块。"
msgid "Hexagonal tile shape."
msgstr "六边形图块形状。"
msgid ""
"Tile coordinates layout where both axis stay consistent with their respective "
"local horizontal and vertical axis."
msgstr "图块坐标布局,两个轴与对应的局部水平轴和垂直轴保持一致。"
msgid ""
"Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is negative "
"instead of positive."
msgstr ""
"与 [constant TILE_LAYOUT_STACKED] 相同,但第一个半偏移偏向负方向,而不是正方"
"向。"
msgid ""
"Tile coordinates layout where the horizontal axis stay horizontal, and the "
"vertical one goes down-right."
msgstr "图块坐标布局,水平轴保持水平,垂直轴朝向右下方。"
msgid ""
"Tile coordinates layout where the vertical axis stay vertical, and the "
"horizontal one goes down-right."
msgstr "图块坐标布局,垂直轴保持垂直,水平轴朝向右下方。"
msgid ""
"Tile coordinates layout where the horizontal axis goes up-right, and the "
"vertical one goes down-right."
msgstr "图块坐标布局,水平轴朝向右上方,垂直轴朝向右下方。"
msgid ""
"Tile coordinates layout where the horizontal axis goes down-right, and the "
"vertical one goes down-left."
msgstr "图块坐标布局,水平轴朝向右下方,垂直轴朝向左下方。"
msgid "Horizontal half-offset."
msgstr "水平半偏移。"
msgid "Vertical half-offset."
msgstr "垂直半偏移。"
msgid "Neighbor on the right side."
msgstr "右侧相邻单元格。"
msgid "Neighbor in the right corner."
msgstr "右角相邻单元格。"
msgid "Neighbor on the bottom right side."
msgstr "右下侧相邻单元格。"
msgid "Neighbor in the bottom right corner."
msgstr "右下角相邻单元格。"
msgid "Neighbor on the bottom side."
msgstr "下侧相邻单元格。"
msgid "Neighbor in the bottom corner."
msgstr "下角相邻单元格。"
msgid "Neighbor on the bottom left side."
msgstr "左下侧相邻单元格。"
msgid "Neighbor in the bottom left corner."
msgstr "左下角相邻单元格。"
msgid "Neighbor on the left side."
msgstr "左侧相邻单元格。"
msgid "Neighbor in the left corner."
msgstr "左角相邻单元格。"
msgid "Neighbor on the top left side."
msgstr "左上侧相邻单元格。"
msgid "Neighbor in the top left corner."
msgstr "左上角相邻单元格。"
msgid "Neighbor on the top side."
msgstr "上侧相邻单元格。"
msgid "Neighbor in the top corner."
msgstr "上角相邻单元格。"
msgid "Neighbor on the top right side."
msgstr "右上侧相邻单元格。"
msgid "Neighbor in the top right corner."
msgstr "右上角相邻单元格。"
msgid ""
"Requires both corners and side to match with neighboring tiles' terrains."
msgstr "要求与相邻图块地形的角和边都匹配。"
msgid "Requires corners to match with neighboring tiles' terrains."
msgstr "要求与相邻图块地形的角相匹配。"
msgid "Requires sides to match with neighboring tiles' terrains."
msgstr "要求与相邻图块地形的边相匹配。"
msgid "Exposes a 2D atlas texture as a set of tiles for a [TileSet] resource."
msgstr "以一组图块的形式向 [TileSet] 资源暴露 2D 图集纹理。"
msgid ""
"An atlas is a grid of tiles laid out on a texture. Each tile in the grid must "
"be exposed using [method create_tile]. Those tiles are then indexed using "
"their coordinates in the grid.\n"
"Each tile can also have a size in the grid coordinates, making it more or "
"less cells in the atlas.\n"
"Alternatives version of a tile can be created using [method "
"create_alternative_tile], which are then indexed using an alternative ID. The "
"main tile (the one in the grid), is accessed with an alternative ID equal to "
"0.\n"
"Each tile alternate has a set of properties that is defined by the source's "
"[TileSet] layers. Those properties are stored in a TileData object that can "
"be accessed and modified using [method get_tile_data].\n"
"As TileData properties are stored directly in the TileSetAtlasSource "
"resource, their properties might also be set using [code]TileSetAtlasSource."
"set(\"<coords_x>:<coords_y>/<alternative_id>/<tile_data_property>\")[/code]."
msgstr ""
"图集是在纹理上铺设的图块栅格。栅格中的每个图块都必须使用 [method create_tile] "
"公开。然后使用它们在栅格中的坐标,对这些图块进行索引。\n"
"每个图块也可以在栅格坐标中有一个大小,使其在地图集中的单元格更多或更少。\n"
"可以使用 [method create_alternative_tile] 创建图块的替代版本,然后使用替代 ID "
"对其进行索引。主图块(栅格中的那个)使用一个等于 0 的替代 ID 进行访问。\n"
"每个图块替代品都有一组由源的 [TileSet] 图层定义的属性。这些属性存储在 "
"TileData 对象中,该对象可以使用 [method get_tile_data] 来访问和修改。\n"
"由于 TileData 属性直接存储在 TileSetAtlasSource 资源中,它们的属性也可以使用 "
"[code]TileSetAtlasSource.set(\"<coords_x>:<coords_y>/<alternative_id>/"
"<tile_data_property>\")[/code] 设置。"
msgid ""
"Removes all tiles that don't fit the available texture area. This method "
"iterates over all the source's tiles, so it's advised to use [method "
"has_tiles_outside_texture] beforehand."
msgstr ""
"移除所有位于可用纹理区域之外的图块。这个方法会遍历所有源的图块,因此建议先使"
"用 [method has_tiles_outside_texture]。"
msgid ""
"Creates an alternative tile for the tile at coordinates [param atlas_coords]. "
"If [param alternative_id_override] is -1, give it an automatically generated "
"unique ID, or assigns it the given ID otherwise.\n"
"Returns the new alternative identifier, or -1 if the alternative could not be "
"created with a provided [param alternative_id_override]."
msgstr ""
"为坐标为 [param atlas_coords] 的图块创建备选图块。如果 [param "
"alternative_id_override] 为 -1则会给予自动生成的唯一 ID否则使用给定的 ID "
"赋值。\n"
"返回新的备选标识符,如果无法使用提供的 [param alternative_id_override] 创建则"
"返回 -1。"
msgid ""
"Creates a new tile at coordinates [param atlas_coords] with the given [param "
"size]."
msgstr "在坐标 [param atlas_coords] 处新建给定大小 [param size] 的图块。"
msgid ""
"Returns the atlas grid size, which depends on how many tiles can fit in the "
"texture. It thus depends on the [member texture]'s size, the atlas [member "
"margins], and the tiles' [member texture_region_size]."
msgstr ""
"返回图集栅格大小,这取决于纹理中可以容纳多少个图块。因此,它取决于 [member "
"texture] 的大小,该图集的 [member margins]、和该图块的 [member "
"texture_region_size]。"
msgid ""
"Returns the alternative ID a following call to [method "
"create_alternative_tile] would return."
msgstr "返回后续调用 [method create_alternative_tile] 时将返回的备选 ID。"
msgid ""
"If [member use_texture_padding] is [code]false[/code], returns [member "
"texture]. Otherwise, returns and internal [ImageTexture] created that "
"includes the padding."
msgstr ""
"如果 [member use_texture_padding] 为 [code]false[/code],则返回 [member "
"texture]。否则,创建并返回包含内边距的内部 [ImageTexture]。"
msgid ""
"Returns the region of the tile at coordinates [param atlas_coords] for the "
"given [param frame] inside the texture returned by [method "
"get_runtime_texture].\n"
"[b]Note:[/b] If [member use_texture_padding] is [code]false[/code], returns "
"the same as [method get_tile_texture_region]."
msgstr ""
"返回由 [method get_runtime_texture] 返回的纹理内给定 [param frame] 的坐标 "
"[param atlas_coords] 处的图块区块。\n"
"[b]注意:[/b]如果 [member use_texture_padding] 为 [code]false[/code],则返回"
"与 [method get_tile_texture_region] 相同的结果。"
msgid ""
"Returns how many columns the tile at [param atlas_coords] has in its "
"animation layout."
msgstr "返回位于坐标 [param atlas_coords] 的图块的动画布局中有多少列。"
msgid ""
"Returns the animation frame duration of frame [param frame_index] for the "
"tile at coordinates [param atlas_coords]."
msgstr ""
"返回位于坐标 [param atlas_coords] 的图块的第 [param frame_index] 帧的动画帧时"
"长。"
msgid ""
"Returns how many animation frames has the tile at coordinates [param "
"atlas_coords]."
msgstr "返回位于坐标 [param atlas_coords] 的图块有多少动画帧。"
msgid ""
"Returns the [enum TileAnimationMode] of the tile at [param atlas_coords]. See "
"also [method set_tile_animation_mode]."
msgstr ""
"返回图集坐标为 [param atlas_coords] 的图块的 [enum TileAnimationMode]。另见 "
"[method set_tile_animation_mode]。"
msgid ""
"Returns the separation (as in the atlas grid) between each frame of an "
"animated tile at coordinates [param atlas_coords]."
msgstr ""
"返回位于坐标 [param atlas_coords] 的图块的帧与帧之间(在图集网格中)的间隔。"
msgid ""
"Returns the animation speed of the tile at coordinates [param atlas_coords]."
msgstr "返回位于坐标 [param atlas_coords] 的图块的动画速度。"
msgid ""
"Returns the sum of the sum of the frame durations of the tile at coordinates "
"[param atlas_coords]. This value needs to be divided by the animation speed "
"to get the actual animation loop duration."
msgstr ""
"返回坐标 [param atlas_coords] 处的图块的帧持续时间的总和。这个值需要除以动画速"
"度才能得到实际的动画循环持续时间。"
msgid ""
"If there is a tile covering the [param atlas_coords] coordinates, returns the "
"top-left coordinates of the tile (thus its coordinate ID). Returns "
"[code]Vector2i(-1, -1)[/code] otherwise."
msgstr ""
"如果有覆盖 [param atlas_coords] 坐标的图块,则返回该图块左上角的坐标(即它的坐"
"标 ID。否则返回 [code]Vector2i(-1, -1)[/code]。"
msgid ""
"Returns the [TileData] object for the given atlas coordinates and alternative "
"ID."
msgstr "返回给定图集坐标和备选 ID 对应的 [TileData] 对象。"
msgid ""
"Returns the size of the tile (in the grid coordinates system) at coordinates "
"[param atlas_coords]."
msgstr "返回位于坐标 [param atlas_coords] 的图块的大小(使用栅格坐标系)。"
msgid ""
"Returns a tile's texture region in the atlas texture. For animated tiles, a "
"[param frame] argument might be provided for the different frames of the "
"animation."
msgstr ""
"返回某个图块在图集纹理中的纹理区域。对于动画图块,可以提供 [param frame] 参数"
"来获取动画中不同的帧对应的区域。"
msgid ""
"Returns an array of tiles coordinates ID that will be automatically removed "
"when modifying one or several of those properties: [param texture], [param "
"margins], [param separation] or [param texture_region_size]. This can be used "
"to undo changes that would have caused tiles data loss."
msgstr ""
"返回修改以下任意属性时将会自动移除的图块坐标 ID 的数组:[param texture]、"
"[param margins]、[param separation]、[param texture_region_size]。可以用来撤销"
"可能造成图块数据丢失的更改。"
msgid ""
"Returns whether there is enough room in an atlas to create/modify a tile with "
"the given properties. If [param ignored_tile] is provided, act as is the "
"given tile was not present in the atlas. This may be used when you want to "
"modify a tile's properties."
msgstr ""
"返回图集中是否有足够的空间来使用给定的属性创建/修改图块。如果提供了 [param "
"ignored_tile],则判断时会和给定的图块在图集中不存在一样。可以在想要修改某个图"
"块的属性时使用。"
msgid ""
"Checks if the source has any tiles that don't fit the texture area (either "
"partially or completely)."
msgstr ""
"检查该源是否存在位于纹理区域之外的图块(无论是部分位于区域外还是完全位于区域"
"外)。"
msgid ""
"Move the tile and its alternatives at the [param atlas_coords] coordinates to "
"the [param new_atlas_coords] coordinates with the [param new_size] size. This "
"functions will fail if a tile is already present in the given area.\n"
"If [param new_atlas_coords] is [code]Vector2i(-1, -1)[/code], keeps the "
"tile's coordinates. If [param new_size] is [code]Vector2i(-1, -1)[/code], "
"keeps the tile's size.\n"
"To avoid an error, first check if a move is possible using [method "
"has_room_for_tile]."
msgstr ""
"将 [param atlas_coords] 坐标处的图块及其替代物移动到具有 [param new_size] 大小"
"的 [param new_atlas_coords] 坐标。如果给定区域中已经存在一个图块,则该函数将失"
"败。\n"
"如果 [param new_atlas_coords] 为 [code]Vector2i(-1, -1)[/code],则保持图块的坐"
"标。如果 [param new_size] 为 [code]Vector2i(-1, -1)[/code],则保持图块的大"
"小。\n"
"为避免错误,请首先使用 [method has_room_for_tile] 来检查移动是否可行。"
msgid ""
"Remove a tile's alternative with alternative ID [param alternative_tile].\n"
"Calling this function with [param alternative_tile] equals to 0 will fail, as "
"the base tile alternative cannot be removed."
msgstr ""
"移除备选 ID 为 [param alternative_tile] 的备选图块。\n"
"使用为 0 的 [param alternative_tile] 调用这个函数会失败,因为基础图块备选项无"
"法被移除。"
msgid "Remove a tile and its alternative at coordinates [param atlas_coords]."
msgstr "移除位于坐标 [param atlas_coords] 的图块及其备选项。"
msgid ""
"Change a tile's alternative ID from [param alternative_tile] to [param "
"new_id].\n"
"Calling this function with [param new_id] of 0 will fail, as the base tile "
"alternative cannot be moved."
msgstr ""
"将图块的备选 ID 从 [param alternative_tile] 改为 [param new_id]。\n"
"调用这个函数时将 [param new_id] 设为 0 会导致失败,因为基础图块备选项无法移"
"动。"
msgid ""
"Sets the number of columns in the animation layout of the tile at coordinates "
"[param atlas_coords]. If set to 0, then the different frames of the animation "
"are laid out as a single horizontal line in the atlas."
msgstr ""
"设置位于坐标 [param atlas_coords] 的图块的动画布局中的列数。如果设置为 0则动"
"画帧在图集中水平排列。"
msgid ""
"Sets the animation frame [param duration] of frame [param frame_index] for "
"the tile at coordinates [param atlas_coords]."
msgstr ""
"设置位于坐标 [param atlas_coords] 的图块动画帧 [param frame_index] 的持续时间 "
"[param duration]。"
msgid ""
"Sets how many animation frames the tile at coordinates [param atlas_coords] "
"has."
msgstr "设置位于坐标 [param atlas_coords] 的图块有多少动画帧。"
msgid ""
"Sets the [enum TileAnimationMode] of the tile at [param atlas_coords] to "
"[param mode]. See also [method get_tile_animation_mode]."
msgstr ""
"将图集坐标为 [param atlas_coords] 的图块的 [enum TileAnimationMode] 设置为 "
"[param mode]。另见 [method get_tile_animation_mode]。"
msgid ""
"Sets the margin (in grid tiles) between each tile in the animation layout of "
"the tile at coordinates [param atlas_coords] has."
msgstr ""
"设置位于坐标 [param atlas_coords] 的图块的动画布局中,图块的间距(单位为栅格图"
"块)。"
msgid ""
"Sets the animation speed of the tile at coordinates [param atlas_coords] has."
msgstr "设置位于坐标 [param atlas_coords] 的图块的动画速度。"
msgid "Margins, in pixels, to offset the origin of the grid in the texture."
msgstr "边距,单位为像素,用于偏移纹理中栅格的原点。"
msgid "Separation, in pixels, between each tile texture region of the grid."
msgstr "间隔,单位为像素,是栅格的纹理区域中图块之间的间距。"
msgid "The atlas texture."
msgstr "图集纹理。"
msgid ""
"The base tile size in the texture (in pixel). This size must be bigger than "
"the TileSet's [code]tile_size[/code] value."
msgstr ""
"纹理中的基础图块大小(以像素为单位)。该大小必须大于该 TileSet 中的 "
"[code]tile_size[/code] 值。"
msgid ""
"If [code]true[/code], generates an internal texture with an additional one "
"pixel padding around each tile. Texture padding avoids a common artifact "
"where lines appear between tiles.\n"
"Disabling this setting might lead a small performance improvement, as "
"generating the internal texture requires both memory and processing time when "
"the TileSetAtlasSource resource is modified."
msgstr ""
"如果为 [code]true[/code],则生成一个内部纹理,每个图块周围有一个额外的单像素填"
"充。纹理填充避免了图块之间出现线条状的常见伪像。\n"
"禁用该设置可能会导致性能略有提高,因为在 TileSetAtlasSource 资源被修改时,生成"
"内部纹理需要内存和处理时间。"
msgid "Tile animations start at same time, looking identical."
msgstr "图块动画在相同的时间开始,外观一致。"
msgid "Tile animations start at random times, looking varied."
msgstr "图块动画在随机的时间开始,外观不同。"
msgid "Represents the size of the [enum TileAnimationMode] enum."
msgstr "代表 [enum TileAnimationMode] 枚举的大小。"
msgid ""
"Represents cell's horizontal flip flag. Should be used directly with "
"[TileMap] to flip placed tiles by altering their alternative IDs.\n"
"[codeblock]\n"
"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n"
"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n"
" # If tile is not already flipped, flip it.\n"
" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, "
"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n"
"[/codeblock]"
msgstr ""
"代表单元格的水平翻转标志。应该直接对 [TileMap] 使用,修改放置图块的备选 ID将"
"其进行翻转。\n"
"[codeblock]\n"
"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n"
"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n"
" # 如果没有翻转过就进行翻转。\n"
" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, "
"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n"
"[/codeblock]"
msgid ""
"Represents cell's vertical flip flag. See [constant TRANSFORM_FLIP_H] for "
"usage."
msgstr "代表单元格的垂直翻转标志。用法见 [constant TRANSFORM_FLIP_H]。"
msgid ""
"Represents cell's transposed flag. See [constant TRANSFORM_FLIP_H] for usage."
msgstr "代表单元格的转置标志。用法见 [constant TRANSFORM_FLIP_H]。"
msgid "Exposes a set of scenes as tiles for a [TileSet] resource."
msgstr "以图块的形式向 [TileSet] 资源暴露一组场景。"
msgid ""
"When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will "
"automatically instantiate an associated scene at the cell's position in the "
"TileMap.\n"
"Scenes are instantiated as children of the [TileMap] when it enters the tree. "
"If you add/remove a scene tile in the [TileMap] that is already inside the "
"tree, the [TileMap] will automatically instantiate/free the scene accordingly."
msgstr ""
"当放置在 [TileMap] 上时,来自 [TileSetScenesCollectionSource] 中的图块将在 "
"TileMap 中的单元格位置自动实例化一个关联场景。\n"
"当该 [TileMap] 进入树时,场景被实例化为该 [TileMap] 的子级。如果在已在树内的 "
"[TileMap] 中添加/移除一个场景图块,则该 [TileMap] 将相应地自动实例化/释放该场"
"景。"
msgid ""
"Creates a scene-based tile out of the given scene.\n"
"Returns a newly generated unique ID."
msgstr ""
"从给定的场景创建基于场景的图块。\n"
"返回新生成的唯一 ID。"
msgid ""
"Returns the scene ID a following call to [method create_scene_tile] would "
"return."
msgstr "返回后续调用 [method create_scene_tile] 时会返回的场景 ID。"
msgid ""
"Returns whether the scene tile with [param id] displays a placeholder in the "
"editor."
msgstr "返回 ID 为 [param id] 的场景图块是否在编辑器中显示占位图。"
msgid "Returns the scene tile ID of the scene tile at [param index]."
msgstr "返回索引为 [param index] 的场景图块的场景图块 ID。"
msgid "Returns the [PackedScene] resource of scene tile with [param id]."
msgstr "返回 ID 为 [param id] 的场景图块的 [PackedScene] 资源。"
msgid "Returns the number or scene tiles this TileSet source has."
msgstr "返回该 TileSet 源中场景图块的数量。"
msgid "Returns whether this TileSet source has a scene tile with [param id]."
msgstr "返回该 TileSet 源是否包含 ID 为 [param id] 的场景图块。"
msgid "Remove the scene tile with [param id]."
msgstr "移除 ID 为 [param id] 的场景图块。"
msgid ""
"Sets whether or not the scene tile with [param id] should display a "
"placeholder in the editor. This might be useful for scenes that are not "
"visible."
msgstr ""
"设置 ID 为 [param id] 的场景图块是否应该在编辑器中显示为占位符。对不可见的场景"
"可能有用。"
msgid ""
"Changes a scene tile's ID from [param id] to [param new_id]. This will fail "
"if there is already a tile with an ID equal to [param new_id]."
msgstr ""
"将场景图块的 ID 从 [param id] 改为 [param new_id]。如果已经存在 ID 为 [param "
"new_id] 的图块则会失败。"
msgid ""
"Assigns a [PackedScene] resource to the scene tile with [param id]. This will "
"fail if the scene does not extend CanvasItem, as positioning properties are "
"needed to place the scene on the TileMap."
msgstr ""
"将 [PackedScene] 资源分配给 ID 为 [param id] 的场景图块。如果该场景扩展的不是 "
"CanvasItem 则会失败,因为将场景放置到 TileMap 上需要位置属性。"
msgid "Exposes a set of tiles for a [TileSet] resource."
msgstr "向 [TileSet] 资源暴露一组图块。"
msgid ""
"Exposes a set of tiles for a [TileSet] resource.\n"
"Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) "
"and an alternative ID (of type int), named according to their use in the "
"[TileSetAtlasSource] class.\n"
"Depending on the TileSet source type, those IDs might have restrictions on "
"their values, this is why the base [TileSetSource] class only exposes getters "
"for them.\n"
"You can iterate over all tiles exposed by a TileSetSource by first iterating "
"over coordinates IDs using [method get_tiles_count] and [method get_tile_id], "
"then over alternative IDs using [method get_alternative_tiles_count] and "
"[method get_alternative_tile_id].\n"
"[b]Warning:[/b] [TileSetSource] can only be added to one TileSet at the same "
"time. Calling [method TileSet.add_source] on a second [TileSet] will remove "
"the source from the first one."
msgstr ""
"向 [TileSet] 资源暴露一组图块。\n"
"源中的图块具有索引,索引为两个 ID分别是坐标 ID类型为 Vector2i和备选 ID"
"(类型为 int名称反映了在 [TileSetAtlasSource] 中的使用方法。\n"
"根据 TileSet 源类型的不同,对这些 ID 的值可能有不同的限制,这就是 "
"[TileSetSource] 基类仅暴露了 getter 的原因。\n"
"要遍历 TileSetSource 中暴露的所有图块,你可以首先使用 [method "
"get_tiles_count] 和 [method get_tile_id] 遍历坐标 ID然后使用 [method "
"get_alternative_tiles_count] 和 [method get_alternative_tile_id] 遍历备选 "
"ID。\n"
"[b]警告:[/b]同一个 [TileSetSource] 不能同时属于两个 TileSet。对第二个 "
"[TileSet] 调用 [method TileSet.add_source] 会在第一个 TileSet 中移除该源。"
msgid ""
"Returns the alternative ID for the tile with coordinates ID [param "
"atlas_coords] at index [param index]."
msgstr ""
"返回坐标 ID 为 [param atlas_coords] 的图块的索引为 [param index] 的备选 ID。"
msgid ""
"Returns the number of alternatives tiles for the coordinates ID [param "
"atlas_coords].\n"
"For [TileSetAtlasSource], this always return at least 1, as the base tile "
"with ID 0 is always part of the alternatives list.\n"
"Returns -1 if there is not tile at the given coords."
msgstr ""
"返回坐标 ID 为 [param atlas_coords] 的图块的备选图块数量。\n"
"[TileSetAtlasSource] 返回的数量至少为 1因为备选列表中始终存在 ID 为 0 的基础"
"图块。\n"
"如果给定的坐标处没有图块,则返回 -1。"
msgid "Returns the tile coordinates ID of the tile with index [param index]."
msgstr "返回索引为 [param index] 的图块的图块坐标 ID。"
msgid ""
"Returns how many tiles this atlas source defines (not including alternative "
"tiles)."
msgstr "返回该图集源中定义的图块数量(不含备选图块)。"
msgid ""
"Returns if the base tile at coordinates [param atlas_coords] has an "
"alternative with ID [param alternative_tile]."
msgstr ""
"返回位于坐标 [param atlas_coords] 的基础图块是否存在 ID 为 [param "
"alternative_tile] 的备选图块。"
msgid ""
"Returns if this atlas has a tile with coordinates ID [param atlas_coords]."
msgstr "返回该图集中是否存在坐标 ID 为 [param atlas_coords] 的图块。"
msgid "A singleton for working with time data."
msgstr "用于处理时间数据的单例。"
msgid ""
"The Time singleton allows converting time between various formats and also "
"getting time information from the system.\n"
"This class conforms with as many of the ISO 8601 standards as possible. All "
"dates follow the Proleptic Gregorian calendar. As such, the day before "
"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/"
"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the "
"year before that (2 BC) being [code]-1[/code], etc.\n"
"Conversion methods assume \"the same timezone\", and do not handle timezone "
"conversions or DST automatically. Leap seconds are also not handled, they "
"must be done manually if desired. Suffixes such as \"Z\" are not handled, you "
"need to strip them away manually.\n"
"When getting time information from the system, the time can either be in the "
"local timezone or UTC depending on the [code]utc[/code] parameter. However, "
"the [method get_unix_time_from_system] method always returns the time in "
"UTC.\n"
"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock "
"that the user can manually set. [b]Never use[/b] this method for precise time "
"calculation since its results are subject to automatic adjustments by the "
"user or the operating system. [b]Always use[/b] [method get_ticks_usec] or "
"[method get_ticks_msec] for precise time calculation instead, since they are "
"guaranteed to be monotonic (i.e. never decrease)."
msgstr ""
"Time 单例可以转换各种不同格式的时间,也可以从系统获取时间信息。\n"
"这个类尽可能多地符合了 ISO 8601 标准。所有日期都遵循“外推格里历”。因此 "
"[code]1582-10-15[/code] 的前一天是 [code]1582-10-14[/code],而不是 "
"[code]1582-10-04[/code]。公元 1 年的前一年(即公元前 1 年)是数字 [code]0[/"
"code],再往前的一年(公元前 2 年)是 [code]-1[/code],以此类推。\n"
"转换方法假设“时区相同”,不会自动处理时区或 DST夏令时的转换。不会对闰秒进行"
"处理如果需要必须手动处理。“Z”等后缀也没有处理你需要进行手动剥除。\n"
"从系统获取时间信息时,时间可能是本地时间或 UTC 时间,取决于 [code]utc[/code] "
"参数。不过 [method get_unix_time_from_system] 方法返回的始终是 UTC 时间。\n"
"[b]重要:[/b][code]_from_system[/code] 系列方法使用的是系统始终,用户可以自行"
"设置。[b]千万不要[/b]使用该方法进行精确的时间计算,因为计算结果可能受到用户或"
"操作系统的自动调整的影响。精确时间的计算[b]请始终使用[/b] [method "
"get_ticks_usec] 或 [method get_ticks_msec],可以保证单调性(即不会变小)。"
msgid ""
"Returns the current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], and [code]weekday[/code].\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC."
msgstr ""
"以字典的形式返回当前时间,包含的键为:[code]year[/code]、[code]month[/code]、"
"[code]day[/code] 和 [code]weekday[/code]。\n"
"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC 时"
"间。"
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], and [code]weekday[/code]."
msgstr ""
"将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/"
"code]、[code]day[/code]、[code]weekday[/code]。"
msgid ""
"Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC."
msgstr ""
"以 ISO 8601 日期字符串的形式返回当前日期YYYY-MM-DD。\n"
"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC 时"
"间。"
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
msgstr "将给定的 Unix 时间戳转换为 ISO 8601 日期字符串YYYY-MM-DD。"
msgid ""
"Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a "
"dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], "
"[code skip-lint]weekday[/code], [code]hour[/code], [code]minute[/code], and "
"[code]second[/code].\n"
"If [param weekday] is [code]false[/code], then the [code skip-lint]weekday[/"
"code] entry is excluded (the calculation is relatively expensive).\n"
"[b]Note:[/b] Any decimal fraction in the time string will be ignored silently."
msgstr ""
"将给定的 ISO 8601 日期和时间字符串YYYY-MM-DDTHH:MM:SS转换为字典包含的键"
"为:[code]year[/code]、[code]month[/code]、[code]day[/code]、[code skip-"
"lint]weekday[/code]、[code]hour[/code]、[code]minute[/code]、[code]second[/"
"code]。\n"
"当 [param weekday] 为 [code]false[/code] 时,不包含 [code skip-lint]weekday[/"
"code] 记录(计算花费相对较大)。\n"
"[b]注意:[/b]时间字符串中的小数会被静默忽略。"
msgid ""
"Returns the current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
"code], [code]minute[/code], [code]second[/code], and [code]dst[/code] "
"(Daylight Savings Time)."
msgstr ""
"以字典形式返回当前日期,包含的键为:[code]year[/code]、[code]month[/code]、"
"[code]day[/code]、[code]weekday[/code]、[code]hour[/code]、[code]minute[/"
"code]、[code]second[/code] 以及 [code]dst[/code]夏令时Daylight Savings "
"Time。"
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
"code], [code]minute[/code], and [code]second[/code].\n"
"The returned Dictionary's values will be the same as the [method "
"get_datetime_dict_from_system] if the Unix timestamp is the current time, "
"with the exception of Daylight Savings Time as it cannot be determined from "
"the epoch."
msgstr ""
"将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/"
"code]、[code]day[/code]、[code]weekday[/code]、[code]hour[/code]、"
"[code]minute[/code]、和 [code]second[/code]。\n"
"如果 Unix 时间戳是当前时间,则返回的字典值将与 [method "
"get_datetime_dict_from_system] 相同,夏令时除外,因为它无法根据纪元确定。"
msgid ""
"Converts the given dictionary of keys to an ISO 8601 date and time string "
"(YYYY-MM-DDTHH:MM:SS).\n"
"The given dictionary can be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/"
"code], and [code]second[/code]. Any other entries (including [code]dst[/"
"code]) are ignored.\n"
"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the Unix epoch timestamp 0 "
"(1970-01-01 at 00:00:00).\n"
"If [param use_space] is [code]true[/code], the date and time bits are "
"separated by an empty space character instead of the letter T."
msgstr ""
"将给定的时间值字典转换为 ISO 8601 日期和时间字符串YYYY-MM-DDTHH:MM:SS。\n"
"给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/"
"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记录"
"(包括 [code]dst[/code])都会被忽略。\n"
"字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0"
"1970-01-01 的 00:00:00的对应部分。\n"
"当 [param use_space] 为 [code]true[/code] 时,将使用空格代替中间的字母 T。"
msgid ""
"Returns the current date and time as an ISO 8601 date and time string (YYYY-"
"MM-DDTHH:MM:SS).\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC.\n"
"If [param use_space] is [code]true[/code], the date and time bits are "
"separated by an empty space character instead of the letter T."
msgstr ""
"以 ISO 8601 日期和时间字符串的形式返回当前日期和时间YYYY-MM-DDTHH:MM:"
"SS。\n"
"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC 时"
"间。\n"
"当 [param use_space] 为 [code]true[/code] 时,将使用空格代替中间的字母 T。"
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-"
"MM-DDTHH:MM:SS).\n"
"If [param use_space] is [code]true[/code], the date and time bits are "
"separated by an empty space character instead of the letter T."
msgstr ""
"将给定的 Unix 时间戳转换为 ISO 8601 日期和时间字符串YYYY-MM-DDTHH:MM:"
"SS。\n"
"当 [param use_space] 为 [code]true[/code] 时,将使用空格代替中间的字母 T。"
msgid ""
"Converts the given timezone offset in minutes to a timezone offset string. "
"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
"\"+00:00\"."
msgstr ""
"将给定的时区偏移分钟数转换为时区偏移字符串。例如,-480 返回 \"-08:00\"、345 返"
"回 \"+05:45\"、0 返回 \"+00:00\"。"
msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
msgstr ""
"返回从引擎启动开始所经过的时间,单位为毫秒。\n"
"始终为正数或 0使用 64 位值(会在约 5 亿年后绕回)。"
msgid ""
"Returns the amount of time passed in microseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly half a million years)."
msgstr ""
"返回从引擎启动开始所经过的时间,单位为微秒。\n"
"始终为正数或 0使用 64 位值(会在约 50 万年后绕回)。"
msgid ""
"Returns the current time as a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code].\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC."
msgstr ""
"以字典的形式返回当前时间,包含的键为:[code]hour[/code]、[code]minute[/code]、"
"[code]second[/code]。\n"
"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC 时"
"间。"
msgid ""
"Converts the given time to a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]."
msgstr ""
"将给定的时间转换为字典,包含的键为:时 [code]hour[/code]、分 [code]minute[/"
"code]、秒 [code]second[/code]。"
msgid ""
"Returns the current time as an ISO 8601 time string (HH:MM:SS).\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC."
msgstr ""
"以 ISO 8601 时间字符串的形式返回当前时间HH:MM:SS。\n"
"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC 时"
"间。"
msgid "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
msgstr "将给定的 Unix 时间戳转换为 ISO 8601 时间字符串HH:MM:SS。"
msgid ""
"Returns the current time zone as a dictionary of keys: [code]bias[/code] and "
"[code]name[/code]. \n"
"- [code]bias[/code] is the offset from UTC in minutes, since not all time "
"zones are multiples of an hour from UTC.\n"
"- [code]name[/code] is the localized name of the time zone, according to the "
"OS locale settings of the current user."
msgstr ""
"以字典的形式返回当前时区,包含的键为:[code]bias[/code] 和 [code]name[/"
"code]。\n"
"- [code]bias[/code] 是相对于 UTC 的偏移量,单位为分钟,因为并不是所有时区与 "
"UTC 的时间差都是整数倍小时。\n"
"- [code]name[/code] 是时区的本地化名称,取决于当前用户的操作系统区域设置。"
msgid ""
"Converts a dictionary of time values to a Unix timestamp.\n"
"The given dictionary can be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/"
"code], and [code]second[/code]. Any other entries (including [code]dst[/"
"code]) are ignored.\n"
"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the Unix epoch timestamp 0 "
"(1970-01-01 at 00:00:00).\n"
"You can pass the output from [method get_datetime_dict_from_unix_time] "
"directly into this function and get the same as what was put in.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime dictionary."
msgstr ""
"将时间值字典转换为 Unix 时间戳。\n"
"给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/"
"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记录"
"(包括 [code]dst[/code])都会被忽略。\n"
"字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0"
"1970-01-01 的 00:00:00的对应部分。\n"
"你可以将 [method get_datetime_dict_from_unix_time] 的输出直接传给本函数,得到"
"的就是最初的输入。\n"
"[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的"
"时区与给定的日期时间字典相同。"
msgid ""
"Converts the given ISO 8601 date and/or time string to a Unix timestamp. The "
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime string.\n"
"[b]Note:[/b] Any decimal fraction in the time string will be ignored silently."
msgstr ""
"将给定的 ISO 8601 日期和/或时间字符串转换为 Unix 时间戳。字符串中可以只包含日"
"期、只包含时间,也可以两者都包含。\n"
"[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的"
"时区与给定的日期时间字符串相同。\n"
"[b]注意:[/b]时间字符串中的小数会被静默忽略。"
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
"the time in UTC.\n"
"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
"returns the timestamp as a [float] for sub-second precision."
msgstr ""
"返回当前的 Unix 时间戳,以秒为单位,基于 UTC 系统时间。本方法由操作系统实现,"
"返回的时间总是 UTC 的。\n"
"[b]注意:[/b]与其他使用整数时间戳的方法不同,这个方法返回的是 [float] 类型的时"
"间戳,可以表示比秒更高的精度。"
msgid "The month of January, represented numerically as [code]01[/code]."
msgstr "一月份,使用数字 [code]01[/code] 表示。"
msgid "The month of February, represented numerically as [code]02[/code]."
msgstr "二月份,使用数字 [code]02[/code] 表示。"
msgid "The month of March, represented numerically as [code]03[/code]."
msgstr "三月份,使用数字 [code]03[/code] 表示。"
msgid "The month of April, represented numerically as [code]04[/code]."
msgstr "四月份,使用数字 [code]04[/code] 表示。"
msgid "The month of May, represented numerically as [code]05[/code]."
msgstr "五月份,使用数字 [code]05[/code] 表示。"
msgid "The month of June, represented numerically as [code]06[/code]."
msgstr "六月份,使用数字 [code]06[/code] 表示。"
msgid "The month of July, represented numerically as [code]07[/code]."
msgstr "七月份,使用数字 [code]07[/code] 表示。"
msgid "The month of August, represented numerically as [code]08[/code]."
msgstr "八月份,使用数字 [code]08[/code] 表示。"
msgid "The month of September, represented numerically as [code]09[/code]."
msgstr "九月份,使用数字 [code]09[/code] 表示。"
msgid "The month of October, represented numerically as [code]10[/code]."
msgstr "十月份,使用数字 [code]10[/code] 表示。"
msgid "The month of November, represented numerically as [code]11[/code]."
msgstr "十一月份,使用数字 [code]11[/code] 表示。"
msgid "The month of December, represented numerically as [code]12[/code]."
msgstr "十二月份,使用数字 [code]12[/code] 表示。"
msgid "The day of the week Sunday, represented numerically as [code]0[/code]."
msgstr "星期日,使用数字 [code]0[/code] 表示。"
msgid "The day of the week Monday, represented numerically as [code]1[/code]."
msgstr "星期一,使用数字 [code]1[/code] 表示。"
msgid "The day of the week Tuesday, represented numerically as [code]2[/code]."
msgstr "星期二,使用数字 [code]2[/code] 表示。"
msgid ""
"The day of the week Wednesday, represented numerically as [code]3[/code]."
msgstr "星期三,使用数字 [code]3[/code] 表示。"
msgid "The day of the week Thursday, represented numerically as [code]4[/code]."
msgstr "星期四,使用数字 [code]4[/code] 表示。"
msgid "The day of the week Friday, represented numerically as [code]5[/code]."
msgstr "星期五,使用数字 [code]5[/code] 表示。"
msgid "The day of the week Saturday, represented numerically as [code]6[/code]."
msgstr "星期六,使用数字 [code]6[/code] 表示。"
msgid "A countdown timer."
msgstr "倒数计时器。"
msgid ""
"Counts down a specified interval and emits a signal on reaching 0. Can be set "
"to repeat or \"one-shot\" mode.\n"
"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher "
"scale means quicker timeouts, and vice versa.\n"
"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
"[method SceneTree.create_timer]."
msgstr ""
"使用指定的间隔进行倒计时,并在到达 0 时发出信号。可以设置为重复或“一次性”模"
"式。\n"
"[b]注意:[/b]计时器会受到 [member Engine.time_scale] 的影响,缩放值越高超时越"
"快,反之亦然。\n"
"[b]注意:[/b]如果想要创建一次性定时器,不实例化节点,请使用 [method SceneTree."
"create_timer]。"
msgid "Returns [code]true[/code] if the timer is stopped."
msgstr "如果定时器被停止,返回 [code]true[/code]。"
msgid ""
"Starts the timer. Sets [member wait_time] to [param time_sec] if "
"[code]time_sec > 0[/code]. This also resets the remaining time to [member "
"wait_time].\n"
"[b]Note:[/b] This method will not resume a paused timer. See [member paused]."
msgstr ""
"启动计时器。如果 [code]time_sec > 0[/code],则会将 [member wait_time] 设置为 "
"[param time_sec]。这也会将剩余时间重置为 [member wait_time]。\n"
"[b]注意:[/b]这个方法不会恢复已暂停的定时器。见 [member paused]。"
msgid "Stops the timer."
msgstr "停止计时器。"
msgid ""
"If [code]true[/code], the timer will automatically start when entering the "
"scene tree.\n"
"[b]Note:[/b] This property is automatically set to [code]false[/code] after "
"the timer enters the scene tree and starts."
msgstr ""
"如果为 [code]true[/code],定时器将在进入场景树时自动启动。\n"
"[b]注意:[/b]在定时器进入场景树并启动后,该属性会自动设置为 [code]false[/"
"code]。"
msgid ""
"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
"code], it will restart."
msgstr ""
"如果为 [code]true[/code],定时器将在达到 0 时停止。如果为 [code]false[/code]"
"它将重新启动。"
msgid ""
"If [code]true[/code], the timer is paused and will not process until it is "
"unpaused again, even if [method start] is called."
msgstr ""
"如果为 [code]true[/code],定时器会被暂停,并且不再处理,即使调用 [method "
"start],直到它被取消暂停。"
msgid "Processing callback. See [enum TimerProcessCallback]."
msgstr "处理回调。见 [enum TimerProcessCallback]。"
msgid ""
"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n"
"[b]Note:[/b] This value is read-only and cannot be set. It is based on "
"[member wait_time], which can be set using [method start]."
msgstr ""
"计时器的剩余时间,单位是秒。如果定时器处于非激活状态,则返回 0。\n"
"[b]注意:[/b]该值是只读的,无法设置。基于的是 [member wait_time],请使用 "
"[method start] 设置。"
msgid ""
"The wait time in seconds.\n"
"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once "
"per physics frame if [member process_callback] is [constant "
"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 "
"seconds) will behave in significantly different ways depending on the "
"rendered framerate. For very low wait times, it is recommended to use a "
"process loop in a script instead of using a Timer node. Timers are affected "
"by [member Engine.time_scale], a higher scale means quicker timeouts, and "
"vice versa."
msgstr ""
"等待时间,单位为秒。\n"
"[b]注意:[/b]计时器在每个渲染帧最多只能发射一次(或者如果 [member "
"process_callback] 为 [constant TIMER_PROCESS_PHYSICS],则是每个物理帧)。这意"
"味着非常短的等待时间(低于 0.05 秒),将根据渲染的帧速率,会有明显不同的表现。"
"对于非常短的等待时间,建议在脚本中使用一个 process 循环,而不是使用 Timer 节"
"点。计时器会受 [member Engine.time_scale] 的影响,缩放值越高意味着超时越快,反"
"之亦然。"
msgid ""
"Update the timer during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
msgstr ""
"计时器的更新发生在物理帧中(见 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。"
msgid ""
"Update the timer during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"计时器的更新发生在处理帧中(见 [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])。"
msgid "TLS configuration for clients and servers."
msgstr "客户端与服务器的 TLS 配置。"
msgid ""
"TLSOptions abstracts the configuration options for the [StreamPeerTLS] and "
"[PacketPeerDTLS] classes.\n"
"Objects of this class cannot be instantiated directly, and one of the static "
"methods [method client], [method client_unsafe], or [method server] should be "
"used instead.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Create a TLS client configuration which uses our custom trusted CA chain.\n"
"var client_trusted_cas = load(\"res://my_trusted_cas.crt\")\n"
"var client_tls_options = TLSOptions.client(client_trusted_cas)\n"
"\n"
"# Create a TLS server configuration.\n"
"var server_certs = load(\"res://my_server_cas.crt\")\n"
"var server_key = load(\"res://my_server_key.key\")\n"
"var server_tls_options = TLSOptions.server(server_key, server_certs)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"TLSOptions 是对 [StreamPeerTLS] 和 [PacketPeerDTLS] 类中配置选项的抽象。\n"
"无法直接实例化这个类的对象,应改用静态方法 [method client]、[method "
"client_unsafe] 或 [method server]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 创建 TLS 客户端配置,使用自定义 CA 信任链。\n"
"var client_trusted_cas = load(\"res://my_trusted_cas.crt\")\n"
"var client_tls_options = TLSOptions.client(client_trusted_cas)\n"
"\n"
"# 创建 TLS 服务器配置。\n"
"var server_certs = load(\"res://my_server_cas.crt\")\n"
"var server_key = load(\"res://my_server_key.key\")\n"
"var server_tls_options = TLSOptions.server(server_key, server_certs)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Creates a TLS client configuration which validates certificates and their "
"common names (fully qualified domain names).\n"
"You can specify a custom [param trusted_chain] of certification authorities "
"(the default CA list will be used if [code]null[/code]), and optionally "
"provide a [param common_name_override] if you expect the certificate to have "
"a common name other than the server FQDN.\n"
"[b]Note:[/b] On the Web platform, TLS verification is always enforced against "
"the CA list of the web browser. This is considered a security feature."
msgstr ""
"创建 TLS 客户端配置,验证证书及其通用名称(完整域名)。\n"
"你可以指定自定义的证书颁发机构信任链 [param trusted_chain](如果为 "
"[code]null[/code] 则使用默认 CA 列表)。如果你希望证书拥有服务器 FQDN 之外的通"
"用名称,还可以提供通用名称覆盖 [param common_name_override]。\n"
"[b]注意:[/b]在 Web 平台上TLS 验证始终强制使用 Web 浏览器的 CA 列表。这是一"
"种安全特性。"
msgid ""
"Creates an [b]unsafe[/b] TLS client configuration where certificate "
"validation is optional. You can optionally provide a valid [param "
"trusted_chain], but the common name of the certificates will never be "
"checked. Using this configuration for purposes other than testing [b]is not "
"recommended[/b].\n"
"[b]Note:[/b] On the Web platform, TLS verification is always enforced against "
"the CA list of the web browser. This is considered a security feature."
msgstr ""
"创建[b]不安全[/b]的 TLS 客户端配置,证书验证为可选项。你可以选择提供有效的信任"
"链 [param trusted_chain],但永远不会对证书的通用名称进行检查。这种配置[b]不推"
"荐[/b]用于测试之外的用途。\n"
"[b]注意:[/b]在 Web 平台上TLS 验证始终强制使用 Web 浏览器的 CA 列表。这是一"
"种安全特性。"
msgid ""
"Creates a TLS server configuration using the provided [param key] and [param "
"certificate].\n"
"[b]Note:[/b] The [param certificate] should include the full certificate "
"chain up to the signing CA (certificates file can be concatenated using a "
"general purpose text editor)."
msgstr ""
"使用提供的密钥 [param key] 和证书 [param certificate] 创建 TLS 服务器配置。\n"
"[b]注意:[/b][param certificate] 中应当包含签名 CA 的完整证书链(可以使用通用"
"文本编辑器连接证书文件)。"
msgid "Class representing a torus [PrimitiveMesh]."
msgstr "表示圆环 [PrimitiveMesh] 的类。"
msgid "Button for touch screen devices for gameplay use."
msgstr "触摸屏设备的按钮,供游戏使用。"
msgid ""
"TouchScreenButton allows you to create on-screen buttons for touch devices. "
"It's intended for gameplay use, such as a unit you have to touch to move. "
"Unlike [Button], TouchScreenButton supports multitouch out of the box. "
"Several TouchScreenButtons can be pressed at the same time with touch input.\n"
"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set "
"anchors on it. If you want to create menus or user interfaces, you may want "
"to use [Button] nodes instead. To make button nodes react to touch events, "
"you can enable the Emulate Mouse option in the Project Settings.\n"
"You can configure TouchScreenButton to be visible only on touch devices, "
"helping you develop your game both for desktop and mobile devices."
msgstr ""
"TouchScreenButton 允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须触"
"摸才能移动的设备。与 [Button] 不同TouchScreenButton 原生支持多点触摸。几个 "
"TouchScreenButton 可以通过触摸输入同时被按下。\n"
"这个节点继承自 [Node2D]。与 [Control] 节点不同,你不能在它上面设置锚点。如果要"
"创建菜单或用户界面,可用 [Button] 节点代替。为了使按钮节点对触摸事件作出反应,"
"可在项目设置中启用模拟鼠标选项。\n"
"可将 TouchScreenButton 配置为只在触摸设备上可见,有助你同时为桌面和移动设备开"
"发游戏。"
msgid "Returns [code]true[/code] if this button is currently pressed."
msgstr "如果这个按钮当前被按下,则返回 [code]true[/code]。"
msgid "The button's action. Actions can be handled with [InputEventAction]."
msgstr "按钮的动作。动作可以用 [InputEventAction] 来处理。"
msgid "The button's bitmask."
msgstr "按钮的位掩码。"
msgid ""
"If [code]true[/code], the [signal pressed] and [signal released] signals are "
"emitted whenever a pressed finger goes in and out of the button, even if the "
"pressure started outside the active area of the button.\n"
"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
msgstr ""
"如果为 [code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] "
"和 [signal released] 信号,即使压力开始于按钮的有效区域之外。\n"
"[b]注意:[/b]这是一种“pass-by”的按压模式 而不是“bypass”。"
msgid "The button's shape."
msgstr "该按钮的形状。"
msgid ""
"If [code]true[/code], the button's shape is centered in the provided texture. "
"If no texture is used, this property has no effect."
msgstr ""
"如果为 [code]true[/code],按钮的形状会在提供的纹理中居中。如果没有使用纹理,这"
"个属性就没有效果。"
msgid "If [code]true[/code], the button's shape is visible in the editor."
msgstr "如果为 [code]true[/code],则该按钮的形状在编辑器中可见。"
msgid "The button's texture for the normal state."
msgstr "该按钮在正常状态下的纹理。"
msgid "The button's texture for the pressed state."
msgstr "按钮在被按下状态时的纹理。"
msgid ""
"The button's visibility mode. See [enum VisibilityMode] for possible values."
msgstr "按钮的可见性模式。可能的取值见 [enum VisibilityMode]。"
msgid "Emitted when the button is pressed (down)."
msgstr "当按钮被按下时触发,即向下。"
msgid "Emitted when the button is released (up)."
msgstr "当按钮被释放时触发,即向上。"
msgid "Always visible."
msgstr "始终可见。"
msgid "Visible on touch screens only."
msgstr "仅在触摸屏上可以看到。"
msgid "A 2×3 matrix representing a 2D transformation."
msgstr "代表 2D 变换的 2×3 矩阵。"
msgid ""
"A 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can "
"represent transformations such as translation, rotation, and scaling. It "
"consists of three [Vector2] values: [member x], [member y], and the [member "
"origin].\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
"用于 2D 线性变换的 2×3 矩阵2 行 3 列),可以表示平移、旋转、缩放等变换,由三"
"个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n"
"更多信息请阅读文档文章《矩阵与变换》。"
msgid ""
"Constructs a default-initialized [Transform2D] set to [constant IDENTITY]."
msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform2D]。"
msgid "Constructs a [Transform2D] as a copy of the given [Transform2D]."
msgstr "构造给定 [Transform2D] 的副本。"
msgid "Constructs the transform from a given angle (in radians) and position."
msgstr "从给定的角度(单位为弧度)和位置构造变换。"
msgid ""
"Constructs the transform from a given angle (in radians), scale, skew (in "
"radians) and position."
msgstr "从给定的角度(单位为弧度)、缩放、偏斜(单位为弧度)和位置构造变换。"
msgid ""
"Constructs the transform from 3 [Vector2] values representing [member x], "
"[member y], and the [member origin] (the three column vectors)."
msgstr ""
"从表示 [member x]、[member y]、[member origin] 的 3 个 [Vector2](三个列向量)"
"构建变换。"
msgid ""
"Returns the inverse of the transform, under the assumption that the basis is "
"invertible (must have non-zero determinant)."
msgstr "假设该基可逆(必须具有非零行列式),返回该变换的逆。"
msgid ""
"Returns a vector transformed (multiplied) by the basis matrix.\n"
"This method does not account for translation (the [member origin] vector)."
msgstr ""
"返回经过基矩阵变换(相乘)的向量。\n"
"该方法不考虑平移([member origin] 向量)。"
msgid ""
"Returns a vector transformed (multiplied) by the inverse basis matrix, under "
"the assumption that the basis is orthonormal (i.e. rotation/reflection is "
"fine, scaling/skew is not).\n"
"This method does not account for translation (the [member origin] vector).\n"
"[code]transform.basis_xform_inv(vector)[/code] is equivalent to "
"[code]transform.inverse().basis_xform(vector)[/code]. See [method inverse].\n"
"For non-orthonormal transforms (e.g. with scaling) [code]transform."
"affine_inverse().basis_xform(vector)[/code] can be used instead. See [method "
"affine_inverse]."
msgstr ""
"返回一个由逆基矩阵变换(乘以)的向量,假设该基是正交的(即旋转/反射可以,缩放/"
"倾斜不行)。\n"
"该方法不考虑翻译([member origin] 向量)。\n"
"[code]transform.basis_xform_inv(vector)[/code] 性当于 [code]transform."
"inverse().basis_xform(vector)[/code]。请参阅 [method inverse]。\n"
"对于非正交变换(例如缩放),可以使用 [code]transform.affine_inverse()."
"basis_xform(vector)[/code] 代替。请参阅 [method affine_inverse]。"
msgid ""
"Returns the determinant of the basis matrix. If the basis is uniformly "
"scaled, then its determinant equals the square of the scale factor.\n"
"A negative determinant means the basis was flipped, so one part of the scale "
"is negative. A zero determinant means the basis isn't invertible, and is "
"usually considered invalid."
msgstr ""
"返回基矩阵的行列式。如果基是均匀缩放的,则它的行列式是缩放系数的平方。\n"
"行列式为负意味着基发生了翻转,因此缩放中有一个分量是负的。行列式为零意味着基不"
"可逆,通常认为是无效的基。"
msgid "Returns the transform's origin (translation)."
msgstr "返回该变换的原点(平移)。"
msgid "Returns the transform's rotation (in radians)."
msgstr "返回该变换的旋转(单位为弧度)。"
msgid "Returns the scale."
msgstr "返回缩放。"
msgid "Returns the transform's skew (in radians)."
msgstr "返回该变换的偏斜(单位为弧度)。"
msgid ""
"Returns a transform interpolated between this transform and another by a "
"given [param weight] (on the range of 0.0 to 1.0)."
msgstr ""
"返回将该变换与其他变换使用给定权重 [param weight] 进行插值的结果(权重范围为 "
"0.0 到 1.0)。"
msgid ""
"Returns the inverse of the transform, under the assumption that the "
"transformation basis is orthonormal (i.e. rotation/reflection is fine, "
"scaling/skew is not). Use [method affine_inverse] for non-orthonormal "
"transforms (e.g. with scaling)."
msgstr ""
"返回变换的逆,假设该变换的基是正交的(即旋转/反射可以,缩放/倾斜不行)。使用 "
"[method affine_inverse] 进行非正交变换(例如缩放)。"
msgid ""
"Returns [code]true[/code] if the transform's basis is conformal, meaning it "
"preserves angles and distance ratios, and may only be composed of rotation "
"and uniform scale. Returns [code]false[/code] if the transform's basis has "
"non-uniform scale or shear/skew. This can be used to validate if the "
"transform is non-distorted, which is important for physics and other use "
"cases."
msgstr ""
"如果该变换的基是共形的,则返回 [code]true[/code],这意味着它保留角度和距离比"
"率,并且只能由旋转和统一缩放组成。如果该变换的基具有不均匀的缩放或剪切/倾斜,"
"则返回 [code]false[/code]。这可被用于验证该变换是否失真,这对于物理和其他用例"
"很重要。"
msgid ""
"Returns [code]true[/code] if this transform and [param xform] are "
"approximately equal, by running [method @GlobalScope.is_equal_approx] on each "
"component."
msgstr ""
"如果通过在每个分量上运行 [method @GlobalScope.is_equal_approx],该变换和 "
"[param xform] 近似相等,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this transform is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果该变换是有限的,则返回 [code]true[/code],判断方法是在每个分量上调用 "
"[method @GlobalScope.is_finite]。"
msgid ""
"Returns a copy of the transform rotated such that the rotated X-axis points "
"towards the [param target] position.\n"
"Operations take place in global space."
msgstr ""
"返回一个旋转后的变换副本,使旋转后的 X 轴指向 [param target] 位置。\n"
"操作发生在全局空间中。"
msgid ""
"Returns the transform with the basis orthogonal (90 degrees), and normalized "
"axis vectors (scale of 1 or -1)."
msgstr "返回使用正交基90 度)以及归一化的轴向量(缩放为 1 或 -1的变换。"
msgid ""
"Returns a copy of the transform rotated by the given [param angle] (in "
"radians).\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
"the left, i.e., [code]R * X[/code].\n"
"This can be seen as transforming with respect to the global/parent frame."
msgstr ""
"返回该变换的副本,该副本进行了夹角为 [param angle] 的旋转操作(单位为弧"
"度)。\n"
"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从左侧相"
"乘一致,即 [code]R * X[/code],但进行了优化。\n"
"可以视作在全局/父级坐标系中的变换。"
msgid ""
"Returns a copy of the transform rotated by the given [param angle] (in "
"radians).\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
"the right, i.e., [code]X * R[/code].\n"
"This can be seen as transforming with respect to the local frame."
msgstr ""
"返回该变换的副本,该副本进行了夹角为 [param angle] 的旋转操作(单位为弧"
"度)。\n"
"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从右侧相"
"乘一致,即 [code]X * R[/code],但进行了优化。\n"
"可以视作在局部坐标系中的变换。"
msgid ""
"Returns a copy of the transform scaled by the given [param scale] factor.\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the "
"left, i.e., [code]S * X[/code].\n"
"This can be seen as transforming with respect to the global/parent frame."
msgstr ""
"返回该变换的副本,该副本进行了系数为 [param scale] 的缩放操作。\n"
"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从左侧相"
"乘一致,即 [code]S * X[/code],但进行了优化。\n"
"可以视作在全局/父级坐标系中的变换。"
msgid ""
"Returns a copy of the transform scaled by the given [param scale] factor.\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the "
"right, i.e., [code]X * S[/code].\n"
"This can be seen as transforming with respect to the local frame."
msgstr ""
"返回该变换的副本,该副本进行了系数为 [param scale] 的缩放操作。\n"
"这个方法的结果和让 [code]X[/code] 变换与相应的缩放变换 [code]S[/code] 从右侧相"
"乘一致,即 [code]X * S[/code],但进行了优化。\n"
"可以视作在局部坐标系中的变换。"
msgid ""
"Returns a copy of the transform translated by the given [param offset].\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding translation transform [code]T[/code] from "
"the left, i.e., [code]T * X[/code].\n"
"This can be seen as transforming with respect to the global/parent frame."
msgstr ""
"返回该变换的副本,该副本进行了偏移量为 [param offset] 的平移操作。\n"
"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从左侧相"
"乘一致,即 [code]T * X[/code],但进行了优化。\n"
"可以视作在全局/父级坐标系中的变换。"
msgid ""
"Returns a copy of the transform translated by the given [param offset].\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding translation transform [code]T[/code] from "
"the right, i.e., [code]X * T[/code].\n"
"This can be seen as transforming with respect to the local frame."
msgstr ""
"返回该变换的副本,该副本进行了偏移量为 [param offset] 的平移操作。\n"
"这个方法的结果和让 [code]X[/code] 变换与相应的平移变换 [code]T[/code] 从右侧相"
"乘一致,即 [code]X * T[/code],但进行了优化。\n"
"可以视作在局部坐标系中的变换。"
msgid ""
"The origin vector (column 2, the third column). Equivalent to array index "
"[code]2[/code]. The origin vector represents translation."
msgstr ""
"原点向量2 号列,即第 3 列)。相当于使用 [code]2[/code] 进行数组索引。原点向"
"量代表平移。"
msgid ""
"The identity [Transform2D] with no translation, rotation or scaling applied. "
"When applied to other data structures, [constant IDENTITY] performs no "
"transformation."
msgstr ""
"没有应用平移、旋转、缩放的恒等 [Transform2D]。当应用于其他数据结构时,"
"[constant IDENTITY] 不执行变换。"
msgid "The [Transform2D] that will flip something along the X axis."
msgstr "将沿 X 轴翻转的 [Transform2D]。"
msgid "The [Transform2D] that will flip something along the Y axis."
msgstr "将沿 Y 轴翻转的 [Transform2D]。"
msgid ""
"Returns [code]true[/code] if the transforms are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果变换不相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Transforms (multiplies) each element of the [Vector2] array by the given "
"[Transform2D] matrix."
msgstr ""
"使用给定的 [Transform2D] 矩阵将该 [Vector2] 数组中的每个元素进行变换(相乘)。"
msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix."
msgstr "使用给定的 [Transform2D] 矩阵将该 [Rect2] 进行变换(相乘)。"
msgid ""
"Composes these two transformation matrices by multiplying them together. This "
"has the effect of transforming the second transform (the child) by the first "
"transform (the parent)."
msgstr ""
"通过将这两个变换矩阵相乘来组合它们。这具有通过第一个变换(父项)来变换第二个变"
"换(子项)的效果。"
msgid "Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix."
msgstr "使用给定的 [Transform2D] 矩阵将该 [Vector2] 进行变换(相乘)。"
msgid ""
"This operator multiplies all components of the [Transform2D], including the "
"[member origin] vector, which scales it uniformly."
msgstr ""
"该运算符将 [Transform2D] 的所有分量相乘,包括 [member origin] 向量,从而对其进"
"行统一缩放。"
msgid ""
"Returns [code]true[/code] if the transforms are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果变换完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。"
msgid ""
"Access transform components using their index. [code]t[0][/code] is "
"equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t.y[/"
"code], and [code]t[2][/code] is equivalent to [code]t.origin[/code]."
msgstr ""
"使用其索引访问变换的分量。[code]t[0][/code] 相当于 [code]t.x[/code]"
"[code]t[1][/code] 相当于 [code]t.y[/code][code]t[2][/code] 相当于 [code]t."
"origin[/code]。"
msgid "A 3×4 matrix representing a 3D transformation."
msgstr "代表 3D 变换的 3×4 矩阵。"
msgid ""
"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can "
"represent transformations such as translation, rotation, and scaling. It "
"consists of a [member basis] (first 3 columns) and a [Vector3] for the "
"[member origin] (last column).\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
"用于 3D 线性变换的 3×4 矩阵3 行 4 列),可以表示平移、旋转、缩放等变换,由 "
"[member basis](前三列)和 [member origin] 的 [Vector3](最后一列)组成。\n"
"更多信息请阅读文档文章《矩阵与变换》。"
msgid ""
"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]."
msgstr "构造默认初始化为 [constant IDENTITY] 的 [Transform3D]。"
msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]."
msgstr "构造给定 [Transform3D] 的副本。"
msgid "Constructs a Transform3D from a [Basis] and [Vector3]."
msgstr "从 [Basis] 和 [Vector3] 构造 Transform3D。"
msgid ""
"Constructs a Transform3D from a [Projection] by trimming the last row of the "
"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z."
"w[/code], and [code]from.w.w[/code] are not copied over)."
msgstr ""
"通过修剪投影矩阵的最后一行,从 [Projection] 中构造 Transform3D不会复制 "
"[code]from.x.w[/code]、[code]from.y.w[/code]、[code]from.z.w[/code]、"
"[code]from.w.w[/code])。"
msgid ""
"Constructs a Transform3D from four [Vector3] values (matrix columns). Each "
"axis corresponds to local basis vectors (some of which may be scaled)."
msgstr ""
"从四个 [Vector3] 值(矩阵列)构造 Transform3D。每个轴对应于局部基向量其中一"
"些可能已被缩放)。"
msgid ""
"Returns a copy of the transform rotated such that the forward axis (-Z) "
"points towards the [param target] position.\n"
"The up axis (+Y) points as close to the [param up] vector as possible while "
"staying perpendicular to the forward axis. The resulting transform is "
"orthonormalized. The existing rotation, scale, and skew information from the "
"original transform is discarded. The [param target] and [param up] vectors "
"cannot be zero, cannot be parallel to each other, and are defined in global/"
"parent space.\n"
"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is "
"treated as forward (implies +X is left) and points toward the [param target] "
"position. By default, the -Z axis (camera forward) is treated as forward "
"(implies +X is right)."
msgstr ""
"返回该变换经过旋转后的副本,此时向前的轴(-Z指向 [param target] 的位置。\n"
"向上的轴(+Y在保持与向前的轴垂直的前提下尽可能接近 [param up] 向量。最终的"
"变换是标准正交变换。变换中原有的旋转、缩放、偏斜信息会被丢弃。[param target] "
"和 [param up] 向量不能为零,不能互相平行,使用全局/父级空间。\n"
"如果 [param use_model_front] 为 [code]true[/code],则会将 +Z 轴(资产正面)作"
"为向前的轴(此时 +X 为左),指向 [param target] 的位置。默认情况下会将 -Z 轴"
"(相机前方)作为向前的轴(此时 +X 为右)。"
msgid ""
"Returns a copy of the transform rotated around the given [param axis] by the "
"given [param angle] (in radians).\n"
"The [param axis] must be a normalized vector.\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
"the left, i.e., [code]R * X[/code].\n"
"This can be seen as transforming with respect to the global/parent frame."
msgstr ""
"返回该变换的副本,该副本围绕给定的 [param axis] 轴进行了夹角为 [param angle] "
"的旋转操作(单位为弧度)。\n"
"[param axis] 必须为归一化的向量。\n"
"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从左侧相"
"乘一致,即 [code]R * X[/code],但进行了优化。\n"
"可以视作在全局/父级坐标系中的变换。"
msgid ""
"Returns a copy of the transform rotated around the given [param axis] by the "
"given [param angle] (in radians).\n"
"The [param axis] must be a normalized vector.\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
"the right, i.e., [code]X * R[/code].\n"
"This can be seen as transforming with respect to the local frame."
msgstr ""
"返回该变换的副本,该副本围绕给定的 [param axis] 轴进行了夹角为 [param angle] "
"的旋转操作(单位为弧度)。\n"
"[param axis] 必须为归一化的向量。\n"
"这个方法的结果和让 [code]X[/code] 变换与相应的旋转变换 [code]R[/code] 从右侧相"
"乘一致,即 [code]R * X[/code],但进行了优化。\n"
"可以视作在局部坐标系中的变换。"
msgid ""
"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, "
"and Z axis. These vectors can be interpreted as the basis vectors of local "
"coordinate system traveling with the object."
msgstr ""
"基是一个矩阵,包含 3 个 [Vector3] 作为其列X 轴、Y 轴、Z 轴。这些向量可以被解"
"释为随物体移动的局部坐标系的基向量。"
msgid ""
"The translation offset of the transform (column 3, the fourth column). "
"Equivalent to array index [code]3[/code]."
msgstr "变换的平移偏移量,即第 3、4 列。相当于数组索引 [code]3[/code]。"
msgid ""
"[Transform3D] with no translation, rotation or scaling applied. When applied "
"to other data structures, [constant IDENTITY] performs no transformation."
msgstr ""
"没有应用平移、旋转、缩放的 [Transform3D]。当应用于其他数据结构时,[constant "
"IDENTITY] 不执行变换。"
msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane."
msgstr "应用了垂直于 YZ 平面镜像操作的 [Transform3D]。"
msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane."
msgstr "应用了垂直于 XZ 平面镜像操作的 [Transform3D]。"
msgid "[Transform3D] with mirroring applied perpendicular to the XY plane."
msgstr "应用了垂直于 XY 平面镜像操作的 [Transform3D]。"
msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix."
msgstr "使用给定的 [Transform3D] 矩阵对 [AABB] 进行变换(相乘)。"
msgid ""
"Transforms (multiplies) each element of the [Vector3] array by the given "
"[Transform3D] matrix."
msgstr ""
"使用给定的 [Transform3D] 矩阵对 [Vector3] 数组中的每个元素进行变换(相乘)。"
msgid ""
"Transforms (multiplies) the [Plane] by the given [Transform3D] transformation "
"matrix."
msgstr "使用给定的 [Transform3D] 矩阵对 [Plane] 进行变换(相乘)。"
msgid "Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix."
msgstr "使用给定的 [Transform3D] 矩阵对 [Vector3] 进行变换(相乘)。"
msgid ""
"This operator multiplies all components of the [Transform3D], including the "
"[member origin] vector, which scales it uniformly."
msgstr ""
"该运算符将 [Transform3D] 的所有分量相乘,包括 [member origin] 向量,从而对其进"
"行统一缩放。"
msgid ""
"A language translation that maps a collection of strings to their individual "
"translations."
msgstr "语言翻译,能够将一组字符串映射到对应的翻译。"
msgid ""
"[Translation]s are resources that can be loaded and unloaded on demand. They "
"map a collection of strings to their individual translations, and they also "
"provide convenience methods for pluralization."
msgstr ""
"[Translation] 是可以按需加载和卸载的资源,能够将一组字符串映射到对应的翻译。还"
"为复数形式提供了便捷方法。"
msgid "Internationalizing games"
msgstr "将游戏国际化"
msgid "Locales"
msgstr "区域设置"
msgid "Virtual method to override [method get_message]."
msgstr "覆盖 [method get_message] 的虚方法。"
msgid "Virtual method to override [method get_plural_message]."
msgstr "覆盖 [method get_plural_message] 的虚方法。"
msgid ""
"Adds a message if nonexistent, followed by its translation.\n"
"An additional context could be used to specify the translation context or "
"differentiate polysemic words."
msgstr ""
"如果不存在,则添加一条消息,后跟其翻译。\n"
"可以使用一个额外的上下文,来指定翻译上下文或区分多义词。"
msgid ""
"Adds a message involving plural translation if nonexistent, followed by its "
"translation.\n"
"An additional context could be used to specify the translation context or "
"differentiate polysemic words."
msgstr ""
"如果不存在,则添加一条涉及复数翻译的消息,后跟其翻译。\n"
"可以使用一个额外的上下文,来指定翻译上下文或区分多义词。"
msgid "Erases a message."
msgstr "删除信息。"
msgid "Returns a message's translation."
msgstr "返回信息的翻译。"
msgid "Returns the number of existing messages."
msgstr "返回现有信息的数量。"
msgid "Returns all the messages (keys)."
msgstr "返回所有的信息(键值)。"
msgid ""
"Returns a message's translation involving plurals.\n"
"The number [param n] is the number or quantity of the plural object. It will "
"be used to guide the translation system to fetch the correct plural form for "
"the selected language."
msgstr ""
"返回一条消息涉及复数的翻译。\n"
"数字 [param n] 是复数对象的数目或数量。它将被用于指导翻译系统为所选语言获取正"
"确的复数形式。"
msgid "Returns all the messages (translated text)."
msgstr "返回所有信息(翻译后的文本)。"
msgid "The locale of the translation."
msgstr "翻译的区域设置。"
msgid "The server responsible for language translations."
msgstr "负责语言翻译的服务器。"
msgid ""
"The server that manages all language translations. Translations can be added "
"to or removed from it."
msgstr "管理所有语言翻译的服务器。可以向其中添加翻译,也可以从中移除翻译。"
msgid "Adds a [Translation] resource."
msgstr "添加一个 [Translation] 资源。"
msgid "Clears the server from all translations."
msgstr "清除服务器中的所有翻译。"
msgid ""
"Compares two locales and returns a similarity score between [code]0[/code] "
"(no match) and [code]10[/code] (full match)."
msgstr ""
"比较两个区域设置,返回 [code]0[/code](不匹配)和 [code]10[/code](完全匹配)"
"之间的相似度得分。"
msgid "Returns an array of known country codes."
msgstr "返回已知地区代码的数组。"
msgid "Returns array of known language codes."
msgstr "返回已知语言代码的数组。"
msgid "Returns an array of known script codes."
msgstr "返回已知文字代码的数组。"
msgid "Returns a readable country name for the [param country] code."
msgstr "返回地区代码 [param country] 的可读地区名称。"
msgid "Returns a readable language name for the [param language] code."
msgstr "返回语言代码 [param language] 的可读语言名称。"
msgid "Returns an array of all loaded locales of the project."
msgstr "返回项目中所有已加载的区域设置的数组。"
msgid ""
"Returns the current locale of the project.\n"
"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
"the locale of the user system."
msgstr ""
"返回项目的当前区域设置。\n"
"查询用户系统的区域设置请参阅 [method OS.get_locale] 和 [method OS."
"get_locale_language]。"
msgid ""
"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
"would return [code]\"English (United States)\"[/code])."
msgstr ""
"返回区域设置的语言及其变体。例如,[code]\"en_US\"[/code] 将返回 "
"[code]\"English (United States)\"[/code]。"
msgid "Returns a readable script name for the [param script] code."
msgstr "返回文字代码 [param script] 的可读文字名称。"
msgid ""
"Returns the current locale of the editor.\n"
"[b]Note:[/b] When called from an exported project returns the same value as "
"[method get_locale]."
msgstr ""
"返回编辑器的当前区域设置。\n"
"[b]注意:[/b]从导出后的项目中调用时,返回值与 [method get_locale] 相同。"
msgid ""
"Returns the [Translation] instance based on the [param locale] passed in.\n"
"It will return [code]null[/code] if there is no [Translation] instance that "
"matches the [param locale]."
msgstr ""
"根据传入的 [param locale] 返回 [Translation] 实例。\n"
"如果没有与 [param locale] 匹配的 [Translation] 实例,则返回 [code]null[/"
"code]。"
msgid ""
"Returns the pseudolocalized string based on the [param message] passed in."
msgstr "根据传入的 [param message] 返回伪本地化字符串。"
msgid "Reparses the pseudolocalization options and reloads the translation."
msgstr "重新解析伪本地化选项,并重新加载翻译。"
msgid "Removes the given translation from the server."
msgstr "从服务器中删除给定的翻译。"
msgid ""
"Sets the locale of the project. The [param locale] string will be "
"standardized to match known locales (e.g. [code]en-US[/code] would be matched "
"to [code]en_US[/code]).\n"
"If translations have been loaded beforehand for the new locale, they will be "
"applied."
msgstr ""
"设置项目的区域设置。[param locale] 字符串将被标准化,以匹配已知的区域设置(例"
"如 [code]en-US[/code] 将与 [code]en_US[/code] 匹配)。\n"
"如果已经为新区域设置预先加载了翻译,则它们将被应用。"
msgid ""
"Returns a [param locale] string standardized to match known locales (e.g. "
"[code]en-US[/code] would be matched to [code]en_US[/code])."
msgstr ""
"返回标准化的 [param locale] 字符串,以匹配已知的区域设置(例如 [code]en-US[/"
"code] 将与 [code]en_US[/code] 匹配)。"
msgid ""
"Returns the current locale's translation for the given message (key) and "
"context."
msgstr "返回给定消息(键)和上下文的翻译,使用当前区域设置。"
msgid ""
"Returns the current locale's translation for the given message (key), plural "
"message and context.\n"
"The number [param n] is the number or quantity of the plural object. It will "
"be used to guide the translation system to fetch the correct plural form for "
"the selected language."
msgstr ""
"返回给定消息(键)、复数消息和上下文的翻译,使用当前区域设置。\n"
"数字 [param n] 是复数对象的数量。翻译系统会根据这个数字来针对所选语言获取正确"
"的复数形式。"
msgid ""
"If [code]true[/code], enables the use of pseudolocalization. See [member "
"ProjectSettings.internationalization/pseudolocalization/"
"use_pseudolocalization] for details."
msgstr ""
"如果为 [code]true[/code],则启用伪本地化。有关详细信息,请参阅 [member "
"ProjectSettings.internationalization/pseudolocalization/"
"use_pseudolocalization]。"
msgid ""
"A control used to show a set of internal [TreeItem]s in a hierarchical "
"structure."
msgstr "用于以层级结构显示一组内部 [TreeItem] 的控件。"
msgid ""
"A control used to show a set of internal [TreeItem]s in a hierarchical "
"structure. The tree items can be selected, expanded and collapsed. The tree "
"can have multiple columns with custom controls like [LineEdit]s, buttons and "
"popups. It can be useful for structured displays and interactions.\n"
"Trees are built via code, using [TreeItem] objects to create the structure. "
"They have a single root, but multiple roots can be simulated with [member "
"hide_root]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
" var root = tree.create_item()\n"
" tree.hide_root = true\n"
" var child1 = tree.create_item(root)\n"
" var child2 = tree.create_item(root)\n"
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var tree = new Tree();\n"
" TreeItem root = tree.CreateItem();\n"
" tree.HideRoot = true;\n"
" TreeItem child1 = tree.CreateItem(root);\n"
" TreeItem child2 = tree.CreateItem(root);\n"
" TreeItem subchild1 = tree.CreateItem(child1);\n"
" subchild1.SetText(0, \"Subchild1\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_first_child] after getting the "
"root through [method get_root]. You can use [method Object.free] on a "
"[TreeItem] to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"用于以层级结构显示一组内部 [TreeItem] 的控件。树项目可以选择、展开、折叠。该树"
"可以有多列的自定义控件,如 [LineEdit]、按钮和弹出窗口。对于结构化显示和互动很"
"有用。\n"
"树通过代码建立,使用 [TreeItem] 对象来构建结构。根项目只有一个,但可以使用 "
"[member hide_root] 来模拟多个根项目。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
" var root = tree.create_item()\n"
" tree.hide_root = true\n"
" var child1 = tree.create_item(root)\n"
" var child2 = tree.create_item(root)\n"
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var tree = new Tree();\n"
" TreeItem root = tree.CreateItem();\n"
" tree.HideRoot = true;\n"
" TreeItem child1 = tree.CreateItem(root);\n"
" TreeItem child2 = tree.CreateItem(root);\n"
" TreeItem subchild1 = tree.CreateItem(child1);\n"
" subchild1.SetText(0, \"Subchild1\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要遍历 [Tree] 对象中的所有 [TreeItem] 对象,请在通过 [method get_root] 获得根"
"项目之后,使用 [method TreeItem.get_next] 和 [method TreeItem.get_children] 方"
"法。你可以对 [TreeItem] 使用 [method Object.free] 来把它从 [Tree] 中移除。\n"
"[b]增量搜索:[/b]与 [ItemList] 和 [PopupMenu] 类似,[Tree] 也支持在聚焦控件时"
"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的第"
"一个条目。在此之后进行增量搜索的办法有两种1在超时前再次按下同一个按键"
"选中以该字母开头的下一个条目。2在超时前按下剩余字母对应的按键直接匹配并选"
"中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通过 "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec] 修改"
"超时时长。"
msgid "Clears the tree. This removes all items."
msgstr "清除树。这将删除所有项目。"
msgid ""
"Creates an item in the tree and adds it as a child of [param parent], which "
"can be either a valid [TreeItem] or [code]null[/code].\n"
"If [param parent] is [code]null[/code], the root item will be the parent, or "
"the new item will be the root itself if the tree is empty.\n"
"The new item will be the [param index]-th child of parent, or it will be the "
"last child if there are not enough siblings."
msgstr ""
"在树中创建一个项,并将其添加为父项 [param parent] 的子项,该父项可以是一个有效"
"的 [TreeItem] 或 [code]null[/code]。\n"
"如果 [param parent] 为 [code]null[/code],则根项将是父项;或者如果该树为空,则"
"该新项将是根本身。\n"
"新项将是父项的第 [param index] 个子项,如果没有足够的同级项,它将是最后一个子"
"项。"
msgid ""
"Deselects all tree items (rows and columns). In [constant SELECT_MULTI] mode "
"also removes selection cursor."
msgstr ""
"取消选中树中的所有项目(行和列)。在 [constant SELECT_MULTI] 模式中还会移除选"
"择光标。"
msgid ""
"Edits the selected tree item as if it was clicked.\n"
"Either the item must be set editable with [method TreeItem.set_editable] or "
"[param force_edit] must be [code]true[/code].\n"
"Returns [code]true[/code] if the item could be edited. Fails if no item is "
"selected."
msgstr ""
"编辑选中的树项,就像它被点击一样。\n"
"该项必须通过 [method TreeItem.set_editable] 设置为可编辑,否则 [param "
"force_edit] 必须为 [code]true[/code]。\n"
"如果该项可被编辑,则返回 [code]true[/code]。如果没有选中任何项则失败。"
msgid ""
"Makes the currently focused cell visible.\n"
"This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
"will not do horizontal scrolling, as all the cells in the selected row is "
"focused logically.\n"
"[b]Note:[/b] Despite the name of this method, the focus cursor itself is only "
"visible in [constant SELECT_MULTI] mode."
msgstr ""
"使当前获得焦点的单元可见。\n"
"如果有必要,将滚动树。在 [constant SELECT_ROW] 模式下,不会做水平滚动,因为所"
"选行中的所有单元都按逻辑获得焦点。\n"
"[b]注意:[/b]尽管这个方法的名称是这样的,但焦点光标本身只在 [constant "
"SELECT_MULTI] 模式下可见。"
msgid "Returns the button ID at [param position], or -1 if no button is there."
msgstr "返回位于 [param position] 的按钮 ID如果没有按钮则返回 -1。"
msgid "Returns the column index at [param position], or -1 if no item is there."
msgstr "返回位于 [param position] 的列索引,如果没有项目则返回 -1。"
msgid "Returns the expand ratio assigned to the column."
msgstr "返回分配给该列的扩展比例。"
msgid "Returns the column's title."
msgstr "返回该列的标题。"
msgid "Returns the column title alignment."
msgstr "返回该列的标题对齐方式。"
msgid "Returns column title base writing direction."
msgstr "返回列标题的基础书写方向。"
msgid "Returns column title language code."
msgstr "返回列标题的语言代码。"
msgid "Returns the column's width in pixels."
msgstr "返回列的宽度,单位是像素。"
msgid ""
"Returns the rectangle for custom popups. Helper to create custom cell "
"controls that display a popup. See [method TreeItem.set_cell_mode]."
msgstr ""
"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。见 [method "
"TreeItem.set_cell_mode]。"
msgid ""
"Returns the drop section at [param position], or -100 if no item is there.\n"
"Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and "
"\"below item\" drop sections, respectively. See [enum DropModeFlags] for a "
"description of each drop section.\n"
"To get the item which the returned drop section is relative to, use [method "
"get_item_at_position]."
msgstr ""
"返回位于 [param position] 的放置部分,如果没有项目,则返回 -100。\n"
"在“项目上方”“项目之上”和“项目下方”的放置部分将分别返回 -1、0 或 1 的值。请参"
"阅 [enum DropModeFlags] 以了解每个放置部分的描述。\n"
"要获得返回的放置部分相对项,请使用 [method get_item_at_position]。"
msgid ""
"Returns the currently edited item. Can be used with [signal item_edited] to "
"get the item that was modified.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" $Tree.item_edited.connect(on_Tree_item_edited)\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" GetNode<Tree>(\"Tree\").ItemEdited += OnTreeItemEdited;\n"
"}\n"
"\n"
"public void OnTreeItemEdited()\n"
"{\n"
" GD.Print(GetNode<Tree>(\"Tree\").GetEdited()); // This item just got "
"edited (e.g. checked).\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回当前编辑的项。可以与 [signal item_edited] 一起使用以获取被修改的项。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" $Tree.item_edited.connect(on_Tree_item_edited)\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # 该项刚刚被编辑(例如被勾选)。\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" GetNode<Tree>(\"Tree\").ItemEdited += OnTreeItemEdited;\n"
"}\n"
"\n"
"public void OnTreeItemEdited()\n"
"{\n"
" GD.Print(GetNode<Tree>(\"Tree\").GetEdited()); // 该项刚刚被编辑(例如被勾"
"选)。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Returns the column for the currently edited item."
msgstr "返回当前编辑项的列。"
msgid ""
"Returns the rectangle area for the specified [TreeItem]. If [param column] is "
"specified, only get the position and size of that column, otherwise get the "
"rectangle containing all columns. If a button index is specified, the "
"rectangle of that button will be returned."
msgstr ""
"返回指定 [TreeItem] 的矩形区域。如果指定了[param column],则只获取该列的位置和"
"大小,否则获取包含所有列的矩形。如果指定了按钮索引,则将返回该按钮的矩形。"
msgid ""
"Returns the tree item at the specified position (relative to the tree origin "
"position)."
msgstr "返回指定位置,即相对于树的原点位置的树中项。"
msgid ""
"Returns the next selected [TreeItem] after the given one, or [code]null[/"
"code] if the end is reached.\n"
"If [param from] is [code]null[/code], this returns the first selected item."
msgstr ""
"返回给定的 [TreeItem] 之后的下一个选中项,如果到达末尾,则返回 [code]null[/"
"code]。\n"
"如果 [param from] 为 [code]null[/code],则将返回第一个被选中的项。"
msgid "Returns the last pressed button's index."
msgstr "返回最后按下的按钮的索引。"
msgid "Returns the tree's root item, or [code]null[/code] if the tree is empty."
msgstr "返回树的根项,如果树是空的,则返回 [code]null[/code]。"
msgid "Returns the current scrolling position."
msgstr "返回当前的滚动位置。"
msgid ""
"Returns the currently focused item, or [code]null[/code] if no item is "
"focused.\n"
"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused item "
"is same as the selected item. In [constant SELECT_MULTI] mode, the focused "
"item is the item under the focus cursor, not necessarily selected.\n"
"To get the currently selected item(s), use [method get_next_selected]."
msgstr ""
"返回当前的焦点项,如果没有焦点项,则返回 [code]null[/code]。\n"
"在 [constant SELECT_ROW] 和 [constant SELECT_SINGLE] 模式下,焦点项与选择项相"
"同。在 [constant SELECT_MULTI] 模式下,焦点项是焦点光标下的项目,不一定被选"
"中。\n"
"要获得当前选中项,请使用 [method get_next_selected]。"
msgid ""
"Returns the currently focused column, or -1 if no column is focused.\n"
"In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
"In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
"selected. In [constant SELECT_MULTI] mode, the focused column is the column "
"under the focus cursor, and there are not necessarily any column selected.\n"
"To tell whether a column of an item is selected, use [method TreeItem."
