# Chinese (Simplified) translation of the Godot Engine class reference. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. # # Haoyu Qiu , 2020, 2021, 2022, 2023, 2024. # fangxvan <2661712415@qq.com>, 2020. # yzt <834950797@qq.com>, 2020. # 懵逼Kitty , 2020, 2021. # MintSoda , 2020. # Gardner Belgrade , 2020. # WangYi13 , 2020, 2021. # UnluckyNinja , 2020. # idleman <1524328475@qq.com>, 2020, 2021. # Oberon Zheng <360119124@qq.com>, 2020, 2021. # li yong , 2020. # Pierre Stempin , 2020. # BinotaLIU , 2020. # Zhirong Qin (fengjiongmax) , 2020, 2021. # zzjbook , 2020. # Gary Wang , 2020. # cyj , 2020. # twoBornottwoB <305766341@qq.com>, 2021. # zzh , 2021. # longhjues , 2021, 2023. # 800Coins , 2021. # qjyqjyqjyqjy , 2021, 2023. # mzzhao <13030224963@163.com>, 2021. # Baiyuan Qiu <1061688677@qq.com>, 2021. # CZM <605557370@qq.com>, 2021. # Zephyr , 2021. # 扬 , 2021. # luoji <564144019@qq.com>, 2021. # Merlin Bao , 2021. # Felix Xing , 2021. # Wang Chenhao , 2021. # Juer Genie Whang <2695996944@qq.com>, 2021. # SimonChang , 2021. # zeng haochen , 2021. # suplife <2634557184@qq.com>, 2021, 2023, 2024. # Magian , 2021, 2022. # ji233 <27987772@qq.com>, 2021. # 沈士超 , 2021. # MisakaRua <1150235785@qq.com>, 2021. # KodLenss , 2021. # Wang Tseryui <2251439097@qq.com>, 2021. # knight100 , 2021. # jixun , 2021. # Hapenia Lans , 2021. # 枫叶 <928584916@qq.com>, 2021. # B TO THE R <1470997723@qq.com>, 2021. # 有趣极了 <2944595791@qq.com>, 2021. # 刘亚西 , 2021. # 诗鸷Temsys , 2021. # Sam Sun , 2021, 2023, 2024. # sudo-behappy <3216539984@qq.com>, 2021, 2023. # Cc <2590090025@qq.com>, 2021. # 苏轼 , 2021. # ErrorDreemurr , 2021. # 烧风 , 2022. # Yan Chen , 2022. # Caten , 2022. # 风青山 , 2023, 2024. # zehuai wu , 2023. # matrixant , 2023. # Pencil Core , 2023. # skyatgit <1218980814@qq.com>, 2023. # Hamster , 2023. # GarliCat , 2023. # RIKA! <2293840045@qq.com>, 2023. # ZHANG JIANFEI <3468144728@qq.com>, 2023. # tjw123hh , 2023. # miaoqvmiao , 2023. # Wisdom Salee , 2023. # mengyu <1093697597@qq.com>, 2023. # long li <2361520824@qq.com>, 2023. # yisui , 2023. # penghao123456 , 2023. # Zae Chao , 2023. # SamBillon , 2023. # ZhuQiLi <552084128@qq.com>, 2023. # HIM049 , 2023. # 墨尘 <180598130@qq.com>, 2023. # dinshin0129 <396321810@qq.com>, 2023. # CrimsonNinja , 2024. # 邵孟欧 , 2024. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-03-04 14:32+0000\n" "Last-Translator: 邵孟欧 \n" "Language-Team: Chinese (Simplified) \n" "Language: zh_CN\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Weblate 5.5-dev\n" msgid "All classes" msgstr "所有类" msgid "Globals" msgstr "全局" msgid "Nodes" msgstr "节点" msgid "Resources" msgstr "资源" msgid "Editor-only" msgstr "编辑器专用" msgid "Other objects" msgstr "其他对象" msgid "Variant types" msgstr "变体类型" msgid "Description" msgstr "描述" msgid "Tutorials" msgstr "教程" msgid "Properties" msgstr "属性" msgid "Constructors" msgstr "构造函数" msgid "Methods" msgstr "方法" msgid "Operators" msgstr "操作符" msgid "Theme Properties" msgstr "主题属性" msgid "Signals" msgstr "信号" msgid "Enumerations" msgstr "枚举" msgid "Constants" msgstr "常量" msgid "Annotations" msgstr "注解" msgid "Property Descriptions" msgstr "属性说明" msgid "Constructor Descriptions" msgstr "构造函数说明" msgid "Method Descriptions" msgstr "方法说明" msgid "Operator Descriptions" msgstr "操作符说明" msgid "Theme Property Descriptions" msgstr "主题属性说明" msgid "Inherits:" msgstr "继承:" msgid "Inherited By:" msgstr "派生:" msgid "(overrides %s)" msgstr "(覆盖 %s)" msgid "Default" msgstr "默认" msgid "Setter" msgstr "设值函数" msgid "value" msgstr "值" msgid "Getter" msgstr "取值函数" msgid "" "This method should typically be overridden by the user to have any effect." msgstr "本方法通常需要用户覆盖才能生效。" msgid "" "This method has no side effects. It doesn't modify any of the instance's " "member variables." msgstr "本方法没有副作用。不会修改该实例的任何成员变量。" msgid "" "This method accepts any number of arguments after the ones described here." msgstr "本方法除了在此处描述的参数外,还能够继续接受任意数量的参数。" msgid "This method is used to construct a type." msgstr "本方法用于构造某个类型。" msgid "" "This method doesn't need an instance to be called, so it can be called " "directly using the class name." msgstr "调用本方法无需实例,所以可以直接使用类名调用。" msgid "" "This method describes a valid operator to use with this type as left-hand " "operand." msgstr "本方法描述的是使用本类型作为左操作数的有效操作符。" msgid "This value is an integer composed as a bitmask of the following flags." msgstr "这个值是由下列标志构成的位掩码整数。" msgid "" "There is currently no description for this class. Please help us by :ref:" "`contributing one `!" msgstr "" "目前没有这个类的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There is currently no description for this signal. Please help us by :ref:" "`contributing one `!" msgstr "" "目前没有这个信号的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There is currently no description for this enum. Please help us by :ref:" "`contributing one `!" msgstr "" "目前没有这个枚举的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There is currently no description for this constant. Please help us by :ref:" "`contributing one `!" msgstr "" "目前没有这个常量的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There is currently no description for this annotation. Please help us by :ref:" "`contributing one `!" msgstr "" "目前没有这个注解的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There is currently no description for this property. Please help us by :ref:" "`contributing one `!" msgstr "" "目前没有这个属性的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There is currently no description for this constructor. Please help us by :" "ref:`contributing one `!" msgstr "" "目前没有这个构造函数的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There is currently no description for this method. Please help us by :ref:" "`contributing one `!" msgstr "" "目前没有这个方法的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There is currently no description for this operator. Please help us by :ref:" "`contributing one `!" msgstr "" "目前没有这个运算符的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There is currently no description for this theme property. Please help us by :" "ref:`contributing one `!" msgstr "" "目前没有这个主题属性的描述。请帮我们\\ :ref:`贡献一个 " "`\\ !" msgid "" "There are notable differences when using this API with C#. See :ref:" "`doc_c_sharp_differences` for more information." msgstr "" "通过 C# 使用这个 API 时有显著的不同。详见 :ref:`doc_c_sharp_differences`\\ 。" msgid "Deprecated:" msgstr "已弃用:" msgid "Experimental:" msgstr "实验性:" msgid "This signal may be changed or removed in future versions." msgstr "未来版本中可能修改或移除该信号。" msgid "This constant may be changed or removed in future versions." msgstr "未来版本中可能修改或移除该常量。" msgid "This property may be changed or removed in future versions." msgstr "未来版本中可能修改或移除该属性。" msgid "This constructor may be changed or removed in future versions." msgstr "未来版本中可能修改或移除该构造函数。" msgid "This method may be changed or removed in future versions." msgstr "未来版本中可能修改或移除该方法。" msgid "This operator may be changed or removed in future versions." msgstr "未来版本中可能修改或移除该运算符。" msgid "This theme property may be changed or removed in future versions." msgstr "未来版本中可能修改或移除该主题属性。" msgid "Built-in GDScript constants, functions, and annotations." msgstr "内置 GDScript 常量、函数、注解。" msgid "" "A list of GDScript-specific utility functions and annotations accessible from " "any script.\n" "For the list of the global functions and constants see [@GlobalScope]." msgstr "" "GDScript 专用的实用函数及注解列表,可在任何脚本中访问。\n" "全局函数和常量的列表见 [@GlobalScope]。" msgid "GDScript exports" msgstr "GDScript的导出" msgid "" "Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue " "([param b8]), and optionally alpha ([param a8]) integer channels, each " "divided by [code]255.0[/code] for their final value. Using [method Color8] " "instead of the standard [Color] constructor is useful when you need to match " "exact color values in an [Image].\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n" "var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" "var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" "[/codeblock]\n" "[b]Note:[/b] Due to the lower precision of [method Color8] compared to the " "standard [Color] constructor, a color created with [method Color8] will " "generally not be equal to the same color created with the standard [Color] " "constructor. Use [method Color.is_equal_approx] for comparisons to avoid " "issues with floating-point precision error." msgstr "" "返回一个由整数红通道([param r8])、绿通道([param g8])、蓝通道([param b8])" "和可选的 Alpha 通道([param a8])构造的 [Color],每个通道的最终值都会除以 " "[code]255.0[/code]。如果你需要精确匹配 [Image] 中的颜色值,[method Color8] 比" "标准的 [Color] 构造函数更有用。\n" "[codeblock]\n" "var red = Color8(255, 0, 0) # 与 Color(1, 0, 0) 相同\n" "var dark_blue = Color8(0, 0, 51) # 与 Color(0, 0, 0.2) 相同。\n" "var my_color = Color8(306, 255, 0, 102) # 与 Color(1.2, 1, 0, 0.4) 相同。\n" "[/codeblock]\n" "[b]注意:[/b]因为 [method Color8] 比标准 [Color] 构造函数精度更低,所以使用 " "[method Color8] 创建的颜色通常与使用标准 [Color] 构造函数创建的相同颜色不相" "等。请使用 [method Color.is_equal_approx] 进行比较,避免浮点数精度误差。" msgid "" "Asserts that the [param condition] is [code]true[/code]. If the [param " "condition] is [code]false[/code], an error is generated. When running from " "the editor, the running project will also be paused until you resume it. This " "can be used as a stronger form of [method @GlobalScope.push_error] for " "reporting errors to project developers or add-on users.\n" "An optional [param message] can be shown in addition to the generic " "\"Assertion failed\" message. You can use this to provide additional details " "about why the assertion failed.\n" "[b]Warning:[/b] For performance reasons, the code inside [method assert] is " "only executed in debug builds or when running the project from the editor. " "Don't include code that has side effects in an [method assert] call. " "Otherwise, the project will behave differently when exported in release " "mode.\n" "[codeblock]\n" "# Imagine we always want speed to be between 0 and 20.\n" "var speed = -10\n" "assert(speed < 20) # True, the program will continue.\n" "assert(speed >= 0) # False, the program will stop.\n" "assert(speed >= 0 and speed < 20) # You can also combine the two conditional " "statements in one check.\n" "assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" "[/codeblock]" msgstr "" "断言条件 [param condition] 为 [code]true[/code]。如果条件 [param condition] " "为 [code]false[/code] ,则会生成错误。如果是从编辑器运行的,正在运行的项目还会" "被暂停,直到手动恢复。该函数可以作为 [method @GlobalScope.push_error] 的加强" "版,用于向项目开发者和插件用户报错。\n" "如果给出了可选的 [param message] 参数,该信息会和通用的“Assertion failed”消息" "一起显示。你可以使用它来提供关于断言失败原因的其他详细信息。\n" "[b]警告:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编" "辑器运行项目时执行。请勿在 [method assert] 调用中加入具有副作用的代码。否则," "项目在以发布模式导出后将有不一致的行为。\n" "[codeblock]\n" "# 比如说我们希望 speed 始终在 0 和 20 之间。\n" "speed = -10\n" "assert(speed < 20) # True,程序会继续执行\n" "assert(speed >= 0) # False,程序会停止\n" "assert(speed >= 0 and speed < 20) # 你还可以在单次检查中合并两个条件语句\n" "assert(speed < 20, \"限速为 20\") # 显示消息。\n" "[/codeblock]" msgid "" "Returns a single character (as a [String]) of the given Unicode code point " "(which is compatible with ASCII code).\n" "[codeblock]\n" "a = char(65) # a is \"A\"\n" "a = char(65 + 32) # a is \"a\"\n" "a = char(8364) # a is \"€\"\n" "[/codeblock]" msgstr "" "返回给定的 Unicode 码位(与ASCII码兼容)的单字符字符串(作为一个[String])。\n" "[codeblock]\n" "a = char(65) # a 是“A”\n" "a = char(65 + 32) # a 是“a”\n" "a = char(8364) # a 是“€”\n" "[/codeblock]" msgid "Use [method @GlobalScope.type_convert] instead." msgstr "请改用 [method @GlobalScope.type_convert]。" msgid "" "Converts [param what] to [param type] in the best way possible. The [param " "type] uses the [enum Variant.Type] values.\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # Prints true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # Prints [4, 2, 1]\n" "print(b is Array) # Prints false\n" "[/codeblock]" msgstr "" "在可能的情况下将 [param what] 转换为 [param type] 。 [param type] 使用 [enum " "Variant.Type] 值。\n" "[codeblock]\n" "var a = [4, 2.5, 1.2]\n" "print(a is Array) # 输出 true\n" "\n" "var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" "print(b) # 输出 [4, 2, 1]\n" "print(b is Array) # 输出 false\n" "[/codeblock]" msgid "" "Converts a [param dictionary] (created with [method inst_to_dict]) back to an " "Object instance. Can be useful for deserializing." msgstr "" "将一个 [param dictionary] (用 [method inst_to_dict] 创建的)转换回为一个 " "Object 实例。在反序列化时可能很有用。" msgid "" "Returns an array of dictionaries representing the current call stack. See " "also [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" "[b]Note:[/b] This function only works if the running instance is connected to " "a debugging server (i.e. an editor instance). [method get_stack] will not " "work in projects exported in release mode, or in projects exported in debug " "mode if not connected to a debugging server.\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " "will return an empty array." msgstr "" "返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_stack]。\n" "[codeblock]\n" "func _ready():\n" " foo()\n" "\n" "func foo():\n" " bar()\n" "\n" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" "从 [code]_ready()[/code] 开始,[code]bar()[/code] 将打印:\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" "[/codeblock]\n" "[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" "效。[method get_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务器" "的情况下,以调试模式导出的项目。\n" "[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将返回一个空数组。" msgid "" "Returns the passed [param instance] converted to a Dictionary. Can be useful " "for serializing.\n" "[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " "attached or objects allocated within built-in scripts.\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst_to_dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "Prints out:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" msgstr "" "返回传入的 [param instance] 转换为的字典。可用于序列化。\n" "[b]注意:[/b]不能用于序列化附加了内置脚本的对象,或在内置脚本中分配的对象。\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var d = inst_to_dict(self)\n" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" "输出:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" "[/codeblock]" msgid "" "Returns [code]true[/code] if [param value] is an instance of [param type]. " "The [param type] value must be one of the following:\n" "- A constant from the [enum Variant.Type] enumeration, for example [constant " "TYPE_INT].\n" "- An [Object]-derived class which exists in [ClassDB], for example [Node].\n" "- A [Script] (you can use any class, including inner one).\n" "Unlike the right operand of the [code]is[/code] operator, [param type] can be " "a non-constant value. The [code]is[/code] operator supports more features " "(such as typed arrays) and is more performant. Use the operator instead of " "this method if you do not need dynamic type checking.\n" "Examples:\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Node))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]Note:[/b] If [param value] and/or [param type] are freed objects (see " "[method @GlobalScope.is_instance_valid]), or [param type] is not one of the " "above options, this method will raise a runtime error.\n" "See also [method @GlobalScope.typeof], [method type_exists], [method Array." "is_same_typed] (and other [Array] methods)." msgstr "" "如果 [param value] 为 [param type] 类型的实例,则返回 [code]true[/code]。" "[param type] 的值必须为下列值之一:\n" "- [enum Variant.Type] 枚举常量,例如 [constant TYPE_INT]。\n" "- [ClassDB] 中存在的派生自 [Object] 的类,例如 [Node]。\n" "- [Script](可以用任何类,包括内部类)。\n" "[param type] 可以不是常量,这一点与 [code]is[/code] 的右操作数不同。[code]is[/" "code] 运算符支持的功能更多(例如类型化数组),性能也更高。如果你不需要动态类型" "检查,请使用该运算符,不要使用此方法。\n" "示例:\n" "[codeblock]\n" "print(is_instance_of(a, TYPE_INT))\n" "print(is_instance_of(a, Node))\n" "print(is_instance_of(a, MyClass))\n" "print(is_instance_of(a, MyClass.InnerClass))\n" "[/codeblock]\n" "[b]注意:[/b]如果 [param value] 和/或 [param type] 为已释放的对象(见 [method " "@GlobalScope.is_instance_valid]),或者 [param type] 不是以上选项之一,则此方" "法会报运行时错误。\n" "另见 [method @GlobalScope.typeof]、[method type_exists]、[method Array." "is_same_typed](以及其他 [Array] 方法)。" msgid "" "Returns the length of the given Variant [param var]. The length can be the " "character count of a [String] or [StringName], the element count of any array " "type, or the size of a [Dictionary]. For every other Variant type, a run-time " "error is generated and execution is stopped.\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # Returns 4\n" "\n" "b = \"Hello!\"\n" "len(b) # Returns 6\n" "[/codeblock]" msgstr "" "返回给定 Variant [param var] 的长度。长度可以是 [String] 或 [StringName] 的字" "符数、任意数组类型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类" "型,都会生成运行时错误并停止执行。\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" "len(a) # 返回 4\n" "\n" "b = \"Hello!\"\n" "len(b) # 返回 6\n" "[/codeblock]" msgid "" "Returns a [Resource] from the filesystem located at the absolute [param " "path]. Unless it's already referenced elsewhere (such as in another script or " "in the scene), the resource is loaded from disk on function call, which might " "cause a slight delay, especially when loading large scenes. To avoid " "unnecessary delays when loading something multiple times, either store the " "resource in a variable or use [method preload]. This method is equivalent of " "using [method ResourceLoader.load] with [constant ResourceLoader." "CACHE_MODE_REUSE].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " "from the FileSystem dock into the current script.\n" "[codeblock]\n" "# Load a scene called \"main\" located in the root of the project directory " "and cache it in a variable.\n" "var main = load(\"res://main.tscn\") # main will contain a PackedScene " "resource.\n" "[/codeblock]\n" "[b]Important:[/b] The path must be absolute. A relative path will always " "return [code]null[/code].\n" "This function is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios.\n" "[b]Note:[/b] Files have to be imported into the engine first to load them " "using this function. If you want to load [Image]s at run-time, you may use " "[method Image.load]. If you want to import audio files, you can use the " "snippet described in [member AudioStreamMP3.data].\n" "[b]Note:[/b] If [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] is [code]true[/code], [method @GDScript." "load] will not be able to read converted files in an exported project. If you " "rely on run-time loading of files present within the PCK, set [member " "ProjectSettings.editor/export/convert_text_resources_to_binary] to " "[code]false[/code]." msgstr "" "返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地" "方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可能" "会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不必要" "的延迟,可以将资源存储在变量中或使用预加载 [method preload]。该方法相当于使用 " "[constant ResourceLoader.CACHE_MODE_REUSE] 调用 [method ResourceLoader." "load]。\n" "[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" "径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" "[codeblock]\n" "# 加载位于项目根目录的一个名为“main”的场景,并将其缓存在一个变量中。\n" "var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" "[/codeblock]\n" "[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" "这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场" "景。\n" "[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加载 " "[Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 [member " "AudioStreamMP3.data] 中描述的代码片段。\n" "[b]注意:[/b]如果 [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] 为 [code]true[/code],则 [method @GDScript." "load] 无法在导出后的项目中读取已转换的文件。如果你需要在运行时加载存在于 PCK " "中的文件,请将 [member ProjectSettings.editor/export/" "convert_text_resources_to_binary] 设置为 [code]false[/code]。" msgid "" "Returns a [Resource] from the filesystem located at [param path]. During run-" "time, the resource is loaded when the script is being parsed. This function " "effectively acts as a reference to that resource. Note that this function " "requires [param path] to be a constant [String]. If you want to load a " "resource from a dynamic/variable path, use [method load].\n" "[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " "in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " "the FileSystem dock into the current script.\n" "[codeblock]\n" "# Create instance of a scene.\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]" msgstr "" "返回一个位于文件系统绝对路径[param path] 的 [Resource]。在运行时,该资源将在解" "析脚本时加载。实际可以将这个函数视作对该资源的引用。请注意,此函数要求 [param " "path] 为 [String]常量。如果要从动态、可变路径加载资源,请使用 [method " "load]。\n" "[b]注意:[/b]资源路径可以通过右键单击资产面板中的资源并选择“复制路径”,或通过" "将文件从文件系统停靠面板拖到脚本中来获得。\n" "[codeblock]\n" "# 创建场景的实例。\n" "var diamond = preload(\"res://diamond.tscn\").instantiate()\n" "[/codeblock]" msgid "" "Like [method @GlobalScope.print], but includes the current stack frame when " "running with the debugger turned on.\n" "The output in the console may look like the following:\n" "[codeblock]\n" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " "will instead print the thread ID." msgstr "" "与 [method @GlobalScope.print] 类似,但在打开调试器运行时还会包含当前栈帧。\n" "控制台中的输出应该是类似这样的:\n" "[codeblock]\n" "Test print\n" "At: res://test.gd:15:_process()\n" "[/codeblock]\n" "[b]注意:[/b]不支持从 [Thread] 中调用此方法。调用时会输出线程 ID。" msgid "" "Prints a stack trace at the current code location. See also [method " "get_stack].\n" "The output in the console may look like the following:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "[b]Note:[/b] This function only works if the running instance is connected to " "a debugging server (i.e. an editor instance). [method print_stack] will not " "work in projects exported in release mode, or in projects exported in debug " "mode if not connected to a debugging server.\n" "[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so " "will instead print the thread ID." msgstr "" "输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n" "控制台中的输出是类似这样的:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" "[/codeblock]\n" "[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" "效。[method print_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务" "器的情况下,以调试模式导出的项目。\n" "[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将改为打印线程 ID。" msgid "" "Returns an array with the given range. [method range] can be called in three " "ways:\n" "[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops " "[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/" "b].\n" "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " "respectively.\n" "[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " "increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " "[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " "[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " "[code]0[/code], an error message is printed.\n" "[method range] converts all arguments to [int] before processing.\n" "[b]Note:[/b] Returns an empty array if no value meets the value constraint (e." "g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" "Examples:\n" "[codeblock]\n" "print(range(4)) # Prints [0, 1, 2, 3]\n" "print(range(2, 5)) # Prints [2, 3, 4]\n" "print(range(0, 6, 2)) # Prints [0, 2, 4]\n" "print(range(4, 1, -1)) # Prints [4, 3, 2]\n" "[/codeblock]\n" "To iterate over an [Array] backwards, use:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size() - 1, -1, -1):\n" " print(array[i])\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "To iterate over [float], convert them in the loop.\n" "[codeblock]\n" "for i in range (3, 0, -1):\n" " print(i / 10.0)\n" "[/codeblock]\n" "Output:\n" "[codeblock]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgstr "" "返回具有给定范围的数组。[method range] 可以通过三种方式调用:\n" "[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之前" "[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n" "[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 " "[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]" "参数 [code]n[/code]。\n" "[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,以 " "[code]s[/code] 为步长递增/递减,在到达 [code]n[/code] [i]之前[/i]停止。[b]包含" "[/b]参数 [code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/" "code] [b]可以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 " "[code]0[/code],则会输出一条错误消息。\n" "[method range] 会先将所有参数转换为 [int] 再进行处理。\n" "[b]注意:[/b]如果没有满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)[/" "code] 和 [code]range(5, 5, 1)[/code])。\n" "示例:\n" "[codeblock]\n" "print(range(4)) # 输出 [0, 1, 2, 3]\n" "print(range(2, 5)) # 输出 [2, 3, 4]\n" "print(range(0, 6, 2)) # 输出 [0, 2, 4]\n" "print(range(4, 1, -1)) # 输出 [4, 3, 2]\n" "[/codeblock]\n" "要反向遍历 [Array],请使用:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "for i in range(array.size() - 1, -1, -1):\n" " print(array[i])\n" "[/codeblock]\n" "输出:\n" "[codeblock]\n" "9\n" "6\n" "3\n" "[/codeblock]\n" "要遍历 [float],请在循环中进行转换。\n" "[codeblock]\n" "for i in range (3, 0, -1):\n" " print(i / 10.0)\n" "[/codeblock]\n" "输出:\n" "[codeblock]\n" "0.3\n" "0.2\n" "0.1\n" "[/codeblock]" msgid "" "Returns [code]true[/code] if the given [Object]-derived class exists in " "[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # Returns true\n" "type_exists(\"NonExistentClass\") # Returns false\n" "[/codeblock]" msgstr "" "如果 [ClassDB] 中存在给定的 [Object] 派生类,则返回 [code]true[/code]。请注" "意,[Variant] 数据类型未在 [ClassDB] 中注册。\n" "[codeblock]\n" "type_exists(\"Sprite2D\") # 返回 true\n" "type_exists(\"NonExistentClass\") # 返回 false\n" "[/codeblock]" msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in " "rotations." msgstr "" "常量,表示圆的周长是直径的多少倍。相当于 [code]TAU / 2[/code],或以弧度表示的" "180度。" msgid "" "The circle constant, the circumference of the unit circle in radians. This is " "equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" "圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的弧度" "值。" msgid "" "Positive floating-point infinity. This is the result of floating-point " "division when the divisor is [code]0.0[/code]. For negative infinity, use " "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " "infinity if the numerator is positive, so dividing by [code]0.0[/code] is not " "the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] " "returning [code]true[/code]).\n" "[b]Warning:[/b] Numeric infinity is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer number by " "[code]0[/code] will not result in [constant INF] and will result in a run-" "time error instead." msgstr "" "正浮点无穷大。这是除数为 [code]0.0[/code] 时浮点除法的结果。对于负无穷大,使" "用 [code]-INF[/code]。如果分子为正,除以 [code]-0.0[/code] 将导致负无穷大,因" "此除以 [code]0.0[/code] 与除以 [code]-0.0[/code] 不同(尽管 [code]0.0 == " "-0.0[/code] 返回 [code]true[/code])。\n" "[b]警告:[/b]数值无穷大只是浮点数的一个概念,对于整数来说没有对应的概念。将整" "数除以 [code]0[/code] 不会产生 [constant INF],而是会产生一个运行时错误。" msgid "" "\"Not a Number\", an invalid floating-point value. [constant NAN] has special " "properties, including that [code]!=[/code] always returns [code]true[/code], " "while other comparison operators always return [code]false[/code]. This is " "true even when comparing with itself ([code]NAN == NAN[/code] returns " "[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It " "is returned by some invalid operations, such as dividing floating-point " "[code]0.0[/code] by [code]0.0[/code].\n" "[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " "numbers, and has no equivalent for integers. Dividing an integer [code]0[/" "code] by [code]0[/code] will not result in [constant NAN] and will result in " "a run-time error instead." msgstr "" "“Not a Number”(非数),一个无效的浮点数值。[constant NAN] 有许多特殊的性质," "比如 [code]!=[/code] 始终返回 [code]true[/code],而其他比较运算符都始终返回 " "[code]false[/code]。即便是和自己比较也是如此([code]NAN == NAN[/code] 返回 " "[code]false[/code],而 [code]NAN != NAN[/code] 返回 [code]true[/code])。部分" "无效运算会返回这个值,例如将浮点数 [code]0.0[/code] 除以 [code]0.0[/code]。\n" "[b]警告:[/b]“非数”只是浮点数的概念,整数中没有对应的概念。将整数 [code]0[/" "code] 除以 [code]0[/code] 不会得到 [constant NAN],而是会产生运行时错误。" msgid "" "Mark the following property as exported (editable in the Inspector dock and " "saved to disk). To control the type of the exported property, use the type " "hint notation.\n" "[codeblock]\n" "extends Node\n" "\n" "enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" "# Built-in types.\n" "@export var string = \"\"\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "\n" "# Enums.\n" "@export var type: Variant.Type\n" "@export var format: Image.Format\n" "@export var direction: Direction\n" "\n" "# Resources.\n" "@export var image: Image\n" "@export var custom_resource: CustomResource\n" "\n" "# Nodes.\n" "@export var node: Node\n" "@export var custom_node: CustomNode\n" "\n" "# Typed arrays.\n" "@export var int_array: Array[int]\n" "@export var direction_array: Array[Direction]\n" "@export var image_array: Array[Image]\n" "@export var node_array: Array[Node]\n" "[/codeblock]\n" "[b]Note:[/b] Custom resources and nodes must be registered as global classes " "using [code]class_name[/code].\n" "[b]Note:[/b] Node export is only supported in [Node]-derived classes and has " "a number of other limitations." msgstr "" "将后续的属性标记为导出属性(可以在检查器面板中编辑并保存至磁盘)。要控制导出属" "性的类型,请使用类型提示标记。\n" "[codeblock]\n" "extends Node\n" "\n" "enum Direction {LEFT, RIGHT, UP, DOWN}\n" "\n" "# 内置类型。\n" "@export var string = \"\"\n" "@export var int_number = 5\n" "@export var float_number: float = 5\n" "\n" "# 枚举。\n" "@export var type: Variant.Type\n" "@export var format: Image.Format\n" "@export var direction: Direction\n" "\n" "# 资源。\n" "@export var image: Image\n" "@export var custom_resource: CustomResource\n" "\n" "# 节点。\n" "@export var node: Node\n" "@export var custom_node: CustomNode\n" "\n" "# 类型数组。\n" "@export var int_array: Array[int]\n" "@export var direction_array: Array[Direction]\n" "@export var image_array: Array[Image]\n" "@export var node_array: Array[Node]\n" "[/codeblock]\n" "[b]注意:[/b]自定义资源和自定义节点必须使用 [code]class_name[/code] 注册为全局" "类。\n" "[b]注意:[/b]节点的导出只有派生自 [Node] 的类才支持,并且还有一些其他限制。" msgid "" "Define a new category for the following exported properties. This helps to " "organize properties in the Inspector dock.\n" "See also [constant PROPERTY_USAGE_CATEGORY].\n" "[codeblock]\n" "@export_category(\"Statistics\")\n" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" "[b]Note:[/b] Categories in the Inspector dock's list usually divide " "properties coming from different classes (Node, Node2D, Sprite, etc.). For " "better clarity, it's recommended to use [annotation @export_group] and " "[annotation @export_subgroup], instead." msgstr "" "为后续导出属性定义一个新类别。方便在检查器面板中组织属性。\n" "另见 [constant PROPERTY_USAGE_CATEGORY]。\n" "[codeblock]\n" "@export_category(\"Statistics\")\n" "@export var hp = 30\n" "@export var speed = 1.25\n" "[/codeblock]\n" "[b]注意:[/b]检查器面板中的列表通常会按类别将来自不同类(如 Node、Node2D、" "Sprite 等)的属性分隔开来。为了更明确,推荐改用 [annotation @export_group] 和 " "[annotation @export_subgroup]。" msgid "" "Export a [Color] property without allowing its transparency ([member Color." "a]) to be edited.\n" "See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Color\n" "[/codeblock]" msgstr "" "导出一个 [Color] 属性,不允许编辑其透明度 ([member Color.a])。\n" "另请参阅 [constant PROPERTY_HINT_COLOR_NO_ALPHA] 。\n" "[codeblock]\n" "@export_color_no_alpha var dye_color: Color\n" "[/codeblock]" msgid "" "Export a [String] property as a path to a directory. The path will be limited " "to the project folder and its subfolders. See [annotation @export_global_dir] " "to allow picking from the entire filesystem.\n" "See also [constant PROPERTY_HINT_DIR].\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "[/codeblock]" msgstr "" "将 [String] 属性作为目录路径导出。该路径仅限于项目文件夹及其子文件夹。要允许在" "整个文件系统中进行选择,见 [annotation @export_global_dir]。\n" "另见 [constant PROPERTY_HINT_DIR]。\n" "[codeblock]\n" "@export_dir var sprite_folder_path: String\n" "[/codeblock]" msgid "" "Export an [int] or [String] property as an enumerated list of options. If the " "property is an [int], then the index of the value is stored, in the same " "order the values are provided. You can add explicit values using a colon. If " "the property is a [String], then the value is stored.\n" "See also [constant PROPERTY_HINT_ENUM].\n" "[codeblock]\n" "@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" "@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " "character_speed: int\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" "[/codeblock]\n" "If you want to set an initial value, you must specify it explicitly:\n" "[codeblock]\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" "[/codeblock]\n" "If you want to use named GDScript enums, then use [annotation @export] " "instead:\n" "[codeblock]\n" "enum CharacterName {REBECCA, MARY, LEAH}\n" "@export var character_name: CharacterName\n" "[/codeblock]" msgstr "" "将 [int] 或 [String] 导出为枚举选项列表。如果属性为 [int],则保存的是值的索" "引,与值的顺序一致。你可以通过冒号添加显式值。如果属性为 [String],则保存的是" "值。\n" "另见 [constant PROPERTY_HINT_ENUM]。\n" "[codeblock]\n" "@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n" "@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var " "character_speed: int\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n" "[/codeblock]\n" "如果想要设置初始值,你必须进行显式指定:\n" "[codeblock]\n" "@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = " "\"Rebecca\"\n" "[/codeblock]\n" "如果想要使用 GDScript 枚举,请改用 [annotation @export]:\n" "[codeblock]\n" "enum CharacterName {REBECCA, MARY, LEAH}\n" "@export var character_name: CharacterName\n" "[/codeblock]" msgid "" "Export a floating-point property with an easing editor widget. Additional " "hints can be provided to adjust the behavior of the widget. " "[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " "for editing attenuation properties. [code]\"positive_only\"[/code] limits " "values to only be greater than or equal to zero.\n" "See also [constant PROPERTY_HINT_EXP_EASING].\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "[/codeblock]" msgstr "" "使用缓动编辑器小部件导出浮点属性。可以提供额外的提示来调整小部件的行为。" "[code]\"attenuation\"[/code] 翻转曲线,使编辑衰减属性更加直观。" "[code]\"positive_only\"[/code] 将值限制为仅大于或等于零。\n" "另请参见 [constant PROPERTY_HINT_EXP_EASING]。\n" "[codeblock]\n" "@export_exp_easing var transition_speed\n" "@export_exp_easing(\"attenuation\") var fading_attenuation\n" "@export_exp_easing(\"positive_only\") var effect_power\n" "[/codeblock]" msgid "" "Export a [String] property as a path to a file. The path will be limited to " "the project folder and its subfolders. See [annotation @export_global_file] " "to allow picking from the entire filesystem.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_FILE].\n" "[codeblock]\n" "@export_file var sound_effect_path: String\n" "@export_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" msgstr "" "将 [String] 属性导出为文件路径。该路径仅限于项目文件夹及其子文件夹。若要允许从" "整个文件系统中进行选择,请参阅 [annotation @export_global_file]。\n" "如果提供了 [param filter],则只有匹配的文件可供选择。\n" "另请参见 [constant PROPERTY_HINT_FILE]。\n" "[codeblock]\n" "@export_file var sound_effect_file: String\n" "@export_file(\"*.txt\") var notes_file: String\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field. This allows to store several " "\"checked\" or [code]true[/code] values with one property, and comfortably " "select them from the Inspector dock.\n" "See also [constant PROPERTY_HINT_FLAGS].\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " "0\n" "[/codeblock]\n" "You can add explicit values using a colon:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" "[/codeblock]\n" "You can also combine several flags:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " "** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is " "not taken into account. In the following example, A is 16, B is 2, C is 4.\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]" msgstr "" "将整数属性导出为位标志字段。能够在单个属性中保存若干“勾选”或者说 [code]true[/" "code] 值,可以很方便地在检查器面板中进行选择。\n" "另见 [constant PROPERTY_HINT_FLAGS]。\n" "[codeblock]\n" "@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = " "0\n" "[/codeblock]\n" "你可以通过冒号来添加显式值:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n" "[/codeblock]\n" "你还可以对标志进行组合:\n" "[codeblock]\n" "@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n" "var spell_targets = 0\n" "[/codeblock]\n" "[b]注意:[/b]标志值最多为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n" "[b]注意:[/b]与 [annotation @export_enum] 不同,不会考虑前一个显式值。下面的例" "子中,A 为 16、B 为 2、C 为 4。\n" "[codeblock]\n" "@export_flags(\"A:16\", \"B\", \"C\") var x\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 2D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 2D 导航层的位标志字段。检查器停靠面板中的小部件,将使用在 " "[member ProjectSettings.layer_names/2d_navigation/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n" "[codeblock]\n" "@export_flags_2d_navigation var navigation_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 2D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 2D 物理层的位标志字段。检查器停靠面板中的小工具,将使用在 " "[member ProjectSettings.layer_names/2d_physics/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_2D_PHYSICS]。\n" "[codeblock]\n" "@export_flags_2d_physics var physics_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 2D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/2d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 2D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 " "[member ProjectSettings.layer_names/2d_render/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n" "[codeblock]\n" "@export_flags_2d_render var render_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 3D navigation layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_navigation/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 3D 导航层的位标志字段。检查器停靠面板中的小工具将使用在 " "[member ProjectSettings.layer_names/3d_navigation/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n" "[codeblock]\n" "@export_flags_3d_navigation var navigation_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 3D physics layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_physics/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 3D 物理层的位标志字段。检查器停靠面板中的小工具将使用在 " "[member ProjectSettings.layer_names/3d_physics/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n" "[codeblock]\n" "@export_flags_3d_physics var physics_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for 3D render layers. The " "widget in the Inspector dock will use the layer names defined in [member " "ProjectSettings.layer_names/3d_render/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为 3D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 " "[member ProjectSettings.layer_names/3d_render/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n" "[codeblock]\n" "@export_flags_3d_render var render_layers: int\n" "[/codeblock]" msgid "" "Export an integer property as a bit flag field for navigation avoidance " "layers. The widget in the Inspector dock will use the layer names defined in " "[member ProjectSettings.layer_names/avoidance/layer_1].\n" "See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "[/codeblock]" msgstr "" "将整数属性导出为导航避障层的位标志字段。检查器停靠面板中的小工具,将使用在 " "[member ProjectSettings.layer_names/avoidance/layer_1] 中定义的层名称。\n" "另请参见 [constant PROPERTY_HINT_LAYERS_AVOIDANCE]。\n" "[codeblock]\n" "@export_flags_avoidance var avoidance_layers: int\n" "[/codeblock]" msgid "" "Export a [String] property as an absolute path to a directory. The path can " "be picked from the entire filesystem. See [annotation @export_dir] to limit " "it to the project folder and its subfolders.\n" "See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: String\n" "[/codeblock]" msgstr "" "将 [String] 属性导出为目录路径。该路径可以从整个文件系统中选择。请参阅 " "[annotation @export_dir] 以将其限制为项目文件夹及其子文件夹。\n" "另请参见 [constant PROPERTY_HINT_GLOBAL_DIR]。\n" "[codeblock]\n" "@export_global_dir var sprite_folder_path: String\n" "[/codeblock]" msgid "" "Export a [String] property as an absolute path to a file. The path can be " "picked from the entire filesystem. See [annotation @export_file] to limit it " "to the project folder and its subfolders.\n" "If [param filter] is provided, only matching files will be available for " "picking.\n" "See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" msgstr "" "将 [String] 属性作为文件路径导出。该路径可以在整个文件系统中进行选择。要将其限" "制为项目文件夹及其子文件夹,见 [annotation @export_file]。\n" "如果提供了 [param filter],则只有匹配的文件可供选择。\n" "另见 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" "[codeblock]\n" "@export_global_file var sound_effect_path: String\n" "@export_global_file(\"*.txt\") var notes_path: String\n" "[/codeblock]" msgid "" "Define a new group for the following exported properties. This helps to " "organize properties in the Inspector dock. Groups can be added with an " "optional [param prefix], which would make group to only consider properties " "that have this prefix. The grouping will break on the first property that " "doesn't have a prefix. The prefix is also removed from the property's name in " "the Inspector dock.\n" "If no [param prefix] is provided, then every following property will be added " "to the group. The group ends when then next group or category is defined. You " "can also force end a group by using this annotation with empty strings for " "parameters, [code]@export_group(\"\", \"\")[/code].\n" "Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " "within groups.\n" "See also [constant PROPERTY_USAGE_GROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_group(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgstr "" "为以下导出的属性定义一个新分组。分组有助于在检查器面板中组织属性。添加新分组时" "可以选择性地提供 [param prefix] 前缀,分组将仅考虑具有此前缀的属性。分组将在第" "一个没有该前缀的属性处结束。前缀也将从检查器面板中的属性名称中移除。\n" "如果未提供 [param prefix],后续的每个属性都将添加到该分组中。定义下一个分组或" "类别时,该分组结束。你还可以通过将此注解与空字符串的参数一起使用来强制结束分" "组,[code]@export_group(\"\", \"\")[/code]。\n" "分组不能嵌套,请使用 [annotation @export_subgroup] 在分组内添加子分组。\n" "另见 [constant PROPERTY_USAGE_GROUP]。\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_group(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "\n" "@export_group(\"\", \"\")\n" "@export var ungrouped_number = 3\n" "[/codeblock]" msgid "" "Export a [String] property with a large [TextEdit] widget instead of a " "[LineEdit]. This adds support for multiline content and makes it easier to " "edit large amount of text stored in the property.\n" "See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" "[codeblock]\n" "@export_multiline var character_biography\n" "[/codeblock]" msgstr "" "用一个大的 [TextEdit] 部件而不是 [LineEdit] 导出一个 [String] 属性。这增加了对" "多行内容的支持,使其更容易编辑存储在属性中的大量文本。\n" "参见 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n" "[codeblock]\n" "@export_multiline var character_biography\n" "[/codeblock]" msgid "" "Export a [NodePath] property with a filter for allowed node types.\n" "See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n" "[codeblock]\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" "[/codeblock]\n" "[b]Note:[/b] The type must be a native class or a globally registered script " "(using the [code]class_name[/code] keyword) that inherits [Node]." msgstr "" "导出具有过滤器,并允许节点类型为 [NodePath] 的属性。\n" "参见 [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES]。\n" "[codeblock]\n" "@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n" "[/codeblock]\n" "[b]注意:[/b] 类型必须是本地类或全局注册的脚本(使用[code][class_name][/code]关" "键字)且继承自 [Node] 。" msgid "" "Export a [String] property with a placeholder text displayed in the editor " "widget when no value is present.\n" "See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "[/codeblock]" msgstr "" "导出一个带有一个占位符文本的 [String] 属性,当没有值时,编辑器小部件中会显示该" "占位符文本。\n" "另请参见 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n" "[codeblock]\n" "@export_placeholder(\"Name in lowercase\") var character_id: String\n" "[/codeblock]" msgid "" "Export an [int] or [float] property as a range value. The range must be " "defined by [param min] and [param max], as well as an optional [param step] " "and a variety of extra hints. The [param step] defaults to [code]1[/code] for " "integer properties. For floating-point numbers this value depends on your " "[member EditorSettings.interface/inspector/default_float_step] setting.\n" "If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are " "provided, the editor widget will not cap the value at range boundaries. The " "[code]\"exp\"[/code] hint will make the edited values on range to change " "exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider " "element of the editor widget.\n" "Hints also allow to indicate the units for the edited value. Using " "[code]\"radians_as_degrees\"[/code] you can specify that the actual value is " "in radians, but should be displayed in degrees in the Inspector dock (the " "range values are also in degrees). [code]\"degrees\"[/code] allows to add a " "degree sign as a unit suffix (the value is unchanged). Finally, a custom " "suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can " "be any string.\n" "See also [constant PROPERTY_HINT_RANGE].\n" "[codeblock]\n" "@export_range(0, 20) var number\n" "@export_range(-10, 20) var number\n" "@export_range(-10, 20, 0.2) var number: float\n" "\n" "@export_range(0, 100, 1, \"or_greater\") var power_percent\n" "@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" "\n" "@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n" "@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" msgstr "" "将 [int] 或 [float] 属性导出为范围值。范围必须由 [param min] 和 [param max] 定" "义,还有一个可选的 [param step] 和各种额外的提示。对于整数属性,[param step] " "的默认值是 [code]1[/code] 。对于浮点数,这个值取决于你的 [member " "EditorSettings.interface/inspector/default_float_step] 设置。\n" "如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那么" "编辑器部件将不会在范围边界处对数值进行限制。[code]\"exp\"[/code] 提示将使范围" "内的编辑值以指数形式变化。[code]\"hide_slider\"[/code] 提示将隐藏编辑器部件中" "的滑块。\n" "提示还允许指示编辑的值的单位。使用 [code]\"radians_as_degrees\"[/code] ,你可" "以指定实际值以弧度为单位,但在检查器中会以角度为单位显示(范围值也使用度数)。" "[code]\"degrees\"[/code] 允许添加一个角度符号作为单位后缀。最后,可以使用 " "[code]\"suffix:单位\"[/code] 提供一个自定义后缀,其中“单位”可以是任何字符" "串。\n" "另见 [constant PROPERTY_HINT_RANGE]。\n" "[codeblock]\n" "@export_range(0, 20) var number\n" "@export_range(-10, 20) var number\n" "@export_range(-10, 20, 0.2) var number: float\n" "\n" "@export_range(0, 100, 1, \"or_greater\") var power_percent\n" "@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n" "\n" "@export_range(-3.14, 3.14, 0.001, \"radians_as_degrees\") var angle_radians\n" "@export_range(0, 360, 1, \"degrees\") var angle_degrees\n" "@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n" "[/codeblock]" msgid "" "Define a new subgroup for the following exported properties. This helps to " "organize properties in the Inspector dock. Subgroups work exactly like " "groups, except they need a parent group to exist. See [annotation " "@export_group].\n" "See also [constant PROPERTY_USAGE_SUBGROUP].\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_subgroup(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level of " "depth. Just like the next group ends the previous group, so do the subsequent " "subgroups." msgstr "" "为接下来的导出属性定义一个新的子分组。有助于组织检查器面板中的属性。子分组的工" "作方式与分组类似,只是它们依赖于一个父级分组。见 [annotation " "@export_group]。\n" "另见 [constant PROPERTY_USAGE_SUBGROUP]。\n" "[codeblock]\n" "@export_group(\"Racer Properties\")\n" "@export var nickname = \"Nick\"\n" "@export var age = 26\n" "\n" "@export_subgroup(\"Car Properties\", \"car_\")\n" "@export var car_label = \"Speedy\"\n" "@export var car_number = 3\n" "[/codeblock]\n" "[b]注意:[/b]子分组不能嵌套,它们只提供一层额外的深度。新的分组会结束前一个分" "组,类似地,后续的子分组也会打断之前的子分组。" msgid "" "Add a custom icon to the current script. The icon specified at [param " "icon_path] is displayed in the Scene dock for every node of that class, as " "well as in various editor dialogs.\n" "[codeblock]\n" "@icon(\"res://path/to/class/icon.svg\")\n" "[/codeblock]\n" "[b]Note:[/b] Only the script can have a custom icon. Inner classes are not " "supported.\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @icon] " "annotation must be placed before the class definition and inheritance.\n" "[b]Note:[/b] Unlike other annotations, the argument of the [annotation @icon] " "annotation must be a string literal (constant expressions are not supported)." msgstr "" "为当前脚本添加自定义图标。[param icon_path] 所指定的图标会在“场景”面板中该类的" "所有节点上显示,也会显示在各种编辑器对话框中。\n" "[codeblock]\n" "@icon(\"res://path/to/class/icon.svg\")\n" "[/codeblock]\n" "[b]注意:[/b]只有脚本可以有自定义的图标。不支持内部类。\n" "[b]注意:[/b]由于注解描述的是它们的对象,[annotation @icon] 注解必须放在类定义" "和继承之前。\n" "[b]注意:[/b]不同于其他注解,[annotation @icon] 注解的参数必须是字符串字面量" "(不支持常量表达式)。" msgid "" "Mark the following property as assigned when the [Node] is ready. Values for " "these properties are not assigned immediately when the node is initialized " "([method Object._init]), and instead are computed and stored right before " "[method Node._ready].\n" "[codeblock]\n" "@onready var character_name: Label = $Label\n" "[/codeblock]" msgstr "" "标记后续属性会在 [Node] 的就绪状态时赋值。节点初始化([method Object._init])" "时不会立即对这些属性赋值,而是会在即将调用 [method Node._ready] 之前进行计算和" "保存。\n" "[codeblock]\n" "@onready var character_name: Label = $Label\n" "[/codeblock]" msgid "" "Mark the following method for remote procedure calls. See [url=$DOCS_URL/" "tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" "url].\n" "If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call " "this RPC function. Otherwise, only the authority peer is allowed to call it " "and [param mode] should be kept as [code]\"authority\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], each of these " "modes respectively corresponds to the [constant MultiplayerAPI." "RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC " "modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the authority " "tries to call a function that is only allowed for the authority, the function " "will not be executed. If the error can be detected locally (when the RPC " "configuration is consistent between the local and the remote peer), an error " "message will be displayed on the sender peer. Otherwise, the remote peer will " "detect the error and print an error there.\n" "If [param sync] is set as [code]\"call_remote\"[/code], the function will " "only be executed on the remote peer, but not locally. To run this function " "locally too, set [param sync] to [code]\"call_local\"[/code]. When " "configuring functions as RPCs with [method Node.rpc_config], this is " "equivalent to setting [code]call_local[/code] to [code]true[/code].\n" "The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], " "[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets " "the transfer mode of the underlying [MultiplayerPeer]. See [member " "MultiplayerPeer.transfer_mode].\n" "The [param transfer_channel] defines the channel of the underlying " "[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n" "The order of [param mode], [param sync] and [param transfer_mode] does not " "matter, but values related to the same argument must not be used more than " "once. [param transfer_channel] always has to be the 4th argument (you must " "specify 3 preceding arguments).\n" "[codeblock]\n" "@rpc\n" "func fn(): pass\n" "\n" "@rpc(\"any_peer\", \"unreliable_ordered\")\n" "func fn_update_pos(): pass\n" "\n" "@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to @rpc\n" "func fn_default(): pass\n" "[/codeblock]" msgstr "" "将后续方法标记为远程过程调用。见[url=$DOCS_URL/tutorials/networking/" "high_level_multiplayer.html]《高阶多人游戏》[/url]。\n" "如果将 [param mode] 设为 [code]\"any_peer\"[/code],则会允许所有对等体调用该 " "RPC 函数。否则就只允许该对等体的控制方调用,此时应该让 [param mode] 保持为 " "[code]\"authority\"[/code]。使用 [method Node.rpc_config] 将函数配置为 RPC " "时,这些模式对应的是 RPC 模式 [constant MultiplayerAPI.RPC_MODE_AUTHORITY] 和 " "[constant MultiplayerAPI.RPC_MODE_ANY_PEER]。如果非控制方的对等体尝试调用仅限" "控制方调用的函数,则不会执行该函数。如果本地能够检测到错误(本地与远程对等体" "的 RPC 配置一致),则发送方对等体会显示错误消息。否则远程对等体会检测到该错误" "并输出错误。\n" "如果将 [param sync] 设为 [code]\"call_remote\"[/code],则该函数只会在远程对等" "体上执行,不会在本地执行。要让这个函数在本地也执行,请将 [param sync] 设置为 " "[code]\"call_local\"[/code]。使用 [method Node.rpc_config] 将函数配置为 RPC " "时,等价于将 [code]call_local[/code] 设置为 [code]true[/code]。\n" "[param transfer_mode] 能够接受的值为 [code]\"unreliable\"[/code]、" "[code]\"unreliable_ordered\"[/code]、[code]\"reliable\"[/code],会设置底层 " "[MultiplayerPeer] 的传输模式。见 [member MultiplayerPeer.transfer_mode]。\n" "[param transfer_channel] 定义的是底层 [MultiplayerPeer] 的通道。见 [member " "MultiplayerPeer.transfer_channel]。\n" "[param mode]、[param sync] 和 [param transfer_mode] 的顺序是无关的,但是相同参" "数的取值不能出现多次。[param transfer_channel] 必须始终为第四个参数(前三个参" "数必须指定)。\n" "[codeblock]\n" "@rpc\n" "func fn(): pass\n" "\n" "@rpc(\"any_peer\", \"unreliable_ordered\")\n" "func fn_update_pos(): pass\n" "\n" "@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # 等价于 @rpc\n" "func fn_default(): pass\n" "[/codeblock]" msgid "" "Make a script with static variables to not persist after all references are " "lost. If the script is loaded again the static variables will revert to their " "default values." msgstr "" "使具有静态变量的脚本在所有引用丢失之后不会持久化。当该脚本再次加载时,这些静态" "变量将恢复为默认值。" msgid "" "Mark the current script as a tool script, allowing it to be loaded and " "executed by the editor. See [url=$DOCS_URL/tutorials/plugins/" "running_code_in_the_editor.html]Running code in the editor[/url].\n" "[codeblock]\n" "@tool\n" "extends Node\n" "[/codeblock]\n" "[b]Note:[/b] As annotations describe their subject, the [annotation @tool] " "annotation must be placed before the class definition and inheritance." msgstr "" "将当前脚本标记为工具脚本,允许它被编辑器加载和执行。见[url=$DOCS_URL/" "tutorials/plugins/running_code_in_the_editor.html]《在编辑器中运行代码》[/" "url]。\n" "[codeblock]\n" "@tool\n" "extends Node\n" "[/codeblock]\n" "[b]注意:[/b]因为注解描述对象的关系,必须把 [annotation @tool] 注解放在类定义" "和继承之前。" msgid "" "Mark the following statement to ignore the specified [param warning]. See " "[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript " "warning system[/url].\n" "[codeblock]\n" "func test():\n" " print(\"hello\")\n" " return\n" " @warning_ignore(\"unreachable_code\")\n" " print(\"unreachable\")\n" "[/codeblock]" msgstr "" "将后续语句标记为忽略指定的 [param warning] 警告。见[url=$DOCS_URL/tutorials/" "scripting/gdscript/warning_system.html]《GDScript 警告系统》[/url]。\n" "[codeblock]\n" "func test():\n" " print(\"你好\")\n" " return\n" " @warning_ignore(\"unreachable_code\")\n" " print(\"无法到达\")\n" "[/codeblock]" msgid "Global scope constants and functions." msgstr "全局范围的常量和函数。" msgid "" "A list of global scope enumerated constants and built-in functions. This is " "all that resides in the globals, constants regarding error codes, keycodes, " "property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere.\n" "For the entries related to GDScript which can be accessed in any script see " "[@GDScript]." msgstr "" "全局范围的枚举常量和内置函数的列表。这是所有驻留在全局的,关于错误代码、键码、" "属性提示等的常量。\n" "单例也被记录在这里,因为它们可以从任何地方被访问。\n" "对于可以在任何脚本中访问的与 GDScript 相关的条目,请参阅 [@GDScript]。" msgid "Random number generation" msgstr "随机数生成" msgid "" "Returns the absolute value of a [Variant] parameter [param x] (i.e. non-" "negative value). Supported types: [int], [float], [Vector2], [Vector2i], " "[Vector3], [Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "var a = abs(-1)\n" "# a is 1\n" "\n" "var b = abs(-1.2)\n" "# b is 1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c is (3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d is (5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e is (7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f is (7, 8, 9)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method absf], [method absi], " "[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method " "Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]." msgstr "" "返回一个 [Variant] 类型参数 [param x] 的绝对值(即非负值)。支持的类型:" "[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、" "[Vector4i] 。\n" "[codeblock]\n" "var a = abs(-1)\n" "# a=1\n" "\n" "var b = abs(-1.2)\n" "# b=1.2\n" "\n" "var c = abs(Vector2(-3.5, -4))\n" "# c=(3.5, 4)\n" "\n" "var d = abs(Vector2i(-5, -6))\n" "# d=(5, 6)\n" "\n" "var e = abs(Vector3(-7, 8.5, -3.8))\n" "# e=(7, 8.5, 3.8)\n" "\n" "var f = abs(Vector3i(-7, -8, -9))\n" "# f=(7, 8, 9)\n" "[/codeblock]\n" "[b]注意:[/b]为了更好的类型安全,请使用 [method absf]、[method absi]、[method " "Vector2.abs]、[method Vector2i.abs]、[method Vector3.abs]、[method Vector3i." "abs]、[method Vector4.abs] 或 [method Vector4i.abs]。" msgid "" "Returns the absolute value of float parameter [param x] (i.e. positive " "value).\n" "[codeblock]\n" "# a is 1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" msgstr "" "返回浮点参数 [param x] 的绝对值(即正值)。\n" "[codeblock]\n" "# a=1.2\n" "var a = absf(-1.2)\n" "[/codeblock]" msgid "" "Returns the absolute value of int parameter [param x] (i.e. positive value).\n" "[codeblock]\n" "# a is 1\n" "var a = absi(-1)\n" "[/codeblock]" msgstr "" "返回整数参数 [param x] 的绝对值(即正值)。\n" "[codeblock]\n" "# a=1\n" "var a = absi(-1)\n" "[/codeblock]" msgid "" "Returns the arc cosine of [param x] in radians. Use to get the angle of " "cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and " "[code]1.0[/code] (inclusive), in order to prevent [method acos] from " "returning [constant @GDScript.NAN].\n" "[codeblock]\n" "# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" "var c = acos(0.866025)\n" "[/codeblock]" msgstr "" "返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param x] " "会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 [method " "acos] 不会返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" "# 如果用 rad_to_deg(c) 转换,c为0.523599或30度\n" "var c = acos(0.866025)\n" "[/codeblock]" msgid "" "Returns the hyperbolic arc (also called inverse) cosine of [param x], " "returning a value in radians. Use it to get the angle from an angle's cosine " "in hyperbolic space if [param x] is larger or equal to 1. For values of " "[param x] lower than 1, it will return 0, in order to prevent [method acosh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = acosh(2) # Returns 1.31695789692482\n" "cosh(a) # Returns 2\n" "\n" "var b = acosh(-1) # Returns 0\n" "[/codeblock]" msgstr "" "返回参数 x 的双曲弧(也称为反余弦),返回弧度值。使用它来获取在双曲空间中,如" "果参数 x 大于或等于 1 ,角的余弦的角度。对于参数 x 小于 1 的值,将返回 0 ,以" "防止 [method acosh] 返回 [constant @GDScript.NAN] 。\n" "[codeblock]\n" "var a = acosh(2) # 返回 1.31695789692482\n" "cosh(a) # 返回 2\n" "\n" "var b = acosh(-1) # 返回 0\n" "[/codeblock]" msgid "" "Returns the difference between the two angles, in the range of [code][-PI, " "+PI][/code]. When [param from] and [param to] are opposite, returns [code]-" "PI[/code] if [param from] is smaller than [param to], or [code]PI[/code] " "otherwise." msgstr "" "返回两个角度之间的差,范围为 [code][-PI, +PI][/code] 。当 [param from] 和 " "[param to] 相反时,如果 [param from] 小于 [param to],则返回 [code]-PI[/" "code] ,否则返回 [code]PI[/code] 。" msgid "" "Returns the arc sine of [param x] in radians. Use to get the angle of sine " "[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/" "code] (inclusive), in order to prevent [method asin] from returning [constant " "@GDScript.NAN].\n" "[codeblock]\n" "# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" "var s = asin(0.5)\n" "[/codeblock]" msgstr "" "返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param " "x] 会被钳制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,因此 [method " "asin] 不会返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" "# 如果用 rad_to_deg(s) 转换,s为0.523599或30度\n" "var s = asin(0.5)\n" "[/codeblock]" msgid "" "Returns the hyperbolic arc (also called inverse) sine of [param x], returning " "a value in radians. Use it to get the angle from an angle's sine in " "hyperbolic space.\n" "[codeblock]\n" "var a = asinh(0.9) # Returns 0.8088669356527824\n" "sinh(a) # Returns 0.9\n" "[/codeblock]" msgstr "" "返回参数 x 的双曲弧(也称为反正弦),返回弧度值。使用它来获取在双曲空间中,角" "的正弦角度。\n" "[codeblock]\n" "var a = asinh(0.9) # 返回 0.8088669356527824\n" "sinh(a) # 返回 0.9\n" "[/codeblock]" msgid "" "Returns the arc tangent of [param x] in radians. Use it to get the angle from " "an angle's tangent in trigonometry.\n" "The method cannot know in which quadrant the angle should fall. See [method " "atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n" "[codeblock]\n" "var a = atan(0.5) # a is 0.463648\n" "[/codeblock]\n" "If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] " "(inclusive), [code]atan(tan(x))[/code] is equal to [param x]." msgstr "" "返回 [param x] 的反正切值,单位是弧度。在三角函数中用它来得到一个角上切线的角" "度。\n" "该方法无法确定角度应该落在哪个象限。如果你同时拥有 [code]y[/code] 和 [code " "skip-lint]x[/code],请参见 [method atan2]。\n" "[codeblock]\n" "var a = atan(0.5) # a=0.463648\n" "[/codeblock]\n" "如果 [param x] 在 [code]-PI/2[/code] 和 [code]PI/2[/code](包括)之间," "[code]atan(tan(x))[/code] 等于 [param x]。" msgid "" "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " "of tangent [code]y/x[/code]. To compute the value, the method takes into " "account the sign of both arguments in order to determine the quadrant.\n" "Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" "var a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" "返回 [code]y/x[/code] 的反正切值,单位为弧度。用来获得正切值为 [code]y/x[/" "code] 的角度。为了计算该值,该方法考虑了两个参数的符号,以确定象限。\n" "重要提示:按照惯例,Y 坐标在前。\n" "[codeblock]\n" "var a = atan2(0, -1) # a = 3.141593\n" "[/codeblock]" msgid "" "Returns the hyperbolic arc (also called inverse) tangent of [param x], " "returning a value in radians. Use it to get the angle from an angle's tangent " "in hyperbolic space if [param x] is between -1 and 1 (non-inclusive).\n" "In mathematics, the inverse hyperbolic tangent is only defined for -1 < " "[param x] < 1 in the real set, so values equal or lower to -1 for [param x] " "return negative [constant @GDScript.INF] and values equal or higher than 1 " "return positive [constant @GDScript.INF] in order to prevent [method atanh] " "from returning [constant @GDScript.NAN].\n" "[codeblock]\n" "var a = atanh(0.9) # Returns 1.47221948958322\n" "tanh(a) # Returns 0.9\n" "\n" "var b = atanh(-2) # Returns -inf\n" "tanh(b) # Returns -1\n" "[/codeblock]" msgstr "" "返回 [param x] 的双曲弧(也称为反正切),以弧度为单位。如果 [param x] 在 -1 " "和 1 之间(不包括 -1 和 1 ),则使用它从双曲空间中的角度的正切值获取角度。\n" "在数学中,只有在实数集中,-1 < [param x] < 1 的情况下,双曲反正切才有意义。因" "此,为了预防 [method atanh] 返回 [constant @GDScript.NAN] ,对于 [param x] 等" "于或小于 -1 的值,返回负的 [constant @GDScript.NAN] ;对于[param x]等于或大于 " "1 的值,返回正的 [constant @GDScript.INF] 。\n" "[codeblock]\n" "var a = atanh(0.9) # 返回 1.47221948958322\n" "tanh(a) # 返回 0.9\n" "\n" "var b = atanh(-2) # 返回 -inf\n" "tanh(b) # 返回 -1\n" "[/codeblock]" msgid "" "Returns the derivative at the given [param t] on a one-dimensional " "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] " "defined by the given [param control_1], [param control_2], and [param end] " "points." msgstr "" "返回由给定的 [param control_1]、[param control_2] 和 [param end] 点定义的一维" "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]贝塞尔曲线[/url]上 " "[param t] 处的导数。" msgid "" "Returns the point at the given [param t] on a one-dimensional [url=https://en." "wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given " "[param control_1], [param control_2], and [param end] points." msgstr "" "返回由给定的 [param control_1]、[param control_2] 和 [param end] 点定义的一维" "[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]贝塞尔曲线[/url]上位于给" "定 [param t] 的点。" msgid "" "Decodes a byte array back to a [Variant] value, without decoding objects.\n" "[b]Note:[/b] If you need object deserialization, see [method " "bytes_to_var_with_objects]." msgstr "" "将字节数组解码回 [Variant] 值,无法解码对象。\n" "[b]注意:[/b]如果需要对象反序列化,请参见 [method bytes_to_var_with_objects]。" msgid "" "Decodes a byte array back to a [Variant] value. Decoding objects is allowed.\n" "[b]Warning:[/b] Deserialized object can contain code which gets executed. Do " "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." msgstr "" "将字节数组解码回 [Variant] 值。允许解码对象。\n" "[b]警告:[/b]反序列化的对象可能包含执行的代码。如果序列化对象的来源不受信任," "则不要使用此选项,以避免潜在的安全威胁(远程执行代码)。" msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var i = ceil(1.45) # i is 2.0\n" "i = ceil(1.001) # i is 2.0\n" "[/codeblock]\n" "See also [method floor], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], " "[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]." msgstr "" "向上舍入 [param x](朝正无穷大方向),返回不小于 [param x] 的最小整数。支持的" "类型:[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、" "[Vector4]、[Vector4i]。\n" "[codeblock]\n" "var i = ceil(1.45) # i 为 2.0\n" "i = ceil(1.001) # i 为 2.0\n" "[/codeblock]\n" "另见 [method floor]、[method round]、[method snapped]。\n" "[b]注意:[/b]为了更好的类型安全,使用 [method ceilf]、[method ceili]、[method " "Vector2.ceil]、[method Vector3.ceil] 或 [method Vector4.ceil]。" msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning a [float]." msgstr "" "向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。\n" "[method ceil] 的类型安全版本,返回一个 [float]。" msgid "" "Rounds [param x] upward (towards positive infinity), returning the smallest " "whole number that is not less than [param x].\n" "A type-safe version of [method ceil], returning an [int]." msgstr "" "向上舍入 [param x](朝正无穷大),返回不小于 [param x] 的最小整数。\n" "[method ceil] 的类型安全版本,返回一个 [int]。" msgid "" "Clamps the [param value], returning a [Variant] not less than [param min] and " "not more than [param max]. Any values that can be compared with the less than " "and greater than operators will work.\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a is -1\n" "\n" "var b = clamp(8.1, 0.9, 5.5)\n" "# b is 5.5\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method clampf], [method clampi], " "[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], " "[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or " "[method Color.clamp] (not currently supported by this method).\n" "[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-" "wise clamping, and will pick [param min] if [code]value < min[/code] or " "[param max] if [code]value > max[/code]. To perform component-wise clamping " "use the methods listed above." msgstr "" "钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [Variant]。" "任何能够用小于和大于运算符进行比较的值都能工作。\n" "[codeblock]\n" "var a = clamp(-10, -1, 5)\n" "# a 是 -1\n" "\n" "var b = clamp(8.1, 0.9, 5.5)\n" "# b 是 5.5\n" "[/codeblock]\n" "[b]注意:[/b]为了更好的类型安全,请使用 [method clampf]、[method clampi]、" "[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、" "[method Vector3i.clamp ]、[method Vector4.clamp]、[method Vector4i.clamp] 或 " "[method Color.clamp](该方法当前不受支持)。\n" "[b]注意:[/b]当在向量上使用该函数时,它[i]不[/i]会执行逐分量钳制,并且如果 " "[code]value < min[/code] 则结果为 [param min],如果 [code]value > max[/code] " "则为 [param max]。要执行逐分量钳制,请使用上面列出的方法。" msgid "" "Clamps the [param value], returning a [float] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42.1\n" "var a = clampf(speed, 1.0, 20.5) # a is 20.5\n" "\n" "speed = -10.0\n" "var b = clampf(speed, -1.0, 1.0) # b is -1.0\n" "[/codeblock]" msgstr "" "钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [float]。\n" "[codeblock]\n" "var speed = 42.1\n" "var a = clampf(speed, 1.0, 20.5) # a 是 20.5\n" "\n" "speed = -10.0\n" "var b = clampf(speed, -1.0, 1.0) # b 是 -1.0\n" "[/codeblock]" msgid "" "Clamps the [param value], returning an [int] not less than [param min] and " "not more than [param max].\n" "[codeblock]\n" "var speed = 42\n" "var a = clampi(speed, 1, 20) # a is 20\n" "\n" "speed = -10\n" "var b = clampi(speed, -1, 1) # b is -1\n" "[/codeblock]" msgstr "" "钳制 [param value],返回不小于 [param min] 且不大于 [param max] 的 [int]。\n" "[codeblock]\n" "var speed = 42\n" "var a = clampi(speed, 1, 20) # a 是 20\n" "\n" "speed = -10\n" "var b = clampi(speed, -1, 1) # b 是 -1\n" "[/codeblock]" msgid "" "Returns the cosine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "cos(PI * 2) # Returns 1.0\n" "cos(PI) # Returns -1.0\n" "cos(deg_to_rad(90)) # Returns 0.0\n" "[/codeblock]" msgstr "" "返回弧度角为 [param angle_rad] 的余弦值。\n" "[codeblock]\n" "cos(PI * 2) # 返回 1.0\n" "cos(PI) # 返回 -1.0\n" "cos(deg_to_rad(90)) # 返回 0.0\n" "[/codeblock]" msgid "" "Returns the hyperbolic cosine of [param x] in radians.\n" "[codeblock]\n" "print(cosh(1)) # Prints 1.543081\n" "[/codeblock]" msgstr "" "返回弧度角 [param x] 的双曲余弦值。\n" "[codeblock]\n" "print(cosh(1)) # 打印 1.543081\n" "[/codeblock]" msgid "" "Cubic interpolates between two values by the factor defined in [param weight] " "with [param pre] and [param post] values." msgstr "" "根据 [param weight] 定义的系数,以及 [param pre] 和 [param post] 值,在两个值" "之间进行三次插值。" msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle]." msgstr "" "根据 [param weight] 定义的系数,以及 [param pre] 和 [param post] 值,在两个旋" "转值之间的最短路径进行三次插值 。另见 [method lerp_angle]。" msgid "" "Cubic interpolates between two rotation values with shortest path by the " "factor defined in [param weight] with [param pre] and [param post] values. " "See also [method lerp_angle].\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" "根据 [param weight] 定义的系数,以及 [param pre] 和 [param post] 值,在两个旋" "转值之间的最短路径进行三次插值。另见 [method lerp_angle]。\n" "它可以根据时间值执行比 [method cubic_interpolate] 更平滑的插值。" msgid "" "Cubic interpolates between two values by the factor defined in [param weight] " "with [param pre] and [param post] values.\n" "It can perform smoother interpolation than [method cubic_interpolate] by the " "time values." msgstr "" "根据 [param weight] 定义的系数,以及 [param pre] 和 [param post] 值,在两个值" "之间进行三次插值。\n" "它可以根据时间值执行比 [method cubic_interpolate] 更平滑的插值。" msgid "Converts from decibels to linear energy (audio)." msgstr "从分贝转换为线性能量(音频)。" msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" "var r = deg_to_rad(180) # r is 3.141593\n" "[/codeblock]" msgstr "" "将角度值转换为弧度值。\n" "[codeblock]\n" "var r = deg_to_rad(180) # r 是 3.141593\n" "[/codeblock]" msgid "" "Returns an \"eased\" value of [param x] based on an easing function defined " "with [param curve]. This easing function is based on an exponent. The [param " "curve] can be any floating-point number, with specific values leading to the " "following behaviors:\n" "[codeblock]\n" "- Lower than -1.0 (exclusive): Ease in-out\n" "- 1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" "- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" "- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [method Tween.interpolate_value]." msgstr "" "基于用 [param curve] 定义的缓动函数返回 [param x] 的“缓动后”的值。该缓动函数是" "基于指数的。[param curve] 可以是任意浮点数,具体数值会导致以下行为:\n" "[codeblock]\n" "- 低于 -1.0(开区间):缓入缓出\n" "- -1.0:线性\n" "- 在 -1.0 和 0.0 之间(开区间):缓出缓入\n" "- 0.0:恒定\n" "- 在 0.0 到 1.0 之间(开区间):缓出\n" "- 1.0:线性\n" "- 大于 1.0(开区间):缓入\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "ease_cheatsheet.png]ease() 曲线值速查表[/url]\n" "另见 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [method Tween." "interpolate_value]。" msgid "" "Returns a human-readable name for the given [enum Error] code.\n" "[codeblock]\n" "print(OK) # Prints 0\n" "print(error_string(OK)) # Prints OK\n" "print(error_string(ERR_BUSY)) # Prints Busy\n" "print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n" "[/codeblock]" msgstr "" "为给定的 [enum Error] 代码返回一个人类可读的名称。\n" "[codeblock]\n" "print(OK) # 输出 0\n" "print(error_string(OK)) # 输出 OK\n" "print(error_string(ERR_BUSY)) # 输出 Busy\n" "print(error_string(ERR_OUT_OF_MEMORY)) # 输出 Out of memory\n" "[/codeblock]" msgid "" "The natural exponential function. It raises the mathematical constant [i]e[/" "i] to the power of [param x] and returns it.\n" "[i]e[/i] has an approximate value of 2.71828, and can be obtained with " "[code]exp(1)[/code].\n" "For exponents to other bases use the method [method pow].\n" "[codeblock]\n" "var a = exp(2) # Approximately 7.39\n" "[/codeblock]" msgstr "" "自然指数函数。计算数学常数 [i]e[/i] 的 [param x] 次方并返回它。\n" "[i]e[/i] 的近似值为 2.71828,可以使用 [code]exp(1)[/code] 获得。\n" "求其他底数的指数应使用 [method pow] 方法。\n" "[codeblock]\n" "var a = exp(2) # 大约是 7.39\n" "[/codeblock]" msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x]. Supported types: [int], " "[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], " "[Vector4i].\n" "[codeblock]\n" "var a = floor(2.99) # a is 2.0\n" "a = floor(-2.99) # a is -3.0\n" "[/codeblock]\n" "See also [method ceil], [method round], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method floorf], [method floori], " "[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]." msgstr "" "向下舍入 [param x](朝负无穷大),返回不大于 [param x] 的最大整数。支持的类" "型:[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、" "[Vector4i]。\n" "[codeblock]\n" "var a = floor(2.99) # a 为 2.0\n" "a = floor(-2.99) # a 为 -3.0\n" "[/codeblock]\n" "另见 [method ceil]、[method round]、[method snapped]。\n" "[b]注意:[/b]为了更好的类型安全,请使用 [method floorf]、[method floori]、" "[method Vector2.floor]、[method Vector3.floor] 或 [method Vector4.floor]。" msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning a [float]." msgstr "" "将 [param x] 向下舍入(向负无穷大),返回不超过 [param x] 的最大整数。\n" "一个类型安全的 [method floor] 版本,返回一个 [float]。" msgid "" "Rounds [param x] downward (towards negative infinity), returning the largest " "whole number that is not more than [param x].\n" "A type-safe version of [method floor], returning an [int].\n" "[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], " "which rounds towards 0." msgstr "" "将 [param x] 向下舍入(向负无穷大),返回不超过 [param x] 的最大整数。\n" "是 [method floor] 的类型安全版本,返回一个 [int]。\n" "[b]注意:[/b]这个函数与 [code]int(x)[/code] [i]不[/i] 一样,后者是向 0 取整。" msgid "" "Returns the floating-point remainder of [param x] divided by [param y], " "keeping the sign of [param x].\n" "[codeblock]\n" "var remainder = fmod(7, 5.5) # remainder is 1.5\n" "[/codeblock]\n" "For the integer remainder operation, use the [code]%[/code] operator." msgstr "" "返回 [param x] 除以 [param y] 的浮点型余数,符号与 [param x]一致。\n" "[codeblock]\n" "var remainder = fmod(7, 5.5) # remainder 是 1.5\n" "[/codeblock]\n" "对于整数取余运算,请使用 [code]%[/code] 运算符。" msgid "" "Returns the floating-point modulus of [param x] divided by [param y], " "wrapping equally in positive and negative.\n" "[codeblock]\n" "print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" "for i in 7:\n" " var x = i * 0.5 - 1.5\n" " print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " "1.5)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" " (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" "-1.5 -0.0 | 0.0\n" "-1.0 -1.0 | 0.5\n" "-0.5 -0.5 | 1.0\n" " 0.0 0.0 | 0.0\n" " 0.5 0.5 | 0.5\n" " 1.0 1.0 | 1.0\n" " 1.5 0.0 | 0.0\n" "[/codeblock]" msgstr "" "返回 [param x] 除以 [param y] 的浮点模数,正负轴均等包裹。\n" "[codeblock]\n" "print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n" "for i in 7:\n" " var x = i * 0.5 - 1.5\n" " print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, " "1.5)])\n" "[/codeblock]\n" "输出:\n" "[codeblock]\n" " (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n" "-1.5 -0.0 | 0.0\n" "-1.0 -1.0 | 0.5\n" "-0.5 -0.5 | 1.0\n" " 0.0 0.0 | 0.0\n" " 0.5 0.5 | 0.5\n" " 1.0 1.0 | 1.0\n" " 1.5 0.0 | 0.0\n" "[/codeblock]" msgid "" "Returns the integer hash of the passed [param variable].\n" "[codeblocks]\n" "[gdscript]\n" "print(hash(\"a\")) # Prints 177670\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(GD.Hash(\"a\")); // Prints 177670\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回传入的 [param variable] 的整数哈希值。\n" "[codeblocks]\n" "[gdscript]\n" "print(hash(\"a\")) # 输出 177670\n" "[/gdscript]\n" "[csharp]\n" "GD.Print(GD.Hash(\"a\")); // 输出 177670\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the [Object] that corresponds to [param instance_id]. All Objects " "have a unique instance ID. See also [method Object.get_instance_id].\n" "[codeblocks]\n" "[gdscript]\n" "var foo = \"bar\"\n" "\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # Prints bar\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyNode : Node\n" "{\n" " public string Foo { get; set; } = \"bar\";\n" "\n" " public override void _Ready()\n" " {\n" " ulong id = GetInstanceId();\n" " var inst = (MyNode)InstanceFromId(Id);\n" " GD.Print(inst.Foo); // Prints bar\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回 [param instance_id] 所对应的 [Object]。所有对象都有唯一的实例 ID。参见 " "[method Object.get_instance_id]。\n" "[codeblocks]\n" "[gdscript]\n" "var foo = \"bar\"\n" "\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" " print(inst.foo) # 输出 bar\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyNode : Node\n" "{\n" " public string Foo { get; set; } = \"bar\";\n" "\n" " public override void _Ready()\n" " {\n" " ulong id = GetInstanceId();\n" " var inst = (MyNode)InstanceFromId(Id);\n" " GD.Print(inst.Foo); // 输出 bar\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns an interpolation or extrapolation factor considering the range " "specified in [param from] and [param to], and the interpolated value " "specified in [param weight]. The returned value will be between [code]0.0[/" "code] and [code]1.0[/code] if [param weight] is between [param from] and " "[param to] (inclusive). If [param weight] is located outside this range, then " "an extrapolation factor will be returned (return value lower than [code]0.0[/" "code] or greater than [code]1.0[/code]). Use [method clamp] on the result of " "[method inverse_lerp] if this is not desired.\n" "[codeblock]\n" "# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# middle is now 27.5.\n" "\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# ratio is now 0.75.\n" "[/codeblock]\n" "See also [method lerp], which performs the reverse of this operation, and " "[method remap] to map a continuous series of values to another." msgstr "" "返回插值或外推的因子。范围用 [param from] 和 [param to]指定,插值后的值由 " "[param weight] 指定。如果 [param weight] 在 [param from] 和 [param to] 之间" "(包含),那么返回的值在 [code]0.0[/code] 和 [code]1.0[/code] 之间。如果 " "[param weight] 在该范围之外,则返回的是外推因子(返回值小于 [code]0.0[/code] " "或大于 [code]1.0[/code])。如果不希望这样,请对 [method inverse_lerp] 的结果使" "用 [method clamp]。\n" "[codeblock]\n" "# 下面的 `lerp()` 调用时的插值比例是 0.75。\n" "var middle = lerp(20, 30, 0.75)\n" "# middle 现在是 27.5。\n" "\n" "# 现在,我们假装忘记了原来的比例,想要找到是多少。\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# ratio 现在是 0.75。\n" "[/codeblock]\n" "另见 [method lerp],它执行本操作的逆操作;以及 [method remap],将一系列连续的" "值映射到另一个值。" msgid "" "Returns [code]true[/code] if [param a] and [param b] are approximately equal " "to each other.\n" "Here, \"approximately equal\" means that [param a] and [param b] are within a " "small internal epsilon of each other, which scales with the magnitude of the " "numbers.\n" "Infinity values of the same sign are considered equal." msgstr "" "如果 [param a] 和 [param b] 彼此近似相等,则返回 [code]true[/code]。\n" "这里,“近似相等”意味着 [param a] 和 [param b] 在彼此的一个小的内部 epsilon " "内,该 epsilon 与数字的大小成比例。\n" "相同符号的无穷大值被认为是相等的。" msgid "" "Returns whether [param x] is a finite value, i.e. it is not [constant " "@GDScript.NAN], positive infinity, or negative infinity." msgstr "" "返回 [param x] 是否为有限值,即不是 [constant @GDScript.NAN]、正无穷大或负无穷" "大。" msgid "" "Returns [code]true[/code] if [param x] is either positive infinity or " "negative infinity." msgstr "如果 [param x] 是正无穷大或负无穷大,则返回 [code]true[/code] 。" msgid "" "Returns [code]true[/code] if the Object that corresponds to [param id] is a " "valid object (e.g. has not been deleted from memory). All Objects have a " "unique instance ID." msgstr "" "如果与 [param id] 对应的 Object 是有效的对象(例如没有从内存中删除),则返回 " "[code]true[/code] 。所有对象都有唯一的实例 ID。" msgid "" "Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not " "been deleted from memory)." msgstr "" "如果 [param instance] 是有效的 Object(例如,没有从内存中删除),则返回 " "[code]true[/code] 。" msgid "" "Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or invalid) " "value." msgstr "如果 [param x] 是 NaN(“非数字”或无效)值,则返回 [code]true[/code] 。" msgid "" "Returns [code]true[/code], for value types, if [param a] and [param b] share " "the same value. Returns [code]true[/code], for reference types, if the " "references of [param a] and [param b] are the same.\n" "[codeblock]\n" "# Vector2 is a value type\n" "var vec2_a = Vector2(0, 0)\n" "var vec2_b = Vector2(0, 0)\n" "var vec2_c = Vector2(1, 1)\n" "is_same(vec2_a, vec2_a) # true\n" "is_same(vec2_a, vec2_b) # true\n" "is_same(vec2_a, vec2_c) # false\n" "\n" "# Array is a reference type\n" "var arr_a = []\n" "var arr_b = []\n" "is_same(arr_a, arr_a) # true\n" "is_same(arr_a, arr_b) # false\n" "[/codeblock]\n" "These are [Variant] value types: [code]null[/code], [bool], [int], [float], " "[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], " "[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], " "[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], " "[RID], [Callable] and [Signal].\n" "These are [Variant] reference types: [Object], [Dictionary], [Array], " "[PackedByteArray], [PackedInt32Array], [PackedInt64Array], " "[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], " "[PackedVector2Array], [PackedVector3Array] and [PackedColorArray]." msgstr "" "当 [param a] 和 [param b] 为值类型时,如果他们相同,那么返回 [code]true[/" "code]。当 [param a] 和 [param b] 为引用类型时,如果它们的引用对象相同,那么返" "回 [code]true[/code]。\n" "[codeblock]\n" "# Vector2 是值类型\n" "var vec2_a = Vector2(0, 0)\n" "var vec2_b = Vector2(0, 0)\n" "var vec2_c = Vector2(1, 1)\n" "is_same(vec2_a, vec2_a) # true\n" "is_same(vec2_a, vec2_b) # true\n" "is_same(vec2_a, vec2_c) # false\n" "\n" "# Array 是引用类型\n" "var arr_a = []\n" "var arr_b = []\n" "is_same(arr_a, arr_a) # true\n" "is_same(arr_a, arr_b) # false\n" "[/codeblock]\n" "[Variant] 值类型有:[code]null[/code],[bool],[int],[float],[String]," "[StringName],[Vector2],[Vector2i],[Vector3],[Vector3i],[Vector4]," "[Vector4i],[Rect2],[Rect2i],[Transform2D],[Transform3D],[Plane]," "[Quaternion],[AABB],[Basis],[Projection],[Color],[NodePath],[RID]," "[Callable] 和 [Signal]。\n" "[Variant] 引用类型有:[Object],[Dictionary],[Array],[PackedByteArray]," "[PackedInt32Array],[PackedInt64Array],[PackedFloat32Array]," "[PackedFloat64Array],[PackedStringArray],[PackedVector2Array]," "[PackedVector3Array] 和 [PackedColorArray]。" msgid "" "Returns [code]true[/code] if [param x] is zero or almost zero. The comparison " "is done using a tolerance calculation with a small internal epsilon.\n" "This function is faster than using [method is_equal_approx] with one value as " "zero." msgstr "" "如果 [param x] 为零或几乎为零,则返回 [code]true[/code]。比较是使用具有小内部 " "epsilon 的公差计算的。\n" "该函数比使用一个值为零的 [method is_equal_approx] 更快。" msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clamp] on the result of this function.\n" "Both [param from] and [param to] must be the same type. Supported types: " "[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], " "[Basis].\n" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]. See also [method remap] to map a continuous " "series of values to another.\n" "[b]Note:[/b] For better type safety, use [method lerpf], [method Vector2." "lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], " "[method Quaternion.slerp] or [method Basis.slerp]." msgstr "" "通过 [param weight] 中定义的因子在两个值之间进行线性插值。要执行插值,[param " "weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出此" "范围的值也是允许的,并可用于执行[i]外推[/i]。如果不需要,请在该函数的结果上使" "用 [method clamp]。\n" "[param from] 和 [param to] 必须是同一类型。支持的类型:[int]、[float]、" "[Vector2]、[Vector3]、[Vector4]、[Color]、[Quaternion]、[Basis]。\n" "[codeblock]\n" "lerp(0, 4, 0.75) # 返回 3.0\n" "[/codeblock]\n" "另请参阅执行本操作的逆操作的 [method inverse_lerp]。要使用 [method lerp] 执行" "缓动插值,请将其与 [method ease] 或 [method smoothstep] 结合使用。另见 " "[method remap],可将一系列连续的值映射到另一个值。\n" "[b]注意:[/b]为了更好的类型安全,请使用 [method lerpf]、[method Vector2." "lerp]、[method Vector3.lerp]、[method Vector4.lerp]、[method Color.lerp]、" "[method Quaternion.slerp] 或 [method Basis.slerp]。" msgid "" "Linearly interpolates between two angles (in radians) by a [param weight] " "value between 0.0 and 1.0.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " "around [constant @GDScript.TAU]. To perform eased interpolation with [method " "lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg_to_rad(0.0)\n" " var max_angle = deg_to_rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]\n" "[b]Note:[/b] This function lerps through the shortest path between [param " "from] and [param to]. However, when these two angles are approximately " "[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not " "obvious which way they lerp due to floating-point precision errors. For " "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, " "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise." msgstr "" "通过 0.0 和 1.0 之间的 [param weight] 值,在两个角度(以弧度为单位)之间进行线" "性插值。\n" "类似于 [method lerp],但当角度环绕 [constant @GDScript.TAU] 时会正确插值。要使" "用 [method lerp_angle] 执行缓动插值,请将其与 [method ease] 或 [method " "smoothstep] 结合使用。\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" "func _process(delta):\n" " var min_angle = deg_to_rad(0.0)\n" " var max_angle = deg_to_rad(90.0)\n" " rotation = lerp_angle(min_angle, max_angle, elapsed)\n" " elapsed += delta\n" "[/codeblock]\n" "[b]注意:[/b]该函数通过 [param from] 和 [param to] 之间的最短路径进行插值。然" "而,当这两个角度相距大致 [code]PI + k * TAU[/code] 其中 [code]k[/code] 为任意" "整数时,由于浮点数精度误差的缘故,要对插值的方向进行判断是很难的。例如," "[code]lerp_angle(0, PI, weight)[/code] 会逆时针插值,而 [code]lerp_angle(0, " "PI + 5 * TAU, weight)[/code] 则会顺时针插值。" msgid "" "Linearly interpolates between two values by the factor defined in [param " "weight]. To perform interpolation, [param weight] should be between " "[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside " "this range are allowed and can be used to perform [i]extrapolation[/i]. If " "this is not desired, use [method clampf] on the result of this function.\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # Returns 3.0\n" "[/codeblock]\n" "See also [method inverse_lerp] which performs the reverse of this operation. " "To perform eased interpolation with [method lerp], combine it with [method " "ease] or [method smoothstep]." msgstr "" "通过 [param weight] 中定义的因子在两个值之间进行线性插值。要执行插值,[param " "weight] 应介于 [code]0.0[/code] 和 [code]1.0[/code] 之间(包含)。但是,超出此" "范围的值是允许的,并可用于执行 [i]外推[/i]。如果不需要,请对此函数的结果使用 " "[method clampf]。\n" "[codeblock]\n" "lerpf(0, 4, 0.75) # 返回 3.0\n" "[/codeblock]\n" "另请参阅执行本操作的逆运算的 [method inverse_lerp]。要使用 [method lerp] 执行" "缓动插值,请将其与 [method ease] 或 [method smoothstep] 结合使用。" msgid "" "Converts from linear energy to decibels (audio). This can be used to " "implement volume sliders that behave as expected (since volume isn't " "linear).\n" "[b]Example:[/b]\n" "[codeblock]\n" "# \"Slider\" refers to a node that inherits Range such as HSlider or " "VSlider.\n" "# Its range must be configured to go from 0 to 1.\n" "# Change the bus name if you'd like to change the volume of a specific bus " "only.\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear_to_db($Slider.value))\n" "[/codeblock]" msgstr "" "从线性能量转换为分贝(音频)。这可用于实现按预期运行的音量滑块(因为音量不是线" "性的)。\n" "[b]示例:[/b]\n" "[codeblock]\n" "# “Slider”引用的是 HSlider、VSlider 等继承自 Range 的节点。\n" "# 必须将其范围配置为 0 到 1。\n" "# 如果只想修改特定总线的音量,请修改总线名称。\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear_to_db($Slider.value))\n" "[/codeblock]" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural " "logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/" "E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately " "2.71828). This is the amount of time needed to reach a certain level of " "continuous growth.\n" "[b]Note:[/b] This is not the same as the \"log\" function on most " "calculators, which uses a base 10 logarithm. To use base 10 logarithm, use " "[code]log(x) / log(10)[/code].\n" "[codeblock]\n" "log(10) # Returns 2.302585\n" "[/codeblock]\n" "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while " "negative values return [code]-nan[/code]." msgstr "" "返回 [param x] 的[url=https://zh.wikipedia.org/zh-cn/" "%E8%87%AA%E7%84%B6%E5%B0%8D%E6%95%B8]自然对数[/url](底数为 [url=https://zh." "wikipedia.org/zh-cn/E_(%E6%95%B0%E5%AD%A6%E5%B8%B8%E6%95%B0)][i]e[/i][/url]," "[i]e[/i] 约为 2.71828)。这是持续增长到一定程度所需的时间。\n" "[b]注意:[/b]这个函数与大多数计算器上的对数“log”函数不同,他们适用的底数是 " "10。要使用底数为 10 的对数,请使用 [code]log(x) / log(10)[/code]。\n" "[codeblock]\n" "log(10) # 返回 2.302585\n" "[/codeblock]\n" "[b]注意:[/b][code]0[/code] 的对数返回 [code]-inf[/code],负值返回 [code]-" "nan[/code]。" msgid "" "Returns the maximum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "max(1, 7, 3, -6, 5) # Returns 7\n" "[/codeblock]" msgstr "" "返回给定值的最大值。这个函数可以接受任意数量的参数。\n" "[codeblock]\n" "max(1, 7, 3, -6, 5) # 返回 7\n" "[/codeblock]" msgid "" "Returns the maximum of two [float] values.\n" "[codeblock]\n" "maxf(3.6, 24) # Returns 24.0\n" "maxf(-3.99, -4) # Returns -3.99\n" "[/codeblock]" msgstr "" "返回两个 [float] 值中的最大值。\n" "[codeblock]\n" "maxf(3.6, 24) # 返回 24.0\n" "maxf(-3.99, -4) # 返回 -3.99\n" "[/codeblock]" msgid "" "Returns the maximum of two [int] values.\n" "[codeblock]\n" "maxi(1, 2) # Returns 2\n" "maxi(-3, -4) # Returns -3\n" "[/codeblock]" msgstr "" "返回两个 [int] 值中的最大值。\n" "[codeblock]\n" "maxi(1, 2) # 返回 2\n" "maxi(-3, -4) # 返回 -3\n" "[/codeblock]" msgid "" "Returns the minimum of the given numeric values. This function can take any " "number of arguments.\n" "[codeblock]\n" "min(1, 7, 3, -6, 5) # Returns -6\n" "[/codeblock]" msgstr "" "返回给定数值中的最小值。这个函数可以接受任意数量的参数。\n" "[codeblock]\n" "min(1, 7, 3, -6, 5) # 返回 -6\n" "[/codeblock]" msgid "" "Returns the minimum of two [float] values.\n" "[codeblock]\n" "minf(3.6, 24) # Returns 3.6\n" "minf(-3.99, -4) # Returns -4.0\n" "[/codeblock]" msgstr "" "返回两个 [float] 值中的最小值。\n" "[codeblock]\n" "minf(3.6, 24) # 返回 3.6\n" "minf(-3.99, -4) # 返回 -4.0\n" "[/codeblock]" msgid "" "Returns the minimum of two [int] values.\n" "[codeblock]\n" "mini(1, 2) # Returns 1\n" "mini(-3, -4) # Returns -4\n" "[/codeblock]" msgstr "" "返回两个 [int] 值中的最小值。\n" "[codeblock]\n" "mini(1, 2) # 返回 1\n" "mini(-3, -4) # 返回 -4\n" "[/codeblock]" msgid "" "Moves [param from] toward [param to] by the [param delta] amount. Will not go " "past [param to].\n" "Use a negative [param delta] value to move away.\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(5, 10, 9) # Returns 10\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" "将 [param from] 向 [param to] 移动,移动的长度是 [param delta]。不会超过 " "[param to]。\n" "使用负的 [param delta] 值则向远离的方向移动。\n" "[codeblock]\n" "move_toward(5, 10, 4) # Returns 9\n" "move_toward(10, 5, 4) # Returns 6\n" "move_toward(5, 10, 9) # Returns 10\n" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgid "" "Returns the smallest integer power of 2 that is greater than or equal to " "[param value].\n" "[codeblock]\n" "nearest_po2(3) # Returns 4\n" "nearest_po2(4) # Returns 4\n" "nearest_po2(5) # Returns 8\n" "\n" "nearest_po2(0) # Returns 0 (this may not be expected)\n" "nearest_po2(-1) # Returns 0 (this may not be expected)\n" "[/codeblock]\n" "[b]Warning:[/b] Due to its implementation, this method returns [code]0[/code] " "rather than [code]1[/code] for values less than or equal to [code]0[/code], " "with an exception for [param value] being the smallest negative 64-bit " "integer ([code]-9223372036854775808[/code]) in which case the [param value] " "is returned unchanged." msgstr "" "返回大于等于 [param value] 的最小的 2 的幂。\n" "[codeblock]\n" "nearest_po2(3) # 返回 4\n" "nearest_po2(4) # 返回 4\n" "nearest_po2(5) # 返回 8\n" "\n" "nearest_po2(0) # 返回 0(可能出乎意料)\n" "nearest_po2(-1) # 返回 0(可能出乎意料)\n" "[/codeblock]\n" "[b]警告:[/b]由于其实现方式,该函数会对小于等于 [code]0[/code] 的值返回 " "[code]0[/code] 而不是 [code]1[/code],例外是 [param value] 为最小的负 64 位整" "数([code]-9223372036854775808[/code])时,会将 [param value] 原样返回。" msgid "" "Wraps [param value] between [code]0[/code] and the [param length]. If the " "limit is reached, the next value the function returns is decreased to the " "[code]0[/code] side or increased to the [param length] side (like a triangle " "wave). If [param length] is less than zero, it becomes positive.\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # Returns 3.0\n" "pingpong(-2.0, 3.0) # Returns 2.0\n" "pingpong(-1.0, 3.0) # Returns 1.0\n" "pingpong(0.0, 3.0) # Returns 0.0\n" "pingpong(1.0, 3.0) # Returns 1.0\n" "pingpong(2.0, 3.0) # Returns 2.0\n" "pingpong(3.0, 3.0) # Returns 3.0\n" "pingpong(4.0, 3.0) # Returns 2.0\n" "pingpong(5.0, 3.0) # Returns 1.0\n" "pingpong(6.0, 3.0) # Returns 0.0\n" "[/codeblock]" msgstr "" "将 [param value] 包裹在 [code]0[/code] 和 [param length] 之间。如果达到限制," "函数返回的下一个值将减少到 [code]0[/code] 侧或增加到 [param length] 侧(像三角" "波)。如果 [param length] 小于零,则变为正数。\n" "[codeblock]\n" "pingpong(-3.0, 3.0) # 返回 3.0\n" "pingpong(-2.0, 3.0) # 返回 2.0\n" "pingpong(-1.0, 3.0) # 返回 1.0\n" "pingpong(0.0, 3.0) # 返回 0.0\n" "pingpong(1.0, 3.0) # 返回 1.0\n" "pingpong(2.0, 3.0) # 返回 2.0\n" "pingpong(3.0, 3.0) # 返回 3.0\n" "pingpong(4.0, 3.0) # 返回 2.0\n" "pingpong(5.0, 3.0) # 返回 1.0\n" "pingpong(6.0, 3.0) # 返回 0.0\n" "[/codeblock]" msgid "" "Returns the integer modulus of [param x] divided by [param y] that wraps " "equally in positive and negative.\n" "[codeblock]\n" "print(\"#(i) (i % 3) (posmod(i, 3))\")\n" "for i in range(-3, 4):\n" " print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produces:\n" "[codeblock]\n" "(i) (i % 3) (posmod(i, 3))\n" "-3 0 | 0\n" "-2 -2 | 1\n" "-1 -1 | 2\n" " 0 0 | 0\n" " 1 1 | 1\n" " 2 2 | 2\n" " 3 0 | 0\n" "[/codeblock]" msgstr "" "返回 [param x] 除以 [param y] 的整数模数,对正负数进行一致的循环。\n" "[codeblock]\n" "print(\"#(i) (i % 3) (posmod(i, 3))\")\n" "for i in range(-3, 4):\n" " print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "结果:\n" "[codeblock]\n" "(i) (i % 3) (posmod(i, 3))\n" "-3 0 | 0\n" "-2 -2 | 1\n" "-1 -1 | 2\n" " 0 0 | 0\n" " 1 1 | 1\n" " 2 2 | 2\n" " 3 0 | 0\n" "[/codeblock]" msgid "" "Returns the result of [param base] raised to the power of [param exp].\n" "In GDScript, this is the equivalent of the [code]**[/code] operator.\n" "[codeblock]\n" "pow(2, 5) # Returns 32.0\n" "pow(4, 1.5) # Returns 8.0\n" "[/codeblock]" msgstr "" "返回 [param base] 的 [param exp] 次幂的结果。\n" "在 GDScript 中,这相当于 [code]**[/code] 运算符。\n" "[codeblock]\n" "pow(2, 5) # 返回 32.0\n" "pow(4, 1.5) # 返回 8.0\n" "[/codeblock]" msgid "" "Converts one or more arguments of any type to string in the best way possible " "and prints them to the console.\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed." msgstr "" "以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制" "台。\n" "[codeblocks]\n" "[gdscript]\n" "var a = [1, 2, 3]\n" "print(\"a\", \"b\", a) # 输出 ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // 输出 ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" "误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调试" "目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。" msgid "" "Converts one or more arguments of any type to string in the best way possible " "and prints them to the console.\n" "The following BBCode tags are supported: [code]b[/code], [code]i[/code], " "[code]u[/code], [code]s[/code], [code]indent[/code], [code]code[/code], " "[code]url[/code], [code]center[/code], [code]right[/code], [code]color[/" "code], [code]bgcolor[/code], [code]fgcolor[/code].\n" "Color tags only support the following named colors: [code]black[/code], " "[code]red[/code], [code]green[/code], [code]yellow[/code], [code]blue[/code], " "[code]magenta[/code], [code]pink[/code], [code]purple[/code], [code]cyan[/" "code], [code]white[/code], [code]orange[/code], [code]gray[/code]. " "Hexadecimal color codes are not supported.\n" "URL tags only support URLs wrapped by a URL tag, not URLs with a different " "title.\n" "When printing to standard output, the supported subset of BBCode is converted " "to ANSI escape codes for the terminal emulator to display. Support for ANSI " "escape codes varies across terminal emulators, especially for italic and " "strikethrough. In standard output, [code]code[/code] is represented with " "faint text but without any font change. Unsupported tags are left as-is in " "standard output.\n" "[codeblocks]\n" "[gdscript skip-lint]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # Prints out \"Hello " "world!\" in green with a bold font\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // Prints out " "\"Hello world!\" in green with a bold font\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to " "print error and warning messages instead of [method print] or [method " "print_rich]. This distinguishes them from print messages used for debugging " "purposes, while also displaying a stack trace when an error or warning is " "printed.\n" "[b]Note:[/b] On Windows, only Windows 10 and later correctly displays ANSI " "escape codes in standard output.\n" "[b]Note:[/b] Output displayed in the editor supports clickable [code skip-" "lint][url=address]text[/url][/code] tags. The [code skip-lint][url][/code] " "tag's [code]address[/code] value is handled by [method OS.shell_open] when " "clicked." msgstr "" "以尽可能最佳的方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制" "台。\n" "支持以下 BBCode 标签: [code]b[/code]、[code]i[/code]、[code]u[/code]、" "[code]s[/code]、[code]indent[/code]、[code]code[/code]、[code]url[/code]、" "[code]center[/code]、[code]right[/code]、[code]color[/code]、[code]bgcolor[/" "code]、[code]fgcolor[/code]。\n" "颜色标签仅支持以下颜色名称:[code]black[/code]、[code]red[/code]、" "[code]green[/code]、[code]yellow[/code]、[code]blue[/code]、[code]magenta[/" "code]、[code]pink[/code]、[code]purple[/code]、[code]cyan[/code]、" "[code]white[/code]、[code]orange[/code]、[code]gray[/code]。不支持十六进制颜色" "代码。\n" "URL 标签仅支持在 URL 标签中包含 URL,不支持使用不同标题的 URL。\n" "当打印到标准输出时,支持的 BBCode 子集被转换为 ANSI 转义码以供终端仿真器显示。" "对 ANSI 转义码的支持可能因终端仿真器而异,尤其是斜体和删除线。在标准输出中," "[code]code[/code] 会使用较弱的文本表示,但字体不变。不支持的标签在标准输出中会" "原样保留。\n" "[codeblocks]\n" "[gdscript skip-lint]\n" "print_rich(\"[color=green][b]Hello world![/b][/color]\") # 输出绿色的粗" "体“Hello world!”\n" "[/gdscript]\n" "[csharp skip-lint]\n" "GD.PrintRich(\"[color=green][b]Hello world![/b][/color]\"); // 输出绿色的粗" "体“Hello world!”\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" "误和警告消息,而不是 [method print] 或 [method print_rich]。这将它们与用于调试" "目的的打印消息区分开来,同时还会在打印错误或警告时显示堆栈跟踪。\n" "[b]注意:[/b]在 Windows 中,只有 Windows 10 及后续版本能够在标准输出中正确显" "示 ANSI 转义码。\n" "[b]注意:[/b]在编辑器中显示的输出支持可点击的 [code skip-lint][url=address]文" "本[/url][/code] 标签。点击时, [code skip-lint][url][/code] 标签的 " "[code]address[/code] 值由 [method OS.shell_open] 处理。" msgid "" "If verbose mode is enabled ([method OS.is_stdout_verbose] returning " "[code]true[/code]), converts one or more arguments of any type to string in " "the best way possible and prints them to the console." msgstr "" "如果启用了详细模式([method OS.is_stdout_verbose] 返回 [code]true[/code]),则" "尽可能以最佳方式将一个或多个任意类型的参数转换为字符串,并将它们打印到控制台。" msgid "" "Prints one or more arguments to strings in the best way possible to standard " "error line.\n" "[codeblocks]\n" "[gdscript]\n" "printerr(\"prints to stderr\")\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintErr(\"prints to stderr\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "以尽可能最佳的方式将一个或多个参数作为字符串输出到标准错误行。\n" "[codeblocks]\n" "[gdscript]\n" "printerr(\"prints to stderr\")\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintErr(\"prints to stderr\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Prints one or more arguments to strings in the best way possible to the OS " "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[codeblocks]\n" "[gdscript]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "printraw(\"C\")\n" "# Prints ABC to terminal\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintRaw(\"A\");\n" "GD.PrintRaw(\"B\");\n" "GD.PrintRaw(\"C\");\n" "// Prints ABC to terminal\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "以尽可能最佳的方式将一个或多个参数作为字符串输出到 OS 终端。与 [method print] " "不同的是,最后不会自动添加换行符。\n" "[codeblocks]\n" "[gdscript]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" "printraw(\"C\")\n" "# 输出 ABC 到终端\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintRaw(\"A\");\n" "GD.PrintRaw(\"B\");\n" "GD.PrintRaw(\"C\");\n" "// 输出 ABC 到终端\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Prints one or more arguments to the console with a space between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "prints(\"A\", \"B\", \"C\") # Prints A B C\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintS(\"A\", \"B\", \"C\"); // Prints A B C\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "将一个或多个参数打印到控制台,每个参数之间有一个空格。\n" "[codeblocks]\n" "[gdscript]\n" "prints(\"A\", \"B\", \"C\") # 输出 A B C\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintS(\"A\", \"B\", \"C\"); // 输出 A B C\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Prints one or more arguments to the console with a tab between each " "argument.\n" "[codeblocks]\n" "[gdscript]\n" "printt(\"A\", \"B\", \"C\") # Prints A B C\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintT(\"A\", \"B\", \"C\"); // Prints A B C\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "将一个或多个参数打印到控制台,每个参数之间有一个制表符。\n" "[codeblocks]\n" "[gdscript]\n" "printt(\"A\", \"B\", \"C\") # 输出 A B C\n" "[/gdscript]\n" "[csharp]\n" "GD.PrintT(\"A\", \"B\", \"C\"); // 输出 A B C\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " "as error call\n" "[/gdscript]\n" "[csharp]\n" "GD.PushError(\"test error\"); // Prints \"test error\" to debugger and " "terminal as error call\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] This function does not pause project execution. To print an " "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" "将错误消息推送到 Godot 的内置调试器和 OS 终端。\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # 向调试器和终端打印 “test error” 作为错误调用\n" "[/gdscript]\n" "[csharp]\n" "GD.PushError(\"test error\"); // 向调试器和终端打印 “test error” 作为错误调" "用\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]该函数不会暂停项目执行。要在调试版本中打印错误消息并暂停项目执" "行,请改用 [code]assert(false, \"test error\")[/code]。" msgid "" "Pushes a warning message to Godot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # Prints \"test warning\" to debugger and " "terminal as warning call\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and " "terminal as warning call\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "将警告消息推送到 Godot 的内置调试器和 OS 终端。\n" "[codeblocks]\n" "[gdscript]\n" "push_warning(\"test warning\") # 以警告的形式向调试器和终端输出 “test " "warning”\n" "[/gdscript]\n" "[csharp]\n" "GD.PushWarning(\"test warning\"); // 以警告的形式向调试器和终端输出 “test " "warning”\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" "rad_to_deg(0.523599) # Returns 30\n" "rad_to_deg(PI) # Returns 180\n" "rad_to_deg(PI * 2) # Returns 360\n" "[/codeblock]" msgstr "" "将以弧度表示的角度转换为度。\n" "[codeblock]\n" "rad_to_deg(0.523599) # 返回 30\n" "rad_to_deg(PI) # 返回 180\n" "rad_to_deg(PI * 2) # 返回 360\n" "[/codeblock]" msgid "" "Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], " "where its first element is the randomized [int] value, and the second element " "is the same as [param seed]. Passing the same [param seed] consistently " "returns the same array.\n" "[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random " "number generator, currently implemented as a 64 bit integer.\n" "[codeblock]\n" "var a = rand_from_seed(4)\n" "\n" "print(a[0])\t# Prints 2879024997\n" "print(a[1])\t# Prints 4\n" "[/codeblock]" msgstr "" "给定一个 [param seed],返回一个大小为 [code]2[/code] 的 [PackedInt64Array],其" "中第一个元素是随机化的 [int] 值,第二个元素与 [param seed] 相同。传入相同的 " "[param seed] 会一致地返回相同的数组。\n" "[b]注意:[/b]这里的“种子”是指伪随机数发生器的内部状态,目前实现为一个 64 位整" "数。\n" "[codeblock]\n" "var a = rand_from_seed(4)\n" "\n" "print(a[0])\t# 输出 2879024997\n" "print(a[1])\t# 输出 4\n" "[/codeblock]" msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " "2^32).\n" "[codeblocks]\n" "[gdscript]\n" "randi() # Returns random integer between 0 and 2^32 - 1\n" "randi() % 20 # Returns random integer between 0 and 19\n" "randi() % 100 # Returns random integer between 0 and 99\n" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/gdscript]\n" "[csharp]\n" "GD.Randi(); // Returns random integer between 0 and 2^32 - 1\n" "GD.Randi() % 20; // Returns random integer between 0 and 19\n" "GD.Randi() % 100; // Returns random integer between 0 and 99\n" "GD.Randi() % 100 + 1; // Returns random integer between 1 and 100\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回一个随机的无符号 32 位整数。使用余数获得区间 [code][0, N - 1][/code] (其" "中 N 小于 2^32)的随机值。\n" "[codeblocks]\n" "[gdscript]\n" "randi() # 返回介于 0 到 2^32 - 1 之间的随机整数\n" "randi() % 20 # 返回介于 0 到 19之间的随机整数\n" "randi() % 100 # 返回介于 0 到 99 之间的随机整数\n" "randi() % 100 + 1 # 返回介于 1 到 100 之间的随机整数\n" "[/gdscript]\n" "[csharp]\n" "GD.Randi(); // 返回介于 0 到 2^32 - 1 之间的随机整数\n" "GD.Randi() % 20; // 返回介于 0 到 19之间的随机整数\n" "GD.Randi() % 100; // 返回介于 0 到 99 之间的随机整数\n" "GD.Randi() % 100 + 1; // 返回介于 1 到 100 之间的随机整数\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a random signed 32-bit integer between [param from] and [param to] " "(inclusive). If [param to] is lesser than [param from], they are swapped.\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # Returns either 0 or 1\n" "randi_range(-10, 1000) # Returns random integer between -10 and 1000\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0, 1); // Returns either 0 or 1\n" "GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回介于 [param from] 和 [param to](包含)之间的一个随机有符号 32 位整数。如" "果 [param to] 小于 [param from],则它们将被交换。\n" "[codeblocks]\n" "[gdscript]\n" "randi_range(0, 1) # 返回 0 或 1\n" "randi_range(-10, 1000) # 返回介于 -10 和 1000 之间的随机整数\n" "[/gdscript]\n" "[csharp]\n" "GD.RandRange(0, 1); // 返回 0 或 1\n" "GD.RandRange(-10, 1000); // 返回介于 -10 和 1000 之间的随机整数\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Randomizes the seed (or the internal state) of the random number generator. " "The current implementation uses a number based on the device's time.\n" "[b]Note:[/b] This function is called automatically when the project is run. " "If you need to fix the seed to have consistent, reproducible results, use " "[method seed] to initialize the random number generator." msgstr "" "随机化随机数发生器的种子(或内部状态)。目前的实现使用一个基于设备时间的数" "字。\n" "[b]注意:[/b]该函数在项目运行时自动被调用。如果需要修复种子以获得一致、可重现" "的结果,请使用 [method seed] 来初始化随机数生成器。" msgid "" "Maps a [param value] from range [code][istart, istop][/code] to [code]" "[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If " "[param value] is outside [code][istart, istop][/code], then the resulting " "value will also be outside [code][ostart, ostop][/code]. If this is not " "desired, use [method clamp] on the result of this function.\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) # Returns 0.5\n" "[/codeblock]\n" "For complex use cases where multiple ranges are needed, consider using " "[Curve] or [Gradient] instead." msgstr "" "将 [param value] 从范围 [code][istart, istop][/code] 映射到 [code][ostart, " "ostop][/code]。另见 [method lerp] 和 [method inverse_lerp]。如果 [param " "value] 在 [code][istart, istop][/code] 之外,那么结果值也将在 [code][ostart, " "ostop][/code] 之外。如果不希望这样,请对该函数的结果使用 [method clamp]。\n" "[codeblock]\n" "remap(75, 0, 100, -1, 1) # 返回 0.5\n" "[/codeblock]\n" "对于需要多个范围的复杂用例,请考虑改用 [Curve] 或 [Gradient]。" msgid "" "Allocates a unique ID which can be used by the implementation to construct a " "RID. This is used mainly from native extensions to implement servers." msgstr "" "分配一个唯一的 ID,可被实现用来构造一个 RID。这主要被本地扩展使用以实现服务" "器。" msgid "" "Creates a RID from a [param base]. This is used mainly from native extensions " "to build servers." msgstr "从 [param base] 创建一个 RID。这主要被本地扩展使用以构建服务器。" msgid "" "Rotates [param from] toward [param to] by the [param delta] amount. Will not " "go past [param to].\n" "Similar to [method move_toward], but interpolates correctly when the angles " "wrap around [constant @GDScript.TAU].\n" "If [param delta] is negative, this function will rotate away from [param to], " "toward the opposite angle, and will not go past the opposite angle." msgstr "" "将 [param from] 朝 [param to] 旋转,旋转的量为 [param delta]。不会越过 [param " "to]。\n" "与 [method move_toward] 类似,但是能够让夹角正确绕过 [constant @GDScript." "TAU]。\n" "如果 [param delta] 为负,则该函数会进行远离 [param to] 的旋转,朝向相反的角" "度,但不会越过该角度。" msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded away " "from 0. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "round(2.4) # Returns 2\n" "round(2.5) # Returns 3\n" "round(2.6) # Returns 3\n" "[/codeblock]\n" "See also [method floor], [method ceil], and [method snapped].\n" "[b]Note:[/b] For better type safety, use [method roundf], [method roundi], " "[method Vector2.round], [method Vector3.round], or [method Vector4.round]." msgstr "" "将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。支持的类型:[int]、" "[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、" "[Vector4i]。\n" "[codeblock]\n" "round(2.4) # 返回 2\n" "round(2.5) # 返回 3\n" "round(2.6) # 返回 3\n" "[/codeblock]\n" "另见 [method floor]、[method ceil]、[method snapped]。\n" "[b]注意:[/b]为了更好的类型安全,使用 [method roundf]、[method roundi]、" "[method Vector2.round]、[method Vector3.round] 或 [method Vector4.round]。" msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded away " "from 0.\n" "A type-safe version of [method round], returning a [float]." msgstr "" "将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。\n" "[method round] 的类型安全版本,返回一个 [float]。" msgid "" "Rounds [param x] to the nearest whole number, with halfway cases rounded away " "from 0.\n" "A type-safe version of [method round], returning an [int]." msgstr "" "将 [param x] 舍入到最接近的整数,中间情况远离 0 舍入。\n" "[method round] 的类型安全版本,返回一个 [int]。" msgid "" "Sets the seed for the random number generator to [param base]. Setting the " "seed manually can ensure consistent, repeatable results for most random " "functions.\n" "[codeblocks]\n" "[gdscript]\n" "var my_seed = \"Godot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" "var b = randf() + randi()\n" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" "ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" "var b = GD.Randf() + GD.Randi();\n" "// a and b are now identical\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "将随机数生成器的种子设置为 [param base]。手动设置种子可以确保大多数随机函数的" "结果一致、可重复。\n" "[codeblocks]\n" "[gdscript]\n" "var my_seed = \"Godot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" "var b = randf() + randi()\n" "# a 和 b 现在是一样的\n" "[/gdscript]\n" "[csharp]\n" "ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" "var b = GD.Randf() + GD.Randi();\n" "// a 和 b 现在是一样的\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the same type of [Variant] as [param x], with [code]-1[/code] for " "negative values, [code]1[/code] for positive values, and [code]0[/code] for " "zeros. For [code]nan[/code] values it returns 0.\n" "Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], " "[Vector3i], [Vector4], [Vector4i].\n" "[codeblock]\n" "sign(-6.0) # Returns -1\n" "sign(0.0) # Returns 0\n" "sign(6.0) # Returns 1\n" "sign(NAN) # Returns 0\n" "\n" "sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n" "[/codeblock]\n" "[b]Note:[/b] For better type safety, use [method signf], [method signi], " "[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method " "Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]." msgstr "" "返回与 [param x] 相同类型的 [Variant],负值返回 [code]-1[/code]、正值返回 " "[code]1[/code],零则返回 [code]0[/code]。如果是 [code]nan[/code] 则返回 0。\n" "支持的类型有:[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、" "[Vector4]、[Vector4i]。\n" "[codeblock]\n" "sign(-6.0) # 返回 -1\n" "sign(0.0) # 返回 0\n" "sign(6.0) # 返回 1\n" "sign(NAN) # 返回 0\n" "\n" "sign(Vector3(-6.0, 0.0, 6.0)) # 返回 (-1, 0, 1)\n" "[/codeblock]\n" "[b]注意:[/b]为了更好的类型安全,请使用 [method signf]、[method signi]、" "[method Vector2.sign]、[method Vector2i.sign]、[method Vector3.sign]、[method " "Vector3i.sign]、[method Vector4.sign] 或 [method Vector4i.sign]。" msgid "" "Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if " "[param x] is positive, and [code]0.0[/code] if [param x] is zero. For " "[code]nan[/code] values of [param x] it returns 0.0.\n" "[codeblock]\n" "signf(-6.5) # Returns -1.0\n" "signf(0.0) # Returns 0.0\n" "signf(6.5) # Returns 1.0\n" "signf(NAN) # Returns 0.0\n" "[/codeblock]" msgstr "" "如果 [param x] 为负,则返回 [code]-1.0[/code];如果 [param x] 为正,则返回 " "[code]1.0[/code];如果 [param x] 为零,则返回 [code]0.0[/code]。如果 [param " "x] 为 [code]nan[/code] 则返回 0.0。\n" "[codeblock]\n" "signf(-6.5) # 返回 -1.0\n" "signf(0.0) # 返回 0.0\n" "signf(6.5) # 返回 1.0\n" "signf(NAN) # 返回 0.0\n" "[/codeblock]" msgid "" "Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] " "is positive, and [code]0[/code] if if [param x] is zero.\n" "[codeblock]\n" "signi(-6) # Returns -1\n" "signi(0) # Returns 0\n" "signi(6) # Returns 1\n" "[/codeblock]" msgstr "" "如果 [param x] 为负,则返回 [code]-1[/code];如果 [param x] 为正,则返回 " "[code]1[/code];如果 [param x] 为零,则返回 [code]0[/code]。\n" "[codeblock]\n" "signi(-6) # 返回 -1\n" "signi(0) # 返回 0\n" "signi(6) # 返回 1\n" "[/codeblock]" msgid "" "Returns the sine of angle [param angle_rad] in radians.\n" "[codeblock]\n" "sin(0.523599) # Returns 0.5\n" "sin(deg_to_rad(90)) # Returns 1.0\n" "[/codeblock]" msgstr "" "返回弧度角 [param angle_rad] 的正弦值。\n" "[codeblock]\n" "sin(0.523599) # 返回 0.5\n" "sin(deg_to_rad(90)) # 返回 1.0\n" "[/codeblock]" msgid "" "Returns the hyperbolic sine of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "sinh(a) # Returns 0.75\n" "[/codeblock]" msgstr "" "返回 [param x] 的双曲正弦值。\n" "[codeblock]\n" "var a = log(2.0) # 返回 0.693147\n" "sinh(a) # 返回 0.75\n" "[/codeblock]" msgid "" "Returns the result of smoothly interpolating the value of [param x] between " "[code]0[/code] and [code]1[/code], based on the where [param x] lies with " "respect to the edges [param from] and [param to].\n" "The return value is [code]0[/code] if [code]x <= from[/code], and [code]1[/" "code] if [code]x >= to[/code]. If [param x] lies between [param from] and " "[param to], the returned value follows an S-shaped curve that maps [param x] " "between [code]0[/code] and [code]1[/code].\n" "This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = " "3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # Returns 0.0\n" "smoothstep(0, 2, 0.5) # Returns 0.15625\n" "smoothstep(0, 2, 1.0) # Returns 0.5\n" "smoothstep(0, 2, 2.0) # Returns 1.0\n" "[/codeblock]\n" "Compared to [method ease] with a curve value of [code]-1.6521[/code], [method " "smoothstep] returns the smoothest possible curve with no sudden changes in " "the derivative. If you need to perform more advanced transitions, use [Tween] " "or [AnimationPlayer].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" "返回 [param x] 在 [code]0[/code] 和 [code]1[/code] 之间平滑插值的结果,基于 " "[param x] 相对于边 [param from] 和 [param to] 的位置。\n" "如果 [code]x <= from[/code],则返回值为 [code]0[/code];如果 [code]x >= to[/" "code],则返回值为 [code]1[/code]。如果 [param x] 位于 [param from] 和 [param " "to] 之间,则返回值遵循一条将 [param x] 映射到 [code]0[/code] 和 [code]1[/" "code] 之间的 S 形曲线。\n" "这条 S 形曲线是三次 Hermite 插值器,由 [code]f(y) = 3*y^2 - 2*y^3[/code] 给" "出,其中 [code]y = (x-from) / (to-from)[/code]。\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # 返回 0.0\n" "smoothstep(0, 2, 0.5) # 返回 0.15625\n" "smoothstep(0, 2, 1.0) # 返回 0.5\n" "smoothstep(0, 2, 2.0) # 返回 1.0\n" "[/codeblock]\n" "与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返" "回最平滑的曲线,导数没有突然变化。如果需要执行更高级的过渡,请使用 [Tween] 或 " "[AnimationPlayer]。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较[/" "url]" msgid "" "Returns the multiple of [param step] that is the closest to [param x].\n" "A type-safe version of [method snapped], returning an [int].\n" "[codeblock]\n" "snappedi(53, 16) # Returns 48\n" "snappedi(4096, 100) # Returns 4100\n" "[/codeblock]" msgstr "" "返回最接近 [param x] 的 [param step] 的倍数。\n" "[method snapped] 的类型安全版本,返回一个 [int]。\n" "[codeblock]\n" "snappedi(53, 16) # 返回 48\n" "snappedi(4096, 100) # 返回 4100\n" "[/codeblock]" msgid "" "Returns the square root of [param x], where [param x] is a non-negative " "number.\n" "[codeblock]\n" "sqrt(9) # Returns 3\n" "sqrt(10.24) # Returns 3.2\n" "sqrt(-1) # Returns NaN\n" "[/codeblock]\n" "[b]Note:[/b] Negative values of [param x] return NaN (\"Not a Number\"). in " "C#, if you need negative inputs, use [code]System.Numerics.Complex[/code]." msgstr "" "返回 [param x] 的平方根,其中 [param x] 是一个非负数。\n" "[codeblock]\n" "sqrt(9) # 返回 3\n" "sqrt(10.24) # 返回 3.2\n" "sqrt(-1) # 返回 NaN\n" "[/codeblock]\n" "[b]注意:[/b]负数的 [param x] 会返回 NaN(“不是数字”)。在 C# 中,如果需要负输" "入,请使用 [code]System.Numerics.Complex[/code]。" msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " "implementation.\n" "[codeblock]\n" "var n = step_decimals(5) # n is 0\n" "n = step_decimals(1.0005) # n is 4\n" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" "返回小数点后第一个非零数字的位置。注意最大返回值是 10,这是实现中的设计决" "定。\n" "[codeblock]\n" "var n = step_decimals(5) # n 为 0\n" "n = step_decimals(1.0005) # n 为 4\n" "n = step_decimals(0.000000005) # n 为 9\n" "[/codeblock]" msgid "" "Converts one or more arguments of any [Variant] type to a [String] in the " "best way possible.\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a)\n" "print(len(a)) # Prints 3 (the number of elements in the array).\n" "print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n" "[/codeblock]" msgstr "" "尽可能以最佳方式将一个或多个任何 [Variant] 类型的参数转换为一个 [String]。\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a)\n" "print(len(a)) # 输出 3(数组中元素的数量)。\n" "print(len(b)) # 输出 12(字符串“[10, 20, 30]”的长度)。\n" "[/codeblock]" msgid "" "Converts a formatted [param string] that was returned by [method var_to_str] " "to the original [Variant].\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n" "var dict = str_to_var(data) # dict is a Dictionary\n" "print(dict[\"a\"]) # Prints 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" "var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "将 [method var_to_str] 返回的已格式化的 [param string] 转换为原始 " "[Variant]。\n" "[codeblocks]\n" "[gdscript]\n" "var data = '{ \"a\": 1, \"b\": 2 }' # data 是一个 String\n" "var dict = str_to_var(data) # dict 是一个 Dictionary\n" "print(dict[\"a\"]) # 输出 1\n" "[/gdscript]\n" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data 是一个 " "string\n" "var dict = GD.StrToVar(data).AsGodotDictionary(); // dict 是一个 Dictionary\n" "GD.Print(dict[\"a\"]); // 输出 1\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the tangent of angle [param angle_rad] in radians.\n" "[codeblock]\n" "tan(deg_to_rad(45)) # Returns 1\n" "[/codeblock]" msgstr "" "返回弧度角 [param angle_rad] 的正切值。\n" "[codeblock]\n" "tan(deg_to_rad(45)) # 返回 1\n" "[/codeblock]" msgid "" "Returns the hyperbolic tangent of [param x].\n" "[codeblock]\n" "var a = log(2.0) # Returns 0.693147\n" "tanh(a) # Returns 0.6\n" "[/codeblock]" msgstr "" "返回 [param x] 的双曲正切值。\n" "[codeblock]\n" "var a = log(2.0) # 返回 0.693147\n" "tanh(a) # 返回 0.6\n" "[/codeblock]" msgid "" "Converts the given [param variant] to the given [param type], using the [enum " "Variant.Type] values. This method is generous with how it handles types, it " "can automatically convert between array types, convert numeric [String]s to " "[int], and converting most things to [String].\n" "If the type conversion cannot be done, this method will return the default " "value for that type, for example converting [Rect2] to [Vector2] will always " "return [constant Vector2.ZERO]. This method will never show error messages as " "long as [param type] is a valid Variant type.\n" "The returned value is a [Variant], but the data inside and its type will be " "the same as the requested type.\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # Returns 0\n" "type_convert(\"123\", TYPE_INT) # Returns 123\n" "type_convert(123.4, TYPE_INT) # Returns 123\n" "type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n" "type_convert(\"Hi!\", TYPE_NIL) # Returns null\n" "[/codeblock]" msgstr "" "使用 [enum Variant.Type] 值将给定的 [param variant] 转换为给定的 [param " "type]。此方法对类型的处理十分宽松,可以在数组类型之间自动转换,将数值的 " "[String] 转换为 [int],也可以将大多数内容转换为 [String]。\n" "如果无法完成类型转换,此方法将返回该类型的默认值,例如 [Rect2] 转换为 " "[Vector2] 时将总是返回 [constant Vector2.ZERO]。只要 [param type] 是一个有效" "的 Variant 类型,此方法就永远不会显示错误消息。\n" "返回的值是一个 [Variant],但是其中的数据以及其类型将会与请求的类型相同。\n" "[codeblock]\n" "type_convert(\"Hi!\", TYPE_INT) # 返回 0\n" "type_convert(\"123\", TYPE_INT) # 返回 123\n" "type_convert(123.4, TYPE_INT) # 返回 123\n" "type_convert(5, TYPE_VECTOR2) # 返回 (0, 0)\n" "type_convert(\"Hi!\", TYPE_NIL) # 返回 null\n" "[/codeblock]" msgid "" "Returns a human-readable name of the given [param type], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "print(TYPE_INT) # Prints 2.\n" "print(type_string(TYPE_INT)) # Prints \"int\".\n" "print(type_string(TYPE_STRING)) # Prints \"String\".\n" "[/codeblock]\n" "See also [method typeof]." msgstr "" "返回类型 [param type] 的人类可读名称,参数使用 [enum Variant.Type] 的值。\n" "[codeblock]\n" "print(TYPE_INT) # 输出 2。\n" "print(type_string(TYPE_INT)) # 输出“int”。\n" "print(type_string(TYPE_STRING)) # 输出“String”。\n" "[/codeblock]\n" "另见 [method typeof]。" msgid "" "Returns the internal type of the given [param variable], using the [enum " "Variant.Type] values.\n" "[codeblock]\n" "var json = JSON.new()\n" "json.parse('[\"a\", \"b\", \"c\"]')\n" "var result = json.get_data()\n" "if typeof(result) == TYPE_ARRAY:\n" " print(result[0]) # Prints a\n" "else:\n" " print(\"Unexpected result\")\n" "[/codeblock]\n" "See also [method type_string]." msgstr "" "返回变量 [param variable] 的内部类型,使用的是 [enum Variant.Type] 中的值。\n" "[codeblock]\n" "var json = JSON.new()\n" "json.parse('[\"a\", \"b\", \"c\"]')\n" "var result = json.get_data()\n" "if typeof(result) == TYPE_ARRAY:\n" " print(result[0]) # 输出 a\n" "else:\n" " print(\"出乎意料的结果\")\n" "[/codeblock]\n" "另见 [method type_string]。" msgid "" "Encodes a [Variant] value to a byte array, without encoding objects. " "Deserialization can be done with [method bytes_to_var].\n" "[b]Note:[/b] If you need object serialization, see [method " "var_to_bytes_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " "value, regardless of the data." msgstr "" "将 [Variant] 值编码为字节数组,不编码对象。反序列化可以使用 [method " "bytes_to_var] 来完成。\n" "[b]注意:[/b]如果需要对象序列化,参见 [method var_to_bytes_with_objects]。\n" "[b]注意:[/b]编码 [Callable] 不受支持,无论数据如何,都会导致空值。" msgid "" "Encodes a [Variant] value to a byte array. Encoding objects is allowed (and " "can potentially include executable code). Deserialization can be done with " "[method bytes_to_var_with_objects].\n" "[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty " "value, regardless of the data." msgstr "" "将 [Variant] 值编码为字节数组。允许对对象进行编码(并且可能包括可执行代码)。" "反序列化可以使用 [method bytes_to_var_with_objects] 来完成。\n" "[b]注意:[/b]编码 [Callable] 不受支持,无论数据如何,都会导致空值。" msgid "" "Converts a [Variant] [param variable] to a formatted [String] that can then " "be parsed using [method str_to_var].\n" "[codeblocks]\n" "[gdscript]\n" "var a = { \"a\": 1, \"b\": 2 }\n" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" "Prints:\n" "[codeblock]\n" "{\n" " \"a\": 1,\n" " \"b\": 2\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will " "result in an empty value for these types, regardless of their data." msgstr "" "将 [Variant] [param variable] 转换为格式化的 [String],后续可以使用 [method " "str_to_var] 对其进行解析。\n" "[codeblocks]\n" "[gdscript]\n" "var a = { \"a\": 1, \"b\": 2 }\n" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" "var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" "输出:\n" "[codeblock]\n" "{\n" " \"a\": 1,\n" " \"b\": 2\n" "}\n" "[/codeblock]\n" "[b]注意:[/b]不支持转换 [Signal] 和 [Callable],这些类型无论有什么数据,转换后" "都是空值。" msgid "" "Returns a [WeakRef] instance holding a weak reference to [param obj]. Returns " "an empty [WeakRef] instance if [param obj] is [code]null[/code]. Prints an " "error and returns [code]null[/code] if [param obj] is neither [Object]-" "derived nor [code]null[/code].\n" "A weak reference to an object is not enough to keep the object alive: when " "the only remaining references to a referent are weak references, garbage " "collection is free to destroy the referent and reuse its memory for something " "else. However, until the object is actually destroyed the weak reference may " "return the object even if there are no strong references to it." msgstr "" "返回一个 [WeakRef] 实例,其中包含对 [param obj] 的弱引用。如果 [param obj] 为 " "[code]null[/code],则返回空的 [WeakRef] 实例。如果 [param obj] 既不是 " "[Object] 派生实例,也不是 [code]null[/code],则打印错误并返回 [code]null[/" "code]。\n" "对对象的弱引用不足以使对象保持存活:当对引用对象的剩余引用都是弱引用时,垃圾回" "收可以自由销毁该引用对象并将其内存重新用于其他用途。但是,在对象实际被销毁之" "前,弱引用可能会返回该对象,即使不存在对它的强引用也是如此。" msgid "" "Wraps the [Variant] [param value] between [param min] and [param max]. Can be " "used for creating loop-alike behavior or infinite surfaces.\n" "Variant types [int] and [float] are supported. If any of the arguments is " "[float] this function returns a [float], otherwise it returns an [int].\n" "[codeblock]\n" "var a = wrap(4, 5, 10)\n" "# a is 9 (int)\n" "\n" "var a = wrap(7, 5, 10)\n" "# a is 7 (int)\n" "\n" "var a = wrap(10.5, 5, 10)\n" "# a is 5.5 (float)\n" "[/codeblock]" msgstr "" "在 [param min] 和 [param max] 之间包裹 [Variant] [param value]。可用于创建类似" "循环的行为或无限曲面。\n" "支持变体类型 [int] 和 [float]。如果任一参数是 [float],则该函数返回 [float]," "否则返回 [int]。\n" "[codeblock]\n" "var a = wrap(4, 5, 10)\n" "# a 为 9 (整数类型)\n" "\n" "var a = wrap(7, 5, 10)\n" "# a 为 7 (整数类型)\n" "\n" "var a = wrap(10.5, 5, 10)\n" "# a 为 5.5 (浮点类型)\n" "[/codeblock]" msgid "" "Wraps the float [param value] between [param min] and [param max]. Can be " "used for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5.0 and 9.9\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# Infinite rotation (in radians)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]Note:[/b] If [param min] is [code]0[/code], this is equivalent to [method " "fposmod], so prefer using that instead.\n" "[method wrapf] is more flexible than using the [method fposmod] approach by " "giving the user control over the minimum value." msgstr "" "在 [param min] 和 [param max] 之间将浮点数 [param value] 循环。可用于创建类似" "循环的行为或无限曲面。\n" "[codeblock]\n" "# 在 5.0 和 9.9 之间无限循环\n" "value = wrapf(value + 0.1, 5.0, 10.0)\n" "[/codeblock]\n" "[codeblock]\n" "# 无限旋转(弧度)\n" "angle = wrapf(angle + 0.1, 0.0, TAU)\n" "[/codeblock]\n" "[codeblock]\n" "# 无限旋转(弧度)\n" "angle = wrapf(angle + 0.1, -PI, PI)\n" "[/codeblock]\n" "[b]注意:[/b]如果 [param min] 为 [code]0[/code],则相当于 [method fposmod],因" "此请改用它。\n" "通过让用户控制最小值,[method wrapf] 比使用 [method fposmod] 方法更灵活。" msgid "" "Wraps the integer [param value] between [param min] and [param max]. Can be " "used for creating loop-alike behavior or infinite surfaces.\n" "[codeblock]\n" "# Infinite loop between 5 and 9\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# result is -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]" msgstr "" "在 [param min] 和 [param max] 之间环绕整数 [param value]。 可用于创建类似循环" "的行为或无限曲面。\n" "[codeblock]\n" "# 在 5 和 9 之间无限循环\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" "# result 是 -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]" msgid "The [AudioServer] singleton." msgstr "[AudioServer] 单例。" msgid "The [CameraServer] singleton." msgstr "[CameraServer] 单例。" msgid "The [ClassDB] singleton." msgstr "[ClassDB] 单例。" msgid "The [DisplayServer] singleton." msgstr "[DisplayServer] 单例。" msgid "" "The [EditorInterface] singleton.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" "[EditorInterface] 单例。\n" "[b]注意:[/b]仅在编辑器构建中可用。" msgid "The [Engine] singleton." msgstr "[Engine] 单例。" msgid "The [EngineDebugger] singleton." msgstr "[EngineDebugger] 单例。" msgid "The [GDExtensionManager] singleton." msgstr "[GDExtensionManager] 单例。" msgid "The [Geometry2D] singleton." msgstr "[Geometry2D] 单例。" msgid "The [Geometry3D] singleton." msgstr "[Geometry3D] 单例。" msgid "The [GodotSharp] singleton." msgstr "[GodotSharp] 单例。" msgid "The [IP] singleton." msgstr "[IP] 单例。" msgid "The [Input] singleton." msgstr "[Input] 单例。" msgid "The [InputMap] singleton." msgstr "[InputMap] 单例。" msgid "" "The [JavaClassWrapper] singleton.\n" "[b]Note:[/b] Only implemented on Android." msgstr "" "[JavaClassWrapper] 单例。\n" "[b]注意:[/b]仅在 Android 上实现。" msgid "" "The [JavaScriptBridge] singleton.\n" "[b]Note:[/b] Only implemented on the Web platform." msgstr "" "[JavaScriptBridge] 单例。\n" "[b]注意:[/b]仅在 Web 平台上实现。" msgid "The [Marshalls] singleton." msgstr "[Marshalls] 单例。" msgid "The [NavigationMeshGenerator] singleton." msgstr "[NavigationMeshGenerator] 单例。" msgid "The [NavigationServer2D] singleton." msgstr "[NavigationServer2D] 单例。" msgid "The [NavigationServer3D] singleton." msgstr "[NavigationServer3D] 单例。" msgid "The [OS] singleton." msgstr "[OS] 单例。" msgid "The [Performance] singleton." msgstr "[Performance] 单例。" msgid "The [PhysicsServer2D] singleton." msgstr "[PhysicsServer2D] 单例。" msgid "The [PhysicsServer2DManager] singleton." msgstr "[PhysicsServer2DManager] 单例。" msgid "The [PhysicsServer3D] singleton." msgstr "[PhysicsServer3D] 单例。" msgid "The [PhysicsServer3DManager] singleton." msgstr "[PhysicsServer3DManager] 单例。" msgid "The [ProjectSettings] singleton." msgstr "[ProjectSettings] 单例。" msgid "The [RenderingServer] singleton." msgstr "[RenderingServer] 单例。" msgid "The [ResourceLoader] singleton." msgstr "[ResourceLoader] 单例。" msgid "The [ResourceSaver] singleton." msgstr "[ResourceSaver] 单例。" msgid "The [ResourceUID] singleton." msgstr "[ResourceUID] 单例。" msgid "The [TextServerManager] singleton." msgstr "[TextServerManager] 单例。" msgid "The [ThemeDB] singleton." msgstr "[ThemeDB] 单例。" msgid "The [Time] singleton." msgstr "[Time] 单例。" msgid "The [TranslationServer] singleton." msgstr "[TranslationServer] 单例。" msgid "The [WorkerThreadPool] singleton." msgstr "[WorkerThreadPool] 单例。" msgid "The [XRServer] singleton." msgstr "[XRServer] 单例。" msgid "Left side, usually used for [Control] or [StyleBox]-derived classes." msgstr "左边,常用于 [Control] 或 [StyleBox] 的派生类。" msgid "Top side, usually used for [Control] or [StyleBox]-derived classes." msgstr "顶边,常用于 [Control] 或 [StyleBox] 的派生类。" msgid "Right side, usually used for [Control] or [StyleBox]-derived classes." msgstr "右边,常用于 [Control] 或 [StyleBox] 的派生类。" msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes." msgstr "底边,常用于 [Control] 或 [StyleBox] 的派生类。" msgid "Top-left corner." msgstr "左上角。" msgid "Top-right corner." msgstr "右上角。" msgid "Bottom-right corner." msgstr "右下角。" msgid "Bottom-left corner." msgstr "左下角。" msgid "" "General vertical alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "通用垂直对齐,常用于 [Separator]、[ScrollBar]、[Slider] 等。" msgid "" "General horizontal alignment, usually used for [Separator], [ScrollBar], " "[Slider], etc." msgstr "通用水平对齐,常用于 [Separator]、[ScrollBar]、[Slider] 等。" msgid "" "Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])." msgstr "顺时针旋转。被一些方法使用(例如 [method Image.rotate_90])。" msgid "" "Counter-clockwise rotation. Used by some methods (e.g. [method Image." "rotate_90])." msgstr "逆时针旋转。被一些方法使用(例如 [method Image.rotate_90])。" msgid "Horizontal left alignment, usually for text-derived classes." msgstr "水平左对齐,常用于文本派生类。" msgid "Horizontal center alignment, usually for text-derived classes." msgstr "水平居中对齐,常用于文本派生类。" msgid "Horizontal right alignment, usually for text-derived classes." msgstr "水平右对齐,常用于文本派生类。" msgid "Expand row to fit width, usually for text-derived classes." msgstr "扩展行以适应宽度,常用于文本派生类。" msgid "Vertical top alignment, usually for text-derived classes." msgstr "垂直上对齐,常用于文本派生类。" msgid "Vertical center alignment, usually for text-derived classes." msgstr "垂直居中对齐,常用于文本派生类。" msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "垂直下对齐,常用于文本派生类。" msgid "Expand rows to fit height, usually for text-derived classes." msgstr "扩展行以适应高度,通常用于文本派生类。" msgid "" "Aligns the top of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" "将内联对象(例如图像、表格)的顶部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量指" "定的文本位置对齐。" msgid "" "Aligns the center of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" "将内联对象(例如图像、表格)的中心与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量指" "定的文本位置对齐。" msgid "" "Aligns the baseline (user defined) of the inline object (e.g. image, table) " "to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] " "constant." msgstr "" "将内联对象(如图像、表格)的基线(用户定义)与[code]INLINE_ALIGNMENT_TO_*[/" "code] 常数指定的文本位置对齐。" msgid "" "Aligns the bottom of the inline object (e.g. image, table) to the position of " "the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant." msgstr "" "将内联对象(例如图像、表格)的底部与 [code]INLINE_ALIGNMENT_TO_*[/code] 常量指" "定的文本位置对齐。" msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text." msgstr "" "将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)的" "位置与文本顶部对齐。" msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text." msgstr "" "将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)的" "位置与文本中心对齐。" msgid "" "Aligns the position of the inline object (e.g. image, table) specified by " "[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text." msgstr "" "将由 [code]INLINE_ALIGNMENT_*_TO[/code] 常量指定的内联对象(例如图像、表格)的" "位置与文本基线对齐。" msgid "Aligns inline object (e.g. image, table) to the bottom of the text." msgstr "将内联对象(例如图像、表格)与文本底部对齐。" msgid "" "Aligns top of the inline object (e.g. image, table) to the top of the text. " "Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]." msgstr "" "将内联对象(例如图像、表格)的顶部与文本的顶部对齐。等效于 " "[code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]。" msgid "" "Aligns center of the inline object (e.g. image, table) to the center of the " "text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | " "INLINE_ALIGNMENT_TO_CENTER[/code]." msgstr "" "将内联对象(例如图像、表格)的中心与文本的中心对齐。相当于 " "[code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code]。" msgid "" "Aligns bottom of the inline object (e.g. image, table) to the bottom of the " "text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | " "INLINE_ALIGNMENT_TO_BOTTOM[/code]." msgstr "" "将内联对象(例如图像、表格)的底部与文本底部对齐。等效于 " "[code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code]。" msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants." msgstr "用于 [code]INLINE_ALIGNMENT_*_TO[/code] 对齐常量的位掩码。" msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants." msgstr "用于 [code]INLINE_ALIGNMENT_TO_*[/code] 对齐常量的位掩码。" msgid "" "Specifies that Euler angles should be in XYZ order. When composing, the order " "is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X " "last." msgstr "" "指定欧拉角应按 XYZ 顺序排列。组合时,顺序为 X、Y、Z。分解时,顺序相反,先 Z," "再 Y,最后 X。" msgid "" "Specifies that Euler angles should be in XZY order. When composing, the order " "is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X " "last." msgstr "" "指定欧拉角应按 XZY 顺序排列。组合时,顺序为 X、Z、Y。分解时,顺序相反,先 Y," "再 Z,最后 X。" msgid "" "Specifies that Euler angles should be in YXZ order. When composing, the order " "is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y " "last." msgstr "" "指定欧拉角应按 YXZ 顺序排列。组合时,顺序为 Y、X、Z。分解时,顺序相反,先 Z," "再 X,最后 Y。" msgid "" "Specifies that Euler angles should be in YZX order. When composing, the order " "is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y " "last." msgstr "" "指定欧拉角应按 YZX 顺序排列。组合时,顺序为 Y、Z、X。分解时,顺序相反,先 X," "再 Z,最后 Y。" msgid "" "Specifies that Euler angles should be in ZXY order. When composing, the order " "is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z " "last." msgstr "" "指定欧拉角应按 ZXY 顺序排列。组合时,顺序为 Z、X、Y。分解时,顺序相反,先 Y," "再 X,最后 Z。" msgid "" "Specifies that Euler angles should be in ZYX order. When composing, the order " "is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z " "last." msgstr "" "指定欧拉角应按 ZYX 顺序排列。组合时,顺序为 Z、Y、X。分解时,顺序相反,先 X," "再 Y,最后 Z。" msgid "" "Enum value which doesn't correspond to any key. This is used to initialize " "[enum Key] properties with a generic state." msgstr "与任何键都不对应的枚举值。这用于初始化具有通用状态的 [enum Key] 属性。" msgid "Keycodes with this bit applied are non-printable." msgstr "应用此位的键码不可打印。" msgid "Escape key." msgstr "ESC 键。" msgid "Tab key." msgstr "Tab 键。" msgid "Shift + Tab key." msgstr "Shift + Tab 键。" msgid "Backspace key." msgstr "退格键。" msgid "Return key (on the main keyboard)." msgstr "回车键(位于主键盘)。" msgid "Enter key on the numeric keypad." msgstr "小键盘区的回车键。" msgid "Insert key." msgstr "Insert 键。" msgid "Delete key." msgstr "Delete 键。" msgid "Pause key." msgstr "Pause 键。" msgid "Print Screen key." msgstr "Print Screen 键。" msgid "System Request key." msgstr "System Request 键。" msgid "Clear key." msgstr "Clear 键。" msgid "Home key." msgstr "Home 键。" msgid "End key." msgstr "End 键。" msgid "Left arrow key." msgstr "左方向键。" msgid "Up arrow key." msgstr "上方向键。" msgid "Right arrow key." msgstr "右方向键。" msgid "Down arrow key." msgstr "下方向键。" msgid "Page Up key." msgstr "Page Up 键。" msgid "Page Down key." msgstr "Page Down 键。" msgid "Shift key." msgstr "Shift 键。" msgid "Control key." msgstr "Control 键。" msgid "Meta key." msgstr "Meta 键。" msgid "Alt key." msgstr "Alt 键。" msgid "Caps Lock key." msgstr "Caps Lock 键。" msgid "Num Lock key." msgstr "Num Lock 键。" msgid "Scroll Lock key." msgstr "Scroll Lock 键。" msgid "F1 key." msgstr "F1 键。" msgid "F2 key." msgstr "F2 键。" msgid "F3 key." msgstr "F3 键。" msgid "F4 key." msgstr "F4 键。" msgid "F5 key." msgstr "F5 键。" msgid "F6 key." msgstr "F6 键。" msgid "F7 key." msgstr "F7 键。" msgid "F8 key." msgstr "F8 键。" msgid "F9 key." msgstr "F9 键。" msgid "F10 key." msgstr "F10 键。" msgid "F11 key." msgstr "F11 键。" msgid "F12 key." msgstr "F12 键。" msgid "F13 key." msgstr "F13 键。" msgid "F14 key." msgstr "F14 键。" msgid "F15 key." msgstr "F15 键。" msgid "F16 key." msgstr "F16 键。" msgid "F17 key." msgstr "F17 键。" msgid "F18 key." msgstr "F18 键。" msgid "F19 key." msgstr "F19 键。" msgid "F20 key." msgstr "F20 键。" msgid "F21 key." msgstr "F21 键。" msgid "F22 key." msgstr "F22 键。" msgid "F23 key." msgstr "F23 键。" msgid "F24 key." msgstr "F24 键。" msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F25 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F26 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F27 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F28 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F29 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F30 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F31 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F32 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F33 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F34 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation." msgstr "F35 键。由于 Windows 限制,仅支持 macOS 和 Linux。" msgid "Multiply (*) key on the numeric keypad." msgstr "小键盘的星键/乘以键(*)。" msgid "Divide (/) key on the numeric keypad." msgstr "小键盘的除以键(/)。" msgid "Subtract (-) key on the numeric keypad." msgstr "小键盘的减号键(-)。" msgid "Period (.) key on the numeric keypad." msgstr "小键盘的点键(.)。" msgid "Add (+) key on the numeric keypad." msgstr "小键盘的加号键(+)。" msgid "Number 0 on the numeric keypad." msgstr "小键盘的数字 0。" msgid "Number 1 on the numeric keypad." msgstr "小键盘的数字 1。" msgid "Number 2 on the numeric keypad." msgstr "小键盘的数字 2。" msgid "Number 3 on the numeric keypad." msgstr "小键盘的数字 3。" msgid "Number 4 on the numeric keypad." msgstr "小键盘的数字 4。" msgid "Number 5 on the numeric keypad." msgstr "小键盘的数字 5。" msgid "Number 6 on the numeric keypad." msgstr "小键盘的数字 6。" msgid "Number 7 on the numeric keypad." msgstr "小键盘的数字 7。" msgid "Number 8 on the numeric keypad." msgstr "小键盘的数字 8。" msgid "Number 9 on the numeric keypad." msgstr "小键盘的数字 9。" msgid "Context menu key." msgstr "上下文菜单键。" msgid "Hyper key. (On Linux/X11 only)." msgstr "超级键。(仅在 Linux/X11 上)。" msgid "Help key." msgstr "Help 键。" msgid "" "Media back key. Not to be confused with the Back button on an Android device." msgstr "媒体返回键。不要与 Android 设备上的返回键相混淆。" msgid "Media forward key." msgstr "媒体前进键。" msgid "Media stop key." msgstr "媒体停止播放键。" msgid "Media refresh key." msgstr "媒体刷新键。" msgid "Volume down key." msgstr "音量降低键。" msgid "Mute volume key." msgstr "静音键。" msgid "Volume up key." msgstr "音量升高键。" msgid "Media play key." msgstr "媒体播放键。" msgid "Previous song key." msgstr "上一首歌键。" msgid "Next song key." msgstr "下一首歌键。" msgid "Media record key." msgstr "媒体录制键。" msgid "Home page key." msgstr "主页键。" msgid "Favorites key." msgstr "收藏键。" msgid "Search key." msgstr "搜索键。" msgid "Standby key." msgstr "Standby 键。" msgid "Open URL / Launch Browser key." msgstr "打开 URL / 启动浏览器键。" msgid "Launch Mail key." msgstr "启动邮箱键。" msgid "Launch Media key." msgstr "启动多媒体键。" msgid "Launch Shortcut 0 key." msgstr "快捷启动键 0。" msgid "Launch Shortcut 1 key." msgstr "快捷启动键 1。" msgid "Launch Shortcut 2 key." msgstr "快捷启动键 2。" msgid "Launch Shortcut 3 key." msgstr "快捷启动键 3。" msgid "Launch Shortcut 4 key." msgstr "快捷启动键 4。" msgid "Launch Shortcut 5 key." msgstr "快捷启动键 5。" msgid "Launch Shortcut 6 key." msgstr "快捷启动键 6。" msgid "Launch Shortcut 7 key." msgstr "快捷启动键 7。" msgid "Launch Shortcut 8 key." msgstr "快捷启动键 8。" msgid "Launch Shortcut 9 key." msgstr "快捷启动键 9。" msgid "Launch Shortcut A key." msgstr "快捷启动键 A。" msgid "Launch Shortcut B key." msgstr "快捷启动键 B。" msgid "Launch Shortcut C key." msgstr "快捷启动键 C。" msgid "Launch Shortcut D key." msgstr "快捷启动键 D。" msgid "Launch Shortcut E key." msgstr "快捷启动键 E。" msgid "Launch Shortcut F key." msgstr "快捷启动键 F。" msgid "\"Globe\" key on Mac / iPad keyboard." msgstr "Mac / iPad 键盘上的“地球”键。" msgid "\"On-screen keyboard\" key on iPad keyboard." msgstr "iPad 键盘上的“屏幕键盘”键。" msgid "英数 key on Mac keyboard." msgstr "Mac 键盘上的“英数”键。" msgid "かな key on Mac keyboard." msgstr "Mac 键盘上的“かな”键。" msgid "Unknown key." msgstr "未知键。" msgid "Space key." msgstr "空格键。" msgid "! key." msgstr "! 键。" msgid "\" key." msgstr "\" 键。" msgid "# key." msgstr "# 键。" msgid "$ key." msgstr "$ 键。" msgid "% key." msgstr "% 键。" msgid "& key." msgstr "& 键。" msgid "' key." msgstr "' 键。" msgid "( key." msgstr "( 键。" msgid ") key." msgstr ") 键。" msgid "* key." msgstr "* 键。" msgid "+ key." msgstr "+ 键。" msgid ", key." msgstr ", 键。" msgid "- key." msgstr "- 键。" msgid ". key." msgstr ". 键。" msgid "/ key." msgstr "/ 键。" msgid "Number 0 key." msgstr "数字 0 键。" msgid "Number 1 key." msgstr "数字 1 键。" msgid "Number 2 key." msgstr "数字 2 键。" msgid "Number 3 key." msgstr "数字 3 键。" msgid "Number 4 key." msgstr "数字 4 键。" msgid "Number 5 key." msgstr "数字 5 键。" msgid "Number 6 key." msgstr "数字 6 键。" msgid "Number 7 key." msgstr "数字 7 键。" msgid "Number 8 key." msgstr "数字 8 键。" msgid "Number 9 key." msgstr "数字 9 键。" msgid ": key." msgstr ": 键。" msgid "; key." msgstr "; 键。" msgid "< key." msgstr "< 键。" msgid "= key." msgstr "= 键。" msgid "> key." msgstr "> 键。" msgid "? key." msgstr "? 键。" msgid "@ key." msgstr "@ 键。" msgid "A key." msgstr "A 键。" msgid "B key." msgstr "B 键。" msgid "C key." msgstr "C 键。" msgid "D key." msgstr "D 键。" msgid "E key." msgstr "E 键。" msgid "F key." msgstr "F 键。" msgid "G key." msgstr "G 键。" msgid "H key." msgstr "H 键。" msgid "I key." msgstr "I 键。" msgid "J key." msgstr "J 键。" msgid "K key." msgstr "K 键。" msgid "L key." msgstr "L 键。" msgid "M key." msgstr "M 键。" msgid "N key." msgstr "N 键。" msgid "O key." msgstr "O 键。" msgid "P key." msgstr "P 键。" msgid "Q key." msgstr "Q 键。" msgid "R key." msgstr "R 键。" msgid "S key." msgstr "S 键。" msgid "T key." msgstr "T 键。" msgid "U key." msgstr "U 键。" msgid "V key." msgstr "V 键。" msgid "W key." msgstr "W 键。" msgid "X key." msgstr "X 键。" msgid "Y key." msgstr "Y 键。" msgid "Z key." msgstr "Z 键。" msgid "[ key." msgstr "[ 键。" msgid "\\ key." msgstr "\\ 键。" msgid "] key." msgstr "] 键。" msgid "^ key." msgstr "^ 键。" msgid "_ key." msgstr "_ 键。" msgid "` key." msgstr "` 键。" msgid "{ key." msgstr "{ 键。" msgid "| key." msgstr "| 键。" msgid "} key." msgstr "} 键。" msgid "~ key." msgstr "~ 键。" msgid "¥ key." msgstr "¥ 键。" msgid "§ key." msgstr "§ 键。" msgid "Key Code mask." msgstr "键码掩码。" msgid "Modifier key mask." msgstr "修饰键掩码。" msgid "" "Automatically remapped to [constant KEY_META] on macOS and [constant " "KEY_CTRL] on other platforms, this mask is never set in the actual events, " "and should be used for key mapping only." msgstr "" "自动重映射为 macOS 上的 [constant KEY_META] 和其他平台上的 [constant " "KEY_CTRL],此掩码在实际事件中从不设置,应仅用于键映射。" msgid "Shift key mask." msgstr "Shift 键掩码。" msgid "Alt or Option (on macOS) key mask." msgstr "Alt 或 Option(在 macOS 上)键掩码。" msgid "Command (on macOS) or Meta/Windows key mask." msgstr "命令(在 macOS 上)或 Meta/Windows 键掩码。" msgid "Control key mask." msgstr "Ctrl 键掩码。" msgid "Keypad key mask." msgstr "Keypad 键掩码。" msgid "Group Switch key mask." msgstr "Group Switch 键掩码。" msgid "" "Used for keys which only appear once, or when a comparison doesn't need to " "differentiate the [code]LEFT[/code] and [code]RIGHT[/code] versions.\n" "For example, when using [method InputEvent.is_match], an event which has " "[constant KEY_LOCATION_UNSPECIFIED] will match any [enum KeyLocation] on the " "passed event." msgstr "" "用于仅出现一次的键,或者当比较不需要区分 [code]LEFT[/code] 和 [code]RIGHT[/" "code] 版本时。\n" "例如,当使用 [method InputEvent.is_match] 时,具有 [constant " "KEY_LOCATION_UNSPECIFIED] 的事件将与传递的事件上的任意 [enum KeyLocation] 匹" "配。" msgid "A key which is to the left of its twin." msgstr "对键中位于左侧的键。" msgid "A key which is to the right of its twin." msgstr "对键中位于右侧的键。" msgid "" "Enum value which doesn't correspond to any mouse button. This is used to " "initialize [enum MouseButton] properties with a generic state." msgstr "" "与任何鼠标按钮都不对应的枚举值。这用于初始化具有通用状态的 [enum MouseButton] " "属性。" msgid "Primary mouse button, usually assigned to the left button." msgstr "鼠标主键,通常分配给左键。" msgid "Secondary mouse button, usually assigned to the right button." msgstr "鼠标次键,通常分配给右键。" msgid "Middle mouse button." msgstr "鼠标中键。" msgid "Mouse wheel scrolling up." msgstr "鼠标滚轮向上滚动。" msgid "Mouse wheel scrolling down." msgstr "鼠标滚轮向下滚动。" msgid "Mouse wheel left button (only present on some mice)." msgstr "鼠标滚轮左键(仅在某些鼠标上有实现)。" msgid "Mouse wheel right button (only present on some mice)." msgstr "鼠标滚轮右键(仅在某些鼠标上有实现)。" msgid "" "Extra mouse button 1. This is sometimes present, usually to the sides of the " "mouse." msgstr "鼠标额外键 1。有时会出现,通常位于鼠标的两侧。" msgid "" "Extra mouse button 2. This is sometimes present, usually to the sides of the " "mouse." msgstr "鼠标额外键 2。有时会出现,通常位于鼠标的两侧。" msgid "Primary mouse button mask, usually for the left button." msgstr "鼠标主键掩码,通常用于左键。" msgid "Secondary mouse button mask, usually for the right button." msgstr "鼠标次键掩码,通常用于右键。" msgid "Middle mouse button mask." msgstr "鼠标中键掩码。" msgid "Extra mouse button 1 mask." msgstr "鼠标额外键 1 掩码。" msgid "Extra mouse button 2 mask." msgstr "鼠标额外键 2 掩码。" msgid "An invalid game controller button." msgstr "无效的游戏控制器按钮。" msgid "" "Game controller SDL button A. Corresponds to the bottom action button: Sony " "Cross, Xbox A, Nintendo B." msgstr "" "游戏控制器 SDL 按键 A。对应底部动作按钮:Sony Cross、Xbox A、Nintendo B。" msgid "" "Game controller SDL button B. Corresponds to the right action button: Sony " "Circle, Xbox B, Nintendo A." msgstr "" "游戏控制器 SDL 按钮 B。对应右侧动作按钮:Sony Circle、Xbox B、Nintendo A。" msgid "" "Game controller SDL button X. Corresponds to the left action button: Sony " "Square, Xbox X, Nintendo Y." msgstr "" "游戏控制器 SDL 按钮 X。对应左侧动作按钮:Sony Square、Xbox X、Nintendo Y。" msgid "" "Game controller SDL button Y. Corresponds to the top action button: Sony " "Triangle, Xbox Y, Nintendo X." msgstr "" "游戏控制器 SDL 按钮 Y。对应顶部动作按钮:Sony Triangle、Xbox Y、Nintendo X。" msgid "" "Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, " "Nintendo - button." msgstr "" "游戏控制器 SDL back 按钮。对应于 Sony Select、Xbox Back、Nintendo - 按钮。" msgid "" "Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home " "button." msgstr "游戏控制器 SDL guide 按钮。对应于索尼 PS、Xbox 的 Home 键。" msgid "" "Game controller SDL start button. Corresponds to the Sony Options, Xbox Menu, " "Nintendo + button." msgstr "" "游戏控制器 SDL start 按钮。对应于 Sony Options、Xbox Menu、Nintendo + 按钮。" msgid "" "Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS " "button." msgstr "游戏控制器 SDL 左摇杆按钮。对应于 Sony L3、Xbox L/LS 按钮。" msgid "" "Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS " "button." msgstr "游戏控制器 SDL 右摇杆按钮。对应于 Sony R3、Xbox R/RS 按钮。" msgid "" "Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB " "button." msgstr "游戏控制器 SDL 左肩按钮。对应于 Sony L1、Xbox LB 按钮。" msgid "" "Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox " "RB button." msgstr "游戏控制器 SDL 右肩按钮。对应于 Sony R1、Xbox RB 按钮。" msgid "Game controller D-pad up button." msgstr "游戏控制器方向键向上按钮。" msgid "Game controller D-pad down button." msgstr "游戏控制器方向键向下按钮。" msgid "Game controller D-pad left button." msgstr "游戏控制器方向键向左键。" msgid "Game controller D-pad right button." msgstr "游戏控制器方向键向右键。" msgid "" "Game controller SDL miscellaneous button. Corresponds to Xbox share button, " "PS5 microphone button, Nintendo Switch capture button." msgstr "" "游戏控制器 SDL 杂项按钮。对应 Xbox 分享键、PS5 麦克风键、Nintendo Switch 捕捉" "键。" msgid "Game controller SDL paddle 1 button." msgstr "游戏控制器 SDL 拨片 1 按钮。" msgid "Game controller SDL paddle 2 button." msgstr "游戏控制器 SDL 拨片 2 按钮。" msgid "Game controller SDL paddle 3 button." msgstr "游戏控制器 SDL 拨片 3 按钮。" msgid "Game controller SDL paddle 4 button." msgstr "游戏控制器 SDL 拨片 4 按钮。" msgid "Game controller SDL touchpad button." msgstr "游戏控制器 SDL 触摸板按钮。" msgid "The number of SDL game controller buttons." msgstr "SDL 游戏控制器按钮的数量。" msgid "" "The maximum number of game controller buttons supported by the engine. The " "actual limit may be lower on specific platforms:\n" "- [b]Android:[/b] Up to 36 buttons.\n" "- [b]Linux:[/b] Up to 80 buttons.\n" "- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons." msgstr "" "引擎所支持的最大游戏控制器按钮数。特定平台上的实际界限可能更低:\n" "- [b]Android:[/b]最多 36 个按钮。\n" "- [b]Linux:[/b]最多 80 个按钮。\n" "- [b]Windows[/b] 和 [b]macOS:[/b]最多 128 个按钮。" msgid "An invalid game controller axis." msgstr "无效的游戏控制器轴。" msgid "Game controller left joystick x-axis." msgstr "游戏控制器左操纵杆 x 轴。" msgid "Game controller left joystick y-axis." msgstr "游戏控制器左操纵杆 y 轴。" msgid "Game controller right joystick x-axis." msgstr "游戏控制器右操纵杆 x 轴。" msgid "Game controller right joystick y-axis." msgstr "游戏控制器右操纵杆 y 轴。" msgid "Game controller left trigger axis." msgstr "游戏控制器左扳机轴。" msgid "Game controller right trigger axis." msgstr "游戏控制器左扳机轴。" msgid "The number of SDL game controller axes." msgstr "SDL 游戏控制器轴的数量。" msgid "" "The maximum number of game controller axes: OpenVR supports up to 5 Joysticks " "making a total of 10 axes." msgstr "最大游戏控制器轴数:OpenVR 最多支持 5 个操纵杆,总共 10 个轴。" msgid "" "Does not correspond to any MIDI message. This is the default value of [member " "InputEventMIDI.message]." msgstr "不对应任何 MIDI 消息。这是 [member InputEventMIDI.message] 的默认值。" msgid "" "MIDI message sent when a note is released.\n" "[b]Note:[/b] Not all MIDI devices send this message; some may send [constant " "MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/" "code]." msgstr "" "音符被释放时发送的 MIDI 消息。\n" "[b]注意:[/b]并非所有 MIDI 设备都会发送该消息;有些可能会发送 [constant " "MIDI_MESSAGE_NOTE_ON],并将 [member InputEventMIDI.velocity] 设置为 [code]0[/" "code]。" msgid "MIDI message sent when a note is pressed." msgstr "音符被按下时发送的 MIDI 消息。" msgid "" "MIDI message sent to indicate a change in pressure while a note is being " "pressed down, also called aftertouch." msgstr "发送 MIDI 消息以指示音符被按下时的压力的变化,也称为触后。" msgid "" "MIDI message sent when a controller value changes. In a MIDI device, a " "controller is any input that doesn't play notes. These may include sliders " "for volume, balance, and panning, as well as switches and pedals. See the " "[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General " "MIDI specification[/url] for a small list." msgstr "" "控制器值发生变化时发送的 MIDI 消息。MIDI 设备中不演奏音符的输入都属于控制器。" "包括音量滑块、平衡滑块、声像滑块,以及各种开关和踏板等。简要清单见 " "[url=https://zh.wikipedia.org/zh-cn/" "General_MIDI#%E6%8E%A7%E5%88%B6%E5%99%A8%E4%BA%8B%E4%BB%B6%EF%BC%88Controller_events%EF%BC%89]General " "MIDI 规范[/url]。" msgid "" "MIDI message sent when the MIDI device changes its current instrument (also " "called [i]program[/i] or [i]preset[/i])." msgstr "MIDI 设备更改乐器(也叫[i]音色[/i]或[i]预设[/i])时发送的 MIDI 消息。" msgid "" "MIDI message sent to indicate a change in pressure for the whole channel. " "Some MIDI devices may send this instead of [constant MIDI_MESSAGE_AFTERTOUCH]." msgstr "" "表示整个通道的压力发生改变时发送的 MIDI 消息。部分 MIDI 设备可能用这个消息来代" "替 [constant MIDI_MESSAGE_AFTERTOUCH]。" msgid "" "MIDI message sent when the value of the pitch bender changes, usually a wheel " "on the MIDI device." msgstr "" "音高弯曲器的值发生改变时发送的 MIDI 消息,音高弯曲器通常是 MIDI 设备上的滚轮。" msgid "" "MIDI system exclusive (SysEx) message. This type of message is not " "standardized and it's highly dependent on the MIDI device sending it.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "MIDI 系统独占消息(SysEx)。这类消息并未标准化,取决于发送的 MIDI 设备。\n" "[b]注意:[/b]尚未实现从 [InputEventMIDI] 获取该消息。" msgid "" "MIDI message sent every quarter frame to keep connected MIDI devices " "synchronized. Related to [constant MIDI_MESSAGE_TIMING_CLOCK].\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "每四分之一帧发送的 MIDI 消息,用于让连接的 MIDI 设备保持同步。与 [constant " "MIDI_MESSAGE_TIMING_CLOCK] 相关。\n" "[b]注意:[/b]尚未实现从 [InputEventMIDI] 获取该消息。" msgid "" "MIDI message sent to jump onto a new position in the current sequence or " "song.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "跳转至当前序列或乐曲中的某个位置时发送的 MIDI 消息。\n" "[b]注意:[/b]尚未实现从 [InputEventMIDI] 获取该消息。" msgid "" "MIDI message sent to select a sequence or song to play.\n" "[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not " "implemented." msgstr "" "发送以选择要播放的序列或歌曲的 MIDI 消息。\n" "[b]注意:[/b]从 [InputEventMIDI] 获取该消息的数据尚未实现。" msgid "" "MIDI message sent to request a tuning calibration. Used on analog " "synthesizers. Most modern MIDI devices do not need this message." msgstr "" "请求调校时发送的 MIDI 消息。适用于模拟合成器。大多数现代 MIDI 设备不需要这个消" "息。" msgid "" "MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to " "keep connected MIDI devices synchronized." msgstr "" "在 [constant MIDI_MESSAGE_QUARTER_FRAME] 之后发送 24 次的 MIDI 消息,用于让连" "接的 MIDI 设备保持同步。" msgid "" "MIDI message sent to start the current sequence or song from the beginning." msgstr "发送以从头开始当前序列或歌曲的 MIDI 消息。" msgid "" "MIDI message sent to resume from the point the current sequence or song was " "paused." msgstr "发送以从当前序列或歌曲的暂停点恢复的 MIDI 消息。" msgid "MIDI message sent to pause the current sequence or song." msgstr "发送以暂停当前序列或歌曲的 MIDI 消息。" msgid "" "MIDI message sent repeatedly while the MIDI device is idle, to tell the " "receiver that the connection is alive. Most MIDI devices do not send this " "message." msgstr "" "MIDI 设备空闲时不断发送的 MIDI 消息,用于告知接收方连接仍然有效。大多数 MIDI " "设备不会发送这个消息。" msgid "" "MIDI message sent to reset a MIDI device to its default state, as if it was " "just turned on. It should not be sent when the MIDI device is being turned on." msgstr "" "用于将 MIDI 设备恢复至开机时的默认状态而发送的 MIDI 消息。MIDI 设备正在启动时" "不应该发送。" msgid "" "Methods that return [enum Error] return [constant OK] when no error " "occurred.\n" "Since [constant OK] has value 0, and all other error constants are positive " "integers, it can also be used in boolean checks.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var error = method_that_returns_error()\n" "if error != OK:\n" " printerr(\"Failure!\")\n" "\n" "# Or, alternatively:\n" "if error:\n" " printerr(\"Still failing!\")\n" "[/codeblock]\n" "[b]Note:[/b] Many functions do not return an error code, but will print error " "messages to standard output." msgstr "" "返回 [enum Error] 的方法会在没有错误发生时返回 [constant OK]。\n" "由于 [constant OK] 的值为 0,并且所有其他错误常数都是正整数,因此返回值也可以" "用于布尔检查。\n" "[b]示例:[/b]\n" "[codeblock]\n" "var error = method_that_returns_error()\n" "if error != OK:\n" " printerr(\"Failure!\")\n" "\n" "# 或者,等价于:\n" "if error:\n" " printerr(\"Still failing!\")\n" "[/codeblock]\n" "[b]注意:[/b]许多函数不返回错误代码,但会将错误信息打印到标准输出。" msgid "Generic error." msgstr "一般性错误。" msgid "Unavailable error." msgstr "不可用的错误。" msgid "Unconfigured error." msgstr "未配置的错误。" msgid "Unauthorized error." msgstr "未经授权的错误。" msgid "Parameter range error." msgstr "参数范围错误。" msgid "Out of memory (OOM) error." msgstr "内存不足(OOM)错误。" msgid "File: Not found error." msgstr "文件:未找到错误。" msgid "File: Bad drive error." msgstr "文件:坏驱动器错误。" msgid "File: Bad path error." msgstr "文件:错误的路径错误。" msgid "File: No permission error." msgstr "文件:无权限错误。" msgid "File: Already in use error." msgstr "文件:已在使用错误。" msgid "File: Can't open error." msgstr "文件:无法打开错误。" msgid "File: Can't write error." msgstr "文件:无法写入错误。" msgid "File: Can't read error." msgstr "文件:无法读取错误。" msgid "File: Unrecognized error." msgstr "文件:未识别的错误。" msgid "File: Corrupt error." msgstr "文件:损坏错误。" msgid "File: Missing dependencies error." msgstr "文件:缺少依赖项错误。" msgid "File: End of file (EOF) error." msgstr "文件:文件结束(EOF)错误。" msgid "Can't open error." msgstr "无法打开错误。" msgid "Can't create error." msgstr "无法创建错误。" msgid "Query failed error." msgstr "查询失败错误。" msgid "Already in use error." msgstr "已在使用中错误。" msgid "Locked error." msgstr "锁定错误。" msgid "Timeout error." msgstr "超时错误。" msgid "Can't connect error." msgstr "无法连接错误。" msgid "Can't resolve error." msgstr "无法解决错误。" msgid "Connection error." msgstr "连接错误。" msgid "Can't acquire resource error." msgstr "无法获取资源错误。" msgid "Can't fork process error." msgstr "无法分叉进程错误。" msgid "Invalid data error." msgstr "无效数据错误。" msgid "Invalid parameter error." msgstr "无效参数错误。" msgid "Already exists error." msgstr "已存在的错误。" msgid "Does not exist error." msgstr "不存在的错误。" msgid "Database: Read error." msgstr "数据库:读取错误。" msgid "Database: Write error." msgstr "数据库:写入错误。" msgid "Compilation failed error." msgstr "编译失败错误。" msgid "Method not found error." msgstr "方法未找到错误。" msgid "Linking failed error." msgstr "链接失败错误。" msgid "Script failed error." msgstr "脚本失败错误。" msgid "Cycling link (import cycle) error." msgstr "循环链接(导入循环)错误。" msgid "Invalid declaration error." msgstr "无效声明错误。" msgid "Duplicate symbol error." msgstr "符号重复错误。" msgid "Parse error." msgstr "解析错误。" msgid "Busy error." msgstr "忙碌错误。" msgid "Skip error." msgstr "跳过错误。" msgid "" "Help error. Used internally when passing [code]--version[/code] or [code]--" "help[/code] as executable options." msgstr "" "帮助错误。