"is_selected]."
msgstr ""
"返回当前获得焦点的列,如果没有焦点列,则返回 -1。\n"
"在 [constant SELECT_SINGLE] 模式下,焦点列是被选中的列。在 [constant "
"SELECT_ROW] 模式下,如果有任意项被选中,焦点列总是 0。在 [constant "
"SELECT_MULTI] 模式下,焦点列是焦点光标下的列,但不一定有列被选中。\n"
"要判断一个项的某一列是否被选中,请使用 [method TreeItem.is_selected]。"
msgid ""
"Returns [code]true[/code] if the column has enabled clipping (see [method "
"set_column_clip_content])."
msgstr ""
"如果该列启用了裁剪,则返回 [code]true[/code](见 [method "
"set_column_clip_content])。"
msgid ""
"Returns [code]true[/code] if the column has enabled expanding (see [method "
"set_column_expand])."
msgstr ""
"如果该列启用了扩展,则返回 [code]true[/code](见 [method "
"set_column_expand])。"
msgid "Causes the [Tree] to jump to the specified [TreeItem]."
msgstr "使 [Tree] 跳转到指定的 [TreeItem]。"
msgid ""
"Allows to enable clipping for column's content, making the content size "
"ignored."
msgstr "允许对列的内容进行裁剪,会忽略内容大小。"
msgid ""
"Overrides the calculated minimum width of a column. It can be set to [code]0[/"
"code] to restore the default behavior. Columns that have the \"Expand\" flag "
"will use their \"min_width\" in a similar fashion to [member Control."
"size_flags_stretch_ratio]."
msgstr ""
"覆盖某一列的计算的最小宽度。它可以被设置为 [code]0[/code] 以恢复默认行为。具"
"有“扩展”标志的列将以与 [member Control.size_flags_stretch_ratio] 类似的方式使"
"用它们的最小宽度“min_width”。"
msgid ""
"If [code]true[/code], the column will have the \"Expand\" flag of [Control]. "
"Columns that have the \"Expand\" flag will use their expand ratio in a "
"similar fashion to [member Control.size_flags_stretch_ratio] (see [method "
"set_column_expand_ratio])."
msgstr ""
"如果为 [code]true[/code],该列将具有 [Control] 的“Expand”标志。具有“Expand”标"
"志的列将以与 [member Control.size_flags_stretch_ratio] 类似的方式,使用它们的"
"扩展比率(参见 [method set_column_expand_ratio])。"
msgid ""
"Sets the relative expand ratio for a column. See [method set_column_expand]."
msgstr "设置列的相对扩展比。见 [method set_column_expand]。"
msgid "Sets the title of a column."
msgstr "设置某一列的标题。"
msgid ""
"Sets the column title alignment. Note that [constant @GlobalScope."
"HORIZONTAL_ALIGNMENT_FILL] is not supported for column titles."
msgstr ""
"设置列标题的对齐方式。注意,列标题不支持 [constant @GlobalScope."
"HORIZONTAL_ALIGNMENT_FILL]。"
msgid "Sets column title base writing direction."
msgstr "设置列标题的基础书写方向。"
msgid ""
"Sets language code of column title used for line-breaking and text shaping "
"algorithms, if left empty current locale is used instead."
msgstr ""
"设置列标题的语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设置。"
msgid "Selects the specified [TreeItem] and column."
msgstr "选中指定的 [TreeItem] 和列。"
msgid "If [code]true[/code], the currently selected cell may be selected again."
msgstr "如果为 [code]true[/code],可以再次选择当前选定的单元。"
msgid "If [code]true[/code], a right mouse button click can select items."
msgstr "如果为 [code]true[/code],鼠标右键点击可以选择项目。"
msgid ""
"If [code]true[/code], allows navigating the [Tree] with letter keys through "
"incremental search."
msgstr ""
"如果为 [code]true[/code],允许在 [Tree] 中以增量搜索的形式使用字母键导航。"
msgid "If [code]true[/code], column titles are visible."
msgstr "如果为 [code]true[/code],列标题可见。"
msgid "The number of columns."
msgstr "列数。"
msgid ""
"The drop mode as an OR combination of flags. See [enum DropModeFlags] "
"constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. "
"Setting this during [method Control._can_drop_data] is recommended.\n"
"This controls the drop sections, i.e. the decision and drawing of possible "
"drop locations based on the mouse position."
msgstr ""
"放置模式是标志的按位或OR组合。见 [enum DropModeFlags] 常量。放置完成后会恢"
"复为 [constant DROP_MODE_DISABLED]。建议在 [method Control._can_drop_data] 期"
"间设置。\n"
"控制的是放置区,即根据鼠标的位置决定并绘制可能的放置位置。"
msgid ""
"If [code]true[/code], recursive folding is enabled for this [Tree]. Holding "
"down Shift while clicking the fold arrow collapses or uncollapses the "
"[TreeItem] and all its descendants."
msgstr ""
"如果为 [code]true[/code],则该 [Tree] 启用了递归折叠。按住 Shift 键点击折叠箭"
"头会折叠或展开该 [TreeItem] 及所有子项。"
msgid "If [code]true[/code], the folding arrow is hidden."
msgstr "如果为 [code]true[/code],隐藏折叠箭头。"
msgid "If [code]true[/code], the tree's root is hidden."
msgstr "如果为 [code]true[/code],则隐藏树的根节点。"
msgid "If [code]true[/code], enables horizontal scrolling."
msgstr "如果为 [code]true[/code],启用水平滚动。"
msgid "If [code]true[/code], enables vertical scrolling."
msgstr "如果为 [code]true[/code],则启用垂直滚动。"
msgid ""
"Allows single or multiple selection. See the [enum SelectMode] constants."
msgstr "允许单选或多选。见 [enum SelectMode] 常量。"
msgid ""
"Emitted when a button on the tree was pressed (see [method TreeItem."
"add_button])."
msgstr "按下树中的某个按钮时发出(见 [method TreeItem.add_button])。"
msgid "Emitted when a cell is selected."
msgstr "选中某个单元格时发出。"
msgid ""
"Emitted when [method TreeItem.propagate_check] is called. Connect to this "
"signal to process the items that are affected when [method TreeItem."
"propagate_check] is invoked. The order that the items affected will be "
"processed is as follows: the item that invoked the method, children of that "
"item, and finally parents of that item."
msgstr ""
"调用 [method TreeItem.propagate_check] 时发出。连接到该信号可以处理在 [method "
"TreeItem.propagate_check] 被调用时受影响的项。受影响项的处理顺序如下:调用该方"
"法的项,该项的子项,最后是该项的父项。"
msgid ""
"Emitted when a column's title is clicked with either [constant "
"MOUSE_BUTTON_LEFT] or [constant MOUSE_BUTTON_RIGHT]."
msgstr ""
"使用 [constant MOUSE_BUTTON_LEFT] 使用 [constant MOUSE_BUTTON_RIGHT] 点击某一"
"列的标题时发出。"
msgid ""
"Emitted when an item with [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
"with a mouse button."
msgstr "使用鼠标按钮点击某一 [constant TreeItem.CELL_MODE_CUSTOM] 项时发出。"
msgid ""
"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
"to be edited."
msgstr "点击某一 [constant TreeItem.CELL_MODE_CUSTOM] 项进行编辑时发出。"
msgid "Emitted when a mouse button is clicked in the empty space of the tree."
msgstr "使用鼠标按钮点击该树中的空白区域时发出。"
msgid ""
"Emitted when an item is double-clicked, or selected with a [code]ui_accept[/"
"code] input event (e.g. using [kbd]Enter[/kbd] or [kbd]Space[/kbd] on the "
"keyboard)."
msgstr ""
"双击某一项,或使用 [code]ui_accept[/code] 输入事件(例如键盘的[kbd]回车[/kbd]"
"或[kbd]空格[/kbd]键)选中某一项时发出。"
msgid "Emitted when an item is collapsed by a click on the folding arrow."
msgstr "点击折叠箭头折叠某一项时发出。"
msgid "Emitted when an item is edited."
msgstr "编辑某一项时发出。"
msgid ""
"Emitted when an item's icon is double-clicked. For a signal that emits when "
"any part of the item is double-clicked, see [signal item_activated]."
msgstr ""
"双击某一项的图标时发出。双击该项的任意区域所发出的信号见 [signal "
"item_activated]。"
msgid "Emitted when an item is selected with a mouse button."
msgstr "使用鼠标按钮选中某一项时发出。"
msgid "Emitted when an item is selected."
msgstr "选中某一项时发出。"
msgid ""
"Emitted instead of [signal item_selected] if [member select_mode] is set to "
"[constant SELECT_MULTI]."
msgstr ""
"如果 [member select_mode] 被设置为 [constant SELECT_MULTI],则代替 [signal "
"item_selected] 发出。"
msgid "Emitted when a left mouse button click does not select any item."
msgstr "鼠标左键未选中任一项时发出。"
msgid ""
"Allows selection of a single cell at a time. From the perspective of items, "
"only a single item is allowed to be selected. And there is only one column "
"selected in the selected item.\n"
"The focus cursor is always hidden in this mode, but it is positioned at the "
"current selection, making the currently selected item the currently focused "
"item."
msgstr ""
"允许一次选择一个单元格。从项的角度看,只允许选择一个项。而且在所选项中只有一列"
"被选中。\n"
"在这种模式下,焦点光标总被隐藏,被定位在当前的选择处,使当前的选择项成为当前的"
"焦点项。"
msgid ""
"Allows selection of a single row at a time. From the perspective of items, "
"only a single items is allowed to be selected. And all the columns are "
"selected in the selected item.\n"
"The focus cursor is always hidden in this mode, but it is positioned at the "
"first column of the current selection, making the currently selected item the "
"currently focused item."
msgstr ""
"允许一次选择单行。从项的角度看,只允许选择单个项。而所有的列都被选择在所选项"
"中。\n"
"在这种模式下,焦点光标总被隐藏,被定位在当前选择的第一列,使当前选择项成为当前"
"焦点项。"
msgid ""
"Allows selection of multiple cells at the same time. From the perspective of "
"items, multiple items are allowed to be selected. And there can be multiple "
"columns selected in each selected item.\n"
"The focus cursor is visible in this mode, the item or column under the cursor "
"is not necessarily selected."
msgstr ""
"允许同时选择多个单元格。从项的角度看,允许选择多个项。而且每个被选中的项中可以"
"有多个列被选中。\n"
"在这种模式下,焦点光标可见,光标下的项或列不一定被选中。"
msgid ""
"Disables all drop sections, but still allows to detect the \"on item\" drop "
"section by [method get_drop_section_at_position].\n"
"[b]Note:[/b] This is the default flag, it has no effect when combined with "
"other flags."
msgstr ""
"禁用所有放置部分,但仍然允许通过 [method get_drop_section_at_position] 检测“项"
"目上”的放置部分。\n"
"[b]注意:[/b]这是默认的标志,当与其他标志结合时,它没有效果。"
msgid ""
"Enables the \"on item\" drop section. This drop section covers the entire "
"item.\n"
"When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
"the height and stays centered vertically."
msgstr ""
"启用“项目上”的放置部分。这个放置部分覆盖整个项。\n"
"当与 [constant DROP_MODE_INBETWEEN] 结合使用时,这个放置部分的高度减半,并保持"
"垂直居中。"
msgid ""
"Enables \"above item\" and \"below item\" drop sections. The \"above item\" "
"drop section covers the top half of the item, and the \"below item\" drop "
"section covers the bottom half.\n"
"When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
"the height and stays on top / bottom accordingly."
msgstr ""
"启用“项目上方”和“项目下方”的放置部分。“项目上方”的放置部分覆盖项目的上半部"
"分,“项目下方”的放置部分覆盖下半部分。\n"
"当与 [constant DROP_MODE_ON_ITEM] 结合时,这些放置部分的高度减半,并相应地停留"
"在顶部或底部。"
msgid ""
"The [Color] of the relationship lines between the selected [TreeItem] and its "
"children."
msgstr "被选中的 [TreeItem] 与其子项之间的关系线的 [Color]。"
msgid ""
"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
"当 [constant TreeItem.CELL_MODE_CUSTOM] 模式的单元格被悬停时的文本 [Color] 颜"
"色。"
msgid ""
"[Color] used to draw possible drop locations. See [enum DropModeFlags] "
"constants for further description of drop locations."
msgstr ""
"用于绘制可能的放置位置的 [Color] 颜色。有关放置位置的描述,参阅 [enum "
"DropModeFlags] 常量。"
msgid "[Color] of the guideline."
msgstr "参考线的 [Color] 颜色。"
msgid ""
"The [Color] of the relationship lines between the selected [TreeItem] and its "
"parents."
msgstr "被选中的 [TreeItem] 与其父项之间的关系线的 [Color]。"
msgid "The default [Color] of the relationship lines."
msgstr "关系线的默认 [Color]。"
msgid "Default text [Color] of the title button."
msgstr "标题按钮的默认文本 [Color] 颜色。"
msgid "The horizontal space between each button in a cell."
msgstr "单元格中按钮之间的水平间距。"
msgid ""
"The width of the relationship lines between the selected [TreeItem] and its "
"children."
msgstr "被选中的 [TreeItem] 与其子项之间的关系线的宽度。"
msgid ""
"Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
"horizontal line drawn at the bottom of each item."
msgstr ""
"如果不为零就绘制参考线,行为类似于布尔值。参考线是在每个项的底部画的一条水平"
"线。"
msgid ""
"Draws the relationship lines if not zero, this acts as a boolean. "
"Relationship lines are drawn at the start of child items to show hierarchy."
msgstr ""
"如果不为零就绘制关系线,行为类似于布尔值。关系线在子项的开始处绘制,以显示层次"
"结构。"
msgid ""
"The horizontal space between item cells. This is also used as the margin at "
"the start of an item when folding is disabled."
msgstr "项目单元之间的水平空间。这也用作禁用折叠时项目开头的边距。"
msgid ""
"The maximum allowed width of the icon in item's cells. This limit is applied "
"on top of the default size of the icon, but before the value set with [method "
"TreeItem.set_icon_max_width]. The height is adjusted according to the icon's "
"ratio."
msgstr ""
"项目单元格所允许的最大图标宽度。这是在图标默认大小的基础上的限制,在 [method "
"TreeItem.set_icon_max_width] 所设置的值之前生效。高度会根据图标的长宽比调整。"
msgid "The inner bottom margin of an item."
msgstr "项目的底部内边距。"
msgid "The inner left margin of an item."
msgstr "项目的左侧内边距。"
msgid "The inner right margin of an item."
msgstr "项目的右侧内边距。"
msgid "The inner top margin of an item."
msgstr "项目的顶部内边距。"
msgid ""
"The horizontal margin at the start of an item. This is used when folding is "
"enabled for the item."
msgstr "项目开头的水平边距。在项目启用折叠功能时使用。"
msgid ""
"The space between the parent relationship lines for the selected [TreeItem] "
"and the relationship lines to its siblings that are not selected."
msgstr ""
"被选中的 [TreeItem] 的父关系线,与其未选中的同级的关系线,两者之间的空间。"
msgid ""
"The width of the relationship lines between the selected [TreeItem] and its "
"parents."
msgstr "被选中的 [TreeItem] 与其父项之间的关系线的宽度。"
msgid "The default width of the relationship lines."
msgstr "关系线的默认宽度。"
msgid ""
"The maximum distance between the mouse cursor and the control's border to "
"trigger border scrolling when dragging."
msgstr "拖动时,鼠标指针与控件边框之间触发边框滚动的最大距离。"
msgid "The speed of border scrolling."
msgstr "边框滚动的速度。"
msgid "The horizontal separation of tree content and scrollbar."
msgstr "树中内容与滚动条的水平间距。"
msgid ""
"The bottom margin of the scrollbars. When negative, uses [theme_item panel] "
"bottom margin."
msgstr "滚动条的底部边距。为负数时会使用 [theme_item panel] 的底部边距。"
msgid ""
"The left margin of the horizontal scrollbar. When negative, uses [theme_item "
"panel] left margin."
msgstr "水平滚动条的左侧边距。为负数时会使用 [theme_item panel] 的左侧边距。"
msgid ""
"The right margin of the scrollbars. When negative, uses [theme_item panel] "
"right margin."
msgstr "滚动条的右侧边距。为负数时会使用 [theme_item panel] 的右侧边距。"
msgid ""
"The top margin of the vertical scrollbar. When negative, uses [theme_item "
"panel] top margin."
msgstr "垂直滚动条的顶部边距。为负数时会使用 [theme_item panel] 的顶部边距。"
msgid "The vertical separation of tree content and scrollbar."
msgstr "树中内容与滚动条的垂直间距。"
msgid ""
"The vertical padding inside each item, i.e. the distance between the item's "
"content and top/bottom border."
msgstr "每个项内的垂直填充,即项内容与上或下边框之间的距离。"
msgid "[Font] of the title button's text."
msgstr "标题按钮文本的 [Font] 字体。"
msgid "Font size of the title button's text."
msgstr "标题按钮文本的字体大小。"
msgid "The arrow icon used when a foldable item is not collapsed."
msgstr "箭头图标,可折叠项未折叠时使用。"
msgid ""
"The arrow icon used when a foldable item is collapsed (for left-to-right "
"layouts)."
msgstr "箭头图标,可折叠项已折叠时使用(用于从左至右布局)。"
msgid ""
"The arrow icon used when a foldable item is collapsed (for right-to-left "
"layouts)."
msgstr "箭头图标,可折叠项已折叠时使用(用于从右至左布局)。"
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is checked."
msgstr ""
"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于勾选状态时显"
"示。"
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is indeterminate."
msgstr ""
"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于中间状态时显"
"示。"
msgid ""
"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
"cell."
msgstr "箭头图标,模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格显示。"
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is unchecked."
msgstr ""
"复选图标,模式为 [constant TreeItem.CELL_MODE_CHECK] 的单元格处于未选状态时显"
"示。"
msgid ""
"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
"mode cell."
msgstr "上下箭头图标,模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格显示。"
msgid "[StyleBox] used when a button in the tree is pressed."
msgstr "树中的按钮处于按下状态时使用的 [StyleBox]。"
msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
msgstr "用作光标的 [StyleBox],该 [Tree] 处于聚焦状态时使用。"
msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
msgstr "用作光标的 [StyleBox],该 [Tree] 处于失焦状态时使用。"
msgid "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
msgstr "模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格的默认 [StyleBox]。"
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
"模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格处于悬停状态时的 "
"[StyleBox]。"
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"pressed."
msgstr ""
"模式为 [constant TreeItem.CELL_MODE_RANGE] 的单元格处于按下状态时的 "
"[StyleBox]。"
msgid "The focused style for the [Tree], drawn on top of everything."
msgstr "该 [Tree] 的聚焦样式,绘制在所有东西之上。"
msgid "The background style for the [Tree]."
msgstr "该 [Tree] 的背景样式。"
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is not being focused."
msgstr "所选项目的 [StyleBox],在 [Tree] 没有获得焦点时使用。"
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is being focused."
msgstr "所选项目的 [StyleBox],在 [Tree] 获得焦点时使用。"
msgid "[StyleBox] used when the title button is being hovered."
msgstr "当标题按钮被悬停时使用的 [StyleBox]。"
msgid "Default [StyleBox] for the title button."
msgstr "标题按钮的默认 [StyleBox]。"
msgid "[StyleBox] used when the title button is being pressed."
msgstr "当标题按钮被按下时使用的 [StyleBox]。"
msgid "An internal control for a single item inside [Tree]."
msgstr "代表 [Tree] 中某个项目的内部控件。"
msgid ""
"A single item of a [Tree] control. It can contain other [TreeItem]s as "
"children, which allows it to create a hierarchy. It can also contain text and "
"buttons. [TreeItem] is not a [Node], it is internal to the [Tree].\n"
"To create a [TreeItem], use [method Tree.create_item] or [method TreeItem."
"create_child]. To remove a [TreeItem], use [method Object.free].\n"
"[b]Note:[/b] The ID values used for buttons are 32-bit, unlike [int] which is "
"always 64-bit. They go from [code]-2147483648[/code] to [code]2147483647[/"
"code]."
msgstr ""
"[Tree] 控件中的单个项目。可以包含其他 [TreeItem] 作为子级,从而创建层级结构。"
"还可以包含文本和按钮。[TreeItem] 不是 [Node],在 [Tree] 内部使用。\n"
"要创建 [TreeItem],请使用 [method Tree.create_item] 或 [method TreeItem."
"create_child]。要移除 [TreeItem],请使用 [method Object.free]。\n"
"[b]注意:[/b]按钮的 ID 值为 32 位,与始终为 64 位的 [int] 不同。取值范围为 "
"[code]-2147483648[/code] 到 [code]2147483647[/code]。"
msgid ""
"Adds a button with [Texture2D] [param button] at column [param column]. The "
"[param id] is used to identify the button in the according [signal Tree."
"button_clicked] signal and can be different from the buttons index. If not "
"specified, the next available index is used, which may be retrieved by "
"calling [method get_button_count] immediately before this method. Optionally, "
"the button can be [param disabled] and have a [param tooltip_text]."
msgstr ""
"在 [param column] 列添加一个带有 [Texture] [param button] 的按钮。[param id] "
"用于标识按钮。如果未指定,则使用下一个可用索引,可以在此方法之前调用 [method "
"get_button_count] 来获取该索引。另外,该按钮还可以通过 [param disabled] 禁用、"
"通过 [param tooltip_text] 设置工具提示。"
msgid ""
"Adds a previously unparented [TreeItem] as a direct child of this one. The "
"[param child] item must not be a part of any [Tree] or parented to any "
"[TreeItem]. See also [method remove_child]."
msgstr ""
"将已解除父子关系的 [TreeItem] 添加为这个树项的直接子项。[param child] 树项必须"
"不是任何 [Tree] 的一部分,也不能有任何 [TreeItem] 父级。另见 [method "
"remove_child]。"
msgid ""
"Calls the [param method] on the actual TreeItem and its children recursively. "
"Pass parameters as a comma separated list."
msgstr ""
"递归调用在实际 TreeItem 及其子项上的 [param method]。将参数作为一个逗号分隔列"
"表传递。"
msgid "Resets the background color for the given column to default."
msgstr "重置指定列默认的背景颜色。"
msgid "Resets the color for the given column to default."
msgstr "重置指定列默认的颜色。"
msgid ""
"Creates an item and adds it as a child.\n"
"The new item will be inserted as position [param index] (the default value "
"[code]-1[/code] means the last position), or it will be the last child if "
"[param index] is higher than the child count."
msgstr ""
"创建项目并添加为子项。\n"
"新建的项目会插入到索引 [param index] 位置(默认的 [code]-1[/code] 表示最后的位"
"置),如果 [param index] 比子项数量大则会作为最后一项。"
msgid "Deselects the given column."
msgstr "取消选择指定列。"
msgid ""
"Removes the button at index [param button_index] in column [param column]."
msgstr "删除列 [param column] 中索引 [param button_index] 处的按钮。"
msgid ""
"Returns the text autowrap mode in the given [param column]. By default it is "
"[constant TextServer.AUTOWRAP_OFF]."
msgstr ""
"返回给定列 [param column] 的文本自动换行模式。默认为 [constant TextServer."
"AUTOWRAP_OFF]。"
msgid ""
"Returns the [Texture2D] of the button at index [param button_index] in column "
"[param column]."
msgstr ""
"返回在 [param column] 列中索引为 [param button_index] 的按钮的 [Texture]。"
msgid ""
"Returns the button index if there is a button with ID [param id] in column "
"[param column], otherwise returns -1."
msgstr ""
"如果在 [param column] 列中存在 ID 为 [param id] 的按钮,则返回其索引号,否则返"
"回 -1。"
msgid "Returns the number of buttons in column [param column]."
msgstr "返回在 [param column] 列中按钮的数量。"
msgid ""
"Returns the ID for the button at index [param button_index] in column [param "
"column]."
msgstr "返回在 [param column] 列中索引为 [param button_index] 的按钮的 ID。"
msgid ""
"Returns the tooltip text for the button at index [param button_index] in "
"column [param column]."
msgstr ""
"返回在 [param column] 列中索引为 [param button_index] 的按钮的工具提示字符串。"
msgid "Returns the column's cell mode."
msgstr "返回该列的单元格模式。"
msgid ""
"Returns a child item by its [param index] (see [method get_child_count]). "
"This method is often used for iterating all children of an item.\n"
"Negative indices access the children from the last one."
msgstr ""
"按其 [param index] 返回一个子项(参见 [method get_child_count])。该方法通常被"
"用于迭代一个项目的所有子项。\n"
"负索引将从最后一个访问孩子。"
msgid "Returns the number of child items."
msgstr "返回子项的数量。"
msgid "Returns an array of references to the item's children."
msgstr "返回引用该项目子级的数组。"
msgid "Returns the custom background color of column [param column]."
msgstr "返回列 [param column] 的自定义背景色。"
msgid "Returns the custom color of column [param column]."
msgstr "返回列 [param column] 的自定义颜色。"
msgid "Returns custom font used to draw text in the column [param column]."
msgstr "返回用于在 [param column] 列绘制文本的自定义字体。"
msgid "Returns custom font size used to draw text in the column [param column]."
msgstr "返回用于在 [param column] 列绘制文本的自定义字体大小。"
msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
msgstr "如果设置了 [code]expand_right[/code],则返回 [code]true[/code]。"
msgid "Returns the TreeItem's first child."
msgstr "返回该 TreeItem 的第一个子项。"
msgid "Returns the given column's icon [Texture2D]. Error if no icon is set."
msgstr "返回给定列的图标 [Texture2D]。如果未设置图标,则会出错。"
msgid ""
"Returns the maximum allowed width of the icon in the given [param column]."
msgstr "返回给定列 [param column] 中图标所允许的最大宽度。"
msgid "Returns the [Color] modulating the column's icon."
msgstr "返回调制列的图标的 [Color] 颜色。"
msgid "Returns the icon [Texture2D] region as [Rect2]."
msgstr "返回图标 [Texture2D] 的区域,类型为 [Rect2]。"
msgid ""
"Returns the node's order in the tree. For example, if called on the first "
"child item the position is [code]0[/code]."
msgstr ""
"返回该节点在树中的顺序。例如对第一个子项调用时,得到的位置为 [code]0[/code]。"
msgid ""
"Returns the metadata value that was set for the given column using [method "
"set_metadata]."
msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。"
msgid ""
"Returns the next sibling TreeItem in the tree or a null object if there is "
"none."
msgstr "返回树中的下一个兄弟 TreeItem如果没有则返回一个空对象。"
msgid ""
"Returns the next TreeItem in the tree (in the context of a depth-first "
"search) or a [code]null[/code] object if there is none.\n"
"If [param wrap] is enabled, the method will wrap around to the first element "
"in the tree when called on the last element, otherwise it returns [code]null[/"
"code]."
msgstr ""
"返回树中下一个可见的同级 TreeItem按照深度优先顺序搜索如果不存在则返回 "
"[code]null[/code] 对象。\n"
"如果启用了 [param wrap],则当在最后一个元素调用时,该方法将环绕到树中的第一个"
"可见元素,否则它将返回 [code]null[/code]。"
msgid ""
"Returns the next visible TreeItem in the tree (in the context of a depth-"
"first search) or a [code]null[/code] object if there is none.\n"
"If [param wrap] is enabled, the method will wrap around to the first visible "
"element in the tree when called on the last visible element, otherwise it "
"returns [code]null[/code]."
msgstr ""
"返回树中下一个可见的同级 TreeItem按照深度优先顺序搜索如果不存在则返回 "
"[code]null[/code] 对象。\n"
"如果启用了 [param wrap],则当在最后一个可见元素调用时,该方法将环绕到树中的第"
"一个可见元素,否则它将返回 [code]null[/code]。"
msgid "Returns the parent TreeItem or a null object if there is none."
msgstr "返回父级 TreeItem如果没有则返回一个空对象。"
msgid ""
"Returns the previous sibling TreeItem in the tree or a null object if there "
"is none."
msgstr "返回树中的前一个兄弟 TreeItem如果没有则返回一个空对象。"
msgid ""
"Returns the previous TreeItem in the tree (in the context of a depth-first "
"search) or a [code]null[/code] object if there is none.\n"
"If [param wrap] is enabled, the method will wrap around to the last element "
"in the tree when called on the first visible element, otherwise it returns "
"[code]null[/code]."
msgstr ""
"返回树中前一个同级 TreeItem按照深度优先顺序搜索如果不存在则返回 "
"[code]null[/code] 对象。\n"
"如果启用了 [param wrap],则在第一个可见元素上调用时,该方法将环绕到树中的最后"
"一个可见元素,否则它将返回 [code]null[/code]。"
msgid ""
"Returns the previous visible sibling TreeItem in the tree (in the context of "
"a depth-first search) or a [code]null[/code] object if there is none.\n"
"If [param wrap] is enabled, the method will wrap around to the last visible "
"element in the tree when called on the first visible element, otherwise it "
"returns [code]null[/code]."
msgstr ""
"返回树中前一个可见的同级 TreeItem按照深度优先顺序搜索如果不存在则返回 "
"[code]null[/code] 对象。\n"
"如果启用了 [param wrap],则在第一个可见元素上调用时,该方法将环绕到树中的最后"
"一个可见元素,否则它将返回 [code]null[/code]。"
msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
msgstr "返回 [constant CELL_MODE_RANGE] 列的值。"
msgid ""
"Returns a dictionary containing the range parameters for a given column. The "
"keys are \"min\", \"max\", \"step\", and \"expr\"."
msgstr "返回包含给定列的范围参数的字典。键是“min”、“max”、“step”和“expr”。"
msgid "Gets the suffix string shown after the column value."
msgstr "获取显示在列值后面的后缀字符串。"
msgid "Returns the given column's text."
msgstr "返回给定列的文本。"
msgid "Returns the given column's text alignment."
msgstr "返回给定列的文本对齐方式。"
msgid ""
"Returns the clipping behavior when the text exceeds the item's bounding "
"rectangle in the given [param column]. By default it is [constant TextServer."
"OVERRUN_TRIM_ELLIPSIS]."
msgstr ""
"返回当给定 [param column] 中文本超出项目的边界矩形时的裁剪行为。默认情况下它"
"是 [constant TextServer.OVERRUN_TRIM_ELLIPSIS]。"
msgid "Returns the given column's tooltip text."
msgstr "设置给定列的工具提示文本。"
msgid "Returns the [Tree] that owns this TreeItem."
msgstr "返回拥有此 TreeItem 的 [Tree]。"
msgid ""
"Returns [code]true[/code] if this [TreeItem], or any of its descendants, is "
"collapsed.\n"
"If [param only_visible] is [code]true[/code] it ignores non-visible "
"[TreeItem]s."
msgstr ""
"如果这个 [TreeItem] 或其任意子级为折叠状态,则返回 [code]true[/code]。\n"
"如果 [param only_visible] 为 [code]true[/code],则会忽略不可见的 [TreeItem]。"
msgid ""
"Returns [code]true[/code] if the button at index [param button_index] for the "
"given [param column] is disabled."
msgstr ""
"如果给定列 [param column] 上索引为 [param button_index] 的按钮被禁用,则返回 "
"[code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is checked."
msgstr "如果给定的列 [param column] 被勾选,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the given [param column] is multiline editable."
msgstr "如果给定的列 [param column] 可多行编辑,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is editable."
msgstr "如果给定的列 [param column] 可编辑,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is indeterminate."
msgstr "如果给定的列 [param column] 未确定,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is selectable."
msgstr "如果给定的列 [param column] 可选,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is selected."
msgstr "如果给定的列 [param column] 被选中,则返回 [code]true[/code]。"
msgid ""
"Moves this TreeItem right after the given [param item].\n"
"[b]Note:[/b] You can't move to the root or move the root."
msgstr ""
"将这个 TreeItem 移动至给定的 [param item] 之后。\n"
"[b]注意:[/b]无法移动至根部,也无法移动根部。"
msgid ""
"Moves this TreeItem right before the given [param item].\n"
"[b]Note:[/b] You can't move to the root or move the root."
msgstr ""
"将这个 TreeItem 移动至给定的 [param item] 之前。\n"
"[b]注意:[/b]无法移动至根部,也无法移动根部。"
msgid ""
"Propagates this item's checked status to its children and parents for the "
"given [param column]. It is possible to process the items affected by this "
"method call by connecting to [signal Tree.check_propagated_to_item]. The "
"order that the items affected will be processed is as follows: the item "
"invoking this method, children of that item, and finally parents of that "
"item. If [param emit_signal] is [code]false[/code], then [signal Tree."
"check_propagated_to_item] will not be emitted."
msgstr ""
"将该项的勾选状态传播给给定 [param column] 的子项和父项。可以通过连接到 "
"[signal Tree.check_propagated_to_item] 来处理受该方法调用影响的项目。受影响的"
"项目的处理顺序如下:调用该方法的项目、该项的子项,最后是该项的父项。如果 "
"[param emit_signal] 为 [code]false[/code],则不会发出 [signal Tree."
"check_propagated_to_item]。"
msgid ""
"Removes the given child [TreeItem] and all its children from the [Tree]. Note "
"that it doesn't free the item from memory, so it can be reused later (see "
"[method add_child]). To completely remove a [TreeItem] use [method Object."
"free].\n"
"[b]Note:[/b] If you want to move a child from one [Tree] to another, then "
"instead of removing and adding it manually you can use [method move_before] "
"or [method move_after]."
msgstr ""
"将给定的子项 [TreeItem] 和它的所有子项从 [Tree] 中移除。注意,它并未从内存中释"
"放该项,所以之后可重新使用(见 [method add_child])。要完全删除 [TreeItem],请"
"使用 [method Object.free]。\n"
"[b]注意:[/b]如果你想要将一个子项移动到其他 [Tree] 中,则不必手动先移除再添"
"加,你可以使用 [method move_before] 或 [method move_after]。"
msgid "Selects the given [param column]."
msgstr "选中 [param column] 指定的列。"
msgid ""
"Sets the autowrap mode in the given [param column]. If set to something other "
"than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the "
"cell's bounding rectangle."
msgstr ""
"设置给定 [param column] 的自动换行模式。如果设置为 [constant TextServer."
"AUTOWRAP_OFF] 以外的值,则文本将在节点的边界矩形内换行。"
msgid ""
"Sets the given column's button [Texture2D] at index [param button_index] to "
"[param button]."
msgstr ""
"将给定列中索引为 [param button_index] 的按钮 [Texture2D] 设置为 [param "
"button]。"
msgid ""
"Sets the given column's button color at index [param button_index] to [param "
"color]."
msgstr "将给定列中索引为 [param button_index] 的按钮颜色设置为 [param color]。"
msgid ""
"If [code]true[/code], disables the button at index [param button_index] in "
"the given [param column]."
msgstr ""
"如果为 [code]true[/code],则禁用给定列 [param column] 中索引为 [param "
"button_index] 的按钮。"
msgid ""
"Sets the tooltip text for the button at index [param button_index] in the "
"given [param column]."
msgstr ""
"设置给定 [param column] 中索引 [param button_index] 处按钮的工具提示文本。"
msgid ""
"Sets the given column's cell mode to [param mode]. See [enum TreeCellMode] "
"constants."
msgstr "将给定列的单元格模式设置为 [param mode]。见 [enum TreeCellMode] 常量。"
msgid ""
"If [param checked] is [code]true[/code], the given [param column] is checked. "
"Clears column's indeterminate status."
msgstr ""
"如果 [param checked] 为 [code]true[/code],则给定列 [param column] 处于勾选状"
"态。会清空该列的中间状态。"
msgid ""
"Collapses or uncollapses this [TreeItem] and all the descendants of this item."
msgstr "折叠或展开该 [TreeItem] 及该项的所有子级。"
msgid ""
"Sets the given column's custom background color and whether to just use it as "
"an outline."
msgstr "设置给定列的自定义背景颜色,以及是否只将其作为一个轮廓。"
msgid "Sets the given column's custom color."
msgstr "设置给定列的自定义颜色。"
msgid ""
"Sets the given column's custom draw callback to [param callback] method on "
"[param object].\n"
"The [param callback] should accept two arguments: the [TreeItem] that is "
"drawn and its position and size as a [Rect2]."
msgstr ""
"将给定列的自定义绘制回调设置为 [param object] 上的 [param callback] 方法。\n"
"[param callback] 应该接受两个参数:被绘制的 [TreeItem] 及其作为一个 [Rect2] 的"
"位置和大小。"
msgid "Sets custom font used to draw text in the given [param column]."
msgstr "设置用于在给定列 [param column] 中绘制文本的自定义字体。"
msgid "Sets custom font size used to draw text in the given [param column]."
msgstr "设置用于在给定列 [param column] 中绘制文本的自定义字体大小。"
msgid ""
"If [param multiline] is [code]true[/code], the given [param column] is "
"multiline editable.\n"
"[b]Note:[/b] This option only affects the type of control ([LineEdit] or "
"[TextEdit]) that appears when editing the column. You can set multiline "
"values with [method set_text] even if the column is not multiline editable."
msgstr ""
"如果 [param multiline] 为 [code]true[/code],则给定的列 [param column] 可进行"
"多行编辑。\n"
"[b]注意:[/b]这个选项仅影响编辑该列时所出现控件的类型([LineEdit] 或 "
"[TextEdit])。即便该列不可进行多行编辑,也可以通过 [method set_text] 来设置多"
"行的值。"
msgid ""
"If [param enabled] is [code]true[/code], the given [param column] is editable."
msgstr ""
"如果 [param enabled] 为 [code]true[/code],则给定的列 [param column] 可编辑。"
msgid ""
"If [param enable] is [code]true[/code], the given [param column] is expanded "
"to the right."
msgstr ""
"如果 [param enable] 为 [code]true[/code],则给定的列 [param column] 向右扩展。"
msgid "Sets the given column's icon [Texture2D]."
msgstr "设置给定列的图标 [Texture2D]。"
msgid ""
"Sets the maximum allowed width of the icon in the given [param column]. This "
"limit is applied on top of the default size of the icon and on top of "
"[theme_item Tree.icon_max_width]. The height is adjusted according to the "
"icon's ratio."
msgstr ""
"设置给定列 [param column] 所允许的最大图标宽度。这是在图标默认大小和 "
"[theme_item Tree.icon_max_width] 的基础上的限制。高度会根据图标的长宽比调整。"
msgid "Modulates the given column's icon with [param modulate]."
msgstr "用 [param modulate] 调制给定列的图标。"
msgid "Sets the given column's icon's texture region."
msgstr "设置给定列的图标的纹理区域。"
msgid ""
"If [param indeterminate] is [code]true[/code], the given [param column] is "
"marked indeterminate.\n"
"[b]Note:[/b] If set [code]true[/code] from [code]false[/code], then column is "
"cleared of checked status."
msgstr ""
"如果 [param indeterminate] 为 [code]true[/code],则给定列 [param column] 被标"
"记为未决状态。\n"
"[b]注意:[/b]如果从 [code]false[/code] 设置为 [code]true[/code],则该列的勾选"
"状态会被清除。"
msgid ""
"Sets the metadata value for the given column, which can be retrieved later "
"using [method get_metadata]. This can be used, for example, to store a "
"reference to the original data."
msgstr ""
"设置给定列的元数据,之后可用 [method get_metadata] 进行检索。例如,这可用于存"
"储对原始数据的引用。"
msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
msgstr "设置 [constant CELL_MODE_RANGE] 列的值。"
msgid ""
"Sets the range of accepted values for a column. The column must be in the "
"[constant CELL_MODE_RANGE] mode.\n"
"If [param expr] is [code]true[/code], the edit mode slider will use an "
"exponential scale as with [member Range.exp_edit]."
msgstr ""
"设置列的可接受值的范围。该列必须处于 [constant CELL_MODE_RANGE] 模式。\n"
"如果 [param expr] 为 [code]true[/code],则编辑模式滑块将使用与 [member Range."
"exp_edit] 一样的指数刻度。"
msgid ""
"If [param selectable] is [code]true[/code], the given [param column] is "
"selectable."
msgstr ""
"如果 [param selectable] 为 [code]true[/code],则给定列 [param column] 可选。"
msgid ""
"Sets a string to be shown after a column's value (for example, a unit "
"abbreviation)."
msgstr "设置字符串,显示在列的值之后(例如,单位的缩写)。"
msgid "Sets the given column's text value."
msgstr "设置给定列的文本值。"
msgid ""
"Sets the given column's text alignment. See [enum HorizontalAlignment] for "
"possible values."
msgstr "设置给定列的文本对齐方式。可能的值见 [enum HorizontalAlignment]。"
msgid ""
"Sets the clipping behavior when the text exceeds the item's bounding "
"rectangle in the given [param column]."
msgstr "设置当文本超出给定 [param column] 中项目的边界矩形时的裁剪行为。"
msgid "Sets the given column's tooltip text."
msgstr "设置给定列的工具提示文本。"
msgid "If [code]true[/code], the TreeItem is collapsed."
msgstr "如果为 [code]true[/code],则该 TreeItem 被折叠。"
msgid "The custom minimum height."
msgstr "自定义最小高度。"
msgid "If [code]true[/code], folding is disabled for this TreeItem."
msgstr "如果为 [code]true[/code],则这个 TreeItem 禁用折叠。"
msgid ""
"If [code]true[/code], the [TreeItem] is visible (default).\n"
"Note that if a [TreeItem] is set to not be visible, none of its children will "
"be visible either."
msgstr ""
"如果为 [code]true[/code],则该 [TreeItem] 可见(默认)。\n"
"请注意,如果将 [TreeItem] 设置为不可见,则其子项也将不可见。"
msgid "Cell contains a string."
msgstr "单元包含字符串。"
msgid "Cell contains a checkbox."
msgstr "单元格包含复选框。"
msgid "Cell contains a range."
msgstr "单元包含一个范围。"
msgid "Cell contains an icon."
msgstr "单元包含图标。"
msgid "Internal mesh type."
msgstr "内部网格类型。"
msgid "Mesh type used internally for collision calculations."
msgstr "内部用于碰撞计算的网格类型。"
msgid "Represents a straight tube-shaped [PrimitiveMesh] with variable width."
msgstr "代表直管状的 [PrimitiveMesh],宽度可变。"
msgid ""
"[TubeTrailMesh] represents a straight tube-shaped mesh with variable width. "
"The tube is composed of a number of cylindrical sections, each with the same "
"[member section_length] and number of [member section_rings]. A [member "
"curve] is sampled along the total length of the tube, meaning that the curve "
"determines the radius of the tube along its length.\n"
"This primitive mesh is usually used for particle trails."
msgstr ""
"[TubeTrailMesh] 代表直管状的网格,宽度可变。管身由若干圆柱形分区构成,每个分区"
"的长度 [member section_length] 和环数 [member section_rings] 都是一致的。会沿"
"着管身的总长度对 [member curve] 采样,这样该曲线就确定了管子半径沿长度的变化方"
"式。\n"
"这个基本网格通常用于粒子拖尾。"
msgid ""
"If [code]true[/code], generates a cap at the bottom of the tube. This can be "
"set to [code]false[/code] to speed up generation and rendering when the cap "
"is never seen by the camera."
msgstr ""
"如果为 [code]true[/code] ,则在管子的底部生成盖子。如果相机永远不可能见到盖"
"子,那么设置为 [code]false[/code] 可以加快生成和渲染的速度。"
msgid ""
"If [code]true[/code], generates a cap at the top of the tube. This can be set "
"to [code]false[/code] to speed up generation and rendering when the cap is "
"never seen by the camera."
msgstr ""
"如果为 [code]true[/code] ,则在管子的顶部生成盖子。如果相机永远不可能见到盖"
"子,那么设置为 [code]false[/code] 可以加快生成和渲染的速度。"
msgid ""
"Determines the radius of the tube along its length. The radius of a "
"particular section ring is obtained by multiplying the baseline [member "
"radius] by the value of this curve at the given distance. For values smaller "
"than [code]0[/code], the faces will be inverted."
msgstr ""
"确定管身半径沿长度的变化方式。将基础 [member radius] 与给定距离下该曲线的取值"
"相乘,就得到了某个分区中某个环的半径。小于 [code]0[/code] 的值会让面进行正反翻"
"转。"
msgid ""
"The number of sides on the tube. For example, a value of [code]5[/code] means "
"the tube will be pentagonal. Higher values result in a more detailed tube at "
"the cost of performance."
msgstr ""
"管身的面数。例如,取值 [code]5[/code] 表示管身为五边形。值越高,管身细节越高,"
"代价是牺牲性能。"
msgid ""
"The baseline radius of the tube. The radius of a particular section ring is "
"obtained by multiplying this radius by the value of the [member curve] at the "
"given distance."
msgstr ""
"管身的基础半径。将该半径与给定距离下 [member curve] 的取值相乘,就得到了某个分"
"区中某个环的半径。"
msgid "The length of a section of the tube."
msgstr "管身分区的长度。"
msgid ""
"The number of rings in a section. The [member curve] is sampled on each ring "
"to determine its radius. Higher values result in a more detailed tube at the "
"cost of performance."
msgstr ""
"分区中环的数量。每个环都会对 [member curve] 进行采样,从而决定其半径。值越高,"
"管身细节越高,代价是牺牲性能。"
msgid "The total number of sections on the tube."
msgstr "管身分区总数。"
msgid ""
"Lightweight object used for general-purpose animation via script, using "
"[Tweener]s."
msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。"
msgid ""
"Tweens are mostly useful for animations requiring a numerical property to be "
"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
"betweening[/i], an animation technique where you specify [i]keyframes[/i] and "
"the computer interpolates the frames that appear between them. Animating "
"something with a [Tween] is called tweening.\n"
"[Tween] is more suited than [AnimationPlayer] for animations where you don't "
"know the final values in advance. For example, interpolating a dynamically-"
"chosen camera zoom value is best done with a [Tween]; it would be difficult "
"to do the same thing with an [AnimationPlayer] node. Tweens are also more "
"light-weight than [AnimationPlayer], so they are very much suited for simple "
"animations or general tasks that don't require visual tweaking provided by "
"the editor. They can be used in a fire-and-forget manner for some logic that "
"normally would be done by code. You can e.g. make something shoot "
"periodically by using a looped [CallbackTweener] with a delay.\n"
"A [Tween] can be created by using either [method SceneTree.create_tween] or "
"[method Node.create_tween]. [Tween]s created manually (i.e. by using "
"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n"
"A tween animation is created by adding [Tweener]s to the [Tween] object, "
"using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween."
"TRANS_SINE)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)."
"SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)."
"SetTrans(Tween.TransitionType.Bounce);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Most of the [Tween] methods can be chained this way too. In the following "
"example the [Tween] is bound to the running script's node and a default "
"transition is set for its [Tweener]s:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween."
"TransitionType.Elastic);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"foreach (Node sprite in GetChildren())\n"
" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"You should avoid using more than one [Tween] per object's property. If two or "
"more tweens animate one property at the same time, the last one created will "
"take priority and assign the final value. If you want to interrupt and "
"restart an animation, consider assigning the [Tween] to a variable:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween\n"
"func animate():\n"
" if tween:\n"
" tween.kill() # Abort the previous animation.\n"
" tween = create_tween()\n"
"[/gdscript]\n"
"[csharp]\n"
"private Tween _tween;\n"
"\n"
"public void Animate()\n"
"{\n"
" if (_tween != null)\n"
" _tween.Kill(); // Abort the previous animation\n"
" _tween = CreateTween();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum "
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
"examples). The second accepts an [enum EaseType] constant, and controls where "
"the [code]trans_type[/code] is applied to the interpolation (in the "
"beginning, the end, or both). If you don't know which transition and easing "
"to pick, you can try different [enum TransitionType] constants with [constant "
"EASE_IN_OUT], and use the one that looks best.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so "
"results in an undefined behavior. Create a new Tween for each animation and "
"every time you replay an animation from start. Keep in mind that Tweens start "
"immediately, so only create a Tween when you want to start animating.\n"
"[b]Note:[/b] The tween is processed after all of the nodes in the current "
"frame, i.e. node's [method Node._process] method would be called before the "
"tween (or [method Node._physics_process] depending on the value passed to "
"[method set_process_mode])."
msgstr ""
"Tween 主要用于需要将一个数值属性插值到一系列值的动画。[i]tween[/i] 这个名字来"
"自 [i]in-betweening[/i],这是一种动画技术,可以在其中指定 [i]关键帧[/i],然后"
"计算机会插入出现在它们之间的帧。使用 [Tween] 制作动画被称为补间动画。\n"
"[Tween] 比 [AnimationPlayer] 更适合事先不知道最终值的动画。例如,插入动态选择"
"的相机缩放值最好使用 [Tween] 完成;很难使用 [AnimationPlayer] 节点做同样的事"
"情。Tween 也比 [AnimationPlayer] 更轻量级,因此它们非常适合简单的动画,或不需"
"要编辑器提供的视觉调整的通用任务。对于通常由代码完成的某些逻辑,它们可以以即用"
"即弃的方式使用。例如,可以使用带延迟的循环 [CallbackTweener] 定期射击。\n"
"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 创建 "
"[Tween]。手动创建的 [Tween](即使用 [code]Tween.new()[/code])无效,不能用于对"
"值进行补间。\n"
"通过使用 [method tween_property]、[method tween_interval]、[method "
"tween_callback]、或 [method tween_method],可将 [Tweener] 添加到 [Tween] 对象"
"来创建一个补间动画:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"该序列将使 [code]$Sprite[/code] 节点变红,然后缩小,最后调用 [method Node."
"queue_free] 来释放该精灵。默认情况下,[Tweener] 一个接一个地执行。这种行为可以"
"使用 [method parallel] 和 [method set_parallel] 来更改。\n"
"当使用 [code]tween_*[/code] 方法之一创建 [Tweener] 时,可以使用链式方法调用来"
"调整该 [Tweener] 的属性。例如,如果想在上面的例子中设置一个不同的过渡类型,可"
"以使用 [method set_trans]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween."
"TRANS_SINE)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)."
"SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)."
"SetTrans(Tween.TransitionType.Bounce);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"大多数 [Tween] 方法也可以这样链式调用。在下面的示例中,[Tween] 被绑定到运行脚"
"本的节点,并为其 [Tweener] 设置了默认过渡:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween."
"TransitionType.Elastic);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[Tween] 的另一个有趣用途是动画化任意对象集:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"foreach (Node sprite in GetChildren())\n"
" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在上面的示例中,一个节点的所有子节点都被依次移动到位置 (0, 0)。\n"
"应该避免为对象的同一属性使用多个 [Tween]。如果两个或多个补间同时为同一个属性设"
"置动画,则最后创建的补间将优先使用,并分配最终值。如果要中断并重新启动动画,请"
"考虑将 [Tween] 赋给变量:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween\n"
"func animate():\n"
" if tween:\n"
" tween.kill() # 终止之前的补间动画。\n"
" tween = create_tween()\n"
"[/gdscript]\n"
"[csharp]\n"
"private Tween _tween;\n"
"\n"
"public void Animate()\n"
"{\n"
" if (_tween != null)\n"
" _tween.Kill(); // 终止之前的补间动画。\n"
" _tween = CreateTween();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"一些 [Tweener] 会使用过渡和缓动。第一个接受一个 [enum TransitionType] 常量,指"
"的是处理动画时间的方式(相关示例见 [url=https://easings.net/]easings.net[/"
"url])。第二个接受一个 [enum EaseType] 常量,并控制 [code]trans_type[/code] 应"
"用于插值的位置(在开头、结尾、或两者)。如果不知道该选择哪种过渡和缓动,可以尝"
"试使用 [constant EASE_IN_OUT] 并配合不同 [enum TransitionType] 常量,并使用看"
"起来最好的那个。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.webp]补间缓动与过渡类型速查表[/url]\n"
"[b]注意:[/b]Tween 并不是针对重用设计的,尝试重用会造成未定义行为。每次从头开"
"始重新播放每个动画都请新建一个 Tween。请记住Tween 是会立即开始的,所以请只在"
"需要开始动画时创建 Tween。\n"
"[b]注意:[/b]该补间在当前帧中的所有节点之后进行处理,即节点的 [method Node."
"_process] 方法(或 [method Node._physicals_process],具体取决于传递给 [method "
"set_process_mode] 的值)会在补间之前被调用。"
msgid ""
"Binds this [Tween] with the given [param node]. [Tween]s are processed "
"directly by the [SceneTree], so they run independently of the animated nodes. "
"When you bind a [Node] with the [Tween], the [Tween] will halt the animation "
"when the object is not inside tree and the [Tween] will be automatically "
"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] will "
"make the pausing behavior dependent on the bound node.\n"
"For a shorter way to create and bind a [Tween], you can use [method Node."
"create_tween]."
msgstr ""
"将这个 [Tween] 绑定到给定的 [param node] 上。[Tween] 是由 [SceneTree] 直接处理"
"的,所以不依赖被动画的节点运行。将该 [Tween] 绑定到某个 [Node] 后,该对象不在"
"树中时该 [Tween] 就会暂停动画,绑定对象被释放时该 [Tween] 会被自动销毁。另外,"
"[constant TWEEN_PAUSE_BOUND] 会让暂停行为依赖于绑定的节点。\n"
"使用 [method Node.create_tween] 来创建并绑定 [Tween] 更简单。"
msgid ""
"Used to chain two [Tweener]s after [method set_parallel] is called with "
"[code]true[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween().set_parallel(true)\n"
"tween.tween_property(...)\n"
"tween.tween_property(...) # Will run parallelly with above.\n"
"tween.chain().tween_property(...) # Will run after two above are finished.\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween().SetParallel(true);\n"
"tween.TweenProperty(...);\n"
"tween.TweenProperty(...); // Will run parallelly with above.\n"
"tween.Chain().TweenProperty(...); // Will run after two above are finished.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"用于在使用 [code]true[/code] 调用 [method set_parallel] 后,将两个 [Tweener] "
"串联。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween().set_parallel(true)\n"
"tween.tween_property(...)\n"
"tween.tween_property(...) # 会和上一条并行执行。\n"
"tween.chain().tween_property(...) # 会在前两条完成后执行。\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween().SetParallel(true);\n"
"tween.TweenProperty(...);\n"
"tween.TweenProperty(...); // 会和上一条并行执行。\n"
"tween.Chain().TweenProperty(...); // 会在前两条完成后执行。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Processes the [Tween] by the given [param delta] value, in seconds. This is "
"mostly useful for manual control when the [Tween] is paused. It can also be "
"used to end the [Tween] animation immediately, by setting [param delta] "
"longer than the whole duration of the [Tween] animation.\n"
"Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't "
"finished."
msgstr ""
"使用给定的增量秒数 [param delta] 处理该 [Tween]。最常见的用法是在该 [Tween] 暂"
"停时对其进行手动控制。也可用于立即停止该 [Tween] 的动画,将 [param delta] 设得"
"比完整长度更大即可。\n"
"如果该 [Tween] 仍然有未完成的 [Tweener],则返回 [code]true[/code]。"
msgid ""
"Returns the number of remaining loops for this [Tween] (see [method "
"set_loops]). A return value of [code]-1[/code] indicates an infinitely "
"looping [Tween], and a return value of [code]0[/code] indicates that the "
"[Tween] has already finished."
msgstr ""
"返回该 [Tween] 所剩的循环数(见 [method set_loops])。返回 [code]-1[/code] 表"
"示 [Tween] 无限循环,返回 [code]0[/code] 表示 [Tween] 已结束。"
msgid ""
"Returns the total time in seconds the [Tween] has been animating (i.e. the "
"time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale], and [method stop] will reset it to [code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [Tween] has finished animating will be slightly greater than the "
"actual [Tween] duration."
msgstr ""
"返回该 [Tween] 已进行动画的总时长(即自开始以来经过的时间,不计算暂停等时"
"间),单位为秒。时长会受到 [method set_speed_scale] 影响,[method stop] 会将其"
"重置为 [code]0[/code]。\n"
"[b]注意:[/b]由于时长是由帧的增量时间累计而来的,该 [Tween] 完成动画后所返回的"
"时长会比 [Tween] 的实际时长略大。"
msgid ""
"This method can be used for manual interpolation of a value, when you don't "
"want [Tween] to do animating for you. It's similar to [method @GlobalScope."
"lerp], but with support for custom transition and easing.\n"
"[param initial_value] is the starting value of the interpolation.\n"
"[param delta_value] is the change of the value in the interpolation, i.e. "
"it's equal to [code]final_value - initial_value[/code].\n"
"[param elapsed_time] is the time in seconds that passed after the "
"interpolation started and it's used to control the position of the "
"interpolation. E.g. when it's equal to half of the [param duration], the "
"interpolated value will be halfway between initial and final values. This "
"value can also be greater than [param duration] or lower than 0, which will "
"extrapolate the value.\n"
"[param duration] is the total time of the interpolation.\n"
"[b]Note:[/b] If [param duration] is equal to [code]0[/code], the method will "
"always return the final value, regardless of [param elapsed_time] provided."
msgstr ""
"不想使用 [Tween] 进行动画时,可以使用这个方法进行手动插值。与 [method "
"@GlobalScope.lerp] 类似,但支持自定义过渡和缓动。\n"
"[param initial_value] 为插值的起始值。\n"
"[param delta_value] 为插值的变化值,即等于 [code]final_value - initial_value[/"
"code]。\n"
"[param elapsed_time] 为插值开始后所经过的秒数,用于控制插值的位置。例如,等于 "
"[param duration] 的一半时,插值后的值位于初始值和最终值的一半。这个值也可以比 "
"[param duration] 大或者比 0 小,此时会进行外插。\n"
"[param duration] 为插值的总时长。\n"
"[b]注意:[/b]如果 [param duration] 等于 [code]0[/code],那么无论提供的 [param "
"elapsed_time] 为多少,该方法返回的始终是最终值。"
msgid ""
"Returns whether the [Tween] is currently running, i.e. it wasn't paused and "
"it's not finished."
msgstr "返回该 [Tween] 目前是否正在执行,即未暂停且未完成。"
msgid ""
"Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained "
"by the scene tree (i.e. the array from [method SceneTree."
"get_processed_tweens] will contain this [Tween]). A [Tween] might become "
"invalid when it has finished tweening, is killed, or when created with "
"[code]Tween.new()[/code]. Invalid [Tween]s can't have [Tweener]s appended."
msgstr ""
"返回该 [Tween] 是否有效。有效的 [Tween] 是由场景树包含的 [Tween](即 [method "
"SceneTree.get_processed_tweens] 返回的数组中包含这个 [Tween])。[Tween] 失效的"
"情况有:补间完成、被销毁、使用 [code]Tween.new()[/code] 创建。无效的 [Tween] "
"不能追加 [Tweener]。"
msgid "Aborts all tweening operations and invalidates the [Tween]."
msgstr "中止所有补间操作,并使该 [Tween] 无效。"
msgid ""
"Makes the next [Tweener] run parallelly to the previous one.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(...);\n"
"tween.Parallel().TweenProperty(...);\n"
"tween.Parallel().TweenProperty(...);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"All [Tweener]s in the example will run at the same time.\n"
"You can make the [Tween] parallel by default by using [method set_parallel]."
msgstr ""
"让下一个 [Tweener] 与上一个并行执行。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(...);\n"
"tween.Parallel().TweenProperty(...);\n"
"tween.Parallel().TweenProperty(...);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"该示例中的所有 [Tweener] 都会同时执行。\n"
"你可以通过使用 [method set_parallel] 让该 [Tween] 默认并行。"
msgid ""
"Pauses the tweening. The animation can be resumed by using [method play].\n"
"[b]Note:[/b] If a Tween is paused and not bound to any node, it will exist "
"indefinitely until manually started or invalidated. If you lose a reference "
"to such Tween, you can retrieve it using [method SceneTree."
"get_processed_tweens]."
msgstr ""
"暂停该补间。可以使用 [method play] 恢复动画。\n"
"[b]注意:[/b]如果一个 Tween 被暂停并且没有被绑定到任何节点,它将无限期地存在,"
"直到手动启动或失效。如果丢失了对这种 Tween 的引用,可以使用 [method SceneTree."
"get_processed_tweens] 检索它。"
msgid "Resumes a paused or stopped [Tween]."
msgstr "恢复已暂停或已停止的 [Tween]。"
msgid ""
"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
"animated by this [Tween].\n"
"If not specified, the default value is [constant EASE_IN_OUT]."
msgstr ""
"设置 [PropertyTweener] 的默认缓动类型,[MethodTweener] 由该 [Tween] 设置动"
"画。\n"
"如果未指定,默认值为 [constant EASE_IN_OUT]。"
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations (e."
"g. a single [CallbackTweener] with no delay) are stopped after a small number "
"of loops, which may produce unexpected results. If a [Tween]'s lifetime "
"depends on some node, always use [method bind_node]."
msgstr ""
"这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n"
"调用这个方法时如果不带参数,那么该 [Tween] 会无限执行,直到被 [method kill] 销"
"毁、该 [Tween] 绑定的节点被释放、或者所有进行动画的对象都被释放(无法再进行任"
"何动画)。\n"
"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。为了防止游戏冻结0 时长"
"的循环动画(例如单个不带延迟的 [CallbackTweener])会在循环若干次后停止,造成出"
"乎预料的结果。如果 [Tween] 的生命期依赖于某个节点,请一定使用 [method "
"bind_node]。"
msgid ""
"If [param parallel] is [code]true[/code], the [Tweener]s appended after this "
"method will by default run simultaneously, as opposed to sequentially."
msgstr ""
"如果 [param parallel] 为 [code]true[/code],那么在这个方法之后追加的 "
"[Tweener] 将默认同时执行,而不是顺序执行。"
msgid ""
"Determines the behavior of the [Tween] when the [SceneTree] is paused. Check "
"[enum TweenPauseMode] for options.\n"
"Default value is [constant TWEEN_PAUSE_BOUND]."
msgstr ""
"决定该 [Tween] 在 [SceneTree] 暂停时的行为。可选项请查看 [enum "
"TweenPauseMode]。\n"
"默认值为 [constant TWEEN_PAUSE_BOUND]。"
msgid ""
"Determines whether the [Tween] should run after process frames (see [method "
"Node._process]) or physics frames (see [method Node._physics_process]).\n"
"Default value is [constant TWEEN_PROCESS_IDLE]."
msgstr ""
"决定该 [Tween] 应当在处理帧(见 [method Node._process])还是物理帧(见 "
"[method Node._physics_process])执行。\n"
"默认值为 [constant TWEEN_PROCESS_IDLE]。"
msgid ""
"Scales the speed of tweening. This affects all [Tweener]s and their delays."
msgstr "补间的速度缩放。影响所有 [Tweener] 及其延迟。"
msgid ""
"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
"animated by this [Tween].\n"
"If not specified, the default value is [constant TRANS_LINEAR]."
msgstr ""
"为此 [Tween] 设置动画化的 [PropertyTweener] 和 [MethodTweener] 的默认过渡类"
"型。\n"
"如果未指定,则默认值为 [constant TRANS_LINEAR]。"
msgid ""
"Stops the tweening and resets the [Tween] to its initial state. This will not "
"remove any appended [Tweener]s.\n"
"[b]Note:[/b] If a Tween is stopped and not bound to any node, it will exist "
"indefinitely until manually started or invalidated. If you lose a reference "
"to such Tween, you can retrieve it using [method SceneTree."
"get_processed_tweens]."
msgstr ""
"停止该补间并将该 [Tween] 重置为其初始状态。这不会移除任何附加的 [Tweener]。\n"
"[b]注意:[/b]如果一个 Tween 被停止并且没有被绑定到任何节点,它将无限期地存在,"
"直到手动启动或失效。如果丢失了对这种 Tween 的引用,可以使用 [method SceneTree."
"get_processed_tweens]。"
msgid ""
"Creates and appends a [CallbackTweener]. This method can be used to call an "
"arbitrary method in any object. Use [method Callable.bind] to bind additional "
"arguments for the call.\n"
"[b]Example:[/b] Object that keeps shooting every 1 second:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().set_loops()\n"
"tween.tween_callback(shoot).set_delay(1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween().SetLoops();\n"
"tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example:[/b] Turning a sprite red and then blue, with 2 second delay:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)\n"
"tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"Sprite2D sprite = GetNode<Sprite2D>(\"Sprite\");\n"
"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red))."
"SetDelay(2.0f);\n"
"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue))."
"SetDelay(2.0f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"创建并追加一个 [CallbackTweener]。这个方法可用于调用任意对象的任意方法。请使"
"用 [method Callable.bind] 绑定额外的调用参数。\n"
"[b]示例:[/b]总是每隔 1 秒射击一次的对象:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().set_loops()\n"
"tween.tween_callback(shoot).set_delay(1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween().SetLoops();\n"
"tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]示例:[/b]将精灵变红然后变蓝,带有 2 秒延迟:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)\n"
"tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"Sprite2D sprite = GetNode<Sprite2D>(\"Sprite\");\n"
"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red))."
"SetDelay(2.0f);\n"
"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue))."
"SetDelay(2.0f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [Tween] acts as a "
"timer). [param time] is the length of the interval, in seconds.\n"
"[b]Example:[/b] Creating an interval in code execution:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# ... some code\n"
"await create_tween().tween_interval(2).finished\n"
"# ... more code\n"
"[/gdscript]\n"
"[csharp]\n"
"// ... some code\n"
"await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName."
"Finished);\n"
"// ... more code\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example:[/b] Creating an object that moves back and forth and jumps every "
"few seconds:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween().set_loops()\n"
"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
"tween.tween_callback(jump)\n"
"tween.tween_interval(2)\n"
"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
"tween.tween_callback(jump)\n"
"tween.tween_interval(2)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween().SetLoops();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", 200.0f, 1.0f)."
"AsRelative();\n"
"tween.TweenCallback(Callable.From(Jump));\n"
"tween.TweenInterval(2.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", -200.0f, 1.0f)."
"AsRelative();\n"
"tween.TweenCallback(Callable.From(Jump));\n"
"tween.TweenInterval(2.0f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"创建并追加一个 [IntervalTweener]。这个方法可用于在补间动画中创建延迟,可以替代"
"在其他 [Tweener] 中使用延迟,或无动画的情况(此时 [Tween] 充当计时器的角色)。"
"[param time] 为间隔时间,单位为秒。\n"
"[b]示例:[/b]创建代码执行的间隔:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# ... 一些代码\n"
"yield(create_tween().tween_interval(2), \"finished\")\n"
"# ... 更多代码\n"
"[/gdscript]\n"
"[csharp]\n"
"// ... 一些代码\n"
"await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName."
"Finished);\n"
"// ... 更多代码\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]示例:[/b]创建每隔几秒就来回移动并跳跃的对象:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween().set_loops()\n"
"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
"tween.tween_callback(jump)\n"
"tween.tween_interval(2)\n"
"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
"tween.tween_callback(jump)\n"
"tween.tween_interval(2)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween().SetLoops();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", 200.0f, 1.0f)."
"AsRelative();\n"
"tween.TweenCallback(Callable.From(Jump));\n"
"tween.TweenInterval(2.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", -200.0f, 1.0f)."
"AsRelative();\n"
"tween.TweenCallback(Callable.From(Jump));\n"
"tween.TweenInterval(2.0f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Creates and appends a [MethodTweener]. This method is similar to a "
"combination of [method tween_callback] and [method tween_property]. It calls "
"a method over time with a tweened value provided as an argument. The value is "
"tweened between [param from] and [param to] over the time specified by [param "
"duration], in seconds. Use [method Callable.bind] to bind additional "
"arguments for the call. You can use [method MethodTweener.set_ease] and "
"[method MethodTweener.set_trans] to tweak the easing and transition of the "
"value or [method MethodTweener.set_delay] to delay the tweening.\n"
"[b]Example:[/b] Making a 3D object look from one point to another point:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, "
"0, -1), 1) # The look_at() method takes up vector as second argument.\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenMethod(Callable.From((Vector3 target) => LookAt(target, Vector3."
"Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), "
"1.0f); // Use lambdas to bind additional arguments for the call.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example:[/b] Setting the text of a [Label], using an intermediate method "
"and after a delay:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var tween = create_tween()\n"
" tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)\n"
"\n"
"func set_label_text(value: int):\n"
" $Label.text = \"Counting \" + str(value)\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" base._Ready();\n"
"\n"
" Tween tween = CreateTween();\n"
" tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f)."
"SetDelay(1.0f);\n"
"}\n"
"\n"
"private void SetLabelText(int value)\n"
"{\n"
" GetNode<Label>(\"Label\").Text = $\"Counting {value}\";\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"创建并追加一个 [MethodTweener]。这个方法与 [method tween_callback] 和 [method "
"tween_property] 的组合类似,会使用补间后的值作为参数去持续调用某个方法。该值是"
"从 [param from] 到 [param to] 进行补间的,时长为 [param duration] 秒。请使用 "
"[method Callable.bind] 绑定额外的调用参数。你可以使用 [method MethodTweener."
"set_ease] 和 [method MethodTweener.set_trans] 来调整该值的缓动和过渡,可以使"
"用 [method MethodTweener.set_delay] 来延迟补间。\n"
"[b]示例:[/b]让 3D 对象面向另一个点:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, "
"0, -1), 1) # look_at() 方法的第二个参数接受的是上向量。\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenMethod(Callable.From((Vector3 target) => LookAt(target, Vector3."
"Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), "
"1.0f); // 使用 lambda 为调用绑定附加参数。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]示例:[/b]在一段延迟后,使用中间方法来设置 [Label] 的文本:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var tween = create_tween()\n"
" tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)\n"
"\n"
"func set_label_text(value: int):\n"
" $Label.text = \"Counting \" + str(value)\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" base._Ready();\n"
"\n"
" Tween tween = CreateTween();\n"
" tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f)."
"SetDelay(1.0f);\n"
"}\n"
"\n"
"private void SetLabelText(int value)\n"
"{\n"
" GetNode<Label>(\"Label\").Text = $\"Counting {value}\";\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a [param "
"property] of an [param object] between an initial value and [param final_val] "
"in a span of time equal to [param duration], in seconds. The initial value by "
"default is the property's value at the time the tweening of the "
"[PropertyTweener] starts.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(100.0f, "
"200.0f), 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(200.0f, "
"300.0f), 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"will move the sprite to position (100, 200) and then to (200, 300). If you "
"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
"the starting position will be overwritten by the given value instead. See "
"other methods in [PropertyTweener] to see how the tweening can be tweaked "
"further.\n"
"[b]Note:[/b] You can find the correct property name by hovering over the "
"property in the Inspector. You can also provide the components of a property "
"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
"code]), where it would only apply to that particular component.\n"
"[b]Example:[/b] Moving an object twice from the same position, with different "
"transition types:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().set_trans(Tween.TRANS_SINE)\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
"300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
"300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType."
"Expo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"创建并追加一个 [PropertyTweener]。这个方法会将 [param object] 对象的 [param "
"property] 属性在初始值和最终值 [param final_val] 之间进行补间,持续时间为 "
"[param duration] 秒。初始值默认为该 [PropertyTweener] 启动时该属性的值。\n"
"[b]示例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(100.0f, "
"200.0f), 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(200.0f, "
"300.0f), 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"会将该精灵移动到 (100, 200) 然后再移动到 (200, 300)。如果你使用了 [method "
"PropertyTweener.from] 或 [method PropertyTweener.from_current],那么起始位置就"
"会被给定的值所覆盖。更多调整项请参阅 [PropertyTweener] 中的其他方法。\n"
"[b]注意:[/b]鼠标悬停在检查器中的属性上即可查看正确的属性名称。你还可以用 "
"[code]\"属性:组件\"[/code] 的形式提供属性中的组件(例如 [code]position:x[/"
"code]),这样就只会修改这个特定的组件。\n"
"[b]示例:[/b]使用不同的过渡类型从同一位置开始移动两次:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().set_trans(Tween.TRANS_SINE)\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
"300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
"300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType."
"Expo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Emitted when the [Tween] has finished all tweening. Never emitted when the "
"[Tween] is set to infinite looping (see [method set_loops])."
msgstr ""
"该 [Tween] 完成所有补间时发出。该 [Tween] 设为无限循环时不会发出(见 [method "
"set_loops])。"
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
"完成一次循环时触发(见 [method set_loops]),会提供该循环的索引号。这个信号不"
"会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。"
msgid ""
"Emitted when one step of the [Tween] is complete, providing the step index. "
"One step is either a single [Tweener] or a group of [Tweener]s running in "
"parallel."
msgstr ""
"完成该 [Tween] 的一步完成后触发,会提供这一步的索引号。一步指的是单个 "
"[Tweener] 或一组并行执行的 [Tweener]。"
msgid ""
"The [Tween] updates after each physics frame (see [method Node."
"_physics_process])."
msgstr ""
"该 [Tween] 在每个物理帧之后进行更新(见 [method Node._physics_process])。"
msgid ""
"The [Tween] updates after each process frame (see [method Node._process])."
msgstr "该 [Tween] 在每个处理帧之后进行更新(见 [method Node._process])。"
msgid ""
"If the [Tween] has a bound node, it will process when that node can process "
"(see [member Node.process_mode]). Otherwise it's the same as [constant "
"TWEEN_PAUSE_STOP]."
msgstr ""
"如果该 [Tween] 绑定了节点,它将在该节点可以处理时进行处理(见 [member Node."
"process_mode])。否则与 [constant TWEEN_PAUSE_STOP] 相同。"
msgid "If [SceneTree] is paused, the [Tween] will also pause."
msgstr "如果 [SceneTree] 被暂停,则该 [Tween] 也会暂停。"
msgid "The [Tween] will process regardless of whether [SceneTree] is paused."
msgstr "无论 [SceneTree] 是否被暂停,该 [Tween] 都会处理。"
msgid "The animation is interpolated linearly."
msgstr "动画是线性插值的。"
msgid "The animation is interpolated using a sine function."
msgstr "动画使用正弦函数进行插值。"
msgid ""
"The animation is interpolated with a quintic (to the power of 5) function."
msgstr "动画使用五次5 次方)函数进行插值。"
msgid ""
"The animation is interpolated with a quartic (to the power of 4) function."
msgstr "动画使用四次4 次方)函数进行插值。"
msgid ""
"The animation is interpolated with a quadratic (to the power of 2) function."
msgstr "动画使用二次2 次方)函数进行插值。"
msgid ""
"The animation is interpolated with an exponential (to the power of x) "
"function."
msgstr "动画使用指数x 次方)函数进行插值。"
msgid ""
"The animation is interpolated with elasticity, wiggling around the edges."
msgstr "动画弹性插值,在边缘摆动。"
msgid "The animation is interpolated with a cubic (to the power of 3) function."
msgstr "动画使用三次3 次方)函数进行插值。"
msgid "The animation is interpolated with a function using square roots."
msgstr "动画使用平方根的函数进行插值。"
msgid "The animation is interpolated by bouncing at the end."
msgstr "动画通过在末尾弹跳插值。"
msgid "The animation is interpolated backing out at ends."
msgstr "动画在末端回放插值。"
msgid "The animation is interpolated like a spring towards the end."
msgstr "动画像朝着末尾的弹簧一样插值。"
msgid "The interpolation starts slowly and speeds up towards the end."
msgstr "插值开始缓慢,并加速接近结束。"
msgid "The interpolation starts quickly and slows down towards the end."
msgstr "插值开始快速,接近结束时减慢。"
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is slowest at both ends."
msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值最慢。"
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is fastest at both ends."
msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的组合。两端的插值最快。"
msgid "Abstract class for all Tweeners used by [Tween]."
msgstr "[Tween] 使用的所有 Tweener补间器的抽象类。"
msgid ""
"Tweeners are objects that perform a specific animating task, e.g. "
"interpolating a property or calling a method at a given time. A [Tweener] "
"can't be created manually, you need to use a dedicated method from [Tween]."
msgstr ""
"Tweener 是执行特定动画化的任务的对象,例如,在给定的时间,插值一个属性或调用一"
"个方法。[Tweener] 不能被手动创建,你需要使用 [Tween] 中的专用方法。"
msgid "Emitted when the [Tweener] has just finished its job."
msgstr "当该 [Tweener] 刚刚完成其任务时触发。"
msgid "Helper class to implement a UDP server."
msgstr "用于实现 UDP 服务器的辅助类。"
msgid ""
"A simple server that opens a UDP socket and returns connected [PacketPeerUDP] "
"upon receiving new packets. See also [method PacketPeerUDP.connect_to_host].\n"
"After starting the server ([method listen]), you will need to [method poll] "
"it at regular intervals (e.g. inside [method Node._process]) for it to "
"process new packets, delivering them to the appropriate [PacketPeerUDP], and "
"taking new connections.\n"
"Below a small example of how it can be used:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"class_name ServerNode\n"
"extends Node\n"
"\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
"\n"
"func _process(delta):\n"
" server.poll() # Important!\n"
" if server.is_connection_available():\n"
" var peer: PacketPeerUDP = server.take_connection()\n"
" var packet = peer.get_packet()\n"
" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
"get_packet_port()])\n"
" print(\"Received data: %s\" % [packet.get_string_from_utf8()])\n"
" # Reply so it knows we received the message.\n"
" peer.put_packet(packet)\n"
" # Keep a reference so we can keep contacting the remote peer.\n"
" peers.append(peer)\n"
"\n"
" for i in range(0, peers.size()):\n"
" pass # Do something with the connected peers.\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"using System.Collections.Generic;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private UdpServer _server = new UdpServer();\n"
" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _server.Poll(); // Important!\n"
" if (_server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUdp peer = _server.TakeConnection();\n"
" byte[] packet = peer.GetPacket();\n"
" GD.Print($\"Accepted Peer: {peer.GetPacketIP()}:{peer."
"GetPacketPort()}\");\n"
" GD.Print($\"Received Data: {packet.GetStringFromUtf8()}\");\n"
" // Reply so it knows we received the message.\n"
" peer.PutPacket(packet);\n"
" // Keep a reference so we can keep contacting the remote peer.\n"
" _peers.Add(peer);\n"
" }\n"
" foreach (var peer in _peers)\n"
" {\n"
" // Do something with the peers.\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"class_name ClientNode\n"
"extends Node\n"
"\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
"\n"
"func _process(delta):\n"
" if !connected:\n"
" # Try to contact server\n"
" udp.put_packet(\"The answer is... 42!\".to_utf8_buffer())\n"
" if udp.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // Try to contact server\n"
" _udp.PutPacket(\"The Answer Is..42!\".ToUtf8Buffer());\n"
" }\n"
" if (_udp.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Connected: {_udp.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"简易服务器,会打开 UDP 套接字,并在收到新数据包时返回已连接的 "
"[PacketPeerUDP]。另见 [method PacketPeerUDP.connect_to_host]。\n"
"服务器启动后([method listen]),你需要调用 [method poll] 按照一定的间隔轮询"
"(例如在 [method Node._process] 中)才能处理新数据包、将它们传递给合适的 "
"[PacketPeerUDP]、获取新连接。\n"
"下面是简单的用法示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"class_name ServerNode\n"
"extends Node\n"
"\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
"\n"
"func _process(delta):\n"
" server.poll() # 重要!\n"
" if server.is_connection_available():\n"
" var peer: PacketPeerUDP = server.take_connection()\n"
" var packet = peer.get_packet()\n"
" print(\"接受对等体:%s:%s\" % [peer.get_packet_ip(), peer."
"get_packet_port()])\n"
" print(\"接收到数据:%s\" % [packet.get_string_from_utf8()])\n"
" # 进行回复,这样对方就知道我们收到了消息。\n"
" peer.put_packet(packet)\n"
" # 保持引用,这样我们就能继续与远程对等体联系。\n"
" peers.append(peer)\n"
"\n"
" for i in range(0, peers.size()):\n"
" pass # 针对已连接的对等体进行操作。\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"using System.Collections.Generic;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private UdpServer _server = new UdpServer();\n"
" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _server.Poll(); // 重要!\n"
" if (_server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUdp peer = _server.TakeConnection();\n"
" byte[] packet = peer.GetPacket();\n"
" GD.Print($\"接受对等体:{peer.GetPacketIP()}:{peer."
"GetPacketPort()}\");\n"
" GD.Print($\"接收到数据:{packet.GetStringFromUtf8()}\");\n"
" // 进行回复,这样对方就知道我们收到了消息。\n"
" peer.PutPacket(packet);\n"
" // 保持引用,这样我们就能继续与远程对等体联系。\n"
" _peers.Add(peer);\n"
" }\n"
" foreach (var peer in _peers)\n"
" {\n"
" // 针对已连接的对等体进行操作。\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"class_name ClientNode\n"
"extends Node\n"
"\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
"\n"
"func _process(delta):\n"
" if !connected:\n"
" # 尝试连接服务器\n"
" udp.put_packet(\"答案是……42\".to_utf8_buffer())\n"
" if udp.get_available_packet_count() > 0:\n"
" print(\"已连接:%s\" % udp.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // 尝试联系服务器\n"
" _udp.PutPacket(\"答案是……42\".ToUtf8Buffer());\n"
" }\n"
" if (_udp.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"已连接:{_udp.GetPacket().GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if a packet with a new address/port combination was "
"received on the socket."
msgstr ""
"如果在套接字中收到一个具有新地址及端口组合的数据包,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the socket is open and listening on a port."
msgstr "如果套接字是打开的,并且在监听端口,则返回 [code]true[/code]。"
msgid ""
"Starts the server by opening a UDP socket listening on the given [param "
"port]. You can optionally specify a [param bind_address] to only listen for "
"packets sent to that address. See also [method PacketPeerUDP.bind]."
msgstr ""
"启动服务器,打开监听给定端口 [param port] 的 UDP 套接字。还可以指定 [param "
"bind_address],仅监听发送至该地址的数据包。另见 [method PacketPeerUDP.bind]。"
msgid ""
"Call this method at regular intervals (e.g. inside [method Node._process]) to "
"process new packets. And packet from known address/port pair will be "
"delivered to the appropriate [PacketPeerUDP], any packet received from an "
"unknown address/port pair will be added as a pending connection (see [method "
"is_connection_available], [method take_connection]). The maximum number of "
"pending connection is defined via [member max_pending_connections]."
msgstr ""
"定期调用这个方法,例如在[method Node._process]里面,来处理新数据包。来自已知地"
"址及端口对的数据包,将被传递到相应的[PacketPeerUDP],任何从未知地址及端口对收"
"到的数据包将被添加为一个待定连接,参阅[method is_connection_available], "
"[method take_connection]。待定连接的最大数量通过[member "
"max_pending_connections]定义。"
msgid ""
"Stops the server, closing the UDP socket if open. Will close all connected "
"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
"be notified)."
msgstr ""
"停止服务器,如果 UDP 套接字处于打开状态,就关闭它。将关闭所有通过 [method "
"take_connection] 接受连接的 [PacketPeerUDP](不会通知远程对等体)。"
msgid ""
"Returns the first pending connection (connected to the appropriate address/"
"port). Will return [code]null[/code] if no new connection is available. See "
"also [method is_connection_available], [method PacketPeerUDP.connect_to_host]."
msgstr ""
"返回第一个挂起的连接(连接到适当的地址及端口)。如果没有新的连接可用,将返回 "
"[code]null[/code]。另请参阅 [method is_connection_available]、[method "
"PacketPeerUDP.connect_to_host]。"
msgid ""
"Define the maximum number of pending connections, during [method poll], any "
"new pending connection exceeding that value will be automatically dropped. "
"Setting this value to [code]0[/code] effectively prevents any new pending "
"connection to be accepted (e.g. when all your players have connected)."
msgstr ""
"定义最大的待定连接数,在[method poll]期间,任何超过该值的新待定连接将被自动放"
"弃。把这个值设置为[code]0[/code]可以有效地防止任何新的待定连接被接受,例如,当"
"你的所有玩家都连接时。"
msgid ""
"Provides a high-level interface for implementing undo and redo operations."
msgstr "为实现撤销和重做操作提供高阶接口。"
msgid ""
"UndoRedo works by registering methods and property changes inside "
"\"actions\". You can create an action, then provide ways to do and undo this "
"action using function calls and property changes, then commit the action.\n"
"When an action is committed, all of the [code]do_*[/code] methods will run. "
"If the [method undo] method is used, the [code]undo_*[/code] methods will "
"run. If the [method redo] method is used, once again, all of the [code]do_*[/"
"code] methods will run.\n"
"Here's an example on how to add an action:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var undo_redo = UndoRedo.new()\n"
"\n"
"func do_something():\n"
" pass # Put your code here.\n"
"\n"
"func undo_something():\n"
" pass # Put here the code that reverts what's done by \"do_something()\".\n"
"\n"
"func _on_my_button_pressed():\n"
" var node = get_node(\"MyNode2D\")\n"
" undo_redo.create_action(\"Move the node\")\n"
" undo_redo.add_do_method(do_something)\n"
" undo_redo.add_undo_method(undo_something)\n"
" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
" undo_redo.add_undo_property(node, \"position\", node.position)\n"
" undo_redo.commit_action()\n"
"[/gdscript]\n"
"[csharp]\n"
"private UndoRedo _undoRedo;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _undoRedo = new UndoRedo();\n"
"}\n"
"\n"
"public void DoSomething()\n"
"{\n"
" // Put your code here.\n"
"}\n"
"\n"
"public void UndoSomething()\n"
"{\n"
" // Put here the code that reverts what's done by \"DoSomething()\".\n"
"}\n"
"\n"
"private void OnMyButtonPressed()\n"
"{\n"
" var node = GetNode<Node2D>(\"MyNode2D\");\n"
" _undoRedo.CreateAction(\"Move the node\");\n"
" _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));\n"
" _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));\n"
" _undoRedo.AddDoProperty(node, \"position\", new Vector2(100, 100));\n"
" _undoRedo.AddUndoProperty(node, \"position\", node.Position);\n"
" _undoRedo.CommitAction();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Before calling any of the [code]add_(un)do_*[/code] methods, you need to "
"first call [method create_action]. Afterwards you need to call [method "
"commit_action].\n"
"If you don't need to register a method, you can leave [method add_do_method] "
"and [method add_undo_method] out; the same goes for properties. You can also "
"register more than one method/property.\n"
"If you are making an [EditorPlugin] and want to integrate into the editor's "
"undo history, use [EditorUndoRedoManager] instead.\n"
"If you are registering multiple properties/method which depend on one "
"another, be aware that by default undo operation are called in the same order "
"they have been added. Therefore instead of grouping do operation with their "
"undo operations it is better to group do on one side and undo on the other as "
"shown below.\n"
"[codeblocks]\n"
"[gdscript]\n"
"undo_redo.create_action(\"Add object\")\n"
"\n"
"# DO\n"
"undo_redo.add_do_method(_create_object)\n"
"undo_redo.add_do_method(_add_object_to_singleton)\n"
"\n"
"# UNDO\n"
"undo_redo.add_undo_method(_remove_object_from_singleton)\n"
"undo_redo.add_undo_method(_destroy_that_object)\n"
"\n"
"undo_redo.commit_action()\n"
"[/gdscript]\n"
"[csharp]\n"
"_undo_redo.CreateAction(\"Add object\");\n"
"\n"
"// DO\n"
"_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));\n"
"_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));\n"
"\n"
"// UNDO\n"
"_undo_redo.AddUndoMethod(new Callable(this, MethodName."