内部使用,用于将 [code]--version[/code] 或 [code]--help[/code] 作为" "选项传递给可执行文件的情况。" msgid "" "Bug error, caused by an implementation issue in the method.\n" "[b]Note:[/b] If a built-in method returns this code, please open an issue on " "[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/" "url]." msgstr "" "Bug 错误,由方法中的实现问题引起。\n" "[b]注意:[/b]如果内置方法返回此代码,请在 [url=https://github.com/godotengine/" "godot/issues]GitHub 问题追踪器[/url] 上开一个问题。" msgid "" "Printer on fire error (This is an easter egg, no built-in methods return this " "error code)." msgstr "打印机起火错误(这是个彩蛋,引擎中没有内置方法会返回此错误码)。" msgid "The property has no hint for the editor." msgstr "该属性没有编辑器提示。" msgid "" "Hints that an [int] or [float] property should be within a range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" "code]. The hint string can optionally include [code]\"or_greater\"[/code] and/" "or [code]\"or_less\"[/code] to allow manual input going respectively above " "the max or below the min values.\n" "[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n" "Additionally, other keywords can be included: [code]\"exp\"[/code] for " "exponential range editing, [code]\"radians_as_degrees\"[/code] for editing " "radian angles in degrees (the range values are also in degrees), " "[code]\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/code] " "to hide the slider." msgstr "" "提示 [int] 或 [float] 属性应在提示字符串 [code]\"最小值,最大值\"[/code] 或 " "[code]\"最小值,最大值,步长\"[/code] 指定的范围内。提示字符串可以选择包含 " "[code]\"or_greater\"[/code] 和/或 [code]\"or_less\"[/code],从而允许手动输入高" "于最大值或低于最小值的值。\n" "[b]示例:[/b][code]\"-360,360,1,or_greater,or_less\"[/code]。\n" "此外,还可以包含其他关键字:[code]\"exp\"[/code] 用于指数范围编辑," "[code]\"radians_as_degrees\"[/code] 用于以度数编辑弧度角(范围的取值也使用度" "数),[code]\"degrees\"[/code] 提示角度,[code]\"hide_slider\"[/code] 则会隐藏" "滑块。" msgid "" "Hints that an [int] or [String] property is an enumerated value to pick in a " "list specified via a hint string.\n" "The hint string is a comma separated list of names such as [code]\"Hello," "Something,Else\"[/code]. Whitespaces are [b]not[/b] removed from either end " "of a name. For integer properties, the first name in the list has value 0, " "the next 1, and so on. Explicit values can also be specified by appending " "[code]:integer[/code] to the name, e.g. [code]\"Zero,One,Three:3,Four," "Six:6\"[/code]." msgstr "" "提示 [int] 或 [String] 属性是枚举值,可通过提示字符串在指定的列表中选取。\n" "该提示字符串是逗号分隔的名称列表,例如 [code]\"Hello,Something,Else\"[/" "code]。 [b]不会[/b]从名称的任何一端删除空格。对于整数属性,列表中的第一个名称" "的值为 0,下一个名称的值为 1,依此类推。也可以通过将 [code]:integer[/code] 附" "加到名称来显式指定值,例如 [code]\"Zero,One,Three:3,Four,Six:6\"[/code]。" msgid "" "Hints that a [String] property can be an enumerated value to pick in a list " "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n" "Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts " "arbitrary values and can be empty. The list of values serves to suggest " "possible values." msgstr "" "提示 [String] 属性为枚举值,可以通过提示字符串在指定的列表中选取,例如 " "[code]\"Hello,Something,Else\"[/code]。\n" "与 [constant PROPERTY_HINT_ENUM] 不同,具有该提示的属性仍然接受任意值并且可以" "为空。值列表用于建议可能的值。" msgid "" "Hints that a [float] property should be edited via an exponential easing " "function. The hint string can include [code]\"attenuation\"[/code] to flip " "the curve horizontally and/or [code]\"positive_only\"[/code] to exclude in/" "out easing and limit values to be greater than or equal to zero." msgstr "" "提示应通过指数缓动函数编辑 [float] 属性。提示字符串可以包括 " "[code]\"attenuation\"[/code] 以水平翻转曲线,和/或 [code]\"positive_only\"[/" "code] 以排除 in/out 缓动并限制值大于或等于零。" msgid "" "Hints that a vector property should allow its components to be linked. For " "example, this allows [member Vector2.x] and [member Vector2.y] to be edited " "together." msgstr "" "提示向量属性应该允许分量链接。例如,这能够让 [member Vector2.x] 和 [member " "Vector2.y] 被一起编辑。" msgid "" "Hints that an [int] property is a bitmask with named bit flags.\n" "The hint string is a comma separated list of names such as [code]\"Bit0,Bit1," "Bit2,Bit3\"[/code]. Whitespaces are [b]not[/b] removed from either end of a " "name. The first name in the list has value 1, the next 2, then 4, 8, 16 and " "so on. Explicit values can also be specified by appending [code]:integer[/" "code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You can also combine " "several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n" "[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 " "** 32 - 1[/code].\n" "[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit " "value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A is " "16, B is 2, C is 4." msgstr "" "提示 [int] 属性为位掩码,位标志拥有名称。\n" "提示字符串为逗号分隔的名称列表,例如 [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]。名" "称两端的空白字符[b]不会[/b]被移除。列表中的第一个名称的值为 1、然后是 2、接下" "来就是 4、8、16 等值。也可以通过在名称后加上 [code]:整数[/code] 来指定显式的" "值,例如 [code]\"A:4,B:8,C:16\"[/code]。你还可以对标志进行组合([code]\"A:4," "B:8,AB:12,C:16\"[/code])。\n" "[b]注意:[/b]标志值最多为 [code]1[/code],最多为 [code]2 ** 32 - 1[/code]。\n" "[b]注意:[/b]与 [constant PROPERTY_HINT_ENUM] 不同,不会考虑前一个显式值。如果" "提示为 [code]\"A:16,B,C\"[/code],则 A 为 16、B 为 2、C 为 4。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "render layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 渲染层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "physics layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 物理层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 2D " "navigation layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 导航层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "render layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 渲染层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "physics layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 物理层。" msgid "" "Hints that an [int] property is a bitmask using the optionally named 3D " "navigation layers." msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 导航层。" msgid "" "Hints that an integer property is a bitmask using the optionally named " "avoidance layers." msgstr "提示整数属性为位掩码,表示可命名的避障层。" msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]." msgstr "" "提示 [String] 属性为文件的路径。编辑时会弹出选取路径的文件对话框。提示字符串可" "以设为一组带有通配符的筛选器,例如 [code]\"*.png,*.jpg\"[/code]。" msgid "" "Hints that a [String] property is a path to a directory. Editing it will show " "a file dialog for picking the path." msgstr "提示 [String] 属性为目录的路径。编辑时会弹出选取路径的文件对话框。" msgid "" "Hints that a [String] property is an absolute path to a file outside the " "project folder. Editing it will show a file dialog for picking the path. The " "hint string can be a set of filters with wildcards, like [code]\"*.png,*." "jpg\"[/code]." msgstr "" "提示 [String] 属性为文件的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径的" "文件对话框。提示字符串可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*." "jpg\"[/code]。" msgid "" "Hints that a [String] property is an absolute path to a directory outside the " "project folder. Editing it will show a file dialog for picking the path." msgstr "" "提示 [String] 属性为目录的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径的" "文件对话框。" msgid "" "Hints that a property is an instance of a [Resource]-derived type, optionally " "specified via the hint string (e.g. [code]\"Texture2D\"[/code]). Editing it " "will show a popup menu of valid resource types to instantiate." msgstr "" "提示属性是 [Resource] 派生类型的实例,可通过提示字符串指定(例如 " "[code]\"Texture2D\"[/code])。 编辑该属性会显示一个有效资源类型的弹出菜单用以" "实例化。" msgid "" "Hints that a [String] property is text with line breaks. Editing it will show " "a text input field where line breaks can be typed." msgstr "" "提示 [String] 属性为包含换行的文本。编辑是会显示文本输入字段,可以进行换行。" msgid "Hints that a [String] property is an [Expression]." msgstr "提示 [String] 属性为 [Expression]。" msgid "" "Hints that a [String] property should show a placeholder text on its input " "field, if empty. The hint string is the placeholder text to use." msgstr "" "提示 [String] 属性在为空时应当显示占位文本。提示字符串为所使用的占位文本。" msgid "" "Hints that a [Color] property should be edited without affecting its " "transparency ([member Color.a] is not editable)." msgstr "" "提示一个 [Color] 属性在编辑时不能影响其透明度([member Color.a] 不可编辑)。" msgid "" "Hints that the property's value is an object encoded as object ID, with its " "type specified in the hint string. Used by the debugger." msgstr "" "提示该属性的值是一个被编码为对象 ID 的对象,其类型在提示字符串中指定。被用于调" "试器。" msgid "" "If a property is [String], hints that the property represents a particular " "type (class). This allows to select a type from the create dialog. The " "property will store the selected type as a string.\n" "If a property is [Array], hints the editor how to show elements. The " "[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " "and [code]\"/\"[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Array of elem_type.\n" "hint_string = \"%d:\" % [elem_type]\n" "hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" "# Two-dimensional array of elem_type (array of arrays of elem_type).\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# Three-dimensional array of elem_type (array of arrays of arrays of " "elem_type).\n" "hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// Array of elemType.\n" "hintString = $\"{elemType:D}:\";\n" "hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// Two-dimensional array of elemType (array of arrays of elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// Three-dimensional array of elemType (array of arrays of arrays of " "elemType).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "Examples:\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of " "integers (in range from 1 to 10).\n" "hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array " "of integers (an enum).\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # Array of integers (an enum).\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of " "strings (file paths).\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n" "\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array " "of floats.\n" "hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to " "1).\n" "hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // " "Array of integers (in range from 1 to 10).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // " "Array of integers (an enum).\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3," "Six:6\"; // Array of integers (an enum).\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // " "Array of strings (file paths).\n" "hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:" "Texture2D\"; // Array of textures.\n" "\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-" "dimensional array of floats.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint." "MultilineText:D}:\"; // Two-dimensional array of multiline strings.\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint." "Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in range from -1 to " "1).\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint." "ResourceType:D}:Texture2D\"; // Two-dimensional array of textures.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The trailing colon is required for properly detecting built-in " "types." msgstr "" "如果属性为 [String],则提示该属性代表特定的类型(类)。这样就能使用创建对话框" "选择类型。该属性中存放的是所选类型,是一个字符串。\n" "如果属性为 [Array],则提示编辑器如何显示其中的元素。[code]hint_string[/code] " "必须使用 [code]\":\"[/code] 和 [code]\"/\"[/code] 对内嵌的类型进行编码。\n" "[codeblocks]\n" "[gdscript]\n" "# elem_type 数组。\n" "hint_string = \"%d:\" % [elem_type]\n" "hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n" "# elem_type 二维数组(elem_type 数组的数组)。\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, " "elem_hint_string]\n" "# elem_type 三维数组(elem_type 数组的数组的数组)。\n" "hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n" "hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, " "elem_hint, elem_hint_string]\n" "[/gdscript]\n" "[csharp]\n" "// elem_type 数组。\n" "hintString = $\"{elemType:D}:\";\n" "hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n" "// elem_type 二维数组(elem_type 数组的数组)。\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n" "hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:" "{elemHintString}\";\n" "// elem_type 三维数组(elem_type 数组的数组的数组)。\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:" "\";\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/" "{elemHint:D}:{elemHintString}\";\n" "[/csharp]\n" "[/codeblocks]\n" "示例:\n" "[codeblocks]\n" "[gdscript]\n" "hint_string = \"%d:\" % [TYPE_INT] # 整数数组。\n" "hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # 整数数组" "(范围为 1 到 10)。\n" "hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # 整数数" "组(枚举)。\n" "hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, " "PROPERTY_HINT_ENUM] # 整数数组(枚举)。\n" "hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # 字符串数组" "(文件路径)。\n" "hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # 纹理数组。\n" "\n" "hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # 浮点数二维数组。\n" "hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, " "PROPERTY_HINT_MULTILINE_TEXT] # 多行字符串二维数组。\n" "hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, " "PROPERTY_HINT_RANGE] # 浮点数二维数组(范围为 -1 到 1)。\n" "hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, " "PROPERTY_HINT_RESOURCE_TYPE] # 纹理二维数组。\n" "[/gdscript]\n" "[csharp]\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // 整数" "数组(范围为 1 到 10)。\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // " "整数数组(枚举)。\n" "hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3," "Six:6\"; // 整数数组(枚举)。\n" "hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // 字符" "串数组(文件路径)。\n" "hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:" "Texture2D\"; // 纹理数组。\n" "\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // 浮点数二" "维数组。\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint." "MultilineText:D}:\"; // 多行字符串二维数组。\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint." "Range:D}:-1,1,0.1\"; // 浮点数二维数组(范围为 -1 到 1)。\n" "hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint." "ResourceType:D}:Texture2D\"; // 纹理二维数组。\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]后缀冒号是必须的,否则无法正确识别内置类型。" msgid "This hint is not used by the engine." msgstr "该提示不会被引擎使用。" msgid "Hints that an object is too big to be sent via the debugger." msgstr "提示对象太大而无法通过调试器发送。" msgid "" "Hints that the hint string specifies valid node types for property of type " "[NodePath]." msgstr "提示该提示字符串为类型 [NodePath] 的属性指定有效的节点类型。" msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the project's directory. The hint string can be a set of filters " "with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog." "filters]." msgstr "" "提示 [String] 属性是文件的路径。编辑它将显示一个文件对话框,用于选择文件要保存" "的路径。该对话框可以访问项目的目录。该提示字符串可以是一组带有通配符的筛选器," "例如 [code]\"*.png,*.jpg\"[/code]。另请参阅 [member FileDialog.filters]。" msgid "" "Hints that a [String] property is a path to a file. Editing it will show a " "file dialog for picking the path for the file to be saved at. The dialog has " "access to the entire filesystem. The hint string can be a set of filters with " "wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog." "filters]." msgstr "" "提示 [String] 属性是文件的路径。编辑它将显示一个文件对话框,用于选择文件要保存" "的路径。该对话框可以访问整个文件系统。该提示字符串可以是一组带有通配符的筛选" "器,例如 [code]\"*.png,*.jpg\"[/code]。另请参阅 [member FileDialog.filters]。" msgid "Hints that an [int] property is a pointer. Used by GDExtension." msgstr "提示 [int] 属性是一个指针。用于 GDExtension。" msgid "" "Hints that a property is an [Array] with the stored type specified in the " "hint string." msgstr "提示属性是一个 [Array],其存储类型在提示字符串中指定。" msgid "" "Hints that a string property is a locale code. Editing it will show a locale " "dialog for picking language and country." msgstr "" "提示一个字符串属性是一个区域设置代码。编辑它将显示一个用于选择语言和地区的区域" "设置对话框。" msgid "" "Hints that a dictionary property is string translation map. Dictionary keys " "are locale codes and, values are translated strings." msgstr "" "提示一个字典属性是字符串翻译映射。字典的键是区域设置代码,值是翻译后的字符串。" msgid "" "Hints that a property is an instance of a [Node]-derived type, optionally " "specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it will " "show a dialog for picking a node from the scene." msgstr "" "提示属性是 [Node] 派生类型的实例,可以选择通过提示字符串指定(例如 " "[code]\"Node2D\"[/code])。编辑它将显示一个用于从场景中选取节点的对话框。" msgid "" "Hints that a quaternion property should disable the temporary euler editor." msgstr "提示四元数属性应当禁用临时欧拉值编辑器。" msgid "" "Hints that a string property is a password, and every character is replaced " "with the secret character." msgstr "提示字符串属性为密码,每一个字符都会被替换为秘密字符。" msgid "Represents the size of the [enum PropertyHint] enum." msgstr "代表 [enum PropertyHint] 枚举的大小。" msgid "" "The property is not stored, and does not display in the editor. This is the " "default for non-exported properties." msgstr "该属性不被存储,也不会显示在编辑器中。这是非导出属性的默认值。" msgid "The property is serialized and saved in the scene file (default)." msgstr "将属性序列化并保存到场景文件中(默认)。" msgid "The property is shown in the [EditorInspector] (default)." msgstr "该属性将被显示在 [EditorInspector](默认)中。" msgid "The property is excluded from the class reference." msgstr "该属性排除在类参考手册之外。" msgid "The property can be checked in the [EditorInspector]." msgstr "该属性可以在 [EditorInspector] 中被勾选。" msgid "The property is checked in the [EditorInspector]." msgstr "该属性在 [EditorInspector] 中已被勾选。" msgid "Used to group properties together in the editor. See [EditorInspector]." msgstr "用于在编辑器中将属性编组在一起。请参阅 [EditorInspector]。" msgid "Used to categorize properties together in the editor." msgstr "在编辑器中用于为属性分类。" msgid "" "Used to group properties together in the editor in a subgroup (under a " "group). See [EditorInspector]." msgstr "" "用于在子组(一个组下)中将编辑器中的属性编组在一起。请参阅 [EditorInspector]。" msgid "" "The property is a bitfield, i.e. it contains multiple flags represented as " "bits." msgstr "该属性是一个位字段,即它包含多个被表示为位的标志。" msgid "The property does not save its state in [PackedScene]." msgstr "该属性不在 [PackedScene] 中保存其状态。" msgid "Editing the property prompts the user for restarting the editor." msgstr "编辑属性会提示用户重新启动编辑器。" msgid "" "The property is a script variable which should be serialized and saved in the " "scene file." msgstr "该属性是一个脚本变量,应该被序列化并保存在场景文件中。" msgid "" "The property value of type [Object] will be stored even if its value is " "[code]null[/code]." msgstr "即使 [Object] 类型的属性值为 [code]null[/code],也会被存储。" msgid "If this property is modified, all inspector fields will be refreshed." msgstr "如果该属性被修改,则所有检查器字段都将被刷新。" msgid "This flag is not used by the engine." msgstr "该标志不会被引擎使用。" msgid "" "The property is an enum, i.e. it only takes named integer constants from its " "associated enumeration." msgstr "该属性是一个枚举,即它仅从其关联的枚举中获取被命名的整数常量。" msgid "" "If property has [code]nil[/code] as default value, its type will be [Variant]." msgstr "如果属性将 [code]nil[/code] 作为默认值,则其类型将为 [Variant]。" msgid "The property is an array." msgstr "该属性为数组。" msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should always be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" "当创建一个带有 [method Resource.duplicate] 的 Resource,并且它的标志是在一个 " "Resource 的属性上设置的副本时候,无论 [code]subresources[/code] 为多少,该属性" "永远都会被创建为副本。" msgid "" "When duplicating a resource with [method Resource.duplicate], and this flag " "is set on a property of that resource, the property should never be " "duplicated, regardless of the [code]subresources[/code] bool parameter." msgstr "" "使用 [method Resource.duplicate] 复制资源时,如果该资源的某个属性上设有这个标" "志,则不会对该属性进行复制,无视 [code]subresources[/code] 布尔型参数。" msgid "" "The property is only shown in the editor if modern renderers are supported " "(the Compatibility rendering method is excluded)." msgstr "只有在支持现代渲染器(不包含 GLES3)的情况下该属性才会在编辑器中显示。" msgid "" "The [NodePath] property will always be relative to the scene's root. Mostly " "useful for local resources." msgstr "[NodePath] 属性将始终相对于场景根。对于本地资源来说最有用。" msgid "" "Use when a resource is created on the fly, i.e. the getter will always return " "a different instance. [ResourceSaver] needs this information to properly save " "such resources." msgstr "" "在动态创建资源时使用,即 Getter 将始终返回一个不同的实例。[ResourceSaver] 需要" "该信息来正确保存这种资源。" msgid "" "Inserting an animation key frame of this property will automatically " "increment the value, allowing to easily keyframe multiple values in a row." msgstr "" "插入该属性的动画关键帧将自动增加该值,从而可以轻松地为一行中的多个值设置关键" "帧。" msgid "" "When this property is a [Resource] and base object is a [Node], a resource " "instance will be automatically created whenever the node is created in the " "editor." msgstr "" "当该属性为 [Resource] 且基础对象为 [Node] 时,则每当该节点是在编辑器中创建的," "都会自动创建一个资源实例。" msgid "" "The property is considered a basic setting and will appear even when advanced " "mode is disabled. Used for project settings." msgstr "该属性被视为基本设置,即使禁用高级模式时也会显现。用于项目设置。" msgid "The property is read-only in the [EditorInspector]." msgstr "该属性在 [EditorInspector] 中只读。" msgid "" "An export preset property with this flag contains confidential information " "and is stored separately from the rest of the export preset configuration." msgstr "" "具有该标志的导出预设属性包含机密信息,并与导出预设配置的其余部分分开存储。" msgid "Default usage (storage and editor)." msgstr "默认用法(存储和编辑器)。" msgid "Default usage but without showing the property in the editor (storage)." msgstr "默认用法,但不在编辑器中显示属性(存储)。" msgid "Flag for a normal method." msgstr "普通方法的标志。" msgid "Flag for an editor method." msgstr "编辑器方法的标志。" msgid "Flag for a constant method." msgstr "常量方法的标志。" msgid "Flag for a virtual method." msgstr "虚方法的标志。" msgid "Flag for a method with a variable number of arguments." msgstr "具有可变数量参数的方法的标志。" msgid "Flag for a static method." msgstr "静态方法的标志。" msgid "" "Used internally. Allows to not dump core virtual methods (such as [method " "Object._notification]) to the JSON API." msgstr "" "内部使用。允许不将核心虚拟方法(例如 [method Object._notification])转储到 " "JSON API。" msgid "Default method flags (normal)." msgstr "默认方法标志(正常)。" msgid "Variable is [code]null[/code]." msgstr "变量为 [code]null[/code]。" msgid "Variable is of type [bool]." msgstr "变量类型为 [bool]。" msgid "Variable is of type [int]." msgstr "变量类型为 [int]。" msgid "Variable is of type [float]." msgstr "变量的类型为 [float]。" msgid "Variable is of type [String]." msgstr "变量类型为 [String]。" msgid "Variable is of type [Vector2]." msgstr "变量类型为 [Vector2]。" msgid "Variable is of type [Vector2i]." msgstr "变量类型为 [Vector2i]。" msgid "Variable is of type [Rect2]." msgstr "变量类型为 [Rect2]。" msgid "Variable is of type [Rect2i]." msgstr "变量类型为 [Rect2i]。" msgid "Variable is of type [Vector3]." msgstr "变量类型为 [Vector3]。" msgid "Variable is of type [Vector3i]." msgstr "变量类型为 [Vector3i]。" msgid "Variable is of type [Transform2D]." msgstr "变量类型为 [Transform2D]。" msgid "Variable is of type [Vector4]." msgstr "变量类型为 [Vector4]。" msgid "Variable is of type [Vector4i]." msgstr "变量类型为 [Vector4i]。" msgid "Variable is of type [Plane]." msgstr "变量类型为 [Plane]。" msgid "Variable is of type [Quaternion]." msgstr "变量类型为 [Quaternion]。" msgid "Variable is of type [AABB]." msgstr "变量类型为 [AABB]。" msgid "Variable is of type [Basis]." msgstr "变量类型为 [Basis]。" msgid "Variable is of type [Transform3D]." msgstr "变量类型为 [Transform3D]。" msgid "Variable is of type [Projection]." msgstr "变量类型为 [Projection]。" msgid "Variable is of type [Color]." msgstr "变量类型为 [Color]。" msgid "Variable is of type [StringName]." msgstr "变量类型为 [StringName]。" msgid "Variable is of type [NodePath]." msgstr "变量类型为 [NodePath]。" msgid "Variable is of type [RID]." msgstr "变量类型为 [RID]。" msgid "Variable is of type [Object]." msgstr "变量类型为 [Object]。" msgid "Variable is of type [Callable]." msgstr "变量类型为 [Callable]。" msgid "Variable is of type [Signal]." msgstr "变量类型为 [Signal]。" msgid "Variable is of type [Dictionary]." msgstr "变量类型为 [Dictionary]。" msgid "Variable is of type [Array]." msgstr "变量类型为 [Array]。" msgid "Variable is of type [PackedByteArray]." msgstr "变量类型为 [PackedByteArray]。" msgid "Variable is of type [PackedInt32Array]." msgstr "变量类型为 [PackedInt32Array]。" msgid "Variable is of type [PackedInt64Array]." msgstr "变量类型为 [PackedInt64Array]。" msgid "Variable is of type [PackedFloat32Array]." msgstr "变量类型为 [PackedFloat32Array]。" msgid "Variable is of type [PackedFloat64Array]." msgstr "变量类型为 [PackedFloat64Array]。" msgid "Variable is of type [PackedStringArray]." msgstr "变量类型为 [PackedStringArray]。" msgid "Variable is of type [PackedVector2Array]." msgstr "变量类型为 [PackedVector2Array]。" msgid "Variable is of type [PackedVector3Array]." msgstr "变量类型为 [PackedVector3Array]。" msgid "Variable is of type [PackedColorArray]." msgstr "变量类型为 [PackedColorArray]。" msgid "Represents the size of the [enum Variant.Type] enum." msgstr "代表 [enum Variant.Type] 枚举的大小。" msgid "Equality operator ([code]==[/code])." msgstr "相等运算符([code]==[/code])。" msgid "Inequality operator ([code]!=[/code])." msgstr "不等运算符([code]!=[/code])。" msgid "Less than operator ([code]<[/code])." msgstr "小于运算符([code]<[/code])。" msgid "Less than or equal operator ([code]<=[/code])." msgstr "小于等于运算符([code]<=[/code])。" msgid "Greater than operator ([code]>[/code])." msgstr "大于运算符([code]>[/code])。" msgid "Greater than or equal operator ([code]>=[/code])." msgstr "大于等于运算符([code]>=[/code])。" msgid "Addition operator ([code]+[/code])." msgstr "加法运算符([code]+[/code])。" msgid "Subtraction operator ([code]-[/code])." msgstr "减法运算符([code]-[/code])。" msgid "Multiplication operator ([code]*[/code])." msgstr "乘法运算符([code]*[/code])。" msgid "Division operator ([code]/[/code])." msgstr "除法运算符([code]/[/code])。" msgid "Unary negation operator ([code]-[/code])." msgstr "一元减号运算符([code]-[/code])。" msgid "Unary plus operator ([code]+[/code])." msgstr "一元加号运算符([code]+[/code])。" msgid "Remainder/modulo operator ([code]%[/code])." msgstr "余数/取模运算符([code]%[/code])。" msgid "Power operator ([code]**[/code])." msgstr "幂运算符([code]**[/code])。" msgid "Left shift operator ([code]<<[/code])." msgstr "左移运算符([code]<<[/code])。" msgid "Right shift operator ([code]>>[/code])." msgstr "右移运算符([code]>>[/code])。" msgid "Bitwise AND operator ([code]&[/code])." msgstr "按位与运算符([code]&[/code])。" msgid "Bitwise OR operator ([code]|[/code])." msgstr "按位或运算符([code]|[/code])。" msgid "Bitwise XOR operator ([code]^[/code])." msgstr "按位异或运算符([code]^[/code])。" msgid "Bitwise NOT operator ([code]~[/code])." msgstr "按位非运算符([code]~[/code])。" msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." msgstr "逻辑与运算符([code]and[/code] 或 [code]&&[/code])。" msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." msgstr "逻辑或运算符([code]or[/code] 或 [code]||[/code])。" msgid "Logical XOR operator (not implemented in GDScript)." msgstr "逻辑异或运算符(未在 GDScript 中实现)。" msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." msgstr "逻辑非运算符([code]not[/code] 或 [code]![/code])。" msgid "Logical IN operator ([code]in[/code])." msgstr "逻辑 IN 运算符([code]in[/code])。" msgid "Represents the size of the [enum Variant.Operator] enum." msgstr "代表 [enum Variant.Operator] 枚举的大小。" msgid "A 3D axis-aligned bounding box." msgstr "3D 轴对齐边界框。" msgid "" "The [AABB] built-in [Variant] type represents an axis-aligned bounding box in " "a 3D space. It is defined by its [member position] and [member size], which " "are [Vector3]. It is frequently used for fast overlap tests (see [method " "intersects]). Although [AABB] itself is axis-aligned, it can be combined with " "[Transform3D] to represent a rotated or skewed bounding box.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. " "There is no version of [AABB] that uses integer coordinates.\n" "[b]Note:[/b] Negative values for [member size] are not supported. With " "negative size, most [AABB] methods do not work correctly. Use [method abs] to " "get an equivalent [AABB] with a non-negative size.\n" "[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] " "if both [member position] and [member size] are zero (equal to [constant " "Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code]." msgstr "" "[AABB] 内置 [Variant] 类型表示 3D 空间中的轴对齐边界框。它由其 [member " "position] 和 [member size] 定义,皆为 [Vector3] 类型。它经常被用于快速重叠测试" "(参见 [method intersects])。虽然 [AABB] 本身是轴对齐的,但它可以与 " "[Transform3D] 组合来表示旋转或倾斜的边界框。\n" "它使用浮点坐标。[AABB] 的 2D 等效体是 [Rect2]。没有使用整数坐标的 [AABB] 版" "本。\n" "[b]注意:[/b]不支持负的 [member size]。对于负大小,大多数 [AABB] 方法都无法正" "常工作。使用 [method abs] 获取具有非负大小的等效 [AABB]。\n" "[b]注意:[/b]在布尔上下文中,如果 [member position] 和 [member size] 均为零" "(等于 [constant Vector3.ZERO]),则 [AABB] 的计算结果为 [code]false[/code]。" "否则,它的计算结果始终为 [code]true[/code]。" msgid "Math documentation index" msgstr "数学文档索引" msgid "Vector math" msgstr "向量数学" msgid "Advanced vector math" msgstr "高等向量数学" msgid "" "Constructs an [AABB] with its [member position] and [member size] set to " "[constant Vector3.ZERO]." msgstr "" "构造 [AABB],并将 [member position] 和 [member size] 设置为 [constant Vector3." "ZERO]。" msgid "Constructs an [AABB] as a copy of the given [AABB]." msgstr "构造给定 [AABB] 的副本。" msgid "Constructs an [AABB] by [param position] and [param size]." msgstr "使用指定的 [param position] 和 [param size] 构造 [AABB]。" msgid "" "Returns an [AABB] equivalent to this bounding box, with its width, height, " "and depth modified to be non-negative values.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absolute = box.abs()\n" "print(absolute.position) # Prints (-15, -10, 0)\n" "print(absolute.size) # Prints (20, 10, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" "var absolute = box.Abs();\n" "GD.Print(absolute.Position); // Prints (-15, -10, 0)\n" "GD.Print(absolute.Size); // Prints (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " "negative, as most other methods in Godot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" "返回一个与该边界框等效的 [AABB],其宽度、高度和深度被修改为非负值。\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n" "var absolute = box.abs()\n" "print(absolute.position) # 打印 (-15, -10, 0)\n" "print(absolute.size) # 打印 (20, 10, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n" "var absolute = box.Abs();\n" "GD.Print(absolute.Position); // 打印 (-15, -10, 0)\n" "GD.Print(absolute.Size); // 打印 (20, 10, 5)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]当 [member size] 为负时,建议使用该方法,因为 Godot 中的大多数其" "他方法都假设 [member size] 的分量大于 [code]0[/code]。" msgid "" "Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the " "[param with] box. The edges of both boxes are included.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" "var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" "var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" "print(a.encloses(a)) # Prints true\n" "print(a.encloses(b)) # Prints true\n" "print(a.encloses(c)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" "var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" "var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" "GD.Print(a.Encloses(a)); // Prints True\n" "GD.Print(a.Encloses(b)); // Prints True\n" "GD.Print(a.Encloses(c)); // Prints False\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "如果该边界框[i]完全[/i]包围 [param with] 框,则返回 [code]true[/code]。两个框" "的边都包括在内。\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n" "var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n" "var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n" "\n" "print(a.encloses(a)) # 打印 true\n" "print(a.encloses(b)) # 打印 true\n" "print(a.encloses(c)) # 打印 false\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n" "var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n" "var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n" "\n" "GD.Print(a.Encloses(a)); // 打印 True\n" "GD.Print(a.Encloses(b)); // 打印 True\n" "GD.Print(a.Encloses(c)); // 打印 False\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a copy of this bounding box expanded to align the edges with the " "given [param to_point], if necessary.\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # Prints (0, 0, 0)\n" "print(box.size) # Prints (10, 2, 5)\n" "\n" "box = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # Prints (-5, 0, 0)\n" "print(box.size) # Prints (15, 2, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // Prints (0, 0, 0)\n" "GD.Print(box.Size); // Prints (10, 2, 5)\n" "\n" "box = box.Expand(new Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // Prints (-5, 0, 0)\n" "GD.Print(box.Size); // Prints (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回该边界框的副本,如有必要,该边界框被扩展为将边与给定的 [param to_point] 对" "齐。\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n" "\n" "box = box.expand(Vector3(10, 0, 0))\n" "print(box.position) # 打印 (0, 0, 0)\n" "print(box.size) # 打印 (10, 2, 5)\n" "\n" "box = box.expand(Vector3(-5, 0, 5))\n" "print(box.position) # 打印 (-5, 0, 0)\n" "print(box.size) # 打印 (15, 2, 5)\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n" "\n" "box = box.Expand(new Vector3(10, 0, 0));\n" "GD.Print(box.Position); // 打印 (0, 0, 0)\n" "GD.Print(box.Size); // 打印 (10, 2, 5)\n" "\n" "box = box.Expand(new Vector3(-5, 0, 5));\n" "GD.Print(box.Position); // 打印 (-5, 0, 0)\n" "GD.Print(box.Size); // 打印 (15, 2, 5)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the center point of the bounding box. This is the same as " "[code]position + (size / 2.0)[/code]." msgstr "返回该边界框的中心点。这与 [code]position + (size / 2.0)[/code] 相同。" msgid "" "Returns the position of one of the 8 vertices that compose this bounding box. " "With a [param idx] of [code]0[/code] this is the same as [member position], " "and a [param idx] of [code]7[/code] is the same as [member end]." msgstr "" "返回组成该边界框的 8 个顶点之一的位置。当 [param idx] 为 [code]0[/code] 时,这" "与 [member position] 相同;[param idx] 为 [code]7[/code] 时,与 [member end] " "相同。" msgid "" "Returns the longest normalized axis of this bounding box's [member size], as " "a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " "Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # Prints (0, 0, 1)\n" "print(box.get_longest_axis_index()) # Prints 2\n" "print(box.get_longest_axis_size()) # Prints 8\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)\n" "GD.Print(box.GetLongestAxisIndex()); // Prints 2\n" "GD.Print(box.GetLongestAxisSize()); // Prints 8\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_longest_axis_index] and [method get_longest_axis_size]." msgstr "" "返回该边界框的 [member size] 的最长归一化轴,作为 [Vector3]([constant " "Vector3.RIGHT]、[constant Vector3.UP] 或 [constant Vector3.BACK])。\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_longest_axis()) # 打印 (0, 0, 1)\n" "print(box.get_longest_axis_index()) # 打印 2\n" "print(box.get_longest_axis_size()) # 打印 8\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetLongestAxis()); // 打印 (0, 0, 1)\n" "GD.Print(box.GetLongestAxisIndex()); // 打印 2\n" "GD.Print(box.GetLongestAxisSize()); // 打印 8\n" "[/csharp]\n" "[/codeblocks]\n" "另见 [method get_longest_axis_index] 和 [method get_longest_axis_size]。" msgid "" "Returns the index to the longest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_longest_axis]." msgstr "" "返回该边界框的 [member size] 的最长轴的索引(请参阅 [constant Vector3." "AXIS_X]、[constant Vector3.AXIS_Y]、和 [constant Vector3.AXIS_Z])。\n" "有关示例,请参阅 [method get_longest_axis]。" msgid "" "Returns the longest dimension of this bounding box's [member size].\n" "For an example, see [method get_longest_axis]." msgstr "" "返回该边界框的 [member size] 的最长尺度。\n" "有关示例,请参阅 [method get_longest_axis]。" msgid "" "Returns the shortest normaalized axis of this bounding box's [member size], " "as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant " "Vector3.BACK]).\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # Prints (1, 0, 0)\n" "print(box.get_shortest_axis_index()) # Prints 0\n" "print(box.get_shortest_axis_size()) # Prints 2\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)\n" "GD.Print(box.GetShortestAxisIndex()); // Prints 0\n" "GD.Print(box.GetShortestAxisSize()); // Prints 2\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method get_shortest_axis_index] and [method get_shortest_axis_size]." msgstr "" "返回该边界框的 [member size] 的最短归一化轴,作为 [Vector3]([constant " "Vector3.RIGHT]、[constant Vector3.UP]、或 [constant Vector3.BACK])。\n" "[codeblocks]\n" "[gdscript]\n" "var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n" "\n" "print(box.get_shortest_axis()) # 打印 (1, 0, 0)\n" "print(box.get_shortest_axis_index()) # 打印 0\n" "print(box.get_shortest_axis_size()) # 打印 2\n" "[/gdscript]\n" "[csharp]\n" "var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n" "\n" "GD.Print(box.GetShortestAxis()); // 打印 (1, 0, 0)\n" "GD.Print(box.GetShortestAxisIndex()); // 打印 0\n" "GD.Print(box.GetShortestAxisSize()); // 打印 2\n" "[/csharp]\n" "[/codeblocks]\n" "另见 [method get_shortest_axis_index] 和 [method get_shortest_axis_size]。" msgid "" "Returns the index to the shortest axis of this bounding box's [member size] " "(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant " "Vector3.AXIS_Z]).\n" "For an example, see [method get_shortest_axis]." msgstr "" "返回该边界框的 [member size] 的最短轴的索引(请参阅 [constant Vector3." "AXIS_X]、[constant Vector3.AXIS_Y]、和 [constant Vector3.AXIS_Z])。\n" "有关示例,请参阅 [method get_shortest_axis]。" msgid "" "Returns the shortest dimension of this bounding box's [member size].\n" "For an example, see [method get_shortest_axis]." msgstr "" "返回该边界框的 [member size] 的最短尺度。\n" "有关示例,请参阅 [method get_shortest_axis]。" msgid "" "Returns the vertex's position of this bounding box that's the farthest in the " "given direction. This point is commonly known as the support point in " "collision detection algorithms." msgstr "" "返回给定方向上最远的边界框的顶点位置。该点在碰撞检测算法中通常被称为支撑点。" msgid "" "Returns the bounding box's volume. This is equivalent to [code]size.x * size." "y * size.z[/code]. See also [method has_volume]." msgstr "" "返回该边界框的体积。这相当于 [code]size.x * size.y * size.z[/code]。另请参阅 " "[method has_volume]。" msgid "" "Returns a copy of this bounding box extended on all sides by the given amount " "[param by]. A negative amount shrinks the box instead.\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" "print(a.position) # Prints (0, 0, 0)\n" "print(a.size) # Prints (16, 16, 16)\n" "\n" "var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" "print(b.position) # Prints (-2, -2, -2)\n" "print(b.size) # Prints (12, 8, 6)\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" "GD.Print(a.Position); // Prints (0, 0, 0)\n" "GD.Print(a.Size); // Prints (16, 16, 16)\n" "\n" "var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" "GD.Print(b.Position); // Prints (-2, -2, -2)\n" "GD.Print(b.Size); // Prints (12, 8, 6)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回该边界框的副本,该边界框在所有边上扩展给定量 [param by]。负数会缩小该" "框。\n" "[codeblocks]\n" "[gdscript]\n" "var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n" "print(a.position) # 打印 (0, 0, 0)\n" "print(a.size) # 打印 (16, 16, 16)\n" "\n" "var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n" "print(b.position) # 打印 (-2, -2, -2)\n" "print(b.size) # 打印 (12, 8, 6)\n" "[/gdscript]\n" "[csharp]\n" "var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n" "GD.Print(a.Position); // 打印 (0, 0, 0)\n" "GD.Print(a.Size); // 打印 (16, 16, 16)\n" "\n" "var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n" "GD.Print(b.Position); // 打印 (-2, -2, -2)\n" "GD.Print(b.Size); // 打印 (12, 8, 6)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if the bounding box contains the given [param " "point]. By convention, points exactly on the right, top, and front sides are " "[b]not[/b] included.\n" "[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] " "[member size]. Use [method abs] first to get a valid bounding box." msgstr "" "如果该边界框包含给定的 [param point],则返回 [code]true[/code]。依照惯例,[b]" "不[/b]包括正好位于右侧、顶部和前侧的点。\n" "[b]注意:[/b]对于具有[i]负[/i] [member size] 的 [AABB],该方法并不可靠。请首先" "使用 [method abs] 获取一个有效的边界框。" msgid "" "Returns [code]true[/code] if this bounding box has a surface or a length, " "that is, at least one component of [member size] is greater than [code]0[/" "code]. Otherwise, returns [code]false[/code]." msgstr "" "如果该边界框具有表面或长度,即 [member size] 的至少一个分量大于 [code]0[/" "code],则返回 [code]true[/code]。否则,返回 [code]false[/code]。" msgid "" "Returns [code]true[/code] if this bounding box's width, height, and depth are " "all positive. See also [method get_volume]." msgstr "" "如果该边界框的宽度、高度和深度均为正值,则返回 [code]true[/code]。另见 " "[method get_volume]。" msgid "" "Returns the intersection between this bounding box and [param with]. If the " "boxes do not intersect, returns an empty [AABB]. If the boxes intersect at " "the edge, returns a flat [AABB] with no volume (see [method has_surface] and " "[method has_volume]).\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" "var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" "\n" "var intersection = box1.intersection(box2)\n" "print(intersection.position) # Prints (2, 0, 2)\n" "print(intersection.size) # Prints (3, 2, 4)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" "var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" "\n" "var intersection = box1.Intersection(box2);\n" "GD.Print(intersection.Position); // Prints (2, 0, 2)\n" "GD.Print(intersection.Size); // Prints (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If you only need to know whether two bounding boxes are " "intersecting, use [method intersects], instead." msgstr "" "返回该边界框与 [param with] 之间的交集。如果框不相交,则返回空的 [AABB]。如果" "框在边相交,则返回没有体积的平 [AABB](请参阅 [method has_surface] 和 [method " "has_volume])。\n" "[codeblocks]\n" "[gdscript]\n" "var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n" "var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n" "\n" "var intersection = box1.intersection(box2)\n" "print(intersection.position) # 打印 (2, 0, 2)\n" "print(intersection.size) # 打印 (3, 2, 4)\n" "[/gdscript]\n" "[csharp]\n" "var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n" "var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n" "\n" "var intersection = box1.Intersection(box2);\n" "GD.Print(intersection.Position); // 打印 (2, 0, 2)\n" "GD.Print(intersection.Size); // 打印 (3, 2, 4)\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]如果你只需要知道两个边界框是否相交,请改用 [method intersects]。" msgid "" "Returns [code]true[/code] if this bounding box overlaps with the box [param " "with]. The edges of both boxes are [i]always[/i] excluded." msgstr "" "如果该边界框与框 [param with] 重叠,则返回 [code]true[/code]。两个框的边[i]总" "是[/i]被排除。" msgid "" "Returns [code]true[/code] if this bounding box is on both sides of the given " "[param plane]." msgstr "如果该边界框位于给定 [param plane] 的两侧,则返回 [code]true[/code]。" msgid "" "Returns the first point where this bounding box and the given ray intersect, " "as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n" "The ray begin at [param from], faces [param dir] and extends towards infinity." msgstr "" "返回该边界框与给定射线相交的第一个点,作为 [Vector3]。如果没有交集存在,则返" "回 [code]null[/code]。\n" "射线从 [param from] 开始,面向 [param dir] 并向无穷远延伸。" msgid "" "Returns the first point where this bounding box and the given segment " "intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/" "code].\n" "The segment begins at [param from] and ends at [param to]." msgstr "" "返回该边界框与给定线段相交的第一个点,作为 [Vector3]。如果没有交集存在,则返" "回 [code]null[/code]。\n" "该线段从 [param from] 开始,到 [param to] 结束。" msgid "" "Returns [code]true[/code] if this bounding box and [param aabb] are " "approximately equal, by calling [method Vector2.is_equal_approx] on the " "[member position] and the [member size]." msgstr "" "如果该边界框和 [param aabb] 近似相等,则返回 [code]true[/code],判断方法是通过" "在 [member position] 和 [member size] 上调用 [method Vector3." "is_equal_approx]。" msgid "" "Returns [code]true[/code] if this bounding box's values are finite, by " "calling [method Vector2.is_finite] on the [member position] and the [member " "size]." msgstr "" "如果该边界框的值是有限的,则返回 [code]true[/code],判断方法是通过在 [member " "position] 和 [member size] 上调用 [method Vector3.is_finite]。" msgid "" "Returns an [AABB] that encloses both this bounding box and [param with] " "around the edges. See also [method encloses]." msgstr "返回边界包围该边界框和 [param with] 的 [AABB]。另见 [method encloses]。" msgid "" "The ending point. This is usually the corner on the top-right and forward of " "the bounding box, and is equivalent to [code]position + size[/code]. Setting " "this point affects the [member size]." msgstr "" "终点。通常是边界框的前方右上角,等价于 [code]position + size[/code]。设置该点" "会影响 [member size]。" msgid "" "The origin point. This is usually the corner on the bottom-left and back of " "the bounding box." msgstr "原点。通常是边界框的背面左下角。" msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" "negative values. This is because most methods in Godot assume that the " "[member position] is the bottom-left-back corner, and the [member end] is the " "top-right-forward corner. To get an equivalent bounding box with non-negative " "size, use [method abs]." msgstr "" "边界框的宽度、高度、深度,相对于 [member position]。设置该值会影响终点 " "[member end]。\n" "[b]注意:[/b]建议将宽度、高度、深度设置为非负数,因为 Godot 中的大多数方法假" "设 [member position] 为背面的左下角、[member end] 为正面的右上角。要获取等价且" "大小非负的边界框,请使用 [method abs]。" msgid "" "Returns [code]true[/code] if the [member position] or [member size] of both " "bounding boxes are not equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "如果两个边界框的 [member position] 不相等或 [member size] 不相等,则返回 " "[code]true[/code]。\n" "[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" "靠。" msgid "" "Inversely transforms (multiplies) the [AABB] by the given [Transform3D] " "transformation matrix, under the assumption that the transformation basis is " "orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n" "[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * " "aabb[/code]. See [method Transform3D.inverse].\n" "For transforming by inverse of an affine transformation (e.g. with scaling) " "[code]transform.affine_inverse() * aabb[/code] can be used instead. See " "[method Transform3D.affine_inverse]." msgstr "" "假设该变换的基是正交的(即旋转/反射可以,缩放/倾斜则不行),将 [AABB] 逆向变换" "(乘以)给定的 [Transform3D] 变换矩阵。\n" "[code]aabb * transform[/code] 相当于 [code]transform.inverse() * aabb[/code]。" "见 [method Transform3D.inverse]。\n" "对于通过仿射变换的逆进行的变换(例如,缩放),可以使用 [code]transform." "affine_inverse() * aabb[/code] 代替。见 [method Transform3D.affine_inverse]。" msgid "" "Returns [code]true[/code] if both [member position] and [member size] of the " "bounding boxes are exactly equal, respectively.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "如果两个边界框的 [member position] 完全相等且 [member size] 完全相等,则返回 " "[code]true[/code]。\n" "[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" "靠。" msgid "A base dialog used for user notification." msgstr "用于用户通知的基本对话框。" msgid "" "The default use of [AcceptDialog] is to allow it to only be accepted or " "closed, with the same result. However, the [signal confirmed] and [signal " "canceled] signals allow to make the two actions different, and the [method " "add_button] method allows to add custom buttons and actions." msgstr "" "[AcceptDialog] 的默认用途是允许它只被接受或关闭,结果相同。但是,[signal " "confirmed] 和 [signal canceled] 信号允许使两个动作不同,[method add_button] 方" "法允许添加自定义按钮和动作。" msgid "" "Adds a button with label [param text] and a custom [param action] to the " "dialog and returns the created button. [param action] will be passed to the " "[signal custom_action] signal when pressed.\n" "If [code]true[/code], [param right] will place the button to the right of any " "sibling buttons.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "将带有标签 [param text] 和自定义 [param action] 的按钮添加到对话框,并返回该创" "建的按钮。[param action] 将在按钮被按下时传递给 [signal custom_action] 信" "号。\n" "如果 [param right] 为 [code]true[/code],按钮会被放置在所有同级按钮的右侧。\n" "可以使用 [method remove_button] 方法从对话框中移除使用该方法创建的按钮。" msgid "" "Adds a button with label [param name] and a cancel action to the dialog and " "returns the created button.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" "在对话框中添加一个带有标签 [param name] 和取消动作的按钮,并返回创建的按钮。\n" "你可以使用 [method remove_button] 方法从对话框中删除用此方法创建的按钮。" msgid "" "Returns the label used for built-in text.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回内置文本所使用的标签。\n" "[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏" "它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。" msgid "" "Returns the OK [Button] instance.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回确定按钮 [Button] 实例。\n" "[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏" "它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。" msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "在对话框中注册 [LineEdit]。当按下回车键时,对话框将被接受。" msgid "" "Removes the [param button] from the dialog. Does NOT free the [param button]. " "The [param button] must be a [Button] added with [method add_button] or " "[method add_cancel_button] method. After removal, pressing the [param button] " "will no longer emit this dialog's [signal custom_action] or [signal canceled] " "signals." msgstr "" "从对话框中移除 [param button]。但不释放该 [param button] 对象。[param button] " "必须是用 [method add_button] 或 [method add_cancel_button] 方法添加的 " "[Button]。移除后,按下该 [param button] 将不再发出该对话框的 [signal " "custom_action] 或 [signal canceled] 信号。" msgid "Sets autowrapping for the text in the dialog." msgstr "为对话框中的文本设置自动换行。" msgid "" "If [code]true[/code], the dialog will be hidden when the escape key " "([constant KEY_ESCAPE]) is pressed." msgstr "" "如果为 [code]true[/code],当按下退出键([constant KEY_ESCAPE])时,对话框将被" "隐藏。" msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. You " "can set it to [code]false[/code] if you want to do e.g. input validation when " "receiving the [signal confirmed] signal, and handle hiding the dialog in your " "own logic.\n" "[b]Note:[/b] Some nodes derived from this class can have a different default " "value, and potentially their own built-in logic overriding this setting. For " "example [FileDialog] defaults to [code]false[/code], and has its own input " "validation code that is called when you press OK, which eventually hides the " "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" "如果为 [code]true[/code],按下确定按钮时对话框将隐藏。如果要在收到 [signal " "confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/code]," "然后在自己的逻辑中处理对话框的隐藏。\n" "[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻" "辑会覆盖此设置。例如 [FileDialog] 默认其为 [code]false[/code],并在按下确定时" "实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " "[FileDialog] 中使用此属性来禁止在按确定时隐藏对话框。" msgid "The text displayed by the dialog." msgstr "对话框显示的文本。" msgid "The text displayed by the OK button (see [method get_ok_button])." msgstr "确定按钮(参见 [method get_ok_button])显示的文本。" msgid "" "Emitted when the dialog is closed or the button created with [method " "add_cancel_button] is pressed." msgstr "当对话框关闭或按下 [method add_cancel_button] 创建的按钮时发出。" msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "接受对话框时,即按下确定按钮时发出。" msgid "Emitted when a custom button is pressed. See [method add_button]." msgstr "按下自定义按钮时发出。见 [method add_button]。" msgid "" "The size of the vertical space between the dialog's content and the button " "row." msgstr "对话框内容和按钮行之间的垂直空间的大小。" msgid "The panel that fills the background of the window." msgstr "填充窗口背景的面板。" msgid "Provides access to AES encryption/decryption of raw data." msgstr "提供对原始数据的 AES 加密/解密的访问。" msgid "" "This class holds the context information required for encryption and " "decryption operations with AES (Advanced Encryption Standard). Both AES-ECB " "and AES-CBC modes are supported.\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" " var data = \"My secret text!!\" # Data size must be multiple of 16 bytes, " "apply padding if needed.\n" " # Encrypt ECB\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" " var encrypted = aes.update(data.to_utf8_buffer())\n" " aes.finish()\n" " # Decrypt ECB\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check ECB\n" " assert(decrypted == data.to_utf8_buffer())\n" "\n" " var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" " # Encrypt CBC\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv." "to_utf8_buffer())\n" " encrypted = aes.update(data.to_utf8_buffer())\n" " aes.finish()\n" " # Decrypt CBC\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv." "to_utf8_buffer())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # Check CBC\n" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" "{\n" " private AesContext _aes = new AesContext();\n" "\n" " public override void _Ready()\n" " {\n" " string key = \"My secret key!!!\"; // Key must be either 16 or 32 " "bytes.\n" " string data = \"My secret text!!\"; // Data size must be multiple of " "16 bytes, apply padding if needed.\n" " // Encrypt ECB\n" " _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" " byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Finish();\n" " // Decrypt ECB\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" " byte[] decrypted = _aes.Update(encrypted);\n" " _aes.Finish();\n" " // Check ECB\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" " string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n" " // Encrypt CBC\n" " _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " encrypted = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Finish();\n" " // Decrypt CBC\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " decrypted = _aes.Update(encrypted);\n" " _aes.Finish();\n" " // Check CBC\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "这个类存放的是进行 AES(Advanced Encryption Standard,高级加密标准)加解密所需" "的上下文信息。支持 AES-ECB 和 AES-CBC 两种模式。\n" "[codeblocks]\n" "[gdscript]\n" "extends Node\n" "\n" "var aes = AESContext.new()\n" "\n" "func _ready():\n" " var key = \"My secret key!!!\" # 密钥必须是 16 或 32 字节。\n" " var data = \"My secret text!!\" # 数据大小必须是 16 字节的倍数,需要时添加" "补白。\n" " # ECB 加密\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n" " var encrypted = aes.update(data.to_utf8_buffer())\n" " aes.finish()\n" " # ECB 解密\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # ECB 校验\n" " assert(decrypted == data.to_utf8_buffer())\n" "\n" " var iv = \"My secret iv!!!!\" # IV 必须是 16 字节。\n" " # CBC 加密\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv." "to_utf8_buffer())\n" " encrypted = aes.update(data.to_utf8_buffer())\n" " aes.finish()\n" " # CBC 解密\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv." "to_utf8_buffer())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" " # CBC 校验\n" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" "using Godot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" "{\n" " private AesContext _aes = new AesContext();\n" "\n" " public override void _Ready()\n" " {\n" " string key = \"My secret key!!!\"; // 密钥必须是 16 或 32 字节。\n" " string data = \"My secret text!!\"; // 数据大小必须是 16 字节的倍数," "需要时添加补白。\n" " // ECB 加密\n" " _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n" " byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Finish();\n" " // ECB 解密\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n" " byte[] decrypted = _aes.Update(encrypted);\n" " _aes.Finish();\n" " // ECB 校验\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" "\n" " string iv = \"My secret iv!!!!\"; // IV 必须是 16 字节。\n" " // CBC 加密\n" " _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " encrypted = _aes.Update(data.ToUtf8Buffer());\n" " _aes.Finish();\n" " // CBC 解密\n" " _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv." "ToUtf8Buffer());\n" " decrypted = _aes.Update(encrypted);\n" " _aes.Finish();\n" " // CBC 校验\n" " Debug.Assert(decrypted == data.ToUtf8Buffer());\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "Close this AES context so it can be started again. See [method start]." msgstr "关闭此 AES 上下文,以便可以再次启动它。见 [method start]。" msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "获取此上下文的当前 IV 状态(调用 [method update] 时会更新 IV)。通常不需要此函" "数。\n" "[b]注意:[/b]仅当上下文以 [constant MODE_CBC_ENCRYPT] 或 [constant " "MODE_CBC_DECRYPT] 开头时,此函数才有意义。" msgid "" "Start the AES context in the given [param mode]. A [param key] of either 16 " "or 32 bytes must always be provided, while an [param iv] (initialization " "vector) of exactly 16 bytes, is only needed when [param mode] is either " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" "在给定的 [param mode] 中启动 AES 上下文。必须始终提供 16 或 32 字节的 [param " "key],而仅当 [param mode] 为 [constant MODE_CBC_ENCRYPT] 或 [constant " "MODE_CBC_DECRYPT] 时,才需要正好为 16 字节的 [param iv](初始化向量)。" msgid "" "Run the desired operation for this AES context. Will return a " "[PackedByteArray] containing the result of encrypting (or decrypting) the " "given [param src]. See [method start] for mode of operation.\n" "[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some " "padding if needed." msgstr "" "运行此 AES 上下文所需的操作。将返回包含加密(或解密)给定 [param src] 结果的 " "[PackedByteArray] 。有关操作模式,请参阅 [method start]。\n" "[b]注意:[/b][param src] 的大小必须是 16 倍的倍数。如果需要,应用一些填充。" msgid "AES electronic codebook encryption mode." msgstr "AES 电子密码簿加密模式。" msgid "AES electronic codebook decryption mode." msgstr "AES 电子密码簿解密模式。" msgid "AES cipher blocker chaining encryption mode." msgstr "AES 密码封锁器链式加密模式。" msgid "AES cipher blocker chaining decryption mode." msgstr "AES 密码封锁器链式解密模式。" msgid "Maximum value for the mode enum." msgstr "模式列举的最大值。" msgid "" "A 2D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "无法被外力移动的 2D 物理物体。手动移动时会影响路径上的其他物体。" msgid "" "An animatable 2D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform2D].\n" "When [AnimatableBody2D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" "可动画的 2D 物理物体。无法因外力和接触而移动,但可以通过代码、[AnimationMixer]" "([member AnimationMixer.callback_mode_process] 设为 [constant AnimationMixer." "ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、[RemoteTransform2D] 等方法手动移" "动。\n" "[AnimatableBody2D] 发生移动时,会对线速度和角速度进行估算,并用于影响其路径上" "的其他物理物体。因此适用于移动平台、门等移动的对象。" msgid "" "If [code]true[/code], the body's movement will be synchronized to the physics " "frame. This is useful when animating movement via [AnimationPlayer], for " "example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody2D.move_and_collide]." msgstr "" "如果为 [code]true[/code],则物体的运动将与物理帧同步。当通过 " "[AnimationPlayer] 为运动设置动画时,例如在移动的平台上,这个功能很有用。[b]不" "要[/b]与[method PhysicsBody2D.move_and_collide]一起使用。" msgid "" "A 3D physics body that can't be moved by external forces. When moved " "manually, it affects other bodies in its path." msgstr "无法被外力移动的 3D 物理物体。手动移动时会影响路径上的其他物体。" msgid "" "An animatable 3D physics body. It can't be moved by external forces or " "contacts, but can be moved manually by other means such as code, " "[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to " "[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and " "[RemoteTransform3D].\n" "When [AnimatableBody3D] is moved, its linear and angular velocity are " "estimated and used to affect other physics bodies in its path. This makes it " "useful for moving platforms, doors, and other moving objects." msgstr "" "可动画的 3D 物理物体。无法因外力或接触而移动,但可以通过代码、[AnimationMixer]" "([member AnimationMixer.callback_mode_process] 设为 [constant AnimationMixer." "ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS])、[RemoteTransform3D] 等方法手动移" "动。\n" "[AnimatableBody3D] 发生移动时,会对线速度和角速度进行估算,并用于影响其路径上" "的其他物理物体。因此适用于移动平台、门等移动的对象。" msgid "3D Physics Tests Demo" msgstr "3D 物理测试演示" msgid "Third Person Shooter Demo" msgstr "第三人称射击演示" msgid "3D Voxel Demo" msgstr "3D 体素演示" msgid "" "If [code]true[/code], the body's movement will be synchronized to the physics " "frame. This is useful when animating movement via [AnimationPlayer], for " "example on moving platforms. Do [b]not[/b] use together with [method " "PhysicsBody3D.move_and_collide]." msgstr "" "如果为 [code]true[/code],则实体的运动将与物理帧同步。当通过 " "[AnimationPlayer] 为运动设置动画时,例如在移动的平台上,这个功能很有用。请[b]" "不要[/b]与 [method PhysicsBody3D.move_and_collide] 函数一起使用。" msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "包含多个纹理作为动画播放帧的 Sprite 节点。" msgid "" "[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries " "multiple textures as animation frames. Animations are created using a " "[SpriteFrames] resource, which allows you to import image files (or a folder " "containing said files) to provide the animation frames for the sprite. The " "[SpriteFrames] resource can be configured in the editor via the SpriteFrames " "bottom panel." msgstr "" "[AnimatedSprite2D] 与 [Sprite2D] 节点类似,但是包含多张纹理,可用作动画帧。动" "画使用 [SpriteFrames] 资源创建,可以导入图像文件(或包含此类文件的文件夹)为该" "精灵提供动画帧。可以在编辑器的“动画帧”底部面板中配置 [SpriteFrames] 资源。" msgid "2D Sprite animation" msgstr "2D 精灵动画" msgid "2D Dodge The Creeps Demo" msgstr "2D Dodge The Creeps 演示" msgid "" "Returns the actual playing speed of current animation or [code]0[/code] if " "not playing. This speed is the [member speed_scale] property multiplied by " "[code]custom_speed[/code] argument specified when calling the [method play] " "method.\n" "Returns a negative value if the current animation is playing backwards." msgstr "" "返回当前动画的实际播放速度,未播放时则为 [code]0[/code]。这个速度是 [member " "speed_scale] 属性乘以调用 [method play] 时指定的 [code]custom_speed[/code] 参" "数。\n" "如果当前动画是倒放的,则返回负值。" msgid "" "Returns [code]true[/code] if an animation is currently playing (even if " "[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])." msgstr "" "如果动画目前正在播放,则返回 [code]true[/code](即便 [member speed_scale] 和/" "或 [code]custom_speed[/code] 为 [code]0[/code])。" msgid "" "Pauses the currently playing animation. The [member frame] and [member " "frame_progress] will be kept and calling [method play] or [method " "play_backwards] without arguments will resume the animation from the current " "playback position.\n" "See also [method stop]." msgstr "" "暂停当前正在播放的动画。会保留 [member frame] 和 [member frame_progress],不带" "参数调用 [method play] 或 [method play_backwards] 会从当前播放位置恢复播放该动" "画。\n" "另见 [method stop]。" msgid "" "Plays the animation with key [param name]. If [param custom_speed] is " "negative and [param from_end] is [code]true[/code], the animation will play " "backwards (which is equivalent to calling [method play_backwards]).\n" "If this method is called with that same animation [param name], or with no " "[param name] parameter, the assigned animation will resume playing if it was " "paused." msgstr "" "播放名称键为 [param name] 的动画。如果 [param custom_speed] 为负且 [param " "from_end] 为 [code]true[/code],则该动画会倒放(等价于 [method " "play_backwards])。\n" "如果调用这个方法时使用了相同的动画名称 [param name] 或者没有使用 [param name] " "参数,则会继续播放已暂停的分配动画。" msgid "" "Plays the animation with key [param name] in reverse.\n" "This method is a shorthand for [method play] with [code]custom_speed = -1.0[/" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" "倒放名称键为 [param name] 的动画。\n" "这个方法是简写,等价于调用 [method play] 时使用 [code]custom_speed = -1.0[/" "code] 和 [code]from_end = true[/code],所以更多信息请参阅其描述。" msgid "" "The setter of [member frame] resets the [member frame_progress] to [code]0.0[/" "code] implicitly, but this method avoids that.\n" "This is useful when you want to carry over the current [member " "frame_progress] to another [member frame].\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "# Change the animation with keeping the frame index and progress.\n" "var current_frame = animated_sprite.get_frame()\n" "var current_progress = animated_sprite.get_frame_progress()\n" "animated_sprite.play(\"walk_another_skin\")\n" "animated_sprite.set_frame_and_progress(current_frame, current_progress)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "设置 [member frame] 时会隐式将 [member frame_progress] 重置为 [code]0.0[/" "code],但这个方法可以避免。\n" "如果你想要把当前的 [member frame_progress] 带到其他 [member frame] 中,就会非" "常有用。\n" "[b]示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "# 更改动画的同时保留帧索引和进度。\n" "var current_frame = animated_sprite.get_frame()\n" "var current_progress = animated_sprite.get_frame_progress()\n" "animated_sprite.play(\"walk_another_skin\")\n" "animated_sprite.set_frame_and_progress(current_frame, current_progress)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause]." msgstr "" "停止当前正在播放的动画。会将动画的位置重置为 [code]0[/code],并将 " "[code]custom_speed[/code] 重置为 [code]1.0[/code]。另见 [method pause]。" msgid "" "The current animation from the [member sprite_frames] resource. If this value " "is changed, the [member frame] counter and the [member frame_progress] are " "reset." msgstr "" "当前动画,来自 [member sprite_frames]。如果更改了这个值,会重置 [member " "frame] 计数和 [member frame_progress]。" msgid "The key of the animation to play when the scene loads." msgstr "场景加载时要播放的动画名称。" msgid "" "If [code]true[/code], texture will be centered.\n" "[b]Note:[/b] For games with a pixel art aesthetic, textures may appear " "deformed when centered. This is caused by their position being between " "pixels. To prevent this, set this property to [code]false[/code], or consider " "enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] " "and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]." msgstr "" "如果为 [code]true[/code],则纹理居中。\n" "[b]注意:[/b]像素风游戏中,纹理在居中后可能会变形。这是因为此时纹理的位置在两" "个像素之间。要避免这种情况,请将该属性设为 [code]false[/code],或者考虑启用 " "[member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] 和 " "[member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]。" msgid "If [code]true[/code], texture is flipped horizontally." msgstr "如果为 [code]true[/code],纹理将被水平翻转。" msgid "If [code]true[/code], texture is flipped vertically." msgstr "如果为 [code]true[/code],纹理将被垂直翻转。" msgid "" "The displayed animation frame's index. Setting this property also resets " "[member frame_progress]. If this is not desired, use [method " "set_frame_and_progress]." msgstr "" "所显示动画帧的索引。设置这个属性会重置 [member frame_progress]。如果不希望这" "样,请使用 [method set_frame_and_progress]。" msgid "" "The progress value between [code]0.0[/code] and [code]1.0[/code] until the " "current frame transitions to the next frame. If the animation is playing " "backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]." msgstr "" "当前帧过渡到下一帧的进度值,在 [code]0.0[/code] 和 [code]1.0[/code] 之间。如果" "动画是倒放的,则该值是从 [code]1.0[/code] 到 [code]0.0[/code]。" msgid "The texture's drawing offset." msgstr "纹理的绘图偏移量。" msgid "" "The speed scaling ratio. For example, if this value is [code]1[/code], then " "the animation plays at normal speed. If it's [code]0.5[/code], then it plays " "at half speed. If it's [code]2[/code], then it plays at double speed.\n" "If set to a negative value, the animation is played in reverse. If set to " "[code]0[/code], the animation will not advance." msgstr "" "速度缩放比。例如,如果该值为 [code]1[/code],则动画以正常速度播放。如果它是 " "[code]0.5[/code],那么它会半速播放。如果是 [code]2[/code],则会以双倍速度播" "放。\n" "如果设置为负值,则动画反向播放。如果设置为[code]0[/code],则动画不会前进。" msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" "包含动画的 [SpriteFrames] 资源。可以对 [SpriteFrames] 资源进行加载、编辑、清" "空、唯一化、保存状态等操作。" msgid "Emitted when [member animation] changes." msgstr "当 [member animation] 更改时发出。" msgid "" "Emitted when the animation reaches the end, or the start if it is played in " "reverse. When the animation finishes, it pauses the playback.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" "当动画到达结尾时,或者如果反向播放则到达起点时发出。当动画结束时,它会暂停播" "放。\n" "[b]注意:[/b]如果动画正在循环播放,则不会发出该信号。" msgid "Emitted when the animation loops." msgstr "当动画循环播放时发出。" msgid "Emitted when [member frame] changes." msgstr "[member frame] 更改时发出。" msgid "Emitted when [member sprite_frames] changes." msgstr "当 [member sprite_frames] 更改时发出。" msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动画处理。" msgid "" "[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries " "multiple textures as animation [member sprite_frames]. Animations are created " "using a [SpriteFrames] resource, which allows you to import image files (or a " "folder containing said files) to provide the animation frames for the sprite. " "The [SpriteFrames] resource can be configured in the editor via the " "SpriteFrames bottom panel." msgstr "" "[AnimatedSprite3D] 与 [Sprite3D] 节点类似,但是包含多张纹理,可用作动画 " "[member sprite_frames]。动画使用 [SpriteFrames] 资源创建,可以导入图像文件(或" "包含此类文件的文件夹)为该精灵提供动画帧。可以在编辑器的“动画帧”底部面板中配" "置 [SpriteFrames] 资源。" msgid "2D Sprite animation (also applies to 3D)" msgstr "2D 精灵动画(也适用于 3D)" msgid "" "This class does not work properly in current versions and may be removed in " "the future. There is currently no equivalent workaround." msgstr "" "该类在当前版本中无法正常工作,将来可能会被移除。目前没有等效的解决方法。" msgid "Proxy texture for simple frame-based animations." msgstr "用于简单帧动画的代理纹理。" msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " "each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " "[Node], but has the advantage of being usable anywhere a [Texture2D] resource " "can be used, e.g. in a [TileSet].\n" "The playback of the animation is controlled by the [member speed_scale] " "property, as well as each frame's duration (see [method set_frame_duration]). " "The animation loops, i.e. it will restart at frame 0 automatically after " "playing the last frame.\n" "[AnimatedTexture] currently requires all frame textures to have the same " "size, otherwise the bigger ones will be cropped to match the smallest one.\n" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture2D].\n" "[b]Warning:[/b] The current implementation is not efficient for the modern " "renderers." msgstr "" "[AnimatedTexture] 是一种用于帧动画的资源格式,其中多个纹理可以自动链接,每个帧" "都有预定义的延迟。与 [AnimationPlayer] 或 [AnimatedSprite2D] 不同,它不是 " "[Node],但具有可在任何可以使用 [Texture2D] 资源的地方使用的优势,例如在 " "[TileSet] 中。\n" "动画的播放由 [member speed_scale] 属性以及每帧的持续时间(见 [method " "set_frame_duration])控制。动画是循环播放的,即它会在播放完最后一帧后自动从第 " "0 帧重新开始。\n" "[AnimatedTexture] 目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪以" "匹配最小的纹理。\n" "[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。 每个帧都需要是一个单" "独的 [Texture2D]。\n" "[b]警告:[/b]当前的实现对于现代渲染器来说效率不高。" msgid "Returns the given [param frame]'s duration, in seconds." msgstr "返回给定的 [param frame] 的持续时间,以秒为单位。" msgid "Returns the given frame's [Texture2D]." msgstr "返回给定帧的 [Texture2D]。" msgid "" "Sets the duration of any given [param frame]. The final duration is affected " "by the [member speed_scale]. If set to [code]0[/code], the frame is skipped " "during playback." msgstr "" "设置任何给定 [param frame] 的持续时间。最终的持续时间受 [member speed_scale] " "影响。如果设置为 [code]0[/code],则该帧在播放过程中被跳过。" msgid "" "Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first " "frame has ID 0, and the last frame of the animation has ID [member frames] - " "1.\n" "You can define any number of textures up to [constant MAX_FRAMES], but keep " "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" "将 [Texture2D] 分配给给定的帧。帧 ID 从 0 开始,因此第一帧的 ID 为 0,动画的最" "后一帧的 ID 为 [member frames] - 1。\n" "最多可以定义 [constant MAX_FRAMES] 个纹理,但要记住,只有 0 到 [member " "frames] - 1 的帧会成为动画的一部分。" msgid "" "Sets the currently visible frame of the texture. Setting this frame while " "playing resets the current frame time, so the newly selected frame plays for " "its whole configured frame duration." msgstr "" "设置纹理的当前可见帧。在播放时设置此帧会重置当前帧时间,因此新选择的帧将播放为" "其配置的整个帧持续时间。" msgid "" "Number of frames to use in the animation. While you can create the frames " "independently with [method set_frame_texture], you need to set this value for " "the animation to take new frames into account. The maximum number of frames " "is [constant MAX_FRAMES]." msgstr "" "动画中要使用的帧数。虽然你可以使用 [method set_frame_texture] 独立创建帧,但是" "你需要为动画设置这个值,才能考虑到新帧。最大帧数为 [constant MAX_FRAMES]。" msgid "" "If [code]true[/code], the animation will only play once and will not loop " "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" "如果为 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到第" "一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。" msgid "" "If [code]true[/code], the animation will pause where it currently is (i.e. at " "[member current_frame]). The animation will continue from where it was paused " "when changing this property to [code]false[/code]." msgstr "" "如果为 [code]true[/code],则动画将暂停在当前位置(即 [member " "current_frame])。将此属性更改为 [code]false[/code] 时,动画将从暂停处继续播" "放。" msgid "" "The animation speed is multiplied by this value. If set to a negative value, " "the animation is played in reverse." msgstr "动画速度将乘以该值。如果设置为负值,则动画反向播放。" msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need more " "frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]." msgstr "" "[AnimatedTexture] 支持的最大帧数。如果动画需要更多帧,请使用 " "[AnimationPlayer] 或 [AnimatedSprite2D]。" msgid "Holds data that can be used to animate anything in the engine." msgstr "存放的是用于对引擎中的任何对象进行动画处理的数据。" msgid "" "This resource holds data that can be used to animate anything in the engine. " "Animations are divided into tracks and each track must be linked to a node. " "The state of that node can be changed through time, by adding timed keys " "(events) to the track.\n" "[codeblocks]\n" "[gdscript]\n" "# This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "# 100 pixels in 2.0 seconds.\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 2.0, 100)\n" "animation.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" "// This creates an animation that makes the node \"Enemy\" move to the right " "by\n" "// 100 pixels in 2.0 seconds.\n" "var animation = new Animation();\n" "int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" "animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" "animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" "animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" "animation.Length = 2.0f;\n" "[/csharp]\n" "[/codeblocks]\n" "Animations are just data containers, and must be added to nodes such as an " "[AnimationPlayer] to be played back. Animation tracks have different types, " "each with its own set of dedicated methods. Check [enum TrackType] to see " "available types.\n" "[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" "这个资源存放的是用于对引擎中的任何对象进行动画处理的数据。动画分为轨道,轨道必" "须与节点关联。向轨道添加定时关键帧(事件)后,节点的状态可以随时间变化。\n" "[codeblocks]\n" "[gdscript]\n" "# 创建动画,让“Enemy”节点在 2.0 秒内\n" "# 向右移动 100 像素。\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 2.0, 100)\n" "animation.length = 2.0\n" "[/gdscript]\n" "[csharp]\n" "# 创建动画,让“Enemy”节点在 2.0 秒内\n" "# 向右移动 100 像素。\n" "var animation = new Animation();\n" "int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n" "animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n" "animation.TrackInsertKey(trackIndex, 0.0f, 0);\n" "animation.TrackInsertKey(trackIndex, 2.0f, 100);\n" "animation.Length = 2.0f;\n" "[/csharp]\n" "[/codeblocks]\n" "动画只是数据的容器,必须添加至 [AnimationPlayer] 等节点才能进行播放。动画轨道" "分为不同的类型,不同的类型有各自不同的专属方法。可用的类型请查看 [enum " "TrackType]。\n" "[b]注意:[/b]对于 3D 的位置、旋转、缩放,推荐使用专门的 [constant " "TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D]、[constant TYPE_SCALE_3D] 轨道" "类型,不要使用 [constant TYPE_VALUE],性能更高。" msgid "Animation documentation index" msgstr "动画教程索引" msgid "Adds a track to the Animation." msgstr "向动画添加轨道。" msgid "" "Returns the animation name at the key identified by [param key_idx]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" "返回由 [param key_idx] 标识的键处的动画名称。[param track_idx] 必须是动画轨道" "的索引。" msgid "" "Inserts a key with value [param animation] at the given [param time] (in " "seconds). The [param track_idx] must be the index of an Animation Track." msgstr "" "在给定的 [param time](以秒为单位)插入一个值为 [param animation] 的键。" "[param track_idx] 必须是动画轨道的索引。" msgid "" "Sets the key identified by [param key_idx] to value [param animation]. The " "[param track_idx] must be the index of an Animation Track." msgstr "" "将 [param key_idx] 标识的键设置为值 [param animation]。[param track_idx] 必须" "是动画轨道的索引。" msgid "" "Returns the end offset of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track.\n" "End offset is the number of seconds cut off at the ending of the audio stream." msgstr "" "返回由 [param key_idx] 标识的键的结束偏移量。[param track_idx] 必须是音频轨道" "的索引。\n" "结束偏移量是在音频流结束时截断的秒数。" msgid "" "Returns the start offset of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track.\n" "Start offset is the number of seconds cut off at the beginning of the audio " "stream." msgstr "" "返回由 [param key_idx] 标识的键的起始偏移量。[param track_idx] 必须是音频轨道" "的索引。\n" "起始偏移量是在音频流开始时截断的秒数。" msgid "" "Returns the audio stream of the key identified by [param key_idx]. The [param " "track_idx] must be the index of an Audio Track." msgstr "" "返回由 [param key_idx] 标识的键的音频流。[param track_idx] 必须是音频轨道的索" "引。" msgid "" "Inserts an Audio Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of an Audio Track.\n" "[param stream] is the [AudioStream] resource to play. [param start_offset] is " "the number of seconds cut off at the beginning of the audio stream, while " "[param end_offset] is at the ending." msgstr "" "在 [param time] 秒处插入音频轨道关键帧。[param track_idx] 必须是音频轨道的索" "引。\n" "[param stream] 是要播放的 [AudioStream] 资源。[param start_offset] 是音频流开" "头截断的秒数,而 [param end_offset] 是在结尾处截断的秒数。" msgid "" "Returns [code]true[/code] if the track at [param track_idx] will be blended " "with other animations." msgstr "" "如果 [param track_idx] 处的轨道将与其他动画混合,则返回 [code]true[/code]。" msgid "" "Sets the end offset of the key identified by [param key_idx] to value [param " "offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" "将由 [param key_idx] 标识的键的结束偏移量设置为值 [param offset]。[param " "track_idx] 必须是音频轨道的索引。" msgid "" "Sets the start offset of the key identified by [param key_idx] to value " "[param offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" "将由 [param key_idx] 标识的键的起始偏移量设置为值 [param offset]。[param " "track_idx] 必须是音频轨道的索引。" msgid "" "Sets the stream of the key identified by [param key_idx] to value [param " "stream]. The [param track_idx] must be the index of an Audio Track." msgstr "" "将由 [param key_idx] 标识的键的流设置为值 [param stream]。[param track_idx] 必" "须是音频轨道的索引。" msgid "" "Sets whether the track will be blended with other animations. If [code]true[/" "code], the audio playback volume changes depending on the blend value." msgstr "" "设置轨道是否将与其他动画混合。如果为 [code]true[/code],音频播放音量会根据混合" "值而变化。" msgid "" "Returns the in handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" "返回由 [param key_idx] 识别的键的入点手柄,[param track_idx] 必须是贝赛尔曲线" "轨道的索引。" msgid "" "Returns the out handle of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" "返回由 [param key_idx] 识别的键的出点手柄,[param track_idx] 必须是贝赛尔曲线" "轨道的索引。" msgid "" "Returns the value of the key identified by [param key_idx]. The [param " "track_idx] must be the index of a Bezier Track." msgstr "" "返回由 [param key_idx] 识别的键的值,[param track_idx] 必须是贝塞尔轨道的索" "引。" msgid "" "Inserts a Bezier Track key at the given [param time] in seconds. The [param " "track_idx] must be the index of a Bezier Track.\n" "[param in_handle] is the left-side weight of the added Bezier curve point, " "[param out_handle] is the right-side one, while [param value] is the actual " "value at this point." msgstr "" "在给定的时间 [param time] 秒处插入贝塞尔轨道键。[param track_idx] 必须是贝塞尔" "轨道的索引。\n" "[param in_handle] 是添加的贝塞尔曲线点的左侧权重,[param out_handle] 是右侧权" "重,而 [param value] 是这个点的实际值。" msgid "" "Returns the interpolated value at the given [param time] (in seconds). The " "[param track_idx] must be the index of a Bezier Track." msgstr "" "返回给定 [param time] 处的插值(以秒为单位)。[param track_idx] 必须是贝塞尔轨" "道的索引。" msgid "" "Sets the in handle of the key identified by [param key_idx] to value [param " "in_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" "将 [param key_idx] 所标识的键的入点手柄设置为 [param in_handle] 值。[param " "track_idx] 必须是贝塞尔轨道的索引。" msgid "" "Sets the out handle of the key identified by [param key_idx] to value [param " "out_handle]. The [param track_idx] must be the index of a Bezier Track." msgstr "" "将由 [param key_idx] 确定的关键帧的出点手柄设置为 [param out_handle]。参数 " "[param track_idx] 必须是贝塞尔轨道的索引。" msgid "" "Sets the value of the key identified by [param key_idx] to the given value. " "The [param track_idx] must be the index of a Bezier Track." msgstr "" "将 [param key_idx] 所标识的键值设置为给定值。[param track_idx] 必须是贝塞尔轨" "道的索引。" msgid "Inserts a key in a given blend shape track. Returns the key index." msgstr "在给定的混合形状轨道中插入一个关键帧。返回键索引。" msgid "" "Returns the interpolated blend shape value at the given time (in seconds). " "The [param track_idx] must be the index of a blend shape track." msgstr "" "返回位于给定时间(以秒为单位)的插值后的混合形状值。[param track_idx] 必须是混" "合形状轨道的索引。" msgid "Clear the animation (clear all tracks and reset all)." msgstr "清除动画(清除所有轨道并重置所有)。" msgid "" "Compress the animation and all its tracks in-place. This will make [method " "track_is_compressed] return [code]true[/code] once called on this " "[Animation]. Compressed tracks require less memory to be played, and are " "designed to be used for complex 3D animations (such as cutscenes) imported " "from external 3D software. Compression is lossy, but the difference is " "usually not noticeable in real world conditions.\n" "[b]Note:[/b] Compressed tracks have various limitations (such as not being " "editable from the editor), so only use compressed animations if you actually " "need them." msgstr "" "就地压缩动画及其所有轨道。这将使 [method track_is_compressed] 一旦在这个 " "[Animation] 上被调用就会返回 [code]true[/code]。压缩后的轨道在播放时需要更少的" "内存,并且这被设计用于从外部3D软件导入的复杂的3D动画(比如过场动画)。压缩是有" "损失的,但现实中通常不会注意到这种差异。\n" "[b]注意:[/b]压缩轨道有各种限制(比如不能从编辑器中编辑),所以只有在你真正需" "要时才使用压缩动画。" msgid "" "Adds a new track to [param to_animation] that is a copy of the given track " "from this animation." msgstr "" "向 [param to_animation] 添加一个新轨道,该轨道是该动画中给定轨道的副本。" msgid "" "Returns the index of the specified track. If the track is not found, return " "-1." msgstr "返回指定轨迹的索引。如果没有找到,返回 -1。" msgid "Returns the amount of tracks in the animation." msgstr "返回动画中的轨道数。" msgid "Returns the method name of a method track." msgstr "返回一个方法轨道的方法名。" msgid "" "Returns the arguments values to be called on a method track for a given key " "in a given track." msgstr "返回给定方法轨道中给定键的方法要调用的参数值。" msgid "Inserts a key in a given 3D position track. Returns the key index." msgstr "在给定的 3D 位置轨道中插入关键帧。返回该关键帧的索引。" msgid "" "Returns the interpolated position value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D position track." msgstr "" "返回位于给定时间(以秒为单位)的插值后的位置值。[param track_idx] 必须是 3D 位" "置轨道的索引。" msgid "Removes a track by specifying the track index." msgstr "通过指定轨道索引来移除一个轨道。" msgid "Inserts a key in a given 3D rotation track. Returns the key index." msgstr "在给定的 3D 旋转轨道中插入关键帧。返回该关键帧的索引。" msgid "" "Returns the interpolated rotation value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D rotation track." msgstr "" "返回位于给定时间(以秒为单位)的插值后的旋转值。[param track_idx] 必须是 3D 旋" "转轨道的索引。" msgid "Inserts a key in a given 3D scale track. Returns the key index." msgstr "在给定的 3D 缩放轨道中插入关键帧。返回该关键帧的索引。" msgid "" "Returns the interpolated scale value at the given time (in seconds). The " "[param track_idx] must be the index of a 3D scale track." msgstr "" "返回位于给定时间(以秒为单位)的插值后的缩放值。[param track_idx] 必须是 3D 缩" "放轨道的索引。" msgid "" "Finds the key index by time in a given track. Optionally, only find it if the " "approx/exact time is given.\n" "If [param limit] is [code]true[/code], it does not return keys outside the " "animation range." msgstr "" "按时间查找给定轨道中的关键帧索引。也可选择只在给定大约/准确时间的情况下查" "找。\n" "如果 [param limit] 为 [code]true[/code],则不会返回动画范围之外的关键帧。" msgid "" "Returns [code]true[/code] if the track at [param track_idx] wraps the " "interpolation loop. New tracks wrap the interpolation loop by default." msgstr "" "如果 [param track_idx] 处的轨道环绕插值循环,则返回 [code]true[/code]。新建的" "轨道默认都会环绕插值循环。" msgid "Returns the interpolation type of a given track." msgstr "返回给定轨道的插值类型。" msgid "Returns the number of keys in a given track." msgstr "返回给定轨道中关键帧的数量。" msgid "Returns the time at which the key is located." msgstr "返回关键帧所在的时间。" msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GlobalScope.ease])." msgstr "" "返回给定关键帧的过渡曲线(缓动)(见内置数学函数 [method @GlobalScope." "ease])。" msgid "Returns the value of a given key in a given track." msgstr "返回给定轨道中给定关键帧的值。" msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." msgstr "" "获取轨道的路径。有关路径格式的详细信息,请参阅 [method track_set_path]。" msgid "Gets the type of a track." msgstr "获取轨道的类型。" msgid "Inserts a generic key in a given track. Returns the key index." msgstr "在给定的轨道中插入一个通用关键帧。返回关键帧索引。" msgid "" "Returns [code]true[/code] if the track is compressed, [code]false[/code] " "otherwise. See also [method compress]." msgstr "" "如果轨道被压缩,则返回 [code]true[/code],否则返回 [code]false[/code]。另见 " "[method compress]。" msgid "" "Returns [code]true[/code] if the track at index [param track_idx] is enabled." msgstr "如果启用了索引 [param track_idx] 处的轨道,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the given track is imported. Else, return " "[code]false[/code]." msgstr "" "如果给定的轨道是被导入的,返回 [code]true[/code]。否则返回 [code]false[/" "code]。" msgid "Moves a track down." msgstr "将轨道下移。" msgid "" "Changes the index position of track [param track_idx] to the one defined in " "[param to_idx]." msgstr "将轨道 [param track_idx] 的索引位置改为 [param to_idx] 中定义的位置。" msgid "Moves a track up." msgstr "将轨道上移。" msgid "Removes a key by index in a given track." msgstr "在指定的轨道上按索引移除一个键。" msgid "Removes a key at [param time] in a given track." msgstr "在给定轨道中的 [param time] 移除一个键。" msgid "Enables/disables the given track. Tracks are enabled by default." msgstr "启用/禁用给定的轨道。轨道默认为启用。" msgid "Sets the given track as imported or not." msgstr "将指定的轨道设置为导入或不导入。" msgid "" "If [code]true[/code], the track at [param track_idx] wraps the interpolation " "loop." msgstr "如果为 [code]true[/code],则 [param track_idx] 处的轨道环绕插值循环。" msgid "Sets the interpolation type of a given track." msgstr "设置指定轨道的插值类型。" msgid "Sets the time of an existing key." msgstr "设置现有关键帧的时间。" msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GlobalScope.ease])." msgstr "" "设置指定关键帧的过渡曲线(缓动)(参阅内置数学函数 [method @GlobalScope." "ease])。" msgid "Sets the value of an existing key." msgstr "设置现有关键帧的值。" msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the parent node of the node that will " "reproduce the animation. Tracks that control properties or bones must append " "their name after the path, separated by [code]\":\"[/code].\n" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" "设置轨道的路径。路径必须是指向场景树节点的有效路径,必须从将要实现动画的节点的" "父节点开始指定。控制属性或骨骼的轨道必须在路径后面加上它们的名字,用 [code]\":" "\"[/code] 分隔。\n" "例如,[code]\"character/skeleton:ankle\"[/code] 或 [code]\"character/mesh:" "transform/local\"[/code]。" msgid "" "Swaps the track [param track_idx]'s index position with the track [param " "with_idx]." msgstr "" "将轨道 [param track_idx] 的索引位置与轨道 [param with_idx] 的索引位置互换。" msgid "Returns the update mode of a value track." msgstr "返回值轨道的更新模式。" msgid "" "Returns the interpolated value at the given time (in seconds). The [param " "track_idx] must be the index of a value track." msgstr "" "返回位于给定时间(以秒为单位)的插值后的值。[param track_idx] 必须是值轨道的索" "引。" msgid "Sets the update mode (see [enum UpdateMode]) of a value track." msgstr "设置值轨道的更新模式(请参阅 [enum UpdateMode])。" msgid "" "The total length of the animation (in seconds).\n" "[b]Note:[/b] Length is not delimited by the last key, as this one may be " "before or after the end to ensure correct interpolation and looping." msgstr "" "动画的总长度(单位为秒)。\n" "[b]注意:[/b]长度不以最后一个关键帧为界,因为这个关键帧可能位于结束前或结束" "后,以确保正确的插值和循环。" msgid "" "Determines the behavior of both ends of the animation timeline during " "animation playback. This is used for correct interpolation of animation " "cycles, and for hinting the player that it must restart the animation." msgstr "" "确定动画播放期间动画时间轴两端的行为。 这用于动画循环的正确插值,以及提示播放" "器必须重新启动动画。" msgid "The animation step value." msgstr "动画步长值。" msgid "" "Value tracks set values in node properties, but only those which can be " "interpolated. For 3D position/rotation/scale, using the dedicated [constant " "TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] " "track types instead of [constant TYPE_VALUE] is recommended for performance " "reasons." msgstr "" "值轨道设置节点属性中的值,但仅限于那些可以被插值的属性。对于 3D 位置/旋转/缩" "放,出于性能原因,建议使用专用的 [constant TYPE_POSITION_3D]、[constant " "TYPE_ROTATION_3D] 和 [constant TYPE_SCALE_3D] 轨道类型而不是 [constant " "TYPE_VALUE]。" msgid "3D position track (values are stored in [Vector3]s)." msgstr "3D 位置轨道(值存储在 [Vector3] 中)。" msgid "3D rotation track (values are stored in [Quaternion]s)." msgstr "3D 旋转轨道(值存储在 [Quaternion] 中)。" msgid "3D scale track (values are stored in [Vector3]s)." msgstr "3D 缩放轨道(值存储在 [Vector3] 中)。" msgid "Blend shape track." msgstr "混合形状轨道。" msgid "Method tracks call functions with given arguments per key." msgstr "方法轨道会在各个关键帧上使用给定参数的调用函数。" msgid "" "Bezier tracks are used to interpolate a value using custom curves. They can " "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" "贝塞尔轨道可以用来根据自定义曲线对数值进行插值。它们也可以用来对向量和颜色的子" "属性进行动画处理(例如 [Color] 的 Alpha 值)。" msgid "" "Audio tracks are used to play an audio stream with either type of " "[AudioStreamPlayer]. The stream can be trimmed and previewed in the animation." msgstr "" "音频轨道可以用来通过任意类型的 [AudioStreamPlayer] 播放音频流。该流可以在动画" "中进行修剪和预览。" msgid "Animation tracks play animations in other [AnimationPlayer] nodes." msgstr "动画轨道会在其他 [AnimationPlayer] 节点中播放动画。" msgid "No interpolation (nearest value)." msgstr "无插值(最邻近的值)。" msgid "Linear interpolation." msgstr "线性插值。" msgid "" "Cubic interpolation. This looks smoother than linear interpolation, but is " "more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for " "complex 3D animations imported from external software, even if it requires " "using a higher animation framerate in return." msgstr "" "三次插值。这看起来比线性插值更平滑,但插值成本更高。对于从外部软件导入的复杂 " "3D 动画,坚持使用 [constant INTERPOLATION_LINEAR],即使它需要使用更高的动画帧" "率作为回报。" msgid "" "Linear interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" "具有最短路径旋转的线性插值。\n" "[b]注意:[/b]结果值总是归一化的,可能与关键帧的值不匹配。" msgid "" "Cubic interpolation with shortest path rotation.\n" "[b]Note:[/b] The result value is always normalized and may not match the key " "value." msgstr "" "具有最短路径旋转的三次插值。\n" "[b]注意:[/b]结果值总是归一化的,可能与关键帧的值不匹配。" msgid "Update between keyframes and hold the value." msgstr "在关键帧之间更新并保持值。" msgid "Update at the keyframes." msgstr "在关键帧更新。" msgid "" "Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value " "of the current object and perform interpolation in some methods. See also " "[method AnimationMixer.capture] and [method AnimationPlayer." "play_with_capture]." msgstr "" "与 [constant UPDATE_CONTINUOUS] 相同,但是会捕获当前对象的取值并在部分方法中进" "行插值。另见 [method AnimationMixer.capture] 和 [method AnimationPlayer." "play_with_capture]。" msgid "At both ends of the animation, the animation will stop playing." msgstr "在动画的两端,动画将停止播放。" msgid "" "At both ends of the animation, the animation will be repeated without " "changing the playback direction." msgstr "在动画的两端,动画会在不改变播放方向的情况下重复播放。" msgid "Repeats playback and reverse playback at both ends of the animation." msgstr "在动画的两端重复进行播放和反向播放。" msgid "This flag indicates that the animation proceeds without any looping." msgstr "该标志指示动画在没有任何循环的情况下继续进行。" msgid "" "This flag indicates that the animation has reached the end of the animation " "and just after loop processed." msgstr "该标志表示动画已到达动画的末尾并且刚好在循环处理之后。" msgid "" "This flag indicates that the animation has reached the start of the animation " "and just after loop processed." msgstr "该标志表示动画已经到达动画的开始并且刚好在循环处理之后。" msgid "Finds the nearest time key." msgstr "查找最近的时间键。" msgid "Finds only the key with approximating the time." msgstr "仅查找与时间相近的键。" msgid "Finds only the key with matching the time." msgstr "仅查找与时间匹配的键。" msgid "Container for [Animation] resources." msgstr "[Animation] 资源的容器。" msgid "" "An animation library stores a set of animations accessible through " "[StringName] keys, for use with [AnimationPlayer] nodes." msgstr "" "动画库存储一组可通过 [StringName] 键访问的动画,可用于 [AnimationPlayer] 节" "点。" msgid "Animation tutorial index" msgstr "动画教程索引" msgid "" "Adds the [param animation] to the library, accessible by the key [param name]." msgstr "将 [param animation] 添加到库中,可通过键 [param name] 访问。" msgid "" "Returns the [Animation] with the key [param name]. If the animation does not " "exist, [code]null[/code] is returned and an error is logged." msgstr "" "返回带有键 [param name] 的 [Animation]。如果动画不存在,则返回 [code]null[/" "code] 并记录错误。" msgid "Returns the keys for the [Animation]s stored in the library." msgstr "返回库中存储的 [Animation] 的键。" msgid "" "Returns [code]true[/code] if the library stores an [Animation] with [param " "name] as the key." msgstr "" "如果该库存储了以 [param name] 作为键的 [Animation],则返回 [code]true[/code]。" msgid "Removes the [Animation] with the key [param name]." msgstr "使用键 [param name] 移除 [Animation]。" msgid "" "Changes the key of the [Animation] associated with the key [param name] to " "[param newname]." msgstr "将与键 [param name] 关联的 [Animation] 的键更改为 [param newname]。" msgid "Emitted when an [Animation] is added, under the key [param name]." msgstr "在键 [param name] 下添加 [Animation] 时发出。" msgid "" "Emitted when there's a change in one of the animations, e.g. tracks are " "added, moved or have changed paths. [param name] is the key of the animation " "that was changed.\n" "See also [signal Resource.changed], which this acts as a relay for." msgstr "" "当其中一个动画发生变化时发出,例如轨道被添加、移动,或路径被更改。[param " "name] 是被改变的动画的键。\n" "另见 [signal Resource.changed],本信号充当该信号的中继。" msgid "Emitted when an [Animation] stored with the key [param name] is removed." msgstr "当使用键 [param name] 存储的 [Animation] 被移除时发出。" msgid "" "Emitted when the key for an [Animation] is changed, from [param name] to " "[param to_name]." msgstr "当 [Animation] 的键从 [param name] 更改为 [param to_name] 时发出。" msgid "Base class for [AnimationPlayer] and [AnimationTree]." msgstr "[AnimationPlayer] 和 [AnimationTree] 的基类。" msgid "" "Base class for [AnimationPlayer] and [AnimationTree] to manage animation " "lists. It also has general properties and methods for playback and blending.\n" "After instantiating the playback information data within the extended class, " "the blending is processed by the [AnimationMixer]." msgstr "" "[AnimationPlayer] 和 [AnimationTree] 的基类,用于管理动画列表。同时还提供了用" "于播放和混合的常用属性和方法。\n" "在扩展后的类中实例化播放信息数据后,就会由 [AnimationMixer] 负责处理混合。" msgid "A virtual function for processing after getting a key during playback." msgstr "虚函数,用于播放期间在获取关键帧之后的处理。" msgid "" "Adds [param library] to the animation player, under the key [param name]." msgstr "将 [param library] 添加到该动画播放器的键 [param name] 下。" msgid "Manually advance the animations by the specified time (in seconds)." msgstr "手动将动画前进指定的时间(单位为秒)。" msgid "" "If the animation track specified by [param name] has an option [constant " "Animation.UPDATE_CAPTURE], stores current values of the objects indicated by " "the track path as a cache. If there is already a captured cache, the old " "cache is discarded.\n" "After this it will interpolate with current animation blending result during " "the playback process for the time specified by [param duration], working like " "a crossfade.\n" "You can specify [param trans_type] as the curve for the interpolation. For " "better results, it may be appropriate to specify [constant Tween." "TRANS_LINEAR] for cases where the first key of the track begins with a non-" "zero value or where the key value does not change, and [constant Tween." "TRANS_QUAD] for cases where the key value changes linearly." msgstr "" "如果 [param name] 指定的动画轨道具有 [constant Animation.UPDATE_CAPTURE] 选" "项,则会将轨道路径表示的对象当前值存储下来作为缓存。如果已存在捕获缓存,则会丢" "弃旧缓存。\n" "在此之后,就会在播放过程中进行时长为 [param duration] 的与当前动画混合结果的插" "值,类似淡入淡出。\n" "可以使用 [param trans_type] 来指定插值曲线。为了达到最佳效果,如果轨道的第一个" "关键帧非零或键值不会改变,则最好使用 [constant Tween.TRANS_LINEAR];如果键值有" "线性变化,则最好使用 [constant Tween.TRANS_QUAD]。" msgid "" "[AnimationMixer] caches animated nodes. It may not notice if a node " "disappears; [method clear_caches] forces it to update the cache again." msgstr "" "[AnimationMixer] 会缓存动画节点。如果一个节点消失,它可能不会注意到;[method " "clear_caches] 能够强制它再次更新缓存。" msgid "" "Returns the key of [param animation] or an empty [StringName] if not found." msgstr "返回 [param animation] 的键;如果未找到,则返回一个空的 [StringName]。" msgid "" "Returns the key for the [AnimationLibrary] that contains [param animation] or " "an empty [StringName] if not found." msgstr "" "返回包含 [param animation] 的 [AnimationLibrary] 的键;如果找不到,则返回一个" "空的 [StringName]。" msgid "" "Returns the first [AnimationLibrary] with key [param name] or [code]null[/" "code] if not found.\n" "To get the [AnimationPlayer]'s global animation library, use " "[code]get_animation_library(\"\")[/code]." msgstr "" "返回第一个键为 [param name] 的 [AnimationLibrary],如果没有找到则返回 " "[code]null[/code]。\n" "要获得 [AnimationPlayer] 的全局动画库,请使用 " "[code]get_animation_library(\"\")[/code]。" msgid "Returns the list of stored library keys." msgstr "返回存储库的键名列表。" msgid "Returns the list of stored animation keys." msgstr "返回存储的动画键列表。" msgid "" "Retrieve the motion delta of position with the [member root_motion_track] as " "a [Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying position to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_rotation: Quaternion\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " current_rotation = get_quaternion()\n" " state_machine.travel(\"Animate\")\n" " var velocity: Vector3 = current_rotation * animation_tree." "get_root_motion_position() / delta\n" " set_velocity(velocity)\n" " move_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "By using this in combination with [method " "get_root_motion_position_accumulator], you can apply the root motion position " "more correctly to account for the rotation of the node.\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " set_quaternion(get_quaternion() * animation_tree." "get_root_motion_rotation())\n" " var velocity: Vector3 = (animation_tree." "get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * " "animation_tree.get_root_motion_position() / delta\n" " set_velocity(velocity)\n" " move_and_slide()\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "将具有 [member root_motion_track] 的位置的运动增量,检索为一个可以在其他地方使" "用的 [Vector3]。\n" "如果 [member root_motion_track] 不是 [constant Animation.TYPE_POSITION_3D] 类" "型轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code]。\n" "另见 [member root_motion_track] 和 [RootMotionView]。\n" "最基本的示例是将位置应用于 [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_rotation: Quaternion\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " current_rotation = get_quaternion()\n" " state_machine.travel(\"Animate\")\n" " var velocity: Vector3 = current_rotation * animation_tree." "get_root_motion_position() / delta\n" " set_velocity(velocity)\n" " move_and_slide()\n" "[/gdscript]\n" "[/codeblocks]\n" "通过将其与 [method get_root_motion_position_accumulator] 结合使用,你可以更正" "确地应用根运动位置来考虑节点的旋转。\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " set_quaternion(get_quaternion() * animation_tree." "get_root_motion_rotation())\n" " var velocity: Vector3 = (animation_tree." "get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * " "animation_tree.get_root_motion_position() / delta\n" " set_velocity(velocity)\n" " move_and_slide()\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Retrieve the blended value of the position tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "This is useful in cases where you want to respect the initial key values of " "the animation.\n" "For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can " "be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator: Vector3\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " var current_root_motion_position_accumulator: Vector3 = animation_tree." "get_root_motion_position_accumulator()\n" " var difference: Vector3 = current_root_motion_position_accumulator - " "prev_root_motion_position_accumulator\n" " prev_root_motion_position_accumulator = " "current_root_motion_position_accumulator\n" " transform.origin += difference\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" "检索具有 [member root_motion_track] 的位置轨道的混合值,返回的是可以在其他地方" "使用的 [Vector3]。\n" "在想要遵循动画的初始动画帧值的情况下很有用。\n" "例如,如果前一帧播放的是一个只有单个动画帧 [code]Vector3(0, 0, 0)[/code] 的动" "画,然后下一帧播放的是一个只有单个动画帧[code]Vector3(1, 0, 1)[/code] 的动画," "它们之间的差异可以这样计算:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_position_accumulator: Vector3\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " var current_root_motion_position_accumulator: Vector3 = animation_tree." "get_root_motion_position_accumulator()\n" " var difference: Vector3 = current_root_motion_position_accumulator - " "prev_root_motion_position_accumulator\n" " prev_root_motion_position_accumulator = " "current_root_motion_position_accumulator\n" " transform.origin += difference\n" "[/gdscript]\n" "[/codeblocks]\n" "不过,如果动画是循环播放的,就可能会发生预料之外的不连续变化,所以这只对一些简" "单的情况有用。" msgid "" "Retrieve the motion delta of rotation with the [member root_motion_track] as " "a [Quaternion] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying rotation to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " set_quaternion(get_quaternion() * animation_tree." "get_root_motion_rotation())\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "检索带有 [member root_motion_track] 的旋转运动,作为一个 [Quaternion],可以在" "其他地方使用。\n" "如果 [member root_motion_track] 不是 [constant Animation.TYPE_ROTATION_3D] 类" "型的轨迹的路径,返回 [code]Quaternion(0, 0, 0, 1)[/code] 。\n" "另见 [member root_motion_track] 和 [RootMotionView]。\n" "最基本的例子是对 [CharacterBody3D] 应用旋转。\n" "[codeblocks]\n" "[gdscript]\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " set_quaternion(get_quaternion() * animation_tree." "get_root_motion_rotation() )\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Retrieve the blended value of the rotation tracks with the [member " "root_motion_track] as a [Quaternion] that can be used elsewhere.\n" "This is necessary to apply the root motion position correctly, taking " "rotation into account. See also [method get_root_motion_position].\n" "Also, this is useful in cases where you want to respect the initial key " "values of the animation.\n" "For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/" "code] is played in the previous frame and then an animation with only one key " "[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the " "difference can be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator: Quaternion\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " var current_root_motion_rotation_accumulator: Quaternion = animation_tree." "get_root_motion_Quaternion_accumulator()\n" " var difference: Quaternion = prev_root_motion_rotation_accumulator." "inverse() * current_root_motion_rotation_accumulator\n" " prev_root_motion_rotation_accumulator = " "current_root_motion_rotation_accumulator\n" " transform.basis *= difference\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" "检索带有 [member root_motion_track] 的旋转轨道的混合值,作为一个 " "[Quaternion],可以在其他地方使用。\n" "这里必须正确地结合根运动位置,并且要考虑到旋转。参考 [method " "get_root_motion_position]。\n" "并且,当你想重视动画的初始动画帧的值时,这会很有用。\n" "比如说,如果一个动画在上一帧只播放一个 [code]Quaternion(0, 0, 0, 1)[/code] 动" "画帧,并且一个动画在下一帧只播放了一个动画帧的 [code]Quaternion(0, 0.707, 0, " "0.707)[/code] 时,它们相差的值可以这样求出:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_rotation_accumulator: Quaternion\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " var current_root_motion_rotation_accumulator: Quaternion = animation_tree." "get_root_motion_Quaternion_accumulator()\n" " var difference: Quaternion = prev_root_motion_rotation_accumulator." "inverse() * current_root_motion_rotation_accumulator\n" " prev_root_motion_rotation_accumulator = " "current_root_motion_rotation_accumulator\n" " transform.basis *= difference\n" "[/gdscript]\n" "[/codeblocks]\n" "然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况" "下才有用。" msgid "" "Retrieve the motion delta of scale with the [member root_motion_track] as a " "[Vector3] that can be used elsewhere.\n" "If [member root_motion_track] is not a path to a track of type [constant " "Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n" "See also [member root_motion_track] and [RootMotionView].\n" "The most basic example is applying scale to [CharacterBody3D]:\n" "[codeblocks]\n" "[gdscript]\n" "var current_scale: Vector3 = Vector3(1, 1, 1)\n" "var scale_accum: Vector3 = Vector3(1, 1, 1)\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " current_scale = get_scale()\n" " scale_accum = Vector3(1, 1, 1)\n" " state_machine.travel(\"Animate\")\n" " scale_accum += animation_tree.get_root_motion_scale()\n" " set_scale(current_scale * scale_accum)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "获取 [member root_motion_track] 的缩放运动增量,类型为 [Vector3],可以在其他地" "方使用。\n" "如果 [member root_motion_track] 不是类型为 [constant Animation.TYPE_SCALE_3D] " "的轨道的路径,则返回 [code]Vector3(0, 0, 0)[/code] 。\n" "另见 [member root_motion_track] 和 [RootMotionView]。\n" "最基本的例子是对 [CharacterBody3D] 应用缩放。\n" "[codeblocks]\n" "[gdscript]\n" "var current_scale: Vector3 = Vector3(1, 1, 1)\n" "var scale_accum: Vector3 = Vector3(1, 1, 1)\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " current_scale = get_scale()\n" " scale_accum = Vector3(1, 1, 1)\n" " state_machine.travel(\"Animate\")\n" " scale_accum += animation_tree.get_root_motion_scale()\n" " set_scale(current_scale * scale_accum)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Retrieve the blended value of the scale tracks with the [member " "root_motion_track] as a [Vector3] that can be used elsewhere.\n" "For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] " "is played in the previous frame and then an animation with only one key " "[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can " "be calculated as follows:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator: Vector3\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " var current_root_motion_scale_accumulator: Vector3 = animation_tree." "get_root_motion_scale_accumulator()\n" " var difference: Vector3 = current_root_motion_scale_accumulator - " "prev_root_motion_scale_accumulator\n" " prev_root_motion_scale_accumulator = " "current_root_motion_scale_accumulator\n" " transform.basis = transform.basis.scaled(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "However, if the animation loops, an unintended discrete change may occur, so " "this is only useful for some simple use cases." msgstr "" "检索带有 [member root_motion_track] 的缩放轨道的混合值,作为一个 [Vector3],可" "以在其他地方使用。\n" "例如,如果一个动画在前一帧只播放了一个动画帧 [code]Vector3(1, 1, 1)[/code],并" "且一个动画在后一帧只播放了一个动画帧 [code]Vector3(2, 2, 2)[/code],他们之间相" "差的值可以这样求出:\n" "[codeblocks]\n" "[gdscript]\n" "var prev_root_motion_scale_accumulator: Vector3\n" "\n" "func _process(delta):\n" " if Input.is_action_just_pressed(\"animate\"):\n" " state_machine.travel(\"Animate\")\n" " var current_root_motion_scale_accumulator: Vector3 = animation_tree." "get_root_motion_scale_accumulator()\n" " var difference: Vector3 = current_root_motion_scale_accumulator - " "prev_root_motion_scale_accumulator\n" " prev_root_motion_scale_accumulator = " "current_root_motion_scale_accumulator\n" " transform.basis = transform.basis.scaled(difference)\n" "[/gdscript]\n" "[/codeblocks]\n" "然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况" "下才有用。" msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with " "key [param name]." msgstr "" "如果该 [AnimationPlayer] 使用键 [param name] 存储 [Animation],则返回 " "[code]true[/code]。" msgid "" "Returns [code]true[/code] if the [AnimationPlayer] stores an " "[AnimationLibrary] with key [param name]." msgstr "" "如果该 [AnimationPlayer] 使用键 [param name] 存储 [AnimationLibrary],则返回 " "[code]true[/code]。" msgid "Removes the [AnimationLibrary] associated with the key [param name]." msgstr "移除与键 [param name] 关联的 [AnimationLibrary]。" msgid "" "Moves the [AnimationLibrary] associated with the key [param name] to the key " "[param newname]." msgstr "" "将与键 [param name] 关联的 [AnimationLibrary] 移动到键 [param newname]。" msgid "If [code]true[/code], the [AnimationMixer] will be processing." msgstr "如果 [code]true[/code] 时,[AnimationMixer] 将执行逻辑处理。" msgid "" "The number of possible simultaneous sounds for each of the assigned " "AudioStreamPlayers.\n" "For example, if this value is [code]32[/code] and the animation has two audio " "tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to " "[code]32[/code] voices each." msgstr "" "每个指定的 AudioStreamPlayer 可能同时发出的声音的数量。\n" "例如,如果该值为 [code]32[/code] 并且动画有两个音轨,则分配的两个 " "[AudioStreamPlayer] 可以同时播放最多 [code]32[/code] 个声音。" msgid "" "Ordinarily, tracks can be set to [constant Animation.UPDATE_DISCRETE] to " "update infrequently, usually when using nearest interpolation.\n" "However, when blending with [constant Animation.UPDATE_CONTINUOUS] several " "results are considered. The [member callback_mode_discrete] specify it " "explicitly. See also [enum AnimationCallbackModeDiscrete].\n" "To make the blended results look good, it is recommended to set this to " "[constant ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to update every " "frame during blending. Other values exist for compatibility and they are fine " "if there is no blending, but not so, may produce artifacts." msgstr "" "一般而言,可以将轨道设置为 [constant Animation.UPDATE_DISCRETE] 降低更新频率," "通常在最近邻插值时使用。\n" "但在使用 [constant Animation.UPDATE_CONTINUOUS] 进行混合时需要考虑不同的结果," "可以用 [member callback_mode_discrete] 来显式指定。另见 [enum " "AnimationCallbackModeDiscrete]。\n" "为了在混合时得到更好的结果,建议将其设置为 [constant " "ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS],在混合时每一帧都更新。其他" "值主要用于兼容,在不需要混合时没有问题,但需要混合时则可能产生问题。" msgid "The call mode used for \"Call Method\" tracks." msgstr "用于“方法调用”轨道的调用模式。" msgid "The process notification in which to update animations." msgstr "更新动画的过程通知。" msgid "" "If [code]true[/code], the blending uses the deterministic algorithm. The " "total weight is not normalized and the result is accumulated with an initial " "value ([code]0[/code] or a [code]\"RESET\"[/code] animation if present).\n" "This means that if the total amount of blending is [code]0.0[/code], the " "result is equal to the [code]\"RESET\"[/code] animation.\n" "If the number of tracks between the blended animations is different, the " "animation with the missing track is treated as if it had the initial value.\n" "If [code]false[/code], The blend does not use the deterministic algorithm. " "The total weight is normalized and always [code]1.0[/code]. If the number of " "tracks between the blended animations is different, nothing is done about the " "animation that is missing a track.\n" "[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], " "[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than " "[code]1.0[/code] may produce unexpected results.\n" "For example, if [AnimationNodeAdd2] blends two nodes with the amount " "[code]1.0[/code], then total weight is [code]2.0[/code] but it will be " "normalized to make the total amount [code]1.0[/code] and the result will be " "equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]." msgstr "" "如果为 [code]true[/code],则混合使用确定性算法。总权重不进行归一化,在初始值的" "基础上进行累加(初始值为 [code]0[/code],表示可能存在的 [code]\"RESET\"[/" "code] 动画)。\n" "这意味着如果混合总权重为 [code]0.0[/code],则结果等于 [code]\"RESET\"[/code] " "动画。\n" "如果混合动画之间的轨道数量不同,则缺少轨道的动画将被视为具有初始值。\n" "如果为 [code]false[/code],则混合不会使用确定性算法。总权重将归一化且始终为 " "[code]1.0[/code]。如果混合动画之间的轨道数量不同,则不会对缺少轨道的动画执行任" "何操作。\n" "[b] 注意:[/b] 在 [AnimationTree] 中,与 [AnimationNodeAdd2] 、 " "[AnimationNodeAdd3] 、 [AnimationNodeSub2] 或权重大于 [code]1.0[/code] 混合可" "能产生意想不到的结果。\n" "例如,如果 [AnimationNodeAdd2] 混合了两个取值为 [code]1.0[/code] 的节点,则总" "权重为 [code]2.0[/code],但它将被归一化使总权重保持 [code]1.0[/code],且结果将" "等于取值为 [code]0.5[/code] 的 [AnimationNodeBlend2]。" msgid "" "This is used by the editor. If set to [code]true[/code], the scene will be " "saved with the effects of the reset animation (the animation with the key " "[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the " "editor keeping the values that the scene had before saving.\n" "This makes it more convenient to preview and edit animations in the editor, " "as changes to the scene will not be saved as long as they are set in the " "reset animation." msgstr "" "由编辑器使用。如果设置为 [code]true[/code],场景将被保存,并应用重置动画(带有" "键 [code]\"RESET\"[/code] 的动画)的效果,就好像它已被定位到时间 0 一样,编辑" "器保留场景在保存之前的值。\n" "这使得在编辑器中预览和编辑动画更加方便,因为对场景的更改,只要在重置动画中被设" "置,就不会被保存。" msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " "node of the node that will reproduce the animation. To specify a track that " "controls properties or bones, append its name after the path, separated by " "[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] or " "[code]\"character/mesh:transform/local\"[/code].\n" "If the track has type [constant Animation.TYPE_POSITION_3D], [constant " "Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the " "transformation will be canceled visually, and the animation will appear to " "stay in place. See also [method get_root_motion_position], [method " "get_root_motion_rotation], [method get_root_motion_scale] and " "[RootMotionView]." msgstr "" "用于根部运动的动画轨道的路径。路径必须是指向节点的场景树有效路径,必须从将实现" "动画的节点的父节点开始指定。要指定控件属性或骨骼的轨道,请在路径后附加其名称," "用 [code]\":\"[/code] 隔开。例如,[code]\"character/skeleton:ankle\"[/code] " "或 [code]\"character/mesh:transform/local\"[/code]。\n" "如果轨道的类型是 [constant Animation.TYPE_POSITION_3D]、[constant Animation." "TYPE_ROTATION_3D]、或者 [constant Animation.TYPE_SCALE_3D],那么将取消视觉上的" "变换,其动画看起来将是留在原地。参阅 [method get_root_motion_position]、" "[method get_root_motion_rotation]、[method get_root_motion_scale]、和 " "[RootMotionView]。" msgid "The node which node path references will travel from." msgstr "节点路径引用将从其出发的节点。" msgid "" "Notifies when an animation finished playing.\n" "[b]Note:[/b] This signal is not emitted if an animation is looping." msgstr "" "动画播放结束时通知。\n" "[b]注意:[/b]如果动画正在循环播放,则不会发出此信号。" msgid "Notifies when the animation libraries have changed." msgstr "当动画库发生更改时发出通知。" msgid "Notifies when an animation list is changed." msgstr "当动画列表发生更改时发出通知。" msgid "Notifies when an animation starts playing." msgstr "当动画开始播放时发出通知。" msgid "" "Notifies when the caches have been cleared, either automatically, or manually " "via [method clear_caches]." msgstr "" "当缓存被清除时通知,可以是自动清除,也可以是通过 [method clear_caches] 手动清" "除。" msgid "" "Editor only. Notifies when the property have been updated to update dummy " "[AnimationPlayer] in animation player editor." msgstr "" "仅用于编辑器。当属性已完成更新进而更新动画播放编辑器中的虚拟 " "[AnimationPlayer] 时发出通知。" msgid "" "Process animation during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when " "animating physics bodies." msgstr "" "在物理帧中处理动画(见 [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。尤其适用于对物理体进行动画处理。" msgid "" "Process animation during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "在处理帧中处理动画(见 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。" msgid "" "Do not process animation. Use [method advance] to process the animation " "manually." msgstr "不处理动画。使用[method advance]手动处理动画。" msgid "" "Batch method calls during the animation process, then do the calls after " "events are processed. This avoids bugs involving deleting nodes or modifying " "the AnimationPlayer while playing." msgstr "" "在动画过程中批量调用方法,然后在处理完事件后再进行调用。这样就避免了在播放过程" "中涉及删除节点或修改AnimationPlayer的错误。" msgid "Make method calls immediately when reached in the animation." msgstr "在动画中达到时立即进行方法调用。" msgid "" "An [constant Animation.UPDATE_CONTINUOUS] or [constant Animation." "UPDATE_CAPTURE] track value takes precedence when blending the [constant " "Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] track " "values and the [constant Animation.UPDATE_DISCRETE] track values." msgstr "" "将 [constant Animation.UPDATE_CONTINUOUS] 或 [constant Animation." "UPDATE_CAPTURE] 轨道值与 [constant Animation.UPDATE_DISCRETE] 轨道值混合时," "[constant Animation.UPDATE_CONTINUOUS] 或 [constant Animation.UPDATE_CAPTURE] " "轨道值优先。" msgid "" "Always treat the [constant Animation.UPDATE_DISCRETE] track value as " "[constant Animation.UPDATE_CONTINUOUS] with [constant Animation." "INTERPOLATION_NEAREST]. This is the default behavior for [AnimationTree]." msgstr "" "始终将 [constant Animation.UPDATE_DISCRETE] 轨道值视为 [constant Animation." "INTERPOLATION_NEAREST] 的 [constant Animation.UPDATE_CONTINUOUS]。这是 " "[AnimationTree] 的默认值。" msgid "Base class for [AnimationTree] nodes. Not related to scene nodes." msgstr "[AnimationTree] 节点的基类。与场景节点无关。" msgid "" "Base resource for [AnimationTree] nodes. In general, it's not used directly, " "but you can create custom ones with custom blending formulas.\n" "Inherit this when creating animation nodes mainly for use in " "[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used " "instead." msgstr "" "[AnimationTree] 节点的基础资源。通常不会直接使用,但你可以使用自定义混合公式创" "建自定义节点。\n" "创建动画节点时继承这个类主要是用在 [AnimationNodeBlendTree] 中,否则应改用 " "[AnimationRootNode]。" msgid "Using AnimationTree" msgstr "使用 AnimationTree" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "override the text caption for this animation node." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以覆盖这个动画节点的标题文本。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a child animation node by its [param name]." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以根据名称 [param name] 来返回对" "应的子动画节点。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return the default value of a [param parameter]. Parameters are custom local " "memory used for your animation nodes, given a resource can be reused in " "multiple trees." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数“[param parameter]”的默" "认值。参数是动画节点的自定义本地存储,资源可以在多个树中重用。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return a list of the properties on this animation node. Parameters are custom " "local memory used for your animation nodes, given a resource can be reused in " "multiple trees. Format is similar to [method Object.get_property_list]." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以返回这个节点的属性列表。参数是" "动画节点的自定义本地存储,资源可以在多个树中重用。格式与 [method Object." "get_property_list] 类似。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the blend tree editor should display filter editing on this " "animation node." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以返回混合树编辑器是否应该在这个" "动画节点上显示过滤器编辑。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "return whether the [param parameter] is read-only. Parameters are custom " "local memory used for your animation nodes, given a resource can be reused in " "multiple trees." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以返回参数 [param parameter] 是否" "只读。参数是动画节点的自定义本地存储,资源可以在多个树中重用。" msgid "" "When inheriting from [AnimationRootNode], implement this virtual method to " "run some code when this animation node is processed. The [param time] " "parameter is a relative delta, unless [param seek] is [code]true[/code], in " "which case it is absolute.\n" "Here, call the [method blend_input], [method blend_node] or [method " "blend_animation] functions. You can also use [method get_parameter] and " "[method set_parameter] to modify local memory.\n" "This function should return the time left for the current animation to finish " "(if unsure, pass the value from the main blend being called)." msgstr "" "继承 [AnimationRootNode] 时,实现这个虚方法可以在这个动画节点进行处理时执行代" "码。参数 [param time] 是相对增量,除非 [param seek] 为 [code]true[/code],此时" "为绝对增量。\n" "请在此处调用 [method blend_input]、[method blend_node] 或 [method " "blend_animation] 函数。你也可以使用 [method get_parameter] 和 [method " "set_parameter] 来修改本地存储。\n" "这个函数应当返回当前动画还需多少时间完成(不确定的话,请传递调用主混合的值)。" msgid "" "Adds an input to the animation node. This is only useful for animation nodes " "created for use in an [AnimationNodeBlendTree]. If the addition fails, " "returns [code]false[/code]." msgstr "" "为节点添加一个输入。这只对创建用于 [AnimationNodeBlendTree] 的动画节点有用。如" "果添加失败,返回 [code]false[/code]。" msgid "" "Blend an animation by [param blend] amount (name must be valid in the linked " "[AnimationPlayer]). A [param time] and [param delta] may be passed, as well " "as whether [param seeked] happened.\n" "A [param looped_flag] is used by internal processing immediately after the " "loop. See also [enum Animation.LoopedFlag]." msgstr "" "按 [param blend] 量混合一个动画(名称必须在链接的 [AnimationPlayer] 中有效)。" "可以传入时间 [param time] 和增量 [param delta],以及表示是否发生寻道的 [param " "seeked]。\n" "[param looped_flag] 在循环后立即由内部处理使用。另见 [enum Animation." "LoopedFlag]。" msgid "" "Blend an input. This is only useful for animation nodes created for an " "[AnimationNodeBlendTree]. The [param time] parameter is a relative delta, " "unless [param seek] is [code]true[/code], in which case it is absolute. A " "filter mode may be optionally passed (see [enum FilterAction] for options)." msgstr "" "混合一个输入。这只对为 [AnimationNodeBlendTree] 创建的动画节点有用。时间参数 " "[param time] 是一个相对的增量,除非 [param seek] 是 [code]true[/code],此时它" "是绝对的。可以选择传入过滤模式(选项请参阅 [enum FilterAction])。" msgid "" "Returns the input index which corresponds to [param name]. If not found, " "returns [code]-1[/code]." msgstr "" "返回与名称 [param name] 相关的输入索引,如果不存在则返回 [code]-1[/code]。" msgid "" "Amount of inputs in this animation node, only useful for animation nodes that " "go into [AnimationNodeBlendTree]." msgstr "" "这个动画节点的输入数量,只对进入 [AnimationNodeBlendTree] 的动画节点有用。" msgid "Gets the name of an input by index." msgstr "通过索引获取输入的名称。" msgid "" "Gets the value of a parameter. Parameters are custom local memory used for " "your animation nodes, given a resource can be reused in multiple trees." msgstr "" "获取一个参数的值。参数是你的动画节点使用的自定义本地内存,给定的资源可以在多个" "树中重复使用。" msgid "Returns whether the given path is filtered." msgstr "返回给定路径是否被过滤。" msgid "Removes an input, call this only when inactive." msgstr "移除输入,仅在处于非活动状态时调用此输入。" msgid "Adds or removes a path for the filter." msgstr "添加或移除筛选器的路径。" msgid "" "Sets the name of the input at the given [param input] index. If the setting " "fails, returns [code]false[/code]." msgstr "" "在给定的 [param input] 索引处设置输入的名称。如果设置失败,返回 [code]false[/" "code]。" msgid "" "Sets a custom parameter. These are used as local memory, because resources " "can be reused across the tree or scenes." msgstr "" "设置一个自定义参数。这些参数被用作本地内存,因为资源可以在树或场景中重复使用。" msgid "If [code]true[/code], filtering is enabled." msgstr "如果为 [code]true[/code],则启用筛选功能。" msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes removes. The animation nodes that emit this " "signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "由继承自该类的节点发出,并且当其中一个动画节点移除时具有内部树。发出此信号的动" "画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" "[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。" msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation node names changes. The animation nodes that emit " "this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." msgstr "" "由继承自该类的节点发出,并且当其中一个动画节点名称更改时具有内部树。发出此信号" "的动画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" "[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。" msgid "" "Emitted by nodes that inherit from this class and that have an internal tree " "when one of their animation nodes changes. The animation nodes that emit this " "signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " "[AnimationNodeStateMachine], [AnimationNodeBlendTree] and " "[AnimationNodeTransition]." msgstr "" "由继承自该类的节点发出,并且当其一个动画节点发生变化时具有内部树。发出此信号的" "动画节点可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" "[AnimationNodeStateMachine]、[AnimationNodeBlendTree] 和 " "[AnimationNodeTransition]。" msgid "Do not use filtering." msgstr "不要使用筛选功能。" msgid "Paths matching the filter will be allowed to pass." msgstr "与筛选器匹配的路径将被允许通过。" msgid "Paths matching the filter will be discarded." msgstr "与筛选器匹配的路径将被丢弃。" msgid "Paths matching the filter will be blended (by the blend value)." msgstr "与筛选器匹配的路径将被混合(根据混合值)。" msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中加法地混合两个动画。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "additively based on the amount value.\n" "If the amount is greater than [code]1.0[/code], the animation connected to " "\"in\" port is blended with the amplified animation connected to \"add\" " "port.\n" "If the amount is less than [code]0.0[/code], the animation connected to " "\"in\" port is blended with the inverted animation connected to \"add\" port." msgstr "" "可添加到 [AnimationNodeBlendTree] 的资源。根据取值将两个动画加法混合在一起。\n" "如果取值大于 [code]1.0[/code],则与“in”端口相连的动画相混合的是放大后的" "与“add”端口相连的动画。\n" "如果取值小于 [code]0.0[/code],则与“in”端口相连的动画相混合的是反转后的" "与“add”端口相连的动画。" msgid "" "Blends two of three animations additively inside of an " "[AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个动画相加。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three additively out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to add to\n" "- A \"-add\" animation to blend with when the blend amount is negative\n" "- A \"+add\" animation to blend with when the blend amount is positive\n" "If the absolute value of the amount is greater than [code]1.0[/code], the " "animation connected to \"in\" port is blended with the amplified animation " "connected to \"-add\"/\"+add\" port." msgstr "" "可添加到 [AnimationNodeBlendTree] 的资源。根据取值将三个动画中的两个进行加法混" "合。\n" "这个动画节点有三个输入:\n" "- 加法混合的基础动画\n" "- 混合取值为负时进行混合的“-add”动画\n" "- 混合取值为正时进行混合的“+add”动画\n" "如果取值的绝对值大于 [code]1.0[/code],则与“in”端口相连的动画相混合的是放大后" "的与“-add”/“+add”端口相连的动画。" msgid "An input animation for an [AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] 的输入动画。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Only has one output port " "using the [member animation] property. Used as an input for [AnimationNode]s " "that blend animations together." msgstr "" "一种添加到 [AnimationNodeBlendTree] 的资源。只有一个输出端口,使用的是 " "[member animation] 属性。可用作 [AnimationNode] 的输入,将动画混合在一起。" msgid "3D Platformer Demo" msgstr "3D 平台跳跃演示" msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" "作为输出使用的动画。它是 [member AnimationTree.anim_player] 提供的动画之一。" msgid "Determines the playback direction of the animation." msgstr "确定动画的播放方向。" msgid "Plays animation in forward direction." msgstr "正序播放动画。" msgid "Plays animation in backward direction." msgstr "逆序播放动画。" msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将两个动画进行线性混合。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on the amount value.\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range. " "Values outside of this range can blend amplified or inverted animations, " "however, [AnimationNodeAdd2] works better for this purpose." msgstr "" "添加到 [AnimationNodeBlendTree] 的资源。根据取值将两个动画进行线性混合。\n" "一般而言,混合值应该在 [code][0.0, 1.0][/code] 的范围内。超出该范围的值可以混" "合放大或翻转后的动画,然而,这种场合 [AnimationNodeAdd2] 的效果更好。" msgid "" "Blends two of three animations linearly inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个进行线性混合。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations out " "of three linearly out of three based on the amount value.\n" "This animation node has three inputs:\n" "- The base animation to blend with\n" "- A \"-blend\" animation to blend with when the blend amount is negative " "value\n" "- A \"+blend\" animation to blend with when the blend amount is positive " "value\n" "In general, the blend value should be in the [code][-1.0, 1.0][/code] range. " "Values outside of this range can blend amplified animations, however, " "[AnimationNodeAdd3] works better for this purpose." msgstr "" "可添加到 [AnimationNodeBlendTree] 的资源。根据取值将三个动画中的两个进行线性混" "合。\n" "这个动画节点有三个输入:\n" "- 加法混合的基础动画\n" "- 混合取值为负时进行混合的“-blend”动画\n" "- 混合取值为正时进行混合的“+blend”动画\n" "一般而言,混合值应该在 [code][-1.0, 1.0][/code] 的范围内。在此范围外的取值能够" "混合放大后的动画,然而这种场合使用 [AnimationNodeAdd3] 更合适。" msgid "" "A set of [AnimationRootNode]s placed on a virtual axis, crossfading between " "the two adjacent ones. Used by [AnimationTree]." msgstr "" "一组放置在一个虚拟轴上的 [AnimationRootNode],在两个相邻节点之间交叉淡化。被 " "[AnimationTree] 使用。" msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of " "[AnimationRootNode]s can be added using [method add_blend_point]. Outputs the " "linear blend of the two [AnimationRootNode]s adjacent to the current value.\n" "You can set the extents of the axis with [member min_space] and [member " "max_space]." msgstr "" "可添加到 [AnimationNodeBlendTree] 的资源。\n" "[AnimationNodeBlendSpace1D] 代表一个虚拟轴,可以使用 [method add_blend_point] " "在上面添加任何类型的 [AnimationRootNode]。输出的是最接近当前值的两个 " "[AnimationRootNode] 之间的线性混合。\n" "可以使用 [member min_space] 和 [member max_space] 来扩展轴的范围。" msgid "" "Adds a new point that represents a [param node] on the virtual axis at a " "given position set by [param pos]. You can insert it at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" "在虚拟轴上 [param pos] 设定的给定位置添加一个代表 [param node] 的新点。你可以" "使用 [param at_index] 参数将其插入到特定的索引处。如果使用 [param at_index] 的" "默认值,这个点会被插入到混合点数组的末尾。" msgid "Returns the number of points on the blend axis." msgstr "返回混合轴上的点的数量。" msgid "" "Returns the [AnimationNode] referenced by the point at index [param point]." msgstr "返回索引 [param point] 处的点所引用的 [AnimationNode]。" msgid "Returns the position of the point at index [param point]." msgstr "返回索引 [param point] 处的点的位置。" msgid "Removes the point at index [param point] from the blend axis." msgstr "从混合轴移除索引 [param point] 处的点。" msgid "" "Changes the [AnimationNode] referenced by the point at index [param point]." msgstr "更改索引 [param point] 处的点所引用的 [AnimationNode]。" msgid "" "Updates the position of the point at index [param point] on the blend axis." msgstr "更新混合轴上索引 [param point] 处的点的位置。" msgid "" "Controls the interpolation between animations. See [enum BlendMode] constants." msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。" msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "用于点位置的混合空间轴的上限。见 [method add_blend_point]。" msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." msgstr "用于点位置的混合空间轴的下限。见 [method add_blend_point]。" msgid "Position increment to snap to when moving a point on the axis." msgstr "当在轴上移动一个点时,要捕捉到的位置增量。" msgid "" "If [code]false[/code], the blended animations' frame are stopped when the " "blend value is [code]0[/code].\n" "If [code]true[/code], forcing the blended animations to advance frame." msgstr "" "如果为 [code]false[/code],则当混合值为 [code]0[/code] 时,停止混合动画的" "帧。\n" "如果为 [code]true[/code],则强制混合动画以前进帧。" msgid "Label of the virtual axis of the blend space." msgstr "混合空间虚拟轴的标签。" msgid "The interpolation between animations is linear." msgstr "动画之间的插值是线性的。" msgid "" "The blend space plays the animation of the animation node which blending " "position is closest to. Useful for frame-by-frame 2D animations." msgstr "混合空间播放混合位置最接近的动画节点的动画。可用于逐帧的 2D 动画。" msgid "" "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " "the last animation's playback position." msgstr "" "类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动" "画。" msgid "" "A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between " "the three adjacent ones. Used by [AnimationTree]." msgstr "" "一组放置在 2D 坐标上的 [AnimationRootNode],在三个相邻节点之间交叉淡化。被 " "[AnimationTree] 使用。" msgid "" "A resource used by [AnimationNodeBlendTree].\n" "[AnimationNodeBlendSpace1D] represents a virtual 2D space on which " "[AnimationRootNode]s are placed. Outputs the linear blend of the three " "adjacent animations using a [Vector2] weight. Adjacent in this context means " "the three [AnimationRootNode]s making up the triangle that contains the " "current value.\n" "You can add vertices to the blend space with [method add_blend_point] and " "automatically triangulate it by setting [member auto_triangles] to " "[code]true[/code]. Otherwise, use [method add_triangle] and [method " "remove_triangle] to triangulate the blend space by hand." msgstr "" "[AnimationNodeBlendTree] 使用的资源。\n" "[AnimationNodeBlendSpace1D] 代表放置 [AnimationRootNode] 的虚拟 2D 空间。输出" "的是使用 [Vector2] 权重对相邻的三个动画进行线性混合的结果。此处的“相邻”指的是" "构成包含当前值的三角形的三个 [AnimationRootNode]。\n" "你可以使用 [method add_blend_point] 向混合空间中添加顶点,将 [member " "auto_triangles] 设为 [code]true[/code] 可以将其自动三角形化。否则,请使用 " "[method add_triangle] 和 [method remove_triangle] 手动对混合空间进行三角形化。" msgid "" "Adds a new point that represents a [param node] at the position set by [param " "pos]. You can insert it at a specific index using the [param at_index] " "argument. If you use the default value for [param at_index], the point is " "inserted at the end of the blend points array." msgstr "" "在 [param pos] 设定的位置添加一个代表 [param node] 的新点。你可以使用 [param " "at_index] 参数将其插入到特定的索引中。如果使用 [param at_index] 的默认值,这个" "点会被插入到混合点数组的末尾。" msgid "" "Creates a new triangle using three points [param x], [param y], and [param " "z]. Triangles can overlap. You can insert the triangle at a specific index " "using the [param at_index] argument. If you use the default value for [param " "at_index], the point is inserted at the end of the blend points array." msgstr "" "使用三个点 [param x]、[param y] 和 [param z] 创建一个新三角形。三角形可以重" "叠。可以使用 [param at_index] 参数在特定索引处插入三角形。如果使用 [param " "at_index] 的默认值,该点将插入到混合点数组的末尾。" msgid "Returns the number of points in the blend space." msgstr "返回混合空间中的点的数量。" msgid "" "Returns the [AnimationRootNode] referenced by the point at index [param " "point]." msgstr "返回索引 [param point] 处的点所引用的 [AnimationRootNode]。" msgid "Returns the number of triangles in the blend space." msgstr "返回混合空间中三角形的数量。" msgid "" "Returns the position of the point at index [param point] in the triangle of " "index [param triangle]." msgstr "返回索引 [param point] 处的点在索引 [param triangle] 的三角形中的位置。" msgid "Removes the point at index [param point] from the blend space." msgstr "从混合空间中移除索引 [param point] 处的点。" msgid "Removes the triangle at index [param triangle] from the blend space." msgstr "从混合空间中移除索引 [param triangle] 处的三角形。" msgid "" "If [code]true[/code], the blend space is triangulated automatically. The mesh " "updates every time you add or remove points with [method add_blend_point] and " "[method remove_blend_point]." msgstr "" "如果为 [code]true[/code],混合空间会自动进行三角测量。每次使用 [method " "add_blend_point] 和 [method remove_blend_point] 添加或移除点时,网格都会更新。" msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "" "用于点的位置的混合空间的 X 轴和 Y 轴的上限。请参阅 [method add_blend_point]。" msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." msgstr "" "用于点的位置的混合空间的 X 轴和 Y 轴的下限。请参阅 [method add_blend_point]。" msgid "Position increment to snap to when moving a point." msgstr "移动点时要吸附到的位置增量。" msgid "Name of the blend space's X axis." msgstr "混合空间 X 轴的名称。" msgid "Name of the blend space's Y axis." msgstr "混合空间 Y 轴的名称。" msgid "" "Emitted every time the blend space's triangles are created, removed, or when " "one of their vertices changes position." msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。" msgid "" "A sub-tree of many type [AnimationNode]s used for complex animations. Used by " "[AnimationTree]." msgstr "" "用于复杂动画的许多类型 [AnimationNode] 的子树。由 [AnimationTree] 使用。" msgid "" "This animation node may contain a sub-tree of any other type animation nodes, " "such as [AnimationNodeTransition], [AnimationNodeBlend2], " "[AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most " "commonly used animation node roots.\n" "An [AnimationNodeOutput] node named [code]output[/code] is created by default." msgstr "" "这个动画节点可以包含任何其他类型动画节点的子树,例如 " "[AnimationNodeTransition]、[AnimationNodeBlend2]、[AnimationNodeBlend3]、" "[AnimationNodeOneShot] 等。这是最常用的动画节点根之一。\n" "默认会创建一个名为 [code]output[/code] 的 [AnimationNodeOutput] 节点。" msgid "" "Adds an [AnimationNode] at the given [param position]. The [param name] is " "used to identify the created sub animation node later." msgstr "" "在给定的位置 [param position] 添加一个 [AnimationNode]。[param name] 用于后续" "识别该创建的子动画节点。" msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [param input_index]." msgstr "" "连接一个 [AnimationNode] 的输出作为另一个 [AnimationNode] 的输入,连接在 " "[param input_index] 指定的输入端口。" msgid "Disconnects the animation node connected to the specified input." msgstr "断开连接到指定输入端的动画节点。" msgid "Returns the sub animation node with the specified [param name]." msgstr "返回名称为 [param name] 的子动画节点。" msgid "" "Returns the position of the sub animation node with the specified [param " "name]." msgstr "返回名称为 [param name] 的子动画节点的位置。" msgid "" "Returns [code]true[/code] if a sub animation node with specified [param name] " "exists." msgstr "如果存在名称为 [param name] 的动画子节点,则返回 [code]true[/code]。" msgid "Removes a sub animation node." msgstr "移除一个子动画节点。" msgid "Changes the name of a sub animation node." msgstr "更改子动画节点的名称。" msgid "Modifies the position of a sub animation node." msgstr "修改子动画节点的位置。" msgid "The global offset of all sub animation nodes." msgstr "所有子动画节点的全局偏移量。" msgid "Emitted when the input port information is changed." msgstr "当输入端口信息发生更改时发出。" msgid "The connection was successful." msgstr "连接成功。" msgid "The input node is [code]null[/code]." msgstr "输入节点为 [code]null[/code]。" msgid "The specified input port is out of range." msgstr "指定的输入端口超出范围。" msgid "The output node is [code]null[/code]." msgstr "输出节点为 [code]null[/code]。" msgid "Input and output nodes are the same." msgstr "输入和输出节点相同。" msgid "The specified connection already exists." msgstr "指定的连接已经存在。" msgid "Plays an animation once in an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中播放一次动画。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. This animation node will " "execute a sub-animation and return once it finishes. Blend times for fading " "in and out can be customized, as well as filters.\n" "After setting the request and changing the animation playback, the one-shot " "node automatically clears the request on the next process frame by setting " "its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FIRE)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_FIRE\n" "\n" "# Abort child animation connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_ABORT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_ABORT\n" "\n" "# Abort child animation with fading out connected to \"shot\" port.\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# Get current state (read-only).\n" "animation_tree.get(\"parameters/OneShot/active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/active\"]\n" "\n" "# Get current internal state (read-only).\n" "animation_tree.get(\"parameters/OneShot/internal_active\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/OneShot/internal_active\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.Fire);\n" "\n" "// Abort child animation connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.Abort);\n" "\n" "// Abort child animation with fading out connected to \"shot\" port.\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.FadeOut);\n" "\n" "// Get current state (read-only).\n" "animationTree.Get(\"parameters/OneShot/active\");\n" "\n" "// Get current internal state (read-only).\n" "animationTree.Get(\"parameters/OneShot/internal_active\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "添加到 [AnimationNodeBlendTree] 的资源。这个动画节点将执行子动画并在完成后返" "回。可以自定义淡入和淡出的混合时间以及过滤器。\n" "在设置请求并更改动画播放后,一次性节点会在下一个处理帧中通过将其 " "[code]request[/code] 值设置为 [constant ONE_SHOT_REQUEST_NONE] 来自动清除请" "求。\n" "[codeblocks]\n" "[gdscript]\n" "# 播放连接到 “shot” 端口的子动画。\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FIRE)\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_FIRE\n" "\n" "# 中止连接到 “shot” 端口的子动画。\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_ABORT)\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# 使用淡出的方法中止连接到 “shot”端口的子动画。\n" "animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT)\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." "ONE_SHOT_REQUEST_FADE_OUT\n" "\n" "# 获取当前状态(只读)。\n" "animation_tree.get(\"parameters/OneShot/active\"))\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/OneShot/active\"]\n" "\n" "# 获取当前内部状态(只读)。\n" "animation_tree.get(\"parameters/OneShot/internal_active\")\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/OneShot/internal_active\"]\n" "[/gdscript]\n" "[csharp]\n" "// 播放连接到 “shot” 端口的子动画。\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.Fire);\n" "\n" "// 中止连接到 “shot” 端口的子动画。\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.Abort);\n" "\n" "// 使用淡出的方法中止连接到 “shot”端口的子动画。\n" "animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot." "OneShotRequest.FadeOut);\n" "\n" "// 获取当前状态(只读)。\n" "animationTree.Get(\"parameters/OneShot/active\");\n" "\n" "// 获取当前内部状态(只读)。\n" "animationTree.Get(\"parameters/OneShot/internal_active\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "If [code]true[/code], the sub-animation will restart automatically after " "finishing.\n" "In other words, to start auto restarting, the animation must be played once " "with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant " "ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not " "disable the [member autorestart] itself. So, the [constant " "ONE_SHOT_REQUEST_FIRE] request will start auto restarting again." msgstr "" "如果为 [code]true[/code],子动画结束后会自动重新开始。\n" "换句话说,要开始自动重启,必须使用 [constant ONE_SHOT_REQUEST_FIRE] 请求播放一" "次动画。[constant ONE_SHOT_REQUEST_ABORT] 请求停止自动重启,但它不会禁用 " "[member autorestart] 本身。因此,[constant ONE_SHOT_REQUEST_FIRE] 请求将再次开" "始自动重启。" msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "触发自动重启的延迟时间,以秒为单位。" msgid "" "If [member autorestart] is [code]true[/code], a random additional delay (in " "seconds) between 0 and this value will be added to [member autorestart_delay]." msgstr "" "如果 [member autorestart] 为 [code]true[/code],则介于0和此值之间的随机附加延" "迟(以秒为单位)将添加到 [member autorestart_delay]。" msgid "" "Determines how cross-fading between animations is eased. If empty, the " "transition will be linear." msgstr "确定如何缓动动画之间的淡入淡出。如果为空,过渡将是线性的。" msgid "" "The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 0 second and " "ends at 1 second during the animation." msgstr "" "淡入持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将在动" "画期间产生从 0 秒开始到 1 秒结束的交叉淡入淡出。" msgid "" "The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " "second length animation will produce a cross-fade that starts at 4 second and " "ends at 5 second during the animation." msgstr "" "淡出持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将产生" "从 4 秒开始到 5 秒结束的交叉淡入淡出。" msgid "The blend type." msgstr "混合类型。" msgid "The default state of the request. Nothing is done." msgstr "请求的默认状态。未完成任何操作。" msgid "The request to play the animation connected to \"shot\" port." msgstr "播放连接到“shot”端口的动画的请求。" msgid "The request to stop the animation connected to \"shot\" port." msgstr "停止连接到“shot”端口的动画的请求。" msgid "The request to fade out the animation connected to \"shot\" port." msgstr "淡出连接到“shot”端口的动画的请求。" msgid "Blends two animations. See also [AnimationNodeBlend2]." msgstr "混合两个动画。另请参见 [AnimationNodeBlend2]。" msgid "Blends two animations additively. See also [AnimationNodeAdd2]." msgstr "以相加方式混合两个动画。另请参阅 [AnimationNodeAdd2]。" msgid "The animation output node of an [AnimationNodeBlendTree]." msgstr "[AnimationNodeBlendTree] 的动画输出节点。" msgid "" "A node created automatically in an [AnimationNodeBlendTree] that outputs the " "final animation." msgstr "在输出最终动画的 [AnimationNodeBlendTree] 中自动创建的节点。" msgid "" "A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]." msgstr "带有多个 [AnimationRootNode] 的状态机,用于 [AnimationTree]。" msgid "" "Contains multiple [AnimationRootNode]s representing animation states, " "connected in a graph. State transitions can be configured to happen " "automatically or via code, using a shortest-path algorithm. Retrieve the " "[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to " "control it programmatically.\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" "playback\") as AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "包含表示动画状态的多个 [AnimationRootNode],以图的形式连接。可以使用最短路径算" "法,将节点过渡配置为自动发生或通过代码发生。要以编程的方式控制过渡,请从 " "[AnimationTree] 节点获取 [AnimationNodeStateMachinePlayback] 对象。\n" "[b]示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" "playback\") as AnimationNodeStateMachinePlayback;\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Adds a new animation node to the graph. The [param position] is used for " "display in the editor." msgstr "向图中添加一个新的动画节点。[param position] 用于在编辑器中显示。" msgid "Adds a transition between the given animation nodes." msgstr "在给定动画节点之间添加一个过渡。" msgid "Returns the draw offset of the graph. Used for display in the editor." msgstr "返回图的绘制偏移。用于在编辑器中显示。" msgid "Returns the animation node with the given name." msgstr "返回指定名称的动画节点。" msgid "Returns the given animation node's name." msgstr "返回指定动画节点的名称。" msgid "" "Returns the given animation node's coordinates. Used for display in the " "editor." msgstr "返回给定动画节点的坐标。用于在编辑器中显示。" msgid "Returns the given transition." msgstr "返回给定的过渡。" msgid "Returns the number of connections in the graph." msgstr "返回图中的连接数。" msgid "Returns the given transition's start node." msgstr "返回给定过渡的开始节点。" msgid "Returns the given transition's end node." msgstr "返回给定过渡的末端节点。" msgid "" "Returns [code]true[/code] if the graph contains the given animation node." msgstr "如果图中包含给定的动画节点,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if there is a transition between the given " "animation nodes." msgstr "如果在给定动画节点之间存在过渡,则返回 [code]true[/code]。" msgid "Deletes the given animation node from the graph." msgstr "从图中删除指定的动画节点。" msgid "Deletes the transition between the two specified animation nodes." msgstr "删除两个指定动画节点之间的过渡。" msgid "Deletes the given transition by index." msgstr "按索引删除给定的过渡。" msgid "Renames the given animation node." msgstr "重命名给定的动画节点。" msgid "Replaces the given animation node with a new animation node." msgstr "用新的动画节点替换给定的动画节点。" msgid "Sets the draw offset of the graph. Used for display in the editor." msgstr "设置图形的绘制偏移。用于在编辑器中显示。" msgid "Sets the animation node's coordinates. Used for display in the editor." msgstr "设置动画节点的坐标。用于在编辑器中显示。" msgid "" "If [code]true[/code], allows teleport to the self state with [method " "AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled " "in [method AnimationNodeStateMachinePlayback.travel], the animation is " "restarted. If [code]false[/code], nothing happens on the teleportation to the " "self state." msgstr "" "如果为 [code]true[/code],允许使用 [method AnimationNodeStateMachinePlayback." "travel] 传送到当前状态。当在 [method AnimationNodeStateMachinePlayback." "travel] 中启用重置选项时,动画将重新启动。如果为 [code]false[/code],传送到当" "前状态时不会发生任何事情。" msgid "" "If [code]true[/code], treat the cross-fade to the start and end nodes as a " "blend with the RESET animation.\n" "In most cases, when additional cross-fades are performed in the parent " "[AnimationNode] of the state machine, setting this property to [code]false[/" "code] and matching the cross-fade time of the parent [AnimationNode] and the " "state machine's start node and end node gives good results." msgstr "" "如果为 [code]true[/code],则将与开始和结束节点的淡入淡出视为与 RESET 动画的混" "合。\n" "大多数情况下,状态机的父级 [AnimationNode] 执行额外的淡入淡出时,将这个属性设" "置为 [code]false[/code] 并将父 [AnimationNode] 和该状态机的开始和结束节点的淡" "入淡出时间设为相同的值能够得到不错的效果。" msgid "" "This property can define the process of transitions for different use cases. " "See also [enum AnimationNodeStateMachine.StateMachineType]." msgstr "" "该属性可以为不同用例定义过渡过程。另见 [enum AnimationNodeStateMachine." "StateMachineType]。" msgid "" "Seeking to the beginning is treated as playing from the start state. " "Transition to the end state is treated as exiting the state machine." msgstr "寻道到开头被视为从开始状态开始播放。过渡到结束状态被视为退出状态机。" msgid "" "Seeking to the beginning is treated as seeking to the beginning of the " "animation in the current state. Transition to the end state, or the absence " "of transitions in each state, is treated as exiting the state machine." msgstr "" "寻道到开头被视为在当前状态下寻道到动画的开头。过渡到结束状态,或每个状态的过渡" "都缺失,被视为退出状态机。" msgid "" "This is a grouped state machine that can be controlled from a parent state " "machine. It does not work independently. There must be a state machine with " "[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or " "[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor." msgstr "" "这是一个可以从父状态机控制的编组的状态机。它不能独立运行。父级或祖先中必须有一" "个 [member state_machine_type] 为 [constant STATE_MACHINE_TYPE_ROOT] 或 " "[constant STATE_MACHINE_TYPE_NESTED] 的状态机。" msgid "Provides playback control for an [AnimationNodeStateMachine]." msgstr "为 [AnimationNodeStateMachine] 提供播放控制。" msgid "" "Allows control of [AnimationTree] state machines created with " "[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree." "get(\"parameters/playback\")[/code].\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" "playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "允许控制使用 [AnimationNodeStateMachine] 创建的 [AnimationTree] 状态机。使用 " "[code]$AnimationTree.get(\"parameters/playback\")[/code] 检索。\n" "[b]示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var state_machine = $AnimationTree.get(\"parameters/playback\")\n" "state_machine.travel(\"some_state\")\n" "[/gdscript]\n" "[csharp]\n" "var stateMachine = GetNode(\"AnimationTree\").Get(\"parameters/" "playback\").As();\n" "stateMachine.Travel(\"some_state\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the current state length.\n" "[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well " "as animations. This means that there can be multiple animations within a " "single state. Which animation length has priority depends on the nodes " "connected inside it. Also, if a transition does not reset, the remaining " "length at that point will be returned." msgstr "" "返回当前状态长度。\n" "[b]注意:[/b]有可能任何 [AnimationRootNode] 既可以是节点也可以是动画。这意味着" "在单个状态中可以有多个动画。哪个动画长度会优先,取决于其内部连接的节点。此外," "如果过渡未重置,则将返回该点的剩余长度。" msgid "" "Returns the currently playing animation state.\n" "[b]Note:[/b] When using a cross-fade, the current state changes to the next " "state immediately after the cross-fade begins." msgstr "" "返回当前的动画播放状态。\n" "[b]注意:[/b]使用交叉叠化时,当前状态会在交叉叠化开始后理解变为下一个状态。" msgid "Returns the playback position within the current animation state." msgstr "返回当前动画状态内的播放位置。" msgid "Returns the starting state of currently fading animation." msgstr "返回当前淡入淡出动画的开始状态。" msgid "" "Returns the current travel path as computed internally by the A* algorithm." msgstr "返回 A* 算法内部计算的当前行进路径。" msgid "Returns [code]true[/code] if an animation is playing." msgstr "如果正在播放动画,返回 [code]true[/code]。" msgid "" "If there is a next path by travel or auto advance, immediately transitions " "from the current state to the next state." msgstr "如果通过行进或自动前进有下一条路径,则立即从当前状态过渡到下一个状态。" msgid "" "Starts playing the given animation.\n" "If [param reset] is [code]true[/code], the animation is played from the " "beginning." msgstr "" "开始播放给定的动画。\n" "如果 [param reset] 为 [code]true[/code],则动画从头开始播放。" msgid "Stops the currently playing animation." msgstr "停止当前播放的动画。" msgid "" "Transitions from the current state to another one, following the shortest " "path.\n" "If the path does not connect from the current state, the animation will play " "after the state teleports.\n" "If [param reset_on_teleport] is [code]true[/code], the animation is played " "from the beginning when the travel cause a teleportation." msgstr "" "按照最短的路径从当前状态过渡到另一个状态。\n" "如果路径没有连接到当前状态,则动画将在状态传送后播放。\n" "如果 [param reset_on_teleport] 为 [code]true[/code],当行进导致传送时,该动画" "将从头开始播放。" msgid "" "A transition within an [AnimationNodeStateMachine] connecting two " "[AnimationRootNode]s." msgstr "[AnimationNodeStateMachine] 中连接两个 [AnimationRootNode] 的过渡。" msgid "" "The path generated when using [method AnimationNodeStateMachinePlayback." "travel] is limited to the nodes connected by " "[AnimationNodeStateMachineTransition].\n" "You can set the timing and conditions of the transition in detail." msgstr "" "使用 [method AnimationNodeStateMachinePlayback.travel] 时生成的路径,仅限于通" "过 [AnimationNodeStateMachineTransition] 连接的节点。\n" "可以详细设置过渡的时机和条件。" msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled from " "code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-" "from-code]Using AnimationTree[/url]). For example, if [member AnimationTree." "tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] " "is set to [code]\"idle\"[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " "(linear_velocity.x == 0))\n" "[/gdscript]\n" "[csharp]\n" "GetNode(\"animation_tree\").Set(\"parameters/conditions/" "idle\", IsOnFloor && (LinearVelocity.X == 0));\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "该条件被设置时打开自动前进。提供的名称将成为 [AnimationTree] 上的布尔参数,可" "以通过代码进行控制(请参阅 [url=$DOCS_URL/tutorials/animation/animation_tree." "html#controlling-from-code]使用 AnimationTree[/url])。例如,如果 [member " "AnimationTree.tree_root] 是一个 [AnimationNodeStateMachine] 并且 [member " "advance_condition] 被设置为 [code]\"idle\"[/code]:\n" "[codeblocks]\n" "[gdscript]\n" "$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and " "(linear_velocity.x == 0))\n" "[/gdscript]\n" "[csharp]\n" "GetNode(\"animation_tree\").Set(\"parameters/conditions/" "idle\", IsOnFloor && (LinearVelocity.X == 0));\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Use an expression as a condition for state machine transitions. It is " "possible to create complex animation advance conditions for switching between " "states and gives much greater flexibility for creating complex state machines " "by directly interfacing with the script code." msgstr "" "将表达式用作状态机过渡的条件。可以为状态之间的切换创建复杂的动画推进条件,并通" "过直接与脚本代码交互为创建复杂的状态机提供更大的灵活性。" msgid "" "Determines whether the transition should disabled, enabled when using [method " "AnimationNodeStateMachinePlayback.travel], or traversed automatically if the " "[member advance_condition] and [member advance_expression] checks are true " "(if assigned)." msgstr "" "决定在使用 [method AnimationNodeStateMachinePlayback.travel] 时该过渡是否应该" "被禁用/启用,或者如果 [member advance_condition] 和 [member " "advance_expression] 检查为真则自动行进(如果已分配)。" msgid "" "Lower priority transitions are preferred when travelling through the tree via " "[method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is " "set to [constant ADVANCE_MODE_AUTO]." msgstr "" "当在树中通过 [method AnimationNodeStateMachinePlayback.travel] 或将 [member " "advance_mode] 设置为 [constant ADVANCE_MODE_AUTO] 行进时,倾向于优先级较低的过" "渡。" msgid "" "If [code]true[/code], the destination animation is played back from the " "beginning when switched." msgstr "如果为 [code]true[/code],切换时目标动画从头开始播放。" msgid "The transition type." msgstr "过渡类型。" msgid "" "Ease curve for better control over cross-fade between this state and the next." msgstr "缓动曲线可以更好地控制此状态和下一个状态之间的交叉淡入淡出。" msgid "The time to cross-fade between this state and the next." msgstr "这个状态和下一个状态之间的交叉渐变时间。" msgid "Emitted when [member advance_condition] is changed." msgstr "变更 [member advance_condition] 时发出。" msgid "" "Switch to the next state immediately. The current state will end and blend " "into the beginning of the new one." msgstr "立即切换到下一个状态。当前状态将结束,并混合到新状态的开始。" msgid "" "Switch to the next state immediately, but will seek the new state to the " "playback position of the old state." msgstr "立即切换到下一个状态,但会将新的状态定位到旧状态的播放位置。" msgid "" "Wait for the current state playback to end, then switch to the beginning of " "the next state animation." msgstr "等待当前状态播放结束,然后切换到下一个状态动画的开头。" msgid "Don't use this transition." msgstr "不要使用该过渡。" msgid "" "Only use this transition during [method AnimationNodeStateMachinePlayback." "travel]." msgstr "仅在 [method AnimationNodeStateMachinePlayback.travel] 时使用该过渡。" msgid "" "Automatically use this transition if the [member advance_condition] and " "[member advance_expression] checks are true (if assigned)." msgstr "" "如果 [member advance_condition] 和 [member advance_expression] 检查为真,则自" "动使用该过渡(如果已分配)。" msgid "" "Blends two animations subtractively inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中对两个动画进行减法混合。" msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "subtractively based on the amount value.\n" "This animation node is usually used for pre-calculation to cancel out any " "extra poses from the animation for the \"add\" animation source in " "[AnimationNodeAdd2] or [AnimationNodeAdd3].\n" "In general, the blend value should be in the [code][0.0, 1.0][/code] range, " "but values outside of this range can be used for amplified or inverted " "animations.\n" "[b]Note:[/b] This calculation is different from using a negative value in " "[AnimationNodeAdd2], since the transformation matrices do not satisfy the " "commutative law. [AnimationNodeSub2] multiplies the transformation matrix of " "the inverted animation from the left side, while negative [AnimationNodeAdd2] " "multiplies it from the right side." msgstr "" "要添加到 [AnimationNodeBlendTree] 的资源。根据数量值以减法方式混合两个动画。\n" "该动画节点通常用于预先计算,从 [AnimationNodeAdd2] 或 [AnimationNodeAdd3] " "的“添加”动画源的动画中抵消额外的姿势。\n" "一般而言,混合值应在 [code][0.0, 1.0][/code] 范围内,但超出该范围的值可用于放" "大或反转动画。\n" "[b]注意:[/b]因为变换矩阵不满足交换律,这个计算不同于在 [AnimationNodeAdd2] 中" "使用负值。[AnimationNodeSub2] 从左侧乘以反转动画的变换矩阵,而负的 " "[AnimationNodeAdd2] 则是从右侧相乘。" msgid "AnimationTree" msgstr "AnimationTree" msgid "" "Base class for [AnimationNode]s with more than two input ports that must be " "synchronized." msgstr "带有两个以上输入端口的 [AnimationNode] 基类,必须对这两个端口进行同步。" msgid "" "An animation node used to combine, mix, or blend two or more animations " "together while keeping them synchronized within an [AnimationTree]." msgstr "" "一种动画节点,用于将两个或多个动画组合、混合、或混合在一起,同时使它们在 " "[AnimationTree] 中保持同步。" msgid "A time-scaling animation node used in [AnimationTree]." msgstr "对时间进行缩放的动画节点,在 [AnimationTree] 中使用。" msgid "A time-seeking animation node used in [AnimationTree]." msgstr "对时间进行检索的动画节点,在 [AnimationTree] 中使用。" msgid "" "This animation node can be used to cause a seek command to happen to any sub-" "children of the animation graph. Use to play an [Animation] from the start or " "a certain playback position inside the [AnimationNodeBlendTree].\n" "After setting the time and changing the animation playback, the time seek " "node automatically goes into sleep mode on the next process frame by setting " "its [code]seek_request[/code] value to [code]-1.0[/code].\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation from the start.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n" "\n" "# Play child animation from 12 second timestamp.\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation from the start.