"RemoveObjectFromSingleton));\n"
"_undo_redo.AddUndoMethod(new Callable(this, MethodName.DestroyThatObject));\n"
"\n"
"_undo_redo.CommitAction();\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"UndoRedo 的原理是在“动作”中注册方法和属性的变化。你可以创建一个动作,然后提供"
"执行do和撤销undo这个动作需要进行的函数调用和属性更改然后提交该动"
"作。\n"
"动作提交后就会执行所有 [code]do_*[/code] 方法。如果使用 [method undo] 方法,那"
"么就会执行 [code]undo_*[/code] 方法。如果使用 [method redo] 方法,那么就会再次"
"执行所有 [code]do_*[/code] 方法。\n"
"以下是添加动作的示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var undo_redo = UndoRedo.new()\n"
"\n"
"func do_something():\n"
" pass # 在此处编写你的代码。\n"
"\n"
"func undo_something():\n"
" pass # 在此处编写恢复“do_something()”里所做事情的代码。\n"
"\n"
"func _on_my_button_pressed():\n"
" var node = get_node(\"MyNode2D\")\n"
" undo_redo.create_action(\"移动节点\")\n"
" undo_redo.add_do_method(do_something)\n"
" undo_redo.add_undo_method(undo_something)\n"
" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
" undo_redo.add_undo_property(node, \"position\", node.position)\n"
" undo_redo.commit_action()\n"
"[/gdscript]\n"
"[csharp]\n"
"private UndoRedo _undoRedo;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _undoRedo = new UndoRedo();\n"
"}\n"
"\n"
"public void DoSomething()\n"
"{\n"
" // 在此处编写你的代码。\n"
"}\n"
"\n"
"public void UndoSomething()\n"
"{\n"
" // 在此处编写恢复“DoSomething()”里所做事情的代码。\n"
"}\n"
"\n"
"private void OnMyButtonPressed()\n"
"{\n"
" var node = GetNode<Node2D>(\"MyNode2D\");\n"
" _undoRedo.CreateAction(\"移动节点\");\n"
" _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));\n"
" _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));\n"
" _undoRedo.AddDoProperty(node, \"position\", new Vector2(100, 100));\n"
" _undoRedo.AddUndoProperty(node, \"position\", node.Position);\n"
" _undoRedo.CommitAction();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"调用 [code]add_(un)do_*[/code] 方法之前,你需要先调用 [method create_action]。"
"调用之后则需要调用 [method commit_action]。\n"
"如果你不需要注册方法,则可以将 [method add_do_method] 和 [method "
"add_undo_method] 省去;属性同理。你也可以注册多个方法/属性。\n"
"如果你要制作 [EditorPlugin],希望集成编辑器的撤销历史,请改用 "
"[EditorUndoRedoManager]。\n"
"如果你所注册的不同属性/方法之间有相互依赖,请注意默认情况下撤销操作的调用顺序"
"和添加顺序是一致的。因此请不要将 do 操作和 undo 操作写在一起,最好还是和下面一"
"样 do 和 do 一起写undo 和 undo 一起写。\n"
"[codeblocks]\n"
"[gdscript]\n"
"undo_redo.create_action(\"添加对象\")\n"
"\n"
"# DO\n"
"undo_redo.add_do_method(_create_object)\n"
"undo_redo.add_do_method(_add_object_to_singleton)\n"
"\n"
"# UNDO\n"
"undo_redo.add_undo_method(_remove_object_from_singleton)\n"
"undo_redo.add_undo_method(_destroy_that_object)\n"
"\n"
"undo_redo.commit_action()\n"
"[/gdscript]\n"
"[csharp]\n"
"_undo_redo.CreateAction(\"添加对象\");\n"
"\n"
"// DO\n"
"_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));\n"
"_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));\n"
"\n"
"// UNDO\n"
"_undo_redo.AddUndoMethod(new Callable(this, MethodName."
"RemoveObjectFromSingleton));\n"
"_undo_redo.AddUndoMethod(new Callable(this, MethodName.DestroyThatObject));\n"
"\n"
"_undo_redo.CommitAction();\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Register a [Callable] that will be called when the action is committed."
msgstr "注册 [Callable],会在提交动作时调用。"
msgid ""
"Register a [param property] that would change its value to [param value] when "
"the action is committed."
msgstr "注册 [param property],会在提交动作时将其值更改为 [param value]。"
msgid ""
"Register a reference for \"do\" that will be erased if the \"do\" history is "
"lost. This is useful mostly for new nodes created for the \"do\" call. Do not "
"use for resources.\n"
"[codeblock]\n"
"var node = Node2D.new()\n"
"undo_redo.create_action(\"Add node\")\n"
"undo_redo.add_do_method(add_child.bind(node))\n"
"undo_redo.add_do_reference(node)\n"
"undo_redo.add_undo_method(remove_child.bind(node))\n"
"undo_redo.commit_action()\n"
"[/codeblock]"
msgstr ""
"为“do”执行注册引用丢弃该“do”历史时会擦除该引用。主要可用于“do”调用新建的"
"节点。请勿用于资源。\n"
"[codeblock]\n"
"var node = Node2D.new()\n"
"undo_redo.create_action(\"添加节点\")\n"
"undo_redo.add_do_method(add_child.bind(node))\n"
"undo_redo.add_do_reference(node)\n"
"undo_redo.add_undo_method(remove_child.bind(node))\n"
"undo_redo.commit_action()\n"
"[/codeblock]"
msgid "Register a [Callable] that will be called when the action is undone."
msgstr "注册 [Callable],会在撤销动作时调用。"
msgid ""
"Register a [param property] that would change its value to [param value] when "
"the action is undone."
msgstr "注册 [param property],会在撤销动作时将其值更改为 [param value]。"
msgid ""
"Register a reference for \"undo\" that will be erased if the \"undo\" history "
"is lost. This is useful mostly for nodes removed with the \"do\" call (not "
"the \"undo\" call!).\n"
"[codeblock]\n"
"var node = $Node2D\n"
"undo_redo.create_action(\"Remove node\")\n"
"undo_redo.add_do_method(remove_child.bind(node))\n"
"undo_redo.add_undo_method(add_child.bind(node))\n"
"undo_redo.add_undo_reference(node)\n"
"undo_redo.commit_action()\n"
"[/codeblock]"
msgstr ""
"为“undo”撤销注册引用丢弃该“undo”历史时会擦除该引用。主要可用于“do”调用移"
"除的节点不是“undo”调用。\n"
"[codeblock]\n"
"var node = $Node2D\n"
"undo_redo.create_action(\"移除节点\")\n"
"undo_redo.add_do_method(remove_child.bind(node))\n"
"undo_redo.add_undo_method(add_child.bind(node))\n"
"undo_redo.add_undo_reference(node)\n"
"undo_redo.commit_action()\n"
"[/codeblock]"
msgid ""
"Clear the undo/redo history and associated references.\n"
"Passing [code]false[/code] to [param increase_version] will prevent the "
"version number from increasing when the history is cleared."
msgstr ""
"清除撤销/重做历史和相关的引用。\n"
"将 [code]false[/code] 传递给 [param increase_version] 将防止在清除历史记录时增"
"加版本号。"
msgid ""
"Commit the action. If [param execute] is [code]true[/code] (which it is by "
"default), all \"do\" methods/properties are called/set when this function is "
"called."
msgstr ""
"提交动作。如果 [param execute] 为 [code]true[/code](默认情况),则会在调用此"
"函数时调用/设置所有“执行do”方法/属性。"
msgid ""
"Create a new action. After this is called, do all your calls to [method "
"add_do_method], [method add_undo_method], [method add_do_property], and "
"[method add_undo_property], then commit the action with [method "
"commit_action].\n"
"The way actions are merged is dictated by [param merge_mode]. See [enum "
"MergeMode] for details.\n"
"The way undo operation are ordered in actions is dictated by [param "
"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo "
"option are ordered in the same order they were added. Which means the first "
"operation to be added will be the first to be undone."
msgstr ""
"创建一个新的动作。调用后,请执行所有你需要的 [method add_do_method]、[method "
"add_undo_method]、[method add_do_property] 和 [method add_undo_property] 调"
"用,然后再用 [method commit_action] 提交这个动作。\n"
"动作的合并方式由 [param merge_mode] 决定。详见 [enum MergeMode]。\n"
"动作中撤销操作的顺序由 [param backward_undo_ops] 决定。[param "
"backward_undo_ops] 为 [code]false[/code] 时,撤销选项的顺序和添加顺序一致。也"
"就是说,先添加的操作会先撤销。"
msgid ""
"Stops marking operations as to be processed even if the action gets merged "
"with another in the [constant MERGE_ENDS] mode. See [method "
"start_force_keep_in_merge_ends]."
msgstr ""
"停止将操作标记为要处理,即使该动作在 [constant MERGE_ENDS] 模式下与另一个动作"
"合并。请参阅 [method start_force_keep_in_merge_ends]。"
msgid "Gets the action name from its index."
msgstr "根据索引获取动作名称。"
msgid "Gets the index of the current action."
msgstr "获取当前动作的索引。"
msgid ""
"Gets the name of the current action, equivalent to "
"[code]get_action_name(get_current_action())[/code]."
msgstr ""
"获取当前动作的名称,等价于 [code]get_action_name(get_current_action())[/"
"code]。"
msgid "Returns how many elements are in the history."
msgstr "返回历史中有多少元素。"
msgid ""
"Gets the version. Every time a new action is committed, the [UndoRedo]'s "
"version number is increased automatically.\n"
"This is useful mostly to check if something changed from a saved version."
msgstr ""
"获取版本。每次提交一个新的操作,[UndoRedo] 的版本号都会自动增加。\n"
"这主要用于检查保存的版本是否发生了更改。"
msgid ""
"Returns [code]true[/code] if the [UndoRedo] is currently committing the "
"action, i.e. running its \"do\" method or property change (see [method "
"commit_action])."
msgstr ""
"如果 [UndoRedo] 当前正在提交动作即运行其“do”的方法或属性变化则返回 "
"[code]true[/code](请参阅 [method commit_action])。"
msgid "Redo the last action."
msgstr "重做上一个动作。"
msgid ""
"Marks the next \"do\" and \"undo\" operations to be processed even if the "
"action gets merged with another in the [constant MERGE_ENDS] mode. Return to "
"normal operation using [method end_force_keep_in_merge_ends]."
msgstr ""
"标记要处理的下一个“执行”和“撤消”操作,即使该动作在 [constant MERGE_ENDS] 模式"
"下与另一个动作合并。使用 [method end_force_keep_in_merge_ends] 返回到正常操"
"作。"
msgid "Undo the last action."
msgstr "撤销上一个动作。"
msgid "Called when [method undo] or [method redo] was called."
msgstr "当 [method undo] 或 [method redo] 被调用时调用。"
msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
msgstr "使“do”/“undo”操作保持在单独的动作中。"
msgid ""
"Makes so that the action's \"undo\" operations are from the first action "
"created and the \"do\" operations are from the last subsequent action with "
"the same name."
msgstr ""
"使得动作的“撤消”操作来自创建的第一个动作,“执行”操作来自最后一个具有相同名称的"
"后续动作。"
msgid "Makes subsequent actions with the same name be merged into one."
msgstr "使具有相同名称的后续动作合并为一个。"
msgid ""
"Universal Plug and Play (UPnP) functions for network device discovery, "
"querying and port forwarding."
msgstr "通用即插即用UPnP功能用于网络设备的发现、查询及端口映射。"
msgid ""
"This class can be used to discover compatible [UPNPDevice]s on the local "
"network and execute commands on them, like managing port mappings (for port "
"forwarding/NAT traversal) and querying the local and remote network IP "
"address. Note that methods on this class are synchronous and block the "
"calling thread.\n"
"To forward a specific port (here [code]7777[/code], note both [method "
"discover] and [method add_port_mapping] can return errors that should be "
"checked):\n"
"[codeblock]\n"
"var upnp = UPNP.new()\n"
"upnp.discover()\n"
"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
"upnp.delete_port_mapping(port)\n"
"[/codeblock]\n"
"[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery "
"without blocking the main thread, use [Thread]s like this:\n"
"[codeblock]\n"
"# Emitted when UPnP port mapping setup is completed (regardless of success or "
"failure).\n"
"signal upnp_completed(error)\n"
"\n"
"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
"func _upnp_setup(server_port):\n"
" # UPNP queries take some time.\n"
" var upnp = UPNP.new()\n"
" var err = upnp.discover()\n"
"\n"
" if err != OK:\n"
" push_error(str(err))\n"
" emit_signal(\"upnp_completed\", err)\n"
" return\n"
"\n"
" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"UDP\")\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"TCP\")\n"
" emit_signal(\"upnp_completed\", OK)\n"
"\n"
"func _ready():\n"
" thread = Thread.new()\n"
" thread.start(_upnp_setup.bind(SERVER_PORT))\n"
"\n"
"func _exit_tree():\n"
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
"[/codeblock]\n"
"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
"\"internet gateway device\", short IGD) refers to network devices that allow "
"computers in the local network to access the internet (\"wide area network\", "
"WAN). These gateways are often also called \"routers\".\n"
"[b]Pitfalls:[/b]\n"
"- As explained above, these calls are blocking and shouldn't be run on the "
"main thread, especially as they can block for multiple seconds at a time. Use "
"threading!\n"
"- Networking is physical and messy. Packets get lost in transit or get "
"filtered, addresses, free ports and assigned mappings change, and devices may "
"leave or join the network at any time. Be mindful of this, be diligent when "
"checking and handling errors, and handle these gracefully if you can: add "
"clear error UI, timeouts and re-try handling.\n"
"- Port mappings may change (and be removed) at any time, and the remote/"
"external IP address of the gateway can change likewise. You should consider "
"re-querying the external IP and try to update/refresh the port mapping "
"periodically (for example, every 5 minutes and on networking failures).\n"
"- Not all devices support UPnP, and some users disable UPnP support. You need "
"to handle this (e.g. documenting and requiring the user to manually forward "
"ports, or adding alternative methods of NAT traversal, like a relay/mirror "
"server, or NAT hole punching, STUN/TURN, etc.).\n"
"- Consider what happens on mapping conflicts. Maybe multiple users on the "
"same network would like to play your game at the same time, or maybe another "
"application uses the same port. Make the port configurable, and optimally "
"choose a port automatically (re-trying with a different port on failure).\n"
"[b]Further reading:[/b] If you want to know more about UPnP (and the Internet "
"Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is "
"a good first stop, the specification can be found at the [url=https://"
"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
"Connectivity Foundation[/url] and Godot's implementation is based on the "
"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
"这个类可用于在本地网络中发现兼容的 [UPNPDevice] 并在这些设备上执行命令,如管理"
"端口映射(用于端口转发/NAT 穿透)和查询本地及远程网络 IP 地址。请注意,这个类"
"的方法都是同步的,会阻塞调用线程。\n"
"要转发指定端口(此处为 [code]7777[/code],请注意 [method discover] 和 [method "
"add_port_mapping] 都可能返回错误,应进行检查):\n"
"[codeblock]\n"
"var upnp = UPNP.new()\n"
"upnp.discover()\n"
"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"要关闭指定端口(例如结束使用后):\n"
"[codeblock]\n"
"upnp.delete_port_mapping(port)\n"
"[/codeblock]\n"
"[b]注意:[/b]UPnP 发现会阻塞当前线程。要在不阻塞主线程的前提下执行发现,请像这"
"样使用 [Thread]\n"
"[codeblock]\n"
"# UPnP 端口映射建立完成时发出(无论成败)。\n"
"signal upnp_completed(error)\n"
"\n"
"# 请将其替换为你自己的服务器端口号,在 1024 和 65535 之间。\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
"func _upnp_setup(server_port):\n"
" # UPNP 查询比较耗时。\n"
" var upnp = UPNP.new()\n"
" var err = upnp.discover()\n"
"\n"
" if err != OK:\n"
" push_error(str(err))\n"
" emit_signal(\"upnp_completed\", err)\n"
" return\n"
"\n"
" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"UDP\")\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"TCP\")\n"
" emit_signal(\"upnp_completed\", OK)\n"
"\n"
"func _ready():\n"
" thread = Thread.new()\n"
" thread.start(_upnp_setup.bind(SERVER_PORT))\n"
"\n"
"func _exit_tree():\n"
" # 游戏退出但线程还在运行时,在此处等待线程完成。\n"
" thread.wait_to_finish()\n"
"[/codeblock]\n"
"[b]术语:[/b]UPnP 网络中“网关”gateway或称“互联网网关设备”internet "
"gateway device简称 IGD指的是在局域网中让计算机能够访问互联网“广域网”"
"wide area networkWAN的网络设备。这些网关经常也叫做“路由器”。\n"
"[b]陷阱:[/b]\n"
"- 前文解释过,这些调用都是阻塞的,不应该在主线程上执行,一次就能阻塞上很多秒。"
"用用线程吧!\n"
"- 网络是实打实的混乱。数据包可能会在传输过程中丢失或者被过滤掉,地址、空闲端"
"口、端口映射有可能发生变化,设备可以随时离开或者加入网络。请考虑周全,老老实实"
"地检查错误并进行处理,处理错误时请尽量友好:添加简洁的报错 UI、超时处理、重试"
"机制。\n"
"- 端口映射是随时会变的(也可以被删除),网关的远程/外部 IP 也可能发生改变。你"
"应该考虑定期重新查询外部 IP、尝试更新/刷新端口映射(例如每隔 5 分钟或者在发生"
"网络错误时执行)。\n"
"- 并不是所有的设备都支持 UPnP有些用户还会禁用 UPnP 支持。你需要处理这种情况"
"(例如编写文档,要求用户手动进行端口映射,或者加入接力/镜像服务器、NAT 打洞、"
"STUN/TURN 等 NAT 穿透的备用方案)。\n"
"- 请考虑映射冲突时该怎么办。可能在同一个网络上同时有多个用户想要来玩你的游戏,"
"或者有其他应用程序用了一样的端口。请把端口号做成可配置的,最好能够自动选择(失"
"败时重试其他端口)。\n"
"[b]拓展阅读:[/b]如果你想了解更多关于 UPnP尤其是 Internet Gateway Device"
"IGD和 Port Control ProtocolPCP可以首先查看[url=https://en."
"wikipedia.org/wiki/Universal_Plug_and_Play]维基百科[/url],技术规范可以在 "
"[url=https://openconnectivity.org/developer/specifications/upnp-resources/"
"upnp/]Open Connectivity 基金会[/url]找到Godot 的实现基于的是 [url=https://"
"github.com/miniupnp/miniupnp]MiniUPnP 客户端[/url]。"
msgid "Adds the given [UPNPDevice] to the list of discovered devices."
msgstr "将给定的 [UPNPDevice] 添加到已发现设备的列表中。"
msgid ""
"Adds a mapping to forward the external [param port] (between 1 and 65535, "
"although recommended to use port 1024 or above) on the default gateway (see "
"[method get_gateway]) to the [param port_internal] on the local machine for "
"the given protocol [param proto] (either [code]\"TCP\"[/code] or "
"[code]\"UDP\"[/code], with UDP being the default). If a port mapping for the "
"given port and protocol combination already exists on that gateway device, "
"this method tries to overwrite it. If that is not desired, you can retrieve "
"the gateway manually with [method get_gateway] and call [method "
"add_port_mapping] on it, if any. Note that forwarding a well-known port "
"(below 1024) with UPnP may fail depending on the device.\n"
"Depending on the gateway device, if a mapping for that port already exists, "
"it will either be updated or it will refuse this command due to that "
"conflict, especially if the existing mapping for that port wasn't created via "
"UPnP or points to a different network address (or device) than this one.\n"
"If [param port_internal] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [param port] "
"value).\n"
"The description ([param desc]) is shown in some routers management UIs and "
"can be used to point out which application added the mapping.\n"
"The mapping's lease [param duration] can be limited by specifying a duration "
"in seconds. The default of [code]0[/code] means no duration, i.e. a permanent "
"lease and notably some devices only support these permanent leases. Note that "
"whether permanent or not, this is only a request and the gateway may still "
"decide at any point to remove the mapping (which usually happens on a reboot "
"of the gateway, when its external IP address changes, or on some models when "
"it detects a port mapping has become inactive, i.e. had no traffic for "
"multiple minutes). If not [code]0[/code] (permanent), the allowed range "
"according to spec is between [code]120[/code] (2 minutes) and [code]86400[/"
"code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
"添加映射,针对给定的协议 [param proto][code]\"TCP\"[/code] 或 "
"[code]\"UDP\"[/code],默认为 UDP将默认网关见 [method get_gateway])上的"
"外部端口 [param port](在 1 到 65535 之间,不过推荐使用 1024 以上的端口)映射"
"到本机上的内部端口 [param port_internal]。如果该网关上已经存在给定的端口与协议"
"的组合,这个方法会尝试进行覆盖。如果不希望如此,你可以使用 [method "
"get_gateway] 手动获取网关,获取到后调用其 [method add_port_mapping] 方法。请注"
"意,使用 UPnP 转发公认端口1024 以下)在有些设备上可能会失败。\n"
"如果端口的映射已存在,有些网关设备可能会对其进行更新,有些则会因为冲突而拒绝这"
"个命令,尤其当现有端口映射不是由 UPnP 创建的,或者指向的是别的网络地址(或设"
"备)的时候。\n"
"如果 [param port_internal] 为 [code]0[/code](默认),表示内外部端口相同(使"
"用 [param port] 的值)。\n"
"描述([param desc])会显示在一些路由器的管理界面上,可以用来识别添加映射的程"
"序。\n"
"映射的租赁时长 [param duration] 可以通过指定秒数来限定。默认的 [code]0[/code] "
"表示没有时长,即永久租赁,有些设备只支持这种永久租赁。请注意,无论是否永久都只"
"是一种请求,网关仍然可以随时移除映射(通常发生在重启网关后外部 IP 地址发生变化"
"时,也有些型号会在映射不再活动,即若干分钟无流量时移除)。如果非 [code]0[/"
"code](永久),技术规格所允许的范围是 [code]120[/code]2 分钟)到 "
"[code]86400[/code] 秒24 小时)。\n"
"可能的返回值见 [enum UPNPResult]。"
msgid "Clears the list of discovered devices."
msgstr "清除已发现设备的列表。"
msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [param port] must "
"be a valid port between 1 and 65535, [param proto] can be either "
"[code]\"TCP\"[/code] or [code]\"UDP\"[/code]. May be refused for mappings "
"pointing to addresses other than this one, for well-known ports (below 1024), "
"or for mappings not added via UPnP. See [enum UPNPResult] for possible return "
"values."
msgstr ""
"如果默认网关上存在对给定端口和协议组合的端口映射,则将其删除(见 [method "
"get_gateway])。[param port] 必须是 1 和 65535 之间的有效端口,[param proto] "
"可以是 [code]\"TCP\"[/code] 或 [code]\"UDP\"[/code]。拒绝的原因可能是映射指向"
"其他地址、端口为公认端口1024 以下)、映射不是由 UPnP 添加的。可能的返回值见 "
"[enum UPNPResult]。"
msgid ""
"Discovers local [UPNPDevice]s. Clears the list of previously discovered "
"devices.\n"
"Filters for IGD (InternetGatewayDevice) type devices by default, as those "
"manage port forwarding. [param timeout] is the time to wait for responses in "
"milliseconds. [param ttl] is the time-to-live; only touch this if you know "
"what you're doing.\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
"发现本地的 [UPNPDevice]。清除先前发现的设备的列表。\n"
"默认情况下会过滤 IGDInternetGatewayDevice类型的设备因为这些设备管理端口"
"转发。[param timeout] 是等待响应的时间,单位为毫秒。[param ttl] 是生存时间;请"
"在你知道自己在做什么的时候才碰这个参数。\n"
"可能的返回值见 [enum UPNPResult]。"
msgid "Returns the [UPNPDevice] at the given [param index]."
msgstr "返回给定 [param index] 处的 [UPNPDevice]。"
msgid "Returns the number of discovered [UPNPDevice]s."
msgstr "返回已发现的 [UPNPDevice] 的数量。"
msgid ""
"Returns the default gateway. That is the first discovered [UPNPDevice] that "
"is also a valid IGD (InternetGatewayDevice)."
msgstr ""
"返回默认网关。这是第一个发现的[UPNPDevice]也是一个有效的IGD"
"InternetGatewayDevice。"
msgid ""
"Returns the external [IP] address of the default gateway (see [method "
"get_gateway]) as string. Returns an empty string on error."
msgstr ""
"返回默认网关的外部 [IP] 地址字符串(见 [method get_gateway])。错误时返回空字"
"符串。"
msgid "Removes the device at [param index] from the list of discovered devices."
msgstr "将 [param index] 处的设备从已发现的设备列表中移除。"
msgid ""
"Sets the device at [param index] from the list of discovered devices to "
"[param device]."
msgstr "将 [param index] 处的设备从已发现的设备列表中设置为 [param device]。"
msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
msgstr "如果为 [code]true[/code],则 IPv6 用于 [UPNPDevice] 发现。"
msgid ""
"If [code]0[/code], the local port to use for discovery is chosen "
"automatically by the system. If [code]1[/code], discovery will be done from "
"the source port 1900 (same as destination port). Otherwise, the value will be "
"used as the port."
msgstr ""
"如果为 [code]0[/code],系统会自动选择用于发现的本地端口。如果为 [code]1[/"
"code],将从源端口 1900 进行发现(与目的端口相同)。否则,将使用该值作为端口。"
msgid ""
"Multicast interface to use for discovery. Uses the default multicast "
"interface if empty."
msgstr "用于发现的多播接口。如果为空,则使用默认的多播接口。"
msgid "UPNP command or discovery was successful."
msgstr "UPNP 命令或发现成功。"
msgid ""
"Not authorized to use the command on the [UPNPDevice]. May be returned when "
"the user disabled UPNP on their router."
msgstr ""
"未授权在 [UPNPDevice] 上使用该命令。当用户在其路由器上禁用 UPNP 时,可能会被返"
"回。"
msgid ""
"No port mapping was found for the given port, protocol combination on the "
"given [UPNPDevice]."
msgstr "在给定的 [UPNPDevice] 上没有找到给定端口、协议组合的端口映射。"
msgid "Inconsistent parameters."
msgstr "参数不一致。"
msgid ""
"No such entry in array. May be returned if a given port, protocol combination "
"is not found on an [UPNPDevice]."
msgstr ""
"数组中没有此条目。如果在 [UPNPDevice] 上没有找到给定的端口、协议组合,可能会被"
"返回。"
msgid "The action failed."
msgstr "操作失败。"
msgid ""
"The [UPNPDevice] does not allow wildcard values for the source IP address."
msgstr "[UPNPDevice] 不允许源 IP 地址的通配符值。"
msgid "The [UPNPDevice] does not allow wildcard values for the external port."
msgstr "[UPNPDevice] 不允许外部端口的通配符值。"
msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
msgstr "[UPNPDevice] 不允许内部端口的通配符值。"
msgid "The remote host value must be a wildcard."
msgstr "远程主机值必须是通配符。"
msgid "The external port value must be a wildcard."
msgstr "外部端口值必须是通配符。"
msgid ""
"No port maps are available. May also be returned if port mapping "
"functionality is not available."
msgstr "没有可用的端口映射。如果端口映射功能不可用,也可能被返回。"
msgid ""
"Conflict with other mechanism. May be returned instead of [constant "
"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
"existing one."
msgstr ""
"与其他机制冲突。如果一个端口映射与现有的冲突,可能会被返回,而不是[constant "
"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING]。"
msgid "Conflict with an existing port mapping."
msgstr "与现有的端口映射相冲突。"
msgid "External and internal port values must be the same."
msgstr "外部和内部端口值必须相同。"
msgid ""
"Only permanent leases are supported. Do not use the [code]duration[/code] "
"parameter when adding port mappings."
msgstr "只支持永久租用。在添加端口映射时,不要使用 [code]duration[/code] 参数。"
msgid "Invalid gateway."
msgstr "无效网关。"
msgid "Invalid port."
msgstr "无效端口。"
msgid "Invalid protocol."
msgstr "无效协议。"
msgid "Invalid duration."
msgstr "无效持续时间。"
msgid "Invalid arguments."
msgstr "无效参数。"
msgid "Invalid response."
msgstr "无效响应。"
msgid "Invalid parameter."
msgstr "无效参数。"
msgid "HTTP error."
msgstr "HTTP 错误。"
msgid "Socket error."
msgstr "套接字错误。"
msgid "Error allocating memory."
msgstr "分配内存时出错。"
msgid ""
"No gateway available. You may need to call [method discover] first, or "
"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
msgstr ""
"没有可用的网关。你可能需要先调用 [method discover] ,否则发现没有检测到任何有"
"效的 IGDInternetGatewayDevices。"
msgid ""
"No devices available. You may need to call [method discover] first, or "
"discovery didn't detect any valid [UPNPDevice]s."
msgstr ""
"没有可用的设备。你可能需要先调用 [method discover],或者发现没有检测到任何有效"
"的 [UPNPDevice]。"
msgid "Unknown error."
msgstr "未知错误。"
msgid "Universal Plug and Play (UPnP) device."
msgstr "通用即插即用UPnP设备。"
msgid ""
"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
"utility functions. Provides low-level access to UPNP control commands. Allows "
"to manage port mappings (port forwarding) and to query network information of "
"the device (like local and external IP address and status). Note that methods "
"on this class are synchronous and block the calling thread."
msgstr ""
"通用即插即用UPnP设备。UPnP 发现及工具函数见 [UPNP]。提供对 UPNP 控制命令的"
"低层访问。允许管理端口映射(端口转发)和查询设备的网络信息(如本地和外部 IP 地"
"址和状态)。请注意,这个类的方法是同步的,会阻塞调用线程。"
msgid ""
"Adds a port mapping to forward the given external port on this [UPNPDevice] "
"for the given protocol to the local machine. See [method UPNP."
"add_port_mapping]."
msgstr ""
"添加一个端口映射,将这个 [UPNPDevice] 上给定的外部端口转发到本地机器上,以给定"
"的协议。见 [method UPNP.add_port_mapping]。"
msgid ""
"Deletes the port mapping identified by the given port and protocol "
"combination on this device. See [method UPNP.delete_port_mapping]."
msgstr ""
"删除该设备上由给定的端口和协议组合确定的端口映射。见 [method UPNP."
"delete_port_mapping]。"
msgid ""
"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
"which potentially supports port forwarding."
msgstr ""
"如果这是一个有效的 IGDInternetGatewayDevice可能支持端口转发则返回 "
"[code]true[/code]。"
msgid "Returns the external IP address of this [UPNPDevice] or an empty string."
msgstr "返回这个 [UPNPDevice] 的外部 IP 地址或空字符串。"
msgid "URL to the device description."
msgstr "设备描述的 URL。"
msgid "IDG control URL."
msgstr "IDG 控件 URL。"
msgid ""
"Address of the local machine in the network connecting it to this "
"[UPNPDevice]."
msgstr "将其连接到该 [UPNPDevice] 的网络中的本地机器的地址。"
msgid "IGD service type."
msgstr "IGD 服务类型。"
msgid "IGD status. See [enum IGDStatus]."
msgstr "IGD 状态。见 [enum IGDStatus]。"
msgid "Service type."
msgstr "服务类型。"
msgid "OK."
msgstr "OK。"
msgid "Empty HTTP response."
msgstr "空的 HTTP 响应。"
msgid "Returned response contained no URLs."
msgstr "返回的响应不包含任何 URL。"
msgid "Not a valid IGD."
msgstr "不是有效的 IGD。"
msgid "Disconnected."
msgstr "已断开连接。"
msgid "Unknown device."
msgstr "未知设备。"
msgid "Invalid control."
msgstr "无效控制。"
msgid "Memory allocation error."
msgstr "内存分配错误。"
msgid "The most important data type in Godot."
msgstr "Godot 中最重要的数据类型。"
msgid ""
"In computer programming, a Variant class is a class that is designed to store "
"a variety of other types. Dynamic programming languages like PHP, Lua, "
"JavaScript and GDScript like to use them to store variables' data on the "
"backend. With these Variants, properties are able to change value types "
"freely.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2 # foo is dynamically an integer\n"
"foo = \"Now foo is a string!\"\n"
"foo = RefCounted.new() # foo is an Object\n"
"var bar: int = 2 # bar is a statically typed integer.\n"
"# bar = \"Uh oh! I can't make static variables become a different type!\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# is statically typed. Once a variable has a type it cannot be changed. "
"You can use the `var` keyword to let the compiler infer the type "
"automatically.\n"
"var foo = 2; // Foo is a 32-bit integer (int). Be cautious, integers in "
"GDScript are 64-bit and the direct C# equivalent is `long`.\n"
"// foo = \"foo was and will always be an integer. It cannot be turned into a "
"string!\";\n"
"var boo = \"Boo is a string!\";\n"
"var ref = new RefCounted(); // var is especially useful when used together "
"with a constructor.\n"
"\n"
"// Godot also provides a Variant type that works like a union of all the "
"Variant-compatible types.\n"
"Variant fooVar = 2; // fooVar is dynamically an integer (stored as a `long` "
"in the Variant type).\n"
"fooVar = \"Now fooVar is a string!\";\n"
"fooVar = new RefCounted(); // fooVar is a GodotObject.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Godot tracks all scripting API variables within Variants. Without even "
"realizing it, you use Variants all the time. When a particular language "
"enforces its own rules for keeping data typed, then that language is applying "
"its own custom logic over the base Variant scripting API.\n"
"- GDScript automatically wrap values in them. It keeps all data in plain "
"Variants by default and then optionally enforces custom static typing rules "
"on variable types.\n"
"- C# is statically typed, but uses its own implementation of the Variant type "
"in place of Godot's [Variant] class when it needs to represent a dynamic "
"value. C# Variant can be assigned any compatible type implicitly but "
"converting requires an explicit cast.\n"
"The global [method @GlobalScope.typeof] function returns the enumerated value "
"of the Variant type stored in the current variable (see [enum Variant."
"Type]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2\n"
"match typeof(foo):\n"
" TYPE_NIL:\n"
" print(\"foo is null\")\n"
" TYPE_INTEGER:\n"
" print(\"foo is an integer\")\n"
" TYPE_OBJECT:\n"
" # Note that Objects are their own special category.\n"
" # To get the name of the underlying Object type, you need the "
"`get_class()` method.\n"
" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name "
"into a formatted string.\n"
" # Note also that there is not yet any way to get a script's "
"`class_name` string easily.\n"
" # To fetch that value, you can use ProjectSettings."
"get_global_class_list().\n"
"[/gdscript]\n"
"[csharp]\n"
"Variant foo = 2;\n"
"switch (foo.VariantType)\n"
"{\n"
" case Variant.Type.Nil:\n"
" GD.Print(\"foo is null\");\n"
" break;\n"
" case Variant.Type.Int:\n"
" GD.Print(\"foo is an integer\");\n"
" break;\n"
" case Variant.Type.Object:\n"
" // Note that Objects are their own special category.\n"
" // You can convert a Variant to a GodotObject and use reflection to "
"get its name.\n"
" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"A Variant takes up only 20 bytes and can store almost any engine datatype "
"inside of it. Variants are rarely used to hold information for long periods "
"of time. Instead, they are used mainly for communication, editing, "
"serialization and moving data around.\n"
"Godot has specifically invested in making its Variant class as flexible as "
"possible; so much so that it is used for a multitude of operations to "
"facilitate communication between all of Godot's systems.\n"
"A Variant:\n"
"- Can store almost any datatype.\n"
"- Can perform operations between many variants. GDScript uses Variant as its "
"atomic/native datatype.\n"
"- Can be hashed, so it can be compared quickly to other variants.\n"
"- Can be used to convert safely between datatypes.\n"
"- Can be used to abstract calling methods and their arguments. Godot exports "
"all its functions through variants.\n"
"- Can be used to defer calls or move data between threads.\n"
"- Can be serialized as binary and stored to disk, or transferred via "
"network.\n"
"- Can be serialized to text and use it for printing values and editable "
"settings.\n"
"- Can work as an exported property, so the editor can edit it universally.\n"
"- Can be used for dictionaries, arrays, parsers, etc.\n"
"[b]Containers (Array and Dictionary):[/b] Both are implemented using "
"variants. A [Dictionary] can match any datatype used as key to any other "
"datatype. An [Array] just holds an array of Variants. Of course, a Variant "
"can also hold a [Dictionary] and an [Array] inside, making it even more "
"flexible.\n"
"Modifications to a container will modify all references to it. A [Mutex] "
"should be created to lock it if multi-threaded access is desired."
msgstr ""
"在计算机编程中Variant变体类是用来存储各种其他类型的类。像 PHP、 Lua、 "
"JavaScript 和 GDScript 这样的动态编程语言喜欢用它们在后端存储变量数据。使用 "
"Variant属性可以自由地更改值类型。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2 # foo 是动态类型的整数\n"
"foo = \"现在 foo 是字符串!\"\n"
"foo = RefCounted.new() # foo 是 Object\n"
"var bar: int = 2 # bar 是静态类型的整数。\n"
"# bar = \"诶呀!我没法让静态类型的变量变成其他类型!\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 是静态类型的。变量设置类型后无法改变。你可以用 `var` 关键字让编译器自动"
"推断类型。\n"
"var foo = 2; // foo 是 32 位整数int。请注意GDScript 中的整数是 64 位的,"
"在 C# 中与之等价的是 `long`。\n"
"// foo = \"foo 过去、现在、将来都是整数,没法变成字符串!\";\n"
"var boo = \"boo 是字符串!\";\n"
"var ref = new RefCounted(); // var 非常适合与构造函数配合使用。\n"
"\n"
"// Godot 也提供了 Variant 类,类似于一个与所有 Variant 兼容类型的联合体。\n"
"Variant fooVar = 2; // fooVar 是动态类型的整数(在 Variant 类型中存储为 "
"`long`)。\n"
"fooVar = \"现在 fooVar 是字符串!\";\n"
"fooVar = new RefCounted(); // fooVar 是 GodotObject。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Godot 在 Variant 中跟踪所有脚本 API 变量。你一直在无意中使用 Variant。某种语言"
"为保持数据类型而执行自己的规则时,那么就是该语言在基础 Variant 脚本 API 上应用"
"了自定义的逻辑。\n"
"- GDScript 会自动将数值进行包装。默认情况下会将所有数据保存在普通的 Variant "
"中,也可以选择对变量类型执行自定义的静态类型规则。\n"
"- C# 是静态类型的,但是当它需要表示动态值时,就会在需要 Godot 的 Variant 类的"
"地方使用它自己实现的 [Variant] 类型。C# Variant 可以用任意兼容类型隐式赋值,但"
"反之则需要显式类型转换。\n"
"全局函数 [method @GlobalScope.typeof] 返回的是枚举类型的值,表示当前变量中所存"
"储的 Variant 类型(见 [enum Variant.Type])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = 2\n"
"match typeof(foo):\n"
" TYPE_NIL:\n"
" print(\"foo 为 null\")\n"
" TYPE_INTEGER:\n"
" print(\"foo 为整数\")\n"
" TYPE_OBJECT:\n"
" # 请注意Object 有自己的特殊分类。\n"
" # 要获取实际的 Object 类型名称,你需要使用 `get_class()` 方法。\n"
" print(\"foo is a(n) %s\" % foo.get_class()) # 将类名注入格式字符串"
"中。\n"
" # 另外请注意,目前没有比较方便的方法来获取脚本的 `class_name` 字符"
"串。\n"
" # 如果要获取,你可以使用 ProjectSettings.get_global_class_list()。\n"
"[/gdscript]\n"
"[csharp]\n"
"Variant foo = 2;\n"
"switch (foo.VariantType)\n"
"{\n"
" case Variant.Type.Nil:\n"
" GD.Print(\"foo 为 null\");\n"
" break;\n"
" case Variant.Type.Int:\n"
" GD.Print(\"foo 为整数\");\n"
" break;\n"
" case Variant.Type.Object:\n"
" // 请注意Object 有自己的特殊分类。\n"
" // 可以将 Variant 转换为 GodotObject通过反射获取名称。\n"
" GD.Print($\"foo is a(n) {foo.AsGodotObject().GetType().Name}\");\n"
" break;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Variant 只占 20 个字节可以在其中存储几乎所有的引擎数据类型。Variant 很少用于"
"长期保存信息,主要还是用于通信、编辑、序列化和移动数据。\n"
"Godot 特别致力于使其 Variant 类尽可能灵活;以使它可被用于各种操作,促进 Godot "
"所有系统之间的联系。\n"
"Variant\n"
"- 可以存储几乎任何数据类型。\n"
"- 可以在许多 Variant 之间执行操作。GDScript 使用 Variant 作为其原子/原生数据类"
"型。\n"
"- 可以被哈希,所以可以快速与其他 Variant 进行比较。\n"
"- 可以用于数据类型之间的安全转换。\n"
"- 可以用来抽象调用方法和它们的参数。Godot 通过 Variant 导出所有函数。\n"
"- 可以用来推迟调用或在线程之间移动数据。\n"
"- 可以序列化为二进制并存储到磁盘,或通过网络传输。\n"
"- 可以序列化为文本,用于打印数值和可编辑设置项。\n"
"- 可以作为一个导出的属性工作,所以编辑器可以通用地进行编辑。\n"
"- 可以用于字典、数组、解析器等。\n"
"[b]容器(数组和字典):[/b]它们都是用 Variant 来实现的。[Dictionary] 可以将任"
"何作为键的数据类型匹配到到任何其他数据类型。[Array] 就是持有 Variant 的数组。"
"当然Variant 也可以在里面再容纳 [Dictionary] 和 [Array],使其更加灵活。\n"
"对容器的修改会修改所有对它的引用。如果需要多线程访问,应该创建 [Mutex] 来对它"
"进行锁定。"
msgid "Variant class introduction"
msgstr "Variant 类简介"
msgid "A container that arranges its child controls vertically."
msgstr "将子控件纵向排列的容器。"
msgid ""
"A variant of [BoxContainer] that can only arrange its child controls "
"vertically. Child controls are rearranged automatically when their minimum "
"size changes."
msgstr ""
"[BoxContainer] 的变体,只会将子控件纵向排列。子控件的最小尺寸发生变化时会自动"
"进行重新排列。"
msgid "A 2D vector using floating point coordinates."
msgstr "使用浮点数坐标的 2D 向量。"
msgid ""
"A 2-element structure that can be used to represent 2D coordinates or any "
"other pair of numeric values.\n"
"It uses floating-point coordinates. By default, these floating-point values "
"use 32-bit precision, unlike [float] which is always 64-bit. If double "
"precision is needed, compile the engine with the option "
"[code]precision=double[/code].\n"
"See [Vector2i] for its integer counterpart.\n"
"[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will "
"always evaluate to [code]true[/code]."
msgstr ""
"包含两个元素的结构体,可用于代表 2D 坐标或任何数值的二元组。\n"
"使用浮点数坐标。默认情况下,这些浮点值为 32 位精度,与始终为 64 位的 [float] "
"并不相同。如果需要双精度,请在编译引擎时使用 [code]precision=double[/code] 选"
"项。\n"
"对应的整数版本见 [Vector2i]。\n"
"[b]注意:[/b]在布尔语境中,如果 Vector2 等于 [code]Vector2(0, 0)[/code] 则求值"
"结果为 [code]false[/code]。否则 Vector2 的求值结果始终为 [code]true[/code]。"
msgid "3Blue1Brown Essence of Linear Algebra"
msgstr "3Blue1Brown《线性代数的本质》"
msgid ""
"Constructs a default-initialized [Vector2] with all components set to "
"[code]0[/code]."
msgstr "构造默认初始化的 [Vector2],所有分量均为 [code]0[/code]。"
msgid "Constructs a [Vector2] as a copy of the given [Vector2]."
msgstr "构造给定 [Vector2] 的副本。"
msgid "Constructs a new [Vector2] from [Vector2i]."
msgstr "从 [Vector2i] 构造新的 [Vector2]。"
msgid "Constructs a new [Vector2] from the given [param x] and [param y]."
msgstr "从给定的 [param x] 和 [param y] 构造新的 [Vector2]。"
msgid ""
"Returns a new vector with all components in absolute values (i.e. positive)."
msgstr "返回一个新向量,其所有分量都是绝对值,即正值。"
msgid ""
"Returns this vector's angle with respect to the positive X axis, or [code](1, "
"0)[/code] vector, in radians.\n"
"For example, [code]Vector2.RIGHT.angle()[/code] will return zero, "
"[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter "
"turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return "
"[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle.png]Illustration of the returned angle.[/url]\n"
"Equivalent to the result of [method @GlobalScope.atan2] when called with the "
"vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]."
msgstr ""
"返回该向量与 X 轴正方向的夹角单位为弧度。X 轴正方向为 [code](1, 0)[/code] 向"
"量。\n"
"例如,[code]Vector2.RIGHT.angle()[/code] 将返回 0[code]Vector2.DOWN.angle()"
"[/code] 将返回 [code]PI / 2[/code](四分之一圈,即 90 度),[code]Vector2(1, "
"-1).angle()[/code] 将返回 [code]-PI / 4[/code](负八分之一圈,即 -45 度)。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle.png]返回夹角图示。[/url]\n"
"相当于使用该向量的 [member y] 和 [member x] 作为参数对 [method @GlobalScope."
"atan2] 进行调用的结果:[code]atan2(y, x)[/code]。"
msgid ""
"Returns the angle to the given vector, in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"返回与给定向量的夹角,单位为弧度。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]返回夹角示意图。[/url]"
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
"[code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()"
"[/code].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
"返回连接两点的直线与 X 轴之间的夹角,单位为弧度。\n"
"[code]a.angle_to_point(b)[/code] 等价于 [code](b - a).angle()[/code]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to_point.png]返回夹角示意图。[/url]"
msgid ""
"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
"y]."
msgstr "返回该向量的长宽比,即 [member x] 与 [member y] 的比例。"
msgid ""
"Returns the derivative at the given [param t] on the [url=https://en."
"wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this "
"vector and the given [param control_1], [param control_2], and [param end] "
"points."
msgstr ""
"返回[url=https://zh.wikipedia.org/zh-cn/%E8%B2%9D%E8%8C%B2%E6%9B%B2%E7%B7%9A]"
"贝赛尔曲线[/url]上 [param t] 处的导数,该曲线由此向量和控制点 [param "
"control_1]、[param control_2]、终点 [param end] 定义。"
msgid ""
"Returns the point at the given [param t] on the [url=https://en.wikipedia.org/"
"wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the "
"given [param control_1], [param control_2], and [param end] points."
msgstr ""
"返回[url=https://zh.wikipedia.org/zh-cn/%E8%B2%9D%E8%8C%B2%E6%9B%B2%E7%B7%9A]"
"贝赛尔曲线[/url]上 [param t] 处的点,该曲线由此向量和控制点 [param "
"control_1]、[param control_2]、终点 [param end] 定义。"
msgid ""
"Returns a new vector \"bounced off\" from a plane defined by the given normal."
msgstr "返回从平面上“反弹”的向量,该平面由给定的法线定义。"
msgid ""
"Returns a new vector with all components rounded up (towards positive "
"infinity)."
msgstr "返回一个新向量,所有的分量都是向上舍入(正无穷大方向)。"
msgid ""
"Returns a new vector with all components clamped between the components of "
"[param min] and [param max], by running [method @GlobalScope.clamp] on each "
"component."
msgstr ""
"返回一个新向量,每个分量都使用 [method @GlobalScope.clamp] 限制在 [param min] "
"和 [param max] 之间。"
msgid ""
"Returns the 2D analog of the cross product for this vector and [param with].\n"
"This is the signed area of the parallelogram formed by the two vectors. If "
"the second vector is clockwise from the first vector, then the cross product "
"is the positive area. If counter-clockwise, the cross product is the negative "
"area.\n"
"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method "
"embeds the 2D vectors in the XY plane of 3D space and uses their cross "
"product's Z component as the analog."
msgstr ""
"返回该向量和 [param with] 的 2D 类比叉积。\n"
"这是由两个向量所形成的平行四边形的有符号面积。如果第二个向量是从第一个向量的顺"
"时针方向出发的,则叉积为正面积。如果是逆时针方向,则叉积为负面积。\n"
"[b]注意:[/b]数学中没有定义二维空间的叉乘。此方法是将 2D 向量嵌入到 3D 空间的 "
"XY 平面中,并使用它们的叉积的 Z 分量作为类比。"
msgid ""
"Performs a cubic interpolation between this vector and [param b] using [param "
"pre_a] and [param post_b] as handles, and returns the result at position "
"[param weight]. [param weight] is on the range of 0.0 to 1.0, representing "
"the amount of interpolation."
msgstr ""
"返回该向量和 [param b] 之间进行三次插值 [param weight] 处的结果,使用 [param "
"pre_a] 和 [param post_b] 作为控制柄。[param weight] 在 0.0 到 1.0 的范围内,代"
"表插值的量。"
msgid ""
"Performs a cubic interpolation between this vector and [param b] using [param "
"pre_a] and [param post_b] as handles, and returns the result at position "
"[param weight]. [param weight] is on the range of 0.0 to 1.0, representing "
"the amount of interpolation.\n"
"It can perform smoother interpolation than [method cubic_interpolate] by the "
"time values."
msgstr ""
"返回该向量和 [param b] 之间进行三次插值 [param weight] 处的结果,使用 [param "
"pre_a] 和 [param post_b] 作为控制柄。[param weight] 在 0.0 到 1.0 的范围内,代"
"表插值的量。\n"
"通过使用时间值,可以比 [method cubic_interpolate] 进行更平滑的插值。"
msgid ""
"Returns the normalized vector pointing from this vector to [param to]. This "
"is equivalent to using [code](b - a).normalized()[/code]."
msgstr ""
"返回从该向量指向 [param to] 的归一化向量。相当于使用 [code](b - a)."
"normalized()[/code]。"
msgid ""
"Returns the squared distance between this vector and [param to].\n"
"This method runs faster than [method distance_to], so prefer it if you need "
"to compare vectors or need the squared distance for some formula."
msgstr ""
"返回该向量与 [param to] 之间的距离的平方。\n"
"该方法比 [method distance_to] 运行得更快,因此请在需要比较向量或者用于某些公式"
"的平方距离时,优先使用这个方法。"
msgid "Returns the distance between this vector and [param to]."
msgstr "返回该向量与 [param to] 之间的距离。"
msgid ""
"Returns the dot product of this vector and [param with]. This can be used to "
"compare the angle between two vectors. For example, this can be used to "
"determine whether an enemy is facing the player.\n"
"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
"angles wider than 90 degrees.\n"
"When using unit (normalized) vectors, the result will always be between "
"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
"aligned.\n"
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
"返回该向量与 [param with] 的点积。可用于比较两个向量之间的夹角。例如,可用于确"
"定敌人是否面向玩家。\n"
"直角90 度)的点积为 [code]0[/code];大于 0 则夹角小于 90 度;小于 0 则夹角大"
"于 90 度。\n"
"使用(归一化的)单位向量时,如果向量朝向相反,则结果始终为 [code]-1.0[/code]"
"180 度角);如果向量方向一致,则结果始终为 [code]1.0[/code]0 度角)。\n"
"[b]注意:[/b][code]a.dot(b)[/code] 等价于 [code]b.dot(a)[/code]。"
msgid ""
"Returns a new vector with all components rounded down (towards negative "
"infinity)."
msgstr "返回一个新的向量,所有的向量都被四舍五入,向负无穷大。"
msgid ""
"Creates a unit [Vector2] rotated to the given [param angle] in radians. This "
"is equivalent to doing [code]Vector2(cos(angle), sin(angle))[/code] or "
"[code]Vector2.RIGHT.rotated(angle)[/code].\n"
"[codeblock]\n"
"print(Vector2.from_angle(0)) # Prints (1, 0).\n"
"print(Vector2(1, 0).angle()) # Prints 0, which is the angle used above.\n"
"print(Vector2.from_angle(PI / 2)) # Prints (0, 1).\n"
"[/codeblock]"
msgstr ""
"创建单位 [Vector2] 并将其旋转到给定的 [param angle],单位为弧度。相当于执行 "
"[code]Vector2(cos(angle), sin(angle))[/code] 或 [code]Vector2.RIGHT."
"rotated(angle)[/code]。\n"
"[codeblock]\n"
"print(Vector2.from_angle(0)) # 输出 (1, 0)。\n"
"print(Vector2(1, 0).angle()) # 输出 0即上一行所使用的角度。\n"
"print(Vector2.from_angle(PI / 2)) # 输出 (0, 1)。\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this vector and [param to] are approximately "
"equal, by running [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"如果这个向量与 [param to] 大致相等,则返回 [code]true[/code],判断方法是对每个"
"分量执行 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this vector is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果该向量无穷,则返回 [code]true[/code],判断方法是对每个分量调用 [method "
"@GlobalScope.is_finite]。"
msgid ""
"Returns [code]true[/code] if the vector is normalized, i.e. its length is "
"approximately equal to 1."
msgstr "如果该向量是归一化的,即长度约等于 1则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this vector's values are approximately zero, by "
"running [method @GlobalScope.is_zero_approx] on each component.\n"
"This method is faster than using [method is_equal_approx] with one value as a "
"zero vector."
msgstr ""
"如果该向量的值大约为零,则返回 [code]true[/code],判断方法是对每个分量运行 "
"[method @GlobalScope.is_zero_approx]。\n"
"该方法比使用 [method is_equal_approx] 和零向量比较要快。"
msgid "Returns the length (magnitude) of this vector."
msgstr "返回这个向量的长度,即大小。"
msgid ""
"Returns the squared length (squared magnitude) of this vector.\n"
"This method runs faster than [method length], so prefer it if you need to "
"compare vectors or need the squared distance for some formula."
msgstr ""
"返回这个向量的平方长度,即平方大小。\n"
"这个方法比 [method length] 运行得更快,所以如果你需要比较向量或需要一些公式的"
"平方距离时,更喜欢用它。"
msgid ""
"Returns the result of the linear interpolation between this vector and [param "
"to] by amount [param weight]. [param weight] is on the range of [code]0.0[/"
"code] to [code]1.0[/code], representing the amount of interpolation."
msgstr ""
"返回此向量和 [param to] 之间,按数量 [param weight] 线性插值结果。[param "
"weight] 在 [code]0.0[/code] 到 [code]1.0[/code] 的范围内,代表插值的量。"
msgid ""
"Returns the vector with a maximum length by limiting its length to [param "
"length]."
msgstr "返回应用了最大长度限制的向量,长度被限制到 [param length]。"
msgid ""
"Returns the axis of the vector's highest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant AXIS_X]."
msgstr ""
"返回该向量中最大值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方"
"法返回 [constant AXIS_X]。"
msgid ""
"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant AXIS_Y]."
msgstr ""
"返回该向量中最小值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方"
"法返回 [constant AXIS_Y]。"
msgid ""
"Returns a new vector moved toward [param to] by the fixed [param delta] "
"amount. Will not go past the final value."
msgstr ""
"返回一个新向量,该向量朝 [param to] 移动了固定的量 [param delta]。不会超过最终"
"值。"
msgid ""
"Returns the result of scaling the vector to unit length. Equivalent to "
"[code]v / v.length()[/code]. See also [method is_normalized].\n"
"[b]Note:[/b] This function may return incorrect values if the input vector "
"length is near zero."
msgstr ""
"返回该向量缩放至单位长度的结果。等价于 [code]v / v.length()[/code]。另见 "
"[method is_normalized]。\n"
"[b]注意:[/b]如果输入向量的长度接近零,则这个函数可能返回不正确的值。"
msgid ""
"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
"to the original, with the same length."
msgstr "返回一个与原来相比逆时针旋转 90 度的垂直向量,长度不变。"
msgid ""
"Returns a vector composed of the [method @GlobalScope.fposmod] of this "
"vector's components and [param mod]."
msgstr ""
"返回由该向量的分量与 [param mod] 执行 [method @GlobalScope.fposmod] 运算后组成"
"的向量。"
msgid ""
"Returns a vector composed of the [method @GlobalScope.fposmod] of this "
"vector's components and [param modv]'s components."
msgstr ""
"返回由该向量的分量与 [param modv] 的分量执行 [method @GlobalScope.fposmod] 运"
"算后组成的向量。"
msgid ""
"Returns the result of projecting the vector onto the given vector [param b]."
msgstr "返回将该向量投影到给定向量 [param b] 上的结果。"
msgid ""
"Returns the result of reflecting the vector from a line defined by the given "
"direction vector [param n]."
msgstr "返回经过直线反射后的向量,该直线由给定的方向向量 [param n] 定义。"
msgid ""
"Returns the result of rotating this vector by [param angle] (in radians). See "
"also [method @GlobalScope.deg_to_rad]."
msgstr ""
"返回将这个向量旋转 [param angle] 的结果(单位为弧度)。另见 [method "
"@GlobalScope.deg_to_rad]。"
msgid ""
"Returns a new vector with all components rounded to the nearest integer, with "
"halfway cases rounded away from zero."
msgstr ""
"返回所有分量都被四舍五入为最接近的整数的向量,中间情况向远离零的方向舍入。"
msgid ""
"Returns a new vector with each component set to [code]1.0[/code] if it's "
"positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's "
"zero. The result is identical to calling [method @GlobalScope.sign] on each "
"component."
msgstr ""
"返回新的向量,分量如果为正则设为 [code]1.0[/code],如果为负则设为 [code]-1.0[/"
"code],如果为零则设为 [code]0.0[/code]。结果与对每个分量调用 [method "
"@GlobalScope.sign] 一致。"
msgid ""
"Returns the result of spherical linear interpolation between this vector and "
"[param to], by amount [param weight]. [param weight] is on the range of 0.0 "
"to 1.0, representing the amount of interpolation.\n"
"This method also handles interpolating the lengths if the input vectors have "
"different lengths. For the special case of one or both input vectors having "
"zero length, this method behaves like [method lerp]."
msgstr ""
"返回在这个向量和 [param to] 之间进行 [param weight] 的球面线性插值的结果。"
"[param weight] 在 0.0 和 1.0 的范围内,代表插值的量。\n"
"如果输入向量的长度不同,这个函数也会对长度进行插值处理。对于输入向量中存在长度"
"为零的向量的特殊情况,这个方法的行为与 [method lerp] 一致。"
msgid ""
"Returns the result of sliding the vector along a plane defined by the given "
"normal."
msgstr "返回沿着平面进行滑动后的向量,该平面由给定的法线定义。"
msgid ""
"Returns a new vector with each component snapped to the nearest multiple of "
"the corresponding component in [param step]. This can also be used to round "
"the components to an arbitrary number of decimals."
msgstr ""
"返回新的向量,每个分量都吸附到了与 [param step] 中对应分量最接近的倍数。也可以"
"用于将分量四舍五入至小数点后的任意位置。"
msgid ""
"The vector's X component. Also accessible by using the index position [code]"
"[0][/code]."
msgstr "向量的 X 分量。也可以通过使用索引位置 [code][0][/code] 访问。"
msgid ""
"The vector's Y component. Also accessible by using the index position [code]"
"[1][/code]."
msgstr "向量的 Y 分量。也可以通过使用索引位置 [code][1][/code] 访问。"
msgid ""
"Enumerated value for the X axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"X 轴的枚举值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid ""
"Enumerated value for the Y axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"Y 轴的枚举值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid "Zero vector, a vector with all components set to [code]0[/code]."
msgstr "零向量,所有分量都设置为 [code]0[/code] 的向量。"
msgid "One vector, a vector with all components set to [code]1[/code]."
msgstr "一向量,所有分量都设置为 [code]1[/code] 的向量。"
msgid ""
"Infinity vector, a vector with all components set to [constant @GDScript.INF]."
msgstr "无穷大向量,所有分量都设置为 [constant @GDScript.INF] 的向量。"
msgid "Left unit vector. Represents the direction of left."
msgstr "左单位向量。代表左的方向。"
msgid "Right unit vector. Represents the direction of right."
msgstr "右单位向量。代表右的方向。"
msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
msgstr "上单位向量。在 2D 中 Y 是向下的,所以这个向量指向 -Y。"
msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
msgstr "下单位向量。在 2D 中 Y 是向下的,所以这个向量指向 +Y。"
msgid ""
"Returns [code]true[/code] if the vectors are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"如果向量不相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] "
"transformation matrix, under the assumption that the transformation basis is "
"orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n"
"[code]vector * transform[/code] is equivalent to [code]transform.inverse() * "
"vector[/code]. See [method Transform2D.inverse].\n"
"For transforming by inverse of an affine transformation (e.g. with scaling) "
"[code]transform.affine_inverse() * vector[/code] can be used instead. See "
"[method Transform2D.affine_inverse]."
msgstr ""
"假设该变换的基是正交的(即旋转/反射可以,缩放/倾斜不行),将 [Vector2] 逆向变"
"换(乘以)给定的 [Transform2D] 变换矩阵。\n"
"[code]vector * transform[/code] 相当于 [code]transform.inverse() * vector[/"
"code]。请参阅 [method Transform2D.inverse]。\n"
"对于通过仿射变换的逆进行的变换(例如缩放),可以使用 [code]transform."
"affine_inverse() * vector[/code] 代替。请参阅 [method Transform2D."
"affine_inverse]。"
msgid ""
"Multiplies each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) * Vector2(3, 4)) # Prints \"(30, 80)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量乘以给定 [Vector2] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) * Vector2(3, 4)) # 输出 \"(30, 80)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector2] by the given [float]."
msgstr "将该 [Vector2] 的每个分量乘以给定的 [float]。"
msgid "Multiplies each component of the [Vector2] by the given [int]."
msgstr "将该 [Vector2] 的每个分量乘以给定的 [int]。"
msgid ""
"Adds each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) + Vector2(3, 4)) # Prints \"(13, 24)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量加上给定 [Vector2] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) + Vector2(3, 4)) # 输出 \"(13, 24)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) - Vector2(3, 4)) # Prints \"(7, 16)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量减去给定 [Vector2] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) - Vector2(3, 4)) # 输出 \"(7, 16)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) / Vector2(2, 5)) # Prints \"(5, 4)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2] 的每个分量除以给定 [Vector2] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) / Vector2(2, 5)) # 输出 \"(5, 4)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector2] by the given [float]."
msgstr "将该 [Vector2] 的每个分量除以给定的 [float]。"
msgid "Divides each component of the [Vector2] by the given [int]."
msgstr "将该 [Vector2] 的每个分量除以给定的 [int]。"
msgid ""
"Compares two [Vector2] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector2] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 X "
"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向量排"
"序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Compares two [Vector2] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector2] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于"
"向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Returns [code]true[/code] if the vectors are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"如果向量完全相等,则返回 [code]true[/code]。\n"
"[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可"
"靠。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Compares two [Vector2] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector2] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 X "
"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向量排"
"序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Compares two [Vector2] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector2] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于"
"向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Access vector components using their [param index]. [code]v[0][/code] is "
"equivalent to [code]v.x[/code], and [code]v[1][/code] is equivalent to "
"[code]v.y[/code]."
msgstr ""
"使用向量分量的 [param index] 来访问向量分量。[code]v[0][/code] 等价于 [code]v."
"x[/code]、[code]v[1][/code] 等价于 [code]v.y[/code]。"
msgid ""
"Returns the negative value of the [Vector2]. This is the same as writing "
"[code]Vector2(-v.x, -v.y)[/code]. This operation flips the direction of the "
"vector while keeping the same magnitude. With floats, the number zero can be "
"either positive or negative."
msgstr ""
"返回该 [Vector2] 的负值。和写 [code]Vector2(-v.x, -v.y)[/code] 是一样的。该操"
"作在保持相同幅度的同时,翻转向量的方向。对于浮点数,零也有正负两种。"
msgid "A 2D vector using integer coordinates."
msgstr "使用整数坐标的 2D 向量。"
msgid ""
"A 2-element structure that can be used to represent 2D grid coordinates or "
"any other pair of integers.\n"
"It uses integer coordinates and is therefore preferable to [Vector2] when "
"exact precision is required. Note that the values are limited to 32 bits, and "
"unlike [Vector2] this cannot be configured with an engine build option. Use "
"[int] or [PackedInt64Array] if 64-bit values are needed.\n"
"[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/"
"code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i "
"will always evaluate to [code]true[/code]."
msgstr ""
"包含两个元素的结构体,可用于代表 2D 坐标或任何整数的二元组。\n"
"使用整数坐标,因此需要绝对精确时应比 [Vector2] 优先使用。请注意,取值范围有 "
"32 位的限制,与 [Vector2] 不同,这个类型的精度无法使用引擎的构建参数进行配置。"
"如果需要 64 位的值,请使用 [int] 或 [PackedInt64Array]。\n"
"[b]注意:[/b]在布尔语境中,如果 Vector2i 等于 [code]Vector2i(0, 0)[/code] 则求"
"值结果为 [code]false[/code]。否则 Vector2i 的求值结果始终为 [code]true[/"
"code]。"
msgid ""
"Constructs a default-initialized [Vector2i] with all components set to "
"[code]0[/code]."
msgstr "构造默认初始化的 [Vector2i],所有分量都为 [code]0[/code]。"
msgid "Constructs a [Vector2i] as a copy of the given [Vector2i]."
msgstr "构造给定 [Vector2i] 的副本。"
msgid ""
"Constructs a new [Vector2i] from the given [Vector2] by truncating "
"components' fractional parts (rounding towards zero). For a different "
"behavior consider passing the result of [method Vector2.ceil], [method "
"Vector2.floor] or [method Vector2.round] to this constructor instead."
msgstr ""
"根据给定的 [Vector2] 构造 [Vector2i],会将各个分量的小数部分截断(向 0 取"
"整)。要使用不同的行为,请考虑改为传入 [method Vector2.ceil]、[method Vector2."
"floor] 或 [method Vector2.round] 的结果。"
msgid "Constructs a new [Vector2i] from the given [param x] and [param y]."
msgstr "从给定的 [param x] 和 [param y] 构造新的 [Vector2i]。"
msgid ""
"Returns a new vector with each component set to [code]1[/code] if it's "
"positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. "
"The result is identical to calling [method @GlobalScope.sign] on each "
"component."
msgstr ""
"返回一个新的向量,如果是正数,每个分量被设置为[code]1[/code] ,如果是负数,"
"[code]-1[/code] ,如果是零,[code]0[/code] 。其结果与对每个分量调用[method "
"@GlobalScope.sign]相同。"
msgid ""
"Returns a new vector with each component snapped to the closest multiple of "
"the corresponding component in [param step]."
msgstr ""
"返回新的向量,每个分量都吸附到了与 [param step] 中对应分量最接近的倍数。"
msgid ""
"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can "
"be used as a negative integer equivalent of [constant Vector2.INF]."
msgstr ""
"最小向量,所有分量等于 [code]INT32_MIN[/code] 的向量。可用作 [constant "
"Vector2.INF] 的负整数等价物。"
msgid ""
"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can "
"be used as an integer equivalent of [constant Vector2.INF]."
msgstr ""
"最大向量,所有分量等于 [code]INT32_MAX[/code] 的向量。可用作 [constant "
"Vector2.INF] 的整数等价物。"
msgid "Returns [code]true[/code] if the vectors are not equal."
msgstr "如果向量不相等,则返回 [code]true[/code]。"
msgid ""
"Gets the remainder of each component of the [Vector2i] with the components of "
"the given [Vector2i]. This operation uses truncated division, which is often "
"not desired as it does not work well with negative numbers. Consider using "
"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector2i(10, -20) % Vector2i(7, 8)) # Prints \"(3, -4)\"\n"
"[/codeblock]"
msgstr ""
"获取该 [Vector2i] 的每个分量与给定 [Vector2i] 中分量的余数。这个运算使用的是截"
"断式除法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改"
"用 [method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector2i(10, -20) % Vector2i(7, 8)) # 输出 \"(3, -4)\"\n"
"[/codeblock]"
msgid ""
"Gets the remainder of each component of the [Vector2i] with the given [int]. "
"This operation uses truncated division, which is often not desired as it does "
"not work well with negative numbers. Consider using [method @GlobalScope."
"posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector2i(10, -20) % 7) # Prints \"(3, -6)\"\n"
"[/codeblock]"
msgstr ""
"获取该 [Vector2i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除"
"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 "
"[method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector2i(10, -20) % 7) # 输出 \"(3, -6)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) * Vector2i(3, 4)) # Prints \"(30, 80)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量乘以给定 [Vector2i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) * Vector2i(3, 4)) # 输出 \"(30, 80)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector2i] by the given [float]. Returns a "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2i(10, 15) * 0.9) # Prints \"(9, 13.5)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量乘以给定的 [float]。返回的是 [Vector2]。\n"
"[codeblock]\n"
"print(Vector2i(10, 15) * 0.9) # 输出 \"(9, 13.5)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector2i] by the given [int]."
msgstr "将该 [Vector2i] 的每个分量乘以给定的 [int]。"
msgid ""
"Adds each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) + Vector2i(3, 4)) # Prints \"(13, 24)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量加上给定 [Vector2i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) + Vector2i(3, 4)) # 输出 \"(13, 24)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) - Vector2i(3, 4)) # Prints \"(7, 16)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量减去给定 [Vector2i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) - Vector2i(3, 4)) # 输出 \"(7, 16)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / Vector2i(2, 5)) # Prints \"(5, 4)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量除以给定 [Vector2i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / Vector2i(2, 5)) # 输出 \"(5, 4)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector2i] by the given [float]. Returns a "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / 2.9) # Prints \"(5, 10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector2i] 的每个分量除以给定的 [float]。返回的是 [Vector2]。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / 2.9) # 输出 \"(5, 10)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector2i] by the given [int]."
msgstr "将该 [Vector2i] 的每个分量除以给定的 [int]。"
msgid ""
"Compares two [Vector2i] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors. This operator is useful for sorting vectors."
msgstr ""
"比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 "
"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向量"
"排序。"
msgid ""
"Compares two [Vector2i] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors. This operator is useful for sorting vectors."
msgstr ""
"比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于"
"向量排序。"
msgid "Returns [code]true[/code] if the vectors are equal."
msgstr "如果向量相等,则返回 [code]true[/code]。"
msgid ""
"Compares two [Vector2i] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors. This operator is useful for sorting vectors."
msgstr ""
"比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 "
"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于向量"
"排序。"
msgid ""
"Compares two [Vector2i] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors. This operator is useful for sorting vectors."
msgstr ""
"比较两个 [Vector2i] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值。该运算符可用于"
"向量排序。"
msgid ""
"Returns the negative value of the [Vector2i]. This is the same as writing "
"[code]Vector2i(-v.x, -v.y)[/code]. This operation flips the direction of the "
"vector while keeping the same magnitude."
msgstr ""
"返回该 [Vector2i] 的负值。和写 [code]Vector2i(-v.x, -v.y)[/code] 是一样的。该"
"操作在保持相同幅度的同时,翻转向量的方向。"
msgid "A 3D vector using floating point coordinates."
msgstr "使用浮点数坐标的 3D 向量。"
msgid ""
"A 3-element structure that can be used to represent 3D coordinates or any "
"other triplet of numeric values.\n"
"It uses floating-point coordinates. By default, these floating-point values "
"use 32-bit precision, unlike [float] which is always 64-bit. If double "
"precision is needed, compile the engine with the option "
"[code]precision=double[/code].\n"
"See [Vector3i] for its integer counterpart.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
msgstr ""
"包含三个元素的结构体,可用于代表 3D 坐标或任何数值的三元组。\n"
"使用浮点数坐标。默认情况下,这些浮点值为 32 位精度,与始终为 64 位的 [float] "
"并不相同。如果需要双精度,请在编译引擎时使用 [code]precision=double[/code] 选"
"项。\n"
"对应的整数版本见 [Vector3i]。\n"
"[b]注意:[/b]在布尔语境中,如果 Vector3 等于 [code]Vector3(0, 0, 0)[/code] 则"
"求值结果为 [code]false[/code]。否则 Vector3 的求值结果始终为 [code]true[/"
"code]。"
msgid ""
"Constructs a default-initialized [Vector3] with all components set to "
"[code]0[/code]."
msgstr "构造默认初始化的 [Vector3],所有分量都设置为 [code]0[/code]。"
msgid "Constructs a [Vector3] as a copy of the given [Vector3]."
msgstr "构造给定 [Vector3] 的副本。"
msgid "Constructs a new [Vector3] from [Vector3i]."
msgstr "从 [Vector3i] 构造新的 [Vector3]。"
msgid "Returns a [Vector3] with the given components."
msgstr "返回具有给定分量的 [Vector3]。"
msgid "Returns the unsigned minimum angle to the given vector, in radians."
msgstr "返回与给定向量的无符号最小角度,单位为弧度。"
msgid ""
"Returns the vector \"bounced off\" from a plane defined by the given normal."
msgstr "返回从由给定法线定义的平面上“反弹”的向量。"
msgid "Returns the cross product of this vector and [param with]."
msgstr "返回该向量与 [param with] 的叉积。"
msgid ""
"Returns the inverse of the vector. This is the same as [code]Vector3(1.0 / v."
"x, 1.0 / v.y, 1.0 / v.z)[/code]."
msgstr ""
"返回该向量的逆向量。与 [code]Vector3(1.0 / v.x, 1.0 / v.y, 1.0 / v.z)[/code] "
"相同。"
msgid ""
"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant AXIS_Z]."
msgstr ""
"返回该向量中最小值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方"
"法返回 [constant AXIS_Z]。"
msgid ""
"Returns the [Vector3] from an octahedral-compressed form created using "
"[method octahedron_encode] (stored as a [Vector2])."
msgstr ""
"根据使用 [method octahedron_encode] 进行八面体压缩后的形式(存储为 [Vector2]"
"返回 [Vector3]。"
msgid ""
"Returns the octahedral-encoded (oct32) form of this [Vector3] as a [Vector2]. "
"Since a [Vector2] occupies 1/3 less memory compared to [Vector3], this form "
"of compression can be used to pass greater amounts of [method normalized] "
"[Vector3]s without increasing storage or memory requirements. See also "
"[method octahedron_decode].\n"
"[b]Note:[/b] [method octahedron_encode] can only be used for [method "
"normalized] vectors. [method octahedron_encode] does [i]not[/i] check whether "
"this [Vector3] is normalized, and will return a value that does not "
"decompress to the original value if the [Vector3] is not normalized.\n"
"[b]Note:[/b] Octahedral compression is [i]lossy[/i], although visual "
"differences are rarely perceptible in real world scenarios."
msgstr ""
"将该 [Vector3] 的八面体编码oct32形式作为一个 [Vector2] 返回。由于 "
"[Vector2] 占用的内存比 [Vector3] 少 1/3因此这种压缩形式可用于传递更多的 "
"[method normalized] [Vector3],而不会增加存储或内存需求。另见 [method "
"octahedron_decode]。\n"
"[b]注意:[/b][method octahedron_encode] 只能用于 [method normalized] 向量。"
"[method octahedron_encode] [i]不[/i]检查这个 [Vector3] 是否已归一化,如果该 "
"[Vector3] 没有被归一化,将返回一个不解压缩到原始值的值。\n"
"[b]注意:[/b]八面体压缩是[i]有损的[/i],尽管视觉差异在现实世界场景中很难被察"
"觉。"
msgid "Returns the outer product with [param with]."
msgstr "返回与 [param with] 的外积。"
msgid ""
"Returns the result of reflecting the vector from a plane defined by the given "
"normal [param n]."
msgstr "返回经过平面反射后的向量,该平面由给定的法线 [param n] 定义。"
msgid ""
"Returns the result of rotating this vector around a given axis by [param "
"angle] (in radians). The axis must be a normalized vector. See also [method "
"@GlobalScope.deg_to_rad]."
msgstr ""
"返回将这个向量围绕给定的轴旋转 [param angle](单位为弧度)的结果。旋转轴必须为"
"归一化的向量。另见 [method @GlobalScope.deg_to_rad]。"
msgid ""
"Returns the signed angle to the given vector, in radians. The sign of the "
"angle is positive in a counter-clockwise direction and negative in a "
"clockwise direction when viewed from the side specified by the [param axis]."
msgstr ""
"返回给定向量的带符号角度,单位为弧度。从 [param axis] 指定的一侧看,该角度在逆"
"时针方向时符号为正,在顺时针方向时符号为负。"
msgid "Returns a new vector slid along a plane defined by the given normal."
msgstr "返回沿着由给定法线定义的平面滑动后的新向量。"
msgid ""
"The vector's Z component. Also accessible by using the index position [code]"
"[2][/code]."
msgstr "向量的 Z 分量。也可以通过使用索引位置 [code][2][/code] 访问。"
msgid ""
"Enumerated value for the Z axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"Z 轴的枚举值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid ""
"Left unit vector. Represents the local direction of left, and the global "
"direction of west."
msgstr "左单位向量。代表局部的左方向,全局的西方向。"
msgid ""
"Right unit vector. Represents the local direction of right, and the global "
"direction of east."
msgstr "右单位向量。代表局部的右方向,全局的东方向。"
msgid "Up unit vector."
msgstr "上单位向量。"
msgid "Down unit vector."
msgstr "下单位向量。"
msgid ""
"Forward unit vector. Represents the local direction of forward, and the "
"global direction of north. Keep in mind that the forward direction for "
"lights, cameras, etc is different from 3D assets like characters, which face "
"towards the camera by convention. Use [constant Vector3.MODEL_FRONT] and "
"similar constants when working in 3D asset space."
msgstr ""
"向前的单位向量。代表局部的前方,全局的北方。请注意,灯光、相机等的前方和角色"
"等 3D 资产的前方是不同的,后者通常朝向相机。处理 3D 资产空间时,请使用 "
"[constant Vector3.MODEL_FRONT] 等常量。"
msgid ""
"Back unit vector. Represents the local direction of back, and the global "
"direction of south."
msgstr "向后的单位向量。代表局部的后方,全局的南方。"
msgid "Unit vector pointing towards the left side of imported 3D assets."
msgstr "指向导入后 3D 资产左侧的单位向量。"
msgid "Unit vector pointing towards the right side of imported 3D assets."
msgstr "指向导入后 3D 资产右侧的单位向量。"
msgid "Unit vector pointing towards the top side (up) of imported 3D assets."
msgstr "指向导入后 3D 资产顶部(上方)的单位向量。"
msgid ""
"Unit vector pointing towards the bottom side (down) of imported 3D assets."
msgstr "指向导入后 3D 资产底部(下方)的单位向量。"
msgid ""
"Unit vector pointing towards the front side (facing forward) of imported 3D "
"assets."
msgstr "指向导入后 3D 资产正面(前方)的单位向量。"
msgid "Unit vector pointing towards the rear side (back) of imported 3D assets."
msgstr "指向导入后 3D 资产背面(后方)的单位向量。"
msgid ""
"Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix, "
"under the assumption that the basis is orthonormal (i.e. rotation/reflection "
"is fine, scaling/skew is not).\n"
"[code]vector * basis[/code] is equivalent to [code]basis.transposed() * "
"vector[/code]. See [method Basis.transposed].\n"
"For transforming by inverse of a non-orthonormal basis (e.g. with scaling) "
"[code]basis.inverse() * vector[/code] can be used instead. See [method Basis."
"inverse]."
msgstr ""
"假设该基是正交的(即旋转/反射可以,缩放/倾斜则不然),将 [Vector3] 逆向变换"
"(乘以)给定的 [Basis] 矩阵。\n"
"[code]vector * basis[/code] 性当于 [code]basis.transposed() * vector[/code]。"
"请参阅 [method Basis.transposed]。\n"
"对于通过非正交的基的逆进行的变换(例如使用缩放),可以使用 [code]basis."
"inverse() * vector[/code] 代替。请参阅 [method Basis.inverse]。"
msgid ""
"Inversely transforms (multiplies) the [Vector3] by the given [Quaternion].\n"
"[code]vector * quaternion[/code] is equivalent to [code]quaternion.inverse() "
"* vector[/code]. See [method Quaternion.inverse]."
msgstr ""
"将 [Vector3] 与给定的 [Quaternion] 进行逆向变换(相乘)。\n"
"[code]vector * quaternion[/code] 相当于 [code]quaternion.inverse() * vector[/"
"code]。请参阅 [method Quaternion.inverse]。"
msgid ""
"Inversely transforms (multiplies) the [Vector3] by the given [Transform3D] "
"transformation matrix, under the assumption that the transformation basis is "
"orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n"
"[code]vector * transform[/code] is equivalent to [code]transform.inverse() * "
"vector[/code]. See [method Transform3D.inverse].\n"
"For transforming by inverse of an affine transformation (e.g. with scaling) "
"[code]transform.affine_inverse() * vector[/code] can be used instead. See "
"[method Transform3D.affine_inverse]."
msgstr ""
"假设该变换的基是正交的(即旋转/反射可以,缩放/倾斜不行),将 [Vector3] 逆向变"
"换(乘以)给定的 [Transform3D] 变换矩阵。\n"
"[code]vector * transform[/code] 相当于 [code]transform.inverse() * vector[/"
"code]。请参阅 [method Transform3D.inverse]。\n"
"对于通过仿射变换的逆进行的变换(例如缩放),可以使用 [code]transform."
"affine_inverse() * vector[/code] 代替。请参阅 [method Transform3D."