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" "\n" "// Play child animation from 12 second timestamp.\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "这个动画节点可用于使检索命令发生在动画图的任何次级子节点上。用于从 " "[AnimationNodeBlendTree] 的开头或某个特定播放位置开始播放 [Animation]。\n" "设置时间并更改动画播放后,时间检索节点会在下一个处理帧中将其 " "[code]seek_request[/code] 值设置为 [code]-1.0[/code],自动进入睡眠模式。\n" "[codeblocks]\n" "[gdscript]\n" "# 从开始处播放子动画。\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n" "\n" "# 从 12 秒的时间戳开始播放子动画。\n" "animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n" "[/gdscript]\n" "[csharp]\n" "// 从开始处播放子动画。\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" "\n" "// 从 12 秒的时间戳开始播放子动画。\n" "animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" "[/csharp]\n" "[/codeblocks]" msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s." msgstr "[AnimationTree] 中连接两个 [AnimationNode] 的过渡。" msgid "" "Simple state machine for cases which don't require a more advanced " "[AnimationNodeStateMachine]. Animations can be connected to the inputs and " "transition times can be specified.\n" "After setting the request and changing the animation playback, the transition " "node automatically clears the request on the next process frame by setting " "its [code]transition_request[/code] value to empty.\n" "[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and " "[code]current_index[/code] change to the next state immediately after the " "cross-fade begins.\n" "[codeblocks]\n" "[gdscript]\n" "# Play child animation connected to \"state_2\" port.\n" "animation_tree.set(\"parameters/Transition/transition_request\", " "\"state_2\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" "\n" "# Get current state name (read-only).\n" "animation_tree.get(\"parameters/Transition/current_state\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_state\"]\n" "\n" "# Get current state index (read-only).\n" "animation_tree.get(\"parameters/Transition/current_index\")\n" "# Alternative syntax (same result as above).\n" "animation_tree[\"parameters/Transition/current_index\"]\n" "[/gdscript]\n" "[csharp]\n" "// Play child animation connected to \"state_2\" port.\n" "animationTree.Set(\"parameters/Transition/transition_request\", " "\"state_2\");\n" "\n" "// Get current state name (read-only).\n" "animationTree.Get(\"parameters/Transition/current_state\");\n" "\n" "// Get current state index (read-only).\n" "animationTree.Get(\"parameters/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "适用于不需要更高级 [AnimationNodeStateMachine] 的情况的简单状态机。可以将动画" "连接到输入,还可以指定过渡时间。\n" "设置请求并更改动画播放后,过渡节点会在下一个处理帧中通过将其 " "[code]transition_request[/code] 值设置为空,来自动清除请求。\n" "[b]注意:[/b]使用交叉淡入淡出时,[code]current_state[/code] 和 " "[code]current_index[/code] 在交叉淡入淡出开始后立即更改为下一个状态。\n" "[codeblocks]\n" "[gdscript]\n" "# 播放连接到 “state_2” 端口的子动画。\n" "animation_tree.set(\"parameters/Transition/transition_request\", " "\"state_2\")\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" "\n" "# 获取当前状态名称(只读)。\n" "animation_tree.get(\"parameters/Transition/current_state\")\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/Transition/current_state\"]\n" "\n" "# 获取当前状态索引(只读)。\n" "animation_tree.get(\"parameters/Transition/current_index\"))\n" "# 替代语法(与上述结果相同)。\n" "animation_tree[\"parameters/Transition/current_index\"]\n" "[/gdscript]\n" "[csharp]\n" "// 播放连接到 “state_2” 端口的子动画。\n" "animationTree.Set(\"parameters/Transition/transition_request\", " "\"state_2\");\n" "\n" "// 获取当前状态名称(只读)。\n" "animationTree.Get(\"parameters/Transition/current_state\");\n" "\n" "// 获取当前状态索引(只读)。\n" "animationTree.Get(\"parameters/Transition/current_index\");\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns whether the animation restarts when the animation transitions from " "the other animation." msgstr "返回当动画从另一个动画过渡时,该动画是否重新开始。" msgid "" "Returns [code]true[/code] if auto-advance is enabled for the given [param " "input] index." msgstr "" "如果为给定的 [param input] 索引启用了自动前进,则返回 [code]true[/code]。" msgid "" "Enables or disables auto-advance for the given [param input] index. If " "enabled, state changes to the next input after playing the animation once. If " "enabled for the last input state, it loops to the first." msgstr "" "为给定的 [param input] 索引启用或禁用自动前进。如果启用,状态会在播放一次动画" "后更改为下一个输入。如果为最后一个输入状态启用,它会循环到第一个。" msgid "" "If [code]true[/code], the destination animation is restarted when the " "animation transitions." msgstr "如果为 [code]true[/code],则目标动画在动画过渡时重新启动。" msgid "" "If [code]true[/code], allows transition to the self state. When the reset " "option is enabled in input, the animation is restarted. If [code]false[/" "code], nothing happens on the transition to the self state." msgstr "" "如果为 [code]true[/code],允许过渡到当前状态。当在输入中启用重置选项时,动画将" "重新启动。如果为 [code]false[/code],则在过渡到 当前状态时不会发生任何事情。" msgid "The number of enabled input ports for this animation node." msgstr "这个动画节点启用的输入端口的数量。" msgid "" "Cross-fading time (in seconds) between each animation connected to the inputs." msgstr "连接到输入的每个动画之间的交叉渐变时间(秒)。" msgid "A node used for animation playback." msgstr "用于播放动画的节点。" msgid "" "An animation player is used for general-purpose playback of animations. It " "contains a dictionary of [AnimationLibrary] resources and custom blend times " "between animation transitions.\n" "Some methods and properties use a single key to reference an animation " "directly. These keys are formatted as the key for the library, followed by a " "forward slash, then the key for the animation within the library, for example " "[code]\"movement/run\"[/code]. If the library's key is an empty string (known " "as the default library), the forward slash is omitted, being the same key " "used by the library.\n" "[AnimationPlayer] is better-suited than [Tween] for more complex animations, " "for example ones with non-trivial timings. It can also be used over [Tween] " "if the animation track editor is more convenient than doing it in code.\n" "Updating the target properties of animations occurs at the process frame." msgstr "" "动画播放器用于动画的通用播放。它包含 [AnimationLibrary] 资源的字典和动画过渡之" "间的自定义混合时间。\n" "某些方法和属性使用单个键直接引用动画。这些键的格式为动画库的键,后跟正斜杠,然" "后是动画库内动画的键,例如 [code]\"movement/run\"[/code]。如果动画库的键为空字" "符串(称为默认库),则省略正斜杠,与动画库使用相同的键。\n" "[AnimationPlayer] 比 [Tween] 更适合用于复杂动画,例如不规则计时的动画。如果用" "动画轨道编辑器比用代码实现更方便,也可以优先于 [Tween] 使用。\n" "更新动画的目标属性是在处理帧中进行的。" msgid "" "Returns the key of the animation which is queued to play after the [param " "animation_from] animation." msgstr "返回在 [param animation_from] 动画之后排队播放的动画的键。" msgid "" "Triggers the [param animation_to] animation when the [param animation_from] " "animation completes." msgstr "当 [param animation_from] 动画完成时,触发 [param animation_to] 动画。" msgid "Clears all queued, unplayed animations." msgstr "清除所有已排队、未播放的动画。" msgid "" "Returns the blend time (in seconds) between two animations, referenced by " "their keys." msgstr "返回两个动画之间的混合时间(以秒为单位),由它们的键引用。" msgid "Use [member AnimationMixer.callback_mode_method] instead." msgstr "请改用 [member AnimationMixer.callback_mode_method]。" msgid "Returns the call mode used for \"Call Method\" tracks." msgstr "返回用于“方法调用”轨道的调用模式。" msgid "Use [member AnimationMixer.callback_mode_process] instead." msgstr "请改用 [member AnimationMixer.callback_mode_process]。" msgid "Returns the process notification in which to update animations." msgstr "返回要更新动画的过程通知。" msgid "Returns a list of the animation keys that are currently queued to play." msgstr "返回当前排队播放的动画键列表。" msgid "Use [member AnimationMixer.root_node] instead." msgstr "使用 [member AnimationMixer.root_node] 代替。" msgid "Returns the node which node path references will travel from." msgstr "返回节点路径引用将从其出发的节点。" msgid "" "Pauses the currently playing animation. The [member " "current_animation_position] will be kept and calling [method play] or [method " "play_backwards] without arguments or with the same animation name as [member " "assigned_animation] will resume the animation.\n" "See also [method stop]." msgstr "" "暂停当前播放的动画。[member current_animation_position] 将被保留,调用 " "[method play] 或 [method play_backwards] 时,不带参数或使用与 [member " "assigned_animation] 相同的动画名称,将恢复动画。\n" "另见 [method stop]。" msgid "" "Plays the animation with key [param name]. Custom blend times and speed can " "be set.\n" "The [param from_end] option only affects when switching to a new animation " "track, or if the same track but at the start or end. It does not affect " "resuming playback that was paused in the middle of an animation. If [param " "custom_speed] is negative and [param from_end] is [code]true[/code], the " "animation will play backwards (which is equivalent to calling [method " "play_backwards]).\n" "The [AnimationPlayer] keeps track of its current or last played animation " "with [member assigned_animation]. If this method is called with that same " "animation [param name], or with no [param name] parameter, the assigned " "animation will resume playing if it was paused.\n" "[b]Note:[/b] The animation will be updated the next time the " "[AnimationPlayer] is processed. If other variables are updated at the same " "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" "播放键名为 [param name] 的动画。可以设置自定义混合时间和速度。\n" "[param from_end] 选项仅在切换到新的动画轨道,或在相同轨道的开始或结束时生效。" "它不影响在动画被中途暂停时恢复播放。如果 [param custom_speed] 为负,且 [param " "from_end] 为 [code]true[/code],则动画将向后播放(相当于调用 [method " "play_backwards])。\n" "[AnimationPlayer] 使用 [member assigned_animation] 跟踪其当前或上次播放的动" "画。如果使用相同的动画 [param name] 或没有 [param name] 参数调用此方法,则分配" "的动画将在暂停时恢复播放。\n" "[b]注意:[/b]动画将在下次处理 [AnimationPlayer] 时更新。如果在调用该方法的同时" "更新了其他变量,则它们可能更新得太早。要立即执行更新,请调用 [code]advance(0)" "[/code]。" msgid "" "See [method AnimationMixer.capture]. It is almost the same as the following:\n" "[codeblock]\n" "capture(name, duration, trans_type, ease_type)\n" "play(name, custom_blend, custom_speed, from_end)\n" "[/codeblock]\n" "If name is blank, it specifies [member assigned_animation].\n" "If [param duration] is a negative value, the duration is set to the interval " "between the current position and the first key, when [param from_end] is " "[code]true[/code], uses the interval between the current position and the " "last key instead.\n" "[b]Note:[/b] The [param duration] takes [member speed_scale] into account, " "but [param custom_speed] does not, because the capture cache is interpolated " "with the blend result and the result may contain multiple animations." msgstr "" "见 [method AnimationMixer.capture]。几乎与下列代码等价:\n" "[codeblock]\n" "capture(name, duration, trans_type, ease_type)\n" "play(name, custom_blend, custom_speed, from_end)\n" "[/codeblock]\n" "如果名称为空,则指定的是 [member assigned_animation]。\n" "如果 [param duration] 为负数,则时长为当前位置和第一个关键帧的间隔,[param " "from_end] 为 [code]true[/code] 时使用的是当前位置和最后一个关键帧的间隔。\n" "[b]注意:[/b][param duration] 会考虑 [member speed_scale],但是 [param " "custom_speed] 不会考虑,因为捕获缓存是和混合结果进行插值的,而插值结果可能包含" "多个动画。" msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued animation " "will never play unless the looped animation is stopped somehow." msgstr "" "将动画加入队列,在当前动画播放完毕后播放。\n" "[b]注意:[/b]如果当前正在播放循环动画,除非以某种方式停止循环动画,否则排队的" "动画将永远不会播放。" msgid "" "Seeks the animation to the [param seconds] point in time (in seconds). If " "[param update] is [code]true[/code], the animation updates too, otherwise it " "updates at process time. Events between the current frame and [param seconds] " "are skipped.\n" "If [param update_only] is [code]true[/code], the method / audio / animation " "playback tracks will not be processed.\n" "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal " "AnimationMixer.animation_finished]. If you want to skip animation and emit " "the signal, use [method AnimationMixer.advance]." msgstr "" "将动画寻道到时间点 [param seconds](单位为秒)。[param update] 为 [code]true[/" "code] 时会同时更新动画,否则会在处理时更新。当前帧和 [param seconds] 之间的事" "件会被跳过。\n" "如果 [param update_only] 为 [code]true[/code],则不会处理方法轨道、音频轨道、" "动画播放轨道。\n" "[b]注意:[/b]寻道至动画的末尾不会触发 [signal AnimationMixer." "animation_finished]。如果想要跳过动画并触发该信号,请使用 [method " "AnimationMixer.advance]。" msgid "" "Specifies a blend time (in seconds) between two animations, referenced by " "their keys." msgstr "指定两个动画(由它们的键所引用)之间的混合时间(以秒为单位)。" msgid "Sets the call mode used for \"Call Method\" tracks." msgstr "设置用于“方法调用”轨道的调用模式。" msgid "Sets the process notification in which to update animations." msgstr "设置要更新动画的过程通知。" msgid "Sets the node which node path references will travel from." msgstr "设置节点路径引用将从哪个节点出发。" msgid "" "Stops the currently playing animation. The animation position is reset to " "[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/" "code]. See also [method pause].\n" "If [param keep_state] is [code]true[/code], the animation state is not " "updated visually.\n" "[b]Note:[/b] The method / audio / animation playback tracks will not be " "processed by this method." msgstr "" "停止当前播放的动画。动画位置被重置为 [code]0[/code],[code]custom_speed[/" "code] 被重置为 [code]1.0[/code]。另见 [method pause]。\n" "如果 [param keep_state] 为 [code]true[/code],则动画状态不会在视觉上更新。\n" "[b]注意:[/b]方法/音频/动画播放轨道不会被该方法处理。" msgid "" "If playing, the current animation's key, otherwise, the animation last " "played. When set, this changes the animation, but will not play it unless " "already playing. See also [member current_animation]." msgstr "" "如果正在播放,则为当前动画的键,否则为上次播放的动画。设置后会改变动画,但除非" "已经播放,否则不会播放。另见 [member current_animation]。" msgid "" "The key of the currently playing animation. If no animation is playing, the " "property's value is an empty string. Changing this value does not restart the " "animation. See [method play] for more information on playing animations.\n" "[b]Note:[/b] While this property appears in the Inspector, it's not meant to " "be edited, and it's not saved in the scene. This property is mainly used to " "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" "当前播放的动画的名称。如果没有动画正在播放,该属性的值是一个空字符串。改变这个" "值不会重新启动动画。关于播放动画的更多信息请参阅 [method play]。\n" "[b]注意:[/b]虽然这个属性会出现在检查器中,但它不是用来编辑的,也不会保存在场" "景中。该属性主要用于获取当前播放的动画,内部用于动画播放轨道。详情请参阅 " "[Animation]。" msgid "The length (in seconds) of the currently playing animation." msgstr "当前正在播放的动画的长度(以秒为单位)。" msgid "The position (in seconds) of the currently playing animation." msgstr "当前播放的动画的位置(以秒为单位)。" msgid "" "If [code]true[/code] and the engine is running in Movie Maker mode (see " "[MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an " "animation is done playing in this [AnimationPlayer]. A message is printed " "when the engine quits for this reason.\n" "[b]Note:[/b] This obeys the same logic as the [signal AnimationMixer." "animation_finished] signal, so it will not quit the engine if the animation " "is set to be looping." msgstr "" "如果为 [code]true[/code],并且引擎在 Movie Maker 模式下运行(见 " "[MovieWriter]),则会在此 [AnimationPlayer] 中播放完动画后,立即使用 [method " "SceneTree.quit] 退出引擎。当引擎因此而退出时,会打印一条消息。\n" "[b]注意:[/b]这与 [signal AnimationMixer.animation_finished] 信号遵循相同的逻" "辑,因此如果动画被设置为循环,它不会退出引擎。" msgid "" "The default time in which to blend animations. Ranges from 0 to 4096 with " "0.01 precision." msgstr "混合动画的默认时间。范围从 0 到 4096,精度为 0.01。" msgid "" "Emitted when a queued animation plays after the previous animation finished. " "See also [method AnimationPlayer.queue].\n" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method AnimationPlayer.play] or by an [AnimationTree]." msgstr "" "在前一个动画完成后,队列中的动画播放时发出。另见 [method AnimationPlayer." "queue]。\n" "[b]注意:[/b]通过 [method AnimationPlayer.play] 或 [AnimationTree] 改变动画" "时,不会发出此信号。" msgid "Emitted when [member current_animation] changes." msgstr "当 [member current_animation] 更改时发出。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]." msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]." msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]." msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]." msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]。" msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]." msgstr "见 [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]。" msgid "" "Base class for [AnimationNode]s that hold one or multiple composite " "animations. Usually used for [member AnimationTree.tree_root]." msgstr "" "包含一个或多个复合动画的 [AnimationNode] 的基类。通常用于 [member " "AnimationTree.tree_root]。" msgid "" "[AnimationRootNode] is a base class for [AnimationNode]s that hold a complete " "animation. A complete animation refers to the output of an " "[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of another " "[AnimationRootNode]. Used for [member AnimationTree.tree_root] or in other " "[AnimationRootNode]s.\n" "Examples of built-in root nodes include [AnimationNodeBlendTree] (allows " "blending nodes between each other using various modes), " "[AnimationNodeStateMachine] (allows to configure blending and transitions " "between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] " "(allows linear blending between [b]three[/b] [AnimationNode]s), " "[AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] " "[AnimationNode]s)." msgstr "" "[AnimationRootNode] 是存放完整动画的 [AnimationNode] 的基类。完整动画指的是 " "[AnimationNodeBlendTree] 中 [AnimationNodeOutput] 的输出,或者其他 " "[AnimationRootNode] 的输出。可以在 [member AnimationTree.tree_root] 或其他 " "[AnimationRootNode] 中使用。\n" "内置根节点有 [AnimationNodeBlendTree](能够使用不同的模式将节点进行混合)、" "[AnimationNodeStateMachine](能够使用状态机模式配置节点之间的混合和过渡)、" "[AnimationNodeBlendSpace2D](能够在[b]三个[/b] [AnimationNode] 之间进行线性混" "合)、[AnimationNodeBlendSpace1D](能够在[b]两个[/b] [AnimationNode] 之间进行线" "性混合)等。" msgid "A node used for advanced animation transitions in an [AnimationPlayer]." msgstr "用于 [AnimationPlayer] 中高级动画过渡的节点。" msgid "" "A node used for advanced animation transitions in an [AnimationPlayer].\n" "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and " "methods of the corresponding [AnimationPlayer] will not function as expected. " "Playback and transitions should be handled using only the [AnimationTree] and " "its constituent [AnimationNode](s). The [AnimationPlayer] node should be used " "solely for adding, deleting, and editing animations." msgstr "" "用于 [AnimationPlayer] 中高级动画过渡的节点。\n" "[b]注意:[/b]与 [AnimationPlayer] 连接时,该 [AnimationPlayer] 的部分属性和方" "法将不会像预期的那样发挥作用。播放和过渡应该只使用 [AnimationTree] 和组成它的 " "[AnimationNode] 来处理。[AnimationPlayer] 节点应仅用于添加、删除和编辑动画。" msgid "" "The path to the [Node] used to evaluate the [AnimationNode] [Expression] if " "one is not explicitly specified internally." msgstr "" "用于评估 [AnimationNode] [Expression] 的 [Node] 的路径,内部未明确指定路径时使" "用。" msgid "The path to the [AnimationPlayer] used for animating." msgstr "用于动画的 [AnimationPlayer] 的路径。" msgid "" "The root animation node of this [AnimationTree]. See [AnimationRootNode]." msgstr "该 [AnimationTree] 的根动画节点。见 [AnimationRootNode]。" msgid "Emitted when the [member anim_player] is changed." msgstr "当 [member anim_player] 被改变时发出。" msgid "" "A region of 2D space that detects other [CollisionObject2D]s entering or " "exiting it." msgstr "2D 空间中的一个区域,能够检测到其他 [CollisionObject2D] 的进入或退出。" msgid "" "[Area2D] is a region of 2D space defined by one or multiple " "[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other " "[CollisionObject2D]s enter or exit it, and it also keeps track of which " "collision objects haven't exited it yet (i.e. which one are overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not " "interact as expected with [Area2D]s, and might not emit signals or track " "objects correctly." msgstr "" "[Area2D] 是 2D 空间中的一个区域,由一个或多个 [CollisionShape2D] 或 " "[CollisionPolygon2D] 子节点定义,能够检测到其他 [CollisionObject2D] 进入或退出" "该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" "这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总" "线。\n" "[b]注意:[/b]使用 [PhysicsServer2D] 创建的区域和物体可能无法按预期与 [Area2D] " "交互,并且可能无法正确发出信号或跟踪对象。" msgid "Using Area2D" msgstr "使用 Area2D" msgid "2D Pong Demo" msgstr "2D Pong 演示" msgid "2D Platformer Demo" msgstr "2D 平台跳跃演示" msgid "" "Returns a list of intersecting [Area2D]s. The overlapping area's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "返回相交的 [Area2D] 的列表。重叠区域的 [member CollisionObject2D." "collision_layer] 必须是这个区域 [member CollisionObject2D.collision_mask] 的一" "部分,这样才能被检测到。\n" "出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理步骤中进行一次修改," "而不是在物体被移动后立即修改。可考虑改用信号。" msgid "" "Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The " "overlapping body's [member CollisionObject2D.collision_layer] must be part of " "this area's [member CollisionObject2D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "返回相交的 [PhysicsBody2D] 和 [TileMap]。重叠物体的 [member CollisionObject2D." "collision_layer] 必须是该区域 [member CollisionObject2D.collision_mask] 的一部" "分,才能被检测到。\n" "出于性能原因(所有碰撞都是一起处理的),这个列表只会在每次物理迭代时发生一次更" "改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member CollisionObject2D." "collision_layer] must be part of this area's [member CollisionObject2D." "collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "如果与其他 [Area2D] 相交,则返回 [code]true[/code],否则返回 [code]false[/" "code]。重叠区域的 [member CollisionObject2D.collision_layer] 必须是该区域 " "[member CollisionObject2D.collision_mask] 的一部分,才能被检测到。\n" "出于性能原因(所有碰撞都是一起处理的),重叠区域的列表只会在每次物理迭代时发生" "一次更改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, " "otherwise returns [code]false[/code]. The overlapping body's [member " "CollisionObject2D.collision_layer] must be part of this area's [member " "CollisionObject2D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "如果与其他 [PhysicsBody2D] 或 [TileMap] 相交,则返回 [code]true[/code],否则返" "回 [code]false[/code]。重叠物体的 [member CollisionObject2D.collision_layer] " "必须是该区域 [member CollisionObject2D.collision_mask] 的一部分,才能被检测" "到。\n" "出于性能原因(所有碰撞都是一起处理的),重叠物体的列表只会在每次物理迭代时发生" "一次更改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if the given [Area2D] intersects or overlaps this " "[Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" "如果给定的 [Area2D] 与此 [Area2D] 相交或重叠,则返回 [code]true[/code],否则返" "回 [code]false[/code]。\n" "[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只" "会在物理迭代前更新一次。请考虑使用信号。" msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area2D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody2D] or a [TileMap] " "instance. While TileMaps are not physics bodies themselves, they register " "their tiles with collision shapes as a virtual physics body." msgstr "" "如果给定的物理物体与此 [Area2D] 相交或重叠,则返回 [code]true[/code],否则返" "回 [code]false[/code]。\n" "[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只" "会在物理迭代前更新一次。请考虑使用信号。\n" "参数 [param body] 可以是 [PhysicsBody2D] 实例,也可以是 [TileMap] 实例。" "TileMap 虽然不是物理物体,但会把图块的碰撞形状注册为虚拟物理物体。" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more details " "about damping." msgstr "" "物体在此区域停止旋转的速度。代表每秒损失的角速度。\n" "关于阻尼的更多细节见 [member ProjectSettings.physics/2d/" "default_angular_damp]。" msgid "" "Override mode for angular damping calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "" "此区域内的角阻尼计算的覆盖模式。有关可能的值,请参阅 [enum SpaceOverride]。" msgid "The name of the area's audio bus." msgstr "该区域音频总线的名称。" msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "如果为 [code]true[/code],该区域的音频总线将覆盖默认的音频总线。" msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" "该区域的重力强度(以像素每平方秒为单位)。这个值是重力向量的倍数。这对于改变重" "力大小而不改变其方向很有用。" msgid "The area's gravity vector (not normalized)." msgstr "该区域的重力向量(未归一化)。" msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_point_center]). See also [member gravity_space_override]." msgstr "" "如果为 [code]true[/code],则从一个点(通过 [member gravity_point_center] 设" "置)计算重力。参阅 [member gravity_space_override]。" msgid "" "If gravity is a point (see [member gravity_point]), this will be the point of " "attraction." msgstr "如果重力是一个点(参见 [member gravity_point]),这将是吸引力点。" msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/" "s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " "gravity will have falloff according to the inverse square law, so in the " "example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice " "the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half " "the distance, 4x the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When this " "is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "重力强度等于 [member gravity] 的距离。例如,在一个半径为 100 像素、表面重力为 " "4.0 px/s² 的行星上,将 [member gravity] 设置为 4.0,将单位距离设置为 100.0。重" "力将根据平方反比定律衰减,因此在该示例中,距离中心 200 像素处的重力将为 1.0 " "px/s²(距离的两倍,重力的 1/4),距离 50 像素处为 16.0 px/s²(距离的一半,重力" "的 4 倍),依此类推。\n" "仅当单位距离为正数时,上述情况才成立。当该属性被设置为 0.0 时,无论距离如何," "重力都将保持不变。" msgid "" "Override mode for gravity calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "该区域内重力计算的覆盖模式。有关可能的值,请参阅 [enum SpaceOverride]。" msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" "物体在此区域停止运动的速度。代表每秒损失的线速度。\n" "关于阻尼的更多细节见 [member ProjectSettings.physics/2d/default_linear_damp]。" msgid "" "Override mode for linear damping calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "该区域内线性阻尼计算的覆盖模式。可取的值见 [enum SpaceOverride]。" msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "如果为 [code]true[/code],其他监测区域可以检测到这个区域。" msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "为 [code]true[/code] 时,该区域能够检测到进入和退出该区域的实体或区域。" msgid "" "The area's priority. Higher priority areas are processed first. The " "[World2D]'s physics is always processed last, after all areas." msgstr "" "该区域的优先级。将优先处理优先级较高的区域。[World2D] 的物理始终在所有区域之后" "处理。" msgid "" "Emitted when the received [param area] enters this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" "当接收的 [param area] 进入此区域时发出。需要 [member monitoring] 被设置为 " "[code]true[/code]。" msgid "" "Emitted when the received [param area] exits this area. Requires [member " "monitoring] to be set to [code]true[/code]." msgstr "" "当接收的 [param area] 退出此区域时发出。需要 [member monitoring] 被设置为 " "[code]true[/code]。" msgid "" "Emitted when a [Shape2D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of the " "interacting shapes from this area and the other area, respectively. [param " "area_rid] contains the [RID] of the other area. These values can be used with " "the [PhysicsServer2D].\n" "[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:" "[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "当收到的 [param area] 的 [Shape2D] 进入这个区域的形状时发出。要求 [member " "monitoring] 被设置为 [code]true[/code] 。\n" "[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和另" "一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可以" "与 [PhysicsServer2D] 一起使用。\n" "[b]从形状索引中获取[/b] [CollisionShape2D][b]节点的例子:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner( area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Emitted when a [Shape2D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" "当接收的 [param area] 的 [Shape2D] 退出此区域的形状时发出。需要 [member " "monitoring] 被设置为 [code]true[/code]。\n" "另见 [signal area_shape_entered]。" msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" "当接收到的 [param body] 进入这个区域时发出的。[param body] 可以是一个 " "[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形状," "就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。" msgid "" "Emitted when the received [param body] exits this area. [param body] can be a " "[PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] " "has collision shapes configured. Requires [member monitoring] to be set to " "[code]true[/code]." msgstr "" "当接收到的 [param body] 离开这个区域时发出的。[param body] 可以是一个 " "[PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形状," "就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。" msgid "" "Emitted when a [Shape2D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires [member " "monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of the " "interacting shapes from this area and the interacting body, respectively. " "[param body_rid] contains the [RID] of the body. These values can be used " "with the [PhysicsServer2D].\n" "[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:" "[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "当收到的 [param body] 的 [Shape2D] 进入这个区域的形状时发出。[param body] 可以" "是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰" "撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。\n" "[param local_shape_index] 和 [param body_shape_index] 分别包含来自这个区域和交" "互体的交互形状的指数。[param body_rid] 包含体的 [RID]。这些值可以与 " "[PhysicsServer2D] 一起使用。\n" "[b]从形状索引中获取[/b] [CollisionShape2D] [b]节点的例子。[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Emitted when a [Shape2D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are " "detected if their [TileSet] has collision shapes configured. Requires [member " "monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" "当收到的 [param body] 的 [Shape2D] 退出这个区域的形状时发出。[param body] 可以" "是一个 [PhysicsBody2D] 或一个 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰" "撞形状,则会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。\n" "另请参阅 [signal body_shape_entered]。" msgid "This area does not affect gravity/damping." msgstr "这个区域不影响重力/阻尼。" msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" "该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按 [member priority] 排" "序)。" msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" "该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按 [member priority] 顺" "序),而忽略任何较低优先级的区域。" msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any lower " "priority areas." msgstr "该区域将替换所有重力/阻尼,甚至是默认值,而忽略任何较低优先级的区域。" msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" "这个区域取代了到目前为止计算出的任何重力/阻尼(按 [member priority] 顺序),但" "继续计算其余的区域。" msgid "" "A region of 3D space that detects other [CollisionObject3D]s entering or " "exiting it." msgstr "3D 空间中的一个区域,能够检测到其他 [CollisionObject3D] 的进入或退出。" msgid "" "[Area3D] is a region of 3D space defined by one or multiple " "[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other " "[CollisionObject3D]s enter or exit it, and it also keeps track of which " "collision objects haven't exited it yet (i.e. which one are overlapping it).\n" "This node can also locally alter or override physics parameters (gravity, " "damping) and route audio to custom audio buses.\n" "[b]Note:[/b] Areas and bodies created with [PhysicsServer3D] might not " "interact as expected with [Area3D]s, and might not emit signals or track " "objects correctly.\n" "[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] " "child of this node (created e.g. by using the [b]Create Trimesh Collision " "Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a " "[MeshInstance3D] node) may give unexpected results, since this collision " "shape is hollow. If this is not desired, it has to be split into multiple " "[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some " "cases it may be replaceable by a [CollisionPolygon3D]." msgstr "" "[Area3D] 是 3D 空间中的一个区域,由一个或多个 [CollisionShape3D] 或 " "[CollisionPolygon3D] 子节点定义,能够检测到其他 [CollisionObject3D] 进入或退出" "该区域,同时也会记录哪些碰撞对象尚未退出(即哪些对象与其存在重叠)。\n" "这个节点也可以在局部修改或覆盖物理参数(重力、阻尼),将音频引导至自定义音频总" "线。\n" "[b]注意:[/b]使用 [PhysicsServer3D] 创建的区域和物体可能无法按预期与 [Area3D] " "交互,并且可能无法正确发出信号或跟踪对象。\n" "[b]警告:[/b]在这个节点的 [CollisionShape3D] 子节点中使用 " "[ConcavePolygonShape3D](创建方法是在选中 [MeshInstance3D] 节点后,在出现的 " "[b]Mesh[/b] 菜单中选择[b]创建三角网格碰撞同级[/b]选项)可能得到意外的结果,因" "为碰撞形状是空心的。如果不想要这种行为,则应该将其拆分为多个 " "[ConvexPolygonShape3D] 或 [BoxShape3D] 等基础网格,有些情况下也可以用 " "[CollisionPolygon3D] 代替。" msgid "GUI in 3D Demo" msgstr "3D GUI 演示" msgid "" "Returns a list of intersecting [Area3D]s. The overlapping area's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "返回相交的 [Area3D] 的列表。重叠区域的 [member CollisionObject3D." "collision_layer] 必须是该区域的 [member CollisionObject3D.collision_mask] 的一" "部分才能被检测到。\n" "出于性能原因(同时处理所有碰撞),此列表在物理步骤期间修改一次,而不是在实体被" "移动后立即修改。可考虑改用信号。" msgid "" "Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The " "overlapping body's [member CollisionObject3D.collision_layer] must be part of " "this area's [member CollisionObject3D.collision_mask] in order to be " "detected.\n" "For performance reasons (collisions are all processed at the same time) this " "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" "返回相交的 [PhysicsBody3D] 和 [GridMap]。重叠物体的 [member CollisionObject3D." "collision_layer] 必须是该区域 [member CollisionObject3D.collision_mask] 的一部" "分,才能被检测到。\n" "出于性能原因(所有碰撞都是一起处理的),这个列表只会在每次物理迭代时发生一次更" "改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns " "[code]false[/code]. The overlapping area's [member CollisionObject3D." "collision_layer] must be part of this area's [member CollisionObject3D." "collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping areas is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "如果与其他 [Area3D] 相交,则返回 [code]true[/code],否则返回 [code]false[/" "code]。重叠区域的 [member CollisionObject3D.collision_layer] 必须是该区域 " "[member CollisionObject3D.collision_mask] 的一部分,才能被检测到。\n" "出于性能原因(所有碰撞都是一起处理的),重叠区域的列表只会在每次物理迭代时发生" "一次更改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, " "otherwise returns [code]false[/code]. The overlapping body's [member " "CollisionObject3D.collision_layer] must be part of this area's [member " "CollisionObject3D.collision_mask] in order to be detected.\n" "For performance reasons (collisions are all processed at the same time) the " "list of overlapping bodies is modified once during the physics step, not " "immediately after objects are moved. Consider using signals instead." msgstr "" "如果与其他 [PhysicsBody3D] 或 [GridMap] 相交,则返回 [code]true[/code],否则返" "回 [code]false[/code]。重叠物体的 [member CollisionObject3D.collision_layer] " "必须是该区域 [member CollisionObject3D.collision_mask] 的一部分,才能被检测" "到。\n" "出于性能原因(所有碰撞都是一起处理的),重叠物体的列表只会在每次物理迭代时发生" "一次更改,不会在对象移动后立即更改。请考虑使用信号。" msgid "" "Returns [code]true[/code] if the given [Area3D] intersects or overlaps this " "[Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" "如果给定的 [Area3D] 与此 [Area3D] 相交或重叠,则返回 [code]true[/code],否则返" "回 [code]false[/code]。\n" "[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只" "会在物理迭代前更新一次。请考虑使用信号。" msgid "" "Returns [code]true[/code] if the given physics body intersects or overlaps " "this [Area3D], [code]false[/code] otherwise.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead.\n" "The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] " "instance. While GridMaps are not physics body themselves, they register their " "tiles with collision shapes as a virtual physics body." msgstr "" "如果给定的物理物体与此 [Area3D] 相交或重叠,则返回 [code]true[/code],否则返" "回 [code]false[/code]。\n" "[b]注意:[/b]测试结果不反映对象移动后的即时状态。出于性能原因,重叠列表每帧只" "会在物理迭代前更新一次。请考虑使用信号。\n" "参数 [param body] 可以是 [PhysicsBody3D] 实例,也可以是 [GridMap] 实例。" "GridMap 虽然不是物理物体,但会把图块的碰撞形状注册为虚拟物理物体。" msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more details " "about damping." msgstr "" "物体在此区域停止旋转的速度。代表每秒损失的角速度.\n" "关于阻尼的更多细节,见 [member ProjectSettings.physics/3d/" "default_angular_damp]。" msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity direction. This is useful to alter the force of " "gravity without altering its direction." msgstr "" "该区域的重力强度(以米每平方秒为单位)。这个值是重力向量的倍数。这对于改变重力" "大小而不改变其方向很有用。" msgid "" "The distance at which the gravity strength is equal to [member gravity]. For " "example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², " "set the [member gravity] to 4.0 and the unit distance to 100.0. The gravity " "will have falloff according to the inverse square law, so in the example, at " "200 meters from the center the gravity will be 1.0 m/s² (twice the distance, " "1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x " "the gravity), and so on.\n" "The above is true only when the unit distance is a positive number. When this " "is set to 0.0, the gravity will be constant regardless of distance." msgstr "" "重力强度等于 [member gravity] 的距离。例如,在一个半径为 100 米、表面重力为 " "4.0 m/s² 的行星上,将 [member gravity] 设置为 4.0,将单位距离设置为 100.0。重" "力会根据平方反比定律衰减,因此在该示例中,距中心 200 米处的重力将为 1.0 m/s²" "(距离的两倍,重力的 1/4),在 50 米处为 16.0 m/s²(距离的一半,重力的 4 " "倍),依此类推。\n" "仅当单位距离为正数时,上述情况才成立。当该属性被设置为 0.0 时,无论距离如何," "重力都将保持不变。" msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" "实体在此区域减速的速率。代表每秒损失的线速度。\n" "关于阻尼的更多细节,见[member ProjectSettings.physics/3d/" "default_linear_damp]。" msgid "" "The area's priority. Higher priority areas are processed first. The " "[World3D]'s physics is always processed last, after all areas." msgstr "" "该区域的优先级。将优先处理优先级较高的区域。[World3D] 的物理始终在所有区域之后" "处理。" msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "该区域对其相关音频应用混响的程度。范围从 [code]0[/code] 到 [code]1[/code],精" "度为 [code]0.1[/code]。" msgid "If [code]true[/code], the area applies reverb to its associated audio." msgstr "如果为 [code]true[/code],该区域会将混响应用于其关联音频。" msgid "The name of the reverb bus to use for this area's associated audio." msgstr "用于该区域关联音频的混响总线的名称。" msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." msgstr "" "该区域的混响效果均匀的程度。范围从 [code]0[/code] 到 [code]1[/code],精度为 " "[code]0.1[/code]。" msgid "" "The exponential rate at which wind force decreases with distance from its " "origin." msgstr "风力随着距其原点的距离而衰减的指数速率。" msgid "The magnitude of area-specific wind force." msgstr "特定区域风力的大小。" msgid "" "The [Node3D] which is used to specify the direction and origin of an area-" "specific wind force. The direction is opposite to the z-axis of the " "[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s " "local transform." msgstr "" "[Node3D] 用于指定特定区域风力的方向和原点。方向与 [Node3D] 局部变换的 z 轴相" "反,其原点为 [Node3D] 局部变换的原点。" msgid "" "Emitted when a [Shape3D] of the received [param area] enters a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param area_shape_index] contain indices of the " "interacting shapes from this area and the other area, respectively. [param " "area_rid] contains the [RID] of the other area. These values can be used with " "the [PhysicsServer3D].\n" "[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:" "[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner(area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "当收到的 [param area] 的 [Shape3D] 进入这个区域的形状时发出。要求 [member " "monitoring] 被设置为 [code]true[/code] 。\n" "[param local_shape_index] 和 [param area_shape_index] 分别包含来自这个区域和另" "一个区域的交互形状的索引。[param area_rid] 包含另一个区域的 [RID]。这些值可以" "与 [PhysicsServer3D] 一起使用。\n" "[b]从形状索引中获取[/b] [CollisionShape3D] [b]节点的例子。[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var other_shape_owner = area.shape_find_owner( area_shape_index)\n" "var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Emitted when a [Shape3D] of the received [param area] exits a shape of this " "area. Requires [member monitoring] to be set to [code]true[/code].\n" "See also [signal area_shape_entered]." msgstr "" "当接收的 [param area] 的 [Shape3D] 退出此区域的形状时发出。需要 [member " "monitoring] 被设置为 [code]true[/code]。\n" "另见 [signal area_shape_entered]。" msgid "" "Emitted when the received [param body] enters this area. [param body] can be " "a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" "当接收到的 [param body] 进入这个区域时发出。[param body] 可以是一个 " "[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形" "状就会被检测到。需要将 [member monitoring] 设置为 [code]true[/code] 。" msgid "" "Emitted when the received [param body] exits this area. [param body] can be a " "[PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their " "[MeshLibrary] has collision shapes configured. Requires [member monitoring] " "to be set to [code]true[/code]." msgstr "" "当接收到的 [param body] 离开这个区域时发出的。[param body] 可以是一个 " "[PhysicsBody3D] 或一个 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形" "状,就会被检测到。要求 [member monitoring] 被设置为 [code]true[/code] 。" msgid "" "Emitted when a [Shape3D] of the received [param body] enters a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "[param local_shape_index] and [param body_shape_index] contain indices of the " "interacting shapes from this area and the interacting body, respectively. " "[param body_rid] contains the [RID] of the body. These values can be used " "with the [PhysicsServer3D].\n" "[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:" "[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgstr "" "当接收到的物体 [param body] 中的某个 [Shape3D] 进入此区域中的某个形状时发出。" "[param body] 可以是 [PhysicsBody3D] 或 [GridMap]。[GridMap] 的 [MeshLibrary] " "配置有碰撞形状时才能够被检测到。要求将 [member monitoring] 设置为 [code]true[/" "code]。\n" "[param local_shape_index] 和 [param body_shape_index] 分别对应此区域中以及交互" "物体中正在进行交互的形状的索引。[param body_rid] 包含该物体的 [RID]。这些值可" "以在 [PhysicsServer3D] 中使用。\n" "[b]根据形状索引获取[/b] [CollisionShape3D] [b]节点的示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var body_shape_owner = body.shape_find_owner(body_shape_index)\n" "var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n" "\n" "var local_shape_owner = shape_find_owner(local_shape_index)\n" "var local_shape_node = shape_owner_get_owner(local_shape_owner)\n" "[/gdscript]\n" "[/codeblocks]" msgid "" "Emitted when a [Shape3D] of the received [param body] exits a shape of this " "area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are " "detected if their [MeshLibrary] has collision shapes configured. Requires " "[member monitoring] to be set to [code]true[/code].\n" "See also [signal body_shape_entered]." msgstr "" "当接收到的物体 [param body] 中的某个 [Shape3D] 离开此区域中的某个形状时发出。" "[param body] 可以是 [PhysicsBody3D] 或 [GridMap]。[GridMap] 的 [MeshLibrary] " "配置有碰撞形状时才能够被检测到。要求将 [member monitoring] 设置为 [code]true[/" "code]。\n" "另见 [signal body_shape_entered]。" msgid "A built-in data structure that holds a sequence of elements." msgstr "一种内置数据结构,包含一系列元素。" msgid "" "An array data structure that can contain a sequence of elements of any type. " "Elements are accessed by a numerical index starting at 0. Negative indices " "are used to count from the back (-1 is the last element, -2 is the second to " "last, etc.).\n" "[b]Example:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var array = [\"One\", 2, 3, \"Four\"]\n" "print(array[0]) # One.\n" "print(array[2]) # 3.\n" "print(array[-1]) # Four.\n" "array[2] = \"Three\"\n" "print(array[-2]) # Three.\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n" "GD.Print(array[0]); // One.\n" "GD.Print(array[2]); // 3.\n" "GD.Print(array[array.Count - 1]); // Four.\n" "array[2] = \"Three\";\n" "GD.Print(array[array.Count - 2]); // Three.\n" "[/csharp]\n" "[/codeblocks]\n" "Arrays can be concatenated using the [code]+[/code] operator:\n" "[codeblocks]\n" "[gdscript]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" "[/gdscript]\n" "[csharp]\n" "// Array concatenation is not possible with C# arrays, but is with Godot." "Collections.Array.\n" "var array1 = new Godot.Collections.Array{\"One\", 2};\n" "var array2 = new Godot.Collections.Array{3, \"Four\"};\n" "GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] Arrays are always passed by reference. To get a copy of an array " "that can be modified independently of the original array, use [method " "duplicate].\n" "[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] " "supported and will result in unpredictable behavior." msgstr "" "通用数组,可以包含任意类型的多个元素,可以通过从 0 开始的数字索引进行访问。负" "数索引可以用来从后面数起,就像在 Python 中一样(-1 是最后一个元素、-2 是倒数第" "二,以此类推)。\n" "[b]示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "var array = [\"One\", 2, 3, \"Four\"]\n" "print(array[0]) # One。\n" "print(array[2]) # 3。\n" "print(array[-1]) # Four。\n" "array[2] = \"Three\"\n" "print(array[-2]) # Three。\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n" "GD.Print(array[0]); // One。\n" "GD.Print(array[2]); // 3。\n" "GD.Print(array[array.Count - 1]); // Four。\n" "array[2] = \"Three\";\n" "GD.Print(array[array.Count - 2]); // Three。\n" "[/csharp]\n" "[/codeblocks]\n" "可以使用 [code]+[/code] 运算符连接数组:\n" "[codeblocks]\n" "[gdscript]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"Four\"]\n" "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" "[/gdscript]\n" "[csharp]\n" "// C# 数组无法进行数组串联,但 Godot.Collections.Array 可以。\n" "var array1 = new Godot.Collections.Array{\"One\", 2};\n" "var array2 = new Godot.Collections.Array{3, \"Four\"};\n" "GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]数组总是通过引用来传递。要获得一个可以独立于原始数组而被修改的数" "组的副本,请使用 [method duplicate]。\n" "[b]注意:[/b][b]不[/b]支持在遍历数组时擦除元素,这将导致不可预知的行为。" msgid "Constructs an empty [Array]." msgstr "构造空的 [Array]。" msgid "Creates a typed array from the [param base] array." msgstr "从 [param base] 数组创建具有类型的数组。" msgid "" "Returns the same array as [param from]. If you need a copy of the array, use " "[method duplicate]." msgstr "" "返回与 [param from] 相同的数组。如果你需要一个数组的副本,请使用 [method " "duplicate]。" msgid "Constructs an array from a [PackedByteArray]." msgstr "从 [PackedByteArray] 构造一个数组。" msgid "Constructs an array from a [PackedColorArray]." msgstr "从 [PackedColorArray] 构造一个数组。" msgid "Constructs an array from a [PackedFloat32Array]." msgstr "从 [PackedFloat32Array] 构造一个数组。" msgid "Constructs an array from a [PackedFloat64Array]." msgstr "从 [PackedFloat64Array] 构造一个数组。" msgid "Constructs an array from a [PackedInt32Array]." msgstr "从 [PackedInt32Array] 构造一个数组。" msgid "Constructs an array from a [PackedInt64Array]." msgstr "从 [PackedInt64Array] 构造一个数组。" msgid "Constructs an array from a [PackedStringArray]." msgstr "从 [PackedStringArray] 构造一个数组。" msgid "Constructs an array from a [PackedVector2Array]." msgstr "从 [PackedVector2Array] 构造一个数组。" msgid "Constructs an array from a [PackedVector3Array]." msgstr "从 [PackedVector3Array] 构造一个数组。" msgid "" "Calls the provided [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] " "elements in the array. If the [Callable] returns [code]false[/code] for one " "array element or more, this method returns [code]false[/code].\n" "The callable's method should take one [Variant] parameter (the current array " "element) and return a boolean value.\n" "[codeblock]\n" "func _ready():\n" " print([6, 10, 6].all(greater_than_5)) # Prints True (3/3 elements " "evaluate to `true`).\n" " print([4, 10, 4].all(greater_than_5)) # Prints False (1/3 elements " "evaluate to `true`).\n" " print([4, 4, 4].all(greater_than_5)) # Prints False (0/3 elements " "evaluate to `true`).\n" " print([].all(greater_than_5)) # Prints True (0/0 elements evaluate to " "`true`).\n" "\n" " print([6, 10, 6].all(func(number): return number > 5)) # Prints True. " "Same as the first line above, but using lambda function.\n" "\n" "func greater_than_5(number):\n" " return number > 5\n" "[/codeblock]\n" "See also [method any], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/" "wiki/Vacuous_truth]always[/url] returns [code]true[/code]." msgstr "" "对数组中的每个元素调用提供的 [Callable],如果 [Callable] 为数组中的 [i]所有[/" "i] 元素返回 [code]true[/code],则返回 [code]true[/code]。如果 [Callable] 为一" "个或多个数组元素返回 [code]false[/code],则此方法返回 [code]false[/code]。\n" "该可调用的方法应采用一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n" "[codeblock]\n" "func _ready():\n" " print([6, 10, 6].all(greater_than_5)) # 输出 True(3/3 元素评估为 " "`true`)。\n" " print([4, 10, 4].all(greater_than_5)) # 输出 False(1/3 元素评估为 " "`true`)。\n" " print([4, 4, 4].all(greater_than_5)) # 输出 False(0/3 元素评估为 " "`true`)。\n" " print([].all(greater_than_5)) # 输出 True(0/0 元素评估为 `true`)。\n" "\n" " print([6, 10, 6].all(func(number): return number > 5)) # 输出 True。与上" "面的第一行相同,但使用 lambda 函数。\n" "\n" "func greater_than_5(number):\n" " return number > 5\n" "[/codeblock]\n" "另请参见 [method any]、[method filter]、[method map] 和 [method reduce]。\n" "[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返回" "以提高性能(尤其是对于大型数组)。\n" "[b]注意:[/b]对于空数组,此方法 [url=https://en.wikipedia.org/wiki/" "Vacuous_truth]总是[/url] 返回 [code]true[/code]。" msgid "" "Calls the provided [Callable] on each element in the array and returns " "[code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or " "more[/i] elements in the array. If the [Callable] returns [code]false[/code] " "for all elements in the array, this method returns [code]false[/code].\n" "The callable's method should take one [Variant] parameter (the current array " "element) and return a boolean value.\n" "[codeblock]\n" "func _ready():\n" " print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements evaluate " "to `true`).\n" " print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements evaluate " "to `true`).\n" " print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements evaluate " "to `true`).\n" " print([].any(greater_than_5)) # Prints False (0 elements evaluate to " "`true`).\n" "\n" " print([6, 10, 6].any(func(number): return number > 5)) # Prints True. " "Same as the first line above, but using lambda function.\n" "\n" "func greater_than_5(number):\n" " return number > 5\n" "[/codeblock]\n" "See also [method all], [method filter], [method map] and [method reduce].\n" "[b]Note:[/b] Unlike relying on the size of an array returned by [method " "filter], this method will return as early as possible to improve performance " "(especially with large arrays).\n" "[b]Note:[/b] For an empty array, this method always returns [code]false[/" "code]." msgstr "" "对数组中的每个元素调用提供的 [Callable],如果 [Callable] 为数组中的[i] 一个或" "多个[/i]元素返回 [code]true[/code],则返回 [code]true[/code]。如果 [Callable] " "为数组中的所有元素返回 [code]false[/code],则此方法返回 [code]false[/code]。\n" "可调用体的方法应接受一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n" "[codeblock]\n" "func _ready():\n" " print([6, 10, 6].any(greater_than_5)) # 输出 True(3 个元素评估为 " "`true`)。\n" " print([4, 10, 4].any(greater_than_5)) # 输出 True(1 个元素评估为 " "`true`)。\n" " print([4, 4, 4].any(greater_than_5)) # 输出 False(0 个元素评估为 " "`true`)。\n" " print([].any(greater_than_5)) # 输出 False(0 个元素评估为 `true`)。\n" "\n" " print([6, 10, 6].any(func(number): return number > 5)) # 输出 True。与上" "面的第一行相同,但使用 lambda 函数。\n" "\n" "func greater_than_5(number):\n" " return number > 5\n" "[/codeblock]\n" "另请参阅 [method all]、[method filter]、[method map] 和 [method reduce]。\n" "[b]注意:[/b]与依赖 [method filter] 返回的数组大小不同,此方法会尽可能早地返回" "以提高性能(尤其是对于大型数组)。\n" "[b]注意:[/b]对于一个空数组,这个方法总是返回 [code]false[/code]。" msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "向数组末尾追加一个元素([method push_back] 的别名)。" msgid "" "Appends another array at the end of this array.\n" "[codeblock]\n" "var array1 = [1, 2, 3]\n" "var array2 = [4, 5, 6]\n" "array1.append_array(array2)\n" "print(array1) # Prints [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" msgstr "" "在该数组的末尾追加其他数组。\n" "[codeblock]\n" "var array1 = [1, 2, 3]\n" "var array2 = [4, 5, 6]\n" "array1.append_array(array2)\n" "print(array1) # 输出 [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" msgid "" "Assigns elements of another [param array] into the array. Resizes the array " "to match [param array]. Performs type conversions if the array is typed." msgstr "" "将另一个 [param array] 的元素赋值到该数组中。调整数组大小以匹配 [param " "array]。如果数组是有类型的,则执行类型转换。" msgid "" "Returns the last element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" "返回数组的最后一个元素。如果数组为空,则打印一个错误并返回 [code]null[/" "code]。\n" "[b]注意:[/b]调用这个函数与写入 [code]array[-1][/code] 不一样,如果数组是空" "的,当从编辑器运行时,按索引访问将暂停项目的执行。" msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search. Optionally, a [param before] specifier can be passed. If [code]false[/" "code], the returned index comes after all existing entries of the value in " "the array.\n" "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in " "unexpected behavior." msgstr "" "使用二进法查找已有值的索引(如果该值尚未存在于数组中,则为保持排序顺序的插入索" "引)。传递 [param before] 说明符是可选的。如果该参数为 [code]false[/code],则" "返回的索引位于数组中该值的所有已有的条目之后。\n" "[b]注意:[/b]在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。" msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " "search and a custom comparison method. Optionally, a [param before] specifier " "can be passed. If [code]false[/code], the returned index comes after all " "existing entries of the value in the array. The custom method receives two " "arguments (an element from the array and the value searched for) and must " "return [code]true[/code] if the first argument is less than the second, and " "return [code]false[/code] otherwise.\n" "[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " "unexpected behavior." msgstr "" "使用二分法和自定义比较方法查找已有值的索引(如果该值尚未存在于数组中,则为保持" "排序顺序的插入索引)。传递 [param before] 说明符是可选的。如果该参数为 " "[code]false[/code],则返回的索引位于数组中该值的所有已有条目之后。自定义方法接" "收两个参数(数组中的一个元素和搜索到的值),如果第一个参数小于第二个参数,则必" "须返回 [code]true[/code],否则返回 [code]false[/code] .\n" "[b]注意:[/b]在未排序的数组上调用 [method bsearch_custom] 会产生预料之外的行" "为。" msgid "" "Clears the array. This is equivalent to using [method resize] with a size of " "[code]0[/code]." msgstr "清空数组。相当于调用 [method resize] 时指定大小为 [code]0[/code]。" msgid "Returns the number of times an element is in the array." msgstr "返回元素在数组中出现的次数。" msgid "" "Returns a copy of the array.\n" "If [param deep] is [code]true[/code], a deep copy is performed: all nested " "arrays and dictionaries are duplicated and will not be shared with the " "original array. If [code]false[/code], a shallow copy is made and references " "to the original nested arrays and dictionaries are kept, so that modifying a " "sub-array or dictionary in the copy will also impact those referenced in the " "source array. Note that any [Object]-derived elements will be shallow copied " "regardless of the [param deep] setting." msgstr "" "返回该数组的副本。\n" "[param deep] 为 [code]true[/code] 时会执行深拷贝:所有嵌套数组和字典都将被复" "制,且不会与原始数组共享。为 [code]false[/code] 时则进行浅拷贝,并保留对原始嵌" "套数组和字典的引用,因此修改副本中的子数组或字典,也会影响源数组中引用的子数组" "或字典。请注意,无论 [param deep] 如何设置,任何 [Object] 派生的元素都是浅拷贝" "的。" msgid "" "Removes the first occurrence of a value from the array. If the value does not " "exist in the array, nothing happens. To remove an element by index, use " "[method remove_at] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because all " "elements placed after the removed element have to be reindexed.\n" "[b]Note:[/b] Do not erase entries while iterating over the array." msgstr "" "从数组中移除第一个匹配的值。如果数组中不存在该值,则什么也不会发生。要通过索引" "移除元素,请改用 [method remove_at]。\n" "[b]注意:[/b]这个方法是就地操作的,不返回修改后的数组。\n" "[b]注意:[/b]在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法会" "较慢。这是因为所有放置在移除元素之后的元素都必须重新索引。\n" "[b]注意:[/b]在遍历数组时不要移除条目。" msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " "initialized elements:\n" "[codeblocks]\n" "[gdscript]\n" "var array = []\n" "array.resize(10)\n" "array.fill(0) # Initialize the 10 elements to 0.\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array();\n" "array.Resize(10);\n" "array.Fill(0); // Initialize the 10 elements to 0.\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] If [param value] is of a reference type ([Object]-derived, " "[Array], [Dictionary], etc.) then the array is filled with the references to " "the same object, i.e. no duplicates are created." msgstr "" "将该数组中的所有元素都设置为给定的值。通常与 [method resize] 一起使用,用于创" "建给定大小的数组并对其元素进行初始化:\n" "[codeblocks]\n" "[gdscript]\n" "var array = []\n" "array.resize(10)\n" "array.fill(0) # 将 10 个元素都初始化为 0。\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array();\n" "array.Resize(10);\n" "array.Fill(0); // 将 10 个元素都初始化为 0。\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]如果 [param value] 为引用类型(派生自 [Object]、[Array]、" "[Dictionary] 等),那么会用同一个对象的引用填充该数组,即不会创建副本。" msgid "" "Calls the provided [Callable] on each element in the array and returns a new " "array with the elements for which the method returned [code]true[/code].\n" "The callable's method should take one [Variant] parameter (the current array " "element) and return a boolean value.\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].filter(remove_1)) # Prints [2, 3].\n" " print([1, 2, 3].filter(func(number): return number != 1)) # Same as " "above, but using lambda function.\n" "\n" "func remove_1(number):\n" " return number != 1\n" "[/codeblock]\n" "See also [method any], [method all], [method map] and [method reduce]." msgstr "" "在数组中的每个元素上调用提供的 [Callable],并返回一个新数组,其中包含调用方法" "后返回值为 [code]true[/code] 的元素。\n" "可调用的方法应该采用一个 [Variant] 参数(当前数组元素)并返回一个布尔值。\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].filter(remove_1)) # 打印 [2, 3]。\n" " print([1, 2, 3].filter(func(number): return number != 1)) # 同上,但使用 " "lambda 函数。\n" "\n" "func remove_1(number):\n" " return number != 1\n" "[/codeblock]\n" "另请参见 [method any]、[method all]、[method map] 和 [method reduce]。" msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " "not found. Optionally, the initial search index can be passed." msgstr "" "在数组中搜索值并返回其索引,如果未找到则返回 [code]-1[/code] 。可选地,可以传" "递起始搜索索引。" msgid "" "Returns the first element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[b]Note:[/b] Calling this function is not the same as writing [code]array[0][/" "code]. If the array is empty, accessing by index will pause project execution " "when running from the editor." msgstr "" "返回数组的第一个元素。如果数组为空,则打印错误并返回 [code]null[/code]。\n" "[b]注意:[/b]调用这个函数和写 [code]array[0][/code] 是不一样的,如果数组为空," "从编辑器运行时按索引访问将暂停项目执行。" msgid "" "Returns the [enum Variant.Type] constant for a typed array. If the [Array] is " "not typed, returns [constant TYPE_NIL]." msgstr "" "返回类型化数组的 [enum Variant.Type] 常量。如果该 [Array] 不是类型化的,则返" "回 [constant TYPE_NIL]。" msgid "Returns a class name of a typed [Array] of type [constant TYPE_OBJECT]." msgstr "返回类型为 [constant TYPE_OBJECT] 的 类型化 [Array] 的类名。" msgid "Returns the script associated with a typed array tied to a class name." msgstr "返回与此类型化数组绑定的类名关联的脚本。" msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[codeblocks]\n" "[gdscript]\n" "print([\"inside\", 7].has(\"inside\")) # True\n" "print([\"inside\", 7].has(\"outside\")) # False\n" "print([\"inside\", 7].has(7)) # True\n" "print([\"inside\", 7].has(\"7\")) # False\n" "[/gdscript]\n" "[csharp]\n" "var arr = new Godot.Collections.Array { \"inside\", 7 };\n" "// has is renamed to Contains\n" "GD.Print(arr.Contains(\"inside\")); // True\n" "GD.Print(arr.Contains(\"outside\")); // False\n" "GD.Print(arr.Contains(7)); // True\n" "GD.Print(arr.Contains(\"7\")); // False\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as " "follows:\n" "[codeblocks]\n" "[gdscript]\n" "# Will evaluate to `true`.\n" "if 2 in [2, 4, 6, 8]:\n" " print(\"Contains!\")\n" "[/gdscript]\n" "[csharp]\n" "// As there is no \"in\" keyword in C#, you have to use Contains\n" "var array = new Godot.Collections.Array { 2, 4, 6, 8 };\n" "if (array.Contains(2))\n" "{\n" " GD.Print(\"Contains!\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "如果该数组包含给定值,则返回 [code]true[/code]。\n" "[codeblocks]\n" "[gdscript]\n" "print([\"inside\", 7].has(\"inside\")) # 真\n" "print([\"inside\", 7].has(\"outside\")) # 假\n" "print([\"inside\", 7].has(7)) # 真\n" "print([\"inside\", 7].has(\"7\")) # 假\n" "[/gdscript]\n" "[csharp]\n" "var arr = new Godot.Collections.Array { \"inside\", 7 };\n" "// has 被改名为 Contains\n" "GD.Print(arr.Contains(\"inside\")); // 真\n" "GD.Print(arr.Contains(\"outside\")); // 假\n" "GD.Print(arr.Contains(7)); // 真\n" "GD.Print(arr.Contains(\"7\")); // 假\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]这相当于使用 [code]in[/code] 运算符,如下所示:\n" "[codeblocks]\n" "[gdscript]\n" "# 将评估为`true`。\n" "if 2 in [2, 4, 6, 8]:\n" " print(\"包含!\")\n" "[/gdscript]\n" "[csharp]\n" "// 由于 C# 中没有关键字“in”,因此必须使用 Contains\n" "var array = new Godot.Collections.Array { 2, 4, 6, 8 };\n" "if (array.Contains(2))\n" "{\n" " GD.Print(\"包含!\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a hashed 32-bit integer value representing the array and its " "contents.\n" "[b]Note:[/b] [Array]s with equal content will always produce identical hash " "values. However, the reverse is not true. Returning identical hash values " "does [i]not[/i] imply the arrays are equal, because different arrays can have " "identical hash values due to hash collisions." msgstr "" "返回代表该数组及其内容的 32 位整数哈希值。\n" "[b]注意:[/b]内容相同的 [Array] 会得到一致的哈希值。然而,反之不然。返回一致的" "哈希值[i]并不[/i]意味着数组相等,因为不同的数组可能因为哈希碰撞而得到一致的哈" "希值。" msgid "" "Inserts a new element at a given position in the array. The position must be " "valid, or at the end of the array ([code]pos == size()[/code]). Returns " "[constant OK] on success, or one of the other [enum Error] values if the " "operation failed.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n" "[b]Note:[/b] On large arrays, this method will be slower if the inserted " "element is close to the beginning of the array (index 0). This is because all " "elements placed after the newly inserted element have to be reindexed." msgstr "" "在给定的数组位置插入一个新值。位置必须合法,或者是在数组末尾([code]pos == " "size()[/code])。操作成功时返回 [constant OK],而如果操作失败则返回其他任意一" "个 [enum Error] 值。\n" "[b]注意:[/b]该方法在原地执行,不会返回修改过的数组。\n" "[b]注意:[/b]在较大的数组中,如果插入值的位置在数组偏前的位置,这个方法的运行" "速度会比较慢,因为在插入值后面所有的元素都要被重新索引。" msgid "Returns [code]true[/code] if the array is empty." msgstr "该数组为空时,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the array is read-only. See [method " "make_read_only]. Arrays are automatically read-only if declared with " "[code]const[/code] keyword." msgstr "" "如果该数组只读,则返回 [code]true[/code]。见 [method make_read_only]。如果数组" "是用 [code]const[/code] 关键字声明的,则自动只读。" msgid "" "Returns [code]true[/code] if the array is typed the same as [param array]." msgstr "如果该数组的类型与 [param array] 相同,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the array is typed. Typed arrays can only store " "elements of their associated type and provide type safety for the [code][][/" "code] operator. Methods of typed array still return [Variant]." msgstr "" "如果该数组是类型化的,则返回 [code]true[/code]。类型化数组只能存储与其关联类型" "的元素,能够为其 [code][][/code] 运算符提供类型安全支持。类型化数组的方法仍然" "返回 [Variant]。" msgid "" "Makes the array read-only, i.e. disabled modifying of the array's elements. " "Does not apply to nested content, e.g. content of nested arrays." msgstr "" "使该数组只读,即禁止修改该数组的元素。不适用于嵌套的内容,例如嵌套数组的内容。" msgid "" "Calls the provided [Callable] for each element in the array and returns a new " "array filled with values returned by the method.\n" "The callable's method should take one [Variant] parameter (the current array " "element) and can return any [Variant].\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].map(negate)) # Prints [-1, -2, -3].\n" " print([1, 2, 3].map(func(number): return -number)) # Same as above, but " "using lambda function.\n" "\n" "func negate(number):\n" " return -number\n" "[/codeblock]\n" "See also [method filter], [method reduce], [method any] and [method all]." msgstr "" "为数组中的每个元素调用提供的 [Callable] 并返回一个新数组,其中填充了该调用方法" "返回的值。\n" "可调用的方法应该采用一个 [Variant] 参数(当前数组元素)并且可以返回任意 " "[Variant]。\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].map(negate)) # 打印 [-1, -2, -3].\n" " print([1, 2, 3].map(func(number): return -number)) # 同上,但使用 lambda " "函数。\n" "\n" "func negate(number):\n" " return -number\n" "[/codeblock]\n" "另请参见 [method filter]、[method reduce]、[method any] 和 [method all]。" msgid "" "Returns the maximum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned.\n" "To find the maximum value using a custom comparator, you can use [method " "reduce]. In this example every array element is checked and the first maximum " "value is returned:\n" "[codeblock]\n" "func _ready():\n" " var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), " "Vector2(0, 2)]\n" " # In this example we compare the lengths.\n" " print(arr.reduce(func(max, val): return val if is_length_greater(val, " "max) else max))\n" "\n" "func is_length_greater(a, b):\n" " return a.length() > b.length()\n" "[/codeblock]" msgstr "" "如果数组中包含的所有元素都是可比较的类型,则返回其中的最大值。如果无法比较,则" "返回 [code]null[/code]。\n" "要使用自定义比较器来查找最大值,可以使用 [method reduce]。这个例子中会比较数组" "中的每个元素,并返回第一个最大值:\n" "[codeblock]\n" "func _ready():\n" " var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), " "Vector2(0, 2)]\n" " # 这个例子中我们比较的是长度。\n" " print(arr.reduce(func(max, val): return val if is_length_greater(val, " "max) else max))\n" "\n" "func is_length_greater(a, b):\n" " return a.length() > b.length()\n" "[/codeblock]" msgid "" "Returns the minimum value contained in the array if all elements are of " "comparable types. If the elements can't be compared, [code]null[/code] is " "returned.\n" "See also [method max] for an example of using a custom comparator." msgstr "" "如果数组中包含的所有元素都是可比较的类型,则返回其中的最小值。如果无法比较,则" "返回 [code]null[/code]。\n" "使用自定义比较器的示例见 [method max]。" msgid "" "Returns a random value from the target array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[codeblocks]\n" "[gdscript]\n" "var array: Array[int] = [1, 2, 3, 4]\n" "print(array.pick_random()) # Prints either of the four numbers.\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n" "GD.Print(array.PickRandom()); // Prints either of the four numbers.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "从目标数组中返回一个随机值。如果数组为空,则打印一个错误并返回 [code]null[/" "code]。\n" "[codeblocks]\n" "[gdscript]\n" "var array: Array[int] = [1, 2, 3, 4]\n" "print(array.pick_random()) # 打印四个数字中的任何一个。\n" "[/gdscript]\n" "[csharp]\n" "var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n" "GD.Print(array.PickRandom()); // 打印四个数字中的任何一个。\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Removes and returns the element of the array at index [param position]. If " "negative, [param position] is considered relative to the end of the array. " "Leaves the array unchanged and returns [code]null[/code] if the array is " "empty or if it's accessed out of bounds. An error message is printed when the " "array is accessed out of bounds, but not when the array is empty.\n" "[b]Note:[/b] On large arrays, this method can be slower than [method " "pop_back] as it will reindex the array's elements that are located after the " "removed element. The larger the array and the lower the index of the removed " "element, the slower [method pop_at] will be." msgstr "" "移除并返回数组中位于 [param position] 索引处的元素。如果 [param position] 为负" "数,则认为是相对于该数组末尾的值。如果该数组为空或访问越界,则保持该数组不变并" "返回 [code]null[/code]。数组访问越界时会输出错误消息,但如果数组为空时不会。\n" "[b]注意:[/b]在较大的数组上,这个方法会比 [method pop_back] 慢,因为会对移除元" "素后的数组元素重新进行索引。数组越大,或者移除元素的索引越小,[method pop_at] " "就越慢。" msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_front]." msgstr "" "移除并返回数组中的末尾元素。如果数组为空,则返回 [code]null[/code],而不打印错" "误消息。另见[method pop_front]。" msgid "" "Removes and returns the first element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "pop_back] as it will reindex all the array's elements every time it's called. " "The larger the array, the slower [method pop_front] will be." msgstr "" "移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回 " "[code]null[/code]。另请参阅 [method pop_back]。\n" "[b]注意:[/b]当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻找" "数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组越大,[method " "pop_front] 越慢。" msgid "" "Appends an element at the end of the array. See also [method push_front]." msgstr "在数组的末端追加一个元素。另请参阅 [method push_front]。" msgid "" "Adds an element at the beginning of the array. See also [method push_back].\n" "[b]Note:[/b] On large arrays, this method is much slower than [method " "push_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method push_front] will be." msgstr "" "在数组的开头添加一个元素。另请参阅 [method push_back]。\n" "[b]注意:[/b]在大数组中,这个方法比 [method push_back] 慢得多,因为每次调用它" "都会重新索引所有数组的元素。数组越大,[method push_front] 的速度就越慢。" msgid "" "Calls the provided [Callable] for each element in array and accumulates the " "result in [param accum].\n" "The callable's method takes two arguments: the current value of [param accum] " "and the current array element. If [param accum] is [code]null[/code] (default " "value), the iteration will start from the second element, with the first one " "used as initial value of [param accum].\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].reduce(sum, 10)) # Prints 16.\n" " print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # " "Same as above, but using lambda function.\n" "\n" "func sum(accum, number):\n" " return accum + number\n" "[/codeblock]\n" "See also [method map], [method filter], [method any] and [method all]." msgstr "" "为数组中的每个元素调用给定的 [Callable] 并将结果累积在 [param accum] 中。\n" "该可调用体的方法接受两个参数:[param accum] 的当前值,以及当前的数组元素。如" "果 [param accum] 为 [code]null[/code](默认值),则会从第二个元素开始迭代,将" "第一个元素作为 [param accum] 的初始值。\n" "[codeblock]\n" "func _ready():\n" " print([1, 2, 3].reduce(sum, 10)) # 输出 16.\n" " print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # " "同上,但使用 lambda 函数。\n" "\n" "func sum(accum, number):\n" " return accum + number\n" "[/codeblock]\n" "另见 [method map]、[method filter]、[method any]、[method all]。" msgid "" "Removes an element from the array by index. If the index does not exist in " "the array, nothing happens. To remove an element by searching for its value, " "use [method erase] instead.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n" "[b]Note:[/b] On large arrays, this method will be slower if the removed " "element is close to the beginning of the array (index 0). This is because all " "elements placed after the removed element have to be reindexed.\n" "[b]Note:[/b] [param position] cannot be negative. To remove an element " "relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + " "1))[/code]. To remove the last element from the array without returning the " "value, use [code]arr.resize(arr.size() - 1)[/code]." msgstr "" "通过索引从数组中移除元素。如果索引在数组中不存在,则什么也不会发生。要通过搜索" "一个元素的值来移除,请改用 [method erase]。\n" "[b]注意:[/b]这个方法是就地操作的,不返回修改后的数组。\n" "[b]注意:[/b]在大数组中,如果被删除的元素靠近数组的开头(索引 0),这个方法会" "比较慢。这是因为所有放置在被移除元素之后的元素都要被重新索引。\n" "[b]注意:[/b][param position] 不能为负。要移除数组末尾的元素,请使用 " "[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除数组末尾的元素并不返回" "值,请使用 [code]arr.resize(arr.size() - 1)[/code]。" msgid "" "Resizes the array to contain a different number of elements. If the array " "size is smaller, elements are cleared, if bigger, new elements are " "[code]null[/code]. Returns [constant OK] on success, or one of the other " "[enum Error] values if the operation failed.\n" "Calling [method resize] once and assigning the new values is faster than " "adding new elements one by one.\n" "[b]Note:[/b] This method acts in-place and doesn't return a modified array." msgstr "" "调整数组的大小,让包含的元素数量发生变化。如果数组变小则清除多余元素,变大则新" "元素为 [code]null[/code]。成功时返回 [constant OK],操作失败时返回其他 [enum " "Error] 值。\n" "调用一次 [method resize] 并分配新值比逐个添加新元素要快。\n" "[b]注意:[/b]这个方法是就地操作的,不返回修改后的数组。" msgid "Reverses the order of the elements in the array." msgstr "将数组中的元素逆序排列。" msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of the " "array." msgstr "" "逆序搜索数组。还可以传递起始搜索位置索引。如果为负,则起始索引被视为相对于数组" "的结尾。" msgid "" "Shuffles the array such that the items will have a random order. This method " "uses the global random number generator common to methods such as [method " "@GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a " "new seed will be used each time if you want non-reproducible shuffling." msgstr "" "将数组打乱,元素随机排列。该方法使用全局随机数生成器,与 [method @GlobalScope." "randi] 等方法一致。如果你想每次都使用新的种子,让打乱无法重现,则可以调用 " "[method @GlobalScope.randomize]。" msgid "Returns the number of elements in the array." msgstr "返回数组中元素的个数。" msgid "" "Returns the slice of the [Array], from [param begin] (inclusive) to [param " "end] (exclusive), as a new [Array].\n" "The absolute value of [param begin] and [param end] will be clamped to the " "array size, so the default value for [param end] makes it slice to the size " "of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for " "[code]arr.slice(1, arr.size())[/code]).\n" "If either [param begin] or [param end] are negative, they will be relative to " "the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for " "[code]arr.slice(0, arr.size() - 2)[/code]).\n" "If specified, [param step] is the relative index between source elements. It " "can be negative, then [param begin] must be higher than [param end]. For " "example, [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] returns [code][5, 3]" "[/code].\n" "If [param deep] is true, each element will be copied by value rather than by " "reference.\n" "[b]Note:[/b] To include the first element when [param step] is negative, use " "[code]arr.slice(begin, -arr.size() - 1, step)[/code] (i.e. [code][0, 1, 2]." "slice(1, -4, -1)[/code] returns [code][1, 0][/code])." msgstr "" "返回该 [Array] 的切片,是从 [param begin](含)到 [param end](不含)的全新 " "[Array]。\n" "[param begin] 和 [param end] 的绝对值会按数组大小进行限制,所以 [param end] 的" "默认值会切到数组大小为止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, " "arr.size())[/code] 的简写)。\n" "如果 [param begin] 或 [param end] 为负,则表示相对于数组的末尾(即 [code]arr." "slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的简写)。\n" "如果指定了 [param step],则会用作原始元素的索引间距。这个参数可以为负,此时 " "[param begin] 必须大于 [param end]。例如,[code][0, 1, 2, 3, 4, 5].slice(5, " "1, -2)[/code] 会返回 [code][5, 3][/code]。\n" "如果 [param deep] 为 true,则每个元素都会按值复制,而不是按引用复制。\n" "[b]注意:[/b]要在 [param step] 为负时包含第一个元素,请使用 [code]arr." "slice(begin, -arr.size() - 1, step)[/code](即 [code][0, 1, 2].slice(1, -4, " "-1)[/code] 返回 [code][1, 0][/code])。" msgid "" "Sorts the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method sort].\n" "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural " "order). This may lead to unexpected behavior when sorting an array of strings " "ending with a sequence of numbers. Consider the following example:\n" "[codeblocks]\n" "[gdscript]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort()\n" "print(strings) # Prints [string1, string10, string11, string2]\n" "[/gdscript]\n" "[csharp]\n" "var strings = new Godot.Collections.Array { \"string1\", \"string2\", " "\"string10\", \"string11\" };\n" "strings.Sort();\n" "GD.Print(strings); // Prints [string1, string10, string11, string2]\n" "[/csharp]\n" "[/codeblocks]\n" "To perform natural order sorting, you can use [method sort_custom] with " "[method String.naturalnocasecmp_to] as follows:\n" "[codeblock]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n" "print(strings) # Prints [string1, string2, string10, string11]\n" "[/codeblock]" msgstr "" "对数组进行排序。\n" "[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/" "%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。" "也就是说,使用 [method sort] 时相等的值之间的顺序可能会改变。\n" "[b]注意:[/b]字符串按字母顺序排序(与自然顺序相反)。当对一个以数字序列结尾的" "字符串数组进行排序时,这可能会导致意外的行为。请看下面的例子:\n" "[codeblocks]\n" "[gdscript]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort()\n" "print(strings) # 输出 [string1, string10, string11, string2]\n" "[/gdscript]\n" "[csharp]\n" "var strings = new Godot.Collections.Array { \"string1\", \"string2\", " "\"string10\", \"string11\" };\n" "strings.Sort();\n" "GD.Print(strings); // 输出 [string1, string10, string11, string2]\n" "[/csharp]\n" "[/codeblocks]\n" "要执行自然顺序排序,可以使用 [method sort_custom] 和 [method String." "naturalnocasecmp_to],如下所示:\n" "[codeblock]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n" "print(strings) # 输出 [string1, string2, string10, string11]\n" "[/codeblock]" msgid "" "Sorts the array using a custom method. The custom method receives two " "arguments (a pair of elements from the array) and must return either " "[code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and " "[code]b[/code], if the given method returns [code]true[/code], element " "[code]b[/code] will be after element [code]a[/code] in the array.\n" "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " "considered equal may have their order changed when using [method " "sort_custom].\n" "[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm " "expects a deterministic result. Randomizing the return value will result in " "unexpected behavior.\n" "[codeblocks]\n" "[gdscript]\n" "func sort_ascending(a, b):\n" " if a[0] < b[0]:\n" " return true\n" " return false\n" "\n" "func _ready():\n" " var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" " my_items.sort_custom(sort_ascending)\n" " print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n" "\n" " # Descending, lambda version.\n" " my_items.sort_custom(func(a, b): return a[0] > b[0])\n" " print(my_items) # Prints [[9, Rice], [5, Potato], [4, Tomato]].\n" "[/gdscript]\n" "[csharp]\n" "// There is no custom sort support for Godot.Collections.Array\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "使用自定义的方法对数组进行排序。自定义方法接受两个参数(数组中的一对元素),并" "且必须返回 [code]true[/code] 或者 [code]false[/code]。对于两个元素 [code]a[/" "code] 和 [code]b[/code],如果给定的方法返回 [code]true[/code],数组中的元素 " "[code]b[/code] 将排在元素 [code]a[/code] 之后。\n" "[b]注意:[/b]排序所使用的算法并不[url=https://zh.wikipedia.org/wiki/" "%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]稳定[/url]。" "也就是说,使用 [method sort_custom] 时相等的值之间的顺序可能会改变。\n" "[b]注意:[/b]你不能随机化返回值,因为堆排序算法期望确定的结果。随机化返回值将" "导致意外行为。\n" "[codeblocks]\n" "[gdscript]\n" "func sort_ascending(a, b):\n" " if a[0] < b[0]:\n" " return true\n" " return false\n" "\n" "func _ready():\n" " var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" " my_items.sort_custom(sort_ascending)\n" " print(my_items) # 输出 [[4, Tomato], [5, Potato], [9, Rice]].\n" "\n" " # Descending, lambda version.\n" " my_items.sort_custom(func(a, b): return a[0] > b[0])\n" " print(my_items) # 输出 [[9, Rice], [5, Potato], [4, Tomato]].\n" "[/gdscript]\n" "[csharp]\n" "// Godot.Collections.Array 不支持自定义排序\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Compares the left operand [Array] against the [param right] [Array]. Returns " "[code]true[/code] if the sizes or contents of the arrays are [i]not[/i] " "equal, [code]false[/code] otherwise." msgstr "" "将左操作数 [Array] 与右操作数 [param right] [Array] 进行比较。如果大小或内容" "[i]不相等[/i],则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "" "Concatenates two [Array]s together, with the [param right] [Array] being " "added to the end of the [Array] specified in the left operand. For example, " "[code][1, 2] + [3, 4][/code] results in [code][1, 2, 3, 4][/code]." msgstr "" "连接两个 [Array],右操作数 [param right] [Array] 加到左操作数指定的 [Array] 的" "末尾。例如,[code][1, 2] + [3, 4][/code] 的结果是 [code][1, 2, 3, 4][/code]。" msgid "" "Performs a comparison for each index between the left operand [Array] and the " "[param right] [Array], considering the highest common index of both arrays " "for this comparison: Returns [code]true[/code] on the first occurrence of an " "element that is less, or [code]false[/code] if the element is greater. Note " "that depending on the type of data stored, this function may be recursive. If " "all elements are equal, it compares the length of both arrays and returns " "[code]false[/code] if the left operand [Array] has fewer elements, otherwise " "it returns [code]true[/code]." msgstr "" "对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考" "虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较小则返回 " "[code]true[/code],如果该元素较大则返回 [code]false[/code]。请注意,部分类型的" "存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如" "果左操作数 [Array] 元素较少则返回 [code]false[/code],否则返回 [code]true[/" "code]。" msgid "" "Performs a comparison for each index between the left operand [Array] and the " "[param right] [Array], considering the highest common index of both arrays " "for this comparison: Returns [code]true[/code] on the first occurrence of an " "element that is less, or [code]false[/code] if the element is greater. Note " "that depending on the type of data stored, this function may be recursive. If " "all elements are equal, it compares the length of both arrays and returns " "[code]true[/code] if the left operand [Array] has the same number of elements " "or fewer, otherwise it returns [code]false[/code]." msgstr "" "对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考" "虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较小则返回 " "[code]true[/code],如果该元素较大则返回 [code]false[/code]。请注意,部分类型的" "存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如" "果左操作数 [Array] 元素数量相等或较少则返回 [code]true[/code],否则返回 " "[code]false[/code]。" msgid "" "Compares the left operand [Array] against the [param right] [Array]. Returns " "[code]true[/code] if the sizes and contents of the arrays are equal, " "[code]false[/code] otherwise." msgstr "" "将左操作数 [Array] 与 [param right] [Array] 进行比较。如果数组的大小和内容相" "等,则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "" "Performs a comparison for each index between the left operand [Array] and the " "[param right] [Array], considering the highest common index of both arrays " "for this comparison: Returns [code]true[/code] on the first occurrence of an " "element that is greater, or [code]false[/code] if the element is less. Note " "that depending on the type of data stored, this function may be recursive. If " "all elements are equal, it compares the length of both arrays and returns " "[code]true[/code] if the [param right] [Array] has more elements, otherwise " "it returns [code]false[/code]." msgstr "" "对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考" "虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较大则返回 " "[code]true[/code],如果该元素较小则返回 [code]false[/code]。请注意,部分类型的" "存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如" "果左操作数 [Array] 元素较多则返回 [code]true[/code],否则返回 [code]false[/" "code]。" msgid "" "Performs a comparison for each index between the left operand [Array] and the " "[param right] [Array], considering the highest common index of both arrays " "for this comparison: Returns [code]true[/code] on the first occurrence of an " "element that is greater, or [code]false[/code] if the element is less. Note " "that depending on the type of data stored, this function may be recursive. If " "all elements are equal, it compares the length of both arrays and returns " "[code]true[/code] if the [param right] [Array] has more or the same number of " "elements, otherwise it returns [code]false[/code]." msgstr "" "对左操作数 [Array] 和右操作数 [param right] [Array] 之间的各个索引进行比较,考" "虑两个数组的最高公共索引:遇到第一个不同的元素时,如果该元素较大则返回 " "[code]true[/code],如果该元素较小则返回 [code]false[/code]。请注意,部分类型的" "存储数据可能导致本函数的递归调用。如果所有元素都相等,则比较两个数组的长度,如" "果左操作数 [Array] 元素数量相等或较多则返回 [code]true[/code],否则返回 " "[code]false[/code]。" msgid "" "Returns a reference to the element of type [Variant] at the specified " "location. Arrays start at index 0. [param index] can be a zero or positive " "value to start from the beginning, or a negative value to start from the end. " "Out-of-bounds array access causes a run-time error, which will result in an " "error being printed and the project execution pausing if run from the editor." msgstr "" "该函数返回指定位置的 [Variant] 类型元素的引用。数组从索引0开始。 [param " "index] 可以是一个从头开始的零或正值,也可以是一个从末尾开始的负值。访问越界的" "数组会导致运行时错误,这将导致在编辑器中运行时打印错误并暂停项目执行。" msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." msgstr "[Mesh] 网格类型,提供了用于从数组构造表面的工具。" msgid "" "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as " "arrays.\n" "The most basic example is the creation of a single triangle:\n" "[codeblocks]\n" "[gdscript]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "\n" "# Initialize the ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(Mesh.ARRAY_MAX)\n" "arrays[Mesh.ARRAY_VERTEX] = vertices\n" "\n" "# Create the Mesh.\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/gdscript]\n" "[csharp]\n" "var vertices = new Vector3[]\n" "{\n" " new Vector3(0, 1, 0),\n" " new Vector3(1, 0, 0),\n" " new Vector3(0, 0, 1),\n" "};\n" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" "var arrays = new Godot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" "// Create the Mesh.\n" "arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n" "var m = new MeshInstance3D();\n" "m.Mesh = arrMesh;\n" "[/csharp]\n" "[/codeblocks]\n" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" "[ArrayMesh] 是用来构造 [Mesh] 的,其属性指定为数组。\n" "最基本的例子是创建单个三角形:\n" "[codeblocks]\n" "[gdscript]\n" "var vertices = PackedVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" "\n" "# 初始化 ArrayMesh。\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(Mesh.ARRAY_MAX)\n" "arrays[Mesh.ARRAY_VERTEX] = vertices\n" "\n" "# 创建 Mesh。\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance3D.new()\n" "m.mesh = arr_mesh\n" "[/gdscript]\n" "[csharp]\n" "var vertices = new Vector3[]\n" "{\n" " new Vector3(0, 1, 0),\n" " new Vector3(1, 0, 0),\n" " new Vector3(0, 0, 1),\n" "};\n" "\n" "// 初始化 ArrayMesh。\n" "var arrMesh = new ArrayMesh();\n" "var arrays = new Godot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" "// 创建 Mesh。\n" "arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n" "var m = new MeshInstance3D();\n" "m.Mesh = arrMesh;\n" "[/csharp]\n" "[/codeblocks]\n" "这个 [MeshInstance3D] 就可以添加到要显示的 [SceneTree] 中了。\n" "程序几何体生成请参阅 [ImmediateMesh]、[MeshDataTool]、[SurfaceTool]。\n" "[b]注意:[/b]Godot 对三角形图元模式的正面使用顺时针[url=https://learnopengl-" "cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]环绕顺序[/url]。" msgid "Procedural geometry using the ArrayMesh" msgstr "使用 ArrayMesh 的程序化几何体" msgid "" "Adds name for a blend shape that will be added with [method " "add_surface_from_arrays]. Must be called before surface is added." msgstr "" "为混合形状添加名称,该形状将用 [method add_surface_from_arrays] 添加。必须在添" "加面之前调用。" msgid "" "Creates a new surface. [method Mesh.get_surface_count] will become the " "[code]surf_idx[/code] for this new surface.\n" "Surfaces are created to be rendered using a [param primitive], which may be " "any of the values defined in [enum Mesh.PrimitiveType].\n" "The [param arrays] argument is an array of arrays. Each of the [constant Mesh." "ARRAY_MAX] elements contains an array with some of the mesh data for this " "surface as described by the corresponding member of [enum Mesh.ArrayType] or " "[code]null[/code] if it is not used by the surface. For example, " "[code]arrays[0][/code] is the array of vertices. That first vertex sub-array " "is always required; the others are optional. Adding an index array puts this " "surface into \"index mode\" where the vertex and other arrays become the " "sources of data and the index array defines the vertex order. All sub-arrays " "must have the same length as the vertex array (or be an exact multiple of the " "vertex array's length, when multiple elements of a sub-array correspond to a " "single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is " "used.\n" "The [param blend_shapes] argument is an array of vertex data for each blend " "shape. Each element is an array of the same structure as [param arrays], but " "[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant " "Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and " "all other entries are [code]null[/code].\n" "The [param lods] argument is a dictionary with [float] keys and " "[PackedInt32Array] values. Each entry in the dictionary represents a LOD " "level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] " "array to use for the LOD level and the key is roughly proportional to the " "distance at which the LOD stats being used. I.e., increasing the key of a LOD " "also increases the distance that the objects has to be from the camera before " "the LOD is used.\n" "The [param flags] argument is the bitwise or of, as required: One value of " "[enum Mesh.ArrayCustomFormat] left shifted by " "[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, " "[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh." "ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh." "ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n" "[b]Note:[/b] When using indices, it is recommended to only use points, lines, " "or triangles." msgstr "" "创建一个新的表面。[method Mesh.get_surface_count] 将成为这个新表面的 " "[code]surf_idx[/code]。\n" "创建表面以使用 [param primitive] 进行渲染,它可以是 [enum Mesh.PrimitiveType] " "中定义的任何值。\n" "[param arrays] 参数是数组的数组。每个 [constant Mesh.ARRAY_MAX] 元素都包含一个" "数组,其中包含此表面的一些网格数据,如 [enum Mesh.ArrayType] 的相应成员所描述" "的一样;如果它未被使用,则为 [code]null[/code]。例如,[code]arrays[0][/code] " "是顶点数组。始终需要第一个顶点子数组;其他的是可选的。添加索引数组会将此表面置" "于“索引模式”,其中顶点和其他数组成为数据源,索引数组定义顶点顺序。所有子数组的" "长度必须与顶点数组的长度相同(或者是顶点数组长度的精确倍数,当子数组的多个元素" "对应于单个顶点时);或者为空,如果使用了 [constant Mesh.ARRAY_INDEX ] 则除" "外。\n" "[param blend_shapes] 参数是每个混合形状的顶点数据数组。 每个元素都是与 [param " "arrays] 具有相同结构的数组,但是 [constant Mesh.ARRAY_VERTEX]、[constant Mesh." "ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TANGENT] 这些条目,当且仅当在 [param " "arrays] 被设置且所有其他条目都是 [code]null[/code] 时,会被设置。\n" "[param lods] 参数是一个带有 [float] 键和 [PackedInt32Array] 值的字典。字典中的" "每个条目代表了表面的一个 LOD 级别,其中值是用于 LOD 级别的 [constant Mesh." "ARRAY_INDEX] 数组,键大致与使用 LOD 统计信息的距离成正比。即,增加 LOD 的关键" "点也会增加在使用 LOD 之前对象必须与相机的距离。\n" "[param flags] 参数是根据需要按位或的:[enum Mesh.ArrayCustomFormat] 的一个值左" "移 [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code],用于每个正在使用的自定义通道," "[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE]、[constant Mesh." "ARRAY_FLAG_USE_8_BONE_WEIGHTS]、或 [constant Mesh." "ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]。\n" "[b]注意:[/b]使用索引时,建议只使用点、线或三角形。" msgid "Removes all blend shapes from this [ArrayMesh]." msgstr "移除此 [ArrayMesh] 的所有混合形状。" msgid "Removes all surfaces from this [ArrayMesh]." msgstr "移除此 [ArrayMesh] 的所有表面。" msgid "Returns the number of blend shapes that the [ArrayMesh] holds." msgstr "返回 [ArrayMesh] 持有的混合形状的数量。" msgid "Returns the name of the blend shape at this index." msgstr "返回此索引处的混合形状的名称。" msgid "" "Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping." msgstr "在 [ArrayMesh] 上执行 UV 展开,为光照贴图准备该网格。" msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces." msgstr "为每个 [ArrayMesh] 的表面重新生成切线。" msgid "Sets the name of the blend shape at this index." msgstr "在此索引处设置混合形状的名称。" msgid "" "Returns the index of the first surface with this name held within this " "[ArrayMesh]. If none are found, -1 is returned." msgstr "" "返回此 [ArrayMesh] 中带有此名称的第一个曲面的索引。如果没有找到,则返回 -1。" msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "返回所请求的面中索引数组的索引长度(参见 [method add_surface_from_arrays])。" msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" "返回所请求曲面中顶点数组的顶点长度(见 [method add_surface_from_arrays])。" msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." msgstr "返回所请求表面的格式掩码(见 [method add_surface_from_arrays])。" msgid "Gets the name assigned to this surface." msgstr "获取分配给此表面的名称。" msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." msgstr "返回所请求曲面的图元类型(见 [method add_surface_from_arrays])。" msgid "Sets a name for a given surface." msgstr "设置给定曲面的名称。" msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." msgstr "将混合形状模式设置为 [enum Mesh.BlendShapeMode] 之一。" msgid "" "Overrides the [AABB] with one defined by user for use with frustum culling. " "Especially useful to avoid unexpected culling when using a shader to offset " "vertices." msgstr "" "用用户定义的用于使用视锥剔除的一种替代 [AABB]。在使用着色器偏移顶点时,避免非" "预期的剔除特别有用。" msgid "" "An optional mesh which is used for rendering shadows and can be used for the " "depth prepass. Can be used to increase performance of shadow rendering by " "using a mesh that only contains vertex position data (without normals, UVs, " "colors, etc.)." msgstr "" "用于渲染阴影并可用于深度预通道的可选网格。可用于通过使用仅包含顶点位置数据(不" "含法线、UV、颜色等)的网格来提高阴影渲染的性能。" msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]." msgstr "用于与 [OccluderInstance3D] 中的遮挡剔除一起使用的 3D 多边形形状。" msgid "" "[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by " "the engine's occlusion culling system. This is analogous to [ArrayMesh], but " "for occluders.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" "[ArrayOccluder3D] 存储一个任意的 3D 多边形形状,可供引擎的遮挡剔除系统使用。这" "类似于 [ArrayMesh],但适用于遮挡物。\n" "有关设置遮挡剔除的说明,请参阅 [OccluderInstance3D] 的文档。" msgid "Occlusion culling" msgstr "遮挡剔除" msgid "" "Sets [member indices] and [member vertices], while updating the final " "occluder only once after both values are set." msgstr "" "设置 [member indices] 和 [member vertices],同时会在两个值都被设置后仅更新一次" "最终遮挡物。" msgid "" "The occluder's index position. Indices determine which points from the " "[member vertices] array should be drawn, and in which order.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" "该遮挡物的索引位置。索引确定 [member vertices] 数组中的哪些点应被绘制,以及以" "哪种顺序绘制。\n" "[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改用 " "[method set_arrays] 来避免在创建时更新遮挡物两次。" msgid "" "The occluder's vertex positions in local 3D coordinates.\n" "[b]Note:[/b] The occluder is always updated after setting this value. If " "creating occluders procedurally, consider using [method set_arrays] instead " "to avoid updating the occluder twice when it's created." msgstr "" "该遮挡物在局部 3D 坐标中的顶点位置。\n" "[b]注意:[/b]该遮挡物总是在设置这个值后更新。如果程序化创建遮挡物,请考虑改用 " "[method set_arrays] 来避免在创建时更新遮挡物两次。" msgid "A container that preserves the proportions of its child controls." msgstr "保留子控件长宽比的容器。" msgid "" "A container type that arranges its child controls in a way that preserves " "their proportions automatically when the container is resized. Useful when a " "container has a dynamic size and the child nodes must adjust their sizes " "accordingly without losing their aspect ratios." msgstr "" "一种容器类型,它以一种在调整容器大小时自动保持其比例的方式排列其子控件。当容器" "具有动态大小,并且子节点必须相应地调整其大小而不丢失其长宽比时很有用。" msgid "Using Containers" msgstr "使用容器" msgid "Specifies the horizontal relative position of child controls." msgstr "指定子控件的水平相对位置。" msgid "Specifies the vertical relative position of child controls." msgstr "指定子控件的垂直相对位置。" msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" "对子控件强制实施的长宽比。这是宽度除以高度。这个比例取决于 [member " "stretch_mode]。" msgid "The stretch mode used to align child controls." msgstr "用来对齐子控件的拉伸模式。" msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." msgstr "子控件的高度会根据容器的宽度自动调整。" msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." msgstr "子控件的宽度会根据容器的高度自动调整。" msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." msgstr "子控件的边界矩形会自动调整以适应容器,同时保持长宽比。" msgid "" "The width and height of child controls is automatically adjusted to make " "their bounding rectangle cover the entire area of the container while keeping " "the aspect ratio.\n" "When the bounding rectangle of child controls exceed the container's size and " "[member Control.clip_contents] is enabled, this allows to show only the " "container's area restricted by its own bounding rectangle." msgstr "" "子控件的宽度和高度被自动调整,以使其边框覆盖容器的整个区域,同时保持长宽比。\n" "当子控件的边界矩形超过容器的大小,并且 [member Control.clip_contents] 被启用" "时,这允许仅显示受其自身边界矩形限制的容器区域。" msgid "Aligns child controls with the beginning (left or top) of the container." msgstr "将子控件与容器的开头对齐(左侧或顶部)。" msgid "Aligns child controls with the center of the container." msgstr "使子控件与容器的中心对齐。" msgid "Aligns child controls with the end (right or bottom) of the container." msgstr "将子控件与容器的末端对齐(右侧或底部)。" msgid "" "An implementation of A* for finding the shortest path between two vertices on " "a connected graph in 2D space." msgstr "A* 的一种实现,用于查找 2D 空间中连通图上两个顶点之间的最短路径。" msgid "" "An implementation of the A* algorithm, used to find the shortest path between " "two vertices on a connected graph in 2D space.\n" "See [AStar3D] for a more thorough explanation on how to use this class. " "[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates." msgstr "" "A* 算法的一种实现,用于在 2D 空间中的连通图上找到两个顶点之间的最短路径。\n" "有关如何使用该类的更详尽的解释,请参阅 [AStar3D]。[AStar2D] 是 [AStar3D] 的包" "装器,它强制执行 2D 坐标。" msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" "计算两个连接点之间的成本时调用。\n" "注意这个函数隐藏在默认的 [AStar2D] 类中。" msgid "" "Called when estimating the cost between a point and the path's ending point.\n" "Note that this function is hidden in the default [AStar2D] class." msgstr "" "估计一个点和路径终点之间的成本时调用。\n" "注意这个函数隐藏在默认的 [AStar2D] 类中。" msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" "在具有给定标识符的给定位置添加一个新点。[param id] 必须为 0 或更大,[param " "weight_scale] 必须为 0.0 或更大。\n" "在确定从相邻点到此点的一段路程的总成本时,[param weight_scale] 要乘以 [method " "_compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 [param " "weight_scale] 较低的点来形成路径。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # 添加点 (1, 0)、权重为 4、ID 为 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 0), 4); // 添加点 (1, 0)、权重为 4、ID 为 1\n" "[/csharp]\n" "[/codeblocks]\n" "如果已经存在一个给定 [param id] 的点,则它的位置和权重缩放将被更新为给定值。" msgid "" "Returns whether there is a connection/segment between the given points. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" "返回两个给定点之间是否存在连接/线段。如果 [param bidirectional] 为 " "[code]false[/code],则返回是否可以通过此段从 [param id] 移动到 [param to_id]。" msgid "Clears all the points and segments." msgstr "清除所有点和线段。" msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 1));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "在给定的点之间创建一个线段。如果 [param bidirectional] 为 [code]false[/code]," "则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(1, 1));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Deletes the segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "prevented, and a unidirectional segment possibly remains." msgstr "" "删除给定点之间的线段。如果 [param bidirectional] 为 [code]false[/code],则仅阻" "止从 [param id] 到 [param to_id] 的移动,并且可能会保留一个单向线段。" msgid "Returns the next available point ID with no point associated to it." msgstr "返回下一个没有关联点的可用点 ID。" msgid "" "Returns the ID of the closest point to [param to_position], optionally taking " "disabled points into account. Returns [code]-1[/code] if there are no points " "in the points pool.\n" "[b]Note:[/b] If several points are the closest to [param to_position], the " "one with the smallest ID will be returned, ensuring a deterministic result." msgstr "" "返回距离 [param to_position] 最近的点的 ID,可以选择将禁用的点考虑在内。如果点" "池中没有点,则返回 [code]-1[/code]。\n" "[b]注意:[/b]如果有多个点距离 [param to_position] 最近,则返回 ID 最小的那个" "点,以保证结果的确定性。" msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, " "3)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2);\n" "Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // " "Returns (0, 3)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "返回最接近 [param to_position] 的位置,该位置位于两个连接点之间的线段内。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # 返回 (0, 3)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 5));\n" "astar.ConnectPoints(1, 2);\n" "Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // 返回 " "(0, 3)\n" "[/csharp]\n" "[/codeblocks]\n" "结果位于从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距给定" "点最近的位置。" msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "返回一个数组,其中包含构成由 AStar2D 在给定点之间找到的路径的点的 ID。数组从路" "径的起点到终点进行排序。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1), 1) # 默认权重为 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1), 1); // 默认权重为 1\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即使" "距离更长,通过第 4 点也比通过第 2 点“更容易”。" msgid "" "Returns the capacity of the structure backing the points, useful in " "conjunction with [method reserve_space]." msgstr "" "该函数返回支持点的数据结构的容量,可以与 [method reserve_space] 方法一起使用。" msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1));\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回一个数组,其中包含与给定点形成连接的点的 ID。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 1))\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar2D();\n" "astar.AddPoint(1, new Vector2(0, 0));\n" "astar.AddPoint(2, new Vector2(0, 1));\n" "astar.AddPoint(3, new Vector2(1, 1));\n" "astar.AddPoint(4, new Vector2(2, 0));\n" "\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgid "Returns the number of points currently in the points pool." msgstr "返回点池中当前的点数。" msgid "Returns an array of all point IDs." msgstr "返回所有点 ID 的数组。" msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to the " "ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector2Array] and will print an error message." msgstr "" "返回一个数组,其中包含 AStar2D 在给定点之间找到的路径中的点。数组从路径的起点" "到终点进行排序。\n" "[b]注意:[/b]该方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 " "[PackedVector2Array] 并打印一条错误消息。" msgid "Returns the position of the point associated with the given [param id]." msgstr "返回与给定 [param id] 相关联的点的位置。" msgid "" "Returns the weight scale of the point associated with the given [param id]." msgstr "返回与给定 [param id] 关联的点的权重比例。" msgid "Returns whether a point associated with the given [param id] exists." msgstr "返回与给定 [param id] 相关联的点是否存在。" msgid "" "Returns whether a point is disabled or not for pathfinding. By default, all " "points are enabled." msgstr "返回用于寻路时点是否被禁用。默认情况下,所有点均被启用。" msgid "" "Removes the point associated with the given [param id] from the points pool." msgstr "从点池中移除与给定 [param id] 关联的点。" msgid "" "Reserves space internally for [param num_nodes] points, useful if you're " "adding a known large number of points at once, such as points on a grid. New " "capacity must be greater or equals to old capacity." msgstr "" "在内部为 [param num_nodes] 个点保留空间,如果你想要一次性添加大量的点且数量已" "知,例如网格,那么就会很有用。新容量必须大于或等于旧容量。" msgid "" "Disables or enables the specified point for pathfinding. Useful for making a " "temporary obstacle." msgstr "用于寻路时禁用或启用指定的点。适用于制作临时障碍物。" msgid "Sets the [param position] for the point with the given [param id]." msgstr "为具有给定 [param id] 的点设置位置 [param position]。" msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point." msgstr "" "为给定的 [param id] 的点设置 [param weight_scale]。在确定从邻接点到这个点的一" "段路程的总成本时,[param weight_scale] 要乘以 [method _compute_cost] 的结果。" msgid "" "An implementation of A* for finding the shortest path between two vertices on " "a connected graph in 3D space." msgstr "A* 的一种实现,用于寻找 3D 空间中连接图中的两个顶点之间的最短路径。" msgid "" "A* (A star) is a computer algorithm used in pathfinding and graph traversal, " "the process of plotting short paths among vertices (points), passing through " "a given set of edges (segments). It enjoys widespread use due to its " "performance and accuracy. Godot's A* implementation uses points in 3D space " "and Euclidean distances by default.\n" "You must add points manually with [method add_point] and create segments " "manually with [method connect_points]. Once done, you can test if there is a " "path between two points with the [method are_points_connected] function, get " "a path containing indices by [method get_id_path], or one containing actual " "coordinates with [method get_point_path].\n" "It is also possible to use non-Euclidean distances. To do so, create a class " "that extends [AStar3D] and override methods [method _compute_cost] and " "[method _estimate_cost]. Both take two indices and return a length, as is " "shown in the following example.\n" "[codeblocks]\n" "[gdscript]\n" "class MyAStar:\n" " extends AStar3D\n" "\n" " func _compute_cost(u, v):\n" " return abs(u - v)\n" "\n" " func _estimate_cost(u, v):\n" " return min(0, abs(u - v) - 1)\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyAStar : AStar3D\n" "{\n" " public override float _ComputeCost(long fromId, long toId)\n" " {\n" " return Mathf.Abs((int)(fromId - toId));\n" " }\n" "\n" " public override float _EstimateCost(long fromId, long toId)\n" " {\n" " return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[method _estimate_cost] should return a lower bound of the distance, i.e. " "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a " "hint to the algorithm because the custom [method _compute_cost] might be " "computation-heavy. If this is not the case, make [method _estimate_cost] " "return the same value as [method _compute_cost] to provide the algorithm with " "the most accurate information.\n" "If the default [method _estimate_cost] and [method _compute_cost] methods are " "used, or if the supplied [method _estimate_cost] method returns a lower bound " "of the cost, then the paths returned by A* will be the lowest-cost paths. " "Here, the cost of a path equals the sum of the [method _compute_cost] results " "of all segments in the path multiplied by the [code]weight_scale[/code]s of " "the endpoints of the respective segments. If the default methods are used and " "the [code]weight_scale[/code]s of all points are set to [code]1.0[/code], " "then this equals the sum of Euclidean distances of all segments in the path." msgstr "" "A*(A 星)是一种计算机算法,用于寻路和图遍历,即穿过一组给定的边(线段),在顶" "点(点)之间绘制短路径的过程。由于其性能和准确性,它被广泛使用。Godot 的 A* 实" "现默认使用 3D 空间中的点和欧几里德距离。\n" "你需要使用 [method add_point] 手动添加点,并使用 [method connect_points] 手动" "创建线段。完成后,可以使用 [method are_points_connected] 函数,测试两点之间是" "否存在路径,通过 [method get_id_path] 获取包含索引的路径,或使用 [method " "get_point_path] 获取包含实际坐标的路径。\n" "也可以使用非欧几里德距离。为此,创建一个扩展 [AStar3D] 的类,并覆盖方法 " "[method _compute_cost] 和 [method _estimate_cost]。两者都接受两个索引并返回一" "个长度,如以下示例所示。\n" "[codeblocks]\n" "[gdscript]\n" "class MyAStar:\n" " extends AStar3D\n" "\n" " func _compute_cost(u, v):\n" " return abs(u - v)\n" "\n" " func _estimate_cost(u, v):\n" " return min(0, abs(u - v) - 1)\n" "[/gdscript]\n" "[csharp]\n" "public partial class MyAStar : AStar3D\n" "{\n" " public override float _ComputeCost(long fromId, long toId)\n" " {\n" " return Mathf.Abs((int)(fromId - toId));\n" " }\n" "\n" " public override float _EstimateCost(long fromId, long toId)\n" " {\n" " return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[method _estimate_cost] 应该返回距离的下限,即 [code]_estimate_cost(u, v) <= " "_compute_cost(u, v)[/code]。这可以作为算法的提示,因为自定义 [method " "_compute_cost] 可能计算量很大。如果不是这种情况,请使 [method _estimate_cost] " "返回与 [method _compute_cost] 相同的值,以便为算法提供最准确的信息。\n" "如果使用默认的 [method _estimate_cost] 和 [method _compute_cost] 方法,或者如" "果提供的 [method _estimate_cost] 方法返回成本的下限,则 A* 返回的路径将是成本" "最低的路径。这里,路径的代价等于路径中所有段的 [method _compute_cost] 结果乘以" "各个段端点的权重 [code]weight_scale[/code] 之和。如果使用默认方法,并且所有点" "的 [code]weight_scale[/code] 设置为 [code]1.0[/code],则这等于路径中所有段的欧" "几里德距离之和。" msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" "计算两个连接点之间的成本时调用。\n" "注意这个函数隐藏在默认的 [AStar3D] 类中。" msgid "" "Called when estimating the cost between a point and the path's ending point.\n" "Note that this function is hidden in the default [AStar3D] class." msgstr "" "估计一个点和路径终点之间的成本时调用。\n" "注意这个函数隐藏在默认的 [AStar3D] 类中。" msgid "" "Adds a new point at the given position with the given identifier. The [param " "id] must be 0 or larger, and the [param weight_scale] must be 0.0 or " "greater.\n" "The [param weight_scale] is multiplied by the result of [method " "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point. Thus, all else being equal, " "the algorithm prefers points with lower [param weight_scale]s to form a " "path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/csharp]\n" "[/codeblocks]\n" "If there already exists a point for the given [param id], its position and " "weight scale are updated to the given values." msgstr "" "在给定的位置添加一个新的点,并使用给定的标识符。[param id] 必须大于等于 0," "[param weight_scale] 必须大于等于 0.0。\n" "在确定从邻点到此点的一段路程的总成本时,[param weight_scale] 要乘以 [method " "_compute_cost] 的结果。因此,在其他条件相同的情况下,算法优先选择 [param " "weight_scale] 较低的点来形成路径。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # 添加点 (1, 0, 0),其 weight_scale " "为 4 且 id 为 1\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 0, 0), 4); // 添加点 (1, 0, 0),其 " "weight_scale 为 4 且 id 为 1\n" "[/csharp]\n" "[/codeblocks]\n" "如果对于给定的 [param id] 已经存在一个点,它的位置和权重将被更新为给定的值。" msgid "" "Returns whether the two given points are directly connected by a segment. If " "[param bidirectional] is [code]false[/code], returns whether movement from " "[param id] to [param to_id] is possible through this segment." msgstr "" "返回两个给定点是否通过线段直接连接。如果 [param bidirectional] 为 " "[code]false[/code],则返回是否可以通过该线段从 [param id] 移动到 [param " "to_id]。" msgid "" "Creates a segment between the given points. If [param bidirectional] is " "[code]false[/code], only movement from [param id] to [param to_id] is " "allowed, not the reverse direction.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 1, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "在给定的点之间创建一条线段。如果 [param bidirectional] 为 [code]false[/code]," "则只允许从 [param id] 到 [param to_id] 的移动,而不允许反向移动。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2, false)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(1, 1, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the closest position to [param to_position] that resides inside a " "segment between two connected points.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns " "(0, 3, 0)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2);\n" "Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // " "Returns (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" "返回位于两个连接点之间的线段中离 [param to_position] 最近的位置。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # 返回 (0, " "3, 0)\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 5, 0));\n" "astar.ConnectPoints(1, 2);\n" "Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // 返" "回 (0, 3, 0)\n" "[/csharp]\n" "[/codeblocks]\n" "结果是在从 [code]y = 0[/code] 到 [code]y = 5[/code] 的线段中。它是线段中距离给" "定点最近的位置。" msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar3D between the given points. The array is ordered from the starting " "point to the ending point of the path.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "If you change the 2nd point's weight to 3, then the result will be [code][1, " "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" "返回一个数组,其中包含构成 AStar3D 在给定点之间找到的路径中的点的 ID。数组从路" "径的起点到终点排序。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0), 1) # 默认权重为 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, false)\n" "astar.connect_points(2, 3, false)\n" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" "var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0), 1); // 默认权重为 1\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, false);\n" "astar.ConnectPoints(2, 3, false);\n" "astar.ConnectPoints(4, 3, false);\n" "astar.ConnectPoints(1, 4, false);\n" "int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" "如果将第2个点的权重更改为 3,则结果将改为 [code][1, 4, 3][/code],因为现在即使" "距离更长,但通过第 4 点也比通过第 2 点“更容易”。" msgid "" "Returns an array with the IDs of the points that form the connection with the " "given point.\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0));\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回一个数组,其中包含与给定点形成连接的点的 ID。\n" "[codeblocks]\n" "[gdscript]\n" "var astar = AStar3D.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 1, 0))\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" "var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n" "[/gdscript]\n" "[csharp]\n" "var astar = new AStar3D();\n" "astar.AddPoint(1, new Vector3(0, 0, 0));\n" "astar.AddPoint(2, new Vector3(0, 1, 0));\n" "astar.AddPoint(3, new Vector3(1, 1, 0));\n" "astar.AddPoint(4, new Vector3(2, 0, 0));\n" "astar.ConnectPoints(1, 2, true);\n" "astar.ConnectPoints(1, 3, true);\n" "\n" "int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3]\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns an array with the points that are in the path found by AStar3D " "between the given points. The array is ordered from the starting point to the " "ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector3Array] and will print an error message." msgstr "" "返回一个数组,其中包含 AStar3D 在给定点之间找到的路径中的点。数组从路径的起点" "到终点进行排序。\n" "[b]注意:[/b]这种方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 " "[PackedVector3Array],并打印一条错误消息。" msgid "" "Reserves space internally for [param num_nodes] points. Useful if you're " "adding a known large number of points at once, such as points on a grid. New " "capacity must be greater or equals to old capacity." msgstr "" "该函数为 [param num_nodes] 个点内部预留空间。如果一次添加了大量已知数量的点," "例如网格上的点,则此函数很有用。新的容量必须大于或等于旧的容量。" msgid "" "An implementation of A* for finding the shortest path between two points on a " "partial 2D grid." msgstr "A* 的一种实现,用于寻找疏松 2D 网格中两点之间的最短路径。" msgid "" "[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D " "grids. It is simpler to use because it doesn't require you to manually create " "points and connect them together. This class also supports multiple types of " "heuristics, modes for diagonal movement, and a jumping mode to speed up " "calculations.\n" "To use [AStarGrid2D], you only need to set the [member region] of the grid, " "optionally set the [member cell_size], and then call the [method update] " "method:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Vector2(16, 16)\n" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, " "0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" "astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints " "(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // " "prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/csharp]\n" "[/codeblocks]\n" "To remove a point from the pathfinding grid, it must be set as \"solid\" with " "[method set_point_solid]." msgstr "" "[AStarGrid2D] 是 [AStar2D] 的变种,针对疏松 2D 网格进行了优化。因为不需要手动" "创建点并进行连接,所以用起来更加简单。这个类还支持使用不同的启发方法、斜向移动" "模式、跳跃模式,从而加速运算。\n" "要使用 [AStarGrid2D],你只需要设置网格的 [member region],[member cell_size] " "可以不设置,最后调用 [method update] 方法即可:\n" "[codeblocks]\n" "[gdscript]\n" "var astar_grid = AStarGrid2D.new()\n" "astar_grid.region = Rect2i(0, 0, 32, 32)\n" "astar_grid.cell_size = Vector2(16, 16)\n" "astar_grid.update()\n" "print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # 输出 (0, 0), " "(1, 1), (2, 2), (3, 3), (3, 4)\n" "print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # 输出 (0, " "0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/gdscript]\n" "[csharp]\n" "AStarGrid2D astarGrid = new AStarGrid2D();\n" "astarGrid.Region = new Rect2I(0, 0, 32, 32);\n" "astarGrid.CellSize = new Vector2I(16, 16);\n" "astarGrid.Update();\n" "GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 (0, " "0), (1, 1), (2, 2), (3, 3), (3, 4)\n" "GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // 输出 " "(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n" "[/csharp]\n" "[/codeblocks]\n" "要从寻路网格中移除某个点,必须使用 [method set_point_solid] 将其设置为“实心”。" msgid "" "Called when computing the cost between two connected points.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" "计算两个连接点之间的成本时调用。\n" "注意这个函数隐藏在默认的 [AStarGrid2D] 类中。" msgid "" "Called when estimating the cost between a point and the path's ending point.\n" "Note that this function is hidden in the default [AStarGrid2D] class." msgstr "" "估计一个点和路径终点之间的成本时调用。\n" "注意这个函数隐藏在默认的 [AStarGrid2D] 类中。" msgid "" "Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/" "code]." msgstr "清空网格并将 [member region] 设置为 [code]Rect2i(0, 0, 0, 0)[/code]。" msgid "" "Fills the given [param region] on the grid with the specified value for the " "solid flag.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "使用指定的值填充网格上 [param region] 区域的实心标志。\n" "[b]注意:[/b]调用该函数后不需要调用 [method update]。" msgid "" "Fills the given [param region] on the grid with the specified value for the " "weight scale.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "使用指定的值填充网格上 [param region] 区域的权重缩放。\n" "[b]注意:[/b]调用该函数后不需要调用 [method update]。" msgid "" "Returns an array with the IDs of the points that form the path found by " "AStar2D between the given points. The array is ordered from the starting " "point to the ending point of the path." msgstr "" "返回一个数组,其中包含形成 AStar2D 在给定点之间找到的路径的点的 ID。该数组从路" "径的起点到终点排序。" msgid "" "Returns an array with the points that are in the path found by [AStarGrid2D] " "between the given points. The array is ordered from the starting point to the " "ending point of the path.\n" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PackedVector3Array] and will print an error message." msgstr "" "返回一个数组,其中包含 [AStarGrid2D] 在给定点之间找到的路径上的点。数组从路径" "的起点到终点排序。\n" "[b]注意:[/b]该方法不是线程安全的。如果从 [Thread] 中调用它,它将返回一个空的 " "[PackedVector3Array] 并打印一条错误消息。" msgid "" "Indicates that the grid parameters were changed and [method update] needs to " "be called." msgstr "表示网格参数发生改变,需要调用 [method update]。" msgid "" "Returns [code]true[/code] if the [param x] and [param y] is a valid grid " "coordinate (id), i.e. if it is inside [member region]. Equivalent to " "[code]region.has_point(Vector2i(x, y))[/code]." msgstr "" "如果 [param x] 和 [param y] 是有效的网格坐标(ID),即如果它位于 [member " "region] 内部,则返回 [code]true[/code]。相当于 [code]region." "has_point(Vector2i(x, y))[/code]。" msgid "" "Returns [code]true[/code] if the [param id] vector is a valid grid " "coordinate, i.e. if it is inside [member region]. Equivalent to [code]region." "has_point(id)[/code]." msgstr "" "如果 [param id] 向量是有效的网格坐标,即如果它位于 [member region] 内部,则返" "回 [code]true[/code]。相当于 [code]region.has_point(id)[/code]。" msgid "" "Returns [code]true[/code] if a point is disabled for pathfinding. By default, " "all points are enabled." msgstr "" "如果寻路时会禁用某个点,则返回 [code]true[/code]。默认情况下,所有点均处于启用" "状态。" msgid "" "Disables or enables the specified point for pathfinding. Useful for making an " "obstacle. By default, all points are enabled.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "禁用或启用指定的寻路点。用于制造障碍物。默认情况下,启用所有点。\n" "[b]注意:[/b]调用该函数后不需要调用 [method update]。" msgid "" "Sets the [param weight_scale] for the point with the given [param id]. The " "[param weight_scale] is multiplied by the result of [method _compute_cost] " "when determining the overall cost of traveling across a segment from a " "neighboring point to this point.\n" "[b]Note:[/b] Calling [method update] is not needed after the call of this " "function." msgstr "" "为具有给定 [param id] 的点设置 [param weight_scale]。在确定从相邻点到该点穿越" "路段的总成本时,[param weight_scale] 要乘以 [method _compute_cost] 的结果。\n" "[b]注意:[/b]调用该函数后不需要调用 [method update]。" msgid "" "Updates the internal state of the grid according to the parameters to prepare " "it to search the path. Needs to be called if parameters like [member region], " "[member cell_size] or [member offset] are changed. [method is_dirty] will " "return [code]true[/code] if this is the case and this needs to be called.\n" "[b]Note:[/b] All point data (solidity and weight scale) will be cleared." msgstr "" "根据参数更新网格的内部状态,以准备搜索路径。如果更改了 [member region]、" "[member cell_size] 或 [member offset] 等参数就需要调用它。如果是这种情况,则 " "[method is_dirty] 将返回 [code]true[/code],需要调用此方法。\n" "[b]注意:[/b]会清空所有点的数据(坚固以及权重比例)。" msgid "" "The cell shape. Affects how the positions are placed in the grid. If changed, " "[method update] needs to be called before finding the next path." msgstr "" "单元格形状。影响位置在栅格中的放置方式。如果发生变化,需要在查找下一条路径之前" "调用 [method update]。" msgid "" "The size of the point cell which will be applied to calculate the resulting " "point position returned by [method get_point_path]. If changed, [method " "update] needs to be called before finding the next path." msgstr "" "要用于计算由 [method get_point_path] 返回的结果点位置的点单元的大小。如果更改" "了这个值,在查找下一个路径之前需要调用 [method update]。" msgid "" "The default [enum Heuristic] which will be used to calculate the cost between " "two points if [method _compute_cost] was not overridden." msgstr "" "默认 [enum Heuristic],用于在没有覆盖 [method _compute_cost] 时计算两点之间的" "消耗。" msgid "" "The default [enum Heuristic] which will be used to calculate the cost between " "the point and the end point if [method _estimate_cost] was not overridden." msgstr "" "默认 [enum Heuristic],用于在没有覆盖 [method _estimate_cost] 时计算该点和终点" "之间的消耗。" msgid "" "A specific [enum DiagonalMode] mode which will force the path to avoid or " "accept the specified diagonals." msgstr "特定的 [enum DiagonalMode],会强制路径避免或接受特定的对角线。" msgid "" "Enables or disables jumping to skip up the intermediate points and speeds up " "the searching algorithm.\n" "[b]Note:[/b] Currently, toggling it on disables the consideration of weight " "scaling in pathfinding." msgstr "" "启用或禁用跳跃,以跳过中间点并加快搜索算法的速度。\n" "[b]注意:[/b]目前,打开它会在寻路过程中忽略权重缩放。" msgid "" "The offset of the grid which will be applied to calculate the resulting point " "position returned by [method get_point_path]. If changed, [method update] " "needs to be called before finding the next path." msgstr "" "栅格的偏移量,将被应用以计算 [method get_point_path] 返回的结果点的位置。如果" "发生变化,需要在查找下一条路径之前调用 [method update]。" msgid "" "The region of grid cells available for pathfinding. If changed, [method " "update] needs to be called before finding the next path." msgstr "" "栅格上用来寻路的区域。如果发生变化,需要在查找下一条路径之前调用 [method " "update]。" msgid "Use [member region] instead." msgstr "请改用 [member region]。" msgid "" "The size of the grid (number of cells of size [member cell_size] on each " "axis). If changed, [method update] needs to be called before finding the next " "path." msgstr "" "栅格的大小(每个轴上大小为 [member cell_size] 的单元格数)。如果发生变化,需要" "在查找下一条路径之前调用 [method update]。" msgid "" "The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]Note:[/b] This is also the internal heuristic used in [AStar3D] and " "[AStar2D] by default (with the inclusion of possible z-axis coordinate)." msgstr "" "[url=https://zh.wikipedia.org/wiki/" "%E6%AC%A7%E5%87%A0%E9%87%8C%E5%BE%97%E8%B7%9D%E7%A6%BB]欧几里德启发式算法[/" "url]将被用于寻路,使用的公式如下:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = sqrt(dx * dx + dy * dy)\n" "[/codeblock]\n" "[b]注意:[/b]这也是 [AStar3D] 和 [AStar2D] 默认使用的内部启发式算法(包括可能" "的 z 轴坐标)。" msgid "" "The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/" "url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = dx + dy\n" "[/codeblock]\n" "[b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal " "movements, provided by setting the [member diagonal_mode] to [constant " "DIAGONAL_MODE_NEVER]." msgstr "" "[url=https://zh.wikipedia.org/wiki/" "%E6%9B%BC%E5%93%88%E9%A0%93%E8%B7%9D%E9%9B%A2]曼哈顿启发式算法[/url]将被用于寻" "路,使用的公式如下:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = dx + dy\n" "[/codeblock]\n" "[b]注意:[/b]该启发式算法旨在与 4 边正交运动一起使用,4 边正交运动可通过将 " "[member diagonal_mode] 设置为 [constant DIAGONAL_MODE_NEVER] 来提供。" msgid "" "The Octile heuristic to be used for the pathfinding using the following " "formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" msgstr "" "Octile 启发式算法将被用于寻路,使用的公式如下:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "f = sqrt(2) - 1\n" "result = (dx < dy) ? f * dx + dy : f * dy + dx;\n" "[/codeblock]" msgid "" "The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev " "heuristic[/url] to be used for the pathfinding using the following formula:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = max(dx, dy)\n" "[/codeblock]" msgstr "" "[url=https://zh.wikipedia.org/wiki/" "%E5%88%87%E6%AF%94%E9%9B%AA%E5%A4%AB%E8%B7%9D%E7%A6%BB]切比雪夫启发式算法[/" "url]将被用于寻路,使用的公式如下:\n" "[codeblock]\n" "dx = abs(to_id.x - from_id.x)\n" "dy = abs(to_id.y - from_id.y)\n" "result = max(dx, dy)\n" "[/codeblock]" msgid "Represents the size of the [enum Heuristic] enum." msgstr "代表 [enum Heuristic] 枚举的大小。" msgid "" "The pathfinding algorithm will ignore solid neighbors around the target cell " "and allow passing using diagonals." msgstr "该寻路算法将忽略目标单元格周围的实体邻居,并允许沿对角线通过。" msgid "" "The pathfinding algorithm will ignore all diagonals and the way will be " "always orthogonal." msgstr "该寻路算法将忽略所有对角线,并且路径始终是正交的。" msgid "" "The pathfinding algorithm will avoid using diagonals if at least two " "obstacles have been placed around the neighboring cells of the specific path " "segment." msgstr "" "如果在特定路径段的相邻单元格周围放置了至少两个障碍物,则该寻路算法将避免使用对" "角线。" msgid "" "The pathfinding algorithm will avoid using diagonals if any obstacle has been " "placed around the neighboring cells of the specific path segment." msgstr "" "如果在特定路径段的相邻单元格周围放置了任意障碍物,则该寻路算法将避免使用对角" "线。" msgid "Represents the size of the [enum DiagonalMode] enum." msgstr "代表 [enum DiagonalMode] 枚举的大小。" msgid "Rectangular cell shape." msgstr "矩形单元格形状。" msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes up-right, and the vertical one goes down-right." msgstr "" "菱形单元格形状(用于等轴外观)。单元格坐标布局,其中水平轴朝向右上方,垂直轴朝" "向右下方。" msgid "" "Diamond cell shape (for isometric look). Cell coordinates layout where the " "horizontal axis goes down-right, and the vertical one goes down-left." msgstr "" "菱形单元格形状(用于等轴外观)。单元格坐标布局,其中水平轴朝向右下方,垂直轴朝" "向左下方。" msgid "Represents the size of the [enum CellShape] enum." msgstr "代表 [enum CellShape] 枚举的大小。" msgid "A texture that crops out part of another Texture2D." msgstr "裁剪其他 Texture2D 的纹理。" msgid "" "[Texture2D] resource that draws only part of its [member atlas] texture, as " "defined by the [member region]. An additional [member margin] can also be " "set, which is useful for small adjustments.\n" "Multiple [AtlasTexture] resources can be cropped from the same [member " "atlas]. Packing many smaller textures into a singular large texture helps to " "optimize video memory costs and render calls.\n" "[b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and may " "not tile properly in nodes such as [TextureRect], when inside other " "[AtlasTexture] resources." msgstr "" "[Texture2D] 资源,只绘制其 [member atlas] 纹理中的由 [member region] 所定义的" "那部分。还可以设置一个额外的 [member margin],这对于小的调整很有用。\n" "可以从同一个[member atlas]中裁剪出多个 [AtlasTexture] 资源。将许多较小的纹理打" "包成一个单一的大纹理有助于优化视频内存成本和渲染调用。\n" "[b]注意:[/b][AtlasTexture] 不能在 [AnimatedTexture] 中使用,并且当在其他 " "[AtlasTexture] 资源内时,可能无法在 [TextureRect] 等节点中正确平铺。" msgid "" "The texture that contains the atlas. Can be any type inheriting from " "[Texture2D], including another [AtlasTexture]." msgstr "" "包含该图集的纹理。可以是任何继承自 [Texture2D] 的类型,包括其他 " "[AtlasTexture]。" msgid "" "If [code]true[/code], the area outside of the [member region] is clipped to " "avoid bleeding of the surrounding texture pixels." msgstr "" "如果为 [code]true[/code],则 [member region] 之外的区域将被裁剪以避免周围纹理" "像素的渗色。" msgid "" "The margin around the [member region]. Useful for small adjustments. If the " "[member Rect2.size] of this property (\"w\" and \"h\" in the editor) is set, " "the drawn texture is resized to fit within the margin." msgstr "" "围绕 [member region] 的边距。对小的调整很有用。如果设置了该属性(编辑器中" "的“w”和“h”)的 [member Rect2.size],则绘制的纹理将被调整大小以适合该边距。" msgid "The region used to draw the [member atlas]." msgstr "用于绘制 [member atlas] 的区域。" msgid "Stores information about the audio buses." msgstr "存储有关音频总线的信息。" msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" "存储位置、静音、独奏、旁通、效果、效果位置、音量以及总线之间的连接。使用方法" "见 [AudioServer] 。" msgid "Base class for audio effect resources." msgstr "音频效果资源的基类。" msgid "" "The base [Resource] for every audio effect. In the editor, an audio effect " "can be added to the current bus layout through the Audio panel. At run-time, " "it is also possible to manipulate audio effects through [method AudioServer." "add_bus_effect], [method AudioServer.remove_bus_effect], and [method " "AudioServer.get_bus_effect].\n" "When applied on a bus, an audio effect creates a corresponding " "[AudioEffectInstance]. The instance is directly responsible for manipulating " "the sound, based on the original audio effect's properties." msgstr "" "音频效果的基础 [Resource]。在编辑器中,可以在“音频”面板中为当前的总线布局添加" "音频效果。在运行时,也可以通过 [method AudioServer.add_bus_effect]、[method " "AudioServer.remove_bus_effect]、[method AudioServer.get_bus_effect] 来操作音频" "效果。\n" "应用到总线时,音频效果会创建一个对应的 [AudioEffectInstance] 实例。由这个实例" "来负责根据原始音频效果的属性操作声音。" msgid "Audio buses" msgstr "音频总线" msgid "Audio Mic Record Demo" msgstr "音频麦克风录音演示" msgid "Adds an amplifying audio effect to an audio bus." msgstr "向音频总线添加一个放大的音频效果。" msgid "Increases or decreases the volume being routed through the audio bus." msgstr "增加或减少通过音频总线传送的音量。" msgid "" "Amount of amplification in decibels. Positive values make the sound louder, " "negative values make it quieter. Value can range from -80 to 24." msgstr "" "以分贝为单位的放大量。正值使声音更响亮,负值使声音更安静。数值范围从 -80 到 " "24。" msgid "Adds a band limit filter to the audio bus." msgstr "为音频总线添加一个带限滤波器。" msgid "" "Limits the frequencies in a range around the [member AudioEffectFilter." "cutoff_hz] and allows frequencies outside of this range to pass." msgstr "" "限制 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,允许这个范围外的频" "率通过。" msgid "Adds a band pass filter to the audio bus." msgstr "为音频总线添加一个带通滤波器。" msgid "" "Attenuates the frequencies inside of a range around the [member " "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band." msgstr "" "衰减 [member AudioEffectFilter.cutoff_hz] 周围范围内的频率,并切断这个频段之外" "的频率。" msgid "Captures audio from an audio bus in real-time." msgstr "从音频总线上实时捕捉音频。" msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "attached audio effect bus into its internal ring buffer.\n" "Application code should consume these audio frames from this ring buffer " "using [method get_buffer] and process it as needed, for example to capture " "data from an [AudioStreamMicrophone], implement application-defined effects, " "or to transmit audio over the network. When capturing audio data from a " "microphone, the format of the samples will be stereo 32-bit floating-point " "PCM.\n" "Unlike [AudioEffectRecord], this effect only returns the raw audio samples " "instead of encoding them into an [AudioStream]." msgstr "" "AudioEffectCapture 是一种 AudioEffect,可将所有音频帧从附加的音频效果总线复制" "到其内部的环形缓冲区中。\n" "应用程序代码应使用 [method get_buffer] 从该环形缓冲区中消耗这些音频帧,并根据" "需要对其进行处理,例如从 [AudioStreamMicrophone] 捕获数据,实现应用程序定义的" "效果,或通过网络传输音频。从麦克风捕获音频数据时,样本格式将为立体声 32 位浮" "点 PCM。\n" "与 [AudioEffectRecord] 不同,该效果仅返回原始音频样本,而不是将它们编码到 " "[AudioStream] 中。" msgid "" "Returns [code]true[/code] if at least [param frames] audio frames are " "available to read in the internal ring buffer." msgstr "" "如果内部环形缓冲区中至少有 [param frames] 个音频帧可供读取,则返回 " "[code]true[/code]。" msgid "" "Clears the internal ring buffer.\n" "[b]Note:[/b] Calling this during a capture can cause the loss of samples " "which causes popping in the playback." msgstr "" "清空内部环形缓冲。\n" "[b]注意:[/b]捕获时调用这个方法可能造成样本的丢失,导致播放时产生噪音。" msgid "" "Gets the next [param frames] audio samples from the internal ring buffer.\n" "Returns a [PackedVector2Array] containing exactly [param frames] audio " "samples if available, or an empty [PackedVector2Array] if insufficient data " "was available.\n" "The samples are signed floating-point PCM between [code]-1[/code] and " "[code]1[/code]. You will have to scale them if you want to use them as 8 or " "16-bit integer samples. ([code]v = 0x7fff * samples[0].x[/code])" msgstr "" "从内部环形缓冲区获取后续 [param frames] 个音频样本。\n" "如果足够的话,则返回一个恰好包含 [param frames] 个音频样本的 " "[PackedVector2Array];如果可用数据不足,则返回一个空的 " "[PackedVector2Array]。\n" "样本是有符号浮点 PCM,在 [code]-1[/code] 和 [code]1[/code] 之间。如果想要作为 " "8 位或 16 位整型样本使用则需要进行缩放。([code]v = 0x7fff * samples[0].x[/" "code])" msgid "Returns the total size of the internal ring buffer in frames." msgstr "返回内部环形缓冲区的总大小,以帧为单位。" msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." msgstr "返回由于缓冲区满而从音频总线上丢弃的音频帧的数量。" msgid "" "Returns the number of frames available to read using [method get_buffer]." msgstr "返回可使用 [method get_buffer] 读取的帧数。" msgid "Returns the number of audio frames inserted from the audio bus." msgstr "返回从音频总线插入的音频帧的数量。" msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" "内部环形缓冲区的长度,单位为秒。如果已经初始化,设置缓冲区长度将没有效果。" msgid "Adds a chorus audio effect." msgstr "添加合唱音频效果。" msgid "" "Adds a chorus audio effect. The effect applies a filter with voices to " "duplicate the audio source and manipulate it through the filter." msgstr "添加一个合唱音频效果。该效果复制音频源,并应用声音滤波器进行操作。" msgid "The effect's raw signal." msgstr "效果的原始信号。" msgid "The voice's cutoff frequency." msgstr "声音的截止频率。" msgid "The voice's signal delay." msgstr "声音的信号延迟。" msgid "The voice filter's depth." msgstr "声音过滤器的深度。" msgid "The voice's volume." msgstr "声音的音量。" msgid "The voice's pan level." msgstr "声音的声像级别。" msgid "The voice's filter rate." msgstr "声音过滤比率。" msgid "The number of voices in the effect." msgstr "该效果中的声音数量。" msgid "The effect's processed signal." msgstr "效果的处理信号。" msgid "" "Adds a compressor audio effect to an audio bus.\n" "Reduces sounds that exceed a certain threshold level, smooths out the " "dynamics and increases the overall volume." msgstr "" "为音频总线添加压缩音频效果。\n" "减少超过一定阈值水平的声音,平滑动态,增加整体音量。" msgid "" "Dynamic range compressor reduces the level of the sound when the amplitude " "goes over a certain threshold in Decibels. One of the main uses of a " "compressor is to increase the dynamic range by clipping as little as possible " "(when sound goes over 0dB).\n" "Compressor has many uses in the mix:\n" "- In the Master bus to compress the whole output (although an " "[AudioEffectLimiter] is probably better).\n" "- In voice channels to ensure they sound as balanced as possible.\n" "- Sidechained. This can reduce the sound level sidechained with another audio " "bus for threshold detection. This technique is common in video game mixing to " "the level of music and SFX while voices are being heard.\n" "- Accentuates transients by using a wider attack, making effects sound more " "punchy." msgstr "" "动态范围压缩器在振幅超过一定的阈值(以分贝为单位)时,降低声音的电平。压缩器的" "主要用途之一是通过尽可能少的削波(当声音超过 0dB 时)来增加动态范围。\n" "压缩器在混音中的用途很多。\n" "- 在主总线上压缩整个输出(虽然 [AudioEffectLimiter] 可能更好些)。\n" "- 在声音通道中,以确保它们听起来尽可能的平衡。\n" "- 侧链。这可以降低与另一条音频总线侧链的声音级别,以进行阈值检测。这种技术在视" "频游戏混音中很常见,以音乐和SFX的级别,从而声音被听到。\n" "- 通过使用更宽的冲攻来突出瞬态,使效果听起来更有冲击力。" msgid "" "Compressor's reaction time when the signal exceeds the threshold, in " "microseconds. Value can range from 20 to 2000." msgstr "" "当信号超过阈值时,压缩器的反应时间,以微秒为单位。数值范围从 20 到 2000。" msgid "Gain applied to the output signal." msgstr "应用于输出信号的增益。" msgid "" "Balance between original signal and effect signal. Value can range from 0 " "(totally dry) to 1 (totally wet)." msgstr "" "原始信号和效果信号之间的平衡。数值范围从 0(完全干燥)到 1(完全浸润)。" msgid "" "Amount of compression applied to the audio once it passes the threshold " "level. The higher the ratio, the more the loud parts of the audio will be " "compressed. Value can range from 1 to 48." msgstr "" "音频通过阈值级别后,应用于音频的压缩量。比率越高,音频的大声部分将被压缩。数值" "范围从 1 到 48。" msgid "" "Compressor's delay time to stop reducing the signal after the signal level " "falls below the threshold, in milliseconds. Value can range from 20 to 2000." msgstr "" "压缩器在信号电平低于阈值后,停止降低信号的延迟时间,以毫秒为单位。取值范围为 " "20 到 2000。" msgid "Reduce the sound level using another audio bus for threshold detection." msgstr "使用另一条音频总线进行阈值检测,降低声音级别。" msgid "" "The level above which compression is applied to the audio. Value can range " "from -60 to 0." msgstr "超过该电平,压缩将应用于音频。值的范围可以从 -60 到 0。" msgid "" "Adds a delay audio effect to an audio bus. Plays input signal back after a " "period of time.\n" "Two tap delay and feedback options." msgstr "" "为音频总线添加延迟音频效果。在一段时间后回放输入信号。\n" "两个节拍延迟和反馈选项。" msgid "" "Plays input signal back after a period of time. The delayed signal may be " "played back multiple times to create the sound of a repeating, decaying echo. " "Delay effects range from a subtle echo effect to a pronounced blending of " "previous sounds with new sounds." msgstr "" "在一段时间后回放输入信号。延迟的信号可以多次回放,以产生重复、衰减的回声。延迟" "效果的范围是从微弱回声效果到明显的以前声音和新声音的混合。" msgid "" "Output percent of original sound. At 0, only delayed sounds are output. Value " "can range from 0 to 1." msgstr "原始声音的输出百分比。为 0 时,只输出延迟的声音。取值范围为 0 到 1。" msgid "If [code]true[/code], feedback is enabled." msgstr "如果为 [code]true[/code],则启用反馈。" msgid "Feedback delay time in milliseconds." msgstr "反馈延迟时间,单位为毫秒。" msgid "Sound level for feedback." msgstr "反馈的声级。" msgid "" "Low-pass filter for feedback, in Hz. Frequencies below this value are " "filtered out of the source signal." msgstr "反馈的低通滤波器,单位为 Hz。低于此值的频率会被源信号过滤掉。" msgid "If [code]true[/code], the first tap will be enabled." msgstr "如果为 [code]true[/code],将启用第一拍。" msgid "First tap delay time in milliseconds." msgstr "第一拍延迟时间,单位为毫秒。" msgid "Sound level for the first tap." msgstr "第一拍的声级。" msgid "" "Pan position for the first tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "第一拍的声像位置。取值范围为 -1(完全向左)到 1(完全向右)。" msgid "If [code]true[/code], the second tap will be enabled." msgstr "如果为 [code]true[/code],将启用第二拍。" msgid "Second tap delay time in milliseconds." msgstr "第二拍的延迟时间,单位为毫秒。" msgid "Sound level for the second tap." msgstr "第二拍的声级。" msgid "" "Pan position for the second tap. Value can range from -1 (fully left) to 1 " "(fully right)." msgstr "第二拍的声像位置。取值范围为 -1(完全向左)到 1(完全向右)。" msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modifies the sound to make it distorted." msgstr "" "为音频总线添加失真音频效果。\n" "修改声音,使其失真。" msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or " "waveshape.\n" "By distorting the waveform the frequency content changes, which will often " "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" "可以使用不同的类型:削波、正切、低保真(位破碎)、过载、波形。\n" "通过扭曲波形,频率内容会发生变化,这通常会使声音“清脆”或“粗糙”。对于游戏,它可" "以非常有效地模拟来自某些饱和设备或扬声器的声音。" msgid "Distortion power. Value can range from 0 to 1." msgstr "失真度。值的范围可在 0 到 1 之间。" msgid "" "High-pass filter, in Hz. Frequencies higher than this value will not be " "affected by the distortion. Value can range from 1 to 20000." msgstr "" "高通滤波器,单位为 Hz。高于此值的频率不会受到失真的影响。该值的范围为 1 至 " "20000。" msgid "Distortion type." msgstr "失真类型。" msgid "" "Increases or decreases the volume after the effect, in decibels. Value can " "range from -80 to 24." msgstr "在效果后增加或减少的音量,单位为分贝。取值范围从 -80 到 24。" msgid "" "Increases or decreases the volume before the effect, in decibels. Value can " "range from -60 to 60." msgstr "在效果前增加或减少的音量,单位为分贝。取值范围从 -60 到 60。" msgid "" "Digital distortion effect which cuts off peaks at the top and bottom of the " "waveform." msgstr "数字失真效果,可以切断波形顶部和底部的峰值。" msgid "" "Low-resolution digital distortion effect (bit depth reduction). You can use " "it to emulate the sound of early digital audio devices." msgstr "" "低分辨率的数字失真效果(位深度减少)。可以使用它来模拟早期数字音频设备的声音。" msgid "" "Emulates the warm distortion produced by a field effect transistor, which is " "commonly used in solid-state musical instrument amplifiers. The [member " "drive] property has no effect in this mode." msgstr "" "模拟通常用于固态乐器放大器的场效应晶体管产生的暖失真。[member drive] 属性在该" "模式下无效。" msgid "" "Waveshaper distortions are used mainly by electronic musicians to achieve an " "extra-abrasive sound." msgstr "波形变形失真主要是电子音乐人为了获得格外粗糙的声音而使用的。" msgid "" "Base class for audio equalizers. Gives you control over frequencies.\n" "Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or " "[AudioEffectEQ21] don't fit your needs." msgstr "" "音频均衡器的基类。让你可以控制频率。\n" "如果 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21] 不符合你的需求," "请用它来创建自定义均衡器。" msgid "" "AudioEffectEQ gives you control over frequencies. Use it to compensate for " "existing deficiencies in audio. AudioEffectEQs are useful on the Master bus " "to completely master a mix and give it more character. They are also useful " "when a game is run on a mobile device, to adjust the mix to that kind of " "speakers (it can be added but disabled when headphones are plugged)." msgstr "" "AudioEffectEQ 可用于频率控制。用它来弥补音频中不足之处。AudioEffectEQ 在 " "Master 总线上很有用,可以完全掌控一个混音,并赋予它更多的特性。当游戏在移动设" "备上运行时,它们也很有用,可以根据那种扬声器来调整混音(可以被添加,但在插入耳" "机时禁用)。" msgid "Returns the number of bands of the equalizer." msgstr "返回均衡器的频段数。" msgid "Returns the band's gain at the specified index, in dB." msgstr "返回指定索引处的波段增益,单位为 dB。" msgid "Sets band's gain at the specified index, in dB." msgstr "设置指定索引处的波段增益,单位为 dB。" msgid "" "Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over " "frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "为音频总线添加 10 段均衡器音频效果。让你控制 31Hz 到 16000Hz 的频率。\n" "每个频率可以在 -60/+24 dB 之间进行调制。" msgid "" "Frequency bands:\n" "Band 1: 31 Hz\n" "Band 2: 62 Hz\n" "Band 3: 125 Hz\n" "Band 4: 250 Hz\n" "Band 5: 500 Hz\n" "Band 6: 1000 Hz\n" "Band 7: 2000 Hz\n" "Band 8: 4000 Hz\n" "Band 9: 8000 Hz\n" "Band 10: 16000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgstr "" "频段:\n" "频段 1:31 Hz\n" "频段 2:62 Hz\n" "频段 3:125 Hz\n" "频段 4:250 Hz\n" "频段 5:500 Hz\n" "频段 6:1000 Hz\n" "频段 7:2000 Hz\n" "频段 8:4000 Hz\n" "频段 9:8000 Hz\n" "频段 10:16000 Hz\n" "另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。" msgid "" "Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over " "frequencies from 22 Hz to 22000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "向音频总线添加一个 21 频段均衡器音频效果。可以控制从 22 Hz 到 22000 Hz 的频" "率。\n" "每个频率都可以在 -60/+24 dB 之间进行调制。" msgid "" "Frequency bands:\n" "Band 1: 22 Hz\n" "Band 2: 32 Hz\n" "Band 3: 44 Hz\n" "Band 4: 63 Hz\n" "Band 5: 90 Hz\n" "Band 6: 125 Hz\n" "Band 7: 175 Hz\n" "Band 8: 250 Hz\n" "Band 9: 350 Hz\n" "Band 10: 500 Hz\n" "Band 11: 700 Hz\n" "Band 12: 1000 Hz\n" "Band 13: 1400 Hz\n" "Band 14: 2000 Hz\n" "Band 15: 2800 Hz\n" "Band 16: 4000 Hz\n" "Band 17: 5600 Hz\n" "Band 18: 8000 Hz\n" "Band 19: 11000 Hz\n" "Band 20: 16000 Hz\n" "Band 21: 22000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." msgstr "" "频段:\n" "频段 1:22 Hz\n" "频段 2:32 Hz\n" "频段 3:44 Hz\n" "频段 4:63 Hz\n" "频段 5:90 Hz\n" "频段 6:125 Hz\n" "频段 7:175 Hz\n" "频段 8:250 Hz\n" "频段 9:350 Hz\n" "频段 10:500 Hz\n" "频段 11:700 Hz\n" "频段 12:1000 Hz\n" "频段 13:1400 Hz\n" "频段 14:2000 Hz\n" "频段 15:2800 Hz\n" "频段 16:4000 Hz\n" "频段 17:5600 Hz\n" "频段 18:8000 Hz\n" "频段 19:11000 Hz\n" "频段 20:16000 Hz\n" "频段 21:22000 Hz\n" "另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。" msgid "" "Adds a 6-band equalizer audio effect to an audio bus. Gives you control over " "frequencies from 32 Hz to 10000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" "向音频总线添加一个 6 频段均衡器音频效果。可以控制从 32 Hz 到 10000 Hz 的频" "率。\n" "每个频率都可以在 -60/+24 dB 之间进行调制。" msgid "" "Frequency bands:\n" "Band 1: 32 Hz\n" "Band 2: 100 Hz\n" "Band 3: 320 Hz\n" "Band 4: 1000 Hz\n" "Band 5: 3200 Hz\n" "Band 6: 10000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgstr "" "频段:\n" "频段 1:32 Hz\n" "频段 2:100 Hz\n" "频段 3:320 Hz\n" "频段 4:1000 Hz\n" "频段 5:3200 Hz\n" "频段 6:10000 Hz\n" "另请参阅 [AudioEffectEQ]、[AudioEffectEQ10]、[AudioEffectEQ21]。" msgid "Adds a filter to the audio bus." msgstr "为音频总线添加一个滤波器。" msgid "Allows frequencies other than the [member cutoff_hz] to pass." msgstr "允许通过 [member cutoff_hz] 以外的频率。" msgid "Threshold frequency for the filter, in Hz." msgstr "滤波器的阈值频率,单位为 Hz。" msgid "Gain amount of the frequencies after the filter." msgstr "滤波后频率的增益量。" msgid "Amount of boost in the frequency range near the cutoff frequency." msgstr "在截断频率附近的频率范围内的提升量。" msgid "Adds a high-pass filter to the audio bus." msgstr "向音频总线添加一个高通滤波器。" msgid "" "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and " "allows higher frequencies to pass." msgstr "" "削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。" msgid "Adds a high-shelf filter to the audio bus." msgstr "向音频总线添加一个高架滤波器。" msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." msgstr "降低所有高于 [member AudioEffectFilter.cutoff_hz] 的频率。" msgid "Adds a soft-clip limiter audio effect to an Audio bus." msgstr "为音频总线添加一个软剪辑限制器音频效果。" msgid "" "A limiter is similar to a compressor, but it's less flexible and designed to " "disallow sound going over a given dB threshold. Adding one in the Master bus " "is always recommended to reduce the effects of clipping.\n" "Soft clipping starts to reduce the peaks a little below the threshold level " "and progressively increases its effect as the input level increases such that " "the threshold is never exceeded." msgstr "" "限制器类似于压缩器,但灵活性较差,并且设计为不允许声音超过给定的 dB 阈值。始终" "建议在主总线中添加一个以减少削波的影响。\n" "软削波开始将峰值降低到略低于阈值水平,并随着输入水平的增加而逐渐增强其效果,从" "而永不超过阈值。" msgid "" "The waveform's maximum allowed value, in decibels. Value can range from -20 " "to -0.1." msgstr "波形的最大允许值,单位是分贝。数值范围从 -20 到 -0.1。" msgid "" "Applies a gain to the limited waves, in decibels. Value can range from 0 to 6." msgstr "将增益应用于被限制的波,以分贝为单位。取值范围是 0 到 6。" msgid "" "Threshold from which the limiter begins to be active, in decibels. Value can " "range from -30 to 0." msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从 -30 到 0。" msgid "Adds a low-pass filter to the audio bus." msgstr "向音频总线添加一个低通滤波器。" msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." msgstr "" "削减比 [member AudioEffectFilter.cutoff_hz] 更低的频率,允许更高的频率通过。" msgid "Adds a low-shelf filter to the audio bus." msgstr "向音频总线添加一个低架滤波器。" msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." msgstr "降低 [member AudioEffectFilter.cutoff_hz] 以下的所有频率。" msgid "Adds a notch filter to the Audio bus." msgstr "在音频总线上添加一个陷波滤波器。" msgid "" "Attenuates frequencies in a narrow band around the [member AudioEffectFilter." "cutoff_hz] and cuts frequencies outside of this range." msgstr "" "衰减 [member AudioEffectFilter.cutoff_hz] 周围窄带的频率,并切断这个范围以外的" "频率。" msgid "Adds a panner audio effect to an audio bus. Pans sound left or right." msgstr "向音频总线添加一个声像器音频效果。向左或向右声像移动声音。" msgid "" "Determines how much of an audio signal is sent to the left and right buses." msgstr "决定向左右总线发送的音频信号量。" msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)." msgstr "声像位置。值的范围可以从 -1(完全左)到1(完全右)。" msgid "" "Adds a phaser audio effect to an audio bus.\n" "Combines the original signal with a copy that is slightly out of phase with " "the original." msgstr "" "向音频总线添加一个移相器音频效果。\n" "将原始信号和与原始信号稍有相位偏差的副本组合在一起。" msgid "" "Combines phase-shifted signals with the original signal. The movement of the " "phase-shifted signals is controlled using a low-frequency oscillator." msgstr "将相移信号与原始信号相结合。使用低频振荡器控制相移信号的移动。" msgid "" "Governs how high the filter frequencies sweep. Low value will primarily " "affect bass frequencies. High value can sweep high into the treble. Value can " "range from 0.1 to 4." msgstr "" "控制滤波器频率扫描的高度。较低的值将主要影响低音频率。高值可以推高高音。值的范" "围可以从 0.1 到 4。" msgid "Output percent of modified sound. Value can range from 0.1 to 0.9." msgstr "修改后声音的输出百分比。数值范围从 0.1 到 0.9。" msgid "" "Determines the maximum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "决定受 LFO 调制影响的最大频率,单位为 Hz。数值范围为 10-10000。" msgid "" "Determines the minimum frequency affected by the LFO modulations, in Hz. " "Value can range from 10 to 10000." msgstr "决定受 LFO 调制影响的最小频率,单位为 Hz。数值范围为 10-10000。" msgid "" "Adjusts the rate in Hz at which the effect sweeps up and down across the " "frequency range." msgstr "以 Hz 为单位调整效果在整个频率范围内上下扫描的速度。" msgid "" "Adds a pitch-shifting audio effect to an audio bus.\n" "Raises or lowers the pitch of original sound." msgstr "" "为音频总线添加音高变换的音频效果。\n" "升高或降低原始声音的音高。" msgid "" "Allows modulation of pitch independently of tempo. All frequencies can be " "increased/decreased with minimal effect on transients." msgstr "允许独立于速度调制音高。所有频率都可以增加或减少,而对瞬态的影响最小。" msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the effect over time, but have greater latency. The effects of " "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" "[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/url]" "缓冲区的大小。较高的数值可以使效果随时间平滑,但有较大的延迟。这种较高的延迟对" "有突然幅度变化的声音的影响特别明显。" msgid "" "The oversampling factor to use. Higher values result in better quality, but " "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" "要使用的过采样系数。更高的值会带来更好的质量,但对 CPU 的要求更高,如果 CPU 跟" "不上,可能会导致音频破裂。" msgid "" "The pitch scale to use. [code]1.0[/code] is the default pitch and plays " "sounds unaffected. [member pitch_scale] can range from [code]0.0[/code] " "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" "要使用的音高缩放。[code]1.0[/code] 是默认的音高,声音会按原样播放。[member " "pitch_scale] 的范围从 [code]0.0[/code](无限低的音高,听不见)到 [code]16[/" "code](比初始音高要高 16 倍)。" msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" "使用 256 个样本的缓冲器进行快速傅里叶变换。最低延迟,但随着时间的推移最不稳" "定。" msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" "使用 512 个样本的缓冲器进行快速傅里叶变换。低延迟,但随着时间的推移不太稳定。" msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" "使用 1024 个样本的缓冲器进行快速傅里叶变换。这是延迟和随着时间的推移的稳定性之" "间的折衷。" msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" "使用 2048 个样本的缓冲器进行快速傅里叶变换。高延迟,但随着时间的推移稳定。" msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, " "but most stable over time." msgstr "" "使用 4096 个样本的缓冲器进行快速傅里叶变换。延迟最高,但随着时间的推移最稳定。" msgid "Represents the size of the [enum FFTSize] enum." msgstr "代表 [enum FFTSize] 枚举的大小。" msgid "Audio effect used for recording the sound from an audio bus." msgstr "用于录制来自音频总线的声音的音频效果。" msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " "audio output by Godot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the given " "format (8-bit, 16-bit, or compressed) instead of giving access to the raw " "audio samples.\n" "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "允许用户将音频总线的声音录制到 [AudioStreamWAV] 中。当在“主”音频总线上使用时," "这包括 Godot 的所有音频输出。\n" "与 [AudioEffectCapture] 不同,该效果以给定格式(8 位、16 位或压缩)对录音进行" "编码,而不是提供对原始音频样本的访问。\n" "可被用于(与 [AudioStreamMicrophone] 一起)从麦克风进行录音。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " "[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作" "系统隐私设置相关的注意事项。" msgid "Recording with microphone" msgstr "使用麦克风录音" msgid "Returns the recorded sample." msgstr "返回录音的样本。" msgid "Returns whether the recording is active or not." msgstr "返回录音是否处于激活状态。" msgid "" "If [code]true[/code], the sound will be recorded. Note that restarting the " "recording will remove the previously recorded sample." msgstr "" "如果为 [code]true[/code],将录制声音。请注意,重新开始录音将移除先前录音的样" "本。" msgid "" "Specifies the format in which the sample will be recorded. See [enum " "AudioStreamWAV.Format] for available formats." msgstr "" "指定样本将被记录的格式。有关可用格式,请参阅 [enum AudioStreamWAV.Format]。" msgid "Adds a reverberation audio effect to an Audio bus." msgstr "向音频总线添加一个混响音频效果。" msgid "" "Simulates the sound of acoustic environments such as rooms, concert halls, " "caverns, or an open spaces." msgstr "模拟房间、音乐厅、洞穴或开放空间等声学环境的声音。" msgid "" "Defines how reflective the imaginary room's walls are. Value can range from 0 " "to 1." msgstr "定义虚拟房间墙壁的反射程度。值的范围是 0 到 1。" msgid "" "Output percent of original sound. At 0, only modified sound is outputted. " "Value can range from 0 to 1." msgstr "原始声音的输出百分比。为 0 时,只输出修改后的声音。取值范围是 0 到 1。" msgid "" "High-pass filter passes signals with a frequency higher than a certain cutoff " "frequency and attenuates signals with frequencies lower than the cutoff " "frequency. Value can range from 0 to 1." msgstr "" "高通滤波器通过频率高于某一截止频率的信号,衰减频率低于截止频率的信号。数值范围" "为 0 到 1。" msgid "Output percent of predelay. Value can range from 0 to 1." msgstr "预延迟的输出百分比。数值范围为 0 到 1。" msgid "" "Time between the original signal and the early reflections of the reverb " "signal, in milliseconds." msgstr "原始信号与混响信号早期反射之间的时间,以毫秒为单位。" msgid "" "Dimensions of simulated room. Bigger means more echoes. Value can range from " "0 to 1." msgstr "模拟房间的尺寸。越大表示回声越多。值的范围可以从 0 到 1。" msgid "" "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. " "Value can range from 0 to 1." msgstr "扩大或缩小混响尾音的立体声图像。1 表示完全扩大。值的范围是 0 到 1。" msgid "" "Output percent of modified sound. At 0, only original sound is outputted. " "Value can range from 0 to 1." msgstr "修改后声音的输出百分比。为 0 时,只输出原始声音。取值范围是 0 到 1。" msgid "Audio effect that can be used for real-time audio visualizations." msgstr "可用于实时音频可视化的音频效果。" msgid "" "This audio effect does not affect sound output, but can be used for real-time " "audio visualizations.\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" "这种音频效果不影响声音输出,但可以用于实时音频可视化。\n" "使用程序生成声音请参阅 [AudioStreamGenerator]。" msgid "Audio Spectrum Demo" msgstr "音频频谱演示" msgid "Godot 3.2 will get new audio features" msgstr "Godot 3.2 将获得新的音频功能" msgid "" "The length of the buffer to keep (in seconds). Higher values keep data around " "for longer, but require more memory." msgstr "" "要保留的缓冲区长度(以秒为单位)。较高的值将数据保存的时间更长,但需要更多的内" "存。" msgid "" "The size of the [url=https://en.wikipedia.org/wiki/" "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values " "smooth out the spectrum analysis over time, but have greater latency. The " "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" "[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/url]" "缓冲区的大小。较高的值可以使频谱分析随时间的推移而平滑,但有较大的延迟。这种较" "高延迟的影响在突然的振幅变化中特别明显。" msgid "Use the average value as magnitude." msgstr "用平均值作为幅度。" msgid "Use the maximum value as magnitude." msgstr "用最大值作为幅度。" msgid "" "An audio effect that can be used to adjust the intensity of stereo panning." msgstr "一种可用于调整立体声声像强度的音频效果。" msgid "" "Values greater than 1.0 increase intensity of any panning on audio passing " "through this effect, whereas values less than 1.0 will decrease the panning " "intensity. A value of 0.0 will downmix audio to mono." msgstr "" "大于 1.0 的值会增加通过该效果的音频的任何声像强度,而小于 1.0 的值会降低声像强" "度。值为 0.0 会将音频缩混为单声道。" msgid "Overrides the location sounds are heard from." msgstr "覆盖听到声音的位置。" msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. Only one " "[AudioListener2D] can be current. Using [method make_current] will disable " "the previous [AudioListener2D].\n" "If there is no active [AudioListener2D] in the current [Viewport], center of " "the screen will be used as a hearing point for the audio. [AudioListener2D] " "needs to be inside [SceneTree] to function." msgstr "" "一旦被添加到场景树并使用 [method make_current] 启用,此节点将覆盖听到声音的位" "置。只有一个 [AudioListener2D] 可以是当前的。使用 [method make_current] 将禁用" "之前的 [AudioListener2D]。\n" "如果当前 [Viewport] 中没有活动的 [AudioListener2D],则屏幕中心将用作音频的聆听" "点。[AudioListener2D] 需要在 [SceneTree] 内才能起作用。" msgid "" "Disables the [AudioListener2D]. If it's not set as current, this method will " "have no effect." msgstr "禁用 [AudioListener2D]。如果未设置为当前,则此方法无效。" msgid "Returns [code]true[/code] if this [AudioListener2D] is currently active." msgstr "如果该 [AudioListener2D] 当前处于激活状态,则返回 [code]true[/code]。" msgid "" "Makes the [AudioListener2D] active, setting it as the hearing point for the " "sounds. If there is already another active [AudioListener2D], it will be " "disabled.\n" "This method will have no effect if the [AudioListener2D] is not added to " "[SceneTree]." msgstr "" "激活该 [AudioListener2D],将其设置为声音的聆听点。如果已经有另一个激活的 " "[AudioListener2D],它将被禁用。\n" "如果 [AudioListener2D] 未添加到 [SceneTree],则该方法无效。" msgid "" "Once added to the scene tree and enabled using [method make_current], this " "node will override the location sounds are heard from. This can be used to " "listen from a location different from the [Camera3D]." msgstr "" "一旦添加到场景树并使用 [method make_current] 启用,该节点将覆盖听到声音的位" "置。这可用于从与 [Camera3D] 不同的位置聆听。" msgid "Disables the listener to use the current camera's listener instead." msgstr "禁用该监听器,用当前相机的监听器代替。" msgid "Returns the listener's global orthonormalized [Transform3D]." msgstr "返回该监听器的全局正交归一化 [Transform3D]。" msgid "" "Returns [code]true[/code] if the listener was made current using [method " "make_current], [code]false[/code] otherwise.\n" "[b]Note:[/b] There may be more than one AudioListener3D marked as \"current\" " "in the scene tree, but only the one that was made current last will be used." msgstr "" "如果使用 [method make_current] 将监听器设为当前,则返回 [code]true[/code],否" "则返回 [code]false[/code]。\n" "[b]注意:[/b]场景树中标记为“当前”的 AudioListener3D 可能不止一个,但只会使用最" "后被设置为当前的那个。" msgid "Enables the listener. This will override the current camera's listener." msgstr "启用该监听器。将覆盖当前相机的监听器。" msgid "Server interface for low-level audio access." msgstr "低级音频访问的服务器接口。" msgid "" "[AudioServer] is a low-level server interface for audio access. It is in " "charge of creating sample data (playable audio) as well as its playback via a " "voice interface." msgstr "" "[AudioServer] 是用于音频访问的底层服务器接口。它负责创建样本数据(可播放的音" "频)以及通过语音接口进行播放。" msgid "Audio Device Changer Demo" msgstr "音频设备切换演示" msgid "Adds a bus at [param at_position]." msgstr "在 [param at_position] 处添加一条总线。" msgid "" "Adds an [AudioEffect] effect to the bus [param bus_idx] at [param " "at_position]." msgstr "" "为在 [param at_position] 处索引为 [param bus_idx] 的总线添加 [AudioEffect] 效" "果。" msgid "Generates an [AudioBusLayout] using the available buses and effects." msgstr "使用可用的总线和效果来生成 [AudioBusLayout]。" msgid "Returns the number of channels of the bus at index [param bus_idx]." msgstr "返回索引为 [param bus_idx] 的总线的通道数。" msgid "" "Returns the [AudioEffect] at position [param effect_idx] in bus [param " "bus_idx]." msgstr "" "返回索引为 [param bus_idx] 的总线中位于 [param effect_idx] 的 [AudioEffect]。" msgid "Returns the number of effects on the bus at [param bus_idx]." msgstr "返回索引为 [param bus_idx] 的总线上的效果数。" msgid "" "Returns the [AudioEffectInstance] assigned to the given bus and effect " "indices (and optionally channel)." msgstr "返回分配给给定总线和效果索引(以及可选的通道)的[AudioEffectInstance]。" msgid "" "Returns the index of the bus with the name [param bus_name]. Returns " "[code]-1[/code] if no bus with the specified name exist." msgstr "" "返回名称为 [param bus_name] 的总线的索引。如果不存在指定名称的总线,则返回 " "[code]-1[/code]。" msgid "Returns the name of the bus with the index [param bus_idx]." msgstr "返回索引为 [param bus_idx] 的总线的名称。" msgid "" "Returns the peak volume of the left speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" "返回总线索引为 [param bus_idx] 且通道索引为 [param channel] 处的左扬声器的峰值" "音量。" msgid "" "Returns the peak volume of the right speaker at bus index [param bus_idx] and " "channel index [param channel]." msgstr "" "返回总线索引为 [param bus_idx] 且通道索引为 [param channel] 处的右扬声器的峰值" "音量。" msgid "" "Returns the name of the bus that the bus at index [param bus_idx] sends to." msgstr "返回索引为 [param bus_idx] 的总线的发送目标总线的名称。" msgid "Returns the volume of the bus at index [param bus_idx] in dB." msgstr "返回索引为 [param bus_idx] 的总线的音量,单位为 dB。" msgid "" "Returns the names of all audio input devices detected on the system.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "返回系统中检测到的所有音频输入设备的名称。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " "[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作" "系统隐私设置相关的注意事项。" msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "返回 [AudioServer] 输出的采样率。" msgid "Returns the names of all audio output devices detected on the system." msgstr "返回系统中检测到的所有音频输出设备的名称。" msgid "" "Returns the audio driver's effective output latency. This is based on [member " "ProjectSettings.audio/driver/output_latency], but the exact returned value " "will differ depending on the operating system and audio driver.\n" "[b]Note:[/b] This can be expensive; it is not recommended to call [method " "get_output_latency] every frame." msgstr "" "返回音频驱动的实际输出延迟。基于 [member ProjectSettings.audio/driver/" "output_latency],但实际的返回值取决于操作系统和音频驱动。\n" "[b]注意:[/b]可能开销较大;不建议每帧都调用 [method get_output_latency]。" msgid "Returns the speaker configuration." msgstr "返回扬声器的配置。" msgid "Returns the relative time since the last mix occurred." msgstr "返回自上次混合以来的相对时间。" msgid "Returns the relative time until the next mix occurs." msgstr "返回下一次混合之前的相对时间。" msgid "" "If [code]true[/code], the bus at index [param bus_idx] is bypassing effects." msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线会绕过效果。" msgid "" "If [code]true[/code], the effect at index [param effect_idx] on the bus at " "index [param bus_idx] is enabled." msgstr "" "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线上启用了索引为 " "[param effect_idx] 的效果。" msgid "If [code]true[/code], the bus at index [param bus_idx] is muted." msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线已静音。" msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode." msgstr "如果为 [code]true[/code],则索引为 [param bus_idx] 的总线处于独奏模式。" msgid "" "Locks the audio driver's main loop.