"affine_inverse]。"
msgid ""
"Multiplies each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints \"(30, 80, 150)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3] 的每个分量乘以给定 [Vector3] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # 输出 \"(30, 80, 150)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector3] by the given [int]."
msgstr "将该 [Vector3] 的每个分量乘以给定的 [int]。"
msgid ""
"Adds each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints \"(13, 24, 35)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3] 的每个分量加上给定 [Vector3] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # 输出 \"(13, 24, 35)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints \"(7, 16, 25)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3] 的每个分量减去给定 [Vector3] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # 输出 \"(7, 16, 25)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints \"(5, 4, 10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3] 的每个分量除以给定 [Vector3] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # 输出 \"(5, 4, 10)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector3] by the given [float]."
msgstr "将该 [Vector3] 的每个分量除以给定的 [float]。"
msgid "Divides each component of the [Vector3] by the given [int]."
msgstr "将该 [Vector3] 的每个分量除以给定的 [int]。"
msgid ""
"Compares two [Vector3] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors, and then with the Z values. This operator is useful for sorting "
"vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector3] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 X "
"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可用于"
"向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Compares two [Vector3] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors, and then with the Z values. This operator is useful for "
"sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector3] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符"
"可用于向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Compares two [Vector3] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors, and then with the Z values. This operator is useful for sorting "
"vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector3] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 X "
"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可用于"
"向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Compares two [Vector3] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors, and then with the Z values. This operator is "
"useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector3] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符"
"可用于向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Access vector components using their [param index]. [code]v[0][/code] is "
"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/"
"code], and [code]v[2][/code] is equivalent to [code]v.z[/code]."
msgstr ""
"使用向量分量的 [param index] 来访问向量分量。[code]v[0][/code] 等价于 [code]v."
"x[/code][code]v[1][/code] 等价于 [code]v.y[/code][code]v[2][/code] 等价于 "
"[code]v.z[/code]。"
msgid ""
"Returns the negative value of the [Vector3]. This is the same as writing "
"[code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of "
"the vector while keeping the same magnitude. With floats, the number zero can "
"be either positive or negative."
msgstr ""
"返回该 [Vector3] 的负值。和写 [code]Vector3(-v.x, -v.y, -v.z)[/code] 是一样"
"的。该操作在保持相同幅度的同时,翻转向量的方向。对于浮点数,零也有正负两种。"
msgid "A 3D vector using integer coordinates."
msgstr "使用整数坐标的 3D 向量。"
msgid ""
"A 3-element structure that can be used to represent 3D grid coordinates or "
"any other triplet of integers.\n"
"It uses integer coordinates and is therefore preferable to [Vector3] when "
"exact precision is required. Note that the values are limited to 32 bits, and "
"unlike [Vector3] this cannot be configured with an engine build option. Use "
"[int] or [PackedInt64Array] if 64-bit values are needed.\n"
"[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i "
"will always evaluate to [code]true[/code]."
msgstr ""
"包含三个元素的结构体,可用于代表 3D 坐标或任何整数的三元组。\n"
"使用整数坐标,因此需要绝对精确时应比 [Vector3] 优先使用。请注意,取值范围有 "
"32 位的限制,与 [Vector3] 不同,这个类型的精度无法使用引擎的构建参数进行配置。"
"如果需要 64 位的值,请使用 [int] 或 [PackedInt64Array]。\n"
"[b]注意:[/b]在布尔语境中,如果 Vector3i 等于 [code]Vector3i(0, 0, 0)[/code] "
"则求值结果为 [code]false[/code]。否则 Vector3i 的求值结果始终为 [code]true[/"
"code]。"
msgid ""
"Constructs a default-initialized [Vector3i] with all components set to "
"[code]0[/code]."
msgstr "构造默认初始化的 [Vector3i],所有分量都为 [code]0[/code]。"
msgid "Constructs a [Vector3i] as a copy of the given [Vector3i]."
msgstr "构造给定 [Vector3i] 的副本。"
msgid ""
"Constructs a new [Vector3i] from the given [Vector3] by truncating "
"components' fractional parts (rounding towards zero). For a different "
"behavior consider passing the result of [method Vector3.ceil], [method "
"Vector3.floor] or [method Vector3.round] to this constructor instead."
msgstr ""
"根据给定的 [Vector3] 构造 [Vector3i],会将各个分量的小数部分截断(向 0 取"
"整)。要使用不同的行为,请考虑改为传入 [method Vector3.ceil]、[method Vector3."
"floor] 或 [method Vector3.round] 的结果。"
msgid "Returns a [Vector3i] with the given components."
msgstr "返回具有给定分量的 [Vector3i]。"
msgid ""
"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can "
"be used as a negative integer equivalent of [constant Vector3.INF]."
msgstr ""
"最小向量,所有分量等于 [code]INT32_MIN[/code] 的向量。可用作 [constant "
"Vector3.INF] 的负整数等价物。"
msgid ""
"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can "
"be used as an integer equivalent of [constant Vector3.INF]."
msgstr ""
"最大向量,所有分量等于 [code]INT32_MAX[/code] 的向量。可用作 [constant "
"Vector3.INF] 的整数等价物。"
msgid ""
"Forward unit vector. Represents the local direction of forward, and the "
"global direction of north."
msgstr "前单位向量。代表局部的前方向,全局的北方向。"
msgid ""
"Gets the remainder of each component of the [Vector3i] with the components of "
"the given [Vector3i]. This operation uses truncated division, which is often "
"not desired as it does not work well with negative numbers. Consider using "
"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints \"(3, -4, 3)\"\n"
"[/codeblock]"
msgstr ""
"获取该 [Vector3i] 的每个分量与给定 [Vector3i] 中分量的余数。这个运算使用的是截"
"断式除法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改"
"用 [method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # 输出 \"(3, -4, 3)\"\n"
"[/codeblock]"
msgid ""
"Gets the remainder of each component of the [Vector3i] with the given [int]. "
"This operation uses truncated division, which is often not desired as it does "
"not work well with negative numbers. Consider using [method @GlobalScope."
"posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector3i(10, -20, 30) % 7) # Prints \"(3, -6, 2)\"\n"
"[/codeblock]"
msgstr ""
"获取该 [Vector3i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除"
"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 "
"[method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector3i(10, -20, 30) % 7) # 输出 \"(3, -6, 2)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Prints \"(30, 80, 150)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量乘以给定 [Vector3i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # 输出 \"(30, 80, 150)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector3i] by the given [float]. Returns a "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3i(10, 15, 20) * 0.9) # Prints \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量乘以给定的 [float]。返回的是 [Vector3]。\n"
"[codeblock]\n"
"print(Vector3i(10, 15, 20) * 0.9) # 输出 \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector3i] by the given [int]."
msgstr "将该 [Vector3i] 的每个分量乘以给定的 [int]。"
msgid ""
"Adds each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Prints \"(13, 24, 35)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量加上给定 [Vector3i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # 输出 \"(13, 24, 35)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Prints \"(7, 16, 25)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量减去给定 [Vector3i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # 输出 \"(7, 16, 25)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Prints \"(5, 4, 10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量除以给定 [Vector3i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # 输出 \"(5, 4, 10)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector3i] by the given [float]. Returns a "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / 2.9) # Prints \"(5, 10, 15)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector3i] 的每个分量除以给定的 [float]。返回的是 [Vector3]。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / 2.9) # 输出 \"(5, 10, 15)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector3i] by the given [int]."
msgstr "将该 [Vector3i] 的每个分量除以给定的 [int]。"
msgid ""
"Compares two [Vector3i] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors, and then with the Z values. This operator is useful for sorting "
"vectors."
msgstr ""
"比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 "
"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可用"
"于向量排序。"
msgid ""
"Compares two [Vector3i] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors, and then with the Z values. This operator is useful for "
"sorting vectors."
msgstr ""
"比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符"
"可用于向量排序。"
msgid ""
"Compares two [Vector3i] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors, and then with the Z values. This operator is useful for sorting "
"vectors."
msgstr ""
"比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 "
"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符可用"
"于向量排序。"
msgid ""
"Compares two [Vector3i] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors, and then with the Z values. This operator is "
"useful for sorting vectors."
msgstr ""
"比较两个 [Vector3i] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值。该运算符"
"可用于向量排序。"
msgid ""
"Returns the negative value of the [Vector3i]. This is the same as writing "
"[code]Vector3i(-v.x, -v.y, -v.z)[/code]. This operation flips the direction "
"of the vector while keeping the same magnitude."
msgstr ""
"返回该 [Vector3i] 的负值。和写 [code]Vector3i(-v.x, -v.y, -v.z)[/code] 是一样"
"的。该操作在保持相同幅度的同时,翻转向量的方向。"
msgid "A 4D vector using floating point coordinates."
msgstr "使用浮点数坐标的 4D 向量。"
msgid ""
"A 4-element structure that can be used to represent 4D coordinates or any "
"other quadruplet of numeric values.\n"
"It uses floating-point coordinates. By default, these floating-point values "
"use 32-bit precision, unlike [float] which is always 64-bit. If double "
"precision is needed, compile the engine with the option "
"[code]precision=double[/code].\n"
"See [Vector4i] for its integer counterpart.\n"
"[b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 "
"will always evaluate to [code]true[/code]."
msgstr ""
"包含四个元素的结构体,可用于代表 4D 坐标或任何数值的四元组。\n"
"使用浮点数坐标。默认情况下,这些浮点值为 32 位精度,与始终为 64 位的 [float] "
"并不相同。如果需要双精度,请在编译引擎时使用 [code]precision=double[/code] 选"
"项。\n"
"对应的整数版本见 [Vector4i]。\n"
"[b]注意:[/b]在布尔语境中,如果 Vector4 等于 [code]Vector4(0, 0, 0, 0)[/code] "
"则求值结果为 [code]false[/code]。否则 Vector4 的求值结果始终为 [code]true[/"
"code]。"
msgid ""
"Constructs a default-initialized [Vector4] with all components set to "
"[code]0[/code]."
msgstr "构造默认初始化的 [Vector4],所有分量都为 [code]0[/code]。"
msgid "Constructs a [Vector4] as a copy of the given [Vector4]."
msgstr "构造给定 [Vector4] 的副本。"
msgid "Constructs a new [Vector4] from the given [Vector4i]."
msgstr "从给定的 [Vector4i] 构造新的 [Vector4]。"
msgid "Returns a [Vector4] with the given components."
msgstr "返回具有给定分量的 [Vector4]。"
msgid "Returns the dot product of this vector and [param with]."
msgstr "返回该向量与 [param with] 的点积。"
msgid ""
"Returns the inverse of the vector. This is the same as [code]Vector4(1.0 / v."
"x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code]."
msgstr ""
"返回该向量的逆向量。与 [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v."
"w)[/code] 相同。"
msgid ""
"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant AXIS_W]."
msgstr ""
"返回该向量中最小值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方"
"法返回 [constant AXIS_W]。"
msgid ""
"The vector's W component. Also accessible by using the index position [code]"
"[3][/code]."
msgstr "该向量的 W 分量。也可以通过使用索引位置 [code][3][/code] 访问。"
msgid ""
"Enumerated value for the W axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"W 轴的枚举值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid ""
"Transforms (multiplies) the [Vector4] by the transpose of the given "
"[Projection] matrix.\n"
"For transforming by inverse of a projection [code]projection.inverse() * "
"vector[/code] can be used instead. See [method Projection.inverse]."
msgstr ""
"通过给定 [Projection] 矩阵的转置变换(乘以)该 [Vector4]。\n"
"对于通过投影的逆进行的变换,可以使用 [code]projection.inverse() * vector[/"
"code] 代替。请参阅 [method Projection.inverse]。"
msgid ""
"Multiplies each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints \"(30, 80, 150, "
"240)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量乘以给定 [Vector4] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # 输出 \"(30, 80, 150, "
"240)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector4] by the given [float].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * 2) # Prints \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量乘以给定的 [float]。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * 2) # 输出 \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector4] by the given [int]."
msgstr "将该 [Vector4] 的每个分量乘以给定的 [int]。"
msgid ""
"Adds each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints \"(13, 24, 35, "
"46)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量加上给定 [Vector4] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # 输出 \"(13, 24, 35, "
"46)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量减去给定 [Vector4] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # 输出 \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量除以给定 [Vector4] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # 输出 \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4] by the given [float].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / 2 # Prints \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4] 的每个分量除以给定的 [float]。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / 2 # 输出 \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector4] by the given [int]."
msgstr "将该 [Vector4] 的每个分量除以给定的 [int]。"
msgid ""
"Compares two [Vector4] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors, Z values of the two vectors, and then with the W values. This "
"operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector4] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 X "
"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运算符"
"可用于向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Compares two [Vector4] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors, Z values of the two vectors, and then with the W values. "
"This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector4] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该"
"运算符可用于向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Compares two [Vector4] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors, Z values of the two vectors, and then with the W values. This "
"operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector4] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 X "
"值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运算符"
"可用于向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Compares two [Vector4] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors, Z values of the two vectors, and then with the W "
"values. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比较两个 [Vector4] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该"
"运算符可用于向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行为与其他向量不同。因"
"此,如果包含 NaN则这个方法的结果可能不准确。"
msgid ""
"Access vector components using their [param index]. [code]v[0][/code] is "
"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/"
"code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/"
"code] is equivalent to [code]v.w[/code]."
msgstr ""
"使用向量分量的 [param index] 来访问向量分量。[code]v[0][/code] 等价于 [code]v."
"x[/code][code]v[1][/code] 等价于 [code]v.y[/code][code]v[2][/code] 等价于 "
"[code]v.z[/code][code]v[3][/code] 等价于 [code]v.w[/code]。"
msgid ""
"Returns the negative value of the [Vector4]. This is the same as writing "
"[code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the "
"direction of the vector while keeping the same magnitude. With floats, the "
"number zero can be either positive or negative."
msgstr ""
"返回该 [Vector4] 的负值。和写 [code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code] 是"
"一样的。该操作在保持相同幅度的同时,翻转向量的方向。对于浮点数,零也有正负两"
"种。"
msgid "A 4D vector using integer coordinates."
msgstr "使用整数坐标的 4D 向量。"
msgid ""
"A 4-element structure that can be used to represent 4D grid coordinates or "
"any other quadruplet of integers.\n"
"It uses integer coordinates and is therefore preferable to [Vector4] when "
"exact precision is required. Note that the values are limited to 32 bits, and "
"unlike [Vector4] this cannot be configured with an engine build option. Use "
"[int] or [PackedInt64Array] if 64-bit values are needed.\n"
"[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/"
"code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a "
"Vector3i will always evaluate to [code]true[/code]."
msgstr ""
"包含四个元素的结构体,可用于代表 4D 坐标或任何整数的四元组。\n"
"使用整数坐标,因此需要绝对精确时应比 [Vector4] 优先使用。请注意,取值范围有 "
"32 位的限制,与 [Vector4] 不同,这个类型的精度无法使用引擎的构建参数进行配置。"
"如果需要 64 位的值,请使用 [int] 或 [PackedInt64Array]。\n"
"[b]注意:[/b]在布尔语境中,如果 Vector4i 等于 [code]Vector4i(0, 0, 0, 0)[/"
"code] 则求值结果为 [code]false[/code]。否则 Vector4i 的求值结果始终为 "
"[code]true[/code]。"
msgid ""
"Constructs a default-initialized [Vector4i] with all components set to "
"[code]0[/code]."
msgstr "构造默认初始化的 [Vector4i],所有分量都为 [code]0[/code]。"
msgid "Constructs a [Vector4i] as a copy of the given [Vector4i]."
msgstr "构造给定 [Vector4i] 的副本。"
msgid ""
"Constructs a new [Vector4i] from the given [Vector4] by truncating "
"components' fractional parts (rounding towards zero). For a different "
"behavior consider passing the result of [method Vector4.ceil], [method "
"Vector4.floor] or [method Vector4.round] to this constructor instead."
msgstr ""
"根据给定的 [Vector4] 构造 [Vector4i],会将各个分量的小数部分截断(向 0 取"
"整)。要使用不同的行为,请考虑改为传入 [method Vector4.ceil]、[method Vector4."
"floor] 或 [method Vector4.round] 的结果。"
msgid "Returns a [Vector4i] with the given components."
msgstr "返回具有给定分量的 [Vector4i]。"
msgid ""
"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can "
"be used as a negative integer equivalent of [constant Vector4.INF]."
msgstr ""
"最小向量,所有分量等于 [code]INT32_MIN[/code] 的向量。可用作 [constant "
"Vector4.INF] 的负整数等价物。"
msgid ""
"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can "
"be used as an integer equivalent of [constant Vector4.INF]."
msgstr ""
"最大向量,所有分量等于 [code]INT32_MAX[/code] 的向量。可用作 [constant "
"Vector4.INF] 的整数等价物。"
msgid ""
"Gets the remainder of each component of the [Vector4i] with the components of "
"the given [Vector4i]. This operation uses truncated division, which is often "
"not desired as it does not work well with negative numbers. Consider using "
"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints \"(3, -4, "
"3, 0)\"\n"
"[/codeblock]"
msgstr ""
"获取该 [Vector4i] 的每个分量与给定 [Vector4i] 中分量的余数。这个运算使用的是截"
"断式除法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改"
"用 [method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # 输出 \"(3, -4, "
"3, 0)\"\n"
"[/codeblock]"
msgid ""
"Gets the remainder of each component of the [Vector4i] with the the given "
"[int]. This operation uses truncated division, which is often not desired as "
"it does not work well with negative numbers. Consider using [method "
"@GlobalScope.posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector4i(10, -20, 30, -40) % 7) # Prints \"(3, -6, 2, -5)\"\n"
"[/codeblock]"
msgstr ""
"获取该 [Vector4i] 的每个分量与给定的 [int] 的余数。这个运算使用的是截断式除"
"法,因为对负数不友好,所以通常不会想要使用。如果你想要处理负数,请考虑改用 "
"[method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector4i(10, -20, 30, -40) % 7) # 输出 \"(3, -6, 2, -5)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6)) # Prints \"(30, 80, "
"150, 240)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量乘以给定 [Vector4i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6))# 输出 \"(30, 80, 150, "
"240)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector4i] by the given [float].\n"
"Returns a Vector4 value due to floating-point operations.\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * 2) # Prints \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量乘以给定的 [float]。\n"
"由于浮点数运算,返回值为 Vector4。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * 2) # 输出 \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector4i] by the given [int]."
msgstr "将该 [Vector4i] 的每个分量乘以给定的 [int]。"
msgid ""
"Adds each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # Prints \"(13, 24, "
"35, 46)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量加上给定 [Vector4i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # 输出 \"(13, 24, 35, "
"46)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量减去给定 [Vector4i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # 输出 \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量除以给定 [Vector4i] 的对应分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # 输出 \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4i] by the given [float].\n"
"Returns a Vector4 value due to floating-point operations.\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / 2 # Prints \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgstr ""
"将该 [Vector4i] 的每个分量除以给定的 [float]。\n"
"由于浮点数运算,返回值为 Vector4。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / 2 # 输出 \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector4i] by the given [int]."
msgstr "将该 [Vector4] 的每个分量除以给定的 [int]。"
msgid ""
"Compares two [Vector4i] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors, Z values of the two vectors, and then with the W values. This "
"operator is useful for sorting vectors."
msgstr ""
"比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否小于 [param right] 向量的 "
"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运算"
"符可用于向量排序。"
msgid ""
"Compares two [Vector4i] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors, Z values of the two vectors, and then with the W values. "
"This operator is useful for sorting vectors."
msgstr ""
"比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否小于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该"
"运算符可用于向量排序。"
msgid "Returns [code]true[/code] if the vectors are exactly equal."
msgstr "如果向量完全相等,则返回 [code]true[/code]。"
msgid ""
"Compares two [Vector4i] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors, Z values of the two vectors, and then with the W values. This "
"operator is useful for sorting vectors."
msgstr ""
"比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否大于 [param right] 向量的 "
"X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该运算"
"符可用于向量排序。"
msgid ""
"Compares two [Vector4i] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors, Z values of the two vectors, and then with the W "
"values. This operator is useful for sorting vectors."
msgstr ""
"比较两个 [Vector4i] 向量,首先检查左向量的 X 值是否大于等于 [param right] 向量"
"的 X 值。如果 X 值完全相等,则用相同的方法检查两个向量的 Y 值、Z 值、W 值。该"
"运算符可用于向量排序。"
msgid ""
"Returns the negative value of the [Vector4i]. This is the same as writing "
"[code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the "
"direction of the vector while keeping the same magnitude."
msgstr ""
"返回该 [Vector4i] 的负值。和写 [code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code] "
"是一样的。这个运算会翻转向量方向,同时保持长度不变。"
msgid "A 3D physics body that simulates the behavior of a car."
msgstr "模拟汽车行为的 3D 物理体。"
msgid ""
"This physics body implements all the physics logic needed to simulate a car. "
"It is based on the raycast vehicle system commonly found in physics engines. "
"Aside from a [CollisionShape3D] for the main body of the vehicle, you must "
"also add a [VehicleWheel3D] node for each wheel. You should also add a "
"[MeshInstance3D] to this node for the 3D model of the vehicle, but this model "
"should generally not include meshes for the wheels. You can control the "
"vehicle by using the [member brake], [member engine_force], and [member "
"steering] properties. The position or orientation of this node shouldn't be "
"changed directly.\n"
"[b]Note:[/b] The origin point of your VehicleBody3D will determine the center "
"of gravity of your vehicle. To make the vehicle more grounded, the origin "
"point is usually kept low, moving the [CollisionShape3D] and [MeshInstance3D] "
"upwards.\n"
"[b]Note:[/b] This class has known issues and isn't designed to provide "
"realistic 3D vehicle physics. If you want advanced vehicle physics, you may "
"have to write your own physics integration using [CharacterBody3D] or "
"[RigidBody3D]."
msgstr ""
"该节点实现了模拟汽车所需的所有物理逻辑。它基于物理引擎中常见的射线投射的车辆系"
"统。除了需要为车身添加一个 [CollisionShape3D] 之外,你还必须为每个车轮添加一"
"个 [VehicleWheel3D] 节点。你还应该为车辆的 3D 模型的向这个节点添加一个 "
"[MeshInstance3D],但该模型通常不应该包含车轮的网格。你可以使用 [member "
"brake]、[member engine_force] 和 [member steering] 属性来控制车辆。不应该直接"
"更改该节点的位置和朝向。\n"
"[b]注意:[/b]VehicleBody3D 的原点将决定车辆的重心。为了让车辆能够更好地贴地,"
"通常会将原点保持在较低的位置,并将 [CollisionShape3D] 和 [MeshInstance3D] 向上"
"移动。\n"
"[b]注意:[/b]该类存在已知问题,并非旨在提供逼真的 3D 车辆物理效果。如果想要高"
"级车辆物理,可能必须使用 [CharacterBody3D] 或 [RigidBody3D] 类来编写自己的物理"
"整合函数。"
msgid ""
"Slows down the vehicle by applying a braking force. The vehicle is only "
"slowed down if the wheels are in contact with a surface. The force you need "
"to apply to adequately slow down your vehicle depends on the [member "
"RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try "
"a value in the 25 - 30 range for hard braking."
msgstr ""
"通过施加一个制动力使车辆减速。只有当车轮接触到表面时,车辆才会减速。使车辆充分"
"减速所需的力,取决于车辆的 [member RigidBody3D.mass]。对于一个质量被设置为 "
"1000 的车辆,尝试使用 25 - 30 范围内的值进行紧急制动。"
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only sped "
"up if the wheels that have [member VehicleWheel3D.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody3D."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
msgstr ""
"通过施加一个引擎力来加速车辆。只有当 [member VehicleWheel3D.use_as_traction] "
"被设置为 [code]true[/code] 的车轮与表面接触时,车辆才会加速。车辆的 [member "
"RigidBody3D.mass] 对车辆的加速度有影响。对于质量被设置为 1000 的车辆,请尝试使"
"用 25 - 50 范围内的加速度值。\n"
"[b]注意:[/b]模拟没有考虑齿轮的影响,如果想要模拟齿轮,需要为其添加逻辑。\n"
"负值将导致车辆倒车。"
msgid ""
"The steering angle for the vehicle. Setting this to a non-zero value will "
"result in the vehicle turning when it's moving. Wheels that have [member "
"VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically "
"be rotated.\n"
"[b]Note:[/b] This property is edited in the inspector in degrees. In code the "
"property is set in radians."
msgstr ""
"车辆的转向角。将该属性设置为非零值将导致车辆在移动时转弯。[member "
"VehicleWheel3D.use_as_steering] 设置为 [code]true[/code] 的车轮将自动旋转。\n"
"[b]注意:[/b]该属性在检查器中以度为单位进行编辑。在代码中,该属性以弧度单位设"
"置。"
msgid ""
"A 3D physics body for a [VehicleBody3D] that simulates the behavior of a "
"wheel."
msgstr "用于 [VehicleBody3D] 的 3D 物理体,能够模拟车轮的行为。"
msgid ""
"A node used as a child of a [VehicleBody3D] parent to simulate the behavior "
"of one of its wheels. This node also acts as a collider to detect if the "
"wheel is touching a surface.\n"
"[b]Note:[/b] This class has known issues and isn't designed to provide "
"realistic 3D vehicle physics. If you want advanced vehicle physics, you may "
"need to write your own physics integration using another [PhysicsBody3D] "
"class."
msgstr ""
"作为 [VehicleBody3D] 子节点使用的节点,能够模拟车辆其中一个车轮的行为。这个节"
"点还充当了碰撞器,能够检测车轮是否与某个表面接触。\n"
"[b]注意:[/b]该类存在已知问题,并非旨在提供逼真的 3D 车辆物理效果。如果想要高"
"级车辆物理,可能必须使用其他 [PhysicsBody3D] 类来编写自己的物理整合函数。"
msgid ""
"Returns the contacting body node if valid in the tree, as [Node3D]. At the "
"moment, [GridMap] is not supported so the node will be always of type "
"[PhysicsBody3D].\n"
"Returns [code]null[/code] if the wheel is not in contact with a surface, or "
"the contact body is not a [PhysicsBody3D]."
msgstr ""
"如果接触的实体节点在树中有效,则返回接触的实体节点,如 [Node3D]。目前,不支持 "
"[GridMap],因此该节点将始终为 [PhysicsBody3D] 类型。\n"
"如果车轮没有与表面接触,或者接触的实体不是 [PhysicsBody3D],则返回 "
"[code]null[/code]。"
msgid "Returns the rotational speed of the wheel in revolutions per minute."
msgstr "返回轮子的旋转速度,单位为每分钟转数。"
msgid ""
"Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
msgstr ""
"返回一个介于 0.0 和 1.0 之间的值表示这个轮子是否打滑。0.0 表示打滑(车轮失去"
"了抓地力例如冰雪地形1.0 表示不打滑(车轮有充分的抓地力,例如干燥的沥青"
"路)。"
msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
msgstr "如果轮子与表面接触,返回 [code]true[/code]。"
msgid ""
"Slows down the wheel by applying a braking force. The wheel is only slowed "
"down if it is in contact with a surface. The force you need to apply to "
"adequately slow down your vehicle depends on the [member RigidBody3D.mass] of "
"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - "
"30 range for hard braking."
msgstr ""
"通过施加制动力使车轮减速。车轮只有在与表面接触时才会减速。使车辆充分减速所需的"
"力,取决于车辆的 [member RigidBody3D.mass]。对于质量被设置为 1000 的车辆,尝试"
"使用 25 - 30 范围内的值进行紧急制动。"
msgid ""
"The damping applied to the spring when the spring is being compressed. This "
"value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
"car will keep bouncing as the spring keeps its energy. A good value for this "
"is around 0.3 for a normal car, 0.5 for a race car."
msgstr ""
"当弹簧被压缩时,应用在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。"
"0.0 的值意味着汽车将持续弹跳,因为弹簧将保持其能量。普通汽车 0.3 左右,赛车 "
"0.5 左右比较好。"
msgid ""
"The damping applied to the spring when relaxing. This value should be between "
"0.0 (no damping) and 1.0. This value should always be slightly higher than "
"the [member damping_compression] property. For a [member damping_compression] "
"value of 0.3, try a relaxation value of 0.5."
msgstr ""
"放松时施加在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。这个值应该总"
"是比 [member damping_compression] 属性稍高。对于 [member damping_compression] "
"值 0.3,尝试放松值为 0.5。"
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody3D.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the wheel reversing."
msgstr ""
"通过施加引擎力使车轮加速。车轮只有在与表面接触时才会加速。车辆的 [member "
"RigidBody3D.mass] 对车辆的加速度有影响。对于质量被设置为 1000 的车辆,请尝试使"
"用 25 - 50 范围内的加速度值。\n"
"[b]注意:[/b]模拟没有考虑齿轮的影响,如果想要模拟齿轮,需要为其添加逻辑。\n"
"负值将导致车轮倒转。"
msgid ""
"The steering angle for the wheel, in radians. Setting this to a non-zero "
"value will result in the vehicle turning when it's moving."
msgstr "车轮的转向角,单位:弧度。将该属性设置为非零值将导致车辆在移动时转向。"
msgid ""
"The maximum force the spring can resist. This value should be higher than a "
"quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring "
"will not carry the weight of the vehicle. Good results are often obtained by "
"a value that is about 3× to 4× this number."
msgstr ""
"弹簧所能承受的最大力。该值应高于 [VehicleBody3D] 的 [member RigidBody3D.mass] "
"的四分之一,否则该弹簧无法承载车辆的重量。大约 3 到 4 倍这个数字的值通常会获得"
"良好的结果。"
msgid ""
"This value defines the stiffness of the suspension. Use a value lower than 50 "
"for an off-road car, a value between 50 and 100 for a race car and try "
"something around 200 for something like a Formula 1 car."
msgstr ""
"这个值定义了悬架的刚度。越野车使用低于 50 的值,赛车使用 50 至 100 的值,像一"
"级方程式赛车则尝试 200 左右的值。"
msgid ""
"This is the distance the suspension can travel. As Godot units are equivalent "
"to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 "
"depending on the type of car."
msgstr ""
"这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。根"
"据汽车的类型,试试 0.1 和 0.3 之间的值。"
msgid ""
"If [code]true[/code], this wheel will be turned when the car steers. This "
"value is used in conjunction with [member VehicleBody3D.steering] and ignored "
"if you are using the per-wheel [member steering] value instead."
msgstr ""
"如果为 [code]true[/code],当汽车转向时这个轮子会转动。该值与 [member "
"VehicleBody3D.steering] 结合使用,如果使用的是各个车轮的 [member steering] "
"值,则该值将被忽略。"
msgid ""
"If [code]true[/code], this wheel transfers engine force to the ground to "
"propel the vehicle forward. This value is used in conjunction with [member "
"VehicleBody3D.engine_force] and ignored if you are using the per-wheel "
"[member engine_force] value instead."
msgstr ""
"如果为 [code]true[/code],该车轮会将引擎力传递到地面以推动车辆前进。该值与 "
"[member VehicleBody3D.engine_force] 结合使用,如果使用的是各个车轮的 [member "
"engine_force] 值,则该值将被忽略。"
msgid ""
"This determines how much grip this wheel has. It is combined with the "
"friction setting of the surface the wheel is in contact with. 0.0 means no "
"grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
"rear wheels slightly lower than the front wheels, or use a lower value to "
"simulate tire wear.\n"
"It's best to set this to 1.0 when starting out."
msgstr ""
"这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0 意"
"味着没有抓地力1.0 是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置得比"
"前轮略低,或者使用较低的数值来模拟轮胎的磨损。\n"
"在开始时最好将其设置为 1.0。"
msgid "The radius of the wheel in meters."
msgstr "轮子的半径,单位是米。"
msgid ""
"This is the distance in meters the wheel is lowered from its origin point. "
"Don't set this to 0.0 and move the wheel into position, instead move the "
"origin point of your wheel (the gizmo in Godot) to the position the wheel "
"will take when bottoming out, then use the rest length to move the wheel down "
"to the position it should be in when the car is in rest."
msgstr ""
"这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位置"
"上而是把车轮的原点Godot 中的小工具)移到车轮触底时的位置,然后使用剩余长度"
"将轮子向下移动到汽车静止时它应该所处位置。"
msgid ""
"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
"这个值会影响车辆的滚动。如果所有车轮都设置为 1.0,车辆将容易翻车,而 0.0 的值"
"将阻止车身侧倾。"
msgid ""
"A container that arranges its child controls vertically and wraps them around "
"at the borders."
msgstr "将子控件纵向排列并在边界处换行的容器。"
msgid ""
"A variant of [FlowContainer] that can only arrange its child controls "
"vertically, wrapping them around at the borders. This is similar to how text "
"in a book wraps around when no more words can fit on a line, except "
"vertically."
msgstr ""
"[FlowContainer] 的一种,只能将其子控件纵向排列并在边界处换行。类似于书本中文字"
"在一行中写不下以后的换行方式,但是纵向。"
msgid "Base resource for video streams."
msgstr "视频流的基础资源。"
msgid ""
"Base resource type for all video streams. Classes that derive from "
"[VideoStream] can all be used as resource types to play back videos in "
"[VideoStreamPlayer]."
msgstr ""
"所有视频流的基础资源类型。派生自 [VideoStream] 的类都可以用作在 "
"[VideoStreamPlayer] 中播放视频的资源类型。"
msgid "Playing videos"
msgstr "播放视频"
msgid ""
"Called when the video starts playing, to initialize and return a subclass of "
"[VideoStreamPlayback]."
msgstr "视频开始播放时调用,用于初始化并返回 [VideoStreamPlayback] 的子类。"
msgid ""
"The video file path or URI that this [VideoStream] resource handles.\n"
"For [VideoStreamTheora], this filename should be an Ogg Theora video file "
"with the [code].ogv[/code] extension."
msgstr ""
"该 [VideoStream] 资源处理的视频文件路径或 URI。\n"
"对于 [VideoStreamTheora],这个文件名应该是 Ogg Theora 视频文件,扩展名为 "
"[code].ogv[/code]。"
msgid ""
"Internal class used by [VideoStream] to manage playback state when played "
"from a [VideoStreamPlayer]."
msgstr ""
"[VideoStream] 使用的内部类,用于管理其在 [VideoStreamPlayer] 中的播放状态。"
msgid ""
"This class is intended to be overridden by video decoder extensions with "
"custom implementations of [VideoStream]."
msgstr "该类旨在被具有 [VideoStream] 自定义实现的视频解码器扩展所覆盖。"
msgid "Returns the number of audio channels."
msgstr "返回音频通道的数量。"
msgid "Returns the video duration in seconds, if known, or 0 if unknown."
msgstr "视频时长已知时返回视频时长,未知时返回 0。"
msgid "Returns the audio sample rate used for mixing."
msgstr "返回用于混音的音频采样率。"
msgid ""
"Return the current playback timestamp. Called in response to the [member "
"VideoStreamPlayer.stream_position] getter."
msgstr ""
"返回当前播放时间戳。获取 [member VideoStreamPlayer.stream_position] 时会被调"
"用。"
msgid "Allocates a [Texture2D] in which decoded video frames will be drawn."
msgstr "分配一个 [Texture2D],解码得到的视频帧会在其中绘制。"
msgid "Returns the paused status, as set by [method _set_paused]."
msgstr "返回暂停状态,由 [method _set_paused] 设置。"
msgid ""
"Returns the playback state, as determined by calls to [method _play] and "
"[method _stop]."
msgstr "返回由调用 [method _play] 和 [method _stop] 决定的播放状态。"
msgid ""
"Called in response to [member VideoStreamPlayer.autoplay] or [method "
"VideoStreamPlayer.play]. Note that manual playback may also invoke [method "
"_stop] multiple times before this method is called. [method _is_playing] "
"should return true once playing."
msgstr ""
"[member VideoStreamPlayer.autoplay] 或 [method VideoStreamPlayer.play] 时会被"
"调用。请注意,手动播放在这个方法被调用前也可能多次调用 [method _stop]。开始播"
"放后 [method _is_playing] 就应该返回 true。"
msgid ""
"Seeks to [param time] seconds. Called in response to the [member "
"VideoStreamPlayer.stream_position] setter."
msgstr ""
"检索至第 [param time] 秒。设置 [member VideoStreamPlayer.stream_position] 时会"
"被调用。"
msgid ""
"Select the audio track [param idx]. Called when playback starts, and in "
"response to the [member VideoStreamPlayer.audio_track] setter."
msgstr ""
"选择 [param idx] 音轨。播放开始时,或者设置 [member VideoStreamPlayer."
"audio_track] 时会被调用。"
msgid ""
"Set the paused status of video playback. [method _is_paused] must return "
"[param paused]. Called in response to the [member VideoStreamPlayer.paused] "
"setter."
msgstr ""
"设置视频播放的暂停状态。[method _is_paused] 必须返回 [param paused]。设置 "
"[member VideoStreamPlayer.paused] 时会被调用。"
msgid ""
"Stops playback. May be called multiple times before [method _play], or in "
"response to [method VideoStreamPlayer.stop]. [method _is_playing] should "
"return false once stopped."
msgstr ""
"停止播放。可能在 [method _play] 多次调用,也可能与 [method VideoStreamPlayer."
"stop] 对应。停止后 [method _is_playing] 应返回 false。"
msgid ""
"Ticks video playback for [param delta] seconds. Called every frame as long as "
"[method _is_paused] and [method _is_playing] return true."
msgstr ""
"将视频播放推进 [param delta] 秒。只要 [method _is_paused] 和 [method "
"_is_playing] 返回 true就会为每一帧调用。"
msgid ""
"Render [param num_frames] audio frames (of [method _get_channels] floats "
"each) from [param buffer], starting from index [param offset] in the array. "
"Returns the number of audio frames rendered, or -1 on error."
msgstr ""
"从数组中的索引 [param offset] 开始,从 [param buffer] 渲染 [param num_frames] "
"个音频帧(每帧 [method _get_channels] 个浮点数)。返回渲染的音频帧数,如果出错"
"则返回 -1。"
msgid "A control used for video playback."
msgstr "用于播放视频的控件。"
msgid ""
"A control used for playback of [VideoStream] resources.\n"
"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] "
"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a "
"GDExtension plugin.\n"
"[b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization "
"remapping yet.\n"
"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to "
"missing architecture-specific assembly optimizations."
msgstr ""
"用于播放 [VideoStream] 资源的控件。\n"
"支持的视频格式有 [url=https://www.theora.org/]Ogg Theora[/url][code].ogv[/"
"code][VideoStreamTheora])以及任何通过 GDExtension 插件公开的格式。\n"
"[b]注意:[/b]由于一个错误VideoStreamPlayer 还不支持本地化重映射。\n"
"[b]警告:[/b]在 Web 上,视频播放[i]会[/i]由于缺少特定于体系结构的汇编优化而表"
"现不佳。"
msgid ""
"The length of the current stream, in seconds.\n"
"[b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported "
"by Godot), this value will always be zero, as getting the stream length is "
"not implemented yet. The feature may be supported by video formats "
"implemented by a GDExtension add-on."
msgstr ""
"当前流的长度,单位:秒。\n"
"[b]注意:[/b]对于 [VideoStreamTheora] 流Godot 支持的内置格式),该值将始终为"
"零因为获取流长度尚未实现。GDExtension 插件实现的视频格式可能会支持该功能。"
msgid ""
"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
"stream is assigned."
msgstr ""
"返回视频流的名称,如果没有指定视频流,则返回 [code]\"<No Stream>\"[/code]。"
msgid "Returns the current frame as a [Texture2D]."
msgstr "将当前帧作为 [Texture2D] 返回。"
msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
"如果视频正在播放,返回 [code]true[/code]。\n"
"[b]注意:[/b]如果在播放过程中暂停,视频仍被认为在播放。"
msgid ""
"Starts the video playback from the beginning. If the video is paused, this "
"will not unpause the video."
msgstr "从头开始播放视频。如果视频处于暂停状态,不会取消暂停。"
msgid ""
"Stops the video playback and sets the stream position to 0.\n"
"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
"of the video stream won't become the current frame."
msgstr ""
"停止视频播放并将视频流位置设置为 0。\n"
"[b]注意:[/b]虽然视频流位置将被设置为 0但视频流的第一帧不会成为当前帧。"
msgid "The embedded audio track to play."
msgstr "要播放的嵌入式音轨。"
msgid "If [code]true[/code], playback starts when the scene loads."
msgstr "如果为 [code]true[/code],当场景加载时开始播放。"
msgid "Amount of time in milliseconds to store in buffer while playing."
msgstr "播放时存储在缓冲区的时间,以毫秒计。"
msgid "Audio bus to use for sound playback."
msgstr "用于声音播放的音频总线。"
msgid ""
"If [code]true[/code], the video scales to the control size. Otherwise, the "
"control minimum size will be automatically adjusted to match the video "
"stream's dimensions."
msgstr ""
"如果为 [code]true[/code],视频会缩放到控件的尺寸。否则,控件的最小尺寸将被自动"
"调整以匹配视频流的尺寸。"
msgid "If [code]true[/code], the video restarts when it reaches its end."
msgstr "如果为 [code]true[/code],该视频将在到达末尾时重新开始。"
msgid "If [code]true[/code], the video is paused."
msgstr "如果为 [code]true[/code],则暂停视频。"
msgid "The assigned video stream. See description for supported formats."
msgstr "指定的视频流。支持的格式见描述。"
msgid ""
"The current position of the stream, in seconds.\n"
"[b]Note:[/b] Changing this value won't have any effect as seeking is not "
"implemented yet, except in video formats implemented by a GDExtension add-on."
msgstr ""
"流的当前位置,单位:秒。\n"
"[b]注意:[/b]更改此值不会产生任何影响,因为除了由 GDExtension 插件实现的视频格"
"式,搜索定位尚未被实现。"
msgid "Audio volume as a linear value."
msgstr "音频音量为线性值。"
msgid "Audio volume in dB."
msgstr "音频音量,单位是 dB。"
msgid "Emitted when playback is finished."
msgstr "播放结束时触发。"
msgid "[VideoStream] resource for Ogg Theora videos."
msgstr "[VideoStream] Ogg Theora 视频的资源。"
msgid ""
"[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/"
"url] video format with [code].ogv[/code] extension. The Theora codec is "
"decoded on the CPU.\n"
"[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] "
"extension, you will have to rename the extension to [code].ogv[/code] to use "
"those videos within Godot."
msgstr ""
"[VideoStream] 资源处理带有 [code].ogv[/code] 扩展名的 [url=https://www.theora."
"org/]Ogg Theora[/url] 视频格式。Theora 编解码器在 CPU 上进行解码。\n"
"[b]注意:[/b]虽然 Ogg Theora 视频也可以具有一个 [code].ogg[/code] 扩展名,但必"
"须将该扩展名重命名为 [code].ogv[/code],才能在 Godot 中使用这些视频。"
msgid ""
"Abstract base class for viewports. Encapsulates drawing and interaction with "
"a game world."
msgstr "视口的抽象基类。对绘图以及与游戏世界的交互进行了封装。"
msgid ""
"A Viewport creates a different view into the screen, or a sub-view inside "
"another viewport. Children 2D Nodes will display on it, and children Camera3D "
"3D nodes will render on it too.\n"
"Optionally, a viewport can have its own 2D or 3D world, so it doesn't share "
"what it draws with other viewports.\n"
"Viewports can also choose to be audio listeners, so they generate positional "
"audio depending on a 2D or 3D camera child of it.\n"
"Also, viewports can be assigned to different screens in case the devices have "
"multiple screens.\n"
"Finally, viewports can also behave as render targets, in which case they will "
"not be visible unless the associated texture is used to draw."
msgstr ""
"Viewport视口会在屏幕中创建不同的视图或是在其他视口中创建子视图。视口上会"
"显示 2D 子节点,也会渲染 Camera3D 3D 子节点。\n"
"视口也可以拥有自己的 2D 或 3D 世界,这样就不会与其他视口共享绘制的内容。\n"
"视口也可以选择作为音频监听器,这样就可以根据 2D 或 3D 相机子节点生成位置音"
"频。\n"
"另外,在设备有多个屏幕的情况下,可以将视口分配给不同的屏幕。\n"
"最后,视口也可以充当渲染目标,在这种情况下,除非使用与其相关联的纹理进行绘制,"
"否则它们将不可见。"
msgid ""
"Returns the first valid [World2D] for this viewport, searching the [member "
"world_2d] property of itself and any Viewport ancestor."
msgstr ""
"返回该视口的首个有效 [World2D],在它自身及任何 Viewport 祖先节点的 [member "
"world_2d] 属性中查找。"
msgid ""
"Returns the first valid [World3D] for this viewport, searching the [member "
"world_3d] property of itself and any Viewport ancestor."
msgstr ""
"返回这个视口的第一个有效 [World3D],会在自身和 Viewport 祖先的 [member "
"world_3d] 属性中搜索。"
msgid ""
"Returns the currently active 2D camera. Returns null if there are no active "
"cameras."
msgstr "返回当前活动的 2D 相机。如果没有活动的相机,则返回 null。"
msgid "Returns the currently active 3D camera."
msgstr "返回当前活动的 3D 相机。"
msgid "Returns an individual bit on the rendering layer mask."
msgstr "返回渲染层遮罩上的某个比特位。"
msgid ""
"Returns a list of the visible embedded [Window]s inside the viewport.\n"
"[b]Note:[/b] [Window]s inside other viewports will not be listed."
msgstr ""
"返回该视口内可见的嵌入 [Window] 的列表。\n"
"[b]注意:[/b]其他视口内的 [Window] 不会被列出。"
msgid ""
"Returns the transform from the viewport's coordinate system to the embedder's "
"coordinate system."
msgstr "返回从该视口的坐标系到嵌入器坐标系统的变换。"
msgid ""
"Returns the mouse's position in this [Viewport] using the coordinate system "
"of this [Viewport]."
msgstr "返回该 [Viewport] 中鼠标的位置,使用该 [Viewport] 的坐标系。"
msgid ""
"Returns the [enum PositionalShadowAtlasQuadrantSubdiv] of the specified "
"quadrant."
msgstr "返回指定象限的 [enum PositionalShadowAtlasQuadrantSubdiv]。"
msgid ""
"Returns rendering statistics of the given type. See [enum RenderInfoType] and "
"[enum RenderInfo] for options."
msgstr ""
"返回给定类型的渲染统计。选项见 [enum RenderInfoType] 和 [enum RenderInfo]。"
msgid ""
"Returns the transform from the Viewport's coordinates to the screen "
"coordinates of the containing window manager window."
msgstr "返回从视口的坐标到包含窗口管理器窗口的屏幕坐标的变换。"
msgid ""
"Returns the viewport's texture.\n"
"[b]Note:[/b] When trying to store the current texture (e.g. in a file), it "
"might be completely black or outdated if used too early, especially when used "
"in e.g. [method Node._ready]. To make sure the texture you get is correct, "
"you can await [signal RenderingServer.frame_post_draw] signal.\n"
"[codeblock]\n"
"func _ready():\n"
" await RenderingServer.frame_post_draw\n"
" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n"
"[/codeblock]"
msgstr ""
"返回该视口的纹理\n"
"[b]注意:[/b]保存当前纹理时(例如保存到文件中),如果时机过早则可能是全黑或过"
"时的图片,尤其是在 [method Node._ready] 等函数中使用时。要确保获得正确的纹理,"
"你可以等待 [signal RenderingServer.frame_post_draw] 信号。\n"
"[codeblock]\n"
"func _ready():\n"
" await RenderingServer.frame_post_draw\n"
" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n"
"[/codeblock]"
msgid "Returns the viewport's RID from the [RenderingServer]."
msgstr "返回该视口在 [RenderingServer] 的 RID。"
msgid "Returns the visible rectangle in global screen coordinates."
msgstr "返回全局屏幕坐标中的可见矩形。"
msgid ""
"Returns the drag data from the GUI, that was previously returned by [method "
"Control._get_drag_data]."
msgstr ""
"返回 GUI 的拖动数据,该数据先前由 [method Control._get_drag_data] 返回。"
msgid ""
"Returns the [Control] having the focus within this viewport. If no [Control] "
"has the focus, returns null."
msgstr ""
"返回这个视口中聚焦的 [Control]。如果没有聚焦任何 [Control] 则返回 null。"
msgid "Returns [code]true[/code] if the drag operation is successful."
msgstr "如果拖拽操作成功,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
"operation.\n"
"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
"如果该视口目前正在执行拖拽操作,则返回 [code]true[/code]。\n"
"如果你更倾向于对其进行轮询,那么就可以作为 [constant Node."
"NOTIFICATION_DRAG_BEGIN] 和 [constant Node.NOTIFICATION_DRAG_END] 的替代品。"
msgid ""
"Removes the focus from the currently focused [Control] within this viewport. "
"If no [Control] has the focus, does nothing."
msgstr ""
"移除这个视口中当前聚焦 [Control] 的焦点。如果没有聚焦任何 [Control],则什么都"
"不做。"
msgid ""
"Returns whether the current [InputEvent] has been handled. Input events are "
"not handled until [method set_input_as_handled] has been called during the "
"lifetime of an [InputEvent].\n"
"This is usually done as part of input handling methods like [method Node."
"_input], [method Control._gui_input] or others, as well as in corresponding "
"signal handlers.\n"
"If [member handle_input_locally] is set to [code]false[/code], this method "
"will try finding the first parent viewport that is set to handle input "
"locally, and return its value for [method is_input_handled] instead."
msgstr ""
"返回当前的 [InputEvent] 是否已被处理。在 [InputEvent] 生命周期中调用 [method "
"set_input_as_handled] 前,输入事件都处于未处理状态。\n"
"通常作为 [method Node._input]、[method Control._gui_input] 等输入处理方法以及"
"对应的信号处理函数的一部分来实现。\n"
"如果 [member handle_input_locally] 为 [code]false[/code],则这个方法会尝试查找"
"第一个本地处理输入的父级视口,并返回该视口的 [method is_input_handled]。"
msgid ""
"Triggers the given [param event] in this [Viewport]. This can be used to pass "
"an [InputEvent] between viewports, or to locally apply inputs that were sent "
"over the network or saved to a file.\n"
"If [param in_local_coords] is [code]false[/code], the event's position is in "
"the embedder's coordinates and will be converted to viewport coordinates. If "
"[param in_local_coords] is [code]true[/code], the event's position is in "
"viewport coordinates.\n"
"While this method serves a similar purpose as [method Input."
"parse_input_event], it does not remap the specified [param event] based on "
"project settings like [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse].\n"
"Calling this method will propagate calls to child nodes for following methods "
"in the given order:\n"
"- [method Node._input]\n"
"- [method Control._gui_input] for [Control] nodes\n"
"- [method Node._shortcut_input]\n"
"- [method Node._unhandled_key_input]\n"
"- [method Node._unhandled_input]\n"
"If an earlier method marks the input as handled via [method "
"set_input_as_handled], any later method in this list will not be called.\n"
"If none of the methods handle the event and [member physics_object_picking] "
"is [code]true[/code], the event is used for physics object picking."
msgstr ""
"在该 [Viewport] 中触发给定的 [param event] 事件。可用于在不同视口之间传递 "
"[InputEvent],或者在本地应用通过网络传输或保存在文件中的事件。\n"
"如果 [param in_local_coords] 为 [code]false[/code],则该事件中的位置使用的是嵌"
"入器坐标系,会被转换至视口坐标系。如果 [param in_local_coords] 为 [code]true[/"
"code],则该事件的位置使用的是视口坐标系。\n"
"虽然这个方法的用途和 [method Input.parse_input_event] 类似,但不会根据 "
"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 等项"
"目设置对指定的 [param event] 进行重映射。\n"
"调用这个方法会将调用传播至子节点,按照以下顺序调用:\n"
"- [method Node._input]\n"
"- [method Control._gui_input] 仅用于 [Control] 节点\n"
"- [method Node._shortcut_input]\n"
"- [method Node._unhandled_key_input]\n"
"- [method Node._unhandled_input]\n"
"如果某个方法使用 [method set_input_as_handled] 将输入标记为已处理,则列表中的"
"后续方法均不会被调用。\n"
"如果没有任何方法处理该事件,并且 [member physics_object_picking] 为 "
"[code]true[/code],则该事件将用于物理对象的拾取。"
msgid ""
"Helper method which calls the [code]set_text()[/code] method on the currently "
"focused [Control], provided that it is defined (e.g. if the focused Control "
"is [Button] or [LineEdit])."
msgstr ""
"辅助方法,会调用当前聚焦 [Control] 的 [code]set_text()[/code] 方法,前提是该控"
"件上定义了这个方法(例如聚焦 Control 为 [Button] 或 [LineEdit])。"
msgid ""
"Triggers the given [InputEvent] in this [Viewport]. This can be used to pass "
"input events between viewports, or to locally apply inputs that were sent "
"over the network or saved to a file.\n"
"If [param in_local_coords] is [code]false[/code], the event's position is in "
"the embedder's coordinates and will be converted to viewport coordinates. If "
"[param in_local_coords] is [code]true[/code], the event's position is in "
"viewport coordinates.\n"
"While this method serves a similar purpose as [method Input."
"parse_input_event], it does not remap the specified [param event] based on "
"project settings like [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse].\n"
"Calling this method will propagate calls to child nodes for following methods "
"in the given order:\n"
"- [method Node._shortcut_input]\n"
"- [method Node._unhandled_key_input]\n"
"- [method Node._unhandled_input]\n"
"If an earlier method marks the input as handled via [method "
"set_input_as_handled], any later method in this list will not be called.\n"
"If none of the methods handle the event and [member physics_object_picking] "
"is [code]true[/code], the event is used for physics object picking.\n"
"[b]Note:[/b] This method doesn't propagate input events to embedded [Window]s "
"or [SubViewport]s.\n"
"[i]Deprecated.[/i] Use [method push_input] instead."
msgstr ""
"在该 [Viewport] 中触发给定的 [param event] 事件。可用于在不同视口之间传递 "
"[InputEvent],或者在本地应用通过网络传输或保存在文件中的事件。\n"
"如果 [param in_local_coords] 为 [code]false[/code],则该事件中的位置使用的是嵌"
"入器坐标系,会被转换至视口坐标系。如果 [param in_local_coords] 为 [code]true[/"
"code],则该事件的位置使用的是视口坐标系。\n"
"虽然这个方法的用途和 [method Input.parse_input_event] 类似,但不会根据 "
"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 等项"
"目设置对指定的 [param event] 进行重映射。\n"
"调用这个方法会将调用传播至子节点,按照以下顺序调用:\n"
"- [method Node._shortcut_input]\n"
"- [method Node._unhandled_key_input]\n"
"- [method Node._unhandled_input]\n"
"如果某个方法使用 [method set_input_as_handled] 将输入标记为已处理,则列表中的"
"后续方法均不会被调用。\n"
"如果上述方法均未处理事件,并且 [member physics_object_picking] 为 [code]true[/"
"code],则该事件将用于物理对象的拾取。\n"
"[b]注意:[/b]这个方法不会将输入事件传播至嵌入的 [Window] 和 [SubViewport]。\n"
"[i]已弃用。[/i]请改用 [method push_input]。"
msgid ""
"Set/clear individual bits on the rendering layer mask. This simplifies "
"editing this [Viewport]'s layers."
msgstr "设置或清除碰撞掩码上的比特位。可以简化 [Viewport] 层的编辑。"
msgid ""
"Stops the input from propagating further down the [SceneTree].\n"
"[b]Note:[/b] This does not affect the methods in [Input], only the way events "
"are propagated."
msgstr ""
"让输入停止继续沿着 [SceneTree] 向下传播。\n"
"[b]注意:[/b]不会影响 [Input] 中的方法,只会影响事件的传播。"
msgid ""
"Sets the number of subdivisions to use in the specified quadrant. A higher "
"number of subdivisions allows you to have more shadows in the scene at once, "
"but reduces the quality of the shadows. A good practice is to have quadrants "
"with a varying number of subdivisions and to have as few subdivisions as "
"possible."
msgstr ""
"设置在指定象限内使用的细分数。较多的细分数可以让你在场景中一次拥有更多的阴影,"
"但是会降低阴影的质量。一个好的做法是让象限具有不同数量的细分,并尽可能地减少细"
"分。"
msgid ""
"Force instantly updating the display based on the current mouse cursor "
"position. This includes updating the mouse cursor shape and sending necessary "
"[signal Control.mouse_entered], [signal CollisionObject2D.mouse_entered], "
"[signal CollisionObject3D.mouse_entered] and [signal Window.mouse_entered] "
"signals and their respective [code]mouse_exited[/code] counterparts."
msgstr ""
"根据当前鼠标光标的位置强制立即更新显示。包括更新鼠标光标的形状以及发送必要的 "
"[signal Control.mouse_entered]、[signal CollisionObject2D.mouse_entered]、"
"[signal CollisionObject3D.mouse_entered]、[signal Window.mouse_entered] 等信"
"号,以及这些信号对应的 [code]mouse_exited[/code] 版本。"
msgid ""
"Moves the mouse pointer to the specified position in this [Viewport] using "
"the coordinate system of this [Viewport].\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"使用该 [Viewport] 的坐标系,将鼠标指针移动到该 [Viewport] 中的指定位置。\n"
"[b]注意:[/b][method warp_mouse] 仅支持 Windows、macOS 和 Linux。它对 "
"Android、iOS 和 Web 没有影响。"
msgid "If [code]true[/code], the viewport will process 2D audio streams."
msgstr "如果为 [code]true[/code],该视口将处理 2D 音频流。"
msgid "If [code]true[/code], the viewport will process 3D audio streams."
msgstr "如果为 [code]true[/code],该视口将处理 3D 音频流。"
msgid ""
"The rendering layers in which this [Viewport] renders [CanvasItem] nodes."
msgstr "渲染层,该 [Viewport] 会渲染位于这些层中的 [CanvasItem] 节点。"
msgid ""
"Sets the default filter mode used by [CanvasItem]s in this Viewport. See "
"[enum DefaultCanvasItemTextureFilter] for options."
msgstr ""
"设置该 Viewport 中 [CanvasItem] 所使用的默认过滤模式。选项见 [enum "
"DefaultCanvasItemTextureFilter]。"
msgid ""
"Sets the default repeat mode used by [CanvasItem]s in this Viewport. See "
"[enum DefaultCanvasItemTextureRepeat] for options."
msgstr ""
"设置该 Viewport 中 [CanvasItem] 所使用的默认重复模式。选项见 [enum "
"DefaultCanvasItemTextureRepeat]。"
msgid ""
"The canvas transform of the viewport, useful for changing the on-screen "
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
"该视口的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视口的全"
"局画布变换。"
msgid "The overlay mode for test rendered geometry in debug purposes."
msgstr "在调试时,用于测试渲染的几何图形的叠加模式。"
msgid "Disable 3D rendering (but keep 2D rendering)."
msgstr "禁用 3D 渲染(但保留 2D 渲染)。"
msgid ""
"Determines how sharp the upscaled image will be when using the FSR upscaling "
"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) "
"to 2.0. Values above 2.0 won't make a visible difference.\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/scaling_3d/fsr_sharpness] project setting."
msgstr ""
"确定使用 FSR 放大模式时,放大后的图像的锐度。每个整数的锐度减半。值从 0.0(最"
"锐利)到 2.0。高于 2.0 的值不会产生明显的差异。\n"
"要在根视口上控制此属性,请设置 [member ProjectSettings.rendering/scaling_3d/"
"fsr_sharpness] 项目设置。"
msgid ""
"The global canvas transform of the viewport. The canvas transform is relative "
"to this."
msgstr "该视口的全局画布变换。画布变换是相对于这个的。"
msgid "If [code]true[/code], the viewport will not receive input events."
msgstr "如果为 [code]true[/code],该视口将不接收输入事件。"
msgid ""
"If [code]true[/code], sub-windows (popups and dialogs) will be embedded "
"inside application window as control-like nodes. If [code]false[/code], they "
"will appear as separate windows handled by the operating system."
msgstr ""
"如果为 [code]true[/code],子窗口(弹出窗口和对话框)将和控件等节点一样嵌入到应"
"用程序窗口中。如果为 [code]false[/code],它们将显示为操作系统处理的独立窗口。"
msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
msgstr "如果为 [code]true[/code],该视口上的 GUI 控件将完美地放置像素。"
msgid ""
"If [code]true[/code], this viewport will mark incoming input events as "
"handled by itself. If [code]false[/code], this is instead done by the first "
"parent viewport that is set to handle input locally.\n"
"A [SubViewportContainer] will automatically set this property to [code]false[/"
"code] for the [Viewport] contained inside of it.\n"
"See also [method set_input_as_handled] and [method is_input_handled]."
msgstr ""
"如果为 [code]true[/code],则这个视口会把收到的输入事件标记为已被自身处理。如果"
"为 [code]false[/code],则由第一个设置本地处理输入的父级视口进行这样的操作。\n"
"[SubViewportContainer] 会自动将其包含的 [Viewport] 的这个属性设置为 "
"[code]false[/code]。\n"
"另见 [method set_input_as_handled] 和 [method is_input_handled]。"
msgid ""
"The automatic LOD bias to use for meshes rendered within the [Viewport] (this "
"is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values "
"will use less detailed versions of meshes that have LOD variations generated. "
"If set to [code]0.0[/code], automatic LOD is disabled. Increase [member "
"mesh_lod_threshold] to improve performance at the cost of geometry detail.\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project "
"setting.\n"
"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] "
"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)."
msgstr ""
"用于在 [Viewport] 中渲染的网格的自动 LOD 偏置(类似于 [member ReflectionProbe."
"mesh_lod_threshold])。较高的值将使用生成了 LOD 变化的网格的较不详细版本。如果"
"被设置为 [code]0.0[/code],则自动 LOD 将被禁用。增加 [member "
"mesh_lod_threshold],以牺牲几何细节为代价提高性能。\n"
"要在根视口上控制该属性,请设置 [member ProjectSettings.rendering/mesh_lod/"
"lod_change/threshold_pixels] 项目设置。\n"
"[b]注意:[/b][member mesh_lod_threshold] 不影响 [GeometryInstance3D] 可见性范"
"围也称为“手动”LOD 或分层 LOD。"
msgid ""
"The multisample anti-aliasing mode for 2D/Canvas rendering. A higher number "
"results in smoother edges at the cost of significantly worse performance. A "
"value of 2 or 4 is best unless targeting very high-end systems. This has no "
"effect on shader-induced aliasing or texture aliasing."
msgstr ""
"2D/画布渲染的多重采样抗锯齿模式。数字越高,得到的边缘越平滑,代价是性能也会显"
"著降低。设为 2 或 4 为佳,除非目标是非常高端的系统。对由着色器或纹理导致的锯齿"
"无效。"
msgid ""
"The multisample anti-aliasing mode for 3D rendering. A higher number results "
"in smoother edges at the cost of significantly worse performance. A value of "
"2 or 4 is best unless targeting very high-end systems. See also bilinear "
"scaling 3d [member scaling_3d_mode] for supersampling, which provides higher "
"quality but is much more expensive. This has no effect on shader-induced "
"aliasing or texture aliasing."
msgstr ""
"3D 渲染的多重采样抗锯齿模式。数字越高,得到的边缘越平滑,代价是性能也会显著降"
"低。设为 2 或 4 为佳,除非目标是非常高端的系统。另请参阅 3D 的双线性缩放 "
"[member scaling_3d_mode] 实现超采样,能够提供更高的质量,但消耗也更高。对由着"
"色器或纹理导致的锯齿无效。"
msgid ""
"If [code]true[/code], the viewport will use a unique copy of the [World3D] "
"defined in [member world_3d]."
msgstr ""
"如果为 [code]true[/code],则该视口会使用 [member world_3d] 中定义的 [World3D] "
"的唯一副本。"
msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process.\n"
"[b]Note:[/b] The number of simultaneously pickable objects is limited to 64 "
"and they are selected in a non-deterministic order, which can be different in "
"each picking process."
msgstr ""
"如果为 [code]true[/code],则视口中渲染的对象会成为鼠标拾取过程中的候选。\n"
"[b]注意:[/b]同时能够被拾取的对象最多只有 64 个,选择的顺序是不确定的,每次拾"
"取可能都不相同。"
msgid ""
"If [code]true[/code], objects receive mouse picking events sorted primarily "
"by their [member CanvasItem.z_index] and secondarily by their position in the "
"scene tree. If [code]false[/code], the order is undetermined.\n"
"[b]Note:[/b] This setting is disabled by default because of its potential "
"expensive computational cost.\n"
"[b]Note:[/b] Sorting happens after selecting the pickable objects. Because of "
"the limitation of 64 simultaneously pickable objects, it is not guaranteed "
"that the object with the highest [member CanvasItem.z_index] receives the "
"picking event."
msgstr ""
"如果为 [code]true[/code],则对象会按照固定的顺序接收鼠标拾取事件,首先会按各自"
"的 [member CanvasItem.z_index] 排序,然后按它们在场景树中的位置排序。如果为 "
"[code]false[/code],则顺序不确定。\n"
"[b]注意:[/b]默认情况下禁用此设置,因为它可能会产生昂贵的计算成本。\n"
"[b]注意:[/b]排序发生在选择可拾取对象之后。因为同时能够被拾取的对象最多只有 "
"64 个,所以无法保证 [member CanvasItem.z_index] 最大的对象能够接收到拾取事件。"
msgid "The subdivision amount of the first quadrant on the shadow atlas."
msgstr "阴影图集上第一象限的细分量。"
msgid "The subdivision amount of the second quadrant on the shadow atlas."
msgstr "阴影图集上第二象限的细分量。"
msgid "The subdivision amount of the third quadrant on the shadow atlas."
msgstr "阴影图集上第三象限的细分量。"
msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr "阴影图集上第四象限的细分量。"
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value is "
"rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be "
"visible at all. This can improve performance significantly on low-end systems "
"by reducing both the CPU and GPU load (as fewer draw calls are needed to draw "
"the scene without shadows)."
msgstr ""
"阴影图集的分辨率(用于全向灯和聚光灯)。该值将向上舍入到最接近的 2 次幂。\n"
"[b]注意:[/b]如果设置为 [code]0[/code],将根本看不到任何阴影(包括定向阴影)。"
"可以通过降低 CPU 和 GPU 负载来显著提升在低端系统上的性能(因为绘制不带阴影的场"
"景需要的绘制调用更少)。"
msgid ""
"Sets scaling 3d mode. Bilinear scaling renders at different resolution to "
"either undersample or supersample the viewport. FidelityFX Super Resolution "
"1.0, abbreviated to FSR, is an upscaling technology that produces high "
"quality images at fast framerates by using a spatially aware upscaling "
"algorithm. FSR is slightly more expensive than bilinear, but it produces "
"significantly higher image quality. FSR should be used where possible.\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/scaling_3d/mode] project setting."
msgstr ""
"设置缩放 3D 模式。双线性缩放会以不同的分辨率进行渲染,对视口进行欠采样或超采"
"样。FidelityFX Super Resolution 1.0,缩写为 FSR是一种放大技术通过使用一种"
"空间感知放大算法以快速帧速率生成高质量图像。FSR 比双线性的性能消耗略高一些,"
"但产生的图像质量却高得多。应尽可能使用 FSR。\n"
"要在根视口上控制这个属性,请使用项目设置 [member ProjectSettings.rendering/"
"scaling_3d/mode]。"
msgid ""
"Scales the 3D render buffer based on the viewport size uses an image filter "
"specified in [member ProjectSettings.rendering/scaling_3d/mode] to scale the "
"output image to the full viewport size. Values lower than [code]1.0[/code] "
"can be used to speed up 3D rendering at the cost of quality (undersampling). "
"Values greater than [code]1.0[/code] are only valid for bilinear mode and can "
"be used to improve 3D rendering quality at a high performance cost "
"(supersampling). See also [member ProjectSettings.rendering/anti_aliasing/"
"quality/msaa_3d] for multi-sample antialiasing, which is significantly "
"cheaper but only smooths the edges of polygons.\n"
"When using FSR upscaling, AMD recommends exposing the following values as "
"preset options to users \"Ultra Quality: 0.77\", \"Quality: 0.67\", "
"\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire "
"scale.\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/scaling_3d/scale] project setting."
msgstr ""
"根据视口大小缩放 3D 渲染缓冲区,使用 [member ProjectSettings.rendering/"
"scaling_3d/mode] 中指定的图像过滤器将输出图像缩放到完整的视口大小。比 "
"[code]1.0[/code] 小的值可以牺牲质量加速 3D 渲染(欠采样)。比 [code]1.0[/"
"code] 大的值仅在双线性模式下可用,可以提升 3D 渲染质量,但性能消耗较高(超采"
"样)。另见多重采样抗锯齿 [member ProjectSettings.rendering/anti_aliasing/"
"quality/msaa_3d],性能消耗明显更低,但只会对多边形的边缘进行平滑。\n"
"使用 FSR 放大时AMD 推荐将以下值作为预设选项暴露给用户“极致质量0.77”“质量:"
"0.67”“平衡0.59”“性能0.5”,不暴露特定的缩放值。\n"
"要在根视口上控制这个属性,请使用项目设置 [member ProjectSettings.rendering/"
"scaling_3d/scale]。"
msgid ""
"Sets the screen-space antialiasing method used. Screen-space antialiasing "
"works by selectively blurring edges in a post-process shader. It differs from "
"MSAA which takes multiple coverage samples while rendering objects. Screen-"
"space AA methods are typically faster than MSAA and will smooth out specular "
"aliasing, but tend to make scenes appear blurry."
msgstr ""
"设置使用的屏幕空间抗锯齿方法。屏幕空间抗锯齿的原理是在后期处理着色器中选择性地"
"模糊边缘。它与 MSAA 不同,后者在渲染对象时采用多个覆盖样本。屏幕空间抗锯齿方法"
"通常比 MSAA 更快,并且会平滑高光锯齿,但往往会使场景显得模糊。"
msgid ""
"Affects the final texture sharpness by reading from a lower or higher mipmap "
"(also called \"texture LOD bias\"). Negative values make mipmapped textures "
"sharper but grainier when viewed at a distance, while positive values make "
"mipmapped textures blurrier (even when up close).\n"
"Enabling temporal antialiasing ([member use_taa]) will automatically apply a "
"[code]-0.5[/code] offset to this value, while enabling FXAA ([member "
"screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to "
"this value. If both TAA and FXAA are enabled at the same time, an offset of "
"[code]-0.75[/code] is applied to this value.\n"
"[b]Note:[/b] If [member scaling_3d_scale] is lower than [code]1.0[/code] "
"(exclusive), [member texture_mipmap_bias] is used to adjust the automatic "
"mipmap bias which is calculated internally based on the scale factor. The "
"formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code].\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias] "
"project setting."
msgstr ""
"通过从更低或更高的 mipmap 中读取数据影响最终纹理的锐度(也叫“纹理 LOD 偏"
"置”)。负值会让 mipmap 纹理更锐利,但从较远处观察时颗粒更明显,而正值会让 "
"mipmap 纹理更模糊(即便凑近看也一样)。\n"
"启用时间抗锯齿([member use_taa])会对这个值应用 [code]-0.5[/code] 的偏移量,"
"而启用 FXAA[member screen_space_aa])则会对这个值应用 [code]-0.25[/code] 的"
"偏移量。如果同时启用 TAA 和 FXAA则会对这个值应用 [code]-0.75[/code] 的偏移"
"量。\n"
"[b]注意:[/b]如果 [member scaling_3d_scale] 比 [code]1.0[/code] 小(包含),则"
"会使用 [member texture_mipmap_bias] 自动调整 mipmap 偏置,内部会根据缩放系数进"
"行计算。公式为 [code]log2(scaling_3d_scale) + mipmap_bias[/code]。\n"
"要在根视口上控制这个属性,请使用项目设置 [member ProjectSettings.rendering/"
"textures/default_filters/texture_mipmap_bias]。"
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
msgstr "如果为 [code]true[/code],该视口应使其背景渲染为透明。"
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
"debanding unless the [member Environment.background_mode] is [constant "
"Environment.BG_CANVAS]. See also [member ProjectSettings.rendering/"
"anti_aliasing/quality/use_debanding].\n"
"In some cases, debanding may introduce a slightly noticeable dithering "
"pattern. It's recommended to enable debanding only when actually needed since "
"the dithering pattern will make lossless-compressed screenshots larger."
msgstr ""
"如果为 [code]true[/code],则使用一个快速的后期处理滤镜,使 3D 的带状现象明显减"
"少。除非 [member Environment.background_mode] 为 [constant Environment."
"BG_CANVAS],否则 2D 渲染[i]不会[/i]受到去条带的影响。另见 [member "
"ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。\n"
"在某些情况下,去条带可能会引入稍微明显的抖动图案。建议仅在实际需要时才启用去条"
"带,因为抖动图案会使无损压缩的屏幕截图变大。"
msgid ""
"If [code]true[/code], 2D rendering will use an high dynamic range (HDR) "
"format framebuffer matching the bit depth of the 3D framebuffer. When using "
"the Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while "
"when using the Mobile renderer it will be a [code]RGB10_A2[/code] "
"framebuffer. Additionally, 2D rendering will take place in linear color space "
"and will be converted to sRGB space immediately before blitting to the screen "
"(if the Viewport is attached to the screen). Practically speaking, this means "
"that the end result of the Viewport will not be clamped into the [code]0-1[/"
"code] range and can be used in 3D rendering without color space adjustments. "
"This allows 2D rendering to take advantage of effects requiring high dynamic "
"range (e.g. 2D glow) as well as substantially improves the appearance of "
"effects requiring highly detailed gradients.\n"
"[b]Note:[/b] This setting will have no effect when using the GL Compatibility "
"renderer as the GL Compatibility renderer always renders in low dynamic range "
"for performance reasons."
msgstr ""
"如果为 [code]true[/code],则 2D 渲染会使用高动态范围格式的帧缓冲,与 3D 帧缓冲"
"的位深度一致。使用 Forward+ 渲染器时为 [code]RGBA16[/code] 帧缓冲,而使用 "
"Mobile 渲染器时为 [code]RGB10_A2[/code] 帧缓冲。另外2D 渲染是发生在线性色彩"
"空间的,会在传输至屏幕前转换至 sRGB 空间(如果 Viewport 与屏幕进行了关联)。这"
"意味着在实际情况下Viewport 的最终效果不会被限制在 [code]0-1[/code] 的范围"
"内,无需色彩空间调整就能够用于 3D 渲染。这样 2D 渲染就能够利用到需要高动态范围"
"的效果(例如 2D 辉光),并且能够大幅提升需要大量细节内容的效果。\n"
"[b]注意:[/b]使用 GL Compatibility 渲染器时无效,因为 GL Compatibility 渲染器"
"出于性能的原因始终使用低动态范围。"
msgid ""
"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion "
"culling in 3D for this viewport. For the root viewport, [member "
"ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be "
"set to [code]true[/code] instead.\n"
"[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable "
"occlusion culling if you actually plan to use it, and think whether your "
"scene can actually benefit from occlusion culling. Large, open scenes with "
"few or no objects blocking the view will generally not benefit much from "
"occlusion culling. Large open scenes generally benefit more from mesh LOD and "
"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and "
"[member GeometryInstance3D.visibility_range_end]) compared to occlusion "
"culling.\n"
"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by "
"default in Web export templates. It can be enabled by compiling custom Web "
"export templates with [code]module_raycast_enabled=yes[/code]."
msgstr ""
"如果为 [code]true[/code][OccluderInstance3D] 节点将被用于该视口中的 3D 遮挡"
"剔除。对于根视口,[member ProjectSettings.rendering/occlusion_culling/"
"use_occlusion_culling] 必须改为被设置为 [code]true[/code]。\n"
"[b]注意:[/b]启用遮挡剔除会消耗一定的 CPU。仅当确实打算使用遮挡剔除时才启用"
"它,并考虑场景是否真的可以从遮挡剔除中受益。具有很少或没有对象阻挡视图的大型开"
"放场景,通常不会从遮挡剔除中受益更多。与遮挡剔除相比,大型开放场景通常从网格 "
"LOD 和可见性范围([member GeometryInstance3D.visibility_range_begin] 和 "
"[member GeometryInstance3D.visibility_range_end])中受益更多。\n"
"[b]注意:[/b]由于内存限制Web 导出模板中默认不支持遮挡剔除。编译自定义 Web 导"
"出模板时使用 [code]module_raycast_enabled=yes[/code] 可以启用。"
msgid ""
"Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the "
"camera and accumulating the images of the last rendered frames, motion vector "
"rendering is used to account for camera and object motion.\n"
"[b]Note:[/b] The implementation is not complete yet, some visual instances "
"such as particles and skinned meshes may show artifacts."
msgstr ""
"为该视口启用时间抗锯齿。TAA 通过抖动相机并累积最后渲染帧的图像来工作,运动向量"
"渲染被用于解释相机和对象的运动。\n"
"[b]注意:[/b]实现尚未完成,一些可视实例,如粒子和蒙皮网格可能会出现伪影。"
msgid ""
"If [code]true[/code], the viewport will use the primary XR interface to "
"render XR output. When applicable this can result in a stereoscopic image and "
"the resulting render being output to a headset."
msgstr ""
"如果为 [code]true[/code],则视口将使用主 XR 接口来渲染 XR 输出。如果适用,这可"
"以得到立体图像,渲染结果会输出到头戴设备。"
msgid ""
"The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if "
"hardware does not support VRS this property is ignored."
msgstr ""
"用于这个视口的可变速率着色Variable Rate ShadingVRS模式。请注意如果硬件"
"不支持 VRS则会忽略此属性。"
msgid ""
"Texture to use when [member vrs_mode] is set to [constant Viewport."
"VRS_TEXTURE].\n"
"The texture [i]must[/i] use a lossless compression format so that colors can "
"be matched precisely. The following VRS densities are mapped to various "
"colors, with brighter colors representing a lower level of shading "
"precision:\n"
"[codeblock]\n"
"- 1x1 = rgb(0, 0, 0) - #000000\n"
"- 1x2 = rgb(0, 85, 0) - #005500\n"
"- 2x1 = rgb(85, 0, 0) - #550000\n"
"- 2x2 = rgb(85, 85, 0) - #555500\n"
"- 2x4 = rgb(85, 170, 0) - #55aa00\n"
"- 4x2 = rgb(170, 85, 0) - #aa5500\n"
"- 4x4 = rgb(170, 170, 0) - #aaaa00\n"
"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n"
"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n"
"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n"
"[/codeblock]"
msgstr ""
"[member vrs_mode] 为 [constant Viewport.VRS_TEXTURE] 时使用的纹理。\n"
"该纹理[i]必须[/i]使用无损压缩格式,以便可以精确匹配颜色。以下 VRS 密度会映射为"
"各种颜色,较亮的颜色代表较低的着色精度。\n"
"[codeblock]\n"
"- 1x1 = rgb(0, 0, 0) - #000000\n"
"- 1x2 = rgb(0, 85, 0) - #005500\n"
"- 2x1 = rgb(85, 0, 0) - #550000\n"
"- 2x2 = rgb(85, 85, 0) - #555500\n"
"- 2x4 = rgb(85, 170, 0) - #55aa00\n"
"- 4x2 = rgb(170, 85, 0) - #aa5500\n"
"- 4x4 = rgb(170, 170, 0) - #aaaa00\n"
"- 4x8 = rgb(170, 255, 0) - #aaff00 - 大多数硬件不支持\n"
"- 8x4 = rgb(255, 170, 0) - #ffaa00 - 大多数硬件不支持\n"
"- 8x8 = rgb(255, 255, 0) - #ffff00 - 大多数硬件不支持\n"
"[/codeblock]"
msgid "The custom [World2D] which can be used as 2D environment source."
msgstr "自定义的 [World2D],可以作为 2D 环境源。"
msgid "The custom [World3D] which can be used as 3D environment source."
msgstr "自定义的 [World3D],可以作为 3D 环境源。"
msgid "Emitted when a Control node grabs keyboard focus."
msgstr "当控件节点获取键盘焦点时触发。"
msgid ""
"Emitted when the size of the viewport is changed, whether by resizing of "
"window, or some other means."
msgstr ""
"当视口的大小被改变时发出,无论是通过调整窗口大小,还是通过其他方式改变的大小。"
msgid "This quadrant will not be used."
msgstr "不使用该象限。"
msgid "This quadrant will only be used by one shadow map."
msgstr "该象限仅由一张阴影贴图使用。"
msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
msgstr "该象限将被分为 4 份,最多被 4 张阴影贴图使用。"
msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
msgstr "该象限将被分为 16 份,最多被 16 张阴影贴图使用。"
msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
msgstr "该象限将被分为 64 份,最多被 64 张阴影贴图使用。"
msgid ""
"This quadrant will be split 256 ways and used by up to 256 shadow maps. "
"Unless the [member positional_shadow_atlas_size] is very high, the shadows in "
"this quadrant will be very low resolution."
msgstr ""
"该象限将被分为 256 份,最多被 256 张阴影贴图使用。除非 [member "
"positional_shadow_atlas_size] 非常高,否则该象限中的阴影分辨率将非常低。"
msgid ""
"This quadrant will be split 1024 ways and used by up to 1024 shadow maps. "
"Unless the [member positional_shadow_atlas_size] is very high, the shadows in "
"this quadrant will be very low resolution."
msgstr ""
"该象限将被分为 1024 份,最多被 1024 张阴影贴图使用。除非 [member "
"positional_shadow_atlas_size] 非常高,否则该象限中的阴影分辨率将非常低。"
msgid ""
"Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum."
msgstr "代表 [enum PositionalShadowAtlasQuadrantSubdiv] 枚举的大小。"
msgid ""
"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can "
"be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] "
"will result in undersampling while values greater than [code]1.0[/code] will "
"result in supersampling. A value of [code]1.0[/code] disables scaling."
msgstr ""
"对该视口的 3D 缓冲区使用双线性缩放。缩放的程度可以使用 [member "
"scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会产生欠采样的效果,大于 "
"[code]1.0[/code] 会产生超采样的效果。值为 [code]1.0[/code] 时禁用缩放。"
msgid ""
"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D "
"buffer. The amount of scaling can be set using [member scaling_3d_scale]. "
"Values less than [code]1.0[/code] will be result in the viewport being "
"upscaled using FSR. Values greater than [code]1.0[/code] are not supported "
"and bilinear downsampling will be used instead. A value of [code]1.0[/code] "
"disables scaling."
msgstr ""
"对该视口的 3D 缓冲区使用 AMD FidelityFX 超分辨率 1.0 升采样技术。缩放的程度可"
"以使用 [member scaling_3d_scale] 设置。小于 [code]1.0[/code] 的值会使用 FSR 进"
"行放大。不支持大于 [code]1.0[/code] 的值,会改用双线性降采样。值为 [code]1.0[/"
"code] 时禁用缩放。"
msgid "Represents the size of the [enum Scaling3DMode] enum."
msgstr "代表 [enum Scaling3DMode] 枚举的大小。"
msgid ""
"Multisample antialiasing mode disabled. This is the default value, and is "
"also the fastest setting."
msgstr "禁用多重采样抗锯齿模式。这是默认值,也是最快的设置。"
msgid ""
"Use 2× Multisample Antialiasing. This has a moderate performance cost. It "
"helps reduce aliasing noticeably, but 4× MSAA still looks substantially "
"better."
msgstr ""
"使用 2 倍多重采样抗锯齿。性能成本中等。有助于显着减少锯齿,但 4× MSAA 看起来仍"
"然要好得多。"
msgid ""
"Use 4× Multisample Antialiasing. This has a significant performance cost, and "
"is generally a good compromise between performance and quality."
msgstr "使用 4 倍多重采样抗锯齿。性能成本显著,通常是性能和质量之间的良好折衷。"
msgid ""
"Use 8× Multisample Antialiasing. This has a very high performance cost. The "
"difference between 4× and 8× MSAA may not always be visible in real gameplay "
"conditions. Likely unsupported on low-end and older hardware."
msgstr ""
"使用 8 倍多重采样抗锯齿。性能成本极高。在实际游戏条件下4× 和 8× MSAA 之间的"
"差异可能并不总是可见的。可能在低端和较旧的硬件上不受支持。"
msgid "Represents the size of the [enum MSAA] enum."
msgstr "代表 [enum MSAA] 枚举的大小。"
msgid "Represents the size of the [enum ScreenSpaceAA] enum."
msgstr "代表 [enum ScreenSpaceAA] 枚举的大小。"
msgid "Amount of objects in frame."
msgstr "帧中对象的数量。"
msgid "Amount of vertices in frame."
msgstr "帧中的顶点数量。"
msgid "Amount of draw calls in frame."
msgstr "帧中的绘制调用量。"
msgid "Represents the size of the [enum RenderInfo] enum."
msgstr "代表 [enum RenderInfo] 枚举的大小。"
msgid "Objects are displayed normally."
msgstr "对象正常显示。"
msgid ""
"Objects are displayed semi-transparent with additive blending so you can see "
"where they are drawing over top of one another. A higher overdraw means you "
"are wasting performance on drawing pixels that are being hidden behind others."
msgstr ""
"对象通过加法混合显示为半透明,因此可以看到它们在彼此之上绘制的位置。更高的过度"
"绘制意味着在绘制隐藏在其他像素后面的像素时浪费了性能。"
msgid "Objects are displayed in wireframe style."
msgstr "对象以线框风格显示。"
msgid ""
"Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the "
"upper left quadrant of the [Viewport]."
msgstr ""
"在 [Viewport] 的左上象限中绘制存储来自 [DirectionalLight3D] 的阴影的阴影图集。"
msgid ""
"Draws the screen-space ambient occlusion texture instead of the scene so that "
"you can clearly see how it is affecting objects. In order for this display "
"mode to work, you must have [member Environment.ssao_enabled] set in your "
"[WorldEnvironment]."
msgstr ""
"绘制屏幕空间环境光遮蔽纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为"
"了使该显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment."