\n" "[b]Note:[/b] Remember to unlock it afterwards." msgstr "" "锁定音频驱动程序的主循环。\n" "[b]注意:[/b]之后记得解锁。" msgid "Moves the bus from index [param index] to index [param to_index]." msgstr "将总线从索引 [param index] 移动到索引 [param to_index]。" msgid "Removes the bus at index [param index]." msgstr "移除索引 [param index] 处的总线。" msgid "" "Removes the effect at index [param effect_idx] from the bus at index [param " "bus_idx]." msgstr "将索引 [param effect_idx] 的效果从索引 [param bus_idx] 的总线上移除。" msgid "Overwrites the currently used [AudioBusLayout]." msgstr "覆盖当前使用的 [AudioBusLayout]。" msgid "Sets the name of the bus at index [param bus_idx] to [param name]." msgstr "将索引为 [param bus_idx] 的总线的名称设为 [param name]。" msgid "" "Connects the output of the bus at [param bus_idx] to the bus named [param " "send]." msgstr "将索引为 [param bus_idx] 处的总线输出连接到名为 [param send] 的总线。" msgid "" "Sets the volume of the bus at index [param bus_idx] to [param volume_db]." msgstr "将索引为 [param bus_idx] 的总线的音量设为 [param volume_db]。" msgid "Swaps the position of two effects in bus [param bus_idx]." msgstr "在索引为 [param bus_idx] 的总线中交换两个效果的位置。" msgid "" "Unlocks the audio driver's main loop. (After locking it, you should always " "unlock it.)" msgstr "解锁音频驱动程序的主循环。(锁定后,你始终需要手动解锁它。)" msgid "Number of available audio buses." msgstr "可用音频总线的数量。" msgid "" "Name of the current device for audio input (see [method " "get_input_device_list]). On systems with multiple audio inputs (such as " "analog, USB and HDMI audio), this can be used to select the audio input " "device. The value [code]\"Default\"[/code] will record audio on the system-" "wide default audio input. If an invalid device name is set, the value will be " "reverted back to [code]\"Default\"[/code].\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "当前音频输入设备的名称(见 [method get_input_device_list])。在具有多个音频输" "入(例如模拟、USB、HDMI 音频)的系统中,可用于选择音频输入设备。为 " "[code]\"Default\"[/code] 时会从系统默认的音频输入录制音频。如果设置了无效的设" "备名称,该值会被恢复为 [code]\"Default\"[/code]。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " "[code]true[/code] 音频输入才能正常工作。另请参阅该设置项的描述,了解权限和操作" "系统隐私设置相关的说明。" msgid "" "Name of the current device for audio output (see [method " "get_output_device_list]). On systems with multiple audio outputs (such as " "analog, USB and HDMI audio), this can be used to select the audio output " "device. The value [code]\"Default\"[/code] will play audio on the system-wide " "default audio output. If an invalid device name is set, the value will be " "reverted back to [code]\"Default\"[/code]." msgstr "" "当前音频输出设备的名称(见 [method get_output_device_list])。在具有多个音频输" "出(例如模拟、USB、HDMI 音频)的系统中,可用于选择音频输出设备。为 " "[code]\"Default\"[/code] 时会从系统默认的音频输出播放音频。如果设置了无效的设" "备名称,该值会被恢复为 [code]\"Default\"[/code]。" msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] " "will make the audio be played at half its speed). See also [member Engine." "time_scale] to affect the general simulation speed, which is independent from " "[member AudioServer.playback_speed_scale]." msgstr "" "音频播放的缩放速率(即将其设置为 [code]0.5[/code] 将使音频以其一半的速度播" "放)。另见 [member Engine.time_scale] 影响一般模拟速度,它独立于 [member " "AudioServer.playback_speed_scale]。" msgid "Emitted when an audio bus is added, deleted, or moved." msgstr "添加、修改、删除音频总线时发出。" msgid "" "Emitted when the audio bus at [param bus_index] is renamed from [param " "old_name] to [param new_name]." msgstr "" "当索引为 [param bus_index] 的音频总线的名称从 [param old_name] 更改为 [param " "new_name] 时发出。" msgid "Two or fewer speakers were detected." msgstr "检测到两个或更少的扬声器。" msgid "A 3.1 channel surround setup was detected." msgstr "检测到 3.1 声道环绕声设置。" msgid "A 5.1 channel surround setup was detected." msgstr "检测到 5.1 声道环绕声设置。" msgid "A 7.1 channel surround setup was detected." msgstr "检测到 7.1 声道环绕声设置。" msgid "Base class for audio streams." msgstr "音频流的基类。" msgid "" "Base class for audio streams. Audio streams are used for sound effects and " "music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via " "[AudioStreamOggVorbis]) file formats." msgstr "" "音频流的基类。音频流用于播放音效和音乐,支持 WAV(通过 [AudioStreamWAV])和 " "Ogg(通过 [AudioStreamOggVorbis])文件格式。" msgid "Audio streams" msgstr "音频流" msgid "Audio Generator Demo" msgstr "音频生成器演示" msgid "" "Override this method to customize the returned value of [method get_length]. " "Should return the length of this audio stream, in seconds." msgstr "" "覆盖此方法以自定义 [method get_length] 所返回的值,应该返回这个音频流的长度," "单位为秒。" msgid "" "Override this method to customize the name assigned to this audio stream. " "Unused by the engine." msgstr "覆盖该方法,以自定义分配给该音频流的名称。未被引擎使用。" msgid "Returns the length of the audio stream in seconds." msgstr "返回音频流的长度,单位为秒。" msgid "" "Returns a newly created [AudioStreamPlayback] intended to play this audio " "stream. Useful for when you want to extend [method _instantiate_playback] but " "call [method instantiate_playback] from an internally held AudioStream " "subresource. An example of this can be found in the source code for " "[code]AudioStreamRandomPitch::instantiate_playback[/code]." msgstr "" "返回一个新创建的 [AudioStreamPlayback],用于播放该音频流。当想要扩展 [method " "_instantiate_playback],但从一个内部持有的 AudioStream 子资源调用 [method " "instantiate_playback] 时很有用。在 [code]AudioStreamRandomPitch::" "instantiate_playback[/code] 的源代码中可以找到这方面的示例。" msgid "" "Returns [code]true[/code] if this audio stream only supports one channel " "([i]monophony[/i]), or [code]false[/code] if the audio stream supports two or " "more channels ([i]polyphony[/i])." msgstr "" "如果该音频流仅支持一个通道([i]单声道[/i]),则返回 [code]true[/code];如果音" "频流支持两个或多个通道([i]复调[/i]),则返回 [code]false[/code]。" msgid "Signal to be emitted to notify when the parameter list changed." msgstr "当参数列表改变时被发出以通知的信号。" msgid "An audio stream with utilities for procedural sound generation." msgstr "提供程序式声音生成工具的音频流。" msgid "" "[AudioStreamGenerator] is a type of audio stream that does not play back " "sounds on its own; instead, it expects a script to generate audio data for " "it. See also [AudioStreamGeneratorPlayback].\n" "Here's a sample on how to use it to generate a sine wave:\n" "[codeblocks]\n" "[gdscript]\n" "var playback # Will hold the AudioStreamGeneratorPlayback.\n" "@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" "var pulse_hz = 440.0 # The frequency of the sound wave.\n" "\n" "func _ready():\n" " $AudioStreamPlayer.play()\n" " playback = $AudioStreamPlayer.get_stream_playback()\n" " fill_buffer()\n" "\n" "func fill_buffer():\n" " var phase = 0.0\n" " var increment = pulse_hz / sample_hz\n" " var frames_available = playback.get_frames_available()\n" "\n" " for i in range(frames_available):\n" " playback.push_frame(Vector2.ONE * sin(phase * TAU))\n" " phase = fmod(phase + increment, 1.0)\n" "[/gdscript]\n" "[csharp]\n" "[Export] public AudioStreamPlayer Player { get; set; }\n" "\n" "private AudioStreamGeneratorPlayback _playback; // Will hold the " "AudioStreamGeneratorPlayback.\n" "private float _sampleHz;\n" "private float _pulseHz = 440.0f; // The frequency of the sound wave.\n" "\n" "public override void _Ready()\n" "{\n" " if (Player.Stream is AudioStreamGenerator generator) // Type as a " "generator to access MixRate.\n" " {\n" " _sampleHz = generator.MixRate;\n" " Player.Play();\n" " _playback = (AudioStreamGeneratorPlayback)Player." "GetStreamPlayback();\n" " FillBuffer();\n" " }\n" "}\n" "\n" "public void FillBuffer()\n" "{\n" " double phase = 0.0;\n" " float increment = _pulseHz / _sampleHz;\n" " int framesAvailable = _playback.GetFramesAvailable();\n" "\n" " for (int i = 0; i < framesAvailable; i++)\n" " {\n" " _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf." "Tau));\n" " phase = Mathf.PosMod(phase + increment, 1.0);\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "In the example above, the \"AudioStreamPlayer\" node must use an " "[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function " "provides audio data for approximating a sine wave.\n" "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio " "spectrum analysis.\n" "[b]Note:[/b] Due to performance constraints, this class is best used from C# " "or from a compiled language via GDExtension. If you still want to use this " "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" "[AudioStreamGenerator] 是一种音频流,它自己并不播放声音,而是要用脚本来为它生" "成音频数据。另见 [AudioStreamGeneratorPlayback]。\n" "以下是用它来生成正弦波的例子:\n" "[codeblocks]\n" "[gdscript]\n" "var playback # 存放 AudioStreamGeneratorPlayback。\n" "@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n" "var pulse_hz = 440.0 # 声音波形的频率。\n" "\n" "func _ready():\n" " $AudioStreamPlayer.play()\n" " playback = $AudioStreamPlayer.get_stream_playback()\n" " fill_buffer()\n" "\n" "func fill_buffer():\n" " var phase = 0.0\n" " var increment = pulse_hz / sample_hz\n" " var frames_available = playback.get_frames_available()\n" "\n" " for i in range(frames_available):\n" " playback.push_frame(Vector2.ONE * sin(phase * TAU))\n" " phase = fmod(phase + increment, 1.0)\n" "[/gdscript]\n" "[csharp]\n" "[Export] public AudioStreamPlayer Player { get; set; }\n" "\n" "private AudioStreamGeneratorPlayback _playback; // 存放 " "AudioStreamGeneratorPlayback。\n" "private float _sampleHz;\n" "private float _pulseHz = 440.0f; // 音频波形的频率。\n" "\n" "public override void _Ready()\n" "{\n" " if (Player.Stream is AudioStreamGenerator generator) // Type as a " "generator to access MixRate.\n" " {\n" " _sampleHz = generator.MixRate;\n" " Player.Play();\n" " _playback = (AudioStreamGeneratorPlayback)Player." "GetStreamPlayback();\n" " FillBuffer();\n" " }\n" "}\n" "\n" "public void FillBuffer()\n" "{\n" " double phase = 0.0;\n" " float increment = _pulseHz / _sampleHz;\n" " int framesAvailable = _playback.GetFramesAvailable();\n" "\n" " for (int i = 0; i < framesAvailable; i++)\n" " {\n" " _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf." "Tau));\n" " phase = Mathf.PosMod(phase + increment, 1.0);\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "上面的例子中,“AudioStreamPlayer”节点必须使用 [AudioStreamGenerator] 作为其" "流。[code]fill_buffer[/code] 函数负责提供模拟正弦波的音频数据。\n" "要执行实时音频频谱分析,见 [AudioEffectSpectrumAnalyzer]。\n" "[b]注意:[/b]由于性能的限制,这个类最好在 C# 或者在利用 GDExtension 的编译语言" "中使用。如果你仍然想要在 GDScript 中使用这个类,请考虑使用 11,025 Hz 或 " "22,050 Hz 等较低的 [member mix_rate]。" msgid "" "The length of the buffer to generate (in seconds). Lower values result in " "less latency, but require the script to generate audio data faster, resulting " "in increased CPU usage and more risk for audio cracking if the CPU can't keep " "up." msgstr "" "要生成的缓冲区的长度,以秒为单位。较低的值会带来更少的延迟,但需要脚本更快地生" "成音频数据,从而导致 CPU 使用率增加,如果 CPU 跟不上,则音频破裂的风险更大。" msgid "" "The sample rate to use (in Hz). Higher values are more demanding for the CPU " "to generate, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " "generating lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" "使用的采样率(单位:Hz)。更高的值对 CPU 要求更高,但会带来更好的质量。\n" "在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、[code]22050[/" "code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/code]。\n" "根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]奈" "奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别(因" "为大多数人最多只能听到 ~20000 赫兹,往往更少)。如果你要生成语音等音高较低的声" "音,则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不会降" "低质量。" msgid "Plays back audio generated using [AudioStreamGenerator]." msgstr "播放使用 [AudioStreamGenerator] 生成的音频。" msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." msgstr "此类旨在与 [AudioStreamGenerator] 一起使用以实时播放生成的音频。" msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" "如果可以将大小为 [param amount] 的缓冲区推送到音频采样数据缓冲区而不会使其溢" "出,则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "Clears the audio sample data buffer." msgstr "清除音频样本数据缓冲区。" msgid "" "Returns the number of frames that can be pushed to the audio sample data " "buffer without overflowing it. If the result is [code]0[/code], the buffer is " "full." msgstr "" "返回能够推送到音频采样数据缓冲区而不使其溢出的帧数。如果结果为 [code]0[/" "code],则缓冲区已满。" msgid "" "Returns the number of times the playback skipped due to a buffer underrun in " "the audio sample data. This value is reset at the start of the playback." msgstr "" "返回由于音频样本数据中缓冲区不足而导致播放跳过的次数。该值在播放开始时重置。" msgid "" "Pushes several audio data frames to the buffer. This is usually more " "efficient than [method push_frame] in C# and compiled languages via " "GDExtension, but [method push_buffer] may be [i]less[/i] efficient in " "GDScript." msgstr "" "将多个音频数据帧推送到缓冲区。这通常比 C# 中的以及通过 GDExtension 编译的语言" "中的 [method push_frame] 效率更高,但在 GDScript 中的 [method push_buffer] 的" "效率可能[i]更低[/i]。" msgid "" "Pushes a single audio data frame to the buffer. This is usually less " "efficient than [method push_buffer] in C# and compiled languages via " "GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" "将单个音频数据帧推送到缓冲区。这通常比 C# 中的以及通过 GDExtension 编译的语言" "中的 [method push_buffer] 效率更低,但在 GDScript 中的 [method push_frame] 的" "效率可能[i]更高[/i]。" msgid "Plays real-time audio input data." msgstr "播放实时音频输入数据。" msgid "" "When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] " "plays back microphone input in real-time. This can be used in conjunction " "with [AudioEffectCapture] to process the data or save it.\n" "[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be " "[code]true[/code] for audio input to work. See also that setting's " "description for caveats related to permissions and operating system privacy " "settings." msgstr "" "当直接在 [AudioStreamPlayer] 节点中使用时,[AudioStreamMicrophone] 会实时播放" "麦克风的输入。这可以配合 [AudioEffectCapture] 使用,以处理数据或保存数据。\n" "[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必须为 " "[code]true[/code] 音频输入才能正常工作。另请参阅该设置的说明,了解与权限和操作" "系统隐私设置相关的注意事项。" msgid "MP3 audio stream driver." msgstr "MP3 音频流驱动程序。" msgid "" "MP3 audio stream driver. See [member data] if you want to load an MP3 file at " "run-time." msgstr "MP3 音频流驱动程序。如果要在运行时加载 MP3 文件,请参阅 [member data]。" msgid "" "Contains the audio data in bytes.\n" "You can load a file without having to import it beforehand using the code " "snippet below. Keep in mind that this snippet loads the whole file into " "memory and may not be ideal for huge files (hundreds of megabytes or more).\n" "[codeblocks]\n" "[gdscript]\n" "func load_mp3(path):\n" " var file = FileAccess.open(path, FileAccess.READ)\n" " var sound = AudioStreamMP3.new()\n" " sound.data = file.get_buffer(file.get_length())\n" " return sound\n" "[/gdscript]\n" "[csharp]\n" "public AudioStreamMP3 LoadMP3(string path)\n" "{\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" " var sound = new AudioStreamMP3();\n" " sound.Data = file.GetBuffer(file.GetLength());\n" " return sound;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "包含以字节为单位的音频数据。\n" "你可以使用下面的代码片段,加载文件而无需事先导入它。请记住,此代码段将整个文件" "加载到内存中,对于大文件(数百兆字节或更多)可能并不理想。\n" "[codeblocks]\n" "[gdscript]\n" "func load_mp3(path):\n" " var file = FileAccess.open(path, FileAccess.READ)\n" " var sound = AudioStreamMP3.new()\n" " sound.data = file.get_buffer(file.get_length())\n" " return sound\n" "[/gdscript]\n" "[csharp]\n" "public AudioStreamMP3 LoadMP3(string path)\n" "{\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" " var sound = new AudioStreamMP3();\n" " sound.Data = file.GetBuffer(file.GetLength());\n" " return sound;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "If [code]true[/code], the stream will automatically loop when it reaches the " "end." msgstr "如果为 [code]true[/code],当流到达末尾时将自动循环。" msgid "Time in seconds at which the stream starts after being looped." msgstr "循环时,流开始的时间,单位为秒。" msgid "A class representing an Ogg Vorbis audio stream." msgstr "代表 Ogg Vorbis 音频流的类。" msgid "" "The AudioStreamOggVorbis class is a specialized [AudioStream] for handling " "Ogg Vorbis file formats. It offers functionality for loading and playing back " "Ogg Vorbis files, as well as managing looping and other playback properties. " "This class is part of the audio stream system, which also supports WAV files " "through the [AudioStreamWAV] class." msgstr "" "AudioStreamOggVorbis 类是专用于处理 Ogg Vorbis 文件格式的 [AudioStream] 类。它" "提供加载和播放 Ogg Vorbis 文件以及管理循环和其他播放属性的功能。该类是音频流系" "统的一部分,该系统还通过 [AudioStreamWAV] 类支持 WAV 系统。" msgid "Runtime file loading and saving" msgstr "运行时文件加载与保存" msgid "" "Creates a new AudioStreamOggVorbis instance from the given buffer. The buffer " "must contain Ogg Vorbis data." msgstr "" "从给定缓冲区创建一个新的 AudioStreamOggVorbis 实例。缓冲区必须包含 Ogg Vorbis " "数据。" msgid "" "Creates a new AudioStreamOggVorbis instance from the given file path. The " "file must be in Ogg Vorbis format." msgstr "" "从给定文件路径创建新的 AudioStreamOggVorbis 实例。文件必须采用 Ogg Vorbis 格" "式。" msgid "" "If [code]true[/code], the audio will play again from the specified [member " "loop_offset] once it is done playing. Useful for ambient sounds and " "background music." msgstr "" "如果为 [code]true[/code],则音频播放完成后将从 [member loop_offset] 指定的位置" "再次播放。可用于环境声音和背景音乐。" msgid "Contains the raw Ogg data for this stream." msgstr "包含用于这个流的原始 Ogg 数据。" msgid "Meta class for playing back audio." msgstr "播放音频的元类。" msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOggVorbis] for usage." msgstr "" "可以播放、循环播放、暂停滚动播放音频。有关用法,请参阅 [AudioStream] 和 " "[AudioStreamOggVorbis]。" msgid "" "Return the current value of a playback parameter by name (see [method " "AudioStream._get_parameter_list])." msgstr "" "按名称返回播放参数的当前值(请参阅 [method AudioStream." "_get_parameter_list])。" msgid "" "Overridable method. Should return the current progress along the audio " "stream, in seconds." msgstr "可覆盖的方法。应返回音频流的当前进度,单位为秒。" msgid "" "Override this method to customize what happens when the playback starts at " "the given position, such as by calling [method AudioStreamPlayer.play]." msgstr "" "覆盖该方法以自定义在给定位置开始播放时发生的情况,例如通过调用 [method " "AudioStreamPlayer.play] 覆盖。" msgid "" "Override this method to customize what happens when the playback is stopped, " "such as by calling [method AudioStreamPlayer.stop]." msgstr "" "覆盖该方法以自定义播放停止时发生的情况,例如通过调用 [method " "AudioStreamPlayer.stop] 覆盖。" msgid "Playback instance for [AudioStreamPolyphonic]." msgstr "[AudioStreamPolyphonic] 的播放实例。" msgid "" "Playback instance for [AudioStreamPolyphonic]. After setting the " "[code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], " "or [AudioStreamPlayer3D], the playback instance can be obtained by calling " "[method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D." "get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] " "methods." msgstr "" "[AudioStreamPolyphonic] 的播放实例。设置 [AudioStreamPlayer]、" "[AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 的 [code]stream[/code] 属性后," "可以通过调用 [method AudioStreamPlayer.get_stream_playback]、[method " "AudioStreamPlayer2D.get_stream_playback] 或 [method AudioStreamPlayer3D." "get_stream_playback] 方法获取播放实例。" msgid "" "Return true whether the stream associated with an integer ID is still " "playing. Check [method play_stream] for information on when this ID becomes " "invalid." msgstr "" "与整数 ID 关联的流仍在播放时返回 true。请检查 [method play_stream] 以获取有关" "此 ID 何时失效的信息。" msgid "" "Play an [AudioStream] at a given offset, volume and pitch scale. Playback " "starts immediately.\n" "The return value is a unique integer ID that is associated to this playback " "stream and which can be used to control it.\n" "This ID becomes invalid when the stream ends (if it does not loop), when the " "[AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is " "called.\n" "This function returns [constant INVALID_ID] if the amount of streams " "currently playing equals [member AudioStreamPolyphonic.polyphony]. If you " "need a higher amount of maximum polyphony, raise this value." msgstr "" "以给定的偏移量、音量和音高播放 [AudioStream]。播放立即开始。\n" "返回值是与该播放流关联的唯一整数 ID,可用于控制该播放流。\n" "当流结束(不循环)、[AudioStreamPlaybackPolyphonic] 停止或 [method " "stop_stream] 被调用时,该 ID 将失效。\n" "如果当前播放的流的数量等于 [member AudioStreamPolyphonic.polyphony],则该函数" "将返回 [constant INVALID_ID]。如果需要更大的最大复音数,请提高该值。" msgid "" "Change the stream pitch scale. The [param stream] argument is an integer ID " "returned by [method play_stream]." msgstr "" "改变流的音阶。[param stream] 参数是一个由 [method play_stream] 返回的整数 ID。" msgid "" "Change the stream volume (in db). The [param stream] argument is an integer " "ID returned by [method play_stream]." msgstr "" "改变流的音量(单位:db)。[param stream] 参数是一个由 [method play_stream] 返" "回的整数 ID。" msgid "" "Stop a stream. The [param stream] argument is an integer ID returned by " "[method play_stream], which becomes invalid after calling this function." msgstr "" "停止某个流。[param stream] 参数是由 [method play_stream] 返回的整数 ID,在调用" "这个函数后失效。" msgid "" "Returned by [method play_stream] in case it could not allocate a stream for " "playback." msgstr "无法为播放分配一个流时由 [method play_stream] 返回。" msgid "Plays back audio non-positionally." msgstr "播放音频,不考虑所处位置。" msgid "" "Plays an audio stream non-positionally.\n" "To play audio positionally, use [AudioStreamPlayer2D] or " "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" "以非位置方式支持播放音频流。\n" "要在位置上播放音频,请使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而不" "是 [AudioStreamPlayer]。" msgid "Returns the position in the [AudioStream] in seconds." msgstr "返回 [AudioStream] 中的位置,单位为秒。" msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." msgstr "返回与此 [AudioStreamPlayer] 关联的 [AudioStreamPlayback] 对象。" msgid "" "Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] " "object or not." msgstr "返回该 [AudioStreamPlayer] 是否能够返回 [AudioStreamPlayback] 对象。" msgid "Plays the audio from the given [param from_position], in seconds." msgstr "从给定的位置 [param from_position] 播放音频,以秒为单位。" msgid "Sets the position from which audio will be played, in seconds." msgstr "设置音频的播放位置,以秒为单位。" msgid "Stops the audio." msgstr "停止音频。" msgid "If [code]true[/code], audio plays when added to scene tree." msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。" msgid "" "Bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" "这个音频在哪个总线上播放。\n" "[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" "校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运行" "时无法解析,就会回退到 [code]\"Master\"[/code]。" msgid "" "The maximum number of sounds this node can play at the same time. Playing " "additional sounds after this value is reached will cut off the oldest sounds." msgstr "" "该节点可以同时播放的最大声音数。达到此值后,播放额外的声音将切断最旧的声音。" msgid "" "If the audio configuration has more than two speakers, this sets the target " "channels. See [enum MixTarget] constants." msgstr "" "如果音频配置有两个以上的扬声器,则设置目标通道。见 [enum MixTarget] 常量。" msgid "" "The pitch and the tempo of the audio, as a multiplier of the audio sample's " "sample rate." msgstr "音频的音高和节奏,作为音频样本的采样率的倍数。" msgid "If [code]true[/code], audio is playing." msgstr "如果为 [code]true[/code],则播放音频。" msgid "The [AudioStream] object to be played." msgstr "要播放的 [AudioStream] 对象。" msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" "如果为 [code]true[/code],则播放会暂停。你可以通过将 [member stream_paused] 设" "置为 [code]false[/code]来恢复它。" msgid "Volume of sound, in dB." msgstr "音量,单位为 dB。" msgid "Emitted when the audio stops playing." msgstr "当音频停止播放时发出。" msgid "The audio will be played only on the first channel." msgstr "音频将只在第一个声道中播放。" msgid "The audio will be played on all surround channels." msgstr "音频将在所有环绕声声道中播放。" msgid "" "The audio will be played on the second channel, which is usually the center." msgstr "音频将在第二个声道中播放,通常位于中央。" msgid "Plays positional sound in 2D space." msgstr "在 2D 空间中播放与位置相关的声音。" msgid "" "Plays audio that is attenuated with distance to the listener.\n" "By default, audio is heard from the screen center. This can be changed by " "adding an [AudioListener2D] node to the scene and enabling it by calling " "[method AudioListener2D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" "播放随与监听者的距离增大而衰减的音频。\n" "默认情况下,音频是从屏幕中心收听的。要修改这个位置,可以在场景中添加一个 " "[AudioListener2D] 节点,并通过调用 [method AudioListener2D.make_current] 将其" "启用。\n" "另请参阅 [AudioStreamPlayer] 以非定位的方式播放声音。\n" "[b]注意:[/b]隐藏 [AudioStreamPlayer2D] 节点并不能禁用其音频输出。要暂时禁用 " "[AudioStreamPlayer2D] 的音频输出,请将 [member volume_db] 设置为非常低的值," "如 [code]-100[/code](人的听觉听不到)。" msgid "Returns the position in the [AudioStream]." msgstr "返回 [AudioStream] 中的位置。" msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer2D]." msgstr "返回与该 [AudioStreamPlayer2D] 相关联的 [AudioStreamPlayback] 对象。" msgid "" "Queues the audio to play on the next physics frame, from the given position " "[param from_position], in seconds." msgstr "" "将要播放的音频入队,将在下一物理帧从给定的位置 [param from_position] 开始播" "放,单位为秒。" msgid "" "Determines which [Area2D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a \"water\" " "area so that sounds played in the water are redirected through an audio bus " "to make them sound like they are being played underwater." msgstr "" "决定对混响及音频总线效果有影响的 [Area2D] 层。可使用区域对 [AudioStream] 进行" "重定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放的" "声音重定向至单独的音频总线,让声音听起来像是在水下播放。" msgid "The volume is attenuated over distance with this as an exponent." msgstr "以该属性为指数,将音量随着距离的增加而衰减。" msgid "Maximum distance from which audio is still hearable." msgstr "音频仍可听到的最大距离。" msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" "通过将基础 [member ProjectSettings.audio/general/2d_panning_strength] 乘以该因" "子,来缩放该节点的声像强度。与较低的值相比,较高的值将从左到右更显著地声像移动" "音频。" msgid "" "If [code]true[/code], audio is playing or is queued to be played (see [method " "play])." msgstr "" "如果为 [code]true[/code],则音频正在播放,或者已加入播放队列(见 [method " "play])。" msgid "Base volume before attenuation." msgstr "衰减前的基础音量。" msgid "Plays positional sound in 3D space." msgstr "在 3D 空间中播放与位置相关的声音。" msgid "" "Plays audio with positional sound effects, based on the relative position of " "the audio listener. Positional effects include distance attenuation, " "directionality, and the Doppler effect. For greater realism, a low-pass " "filter is applied to distant sounds. This can be disabled by setting [member " "attenuation_filter_cutoff_hz] to [code]20500[/code].\n" "By default, audio is heard from the camera position. This can be changed by " "adding an [AudioListener3D] node to the scene and enabling it by calling " "[method AudioListener3D.make_current] on it.\n" "See also [AudioStreamPlayer] to play a sound non-positionally.\n" "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio " "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set " "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" "根据音频收听者的相对位置播放具有位置音效的音频。位置效应包括距离衰减、方向性、" "和多普勒效应。为了更逼真,低通滤波器会自动应用于远处的声音。这可以通过将 " "[member attenuation_filter_cutoff_hz] 设置为 [code]20500[/code] 来禁用。\n" "默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个 " "[AudioListener3D] 节点,并通过对其调用 [method AudioListener3D.make_current] " "来启用该节点来改变。\n" "参阅 [AudioStreamPlayer] 来播放非位置的声音。\n" "[b]注意:[/b]隐藏一个 [AudioStreamPlayer3D] 节点并不能禁用其音频输出。要暂时禁" "用 [AudioStreamPlayer3D] 的音频输出,请将 [member volume_db] 设置为一个非常低" "的值,如 [code]-100[/code](人的听觉听不到)。" msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer3D]." msgstr "返回与这个 [AudioStreamPlayer3D] 相关联的 [AudioStreamPlayback] 对象。" msgid "" "Determines which [Area3D] layers affect the sound for reverb and audio bus " "effects. Areas can be used to redirect [AudioStream]s so that they play in a " "certain audio bus. An example of how you might use this is making a \"water\" " "area so that sounds played in the water are redirected through an audio bus " "to make them sound like they are being played underwater." msgstr "" "确定哪些 [Area3D] 层影响混响和音频总线效果的声音。区域可用于重定向 " "[AudioStream],以便它们在特定音频总线中播放。可以如何使用它的一个示例是制作一" "个“水”区域,以便在水中播放的声音通过音频总线重定向,使它们听起来像是在水下播放" "的。" msgid "" "The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above " "this frequency is attenuated more than a sound below this frequency. To " "disable this effect, set this to [code]20500[/code] as this frequency is " "above the human hearing limit." msgstr "" "衰减低通滤波器的截止频率,单位为 Hz。高于该频率的声音比低于此频率的声音衰减得" "更多。要禁用该效果,请将其设置为 [code]20500[/code],因为该频率高于人类听力极" "限。" msgid "Amount how much the filter affects the loudness, in decibels." msgstr "滤波器对响度的影响程度,以分贝为单位。" msgid "" "Decides if audio should get quieter with distance linearly, quadratically, " "logarithmically, or not be affected by distance, effectively disabling " "attenuation." msgstr "" "决定音频是否应该随着距离,以线性、二次、对数的方式变得更安静,或者不受距离影" "响,有效地禁用衰减。" msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." msgstr "" "如果为 [code]true[/code],则在将 AudioStreamPlayer3D 节点添加到场景树时播放音" "频。" msgid "" "The bus on which this audio is playing.\n" "[b]Note:[/b] When setting this property, keep in mind that no validation is " "performed to see if the given name matches an existing bus. This is because " "audio bus layouts might be loaded after this property is set. If this given " "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" "播放音频的总线。\n" "[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" "校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运行" "时无法解析,就会回退到 [code]\"Master\"[/code]。" msgid "Decides in which step the Doppler effect should be calculated." msgstr "决定应该在哪个步骤计算多普勒效应。" msgid "The angle in which the audio reaches a listener unattenuated." msgstr "音频到达听者而不衰减的角度。" msgid "" "If [code]true[/code], the audio should be attenuated according to the " "direction of the sound." msgstr "如果为 [code]true[/code],则音频应该根据声音的方向衰减。" msgid "" "Attenuation factor used if listener is outside of [member " "emission_angle_degrees] and [member emission_angle_enabled] is set, in " "decibels." msgstr "" "听者在 [member emission_angle_degrees] 之外且 [member emission_angle_enabled] " "被设置时使用的衰减系数,单位是分贝。" msgid "Sets the absolute maximum of the sound level, in decibels." msgstr "设置声级的绝对最大值,以分贝为单位。" msgid "" "The distance past which the sound can no longer be heard at all. Only has an " "effect if set to a value greater than [code]0.0[/code]. [member max_distance] " "works in tandem with [member unit_size]. However, unlike [member unit_size] " "whose behavior depends on the [member attenuation_model], [member " "max_distance] always works in a linear fashion. This can be used to prevent " "the [AudioStreamPlayer3D] from requiring audio mixing when the listener is " "far away, which saves CPU resources." msgstr "" "完全听不到声音的距离。仅当设置为大于 [code]0.0[/code] 的值时才有效。[member " "max_distance] 与 [member unit_size] 协同工作。但是,与 [member unit_size] 的行" "为取决于 [member attenuation_model] 不同,[member max_distance] 始终以线性方式" "工作。这可用于防止 [AudioStreamPlayer3D] 在听者较远时需要混音,从而节省 CPU 资" "源。" msgid "" "Scales the panning strength for this node by multiplying the base [member " "ProjectSettings.audio/general/3d_panning_strength] with this factor. Higher " "values will pan audio from left to right more dramatically than lower values." msgstr "" "通过将基础 [member ProjectSettings.audio/general/3d_panning_strength] 乘以该因" "子,来缩放该节点的声像强度。与较低的值相比,较高的值将从左到右更显著地声像移动" "音频。" msgid "The [AudioStream] resource to be played." msgstr "要播放的 [AudioStream] 资源。" msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." msgstr "衰减效果的系数。更高的值使声音在更远的距离可以听到。" msgid "The base sound level before attenuation, in decibels." msgstr "不受衰减影响的基础声级,单位为分贝。" msgid "Attenuation of loudness according to linear distance." msgstr "根据距离对响度进行线性衰减。" msgid "Attenuation of loudness according to squared distance." msgstr "根据距离对响度进行平方衰减。" msgid "Attenuation of loudness according to logarithmic distance." msgstr "根据距离对响度进行对数衰减。" msgid "" "No attenuation of loudness according to distance. The sound will still be " "heard positionally, unlike an [AudioStreamPlayer]. [constant " "ATTENUATION_DISABLED] can be combined with a [member max_distance] value " "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" "不根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。" "[constant ATTENUATION_DISABLED] 可以与大于 [code]0.0[/code] 的 [member " "max_distance] 值结合使用,以实现线性衰减,限制在定义的球体大小。" msgid "Disables doppler tracking." msgstr "禁用多普勒跟踪。" msgid "" "Executes doppler tracking during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "在过程帧期间执行多普勒跟踪(请参阅 [constant Node." "NOTIFICATION_INTERNAL_PROCESS])。" msgid "" "Executes doppler tracking during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" "在物理帧期间执行多普勒跟踪(请参阅 [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player." msgstr "" "音频流 AudioStream,允许用户从代码中随时播放自定义流,可以使用单个播放器同时播" "放。" msgid "" "AudioStream that lets the user play custom streams at any time from code, " "simultaneously using a single player.\n" "Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set " "inside the player, which can be obtained via [method AudioStreamPlayer." "get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or " "[method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the " "playback instance is only valid after the [code]stream[/code] property is set " "as an [AudioStreamPolyphonic] in those players." msgstr "" "AudioStream 允许用户随时通过代码,同时使用单个播放器播放自定义流。\n" "播放控制是通过播放器内部设置的 [AudioStreamPlaybackPolyphonic] 实例完成的,可" "以通过 [method AudioStreamPlayer.get_stream_playback]、[method " "AudioStreamPlayer2D.get_stream_playback] 或 [method AudioStreamPlayer3D." "get_stream_playback] 方法获取该实例。只有在这些播放器中将 [code]stream[/code] " "属性设置为 [AudioStreamPolyphonic] 后,才能获取该播放实例。" msgid "Maximum amount of simultaneous streams that can be played." msgstr "可以同时播放的流的最大数量。" msgid "Wraps a pool of audio streams with pitch and volume shifting." msgstr "用音高和音量偏移,包装一个音频流池。" msgid "" "Picks a random AudioStream from the pool, depending on the playback mode, and " "applies random pitch shifting and volume shifting during playback." msgstr "" "根据播放模式,从池中随机选择一个 AudioStream,并在播放期间应用随机音高偏移和音" "量偏移。" msgid "" "Insert a stream at the specified index. If the index is less than zero, the " "insertion occurs at the end of the underlying pool." msgstr "在指定索引处插入一个流。如果索引小于零,则插入发生在底层池的末尾。" msgid "Returns the stream at the specified index." msgstr "返回指定索引处的流。" msgid "" "Returns the probability weight associated with the stream at the given index." msgstr "返回与给定索引处的流关联的概率权重。" msgid "Move a stream from one index to another." msgstr "将流从一个索引移动到另一个索引。" msgid "Remove the stream at the specified index." msgstr "移除指定索引处的流。" msgid "Set the AudioStream at the specified index." msgstr "设置指定索引处的 AudioStream。" msgid "" "Set the probability weight of the stream at the specified index. The higher " "this value, the more likely that the randomizer will choose this stream " "during random playback modes." msgstr "" "设置流在指定索引处的概率权重。该值越高,随机化器在随机播放模式下选择该流的可能" "性就越大。" msgid "" "Controls how this AudioStreamRandomizer picks which AudioStream to play next." msgstr "控制该 AudioStreamRandomizer 如何选择下一个要播放的 AudioStream。" msgid "" "The intensity of random pitch variation. A value of 1 means no variation." msgstr "随机音高变化的强度。值为 1 表示没有变化。" msgid "" "The intensity of random volume variation. A value of 0 means no variation." msgstr "随机音量变化的强度。值为 0 表示没有变化。" msgid "The number of streams in the stream pool." msgstr "流池中流的数量。" msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream, but avoid playing the same stream twice in a row whenever possible. " "If only 1 sound is present in the pool, the same sound will always play, " "effectively allowing repeats to occur." msgstr "" "根据为每个流选择的概率权重随机挑选一个流,但尽可能避免连续两次播放同一个流。如" "果池中只有 1 个声音,则将始终播放同一个声音,从而有效地允许重复发生。" msgid "" "Pick a stream at random according to the probability weights chosen for each " "stream. If only 1 sound is present in the pool, the same sound will always " "play." msgstr "" "根据为每个流选择的概率权重随机挑选一个流。如果池中只有 1 个声音,则将始终播放" "同一个声音。" msgid "" "Play streams in the order they appear in the stream pool. If only 1 sound is " "present in the pool, the same sound will always play." msgstr "" "按照流池中出现的顺序播放流。如果池中只有 1 个声音,则将始终播放同一个声音。" msgid "Stores audio data loaded from WAV files." msgstr "存储从 WAV 文件加载的音频数据。" msgid "" "AudioStreamWAV stores sound samples loaded from WAV files. To play the stored " "sound, use an [AudioStreamPlayer] (for non-positional audio) or " "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound " "can be looped.\n" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" "AudioStreamWAV 存储从 WAV 文件加载的声音样本。要播放存储的声音,请使用 " "[AudioStreamPlayer](用于非空间定位音频)或 [AudioStreamPlayer2D]/" "[AudioStreamPlayer3D](用于空间定位音频)。声音可以循环播放。\n" "这个类还可用于存储动态生成的 PCM 音频数据。另请参阅 [AudioStreamGenerator] 以" "了解程序化音频生成。" msgid "" "Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA " "ADPCM format can't be saved.\n" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[param path] if it is missing." msgstr "" "将 AudioStreamWAV 作为 WAV 文件保存到 [param path]。无法保存 IMA ADPCM 格式的" "样本。\n" "[b]注意:[/b]如果缺少 [code].wav[/code] 扩展名,则会自动将其追加到 [param " "path]。" msgid "" "Contains the audio data in bytes.\n" "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 " "to signed PCM8, subtract 128 from each byte." msgstr "" "包含以字节为单位的音频数据。\n" "[b]注意:[/b]此属性需要有符号的 PCM8 数据。要将无符号的 PCM8 转换为有符号的 " "PCM8,需要从每个字节中减去 128。" msgid "Audio format. See [enum Format] constants for values." msgstr "音频格式。取值见 [enum Format] 常量。" msgid "" "The loop start point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file if " "present." msgstr "" "循环起始点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导" "入。" msgid "" "The loop end point (in number of samples, relative to the beginning of the " "sample). This information will be imported automatically from the WAV file if " "present." msgstr "" "循环结束点(相对于样本开始的样本数)。如果 WAV 文件中存在此信息,则将自动导" "入。" msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" "循环模式。如果 WAV 文件中存在此信息,则将自动导入。取值请参阅 [enum LoopMode] " "常量。" msgid "" "The sample rate for mixing this audio. Higher values require more storage " "space, but result in better quality.\n" "In games, common sample rates in use are [code]11025[/code], [code]16000[/" "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and " "[code]48000[/code].\n" "According to the [url=https://en.wikipedia.org/wiki/" "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/" "url], there is no quality difference to human hearing when going past 40,000 " "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are " "using lower-pitched sounds such as voices, lower sample rates such as " "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" "混合这个音频的采样率。更高的数值需要更多的存储空间,但会带来更好的质量。\n" "在游戏中,常用的采样率有 [code]11025[/code]、[code]16000[/code]、[code]22050[/" "code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/code]。\n" "根据[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]奈" "奎斯特–香农采样定理[/url],当超过 40000 赫兹时,人类的听觉没有质量上的差别(因" "为大多数人只能听到 ~20000 赫兹,往往更少)。如果你要使用语音等音高较低的声音," "则可以使用 [code]32000[/code] 或 [code]22050[/code] 等较低的采样率,不会降低质" "量。" msgid "If [code]true[/code], audio is stereo." msgstr "如果为 [code]true[/code],则音频为立体声。" msgid "8-bit audio codec." msgstr "8 位音频编解码器。" msgid "16-bit audio codec." msgstr "16 位音频编解码器。" msgid "Audio is compressed using IMA ADPCM." msgstr "音频使用 IMA ADPCM 进行压缩。" msgid "Audio does not loop." msgstr "音频不循环。" msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing forward only." msgstr "" "音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,仅向前播放。" msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing back and forth." msgstr "" "音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,来回播放。" msgid "" "Audio loops the data between [member loop_begin] and [member loop_end], " "playing backward only." msgstr "" "音频在 [member loop_begin] 和 [member loop_end] 之间循环数据,仅向后播放。" msgid "" "A node that copies a region of the screen to a buffer for access in shader " "code." msgstr "这种节点能够将屏幕中的某个区域复制到缓冲中,方便从着色器代码中访问。" msgid "" "Node for back-buffering the currently-displayed screen. The region defined in " "the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the [member copy_mode]. It can be " "accessed in shader scripts using the screen texture (i.e. a uniform sampler " "with [code]hint_screen_texture[/code]).\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can be " "problematic when resizing the window. To avoid this, add [Control]-derived " "nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them " "as children." msgstr "" "用于后台缓冲当前显示屏幕的节点。会根据 [member copy_mode] 对 [BackBufferCopy] " "节点中定义的区域所覆盖的屏幕内容或整个屏幕进行缓冲。可以在着色器脚本中使用屏幕" "纹理来访问(即带有 [code]hint_screen_texture[/code] 的 uniform 采样器)。\n" "[b]注意:[/b]由于该节点继承自 [Node2D](而非 [Control]),因此锚点和边距不适用" "于子 [Control] 派生节点。这在调整窗口大小时可能会出现问题。为避免这种情况,请" "将 [Control] 派生节点添加为 [BackBufferCopy] 节点的[i]同级[/i]节点,而不是将它" "们添加为子节点。" msgid "Buffer mode. See [enum CopyMode] constants." msgstr "缓冲区模式。见 [enum CopyMode] 常量。" msgid "" "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" "该 [BackBufferCopy] 所覆盖的区域。只有当 [member copy_mode] 为 [constant " "COPY_MODE_RECT] 时才使用。" msgid "" "Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" "禁用缓冲模式。这意味着该 [BackBufferCopy] 节点将直接使用它所覆盖的屏幕部分。" msgid "[BackBufferCopy] buffers a rectangular region." msgstr "[BackBufferCopy] 缓冲一个矩形区域。" msgid "[BackBufferCopy] buffers the entire screen." msgstr "[BackBufferCopy] 缓冲整个屏幕。" msgid "Abstract base class for GUI buttons." msgstr "GUI 按钮的抽象基类。" msgid "" "[BaseButton] is an abstract base class for GUI buttons. It doesn't display " "anything by itself." msgstr "[BaseButton] 是 GUI 按钮的抽象基类。本身不显示任何东西。" msgid "" "Called when the button is pressed. If you need to know the button's pressed " "state (and [member toggle_mode] is active), use [method _toggled] instead." msgstr "" "当按钮被按下时调用。如果你需要知道按钮被按下的状态(并且 [member toggle_mode] " "is active]是活动状态),请使用[method _toggled]代替。" msgid "" "Called when the button is toggled (only if [member toggle_mode] is active)." msgstr "当按钮被切换时调用(仅当 [member toggle_mode] 处于活动状态时)。" msgid "" "Returns the visual state used to draw the button. This is useful mainly when " "implementing your own draw code by either overriding _draw() or connecting to " "\"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" "返回用于绘制按钮的视觉状态。主要可以通过覆盖 _draw() 或连接到“draw”信号来实现" "你自己的绘制代码。按钮的视觉状态由 [enum DrawMode] 枚举定义。" msgid "" "Returns [code]true[/code] if the mouse has entered the button and has not " "left it yet." msgstr "如果鼠标已进入按钮,且尚未离开,则返回 [code]true[/code]。" msgid "" "Changes the [member button_pressed] state of the button, without emitting " "[signal toggled]. Use when you just want to change the state of the button " "without sending the pressed event (e.g. when initializing scene). Only works " "if [member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] This method doesn't unpress other buttons in [member " "button_group]." msgstr "" "更改按钮的 [member button_pressed] 状态,而不发出 [signal toggled]。当只想更改" "按钮的状态而不发送按下的事件时使用(例如,在初始化场景时)。仅当 [member " "toggle_mode] 为 [code]true[/code] 时才有效。\n" "[b]注意:[/b]该方法不会取消按下 [member button_group] 中的其他按钮。" msgid "" "Determines when the button is considered clicked, one of the [enum " "ActionMode] constants." msgstr "确定按钮何时被认为被点击,是 [enum ActionMode] 常量之一。" msgid "" "The [ButtonGroup] associated with the button. Not to be confused with node " "groups.\n" "[b]Note:[/b] The button will be configured as a radio button if a " "[ButtonGroup] is assigned to it." msgstr "" "与按钮关联的 [ButtonGroup]。不要与节点组混淆。\n" "[b]注意:[/b]如果按钮被分配了 [ButtonGroup],则它将被配置为单选按钮。" msgid "" "Binary mask to choose which mouse buttons this button will respond to.\n" "To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | " "MOUSE_BUTTON_MASK_RIGHT[/code]." msgstr "" "二进制掩码,用于选择该按钮将响应哪些鼠标按钮。\n" "要同时允许左键单击和右键单击,请使用 [code]MOUSE_BUTTON_MASK_LEFT | " "MOUSE_BUTTON_MASK_RIGHT[/code]。" msgid "" "If [code]true[/code], the button's state is pressed. Means the button is " "pressed down or toggled (if [member toggle_mode] is active). Only works if " "[member toggle_mode] is [code]true[/code].\n" "[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] " "to be emitted. If you want to change the pressed state without emitting that " "signal, use [method set_pressed_no_signal]." msgstr "" "如果为 [code]true[/code],则该按钮的状态为被按下。表示按钮被按下或被切换(如" "果 [member toggle_mode] 处于活动状态)。仅当 [member toggle_mode] 为 " "[code]true[/code] 时才有效。\n" "[b]注意:[/b]设置 [member button_pressed] 将导致 [signal toggled] 被发出。如果" "想在不发出该信号的情况下更改按下状态,请使用 [method set_pressed_no_signal]。" msgid "" "If [code]true[/code], the button is in disabled state and can't be clicked or " "toggled." msgstr "如果为 [code]true[/code],则该按钮处于禁用状态,无法点击或切换。" msgid "" "If [code]true[/code], the button stays pressed when moving the cursor outside " "the button while pressing it.\n" "[b]Note:[/b] This property only affects the button's visual appearance. " "Signals will be emitted at the same moment regardless of this property's " "value." msgstr "" "如果为 [code]true[/code],当按下按钮时将光标移到按钮外时,按钮会保持按下状" "态。\n" "[b]注意:[/b]该属性只影响按钮的视觉表现。无论该属性的值是多少,信号都会在同一" "时刻发出。" msgid "[Shortcut] associated to the button." msgstr "与该按钮关联的 [Shortcut]。" msgid "" "If [code]true[/code], the button will highlight for a short amount of time " "when its shortcut is activated. If [code]false[/code] and [member " "toggle_mode] is [code]false[/code], the shortcut will activate without any " "visual feedback." msgstr "" "如果为 [code]true[/code] ,则当其快捷方式被激活时,该按钮将高亮一小段时间。如" "果为 [code]false[/code] 且 [member toggle_mode] 为 [code]false[/code],则该快" "捷方式将在没有任何视觉反馈的情况下激活。" msgid "" "If [code]true[/code], the button will add information about its shortcut in " "the tooltip." msgstr "如果为 [code]true[/code],按钮将在工具提示中添加其快捷方式的信息。" msgid "" "If [code]true[/code], the button is in toggle mode. Makes the button flip " "state between pressed and unpressed each time its area is clicked." msgstr "" "如果为 [code]true[/code],则按钮处于切换模式。使按钮在每次点击其区域时,在按下" "和未按下之间转换状态。" msgid "Emitted when the button starts being held down." msgstr "当按钮开始被按下时发出。" msgid "Emitted when the button stops being held down." msgstr "当按钮停止按下时发出。" msgid "" "Emitted when the button is toggled or pressed. This is on [signal " "button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] " "and on [signal button_up] otherwise.\n" "If you need to know the button's pressed state (and [member toggle_mode] is " "active), use [signal toggled] instead." msgstr "" "当按钮被切换或按下时发出。如果 [member action_mode] 为 [constant " "ACTION_MODE_BUTTON_PRESS],则在 [signal button_down] 时发出,否则当 [signal " "button_up] 时发出。\n" "如果需要知道按钮的按下状态(并且 [member toggle_mode] 处于活动状态),请改用 " "[signal toggled]。" msgid "" "Emitted when the button was just toggled between pressed and normal states " "(only if [member toggle_mode] is active). The new state is contained in the " "[param toggled_on] argument." msgstr "" "当按钮刚刚在按下和正常状态之间切换时发出(仅当 [member toggle_mode] 处于活动状" "态时)。新状态包含在 [param toggled_on] 参数中。" msgid "" "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of " "buttons." msgstr "按钮的正常状态(即未按下、未悬停、未切换和启用)。" msgid "The state of buttons are pressed." msgstr "按钮被按下的状态。" msgid "The state of buttons are hovered." msgstr "按钮的状态为悬停。" msgid "The state of buttons are disabled." msgstr "按钮的状态为禁用。" msgid "The state of buttons are both hovered and pressed." msgstr "按钮的状态既是悬停的,也是按下的。" msgid "Require just a press to consider the button clicked." msgstr "只需要按一下就可以认为按钮被点击了。" msgid "" "Require a press and a subsequent release before considering the button " "clicked." msgstr "要求按下后再释放,才算点击了按钮。" msgid "Abstract base class for defining the 3D rendering properties of meshes." msgstr "用于定义网格 3D 渲染属性的抽象基类。" msgid "" "This class serves as a default material with a wide variety of rendering " "features and properties without the need to write shader code. See the " "tutorial below for details." msgstr "" "这个类提供了默认的材质,具有多种渲染功能和属性,无需编写着色器代码。详情见下面" "的教程。" msgid "Standard Material 3D and ORM Material 3D" msgstr "标准 3D 材质与 ORM 3D 材质" msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." msgstr "如果指定的 [enum Feature] 被启用,返回 [code]true[/code]。" msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] " "enumerator for options." msgstr "" "如果指定的标志被启用,返回 [code]true[/code]。选项见 [enum Flags] 枚举值。" msgid "" "Returns the [Texture2D] associated with the specified [enum TextureParam]." msgstr "返回与指定 [enum TextureParam] 关联的 [Texture2D]。" msgid "" "If [code]true[/code], enables the specified [enum Feature]. Many features " "that are available in [BaseMaterial3D]s need to be enabled before use. This " "way the cost for using the feature is only incurred when specified. Features " "can also be enabled by setting the corresponding member to [code]true[/code]." msgstr "" "如果为 [code]true[/code],则启用指定的 [enum Feature]。[BaseMaterial3D] 中的许" "多功能都需要在使用前启用。这样,仅在指定时才会产生使用该功能的成本。也可以通过" "将相应的成员设置为 [code]true[/code] 来启用功能。" msgid "" "If [code]true[/code], enables the specified flag. Flags are optional behavior " "that can be turned on and off. Only one flag can be enabled at a time with " "this function, the flag enumerators cannot be bit-masked together to enable " "or disable multiple flags at once. Flags can also be enabled by setting the " "corresponding member to [code]true[/code]. See [enum Flags] enumerator for " "options." msgstr "" "如果为 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。使" "用该函数一次只能启用一个标志,不能将标志枚举值像位掩码一样进行合并,一次启用或" "禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。选项见 " "[enum Flags] 枚举值。" msgid "" "Sets the texture for the slot specified by [param param]. See [enum " "TextureParam] for available slots." msgstr "" "设置由 [param param] 指定的插槽的纹理。有关可用插槽,请参阅 [enum " "TextureParam]。" msgid "" "The material's base color.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member " "detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] " "modulate the detail texture. This can be used to color partial areas of a " "material by not specifying an albedo texture and using a transparent [member " "detail_albedo] texture instead." msgstr "" "材质的基础颜色。\n" "[b]注意:[/b]如果 [member detail_enabled] 为 [code]true[/code] 并且指定了 " "[member detail_albedo] 纹理,则 [member albedo_color] [i]不会[/i]调制细节纹" "理。可用于通过不指定反照率纹理并使用透明 [member detail_albedo] 纹理,来为材质" "的部分区域着色。" msgid "" "Texture to multiply by [member albedo_color]. Used for basic texturing of " "objects.\n" "If the texture appears unexpectedly too dark or too bright, check [member " "albedo_texture_force_srgb]." msgstr "" "要乘以 [member albedo_color] 的纹理。用于对象的基本纹理。\n" "如果纹理意外地显得太暗或太亮,请检查 [member albedo_texture_force_srgb]。" msgid "" "If [code]true[/code], forces a conversion of the [member albedo_texture] from " "sRGB color space to linear color space. See also [member " "vertex_color_is_srgb].\n" "This should only be enabled when needed (typically when using a " "[ViewportTexture] as [member albedo_texture]). If [member " "albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the " "texture will appear to be too dark. If [member albedo_texture_force_srgb] is " "[code]false[/code] when it shouldn't be, the texture will appear to be too " "bright." msgstr "" "如果为 [code]true[/code],则强制将 [member albedo_texture] 从 sRGB 颜色空间转" "换为线性颜色空间。另见 [member vertex_color_is_srgb]。\n" "该属性应该只在需要时启用(通常在使用 [ViewportTexture] 作为 [member " "albedo_texture] 时)。如果 [member albedo_texture_force_srgb] 在不应该的情况下" "为 [code]true[/code],则纹理会显得太暗。如果 [member " "albedo_texture_force_srgb] 在不应该的情况下为 [code]false[/code],则纹理会显得" "太亮。" msgid "" "Enables multichannel signed distance field rendering shader. Use [member " "msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters." msgstr "" "启用多通道有符号距离场渲染着色器。使用 [member msdf_pixel_range] 和 [member " "msdf_outline_size] 配置 MSDF 参数。" msgid "Threshold at which antialiasing will be applied on the alpha channel." msgstr "将在 Alpha 通道上应用抗锯齿的阈值。" msgid "The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing]." msgstr "要应用的 Alpha 抗锯齿类型。见 [enum AlphaAntiAliasing]。" msgid "" "The hashing scale for Alpha Hash. Recommended values between [code]0[/code] " "and [code]2[/code]." msgstr "Alpha Hash 的哈希比例。推荐 [code]0[/code] 和 [code]2[/code] 之间的值。" msgid "" "Threshold at which the alpha scissor will discard values. Higher values will " "result in more pixels being discarded. If the material becomes too opaque at " "a distance, try increasing [member alpha_scissor_threshold]. If the material " "disappears at a distance, try decreasing [member alpha_scissor_threshold]." msgstr "" "Alpha 剪刀将丢弃值的阈值。较高的值将导致更多像素被丢弃。如果材质在远处变得太不" "透明,请尝试增加 [member alpha_scissor_threshold]。如果材质在远处消失,请尝试" "降低 [member alpha_scissor_threshold]。" msgid "" "The strength of the anisotropy effect. This is multiplied by [member " "anisotropy_flowmap]'s alpha channel if a texture is defined there and the " "texture contains an alpha channel." msgstr "" "各向异性效果的强度。如果 [member anisotropy_flowmap] 是一张带有 Alpha 通道的纹" "理,那么这个值会与其 Alpha 通道相乘。" msgid "" "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " "the specular blob and aligns it to tangent space. This is useful for brushed " "aluminium and hair reflections.\n" "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " "does not contain tangents, the anisotropy effect will appear broken.\n" "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " "texture filtering, which can be enabled by setting [member texture_filter] to " "[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]." msgstr "" "如果为 [code]true[/code],则启用各向异性。各向异性会改变镜面反射斑点的形状并将" "其与切线空间对齐。可用于拉丝铝材和毛发反射。\n" "[b]注意:[/b]各向异性需要网格切线才能正常工作。如果网格中不包含切线,则各向异" "性效果会显得破碎。\n" "[b]注意:[/b]材质的各向异性不应与各向异性纹理过滤相混淆,后者可以通过将 " "[member texture_filter] 设置为 [constant " "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 来启用。" msgid "" "Texture that offsets the tangent map for anisotropy calculations and " "optionally controls the anisotropy effect (if an alpha channel is present). " "The flowmap texture is expected to be a derivative map, with the red channel " "representing distortion on the X axis and green channel representing " "distortion on the Y axis. Values below 0.5 will result in negative " "distortion, whereas values above 0.5 will result in positive distortion.\n" "If present, the texture's alpha channel will be used to multiply the strength " "of the [member anisotropy] effect. Fully opaque pixels will keep the " "anisotropy effect's original strength while fully transparent pixels will " "disable the anisotropy effect entirely. The flowmap texture's blue channel is " "ignored." msgstr "" "用于对切线图进行偏移的纹理,用于各向异性的计算,(如果存在 Alpha 通道)还可以" "控制各向异性的效果。Flowmap 方向图纹理应该是一张派生图,红色通道表示 X 轴上的" "变形、绿色通道表示 Y 轴上的变形。小于 0.5 的值会朝负方向进行变形,而大于 0.5 " "的值则朝正方向变形。\n" "纹理的 Alpha 通道如果存在,则会用于与 [member anisotropy] 效果的强度相乘。完全" "不透明的像素会保持原始强度,而完全透明的像素则会完全禁用各向异性效果。方向图纹" "理的蓝色通道会被忽略。" msgid "" "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens " "areas based on the [member ao_texture]." msgstr "" "如果为 [code]true[/code],启用环境遮挡。环境遮挡根据 [member ao_texture] 使区" "域变暗。" msgid "" "Amount that ambient occlusion affects lighting from lights. If [code]0[/" "code], ambient occlusion only affects ambient light. If [code]1[/code], " "ambient occlusion affects lights just as much as it affects ambient light. " "This can be used to impact the strength of the ambient occlusion effect, but " "typically looks unrealistic." msgstr "" "环境遮挡对灯光照明的影响程度。如果 [code]0[/code],环境遮挡只影响环境光。如果 " "[code]1[/code],环境遮挡对灯光的影响和对环境光的影响一样大。这可以用来影响环境" "遮挡效果的强度,但通常看起来不真实。" msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" "如果为 [code]true[/code],请使用 [code]UV2[/code] 坐标从 [member ao_texture] " "中查找。" msgid "" "Texture that defines the amount of ambient occlusion for a given point on the " "object." msgstr "定义物体上给定点的环境遮挡量的纹理。" msgid "" "Specifies the channel of the [member ao_texture] in which the ambient " "occlusion information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "指定 [member ao_texture] 的通道,其中存储环境遮挡信息。可以用来在一个纹理中存" "储多个效果的信息。例如,如果你将金属效果存储在 R 通道中,将粗糙度存储在 B 通道" "中,将环境遮挡存储在 G 通道中,就可以减少你使用的纹理数量。" msgid "" "The color used by the backlight effect. Represents the light passing through " "an object." msgstr "背光效果使用的颜色。表示穿过物体的光。" msgid "" "If [code]true[/code], the backlight effect is enabled. See also [member " "subsurf_scatter_transmittance_enabled]." msgstr "" "如果为 [code]true[/code],则启用背光效果。另请参阅 [member " "subsurf_scatter_transmittance_enabled]。" msgid "" "Texture used to control the backlight effect per-pixel. Added to [member " "backlight]." msgstr "用于控制每像素背光效果的纹理。与 [member backlight] 相加。" msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise, the scale is lost when billboarding. Only applies when [member " "billboard_mode] is not [constant BILLBOARD_DISABLED]." msgstr "" "如果为 [code]true[/code],则着色器将保持为网格设置的缩放。否则,在做公告板时会" "丢失缩放。仅在 [member billboard_mode] 不为 [constant BILLBOARD_DISABLED] 时适" "用。" msgid "" "Controls how the object faces the camera. See [enum BillboardMode].\n" "[b]Note:[/b] When billboarding is enabled and the material also casts " "shadows, billboards will face [b]the[/b] camera in the scene when rendering " "shadows. In scenes with multiple cameras, the intended shadow cannot be " "determined and this will result in undefined behavior. See [url=https://" "github.com/godotengine/godot/pull/72638]GitHub Pull Request #72638[/url] for " "details.\n" "[b]Note:[/b] Billboard mode is not suitable for VR because the left-right " "vector of the camera is not horizontal when the screen is attached to your " "head instead of on the table. See [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" "控制该对象如何面对相机。见 [enum BillboardMode]。\n" "[b]注意:[/b]当启用公告板并且材质也投射阴影时,渲染阴影时公告板将面向场景中的" "[b]这个[/b]相机。在具有多个相机的场景中,无法确定预期的阴影,这将导致未定义的" "行为。有关详细信息,请参阅 [url=https://github.com/godotengine/godot/" "pull/72638]GitHub 拉取请求 #72638[/url]。\n" "[b]注意:[/b]公告板模式不适合 VR,因为当屏幕贴在你的头上而不是在桌子上时,相机" "的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url]。" msgid "" "The material's blend mode.\n" "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the " "transparent pipeline. See [enum BlendMode]." msgstr "" "材质的混合模式。\n" "[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。见 [enum " "BlendMode]。" msgid "" "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks " "the same as disabling the clearcoat effect." msgstr "设置清漆效果的强度。设置为 [code]0[/code] 看起来与禁用清漆效果相同。" msgid "" "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary " "transparent pass to the lighting calculation resulting in an added specular " "blob. This makes materials appear as if they have a clear layer on them that " "can be either glossy or rough.\n" "[b]Note:[/b] Clearcoat rendering is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" "如果为 [code]true[/code],则启用清漆渲染。将辅助透明通道添加到照明计算中,从而" "产生一个添加的镜面反射斑点。这使得材质看起来好像它们表面上有一层透明层,该透明" "层可以是有光泽的也可以是粗糙的。\n" "[b]注意:[/b]如果材质的 [member shading_mode] 为 [constant " "SHADING_MODE_UNSHADED],则清漆渲染不可见。" msgid "" "Sets the roughness of the clearcoat pass. A higher value results in a rougher " "clearcoat while a lower value results in a smoother clearcoat." msgstr "" "设置清漆通道的粗糙度。较高的值会产生较粗糙的清漆,而较低的值会产生更光滑的清" "漆。" msgid "" "Texture that defines the strength of the clearcoat effect and the glossiness " "of the clearcoat. Strength is specified in the red channel while glossiness " "is specified in the green channel." msgstr "" "定义清漆效果的强度和清漆的光泽度的纹理。强度在红色通道中指定,光泽度在绿色通道" "中指定。" msgid "" "Determines which side of the triangle to cull depending on whether the " "triangle faces towards or away from the camera. See [enum CullMode]." msgstr "" "根据三角形是朝向还是背离相机,来确定要剔除三角形的哪一侧。请参阅 [enum " "CullMode]。" msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member transparency]." msgstr "" "确定深度渲染发生的时间。参见 [enum DepthDrawMode]。另见 [member " "transparency]。" msgid "" "Texture that specifies the color of the detail overlay. [member " "detail_albedo]'s alpha channel is used as a mask, even when the material is " "opaque. To use a dedicated texture as a mask, see [member detail_mask].\n" "[b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member " "albedo_color]." msgstr "" "用于指定细节覆盖层颜色的纹理。[member detail_albedo] 的 alpha 通道会被用作遮" "罩,即使该材质不透明。要将专用纹理用作遮罩,请参阅 [member detail_mask]。\n" "[b]注意:[/b][member detail_albedo] [i]不会[/i]被 [member albedo_color] 调制。" msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" "指定 [member detail_albedo] 应如何与当前 [code]ALBEDO[/code] 混合。参阅 [enum " "BlendMode] 选项。" msgid "" "If [code]true[/code], enables the detail overlay. Detail is a second texture " "that gets mixed over the surface of the object based on [member detail_mask] " "and [member detail_albedo]'s alpha channel. This can be used to add variation " "to objects, or to blend between two different albedo/normal textures." msgstr "" "如果为 [code]true[/code],启用细节叠加。细节是基于 [member detail_mask] 和 " "[member detail_albedo] 的 Alpha 通道,在对象表面上混合的第二个纹理。这可用于为" "对象添加变化,或混合两种不同的反照率/法线纹理。" msgid "" "Texture used to specify how the detail textures get blended with the base " "textures. [member detail_mask] can be used together with [member " "detail_albedo]'s alpha channel (if any)." msgstr "" "纹理用于指定细节纹理如何与基础纹理混合。[member detail_mask] 可以与 [member " "detail_albedo] 的 Alpha 通道(如果有)一起使用。" msgid "" "Texture that specifies the per-pixel normal of the detail overlay. The " "[member detail_normal] texture only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [member detail_normal] " "is oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "用于指定细节覆盖层逐像素法线的纹理。[member detail_normal] 纹理只使用红色和绿" "色通道;会忽略蓝色和 alpha 通道。从 [member detail_normal] 读取的法线是围绕 " "[Mesh] 所提供的表面法线的进行朝向的。\n" "[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的" "法线贴图坐标系见[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。" msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" "指定细节层是使用 [code]UV[/code] 还是 [code]UV2[/code]。选项请参阅 [enum " "DetailUV]。" msgid "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." msgstr "用于漫反射光散射的算法。见 [enum DiffuseMode]。" msgid "If [code]true[/code], the object receives no ambient light." msgstr "如果为 [code]true[/code],则对象不接收环境光。" msgid "" "If [code]true[/code], the object will not be affected by fog (neither " "volumetric nor depth fog). This is useful for unshaded or transparent " "materials (e.g. particles), which without this setting will be affected even " "if fully transparent." msgstr "" "如果为 [code]true[/code],则对象不会受到雾的影响(包括体积雾和深度雾)。可用于" "不着色材质和透明材质(例如例子),不开启时即便完全透明也会受到影响。" msgid "" "If [code]true[/code], the object receives no shadow that would otherwise be " "cast onto it." msgstr "如果为 [code]true[/code],则对象不会收到投射到其上的阴影。" msgid "" "Distance at which the object appears fully opaque.\n" "[b]Note:[/b] If [member distance_fade_max_distance] is less than [member " "distance_fade_min_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" "物体看起来完全不透明的距离。\n" "[b]注意:[/b]如果 [member distance_fade_max_distance] 小于 [member " "distance_fade_min_distance],则行为相反。物体将在 [member " "distance_fade_max_distance] 处开始逐渐消失,并在到达 [member " "distance_fade_min_distance] 时完全消失。" msgid "" "Distance at which the object starts to become visible. If the object is less " "than this distance away, it will be invisible.\n" "[b]Note:[/b] If [member distance_fade_min_distance] is greater than [member " "distance_fade_max_distance], the behavior will be reversed. The object will " "start to fade away at [member distance_fade_max_distance] and will fully " "disappear once it reaches [member distance_fade_min_distance]." msgstr "" "物体开始变得可见的距离。如果物体的距离小于这个距离,它将是不可见的。\n" "[b]注意:[/b]如果 [member distance_fade_min_distance] 大于 [member " "distance_fade_max_distance],则行为将相反。物体将在 [member " "distance_fade_max_distance] 处开始逐渐消失,并在到达 [member " "distance_fade_min_distance] 时完全消失。" msgid "" "Specifies which type of fade to use. Can be any of the [enum " "DistanceFadeMode]s." msgstr "指定要使用的淡入淡出类型。可以是任何一个 [enum DistanceFadeMode]。" msgid "The emitted light's color. See [member emission_enabled]." msgstr "发出的光的颜色。见 [member emission_enabled]。" msgid "" "If [code]true[/code], the body emits light. Emitting light makes the object " "appear brighter. The object can also cast light on other objects if a " "[VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked " "lighting." msgstr "" "如果为 [code]true[/code],则实体会发光。发光会使物体看起来更亮。如果使用 " "[VoxelGI]、SDFGI、或 [LightmapGI],并且该对象用于烘焙光照,则该对象还可以将光" "投射到其他对象上。" msgid "Multiplier for emitted light. See [member emission_enabled]." msgstr "发出的光的乘数。请参阅 [member emission_enabled]。" msgid "" "Luminance of emitted light, measured in nits (candela per square meter). Only " "available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled. The default is roughly equivalent to an " "indoor lightbulb." msgstr "" "发出的光的亮度,单位是尼特(坎德拉/平方米)。仅在启用 [member ProjectSettings." "rendering/lights_and_shadows/use_physical_light_units] 时可用。默认值大致相当" "于一个室内灯泡。" msgid "Use [code]UV2[/code] to read from the [member emission_texture]." msgstr "使用 [code]UV2[/code] 从 [member emission_texture] 中读取。" msgid "" "Sets how [member emission] interacts with [member emission_texture]. Can " "either add or multiply. See [enum EmissionOperator] for options." msgstr "" "设置 [member emission] 与 [member emission_texture] 的交互方式。可以是加法或乘" "法。可选值见 [enum EmissionOperator] 。" msgid "Texture that specifies how much surface emits light at a given point." msgstr "纹理,指定某点的表面发光的程度。" msgid "" "If [code]true[/code], the object is rendered at the same size regardless of " "distance." msgstr "如果为 [code]true[/code],则无论距离远近,对象都以相同的大小渲染。" msgid "" "If [code]true[/code], enables the vertex grow setting. This can be used to " "create mesh-based outlines using a second material pass and its [member " "cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" "[b]Note:[/b] Vertex growth cannot create new vertices, which means that " "visible gaps may occur in sharp corners. This can be alleviated by designing " "the mesh to use smooth normals exclusively using [url=https://wiki.polycount." "com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D " "authoring software. In this case, grow will be able to join every outline " "together, just like in the original mesh." msgstr "" "如果为 [code]true[/code],则启用顶点增长设置。可用于创建基于网格的轮廓,请在第" "二个材质阶段中使用,并将 [member cull_mode] 设置为 [constant CULL_FRONT]。另" "见 [member grow_amount]。\n" "[b]注意:[/b]顶点增长无法新建顶点,这意味着锐角可能会造成可见的缺口。缓解方法" "是在设计网格时就只用平滑的法线,在 3D 创作软件中使用 [url=https://wiki." "polycount.com/wiki/Face_weighted_normals]面加权法线[/url]。这样增长就能够将所" "有轮廓连接到一起,和原始网格一致。" msgid "" "Grows object vertices in the direction of their normals. Only effective if " "[member grow] is [code]true[/code]." msgstr "" "将对象的顶点沿着对应的法线方向生长。仅在 [member grow] 为 [code]true[/code] 时" "有效。" msgid "" "If [code]true[/code], uses parallax occlusion mapping to represent depth in " "the material instead of simple offset mapping (see [member " "heightmap_enabled]). This results in a more convincing depth effect, but is " "much more expensive on the GPU. Only enable this on materials where it makes " "a significant visual difference." msgstr "" "如果为 [code]true[/code],则使用视差遮挡贴图来表示材质中的深度,而不是简单的偏" "移贴图(参见 [member heightmap_enabled])。这会产生更令人信服的深度效果,但在 " "GPU 上的成本要高得多。仅在具有显著视觉差异的材质上启用该功能。" msgid "" "If [code]true[/code], height mapping is enabled (also called \"parallax " "mapping\" or \"depth mapping\"). See also [member normal_enabled]. Height " "mapping is a demanding feature on the GPU, so it should only be used on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on " "the same material. The value of [member heightmap_enabled] will be ignored if " "[member uv1_triplanar] is enabled." msgstr "" "如果为 [code]true[/code],则启用高度映射(也称为“视差映射”或“深度映射”)。另" "见 [member normal_enabled]。高度映射是 GPU 上的一项要求很高的功能,因此它只能" "用于具有显著视觉差异的材质。\n" "[b]注意:[/b]如果在同一材质上使用三平面贴图,则不支持高度图。如果 [member " "uv1_triplanar] 被启用,则 [member heightmap_enabled] 的值将被忽略。" msgid "" "If [code]true[/code], flips the mesh's binormal vectors when interpreting the " "height map. If the heightmap effect looks strange when the camera moves (even " "with a reasonable [member heightmap_scale]), try setting this to [code]true[/" "code]." msgstr "" "如果为 [code]true[/code],则在解释高度图时翻转网格的副法线向量。如果相机移动时" "高度图效果看起来很奇怪(即使使用合理的 [member heightmap_scale]),请尝试将该" "属性设置为 [code]true[/code]。" msgid "" "If [code]true[/code], flips the mesh's tangent vectors when interpreting the " "height map. If the heightmap effect looks strange when the camera moves (even " "with a reasonable [member heightmap_scale]), try setting this to [code]true[/" "code]." msgstr "" "如果为 [code]true[/code],则在解释高度图时翻转网格的切线向量。如果相机移动时高" "度图效果看起来很奇怪(即使使用合理的 [member heightmap_scale]),请尝试将该属" "性设置为 [code]true[/code]。" msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" "This can be enabled for compatibility with some materials authored for Godot " "3.x. This is not necessary if the Invert import option was used to invert the " "depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " "remain [code]false[/code]." msgstr "" "如果为 [code]true[/code],则将高度图纹理解释为深度图,与较暗的值相比,较亮的值" "在高度上显得“更低”。\n" "可以启用该功能以与为 Godot 3.x 编写的某些材质兼容。如果在 Godot 3.x 中使用反转" "导入选项来反转深度图,则不需要这样做,在这种情况下,[member " "heightmap_flip_texture] 应该保持为 [code]false[/code]。" msgid "" "The number of layers to use for parallax occlusion mapping when the camera is " "up close to the material. Higher values result in a more convincing depth " "effect, especially in materials that have steep height changes. Higher values " "have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" "当相机靠近材质时用于视差遮挡贴图的层数。较高的值会产生更令人信服的深度效果,尤" "其是在具有陡峭高度变化的材质中。较高的值会显著地增加 GPU 的成本,因此只能在会" "产生显著视觉差异的材质上增加它。\n" "[b]注意:[/b]仅当 [member heightmap_deep_parallax] 为 [code]true[/code] 时有" "效。" msgid "" "The number of layers to use for parallax occlusion mapping when the camera is " "far away from the material. Higher values result in a more convincing depth " "effect, especially in materials that have steep height changes. Higher values " "have a significant cost on the GPU, so it should only be increased on " "materials where it makes a significant visual difference.\n" "[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is " "[code]true[/code]." msgstr "" "当相机远离材质时用于视差遮挡贴图的层数。较高的值会产生更令人信服的深度效果,尤" "其是在具有陡峭高度变化的材质中。较高的值会显著地增加 GPU 的成本,因此只能在会" "产生显著视觉差异的材质上增加它。\n" "[b]注意:[/b]仅当 [member heightmap_deep_parallax] 为 [code]true[/code] 时有" "效。" msgid "" "The heightmap scale to use for the parallax effect (see [member " "heightmap_enabled]). The default value is tuned so that the highest point " "(value = 255) appears to be 5 cm higher than the lowest point (value = 0). " "Higher values result in a deeper appearance, but may result in artifacts " "appearing when looking at the material from oblique angles, especially when " "the camera moves. Negative values can be used to invert the parallax effect, " "but this is different from inverting the texture using [member " "heightmap_flip_texture] as the material will also appear to be \"closer\" to " "the camera. In most cases, [member heightmap_scale] should be kept to a " "positive value.\n" "[b]Note:[/b] If the height map effect looks strange regardless of this value, " "try adjusting [member heightmap_flip_binormal] and [member " "heightmap_flip_tangent]. See also [member heightmap_texture] for " "recommendations on authoring heightmap textures, as the way the heightmap " "texture is authored affects how [member heightmap_scale] behaves." msgstr "" "用于视差效果的高度图缩放(参见 [member heightmap_enabled])。调整默认值,使最" "高点(值 = 255)看起来比最低点(值 = 0)高 5 厘米。较高的值会导致更深的外观," "但可能会导致从倾斜角度查看材质时出现伪影,尤其是在相机移动时。负值可用于反转视" "差效果,但这与使用 [member heightmap_flip_texture] 反转纹理不同,因为材质也会" "看起来“更接近”相机。在大多数情况下,[member heightmap_scale] 应保持为正值。\n" "[b]注意:[/b]如果忽略这个值后高度图效果看起来很奇怪,请尝试调整 [member " "heightmap_flip_binormal] 和 [member heightmap_flip_tangent]。另请参阅 [member " "heightmap_texture] 以获取有关创作高度图纹理的建议,因为创作高度图纹理的方式会" "影响 [member heightmap_scale] 的行为方式。" msgid "" "The texture to use as a height map. See also [member heightmap_enabled].\n" "For best results, the texture should be normalized (with [member " "heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], " "this can be done using [b]Colors > Auto > Equalize[/b]. If the texture only " "uses a small part of its available range, the parallax effect may look " "strange, especially when the camera moves.\n" "[b]Note:[/b] To reduce memory usage and improve loading times, you may be " "able to use a lower-resolution heightmap texture as most heightmaps are only " "comprised of low-frequency data." msgstr "" "用作高度图的纹理。另见 [member heightmap_enabled]。\n" "为获得最佳效果,应将纹理归一化(减少 [member heightmap_scale] 以进行补偿)。" "在 [url=https://gimp.org]GIMP[/url] 中,这可以使用[b]颜色(Colors) > 自动" "(Auto) > 均衡(Equalize)[/b]来完成。如果纹理只使用其可用范围的一小部分,则" "视差效果可能看起来很奇怪,尤其是当相机移动时。\n" "[b]注意:[/b]为了减少内存使用和缩短加载时间,可以使用分辨率较低的高度图纹理," "因为大多数高度图仅包含低频数据。" msgid "" "A high value makes the material appear more like a metal. Non-metals use " "their albedo as the diffuse color and add diffuse to the specular reflection. " "With non-metals, the reflection appears on top of the albedo color. Metals " "use their albedo as a multiplier to the specular reflection and set the " "diffuse color to black resulting in a tinted reflection. Materials work " "better when fully metal or fully non-metal, values between [code]0[/code] and " "[code]1[/code] should only be used for blending between metal and non-metal " "sections. To alter the amount of reflection use [member roughness]." msgstr "" "高值使材质看起来更像金属。非金属使用其反射率作为漫射色,并在镜面反射上添加漫" "射。对于非金属,反射出现在反照率颜色之上。金属使用其反射率作为镜面反射的倍数," "并将漫射色设置为黑色,从而产生有色反射。材质在全金属或全非金属时效果更好,介" "于 [code]0[/code] 和 [code]1[/code] 之间的值只能用于金属和非金属部分之间的混" "合。要改变反射量,请使用[member roughness]。" msgid "" "Adjusts the strength of specular reflections. Specular reflections are " "composed of scene reflections and the specular lobe which is the bright spot " "that is reflected from light sources. When set to [code]0.0[/code], no " "specular reflections will be visible. This differs from the [constant " "SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only " "applies to the specular lobe from the light source.\n" "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it " "should be left at [code]0.5[/code] in most cases. See also [member roughness]." msgstr "" "调整镜面反射的强度。镜面反射由场景反射和镜面波瓣组成,镜面波瓣是从光源反射的亮" "点。当设置为 [code]0.0[/code] 时,镜面反射将不可见。这与 [constant " "SPECULAR_DISABLED] [enum SpecularMode] 不同,因为 [constant " "SPECULAR_DISABLED] 仅适用于来自光源的镜面反射波瓣。\n" "[b]注意:[/b]与 [member metallic] 不同,这不是节能的,所以在大多数情况下应将其" "保留在 [code]0.5[/code]。另见 [member roughness]。" msgid "" "Texture used to specify metallic for an object. This is multiplied by [member " "metallic]." msgstr "用于指定对象的金属质感。这个值会与 [member metallic] 相乘。" msgid "" "Specifies the channel of the [member metallic_texture] in which the metallic " "information is stored. This is useful when you store the information for " "multiple effects in a single texture. For example if you stored metallic in " "the red channel, roughness in the blue, and ambient occlusion in the green " "you could reduce the number of textures you use." msgstr "" "指定存储金属度信息的 [member metallic_texture] 的通道。当将多个效果的信息存储" "在单个纹理中时,这很有用。例如,如果在红色通道中存储金属度,在蓝色通道中存储粗" "糙度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" msgid "The width of the shape outline." msgstr "形状轮廓的宽度。" msgid "" "The width of the range around the shape between the minimum and maximum " "representable signed distance." msgstr "围绕最小和最大可表示有符号距离之间的形状的范围的宽度。" msgid "" "If [code]true[/code], depth testing is disabled and the object will be drawn " "in render order." msgstr "如果为 [code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。" msgid "" "If [code]true[/code], normal mapping is enabled. This has a slight " "performance cost, especially on mobile GPUs." msgstr "" "如果为 [code]true[/code],则启用法线映射。略微影响性能,尤其在移动 GPU 上。" msgid "The strength of the normal map's effect." msgstr "法线贴图的效果强度。" msgid "" "Texture used to specify the normal at a given pixel. The [member " "normal_texture] only uses the red and green channels; the blue and alpha " "channels are ignored. The normal read from [member normal_texture] is " "oriented around the surface normal provided by the [Mesh].\n" "[b]Note:[/b] The mesh must have both normals and tangents defined in its " "vertex data. Otherwise, the normal map won't render correctly and will only " "appear to darken the whole surface. If creating geometry with [SurfaceTool], " "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines.\n" "[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member " "detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To " "display a normal map [i]above[/i] the [member detail_albedo] texture, use " "[member detail_normal] instead." msgstr "" "用于指定给定像素的法线的纹理。[member normal_texture] 只使用红色和绿色通道;会" "忽略蓝色和 alpha 通道。从 [member normal_texture] 读取的法线是围绕 [Mesh] 所提" "供的表面法线的进行朝向的。\n" "[b]注意:[/b]该网格必须在其顶点数据中同时定义法线和切线。否则法线贴图将无法正" "确渲染,只会使整个表面变暗。如果使用 [SurfaceTool] 创建几何体,可以使用 " "[method SurfaceTool.generate_normals] 和 [method SurfaceTool." "generate_tangents] 分别自动生成法线和切线。\n" "[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的" "法线贴图坐标系见[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。\n" "[b]注意:[/b]如果 [member detail_enabled] 为 [code]true[/code],则 [member " "detail_albedo] 纹理将在 [member normal_texture] [i]下方[/i]绘制。要在 [member " "detail_albedo] 纹理[i]之上[/i]显示法线贴图,请改用 [member detail_normal]。" msgid "" "The Occlusion/Roughness/Metallic texture to use. This is a more efficient " "replacement of [member ao_texture], [member roughness_texture] and [member " "metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red " "channel. Roughness map is stored in the green channel. Metallic map is stored " "in the blue channel. The alpha channel is ignored." msgstr "" "要使用的遮挡/粗糙度/金属纹理。这是对 [ORMMaterial3D] 中 [member ao_texture]、" "[member roughness_texture]、和 [member metallic_texture] 的更有效替代。环境遮" "挡被存储在红色通道中。粗糙度贴图被存储在绿色通道中。金属度贴图被存储在蓝色通道" "中。Alpha 通道将被忽略。" msgid "" "The number of horizontal frames in the particle sprite sheet. Only enabled " "when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "粒子精灵表中的水平帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。见 " "[member billboard_mode]。" msgid "" "If [code]true[/code], particle animations are looped. Only enabled when using " "[constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "如果为 [code]true[/code],则循环粒子动画。仅在使用 [constant " "BILLBOARD_PARTICLES] 时启用。见 [member billboard_mode]。" msgid "" "The number of vertical frames in the particle sprite sheet. Only enabled when " "using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." msgstr "" "粒子精灵表中的垂直帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。见 " "[member billboard_mode]。" msgid "The point size in pixels. See [member use_point_size]." msgstr "点大小,单位为像素。见 [member use_point_size]。" msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "渐变效果发生的距离。距离越大,物体褪色的时间越长。" msgid "" "If [code]true[/code], the proximity fade effect is enabled. The proximity " "fade effect fades out each pixel based on its distance to another object." msgstr "" "如果为 [code]true[/code],则启用接近淡出效果。邻近淡出效果会根据每个像素与另一" "个对象的距离淡出。" msgid "" "If [code]true[/code], the refraction effect is enabled. Distorts transparency " "based on light from behind the object." msgstr "" "如果为 [code]true[/code],则启用折射效果。