"ssao_enabled]。"
msgid ""
"Draws the screen-space indirect lighting texture instead of the scene so that "
"you can clearly see how it is affecting objects. In order for this display "
"mode to work, you must have [member Environment.ssil_enabled] set in your "
"[WorldEnvironment]."
msgstr ""
"绘制屏幕空间间接照明纹理而不是场景,以便可以清楚地看到它是如何影响对象的。为了"
"使该显示模式起作用,必须在 [WorldEnvironment] 中设置 [member Environment."
"ssil_enabled]。"
msgid ""
"Colors each PSSM split for the [DirectionalLight3D]s in the scene a different "
"color so you can see where the splits are. In order, they will be colored "
"red, green, blue, and yellow."
msgstr ""
"为场景中的 [DirectionalLight3D] 的每个 PSSM 分割着色不同的颜色,以便可以看到分"
"割的位置。按顺序,它们将被着色为红色、绿色、蓝色、和黄色。"
msgid ""
"Draws the decal atlas used by [Decal]s and light projector textures in the "
"upper left quadrant of the [Viewport]."
msgstr "在 [Viewport] 的左上象限中绘制 [Decal] 使用的贴花和光投影仪的纹理。"
msgid ""
"Draws the internal resolution buffer of the scene before post-processing is "
"applied."
msgstr "在应用后处理之前绘制场景的内部分辨率缓冲区。"
msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum."
msgstr "[enum DefaultCanvasItemTextureFilter] 枚举的最大值。"
msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum."
msgstr "[enum DefaultCanvasItemTextureRepeat] 枚举的最大值。"
msgid "VRS is disabled."
msgstr "VRS 已禁用。"
msgid ""
"VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture "
"for each view."
msgstr ""
"VRS 使用一个纹理。请注意,对于立体视觉,请为每个视图使用带有纹理的纹理图集。"
msgid "VRS texture is supplied by the primary [XRInterface]."
msgstr "VRS 纹理由主 [XRInterface] 提供。"
msgid "Represents the size of the [enum VRSMode] enum."
msgstr "代表 [enum VRSMode] 枚举的大小。"
msgid "Provides the content of a [Viewport] as a dynamic texture."
msgstr "以动态纹理的形式提供 [Viewport] 的内容。"
msgid ""
"Provides the content of a [Viewport] as a dynamic [Texture2D]. This can be "
"used to mix controls, 2D game objects, and 3D game objects in the same "
"scene.\n"
"To create a [ViewportTexture] in code, use the [method Viewport.get_texture] "
"method on the target viewport.\n"
"[b]Note:[/b] A [ViewportTexture] is always local to its scene (see [member "
"Resource.resource_local_to_scene]). If the scene root is not ready, it may "
"return incorrect data (see [signal Node.ready])."
msgstr ""
"以动态 [Texture2D] 的形式提供 [Viewport] 的内容。可用于在同一场景中混合控件、"
"2D 游戏对象和 3D 游戏对象。\n"
"要在代码中创建 [ViewportTexture],请在目标视口上使用 [method Viewport."
"get_texture] 方法。\n"
"[b]注意:[/b][ViewportTexture] 始终是局部于其场景的(请参阅 [member Resource."
"resource_local_to_scene])。如果该场景根没有准备好,它可能会返回不正确的数据"
"(参见 [signal Node.ready])。"
msgid ""
"The path to the [Viewport] node to display. This is relative to the scene "
"root, not to the node that uses the texture.\n"
"[b]Note:[/b] In the editor, this path is automatically updated when the "
"target viewport or one of its ancestors is renamed or moved. At runtime, the "
"path may not be able to automatically update due to the inability to "
"determine the scene root."
msgstr ""
"要显示的 [Viewport] 节点的路径。相对于场景的根节点,而不是使用纹理的节点。\n"
"[b]注意:[/b]在编辑器中,目标视口或其祖级节点发生重命名或移动时会自动更新这个"
"路径。在运行时,该路径可能无法自动更新,因为无法确定场景的根节点。"
msgid ""
"A rectangular region of 2D space that, when visible on screen, enables a "
"target node."
msgstr "二维空间的矩形区块,当在屏幕上可见时,启用目标节点。"
msgid ""
"[VisibleOnScreenEnabler2D] contains a rectangular region of 2D space and a "
"target node. The target node will be automatically enabled (via its [member "
"Node.process_mode] property) when any part of this region becomes visible on "
"the screen, and automatically disabled otherwise. This can for example be "
"used to activate enemies only when the player approaches them.\n"
"See [VisibleOnScreenNotifier2D] if you only want to be notified when the "
"region is visible on screen.\n"
"[b]Note:[/b] [VisibleOnScreenEnabler2D] uses the render culling code to "
"determine whether it's visible on screen, so it won't function unless [member "
"CanvasItem.visible] is set to [code]true[/code]."
msgstr ""
"[VisibleOnScreenEnabler2D] 包含 2D 空间的矩形区块和目标节点。当该区块的任何部"
"分在屏幕上可见时,目标节点将自动启用(通过其 [member Node.process_mode] 属"
"性),否则将自动禁用。例如,这可以被用于仅在玩家接近敌人时激活敌人。\n"
"如果你只想在该区块在屏幕上可见时收到通知,请参阅 "
"[VisibleOnScreenNotifier2D]。\n"
"[b]注意:[/b][VisibleOnScreenEnabler2D] 使用渲染剔除代码来确定它在屏幕上是否可"
"见,因此除非 [member CanvasItem.visible] 被设置为 [code]true[/code],否则它不"
"会起作用。"
msgid ""
"Determines how the target node is enabled. Corresponds to [enum Node."
"ProcessMode]. When the node is disabled, it always uses [constant Node."
"PROCESS_MODE_DISABLED]."
msgstr ""
"确定如何启用目标节点。对应于 [enum Node.ProcessMode]。当该节点被禁用时,它始终"
"使用 [constant Node.PROCESS_MODE_DISABLED]。"
msgid ""
"The path to the target node, relative to the [VisibleOnScreenEnabler2D]. The "
"target node is cached; it's only assigned when setting this property (if the "
"[VisibleOnScreenEnabler2D] is inside the scene tree) and every time the "
"[VisibleOnScreenEnabler2D] enters the scene tree. If the path is invalid, an "
"error will be printed in the editor and no node will be affected."
msgstr ""
"目标节点的路径,相对于 [VisibleOnScreenEnabler2D]。目标节点会被缓存;只有在设"
"置这个属性时([VisibleOnScreenEnabler2D] 位于场景树中),以及 "
"[VisibleOnScreenEnabler2D] 进入场景树时会进行赋值。如果路径无效,在编辑器中将"
"打印一条错误,并且不会影响任何节点。"
msgid "Corresponds to [constant Node.PROCESS_MODE_INHERIT]."
msgstr "对应 [constant Node.PROCESS_MODE_INHERIT]。"
msgid "Corresponds to [constant Node.PROCESS_MODE_ALWAYS]."
msgstr "对应 [constant Node.PROCESS_MODE_ALWAYS]。"
msgid "Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED]."
msgstr "对应 [constant Node.PROCESS_MODE_WHEN_PAUSED]。"
msgid ""
"A box-shaped region of 3D space that, when visible on screen, enables a "
"target node."
msgstr "3D 空间的盒形区块,当在屏幕上可见时,启用目标节点。"
msgid ""
"[VisibleOnScreenEnabler3D] contains a box-shaped region of 3D space and a "
"target node. The target node will be automatically enabled (via its [member "
"Node.process_mode] property) when any part of this region becomes visible on "
"the screen, and automatically disabled otherwise. This can for example be "
"used to activate enemies only when the player approaches them.\n"
"See [VisibleOnScreenNotifier3D] if you only want to be notified when the "
"region is visible on screen.\n"
"[b]Note:[/b] [VisibleOnScreenEnabler3D] uses an approximate heuristic that "
"doesn't take walls and other occlusion into account, unless occlusion culling "
"is used. It also won't function unless [member Node3D.visible] is set to "
"[code]true[/code]."
msgstr ""
"[VisibleOnScreenEnabler3D] 包含 3D 空间的盒形区块和目标节点。当该区域的任何部"
"分在屏幕上可见时,目标节点将自动启用(通过其 [member Node.process_mode] 属"
"性),否则将自动禁用。例如,这可以被用于仅在玩家接近敌人时激活敌人。\n"
"如果你只想在该区块在屏幕上可见时收到通知,请参阅 "
"[VisibleOnScreenNotifier3D]。\n"
"[b]注意:[/b][VisibleOnScreenEnabler3D] 使用近似启发式,不考虑墙壁和其他遮挡,"
"除非使用遮挡剔除。除非将 [member Node3D.visible] 设置为 [code]true[/code],否"
"则它也不会起作用。"
msgid ""
"The path to the target node, relative to the [VisibleOnScreenEnabler3D]. The "
"target node is cached; it's only assigned when setting this property (if the "
"[VisibleOnScreenEnabler3D] is inside the scene tree) and every time the "
"[VisibleOnScreenEnabler3D] enters the scene tree. If the path is invalid, an "
"error will be printed in the editor and no node will be affected."
msgstr ""
"目标节点的路径,相对于 [VisibleOnScreenEnabler3D]。目标节点会被缓存;只有在设"
"置这个属性时([VisibleOnScreenEnabler3D] 位于场景树中),以及 "
"[VisibleOnScreenEnabler3D] 进入场景树时会进行赋值。如果路径无效,在编辑器中将"
"打印一条错误,并且不会影响任何节点。"
msgid ""
"A rectangular region of 2D space that detects whether it is visible on screen."
msgstr "2D 空间的矩形区域,用于检测其在屏幕上是否可见。"
msgid ""
"[VisibleOnScreenEnabler2D] represents a rectangular region of 2D space. When "
"any part of this region becomes visible on screen or in a viewport, it will "
"emit a [signal screen_entered] signal, and likewise it will emit a [signal "
"screen_exited] signal when no part of it remains visible.\n"
"If you want a node to be enabled automatically when this region is visible on "
"screen, use [VisibleOnScreenEnabler2D].\n"
"[b]Note:[/b] [VisibleOnScreenNotifier2D] uses the render culling code to "
"determine whether it's visible on screen, so it won't function unless [member "
"CanvasItem.visible] is set to [code]true[/code]."
msgstr ""
"[VisibleOnScreenEnabler2D] 表示 2D 空间的矩形区块。当该区块的任何部分在屏幕或"
"视口中可见时,它将发出 [signal screen_entered] 信号,同样,当其任何部分都不可"
"见时,它将发出 [signal screen_exited] 信号。\n"
"如果希望当该区块在屏幕上可见时自动启用节点,请使用 "
"[VisibleOnScreenEnabler2D]。\n"
"[b]注意:[/b][VisibleOnScreenNotifier2D] 使用渲染剔除代码来确定它在屏幕上是否"
"可见,因此除非 [member CanvasItem.visible] 被设置为 [code]true[/code],否则它"
"不会起作用。"
msgid ""
"If [code]true[/code], the bounding rectangle is on the screen.\n"
"[b]Note:[/b] It takes one frame for the [VisibleOnScreenNotifier2D]'s "
"visibility to be determined once added to the scene tree, so this method will "
"always return [code]false[/code] right after it is instantiated, before the "
"draw pass."
msgstr ""
"如果为 [code]true[/code],则边界矩形在屏幕上。\n"
"[b]注意:[/b][VisibleOnScreenNotifier2D] 被添加到场景树后需要一帧才能确定其可"
"见性,因此该方法在它被实例化后,在绘制阶段之前,将始终返回 [code]false[/"
"code] 。"
msgid "The VisibleOnScreenNotifier2D's bounding rectangle."
msgstr "该 VisibleOnScreenNotifier2D 的边界矩形。"
msgid "Emitted when the VisibleOnScreenNotifier2D enters the screen."
msgstr "当该 VisibleOnScreenNotifier2D 进入屏幕时发出。"
msgid "Emitted when the VisibleOnScreenNotifier2D exits the screen."
msgstr "当该 VisibleOnScreenNotifier2D 退出屏幕时发出。"
msgid ""
"A box-shaped region of 3D space that detects whether it is visible on screen."
msgstr "3D 空间的盒形区块,用于检测其在屏幕上是否可见。"
msgid ""
"[VisibleOnScreenEnabler3D] represents a box-shaped region of 3D space. When "
"any part of this region becomes visible on screen or in a [Camera3D]'s view, "
"it will emit a [signal screen_entered] signal, and likewise it will emit a "
"[signal screen_exited] signal when no part of it remains visible.\n"
"If you want a node to be enabled automatically when this region is visible on "
"screen, use [VisibleOnScreenEnabler3D].\n"
"[b]Note:[/b] [VisibleOnScreenNotifier3D] uses an approximate heuristic that "
"doesn't take walls and other occlusion into account, unless occlusion culling "
"is used. It also won't function unless [member Node3D.visible] is set to "
"[code]true[/code]."
msgstr ""
"[VisibleOnScreenEnabler3D] 表示 3D 空间的盒形区块。当该区块的任何部分在屏幕或 "
"[Camera3D] 视图中可见时,它将发出 [signal screen_entered] 信号;同样,当其任何"
"部分都不可见时,它将发出 [signal screen_exited] 信号。\n"
"如果你希望当该区块在屏幕上可见时自动启用节点,请使用 "
"[VisibleOnScreenEnabler3D]。\n"
"[b]注意:[/b][VisibleOnScreenNotifier3D] 使用近似启发式,不考虑墙壁和其他遮"
"挡,除非使用遮挡剔除。除非将 [member Node3D.visible] 设置为 [code]true[/"
"code],否则它也不会起作用。"
msgid ""
"Returns [code]true[/code] if the bounding box is on the screen.\n"
"[b]Note:[/b] It takes one frame for the [VisibleOnScreenNotifier3D]'s "
"visibility to be assessed once added to the scene tree, so this method will "
"always return [code]false[/code] right after it is instantiated."
msgstr ""
"如果为 [code]true[/code],则边界框在屏幕上。\n"
"[b]注意:[/b][VisibleOnScreenNotifier3D] 被添加到场景树后需要一帧来评估其可见"
"性,因此该方法在实例化后将始终返回 [code]false[/code] 。"
msgid "The [VisibleOnScreenNotifier3D]'s bounding box."
msgstr "该 [VisibleOnScreenNotifier3D] 的边界框。"
msgid "Emitted when the [VisibleOnScreenNotifier3D] enters the screen."
msgstr "当该 [VisibleOnScreenNotifier3D] 进入屏幕时发出。"
msgid "Emitted when the [VisibleOnScreenNotifier3D] exits the screen."
msgstr "当该 [VisibleOnScreenNotifier3D] 退出屏幕时发出。"
msgid "Parent of all visual 3D nodes."
msgstr "所有可视 3D 节点的父节点。"
msgid ""
"The [VisualInstance3D] is used to connect a resource to a visual "
"representation. All visual 3D nodes inherit from the [VisualInstance3D]. In "
"general, you should not access the [VisualInstance3D] properties directly as "
"they are accessed and managed by the nodes that inherit from "
"[VisualInstance3D]. [VisualInstance3D] is the node representation of the "
"[RenderingServer] instance."
msgstr ""
"[VisualInstance3D] 可用于将资源连接到视觉表示。所有的可视化 3D 节点都继承自 "
"[VisualInstance3D]。一般来说,你不应该直接访问 [VisualInstance3D] 的属性,因为"
"它们是由继承自 [VisualInstance3D] 的节点访问和管理的。[VisualInstance3D] 是 "
"[RenderingServer] 实例的节点表示。"
msgid ""
"Returns the [AABB] (also known as the bounding box) for this "
"[VisualInstance3D]."
msgstr "返回此 [VisualInstance3D] 的 [AABB](也叫边界框)。"
msgid ""
"Returns the RID of the resource associated with this [VisualInstance3D]. For "
"example, if the Node is a [MeshInstance3D], this will return the RID of the "
"associated [Mesh]."
msgstr ""
"返回与此 [VisualInstance3D] 相关联的资源的 RID。例如如果该节点是 "
"[MeshInstance3D],则会返回相关联的 [Mesh] 的 RID。"
msgid ""
"Returns the RID of this instance. This RID is the same as the RID returned by "
"[method RenderingServer.instance_create]. This RID is needed if you want to "
"call [RenderingServer] functions directly on this [VisualInstance3D]."
msgstr ""
"返回这个实例的 RID。这个 RID 与 [method RenderingServer.instance_create] 返回"
"的 RID 相同。如果你想为这个 [VisualInstance3D] 直接调用 [RenderingServer] 函"
"数,就需要这个 RID。"
msgid ""
"Returns whether or not the specified layer of the [member layers] is enabled, "
"given a [param layer_number] between 1 and 20."
msgstr ""
"返回是否启用了 [member layers] 的指定层,该层由一个介于 1 和 20 之间的 [param "
"layer_number] 指定。"
msgid ""
"Sets the resource that is instantiated by this [VisualInstance3D], which "
"changes how the engine handles the [VisualInstance3D] under the hood. "
"Equivalent to [method RenderingServer.instance_set_base]."
msgstr ""
"设置由该 [VisualInstance3D] 实例化的资源,这将改变引擎在底层对该 "
"[VisualInstance3D] 的处理方式。相当于 [method RenderingServer."
"instance_set_base]。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member layers], given a [param layer_number] between 1 and 20."
msgstr ""
"基于 [param value],启用或禁用 [member layers] 中的指定层,该层由一个介于 1 "
"和 20 之间的给定 [param layer_number] 指定。"
msgid ""
"The render layer(s) this [VisualInstance3D] is drawn on.\n"
"This object will only be visible for [Camera3D]s whose cull mask includes any "
"of the render layers this [VisualInstance3D] is set to.\n"
"For [Light3D]s, this can be used to control which [VisualInstance3D]s are "
"affected by a specific light. For [GPUParticles3D], this can be used to "
"control which particles are effected by a specific attractor. For [Decal]s, "
"this can be used to control which [VisualInstance3D]s are affected by a "
"specific decal.\n"
"To adjust [member layers] more easily using a script, use [method "
"get_layer_mask_value] and [method set_layer_mask_value].\n"
"[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers "
"into account to determine what contributes to global illumination. If this is "
"an issue, set [member GeometryInstance3D.gi_mode] to [constant "
"GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D."
"light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude "
"them from global illumination."
msgstr ""
"绘制该 [VisualInstance3D] 的渲染层。\n"
"[Camera3D] 的剔除掩码包含该 [VisualInstance3D] 所设置的任何渲染层时,该对象才"
"在该相机中可见。\n"
"对于 [Light3D],可以用于控制指定的灯光能够影响哪些 [VisualInstance3D]。对于 "
"[GPUParticles3D],可以用于控制哪些粒子受到吸引器的影响。对于 [Decal],可以用于"
"控制哪些 [VisualInstance3D] 受到指定贴花的影响。\n"
"要在脚本中更加方便地调整 [member layers],请使用 [method "
"get_layer_mask_value] 和 [method set_layer_mask_value]。\n"
"[b]注意:[/b][VoxelGI]、SDFGI、[LightmapGI] 在确定全局光照影响时始终会考虑所有"
"渲染层。如果不希望这样,请将网格的 [member GeometryInstance3D.gi_mode] 设置为 "
"[constant GeometryInstance3D.GI_MODE_DISABLED],将灯光的 [member Light3D."
"light_bake_mode] 设置为 [constant Light3D.BAKE_DISABLED],这样就能从全局光照中"
"剔除。"
msgid ""
"The amount by which the depth of this [VisualInstance3D] will be adjusted "
"when sorting by depth. Uses the same units as the engine (which are typically "
"meters). Adjusting it to a higher value will make the [VisualInstance3D] "
"reliably draw on top of other [VisualInstance3D]s that are otherwise "
"positioned at the same spot. To ensure it always draws on top of other "
"objects around it (not positioned at the same spot), set the value to be "
"greater than the distance between this [VisualInstance3D] and the other "
"nearby [VisualInstance3D]s."
msgstr ""
"按深度排序时该 [VisualInstance3D] 的深度将调整的量。使用与引擎相同的单位(通常"
"是米)。将其调整为更高的值,将使 [VisualInstance3D] 可靠地绘制在位于同一位置的"
"其他 [VisualInstance3D] 之上。为确保它始终绘制在它周围的其他对象之上(不位于同"
"一位置),请将值设置为大于该 [VisualInstance3D] 与附近其他 [VisualInstance3D] "
"之间的距离值。"
msgid ""
"If [code]true[/code], the object is sorted based on the [AABB] center. The "
"object will be sorted based on the global position otherwise.\n"
"The [AABB] center based sorting is generally more accurate for 3D models. The "
"position based sorting instead allows to better control the drawing order "
"when working with [GPUParticles3D] and [CPUParticles3D]."
msgstr ""
"如果为 [code]true[/code],则该对象会根据其 [AABB] 中心点排序。否则会根据其全局"
"位置排序。\n"
"对 3D 模型而言,根据 [AABB] 的中心点排序一般更为精确。使用 [GPUParticles3D] "
"和 [CPUParticles3D] 时,根据位置排序能够更好地控制绘制顺序。"
msgid "A custom shader program with a visual editor."
msgstr "带有可视化编辑器的自定义着色器程序。"
msgid ""
"This class provides a graph-like visual editor for creating a [Shader]. "
"Although [VisualShader]s do not require coding, they share the same logic "
"with script shaders. They use [VisualShaderNode]s that can be connected to "
"each other to control the flow of the shader. The visual shader graph is "
"converted to a script shader behind the scenes."
msgstr ""
"该类提供了一个类似图形的可视化编辑器,用于创建 [Shader]。尽管 [VisualShader] "
"不需要编码,但它们与脚本着色器共享相同的逻辑。它们使用可以相互连接的 "
"[VisualShaderNode] 来控制着色器的流。可视化着色器图在幕后被转换为脚本着色器。"
msgid "Using VisualShaders"
msgstr "使用可视化着色器"
msgid "Adds the specified [param node] to the shader."
msgstr "向着色器中添加指定的节点 [param node]。"
msgid "Adds a new varying value node to the shader."
msgstr "向着色器中添加新的 varying 值节点。"
msgid ""
"Returns [code]true[/code] if the specified nodes and ports can be connected "
"together."
msgstr "如果指定节点和端口可以连接在一起,则返回 [code]true[/code]。"
msgid "Connects the specified nodes and ports."
msgstr "连接指定的节点和端口。"
msgid ""
"Connects the specified nodes and ports, even if they can't be connected. Such "
"connection is invalid and will not function properly."
msgstr ""
"连接指定的节点和端口,即使它们无法连接。这样的连接是无效的,将不能正常工作。"
msgid ""
"Returns the shader node instance with specified [param type] and [param id]."
msgstr "返回具有指定 [param type] 和 [param id] 的着色器节点实例。"
msgid "Returns the list of connected nodes with the specified type."
msgstr "返回具有指定类型的连接节点的列表。"
msgid "Returns the list of all nodes in the shader with the specified type."
msgstr "返回着色器中具有指定类型的所有节点的列表。"
msgid "Returns the position of the specified node within the shader graph."
msgstr "返回指定节点在着色器图中的位置。"
msgid "Returns next valid node ID that can be added to the shader graph."
msgstr "返回能够加入到着色器图中的下一个有效节点 ID。"
msgid ""
"Returns [code]true[/code] if the shader has a varying with the given [param "
"name]."
msgstr "如果着色器中存在名为 [param name] 的 varying 则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the specified node and port connection exist."
msgstr "如果指定的节点和端口连接存在,返回 [code]true[/code]。"
msgid "Removes the specified node from the shader."
msgstr "从着色器中删除指定的节点。"
msgid ""
"Removes a varying value node with the given [param name]. Prints an error if "
"a node with this name is not found."
msgstr ""
"返回名为 [param name] 的 varying 值节点。如果不存在该名称的节点则输出错误。"
msgid "Replaces the specified node with a node of new class type."
msgstr "将指定节点替换为新类型的节点。"
msgid "Sets the mode of this shader."
msgstr "设置该着色器的模式。"
msgid "Sets the position of the specified node."
msgstr "设置指定节点的位置。"
msgid "The offset vector of the whole graph."
msgstr "整个图的偏移向量。"
msgid "A vertex shader, operating on vertices."
msgstr "顶点着色器,对顶点进行操作。"
msgid "A fragment shader, operating on fragments (pixels)."
msgstr "片段着色器,对片段(像素)进行操作。"
msgid "A shader for light calculations."
msgstr "用于光线计算的着色器。"
msgid "A function for the \"start\" stage of particle shader."
msgstr "粒子着色器的“开始”阶段所使用的函数。"
msgid "A function for the \"process\" stage of particle shader."
msgstr "粒子着色器的“处理”阶段所使用的函数。"
msgid ""
"A function for the \"collide\" stage (particle collision handler) of particle "
"shader."
msgstr "粒子着色器的“碰撞”阶段所使用的函数(粒子碰撞处理器)。"
msgid ""
"A function for the \"start\" stage of particle shader, with customized output."
msgstr "粒子着色器的“开始”阶段所使用的函数,带自定义输出。"
msgid ""
"A function for the \"process\" stage of particle shader, with customized "
"output."
msgstr "粒子着色器的“处理”阶段所使用的函数,带自定义输出。"
msgid "A shader for 3D environment's sky."
msgstr "3D 环境中天空的着色器。"
msgid "A compute shader that runs for each froxel of the volumetric fog map."
msgstr "为体积雾贴图的每个片段体素运行的一种计算着色器。"
msgid "Represents the size of the [enum Type] enum."
msgstr "代表 [enum Type] 枚举的大小。"
msgid ""
"Varying is passed from [code]Vertex[/code] function to [code]Fragment[/code] "
"and [code]Light[/code] functions."
msgstr ""
"Varying 从 [code]Vertex[/code] 函数传到 [code]Fragment[/code] 和 [code]Light[/"
"code] 函数。"
msgid ""
"Varying is passed from [code]Fragment[/code] function to [code]Light[/code] "
"function."
msgstr "Varying 从 [code]Fragment[/code] 函数传到 [code]Light[/code] 函数。"
msgid "Represents the size of the [enum VaryingMode] enum."
msgstr "代表 [enum VaryingMode] 枚举的大小。"
msgid "Varying is of type [float]."
msgstr "Varying 的类型为 [float]。"
msgid "Varying is of type [int]."
msgstr "Varying 的类型为 [int]。"
msgid "Varying is of type unsigned [int]."
msgstr "Varying 的类型为无符号 [int]。"
msgid "Varying is of type [Vector2]."
msgstr "Varying 的类型为 [Vector2]。"
msgid "Varying is of type [Vector3]."
msgstr "Varying 的类型为 [Vector3]。"
msgid "Varying is of type [Vector4]."
msgstr "Varying 的类型为 [Vector2]。"
msgid "Varying is of type [bool]."
msgstr "Varying 的类型为 [bool]。"
msgid "Varying is of type [Transform3D]."
msgstr "Varying 的类型为 [Transform2D]。"
msgid "Represents the size of the [enum VaryingType] enum."
msgstr "代表 [enum VaryingType] 枚举的大小。"
msgid "Denotes invalid [VisualShader] node."
msgstr "表示无效的 [VisualShader] 节点。"
msgid "Denotes output node of [VisualShader]."
msgstr "表示 [VisualShader] 的输出节点。"
msgid "Base class for [VisualShader] nodes. Not related to scene nodes."
msgstr "[VisualShader] 节点的基类。与场景节点无关。"
msgid ""
"Visual shader graphs consist of various nodes. Each node in the graph is a "
"separate object and they are represented as a rectangular boxes with title "
"and a set of properties. Each node also has connection ports that allow to "
"connect it to another nodes and control the flow of the shader."
msgstr ""
"可视化着色器图由各种节点组成。图中的每个节点都是一个独立的对象,它们被表示为带"
"有标题和一系列属性的矩形框。每个节点还有连接端口,可以将其连接到另一个节点并控"
"制着色器的流程。"
msgid "Clears the default input ports value."
msgstr "清除默认输入端口值。"
msgid ""
"Returns the input port which should be connected by default when this node is "
"created as a result of dragging a connection from an existing node to the "
"empty space on the graph."
msgstr ""
"返回输入端口,当由于将连接从已有节点拖动到图形上的空白区域而创建节点时,默认情"
"况下应连接该输入端口。"
msgid ""
"Returns an [Array] containing default values for all of the input ports of "
"the node in the form [code][index0, value0, index1, value1, ...][/code]."
msgstr ""
"返回一个包含节点所有输入端口默认值的 [Array],形式为 [code][index0, value0, "
"index1, value1, ...][/code]。"
msgid "Returns the default value of the input [param port]."
msgstr "返回输入端口 [param port] 的默认值。"
msgid "Removes the default value of the input [param port]."
msgstr "移除输入端口 [param port] 的默认值。"
msgid ""
"Sets the default input ports values using an [Array] of the form [code]"
"[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
"Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
msgstr ""
"使用 [code][index0, value0, index1, value1, ...][/code] 形式的 [Array] 设置默"
"认输入端口值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]。"
msgid "Sets the default [param value] for the selected input [param port]."
msgstr "设置输入端口 [param port] 的默认值 [param value]。"
msgid ""
"Sets the output port index which will be showed for preview. If set to "
"[code]-1[/code] no port will be open for preview."
msgstr ""
"设置将被显示为预览的输出端口索引。如果设置为[code]-1[/code],则没有端口会被打"
"开进行预览。"
msgid ""
"Floating-point scalar. Translated to [code skip-lint]float[/code] type in "
"shader code."
msgstr ""
"浮点数类型。在着色器代码中,会被翻译为 [code skip-lint]float[/code] 类型。"
msgid ""
"Integer scalar. Translated to [code skip-lint]int[/code] type in shader code."
msgstr "整数标量。在着色器代码中,会被翻译为 [code skip-lint]int[/code] 类型。"
msgid ""
"Unsigned integer scalar. Translated to [code skip-lint]uint[/code] type in "
"shader code."
msgstr ""
"无符号整数标量。在着色器代码中,会被翻译为 [code skip-lint]uint[/code] 类型。"
msgid ""
"2D vector of floating-point values. Translated to [code skip-lint]vec2[/code] "
"type in shader code."
msgstr ""
"浮点数 2D 向量。在着色器代码中,会被翻译为 [code skip-lint]vec2[/code] 类型。"
msgid ""
"3D vector of floating-point values. Translated to [code skip-lint]vec3[/code] "
"type in shader code."
msgstr ""
"浮点数 3D 向量。在着色器代码中,会被翻译为 [code skip-lint]vec3[/code] 类型。"
msgid ""
"4D vector of floating-point values. Translated to [code skip-lint]vec4[/code] "
"type in shader code."
msgstr ""
"浮点数 4D 向量。在着色器代码中,会被翻译为 [code skip-lint]vec4[/code] 类型。"
msgid ""
"Boolean type. Translated to [code skip-lint]bool[/code] type in shader code."
msgstr ""
"布尔值类型。在着色器代码中,会被翻译为 [code skip-lint]bool[/code] 类型。"
msgid ""
"Transform type. Translated to [code skip-lint]mat4[/code] type in shader code."
msgstr "变换类型。在着色器代码中,会被翻译为 [code skip-lint]mat4[/code] 类型。"
msgid ""
"Sampler type. Translated to reference of sampler uniform in shader code. Can "
"only be used for input ports in non-uniform nodes."
msgstr ""
"采样器类型。在着色器代码中,会被翻译为对采样器 uniform 的引用。只能用于非 "
"uniform 节点的输入端口。"
msgid "Represents the size of the [enum PortType] enum."
msgstr "表示 [enum PortType] 枚举的大小。"
msgid ""
"A node that controls how the object faces the camera to be used within the "
"visual shader graph."
msgstr "在可视化着色器图中,用于控制对象如何面向相机的节点。"
msgid ""
"The output port of this node needs to be connected to [code]Model View "
"Matrix[/code] port of [VisualShaderNodeOutput]."
msgstr ""
"这个节点的输出端口需要连接至 [VisualShaderNodeOutput] 的 [code]Model View "
"Matrix[/code] 端口。"
msgid "Controls how the object faces the camera. See [enum BillboardType]."
msgstr "控制对象如何面对相机。请参阅 [enum BillboardType]。"
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise, the scale is lost when billboarding."
msgstr ""
"如果为 [code]true[/code],则着色器将保持为网格设置的缩放。否则,进行公告板处理"
"时将丢失缩放。"
msgid "Billboarding is disabled and the node does nothing."
msgstr "公告板被禁用,该节点不做任何事情。"
msgid "A standard billboarding algorithm is enabled."
msgstr "启用标准公告板算法。"
msgid "A billboarding algorithm to rotate around Y-axis is enabled."
msgstr "启用围绕 Y 轴旋转的公告板算法。"
msgid "A billboarding algorithm designed to use on particles is enabled."
msgstr "启用针对粒子设计的公告板算法。"
msgid "Represents the size of the [enum BillboardType] enum."
msgstr "代表 [enum BillboardType] 枚举的大小。"
msgid "A boolean constant to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的布尔常量。"
msgid ""
"Has only one output port and no inputs.\n"
"Translated to [code skip-lint]bool[/code] in the shader language."
msgstr ""
"只有一个输出端口,没有输入。\n"
"在着色器语言中被转换成 [code skip-lint]bool[/code]。"
msgid "A boolean constant which represents a state of this node."
msgstr "布尔常量,表示该节点的状态。"
msgid "A boolean parameter to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的布尔参数。"
msgid "Translated to [code]uniform bool[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uniform bool[/code]。"
msgid "A default value to be assigned within the shader."
msgstr "该着色器内部分配的默认值。"
msgid "Enables usage of the [member default_value]."
msgstr "启用 [member default_value]。"
msgid "Clamps a value within the visual shader graph."
msgstr "在可视化着色器图中钳制某个值。"
msgid ""
"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
"values."
msgstr "将值限制在[code]min[/code]和[code]max[/code]之间。"
msgid "A type of operands and returned value."
msgstr "操作数和返回值的类型。"
msgid "A floating-point scalar."
msgstr "浮点标量。"
msgid "An integer scalar."
msgstr "整数标量。"
msgid "An unsigned integer scalar."
msgstr "无符号整数标量。"
msgid "A 2D vector type."
msgstr "2D 向量类型。"
msgid "A 3D vector type."
msgstr "3D向量类型。"
msgid "A 4D vector type."
msgstr "4D 向量类型。"
msgid "Represents the size of the [enum OpType] enum."
msgstr "代表 [enum OpType] 枚举的大小。"
msgid "A [Color] constant to be used within the visual shader graph."
msgstr "[Color] 常量,在可视化着色器图中使用。"
msgid ""
"Has two output ports representing RGB and alpha channels of [Color].\n"
"Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the "
"shader language."
msgstr ""
"有两个输出端口,表示 [Color] 的 RGB 和 Alpha 通道。\n"
"在着色器语言中被转换成 [code]vec3 rgb[/code] 和 [code]float alpha[/code]。"
msgid "A [Color] constant which represents a state of this node."
msgstr "[Color] 常量,表示这个节点的状态。"
msgid "A [Color] function to be used within the visual shader graph."
msgstr "[Color] 函数,在可视化着色器图中使用。"
msgid ""
"Accept a [Color] to the input port and transform it according to [member "
"function]."
msgstr "接受一个 [Color] 到输入端口,并根据 [member function] 对其进行转换。"
msgid ""
"A function to be applied to the input color. See [enum Function] for options."
msgstr "要应用于输入颜色的函数。参阅 [enum Function] 的选项。"
msgid ""
"Converts the color to grayscale using the following formula:\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float max1 = max(c.r, c.g);\n"
"float max2 = max(max1, c.b);\n"
"float max3 = max(max1, max2);\n"
"return vec3(max3, max3, max3);\n"
"[/codeblock]"
msgstr ""
"使用以下公式将颜色转换为灰度。\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float max1 = max(c.r, c.g);\n"
"float max2 = max(max1, c.b);\n"
"float max3 = max(max1, max2);\n"
"return vec3(max3, max3, max3);\n"
"[/codeblock]"
msgid "Converts HSV vector to RGB equivalent."
msgstr "将 HSV 向量转换为等效的 RGB 向量。"
msgid "Converts RGB vector to HSV equivalent."
msgstr "将 RGB 向量转换为等效的 HSV 向量。"
msgid ""
"Applies sepia tone effect using the following formula:\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
"return vec3(r, g, b);\n"
"[/codeblock]"
msgstr ""
"使用以下公式应用棕褐色调效果。\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
"return vec3(r, g, b);\n"
"[/codeblock]"
msgid "Represents the size of the [enum Function] enum."
msgstr "代表 [enum Function] 枚举的大小。"
msgid "A [Color] operator to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的 [Color] 运算符。"
msgid "Applies [member operator] to two color inputs."
msgstr "将 [member operator] 应用于两个颜色输入。"
msgid ""
"An operator to be applied to the inputs. See [enum Operator] for options."
msgstr "要应用于输入的运算符。参阅 [enum Operator] 的选项。"
msgid ""
"Produce a screen effect with the following formula:\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生屏幕效果。\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
"[/codeblock]"
msgid ""
"Produce a difference effect with the following formula:\n"
"[codeblock]\n"
"result = abs(a - b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生差异效果。\n"
"[codeblock]\n"
"result = abs(a - b);\n"
"[/codeblock]"
msgid ""
"Produce a darken effect with the following formula:\n"
"[codeblock]\n"
"result = min(a, b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生变暗效果。\n"
"[codeblock]\n"
"result = min(a, b);\n"
"[/codeblock]"
msgid ""
"Produce a lighten effect with the following formula:\n"
"[codeblock]\n"
"result = max(a, b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生减淡效果。\n"
"[codeblock]\n"
"result = max(a, b);\n"
"[/codeblock]"
msgid ""
"Produce an overlay effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = 2.0 * base * blend;\n"
" } else {\n"
" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
"用以下公式产生叠加效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = 2.0 * base * blend;\n"
" } else {\n"
" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
" }\n"
"}\n"
"[/codeblock]"
msgid ""
"Produce a dodge effect with the following formula:\n"
"[codeblock]\n"
"result = a / (vec3(1.0) - b);\n"
"[/codeblock]"
msgstr ""
"用以下公式产生闪避效果。\n"
"[codeblock]\n"
"result = a / (vec3(1.0) - b);\n"
"[/codeblock]"
msgid ""
"Produce a burn effect with the following formula:\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
"[/codeblock]"
msgstr ""
"用以下公式产生燃烧效果。\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
"[/codeblock]"
msgid ""
"Produce a soft light effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (blend + 0.5);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
"用以下公式产生柔光效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (blend + 0.5);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgid ""
"Produce a hard light effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (2.0 * blend);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
"用以下公式产生硬光效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (2.0 * blend);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgid "Represents the size of the [enum Operator] enum."
msgstr "代表 [enum Operator] 枚举的大小。"
msgid "A [Color] parameter to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的 [Color] 参数。"
msgid "Translated to [code]uniform vec4[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uniform vec4[/code]。"
msgid "A comment node to be placed on visual shader graph."
msgstr "放置在可视化着色器图上的注释节点。"
msgid ""
"A resizable rectangular area with changeable [member title] and [member "
"description] used for better organizing of other visual shader nodes."
msgstr ""
"可调整大小的矩形区域,标题 [member title] 和描述 [member description] 均可更"
"改,可用于更好地组织其他可视化着色器节点。"
msgid "An additional description which placed below the title."
msgstr "放置在标题下方的额外说明。"
msgid "A title of the node."
msgstr "节点的标题。"
msgid "A comparison function for common types within the visual shader graph."
msgstr "可视化着色器图内常见类型的比较函数。"
msgid ""
"Compares [code]a[/code] and [code]b[/code] of [member type] by [member "
"function]. Returns a boolean scalar. Translates to [code]if[/code] "
"instruction in shader code."
msgstr ""
"通过 [member function] 比较 [code]a[/code] 和 [code]b[/code] 的 [member "
"type]。返回一个布尔标量。在着色器代码中转换成 [code]if[/code] 指令。"
msgid ""
"Extra condition which is applied if [member type] is set to [constant "
"CTYPE_VECTOR_3D]."
msgstr "[member type] 被设置为 [constant CTYPE_VECTOR_3D] 时应用的额外条件。"
msgid "A comparison function. See [enum Function] for options."
msgstr "比较函数。参阅[enum Function]的选项。"
msgid ""
"The type to be used in the comparison. See [enum ComparisonType] for options."
msgstr "在比较中要使用的类型。参阅[enum ComparisonType]的选项。"
msgid "A boolean type."
msgstr "布林类型。"
msgid "A transform ([code]mat4[/code]) type."
msgstr "变换类型,即 [code]mat4[/code]。"
msgid "Represents the size of the [enum ComparisonType] enum."
msgstr "代表 [enum ComparisonType] 枚举的大小。"
msgid "Comparison for equality ([code]a == b[/code])."
msgstr "相等比较([code]a == b[/code])。"
msgid "Comparison for inequality ([code]a != b[/code])."
msgstr "不等比较([code]a != b[/code])。"
msgid ""
"Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"大于比较([code]a > b[/code])。如果 [member type] 设置为 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],则无法使用。"
msgid ""
"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used if "
"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"大于或等于的比较([code]a >= b[/code])。如果 [member type] 设置为 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],则无法使用。"
msgid ""
"Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"小于比较([code]a < b[/code])。如果 [member type] 设置为 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],则无法使用。"
msgid ""
"Comparison for less than or equal ([code]a <= b[/code]). Cannot be used if "
"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"小于或等于的比较([code]a <= b[/code])。如果 [member type] 设置为 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],则无法使用。"
msgid ""
"The result will be true if all of component in vector satisfy the comparison "
"condition."
msgstr "如果向量中的所有分量都满足比较条件,则结果为 true。"
msgid ""
"The result will be true if any of component in vector satisfy the comparison "
"condition."
msgstr "如果向量中的任何一个分量满足比较条件,则结果为 true。"
msgid "Represents the size of the [enum Condition] enum."
msgstr "代表 [enum Condition] 枚举的大小。"
msgid "A base type for the constants within the visual shader graph."
msgstr "可视化着色器图中,常量的基础类型。"
msgid ""
"This is an abstract class. See the derived types for descriptions of the "
"possible values."
msgstr "这是一个抽象类。可能的值请看派生类型的描述。"
msgid "A [Cubemap] sampling node to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的一种 [Cubemap] 采样节点。"
msgid ""
"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
"Returns a color vector and alpha channel as scalar."
msgstr ""
"在着色器语言中被转换成 [code]texture(cubemap, vec3)[/code]。返回一个颜色向量"
"和 Alpha 通道的标量。"
msgid ""
"The [Cubemap] texture to sample when using [constant SOURCE_TEXTURE] as "
"[member source]."
msgstr ""
"当使用 [constant SOURCE_TEXTURE] 作为 [member source] 时,要采样的 [Cubemap] "
"纹理。"
msgid ""
"Defines which source should be used for the sampling. See [enum Source] for "
"options."
msgstr "定义采样应该使用哪个源。参阅[enum Source]的选项。"
msgid ""
"Defines the type of data provided by the source texture. See [enum "
"TextureType] for options."
msgstr "定义源纹理提供的数据类型。选项参阅[enum TextureType]。"
msgid ""
"Use the [Cubemap] set via [member cube_map]. If this is set to [member "
"source], the [code]samplerCube[/code] port is ignored."
msgstr ""
"使用 [member cube_map] 设置的 [Cubemap]。如果设置为 [member source],则会忽略 "
"[code]samplerCube[/code] 端口。"
msgid ""
"Use the [Cubemap] sampler reference passed via the [code]samplerCube[/code] "
"port. If this is set to [member source], the [member cube_map] texture is "
"ignored."
msgstr ""
"使用通过 [code]samplerCube[/code] 端口传递的 [Cubemap] 采样器引用。如果设置为 "
"[member source],则会忽略 [member cube_map] 纹理。"
msgid "Represents the size of the [enum Source] enum."
msgstr "代表 [enum Source] 枚举的大小。"
msgid "No hints are added to the uniform declaration."
msgstr "在uniform声明中未添加提示。"
msgid ""
"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper "
"sRGB to linear conversion."
msgstr ""
"将 [code]hint_albedo[/code] 作为提示添加到 uniform 声明中,以便将 sRGB 转换为"
"线性。"
msgid ""
"Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
"internally converts the texture for proper usage as normal map."
msgstr ""
"将 [code]hint_normal[/code] 作为提示添加到 uniform 声明中,该声明在内部将纹理"
"转换为法线贴图。"
msgid "A [Cubemap] parameter node to be used within the visual shader graph."
msgstr "可视化着色器图形中使用的 [Cubemap] 参数节点。"
msgid ""
"Translated to [code]uniform samplerCube[/code] in the shader language. The "
"output value can be used as port for [VisualShaderNodeCubemap]."
msgstr ""
"翻译为着色器语言中的 [code]uniform samplerCube[/code]。该输出值可被用作 "
"[VisualShaderNodeCubemap] 的端口。"
msgid "Performs a [CurveTexture] lookup within the visual shader graph."
msgstr "在可视化着色器图中执行 [CurveTexture] 查找。"
msgid "Comes with a built-in editor for texture's curves."
msgstr "带有内置的纹理曲线编辑器。"
msgid "The source texture."
msgstr "源纹理。"
msgid "Performs a [CurveXYZTexture] lookup within the visual shader graph."
msgstr "在可视化着色器图中执行 [CurveXYZTexture] 查找。"
msgid ""
"Virtual class to define custom [VisualShaderNode]s for use in the Visual "
"Shader Editor."
msgstr ""
"用于定义自定义 [VisualShaderNode] 的虚类,以便在可视化着色器编辑器中使用。"
msgid ""
"By inheriting this class you can create a custom [VisualShader] script addon "
"which will be automatically added to the Visual Shader Editor. The "
"[VisualShaderNode]'s behavior is defined by overriding the provided virtual "
"methods.\n"
"In order for the node to be registered as an editor addon, you must use the "
"[code]@tool[/code] annotation and provide a [code]class_name[/code] for your "
"custom script. For example:\n"
"[codeblock]\n"
"@tool\n"
"extends VisualShaderNodeCustom\n"
"class_name VisualShaderNodeNoise\n"
"[/codeblock]"
msgstr ""
"继承这个类可以创建自定义的 [VisualShader] 脚本扩展,会自动加入到 Visual "
"Shader 编辑器中。[VisualShaderNode] 的行为可以通过覆盖虚方法定义。\n"
"要让节点注册为编辑器扩展,你必须为你的自定义脚本使用 [code]@tool[/code] 注解并"
"提供 [code]class_name[/code]。例如:\n"
"[codeblock]\n"
"@tool\n"
"extends VisualShaderNodeCustom\n"
"class_name VisualShaderNodeNoise\n"
"[/codeblock]"
msgid "Visual Shader plugins"
msgstr "可视化着色器插件"
msgid ""
"Override this method to define the path to the associated custom node in the "
"Visual Shader Editor's members dialog. The path may look like [code]\"MyGame/"
"MyFunctions/Noise\"[/code].\n"
"Defining this method is [b]optional[/b]. If not overridden, the node will be "
"filed under the \"Addons\" category."
msgstr ""
"覆盖这个方法可以定义 Visual Shader 编辑器的成员对话框中关联的自定义节点的路"
"径。路径类似于 [code]\"MyGame/MyFunctions/Noise\"[/code]。\n"
"定义这个方法是[b]可选[/b]的。不覆盖时该节点会被归在“Addons”分类下。"
msgid ""
"Override this method to define the actual shader code of the associated "
"custom node. The shader code should be returned as a string, which can have "
"multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
"used for convenience).\n"
"The [param input_vars] and [param output_vars] arrays contain the string "
"names of the various input and output variables, as defined by "
"[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in "
"this class.\n"
"The output ports can be assigned values in the shader code. For example, "
"[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n"
"You can customize the generated code based on the shader [param mode] (see "
"[enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).\n"
"Defining this method is [b]required[/b]."
msgstr ""
"覆盖这个方法可以定义关联的自定义节点的实际着色器代码。着色器代码应该以字符串形"
"式返回,可以包含多行(用 [code]\"\"\"[/code] 构造多行字符串比较方便)。\n"
"[param input_vars] 和 [param output_vars] 数组包含各个输入和输出变量的字符串名"
"称,这些变量由这个类的 [code]_get_input_*[/code] 和 [code]_get_output_*[/"
"code] 虚方法定义。\n"
"着色器代码中可以为输出端口赋值。例如 [code]return output_vars[0] + \" = \" + "
"input_vars[0] + \";\"[/code]。\n"
"你可以根据着色器模式 [param mode](见 [enum Shader.Mode])和/或类型 [param "
"type](见 [enum VisualShader.Type])自定义生成的代码。\n"
"[b]必须[/b]定义这个方法。"
msgid ""
"Override this method to define the input port which should be connected by "
"default when this node is created as a result of dragging a connection from "
"an existing node to the empty space on the graph.\n"
"Defining this method is [b]optional[/b]. If not overridden, the connection "
"will be created to the first valid port."
msgstr ""
"覆盖该方法来定义当由于将连接从已有节点拖动到图形上的空白区域而创建节点时应默认"
"连接的输入端口。\n"
"定义这个方法是[b]可选的[/b],如果未被覆盖,将创建到第一个有效端口的连接。"
msgid ""
"Override this method to define the description of the associated custom node "
"in the Visual Shader Editor's members dialog.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆盖这个方法可以定义可视化着色器编辑器的成员对话框中的相关自定义节点的描述。\n"
"定义这个方法是[b]可选[/b]的。"
msgid ""
"Override this method to add a shader code to the beginning of each shader "
"function (once). The shader code should be returned as a string, which can "
"have multiple lines (the [code]\"\"\"[/code] multiline string construct can "
"be used for convenience).\n"
"If there are multiple custom nodes of different types which use this feature "
"the order of each insertion is undefined.\n"
"You can customize the generated code based on the shader [param mode] (see "
"[enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆盖这个方法可以在每个着色器函数的开头添加着色器代码(单次)。着色器代码应该以"
"字符串形式返回,可以包含多行(用 [code]\"\"\"[/code] 构造多行字符串比较方"
"便)。\n"
"如果有多个不同类型的自定义节点同时使用这个特性,则插入的顺序是未定义的。\n"
"你可以根据着色器模式 [param mode](见 [enum Shader.Mode])和/或类型 [param "
"type](见 [enum VisualShader.Type])自定义生成的代码。\n"
"定义这个方法是[b]可选[/b]的。"
msgid ""
"Override this method to add shader code on top of the global shader, to "
"define your own standard library of reusable methods, varyings, constants, "
"uniforms, etc. The shader code should be returned as a string, which can have "
"multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
"used for convenience).\n"
"Be careful with this functionality as it can cause name conflicts with other "
"custom nodes, so be sure to give the defined entities unique names.\n"
"You can customize the generated code based on the shader [param mode] (see "
"[enum Shader.Mode]).\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆盖这个方法可以在全局着色器的开头添加着色器代码,定义你自己的标准库,提供可复"
"用的方法、varying、常量、uniform 等内容。着色器代码应该以字符串形式返回,可以"
"包含多行(用 [code]\"\"\"[/code] 构造多行字符串比较方便)。\n"
"使用这个功能时请小心,因为可能造成与其他自定义节点的命名冲突,所以请务必为定义"
"的实体提供唯一名称。\n"
"你可以根据着色器模式 [param mode](见 [enum Shader.Mode])自定义生成的代码。\n"
"定义这个方法是[b]可选[/b]的。"
msgid ""
"Override this method to define the number of input ports of the associated "
"custom node.\n"
"Defining this method is [b]required[/b]. If not overridden, the node has no "
"input ports."
msgstr ""
"覆盖该方法以定义关联的自定义节点的输入端口数。\n"
"定义该方法是[b]必需的[/b]。如果没有被覆盖,则该节点没有输入端口。"
msgid ""
"Override this method to define the default value for the specified input "
"port. Prefer use this over [method VisualShaderNode."
"set_input_port_default_value].\n"
"Defining this method is [b]required[/b]. If not overridden, the node has no "
"default values for their input ports."
msgstr ""
"覆盖该方法可以定义指定输入端口的默认值。优先使用该方法而不是 [method "
"VisualShaderNode.set_input_port_default_value]。\n"
"定义该方法是[b]必需的[/b]。如果没有被覆盖,则该节点的输入端口没有默认值。"
msgid ""
"Override this method to define the names of input ports of the associated "
"custom node. The names are used both for the input slots in the editor and as "
"identifiers in the shader code, and are passed in the [code]input_vars[/code] "
"array in [method _get_code].\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"input ports are named as [code]\"in\" + str(port)[/code]."
msgstr ""
"覆盖此方法来定义相关自定义节点的输入端口的名称。这些名称既用于编辑器中的输入"
"槽,也作为着色器代码中的标识符,并在[method _get_code]中的[code]input_vars[/"
"code]数组中传递。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果没有被覆盖,输入端口被命名为"
"[code]\"in\"+str(port)[/code]。"
msgid ""
"Override this method to define the returned type of each input port of the "
"associated custom node (see [enum VisualShaderNode.PortType] for possible "
"types).\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type."
msgstr ""
"覆盖此方法以定义相关自定义节点的每个输入端口的返回类型,参阅[enum "
"VisualShaderNode.PortType]的可能类型。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果没有被覆盖,输入端口将返回 "
"[constant VisualShaderNode.PORT_TYPE_SCALAR] 类型。"
msgid ""
"Override this method to define the name of the associated custom node in the "
"Visual Shader Editor's members dialog and graph.\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"the node will be named as \"Unnamed\"."
msgstr ""
"覆盖此方法来定义可视化着色器编辑器的成员对话框和图中的相关自定义节点的名称。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果不覆盖,节点将被命名为 "
"\"Unnamed\"。"
msgid ""
"Override this method to define the number of output ports of the associated "
"custom node.\n"
"Defining this method is [b]required[/b]. If not overridden, the node has no "
"output ports."
msgstr ""
"覆盖该方法以定义关联的自定义节点的输出端口数。\n"
"定义该方法是[b]必需的[/b]。如果没有被覆盖,则该节点没有输出端口。"
msgid ""
"Override this method to define the names of output ports of the associated "
"custom node. The names are used both for the output slots in the editor and "
"as identifiers in the shader code, and are passed in the [code]output_vars[/"
"code] array in [method _get_code].\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"output ports are named as [code]\"out\" + str(port)[/code]."
msgstr ""
"覆盖此方法来定义相关自定义节点的输出端口的名称。这些名字既用于编辑器中的输出"
"槽,也作为着色器代码中的标识符,并在[method _get_code]中的[code]output_vars[/"
"code]数组中传递。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果没有被覆盖,输出端口被命名为"
"[code]\"out\" + str(port)[/code]。"
msgid ""
"Override this method to define the returned type of each output port of the "
"associated custom node (see [enum VisualShaderNode.PortType] for possible "
"types).\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
"type."
msgstr ""
"覆盖此方法以定义相关自定义节点的每个输出端口的返回类型,参阅[enum "
"VisualShaderNode.PortType]的可能类型。\n"
"定义这个方法是[b]可选的[/b],但推荐使用。如果没有被覆盖,输出端口将返回"
"[constant VisualShaderNode.PORT_TYPE_SCALAR]类型。"
msgid ""
"Override this method to define the number of the properties.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆盖这个方法来定义属性的数量。\n"
"定义这个方法是[b]可选[/b]的。"
msgid ""
"Override this method to define the default index of the property of the "
"associated custom node.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆盖这个方法可以定义关联的自定义节点的属性的默认索引。\n"
"定义这个方法是[b]可选[/b]的。"
msgid ""
"Override this method to define the names of the property of the associated "
"custom node.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆盖这个方法可以定义关联的自定义节点的属性的名称。\n"
"定义这个方法是[b]可选[/b]的。"
msgid ""
"Override this method to define the options inside the drop-down list property "
"of the associated custom node.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆盖这个方法可以定义关联的自定义节点的下拉列表属性内的选项。\n"
"定义这个方法是[b]可选[/b]的。"
msgid ""
"Override this method to define the return icon of the associated custom node "
"in the Visual Shader Editor's members dialog.\n"
"Defining this method is [b]optional[/b]. If not overridden, no return icon is "
"shown."
msgstr ""
"覆盖此方法来定义可视化着色器编辑器的成员对话框中相关自定义节点的返回图标。\n"
"定义这个方法是[b]可选的[/b]。如果不覆盖,就不会显示返回图标。"
msgid ""
"Override this method to prevent the node to be visible in the member dialog "
"for the certain [param mode] (see [enum Shader.Mode]) and/or [param type] "
"(see [enum VisualShader.Type]).\n"
"Defining this method is [b]optional[/b]. If not overridden, it's [code]true[/"
"code]."
msgstr ""
"覆盖这个方法可以防止该节点出现在特定模式 [param mode](见 [enum Shader.Mode]"
"和/或类型 [param type](见 [enum VisualShader.Type])的成员对话框中。\n"
"定义这个方法是[b]可选[/b]的。未覆盖时为 [code]true[/code]。"
msgid ""
"Override this method to enable high-end mark in the Visual Shader Editor's "
"members dialog.\n"
"Defining this method is [b]optional[/b]. If not overridden, it's [code]false[/"
"code]."
msgstr ""
"覆盖这个方法可以在 Visual Shader 编辑器的成员对话框中启用高端标记。\n"
"定义这个方法是[b]可选[/b]的。未覆盖时为 [code]false[/code]。"
msgid ""
"Returns the selected index of the drop-down list option within a graph. You "
"may use this function to define the specific behavior in the [method "
"_get_code] or [method _get_global_code]."
msgstr ""
"返回图表中下拉列表选项的选定索引。你可以使用该函数来定义 [method _get_code] "
"或 [method _get_global_code] 中的特定行为。"
msgid "Calculates a derivative within the visual shader graph."
msgstr "在可视化着色器图中,计算导数。"
msgid ""
"This node is only available in [code]Fragment[/code] and [code]Light[/code] "
"visual shaders."
msgstr "此节点仅在[code]Fragment[/code]和[code]Light[/code]可视化着色器中可用。"
msgid "A derivative function type. See [enum Function] for options."
msgstr "导数函数的类型。可选项见 [enum Function]。"
msgid "A type of operands and returned value. See [enum OpType] for options."
msgstr "操作数和返回值的类型。可选项见 [enum OpType]。"
msgid ""
"Sets the level of precision to use for the derivative function. See [enum "
"Precision] for options. When using the GL Compatibility renderer, this "
"setting has no effect."
msgstr ""
"设置用于导数函数的精度级别。关选项,请参阅 [enum Precision]。使用 GL 兼容性渲"
"染器时,此设置不起作用。"
msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
msgstr "[code]x[/code] 和 [code]y[/code] 的绝对导数之和。"
msgid "Derivative in [code]x[/code] using local differencing."
msgstr "在 [code]x[/code] 中使用局部差分的导数。"
msgid "Derivative in [code]y[/code] using local differencing."
msgstr "在 [code]y[/code] 中使用局部差分的导数。"
msgid ""
"No precision is specified, the GPU driver is allowed to use whatever level of "
"precision it chooses. This is the default option and is equivalent to using "
"[code]dFdx()[/code] or [code]dFdy()[/code] in text shaders."
msgstr ""
"未指定精度GPU 驱动可以自行选用精度等级。这是默认选项,等价于在文本着色器中使"
"用 [code]dFdx()[/code] 或 [code]dFdy()[/code]。"
msgid ""
"The derivative will be calculated using the current fragment's neighbors "
"(which may not include the current fragment). This tends to be faster than "
"using [constant PRECISION_FINE], but may not be suitable when more precision "
"is needed. This is equivalent to using [code]dFdxCoarse()[/code] or "
"[code]dFdyCoarse()[/code] in text shaders."
msgstr ""
"将使用当前片段的邻居(可能不包括当前片段)计算导数。这往往比使用 [constant "
"PRECISION_FINE] 更快,但在需要更高精度时可能不适合。这相当于在文本着色器中使"
"用 [code]dFdxCoarse()[/code] 或 [code]dFdyCoarse()[/code]。"
msgid ""
"The derivative will be calculated using the current fragment and its "
"immediate neighbors. This tends to be slower than using [constant "
"PRECISION_COARSE], but may be necessary when more precision is needed. This "
"is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in "
"text shaders."
msgstr ""
"将使用当前片段及其直接邻居计算导数。这往往比使用 [constant PRECISION_COARSE] "
"慢,但当需要更高的精度时可能是必需的。这相当于在文本着色器中使用 "
"[code]dFdxFine()[/code] 或 [code]dFdyFine()[/code]。"
msgid "Represents the size of the [enum Precision] enum."
msgstr "代表 [enum Precision] 枚举的大小。"
msgid ""
"Calculates the determinant of a [Transform3D] within the visual shader graph."
msgstr "在可视化着色器图中计算 [Transform3D] 的行列式。"
msgid "Translates to [code]determinant(x)[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]determinant(x)[/code]。"
msgid "A visual shader node representing distance fade effect."
msgstr "表示按距离淡出效果的可视化着色器节点。"
msgid ""
"The distance fade effect fades out each pixel based on its distance to "
"another object."
msgstr "距离淡出效果会根据每个像素与另一个对象的距离淡出。"
msgid "Calculates a dot product of two vectors within the visual shader graph."
msgstr "计算可视化着色器图中两个向量的点积。"
msgid "Translates to [code]dot(a, b)[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]dot(a, b)[/code]。"
msgid ""
"A custom visual shader graph expression written in Godot Shading Language."
msgstr "用Godot着色语言编写的自定义可视化着色器图形表达式。"
msgid ""
"Custom Godot Shading Language expression, with a custom number of input and "
"output ports.\n"
"The provided code is directly injected into the graph's matching shader "
"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), "
"so it cannot be used to declare functions, varyings, uniforms, or global "
"constants. See [VisualShaderNodeGlobalExpression] for such global definitions."
msgstr ""
"自定义 Godot 着色器语言表达式,有自定义数量的输入和输出端口。\n"
"所提供的代码会直接注入到着色器图中匹配的着色器函数中([code]vertex[/code]、"
"[code]fragment[/code] 或 [code]light[/code]所以不能用于声明函数、varying、"
"uniform 或全局常量。这种全局定义见 [VisualShaderNodeGlobalExpression]。"
msgid ""
"An expression in Godot Shading Language, which will be injected at the start "
"of the graph's matching shader function ([code]vertex[/code], [code]fragment[/"
"code], or [code]light[/code]), and thus cannot be used to declare functions, "
"varyings, uniforms, or global constants."
msgstr ""
"Godot 着色器语言中的表达式,它将被注入到图形匹配的着色器函数([code]vertex[/"
"code]、[code]fragment[/code] 或 [code]light[/code])的开头,因此不能用于声明函"
"数、varying、uniform 或全局常量。"
msgid ""
"Returns the vector that points in the same direction as a reference vector "
"within the visual shader graph."
msgstr "返回与可视化着色器图中的参考向量指向相同方向的向量。"
msgid ""
"Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. "
"The function has three vector parameters: [code]N[/code], the vector to "
"orient, [code]I[/code], the incident vector, and [code]Nref[/code], the "
"reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] "
"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/"
"code] is returned."
msgstr ""
"在着色器语言中翻译为 [code]faceforward(N, I, Nref)[/code]。该函数有三个向量参"
"数。[code]N[/code],定向向量,[code]I[/code],入射向量,以及[code]Nref[/"
"code],参考矢量。如果 [code]I[/code] 和 [code]Nref[/code] 的点积小于零,返回值"
"为 [code]N[/code]。否则,将返回 [code]-N[/code]。"
msgid ""
"A scalar floating-point constant to be used within the visual shader graph."
msgstr "可视化着色器图中使用的浮点数标量常量。"
msgid "Translated to [code skip-lint]float[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code skip-lint]float[/code]。"
msgid "A floating-point constant which represents a state of this node."
msgstr "代表该节点状态的浮点数常量。"
msgid ""
"A scalar floating-point function to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的浮点数标量函数。"
msgid ""
"Accept a floating-point scalar ([code]x[/code]) to the input port and "
"transform it according to [member function]."
msgstr ""
"在输入端口接受一个浮点数标量([code]x[/code])并根据 [member function] 对其进"
"行变换。"
msgid "A function to be applied to the scalar. See [enum Function] for options."
msgstr "要应用于该标量的函数。可选项见 [enum Function]。"
msgid ""
"Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the "
"Godot Shader Language."
msgstr ""
"返回参数的正弦值。在 Godot 着色器语言中,会被翻译为 [code]sin(x)[/code]。"
msgid ""
"Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the "
"Godot Shader Language."
msgstr ""
"返回参数的余弦值。在 Godot 着色器语言中,会被翻译为 [code]cos(x)[/code]。"
msgid ""
"Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回参数的正切值。在 Godot 着色器语言中,会被翻译为 [code]tan(x)[/code]。"
msgid ""
"Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回参数的反正弦值。在 Godot 着色器语言中,会被翻译为 [code]asin(x)[/code]。"
msgid ""
"Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] "
"in the Godot Shader Language."
msgstr ""
"返回参数的反余弦值。在 Godot 着色器语言中,会被翻译为 [code]acos(x)[/code]。"
msgid ""
"Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] "
"in the Godot Shader Language."
msgstr ""
"返回参数的反正切值。在 Godot 着色器语言中,会被翻译为 [code]atan(x)[/code]。"
msgid ""
"Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]sinh(x)[/code]。"
msgid ""
"Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的双曲余弦值。在 Godot 着色器语言中,会被翻译为 [code]cosh(x)[/code]。"
msgid ""
"Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的双曲正切值。在 Godot 着色器语言中,会被翻译为 [code]tanh(x)[/code]。"
msgid ""
"Returns the natural logarithm of the parameter. Translates to [code]log(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的自然对数。在 Godot 着色器语言中,会被翻译为 [code]log(x)[/code]。"
msgid ""
"Returns the natural exponentiation of the parameter. Translates to "
"[code]exp(x)[/code] in the Godot Shader Language."
msgstr ""
"返回该参数的自然指数。在 Godot 着色器语言中,会被翻译为 [code]exp(x)[/code]。"
msgid ""
"Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] "
"in the Godot Shader Language."
msgstr ""
"返回参数的平方根。在 Godot 着色器语言中,会被翻译为 [code]sqrt(x)[/code]。"
msgid ""
"Returns the absolute value of the parameter. Translates to [code]abs(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的绝对值。在 Godot 着色器语言中,会被翻译为 [code]abs(x)[/code]。"
msgid ""
"Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the "
"Godot Shader Language."
msgstr ""
"提取参数的符号。在 Godot 着色器语言中,会被翻译为 [code]sign(x)[/code]。"
msgid ""
"Finds the nearest integer less than or equal to the parameter. Translates to "
"[code]floor(x)[/code] in the Godot Shader Language."
msgstr ""
"查找小于或等于参数的最接近的整数。在 Godot 着色器语言中,会被翻译为 "
"[code]floor(x)[/code]。"
msgid ""
"Finds the nearest integer to the parameter. Translates to [code]round(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"查找最接近参数的整数。在 Godot 着色器语言中,会被翻译为 [code]round(x)[/"
"code]。"
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter. "
"Translates to [code]ceil(x)[/code] in the Godot Shader Language."
msgstr ""
"查找大于或等于参数的最接近的整数。在 Godot 着色器语言中,会被翻译为 "
"[code]ceil(x)[/code]。"
msgid ""
"Computes the fractional part of the argument. Translates to [code]fract(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"计算参数的小数部分。在 Godot 着色器语言中,会被翻译为 [code]fract(x)[/code]。"
msgid ""
"Clamps the value between [code]0.0[/code] and [code]1.0[/code] using "
"[code]min(max(x, 0.0), 1.0)[/code]."
msgstr ""
"使用 [code]min(max(x, 0.0), 1.0)[/code] 将值钳制在 [code]0.0[/code] 和 "
"[code]1.0[/code] 之间。"
msgid "Negates the [code]x[/code] using [code]-(x)[/code]."
msgstr "使用 [code]-(x)[/code],对 [code]x[/code] 求反。"
msgid ""
"Returns the arc-hyperbolic-cosine of the parameter. Translates to "
"[code]acosh(x)[/code] in the Godot Shader Language."
msgstr ""
"返回参数的反双曲余弦值。在 Godot 着色器语言中,会被翻译为 [code]acosh(x)[/"
"code]。"
msgid ""
"Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)"
"[/code] in the Godot Shader Language."
msgstr ""
"返回参数的反双曲正弦值。在 Godot 着色器语言中,会被翻译为 [code]asinh(x)[/"
"code]。"
msgid ""
"Returns the arc-hyperbolic-tangent of the parameter. Translates to "
"[code]atanh(x)[/code] in the Godot Shader Language."
msgstr ""
"返回参数的反双曲正切值。在 Godot 着色器语言中,会被翻译为 [code]atanh(x)[/"
"code]。"
msgid ""
"Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"将弧度数转换为度数。在 Godot 着色器语言中,会被翻译为 [code]degrees(x)[/"
"code]。"
msgid ""
"Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回 2 的参数次幂。在 Godot 着色器语言中,会被翻译为 [code]exp2(x)[/code]。"
msgid ""
"Returns the inverse of the square root of the parameter. Translates to "
"[code]inversesqrt(x)[/code] in the Godot Shader Language."
msgstr ""
"返回参数平方根的倒数。在 Godot 着色器语言中,会被翻译为 [code]inversesqrt(x)[/"
"code]。"
msgid ""
"Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的以 2 为底的对数。在 Godot 着色器语言中,会被翻译为 [code]log2(x)[/"
"code]。"
msgid ""
"Convert a quantity in degrees to radians. Translates to [code]radians(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"将度数转换为弧度。在 Godot 着色器语言中,会被翻译为 [code]radians(x)[/code]。"
msgid ""
"Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/"
"code])."
msgstr "求 1 除以 [code]x[/code] 得到的倒数(即 [code]1 / x[/code])。"
msgid ""
"Finds the nearest even integer to the parameter. Translates to "
"[code]roundEven(x)[/code] in the Godot Shader Language."
msgstr ""
"查找最接近参数的偶数。在 Godot 着色器语言中,会被翻译为 [code]roundEven(x)[/"
"code]。"
msgid ""
"Returns a value equal to the nearest integer to [code]x[/code] whose absolute "
"value is not larger than the absolute value of [code]x[/code]. Translates to "
"[code]trunc(x)[/code] in the Godot Shader Language."
msgstr ""
"返回与 [code]x[/code] 的最接近整数的值,其绝对值不大于 [code]x[/code] 绝对值。"
"在 Godot 着色器语言中,会被翻译为 [code]trunc(x)[/code]。"
msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])."
msgstr "从 1 中减去标量 [code]x[/code](即 [code]1 - x[/code])。"
msgid ""
"A floating-point scalar operator to be used within the visual shader graph."
msgstr "浮点数标量运算符,在可视化着色器图中使用。"
msgid ""
"Applies [member operator] to two floating-point inputs: [code]a[/code] and "
"[code]b[/code]."
msgstr ""
"将 [member operator] 应用于两个浮点数输入:[code]a[/code] 和 [code]b[/code]。"
msgid "Sums two numbers using [code]a + b[/code]."
msgstr "使用 [code]a + b[/code] 将两个数字相加。"
msgid "Subtracts two numbers using [code]a - b[/code]."
msgstr "使用 [code]a - b[/code] 将两个数字相减。"
msgid "Multiplies two numbers using [code]a * b[/code]."
msgstr "使用 [code]a * b[/code] 将两个数字相乘。"
msgid "Divides two numbers using [code]a / b[/code]."
msgstr "使用 [code]a / b[/code] 将两个数字相除。"
msgid ""
"Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] "
"in the Godot Shader Language."
msgstr ""
"计算两个数的余数。在 Godot 着色器语言中,会被翻译为 [code]mod(a, b)[/code]。"
msgid ""
"Raises the [code]a[/code] to the power of [code]b[/code]. Translates to "
"[code]pow(a, b)[/code] in the Godot Shader Language."
msgstr ""
"将 [code]a[/code] 提高到 [code]b[/code] 次幂。在 Godot 着色器语言中,会被翻译"
"为 [code]pow(a, b)[/code]。"
msgid ""
"Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回两个数中的较大者。在 Godot 着色器语言中,会被翻译为 [code]max(a, b)[/"
"code]。"
msgid ""
"Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回两个数中的较小者。在 Godot 着色器语言中,会被翻译为 [code]min(a, b)[/"
"code]。"
msgid ""
"Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回参数的反正切值。在 Godot 着色器语言中,会被翻译为 [code]atan(a, b)[/"
"code]。"
msgid ""
"Generates a step function by comparing [code]b[/code](x) to [code]a[/code]"
"(edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and "
"otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot Shader "
"Language."
msgstr ""
"通过将 [code]b[/code]x与 [code]a[/code]edge进行比较来生成 step 函数。"
"如果 [code]x[/code] 小于 [code]edge[/code] 则返回 0.0,否则返回 1.0。翻译为 "
"Godot 着色器语言中的 [code]step(a, b)[/code]。"
msgid "A scalar float parameter to be used within the visual shader graph."
msgstr "标量浮点数参数,在可视化着色器图中使用。"
msgid "Translated to [code]uniform float[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uniform float[/code]。"
msgid ""
"A hint applied to the uniform, which controls the values it can take when set "
"through the Inspector."
msgstr "对 uniform 应用的提示,控制通过检查器所能设置的值。"
msgid ""
"Minimum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
"范围提示的最小值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant "
"HINT_RANGE_STEP] 时使用。"
msgid ""
"Maximum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
"范围提示的最大值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant "
"HINT_RANGE_STEP] 时使用。"
msgid ""
"Step (increment) value for the range hint with step. Used if [member hint] is "
"set to [constant HINT_RANGE_STEP]."
msgstr ""
"带步长(增量)的范围提示的步长值。会在 [member hint] 为 [constant "
"HINT_RANGE_STEP] 时使用。"
msgid "No hint used."
msgstr "不使用提示。"
msgid ""
"A range hint for scalar value, which limits possible input values between "
"[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
"code] in shader code."
msgstr ""
"标量值的范围提示,会将可能的输入限制在 [member min] 和 [member max] 之间。会被"
"翻译为着色器代码中的 [code]hint_range(min, max)[/code]。"
msgid ""
"A range hint for scalar value with step, which limits possible input values "
"between [member min] and [member max], with a step (increment) of [member "
"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code."
msgstr ""
"标量值的范围提示,带步长,会将可能的输入限制在 [member min] 和 [member max] 之"
"间,步长(增量)为 [member step]。会被翻译为着色器代码中的 "
"[code]hint_range(min, max, step)[/code]。"
msgid "Represents the size of the [enum Hint] enum."
msgstr "代表 [enum Hint] 枚举的大小。"
msgid "A Fresnel effect to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的菲涅尔效果。"
msgid ""
"Returns falloff based on the dot product of surface normal and view direction "
"of camera (pass associated inputs to it)."
msgstr "返回基于表面法线和相机视角方向的点积的衰减,将相关输入传给它。"
msgid ""
"A custom global visual shader graph expression written in Godot Shading "
"Language."
msgstr "用Godot着色器语言编写的自定义全局可视化着色器图形表达式。"
msgid ""
"Custom Godot Shader Language expression, which is placed on top of the "
"generated shader. You can place various function definitions inside to call "
"later in [VisualShaderNodeExpression]s (which are injected in the main shader "
"functions). You can also declare varyings, uniforms and global constants."
msgstr ""
"自定义Godot着色器语言表达式位于生成的着色器之上。你可以在内部放置各种函数定"
"义,以便以后在[VisualShaderNodeExpression]中调用,这些函数被注入到主着色器函数"
"中。你还可以声明varyings、uniforms 和全局常量。"
msgid ""
"Base class for a family of nodes with variable number of input and output "
"ports within the visual shader graph."
msgstr "可视化着色器图中,具有可变数量的输入和输出端口的系列节点的基类。"
msgid "Currently, has no direct usage, use the derived classes instead."
msgstr "目前,没有直接使用,而用派生类代替。"
msgid ""
"Adds an input port with the specified [param type] (see [enum "
"VisualShaderNode.PortType]) and [param name]."
msgstr ""
"添加具有指定类型 [param type] 和名称 [param name] 的输入端口(见 [enum "
"VisualShaderNode.PortType])。"
msgid ""
"Adds an output port with the specified [param type] (see [enum "
"VisualShaderNode.PortType]) and [param name]."
msgstr ""
"添加具有指定类型 [param type] 和名称 [param name] 的输出端口(见 [enum "
"VisualShaderNode.PortType])。"
msgid "Removes all previously specified input ports."
msgstr "移除所有先前指定的输入端口。"
msgid "Removes all previously specified output ports."
msgstr "移除所有先前指定的输出端口。"
msgid ""
"Returns a free input port ID which can be used in [method add_input_port]."
msgstr "返回一个空闲的输入端口 ID可以在 [method add_input_port] 中使用。"
msgid ""
"Returns a free output port ID which can be used in [method add_output_port]."
msgstr "返回一个空闲的输出端口 ID可以在 [method add_output_port] 中使用。"
msgid ""
"Returns the number of input ports in use. Alternative for [method "
"get_free_input_port_id]."
msgstr "返回正在使用的输入端口的数量。替代[method get_free_input_port_id]。"
msgid ""
"Returns a [String] description of the input ports as a colon-separated list "
"using the format [code]id,type,name;[/code] (see [method add_input_port])."
msgstr ""
"返回输入端口的[String]描述,是一个用冒号分隔的列表,格式为[code]id,type,name;"
"[/code],参阅[method add_input_port]。"
msgid ""
"Returns the number of output ports in use. Alternative for [method "
"get_free_output_port_id]."
msgstr "返回正在使用的输出端口的数量。替代[method get_free_output_port_id]。"
msgid ""
"Returns a [String] description of the output ports as a colon-separated list "
"using the format [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
"返回输出端口的[String]描述,作为一个用冒号分隔的列表,格式为[code]id,type,"
"name;[/code],参阅[method add_output_port]。"
msgid "Returns [code]true[/code] if the specified input port exists."
msgstr "如果指定的输入端口存在,返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the specified output port exists."
msgstr "如果指定的输出端口存在,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the specified port name does not override an "
"existed port name and is valid within the shader."
msgstr ""
"如果指定的端口名称没有覆盖现有的端口名称,并且在着色器中有效,则返回 "
"[code]true[/code]。"
msgid "Removes the specified input port."
msgstr "移除指定的输入端口。"
msgid "Removes the specified output port."
msgstr "移除指定的输出端口。"
msgid "Renames the specified input port."
msgstr "重命名指定的输入端口。"
msgid ""
"Sets the specified input port's type (see [enum VisualShaderNode.PortType])."
msgstr "设置指定的输入端口的类型,参阅[enum VisualShaderNode.PortType]。"
msgid ""
"Defines all input ports using a [String] formatted as a colon-separated list: "
"[code]id,type,name;[/code] (see [method add_input_port])."
msgstr ""
"使用一个[String]格式的以冒号分隔的列表来定义所有输入端口:[code]id,type,name;[/"
"code],参阅[method add_input_port]。"
msgid "Renames the specified output port."
msgstr "重命名指定的输出端口。"
msgid ""
"Sets the specified output port's type (see [enum VisualShaderNode.PortType])."
msgstr "设置指定输出端口的类型,参阅[enum VisualShaderNode.PortType]。"
msgid ""
"Defines all output ports using a [String] formatted as a colon-separated "
"list: [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
"使用一个[String]格式的以冒号分隔的列表来定义所有输出端口: [code]id,type,name;"
"[/code] ,参阅[method add_output_port]。"
msgid ""
"Outputs a 3D vector based on the result of a floating point comparison within "
"the visual shader graph."
msgstr "根据可视化着色器图中浮点比较的结果输出 3D 向量。"
msgid ""
"This visual shader node has six input ports. Port 1 and 2 provide the two "
"floating point numbers [code]a[/code] and [code]b[/code] that will be "
"compared. Port 3 is the tolerance, which allows similar floating point number "
"to be considered equal. Ports 4 to 6 are the possible outputs, returned if "
"[code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] respectively."
msgstr ""
"这个可视化着色器节点有六个输入端口。端口 1 和端口 2 提供的是需要比较的两个浮点"
"数 [code]a[/code] 和 [code]b[/code]。端口 3 是公差,能够将相似的浮点数认定为相"
"等。端口 4 到端口 6 是可能的输出,分别是 [code]a == b[/code]、[code]a > b[/"
"code]、[code]a < b[/code] 时的返回值。"
msgid "Represents the input shader parameter within the visual shader graph."
msgstr "在可视化着色器图中,代表输入着色器参数。"
msgid ""
"Gives access to input variables (built-ins) available for the shader. See the "
"shading reference for the list of available built-ins for each shader type "
"(check [code]Tutorials[/code] section for link)."
msgstr ""
"提供对着色器可用的输入变量(内置)的访问。关于每种着色器类型的可用内置变量列"
"表,请参阅着色器参考(查看[code]教程[/code]部分的链接)。"
msgid "Shading reference index"
msgstr "着色参考索引"
msgid ""
"Returns a translated name of the current constant in the Godot Shader "
"Language. E.g. [code]\"ALBEDO\"[/code] if the [member input_name] equal to "
"[code]\"albedo\"[/code]."
msgstr ""
"返回当前常量名称翻译至 Godot 着色器语言后的名称。例如,如果 [member "
"input_name] 等于 [code]\"albedo\"[/code],则返回 [code]\"ALBEDO\"[/code]。"
msgid ""
"One of the several input constants in lower-case style like: "
"\"vertex\" ([code]VERTEX[/code]) or \"point_size\" ([code]POINT_SIZE[/code])."
msgstr ""
"小写风格的输入常量之一,例如:\"vertex\"[code]VERTEX[/code])或 "
"\"point_size\"[code]POINT_SIZE[/code])。"
msgid "Emitted when input is changed via [member input_name]."
msgstr "通过 [member input_name] 更改输入时发出。"
msgid "A scalar integer constant to be used within the visual shader graph."
msgstr "标量整数常量,在可视化着色器图中使用。"
msgid "Translated to [code skip-lint]int[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code skip-lint]int[/code]。"
msgid "An integer constant which represents a state of this node."
msgstr "整数常量,代表该节点的状态。"
msgid "A scalar integer function to be used within the visual shader graph."
msgstr "标量整数函数,在可视化着色器图中使用。"
msgid ""
"Accept an integer scalar ([code]x[/code]) to the input port and transform it "
"according to [member function]."
msgstr ""
"在输入端口接受一个整数标量([code]x[/code])并根据 [member function] 对其进行"
"变换。"
msgid ""
"Returns the result of bitwise [code]NOT[/code] operation on the integer. "
"Translates to [code]~a[/code] in the Godot Shader Language."
msgstr ""
"返回对该整数进行按位 [code]NOT[/code] 运算的结果。在 Godot 着色器语言中会被翻"
"译为 [code]~a[/code]。"
msgid "An integer scalar operator to be used within the visual shader graph."
msgstr "整数标量运算符,在可视化着色器图中使用。"
msgid ""
"Applies [member operator] to two integer inputs: [code]a[/code] and [code]b[/"
"code]."
msgstr ""
"将 [member operator] 应用于两个整数输入:[code]a[/code] 和 [code]b[/code]。"
msgid "Calculates the remainder of two numbers using [code]a % b[/code]."
msgstr "使用 [code]a % b[/code] 计算两个数字的余数。"
msgid ""
"Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回两个数字中的较小者。在 Godot 着色器语言中会被翻译为 [code]min(a, b)[/"
"code]。"
msgid ""
"Returns the result of bitwise [code]AND[/code] operation on the integer. "
"Translates to [code]a & b[/code] in the Godot Shader Language."
msgstr ""
"返回对该整数进行按位与 [code]AND[/code] 运算的结果。在 Godot 着色器语言中会被"
"翻译为 [code]a & b[/code]。"
msgid ""
"Returns the result of bitwise [code]OR[/code] operation for two integers. "
"Translates to [code]a | b[/code] in the Godot Shader Language."
msgstr ""
"返回对该整数进行按位或 [code]OR[/code] 运算的结果。在 Godot 着色器语言中会被翻"
"译为 [code]a | b[/code]。"
msgid ""
"Returns the result of bitwise [code]XOR[/code] operation for two integers. "
"Translates to [code]a ^ b[/code] in the Godot Shader Language."
msgstr ""
"返回对该整数进行按位异或 [code]XOR[/code] 运算的结果。在 Godot 着色器语言中会"
"被翻译为 [code]a ^ b[/code]。"
msgid ""
"Returns the result of bitwise left shift operation on the integer. Translates "
"to [code]a << b[/code] in the Godot Shader Language."
msgstr ""
"返回对该整数进行按位左移运算的结果。在 Godot 着色器语言中会被翻译为 [code]a "
"<< b[/code]。"
msgid ""
"Returns the result of bitwise right shift operation on the integer. "
"Translates to [code]a >> b[/code] in the Godot Shader Language."
msgstr ""
"返回对该整数进行按位右移运算的结果。在 Godot 着色器语言中会被翻译为 [code]a "
">> b[/code]。"
msgid "A visual shader node for shader parameter (uniform) of type [int]."
msgstr "[int] 类型着色器参数uniform的可视化着色器节点。"
msgid ""
"A [VisualShaderNodeParameter] of type [int]. Offers additional customization "
"for range of accepted values."
msgstr ""
"[int] 类型的 [VisualShaderNodeParameter]。可以自定义能够接受的值的范围。"
msgid ""
"Default value of this parameter, which will be used if not set externally. "
"[member default_value_enabled] must be enabled; defaults to [code]0[/code] "
"otherwise."
msgstr ""
"这个参数的默认值,外部没有设值时使用。必须启用 [member "
"default_value_enabled];否则默认为 [code]0[/code]。"
msgid "If [code]true[/code], the node will have a custom default value."
msgstr "如果为 [code]true[/code],则该节点有自定义默认值。"
msgid "Range hint of this node. Use it to customize valid parameter range."
msgstr "该节点的范围提示。请用它来自定义有效的参数范围。"
msgid ""
"The maximum value this parameter can take. [member hint] must be either "
"[constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect."
msgstr ""
"这个参数所能接受的最大值。[member hint] 必须为 [constant HINT_RANGE] 或 "
"[constant HINT_RANGE_STEP] 才会生效。"
msgid ""
"The minimum value this parameter can take. [member hint] must be either "
"[constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect."
msgstr ""
"这个参数所能接受的最小值。[member hint] 必须为 [constant HINT_RANGE] 或 "
"[constant HINT_RANGE_STEP] 才会生效。"
msgid ""
"The step between parameter's values. Forces the parameter to be a multiple of "
"the given value. [member hint] must be [constant HINT_RANGE_STEP] for this to "
"take effect."
msgstr ""
"参数值之间的步长。迫使参数成为给定值的倍数。[member hint] 必须为 [constant "
"HINT_RANGE_STEP] 才能生效。"
msgid "The parameter will not constrain its value."
msgstr "参数的取值没有约束。"
msgid ""
"The parameter's value must be within the specified [member min]/[member max] "
"range."
msgstr "参数的取值必须在指定的 [member min]/[member max] 范围内。"
msgid ""
"The parameter's value must be within the specified range, with the given "
"[member step] between values."
msgstr "参数的取值必须在指定的范围内,值与值之间的步长为给定的 [member step]。"
msgid "A boolean comparison operator to be used within the visual shader graph."
msgstr "布尔比较运算符,在可视化着色器图中使用。"
msgid ""
"Returns the boolean result of the comparison between [code]INF[/code] or "
"[code]NaN[/code] and a scalar parameter."
msgstr "返回 [code]INF[/code]或[code]NaN[/code]与标量参数之间比较的布尔值结果。"
msgid "The comparison function. See [enum Function] for options."
msgstr "比较函数。参阅[enum Function]的选项。"
msgid "Comparison with [code]INF[/code] (Infinity)."
msgstr "与 [code]INF[/code](无穷大)比较。"
msgid ""
"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric "
"results, e.g. division by zero)."
msgstr ""
"与 [code]NaN[/code] 比较(不是一个数字;表示无效的数字结果,如除以 0。"
msgid ""
"A visual shader node that returns the depth value of the DEPTH_TEXTURE node "
"in a linear space."
msgstr "返回 DEPTH_TEXTURE 节点线性空间深度值的可视化着色器节点。"
msgid "This node can be used in fragment shaders."
msgstr "该节点可用于片段着色器。"
msgid "Linearly interpolates between two values within the visual shader graph."
msgstr "在可视化着色器图中,在两个值之间进行线性插值。"
msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]mix(a, b, weight)[/code]。"
msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 2D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
"[code]a[/code] 和 [code]b[/code] 端口使用 2D 向量类型。[code]weight[/code] 端"
"口使用标量类型。"
msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 3D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
"[code]a[/code] 和 [code]b[/code] 端口使用 3D 向量类型。[code]weight[/code] 端"
"口使用标量类型。"
msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 4D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
"[code]a[/code] 和 [code]b[/code] 端口使用 4D 向量类型。[code]weight[/code] 端"
"口使用标量类型。"
msgid "Performs a fused multiply-add operation within the visual shader graph."
msgstr "在可视化着色器图中,执行乘加融合运算。"
msgid "Uses three operands to compute [code](a * b + c)[/code] expression."
msgstr "使用三个操作数来计算 [code](a * b + c)[/code] 表达式。"
msgid "A floating-point scalar type."
msgstr "浮点数标量类型。"
msgid ""
"Calculates an outer product of two vectors within the visual shader graph."
msgstr "计算可视化着色器图中两个向量的外积。"
msgid ""
"[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a "
"column vector (matrix with one column) and the second parameter [code]r[/"
"code] as a row vector (matrix with one row) and does a linear algebraic "
"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is "
"the number of components in [code]c[/code] and whose number of columns is the "
"number of components in [code]r[/code]."
msgstr ""
"[code]OuterProduct[/code] 将第一个参数 [code]c[/code] 作为列向量(有一列的矩"
"阵),将第二个参数 [code]r[/code] 作为行向量(有一行的矩阵),进行线性代数矩阵"
"乘法 [code]c * r[/code]。产生一个矩阵,其行数是 [code]c[/code] 的分量数,其列"
"数是 [code]r[/code] 的分量数。"
msgid "Represents the output shader parameters within the visual shader graph."
msgstr "表示可视化着色器图中的输出着色器参数。"
msgid ""
"This visual shader node is present in all shader graphs in form of \"Output\" "
"block with multiple output value ports."
msgstr ""
"此可视化着色器节点以 \"输出\" 块的形式出现在所有着色器图中,有多个输出值端口。"
msgid "A base type for the parameters within the visual shader graph."
msgstr "可视化着色器图中,参数的基础类型。"
msgid ""
"A parameter represents a variable in the shader which is set externally, i.e. "
"from the [ShaderMaterial]. Parameters are exposed as properties in the "
"[ShaderMaterial] and can be assigned from the Inspector or from a script."
msgstr ""
"参数代表着色器中的一个变量,是由外部设置的,即从 [ShaderMaterial] 中设置。参数"
"在 [ShaderMaterial] 中以属性的形式暴露,可以从检查器或脚本中分配。"
msgid ""
"Name of the parameter, by which it can be accessed through the "
"[ShaderMaterial] properties."
msgstr "参数的名称,该参数可以通过该名称作为 [ShaderMaterial] 的属性访问。"
msgid "Defines the scope of the parameter."
msgstr "定义该参数的作用域。"
msgid "The parameter will be tied to the [ShaderMaterial] using this shader."
msgstr "该参数绑定至使用此着色器的 [ShaderMaterial]。"
msgid "The parameter will use a global value, defined in Project Settings."
msgstr "该参数使用“项目设置”中定义的全局值。"
msgid ""
"The parameter will be tied to the node with attached [ShaderMaterial] using "
"this shader."
msgstr "该参数绑定至节点,该节点附加了使用此着色器的 [ShaderMaterial]。"
msgid "Represents the size of the [enum Qualifier] enum."
msgstr "代表 [enum Qualifier] 枚举的大小。"
msgid "A reference to an existing [VisualShaderNodeParameter]."
msgstr "对现有 [VisualShaderNodeParameter] 的引用。"
msgid ""
"Creating a reference to a [VisualShaderNodeParameter] allows you to reuse "
"this parameter in different shaders or shader stages easily."
msgstr ""
"创建对 [VisualShaderNodeParameter] 的引用,可以让你在不同的着色器或着色阶段轻"
"松地重复使用这个参数。"
msgid "The name of the parameter which this reference points to."
msgstr "这个引用所指向的参数的名称。"
msgid "A visual shader node that accelerates particles."
msgstr "对粒子进行加速的可视着色器节点。"
msgid ""
"Particle accelerator can be used in \"process\" step of particle shader. It "
"will accelerate the particles. Connect it to the Velocity output port."
msgstr ""
"可以在粒子着色器“process”步骤中使用的粒子加速器。会对粒子进行加速。请将其连接"
"至 Velocity 输出端口。"
msgid "Defines in what manner the particles will be accelerated."
msgstr "定义粒子将以何种方式被加速。"
msgid "The particles will be accelerated based on their velocity."
msgstr "粒子会根据速度进行加速。"
msgid "The particles will be accelerated towards or away from the center."
msgstr "粒子会根据朝向中心或远离中心的方向进行加速。"
msgid ""
"The particles will be accelerated tangentially to the radius vector from "
"center to their position."
msgstr "粒子从中心到它们位置,将被切向加速到的半径向量。"
msgid "Represents the size of the [enum Mode] enum."
msgstr "代表 [enum Mode] 枚举的大小。"
msgid "A visual shader node that makes particles emitted in a box shape."
msgstr "让粒子以盒状发射的可视化着色器节点。"
msgid ""
"[VisualShaderNodeParticleEmitter] that makes the particles emitted in box "
"shape with the specified extents."
msgstr "[VisualShaderNodeParticleEmitter] 使粒子在指定范围的盒形形状发射。"
msgid "A visual shader node that makes particles move in a cone shape."
msgstr "让粒子以圆锥形移动的可视化着色器节点。"
msgid ""
"This node can be used in \"start\" step of particle shader. It defines the "
"initial velocity of the particles, making them move in cone shape starting "
"from the center, with a given spread."
msgstr ""
"该节点可被用于粒子着色器的“开始”步骤。它定义了粒子的初始速度,使它们以给定的散"
"布,从中心开始以锥形运动。"
msgid "A visual shader node that forces to emit a particle from a sub-emitter."
msgstr "一种可视化着色器节点,强制从子发射器中发射一个粒子。"
msgid ""
"This node internally calls [code]emit_subparticle[/code] shader method. It "
"will emit a particle from the configured sub-emitter and also allows to "
"customize how its emitted. Requires a sub-emitter assigned to the particles "
"node with this shader."
msgstr ""
"该节点在内部调用 [code]emit_subparticle[/code] 着色器方法。它将从配置的子发射"
"器发射一个粒子,还允许自定义其发射方式。需要使用该着色器将子发射器分配给粒子节"
"点。"
msgid ""
"Flags used to override the properties defined in the sub-emitter's process "
"material."
msgstr "用于覆盖子发射器处理材质中定义的属性的标志。"
msgid "If enabled, the particle starts with the position defined by this node."
msgstr "如果启用,则粒子从该节点所定义的位置开始。"
msgid ""
"If enabled, the particle starts with the rotation and scale defined by this "
"node."
msgstr "如果启用,则粒子从该节点所定义的旋转和缩放开始。"
msgid "If enabled,the particle starts with the velocity defined by this node."
msgstr "如果启用,则粒子从该节点所定义的速度开始。"
msgid "If enabled, the particle starts with the color defined by this node."
msgstr "如果启用,则粒子从该节点所定义的颜色开始。"
msgid ""
"If enabled, the particle starts with the [code]CUSTOM[/code] data defined by "
"this node."
msgstr "如果启用,则粒子从该节点所定义的 [code]CUSTOM[/code] 自定义数据开始。"
msgid "A base class for particle emitters."
msgstr "粒子发射器的基类。"
msgid ""
"Particle emitter nodes can be used in \"start\" step of particle shaders and "
"they define the starting position of the particles. Connect them to the "
"Position output port."
msgstr ""
"粒子发射器节点可被用于粒子着色器的“开始”步骤,它们定义粒子的起始位置。将它们连"
"接到位置输出端口。"
msgid ""
"If [code]true[/code], the result of this emitter is projected to 2D space. By "
"default it is [code]false[/code] and meant for use in 3D space."
msgstr ""
"如果为 [code]true[/code],则此发射器的结果将被投影到 2D 空间。默认情况下为 "
"[code]false[/code],适用于 3D 空间。"
msgid ""
"A visual shader node that makes particles emitted in a shape defined by a "
"[Mesh]."
msgstr "让粒子从由 [Mesh] 定义的形状中发射的可视化着色器节点。"
msgid ""
"[VisualShaderNodeParticleEmitter] that makes the particles emitted in a shape "
"of the assigned [member mesh]. It will emit from the mesh's surfaces, either "
"all or only the specified one."
msgstr ""
"让粒子由分配的 [member mesh] 的形状中发射的 "
"[VisualShaderNodeParticleEmitter]。它将从网格的表面发射,可以是全部表面,也可"
"以是某个指定的表面。"
msgid "The [Mesh] that defines emission shape."
msgstr "定义发射形状的 [Mesh]。"
msgid ""
"Index of the surface that emits particles. [member use_all_surfaces] must be "
"[code]false[/code] for this to take effect."
msgstr ""
"发射粒子的表面的索引。[member use_all_surfaces] 必须为 [code]false[/code] 才能"
"生效。"
msgid ""
"If [code]true[/code], the particles will emit from all surfaces of the mesh."
msgstr "如果为 [code]true[/code],则粒子会从该网格的所有表面上发射。"
msgid ""
"A visual shader helper node for multiplying position and rotation of "
"particles."
msgstr "用于将粒子的位置与旋转相乘的可视化着色器辅助节点。"
msgid ""
"This node helps to multiply a position input vector by rotation using "
"specific axis. Intended to work with emitters."
msgstr "这个节点会帮助将位置输入向量与指定轴的旋转相乘。针对发射器使用而设计。"
msgid ""
"If [code]true[/code], the angle will be interpreted in degrees instead of "
"radians."
msgstr "如果为 [code]true[/code],夹角会被解释为度数,而不是弧度数。"
msgid "Visual shader node that defines output values for particle emitting."
msgstr "定义粒子发射输出值的可视化着色器节点。"
msgid ""
"This node defines how particles are emitted. It allows to customize e.g. "
"position and velocity. Available ports are different depending on which "
"function this node is inside (start, process, collision) and whether custom "
"data is enabled."
msgstr ""
"这个节点定义了粒子的发射方式。它允许自定义位置和速度等属性。根据所在节点的不同"
"start、process、collision和是否启用自定义数据可用的端口也不同。"
msgid "Visual shader node for randomizing particle values."
msgstr "用于随机化粒子值的可视化着色器节点。"
msgid ""
"Randomness node will output pseudo-random values of the given type based on "
"the specified minimum and maximum values."
msgstr "输出给定类型的伪随机值的随机节点,会根据指定的最大最小值生成。"
msgid "A visual shader node that makes particles emitted in a ring shape."
msgstr "让粒子以环状发射的可视化着色器节点。"
msgid ""
"[VisualShaderNodeParticleEmitter] that makes the particles emitted in ring "
"shape with the specified inner and outer radii and height."
msgstr ""
"[VisualShaderNodeParticleEmitter] 使粒子在具有指定的内外半径和高度的环形中发"
"射。"
msgid "A visual shader node that makes particles emitted in a sphere shape."
msgstr "让粒子以球状发射的可视化着色器节点。"
msgid ""
"[VisualShaderNodeParticleEmitter] that makes the particles emitted in sphere "
"shape with the specified inner and outer radii."
msgstr ""
"[VisualShaderNodeParticleEmitter] 使粒子在具有指定内外半径的球体形状中发射。"
msgid "A visual shader node representing proximity fade effect."
msgstr "代表邻近淡出效果的可视化着色器节点。"
msgid ""
"The proximity fade effect fades out each pixel based on its distance to "
"another object."
msgstr "邻近淡出效果会根据每个像素与另一个对象的距离淡出。"
msgid "A visual shader node that generates a pseudo-random scalar."
msgstr "生成伪随机标量的可视化着色器节点。"
msgid ""
"Random range node will output a pseudo-random scalar value in the specified "
"range, based on the seed. The value is always the same for the given seed and "
"range, so you should provide a changing input, e.g. by using time."
msgstr ""
"随机范围节点,会根据种子输出指定范围内的伪随机标量值。如果给定的种子和范围相"
"同,那么得到的值就始终相同,所以你应该提供不同的输入,例如使用时间作为输入。"
msgid "A visual shader node for remap function."
msgstr "remap 函数的可视化着色器节点。"
msgid ""
"Remap will transform the input range into output range, e.g. you can change a "
"[code]0..1[/code] value to [code]-2..2[/code] etc. See [method @GlobalScope."
"remap] for more details."
msgstr ""
"Remap 函数将输入范围变换到输出范围。例如你可以将 [code]0..1[/code] 里的值变到 "
"[code]-2..2[/code] 里。详见 [method @GlobalScope.remap]。"
msgid "Base class for resizable nodes in a visual shader graph."
msgstr "可视化着色器图中,可调整大小的节点的基类。"
msgid ""
"Resizable nodes have a handle that allows the user to adjust their size as "
"needed."
msgstr "可调整大小的节点上有一个控制柄,用户能够根据需要调整其大小。"
msgid "The size of the node in the visual shader graph."
msgstr "可视化着色器图中,该节点的大小。"
msgid ""
"A visual shader node that modifies the rotation of the object using a "
"rotation matrix."
msgstr "可视化着色器节点,使用旋转矩阵修改对象的旋转。"
msgid ""
"RotationByAxis node will transform the vertices of a mesh with specified axis "
"and angle in radians. It can be used to rotate an object in an arbitrary axis."
msgstr ""
"RotationByAxis 节点将使用指定的轴和弧度角度变换网格的顶点。它可被用于沿任意轴"
"旋转对象。"
msgid ""
"A base node for nodes which samples 3D textures in the visual shader graph."
msgstr "可视化着色器图中,对 3D 纹理进行采样的节点的基础节点。"
msgid "A virtual class, use the descendants instead."
msgstr "虚类,请改用其派生类。"
msgid "An input source type."
msgstr "输入源的类型。"
msgid "Creates internal uniform and provides a way to assign it within node."
msgstr "创建内部 uniform提供一种在节点内赋值的方式。"
msgid "Use the uniform texture from sampler port."
msgstr "使用采样器端口的 uniform 纹理。"
msgid ""
"A visual shader node that unpacks the screen normal texture in World Space."
msgstr "可视化着色器节点,在世界空间中拆封屏幕法线纹理。"
msgid "The ScreenNormalWorldSpace node allows to create outline effects."
msgstr "ScreenNormalWorldSpace 节点能够用来创建轮廓效果。"
msgid ""
"A function to convert screen UV to an SDF (signed-distance field), to be used "
"within the visual shader graph."
msgstr "将屏幕 UV 转换为 SDF带符号距离场的函数在可视化着色器图中使用。"
msgid ""
"Translates to [code]screen_uv_to_sdf(uv)[/code] in the shader language. If "
"the UV port isn't connected, [code]SCREEN_UV[/code] is used instead."
msgstr ""
"翻译为着色器语言中的 [code]screen_uv_to_sdf(uv)[/code]。如果该 UV 端口未被连"
"接,则改用 [code]SCREEN_UV[/code]。"
msgid "SDF raymarching algorithm to be used within the visual shader graph."
msgstr "用于可视化着色器图的 SDF 光线步进算法。"
msgid ""
"Casts a ray against the screen SDF (signed-distance field) and returns the "
"distance travelled."
msgstr "向屏幕 SDF带符号距离场投射一条射线并返回行进的距离。"
msgid ""
"A function to convert an SDF (signed-distance field) to screen UV, to be used "
"within the visual shader graph."
msgstr "将 SDF带符号距离场转换为屏幕 UV 的函数,在可视化着色器图中使用。"
msgid ""
"Translates to [code]sdf_to_screen_uv(sdf_pos)[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]sdf_to_screen_uv(sdf_pos)[/code]。"
msgid "Calculates a SmoothStep function within the visual shader graph."
msgstr "在可视化着色器图中计算 SmoothStep 函数。"
msgid ""
"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
"language.\n"
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] "
"and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. "
"Otherwise, the return value is interpolated between [code]0.0[/code] and "
"[code]1.0[/code] using Hermite polynomials."
msgstr ""
"翻译为着色器语言中的 [code]smoothstep(edge0, edge1, x)[/code]。\n"
"如果 [code]x[/code] 小于 [code]edge0[/code] 则返回 [code]0.0[/code];如果 "
"[code]x[/code] 大于 [code]edge1[/code] 则返回 [code]1.0[/code]。否则,返回值使"
"用 Hermite 多项式在 [code]0.0[/code] 和 [code]1.0[/code] 之间进行插值。"
msgid ""
"The [code]x[/code] port uses a 2D vector type. The first two ports use a "
"floating-point scalar type."
msgstr "[code]x[/code] 端口使用 2D 向量类型。前两个端口使用浮点数标量类型。"
msgid ""
"The [code]x[/code] port uses a 3D vector type. The first two ports use a "
"floating-point scalar type."
msgstr "[code]x[/code] 端口使用 3D 向量类型。前两个端口使用浮点数标量类型。"
msgid "Calculates a Step function within the visual shader graph."
msgstr "在可视化着色器图中计算 Step 函数。"
msgid ""
"Translates to [code]step(edge, x)[/code] in the shader language.\n"
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
"and [code]1.0[/code] otherwise."
msgstr ""
"在着色器语言中转换成 [code]step(edge, x)[/code]。\n"
"如果 [code]x[/code] 小于 [code]edge[/code],返回 [code]0.0[/code],否则返回 "
"[code]1.0[/code]。"
msgid ""
"The [code]x[/code] port uses a 2D vector type, while the [code]edge[/code] "
"port uses a floating-point scalar type."
msgstr ""
"[code]x[/code] 端口使用 2D 向量类型,而 [code]edge[/code] 端口使用浮点数标量类"
"型。"
msgid ""
"The [code]x[/code] port uses a 3D vector type, while the [code]edge[/code] "
"port uses a floating-point scalar type."
msgstr ""
"[code]x[/code] 端口使用 3D 向量类型,而 [code]edge[/code] 端口使用浮点数标量类"
"型。"
msgid "A selector function for use within the visual shader graph."
msgstr "可视化着色器中使用的选择器函数。"
msgid ""
"Returns an associated value of the [member op_type] type if the provided "
"boolean value is [code]true[/code] or [code]false[/code]."
msgstr ""
"如果提供的布尔值为 [code]true[/code] 或 [code]false[/code],则返回 [member "
"op_type] 类型的一个关联值。"
msgid "A transform type."
msgstr "变换类型。"
msgid "Performs a 2D texture lookup within the visual shader graph."
msgstr "在可视化着色器图中,执行 2D 纹理查找。"
msgid ""
"Performs a lookup operation on the provided texture, with support for "
"multiple texture sources to choose from."
msgstr "对提供的纹理进行查找操作,支持从多个纹理源选择。"
msgid "Determines the source for the lookup. See [enum Source] for options."
msgstr "确定查询的源。有关选项,请参阅 [enum Source]。"
msgid "The source texture, if needed for the selected [member source]."
msgstr "源纹理,如果需要的话,用于选定的[member source]。"
msgid ""
"Specifies the type of the texture if [member source] is set to [constant "
"SOURCE_TEXTURE]. See [enum TextureType] for options."
msgstr ""
"如果[member source]被设置为[constant SOURCE_TEXTURE],则指定纹理的类型。有关选"
"项,请参阅 [enum TextureType]。"
msgid "Use the texture given as an argument for this function."
msgstr "使用给定的纹理作为此函数的参数。"
msgid "Use the current viewport's texture as the source."
msgstr "使用当前视口的纹理作为源。"
msgid ""
"Use the texture from this shader's texture built-in (e.g. a texture of a "
"[Sprite2D])."
msgstr "使用该着色器内置纹理中的纹理(例如 [Sprite2D] 的纹理)。"
msgid "Use the texture from this shader's normal map built-in."
msgstr "使用该着色器内置的法线贴图的纹理。"
msgid ""
"Use the depth texture captured during the depth prepass. Only available when "
"the depth prepass is used (i.e. in spatial shaders and in the forward_plus or "
"gl_compatibility renderers)."
msgstr ""
"使用在深度预处理过程中捕获的深度纹理。只有在使用深度预处理时才可用(即在空间着"
"色器和 forward_plus 或 gl_compatibility 渲染器中)。"
msgid "Use the texture provided in the input port for this function."
msgstr "将输入端口中提供的纹理用于此函数。"
msgid ""
"Use the normal buffer captured during the depth prepass. Only available when "
"the normal-roughness buffer is available (i.e. in spatial shaders and in the "
"forward_plus renderer)."
msgstr ""
"使用在深度预处理过程中捕获的法线缓冲区。只有在法线粗糙度缓冲区可用时才可用(即"
"在空间着色器和 forward_plus 渲染器中)。"
msgid ""
"Use the roughness buffer captured during the depth prepass. Only available "
"when the normal-roughness buffer is available (i.e. in spatial shaders and in "
"the forward_plus renderer)."
msgstr ""
"使用在深度预处理过程中捕获的粗糙度缓冲区。仅当法线粗糙度缓冲区可用时才可用(即"
"在空间着色器和 forward_plus 渲染器中)。"
msgid "A 2D texture uniform array to be used within the visual shader graph."
msgstr "可视化着色器图中使用的 2D 纹理 uniform 数组。"
msgid ""
"Translated to [code]uniform sampler2DArray[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uniform sampler2DArray[/code]。"
msgid ""
"A source texture array. Used if [member VisualShaderNodeSample3D.source] is "
"set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]."
msgstr ""
"源纹理数组。[member VisualShaderNodeSample3D.source] 为 [constant "
"VisualShaderNodeSample3D.SOURCE_TEXTURE] 时使用。"
msgid ""
"A visual shader node for shader parameter (uniform) of type [Texture2DArray]."
msgstr "[Texture2DArray] 类型着色器参数uniform的可视化着色器节点。"
msgid ""
"This parameter allows to provide a collection of textures for the shader. You "
"can use [VisualShaderNodeTexture2DArray] to extract the textures from array."
msgstr ""
"这个参数允许为着色器提供一个纹理集合。可以使用 "
"[VisualShaderNodeTexture2DArray] 从数组中提取纹理。"
msgid "Provides a 2D texture parameter within the visual shader graph."
msgstr "在可视化着色器图中提供 2D 纹理参数。"
msgid "Translated to [code]uniform sampler2D[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uniform sampler2D[/code]。"
msgid "Performs a 3D texture lookup within the visual shader graph."
msgstr "在可视化着色器图中,执行 3D 纹理查找。"
msgid ""
"A source texture. Used if [member VisualShaderNodeSample3D.source] is set to "
"[constant VisualShaderNodeSample3D.SOURCE_TEXTURE]."
msgstr ""
"源纹理。在 [member VisualShaderNodeSample3D.source] 为 [constant "
"VisualShaderNodeSample3D.SOURCE_TEXTURE] 时使用。"
msgid "Provides a 3D texture parameter within the visual shader graph."
msgstr "在可视化着色器图中提供 3D 纹理参数。"
msgid "Translated to [code]uniform sampler3D[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uniform sampler3D[/code]。"
msgid "Performs a uniform texture lookup within the visual shader graph."
msgstr "在可视化着色器图中执行 uniform 的纹理查找。"
msgid ""
"Performs a lookup operation on the texture provided as a uniform for the "
"shader."
msgstr "对作为 uniform 着色器提供的纹理进行查找操作。"
msgid "Sets the default color if no texture is assigned to the uniform."
msgstr "如果没有给 uniform 分配纹理,则设置默认颜色。"
msgid "Sets the texture filtering mode. See [enum TextureFilter] for options."
msgstr "设置纹理过滤模式。选项见 [enum TextureFilter]。"
msgid "Sets the texture repeating mode. See [enum TextureRepeat] for options."
msgstr "设置纹理重复模式。选项见 [enum TextureRepeat]。"
msgid ""
"Sets the texture source mode. Used for reading from the screen, depth, or "
"normal_roughness texture. See [enum TextureSource] for options."
msgstr ""
"设置纹理源的模式。用于读取 screen屏幕、depth深度或 normal_roughness"
"(法线粗糙度)纹理。选项见 [enum TextureSource]。"
msgid ""
"Adds [code]source_color[/code] as hint to the uniform declaration for proper "
"sRGB to linear conversion."
msgstr ""
"向该 uniform 声明添加 [code]source_color[/code] 提示,用于进行正确的 sRGB 到线"
"性颜色空间的转换。"
msgid ""
"Adds [code]hint_anisotropy[/code] as hint to the uniform declaration to use "
"for a flowmap."
msgstr "向该 uniform 声明添加 [code]hint_anisotropy[/code] 提示,用于流向图。"
msgid "Defaults to fully opaque white color."
msgstr "默认为完全不透明的白色。"
msgid "Defaults to fully opaque black color."
msgstr "默认为完全不透明的黑色。"
msgid "Defaults to fully transparent black color."
msgstr "默认为完全透明的黑色。"
msgid "Represents the size of the [enum ColorDefault] enum."
msgstr "代表 [enum ColorDefault] 枚举的大小。"
msgid ""
"Sample the texture using the filter determined by the node this shader is "
"attached to."
msgstr "使用由该着色器所附加到的节点决定的过滤器对纹理进行采样。"
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
"textures/default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
msgstr ""
"纹理过滤从最近的像素读取,但根据表面和相机视图之间的角度选择一个 mipmap。这减"
"少了几乎与相机对齐的表面上的伪影。可以通过调整 [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level],来更改各向异"
"性过滤级别。\n"
"[b]注意:[/b]这种纹理过滤在 2D 项目中很少有用。[constant "
"FILTER_LINEAR_MIPMAP] 通常更合适。"
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
msgstr ""
"纹理过滤在最近的 4 个像素之间进行混合,并根据表面和相机视图之间的角度选择一个 "
"mipmap。这减少了几乎与相机对齐的表面上的伪影。这是最慢的过滤选项但会产生最高"
"质量的纹理。可以通过调整 [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level],来更改各向异性过滤级别。\n"
"[b]注意:[/b]这种纹理过滤在 2D 项目中很少有用。[constant "
"FILTER_LINEAR_MIPMAP] 通常更合适。"
msgid ""
"Sample the texture using the repeat mode determined by the node this shader "
"is attached to."
msgstr "使用由该着色器所附加到的节点决定的重复模式对该纹理进行采样。"
msgid "The texture source is not specified in the shader."
msgstr "着色器中未指定纹理源。"
msgid ""
"The texture source is the screen texture which captures all opaque objects "
"drawn this frame."
msgstr "纹理源为屏幕纹理,捕获了本帧中绘制的所有不透明对象。"
msgid "The texture source is the depth texture from the depth prepass."
msgstr "纹理源为深度预处理阶段的深度纹理。"
msgid ""
"The texture source is the normal-roughness buffer from the depth prepass."
msgstr "纹理源为深度预处理阶段的法线粗糙度缓冲区。"
msgid "Represents the size of the [enum TextureSource] enum."
msgstr "代表 [enum TextureSource] 枚举的大小。"
msgid ""
"Performs a uniform texture lookup with triplanar within the visual shader "
"graph."
msgstr "在可视化着色器图中用三角面进行 uniform 纹理查找。"
msgid ""
"Performs a lookup operation on the texture provided as a uniform for the "
"shader, with support for triplanar mapping."
msgstr "对作为uniform着色器提供的纹理进行查找操作并支持三角面贴图。"
msgid ""
"Performs an SDF (signed-distance field) texture lookup within the visual "
"shader graph."
msgstr "在可视化着色器图中执行 SDF带符号距离场纹理查找。"
msgid "Translates to [code]texture_sdf(sdf_pos)[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]texture_sdf(sdf_pos)[/code]。"
msgid ""
"Performs an SDF (signed-distance field) normal texture lookup within the "
"visual shader graph."
msgstr "在可视化着色器图中,执行 SDF带符号距离场法线纹理查找。"
msgid ""
"Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]texture_sdf_normal(sdf_pos)[/code]。"
msgid ""
"Composes a [Transform3D] from four [Vector3]s within the visual shader graph."
msgstr "在可视化着色器图中,将四个 [Vector3] 合成为 [Transform3D]。"
msgid ""
"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. "
"Each vector is one row in the matrix and the last column is a [code]vec4(0, "
"0, 0, 1)[/code]."
msgstr ""
"使用四个类型为 [code]vec3[/code] 的向量创建一个 4x4 变换矩阵。每个向量是矩阵中"
"的一行,最后一列是一个 [code]vec4(0, 0, 0, 1)[/code]。"
msgid "A [Transform3D] constant for use within the visual shader graph."
msgstr "[Transform3D] 常量,在可视化着色器图中使用。"
msgid "A constant [Transform3D], which can be used as an input node."
msgstr "[Transform3D] 常量,可用作输入节点。"
msgid "A [Transform3D] constant which represents the state of this node."
msgstr "[Transform3D] 常量,代表该节点的状态。"
msgid ""
"Decomposes a [Transform3D] into four [Vector3]s within the visual shader "
"graph."
msgstr "在可视化着色器图中,将 [Transform3D] 分解为四个 [Vector3]。"
msgid ""
"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] "
"values, one from each row of the matrix."
msgstr "获取一个4x4的变换矩阵并将其分解为四个[code]vec3[/code]值,每行一个。"
msgid "Computes a [Transform3D] function within the visual shader graph."
msgstr "在可视化着色器图中,计算 [Transform3D] 函数。"
msgid "Computes an inverse or transpose function on the provided [Transform3D]."
msgstr "计算提供的 [Transform3D] 的逆或转置函数。"
msgid "The function to be computed. See [enum Function] for options."
msgstr "要计算的函数。选项参阅[enum Function]。"
msgid "Perform the inverse operation on the [Transform3D] matrix."
msgstr "对 [Transform3D] 矩阵执行逆运算。"
msgid "Perform the transpose operation on the [Transform3D] matrix."
msgstr "对 [Transform3D] 矩阵执行转置运算。"
msgid "A [Transform3D] operator to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的 [Transform3D] 运算符。"
msgid "Applies [member operator] to two transform (4x4 matrices) inputs."
msgstr "对两个变换4x4 矩阵)输入应用 [member operator]。"
msgid ""
"The type of the operation to be performed on the transforms. See [enum "
"Operator] for options."
msgstr "要对变换执行的运算的类型。选项见 [enum Operator]。"
msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
msgstr "将变换 [code]a[/code] 乘以变换 [code]b[/code]。"
msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
msgstr "将变换 [code]b[/code] 乘以变换 [code]a[/code]。"
msgid ""
"Performs a component-wise multiplication of transform [code]a[/code] by the "
"transform [code]b[/code]."
msgstr "对变换 [code]a[/code] 与变换 [code]b[/code] 进行分量明智的乘法。"
msgid ""
"Performs a component-wise multiplication of transform [code]b[/code] by the "
"transform [code]a[/code]."
msgstr "对变换 [code]b[/code] 与变换 [code]a[/code] 进行分量明智的乘法。"
msgid "Adds two transforms."
msgstr "将两个变换相加。"
msgid ""
"Subtracts the transform [code]a[/code] from the transform [code]b[/code]."
msgstr "从变换 [code]b[/code] 中减去变换 [code]a[/code]。"
msgid ""
"Subtracts the transform [code]b[/code] from the transform [code]a[/code]."
msgstr "从变换 [code]a[/code] 中减去变换 [code]b[/code]。"
msgid "Divides the transform [code]a[/code] by the transform [code]b[/code]."
msgstr "将变换 [code]a[/code] 除以变换 [code]b[/code]。"
msgid "Divides the transform [code]b[/code] by the transform [code]a[/code]."
msgstr "将变换 [code]b[/code] 除以变换 [code]a[/code]。"
msgid "A [Transform3D] parameter for use within the visual shader graph."
msgstr "可视化着色器图中使用的 [Transform3D] 参数。"
msgid "Translated to [code]uniform mat4[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uniform mat4[/code]。"
msgid ""
"Multiplies a [Transform3D] and a [Vector3] within the visual shader graph."
msgstr "在可视化着色器图中,将 [Transform3D] 与 [Vector3] 相乘。"
msgid ""
"A multiplication operation on a transform (4x4 matrix) and a vector, with "
"support for different multiplication operators."
msgstr "对一个变换4x4 矩阵)和一个向量进行乘法运算,支持不同的乘法运算符。"
msgid ""
"The multiplication type to be performed. See [enum Operator] for options."
msgstr "要执行的乘法类型。参阅 [enum Operator] 的选项。"
msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
msgstr "将变换 [code]a[/code] 乘以向量 [code]b[/code]。"
msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
msgstr "将向量 [code]b[/code] 乘以变换 [code]a[/code]。"
msgid ""
"Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping "
"the last row and column of the transform."
msgstr ""
"将变换 [code]a[/code] 乘以向量 [code]b[/code],跳过变换的最后一行和一列。"
msgid ""
"Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping "
"the last row and column of the transform."
msgstr ""
"将向量 [code]b[/code] 乘以变换 [code]a[/code],跳过变换的最后一行和一列。"
msgid ""
"An unsigned scalar integer constant to be used within the visual shader graph."
msgstr "可视化着色器图中使用的无符号整数标量常量。"
msgid "Translated to [code]uint[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uint[/code]。"
msgid "An unsigned integer constant which represents a state of this node."
msgstr "无符号整数常量,代表该节点的状态。"
msgid ""
"An unsigned scalar integer function to be used within the visual shader graph."
msgstr "无符号标量整数函数,在可视化着色器图中使用。"
msgid ""
"Accept an unsigned integer scalar ([code]x[/code]) to the input port and "
"transform it according to [member function]."
msgstr ""
"接受一个无符号整数标量([code]x[/code])到输入端口,并根据 [member function] "
"对其进行转换。"
msgid ""
"An unsigned integer scalar operator to be used within the visual shader graph."
msgstr "无符号标量整数运算符,在可视化着色器图中使用。"
msgid ""
"Applies [member operator] to two unsigned integer inputs: [code]a[/code] and "
"[code]b[/code]."
msgstr ""
"对两个无符号整数输入 [code]a[/code] 和 [code]b[/code] 应用 [member operator]。"
msgid ""
"A visual shader node for shader parameter (uniform) of type unsigned [int]."
msgstr "无符号 [int] 类型着色器参数uniform的可视化着色器节点。"
msgid ""
"A [VisualShaderNodeParameter] of type unsigned [int]. Offers additional "
"customization for range of accepted values."
msgstr ""
"无符号 [int] 类型的 [VisualShaderNodeParameter]。还可以对值的可接受范围进行自"
"定义。"
msgid ""
"Contains functions to modify texture coordinates ([code]uv[/code]) to be used "
"within the visual shader graph."
msgstr ""
"包含一些用于修改纹理坐标([code]uv[/code])的函数,在可视化着色器图中使用。"
msgid ""
"UV functions are similar to [Vector2] functions, but the input port of this "
"node uses the shader's UV value by default."
msgstr ""
"UV 函数与 [Vector2] 函数类似,但这个节点的输入端口默认使用着色器的 UV 值。"
msgid ""
"A function to be applied to the texture coordinates. See [enum Function] for "
"options."
msgstr "要对纹理坐标应用的函数。选项见 [enum Function]。"
msgid ""
"Translates [code]uv[/code] by using [code]scale[/code] and [code]offset[/"
"code] values using the following formula: [code]uv = uv + offset * scale[/"
"code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by "
"default."
msgstr ""
"使用 [code]scale[/code] 和 [code]offset[/code] 值对 [code]uv[/code] 进行平移,"
"使用的公式如下:[code]uv = uv + offset * scale[/code]。[code]uv[/code] 端口默"
"认连接至内置的 [code]UV[/code]。"
msgid ""
"Scales [code]uv[/code] by using [code]scale[/code] and [code]pivot[/code] "
"values using the following formula: [code]uv = (uv - pivot) * scale + pivot[/"
"code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by "
"default."
msgstr ""
"使用 [code]scale[/code] 和 [code]pivot[/code] 值对 [code]uv[/code] 进行缩放,"
"使用的公式如下:[code]uv = (uv - pivot) * scale + pivot[/code]。[code]uv[/"
"code] 端口默认连接至内置的 [code]UV[/code]。"
msgid ""
"A visual shader node that modifies the texture UV using polar coordinates."
msgstr "使用极坐标修改纹理 UV 的可视化着色器节点。"
msgid ""
"UV polar coord node will transform UV values into polar coordinates, with "
"specified scale, zoom strength and repeat parameters. It can be used to "
"create various swirl distortions."
msgstr ""
"UV 极坐标节点会使用指定的缩放、缩放强度和重复参数将 UV 值转化为极坐标。可以用"
"来创建各种漩涡变形。"
msgid "A visual shader node that represents a \"varying\" shader value."
msgstr "代表“verying”着色器值的可视化着色器节点。"
msgid ""
"Varying values are shader variables that can be passed between shader "
"functions, e.g. from Vertex shader to Fragment shader."
msgstr ""
"Varying 值是能够在着色器函数之间传递的着色器变量,例如从 Vertex 着色器传递到 "
"Fragment 着色器。"
msgid "Name of the variable. Must be unique."
msgstr "变量的名称。必须唯一。"
msgid "Type of the variable. Determines where the variable can be accessed."
msgstr "变量的类型。决定该变量可以从哪里访问。"
msgid "A visual shader node that gets a value of a varying."
msgstr "用于获取 varying 的可视化着色器节点。"
msgid ""
"Outputs a value of a varying defined in the shader. You need to first create "
"a varying that can be used in the given function, e.g. varying getter in "
"Fragment shader requires a varying with mode set to [constant VisualShader."
"VARYING_MODE_VERTEX_TO_FRAG_LIGHT]."
msgstr ""
"让着色器中定义的 varying 输出一个值。你需要首先创建可用于该函数的 varying例"
"如 Fragment 着色器的 varying getter 需要模式为 [constant VisualShader."
"VARYING_MODE_VERTEX_TO_FRAG_LIGHT] 的 varying。"
msgid "A visual shader node that sets a value of a varying."
msgstr "用于设置 varying 的可视化着色器节点。"
msgid ""
"Inputs a value to a varying defined in the shader. You need to first create a "
"varying that can be used in the given function, e.g. varying setter in "
"Fragment shader requires a varying with mode set to [constant VisualShader."
"VARYING_MODE_FRAG_TO_LIGHT]."
msgstr ""
"向着色器中定义的 varying 输入一个值。你需要首先创建可用于该函数的 varying例"
"如 Fragment 着色器的 varying setter 需要模式为 [constant VisualShader."
"VARYING_MODE_FRAG_TO_LIGHT] 的 varying。"
msgid "A [Vector2] constant to be used within the visual shader graph."
msgstr "可视化着色器图中使用的 [Vector2] 常量。"
msgid "A constant [Vector2], which can be used as an input node."
msgstr "[Vector2] 常量,可用作输入节点。"
msgid "A [Vector2] constant which represents the state of this node."
msgstr "代表该节点状态的 [Vector2] 常量。"
msgid "A [Vector2] parameter to be used within the visual shader graph."
msgstr "可视化着色器图中使用的 [Vector2] 参数。"
msgid "Translated to [code]uniform vec2[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uniform vec2[/code]。"
msgid "A [Vector3] constant to be used within the visual shader graph."
msgstr "[Vector3] 常量,用于可视化着色器图中。"
msgid "A constant [Vector3], which can be used as an input node."
msgstr "[Vector3] 常量,可用作输入节点。"
msgid "A [Vector3] constant which represents the state of this node."
msgstr "[Vector3] 常量,表示该节点的状态。"
msgid "A [Vector3] parameter to be used within the visual shader graph."
msgstr "可视化着色器图中使用的 [Vector3] 参数。"
msgid "Translated to [code]uniform vec3[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]uniform vec3[/code]。"
msgid "A 4D vector constant to be used within the visual shader graph."
msgstr "4D 常向量,用于可视化着色器图中。"
msgid "A constant 4D vector, which can be used as an input node."
msgstr "4D 常向量,可用作输入节点。"
msgid ""
"A 4D vector (represented as a [Quaternion]) constant which represents the "
"state of this node."
msgstr "4D 常向量(表示为 [Quaternion]),表示该节点的状态。"
msgid "A 4D vector parameter to be used within the visual shader graph."
msgstr "4D 向量参数,在可视化着色器图中使用。"
msgid ""
"A base type for the nodes that perform vector operations within the visual "
"shader graph."
msgstr "在可视化着色器图中执行向量运算的基础类型节点。"
msgid ""
"This is an abstract class. See the derived types for descriptions of the "
"possible operations."
msgstr "这是一个抽象类。可进行的运算描述见派生类。"
msgid "A vector type that this operation is performed on."
msgstr "要进行运算的向量类型。"
msgid ""
"Composes a [Vector2], [Vector3] or 4D vector (represented as a [Quaternion]) "
"from scalars within the visual shader graph."
msgstr ""
"在可视化着色器图中,从标量合成 [Vector2]、[Vector3] 或 4D 向量(由 "
"[Quaternion] 表示)。"
msgid ""
"Creates a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] using "
"scalar values that can be provided from separate inputs."
msgstr ""
"使用标量值创建 [code]vec2[/code]、[code]vec3[/code] 或 [code]vec4[/code],这些"
"标量值可以由独立的输入提供。"
msgid ""
"Decomposes a [Vector2], [Vector3] or 4D vector (represented as a "
"[Quaternion]) into scalars within the visual shader graph."
msgstr ""
"在可视化着色器图中,将 [Vector2]、[Vector3] 或 4D 向量(由 [Quaternion] 表示)"
"分解为标量。"
msgid ""
"Takes a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] and "
"decomposes it into scalar values that can be used as separate outputs."
msgstr ""
"接受 [code]vec2[/code]、[code]vec3[/code] 或 [code]vec4[/code] 并将其分解为标"
"量值,这些标量值可以用作独立的输出。"
msgid ""
"Returns the distance between two points. To be used within the visual shader "
"graph."
msgstr "返回两点之间的距离。用于可视化着色器图中。"
msgid ""
"Calculates distance from point represented by vector [code]p0[/code] to "
"vector [code]p1[/code].\n"
"Translated to [code]distance(p0, p1)[/code] in the shader language."
msgstr ""
"计算从向量 [code]p0[/code] 表示的点到向量 [code]p1[/code] 的距离。\n"
"在着色器语言中被转换成 [code]distance(p0, p1)[/code]。"
msgid "A vector function to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的向量函数。"
msgid "A visual shader node able to perform different functions using vectors."
msgstr "可视化着色器节点,能够使用向量执行不同的函数。"
msgid "The function to be performed. See [enum Function] for options."
msgstr "要执行的函数。参阅 [enum Function] 的选项。"
msgid ""
"Normalizes the vector so that it has a length of [code]1[/code] but points in "
"the same direction."
msgstr "将向量归一化,使其长度为[code]1[/code],但指向相同的方向。"
msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
msgstr "限制[code]0.0[/code]和[code]1.0[/code]之间的值。"
msgid "Returns the opposite value of the parameter."
msgstr "返回参数的相反值。"
msgid "Returns [code]1/vector[/code]."
msgstr "返回 [code]1/vector[/code]。"
msgid "Returns the absolute value of the parameter."
msgstr "返回参数的绝对值。"
msgid "Returns the arc-cosine of the parameter."
msgstr "返回参数的反余弦值。"
msgid "Returns the inverse hyperbolic cosine of the parameter."
msgstr "返回参数的反双曲余弦值。"
msgid "Returns the arc-sine of the parameter."
msgstr "返回参数的反正弦值。"
msgid "Returns the inverse hyperbolic sine of the parameter."
msgstr "返回参数的反双曲正弦值。"
msgid "Returns the arc-tangent of the parameter."
msgstr "返回参数的反正切值。"
msgid "Returns the inverse hyperbolic tangent of the parameter."
msgstr "返回参数的反双曲正切值。"
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter."
msgstr "查找最接近的大于或等于参数的整数。"
msgid "Returns the cosine of the parameter."
msgstr "返回参数的余弦值。"
msgid "Returns the hyperbolic cosine of the parameter."
msgstr "返回参数的双曲余弦值。"
msgid "Converts a quantity in radians to degrees."
msgstr "将以弧度为单位的量转换为度。"
msgid "Base-e Exponential."
msgstr "以 e 为底的指数。"
msgid "Base-2 Exponential."
msgstr "以 2 为底的指数。"
msgid "Finds the nearest integer less than or equal to the parameter."
msgstr "查找小于或等于参数的最近整数。"
msgid "Computes the fractional part of the argument."
msgstr "计算参数的小数部分。"
msgid "Returns the inverse of the square root of the parameter."
msgstr "返回参数的平方根的倒数。"
msgid "Natural logarithm."
msgstr "自然对数。"
msgid "Base-2 logarithm."
msgstr "以 2 为底的对数。"
msgid "Converts a quantity in degrees to radians."
msgstr "将度数转换为弧度。"
msgid "Finds the nearest integer to the parameter."
msgstr "查找参数最近的整数。"
msgid "Finds the nearest even integer to the parameter."
msgstr "查找参数最近的偶数。"
msgid ""
"Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the "
"parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
"otherwise."
msgstr ""
"提取参数的符号,即如果参数是负的,返回 [code]-1[/code],如果是正的,返回 "
"[code]1[/code],否则返回 [code]0[/code]。"
msgid "Returns the sine of the parameter."
msgstr "返回参数的正弦值。"
msgid "Returns the hyperbolic sine of the parameter."
msgstr "返回参数的双曲正弦值。"
msgid "Returns the square root of the parameter."
msgstr "返回参数的平方根。"
msgid "Returns the tangent of the parameter."
msgstr "返回参数的正切值。"
msgid "Returns the hyperbolic tangent of the parameter."
msgstr "返回参数的双曲正切值。"
msgid ""
"Returns a value equal to the nearest integer to the parameter whose absolute "
"value is not larger than the absolute value of the parameter."
msgstr "返回一个等于与参数最接近的整数的值,该值的绝对值不大于参数的绝对值。"
msgid "Returns [code]1.0 - vector[/code]."
msgstr "返回 [code]1.0 - vector[/code]。"
msgid "Returns the length of a [Vector3] within the visual shader graph."
msgstr "返回[Vector3]在可视化着色器图中的长度。"
msgid "Translated to [code]length(p0)[/code] in the shader language."
msgstr "翻译为着色器语言中的 [code]length(p0)[/code]。"
msgid "A vector operator to be used within the visual shader graph."
msgstr "在可视化着色器图中使用的向量运算符。"
msgid ""
"A visual shader node for use of vector operators. Operates on vector [code]a[/"
"code] and vector [code]b[/code]."
msgstr ""
"用于使用向量运算符的可视化着色器节点。对向量[code]a[/code]和向量[code]b[/code]"
"进行操作。"
msgid "The operator to be used. See [enum Operator] for options."
msgstr "要使用的运算符。参阅[enum Operator]的选项。"
msgid "Adds two vectors."
msgstr "将两个向量相加。"
msgid "Subtracts a vector from a vector."
msgstr "从一个向量中减去一个向量。"
msgid "Multiplies two vectors."
msgstr "将两个向量相乘。"
msgid "Divides vector by vector."
msgstr "将向量除以向量。"
msgid "Returns the remainder of the two vectors."
msgstr "返回两个向量的余数。"
msgid ""
"Returns the value of the first parameter raised to the power of the second, "
"for each component of the vectors."
msgstr "返回第一个参数的值提高到第二个参数的幂,对于向量的每个分量。"
msgid "Returns the greater of two values, for each component of the vectors."
msgstr "对于向量的每个分量,返回两个值中的较大值。"
msgid "Returns the lesser of two values, for each component of the vectors."
msgstr "对于向量的每个分量,返回两个数值中的较小者。"
msgid "Calculates the cross product of two vectors."
msgstr "计算两个向量的叉积。"
msgid "Returns the arc-tangent of the parameters."
msgstr "返回参数的反正切值。"
msgid ""
"Returns the vector that points in the direction of reflection. [code]a[/code] "
"is incident vector and [code]b[/code] is the normal vector."
msgstr ""
"返回指向反射方向的向量。[code]a[/code] 是入射向量,[code]b[/code] 是法向量。"
msgid ""
"Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
"than [code]b[/code] and [code]1.0[/code] otherwise."
msgstr ""
"向量步长运算符。如果[code]a[/code]小于[code]b[/code],返回 [code]0.0[/code]"
"否则返回 [code]1.0[/code]。"
msgid ""
"Returns the vector that points in the direction of refraction. For use within "
"the visual shader graph."
msgstr "返回指向折射方向的向量。在可视化着色器图中使用。"
msgid ""
"Translated to [code]refract(I, N, eta)[/code] in the shader language, where "
"[code]I[/code] is the incident vector, [code]N[/code] is the normal vector "
"and [code]eta[/code] is the ratio of the indices of the refraction."
msgstr ""
"在着色器语言中转换成 [code]refract(I, N, eta)[/code],其中 [code]I[/code] 是入"
"射向量,[code]N[/code] 是法线向量,[code]eta[/code] 是折射的比率。"
msgid ""
"A visual shader node that calculates the position of the pixel in world space "
"using the depth texture."
msgstr "可视化着色器节点,使用深度纹理计算像素在世界空间中的位置。"
msgid ""
"The WorldPositionFromDepth node reconstructs the depth position of the pixel "
"in world space. This can be used to obtain world space UVs for projection "
"mapping like Caustics."
msgstr ""
"WorldPositionFromDepth 节点重建世界空间中像素的深度位置。这可被用于获取用于投"
"影映射(如焦散)的世界空间 UV。"
msgid "Real-time global illumination (GI) probe."
msgstr "实时全局光照GI探测。"
msgid ""
"[VoxelGI]s are used to provide high-quality real-time indirect light and "
"reflections to scenes. They precompute the effect of objects that emit light "
"and the effect of static geometry to simulate the behavior of complex light "
"in real-time. [VoxelGI]s need to be baked before having a visible effect. "
"However, once baked, dynamic objects will receive light from them. "
"Furthermore, lights can be fully dynamic or baked.\n"
"[b]Note:[/b] [VoxelGI] is only supported in the Forward+ rendering method, "
"not Mobile or Compatibility.\n"
"[b]Procedural generation:[/b] [VoxelGI] can be baked in an exported project, "
"which makes it suitable for procedurally generated or user-built levels as "
"long as all the geometry is generated in advance. For games where geometry is "
"generated at any time during gameplay, SDFGI is more suitable (see [member "
"Environment.sdfgi_enabled]).\n"
"[b]Performance:[/b] [VoxelGI] is relatively demanding on the GPU and is not "
"suited to low-end hardware such as integrated graphics (consider [LightmapGI] "
"instead). To improve performance, adjust [member ProjectSettings.rendering/"
"global_illumination/voxel_gi/quality] and enable [member ProjectSettings."
"rendering/global_illumination/gi/use_half_resolution] in the Project "
"Settings. To provide a fallback for low-end hardware, consider adding an "
"option to disable [VoxelGI] in your project's options menus. A [VoxelGI] node "
"can be disabled by hiding it.\n"
"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks "
"(avoid one-sided walls). For interior levels, enclose your level geometry in "
"a sufficiently large box and bridge the loops to close the mesh. To further "
"prevent light leaks, you can also strategically place temporary "
"[MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to "
"[constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then "
"be hidden after baking the [VoxelGI] node."
msgstr ""
"[VoxelGI] 用于为场景提供高质量的实时的间接光照和反射。它们预先计算发光物体的效"
"果和静态几何体的效果,以实时模拟复杂光线的行为。[VoxelGI] 需要经过烘焙才能产生"
"可见的效果。然而,一旦烘焙,动态对象将接收来自它们的光。此外,灯光可以是完全动"
"态的,也可以是烘焙的。\n"
"[b]注意:[/b][VoxelGI] 只支持 Forward+ 渲染方式,不支持 Mobile 或 "
"Compatibility。\n"
"[b]程序生成:[/b][VoxelGI] 可以在导出的项目中烘焙,这使得它适用于程序生成或用"
"户构建的关卡,只要所有几何体都预先生成即可。对于在游戏过程中随时生成几何图形的"
"游戏SDFGI 更合适(参见 [member Environment.sdfgi_enabled])。\n"
"[b]性能:[/b][VoxelGI] 对 GPU 要求比较高,不适合集成显卡等低端硬件(可以考虑改"
"用 [LightmapGI])。要提高性能,请在项目设置中,调整 [member ProjectSettings."
"rendering/global_illumination/voxel_gi/quality],并启用 [member "
"ProjectSettings.rendering/global_illumination/gi/use_half_resolution]。要为低"
"端硬件提供后备方案,请考虑在项目的选项菜单中,添加一个选项,以禁用 [VoxelGI]。"
"[VoxelGI] 节点可以通过隐藏而禁用。\n"
"[b]注意:[/b]网格应该有足够厚的壁(避免单面墙)以避免漏光。对于内部关卡,请将"
"关卡几何体封装在一个足够大的盒子中,并桥接循环边以闭合网格。为了进一步防止漏"
"光,还可以策略性地放置临时 [MeshInstance3D] 节点,并将其 [member "
"GeometryInstance3D.gi_mode] 设置为 [constant GeometryInstance3D."
"GI_MODE_STATIC]。然后可以在烘焙 [VoxelGI] 节点后,隐藏这些临时节点。"
msgid "Using Voxel global illumination"
msgstr "使用体素全局光照"
msgid ""
"Bakes the effect from all [GeometryInstance3D]s marked with [constant "
"GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either "
"[constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [param "
"create_visual_debug] is [code]true[/code], after baking the light, this will "
"generate a [MultiMesh] that has a cube representing each solid cell with each "
"cube colored to the cell's albedo color. This can be used to visualize the "
"[VoxelGI]'s data and debug any issues that may be occurring.\n"
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance3D]s and [Light3D]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [VoxelGI], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
"烘焙来自所有标记为 [constant GeometryInstance3D.GI_MODE_STATIC] 的 "
"[GeometryInstance3D] 以及标记为 [constant Light3D.BAKE_STATIC] 或 [constant "
"Light3D.BAKE_DYNAMIC] 的 [Light3D] 的效果。如果 [param create_visual_debug] "
"为 [code]true[/code],则烘焙光照后会生成一个 [MultiMesh],用立方体代表各个实体"
"单元格,每个立方体都使用对应单元格的反照率颜色着色。这样就对 [VoxelGI] 的数据"
"进行了可视化,可以用来调试可能发生的问题。\n"
"[b]注意:[/b]编辑器和导出后的项目中都可以使用 [method bake]。因此可用于程序式"
"生成或用户构建的关卡。对于大多数场景,烘焙 [VoxelGI] 节点一般需要 5 到 20 秒。"
"降低 [member subdiv] 可以加速烘焙。\n"
"[b]注意:[/b][GeometryInstance3D] 和 [Light3D] 节点必须在调用 [method bake] 前"
"完全就绪。如果这些节点是程序式生成的,而烘焙后的 [VoxelGI] 中缺失部分网格和灯"
"光,请使用 [code]call_deferred(\"bake\")[/code],不要直接调用 [method bake]。"
msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
msgstr "在启用 [code]create_visual_debug[/code] 的情况下调用 [method bake] 。"
msgid ""
"The [CameraAttributes] resource that specifies exposure levels to bake at. "
"Auto-exposure and non exposure properties will be ignored. Exposure settings "
"should be used to reduce the dynamic range present when baking. If exposure "
"is too high, the [VoxelGI] will have banding artifacts or may have over-"
"exposure artifacts."
msgstr ""
"指定烘焙所使用的曝光级别的 [CameraAttributes] 资源。自动曝光和非曝光属性会被忽"
"略。曝光设置应当用于降低烘焙时的动态范围。如果曝光过高,[VoxelGI] 会产生色带问"
"题,也可能出现过曝问题。"
msgid "The [VoxelGIData] resource that holds the data for this [VoxelGI]."
msgstr "为该 [VoxelGI] 存放数据的 [VoxelGIData] 资源。"
msgid ""
"The size of the area covered by the [VoxelGI]. If you make the size larger "
"without increasing the subdivisions with [member subdiv], the size of each "
"cell will increase and result in lower detailed lighting.\n"
"[b]Note:[/b] Size is clamped to 1.0 unit or more on each axis."
msgstr ""
"[VoxelGI] 所覆盖区域的大小。如果你扩大了范围,但没有使用 [member subdiv] 增加"
"细分,则每个单元格的大小都将增加,导致照明细节下降。\n"
"[b]注意:[/b]大小在每个轴上被限制为 1.0 或更多。"
msgid ""
"Number of times to subdivide the grid that the [VoxelGI] operates on. A "
"higher number results in finer detail and thus higher visual quality, while "
"lower numbers result in better performance."
msgstr ""
"对 [VoxelGI] 操作的栅格进行细分的次数。数字越大,细节越精细,因此视觉质量越"
"高,而数字越小则性能越好。"
msgid ""
"Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use "
"it if you can, but especially use it on lower-end hardware."
msgstr ""
"使用 64 分区,这是最低的质量设置,但也是最快的。如果你能使用它,特别是在低端硬"
"件上使用它。"
msgid "Use 128 subdivisions. This is the default quality setting."
msgstr "使用 128 个分区。这是默认的质量设置。"
msgid "Use 256 subdivisions."
msgstr "使用 256 个分区。"
msgid ""
"Use 512 subdivisions. This is the highest quality setting, but the slowest. "
"On lower-end hardware, this could cause the GPU to stall."
msgstr ""
"使用 512 个分区。这是最高的质量设置,但也是最慢的。在低端硬件上,这可能会导致 "
"GPU 停顿。"
msgid "Represents the size of the [enum Subdiv] enum."
msgstr "代表 [enum Subdiv] 举的大小。"
msgid ""
"Contains baked voxel global illumination data for use in a [VoxelGI] node."
msgstr "包含用于 [VoxelGI] 节点的烘焙体素全局光照数据。"
msgid ""
"[VoxelGIData] contains baked voxel global illumination for use in a [VoxelGI] "
"node. [VoxelGIData] also offers several properties to adjust the final "
"appearance of the global illumination. These properties can be adjusted at "
"run-time without having to bake the [VoxelGI] node again.\n"
"[b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from "
"growing too much and becoming slow to load and save, always save "
"[VoxelGIData] to an external binary resource file ([code].res[/code]) instead "
"of embedding it within the scene. This can be done by clicking the dropdown "
"arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the "
"floppy disk icon at the top of the Inspector then choosing [b]Save As...[/b]."
msgstr ""
"[VoxelGIData] 包含烘焙的体素全局照明,用于 [VoxelGI] 节点。[VoxelGIData] 还提"
"供了若干用来调整全局照明最终外观的属性。这些属性可以在运行时调整,无须再次烘"
"焙 [VoxelGI] 节点。\n"
"[b]注意:[/b]为了防止基于文本的场景文件([code].tscn[/code])过度增长,导致加"
"载和保存速度变慢,请始终将 [VoxelGIData] 保存为外部二进制资源文件([code]."
"res[/code]),不要将其嵌入到场景中。做法是点击 [VoxelGIData] 资源旁边的下拉箭"
"头,选择[b]编辑[/b],点击检查器顶部的软盘图标,然后选择[b]另存为...[/b]。"
msgid ""
"Returns the bounds of the baked voxel data as an [AABB], which should match "
"[member VoxelGI.size] after being baked (which only contains the size as a "
"[Vector3]).\n"
"[b]Note:[/b] If the size was modified without baking the VoxelGI data, then "
"the value of [method get_bounds] and [member VoxelGI.size] will not match."
msgstr ""
"返回一个 [AABB],表示已烘焙体素数据的边界,烘焙后应该与 [member VoxelGI.size] "
"相匹配(仅包含表示大小的 [Vector3])。\n"
"[b]注意:[/b]如果修改了大小但没有对 VoxelGI 数据进行烘焙,则 [method "
"get_bounds] 和 [member VoxelGI.size] 的值将不匹配。"
msgid ""
"The normal bias to use for indirect lighting and reflections. Higher values "
"reduce self-reflections visible in non-rough materials, at the cost of more "
"visible light leaking and flatter-looking indirect lighting. To prioritize "
"hiding self-reflections over lighting quality, set [member bias] to "
"[code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] "
"and [code]2.0[/code]."
msgstr ""
"间接光照和反射所使用的法线偏移。较高的值可以减少非粗糙材质中可见的自反射,但会"
"增加光线泄漏并让间接光照看上去更扁平。如果要优先隐藏自反射而不是追求光照质量,"
"请将 [member bias] 设为 [code]0.0[/code],并将 [member normal_bias] 设为 "
"[code]1.0[/code] 和 [code]2.0[/code] 之间的值。"
msgid ""
"The dynamic range to use ([code]1.0[/code] represents a low dynamic range "
"scene brightness). Higher values can be used to provide brighter indirect "
"lighting, at the cost of more visible color banding in dark areas (both in "
"indirect lighting and reflections). To avoid color banding, it's recommended "
"to use the lowest value that does not result in visible light clipping."
msgstr ""
"要使用的动态范围([code]1.0[/code] 代表低动态范围场景亮度)。较高的值可用于提"
"供更明亮的间接光照,但会在较暗的区域产生更多可见的色带效果(包括间接光照和反"
"射)。为了避免色带效果,建议将其设置得尽可能低,避免出现明显的亮度截断。"
msgid ""
"The energy of the indirect lighting and reflections produced by the [VoxelGI] "
"node. Higher values result in brighter indirect lighting. If indirect "
"lighting looks too flat, try decreasing [member propagation] while increasing "
"[member energy] at the same time. See also [member use_two_bounces] which "
"influences the indirect lighting's effective brightness."
msgstr ""
"[VoxelGI] 节点产生的间接照明和反射的能量。值越高,间接照明越亮。如果间接照明看"
"起来过于平坦,请尝试减少 [member propagation],同时增加 [member energy]。另请"
"参阅影响间接照明有效亮度的 [member use_two_bounces]。"
msgid ""
"If [code]true[/code], [Environment] lighting is ignored by the [VoxelGI] "
"node. If [code]false[/code], [Environment] lighting is taken into account by "
"the [VoxelGI] node. [Environment] lighting updates in real-time, which means "
"it can be changed without having to bake the [VoxelGI] node again."
msgstr ""
"如果为 [code]true[/code],则 [VoxelGI] 节点会忽略 [Environment] 光照。如果为 "
"[code]false[/code],则 [VoxelGI] 节点会考虑 [Environment] 光照。[Environment] "
"光照会实时更新,这意味着无需再次烘焙 [VoxelGI] 节点即可对其进行更改。"
msgid ""
"The normal bias to use for indirect lighting and reflections. Higher values "
"reduce self-reflections visible in non-rough materials, at the cost of more "
"visible light leaking and flatter-looking indirect lighting. See also [member "
"bias]. To prioritize hiding self-reflections over lighting quality, set "
"[member bias] to [code]0.0[/code] and [member normal_bias] to a value between "
"[code]1.0[/code] and [code]2.0[/code]."
msgstr ""
"用于间接照明和反射的法线偏置。较高的值能够减少在非粗糙材质中可见的自反射,但会"
"导致更多可见的漏光问题,间接照明看起来也会更平坦。另见 [member bias]。要优先隐"
"藏自反射,而不是提高照明质量,请将 [member bias] 设置为 [code]0.0[/code],并"
"将 [member normal_bias] 设置为介于 [code]1.0[/code] 和 [code]2.0[/code] 之间的"
"值。"
msgid ""
"The multiplier to use when light bounces off a surface. Higher values result "
"in brighter indirect lighting. If indirect lighting looks too flat, try "
"decreasing [member propagation] while increasing [member energy] at the same "
"time. See also [member use_two_bounces] which influences the indirect "
"lighting's effective brightness."
msgstr ""
"当光线从表面反弹时使用的乘数。较高的值会导致更亮的间接照明。如果间接照明看起来"
"过于平坦,请尝试减少 [member propagation] 同时增加 [member energy]。另请参阅影"
"响间接照明的有效亮度的 [member use_two_bounces]。"
msgid ""
"If [code]true[/code], performs two bounces of indirect lighting instead of "
"one. This makes indirect lighting look more natural and brighter at a small "
"performance cost. The second bounce is also visible in reflections. If the "
"scene appears too bright after enabling [member use_two_bounces], adjust "
"[member propagation] and [member energy]."
msgstr ""
"如果为 [code]true[/code],则执行两次间接照明反弹而不是一次。这使得以一个较低的"
"性能成本,使间接照明看起来更自然、更明亮。第二次反弹在反射中也是可见的。如果启"
"用 [member use_two_bounces] 后场景显得太亮,请调整 [member propagation] 和 "
"[member energy]。"
msgid "A vertical scrollbar that goes from top (min) to bottom (max)."
msgstr "垂直滚动条,从顶部(最小)滚动到底部(最大)。"
msgid ""
"A vertical scrollbar, typically used to navigate through content that extends "
"beyond the visible height of a control. It is a [Range]-based control and "
"goes from top (min) to bottom (max). Note that this direction is the opposite "
"of [VSlider]'s."
msgstr ""
"垂直滚动条,通常用于为超出控件可见高度的内容进行导航。这是基于 [Range] 的控"
"件,从顶部(最小)滚动到底部(最大)。注意,滚动方向和 [VSlider] 相反。"
msgid "A vertical line used for separating other controls."
msgstr "分隔其他控件的垂直线。"
msgid ""
"A vertical separator used for separating other controls that are arranged "
"[b]horizontally[/b]. [VSeparator] is purely visual and normally drawn as a "
"[StyleBoxLine]."
msgstr ""
"分隔其他[b]水平[/b]排列的控件的垂直线。[VSeparator] 只提供视觉上的分隔,通常"
"用 [StyleBoxLine] 绘制。"
msgid "A vertical slider that goes from bottom (min) to top (max)."
msgstr "从下(最小)到上(最大)的垂直滚动条。"
msgid ""
"A vertical slider, used to adjust a value by moving a grabber along a "
"vertical axis. It is a [Range]-based control and goes from bottom (min) to "
"top (max). Note that this direction is the opposite of [VScrollBar]'s."
msgstr ""
"垂直滚动条,可用通过沿着垂直轴移动抓取器来调整取值。这个控件继承自 [Range],从"
"下(最小)到上(最大)滚动。注意这个方向和 [VScrollBar] 的方向是相反的。"
msgid ""
"A container that splits two child controls vertically and provides a grabber "
"for adjusting the split ratio."
msgstr "会将两个子控件进行垂直分隔的容器,并且提供了用于调整分隔比例的抓取器。"
msgid ""
"A container that accepts only two child controls, then arranges them "
"vertically and creates a divisor between them. The divisor can be dragged "
"around to change the size relation between the child controls."
msgstr ""
"仅接受两个子控件的容器,会将这两个控件垂直排列,在两者之间创建一条分隔线。分隔"
"线可以拖动,从而改变两个子控件之间的大小关系。"
msgid ""
"Holds an [Object]. If the object is [RefCounted], it doesn't update the "
"reference count."
msgstr "存放 [Object]。如果该对象为 [RefCounted],则不会影响其引用计数。"
msgid ""
"A weakref can hold a [RefCounted] without contributing to the reference "
"counter. A weakref can be created from an [Object] using [method @GlobalScope."
"weakref]. If this object is not a reference, weakref still works, however, it "
"does not have any effect on the object. Weakrefs are useful in cases where "
"multiple classes have variables that refer to each other. Without weakrefs, "
"using these classes could lead to memory leaks, since both references keep "
"each other from being released. Making part of the variables a weakref can "
"prevent this cyclic dependency, and allows the references to be released."
msgstr ""
"弱引用可以存放 [RefCounted],但不会影响其引用计数。可以使用 [method "
"@GlobalScope.weakref] 创建 [Object] 的弱引用。如果该对象不是引用,弱引用仍然有"
"效,只是对这个对象没有任何影响。弱引用在多个类的变量相互引用的情况下很有用。如"
"果没有弱引用,使用这些类可能会导致内存泄漏,因为这两个引用会阻止彼此被释放。将"
"部分变量设置为弱引用可以防止这种循环依赖,让引用能够被释放。"
msgid ""
"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
"if that object no longer exists."
msgstr ""
"返回这个弱引用所引用的 [Object]。如果该对象不复存在,则返回 [code]null[/"
"code]。"
msgid "Closes this data channel, notifying the other peer."
msgstr "关闭此数据通道,通知另一个对等体。"
msgid ""
"Returns the number of bytes currently queued to be sent over this channel."
msgstr "返回当前排队在此通道上发送的字节数。"
msgid ""
"Returns the ID assigned to this channel during creation (or auto-assigned "
"during negotiation).\n"
"If the channel is not negotiated out-of-band the ID will only be available "
"after the connection is established (will return [code]65535[/code] until "
"then)."
msgstr ""
"返回创建时分配给该通道的 ID或是在协商时自动分配的。\n"
"如果该通道没有进行带外协商,那么该 ID 将只在连接建立后可用(在此之前将返回 "
"[code]65535[/code])。"
msgid "Returns the label assigned to this channel during creation."
msgstr "返回创建时分配给该通道的标签。"
msgid ""
"Returns the [code]maxPacketLifeTime[/code] value assigned to this channel "
"during creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
"返回创建时分配给这个通道的 [code]maxPacketLifeTime[/code] 值。\n"
"如果没有指定,将是 [code]65535[/code]。"
msgid ""
"Returns the [code]maxRetransmits[/code] value assigned to this channel during "
"creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
"返回创建时分配给这个通道的 [code]maxRetransmits[/code] 值。\n"
"如果没有指定,将是 [code]65535[/code]。"
msgid ""
"Returns the sub-protocol assigned to this channel during creation. An empty "
"string if not specified."
msgstr "返回创建时分配给这个通道的子协议。如果没有指定,则为空字符串。"
msgid "Returns the current state of this channel, see [enum ChannelState]."
msgstr "返回该通道的当前状态,见 [enum ChannelState]。"
msgid ""
"Returns [code]true[/code] if this channel was created with out-of-band "
"configuration."
msgstr "如果这个通道是用带外配置创建的,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this channel was created with ordering enabled "
"(default)."
msgstr "如果这个通道在创建时启用了排序功能,则默认返回 [code]true[/code]。"
msgid "Reserved, but not used for now."
msgstr "保留,目前未使用。"
msgid ""
"Returns [code]true[/code] if the last received packet was transferred as "
"text. See [member write_mode]."
msgstr ""
"如果最后收到的数据包是以文本形式传输,则返回 [code]true[/code]。见 [member "
"write_mode]。"
msgid ""
"The transfer mode to use when sending outgoing packet. Either text or binary."
msgstr "发送出去数据包时要使用的传输模式。可以是文本或二进制。"
msgid ""
"Tells the channel to send data over this channel as text. An external peer "
"(non-Godot) would receive this as a string."
msgstr ""
"告诉通道以文本形式在这个通道上发送数据。外部对等体(非 Godot会以字符串的形式"
"接收。"
msgid ""
"Tells the channel to send data over this channel as binary. An external peer "
"(non-Godot) would receive this as array buffer or blob."
msgstr ""
"告诉通道以二进制形式在此通道上发送数据。外部对等体(非 Godot将以数组缓冲区"
"或 blob 的形式接收。"
msgid "The channel was created, but it's still trying to connect."
msgstr "通道已经创建,但它仍在尝试连接。"
msgid "The channel is currently open, and data can flow over it."
msgstr "该通道目前是打开的,数据可以在其上流动。"
msgid ""
"The channel is being closed, no new messages will be accepted, but those "
"already in queue will be flushed."
msgstr "通道正在关闭,将不接受新的消息,但已经在队列中的消息将被刷新。"
msgid "The channel was closed, or connection failed."
msgstr "通道已关闭,或连接失败。"
msgid ""
"A simple interface to create a peer-to-peer mesh network composed of "
"[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]."
msgstr ""
"简单的接口,用于创建由 [WebRTCPeerConnection] 组成的点对点网状网络,与 "
"[MultiplayerAPI] 兼容。"
msgid ""
"This class constructs a full mesh of [WebRTCPeerConnection] (one connection "
"for each peer) that can be used as a [member MultiplayerAPI."
"multiplayer_peer].\n"
"You can add each [WebRTCPeerConnection] via [method add_peer] or remove them "
"via [method remove_peer]. Peers must be added in [constant "
"WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate "
"channels. This class will not create offers nor set descriptions, it will "
"only poll them, and notify connections and disconnections.\n"
"When creating the peer via [method create_client] or [method create_server] "
"the [method MultiplayerPeer.is_server_relay_supported] method will return "
"[code]true[/code] enabling peer exchange and packet relaying when supported "
"by the [MultiplayerAPI] implementation.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"这个类构建了一个完整的 [WebRTCPeerConnection] 网状结构(每个对等体有一个连"
"接),可用作 [member MultiplayerAPI.multiplayer_peer]。\n"
"可以通过 [method add_peer] 添加每个 [WebRTCPeerConnection],或通过 [method "
"remove_peer] 移除它们。必须在 [constant WebRTCPeerConnection.STATE_NEW] 状态下"
"添加对等体,以允许它创建适当的通道。这个类不会创建提交或设置描述,它只会轮询它"
"们,并通知连接和断开连接。\n"
"当通过 [method create_client] 或 [method create_server] 创建对等体时, "
"[method MultiplayerPeer.is_server_relay_supported] 方法将返回 [code]true[/"
"code],在 [MultiplayerAPI] 实现支持时启用对等体交换和数据包中继。\n"
"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署前,请确保在 Android "
"导出预设中启用了 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 "
"Android 阻止。"
msgid ""
"Add a new peer to the mesh with the given [param peer_id]. The "
"[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection."
"STATE_NEW].\n"
"Three channels will be created for reliable, unreliable, and ordered "
"transport. The value of [param unreliable_lifetime] will be passed to the "
"[code]\"maxPacketLifetime\"[/code] option when creating unreliable and "
"ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
msgstr ""
"以给定的 [param peer_id] 添加一个新的对等体到网状结构。该 "
"[WebRTCPeerConnection] 必须处于 [constant WebRTCPeerConnection.STATE_NEW] 状"
"态。\n"
"将为可靠的、不可靠的和有序的传输创建三个通道。在创建不可靠和有序通道时,"
"[param unreliable_lifetime] 的值将被传递给 [code]\"maxPacketLifetime\"[/code]"
"选项(见 [method WebRTCPeerConnection.create_data_channel])。"
msgid ""
"Initialize the multiplayer peer as a client with the given [param peer_id] "
"(must be between 2 and 2147483647). In this mode, you should only call "
"[method add_peer] once and with [param peer_id] of [code]1[/code]. This mode "
"enables [method MultiplayerPeer.is_server_relay_supported], allowing the "
"upper [MultiplayerAPI] layer to perform peer exchange and packet relaying.\n"
"You can optionally specify a [param channels_config] array of [enum "
"MultiplayerPeer.TransferMode] which will be used to create extra channels "
"(WebRTC only supports one transfer mode per channel)."
msgstr ""
"将多人游戏对等体初始化为客户端,对等体 ID 为 [param peer_id](必须在 2 和 "
"2147483647 之间)。在这种模式下,你应当只调用 [method add_peer] 一次,使用 "
"[code]1[/code] 作为 [param peer_id]。这种模式会启用 [method MultiplayerPeer."
"is_server_relay_supported],允许上层 [MultiplayerAPI] 执行对等体交换和数据包接"
"力。\n"
"你也可以指定 [param channels_config] 数组,数组中的元素为 [enum "
"MultiplayerPeer.TransferMode]会用于创建额外的通道WebRTC 的每个通道仅支持一"
"种传输模式)。"
msgid ""
"Initialize the multiplayer peer as a mesh (i.e. all peers connect to each "
"other) with the given [param peer_id] (must be between 1 and 2147483647)."
msgstr ""
"将多人游戏对等体初始化为网状(即所有对等体都互相连接),对等体 ID 为 [param "
"peer_id](必须在 1 和 2147483647 之间)。"
msgid ""
"Initialize the multiplayer peer as a server (with unique ID of [code]1[/"
"code]). This mode enables [method MultiplayerPeer.is_server_relay_supported], "
"allowing the upper [MultiplayerAPI] layer to perform peer exchange and packet "
"relaying.\n"
"You can optionally specify a [param channels_config] array of [enum "
"MultiplayerPeer.TransferMode] which will be used to create extra channels "
"(WebRTC only supports one transfer mode per channel)."
msgstr ""
"将多人游戏对等体作为服务器进行初始化(唯一 ID 为 [code]1[/code])。这种模式会"
"启用 [method MultiplayerPeer.is_server_relay_supported],允许上层 "
"[MultiplayerAPI] 执行对等体交换和数据包接力。\n"
"你也可以指定 [param channels_config] 数组,数组中的元素为 [enum "
"MultiplayerPeer.TransferMode]会用于创建额外的通道WebRTC 的每个通道仅支持一"
"种传输模式)。"
msgid ""
"Returns a dictionary representation of the peer with given [param peer_id] "
"with three keys. [code]\"connection\"[/code] containing the "
"[WebRTCPeerConnection] to this peer, [code]\"channels\"[/code] an array of "
"three [WebRTCDataChannel], and [code]\"connected\"[/code] a boolean "
"representing if the peer connection is currently connected (all three "
"channels are open)."
msgstr ""
"返回 ID 为 [param peer_id] 的对等体的字典表示,其中包含三个字段。"
"[code]\"connection\"[/code] 包含与这个对等体的 [WebRTCPeerConnection]"
"[code]\"channels\"[/code] 是三个 [WebRTCDataChannel] 的数组,而 "
"[code]\"connected\"[/code] 则是代表对等体目前是否已连接的布尔值(三个通道均已"
"开放)。"
msgid ""
"Returns a dictionary which keys are the peer ids and values the peer "
"representation as in [method get_peer]."
msgstr ""
"返回一个字典,其键是对等体的 id其值是对等体的表示如 [method get_peer]。"
msgid ""
"Returns [code]true[/code] if the given [param peer_id] is in the peers map "
"(it might not be connected though)."
msgstr ""
"如果给定的 [param peer_id] 在对等体映射中,则返回 [code]true[/code](尽管它可"
"能没有连接)。"
msgid ""
"Remove the peer with given [param peer_id] from the mesh. If the peer was "
"connected, and [signal MultiplayerPeer.peer_connected] was emitted for it, "
"then [signal MultiplayerPeer.peer_disconnected] will be emitted."
msgstr ""
"从 mesh 结构中移除具有给定 [param peer_id] 的对等体。如果该对等体已连接,并且"
"为它发出过 [signal MultiplayerPeer.peer_connected],那么 [signal "
"MultiplayerPeer.peer_disconnected] 也将被发出。"
msgid "Interface to a WebRTC peer connection."
msgstr "与 WebRTC 对等体连接的接口。"
msgid ""
"A WebRTC connection between the local computer and a remote peer. Provides an "
"interface to connect, maintain and monitor the connection.\n"
"Setting up a WebRTC connection between two peers may not seem a trivial task, "
"but it can be broken down into 3 main steps:\n"
"- The peer that wants to initiate the connection ([code]A[/code] from now on) "
"creates an offer and send it to the other peer ([code]B[/code] from now on).\n"
"- [code]B[/code] receives the offer, generate and answer, and sends it to "
"[code]A[/code]).\n"
"- [code]A[/code] and [code]B[/code] then generates and exchange ICE "
"candidates with each other.\n"
"After these steps, the connection should become connected. Keep on reading or "
"look into the tutorial for more information."
msgstr ""
"本地计算机和远程对等体之间的 WebRTC 连接。提供一个接口来连接、维护和监控连"
"接。\n"
"在两个对等体之间建立 WebRTC 连接看上去可能不是一项简单的任务,但它可以分解为 "
"3 个主要步骤。\n"
"- 想要启动连接的对等体([code]A[/code]从现在开始)创建一个提交,并将其发送给另"
"一个对等体([code]B[/code]从现在开始)。\n"
"- [code]B[/code] 收到要约,生成和回答,并将其发送给 [code]A[/code])。\n"
"- [code]A[/code] 和 [code]B[/code] 然后生成并相互交换 ICE 候选。\n"
"在这些步骤之后,连接应该成功建立。继续阅读或查看教程以了解更多信息。"
msgid ""
"Add an ice candidate generated by a remote peer (and received over the "
"signaling server). See [signal ice_candidate_created]."
msgstr ""
"添加一个由远程对等体产生的冻结候选,并通过信令服务器接收。请参阅[signal "
"ice_candidate_created]。"
msgid ""
"Close the peer connection and all data channels associated with it.\n"
"[b]Note:[/b] You cannot reuse this object for a new connection unless you "
"call [method initialize]."
msgstr ""
"关闭对等体连接和与之相关的所有数据通道。\n"
"[b]注意:[/b]你不能为一个新的连接重复使用这个对象,除非你调用 [method "
"initialize]。"
msgid ""
"Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with "
"given [param label] and optionally configured via the [param options] "
"dictionary. This method can only be called when the connection is in state "
"[constant STATE_NEW].\n"
"There are two ways to create a working data channel: either call [method "
"create_data_channel] on only one of the peer and listen to [signal "
"data_channel_received] on the other, or call [method create_data_channel] on "
"both peers, with the same values, and the [code]\"negotiated\"[/code] option "
"set to [code]true[/code].\n"
"Valid [param options] are:\n"
"[codeblock]\n"
"{\n"
" \"negotiated\": true, # When set to true (default off), means the channel "
"is negotiated out of band. \"id\" must be set too. \"data_channel_received\" "
"will not be called.\n"
" \"id\": 1, # When \"negotiated\" is true this value must also be set to "
"the same value on both peer.\n"
"\n"
" # Only one of maxRetransmits and maxPacketLifeTime can be specified, not "
"both. They make the channel unreliable (but also better at real time).\n"
" \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer "
"will make to retransmits packets if they are not acknowledged.\n"
" \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before "
"giving up retransmitions of unacknowledged packets (in milliseconds).\n"
" \"ordered\": true, # When in unreliable mode (i.e. either "
"\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by "
"default) specify if packet ordering is to be enforced.\n"
"\n"
" \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for "
"this channel.\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] You must keep a reference to channels created this way, or it "
"will be closed."
msgstr ""
"返回新的 [WebRTCDataChannel],或在失败时返回 [code]null[/code],具有给定的 "
"[param label],并通过 [param options] 字典进行配置。这个方法只有在连接处于 "
"[constant STATE_NEW] 状态时才能被调用。\n"
"有两种方法来创建工作数据通道:要么只在其中一个对等体上调用 [method "
"create_data_channel],并在另一个对等体上监听[signal data_channel_received],要"
"么在两个对等体上调用 [method create_data_channel],数值相同,并将 "
"[code]\"negotiated\"[/code] 选项设置为 [code]true[/code]。\n"
"有效的 [param options] 是:\n"
"[codeblock]\n"
"{\n"
" \"negotiated\": true, # 当设置为 \"true\"时,默认关闭,意味着该通道是在频"
"带外协商的。\"id\"也必须被设置。\"data_channel_received\" 将不会被调用。\n"
" \"id\":1, # 当 \"negotiated\"为真时,这个值也必须被设置为两个对等体的相同"
"值。\n"
"\n"
" # 只能指定maxRetransmits和maxPacketLifeTime中的一个不能同时指定。它们会"
"使信道变得不可靠,但在实时性方面会更好。\n"
" \"maxRetransmits\":1, # 指定对等体在数据包未被确认时尝试重传的最大次数。\n"
" \"maxPacketLifeTime\":100, # 指定放弃重传未被确认的数据包之前的最大时间,"
"以毫秒为单位。\n"
" \"ordered\": true, # 当处于不可靠模式时,即 \"maxRetransmits \"或 "
"\"maxPacketLifetime \"被设置,\"ordered\"指定是否要强制执行数据包排序,默认为"
"true。\n"
"\n"
" \"protocol\":\"my-custom-protocol\", # 这个通道的自定义子协议字符串。\n"
"}\n"
"[/codeblock]\n"
"[b]注意:[/b]你必须保持对以这种方式创建的通道的引用,否则它将被关闭。"
msgid ""
"Creates a new SDP offer to start a WebRTC connection with a remote peer. At "
"least one [WebRTCDataChannel] must have been created before calling this "
"method.\n"
"If this functions returns [constant OK], [signal session_description_created] "
"will be called when the session is ready to be sent."
msgstr ""
"创建一个新的 SDP 提交,以开始与远程对等体的 WebRTC 连接。在调用此方法之前,至"
"少要创建一个 [WebRTCDataChannel]。\n"
"如果这个函数返回 [constant OK],当会话准备好被发送时,[signal "
"session_description_created] 将被调用。"
msgid "Returns the connection state. See [enum ConnectionState]."
msgstr "返回连接状态。见 [enum ConnectionState]。"
msgid ""
"Returns the ICE [enum GatheringState] of the connection. This lets you "
"detect, for example, when collection of ICE candidates has finished."
msgstr ""
"返回连接的 ICE [enum GatheringState]。你可以据此来检测例如ICE 候选项的收集"
"是否完成。"
msgid ""
"Returns the [enum SignalingState] on the local end of the connection while "
"connecting or reconnecting to another peer."
msgstr ""
"返回在连接或重新连接至其他对等体时,连接本地端的 [enum SignalingState]。"
msgid ""
"Re-initialize this peer connection, closing any previously active connection, "
"and going back to state [constant STATE_NEW]. A dictionary of [param "
"configuration] options can be passed to configure the peer connection.\n"
"Valid [param configuration] options are:\n"
"[codeblock]\n"
"{\n"
" \"iceServers\": [\n"
" {\n"
" \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN "
"servers.\n"
" },\n"
" {\n"
" \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN "
"servers.\n"
" \"username\": \"a_username\", # Optional username for the TURN "
"server.\n"
" \"credential\": \"a_password\", # Optional password for the TURN "
"server.\n"
" }\n"
" ]\n"
"}\n"
"[/codeblock]"
msgstr ""
"重新初始化这个对等体连接,关闭任何先前活动的连接,并回到 [constant STATE_NEW] "
"状态。传入配置选项字典 [param configuration] 能够对该对等体连接进行配置。\n"
"有效的 [param configuration] 选项有:\n"
"[codeblock]\n"
"{\n"
" \"iceServers\": [\n"
" {\n"
" \"urls\": [ \"stun:stun.example.com:3478\" ], # 若干 STUN 服务"
"器。\n"
" },\n"
" {\n"
" \"urls\": [ \"turn:turn.example.com:3478\" ], # 若干 TURN 服务"
"器。\n"
" \"username\": \"a_username\", # TURN 服务器的用户名,选填。\n"
" \"credential\": \"a_password\", # TURN 服务器的密码,选填。\n"
" }\n"
" ]\n"
"}\n"
"[/codeblock]"
msgid ""
"Call this method frequently (e.g. in [method Node._process] or [method Node."
"_physics_process]) to properly receive signals."
msgstr ""
"经常调用这个方法以正确接收信号,例如在 [method Node._process] 或 [method Node."
"_physics_process] 中。"
msgid ""
"Sets the [param extension_class] as the default "
"[WebRTCPeerConnectionExtension] returned when creating a new "
"[WebRTCPeerConnection]."
msgstr ""
"将 [param extension_class] 设置为创建新 [WebRTCPeerConnection] 时返回的默认 "
"[WebRTCPeerConnectionExtension]。"
msgid ""
"Sets the SDP description of the local peer. This should be called in response "
"to [signal session_description_created].\n"
"After calling this function the peer will start emitting [signal "
"ice_candidate_created] (unless an [enum Error] different from [constant OK] "
"is returned)."
msgstr ""
"设置本地对等体的 SDP 描述。这应是在响应 [signal session_description_created] "
"时调用的。\n"
"调用此函数后,对等体将开始发出 [signal ice_candidate_created],除非返回与 "
"[constant OK] 不同的 [enum Error]。"
msgid ""
"Sets the SDP description of the remote peer. This should be called with the "
"values generated by a remote peer and received over the signaling server.\n"
"If [param type] is [code]\"offer\"[/code] the peer will emit [signal "
"session_description_created] with the appropriate answer.\n"
"If [param type] is [code]\"answer\"[/code] the peer will start emitting "
"[signal ice_candidate_created]."
msgstr ""
"设置远程对等体的 SDP 描述。应用远程对等体产生的值来调用,并通过信号服务器接"
"收。\n"
"如果 [param type] 为 [code]\"offer\"[/code],对等体将发出 [signal "
"session_description_created] 并给出适当的应答。\n"
"如果 [param type] 为 [code]\"answer\"[/code],对等体将开始发出 [signal "
"ice_candidate_created]。"
msgid ""
"Emitted when a new in-band channel is received, i.e. when the channel was "
"created with [code]negotiated: false[/code] (default).\n"
"The object will be an instance of [WebRTCDataChannel]. You must keep a "
"reference of it or it will be closed automatically. See [method "
"create_data_channel]."
msgstr ""
"当收到一个新的带内通道时发出,即在通道是用[code]negotiated: false[/code](默"
"认)。\n"
"该对象将是[WebRTCDataChannel]的一个实例。你必须保持它的引用,否则它将被自动关"
"闭。参阅[method create_data_channel]。"
msgid ""
"Emitted when a new ICE candidate has been created. The three parameters are "
"meant to be passed to the remote peer over the signaling server."
msgstr ""
"当新的 ICE 候选者被创建时触发。这三个参数是为了通过信号服务器传递给远程对等"
"体。"
msgid ""
"Emitted after a successful call to [method create_offer] or [method "
"set_remote_description] (when it generates an answer). The parameters are "
"meant to be passed to [method set_local_description] on this object, and sent "
"to the remote peer over the signaling server."
msgstr ""
"在成功调用 [method create_offer] 或 [method set_remote_description] 后触发,当"
"它产生一个应答时。这些参数是为了传递给这个对象上的 [method "
"set_local_description],并通过信号服务器发送给远程对等体。"
msgid ""
"The connection is new, data channels and an offer can be created in this "
"state."
msgstr "连接是新的,数据通道和提交可以在这种状态下创建。"
msgid ""
"The peer is connecting, ICE is in progress, none of the transports has failed."
msgstr "对等体正在连接ICE 正在进行中,没有任何传输失败。"
msgid "The peer is connected, all ICE transports are connected."
msgstr "对等体已连接,所有的 ICE 传输都已连接。"
msgid "At least one ICE transport is disconnected."
msgstr "至少有一个 ICE 传输被断开连接。"
msgid "One or more of the ICE transports failed."
msgstr "一个或更多的 ICE 传输失败。"
msgid ""
"The peer connection is closed (after calling [method close] for example)."
msgstr "对等连接已关闭,例如在调用 [method close] 后。"
msgid "The peer connection was just created and hasn't done any networking yet."
msgstr "对等体连接刚刚建立,还没有做任何联网工作。"
msgid ""
"The ICE agent is in the process of gathering candidates for the connection."
msgstr "ICE 代理正在收集候选连接。"
msgid ""
"The ICE agent has finished gathering candidates. If something happens that "
"requires collecting new candidates, such as a new interface being added or "
"the addition of a new ICE server, the state will revert to gathering to "
"gather those candidates."
msgstr ""
"ICE 代理已完成候选连接的收集。如果发生了需要收集新候选的情况,例如新添加了接"
"口、新添加了 ICE 服务器,则会返回收集状态,进行候选项的收集。"
msgid ""
"There is no ongoing exchange of offer and answer underway. This may mean that "
"the [WebRTCPeerConnection] is new ([constant STATE_NEW]) or that negotiation "
"is complete and a connection has been established ([constant "
"STATE_CONNECTED])."
msgstr ""
"没有正在进行的要约和答复的交换。这可能意味着 [WebRTCPeerConnection] 是新的"
"[constant STATE_NEW]),或者协商已完成并且连接已经建立([constant "
"STATE_CONNECTED])。"
msgid ""
"The local peer has called [method set_local_description], passing in SDP "
"representing an offer (usually created by calling [method create_offer]), and "
"the offer has been applied successfully."
msgstr ""
"本地对等体已调用 [method set_local_description],正在传入代表邀约的 SDP通常"
"由调用 [method create_offer] 创建),邀约已成功应用。"
msgid ""
"The remote peer has created an offer and used the signaling server to deliver "
"it to the local peer, which has set the offer as the remote description by "
"calling [method set_remote_description]."
msgstr ""
"远程对等体已创建邀约,并将其使用信号服务器传递给了本地对等体,本地对等体已调"
"用 [method set_remote_description] 将邀约设置为远程描述。"
msgid ""
"The offer sent by the remote peer has been applied and an answer has been "
"created and applied by calling [method set_local_description]. This "
"provisional answer describes the supported media formats and so forth, but "
"may not have a complete set of ICE candidates included. Further candidates "
"will be delivered separately later."
msgstr ""
"已应用远程对等体发送的邀约,已创建恢复并调用了 [method set_local_description] "
"进行应用。这个临时应答描述了支持的媒体格式等信息,但可能不包含完整的 ICE 候选"
"项。后续会单独发送更多候选项。"
msgid ""
"A provisional answer has been received and successfully applied in response "
"to an offer previously sent and established by calling [method "
"set_local_description]."
msgstr ""
"已经接收到初步回应,并已成功地应用到之前通过调用 [method "
"set_local_description] 发送并建立的邀请中。"
msgid "The [WebRTCPeerConnection] has been closed."
msgstr "该 [WebRTCPeerConnection] 已关闭连接。"
msgid "Base class for WebSocket server and client."
msgstr "WebSocket 服务器和客户端的基类。"
msgid ""
"Base class for WebSocket server and client, allowing them to be used as "
"multiplayer peer for the [MultiplayerAPI].\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"用于 WebSocket 服务器和客户端的基类,可以用作 [MultiplayerAPI] 的多人对等"
"体。\n"
"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设"
"中开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android 阻"
"止。"
msgid ""
"Starts a new multiplayer client connecting to the given [param url]. TLS "
"certificates will be verified against the hostname when connecting using the "
"[code]wss://[/code] protocol. You can pass the optional [param "
"tls_client_options] parameter to customize the trusted certification "
"authorities, or disable the common name verification. See [method TLSOptions."
"client] and [method TLSOptions.client_unsafe].\n"
"[b]Note:[/b] It is recommended to specify the scheme part of the URL, i.e. "
"the [param url] should start with either [code]ws://[/code] or [code]wss://[/"
"code]."
msgstr ""
"启动新的多人客户端,连接至给定的 [param url]。使用 [code]wss://[/code] 协议连"
"接时会校验主机名和 TLS 证书。传入 [param tls_client_options] 可以自定义信任的"
"证书颁发机构,也可以禁用通用名的验证。见 [method TLSOptions.client] 和 "
"[method TLSOptions.client_unsafe]。\n"
"[b]注意:[/b]推荐指定 URL 的方案部分,即 [param url] 应该以 [code]ws://[/"
"code] 或 [code]wss://[/code] 开头。"
msgid ""
"Starts a new multiplayer server listening on the given [param port]. You can "
"optionally specify a [param bind_address], and provide valid [param "
"tls_server_options] to use TLS. See [method TLSOptions.server]."
msgstr ""
"启动新的多人服务器,监听给定的 [param port]。可以指定 [param bind_address],也"
"可以提供有效的 [param tls_server_options] 来使用 TLS。见 [method TLSOptions."
"server]。"
msgid "Returns the [WebSocketPeer] associated to the given [param peer_id]."
msgstr "返回与给定 [param peer_id] 关联的 [WebSocketPeer]。"
msgid "Returns the IP address of the given peer."
msgstr "返回给定对等体的 IP 地址。"
msgid "Returns the remote port of the given peer."
msgstr "返回给定对等体的远程端口。"
msgid ""
"The extra headers to use during handshake. See [member WebSocketPeer."
"handshake_headers] for more details."
msgstr ""
"握手过程中要使用的额外标头。详见 [member WebSocketPeer.handshake_headers]。"
msgid ""
"The maximum time each peer can stay in a connecting state before being "
"dropped."
msgstr "每个对等体在被丢弃之前可以保持在连接状态的最长时间。"
msgid ""
"The inbound buffer size for connected peers. See [member WebSocketPeer."
"inbound_buffer_size] for more details."
msgstr ""
"已连接对等体的入站缓冲区大小。详见 [member WebSocketPeer."
"inbound_buffer_size]。"
msgid ""
"The maximum number of queued packets for connected peers. See [member "
"WebSocketPeer.max_queued_packets] for more details."
msgstr ""
"已连接对等体的最大排队数据包数量。详见 [member WebSocketPeer."
"max_queued_packets]。"
msgid ""
"The outbound buffer size for connected peers. See [member WebSocketPeer."
"outbound_buffer_size] for more details."
msgstr ""
"已连接对等体的出站缓冲区大小。详见 [member WebSocketPeer."
"outbound_buffer_size]。"
msgid ""
"The supported WebSocket sub-protocols. See [member WebSocketPeer."
"supported_protocols] for more details."
msgstr ""
"支持的 WebSocket 子协议。详情见 [member WebSocketPeer.supported_protocols]。"
msgid "A WebSocket connection."
msgstr "WebSocket 连接。"
msgid ""
"This class represents WebSocket connection, and can be used as a WebSocket "
"client (RFC 6455-compliant) or as a remote peer of a WebSocket server.\n"
"You can send WebSocket binary frames using [method PacketPeer.put_packet], "
"and WebSocket text frames using [method send] (prefer text frames when "
"interacting with text-based API). You can check the frame type of the last "
"packet via [method was_string_packet].\n"
"To start a WebSocket client, first call [method connect_to_url], then "
"regularly call [method poll] (e.g. during [Node] process). You can query the "
"socket state via [method get_ready_state], get the number of pending packets "
"using [method PacketPeer.get_available_packet_count], and retrieve them via "
"[method PacketPeer.get_packet].\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var socket = WebSocketPeer.new()\n"
"\n"
"func _ready():\n"
" socket.connect_to_url(\"wss://example.com\")\n"
"\n"
"func _process(delta):\n"
" socket.poll()\n"
" var state = socket.get_ready_state()\n"
" if state == WebSocketPeer.STATE_OPEN:\n"
" while socket.get_available_packet_count():\n"
" print(\"Packet: \", socket.get_packet())\n"
" elif state == WebSocketPeer.STATE_CLOSING:\n"
" # Keep polling to achieve proper close.\n"
" pass\n"
" elif state == WebSocketPeer.STATE_CLOSED:\n"
" var code = socket.get_close_code()\n"
" var reason = socket.get_close_reason()\n"
" print(\"WebSocket closed with code: %d, reason %s. Clean: %s\" % "
"[code, reason, code != -1])\n"
" set_process(false) # Stop processing.\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"To use the peer as part of a WebSocket server refer to [method accept_stream] "
"and the online tutorial."
msgstr ""
"这个类代表 WebSocket 连接,可以用作 WebSocket 客户端(兼容 RFC 6455也可以"
"用作 WebSocket 服务器的远程对等体。\n"
"发送 WebSocket 二进制帧请使用 [method PacketPeer.put_packet],发送 WebSocket "
"文本帧请使用 [method send](与基于文本的 API 交互时请优先选择文本帧)。可以通"
"过 [method was_string_packet] 检查最近一个数据包的帧类型。\n"
"开启 WebSocket 客户端的方法是:首先调用 [method connect_to_url],然后定期调用 "
"[method poll](例如在 [Node] 的处理过程中)。查询套接字的状态请使用 [method "
"get_ready_state],获取挂起的数据包数量请使用 [method PacketPeer."
"get_available_packet_count],获取挂起的数据包请使用 [method PacketPeer."
"get_packet]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var socket = WebSocketPeer.new()\n"
"\n"
"func _ready():\n"
" socket.connect_to_url(\"wss://example.com\")\n"
"\n"
"func _process(delta):\n"
" socket.poll()\n"
" var state = socket.get_ready_state()\n"
" if state == WebSocketPeer.STATE_OPEN:\n"
" while socket.get_available_packet_count():\n"
" print(\"数据包:\", socket.get_packet())\n"
" elif state == WebSocketPeer.STATE_CLOSING:\n"
" # 继续轮询才能正确关闭。\n"
" pass\n"
" elif state == WebSocketPeer.STATE_CLOSED:\n"
" var code = socket.get_close_code()\n"
" var reason = socket.get_close_reason()\n"
" print(\"WebSocket 已关闭,代码:%d原因 %s。干净得体%s\" % [code, "
"reason, code != -1])\n"
" set_process(false) # 停止处理。\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"如果要作为 WebSocket 服务器的对等体使用,请参考 [method accept_stream] 及在线"
"教程。"
msgid ""
"Accepts a peer connection performing the HTTP handshake as a WebSocket "
"server. The [param stream] must be a valid TCP stream retrieved via [method "
"TCPServer.take_connection], or a TLS stream accepted via [method "
"StreamPeerTLS.accept_stream].\n"
"[b]Note:[/b] Not supported in Web exports due to browsers' restrictions."
msgstr ""
"以 WebSocket 服务器的名义,接受正在执行 HTTP 握手的对等体连接。[param stream] "
"必须是从 [method TCPServer.take_connection] 获取的有效 TCP 流,或者是从 "
"[method StreamPeerTLS.accept_stream] 接受的 TLS 流。\n"
"[b]注意:[/b]由于浏览器的限制Web 导出中不支持此方法。"
msgid ""
"Closes this WebSocket connection. [param code] is the status code for the "
"closure (see RFC 6455 section 7.4 for a list of valid status codes). [param "
"reason] is the human readable reason for closing the connection (can be any "
"UTF-8 string that's smaller than 123 bytes). If [param code] is negative, the "
"connection will be closed immediately without notifying the remote peer.\n"
"[b]Note:[/b] To achieve a clean close, you will need to keep polling until "
"[constant STATE_CLOSED] is reached.\n"
"[b]Note:[/b] The Web export might not support all status codes. Please refer "
"to browser-specific documentation for more details."
msgstr ""
"关闭该 WebSocket 连接。[param code] 是关闭的状态码(有效状态代码的列表见 RFC "
"6455 第 7.4 节)。[param reason] 是人类可读的关闭连接原因(可以是任何小于 123 "
"字节的 UTF-8 字符串)。如果 [param code] 为负数,则连接会立即关闭,不通知远程"
"对等体。\n"
"[b]注意:[/b]为了实现干净得体的关闭,你需要在达到 [constant STATE_CLOSED] 之前"
"保持轮询。\n"
"[b]注意:[/b]Web 导出可能不支持部分状态码。详情请参考具体浏览器的文档。"
msgid ""
"Connects to the given URL. TLS certificates will be verified against the "
"hostname when connecting using the [code]wss://[/code] protocol. You can pass "
"the optional [param tls_client_options] parameter to customize the trusted "
"certification authorities, or disable the common name verification. See "
"[method TLSOptions.client] and [method TLSOptions.client_unsafe].\n"
"[b]Note:[/b] To avoid mixed content warnings or errors in Web, you may have "
"to use a [param url] that starts with [code]wss://[/code] (secure) instead of "
"[code]ws://[/code]. When doing so, make sure to use the fully qualified "
"domain name that matches the one defined in the server's TLS certificate. Do "
"not connect directly via the IP address for [code]wss://[/code] connections, "
"as it won't match with the TLS certificate."
msgstr ""
"连接到给定的 URL。使用 [code]wss://[/code] 协议连接时会校验 TLS 证书与主机名。"
"传入可选的 [param tls_client_options] 参数可以自定义信任的证书颁发机构,也可以"
"禁用通用名校验。见 [method TLSOptions.client] 和 [method TLSOptions."
"client_unsafe]。\n"
"[b]注意:[/b]要避免 Web 中的混合内容警告或错误,你可能需要使用以 [code]wss://"
"[/code](安全)开头的 [param url] 而不是 [code]ws://[/code]。采用这种做法时,"
"请确保使用与服务器 TLS 证书相匹配的主机域名全称。[code]wss://[/code] 连接请勿"
"直接使用 IP 地址连接,因为不会与 TLS 证书匹配。"
msgid ""
"Returns the received WebSocket close frame status code, or [code]-1[/code] "
"when the connection was not cleanly closed. Only call this method when "
"[method get_ready_state] returns [constant STATE_CLOSED]."
msgstr ""
"返回收到的 WebSocket 关闭帧状态码,如果连接没有干净地关闭则返回 [code]-1[/"
"code]。[method get_ready_state] 返回 [constant STATE_CLOSED] 才能调用这个方"
"法。"
msgid ""
"Returns the received WebSocket close frame status reason string. Only call "
"this method when [method get_ready_state] returns [constant STATE_CLOSED]."
msgstr ""
"返回收到的 WebSocket 关闭帧状态原因字符串。[method get_ready_state] 返回 "
"[constant STATE_CLOSED] 才能调用这个方法。"
msgid ""
"Returns the IP address of the connected peer.\n"
"[b]Note:[/b] Not available in the Web export."
msgstr ""
"返回已连接对等体的 IP 地址。\n"
"[b]注意:[/b]在 Web 导出中不可用。"
msgid ""
"Returns the remote port of the connected peer.\n"
"[b]Note:[/b] Not available in the Web export."
msgstr ""
"返回已连接对等体的远程端口。\n"
"[b]注意:[/b]在 Web 导出中不可用。"
msgid ""
"Returns the current amount of data in the outbound websocket buffer. [b]Note:"
"[/b] Web exports use WebSocket.bufferedAmount, while other platforms use an "
"internal buffer."
msgstr ""
"返回 websocket 输出缓冲区中的当前数据量。[b]注意:[/b]Web 导出使用 WebSocket."
"bufferedAmount而其他平台使用内部缓冲区。"
msgid "Returns the ready state of the connection. See [enum State]."
msgstr "返回该连接的就绪状态,见 [enum State]。"
msgid ""
"Returns the URL requested by this peer. The URL is derived from the "
"[code]url[/code] passed to [method connect_to_url] or from the HTTP headers "
"when acting as server (i.e. when using [method accept_stream])."
msgstr ""
"返回该对等体请求的 URL。该 URL 由传给 [method connect_to_url] 的 [code]url[/"
"code] 得出,作为服务器时则从 HTTP 标头获取(即使用 [method accept_stream] "
"时)。"
msgid ""
"Returns the selected WebSocket sub-protocol for this connection or an empty "
"string if the sub-protocol has not been selected yet."
msgstr "返回这个连接所选用的 WebSocket 子协议,如果未选择子协议则返回空字符串。"
msgid ""
"Updates the connection state and receive incoming packets. Call this function "
"regularly to keep it in a clean state."
msgstr "更新连接状态并接收传入的数据包。请定期调用此函数,保持其清洁状态。"
msgid ""
"Sends the given [param message] using the desired [param write_mode]. When "
"sending a [String], prefer using [method send_text]."
msgstr ""
"使用期望的 [param write_mode] 发送给定的 [param message]。发送 [String] 时,请"
"优先使用 [method send_text]。"
msgid ""
"Sends the given [param message] using WebSocket text mode. Prefer this method "
"over [method PacketPeer.put_packet] when interacting with third-party text-"
"based API (e.g. when using [JSON] formatted messages)."
msgstr ""
"使用 WebSocket 文本模式发送给定的 [param message]。与第三方文本 API 交互时请优"
"先使用这个方法而不是 [method PacketPeer.put_packet](例如使用 [JSON] 格式的消"
"息时)。"
msgid ""
"Disable Nagle's algorithm on the underling TCP socket (default). See [method "
"StreamPeerTCP.set_no_delay] for more information.\n"
"[b]Note:[/b] Not available in the Web export."
msgstr ""
"禁用底层 TCP 套接字的 Nagle 算法(默认)。详情见 [method StreamPeerTCP."
"set_no_delay]。\n"
"[b]注意:[/b]在 Web 导出中不可用。"
msgid ""
"Returns [code]true[/code] if the last received packet was sent as a text "
"payload. See [enum WriteMode]."
msgstr ""
"如果最后收到的数据包是作为文本有效载荷发送的,返回 [code]true[/code]。见 "
"[enum WriteMode]。"
msgid ""
"The extra HTTP headers to be sent during the WebSocket handshake.\n"
"[b]Note:[/b] Not supported in Web exports due to browsers' restrictions."
msgstr ""
"在 WebSocket 握手过程中要发送的额外 HTTP 标头。\n"
"[b]注意:[/b]由于浏览器的限制,在 Web 导出中不支持。"
msgid ""
"The size of the input buffer in bytes (roughly the maximum amount of memory "
"that will be allocated for the inbound packets)."
msgstr "输入缓冲区的大小,单位为字节(大致是将分配给入站数据包的最大内存量)。"
msgid ""
"The maximum amount of packets that will be allowed in the queues (both "
"inbound and outbound)."
msgstr "队列中允许的最大数据包数量(包括入站和出站)。"
msgid ""
"The size of the input buffer in bytes (roughly the maximum amount of memory "
"that will be allocated for the outbound packets)."
msgstr "输入缓冲区的大小,单位为字节(大致是将分配给出站数据包的最大内存量)。"
msgid "The WebSocket sub-protocols allowed during the WebSocket handshake."
msgstr "WebSocket 握手期间允许的 WebSocket 子协议。"
msgid ""
"Specifies that WebSockets messages should be transferred as text payload "
"(only valid UTF-8 is allowed)."
msgstr "指定 WebSockets 消息应作为文本有效载荷传输(只允许有效的 UTF-8。"
msgid ""
"Specifies that WebSockets messages should be transferred as binary payload "
"(any byte combination is allowed)."
msgstr "指定 WebSockets 消息应以二进制有效载荷的形式传输(允许任何字节组合)。"
msgid "Socket has been created. The connection is not yet open."
msgstr "已创建套接字。连接尚未打开。"
msgid "The connection is open and ready to communicate."
msgstr "连接已打开,通讯就绪。"
msgid ""
"The connection is in the process of closing. This means a close request has "
"been sent to the remote peer but confirmation has not been received."
msgstr ""
"连接正在关闭过程中。这意味着已经向远程对等体发送了关闭请求,但还没有收到确认。"
msgid "The connection is closed or couldn't be opened."
msgstr "连接已关闭或无法打开。"
msgid "XR interface using WebXR."
msgstr "使用 WebXR 的 AR/VR 接口。"
msgid ""
"WebXR is an open standard that allows creating VR and AR applications that "
"run in the web browser.\n"
"As such, this interface is only available when running in Web exports.\n"
"WebXR supports a wide range of devices, from the very capable (like Valve "
"Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like "
"Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n"
"Since WebXR is based on JavaScript, it makes extensive use of callbacks, "
"which means that [WebXRInterface] is forced to use signals, where other XR "
"interfaces would instead use functions that return a result immediately. This "
"makes [WebXRInterface] quite a bit more complicated to initialize than other "
"XR interfaces.\n"
"Here's the minimum code required to start an immersive VR session:\n"
"[codeblock]\n"
"extends Node3D\n"
"\n"
"var webxr_interface\n"
"var vr_supported = false\n"
"\n"
"func _ready():\n"
" # We assume this node has a button as a child.\n"
" # This button is for the user to consent to entering immersive VR mode.\n"
" $Button.pressed.connect(self._on_button_pressed)\n"
"\n"
" webxr_interface = XRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
" webxr_interface.session_supported.connect(self."
"_webxr_session_supported)\n"
" webxr_interface.session_started.connect(self._webxr_session_started)\n"
" webxr_interface.session_ended.connect(self._webxr_session_ended)\n"
" webxr_interface.session_failed.connect(self._webxr_session_failed)\n"
"\n"
" # This returns immediately - our _webxr_session_supported() method\n"
" # (which we connected to the \"session_supported\" signal above) "
"will\n"
" # be called sometime later to let us know if it's supported or not.\n"
" webxr_interface.is_session_supported(\"immersive-vr\")\n"
"\n"
"func _webxr_session_supported(session_mode, supported):\n"
" if session_mode == 'immersive-vr':\n"
" vr_supported = supported\n"
"\n"
"func _on_button_pressed():\n"
" if not vr_supported:\n"
" OS.alert(\"Your browser doesn't support VR\")\n"
" return\n"
"\n"
" # We want an immersive VR session, as opposed to AR ('immersive-ar') or "
"a\n"
" # simple 3DoF viewer ('viewer').\n"
" webxr_interface.session_mode = 'immersive-vr'\n"
" # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n"
" # experience (it puts you 1.6m above the ground if you have 3DoF "
"headset),\n"
" # whereas as 'local' puts you down at the XROrigin.\n"
" # This list means it'll first try to request 'bounded-floor', then\n"
" # fallback on 'local-floor' and ultimately 'local', if nothing else is\n"
" # supported.\n"
" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
"floor, local'\n"
" # In order to use 'local-floor' or 'bounded-floor' we must also\n"
" # mark the features as required or optional.\n"
" webxr_interface.required_features = 'local-floor'\n"
" webxr_interface.optional_features = 'bounded-floor'\n"
"\n"
" # This will return false if we're unable to even request the session,\n"
" # however, it can still fail asynchronously later in the process, so we\n"
" # only know if it's really succeeded or failed when our\n"
" # _webxr_session_started() or _webxr_session_failed() methods are "
"called.\n"
" if not webxr_interface.initialize():\n"
" OS.alert(\"Failed to initialize\")\n"
" return\n"
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
" # This tells Godot to start rendering to the headset.\n"
" get_viewport().use_xr = true\n"
" # This will be the reference space type you ultimately got, out of the\n"
" # types that you requested above. This is useful if you want the game to\n"
" # work a little differently in 'bounded-floor' versus 'local-floor'.\n"
" print (\"Reference space type: \" + webxr_interface."
"reference_space_type)\n"
"\n"
"func _webxr_session_ended():\n"
" $Button.visible = true\n"
" # If the user exits immersive mode, then we tell Godot to render to the "
"web\n"
" # page again.\n"
" get_viewport().use_xr = false\n"
"\n"
"func _webxr_session_failed(message):\n"
" OS.alert(\"Failed to initialize: \" + message)\n"
"[/codeblock]\n"
"There are a couple ways to handle \"controller\" input:\n"
"- Using [XRController3D] nodes and their [signal XRController3D."
"button_pressed] and [signal XRController3D.button_released] signals. This is "
"how controllers are typically handled in XR apps in Godot, however, this will "
"only work with advanced VR controllers like the Oculus Touch or Index "
"controllers, for example.\n"
"- Using the [signal select], [signal squeeze] and related signals. This "
"method will work for both advanced VR controllers, and non-traditional input "
"sources like a tap on the screen, a spoken voice command or a button press on "
"the device itself.\n"
"You can use both methods to allow your game or app to support a wider or "
"narrower set of devices and input methods, or to allow more advanced "
"interactions with more advanced devices."
msgstr ""
"WebXR 是一种开放标准,允许创建在网络浏览器中运行的 VR 和 AR 应用程序。\n"
"因此,此接口仅在 Web 导出中运行时可用。\n"
"WebXR 支持范围广泛的设备,从功能强大的设备(如 Valve Index、HTC Vive、Oculus "
"Rift 和 Quest到功能低得多的设备如 Google Cardboard、Oculus Go、GearVR 或普"
"通智能手机)。\n"
"由于 WebXR 基于 JavaScript它大量使用回调这意味着 [WebXRInterface] 被迫使用"
"信号,而其他 XR 接口将改为使用立即返回结果的函数。这使得 [WebXRInterface] 的初"
"始化比其他 XR 接口要复杂得多。\n"
"以下是启动沉浸式 VR 会话所需的最少代码:\n"
"[codeblock]\n"
"extends Node3D\n"
"\n"
"var webxr_interface\n"
"var vr_supported = false\n"
"\n"
"func _ready():\n"
" # 我们假设这个节点有一个按钮作为子节点。\n"
" # 该按钮供用户同意进入沉浸式 VR 模式。\n"
" $Button.pressed.connect(self._on_button_pressed)\n"
"\n"
" webxr_interface = XRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
" # WebXR 使用了很多异步回调,所以我们连接各种\n"
" # 信号,以便接收它们。\n"
" webxr_interface.session_supported.connect(self."
"_webxr_session_supported)\n"
" webxr_interface.session_started.connect(self._webxr_session_started)\n"
" webxr_interface.session_ended.connect(self._webxr_session_ended)\n"
" webxr_interface.session_failed.connect(self._webxr_session_failed)\n"
"\n"
" # 这会立即返回——我们的 _webxr_session_supported() 方法\n"
" # 我们连接到上面的“session_supported”信号将\n"
" # 在稍后的某个时间被调用,让我们知道它是否受支持。\n"
" webxr_interface.is_session_supported(\"immersive-vr\")\n"
"\n"
"func _webxr_session_supported(session_mode, supported):\n"
" if session_mode == 'immersive-vr':\n"
" vr_supported = supported\n"
"\n"
"func _on_button_pressed():\n"
" if not vr_supported:\n"
" OS.alert(\"Your browser doesn't support VR\")\n"
" return\n"
"\n"
" # 我们想要一个沉浸式 VR 会话,而不是 AR'immersive-ar')或\n"
" # 简单的 3DoF 查看器('viewer')。\n"
" webxr_interface.session_mode = 'immersive-vr'\n"
" # 'bounded-floor' 是房间比例,'local-floor' 是站立或坐着\n"
" # 的体验(如果你有 3DoF 头戴设备,它会让你离地 1.6m\n"
" # 而“local”会让你在 XROrigin 下。\n"
" # 这个列表意味着它会首先尝试请求“bounded-floor”然后\n"
" # 回退到“local-floor”最后是“local”如果没有别的\n"
" # 支持的话。\n"
" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
"floor, local'\n"
" # 为了使用“local-floor”或“bounded-floor”我们还必须\n"
" # 将功能标记为必需或可选。\n"
" webxr_interface.required_features = 'local-floor'\n"
" webxr_interface.optional_features = 'bounded-floor'\n"
"\n"
" # 如果我们甚至无法请求会话,这将返回 false\n"
" # 但是,它仍然可以在稍后的过程中异步失败,\n"
" # 因此我们只有在调用 _webxr_session_started() 或\n"
" # _webxr_session_failed() 方法时才知道它是真的成功还是失败。\n"
" if not webxr_interface.initialize():\n"
" OS.alert(\"Failed to initialize\")\n"
" return\n"
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
" # 这告诉 Godot 开始渲染到头戴设备。\n"
" get_viewport().use_xr = true\n"
" # 这将是你最终获得的参考空间类型,与你在上面请求的类型不同。\n"
" # 如果你希望游戏在 “bounded-floor” 和 “local-floor”\n"
" # 中的运行方式有所不同,这将很有用。\n"
" print (\"Reference space type: \" + webxr_interface."
"reference_space_type)\n"
"\n"
"func _webxr_session_ended():\n"
" $Button.visible = true\n"
" # 如果用户退出沉浸式模式,那么我们会告诉 Godot\n"
" # 再次渲染到网页。\n"
" get_viewport().use_xr = false\n"
"\n"
"func _webxr_session_failed(message):\n"
" OS.alert(\"Failed to initialize: \" + message)\n"
"[/codeblock]\n"
"有几种方法可以处理“控制器”输入:\n"
"- 使用 [XRController3D] 节点及其 [signal XRController3D.button_pressed] 和 "
"[signal XRController3D.button_released] 信号。这是 Godot 中 XR 应用程序通常处"
"理控制器的方式,但是,这仅适用于高级 VR 控制器,例如 Oculus Touch 或 Index 控"
"制器。\n"
"- 使用 [signal select]、[signal squeeze] 和其他相关信号。这种方法适用于高级 "
"VR 控制器和非传统输入源,例如屏幕上的轻敲、语音命令或设备本身的按钮按下。\n"
"你可以使用这两种方法来让你的游戏或应用程序支持更多或更窄的设备和输入法集,或者"
"允许与更高级的设备进行更高级的交互。"
msgid "How to make a VR game for WebXR with Godot 4"
msgstr "如何使用 Godot 4 制作 WebXR 的 VR 游戏"
msgid ""
"Returns display refresh rates supported by the current HMD. Only returned if "
"this feature is supported by the web browser and after the interface has been "
"initialized."
msgstr ""
"返回当前 HMD 所支持的显示刷新率。网页浏览器支持该功能,并且该接口已初始化时才"
"会返回。"
msgid ""
"Returns the display refresh rate for the current HMD. Not supported on all "
"HMDs and browsers. It may not report an accurate value until after using "
"[method set_display_refresh_rate]."
msgstr ""
"返回当前 HMD 的显示刷新率。不是所有 HMD 和浏览器都支持。使用 [method "
"set_display_refresh_rate] 前可能不会汇报精确值。"
msgid ""
"Returns the target ray mode for the given [param input_source_id].\n"
"This can help interpret the input coming from that input source. See "
"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
"targetRayMode]XRInputSource.targetRayMode[/url] for more information."
msgstr ""
"返回给定的 [param input_source_id] 的目标射线模式。\n"
"可用于帮助解析来自该输入源的输入。详见 [url=https://developer.mozilla.org/en-"
"US/docs/Web/API/XRInputSource/targetRayMode]XRInputSource.targetRayMode[/"
"url]。"
msgid ""
"Gets an [XRPositionalTracker] for the given [param input_source_id].\n"
"In the context of WebXR, an input source can be an advanced VR controller "
"like the Oculus Touch or Index controllers, or even a tap on the screen, a "
"spoken voice command or a button press on the device itself. When a non-"
"traditional input source is used, interpret the position and orientation of "
"the [XRPositionalTracker] as a ray pointing at the object the user wishes to "
"interact with.\n"
"Use this method to get information about the input source that triggered one "
"of these signals:\n"
"- [signal selectstart]\n"
"- [signal select]\n"
"- [signal selectend]\n"
"- [signal squeezestart]\n"
"- [signal squeeze]\n"
"- [signal squeezestart]"
msgstr ""
"获取给定 [param input_source_id] 的 [XRPositionalTracker]。\n"
"在 WebXR 上下文中,输入源可以是类似 Oculus Touch 和 Index 控制器的高级 VR 控制"
"器,甚至也可以是屏幕上的点击、语音命令或按下设备本身的按钮。当使用非传统输入源"
"时,会将 [XRPositionalTracker] 的位置和方向解释为指向用户希望与之交互的对象的"
"射线。\n"
"可以使用此方法获取有关触发以下信号之一的输入源的信息:\n"
"- [signal selectstart]\n"
"- [signal select]\n"
"- [signal selectend]\n"
"- [signal squeezestart]\n"
"- [signal squeeze]\n"
"- [signal squeezestart]"
msgid ""
"Returns [code]true[/code] if there is an active input source with the given "
"[param input_source_id]."
msgstr ""
"如果存在具有给定 [param input_source_id] 的活动输入源,则返回 [code]true[/"
"code]。"
msgid ""
"Checks if the given [param session_mode] is supported by the user's browser.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n"
"This method returns nothing, instead it emits the [signal session_supported] "
"signal with the result."
msgstr ""
"检查给定的 [param session_mode] 是否被用户的浏览器支持。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/"
"code]、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。\n"
"此方法不返回任何东西,而是将结果发送给 [signal session_supported] 信号。"
msgid ""
"Sets the display refresh rate for the current HMD. Not supported on all HMDs "
"and browsers. It won't take effect right away until after [signal "
"display_refresh_rate_changed] is emitted."
msgstr ""
"为当前的 HMD 设置屏幕刷新率。不是所有 HMD 和浏览器都支持。不会立即生效,发出 "
"[signal display_refresh_rate_changed] 信号后才会生效。"
msgid ""
"A comma-seperated list of optional features used by [method XRInterface."
"initialize] when setting up the WebXR session.\n"
"If a user's browser or device doesn't support one of the given features, "
"initialization will continue, but you won't be able to use the requested "
"feature.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
"[method XRInterface.initialize] 在设置 WebXR 会话时使用的以逗号分隔的可选功能"
"列表。\n"
"如果用户的浏览器或设备,不支持给定的任一功能,初始化将继续,但将无法使用所请求"
"的功能。\n"
"这对已经初始化的接口没有任何影响。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的参"
"考空间类型,则它必须列在 [member required_features] 或 [member "
"optional_features] 中。"
msgid ""
"The reference space type (from the list of requested types set in the [member "
"requested_reference_space_types] property), that was ultimately used by "
"[method XRInterface.initialize] when setting up the WebXR session.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
"参考空间类型(来自 [member requested_reference_space_types] 属性中设置的请求类"
"型列表),在设置 WebXR 会话时最终由 [method XRInterface.initialize] 使用。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。 如果想要使用特定的"
"参考空间类型,则它必须列在 [member required_features] 或 [member "
"optional_features] 中。"
msgid ""
"A comma-seperated list of reference space types used by [method XRInterface."
"initialize] when setting up the WebXR session.\n"
"The reference space types are requested in order, and the first one supported "
"by the users device or browser will be used. The [member "
"reference_space_type] property contains the reference space type that was "
"ultimately selected.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
"[method XRInterface.initialize] 在设置 WebXR 会话时使用的以逗号分隔的参考空间"
"类型列表。\n"
"按顺序请求参考空间类型,将使用用户设备或浏览器支持的第一个。[member "
"reference_space_type] 属性包含最终选择的参考空间类型。\n"
"这对已经初始化的接口没有任何影响。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的参"
"考空间类型,则它必须列在 [member required_features] 或 [member "
"optional_features] 中。"
msgid ""
"A comma-seperated list of required features used by [method XRInterface."
"initialize] when setting up the WebXR session.\n"
"If a user's browser or device doesn't support one of the given features, "
"initialization will fail and [signal session_failed] will be emitted.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
"[method XRInterface.initialize] 在设置 WebXR 会话时使用的以逗号分隔的所需功能"
"列表。\n"
"如果用户的浏览器或设备不支持给定的任一功能,则初始化将失败并发出 [signal "
"session_failed] 。\n"
"这对已经初始化的接口没有任何影响。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的参"
"考空间类型,则它必须列在 [member required_features] 或 [member "
"optional_features] 中。"
msgid ""
"The session mode used by [method XRInterface.initialize] when setting up the "
"WebXR session.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]."
msgstr ""
"建立 WebXR 会话时,[method XRInterface.initialize] 使用的会话模式。\n"
"这对已经初始化的接口没有任何影响。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/"
"code] 、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。"
msgid ""
"Indicates if the WebXR session's imagery is visible to the user.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRVisibilityState]WebXR's XRVisibilityState[/url], including "
"[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-"
"blurred\"[/code]."
msgstr ""
"指示用户是否可以看到 WebXR 会话的图像。\n"
"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRVisibilityState]WebXR 的 XRVisibilityState[/url],包括 [code]\"hidden\"[/"
"code]、[code]\"visible\"[/code] 和 [code]\"visible-blurred\"[/code]。"
msgid "Emitted after the display's refresh rate has changed."
msgstr "显示器的刷新率发生改变后触发。"
msgid ""
"Emitted to indicate that the reference space has been reset or reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
"but may include when the user has changed the dimensions of their play space "
"(which you may be able to access via [method XRInterface.get_play_area]) or "
"pressed/held a button to recenter their position.\n"
"See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/"
"reset_event]WebXR's XRReferenceSpace reset event[/url] for more information."
msgstr ""
"发射以表明参考空间已被重置或重新配置。\n"
"何时(或是否)发射取决于用户的浏览器或设备,但可能包括用户改变了他们的游戏空间"
"的大小(可以通过 [method XRInterface.get_play_area] 访问),或按下/按住一个按"
"钮来重新定位他们的位置。\n"
"有关详细信息,请参阅 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpace/reset_event]WebXR 的 XRReferenceSpace 重置事件[/url]。"
msgid ""
"Emitted after one of the input sources has finished its \"primary action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某个输入源完成其“主要动作”后发出。\n"
"请使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 获取关于该输入源的更多信息。"
msgid ""
"Emitted when one of the input sources has finished its \"primary action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某个输入源完成其“主要动作”时发出。\n"
"请使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 获取关于该输入源的更多信息。"
msgid ""
"Emitted when one of the input source has started its \"primary action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某个输入源开始其“主要动作”时发出。\n"
"请使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 获取关于该输入源的更多信息。"
msgid ""
"Emitted when the user ends the WebXR session (which can be done using UI from "
"the browser or device).\n"
"At this point, you should do [code]get_viewport().use_xr = false[/code] to "
"instruct Godot to resume rendering to the screen."
msgstr ""
"用户结束 WebXR 会话时发出(可以使用浏览器或设备的 UI 结束会话)。\n"
"此时,你应该执行 [code]get_viewport().use_xr = false[/code],让 Godot 继续渲染"
"至屏幕。"
msgid ""
"Emitted by [method XRInterface.initialize] if the session fails to start.\n"
"[param message] may optionally contain an error message from WebXR, or an "
"empty string if no message is available."
msgstr ""
"由 [method XRInterface.initialize] 在该会话启动失败时发出。\n"
"[param message] 可能会包含 WebXR 的错误信息,如果没有可用信息则为空字符串。"
msgid ""
"Emitted by [method XRInterface.initialize] if the session is successfully "
"started.\n"
"At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to "
"instruct Godot to start rendering to the XR device."
msgstr ""
"由 [method XRInterface.initialize] 在该会话启动成功时发出。\n"
"此时,可以安全地执行 [code]get_viewport().use_xr = true[/code],让 Godot 开始"
"渲染至 XR 设备。"
msgid ""
"Emitted by [method is_session_supported] to indicate if the given [param "
"session_mode] is supported or not."
msgstr ""
"由 [method is_session_supported] 触发,表示是否支持指定的 [param "
"session_mode]。"
msgid ""
"Emitted after one of the input sources has finished its \"primary squeeze "
"action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某个输入源完成其“主要紧握动作”后发出。\n"
"请使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 获取关于该输入源的更多信息。"
msgid ""
"Emitted when one of the input sources has finished its \"primary squeeze "
"action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某个输入源完成其“主要紧握动作”时发出。\n"
"请使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 获取关于该输入源的更多信息。"
msgid ""
"Emitted when one of the input sources has started its \"primary squeeze "
"action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某个输入源开始其“主要紧握动作”时发出。\n"
"请使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 获取关于该输入源的更多信息。"
msgid "Emitted when [member visibility_state] has changed."
msgstr "当 [member visibility_state] 已更改时触发。"
msgid "We don't know the the target ray mode."
msgstr "不知道目标射线模式。"
msgid ""
"Target ray originates at the viewer's eyes and points in the direction they "
"are looking."
msgstr "目标射线从观察者的眼睛出发,指向所观察的方向。"
msgid "Target ray from a handheld pointer, most likely a VR touch controller."
msgstr "目标射线由手持指示器发射,很可能是 VR 触摸控制器。"
msgid "Target ray from touch screen, mouse or other tactile input device."
msgstr "目标射线由触摸屏、鼠标等触觉输入设备发射。"
msgid "Base class for all windows, dialogs, and popups."
msgstr "所有窗口、对话框、弹出框的基类。"
msgid ""
"A node that creates a window. The window can either be a native system window "
"or embedded inside another [Window] (see [member Viewport."
"gui_embed_subwindows]).\n"
"At runtime, [Window]s will not close automatically when requested. You need "
"to handle it manually using the [signal close_requested] signal (this applies "
"both to pressing the close button and clicking outside of a popup)."
msgstr ""
"创建窗口的节点。窗口可以是原生系统窗口,也可以是嵌入到其他 [Window] 中的窗口"
"(见 [member Viewport.gui_embed_subwindows])。\n"
"运行时,[Window] 不会在请求关闭时自动关闭。你需要使用 [signal "
"close_requested] 信号手动处理(适用于点击关闭按钮和点击弹出窗口外部)。"
msgid ""
"Virtual method to be implemented by the user. Overrides the value returned by "
"[method get_contents_minimum_size]."
msgstr ""
"需要用户实现的虚方法。能够覆盖 [method get_contents_minimum_size] 的返回值。"
msgid ""
"Creates a local override for a theme [Color] with the specified [param name]. "
"Local overrides always take precedence when fetching theme items for the "
"control. An override can be removed with [method "
"remove_theme_color_override].\n"
"See also [method get_theme_color] and [method Control."
"add_theme_color_override] for more details."
msgstr ""
"为名为 [param name] 的主题 [Color] 创建本地覆盖项。为控件获取主题时,本地覆盖"
"项始终优先。覆盖项可以使用 [method remove_theme_color_override] 移除。\n"
"详情请参阅 [method get_theme_color] 和 [method Control."
"add_theme_color_override]。"
msgid ""
"Creates a local override for a theme [StyleBox] with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
"remove_theme_stylebox_override].\n"
"See also [method get_theme_stylebox] and [method Control."
"add_theme_stylebox_override] for more details."
msgstr ""
"为名为 [param name] 的主题 [StyleBox] 创建本地覆盖项。为控件获取主题时,本地覆"
"盖项始终优先。覆盖项可以使用 [method remove_theme_stylebox_override] 移除。\n"
"详情请参阅 [method get_theme_stylebox] 和 [method Control."
"add_theme_stylebox_override]。"
msgid "Returns whether the window is being drawn to the screen."
msgstr "返回该窗口是否正在被绘制到屏幕上。"
msgid ""
"Requests an update of the [Window] size to fit underlying [Control] nodes."
msgstr "请求更新 [Window] 大小以适应底层 [Control] 节点。"
msgid ""
"Returns the combined minimum size from the child [Control] nodes of the "
"window. Use [method child_controls_changed] to update it when children nodes "
"have changed.\n"
"The value returned by this method can be overridden with [method "
"_get_contents_minimum_size]."
msgstr ""
"返回该窗口子 [Control] 节点最小尺寸的合并大小。请在子节点发生改变时使用 "
"[method child_controls_changed] 进行更新。\n"
"这个方法的返回值可以使用 [method _get_contents_minimum_size] 覆盖。"
msgid "Returns [code]true[/code] if the [param flag] is set."
msgstr "如果设置了标志 [param flag],则返回 [code]true[/code]。"
msgid "Returns layout direction and text writing direction."
msgstr "返回排版方向和文本书写方向。"
msgid "Returns the window's position including its border."
msgstr "返回该窗口的位置,包括边框。"
msgid "Returns the window's size including its border."
msgstr "返回该窗口的大小,包括边框。"
msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that [Theme] "
"has a color item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for more details."
msgstr ""
"从树中第一个匹配的 [Theme] 中返回 [Color],该 [Theme] 中需要有名称为 [param "
"name] 类型为 [param theme_type] 的颜色项目。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns a constant from the first matching [Theme] in the tree if that "
"[Theme] has a constant item with the specified [param name] and [param "
"theme_type].\n"
"See [method Control.get_theme_color] for more details."
msgstr ""
"从树中第一个匹配的 [Theme] 中返回常量,该 [Theme] 中需要有名称为 [param name] "
"类型为 [param theme_type] 的常量项目。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns the default base scale value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_base_scale] value.\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 中返回默认基础缩放,该 [Theme] 中需要具有有效的 "
"[member Theme.default_base_scale] 值。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns the default font from the first matching [Theme] in the tree if that "
"[Theme] has a valid [member Theme.default_font] value.\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 中返回默认字体,该 [Theme] 中需要具有有效的 "
"[member Theme.default_font] 值。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns the default font size value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_font_size] value.\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 中返回默认字体大小,该 [Theme] 中需要具有有效的 "
"[member Theme.default_font_size] 值。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
"has a font item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 中返回 [Font],该 [Theme] 中需要有名称为 [param "
"name] 类型为 [param theme_type] 的字体项目。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns a font size from the first matching [Theme] in the tree if that "
"[Theme] has a font size item with the specified [param name] and [param "
"theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 中返回字体大小,该 [Theme] 中需要有名称为 [param "
"name] 类型为 [param theme_type] 的字体大小项目。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
"has an icon item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 中返回图标,该 [Theme] 中需要有名称为 [param name] "
"类型为 [param theme_type] 的图标项目。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns a [StyleBox] from the first matching [Theme] in the tree if that "
"[Theme] has a stylebox item with the specified [param name] and [param "
"theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"从树中第一个匹配的 [Theme] 中返回 [StyleBox],该 [Theme] 中需要有名称为 "
"[param name] 类型为 [param theme_type] 的样式盒项目。\n"
"详情见 [method Control.get_theme_color]。"
msgid "Returns the ID of the window."
msgstr "返回该窗口的 ID。"
msgid "Causes the window to grab focus, allowing it to receive user input."
msgstr "使该窗口获得焦点,从而接收用户输入。"
msgid "Returns [code]true[/code] if the window is focused."
msgstr "如果该窗口已获得焦点,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a color item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param "
"theme_type] 的颜色项,则返回 [code]true[/code]。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a constant item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param "
"theme_type] 的常量项,则返回 [code]true[/code]。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a font item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param "
"theme_type] 的字体项,则返回 [code]true[/code]。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a font size item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param "
"theme_type] 的字体大小项,则返回 [code]true[/code]。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"an icon item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param "
"theme_type] 的图标项,则返回 [code]true[/code]。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a stylebox item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param "
"theme_type] 的样式盒项,则返回 [code]true[/code]。\n"
"详情见 [method Control.get_theme_color]。"
msgid ""
"Hides the window. This is not the same as minimized state. Hidden window "
"can't be interacted with and needs to be made visible with [method show]."
msgstr ""
"隐藏该窗口。与最小化状态不同。隐藏窗口无法进行交互,需要用 [method show] 显"
"示。"
msgid ""
"Returns [code]true[/code] if the window is currently embedded in another "
"window."
msgstr "如果该窗口当前嵌入在其他窗口中,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the window can be maximized (the maximize button "
"is enabled)."
msgstr "如果该窗口可以最大化(启用了最大化按钮),则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if font oversampling is enabled. See [method "
"set_use_font_oversampling]."
msgstr ""
"如果启用了字体过采样,则返回 [code]true[/code]。见 [method "
"set_use_font_oversampling]。"
msgid ""
"Centers a native window on the current screen and an embedded window on its "
"embedder [Viewport]."
msgstr ""
"在当前屏幕里居中原生窗口,如果时嵌入式窗口则是在嵌入器 [Viewport] 里居中。"
msgid "Moves the [Window] on top of other windows and focuses it."
msgstr "将该 [Window] 移动到其他窗口的顶部并聚焦。"
msgid ""
"Shows the [Window] and makes it transient (see [member transient]). If [param "
"rect] is provided, it will be set as the [Window]'s size. Fails if called on "
"the main window."
msgstr ""
"显示该 [Window] 并标记为临时窗口(见 [member transient])。如果提供了 [param "
"rect],则会设为该 [Window] 的大小。对主窗口调用时会失败。"
msgid ""
"Popups the [Window] at the center of the current screen, with optionally "
"given minimum size. If the [Window] is embedded, it will be centered in the "
"parent [Viewport] instead.\n"
"[b]Note:[/b] Calling it with the default value of [param minsize] is "
"equivalent to calling it with [member size]."
msgstr ""
"在当前屏幕的中心弹出该 [Window],可以选择给定最小尺寸。如果该 [Window] 是嵌入"
"的,它将在父 [Viewport] 中居中。\n"
"[b]注意:[/b]用 [param minsize] 的默认值调用它等同于用 [member size] 调用它。"
msgid ""
"Popups the [Window] centered inside its parent [Window]. [param "
"fallback_ratio] determines the maximum size of the [Window], in relation to "
"its parent.\n"
"[b]Note:[/b] Calling it with the default value of [param minsize] is "
"equivalent to calling it with [member size]."
msgstr ""
"在父 [Window] 中居中弹出该 [Window]。[param fallback_ratio] 确定 [Window] 相对"
"于其父级的最大尺寸。\n"
"[b]注意:[/b]用 [param minsize] 的默认值调用它等同于用 [member size] 调用它。"
msgid ""
"If [Window] is embedded, popups the [Window] centered inside its embedder and "
"sets its size as a [param ratio] of embedder's size.\n"
"If [Window] is a native window, popups the [Window] centered inside the "
"screen of its parent [Window] and sets its size as a [param ratio] of the "
"screen size."
msgstr ""
"如果 [Window] 为嵌入式窗口,则 [Window] 在弹出时会在嵌入器内居中,并按照嵌入器"
"大小的比例 [param ratio] 设置其大小。\n"
"如果 [Window] 为原生窗口,则 [Window] 在弹出时会在其父 [Window] 所在屏幕内居"
"中,并按照屏幕大小的比例 [param ratio] 设置其大小。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup] on it. The dialog "
"must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调"
"用 [method Window.popup]。对话框目前必须没有父节点,否则该方法会失败。\n"
"另见 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup_centered] on it. The "
"dialog must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调"
"用 [method Window.popup_centered]。对话框目前必须没有父节点,否则该方法会失"
"败。\n"
"另见 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup_centered_clamped] on "
"it. The dialog must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调"
"用 [method Window.popup_centered_clamped]。对话框目前必须没有父节点,否则该方"
"法会失败。\n"
"另见 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup_centered_ratio] on it. "
"The dialog must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调"
"用 [method Window.popup_centered_ratio]。对话框目前必须没有父节点,否则该方法"
"会失败。\n"
"另见 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup_on_parent] on it. The "
"dialog must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"尝试将该对话框的父节点设为最近的独占窗口,相对于 [param from_node],然后对其调"
"用 [method Window.popup_on_parent]。对话框目前必须没有父节点,否则该方法会失"
"败。\n"
"另见 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Popups the [Window] with a position shifted by parent [Window]'s position. If "
"the [Window] is embedded, has the same effect as [method popup]."
msgstr ""
"弹出该 [Window],位置会根据父级 [Window] 的位置进行偏移。如果该 [Window] 是内"
"嵌的,则与 [method popup] 等效。"
msgid ""
"Tells the OS that the [Window] needs an attention. This makes the window "
"stand out in some way depending on the system, e.g. it might blink on the "
"task bar."
msgstr ""
"告诉操作系统 [Window] 需要注意。这样会让该窗口以某种方式脱颖而出,具体形式取决"
"于系统,例如可能会在任务栏上闪烁。"
msgid ""
"Resets the size to the minimum size, which is the max of [member min_size] "
"and (if [member wrap_controls] is enabled) [method "
"get_contents_minimum_size]. This is equivalent to calling "
"[code]set_size(Vector2i())[/code] (or any size below the minimum)."
msgstr ""
"将大小重置为最小大小,即 [member min_size] 和([member wrap_controls] 启用时)"
"[method get_contents_minimum_size] 之间的较大值。相当于调用 "
"[code]set_size(Vector2i())[/code](或低于最小值的任何大小)。"
msgid "Sets a specified window flag."
msgstr "设置指定的窗口标志。"
msgid ""
"If [param active] is [code]true[/code], enables system's native IME (Input "
"Method Editor)."
msgstr ""
"如果 [param active] 为 [code]true[/code],则启用系统的原生 IME输入法编辑"
"器)。"
msgid "Moves IME to the given position."
msgstr "将 IME 移动到给定位置。"
msgid ""
"Sets layout direction and text writing direction. Right-to-left layouts are "
"necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"设置布局方向和文本书写方向。某些语言需要从右至左的布局(例如阿拉伯语和希伯来"
"语)。"
msgid ""
"If [param unparent] is [code]true[/code], the window is automatically "
"unparented when going invisible.\n"
"[b]Note:[/b] Make sure to keep a reference to the node, otherwise it will be "
"orphaned. You also need to manually call [method Node.queue_free] to free the "
"window if it's not parented."
msgstr ""
"如果 [param unparent] 为 [code]true[/code],则窗口会在隐藏时自动解除与父节点的"
"关系。\n"
"[b]注意:[/b]请确保存在对该节点的引用,否则该节点会变为孤儿节点。没有父节点"
"时,你还需要手动调用 [method Node.queue_free] 来释放该窗口。"
msgid ""
"Enables font oversampling. This makes fonts look better when they are scaled "
"up."
msgstr "启用字体过采样。会使得字体在放大后更好看。"
msgid ""
"Makes the [Window] appear. This enables interactions with the [Window] and "
"doesn't change any of its property other than visibility (unlike e.g. [method "
"popup])."
msgstr ""
"让该 [Window] 出现。这样会启用与 [Window] 的交互,除了可见性之外不会更改其他任"
"何属性(与 [method popup] 不同)。"
msgid ""
"If [code]true[/code], the window will be on top of all other windows. Does "
"not work if [member transient] is enabled."
msgstr ""
"如果为 [code]true[/code],则该窗口将位于所有其他窗口的顶部。如果启用了 "
"[member transient] 则不起作用。"
msgid ""
"Toggles if any text should automatically change to its translated version "
"depending on the current locale."
msgstr "切换是否所有文本都应该根据当前区域设置自动变为翻译后的版本。"
msgid "If [code]true[/code], the window will have no borders."
msgstr "如果为 [code]true[/code],则该窗口将没有边框。"
msgid ""
"Specifies how the content's aspect behaves when the [Window] is resized. The "
"base aspect is determined by [member content_scale_size]."
msgstr ""
"指定当 [Window] 的大小改变时,内容纵横比的行为。基础纵横比由 [member "
"content_scale_size] 决定。"
msgid ""
"Specifies the base scale of [Window]'s content when its [member size] is "
"equal to [member content_scale_size]."
msgstr ""
"指定当 [member size] 等于 [member content_scale_size] 时 [Window] 内容的基础比"
"例。"
msgid "Specifies how the content is scaled when the [Window] is resized."
msgstr "指定当 [Window] 的大小改变时,如何对内容进行缩放。"
msgid ""
"Base size of the content (i.e. nodes that are drawn inside the window). If "
"non-zero, [Window]'s content will be scaled when the window is resized to a "
"different size."
msgstr ""
"内容的基础大小(内容指在窗口内绘制的节点)。如果非零,当窗口大小发生变化时,"
"[Window] 的内容将被缩放。"
msgid ""
"The policy to use to determine the final scale factor for 2D elements. This "
"affects how [member content_scale_factor] is applied, in addition to the "
"automatic scale factor determined by [member content_scale_size]."
msgstr ""
"决定 2D 元素最终缩放系数的策略。会影响 [member content_scale_factor] 的使用,"
"与 [member display/window/stretch/mode] 决定的自动缩放系数共同生效。"
msgid "The screen the window is currently on."
msgstr "该窗口当前所在的屏幕。"
msgid ""
"If [code]true[/code], the [Window] will be in exclusive mode. Exclusive "
"windows are always on top of their parent and will block all input going to "
"the parent [Window].\n"
"Needs [member transient] enabled to work."
msgstr ""
"如果为 [code]true[/code],则 [Window] 将处于独占模式。独占窗口总是在其父窗口的"
"顶部,会阻止所有输入到达父级 [Window]。\n"
"需要启用 [member transient] 才能正常工作。"
msgid ""
"If [code]true[/code], the [Window] contents is expanded to the full size of "
"the window, window title bar is transparent.\n"
"[b]Note:[/b] This property is implemented only on macOS.\n"
"[b]Note:[/b] This property only works with native windows."
msgstr ""
"如果为 [code]true[/code],则 [Window] 的内容将会扩展到窗口的完整大小,窗口标题"
"栏是透明的。\n"
"[b]注意:[/b]这个属性仅在 macOS 上实现。\n"
"[b]注意:[/b]这个属性仅对原生窗口有效。"
msgid ""
"Specifies the initial type of position for the [Window]. See [enum "
"WindowInitialPosition] constants."
msgstr "指定该 [Window] 的初始位置类型。见 [enum WindowInitialPosition] 常量。"
msgid ""
"If [code]true[/code], the [Window] width is expanded to keep the title bar "
"text fully visible."
msgstr ""
"如果为 [code]true[/code],则该 [Window] 宽度被扩展以保持标题栏文本完全可见。"
msgid ""
"If non-zero, the [Window] can't be resized to be bigger than this size.\n"
"[b]Note:[/b] This property will be ignored if the value is lower than [member "
"min_size]."
msgstr ""
"如果非零,则调整该 [Window] 的大小时无法大于该尺寸。\n"
"[b]注意:[/b]如果值小于 [member min_size],该属性将被忽略。"
msgid ""
"If non-zero, the [Window] can't be resized to be smaller than this size.\n"
"[b]Note:[/b] This property will be ignored in favor of [method "
"get_contents_minimum_size] if [member wrap_controls] is enabled and if its "
"size is bigger."
msgstr ""
"如果非零,则调整该 [Window] 的大小时无法小于该尺寸。\n"
"[b]注意:[/b]如果启用了 [member wrap_controls] 并且 [method "
"get_contents_minimum_size] 更大,则此属性将被忽略。"
msgid ""
"Set's the window's current mode.\n"
"[b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and "
"Linux.\n"
"[b]Note:[/b] This method only works with native windows, i.e. the main window "
"and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is "
"disabled in the main viewport."
msgstr ""
"设置该窗口的当前模式。\n"
"[b]注意:[/b]在 Windows 和 Linux 上,全屏与独占全屏是不同的模式。\n"
"[b]注意:[/b]这个方法仅对原生窗口有效,即主窗口和禁用主视口 [member Viewport."
"gui_embed_subwindows] 时的 [Window] 派生节点。"
msgid ""
"If [code]true[/code], all mouse events will be passed to the underlying "
"window of the same application. See also [member mouse_passthrough_polygon].\n"
"[b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows.\n"
"[b]Note:[/b] This property only works with native windows."
msgstr ""
"如果为 [code]true[/code],则所有鼠标事件都会传递给同一应用的底层窗口。另见 "
"[member mouse_passthrough_polygon]。\n"
"[b]注意:[/b]这个属性在 LinuxX11、macOS 和 Windows 上实现。\n"
"[b]注意:[/b]这个属性仅对原生窗口有效。"
msgid ""
"Sets a polygonal region of the window which accepts mouse events. Mouse "
"events outside the region will be passed through.\n"
"Passing an empty array will disable passthrough support (all mouse events "
"will be intercepted by the window, which is the default behavior).\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set region, using Path2D node.\n"
"$Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points()\n"
"\n"
"# Set region, using Polygon2D node.\n"
"$Window.mouse_passthrough_polygon = $Polygon2D.polygon\n"
"\n"
"# Reset region to default.\n"
"$Window.mouse_passthrough_polygon = []\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set region, using Path2D node.\n"
"GetNode<Window>(\"Window\").MousePassthrough = GetNode<Path2D>(\"Path2D\")."
"Curve.GetBakedPoints();\n"
"\n"
"// Set region, using Polygon2D node.\n"
"GetNode<Window>(\"Window\").MousePassthrough = "
"GetNode<Polygon2D>(\"Polygon2D\").Polygon;\n"
"\n"
"// Reset region to default.\n"
"GetNode<Window>(\"Window\").MousePassthrough = new Vector2[] {};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This property is ignored if [member mouse_passthrough] is set to "
"[code]true[/code].\n"
"[b]Note:[/b] On Windows, the portion of a window that lies outside the region "
"is not drawn, while on Linux (X11) and macOS it is.\n"
"[b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows."
msgstr ""
"设置窗口的一个接受鼠标事件的多边形区域。该区域外的鼠标事件将被传递出去。\n"
"传递一个空数组将禁用穿透支持(所有鼠标事件将被窗口拦截,这是默认行为)。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 设置区域,使用 Path2D 节点。\n"
"$Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points()\n"
"\n"
"# 设置区域,使用 Polygon2D 节点。\n"
"$Window.mouse_passthrough_polygon = $Polygon2D.polygon\n"
"\n"
"# 重置区域为默认值。\n"
"$Window.mouse_passthrough_polygon = []\n"
"[/gdscript]\n"
"[csharp]\n"
"// 设置区域,使用 Path2D 节点。\n"
"GetNode<Window>(\"Window\").MousePassthrough = GetNode<Path2D>(\"Path2D\")."
"Curve.GetBakedPoints();\n"
"\n"
"// 设置区域,使用 Polygon2D 节点。\n"
"GetNode<Window>(\"Window\").MousePassthrough = "
"GetNode<Polygon2D>(\"Polygon2D\").Polygon;\n"
"\n"
"// 重置区域为默认值。\n"
"GetNode<Window>(\"Window\").MousePassthrough = new Vector2[] {};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果 [member mouse_passthrough] 设置为 [code]true[/code],则忽略"
"此属性。\n"
"[b]注意:[/b]在 Windows 上,位于区域外的窗口部分不会被绘制,而在 Linux (X11) "
"和 macOS 上则会被绘制。\n"
"[b]注意:[/b]该属性在 Linux (X11)、macOS 和 Windows 上实现。"
msgid ""
"If [code]true[/code], the [Window] will be considered a popup. Popups are sub-"
"windows that don't show as separate windows in system's window manager's "
"window list and will send close request when anything is clicked outside of "
"them (unless [member exclusive] is enabled)."
msgstr ""
"如果为 [code]true[/code],则该 [Window] 将被视为弹出窗口。弹出窗口是子窗口,不"
"会在系统窗口管理器的窗口列表中显示为单独的窗口,并且会在单击它们之外的任何位置"
"时发送关闭请求(除非启用了 [member exclusive])。"
msgid ""
"The window's position in pixels.\n"
"If [member ProjectSettings.display/window/subwindows/embed_subwindows] is "
"[code]false[/code], the position is in absolute screen coordinates. This "
"typically applies to editor plugins. If the setting is [code]true[/code], the "
"window's position is in the coordinates of its parent [Viewport].\n"
"[b]Note:[/b] This property only works if [member initial_position] is set to "
"[constant WINDOW_INITIAL_POSITION_ABSOLUTE]."
msgstr ""
"该窗口的位置,单位为像素。\n"
"如果 [member ProjectSettings.display/window/subwindows/embed_subwindows] 为 "
"[code]false[/code],则该位置使用屏幕绝对坐标。通常适用于编辑器插件。如果该设置"
"项为 [code]true[/code],则该窗口的位置使用其父 [Viewport] 中的坐标。\n"
"[b]注意:[/b]这个属性仅在 [member initial_position] 为 [constant "
"WINDOW_INITIAL_POSITION_ABSOLUTE] 时有效。"
msgid "The window's size in pixels."
msgstr "该窗口的大小,单位为像素。"
msgid ""
"The name of a theme type variation used by this [Window] to look up its own "
"theme items. See [member Control.theme_type_variation] for more details."
msgstr ""
"此 [Window] 用于查找其自己的主题项目的主题类型变体的名称。详情见 [member "
"Control.theme_type_variation]。"
msgid ""
"The window's title. If the [Window] is native, title styles set in [Theme] "
"will have no effect."
msgstr "该窗口的标题。如果 [Window] 是原生的,则 [Theme] 中设置的标题样式无效。"
msgid ""
"If [code]true[/code], the [Window] is transient, i.e. it's considered a child "
"of another [Window]. The transient window will be destroyed with its "
"transient parent and will return focus to their parent when closed. The "
"transient window is displayed on top of a non-exclusive full-screen parent "
"window. Transient windows can't enter full-screen mode.\n"
"Note that behavior might be different depending on the platform."
msgstr ""
"如果为 [code]true[/code] 则该 [Window] 是临时窗口,即会被认为是另一个 "
"[Window] 的子级。临时窗口会和临时父级一起销毁,关闭时会将焦点返还给父级。临时"
"窗口显示在非独占全屏父窗口之上。临时窗口无法进入全屏模式。\n"
"请注意,不同平台可能由不同的行为。"
msgid ""
"If [code]true[/code], the [Window]'s background can be transparent. This is "
"best used with embedded windows.\n"
"[b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, "
"but availability might vary depending on GPU driver, display manager, and "
"compositor capabilities.\n"
"[b]Note:[/b] This property has no effect if either [member ProjectSettings."
"display/window/per_pixel_transparency/allowed], or the window's [member "
"Viewport.transparent_bg] is set to [code]false[/code]."
msgstr ""
"如果为 [code]true[/code],则 [Window] 的背景可以是透明的。最好用在嵌入式窗口"
"中。\n"
"[b]注意:[/b]透明度支持已在 Linux、macOS 和 Windows 上实现,但可用性可能因 "
"GPU 驱动程序、显示管理器和合成器的能力而异。\n"
"[b]注意:[/b]如果 [member ProjectSettings.display/window/"
"per_pixel_transparency/allowed] 或该窗口的 [member Viewport.transparent_bg] "
"为 [code]false[/code],则这个属性无效。"
msgid ""
"If [code]true[/code], the [Window] can't be focused nor interacted with. It "
"can still be visible."
msgstr ""
"如果为 [code]true[/code],则该 [Window] 既无法聚焦也无法交互,但仍然可见。"
msgid ""
"If [code]true[/code], the window can't be resized. Minimize and maximize "
"buttons are disabled."
msgstr ""
"如果为 [code]true[/code],则无法调整窗口大小。最小化和最大化按钮被禁用。"
msgid "If [code]true[/code], the window is visible."
msgstr "如果为 [code]true[/code],则该窗口可见。"
msgid ""
"If [code]true[/code], the window's size will automatically update when a "
"child node is added or removed, ignoring [member min_size] if the new size is "
"bigger.\n"
"If [code]false[/code], you need to call [method child_controls_changed] "
"manually."
msgstr ""
"如果为 [code]true[/code],则添加或删除子节点时,窗口的大小会自动更新,新的大小"
"更大时会忽略 [member min_size]。\n"
"如果为 [code]false[/code],则需要手动调用 [method child_controls_changed]。"
msgid ""
"Emitted right after [method popup] call, before the [Window] appears or does "
"anything."
msgstr ""
"在调用 [method popup] 之后但在 [Window] 出现或执行任何操作之前发送的信号。"
msgid ""
"Emitted when the [Window]'s close button is pressed or when [member "
"popup_window] is enabled and user clicks outside the window.\n"
"This signal can be used to handle window closing, e.g. by connecting it to "
"[method hide]."
msgstr ""
"按下该 [Window] 的关闭按钮或启用 [member popup_window] 并且用户在窗口外点击时"
"发出。\n"
"这个信号可以用来处理窗口的关闭,例如将其连接到 [method hide]。"
msgid ""
"Emitted when the [Window]'s DPI changes as a result of OS-level changes (e.g. "
"moving the window from a Retina display to a lower resolution one).\n"
"[b]Note:[/b] Only implemented on macOS."
msgstr ""
"该 [Window] 的 DPI 由于操作系统级别的更改而发生更改时发出(例如将该窗口从 "
"Retina 屏幕移动到了更低分辨率的屏幕)。\n"
"[b]注意:[/b]仅在 macOS 上实现。"
msgid ""
"Emitted when files are dragged from the OS file manager and dropped in the "
"game window. The argument is a list of file paths.\n"
"Note that this method only works with native windows, i.e. the main window "
"and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is "
"disabled in the main viewport.\n"
"Example usage:\n"
"[codeblock]\n"
"func _ready():\n"
" get_viewport().files_dropped.connect(on_files_dropped)\n"
"\n"
"func on_files_dropped(files):\n"
" print(files)\n"
"[/codeblock]"
msgstr ""
"将文件从操作系统文件管理器拖放到游戏窗口时发出。参数为文件路径列表。\n"
"请注意,这个方法仅适用于原生窗口,即主窗口和禁用主视口 [member Viewport."
"gui_embed_subwindows] 时的 [Window] 派生节点。\n"
"示例用法:\n"
"[codeblock]\n"
"func _ready():\n"
" get_viewport().files_dropped.connect(on_files_dropped)\n"
"\n"
"func on_files_dropped(files):\n"
" print(files)\n"
"[/codeblock]"
msgid "Emitted when the [Window] gains focus."
msgstr "当该 [Window] 获得焦点时发出。"
msgid "Emitted when the [Window] loses its focus."
msgstr "当该 [Window] 失去焦点时发出。"
msgid ""
"Emitted when a go back request is sent (e.g. pressing the \"Back\" button on "
"Android), right after [constant Node.NOTIFICATION_WM_GO_BACK_REQUEST]."
msgstr ""
"发送返回请求时,在 [constant Node.NOTIFICATION_WM_GO_BACK_REQUEST] 之后发出"
"(例如在 Android 上按下“返回”按钮)。"
msgid ""
"Emitted when the mouse cursor enters the [Window]'s visible area, that is not "
"occluded behind other [Control]s or windows, provided its [member Viewport."
"gui_disable_input] is [code]false[/code] and regardless if it's currently "
"focused or not."
msgstr ""
"当鼠标光标进入 [Window] 的可见区域时发出,该区域未被其他 [Control] 或窗口遮"
"挡,只要其 [member Viewport.gui_disable_input] 为 [code]false[/code] 并且无论"
"它当前聚焦与否。"
msgid ""
"Emitted when the mouse cursor leaves the [Window]'s visible area, that is not "
"occluded behind other [Control]s or windows, provided its [member Viewport."
"gui_disable_input] is [code]false[/code] and regardless if it's currently "
"focused or not."
msgstr ""
"当鼠标光标离开 [Window] 的可见区域时发出,该区域未被其他 [Control] 或窗口遮"
"挡,只要其 [member Viewport.gui_disable_input] 为 [code]false[/code] 并且无论"
"它当前聚焦与否。"
msgid ""
"Emitted when window title bar decorations are changed, e.g. macOS window "
"enter/exit full screen mode, or extend-to-title flag is changed."
msgstr ""
"窗口标题栏装饰发生改变时发出,例如 macOS 窗口进入/退出全屏模式,或者“扩展至标"
"题”标志发生改变。"
msgid "Emitted when [Window] is made visible or disappears."
msgstr "显示或隐藏该 [Window] 时发出。"
msgid ""
"Emitted when the [Window] is currently focused and receives any input, "
"passing the received event as an argument. The event's position, if present, "
"is in the embedder's coordinate system."
msgstr ""
"该 [Window] 持有焦点并收到任何输入时发出,会把收到的事件作为参数传入。该事件如"
"果存在位置属性,该位置使用嵌入器的坐标系。"
msgid ""
"Emitted when [Window]'s visibility changes, right before [signal "
"visibility_changed]."
msgstr ""
"该 [Window] 的可见性发生改变时,在 [signal visibility_changed] 之前发出。"
msgid ""
"Sent when the node needs to refresh its theme items. This happens in one of "
"the following cases:\n"
"- The [member theme] property is changed on this node or any of its "
"ancestors.\n"
"- The [member theme_type_variation] property is changed on this node.\n"
"- The node enters the scene tree.\n"
"[b]Note:[/b] As an optimization, this notification won't be sent from changes "
"that occur while this node is outside of the scene tree. Instead, all of the "
"theme item updates can be applied at once when the node enters the scene tree."
msgstr ""
"当节点需要刷新其主题项时发送。以下任意情况都会触发:\n"
"- 此节点或其任何祖先节点更改了 [member theme] 属性。\n"
"- 此节点更改了 [member theme_type_variation] 属性。\n"
"- 节点进入场景树。\n"
"[b]注意:[/b]为了优化性能,此节点在场景树之外发生更改时不会发送此通知。取而代"
"之的是,当节点进入场景树时会统一应用所有主题项的更新。"
msgid ""
"The window can't be resized by dragging its resize grip. It's still possible "
"to resize the window using [member size]. This flag is ignored for full "
"screen windows. Set with [member unresizable]."
msgstr ""
"该窗口不能通过拖动其调整大小的手柄来调整大小。仍然可以使用 [member size] 来调"
"整窗口的大小。这个标志对于全屏窗口来说是被忽略的。用 [member unresizable] 设"
"置。"
msgid ""
"The window do not have native title bar and other decorations. This flag is "
"ignored for full-screen windows. Set with [member borderless]."
msgstr ""
"该窗口没有原生标题栏和其他装饰。全屏窗口会忽略该标志。由 [member borderless] "
"设置。"
msgid ""
"The window is floating on top of all other windows. This flag is ignored for "
"full-screen windows. Set with [member always_on_top]."
msgstr ""
"该窗口漂浮在所有其他窗口之上。全屏窗口会忽略该标志。由 [member always_on_top] "
"设置。"
msgid ""
"The window background can be transparent. Set with [member transparent].\n"
"[b]Note:[/b] This flag has no effect if either [member ProjectSettings."
"display/window/per_pixel_transparency/allowed], or the window's [member "
"Viewport.transparent_bg] is set to [code]false[/code]."
msgstr ""
"该窗口的背景可以是透明的。使用 [member transparent] 设置。\n"
"[b]注意:[/b]如果 [member ProjectSettings.display/window/"
"per_pixel_transparency/allowed] 或该窗口的 [member Viewport.transparent_bg] "
"为 [code]false[/code],则这个标志无效。"
msgid ""
"The window can't be focused. No-focus window will ignore all input, except "
"mouse clicks. Set with [member unfocusable]."
msgstr ""
"该窗口无法被聚焦。无焦点窗口会忽略除鼠标点击之外的所有输入。由 [member "
"unfocusable] 设置。"
msgid ""
"Window is part of menu or [OptionButton] dropdown. This flag can't be changed "
"when the window is visible. An active popup window will exclusively receive "
"all input, without stealing focus from its parent. Popup windows are "
"automatically closed when uses click outside it, or when an application is "
"switched. Popup window must have transient parent set (see [member "
"transient]).\n"
"[b]Note:[/b] This flag has no effect in embedded windows (unless said window "
"is a [Popup])."
msgstr ""
"窗口为菜单或 [OptionButton] 下拉菜单的一部分。窗口可见时无法更改这个标志。活动"
"的弹出窗口会以独占的形式接收所有输入,但不会从其父窗口窃取焦点。用户在区域外点"
"击或切换应用程序时,弹出窗口会自动关闭。弹出窗口必须设置临时父级(见 [member "
"transient])。\n"
"[b]注意:[/b]这个标志在嵌入式窗口中无效(除非该窗口是 [Popup])。"
msgid ""
"Window content is expanded to the full size of the window. Unlike borderless "
"window, the frame is left intact and can be used to resize the window, title "
"bar is transparent, but have minimize/maximize/close buttons. Set with "
"[member extend_to_title].\n"
"[b]Note:[/b] This flag is implemented only on macOS.\n"
"[b]Note:[/b] This flag has no effect in embedded windows."
msgstr ""
"窗口内容扩展到窗口的全部尺寸。与无边框窗口不同,框架保持不变,可以用来调整窗口"
"的大小,标题栏是透明的,但有最小/最大/关闭按钮。用 [member extend_to_title] 设"
"置。\n"
"[b]注意:[/b]这个标志在 macOS 上实现。\n"
"[b]注意:[/b]这个标志在嵌入式窗口中无效。"
msgid ""
"All mouse events are passed to the underlying window of the same "
"application.\n"
"[b]Note:[/b] This flag has no effect in embedded windows."
msgstr ""
"所有鼠标事件都被传递到同一应用程序的底层窗口。\n"
"[b]注意:[/b]这个标志在嵌入式窗口中无效。"
msgid "Max value of the [enum Flags]."
msgstr "[enum Flags] 的最大值。"
msgid "The content will not be scaled to match the [Window]'s size."
msgstr "不会为了匹配 [Window] 的大小而对内容进行缩放。"
msgid ""
"The content will be rendered at the target size. This is more performance-"
"expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better "
"results."
msgstr ""
"会将内容按照目标大小渲染。比 [constant CONTENT_SCALE_MODE_VIEWPORT] 更消耗性"
"能,但结果更佳。"
msgid ""
"The content will be rendered at the base size and then scaled to the target "
"size. More performant than [constant CONTENT_SCALE_MODE_CANVAS_ITEMS], but "
"results in pixelated image."
msgstr ""
"会将内容按照原始大小渲染,然后再缩放到目标大小。比 [constant "
"CONTENT_SCALE_MODE_CANVAS_ITEMS] 性能更高,但会导致图像的像素化。"
msgid ""
"The aspect will be ignored. Scaling will simply stretch the content to fit "
"the target size."
msgstr "会忽略纵横比。缩放就是简单地将内容拉伸至目标大小。"
msgid ""
"The content's aspect will be preserved. If the target size has different "
"aspect from the base one, the image will be centered and black bars will "
"appear on left and right sides."
msgstr ""
"会保留内容的纵横比。如果目标大小与原始大小的纵横比不同,则会将图像居中,左右两"
"侧会出现黑条。"
msgid ""
"The content can be expanded vertically. Scaling horizontally will result in "
"keeping the width ratio and then black bars on left and right sides."
msgstr "内容可以垂直扩展。横向缩放时,会保留宽度比,在左右两侧添加黑条。"
msgid ""
"The content can be expanded horizontally. Scaling vertically will result in "
"keeping the height ratio and then black bars on top and bottom sides."
msgstr "内容可以水平扩展。纵向缩放时,会保留高度比,在上下两侧添加黑条。"
msgid ""
"The content's aspect will be preserved. If the target size has different "
"aspect from the base one, the content will stay in the top-left corner and "
"add an extra visible area in the stretched space."
msgstr ""
"会保留内容的纵横比。如果目标大小与原始大小的纵横比不同,则内容会保持在左上角,"
"将拉伸出的空间增加为可见区域。"
msgid ""
"The content will be stretched according to a fractional factor. This fills "
"all the space available in the window, but allows \"pixel wobble\" to occur "
"due to uneven pixel scaling."
msgstr ""
"内容会根据小数系数进行拉伸。这样就能够填充窗口的所有空间,但非整数的像素缩放会"
"导致发生“像素摆动”。"
msgid ""
"The content will be stretched only according to an integer factor, preserving "
"sharp pixels. This may leave a black background visible on the window's edges "
"depending on the window size."
msgstr ""
"内容只会根据整数系数进行拉伸,保持像素的锐利。可能导致窗口的边缘留出可见的黑色"
"背景,具体取决于窗口大小。"
msgid ""
"Automatic layout direction, determined from the parent window layout "
"direction."
msgstr "自动布局方向,由父窗口的布局方向决定。"
msgid "Initial window position is determined by [member position]."
msgstr "初始窗口位置由 [member position] 决定。"
msgid "Initial window position is the center of the primary screen."
msgstr "初始窗口位置为主屏幕的中心。"
msgid "Initial window position is the center of the main window screen."
msgstr "初始窗口位置为主窗口屏幕的中心。"
msgid "Initial window position is the center of [member current_screen] screen."
msgstr "初始窗口位置为 [member current_screen] 屏幕的中心。"
msgid ""
"Initial window position is the center of the screen containing the mouse "
"pointer."
msgstr "初始窗口位置为鼠标指针所在屏幕的中心。"
msgid ""
"Initial window position is the center of the screen containing the window "
"with the keyboard focus."
msgstr "初始窗口位置为键盘聚焦的窗口所在屏幕的中心。"
msgid "The color of the title's text."
msgstr "标题文本的颜色。"
msgid "The color of the title's text outline."
msgstr "标题文本轮廓的颜色。"
msgid "Horizontal position offset of the close button."
msgstr "关闭按钮的水平位置偏移。"
msgid "Vertical position offset of the close button."
msgstr "关闭按钮的垂直位置偏移。"
msgid ""
"Defines the outside margin at which the window border can be grabbed with "
"mouse and resized."
msgstr "定义了窗口边框外侧可以使用鼠标抓取和调整大小的边距。"
msgid "Height of the title bar."
msgstr "标题栏的高度。"
msgid "The size of the title outline."
msgstr "标题轮廓的尺寸。"
msgid "The font used to draw the title."
msgstr "用于绘制标题的字体。"
msgid "The size of the title font."
msgstr "标题字体的大小。"
msgid "The icon for the close button."
msgstr "关闭按钮的图标。"
msgid "The icon for the close button when it's being pressed."
msgstr "关闭按钮被按下时的图标。"
msgid ""
"The background style used when the [Window] is embedded. Note that this is "
"drawn only under the window's content, excluding the title. For proper "
"borders and title bar style, you can use [code]expand_margin_*[/code] "
"properties of [StyleBoxFlat].\n"
"[b]Note:[/b] The content background will not be visible unless [member "
"transparent] is enabled."
msgstr ""
"[Window] 为嵌入模式时使用的背景样式。请注意,背景仅绘制在窗口内容的下方,不包"
"括标题。要得到合适的边框和标题栏样式,可以使用 [StyleBoxFlat] 的 "
"[code]expand_margin_*[/code] 属性。\n"
"[b]注意:[/b]只有在启用 [member transparent] 时,内容背景才会可见。"
msgid "The background style used when the [Window] is embedded and unfocused."
msgstr "[Window] 为嵌入式且未获得焦点时使用的背景样式。"
msgid ""
"A singleton that allocates some [Thread]s on startup, used to offload tasks "
"to these threads."
msgstr "单例,启动时会分配一些 [Thread],可以将任务卸载到这些线程中执行。"
msgid ""
"The [WorkerThreadPool] singleton allocates a set of [Thread]s (called worker "
"threads) on project startup and provides methods for offloading tasks to "
"them. This can be used for simple multithreading without having to create "
"[Thread]s.\n"
"Tasks hold the [Callable] to be run by the threads. [WorkerThreadPool] can be "
"used to create regular tasks, which will be taken by one worker thread, or "
"group tasks, which can be distributed between multiple worker threads. Group "
"tasks execute the [Callable] multiple times, which makes them useful for "
"iterating over a lot of elements, such as the enemies in an arena.\n"
"Here's a sample on how to offload an expensive function to worker threads:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var enemies = [] # An array to be filled with enemies.\n"
"\n"
"func process_enemy_ai(enemy_index):\n"
" var processed_enemy = enemies[enemy_index]\n"
" # Expensive logic...\n"
"\n"
"func _process(delta):\n"
" var task_id = WorkerThreadPool.add_group_task(process_enemy_ai, enemies."
"size())\n"
" # Other code...\n"
" WorkerThreadPool.wait_for_group_task_completion(task_id)\n"
" # Other code that depends on the enemy AI already being processed.\n"
"[/gdscript]\n"
"[csharp]\n"
"private List<Node> _enemies = new List<Node>(); // A list to be filled with "
"enemies.\n"
"\n"
"private void ProcessEnemyAI(int enemyIndex)\n"
"{\n"
" Node processedEnemy = _enemies[enemyIndex];\n"
" // Expensive logic here.\n"
"}\n"
"\n"
"public override void _Process(double delta)\n"
"{\n"
" long taskId = WorkerThreadPool.AddGroupTask(Callable."
"From<int>(ProcessEnemyAI), _enemies.Count);\n"
" // Other code...\n"
" WorkerThreadPool.WaitForGroupTaskCompletion(taskId);\n"
" // Other code that depends on the enemy AI already being processed.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The above code relies on the number of elements in the [code]enemies[/code] "
"array remaining constant during the multithreaded part.\n"
"[b]Note:[/b] Using this singleton could affect performance negatively if the "
"task being distributed between threads is not computationally expensive."
msgstr ""
"[WorkerThreadPool] 单例在项目启动时会分配一组 [Thread](称作工作线程)并提供将"
"任务卸载至这些线程上执行的方法。这样就能够简化多线程的使用,不必创建 "
"[Thread]。\n"
"任务里放置的是要让线程执行的 [Callable]。[WorkerThreadPool] 既可以创建常规任务"
"也可以创建分组任务,常规任务由单个工作线程执行,而分组任务可以分布在多个工作线"
"程执行。分组任务会多次执行同一个 [Callable],可用于遍历大量的元素,例如场景中"
"的敌人。\n"
"以下是将开销很大的函数卸载到工作线程执行的例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var enemies = [] # 用敌人填充的数组。\n"
"\n"
"func process_enemy_ai(enemy_index):\n"
" var processed_enemy = enemies[enemy_index]\n"
" # 开销很大的逻辑……\n"
"\n"
"func _process(delta):\n"
" var task_id = WorkerThreadPool.add_group_task(process_enemy_ai, enemies."
"size())\n"
" # 其他代码……\n"
" WorkerThreadPool.wait_for_group_task_completion(task_id)\n"
" # 要求敌人 AI 已经处理完毕的其他代码。\n"
"[/gdscript]\n"
"[csharp]\n"
"private List<Node> _enemies = new List<Node>(); // 用敌人填充的数组。\n"
"\n"
"private void ProcessEnemyAI(int enemyIndex)\n"
"{\n"
" Node processedEnemy = _enemies[enemyIndex];\n"
" // 开销很大的逻辑……\n"
"}\n"
"\n"
"public override void _Process(double delta)\n"
"{\n"
" long taskId = WorkerThreadPool.AddGroupTask(Callable."
"From<int>(ProcessEnemyAI), _enemies.Count);\n"
" // 其他代码……\n"
" WorkerThreadPool.WaitForGroupTaskCompletion(taskId);\n"
" // 要求敌人 AI 已经处理完毕的其他代码。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"以上代码要求 [code]enemies[/code] 数组中的元素个数在多线程部分执行时保持不"
"变。\n"
"[b]注意:[/b]如果分布到多个线程执行的任务在计算方面的开销并不大,那么使用这个"
"单例可能对性能有负面影响。"
msgid ""
"Adds [param action] as a group task to be executed by the worker threads. The "
"[Callable] will be called a number of times based on [param elements], with "
"the first thread calling it with the value [code]0[/code] as a parameter, and "
"each consecutive execution incrementing this value by 1 until it reaches "
"[code]element - 1[/code].\n"
"The number of threads the task is distributed to is defined by [param "
"tasks_needed], where the default value [code]-1[/code] means it is "
"distributed to all worker threads. [param high_priority] determines if the "
"task has a high priority or a low priority (default). You can optionally "
"provide a [param description] to help with debugging.\n"
"Returns a group task ID that can be used by other methods."
msgstr ""
"将 [param action] 添加为分组任务,能够被多个工作线程执行。该 [Callable] 的调用"
"次数由 [param elements] 决定,第一个调用的线程使用 [code]0[/code] 作为参数,后"
"续执行时会将其加 1直到变为 [code]element - 1[/code]。\n"
"任务分布的线程数由 [param tasks_needed] 定义,默认值 [code]-1[/code] 表示分布"
"到所有工作线程。[param high_priority] 决定的是任务具有高优先级还是低优先级(默"
"认)。你还可以选择提供 [param description] 作为描述信息,方便调试。\n"
"返回分组任务 ID可用于其他方法。"
msgid ""
"Adds [param action] as a task to be executed by a worker thread. [param "
"high_priority] determines if the task has a high priority or a low priority "
"(default). You can optionally provide a [param description] to help with "
"debugging.\n"
"Returns a task ID that can be used by other methods."
msgstr ""
"将 [param action] 添加为分组任务,能够被单个工作线程执行。[param "
"high_priority] 决定的是任务具有高优先级还是低优先级(默认)。你还可以选择提供 "
"[param description] 作为描述信息,方便调试。\n"
"返回任务 ID可用于其他方法。"
msgid ""
"Returns how many times the [Callable] of the group task with the given ID has "
"already been executed by the worker threads.\n"
"[b]Note:[/b] If a thread has started executing the [Callable] but is yet to "
"finish, it won't be counted."
msgstr ""
"返回具有给定 ID 的分组任务的 [Callable] 已经被工作线程执行的次数。\n"
"[b]注意:[/b]线程已经开始执行 [Callable] 但尚未完成的情况不计算在内。"
msgid ""
"Returns [code]true[/code] if the group task with the given ID is completed."
msgstr "如果具有给定 ID 的分组任务已经完成,则返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the task with the given ID is completed."
msgstr "如果具有给定 ID 的任务已经完成,则返回 [code]true[/code]。"
msgid ""
"Pauses the thread that calls this method until the group task with the given "
"ID is completed."
msgstr "在具有给定 ID 的分组任务完成前暂停调用这个方法的线程。"
msgid ""
"Pauses the thread that calls this method until the task with the given ID is "
"completed.\n"
"Returns [constant @GlobalScope.OK] if the task could be successfully "
"awaited.\n"
"Returns [constant @GlobalScope.ERR_INVALID_PARAMETER] if a task with the "
"passed ID does not exist (maybe because it was already awaited and disposed "
"of).\n"
"Returns [constant @GlobalScope.ERR_BUSY] if the call is made from another "
"running task and, due to task scheduling, the task to await is at a lower "
"level in the call stack and therefore can't progress. This is an advanced "
"situation that should only matter when some tasks depend on others."
msgstr ""
"暂停调用该方法的线程,直到给定 ID 对应的任务完成。\n"
"如果能够成功等待任务,则返回 [constant @GlobalScope.OK]。\n"
"如果不存在与传入 ID 对应的任务(可能已被等待或处理),则返回 [constant "
"@GlobalScope.ERR_INVALID_PARAMETER]。\n"
"如果其他正在执行的任务调用了该方法,并且由于任务调度的原因,要等待的任务位于调"
"用栈更下层的位置,因此无法继续,则返回 [constant @GlobalScope.ERR_BUSY]。这是"
"比较高级的情况,只有任务之间存在依赖关系时才会出现。"
msgid ""
"A resource that holds all components of a 2D world, such as a canvas and a "
"physics space."
msgstr "一种保存了所有 2D 世界组件的资源,例如画布和物理运算空间。"
msgid ""
"Class that has everything pertaining to a 2D world: A physics space, a "
"canvas, and a sound space. 2D nodes register their resources into the current "
"2D world."
msgstr ""
"这个类包含所有与 2D 世界相关的内容物理空间、可视场景和音频空间。2D 节点会将"
"它们的资源注册到当前的 2D 世界中。"
msgid ""
"The [RID] of this world's canvas resource. Used by the [RenderingServer] for "
"2D drawing."
msgstr "这个世界的画布资源的 [RID]。由 [RenderingServer] 用于 2D 绘制。"
msgid ""
"Direct access to the world's physics 2D space state. Used for querying "
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [method Node._physics_process] in the main thread."
msgstr ""
"直接访问该世界的物理 3D 空间状态。可用于查询当前和可能的碰撞。在多线程物理中使"
"用时,仅可在主线程的 [method Node._physics_process] 中访问。"
msgid ""
"The [RID] of this world's navigation map. Used by the [NavigationServer2D]."
msgstr "这个世界的导航地图的 [RID]。由 [NavigationServer2D] 使用。"
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[PhysicsServer2D] for 2D physics, treating it as both a space and an area."
msgstr ""
"这个世界物理空间资源的 [RID]。由 [PhysicsServer2D] 用于 2D 物理,将其视为一个"
"空间和一个区域。"
msgid ""
"A resource that holds all components of a 3D world, such as a visual scenario "
"and a physics space."
msgstr "包含 3D 世界所有组件的资源,例如可视场景和物理空间。"
msgid ""
"Class that has everything pertaining to a world: A physics space, a visual "
"scenario, and a sound space. 3D nodes register their resources into the "
"current 3D world."
msgstr ""
"这个类包含所有与世界相关的内容物理空间、可视场景和音频空间。3D 节点会将它们"
"的资源注册到当前的 3D 世界中。"
msgid ""
"The default [CameraAttributes] resource to use if none set on the [Camera3D]."
msgstr "[Camera3D] 上未设置时 [CameraAttributes] 时默认使用的资源。"
msgid ""
"Direct access to the world's physics 3D space state. Used for querying "
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [method Node._physics_process] in the main thread."
msgstr ""
"直接访问该世界的物理 3D 空间状态。可用于查询当前和可能的碰撞。在多线程物理中使"
"用时,仅可在主线程的 [method Node._physics_process] 中访问。"
msgid "The World3D's [Environment]."
msgstr "该 World3D 的 [Environment]。"
msgid ""
"The World3D's fallback environment will be used if [member environment] fails "
"or is missing."
msgstr "在 [member environment] 失败或丢失时World3D 所使用的回退环境。"
msgid ""
"The [RID] of this world's navigation map. Used by the [NavigationServer3D]."
msgstr "这个世界的导航地图的 [RID]。由 [NavigationServer3D] 使用。"
msgid "The World3D's visual scenario."
msgstr "该 World3D 的可视场景。"
msgid "The World3D's physics space."
msgstr "该 World3D 的物理空间。"
msgid "A 2D world boundary (half-plane) shape used for physics collision."
msgstr "用于物理碰撞的 2D 空间边界(半平面)形状。"
msgid ""
"A 2D world boundary shape, intended for use in physics. "
"[WorldBoundaryShape2D] works like an infinite straight line that forces all "
"physics bodies to stay above it. The line's normal determines which direction "
"is considered as \"above\" and in the editor, the smaller line over it "
"represents this direction. It can for example be used for endless flat floors."
msgstr ""
"2D 世界边界形状,应当用于物理用途。[WorldBoundaryShape2D] 本质上和无限直线类"
"似,能够强制所有物理体都保持在它的上方。哪个方向是“上方”由该直线的法线确定,这"
"个方向在编辑器中由直线上方的一条段线表示。用例是无限的平坦地面。"
msgid ""
"The distance from the origin to the line, expressed in terms of [member "
"normal] (according to its direction and magnitude). Actual absolute distance "
"from the origin to the line can be calculated as [code]abs(distance) / normal."
"length()[/code].\n"
"In the scalar equation of the line [code]ax + by = d[/code], this is [code]d[/"
"code], while the [code](a, b)[/code] coordinates are represented by the "
"[member normal] property."
msgstr ""
"从原点到直线的距离,沿 [member normal] 方向(根据其方向和大小)。原点到直线实"
"际距离的绝对值可以用 [code]abs(distance) / normal.length()[/code] 计算。\n"
"在直线 [code]ax + by = d[/code] 的标量方程中,这是 [code]d[/code],而 [code]"
"(a, b)[/code] 坐标由 [member normal] 属性表示。"
msgid ""
"The line's normal, typically a unit vector. Its direction indicates the non-"
"colliding half-plane. Can be of any length but zero. Defaults to [constant "
"Vector2.UP]."
msgstr ""
"该直线的法线,通常是一个单位向量。它的方向表示非碰撞半平面。可以是任意长度,但"
"不能为零。默认为 [constant Vector2.UP]。"
msgid "A 3D world boundary (half-space) shape used for physics collision."
msgstr "用于物理碰撞的 3D 空间边界(半空间)形状。"
msgid ""
"A 3D world boundary shape, intended for use in physics. "
"[WorldBoundaryShape3D] works like an infinite plane that forces all physics "
"bodies to stay above it. The [member plane]'s normal determines which "
"direction is considered as \"above\" and in the editor, the line over the "
"plane represents this direction. It can for example be used for endless flat "
"floors."
msgstr ""
"3D 世界边界形状,应当用于物理用途。[WorldBoundaryShape3D] 本质上和无限平面类"
"似,能够强制所有物理体都保持在它的上方。哪个方向是“上方”由该平面 [member "
"plane] 的法线确定,这个方向在编辑器中由平面上方的一条线表示。用例是无限的平坦"
"地面。"
msgid "The [Plane] used by the [WorldBoundaryShape3D] for collision."
msgstr "该 [WorldBoundaryShape3D] 用于碰撞的 [Plane]。"
msgid ""
"Default environment properties for the entire scene (post-processing effects, "
"lighting and background settings)."
msgstr "整个场景的默认环境属性,后期处理效果、照明和背景设置。"
msgid ""
"The [WorldEnvironment] node is used to configure the default [Environment] "
"for the scene.\n"
"The parameters defined in the [WorldEnvironment] can be overridden by an "
"[Environment] node set on the current [Camera3D]. Additionally, only one "
"[WorldEnvironment] may be instantiated in a given scene at a time.\n"
"The [WorldEnvironment] allows the user to specify default lighting parameters "
"(e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, "
"Tonemapping), and how to draw the background (e.g. solid color, skybox). "
"Usually, these are added in order to improve the realism/color balance of the "
"scene."
msgstr ""
"[WorldEnvironment] 节点用于为场景配置默认的 [Environment]。\n"
"[WorldEnvironment] 中定义的参数可以被设置为当前的 [Camera3D] 上所设置的 "
"[Environment] 资源覆盖。此外,在一个给定场景中,同一时间只能实例化一个 "
"[WorldEnvironment]。\n"
"[WorldEnvironment] 允许用户指定默认的照明参数(例如环境照明)、各种后处理效果"
"(例如 SSAO、DOF、色调映射、以及如何绘制背景例如纯色、天空盒。通常添加"
"这些是为了提高场景的真实感/色彩平衡。"
msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
"此 [WorldEnvironment] 世界环境所使用的 [Environment] 环境资源,定义默认属性。"
msgid "An X509 certificate (e.g. for TLS)."
msgstr "X509 证书(例如用于 TLS。"
msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can be "
"loaded and saved like any other [Resource].\n"
"They can be used as the server certificate in [method StreamPeerTLS."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to a TLS server via "
"[method StreamPeerTLS.connect_to_stream]."
msgstr ""
"X509Certificate 类代表 X509 证书。证书可以像其他的 [Resource] 资源一样加载和保"
"存。\n"
"可以用作 [method StreamPeerTLS.accept_stream] 中的服务器证书(搭配正确的 "
"[CryptoKey]),也可以用于指定通过 [method StreamPeerTLS.connect_to_stream] 连"
"接到 TLS 服务器时应该接受的唯一证书。"
msgid "Loads a certificate from [param path] (\"*.crt\" file)."
msgstr "从路径 [param path] 加载证书(“*.crt”文件。"
msgid "Loads a certificate from the given [param string]."
msgstr "从给定的字符串 [param string] 加载证书。"
msgid ""
"Saves a certificate to the given [param path] (should be a \"*.crt\" file)."
msgstr "将证书保存到给定的路径 [param path](应该是“*.crt”文件。"
msgid ""
"Returns a string representation of the certificate, or an empty string if the "
"certificate is invalid."
msgstr "返回证书的字符串表示,如果证书无效则返回空字符串。"
msgid "Provides a low-level interface for creating parsers for XML files."
msgstr "为创建 XML 文件解析器提供低阶接口。"
msgid ""
"Provides a low-level interface for creating parsers for [url=https://en."
"wikipedia.org/wiki/XML]XML[/url] files. This class can serve as base to make "
"custom XML parsers.\n"
"To parse XML, you must open a file with the [method open] method or a buffer "
"with the [method open_buffer] method. Then, the [method read] method must be "
"called to parse the next nodes. Most of the methods take into consideration "
"the currently parsed node.\n"
"Here is an example of using [XMLParser] to parse a SVG file (which is based "
"on XML), printing each element and its attributes as a dictionary:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var parser = XMLParser.new()\n"
"parser.open(\"path/to/file.svg\")\n"
"while parser.read() != ERR_FILE_EOF:\n"
" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n"
" var node_name = parser.get_node_name()\n"
" var attributes_dict = {}\n"
" for idx in range(parser.get_attribute_count()):\n"
" attributes_dict[parser.get_attribute_name(idx)] = parser."
"get_attribute_value(idx)\n"
" print(\"The \", node_name, \" element has the following attributes: "
"\", attributes_dict)\n"
"[/gdscript]\n"
"[csharp]\n"
"var parser = new XmlParser();\n"
"parser.Open(\"path/to/file.svg\");\n"
"while (parser.Read() != Error.FileEof)\n"
"{\n"
" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
" {\n"
" var nodeName = parser.GetNodeName();\n"
" var attributesDict = new Godot.Collections.Dictionary();\n"
" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
" {\n"
" attributesDict[parser.GetAttributeName(idx)] = parser."
"GetAttributeValue(idx);\n"
" }\n"
" GD.Print($\"The {nodeName} element has the following attributes: "
"{attributesDict}\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"为创建 [url=https://zh.wikipedia.org/wiki/XML]XML[/url] 文件解析器提供低阶接"
"口。制作自定义 XML 解析器时,可以将这个类作为基础。\n"
"要解析 XML你必须使用 [method open] 方法打开文件,或者使用 [method "
"open_buffer] 方法打开缓冲区。然后必须使用 [method read] 方法解析后续节点。大多"
"数方法使用的是当前解析节点。\n"
"以下是使用 [XMLParser] 解析 SVG 文件(基于 XML的粒子会输出所有的元素以字"
"典的形式输出对应的属性:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var parser = XMLParser.new()\n"
"parser.open(\"path/to/file.svg\")\n"
"while parser.read() != ERR_FILE_EOF:\n"
" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n"
" var node_name = parser.get_node_name()\n"
" var attributes_dict = {}\n"
" for idx in range(parser.get_attribute_count()):\n"
" attributes_dict[parser.get_attribute_name(idx)] = parser."
"get_attribute_value(idx)\n"
" print(\"元素 \", node_name, \" 包含的属性有:\", attributes_dict)\n"
"[/gdscript]\n"
"[csharp]\n"
"var parser = new XmlParser();\n"
"parser.Open(\"path/to/file.svg\");\n"
"while (parser.Read() != Error.FileEof)\n"
"{\n"
" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
" {\n"
" var nodeName = parser.GetNodeName();\n"
" var attributesDict = new Godot.Collections.Dictionary();\n"
" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
" {\n"
" attributesDict[parser.GetAttributeName(idx)] = parser."
"GetAttributeValue(idx);\n"
" }\n"
" GD.Print($\"元素 {nodeName} 包含的属性有:{attributesDict}\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the number of attributes in the currently parsed element.\n"
"[b]Note:[/b] If this method is used while the currently parsed node is not "
"[constant NODE_ELEMENT] or [constant NODE_ELEMENT_END], this count will not "
"be updated and will still reflect the last element."
msgstr ""
"返回当前解析元素中属性的数量。\n"
"[b]注意:[/b]如果在当前解析的节点不是 [constant NODE_ELEMENT] 或 [constant "
"NODE_ELEMENT_END] 时调用这个方法,则该计数不会更新,仍然反映的是之前的元素。"
msgid ""
"Returns the name of an attribute of the currently parsed element, specified "
"by the [param idx] index."
msgstr "返回当前解析元素中某个属性的名称,属性由 [param idx] 索引指定。"
msgid ""
"Returns the value of an attribute of the currently parsed element, specified "
"by the [param idx] index."
msgstr "返回当前解析元素中某个属性的取值,属性由 [param idx] 索引指定。"
msgid "Returns the current line in the parsed file, counting from 0."
msgstr "返回解析文件中的当前行,从 0 开始计数。"
msgid ""
"Returns the value of an attribute of the currently parsed element, specified "
"by its [param name]. This method will raise an error if the element has no "
"such attribute."
msgstr ""
"返回当前解析元素中某个属性的取值,属性由名称 [param name] 指定。如果该元素没有"
"符合要求的属性,则会引发错误。"
msgid ""
"Returns the value of an attribute of the currently parsed element, specified "
"by its [param name]. This method will return an empty string if the element "
"has no such attribute."
msgstr ""
"返回当前解析元素中某个属性的取值,属性由名称 [param name] 指定。如果该元素没有"
"符合要求的属性,则会返回空字符串。"
msgid ""
"Returns the contents of a text node. This method will raise an error if the "
"current parsed node is of any other type."
msgstr "返回文本节点的内容。如果当前解析节点是其他类型,则会引发错误。"
msgid ""
"Returns the name of an element node. This method will raise an error if the "
"currently parsed node is not of [constant NODE_ELEMENT] or [constant "
"NODE_ELEMENT_END] type."
msgstr ""
"返回元素节点的名称。如果当前解析节点既不是 [constant NODE_ELEMENT] 类型又不是 "
"[constant NODE_ELEMENT_END] 类型,则会引发错误。"
msgid ""
"Returns the byte offset of the currently parsed node since the beginning of "
"the file or buffer. This is usually equivalent to the number of characters "
"before the read position."
msgstr ""
"返回当前解析节点相对于文件或缓冲区开始处的字节偏移量。通常等价于读取位置之前的"
"字符数。"
msgid ""
"Returns the type of the current node. Compare with [enum NodeType] constants."
msgstr "返回当前节点的类型。请使用 [enum NodeType] 常量进行比较。"
msgid ""
"Returns [code]true[/code] if the currently parsed element has an attribute "
"with the [param name]."
msgstr ""
"如果当前解析元素存在名为 [param name] 的属性,则返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the currently parsed element is empty, e.g. "
"[code]<element />[/code]."
msgstr ""
"如果当前解析元素为空则返回 [code]true[/code],例如 [code]<element />[/code]。"
msgid ""
"Opens an XML [param file] for parsing. This method returns an error code."
msgstr "打开 XML 文件 [param file] 进行解析。这个方法返回的是错误码。"
msgid ""
"Opens an XML raw [param buffer] for parsing. This method returns an error "
"code."
msgstr "打开 XML 原始缓冲区 [param buffer] 进行解析。这个方法返回的是错误码。"
msgid "Parses the next node in the file. This method returns an error code."
msgstr "解析文件的下一个节点。这个方法返回的是错误码。"
msgid ""
"Moves the buffer cursor to a certain offset (since the beginning) and reads "
"the next node there. This method returns an error code."
msgstr ""
"将缓冲区光标移动到某一偏移量(相对于开始位置)并在那里读取下一个节点。这个方法"
"返回的是错误码。"
msgid ""
"Skips the current section. If the currently parsed node contains more inner "
"nodes, they will be ignored and the cursor will go to the closing of the "
"current element."
msgstr ""
"跳过当前部分。如果当前解析的节点包含其他内部节点,则会忽略这些节点,光标将跳转"
"到当前元素的结尾处。"
msgid "There's no node (no file or buffer opened)."
msgstr "没有节点,未打开文件或缓冲区。"
msgid "An element node type, also known as a tag, e.g. [code]<title>[/code]."
msgstr "元素节点类型,也称作标签,例如 [code]<title>[/code]。"
msgid "An end of element node type, e.g. [code]</title>[/code]."
msgstr "元素结束节点类型,例如 [code]</title>[/code]。"
msgid ""
"A text node type, i.e. text that is not inside an element. This includes "
"whitespace."
msgstr "文本节点类型,即不在元素中的文本。包含空白字符。"
msgid "A comment node type, e.g. [code]<!--A comment-->[/code]."
msgstr "注释节点类型,例如 [code]<!--A comment-->[/code]。"
msgid ""
"A node type for CDATA (Character Data) sections, e.g. [code]<![CDATA[CDATA "
"section]]>[/code]."
msgstr ""
"CDATA字符数据部分对应的节点类型例如 [code]<![CDATA[CDATA section]]>[/"
"code]。"
msgid "An unknown node type."
msgstr "未知节点类型。"
msgid "An anchor point in AR space."
msgstr "AR 空间中的锚点。"
msgid ""
"The [XRAnchor3D] point is a spatial node that maps a real world location "
"identified by the AR platform to a position within the game world. For "
"example, as long as plane detection in ARKit is on, ARKit will identify and "
"update the position of planes (tables, floors, etc) and create anchors for "
"them.\n"
"This node is mapped to one of the anchors through its unique ID. When you "
"receive a signal that a new anchor is available, you should add this node to "
"your scene for that anchor. You can predefine nodes and set the ID; the nodes "
"will simply remain on 0,0,0 until a plane is recognized.\n"
"Keep in mind that, as long as plane detection is enabled, the size, placing "
"and orientation of an anchor will be updated as the detection logic learns "
"more about the real world out there especially if only part of the surface is "
"in view."
msgstr ""
"[XRAnchor3D] 点是一个空间节点,它将由 AR 平台识别的真实世界位置映射到游戏世界"
"中的某个位置。例如,只要 ARKit 中的平面检测处于开启状态ARKit 就会识别和更新"
"平面(桌子、地板等)的位置,并为它们创建锚点。\n"
"该节点通过其唯一 ID 映射到其中一个锚点。当收到新锚点可用的信号时,应该将该节点"
"添加到该锚点的场景中。可以预定义节点并设置ID节点将简单地保持在 0,0,0 上,直"
"到识别出一个平面。\n"
"请记住,只要启用了平面检测,锚点的大小、位置和方向都会随着检测逻辑了解更多关于"
"真实世界的信息而更新,尤其是在只有部分表面在视野内时。"
msgid "XR documentation index"
msgstr "XR 文档索引"
msgid "Returns a plane aligned with our anchor; handy for intersection testing."
msgstr "返回一个与我们的锚点对齐的平面;方便进行交集测试。"
msgid ""
"Returns the estimated size of the plane that was detected. Say when the "
"anchor relates to a table in the real world, this is the estimated size of "
"the surface of that table."
msgstr ""
"返回检测到的平面的估计尺寸。比如当锚点与现实世界中的一张桌子有关时,这就是该桌"
"子表面的估计尺寸。"
msgid ""
"A camera node with a few overrules for AR/VR applied, such as location "
"tracking."
msgstr "应用了一些 AR/VR 规则的相机节点,例如位置跟踪。"
msgid ""
"This is a helper spatial node for our camera; note that, if stereoscopic "
"rendering is applicable (VR-HMD), most of the camera properties are ignored, "
"as the HMD information overrides them. The only properties that can be "
"trusted are the near and far planes.\n"
"The position and orientation of this node is automatically updated by the XR "
"Server to represent the location of the HMD if such tracking is available and "
"can thus be used by game logic. Note that, in contrast to the XR Controller, "
"the render thread has access to the most up-to-date tracking data of the HMD "
"and the location of the XRCamera3D can lag a few milliseconds behind what is "
"used for rendering as a result."
msgstr ""
"这是用于我们相机的一种辅助空间节点请注意如果立体渲染适用VR-HMD则大多"
"数相机属性都会被忽略,因为 HMD 信息会覆盖它们。可以信任的属性只有近平面和远平"
"面。\n"
"如果此类跟踪可用,则该节点的位置和方向由 XR 服务器自动更新,以表示 HMD 的位"
"置,因此可以被游戏逻辑使用。请注意,与 XR 控制器相比,渲染线程可以访问 HMD 的"
"最新跟踪数据,因此 XRCamera3D 的位置可能比用于渲染的位置滞后几毫秒。"
msgid "A spatial node representing a spatially-tracked controller."
msgstr "表示空间跟踪控制器的空间节点。"
msgid ""
"This is a helper spatial node that is linked to the tracking of controllers. "
"It also offers several handy passthroughs to the state of buttons and such on "
"the controllers.\n"
"Controllers are linked by their ID. You can create controller nodes before "
"the controllers are available. If your game always uses two controllers (one "
"for each hand), you can predefine the controllers with ID 1 and 2; they will "
"become active as soon as the controllers are identified. If you expect "
"additional controllers to be used, you should react to the signals and add "
"XRController3D nodes to your scene.\n"
"The position of the controller node is automatically updated by the "
"[XRServer]. This makes this node ideal to add child nodes to visualize the "
"controller.\n"
"As many XR runtimes now use a configurable action map all inputs are named."
msgstr ""
"这是一个辅助空间节点,链接到控制器的跟踪。它还为控制器上的按钮等状态,提供了几"
"个方便的直通方式。\n"
"控制器通过其 ID 链接。可以在控制器可用之前创建控制器节点。如果游戏总是使用两个"
"控制器(每只手一个),可以预定义 ID 为 1 和 2 的控制器;一旦控制器被识别,它们"
"将被立即激活。如果希望使用额外的控制器,应该对这些信号做出反应并将 "
"XRController3D 节点添加到场景中。\n"
"控制器节点的位置由 [XRServer] 自动更新。这使得该节点非常适合添加子节点以可视化"
"控制器。\n"
"由于许多 XR 运行时现在使用可配置的动作映射,因此所有输入都被命名。"
msgid ""
"Returns a numeric value for the input with the given [param name]. This is "
"used for triggers and grip sensors."
msgstr "返回具有给定 [param name] 的输入的数值。用于触发器和抓握传感器。"
msgid ""
"Returns a [Variant] for the input with the given [param name]. This works for "
"any input type, the variant will be typed according to the actions "
"configuration."
msgstr ""
"返回具有给定名称 [param name] 的输入对应的变体 [Variant]。任何输入类型均可用,"
"该变体会根据配置的动作设置类型。"
msgid ""
"Returns the hand holding this controller, if known. See [enum "
"XRPositionalTracker.TrackerHand]."
msgstr ""
"返回持握这个控制器的手,如果已知。见 [enum XRPositionalTracker.TrackerHand]。"
msgid ""
"Returns a [Vector2] for the input with the given [param name]. This is used "
"for thumbsticks and thumbpads found on many controllers."
msgstr ""
"返回名称为 [param name] 的输入 [Vector2]。适用于很多手柄上的摇杆和摇杆按钮。"
msgid ""
"Returns [code]true[/code] if the button with the given [param name] is "
"pressed."
msgstr "如果名称为 [param name] 的按钮处于按下状态,则返回 [code]true[/code]。"
msgid "Emitted when a button on this controller is pressed."
msgstr "当该控制器上的一个按钮被按下时触发。"
msgid "Emitted when a button on this controller is released."
msgstr "当该控制器上的一个按钮被释放时触发。"
msgid ""
"Emitted when a trigger or similar input on this controller changes value."
msgstr "当该控制器上的触发器或类似输入更改值时发出。"
msgid "Emitted when a thumbstick or thumbpad on this controller is moved."
msgstr "当该控制器上的拇指杆或拇指板被移动时发出。"
msgid "Base class for an XR interface implementation."
msgstr "XR 接口实现的基类。"
msgid ""
"This class needs to be implemented to make an AR or VR platform available to "
"Godot and these should be implemented as C++ modules or GDExtension modules. "
"Part of the interface is exposed to GDScript so you can detect, enable and "
"configure an AR or VR platform.\n"
"Interfaces should be written in such a way that simply enabling them will "
"give us a working setup. You can query the available interfaces through "
"[XRServer]."
msgstr ""
"需要实现该类以使 Godot 可以使用 AR 或 VR 平台,并且这些应作为 C++ 模块或 "
"GDExtension 模块实现。部分接口公开给 GDScript因此可以检测、启用和配置 AR 或 "
"VR 平台。\n"
"接口应该以这样一种方式编写,只要简单地启用它们就会提供一个工作设置。可以通过 "
"[XRServer] 查询可用的接口。"
msgid ""
"If this is an AR interface that requires displaying a camera feed as the "
"background, this method returns the feed ID in the [CameraServer] for this "
"interface."
msgstr ""
"如果这是一个需要显示相机画面作为背景的 AR 界面,此方法返回该界面的 "
"[CameraServer] 中的画面 ID。"
msgid ""
"Returns a combination of [enum Capabilities] flags providing information "
"about the capabilities of this interface."
msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功能的信息。"
msgid ""
"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)."
msgstr "返回该接口的名称OpenXR、OpenVR、OpenHMD、ARKit 等)。"
msgid ""
"Returns an array of vectors that denotes the physical play area mapped to the "
"virtual space around the [XROrigin3D] point. The points form a convex polygon "
"that can be used to react to or visualize the play area. This returns an "
"empty array if this feature is not supported or if the information is not yet "
"available."
msgstr ""
"返回一个向量数组,表示映射到 [XROrigin3D] 点周围的虚拟空间的物理游玩区域。这些"
"点形成一个凸多边形,可被用于对游玩区域做出反应或可视化。如果该功能不受支持或信"
"息尚不可用,则返回一个空数组。"
msgid "Returns the projection matrix for a view/eye."
msgstr "返回视图/眼睛的投影矩阵。"
msgid ""
"Returns the resolution at which we should render our intermediate results "
"before things like lens distortion are applied by the VR platform."
msgstr "返回在VR平台应用镜头失真等内容之前渲染的中间结果的分辨率。"
msgid ""
"Returns the an array of supported environment blend modes, see [enum "
"XRInterface.EnvironmentBlendMode]."
msgstr ""
"返回支持的环境混合模式数组,见 [enum XRInterface.EnvironmentBlendMode]。"
msgid ""
"Returns a [Dictionary] with extra system info. Interfaces are expected to "
"return [code]XRRuntimeName[/code] and [code]XRRuntimeVersion[/code] providing "
"info about the used XR runtime. Additional entries may be provided specific "
"to an interface.\n"
"[b]Note:[/b]This information may only be available after [method initialize] "
"was successfully called."
msgstr ""
"返回包含额外系统信息的 [Dictionary]。接口应该返回 [code]XRRuntimeName[/code] "
"和 [code]XRRuntimeVersion[/code],表示所使用的 XR 运行时信息。还可以额外提供关"
"于特定接口的条目。\n"
"[b]注意:[/b]这个信息可能只在成功调用 [method initialize] 后可用。"
msgid ""
"If supported, returns the status of our tracking. This will allow you to "
"provide feedback to the user whether there are issues with positional "
"tracking."
msgstr ""
"如果支持,返回我们的跟踪状态。这将使你能够向用户反馈,是否存在位置跟踪的问题。"
msgid ""
"Returns the transform for a view/eye.\n"
"[param view] is the view/eye index.\n"
"[param cam_transform] is the transform that maps device coordinates to scene "
"coordinates, typically the [member Node3D.global_transform] of the current "
"XROrigin3D."
msgstr ""
"返回视图/眼睛的变换。\n"
"[param view] 是视图/眼睛的索引。\n"
"[param cam_transform] 是将设备坐标映射至场景坐标的变换,通常是当前 XROrigin3D "
"的 [member Node3D.global_transform]。"
msgid ""
"Returns the number of views that need to be rendered for this device. 1 for "
"Monoscopic, 2 for Stereoscopic."
msgstr "返回该设备渲染所需的视图数量。1 代表单目平面视图2 代表双目立体视图。"
msgid ""
"Call this to initialize this interface. The first interface that is "
"initialized is identified as the primary interface and it will be used for "
"rendering output.\n"
"After initializing the interface you want to use you then need to enable the "
"AR/VR mode of a viewport and rendering should commence.\n"
"[b]Note:[/b] You must enable the XR mode on the main viewport for any device "
"that uses the main output of Godot, such as for mobile VR.\n"
"If you do this for a platform that handles its own output (such as OpenVR) "
"Godot will show just one eye without distortion on screen. Alternatively, you "
"can add a separate viewport node to your scene and enable AR/VR on that "
"viewport. It will be used to output to the HMD, leaving you free to do "
"anything you like in the main window, such as using a separate camera as a "
"spectator camera or rendering something completely different.\n"
"While currently not used, you can activate additional interfaces. You may "
"wish to do this if you want to track controllers from other platforms. "
"However, at this point in time only one interface can render to an HMD."
msgstr ""
"调用它来初始化这个接口。被初始化的第一个接口被识别为主接口,它将用于渲染输"
"出。\n"
"初始化想要使用的接口后,需要启用视口的 AR/VR 模式,并且渲染应该开始。\n"
"[b]注意:[/b]对于任何使用 Godot 主输出的设备,例如移动 VR必须在主视口上启用 "
"XR 模式。\n"
"如果为处理自己输出的平台(例如 OpenVR执行该操作则 Godot 将只显示一只眼睛而"
"不会在屏幕上失真。或者,可以将单独的视口节点添加到场景并在该视口上启用 AR/VR。"
"它将被用于输出到 HMD让你可以在主窗口中自由地做任何你喜欢的事情例如使用单独"
"的相机作为旁观者相机或渲染完全不同的东西。\n"
"虽然当前未使用,但可以激活其他接口。如果想跟踪来自其他平台的控制器,可能会希望"
"这样做。但是,此时只有一个接口可以渲染到 HMD。"
msgid "Is [code]true[/code] if this interface has been initialized."
msgstr "如果该接口已初始化,则为 [code]true[/code]。"
msgid "Is [code]true[/code] if passthrough is enabled."
msgstr "如果已启用穿透,则为 [code]true[/code]。"
msgid "Is [code]true[/code] if this interface supports passthrough."
msgstr "如果该接口支持穿透,则为 [code]true[/code]。"
msgid ""
"Sets the active environment blend mode.\n"
"[param mode] is the [enum XRInterface.EnvironmentBlendMode] starting with the "
"next frame.\n"
"[b]Note:[/b] Not all runtimes support all environment blend modes, so it is "
"important to check this at startup. For example:\n"
"[codeblock]\n"
" func _ready():\n"
" var xr_interface: XRInterface = XRServer."
"find_interface(\"OpenXR\")\n"
" if xr_interface and xr_interface.is_initialized():\n"
" var vp: Viewport = get_viewport()\n"
" vp.use_xr = true\n"
" var acceptable_modes = [ XRInterface."
"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n"
" var modes = xr_interface."
"get_supported_environment_blend_modes()\n"
" for mode in acceptable_modes:\n"
" if mode in modes:\n"
" xr_interface."
"set_environment_blend_mode(mode)\n"
" break\n"
"[/codeblock]"
msgstr ""
"设置活动的环境混合模式。\n"
"[param mode] 是从下一帧开始的 [enum XRInterface.EnvironmentBlendMode]。\n"
"[b]注意:[/b]并非所有运行时都支持全部的环境混合模式,因此在启动时检查这一点很"
"重要。例如:\n"
"[codeblock]\n"
" func _ready():\n"
" var xr_interface: XRInterface = XRServer."
"find_interface(\"OpenXR\")\n"
" if xr_interface and xr_interface.is_initialized():\n"
" var vp: Viewport = get_viewport()\n"
" vp.use_xr = true\n"
" var acceptable_modes = [ XRInterface."
"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n"
" var modes = xr_interface."
"get_supported_environment_blend_modes()\n"
" for mode in acceptable_modes:\n"
" if mode in modes:\n"
" xr_interface."
"set_environment_blend_mode(mode)\n"
" break\n"
"[/codeblock]"
msgid ""
"Sets the active play area mode, will return [code]false[/code] if the mode "
"can't be used with this interface."
msgstr ""
"设置活动的游玩区域模式,如果该模式无法在这个接口中使用则返回 [code]false[/"
"code]。"
msgid ""
"Starts passthrough, will return [code]false[/code] if passthrough couldn't be "
"started.\n"
"[b]Note:[/b] The viewport used for XR must have a transparent background, "
"otherwise passthrough may not properly render."
msgstr ""
"启动穿透,如果无法启动则会返回 [code]false[/code]。\n"
"[b]注意:[/b]XR 所使用的视口必须有透明背景,否则穿透可能无法正确渲染。"
msgid "Stops passthrough."
msgstr "停止穿透。"
msgid ""
"Call this to find out if a given play area mode is supported by this "
"interface."
msgstr "请调用这个方法来查询此接口是否支持给定的游玩区域模式。"
msgid ""
"Triggers a haptic pulse on a device associated with this interface.\n"
"[param action_name] is the name of the action for this pulse.\n"
"[param tracker_name] is optional and can be used to direct the pulse to a "
"specific device provided that device is bound to this haptic."
msgstr ""
"在与该界面相关联的设备上触发一次触觉脉冲。\n"
"[param action_name] 是该脉冲的动作名称。\n"
"[param tracker_name] 是可选的,可用于将脉冲引导至特定设备,前提是该设备被绑定"
"到此触觉。"
msgid "Turns the interface off."
msgstr "关闭接口。"
msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
msgstr "在 AR 接口上,如果启用锚点检测,则为 [code]true[/code]。"
msgid ""
"Specify how XR should blend in the environment. This is specific to certain "
"AR and passthrough devices where camera images are blended in by the XR "
"compositor."
msgstr ""
"指定 XR 应如何融入环境。这是特定于某些 AR 和直通设备的,其中相机图像由 XR 合成"
"器混合。"
msgid "[code]true[/code] if this is the primary interface."
msgstr "[code]true[/code] 如果这是个主接口。"
msgid "The play area mode for this interface."
msgstr "该接口的游玩区域模式。"
msgid ""
"Emitted when the play area is changed. This can be a result of the player "
"resetting the boundary or entering a new play area, the player changing the "
"play area mode, the world scale changing or the player resetting their "
"headset orientation."
msgstr ""
"当游玩区域改变时发出。这可能是玩家重置边界、进入新的游玩区域、更改游玩区域模"
"式、重置其头戴式设备方向,或者世界比例改变的结果。"
msgid "No XR capabilities."
msgstr "没有 XR 功能。"
msgid "This interface can work with normal rendering output (non-HMD based AR)."
msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 AR。"
msgid "This interface supports stereoscopic rendering."
msgstr "该接口支持立体渲染。"
msgid "This interface supports quad rendering (not yet supported by Godot)."
msgstr "该接口支持四边形渲染Godot 尚不支持)。"
msgid "This interface supports VR."
msgstr "该接口支持 VR。"
msgid "This interface supports AR (video background and real world tracking)."
msgstr "该接口支持 AR视频背景和真实世界跟踪。"
msgid ""
"This interface outputs to an external device. If the main viewport is used, "
"the on screen output is an unmodified buffer of either the left or right eye "
"(stretched if the viewport size is not changed to the same aspect ratio of "
"[method get_render_target_size]). Using a separate viewport node frees up the "
"main viewport for other purposes."
msgstr ""
"该接口输出至外部设备。如果使用的是主视口,则屏幕上的输出是未经修改的左眼或右眼"
"缓冲区(如果视口大小未更改至与 [method get_render_target_size] 相同的纵横比,"
"则会进行拉伸)。使用单独的视口节点能够将主视口让出来做别的事情。"
msgid "Tracking is behaving as expected."
msgstr "追踪行为符合预期。"
msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
msgstr "过度运动会阻碍追踪(玩家的移动速度大于追踪的速度)。"
msgid ""
"Tracking is hindered by insufficient features, it's too dark (for camera-"
"based tracking), player is blocked, etc."
msgstr "跟踪受到功能不足的阻碍,太暗(对于基于相机的跟踪),玩家被阻碍等。"
msgid ""
"We don't know the status of the tracking or this interface does not provide "
"feedback."
msgstr "我们不知道跟踪的状态,或者这个接口未提供反馈。"
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等)。"
msgid "Play area mode not set or not available."
msgstr "游玩区域模式未设置或不可用。"
msgid ""
"Play area only supports orientation tracking, no positional tracking, area "
"will center around player."
msgstr "游玩区域仅支持方向跟踪,不支持位置跟踪,区域以玩家为中心。"
msgid ""
"Player is in seated position, limited positional tracking, fixed guardian "
"around player."
msgstr "玩家处于坐姿,提供有限的位置跟踪,玩家周围有固定的防护。"
msgid "Player is free to move around, full positional tracking."
msgstr "玩家可以自由移动,提供完整的位置跟踪。"
msgid ""
"Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the "
"center of the physical space, [method XRServer.center_on_hmd] disabled."
msgstr ""
"与 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原点固定在物理空间的中心,禁用 "
"[method XRServer.center_on_hmd]。"
msgid "Opaque blend mode. This is typically used for VR devices."
msgstr "不透明混合模式。通常用于 VR 设备。"
msgid ""
"Additive blend mode. This is typically used for AR devices or VR devices with "
"passthrough."
msgstr "加法混合模式。通常用于带有穿透功能的 AR 或 VR 设备。"
msgid ""
"Alpha blend mode. This is typically used for AR or VR devices with "
"passthrough capabilities. The alpha channel controls how much of the "
"passthrough is visible. Alpha of 0.0 means the passthrough is visible and "
"this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough is "
"not visible and this pixel works in OPAQUE mode."
msgstr ""
"Alpha 混合模式。通常用于带有穿透功能的 AR 或 VR 设备。Alpha 通道控制穿透的可见"
"程度。Alpha 为 0.0 表示穿透可见、该像素处于加法模式。Alpha 为 1.0 表示穿透不可"
"见,该像素处于不透明模式。"
msgid "Base class for XR interface extensions (plugins)."
msgstr "XR 接口扩展(插件)的基类。"
msgid "External XR interface plugins should inherit from this class."
msgstr "外部 XR 接口插件应继承自这个类。"
msgid "Called if interface is active and queues have been submitted."
msgstr "如果该接口处于活动状态,并且已提交队列,则调用此方法。"
msgid ""
"Return [code]true[/code] if anchor detection is enabled for this interface."
msgstr "如果此接口启用了锚点检测,则返回 [code]true[/code]。"
msgid ""
"Returns the camera feed ID for the [CameraFeed] registered with the "
"[CameraServer] that should be presented as the background on an AR capable "
"device (if applicable)."
msgstr ""
"返回在 [CameraServer] 上注册的 [CameraFeed] 的相机源 ID该 ID 应在支持 AR 的"
"设备(如果适用)上显示为背景。"
msgid "Returns the [Transform3D] that positions the [XRCamera3D] in the world."
msgstr "返回将 [XRCamera3D] 放置在世界中的 [Transform3D]。"
msgid "Returns the capabilities of this interface."
msgstr "返回该接口的功能。"
msgid "Return color texture into which to render (if applicable)."
msgstr "返回接受渲染结果的颜色纹理(如果适用)。"
msgid "Return depth texture into which to render (if applicable)."
msgstr "返回接受渲染结果的深度纹理(如果适用)。"
msgid "Returns the name of this interface."
msgstr "返回该接口的名称。"
msgid ""
"Returns an [PackedVector3Array] that denotes the play areas boundaries (if "
"applicable)."
msgstr "返回表示游戏区域边界的 [PackedVector3Array](如果适用)。"
msgid "Returns the [enum XRInterface.PlayAreaMode] that sets up our play area."
msgstr "返回设置我们的游戏区域的 [enum XRInterface.PlayAreaMode]。"
msgid ""
"Returns the projection matrix for the given view as a [PackedFloat64Array]."
msgstr "返回给定试图的投影矩阵,形式为 [PackedFloat64Array]。"
msgid ""
"Returns the size of our render target for this interface, this overrides the "
"size of the [Viewport] marked as the xr viewport."
msgstr ""
"返回我们在这个接口上的渲染目标大小,覆盖标记为 XR 视口的 [Viewport] 的大小。"
msgid ""
"Returns a [PackedStringArray] with pose names configured by this interface. "
"Note that user configuration can override this list."
msgstr ""
"返回一个 [PackedStringArray],其中包含由此接口配置的姿势名称。请注意,用户的配"
"置可以覆盖此列表。"
msgid ""
"Returns a [PackedStringArray] with tracker names configured by this "
"interface. Note that user configuration can override this list."
msgstr ""
"返回一个 [PackedStringArray],其中包含由此接口配置的追踪器名称。请注意,用户的"
"配置可以覆盖此列表。"
msgid ""
"Returns a [Dictionary] with system information related to this interface."
msgstr "返回包含与这个接口相关的系统信息的 [Dictionary]。"
msgid ""
"Returns a [enum XRInterface.TrackingStatus] specifying the current status of "
"our tracking."
msgstr "返回指定当前追踪状态的 [enum XRInterface.TrackingStatus]。"
msgid "Returns a [Transform3D] for a given view."
msgstr "返回给定视图的 [Transform3D]。"
msgid "Return velocity texture into which to render (if applicable)."
msgstr "返回作为渲染目标的速度纹理(如果适用)。"
msgid ""
"Returns the number of views this interface requires, 1 for mono, 2 for "
"stereoscopic."
msgstr "返回此接口所需的视图数量1 代表单目平面视图2 代表双目立体视图。"
msgid "Initializes the interface, returns [code]true[/code] on success."
msgstr "初始化该接口,成功时返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if this interface has been initialized."
msgstr "如果这个接口已初始化,则返回 [code]true[/code]。"
msgid "Called after the XR [Viewport] draw logic has completed."
msgstr "在 XR [Viewport] 绘制逻辑完成后调用。"
msgid ""
"Called if this is our primary [XRInterfaceExtension] before we start "
"processing a [Viewport] for every active XR [Viewport], returns [code]true[/"
"code] if that viewport should be rendered. An XR interface may return "
"[code]false[/code] if the user has taken off their headset and we can pause "
"rendering."
msgstr ""
"如果这是我们的主要 [XRInterfaceExtension],则在我们开始为每个活动的 XR "
"[Viewport] 处理 [Viewport] 之前调用,如果该视口应该被渲染,则返回 [code]true[/"
"code]。如果用户摘下头戴式设备XR 接口可能会返回 [code]false[/code],我们可以"
"暂停渲染。"
msgid ""
"Called if this [XRInterfaceExtension] is active before rendering starts. Most "
"XR interfaces will sync tracking at this point in time."
msgstr ""
"如果这个 [XRInterfaceExtension] 在渲染开始前处于激活状态,则会调用这个函数,大"
"多数 XR 接口都会在此时进行追踪同步。"
msgid ""
"Called if this [XRInterfaceExtension] is active before our physics and game "
"process is called. Most XR interfaces will update its [XRPositionalTracker]s "
"at this point in time."
msgstr ""
"如果这个 [XRInterfaceExtension] 在调用我们的物理和游戏处理前处于激活状态,则会"
"调用这个函数。大多数 XR 接口都会在此时更新其 [XRPositionalTracker]。"
msgid "Enables anchor detection on this interface if supported."
msgstr "如果支持,则在此接口上启用锚点检测。"
msgid "Set the play area mode for this interface."
msgstr "设置该接口的游玩区域模式。"
msgid ""
"Returns [code]true[/code] if this interface supports this play area mode."
msgstr "如果该接口支持该游玩区域模式,则返回 [code]true[/code]。"
msgid "Triggers a haptic pulse to be emitted on the specified tracker."
msgstr "在指定的追踪器上触发一次触觉脉冲。"
msgid "Uninitialize the interface."
msgstr "将该接口取消初始化。"
msgid ""
"Blits our render results to screen optionally applying lens distortion. This "
"can only be called while processing [code]_commit_views[/code]."
msgstr ""
"将我们的渲染结果传输到屏幕上,还可以在此过程中应用镜头失真。只能在处理 "
"[code]_commit_views[/code] 时调用。"
msgid ""
"Returns a valid [RID] for a texture to which we should render the current "
"frame if supported by the interface."
msgstr ""
"如果接口支持,则返回一个纹理的有效 [RID],我们应更将当前帧渲染至该纹理。"
msgid ""
"A spatial node that has its position automatically updated by the [XRServer]."
msgstr "空间节点,位置由 [XRServer] 自动更新。"
msgid ""
"This node can be bound to a specific pose of a [XRPositionalTracker] and will "
"automatically have its [member Node3D.transform] updated by the [XRServer]. "
"Nodes of this type must be added as children of the [XROrigin3D] node."
msgstr ""
"这个节点可以绑定到 [XRPositionalTracker] 的某个姿势,[XRServer] 会自动更新其 "
"[member Node3D.transform]。这类节点必须添加为 [XROrigin3D] 节点的子节点。"
msgid ""
"Returns [code]true[/code] if the [member tracker] has current tracking data "
"for the [member pose] being tracked."
msgstr ""
"如果 [member tracker] 中有被跟踪 [member pose] 的当前跟踪数据,则返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [member tracker] has been registered and the "
"[member pose] is being tracked."
msgstr ""
"如果 [member tracker] 已注册,并且 [member pose] 正在被追踪,则返回 "
"[code]true[/code]。"
msgid ""
"Returns the [XRPose] containing the current state of the pose being tracked. "
"This gives access to additional properties of this pose."
msgstr "返回包含被跟踪姿势的当前状态的 [XRPose]。这可以访问此姿势的其他属性。"
msgid ""
"Triggers a haptic pulse on a device associated with this interface.\n"
"[param action_name] is the name of the action for this pulse."
msgstr ""
"在与此接口关联的设备上触发触觉脉冲。\n"
"[param action_name] 是该脉冲的动作名称。"
msgid ""
"The name of the pose we're bound to. Which poses a tracker supports is not "
"known during design time.\n"
"Godot defines number of standard pose names such as [code]aim[/code] and "
"[code]grip[/code] but other may be configured within a given [XRInterface]."
msgstr ""
"我们绑定到的姿势的名称。设计时并不知道跟踪器支持哪些姿势。\n"
"Godot 定义了许多标准姿势名称,例如 [code]aim[/code] 和 [code]grip[/code],但也"
"可以在给定的 [XRInterface] 中配置其他名称。"
msgid ""
"The name of the tracker we're bound to. Which trackers are available is not "
"known during design time.\n"
"Godot defines a number of standard trackers such as [code]left_hand[/code] "
"and [code]right_hand[/code] but others may be configured within a given "
"[XRInterface]."
msgstr ""
"我们绑定到的追踪器的名称。设计时并不知道有哪些跟踪器可用。\n"
"Godot 定义了许多标准跟踪器,例如 [code]left_hand[/code] 和 [code]right_hand[/"
"code],但也可以在给定的 [XRInterface] 中配置其他跟踪器。"
msgid ""
"Emitted when the [member tracker] starts or stops receiving updated tracking "
"data for the [member pose] being tracked. The [param tracking] argument "
"indicates whether the tracker is getting updated tracking data."
msgstr ""
"当 [member tracker] 开始或停止接收正被跟踪的 [member pose] 的更新跟踪数据时发"
"出。[param tracking] 参数指示跟踪器是否正在获取更新的跟踪数据。"
msgid "The origin point in AR/VR."
msgstr "AR/VR 的原点。"
msgid ""
"This is a special node within the AR/VR system that maps the physical "
"location of the center of our tracking space to the virtual location within "
"our game world.\n"
"There should be only one of these nodes in your scene and you must have one. "
"All the XRCamera3D, XRController3D and XRAnchor3D nodes should be direct "
"children of this node for spatial tracking to work correctly.\n"
"It is the position of this node that you update when your character needs to "
"move through your game world while we're not moving in the real world. "
"Movement in the real world is always in relation to this origin point.\n"
"For example, if your character is driving a car, the XROrigin3D node should "
"be a child node of this car. Or, if you're implementing a teleport system to "
"move your character, you should change the position of this node."
msgstr ""
"这是 AR/VR 系统中的一个特殊节点,会将我们跟踪空间中心的物理位置映射到游戏世界"
"中的虚拟位置。\n"
"你的场景中应该有且必须只有一个这样的节点。所有 XRCamera3D、XRController3D 和 "
"XRAnchor3D 节点都应该是该节点的直接子节点,以便空间跟踪正常运行。\n"
"当你的角色需要在游戏世界中移动而不在现实世界中移动时,就要更新此节点的位置。现"
"实世界中的运动始终是相对于这个原点的。\n"
"例如,如果你的角色正在驾驶汽车,则 XROrigin3D 节点应该是这辆车的子节点。或者,"
"如果要实现通过传送系统来移动角色,则应该更改此节点的位置。"
msgid "Is this XROrigin3D node the current origin used by the [XRServer]?"
msgstr "这个 XROrigin3D 节点是否为 [XRServer] 所使用的当前原点?"
msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter.\n"
"[b]Note:[/b] This method is a passthrough to the [XRServer] itself."
msgstr ""
"允许你根据你的游戏的单位来调整比例。大多数 AR/VR 平台假定的比例是 1 个游戏世界"
"的单位 = 1 个现实世界的米。\n"
"[b]注意:[/b]这种方法是对 [XRServer] 本身的直接调用。"
msgid "This object contains all data related to a pose on a tracked object."
msgstr "这个对象包含了跟踪对象姿势相关的所有数据。"
msgid ""
"XR runtimes often identify multiple locations on devices such as controllers "
"that are spatially tracked.\n"
"Orientation, location, linear velocity and angular velocity are all provided "
"for each pose by the XR runtime. This object contains this state of a pose."
msgstr ""
"XR 运行时通常可以识别设备上的多个位置,例如空间跟踪的控制器。\n"
"XR 运行时会为每个姿势都提供朝向、位置、线速度和角速度。这个对象包含某个姿势的"
"状态。"
msgid ""
"Returns the [member transform] with world scale and our reference frame "
"applied. This is the transform used to position [XRNode3D] objects."
msgstr ""
"返回受到世界缩放和我们参考系影响的 [member transform]。这是用于放置 "
"[XRNode3D] 对象的变换。"
msgid "The angular velocity for this pose."
msgstr "该姿势的角速度。"
msgid ""
"If [code]true[/code] our tracking data is up to date. If [code]false[/code] "
"we're no longer receiving new tracking data and our state is whatever that "
"last valid state was."
msgstr ""
"如果为 [code]true[/code],则我们的追踪数据是最新的。如果为 [code]false[/"
"code],我们将不再接收新的追踪数据,并且我们的状态是最后一个有效状态。"
msgid "The linear velocity of this pose."
msgstr "该姿势的线速度。"
msgid ""
"The name of this pose. Pose names are often driven by an action map setup by "
"the user. Godot does suggest a number of pose names that it expects "
"[XRInterface]s to implement:\n"
"- [code]root[/code] defines a root location, often used for tracked objects "
"that do not have further nodes.\n"
"- [code]aim[/code] defines the tip of a controller with the orientation "
"pointing outwards, for example: add your raycasts to this.\n"
"- [code]grip[/code] defines the location where the user grips the controller\n"
"- [code]skeleton[/code] defines the root location a hand mesh should be "
"placed when using hand tracking and the animated skeleton supplied by the XR "
"runtime."
msgstr ""
"这个姿势的名称。姿势名称通常由用户设置的动作映射来驱动。Godot 确实给出了一些姿"
"势名称的建议,希望 [XRInterface] 能够实现:\n"
"-[code]root[/code] 定义根的位置,通常用于没有其他节点的被追踪物体。\n"
"-[code]aim[/code] 定义控制器的顶端,方向朝外,例如:可以将你要投射的射线加到这"
"里。\n"
"-[code]grip[/code] 定义用户持握控制器的位置。\n"
"-[code]skeleton[/code] 定义在使用手部跟踪和 XR 运行时提供的动画骨架时,手部网"
"格应该放置的根部位置。"
msgid ""
"The tracking confidence for this pose, provides insight on how accurate the "
"spatial positioning of this record is."
msgstr "此姿势的追踪置信度,提供了有关此记录的空间定位准确度的洞察力。"
msgid ""
"The transform containing the original and transform as reported by the XR "
"runtime."
msgstr "该变换包含由 XR 运行时报告的原点和变换。"
msgid "No tracking information is available for this pose."
msgstr "此姿势没有可用的追踪信息。"
msgid ""
"Tracking information may be inaccurate or estimated. For example, with inside "
"out tracking this would indicate a controller may be (partially) obscured."
msgstr ""
"追踪信息可能不准确或是估计而来的。例如,对于内向外型追踪,这表示的是控制器可能"
"被(部分)遮挡。"
msgid "Tracking information is deemed accurate and up to date."
msgstr "追踪信息被认为是准确且最新的。"
msgid "A tracked object."
msgstr "追踪对象。"
msgid ""
"An instance of this object represents a device that is tracked, such as a "
"controller or anchor point. HMDs aren't represented here as they are handled "
"internally.\n"
"As controllers are turned on and the [XRInterface] detects them, instances of "
"this object are automatically added to this list of active tracking objects "
"accessible through the [XRServer].\n"
"The [XRController3D] and [XRAnchor3D] both consume objects of this type and "
"should be used in your project. The positional trackers are just under-the-"
"hood objects that make this all work. These are mostly exposed so that "
"GDExtension-based interfaces can interact with them."
msgstr ""
"此对象的一个实例表示一个被追踪的设备例如一个控制器或锚点。HMD 没有在此处表"
"示,因为它们是在内部处理的。\n"
"当控制器被打开,并且 [XRInterface] 检测到它们时,此对象的实例会自动被添加到可"
"通过 [XRServer] 访问的活动追踪对象列表中。\n"
"[XRController3D] 和 [XRAnchor3D] 都使用这种类型的对象,并且应该在你的项目中使"
"用。位置追踪器只是使这一切正常工作的底层对象。这些大部分都是公开的,以便基于 "
"GDExtension 的接口,可以与它们交互。"
msgid ""
"Returns an input for this tracker. It can return a boolean, float or "
"[Vector2] value depending on whether the input is a button, trigger or "
"thumbstick/thumbpad."
msgstr ""
"返回此追踪器的输入。它可以返回一个布尔值、浮点数或 [Vector2] 值,具体取决于输"
"入是一个按钮、触发器还是拇指杆/拇指板。"
msgid ""
"Returns the current [XRPose] state object for the bound [param name] pose."
msgstr "返回绑定 [param name] 姿势的当前 [XRPose] 状态对象。"
msgid ""
"Returns [code]true[/code] if the tracker is available and is currently "
"tracking the bound [param name] pose."
msgstr ""
"如果追踪器可用,并且当前正在追踪绑定的 [param name] 姿势,则返回 [code]true[/"
"code]。"
msgid ""
"Marks this pose as invalid, we don't clear the last reported state but it "
"allows users to decide if trackers need to be hidden if we lose tracking or "
"just remain at their last known position."
msgstr ""
"将此姿势标记为无效,我们不会清除最后报告的状态,但如果我们失去追踪,它允许用户"
"决定是否需要隐藏追踪器,或仅保留在其最后一个已知位置。"
msgid ""
"Changes the value for the given input. This method is called by a "
"[XRInterface] implementation and should not be used directly."
msgstr "更改给定输入的值。此方法由一个 [XRInterface] 实现调用,不应直接使用。"
msgid ""
"Sets the transform, linear velocity, angular velocity and tracking confidence "
"for the given pose. This method is called by a [XRInterface] implementation "
"and should not be used directly."
msgstr ""
"设置给定姿势的变换、线速度、角速度和追踪置信度。此方法由一个 [XRInterface] 实"
"现调用,不应直接使用。"
msgid "The description of this tracker."
msgstr "此追踪器的描述。"
msgid "Defines which hand this tracker relates to."
msgstr "定义此追踪器与哪只手相关。"
msgid ""
"The unique name of this tracker. The trackers that are available differ "
"between various XR runtimes and can often be configured by the user. Godot "
"maintains a number of reserved names that it expects the [XRInterface] to "
"implement if applicable:\n"
"- [code]left_hand[/code] identifies the controller held in the players left "
"hand\n"
"- [code]right_hand[/code] identifies the controller held in the players right "
"hand"
msgstr ""
"此追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配置。"
"Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 来实现:\n"
"- [code]left_hand[/code] 标识玩家左手握持的控制器\n"
"- [code]right_hand[/code] 标识玩家右手握持的控制器"
msgid ""
"The profile associated with this tracker, interface dependent but will "
"indicate the type of controller being tracked."
msgstr "与此追踪器关联的配置,取决于界面,但将指示被追踪的控制器类型。"
msgid "The type of tracker."
msgstr "该追踪器的类型。"
msgid ""
"Emitted when a button on this tracker is pressed. Note that many XR runtimes "
"allow other inputs to be mapped to buttons."
msgstr ""
"当该追踪器上的一个按钮被按下时发出。请注意,许多 XR 运行时允许将其他输入映射到"
"按钮。"
msgid "Emitted when a button on this tracker is released."
msgstr "当该追踪器上的一个按钮被释放时发出。"
msgid "Emitted when a trigger or similar input on this tracker changes value."
msgstr "当此追踪器上的一个触发器或类似输入更改值时发出。"
msgid "Emitted when a thumbstick or thumbpad on this tracker moves."
msgstr "当该追踪器上的一个拇指杆或拇指板移动时发出。"
msgid "Emitted when the state of a pose tracked by this tracker changes."
msgstr "当被此追踪器追踪的一个姿势状态发生变化时发出。"
msgid ""
"Emitted when a pose tracked by this tracker stops getting updated tracking "
"data."
msgstr "当被该追踪器追踪的一个姿势停止获取更新的跟踪数据时发出。"
msgid "Emitted when the profile of our tracker changes."
msgstr "当我们的追踪器的配置发生变化时发出。"
msgid "The hand this tracker is held in is unknown or not applicable."
msgstr "手持该追踪器的手是未知的或不适用的。"
msgid "This tracker is the left hand controller."
msgstr "此跟踪器是左手控制器。"
msgid "This tracker is the right hand controller."
msgstr "此跟踪器是右手控制器。"
msgid "Server for AR and VR features."
msgstr "用于 AR 和 VR 功能的服务。"
msgid ""
"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
"and handles all the processing."
msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责执行所有处理。"
msgid "Registers an [XRInterface] object."
msgstr "注册一个 [XRInterface] 对象。"
msgid ""
"Registers a new [XRPositionalTracker] that tracks a spatial location in real "
"space."
msgstr "注册一个新的 [XRPositionalTracker],用于跟踪现实空间中的一个空间位置。"
msgid ""
"This is an important function to understand correctly. AR and VR platforms "
"all handle positioning slightly differently.\n"
"For platforms that do not offer spatial tracking, our origin point (0, 0, 0) "
"is the location of our HMD, but you have little control over the direction "
"the player is facing in the real world.\n"
"For platforms that do offer spatial tracking, our origin point depends very "
"much on the system. For OpenVR, our origin point is usually the center of the "
"tracking space, on the ground. For other platforms, it's often the location "
"of the tracking camera.\n"
"This method allows you to center your tracker on the location of the HMD. It "
"will take the current location of the HMD and use that to adjust all your "
"tracking data; in essence, realigning the real world to your player's current "
"position in the game world.\n"
"For this method to produce usable results, tracking information must be "
"available. This often takes a few frames after starting your game.\n"
"You should call this method after a few seconds have passed. For example, "
"when the user requests a realignment of the display holding a designated "
"button on a controller for a short period of time, or when implementing a "
"teleport mechanism."
msgstr ""
"正确地理解这个函数非常重要。AR 和 VR 平台处理定位的方式略有不同。\n"
"对于不提供空间跟踪的平台,我们的原点 (0,0,0) 是 HMD 的位置,但你几乎无法控制玩"
"家在现实世界中面对的方向。\n"
"对于提供空间跟踪的平台,我们的原点在很大程度上取决于系统。对于 OpenVR原点通"
"常是地面上跟踪空间的中心。对于其他平台,它通常是跟踪相机的位置。\n"
"此方法允许你将跟踪器置于 HMD 的位置。它将获取 HMD 的当前位置并使用它来调整你的"
"所有跟踪数据;从本质上讲,将现实世界重新调整到玩家在游戏世界中的当前位置。\n"
"为了使这种方法产生可用的结果,跟踪信息必须可用。这通常在开始游戏后需要几帧。\n"
"你应该在几秒钟后调用此方法。例如,当用户请求重新调整显示时,按住控制器上的指定"
"按钮一小段时间,或者当实现传送机制时。"
msgid ""
"Finds an interface by its [param name]. For example, if your project uses "
"capabilities of an AR/VR platform, you can find the interface for that "
"platform by name and initialize it."
msgstr ""
"通过名称 [param name] 查找接口。例如,如果你的项目使用 AR/VR 平台的功能,你可"
"以通过名称找到该平台的接口并初始化。"
msgid "Returns the primary interface's transformation."
msgstr "返回主界面的变换。"
msgid ""
"Returns the interface registered at the given [param idx] index in the list "
"of interfaces."
msgstr "返回在接口列表中给定 [param idx] 索引处注册的接口。"
msgid ""
"Returns the number of interfaces currently registered with the AR/VR server. "
"If your project supports multiple AR/VR platforms, you can look through the "
"available interface, and either present the user with a selection or simply "
"try to initialize each interface and use the first one that returns "
"[code]true[/code]."
msgstr ""
"返回当前在AR/VR服务上注册的界面数量。如果你的项目支持多个AR/VR平台你可以查看"
"可用的界面,并向用户展示一个选择,或者简单地尝试初始化每个界面,并使用第一个返"
"回 [code]true[/code]的界面。"
msgid ""
"Returns a list of available interfaces the ID and name of each interface."
msgstr "返回可用界面的列表每个界面的ID和名称。"
msgid ""
"Returns the reference frame transform. Mostly used internally and exposed for "
"GDExtension build interfaces."
msgstr "返回引用帧的变换。主要在内部使用,并公开以用于 GDExtension 构建接口。"
msgid "Returns the positional tracker with the given [param tracker_name]."
msgstr "返回具有给定 [param tracker_name] 的位置追踪器。"
msgid "Returns a dictionary of trackers for [param tracker_types]."
msgstr "返回 [param tracker_types] 的追踪器字典。"
msgid "Removes this [param interface]."
msgstr "移除该 [param interface]。"
msgid "Removes this positional [param tracker]."
msgstr "移除该位置 [param tracker]。"
msgid "The primary [XRInterface] currently bound to the [XRServer]."
msgstr "当前绑定到 [XRServer] 的主 [XRInterface]。"
msgid ""
"The current origin of our tracking space in the virtual world. This is used "
"by the renderer to properly position the camera with new tracking data.\n"
"[b]Note:[/b] This property is managed by the current [XROrigin3D] node. It is "
"exposed for access from GDExtensions."
msgstr ""
"我们的跟踪空间在虚拟世界中的原点。渲染器会用到这个信息,根据新的跟踪数据来正确"
"放置相机。\n"
"[b]注意:[/b]这个属性由当前的 [XROrigin3D] 节点管理。暴露的目的是方便在 "
"GDExtension 使用。"
msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter."
msgstr ""
"允许你根据你的游戏的单位来调整缩放。大多数 AR/VR 平台假定 1 个游戏世界单位 = "
"1 个现实世界的米。"
msgid ""
"Emitted when a new tracker has been added. If you don't use a fixed number of "
"controllers or if you're using [XRAnchor3D]s for an AR solution, it is "
"important to react to this signal to add the appropriate [XRController3D] or "
"[XRAnchor3D] nodes related to this new tracker."
msgstr ""
"当一个新的追踪器被添加时发出。如果你不使用一个固定数量的控制器,或者如果你将 "
"[XRAnchor3D] 用于一个 AR 解决方案,请务必对此信号做出反应,以添加与该新追踪器"
"相适的 [XRController3D] 或 [XRAnchor3D] 节点 。"
msgid ""
"Emitted when a tracker is removed. You should remove any [XRController3D] or "
"[XRAnchor3D] points if applicable. This is not mandatory, the nodes simply "
"become inactive and will be made active again when a new tracker becomes "
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
"当一个追踪器被移除时发出。如此,你应该移除任何 [XRController3D] 或 "
"[XRAnchor3D] 点。这不是强制性的,这些节点只是变得不活动,并且当一个新的追踪器"
"可用时,将再次激活(即打开一个新的控制器,来代替前一个控制器)。"
msgid ""
"Emitted when an existing tracker has been updated. This can happen if the "
"user switches controllers."
msgstr "当现有追踪器被更新时发出。如果用户切换控制器,则可能会发生这种情况。"
msgid ""
"The tracker tracks the location of the players head. This is usually a "
"location centered between the players eyes. Note that for handheld AR devices "
"this can be the current location of the device."
msgstr ""
"追踪器追踪玩家头部的位置。这通常是玩家眼睛之间的中心位置。请注意,对于手持式 "
"AR 设备,这可能是该设备的当前位置。"
msgid "The tracker tracks the location of a controller."
msgstr "追踪器追踪控制器的位置。"
msgid "The tracker tracks the location of a base station."
msgstr "追踪器追踪基站的位置。"
msgid "The tracker tracks the location and size of an AR anchor."
msgstr "追踪器追踪 AR 锚的位置和大小。"
msgid "Used internally to filter trackers of any known type."
msgstr "内部用于过滤任何已知类型的跟踪器。"
msgid "Used internally if we haven't set the tracker type yet."
msgstr "如果我们尚未设置跟踪器类型,则在内部使用。"
msgid "Used internally to select all trackers."
msgstr "在内部用于选择所有跟踪器。"
msgid ""
"Fully reset the orientation of the HMD. Regardless of what direction the user "
"is looking to in the real world. The user will look dead ahead in the virtual "
"world."
msgstr ""
"完全重置 HMD 的方向。无论用户在现实世界中看向哪个方向。将在虚拟世界中锁定视"
"角。"
msgid ""
"Resets the orientation but keeps the tilt of the device. So if we're looking "
"down, we keep looking down but heading will be reset."
msgstr ""
"重置方向,但保持设备的倾斜度。因此,如果我们正在往下看,会继续往下看,但航向会"
"被重置。"
msgid ""
"Does not reset the orientation of the HMD, only the position of the player "
"gets centered."
msgstr "不重置 HMD 的方向,只让玩家的位置居中。"
msgid "Allows the creation of zip files."
msgstr "允许创建 zip 文件。"
msgid ""
"This class implements a writer that allows storing the multiple blobs in a "
"zip archive.\n"
"[codeblock]\n"
"func write_zip_file():\n"
" var writer := ZIPPacker.new()\n"
" var err := writer.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return err\n"
" writer.start_file(\"hello.txt\")\n"
" writer.write_file(\"Hello World\".to_utf8_buffer())\n"
" writer.close_file()\n"
"\n"
" writer.close()\n"
" return OK\n"
"[/codeblock]"
msgstr ""
"该类实现了一个写入器,可以将多个 blob 存储在一个压缩文件中。\n"
"[codeblock]\n"
"func write_zip_file():\n"
" var writer := ZIPPacker.new()\n"
" var err := writer.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return err\n"
" writer.start_file(\"hello.txt\")\n"
" writer.write_file(\"Hello World\".to_utf8_buffer())\n"
" writer.close_file()\n"
"\n"
" writer.close()\n"
" return OK\n"
"[/codeblock]"
msgid "Closes the underlying resources used by this instance."
msgstr "关闭该实例底层所使用的资源。"
msgid ""
"Stops writing to a file within the archive.\n"
"It will fail if there is no open file."
msgstr ""
"停止向归档中的文件进行写入。\n"
"如果没有打开文件,则会失败。"
msgid ""
"Opens a zip file for writing at the given path using the specified write "
"mode.\n"
"This must be called before everything else."
msgstr ""
"打开给定路径处的 Zip 文件,使用指定的写入模式进行写入。\n"
"必须在其他调用前调用。"
msgid ""
"Starts writing to a file within the archive. Only one file can be written at "
"the same time.\n"
"Must be called after [method open]."
msgstr ""
"开始向存档中的一个文件写入。同一时间只能写一个文件。\n"
"必须在[method open]之后调用。"
msgid ""
"Write the given [param data] to the file.\n"
"Needs to be called after [method start_file]."
msgstr ""
"将给定的 [param data] 写到文件中。\n"
"需要在 [method start_file] 之后调用。"
msgid "Create a new zip archive at the given path."
msgstr "在给定的路径新建 Zip 归档文件。"
msgid ""
"Append a new zip archive to the end of the already existing file at the given "
"path."
msgstr "在位于给定路径的已有文件的末尾追加新的 Zip 归档文件。"
msgid "Add new files to the existing zip archive at the given path."
msgstr "在位于给定路径的已有 Zip 归档文件中添加新文件。"
msgid "Allows reading the content of a zip file."
msgstr "允许读取 zip 文件的内容。"
msgid ""
"This class implements a reader that can extract the content of individual "
"files inside a zip archive.\n"
"[codeblock]\n"
"func read_zip_file():\n"
" var reader := ZIPReader.new()\n"
" var err := reader.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return PackedByteArray()\n"
" var res := reader.read_file(\"hello.txt\")\n"
" reader.close()\n"
" return res\n"
"[/codeblock]"
msgstr ""
"该类实现了一个可以提取 zip 存档中各个文件内容的读取器。\n"
"[codeblock]\n"
"func read_zip_file():\n"
" var reader := ZIPReader.new()\n"
" var err := reader.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return PackedByteArray()\n"
" var res := reader.read_file(\"hello.txt\")\n"
" reader.close()\n"
" return res\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the file exists in the loaded zip archive.\n"
"Must be called after [method open]."
msgstr ""
"如果加载的 zip 存档中存在对应的文件,则返回 [code]true[/code]。\n"
"必须在 [method open] 之后调用。"
msgid ""
"Returns the list of names of all files in the loaded archive.\n"
"Must be called after [method open]."
msgstr ""
"返回加载的存档中所有文件的名称列表。\n"
"必须在 [method open] 之后调用。"
msgid ""
"Opens the zip archive at the given [param path] and reads its file index."
msgstr "打开给定 [param path] 的压缩文件,并读取其文件索引。"
msgid ""
"Loads the whole content of a file in the loaded zip archive into memory and "
"returns it.\n"
"Must be called after [method open]."
msgstr ""
"将加载的 zip 存档中文件的全部内容加载到内存中并返回它。\n"
"必须在 [method open] 之后调用。"