根据来自对象后面的光线来扭曲透明度。" msgid "The strength of the refraction effect." msgstr "折射效果的强度。" msgid "" "Texture that controls the strength of the refraction per-pixel. Multiplied by " "[member refraction_scale]." msgstr "控制每个像素折射强度的纹理。会与 [member refraction_scale] 相乘。" msgid "" "Specifies the channel of the [member refraction_texture] in which the " "refraction information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored refraction in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "指定存储折射信息的 [member refraction_texture] 的通道。当将多个效果的信息存储" "在单个纹理中时,这很有用。例如,如果在红色通道中存储折射,在蓝色通道中存储粗糙" "度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" msgid "Sets the strength of the rim lighting effect." msgstr "设置边缘照明效果的强度。" msgid "" "If [code]true[/code], rim effect is enabled. Rim lighting increases the " "brightness at glancing angles on an object.\n" "[b]Note:[/b] Rim lighting is not visible if the material's [member " "shading_mode] is [constant SHADING_MODE_UNSHADED]." msgstr "" "如果为 [code]true[/code],则启用边缘效果。边缘照明会增加物体上掠射角度的亮" "度。\n" "[b]注意:[/b]如果材质的 [member shading_mode] 为 [constant " "SHADING_MODE_UNSHADED],则边缘照明不可见。" msgid "" "Texture used to set the strength of the rim lighting effect per-pixel. " "Multiplied by [member rim]." msgstr "纹理用于设置每个像素的边缘光照效果的强度。会与 [member rim] 相乘。" msgid "" "The amount of to blend light and albedo color when rendering rim effect. If " "[code]0[/code] the light color is used, while [code]1[/code] means albedo " "color is used. An intermediate value generally works best." msgstr "" "渲染边缘效果时,混合光照色和反射色的数量。如果 [code]0[/code] 表示使用光色," "[code]1[/code] 表示使用反照色。一般来说,中间值的效果最好。" msgid "" "Surface reflection. A value of [code]0[/code] represents a perfect mirror " "while a value of [code]1[/code] completely blurs the reflection. See also " "[member metallic]." msgstr "" "表面反射。[code]0[/code] 值表示一面完美的镜像,而 [code]1[/code] 值则完全模糊" "了反射。另请参阅 [member metallic]。" msgid "" "Texture used to control the roughness per-pixel. Multiplied by [member " "roughness]." msgstr "用于控制每个像素粗糙度的纹理。会与 [member roughness] 相乘。" msgid "" "Specifies the channel of the [member roughness_texture] in which the " "roughness information is stored. This is useful when you store the " "information for multiple effects in a single texture. For example if you " "stored metallic in the red channel, roughness in the blue, and ambient " "occlusion in the green you could reduce the number of textures you use." msgstr "" "指定存储粗糙度信息的[member roughness_texture]的通道。当将多个效果的信息存储在" "单个纹理中时,这很有用。例如,如果在红色通道中存储金属度,在蓝色通道中存储粗糙" "度,在绿色通道中存储环境遮挡,则可以减少使用的纹理数量。" msgid "" "Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" "vertex lighting is faster, making it the best choice for mobile applications, " "however it looks considerably worse than per-pixel. Unshaded rendering is the " "fastest, but disables all interactions with lights.\n" "[b]Note:[/b] Setting the shading mode vertex shading currently has no effect, " "as vertex shading is not implemented yet." msgstr "" "设置是否发生着色,逐像素、逐顶点或无阴影。逐顶点时照明速度更快,使其成为移动应" "用程序的最佳选择,但它看起来比逐像素时差很多。无阴影渲染是最快的,但会禁用与灯" "光的所有交互。\n" "[b]注意:[/b]设置着色模式为顶点着色时目前没有效果,因为顶点着色还没有实现。" msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in AR." msgstr "" "如果为 [code]true[/code],启用“阴影到不透明度”的渲染模式,在该模式下,光照会修" "改 Alpha,使阴影区域不透明,非阴影区域透明。对于在 AR 中把阴影叠加到相机画面上" "很有用。" msgid "" "The method for rendering the specular blob. See [enum SpecularMode].\n" "[b]Note:[/b] [member specular_mode] only applies to the specular blob. It " "does not affect specular reflections from the sky, screen-space reflections, " "[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these " "sources as well, set [member metallic_specular] to [code]0.0[/code] instead." msgstr "" "渲染镜面反射斑点的方法。请参阅 [enum SpecularMode]。\n" "[b]注意:[/b][member specular_mode] 仅适用于镜面反射斑点。它不影响来自天空的镜" "面反射、屏幕空间反射、[VoxelGI]、SDFGI 或 [ReflectionProbe]。要同时禁用来自这" "些源的反射,请将 [member metallic_specular] 设置为 [code]0.0[/code]。" msgid "" "If [code]true[/code], subsurface scattering is enabled. Emulates light that " "penetrates an object's surface, is scattered, and then emerges. Subsurface " "scattering quality is controlled by [member ProjectSettings.rendering/" "environment/subsurface_scattering/subsurface_scattering_quality]." msgstr "" "如果为 [code]true[/code],则启用次表面散射。模拟光线穿透物体表面,被散射,然后" "出现。次表面散射质量由 [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_quality] 控制。" msgid "" "If [code]true[/code], subsurface scattering will use a special mode optimized " "for the color and density of human skin, such as boosting the intensity of " "the red channel in subsurface scattering." msgstr "" "如果为 [code]true[/code],则次表面散射将使用针对人类皮肤的颜色和密度进行优化的" "特殊模式,例如提升次表面散射中红色通道的强度。" msgid "" "The strength of the subsurface scattering effect. The depth of the effect is " "also controlled by [member ProjectSettings.rendering/environment/" "subsurface_scattering/subsurface_scattering_scale], which is set globally." msgstr "" "次表面散射效果的强度。效果的深度也受到全局的 [member ProjectSettings." "rendering/environment/subsurface_scattering/subsurface_scattering_scale] 的控" "制。" msgid "" "Texture used to control the subsurface scattering strength. Stored in the red " "texture channel. Multiplied by [member subsurf_scatter_strength]." msgstr "" "用于控制次表面散射强度的纹理。存储在红色纹理通道中。会与 [member " "subsurf_scatter_strength] 相乘。" msgid "The intensity of the subsurface scattering transmittance effect." msgstr "次表面散射透射率效果的强度。" msgid "" "The color to multiply the subsurface scattering transmittance effect with. " "Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" "与次表面散射透射率效果相乘的颜色。[member subsurf_scatter_skin_mode] 为 " "[code]true[/code] 时忽略。" msgid "The depth of the subsurface scattering transmittance effect." msgstr "次表面散射透射率效果的深度。" msgid "" "If [code]true[/code], enables subsurface scattering transmittance. Only " "effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also " "[member backlight_enabled]." msgstr "" "如果为 [code]true[/code],则启用次表面散射透射率。仅当 [member " "subsurf_scatter_enabled] 为 [code]true[/code] 时有效。另请参见 [member " "backlight_enabled]。" msgid "" "The texture to use for multiplying the intensity of the subsurface scattering " "transmittance intensity. See also [member subsurf_scatter_texture]. Ignored " "if [member subsurf_scatter_skin_mode] is [code]true[/code]." msgstr "" "用于乘以次表面散射透射率强度的纹理。另请参见 [member " "subsurf_scatter_texture]。[member subsurf_scatter_skin_mode] 为 [code]true[/" "code] 时忽略。" msgid "" "Filter flags for the texture. See [enum TextureFilter] for options.\n" "[b]Note:[/b] [member heightmap_texture] is always sampled with linear " "filtering, even if nearest-neighbor filtering is selected here. This is to " "ensure the heightmap effect looks as intended. If you need sharper height " "transitions between pixels, resize the heightmap texture in an image editor " "with nearest-neighbor filtering." msgstr "" "纹理的过滤标志。有关选项,请参阅 [enum TextureFilter]。\n" "[b]注意:[/b]即便这里选择了最近邻过滤,[member heightmap_texture] 也始终使用线" "性过滤采样。这是为了确保高度图效果看起来符合预期。如果需要像素之间的高度过渡更" "加清晰,请在图像编辑器中使用最近邻过滤调整高度图纹理的大小。" msgid "Repeat flags for the texture. See [enum TextureFilter] for options." msgstr "纹理的重复标志。可选项见 [enum TextureFilter]。" msgid "" "The material's transparency mode. Some transparency modes will disable shadow " "casting. Any transparency mode other than [constant TRANSPARENCY_DISABLED] " "has a greater performance impact compared to opaque rendering. See also " "[member blend_mode]." msgstr "" "该材质的透明模式。一些透明模式将禁用阴影投射。除了 [constant " "TRANSPARENCY_DISABLED] 以外的任何透明模式都会对性能产生较大的影响。另见 " "[member blend_mode]。" msgid "" "If [code]true[/code], enables parts of the shader required for " "[GPUParticles3D] trails to function. This also requires using a mesh with " "appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling " "this feature outside of materials used in [GPUParticles3D] meshes will break " "material rendering." msgstr "" "如果为 [code]true[/code],则启用 [GPUParticles3D] 尾迹所需的部分着色器以发挥作" "用。这也需要使用具有适当蒙皮的网格,例如 [RibbonTrailMesh] 或 " "[TubeTrailMesh]。在 [GPUParticles3D] 网格中使用的材质之外启用该功能将破坏材质" "渲染。" msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-based " "rather than triangle-based. See also [member point_size]." msgstr "" "如果为 [code]true[/code],可以改变渲染点大小。\n" "[b]注意:[/b]这仅对几何形状基于点而非基于三角形的对象有效。另见 [member " "point_size]。" msgid "" "How much to offset the [code]UV[/code] coordinates. This amount will be added " "to [code]UV[/code] in the vertex function. This can be used to offset a " "texture. The Z component is used when [member uv1_triplanar] is enabled, but " "it is not used anywhere else." msgstr "" "[code]UV[/code] 坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV[/code] " "中。可以用来偏移纹理。Z 分量在启用 [member uv1_triplanar] 时使用,在其他任何地" "方都不会被使用。" msgid "" "How much to scale the [code]UV[/code] coordinates. This is multiplied by " "[code]UV[/code] in the vertex function. The Z component is used when [member " "uv1_triplanar] is enabled, but it is not used anywhere else." msgstr "" "[code]UV[/code] 坐标的缩放值。将与顶点函数中的 [code]UV[/code] 相乘。Z 分量在" "启用 [member uv1_triplanar] 时使用,在其他任何地方都不会被使用。" msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture coordinates. " "It reads from the source texture 3 times, once for each axis and then blends " "between the results based on how closely the pixel aligns with each axis. " "This is often used for natural features to get a realistic blend of " "materials. Because triplanar texturing requires many more texture reads per-" "pixel it is much slower than normal UV texturing. Additionally, because it is " "blending the texture between the three axes, it is unsuitable when you are " "trying to achieve crisp texturing." msgstr "" "如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找" "来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹理" "中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这通" "常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更多的纹" "理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混合纹理," "所以当你试图实现清晰的纹理时,它是不合适的。" msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" "数字越小使纹理混合得越柔和,数字越大使纹理混合得越锐利。\n" "[b]注意:[/b][member uv1_triplanar_sharpness] 被钳制在 [code]0.0[/code] 和 " "[code]150.0[/code](包括)之间,因为超出该范围的值可能看起来会破损,具体取决于" "网格。" msgid "" "If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in " "world space rather than object local space. See also [member uv1_triplanar]." msgstr "" "如果为 [code]true[/code],则 [code]UV[/code] 的三平面映射是在世界空间而不是对" "象局部空间中计算的。另见 [member uv1_triplanar]。" msgid "" "How much to offset the [code]UV2[/code] coordinates. This amount will be " "added to [code]UV2[/code] in the vertex function. This can be used to offset " "a texture. The Z component is used when [member uv2_triplanar] is enabled, " "but it is not used anywhere else." msgstr "" "[code]UV2[/code] 坐标的偏移量。在顶点函数中这个量将被加到 [code]UV2[/code] " "中。这可以用来偏移纹理。Z 分量仅在启用 [member uv2_triplanar] 时使用,在其他任" "何地方不会被使用。" msgid "" "How much to scale the [code]UV2[/code] coordinates. This is multiplied by " "[code]UV2[/code] in the vertex function. The Z component is used when [member " "uv2_triplanar] is enabled, but it is not used anywhere else." msgstr "" "[code]UV2[/code] 坐标的缩放比例。在顶点函数中该属性乘以 [code]UV2[/code]。Z 分" "量仅在启用 [member uv2_triplanar] 时使用,在其他任何地方不会被使用。" msgid "" "If [code]true[/code], instead of using [code]UV2[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture coordinates. " "It reads from the source texture 3 times, once for each axis and then blends " "between the results based on how closely the pixel aligns with each axis. " "This is often used for natural features to get a realistic blend of " "materials. Because triplanar texturing requires many more texture reads per-" "pixel it is much slower than normal UV texturing. Additionally, because it is " "blending the texture between the three axes, it is unsuitable when you are " "trying to achieve crisp texturing." msgstr "" "如果为 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找" "来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹理" "中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这" "通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更多的" "纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴之间混合纹" "理,所以当你试图实现清晰的纹理时,它是不合适的。" msgid "" "A lower number blends the texture more softly while a higher number blends " "the texture more sharply.\n" "[b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/" "code] and [code]150.0[/code] (inclusive) as values outside that range can " "look broken depending on the mesh." msgstr "" "数字越小使纹理混合得越柔和,数字越大使纹理混合得越锐利。\n" "[b]注意:[/b][member uv2_triplanar_sharpness] 被钳制在 [code]0.0[/code] 和 " "[code]150.0[/code](包括)之间,因为超出该范围的值可能看起来会破损,具体取决于" "网格。" msgid "" "If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in " "world space rather than object local space. See also [member uv2_triplanar]." msgstr "" "如果为 [code]true[/code],则 [code]UV2[/code] 的三平面映射是在世界空间而不是对" "象局部空间中计算的。另见 [member uv2_triplanar]。" msgid "" "If [code]true[/code], vertex colors are considered to be stored in sRGB color " "space and are converted to linear color space during rendering. If " "[code]false[/code], vertex colors are considered to be stored in linear color " "space and are rendered as-is. See also [member albedo_texture_force_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods, not Compatibility." msgstr "" "如果为 [code]true[/code],则顶点颜色被认为使用 sRGB 颜色空间存储,并在渲染期间" "被转换为线性颜色空间。如果为 [code]false[/code],则顶点颜色被认为使用线性颜色" "空间存储并按原样渲染。另见 [member albedo_texture_force_srgb]。\n" "[b]注意:[/b]仅在使用 Forward+ 和移动渲染方式时有效,不支持兼容模式。" msgid "If [code]true[/code], the vertex color is used as albedo color." msgstr "如果为 [code]true[/code],则使用顶点颜色作为反射率颜色。" msgid "Texture specifying per-pixel color." msgstr "指定每个像素颜色的纹理。" msgid "Texture specifying per-pixel metallic value." msgstr "指定每个像素金属度值的纹理。" msgid "Texture specifying per-pixel roughness value." msgstr "指定每个像素粗糙度值的纹理。" msgid "Texture specifying per-pixel emission color." msgstr "指定每个像素自发光颜色的纹理。" msgid "Texture specifying per-pixel normal vector." msgstr "指定每个像素法向量的纹理。" msgid "Texture specifying per-pixel rim value." msgstr "指定每个像素边缘值的纹理。" msgid "Texture specifying per-pixel clearcoat value." msgstr "指定每个像素清漆值的纹理。" msgid "" "Texture specifying per-pixel flowmap direction for use with [member " "anisotropy]." msgstr "指定每个像素流图方向的纹理,用于 [member anisotropy]。" msgid "Texture specifying per-pixel ambient occlusion value." msgstr "指定每个像素环境光遮蔽的纹理。" msgid "Texture specifying per-pixel height." msgstr "指定每个像素高度的纹理。" msgid "Texture specifying per-pixel subsurface scattering." msgstr "指定每个像素次表面散射的纹理。" msgid "Texture specifying per-pixel transmittance for subsurface scattering." msgstr "指定每个像素用于次表面散射的透射率的纹理。" msgid "Texture specifying per-pixel backlight color." msgstr "指定每个像素背光颜色的纹理。" msgid "Texture specifying per-pixel refraction strength." msgstr "指定每个像素折射强度的纹理。" msgid "Texture specifying per-pixel detail mask blending value." msgstr "指定每个像素细节蒙版混合值的纹理。" msgid "Texture specifying per-pixel detail color." msgstr "指定每个像素细节颜色的纹理。" msgid "Texture specifying per-pixel detail normal." msgstr "指定每个像素细节法线的纹理。" msgid "Texture holding ambient occlusion, roughness, and metallic." msgstr "保存环境光遮蔽、粗糙度和金属度信息的纹理。" msgid "Represents the size of the [enum TextureParam] enum." msgstr "代表 [enum TextureParam] 枚举的大小。" msgid "" "The texture filter reads from the nearest pixel only. This makes the texture " "look pixelated from up close, and grainy from a distance (due to mipmaps not " "being sampled)." msgstr "" "纹理过滤仅从最近的像素读取。这使得纹理从近距离看是像素化的,从远处看是颗粒状的" "(由于多级渐远纹理没有被采样)。" msgid "" "The texture filter blends between the nearest 4 pixels. This makes the " "texture look smooth from up close, and grainy from a distance (due to mipmaps " "not being sampled)." msgstr "" "纹理过滤在最近的 4 个像素之间进行混合。这使得纹理从近处看起来很平滑,从远处看" "起来却有颗粒感(由于多级渐远纹理没有被采样)。" msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look pixelated from up close, and smooth from " "a distance." msgstr "" "纹理过滤从最近的像素读取并在最近的 2 个多级渐远纹理之间进行混合(或者如果 " "[member ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" "这使得纹理从近处看起来像素化,从远处看起来平滑。" msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look smooth from up close, and smooth from a " "distance." msgstr "" "纹理过滤在最近的 4 个像素和最近的 2 个多级渐远纹理之间进行混合(或者如果 " "[member ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" "这使得纹理从近处看起来平滑,从远处看起来也平滑。" msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " "angle between the surface and the camera view. This makes the texture look " "pixelated from up close, and smooth from a distance. Anisotropic filtering " "improves texture quality on surfaces that are almost in line with the camera, " "but is slightly slower. The anisotropic filtering level can be changed by " "adjusting [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level]." msgstr "" "纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间" "进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" "这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位" "于一条线上的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 " "[member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 来改变。" msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level]." msgstr "" "纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多" "级渐远纹理之间进行混合 (或者如果 [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的" "多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提" "高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通" "过调整 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 来改变。" msgid "Represents the size of the [enum TextureFilter] enum." msgstr "代表 [enum TextureFilter] 枚举的大小。" msgid "Use [code]UV[/code] with the detail texture." msgstr "使用 [code]UV[/code] 与细节纹理。" msgid "Use [code]UV2[/code] with the detail texture." msgstr "使用 [code]UV2[/code] 与细节纹理。" msgid "The material will not use transparency. This is the fastest to render." msgstr "该材质将不使用透明度。渲染最快。" msgid "" "The material will use the texture's alpha values for transparency. This is " "the slowest to render, and disables shadow casting." msgstr "该材质将使用纹理的 Alpha 值作为透明度。渲染最慢,且会禁用阴影投射。" msgid "" "The material will cut off all values below a threshold, the rest will remain " "opaque. The opaque portions will be rendered in the depth prepass. This is " "faster to render than alpha blending, but slower than opaque rendering. This " "also supports casting shadows." msgstr "" "该材质会将所有低于阈值的值截断,其余部分将保持不透明。不透明部分将在深度预通道" "中渲染。这比 Alpha 混合的渲染速度更快,但比不透明渲染慢。支持投射阴影。" msgid "" "The material will cut off all values below a spatially-deterministic " "threshold, the rest will remain opaque. This is faster to render than alpha " "blending, but slower than opaque rendering. This also supports casting " "shadows. Alpha hashing is suited for hair rendering." msgstr "" "该材质会将所有低于空间确定性阈值的值截断,其余部分将保持不透明。这比 Alpha 混" "合的渲染速度更快,但比不透明渲染慢。支持投射阴影。Alpha 哈希适合毛发渲染。" msgid "" "The material will use the texture's alpha value for transparency, but will " "discard fragments with an alpha of less than 0.99 during the depth prepass " "and fragments with an alpha less than 0.1 during the shadow pass. This also " "supports casting shadows." msgstr "" "该材质将使用纹理的 Alpha 值作为透明度,但会在深度预通道阶段丢弃 Alpha 小于 " "0.99 的片段,并在阴影通道期间丢弃 Alpha 小于 0.1 的片段。支持投射阴影。" msgid "Represents the size of the [enum Transparency] enum." msgstr "代表 [enum Transparency] 枚举的大小。" msgid "" "The object will not receive shadows. This is the fastest to render, but it " "disables all interactions with lights." msgstr "该对象不会接受阴影。渲染速度最快,但会禁用与灯光的所有交互。" msgid "" "The object will be shaded per pixel. Useful for realistic shading effects." msgstr "对象将逐像素进行着色。对于逼真的阴影效果很有用。" msgid "" "The object will be shaded per vertex. Useful when you want cheaper shaders " "and do not care about visual quality. Not implemented yet (this mode will act " "like [constant SHADING_MODE_PER_PIXEL])." msgstr "" "对象将逐顶点进行着色。当想要更便宜的着色器并且不关心视觉质量时很有用。尚未实现" "(该模式的行为类似于 [constant SHADING_MODE_PER_PIXEL])。" msgid "Represents the size of the [enum ShadingMode] enum." msgstr "代表 [enum ShadingMode] 枚举的大小。" msgid "Constant for setting [member emission_enabled]." msgstr "用于设置 [member emission_enabled] 的常量。" msgid "Constant for setting [member normal_enabled]." msgstr "用于设置 [member normal_enabled] 的常量。" msgid "Constant for setting [member rim_enabled]." msgstr "用于设置 [member rim_enabled] 的常量。" msgid "Constant for setting [member clearcoat_enabled]." msgstr "用于设置 [member clearcoat_enabled] 的常量。" msgid "Constant for setting [member anisotropy_enabled]." msgstr "用于设置 [member anisotropy_enabled] 的常量。" msgid "Constant for setting [member ao_enabled]." msgstr "用于设置 [member ao_enabled] 的常量。" msgid "Constant for setting [member heightmap_enabled]." msgstr "用于设置 [member heightmap_enabled] 的常量。" msgid "Constant for setting [member subsurf_scatter_enabled]." msgstr "用于设置 [member subsurf_scatter_enabled] 的常量。" msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." msgstr "用于设置 [member subsurf_scatter_transmittance_enabled] 的常量。" msgid "Constant for setting [member backlight_enabled]." msgstr "用于设置 [member backlight_enabled] 的常量。" msgid "Constant for setting [member refraction_enabled]." msgstr "用于设置 [member refraction_enabled] 的常量。" msgid "Constant for setting [member detail_enabled]." msgstr "用于设置 [member detail_enabled] 的常量。" msgid "Represents the size of the [enum Feature] enum." msgstr "代表 [enum Feature] 枚举的大小。" msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." msgstr "默认的混合模式。根据对象的 Alpha 值,将对象的颜色混合到背景上。" msgid "The color of the object is added to the background." msgstr "对象的颜色被加到背景中。" msgid "The color of the object is subtracted from the background." msgstr "从背景中减去对象的颜色。" msgid "The color of the object is multiplied by the background." msgstr "对象的颜色与背景相乘。" msgid "Disables Alpha AntiAliasing for the material." msgstr "禁用该材质的 Alpha 抗锯齿。" msgid "" "Enables AlphaToCoverage. Alpha values in the material are passed to the " "AntiAliasing sample mask." msgstr "" "启用 AlphaToCoverage。材质中的 Alpha 值会被传递到 AntiAliasing 采样遮罩。" msgid "" "Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/" "code]. Alpha values in the material are passed to the AntiAliasing sample " "mask." msgstr "" "启用 AlphaToCoverage 并将所有非零的 alpha 值强制设为 [code]1[/code]。材质中的 " "Alpha 值会被传递到 AntiAliasing 采样遮罩。" msgid "" "Default depth draw mode. Depth is drawn only for opaque objects during the " "opaque prepass (if any) and during the opaque pass." msgstr "" "默认的深度绘制模式。在不透明预通道(如果有)和不透明通道期间,仅为不透明对象绘" "制深度。" msgid "" "Objects will write to depth during the opaque and the transparent passes. " "Transparent objects that are close to the camera may obscure other " "transparent objects behind them.\n" "[b]Note:[/b] This does not influence whether transparent objects are included " "in the depth prepass or not. For that, see [enum Transparency]." msgstr "" "在不透明和透明通道期间,对象将写入深度。靠近相机的透明物体可能会遮挡它们后面的" "其他透明物体。\n" "[b]注意:[/b]这不影响透明对象是否包含在深度预通道中。为此,请参阅 [enum " "Transparency]。" msgid "" "Objects will not write their depth to the depth buffer, even during the depth " "prepass (if enabled)." msgstr "" "对象不会将其深度写入深度缓冲区,即使在深度预通道期间(如果启用)也是如此。" msgid "" "Default cull mode. The back of the object is culled when not visible. Back " "face triangles will be culled when facing the camera. This results in only " "the front side of triangles being drawn. For closed-surface meshes, this " "means that only the exterior of the mesh will be visible." msgstr "" "默认剔除模式。对象的背面在不可见时被剔除。面对相机时,背面三角形将被剔除。这导" "致仅绘制三角形的正面。对于封闭表面网格,这意味着只有网格的外部可见。" msgid "" "Front face triangles will be culled when facing the camera. This results in " "only the back side of triangles being drawn. For closed-surface meshes, this " "means that the interior of the mesh will be drawn instead of the exterior." msgstr "" "面对相机时,正面三角形将被剔除。这导致仅绘制三角形的背面。对于封闭表面网格,这" "意味着将绘制网格的内部而不是外部。" msgid "" "No face culling is performed; both the front face and back face will be " "visible." msgstr "不执行面剔除;正反面均可见。" msgid "" "Disables the depth test, so this object is drawn on top of all others drawn " "before it. This puts the object in the transparent draw pass where it is " "sorted based on distance to camera. Objects drawn after it in the draw order " "may cover it. This also disables writing to depth." msgstr "" "禁用深度测试,所以这个对象将被绘制到在它之前绘制的所有其他对象之上。这会将对象" "置于透明绘制通道中,并根据到相机的距离对其进行排序。按照绘制顺序在它之后绘制的" "对象可能会覆盖它。会禁用深度写入。" msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。" msgid "" "Vertex colors are considered to be stored in sRGB color space and are " "converted to linear color space during rendering. See also [member " "vertex_color_is_srgb].\n" "[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering " "methods." msgstr "" "顶点颜色被认为使用 sRGB 颜色空间存储,并在渲染期间转换为线性颜色空间。另见 " "[member vertex_color_is_srgb]。\n" "[b]注意:[/b]仅在使用 Forward+ 和移动渲染方式时有效。" msgid "" "Uses point size to alter the size of primitive points. Also changes the " "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/" "code]." msgstr "" "使用点大小来改变图元点的大小。同时改变反射率纹理查找,使用 [code]POINT_COORD[/" "code] 而不是 [code]UV[/code]。" msgid "" "Object is scaled by depth so that it always appears the same size on screen." msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。" msgid "" "Shader will keep the scale set for the mesh. Otherwise the scale is lost when " "billboarding. Only applies when [member billboard_mode] is [constant " "BILLBOARD_ENABLED]." msgstr "" "着色器将保持网格的缩放设置。否则,在用作公告板时会丢失缩放。仅在 [member " "billboard_mode] 为 [constant BILLBOARD_ENABLED] 时适用。" msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "对所有通常会使用 [code]UV[/code] 的纹理查找使用三平面纹理查找。" msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV2[/code]." msgstr "对所有通常会使用 [code]UV2[/code] 的纹理查找使用三平面纹理查找。" msgid "" "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]." msgstr "使用 [code]UV2[/code] 坐标从 [member ao_texture] 中查找。" msgid "" "Use [code]UV2[/code] coordinates to look up from the [member " "emission_texture]." msgstr "使用 [code]UV2[/code] 坐标从 [member emission_texture] 中查找。" msgid "" "Forces the shader to convert albedo from sRGB space to linear space. See also " "[member albedo_texture_force_srgb]." msgstr "" "强制着色器将反照率从 sRGB 空间转换为线性空间。另见 [member " "albedo_texture_force_srgb]。" msgid "Disables receiving shadows from other objects." msgstr "禁用从其他对象接收阴影。" msgid "Disables receiving ambient light." msgstr "禁用接收环境光。" msgid "Enables the shadow to opacity feature." msgstr "启用阴影到不透明度功能。" msgid "" "Enables the texture to repeat when UV coordinates are outside the 0-1 range. " "If using one of the linear filtering modes, this can result in artifacts at " "the edges of a texture when the sampler filters across the edges of the " "texture." msgstr "" "当 UV 坐标超出 0-1 范围时,使纹理能够重复。如果使用其中一种线性过滤模式,则当" "采样器过滤纹理边缘时,这可能会导致纹理边缘出现伪影。" msgid "" "Invert values read from a depth texture to convert them to height values " "(heightmap)." msgstr "反转从深度纹理读取的值以将它们转换为高度值(高度图)。" msgid "" "Enables the skin mode for subsurface scattering which is used to improve the " "look of subsurface scattering when used for human skin." msgstr "" "启用用于次表面散射的皮肤模式,该模式用于改善被用于人体皮肤时的次表面散射的外" "观。" msgid "" "Enables parts of the shader required for [GPUParticles3D] trails to function. " "This also requires using a mesh with appropriate skinning, such as " "[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of " "materials used in [GPUParticles3D] meshes will break material rendering." msgstr "" "启用使 [GPUParticles3D] 尾迹生效所需的部分着色器。这也需要使用具有适当蒙皮的网" "格,例如 [RibbonTrailMesh] 或 [TubeTrailMesh]。在 [GPUParticles3D] 网格中使用" "的材质之外启用该功能将破坏材质的渲染。" msgid "Enables multichannel signed distance field rendering shader." msgstr "启用多通道有符号距离场渲染着色器。" msgid "Disables receiving depth-based or volumetric fog." msgstr "禁用接收基于深度或体积雾。" msgid "Represents the size of the [enum Flags] enum." msgstr "代表 [enum Flags] 枚举的大小。" msgid "Default diffuse scattering algorithm." msgstr "默认的漫反射散射算法。" msgid "Diffuse scattering ignores roughness." msgstr "漫散射忽略了粗糙度。" msgid "Extends Lambert to cover more than 90 degrees when roughness increases." msgstr "当粗糙度增加时,将 Lambert 延伸到 90 度以上。" msgid "Uses a hard cut for lighting, with smoothing affected by roughness." msgstr "使用硬切口进行照明,平滑度受粗糙度影响。" msgid "Default specular blob." msgstr "默认镜面反射斑点。" msgid "Toon blob which changes size based on roughness." msgstr "基于粗糙度更改大小的 Toon 斑点。" msgid "" "No specular blob. This is slightly faster to render than other specular modes." msgstr "没有镜面反射斑点。这比其他镜面反射模式渲染速度稍快。" msgid "Billboard mode is disabled." msgstr "公告板模式已禁用。" msgid "The object's Z axis will always face the camera." msgstr "对象的 Z 轴将始终面向相机。" msgid "The object's X axis will always face the camera." msgstr "对象的 X 轴将始终面向相机。" msgid "" "Used for particle systems when assigned to [GPUParticles3D] and " "[CPUParticles3D] nodes (flipbook animation). Enables [code]particles_anim_*[/" "code] properties.\n" "The [member ParticleProcessMaterial.anim_speed_min] or [member CPUParticles3D." "anim_speed_min] should also be set to a value bigger than zero for the " "animation to play." msgstr "" "分配给 [GPUParticles3D] 和 [CPUParticles3D] 节点时被用于粒子系统(翻页动画)。" "启用 [code]particles_anim_*[/code] 属性。\n" "[member ParticleProcessMaterial.anim_speed_min] 或 [member CPUParticles3D." "anim_speed_min] 也应设置为大于零的值,以便播放动画。" msgid "Used to read from the red channel of a texture." msgstr "用来读取纹理的红色通道。" msgid "Used to read from the green channel of a texture." msgstr "用来读取纹理的绿色通道。" msgid "Used to read from the blue channel of a texture." msgstr "用来读取纹理的蓝色通道。" msgid "Used to read from the alpha channel of a texture." msgstr "用来读取纹理的 Alpha 通道。" msgid "" "Used to read from the linear (non-perceptual) average of the red, green and " "blue channels of a texture." msgstr "用于读取纹理的红色、绿色和蓝色通道的线性(非感知)平均值。" msgid "Adds the emission color to the color from the emission texture." msgstr "将自发光颜色加到自发光纹理的颜色上。" msgid "Multiplies the emission color by the color from the emission texture." msgstr "将自发光颜色乘以自发光纹理的颜色。" msgid "Do not use distance fade." msgstr "不使用距离淡化。" msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." msgstr "根据每个像素与相机的距离,使用 Alpha 通道平滑地淡出对象。" msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this can " "be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" "根据每个像素与相机的距离,使用一种抖动方法平滑地淡出对象。抖动会根据设定的模式" "丢弃像素,在不启用透明的情况下平滑淡化。在某些硬件上,该选项可能比 [constant " "DISTANCE_FADE_PIXEL_ALPHA] 更快。" msgid "" "Smoothly fades the object out based on the object's distance from the camera " "using a dithering approach. Dithering discards pixels based on a set pattern " "to smoothly fade without enabling transparency. On certain hardware, this can " "be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant " "DISTANCE_FADE_PIXEL_DITHER]." msgstr "" "根据对象与相机的距离,使用一种抖动方法平滑淡出对象。抖动根据设定的模式丢弃像" "素,在不启用透明的情况下平滑淡化。在某些硬件上,该选项可能比 [constant " "DISTANCE_FADE_PIXEL_ALPHA] 和 [constant DISTANCE_FADE_PIXEL_DITHER] 更快。" msgid "A 3×3 matrix for representing 3D rotation and scale." msgstr "用于表示 3D 旋转和缩放的 3×3 矩阵。" msgid "Matrices and transforms" msgstr "矩阵与变换" msgid "Using 3D transforms" msgstr "使用 3D 变换" msgid "Matrix Transform Demo" msgstr "矩阵变换演示" msgid "2.5D Demo" msgstr "2.5D 演示" msgid "Constructs a [Basis] identical to the [constant IDENTITY]." msgstr "构造一个与 [constant IDENTITY] 相同的 [Basis]。" msgid "Constructs a [Basis] as a copy of the given [Basis]." msgstr "构造给定 [Basis] 的副本。" msgid "" "Constructs a [Basis] that only represents rotation, rotated around the [param " "axis] by the given [param angle], in radians. The axis must be a normalized " "vector.\n" "[b]Note:[/b] This is the same as using [method rotated] on the [constant " "IDENTITY] basis. With more than one angle consider using [method from_euler], " "instead." msgstr "" "构造仅表示旋转的 [Basis],给定的 [parma angle] 以弧度为单位,表示围绕 [param " "axis] 轴的旋转量。这个轴必须是归一化的向量。\n" "[b]注意:[/b]与对 [constant IDENTITY] 基使用 [method rotated] 一致。多角度旋转" "请改用 [method from_euler]。" msgid "" "Constructs a [Basis] that only represents rotation from the given " "[Quaternion].\n" "[b]Note:[/b] Quaternions [i]only[/i] store rotation, not scale. Because of " "this, conversions from [Basis] to [Quaternion] cannot always be reversed." msgstr "" "根据给定的 [Quaternion] 构造仅表示旋转的 [Basis]。\n" "[b]注意:[/b]四元数[i]仅[/i]存储旋转,不会存储缩放。因此,[Basis] 到 " "[Quaternion] 的转换并不一定可逆。" msgid "" "Constructs a [Basis] from 3 axis vectors. These are the columns of the basis " "matrix." msgstr "根据 3 个轴向量构造 [Basis]。这些是基矩阵的列向量。" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] " "of this basis's matrix. For advanced math, this number can be used to " "determine a few attributes:\n" "- If the determinant is exactly [code]0[/code], the basis is not invertible " "(see [method inverse]).\n" "- If the determinant is a negative number, the basis represents a negative " "scale.\n" "[b]Note:[/b] If the basis's scale is the same for every axis, its determinant " "is always that scale by the power of 2." msgstr "" "返回基矩阵的[url=https://zh.wikipedia.org/wiki/%E8%A1%8C%E5%88%97%E5%BC%8F]行" "列式[/url]。在高等数学中,这个数可以用来确定一些性质:\n" "- 如果行列式为 [code]0[/code],则基不可逆(见 [method inverse])。\n" "- 如果行列式为负数,则基表示负缩放。\n" "[b]注意:[/b]如果基的每个轴缩放都相同,那么这个行列式始终为 2 的该缩放次幂。" msgid "" "Constructs a new [Basis] that only represents rotation from the given " "[Vector3] of [url=https://en.wikipedia.org/wiki/Euler_angles]Euler angles[/" "url], in radians.\n" "- The [member Vector3.x] should contain the angle around the [member x] axis " "(pitch).\n" "- The [member Vector3.y] should contain the angle around the [member y] axis " "(yaw).\n" "- The [member Vector3.z] should contain the angle around the [member z] axis " "(roll).\n" "[codeblocks]\n" "[gdscript]\n" "# Creates a Basis whose z axis points down.\n" "var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" "\n" "print(my_basis.z) # Prints (0, -1, 0).\n" "[/gdscript]\n" "[csharp]\n" "// Creates a Basis whose z axis points down.\n" "var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" "\n" "GD.Print(myBasis.Z); // Prints (0, -1, 0).\n" "[/csharp]\n" "[/codeblocks]\n" "The order of each consecutive rotation can be changed with [param order] (see " "[enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): the basis rotates first around the Y axis " "(yaw), then X (pitch), and lastly Z (roll). When using the opposite method " "[method get_euler], this order is reversed." msgstr "" "根据给定的 [Vector3] 构造 [Basis],这个向量为 [url=https://zh.wikipedia.org/" "zh-cn/%E6%AC%A7%E6%8B%89%E8%A7%92]欧拉角[/url],单位为弧度。\n" "- [member Vector3.x] 应包含围绕 [member x] 轴的角度(俯仰)。\n" "- [member Vector3.y] 应包含围绕 [member y] 轴的角度(偏摆)。\n" "- [member Vector3.z] 应包含围绕 [member z] 轴的角度(翻滚)。\n" "[codeblocks]\n" "[gdscript]\n" "# 创建 Z 轴向下的 Basis。\n" "var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))\n" "\n" "print(my_basis.z) # 输出 (0, -1, 0)。\n" "[/gdscript]\n" "[csharp]\n" "// 创建 Z 轴向下的 Basis。\n" "var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));\n" "\n" "GD.Print(myBasis.Z); // 输出 (0, -1, 0)。\n" "[/csharp]\n" "[/codeblocks]\n" "连续旋转的顺序可以通过 [param order] 修改(见 [enum EulerOrder] 常量)。默认使" "用 YXZ 约定([constant EULER_ORDER_YXZ]):基首先围绕 Y 轴旋转(偏摆),然后围" "绕 X 轴旋转(俯仰),最后围绕 Z 轴旋转(翻滚)。这个顺序在相对的函数 [method " "get_euler] 中是相反的。" msgid "" "Constructs a new [Basis] that only represents scale, with no rotation or " "shear, from the given [param scale] vector.\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" "\n" "print(my_basis.x) # Prints (2, 0, 0).\n" "print(my_basis.y) # Prints (0, 4, 0).\n" "print(my_basis.z) # Prints (0, 0, 8).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" "\n" "GD.Print(myBasis.X); // Prints (2, 0, 0).\n" "GD.Print(myBasis.Y); // Prints (0, 4, 0).\n" "GD.Print(myBasis.Z); // Prints (0, 0, 8).\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In linear algebra, the matrix of this basis is also known as a " "[url=https://en.wikipedia.org/wiki/Diagonal_matrix]diagonal matrix[/url]." msgstr "" "根据给定的 [param scale] 向量构造仅表示缩放的 [Basis],不包含旋转和切变。\n" "[codeblocks]\n" "[gdscript]\n" "var my_basis = Basis.from_scale(Vector3(2, 4, 8))\n" "\n" "print(my_basis.x) # 输出 (2, 0, 0).\n" "print(my_basis.y) # 输出 (0, 4, 0).\n" "print(my_basis.z) # 输出 (0, 0, 8).\n" "[/gdscript]\n" "[csharp]\n" "var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));\n" "\n" "GD.Print(myBasis.X); // 输出 (2, 0, 0).\n" "GD.Print(myBasis.Y); // 输出 (0, 4, 0).\n" "GD.Print(myBasis.Z); // 输出 (0, 0, 8).\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]在线性代数中,这种基矩阵也被称作[url=https://zh.wikipedia.org/zh-" "cn/%E5%B0%8D%E8%A7%92%E7%9F%A9%E9%99%A3]对角矩阵[/url]。" msgid "" "Returns this basis's rotation as a [Vector3] of [url=https://en.wikipedia.org/" "wiki/Euler_angles]Euler angles[/url], in radians.\n" "- The [member Vector3.x] contains the angle around the [member x] axis " "(pitch);\n" "- The [member Vector3.y] contains the angle around the [member y] axis " "(yaw);\n" "- The [member Vector3.z] contains the angle around the [member z] axis " "(roll).\n" "The order of each consecutive rotation can be changed with [param order] (see " "[enum EulerOrder] constants). By default, the YXZ convention is used " "([constant EULER_ORDER_YXZ]): Z (roll) is calculated first, then X (pitch), " "and lastly Y (yaw). When using the opposite method [method from_euler], this " "order is reversed.\n" "[b]Note:[/b] Euler angles are much more intuitive but are not suitable for 3D " "math. Because of this, consider using the [method get_rotation_quaternion] " "method instead, which returns a [Quaternion].\n" "[b]Note:[/b] In the Inspector dock, a basis's rotation is often displayed in " "Euler angles (in degrees), as is the case with the [member Node3D.rotation] " "property." msgstr "" "以 [Vector3] 的形式返回基的旋转,这个向量为 [url=https://zh.wikipedia.org/zh-" "cn/%E6%AC%A7%E6%8B%89%E8%A7%92]欧拉角[/url],单位为弧度。\n" "- [member Vector3.x] 包含围绕 [member x] 轴的角度(俯仰)。\n" "- [member Vector3.y] 包含围绕 [member y] 轴的角度(偏摆)。\n" "- [member Vector3.z] 包含围绕 [member z] 轴的角度(翻滚)。\n" "连续旋转的顺序可以通过 [param order] 修改(见 [enum EulerOrder] 常量)。默认使" "用 YXZ 约定([constant EULER_ORDER_YXZ]):首先计算围绕 Z 轴的旋转(翻滚),然" "后计算围绕 X 轴的旋转(俯仰),最后计算围绕 Y 轴旋转(偏摆)。这个顺序在相对的" "函数 [method from_euler] 中是相反的。\n" "[b]注意:[/b]欧拉角更符合直觉,但是并不适合 3D 数学。因此请考虑改用返回 " "[Quaternion] 的 [method get_rotation_quaternion]。\n" "[b]注意:[/b]在检查器面板中,基的旋转通常是以欧拉角的形式显示的(单位为度)," "与 [member Node3D.rotation] 属性相同。" msgid "" "Returns this basis's rotation as a [Quaternion].\n" "[b]Note:[/b] Quatenions are much more suitable for 3D math but are less " "intuitive. For user interfaces, consider using the [method get_euler] method, " "which returns Euler angles." msgstr "" "以 [Quaternion] 的形式返回基的旋转。\n" "[b]注意:[/b]四元数更适合 3D 数学,但是并不那么符合直觉。用户界面相关的场合请" "考虑使用返回欧拉角的 [method get_euler] 方法。" msgid "" "Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverse of " "this basis's matrix[/url]." msgstr "" "返回 [url=https://en.wikipedia.org/wiki/Invertible_matrix]该基矩阵的逆矩阵[/" "url]。" msgid "" "Returns [code]true[/code] if this basis and [param b] are approximately " "equal, by calling [method @GlobalScope.is_equal_approx] on all vector " "components." msgstr "" "如果该基和 [param b] 近似相等,则返回 [code]true[/code],判断方法是在每个向量" "分量上调用 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns [code]true[/code] if this basis is finite, by calling [method " "@GlobalScope.is_finite] on all vector components." msgstr "" "如果该基是有限的,则返回 [code]true[/code],判断方法是在每个向量分量上调用 " "[method @GlobalScope.is_finite]。" msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are not " "equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "如果两个 [Basis] 矩阵的分量不相等,则返回 [code]true[/code]。\n" "[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" "靠。" msgid "" "Multiplies all components of the [Basis] by the given [float]. This affects " "the basis's scale uniformly, resizing all 3 axes by the [param right] value." msgstr "" "将 [Basis] 的所有分量乘以给定的 [float]。这会均匀地影响该基矩阵的缩放,并通过 " "[param right] 值调整所有 3 个轴的大小。" msgid "" "Returns [code]true[/code] if the components of both [Basis] matrices are " "exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "如果两个 [Basis] 矩阵的分量完全相等,则返回 [code]true[/code]。\n" "[b]注意:[/b]由于浮点精度误差,请考虑改用 [method is_equal_approx],这样更可" "靠。" msgid "Boolean matrix." msgstr "布尔矩阵。" msgid "" "A two-dimensional array of boolean values, can be used to efficiently store a " "binary matrix (every matrix element takes only one bit) and query the values " "using natural cartesian coordinates." msgstr "" "布尔值二维数组,可以用来高效存储二进制矩阵(每个矩阵元素只占一个比特位),并使" "用自然的笛卡尔坐标查询数值。" msgid "" "Returns an image of the same size as the bitmap and with a [enum Image." "Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the " "bitmap are being converted into white pixels, and [code]false[/code] bits " "into black." msgstr "" "返回与该位图大小相同且具有 [constant Image.FORMAT_L8] 类型的 [enum Image." "Format] 的图像。该位图中的 [code]true[/code] 位被转换为白色像素,[code]false[/" "code] 位被转换为黑色像素。" msgid "" "Creates a bitmap with the specified size, filled with [code]false[/code]." msgstr "创建一个指定尺寸的位图,用 [code]false[/code] 填充。" msgid "" "Creates a bitmap that matches the given image dimensions, every element of " "the bitmap is set to [code]false[/code] if the alpha value of the image at " "that position is equal to [param threshold] or less, and [code]true[/code] in " "other case." msgstr "" "创建一个匹配给定图像大小的位图,如果该位图的 Alpha 值等于或小于 [param " "threshold],则位图的每个元素都被设置为 [code]false[/code];否则被设置为 " "[code]true[/code]。" msgid "Returns bitmap's value at the specified position." msgstr "返回位图在指定位置的值。" msgid "Returns bitmap's dimensions." msgstr "返回位图的尺寸。" msgid "Returns the number of bitmap elements that are set to [code]true[/code]." msgstr "返回设置为 [code]true[/code] 的位图元素的数量。" msgid "" "Applies morphological dilation or erosion to the bitmap. If [param pixels] is " "positive, dilation is applied to the bitmap. If [param pixels] is negative, " "erosion is applied to the bitmap. [param rect] defines the area where the " "morphological operation is applied. Pixels located outside the [param rect] " "are unaffected by [method grow_mask]." msgstr "" "对位图进行形态学膨胀或腐蚀操作。如果 [param pixels] 为正,则对位图执行膨胀。如" "果 [param pixels] 为负,则对位图执行腐蚀。[param rect] 定义进行形态学操作的区" "域。位于 [param rect]] 之外的像素不会被 [method grow_mask] 影响。" msgid "" "Creates an [Array] of polygons covering a rectangular portion of the bitmap. " "It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) " "reduction of the number of vertices. Each polygon is described as a " "[PackedVector2Array] of its vertices.\n" "To get polygons covering the whole bitmap, pass:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "[param epsilon] is passed to RDP to control how accurately the polygons cover " "the bitmap: a lower [param epsilon] corresponds to more points in the " "polygons." msgstr "" "创建一个多边形 [Array],以覆盖位图的矩形部分。它使用行进方块算法,然后使用 " "Ramer-Douglas-Peucker(RDP)减少顶点数。每个多边形都被描述为其顶点的 " "[PackedVector2Array]。\n" "要获取覆盖整个位图的多边形,请传递:\n" "[codeblock]\n" "Rect2(Vector2(), get_size())\n" "[/codeblock]\n" "[param epsilon] 被传递给 RDP,以控制多边形覆盖位图的准确程度:[param epsilon] " "越低,对应的多边形中的点越多。" msgid "Resizes the image to [param new_size]." msgstr "将该图像的大小修改为 [param new_size]。" msgid "" "Sets the bitmap's element at the specified position, to the specified value." msgstr "将位图中指定位置的元素设置为指定值。" msgid "Sets a rectangular portion of the bitmap to the specified value." msgstr "将位图的矩形部分设置为指定值。" msgid "A joint used with [Skeleton2D] to control and animate other nodes." msgstr "与 [Skeleton2D] 一起使用的关节,能够控制并动画其他节点。" msgid "" "A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and " "animate other [Node2D] nodes.\n" "You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created with " "the [Polygon2D] UV editor.\n" "Each bone has a [member rest] transform that you can reset to with [method " "apply_rest]. These rest poses are relative to the bone's parent.\n" "If in the editor, you can set the rest pose of an entire skeleton using a " "menu option, from the code, you need to iterate over the bones to set their " "individual rest poses." msgstr "" "[Bone2D] 层级结构可以绑定到 [Skeleton2D] 上,控制并动画其他 [Node2D] 节点。\n" "你可以使用 [Bone2D] 和 [Skeleton2D] 节点对使用 [Polygon2D] UV 编辑器创建的 2D " "网格进行动画。\n" "每个骨骼都有一个 [member rest] 变换,你可以用 [method apply_rest] 来重置到这个" "变换。这些放松姿势是相对于骨骼的父节点而言的。\n" "如果在编辑器中,你可以使用菜单选项设置整个骨架的放松姿势,从代码中,你需要遍历" "骨骼来设置它们各自的放松姿势。" msgid "" "Resets the bone to the rest pose. This is equivalent to setting [member " "Node2D.transform] to [member rest]." msgstr "" "将骨骼重置为放松姿势。相当于将 [member Node2D.transform] 设置为 [member " "rest]。" msgid "" "Returns whether this [Bone2D] is going to autocalculate its length and bone " "angle using its first [Bone2D] child node, if one exists. If there are no " "[Bone2D] children, then it cannot autocalculate these values and will print a " "warning." msgstr "" "如果该 [Bone2D] 存在骨骼子节点,则返回是否要使用第一个 [Bone2D] 子节点自动计算" "其长度和骨骼角度。如果没有 [Bone2D] 子节点,则无法自动计算这些值,会打印一条警" "告。" msgid "" "Returns the angle of the bone in the [Bone2D].\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle " "is the rotation of the bone shown by the gizmo, which is unaffected by the " "[Bone2D]'s [member Node2D.transform]." msgstr "" "返回 [Bone2D] 中骨骼的角度。\n" "[b]注意:[/b]这与 [Bone2D] 的旋转不同。骨骼角度是小工具显示的骨骼旋转,不受 " "[Bone2D] 的 [member Node2D.transform] 的影响。" msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." msgstr "返回节点在整个骨架中的索引号。见 [Skeleton2D]。" msgid "Returns the length of the bone in the [Bone2D] node." msgstr "返回 [Bone2D] 节点中骨骼的长度。" msgid "" "Returns the node's [member rest] [Transform2D] if it doesn't have a parent, " "or its rest pose relative to its parent." msgstr "" "如果节点没有父节点,返回节点的 [member rest] [Transform2D],或者返回它相对于父" "节点的放松姿势。" msgid "" "When set to [code]true[/code], the [Bone2D] node will attempt to " "automatically calculate the bone angle and length using the first child " "[Bone2D] node, if one exists. If none exist, the [Bone2D] cannot " "automatically calculate these values and will print a warning." msgstr "" "当设置为 [code]true[/code] 时,该 [Bone2D] 节点将尝试使用第一个子 [Bone2D] 节" "点(如果存在)自动计算骨骼角度和长度。如果不存在子节点,[Bone2D] 将无法自动计" "算这些值,并将输出一条警告。" msgid "" "Sets the bone angle for the [Bone2D]. This is typically set to the rotation " "from the [Bone2D] to a child [Bone2D] node.\n" "[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle " "is the rotation of the bone shown by the gizmo, which is unaffected by the " "[Bone2D]'s [member Node2D.transform]." msgstr "" "设置 [Bone2D] 节点的骨骼角度。这通常设置为从 [Bone2D] 节点到子 [Bone2D] 节点的" "旋转。\n" "[b]注意:[/b]这与 [Bone2D] 的旋转不同。骨骼角度是 [Bone2D] 小工具显示的骨骼旋" "转,不受 [Bone2D] 的 [member Node2D.transform] 的影响。" msgid "Sets the length of the bone in the [Bone2D]." msgstr "设置该 [Bone2D] 中骨骼的长度。" msgid "" "Rest transform of the bone. You can reset the node's transforms to this value " "using [method apply_rest]." msgstr "" "骨骼的放松变换。你可以使用 [method apply_rest] 将节点的变换重置为这个值。" msgid "" "А node that dynamically copies or overrides the 3D transform of a bone in its " "parent [Skeleton3D]." msgstr "对父级 [Skeleton3D] 中某个骨骼的 3D 变换进行复制或覆盖的节点。" msgid "" "This node selects a bone in a [Skeleton3D] and attaches to it. This means " "that the [BoneAttachment3D] node will either dynamically copy or override the " "3D transform of the selected bone." msgstr "" "这个节点能够选中 [Skeleton3D] 中的某个骨骼并附加到这个骨骼上。这样 " "[BoneAttachment3D] 节点就能够动态复制或覆盖所选骨骼的 3D 变换。" msgid "" "Returns the [NodePath] to the external [Skeleton3D] node, if one has been set." msgstr "返回到外部 [Skeleton3D] 节点的 [NodePath](如果已设置)。" msgid "" "Returns whether the BoneAttachment3D node is using an external [Skeleton3D] " "rather than attempting to use its parent node as the [Skeleton3D]." msgstr "" "返回该 BoneAttachment3D 节点是否正在使用外部 [Skeleton3D],而不是尝试将其父节" "点用作 [Skeleton3D]。" msgid "" "A function that is called automatically when the [Skeleton3D] the " "BoneAttachment3D node is using has a bone that has changed its pose. This " "function is where the BoneAttachment3D node updates its position so it is " "correctly bound when it is [i]not[/i] set to override the bone pose." msgstr "" "当该 BoneAttachment3D 节点正在使用的 [Skeleton3D] 中有骨骼已改变其姿势时,自动" "调用的函数。该函数是 BoneAttachment3D 节点更新其位置的地方,以便在[i]未[/i]设" "置为覆盖骨骼姿势时正确绑定。" msgid "" "Sets the [NodePath] to the external skeleton that the BoneAttachment3D node " "should use. See [method set_use_external_skeleton] to enable the external " "[Skeleton3D] node." msgstr "" "设置该 BoneAttachment3D 节点到其应使用的外部骨架的 [NodePath]。请参阅 [method " "set_use_external_skeleton] 以启用外部 [Skeleton3D] 节点。" msgid "" "Sets whether the BoneAttachment3D node will use an external [Skeleton3D] node " "rather than attempting to use its parent node as the [Skeleton3D]. When set " "to [code]true[/code], the BoneAttachment3D node will use the external " "[Skeleton3D] node set in [method set_external_skeleton]." msgstr "" "设置该 BoneAttachment3D 节点是否将使用外部 [Skeleton3D] 节点,而不是尝试使用其" "父节点作为 [Skeleton3D]。当设置为 [code]true[/code] 时,BoneAttachment3D 节点" "将使用 [method set_external_skeleton] 中设置的外部 [Skeleton3D] 节点。" msgid "The index of the attached bone." msgstr "所附着骨骼的索引。" msgid "The name of the attached bone." msgstr "所附着骨骼的名称。" msgid "" "Whether the BoneAttachment3D node will override the bone pose of the bone it " "is attached to. When set to [code]true[/code], the BoneAttachment3D node can " "change the pose of the bone. When set to [code]false[/code], the " "BoneAttachment3D will always be set to the bone's transform." msgstr "" "BoneAttachment3D 节点是否将覆盖它所附着到的骨骼的骨骼姿势。当设置为 " "[code]true[/code] 时,BoneAttachment3D 节点可以改变骨骼的姿势。当设置为 " "[code]false[/code] 时,BoneAttachment3D 将始终被设置为骨骼的变换。" msgid "" "Describes a mapping of bone names for retargeting [Skeleton3D] into common " "names defined by a [SkeletonProfile]." msgstr "" "描述骨骼名称的映射,用于将 [Skeleton3D] 重定向至 [SkeletonProfile] 中定义的通" "用名称。" msgid "" "This class contains a dictionary that uses a list of bone names in " "[SkeletonProfile] as key names.\n" "By assigning the actual [Skeleton3D] bone name as the key value, it maps the " "[Skeleton3D] to the [SkeletonProfile]." msgstr "" "这个类中有一个字典,使用 [SkeletonProfile] 中的骨骼名称作为键名。\n" "将实际的 [Skeleton3D] 骨骼名称赋为键值后,就会将 [Skeleton3D] 映射到 " "[SkeletonProfile]。" msgid "Retargeting 3D Skeletons" msgstr "重定向 3D 骨架" msgid "" "Returns a profile bone name having [param skeleton_bone_name]. If not found, " "an empty [StringName] will be returned.\n" "In the retargeting process, the returned bone name is the bone name of the " "target skeleton." msgstr "" "返回具有 [param skeleton_bone_name] 的轮廓骨骼名称。如果没有找到,将返回一个空" "的 [StringName]。\n" "在重定向过程中,返回的骨骼名称是目标骨架的骨骼名称。" msgid "" "Returns a skeleton bone name is mapped to [param profile_bone_name].\n" "In the retargeting process, the returned bone name is the bone name of the " "source skeleton." msgstr "" "返回与配置中的某个骨骼名称 [param profile_bone_name] 映射的骨架中的骨骼名" "称。\n" "在重定向过程中,设置的骨骼名称是源骨架中骨骼的名称。" msgid "" "Maps a skeleton bone name to [param profile_bone_name].\n" "In the retargeting process, the setting bone name is the bone name of the " "source skeleton." msgstr "" "将骨架中的某个骨骼名称映射到配置中的骨骼名称 [param profile_bone_name]。\n" "在重定向过程中,设置的骨骼名称是源骨架中骨骼的名称。" msgid "" "A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are " "synchronized with it." msgstr "映射目标的 [SkeletonProfile]。[BoneMap] 中的键名与此同步。" msgid "" "This signal is emitted when change the key value in the [BoneMap]. This is " "used to validate mapping and to update [BoneMap] editor." msgstr "" "[BoneMap] 中的键值发生改变时发出此信号。用于验证映射和更新 [BoneMap] 编辑器。" msgid "" "This signal is emitted when change the value in profile or change the " "reference of profile. This is used to update key names in the [BoneMap] and " "to redraw the [BoneMap] editor." msgstr "" "配置中的值发生改变或配置的引用发生改变时发出此信号。用于更新 [BoneMap] 中的键" "名、重绘 [BoneMap] 编辑器。" msgid "A built-in boolean type." msgstr "内置布尔类型。" msgid "" "The [bool] is a built-in [Variant] type that may only store one of two " "values: [code]true[/code] or [code]false[/code]. You can imagine it as a " "switch that can be either turned on or off, or as a binary digit that can " "either be 1 or 0.\n" "Booleans can be directly used in [code]if[/code], and other conditional " "statements:\n" "[codeblocks]\n" "[gdscript]\n" "var can_shoot = true\n" "if can_shoot:\n" " launch_bullet()\n" "[/gdscript]\n" "[csharp]\n" "bool canShoot = true;\n" "if (canShoot)\n" "{\n" " LaunchBullet();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "All comparison operators return booleans ([code]==[/code], [code]>[/code], " "[code]<=[/code], etc.). As such, it is not necessary to compare booleans " "themselves. You do not need to add [code]== true[/code] or [code]== false[/" "code].\n" "Booleans can be combined with the logical operators [code]and[/code], " "[code]or[/code], [code]not[/code] to create complex conditions:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" " launch_bullet()\n" "\n" "if bullets == 0 or is_reloading():\n" " play_clack_sound()\n" "[/gdscript]\n" "[csharp]\n" "if (bullets > 0 && !IsReloading())\n" "{\n" " LaunchBullet();\n" "}\n" "\n" "if (bullets == 0 || IsReloading())\n" "{\n" " PlayClackSound();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] In modern programming languages, logical operators are evaluated " "in order. All remaining conditions are skipped if their result would have no " "effect on the final value. This concept is known as [url=https://en.wikipedia." "org/wiki/Short-circuit_evaluation]short-circuit evaluation[/url] and can be " "useful to avoid evaluating expensive conditions in some performance-critical " "cases.\n" "[b]Note:[/b] By convention, built-in methods and properties that return " "booleans are usually defined as yes-no questions, single adjectives, or " "similar ([method String.is_empty], [method Node.can_process], [member " "Camera2D.enabled], etc.)." msgstr "" "布尔类型 [bool] 是内置的 [Variant] 类型,只能存储 [code]true[/code](真)和 " "[code]false[/code](假)的其中之一。你可以把它理解为开关,要么处于打开状态,要" "么处于关闭状态。也可以理解为二进制所使用的数字,只有 1 或者 0。\n" "[code]if[/code] 等条件语句中可以直接使用布尔值:\n" "[codeblocks]\n" "[gdscript]\n" "var can_shoot = true\n" "if can_shoot:\n" " launch_bullet()\n" "[/gdscript]\n" "[csharp]\n" "bool canShoot = true;\n" "if (canShoot)\n" "{\n" " LaunchBullet();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "比较运算符返回的都是布尔值([code]==[/code]、[code]>[/code]、[code]<=[/code] " "等)。没有必要比较布尔值本身,因此不需要在这些比较后面加上 [code]== true[/" "code] 或 [code]== false[/code]。\n" "布尔值可以和逻辑运算符 [code]and[/code]、[code]or[/code]、[code]not[/code] 组" "合,构成复杂的条件:\n" "[codeblocks]\n" "[gdscript]\n" "if bullets > 0 and not is_reloading():\n" " launch_bullet()\n" "\n" "if bullets == 0 or is_reloading():\n" " play_clack_sound()\n" "[/gdscript]\n" "[csharp]\n" "if (bullets > 0 && !IsReloading())\n" "{\n" " LaunchBullet();\n" "}\n" "\n" "if (bullets == 0 || IsReloading())\n" "{\n" " PlayClackSound();\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]注意:[/b]在现代编程语言中,逻辑运算符是按顺序求值的。如果后续条件不会对最" "终结果产生影响,那么就会跳过对这些条件的求值。这种行为叫作[url=https://zh." "wikipedia.org/wiki/%E7%9F%AD%E8%B7%AF%E6%B1%82%E5%80%BC]短路求值[/url],在注重" "性能的场合能够避免对开销较大的条件进行求值。\n" "[b]注意:[/b]根据惯例,返回布尔值的内置方法和属性通常都以判断题、形容词等形式" "命名([method String.is_empty]、[method Node.can_process]、[member Camera2D." "enabled] 等)。" msgid "Constructs a [bool] set to [code]false[/code]." msgstr "构造设置为 [code]false[/code] 的 [bool]。" msgid "Constructs a [bool] as a copy of the given [bool]." msgstr "构造给定 [bool] 的副本。" msgid "" "Cast a [float] value to a boolean value. Returns [code]false[/code] if [param " "from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and " "[code]true[/code] for all other values (including [constant @GDScript.INF] " "and [constant @GDScript.NAN])." msgstr "" "将 [float] 值转换为布尔值。如果 [param from] 等于 [code]0.0[/code](包括 " "[code]-0.0[/code])则返回 [code]false[/code],其他值则返回 [code]true[/code]" "(包括 [constant @GDScript.INF] 和 [constant @GDScript.NAN])。" msgid "" "Cast an [int] value to a boolean value. Returns [code]false[/code] if [param " "from] is equal to [code]0[/code], and [code]true[/code] for all other values." msgstr "" "将 [int] 值转换为布尔值。如果 [param from] 等于 [code]0[/code] 则返回 " "[code]false[/code],其他值则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the two booleans are not equal. That is, one is " "[code]true[/code] and the other is [code]false[/code]. This operation can be " "seen as a logical XOR." msgstr "" "如果两个布尔值不同则返回 [code]true[/code],即一个是 [code]true[/code]、一个" "是 [code]false[/code] 的情况。这个运算可以视为逻辑异或(XOR)。" msgid "" "Returns [code]true[/code] if the left operand is [code]false[/code] and the " "right operand is [code]true[/code]." msgstr "" "如果左操作数为 [code]false[/code] 且右操作数为 [code]true[/code],则返回 " "[code]true[/code]。" msgid "" "Returns [code]true[/code] if the two booleans are equal. That is, both are " "[code]true[/code] or both are [code]false[/code]. This operation can be seen " "as a logical EQ or XNOR." msgstr "" "如果两个布尔值相同则返回 [code]true[/code],即都是 [code]true[/code] 或都是 " "[code]false[/code] 的情况。这个运算可以视为逻辑相等(EQ)或者同或(XNOR)。" msgid "" "Returns [code]true[/code] if the left operand is [code]true[/code] and the " "right operand is [code]false[/code]." msgstr "" "如果左操作数为 [code]true[/code] 且右操作数为 [code]false[/code],则返回 " "[code]true[/code]。" msgid "A container that arranges its child controls horizontally or vertically." msgstr "将子控件横向或纵向排列的容器。" msgid "" "A container that arranges its child controls horizontally or vertically, " "rearranging them automatically when their minimum size changes." msgstr "" "将子控件横向或纵向排列的容器,会在这些控件的最小尺寸发生改变时自动重排。" msgid "" "Adds a [Control] node to the box as a spacer. If [param begin] is [code]true[/" "code], it will insert the [Control] node in front of all other children." msgstr "" "添加 [Control] 节点作为间隔。如果 [param begin] 为 [code]true[/code],则会将" "该 [Control] 节点添加到所有其他节点之前。" msgid "" "The alignment of the container's children (must be one of [constant " "ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END])." msgstr "" "该容器子节点的对齐方式(必须是 [constant ALIGNMENT_BEGIN]、[constant " "ALIGNMENT_CENTER]、[constant ALIGNMENT_END] 之一)。" msgid "" "If [code]true[/code], the [BoxContainer] will arrange its children " "vertically, rather than horizontally.\n" "Can't be changed when using [HBoxContainer] and [VBoxContainer]." msgstr "" "如果为 [code]true[/code],则该 [BoxContainer] 会将子节点垂直排列,否则会水平排" "列。\n" "使用 [HBoxContainer] 和 [VBoxContainer] 时无法改变。" msgid "" "The child controls will be arranged at the beginning of the container, i.e. " "top if orientation is vertical, left if orientation is horizontal (right for " "RTL layout)." msgstr "" "子控件会被排列在该容器的开头,如果是垂直朝向则为顶部,如果是水平朝向则为左侧" "(RTL 布局时为右侧)。" msgid "The child controls will be centered in the container." msgstr "子控件会在该容器里居中。" msgid "" "The child controls will be arranged at the end of the container, i.e. bottom " "if orientation is vertical, right if orientation is horizontal (left for RTL " "layout)." msgstr "" "子控件会被排列在该容器的末尾,如果是垂直朝向则为底部,如果是水平朝向则为右侧" "(RTL 布局时为左侧)。" msgid "The space between the [BoxContainer]'s elements, in pixels." msgstr "[BoxContainer] 元素之间的距离,单位为像素。" msgid "Generate an axis-aligned box [PrimitiveMesh]." msgstr "生成轴对齐盒 [PrimitiveMesh]。" msgid "" "Generate an axis-aligned box [PrimitiveMesh].\n" "The box's UV layout is arranged in a 3×2 layout that allows texturing each " "face individually. To apply the same texture on all faces, change the " "material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent " "to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n" "[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may " "stumble upon UV jittering issues depending on the camera angle. To solve " "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" "生成轴对齐盒 [PrimitiveMesh]。\n" "这个盒子的 UV 布局是以 3×2 的方式排列的,允许单独对每个面进行贴图。要在所有的" "面上应用相同的纹理,请将材质的 UV 属性改为 [code]Vector3(3, 2, 1)[/code]。这样" "做等价于在顶点着色器中添加 [code]UV *= vec2(3.0, 2.0)[/code]。\n" "[b]注意:[/b]当使用很大且有纹理的 [BoxMesh] 时(例如作为地板),你可能会发现 " "UV 偶尔抖动的问题,这取决于相机的角度。要解决此问题,请增加 [member " "subdivide_depth]、[member subdivide_height] 和 [member subdivide_width],直到" "你不再注意到 UV 抖动。" msgid "The box's width, height and depth." msgstr "该盒子的宽度、高度和深度。" msgid "Number of extra edge loops inserted along the Z axis." msgstr "沿 Z 轴插入的额外边缘环的数量。" msgid "Number of extra edge loops inserted along the Y axis." msgstr "沿 Y 轴插入的额外边缘环的数量。" msgid "Number of extra edge loops inserted along the X axis." msgstr "沿 X 轴插入的额外边缘环的数量。" msgid "Cuboid shape for use with occlusion culling in [OccluderInstance3D]." msgstr "与 [OccluderInstance3D] 中的遮挡剔除一起使用的长方体形状。" msgid "" "[BoxOccluder3D] stores a cuboid shape that can be used by the engine's " "occlusion culling system.\n" "See [OccluderInstance3D]'s documentation for instructions on setting up " "occlusion culling." msgstr "" "[BoxOccluder3D] 存储一个长方体形状,可供引擎的遮挡剔除系统使用。\n" "有关设置遮挡剔除的说明,请参阅 [OccluderInstance3D] 的文档。" msgid "The box's size in 3D units." msgstr "以 3D 单位表示的盒子大小。" msgid "A 3D box shape used for physics collision." msgstr "用于物理碰撞的 3D 盒形资源。" msgid "" "A 3D box shape, intended for use in physics. Usually used to provide a shape " "for a [CollisionShape3D].\n" "[b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is " "faster than [CapsuleShape3D] and [CylinderShape3D], but slower than " "[SphereShape3D]." msgstr "" "3D 盒子形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n" "[b]性能:[/b][BoxShape3D] 可以快速检测碰撞,比 [CapsuleShape3D] 和 " "[CylinderShape3D] 快,但比 [SphereShape3D] 慢。" msgid "3D Kinematic Character Demo" msgstr "3D 动力学角色演示" msgid "A themed button that can contain text and an icon." msgstr "按钮,支持主题,能够包含文本和图标。" msgid "" "[Button] is the standard themed button. It can contain text and an icon, and " "it will display them according to the current [Theme].\n" "[b]Example of creating a button and assigning an action when pressed by code:" "[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" " var button = Button.new()\n" " button.text = \"Click me\"\n" " button.pressed.connect(self._button_pressed)\n" " add_child(button)\n" "\n" "func _button_pressed():\n" " print(\"Hello world!\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" " var button = new Button();\n" " button.Text = \"Click me\";\n" " button.Pressed += ButtonPressed;\n" " AddChild(button);\n" "}\n" "\n" "private void ButtonPressed()\n" "{\n" " GD.Print(\"Hello world!\");\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "See also [BaseButton] which contains common properties and methods associated " "with this node.\n" "[b]Note:[/b] Buttons do not interpret touch input and therefore don't support " "multitouch, since mouse emulation can only press one button at a given time. " "Use [TouchScreenButton] for buttons that trigger gameplay movement or actions." msgstr "" "[Button] 是标准的主题按钮,可以包含文字和图标,显示样式会根据当前的 [Theme] 改" "变。\n" "[b]示例:通过代码创建按钮并指定在按下时的动作[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _ready():\n" " var button = Button.new()\n" " button.text = \"Click me\"\n" " button.pressed.connect(self._button_pressed)\n" " add_child(button)\n" "\n" "func _button_pressed():\n" " print(\"Hello world!\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _Ready()\n" "{\n" " var button = new Button();\n" " button.Text = \"Click me\";\n" " button.Pressed += ButtonPressed;\n" " AddChild(button);\n" "}\n" "\n" "private void ButtonPressed()\n" "{\n" " GD.Print(\"Hello world!\");\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "另请参阅 [BaseButton],其中包含与此节点相关联的通用属性和方法。\n" "[b]注意:[/b]按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间只" "能按下一个按钮。请用 [TouchScreenButton] 制作触发游戏移动或动作的按钮。" msgid "OS Test Demo" msgstr "操作系统测试演示" msgid "" "Text alignment policy for the button's text, use one of the [enum " "HorizontalAlignment] constants." msgstr "按钮文本的文本对齐策略,使用 [enum HorizontalAlignment] 常量之一。" msgid "" "When this property is enabled, text that is too large to fit the button is " "clipped, when disabled the Button will always be wide enough to hold the text." msgstr "" "当此属性被启用时,过大而无法容纳按钮的文本会被剪掉,当被禁用时,按钮将始终有足" "够的宽度来容纳文本。" msgid "" "When enabled, the button's icon will expand/shrink to fit the button's size " "while keeping its aspect. See also [theme_item icon_max_width]." msgstr "" "启用后,将在保持按钮图标长宽比的前提下对该图标进行扩展/收缩,从而适应按钮的大" "小。另见 [theme_item icon_max_width]。" msgid "Flat buttons don't display decoration." msgstr "平面按钮不显示装饰。" msgid "" "Button's icon, if text is present the icon will be placed before the text.\n" "To edit margin and spacing of the icon, use [theme_item h_separation] theme " "property and [code]content_margin_*[/code] properties of the used " "[StyleBox]es." msgstr "" "按钮的图标,如果文本存在,则图标将被放置在文本之前。\n" "要编辑图标的边距和间距,请使用 [theme_item h_separation] 主题属性,和所用 " "[StyleBox] 的 [code]content_margin_*[/code] 属性。" msgid "" "Specifies if the icon should be aligned horizontally to the left, right, or " "center of a button. Uses the same [enum HorizontalAlignment] constants as the " "text alignment. If centered horizontally and vertically, text will draw on " "top of the icon." msgstr "" "指定图标在按钮上水平对齐的方式应该为左对齐、右对齐还是居中对齐。请使用与文本对" "齐相同的 [enum HorizontalAlignment] 常量。如果水平居中并且垂直居中,则文本将被" "绘制在图标之上。" msgid "" "Language code used for line-breaking and text shaping algorithms, if left " "empty current locale is used instead." msgstr "语言代码,用于断行和文本塑形算法,如果留空则使用当前区域设置。" msgid "The button's text that will be displayed inside the button's area." msgstr "该按钮的文本,将显示在按钮的区域内。" msgid "Base text writing direction." msgstr "基础文本书写方向。" msgid "" "Sets the clipping behavior when the text exceeds the node's bounding " "rectangle. See [enum TextServer.OverrunBehavior] for a description of all " "modes." msgstr "" "设置文本超出节点的边界矩形时的裁剪行为。有关所有模式的描述,请参阅 [enum " "TextServer.OverrunBehavior]。" msgid "" "Specifies if the icon should be aligned vertically to the top, bottom, or " "center of a button. Uses the same [enum VerticalAlignment] constants as the " "text alignment. If centered horizontally and vertically, text will draw on " "top of the icon." msgstr "" "指定图标在按钮上垂直对齐的方式应该为顶端对齐、底部对齐还是居中对齐。请使用与文" "本对齐相同的 [enum VerticalAlignment] 常量。如果水平居中并且垂直居中,则文本将" "被绘制在图标之上。" msgid "Default text [Color] of the [Button]." msgstr "该 [Button] 的默认文本 [Color]。" msgid "Text [Color] used when the [Button] is disabled." msgstr "该 [Button] 处于禁用状态时,使用的文本 [Color]。" msgid "" "Text [Color] used when the [Button] is focused. Only replaces the normal text " "color of the button. Disabled, hovered, and pressed states take precedence " "over this color." msgstr "" "该 [Button] 处于聚焦状态时,使用的文本 [Color]。只替换该按钮的正常文本颜色。禁" "用、悬停、按下状态优先于这个颜色。" msgid "Text [Color] used when the [Button] is being hovered." msgstr "该 [Button] 处于悬停状态时,使用的文本 [Color]。" msgid "Text [Color] used when the [Button] is being hovered and pressed." msgstr "该 [Button] 处于悬停并按下状态时,使用的文本 [Color]。" msgid "The tint of text outline of the [Button]." msgstr "该 [Button] 的文本轮廓的色调。" msgid "Text [Color] used when the [Button] is being pressed." msgstr "该 [Button] 处于按下状态时,使用的文本 [Color] 。" msgid "Icon modulate [Color] used when the [Button] is disabled." msgstr "该 [Button] 处于禁用状态时,使用的图标调制 [Color]。" msgid "" "Icon modulate [Color] used when the [Button] is focused. Only replaces the " "normal modulate color of the button. Disabled, hovered, and pressed states " "take precedence over this color." msgstr "" "该 [Button] 处于聚焦状态时,使用的图标调制 [Color]。仅替换该按钮的正常调制颜" "色。禁用、悬停和按下状态优先于这个颜色。" msgid "Icon modulate [Color] used when the [Button] is being hovered." msgstr "该 [Button] 处于悬停状态时,使用的图标调制[Color]。" msgid "" "Icon modulate [Color] used when the [Button] is being hovered and pressed." msgstr "该 [Button] 处于悬停并按下按下状态时,使用的图标调制 [Color]。" msgid "Default icon modulate [Color] of the [Button]." msgstr "该 [Button] 的默认图标调制 [Color]。" msgid "Icon modulate [Color] used when the [Button] is being pressed." msgstr "该 [Button] 处于按下状态时,使用的图标调制 [Color]。" msgid "" "The horizontal space between [Button]'s icon and text. Negative values will " "be treated as [code]0[/code] when used." msgstr "" "[Button] 的图标和文本之间的水平间距。使用时会将负值当作 [code]0[/code]。" msgid "" "The maximum allowed width of the [Button]'s icon. This limit is applied on " "top of the default size of the icon, or its expanded size if [member " "expand_icon] is [code]true[/code]. The height is adjusted according to the " "icon's ratio." msgstr "" "[Button] 图标的最大允许宽度。如果 [member expand_icon] 为 [code]true[/code]," "则该限制适用于图标的默认大小或扩展大小。高度将根据图标的比例进行调整。" msgid "" "The size of the text outline.\n" "[b]Note:[/b] If using a font with [member FontFile." "multichannel_signed_distance_field] enabled, its [member FontFile." "msdf_pixel_range] must be set to at least [i]twice[/i] the value of " "[theme_item outline_size] for outline rendering to look correct. Otherwise, " "the outline may appear to be cut off earlier than intended." msgstr "" "文字轮廓的大小。\n" "[b]注意:[/b]如果使用启用了 [member FontFile." "multichannel_signed_distance_field] 的字体,其 [member FontFile." "msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮廓" "渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" msgid "[Font] of the [Button]'s text." msgstr "该 [Button] 文本的 [Font]。" msgid "Font size of the [Button]'s text." msgstr "该 [Button] 文本的字体大小。" msgid "" "Default icon for the [Button]. Appears only if [member icon] is not assigned." msgstr "该 [Button] 的默认图标。仅在未指定 [member icon] 时显示。" msgid "[StyleBox] used when the [Button] is disabled." msgstr "该 [Button] 处于禁用状态时使用的 [StyleBox]。" msgid "" "[StyleBox] used when the [Button] is disabled (for right-to-left layouts)." msgstr "该 [Button] 处于禁用状态时使用的 [StyleBox](用于从右至左布局)。" msgid "" "[StyleBox] used when the [Button] is focused. The [theme_item focus] " "[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially " "transparent [StyleBox] should be used to ensure the base [StyleBox] remains " "visible. A [StyleBox] that represents an outline or an underline works well " "for this purpose. To disable the focus visual effect, assign a " "[StyleBoxEmpty] resource. Note that disabling the focus visual effect will " "harm keyboard/controller navigation usability, so this is not recommended for " "accessibility reasons." msgstr "" "该 [Button] 处于聚焦状态时使用的 [StyleBox]。[theme_item focus] [StyleBox] 显" "示在基础 [StyleBox] [i]之上[/i],所以应该使用部分透明的 [StyleBox],确保基础 " "[StyleBox] 仍然可见。代表轮廓或下划线的 [StyleBox] 可以很好地实现这个目的。要" "禁用聚焦的视觉效果,请指定 [StyleBoxEmpty] 资源。请注意,禁用聚焦的视觉效果会" "影响使用键盘/手柄进行导航的可用性,所以出于可访问性的原因,不建议这样做。" msgid "[StyleBox] used when the [Button] is being hovered." msgstr "该 [Button] 处于悬停状态时使用的 [StyleBox]。" msgid "" "[StyleBox] used when the [Button] is being hovered (for right-to-left " "layouts)." msgstr "该 [Button] 处于悬停状态时使用的 [StyleBox](用于从右至左布局)。" msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time." msgstr "该 [Button] 同时处于按下和悬停状态时使用的 [StyleBox]。" msgid "" "[StyleBox] used when the [Button] is being pressed and hovered at the same " "time (for right-to-left layouts)." msgstr "" "该 [Button] 同时处于按下和悬停状态时使用的 [StyleBox](用于从右至左布局)。" msgid "Default [StyleBox] for the [Button]." msgstr "该 [Button] 的默认 [StyleBox]。" msgid "Default [StyleBox] for the [Button] (for right-to-left layouts)." msgstr "该 [Button] 的默认 [StyleBox](用于从右至左布局)。" msgid "[StyleBox] used when the [Button] is being pressed." msgstr "该 [Button] 处于按下状态时使用的 [StyleBox]。" msgid "" "[StyleBox] used when the [Button] is being pressed (for right-to-left " "layouts)." msgstr "该 [Button] 处于按下状态时使用的 [StyleBox](用于从右至左布局)。" msgid "" "A group of buttons that doesn't allow more than one button to be pressed at a " "time." msgstr "不允许同时按下多个按钮的按钮的一个分组。" msgid "" "A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are " "treated like radio buttons: No more than one button can be pressed at a time. " "Some types of buttons (such as [CheckBox]) may have a special appearance in " "this state.\n" "Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] " "set to [code]true[/code]." msgstr "" "[BaseButton] 派生按钮的分组。[ButtonGroup] 中的按钮被视为单选按钮:同一时间最" "多只能按下一个按钮。某些类型的按钮(例如 [CheckBox])在该状态下可能会有特殊的" "外观。\n" "[ButtonGroup] 的每个成员都应该将 [member BaseButton.toggle_mode] 设置为 " "[code]true[/code]。" msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.button_group])." msgstr "" "返回元素类型为 [Button] 的 [Array],这些 [Button] 将其作为 [ButtonGroup](见 " "[member BaseButton.button_group])。" msgid "Returns the current pressed button." msgstr "返回当前按下的按钮。" msgid "" "If [code]true[/code], it is possible to unpress all buttons in this " "[ButtonGroup]." msgstr "如果为 [code]true[/code],则可以取消按下该 [ButtonGroup] 中的所有按钮。" msgid "Emitted when one of the buttons of the group is pressed." msgstr "当该组中的某个按钮被按下时发出。" msgid "A built-in type representing a method or a standalone function." msgstr "代表一个方法或一个独立函数的内置类型。" msgid "Constructs an empty [Callable], with no object nor method bound." msgstr "构造空的 [Callable],没有绑定对象和方法。" msgid "Constructs a [Callable] as a copy of the given [Callable]." msgstr "构造给定 [Callable] 的副本。" msgid "" "Returns a copy of this [Callable] with one or more arguments bound. When " "called, the bound arguments are passed [i]after[/i] the arguments supplied by " "[method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" "返回该 [Callable] 的副本,绑定其中的一个或多个参数。调用时,被绑定的参数在提供" "给 [method call] 的参数[i]之后[/i]传递。另见 [method unbind]。\n" "[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左" "的。" msgid "" "Returns a copy of this [Callable] with one or more arguments bound, reading " "them from an array. When called, the bound arguments are passed [i]after[/i] " "the arguments supplied by [method call]. See also [method unbind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left." msgstr "" "返回该 [Callable] 的副本,绑定其中的一个或多个参数,参数从数组中读取。调用时," "被绑定的参数在提供给 [method call] 的参数[i]之后[/i]传递。另见 [method " "unbind]。\n" "[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左" "的。" msgid "" "Calls the method represented by this [Callable]. Arguments can be passed and " "should match the method's signature." msgstr "" "调用该 [Callable] 所代表的方法。可以传递参数,必须与该方法的签名相匹配。" msgid "" "Calls the method represented by this [Callable]. Unlike [method call], this " "method expects all arguments to be contained inside the [param arguments] " "[Array]." msgstr "" "调用该 [Callable] 所代表的方法。与 [method call] 不同,这个方法需要所有参数都" "放在 [param arguments] [Array] 之中。" msgid "" "Return the bound arguments (as long as [method get_bound_arguments_count] is " "greater than zero), or empty (if [method get_bound_arguments_count] is less " "than or equal to zero)." msgstr "" "返回绑定的参数(只要 [method get_bound_arguments_count] 大于零)或者空数组(如" "果 [method get_bound_arguments_count] 小于等于零)。" msgid "" "Returns the total amount of arguments bound (or unbound) via successive " "[method bind] or [method unbind] calls. If the amount of arguments unbound is " "greater than the ones bound, this function returns a value less than zero." msgstr "" "返回通过成功调用 [method bind] 或 [method unbind] 绑定(或解绑)参数的总数。如" "果解绑参数的总数比绑定参数大,则这个函数的返回值小于零。" msgid "" "Returns the name of the method represented by this [Callable]. If the " "callable is a GDScript lambda function, returns the function's name or " "[code]\"\"[/code]." msgstr "" "返回该 [Callable] 所代表的方法的名称。如果该可调用体是 GDScript lambda 函数," "则返回该函数的名称或 [code]\"\"[/code]。" msgid "Returns the object on which this [Callable] is called." msgstr "返回该 [Callable] 所调用的对象。" msgid "" "Returns the ID of this [Callable]'s object (see [method Object." "get_instance_id])." msgstr "返回该 [Callable] 中对象的 ID(见 [method Object.get_instance_id])。" msgid "" "Returns the 32-bit hash value of this [Callable]'s object.\n" "[b]Note:[/b] [Callable]s with equal content will always produce identical " "hash values. However, the reverse is not true. Returning identical hash " "values does [i]not[/i] imply the callables are equal, because different " "callables can have identical hash values due to hash collisions. The engine " "uses a 32-bit hash algorithm for [method hash]." msgstr "" "返回该 [Callable] 对象的 32 位哈希值。\n" "[b]注意:[/b]内容相同的 [Callable] 哈希值始终相同。反之则不然,返回的哈希值相" "同[i]并不[/i]意味着可调用体相等,因为不同的可调用体可能由于哈希冲突而具有相同" "的哈希值。引擎在 [method hash] 中使用 32 位哈希算法。" msgid "" "Returns [code]true[/code] if this [Callable] has no target to call the method " "on." msgstr "如果该 [Callable] 没有调用方法的目标,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if this [Callable] is a standard callable. This " "method is the opposite of [method is_custom]. Returns [code]false[/code] if " "this callable is a lambda function." msgstr "" "如果该 [Callable] 为标准可调用体,则返回 [code]true[/code]。这个方法与 " "[method is_custom] 相对。如果该可调用体为 lambda 函数,则返回 [code]false[/" "code]。" msgid "" "Returns [code]true[/code] if the callable's object exists and has a valid " "method name assigned, or is a custom callable." msgstr "" "如果该可调用体的对象存在,且分配了有效的方法名,或者为自定义可调用体,则返回 " "[code]true[/code]。" msgid "" "Perform an RPC (Remote Procedure Call) on all connected peers. This is used " "for multiplayer and is normally not available, unless the function being " "called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or " "[method Node.rpc_config]). Calling this method on unsupported functions will " "result in an error. See [method Node.rpc]." msgstr "" "在所有已连接的对等体上执行 RPC(Remote Procedure Call,远程过程调用)。用于多" "人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记(使用 [annotation " "@GDScript.@rpc] 或 [method Node.rpc_config])。在不支持的方法上调用该方法会导" "致出错。见 [method Node.rpc]。" msgid "" "Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer " "documentation for reference). This is used for multiplayer and is normally " "not available unless the function being called has been marked as [i]RPC[/i] " "(using [annotation @GDScript.@rpc] or [method Node.rpc_config]). Calling this " "method on unsupported functions will result in an error. See [method Node." "rpc_id]." msgstr "" "在指定的对等体 ID(请参阅多人游戏文档)上执行 RPC(Remote Procedure Call,远程" "过程调用)。用于多人游戏,一般不可用,除非所调用的函数有 [i]RPC[/i] 标记(使" "用 [annotation @GDScript.@rpc] 或 [method Node.rpc_config])。在不支持的方法上" "调用该方法会导致出错。见 [method Node.rpc_id]。" msgid "" "Returns a copy of this [Callable] with a number of arguments unbound. In " "other words, when the new callable is called the last few arguments supplied " "by the user are ignored, according to [param argcount]. The remaining " "arguments are passed to the callable. This allows to use the original " "callable in a context that attempts to pass more arguments than this callable " "can handle, e.g. a signal with a fixed number of arguments. See also [method " "bind].\n" "[b]Note:[/b] When this method is chained with other similar methods, the " "order in which the argument list is modified is read from right to left.\n" "[codeblock]\n" "func _ready():\n" " foo.unbind(1).call(1, 2) # Calls foo(1).\n" " foo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it " "does not change the arguments from bind.\n" "[/codeblock]" msgstr "" "返回这个 [Callable] 的副本,解绑了一些参数。换句话说,调用新的可调用体时,用户" "提供的最后几个参数会被忽略,忽略几个由 [param argcount] 决定。剩余的参数会被传" "递给该可调用体。这样传入的参数就能够比原本可调用体所能处理的参数要多,例如带有" "固定数量参数的信号。另见 [method bind]。\n" "[b]注意:[/b]这个方法与其他类似方法链式调用时,参数列表的修改顺序是从右至左" "的。\n" "[codeblock]\n" "func _ready():\n" " foo.unbind(1).call(1, 2) # 调用 foo(1).\n" " foo.bind(3, 4).unbind(1).call(1, 2) # 调用 foo(1, 3, 4),注意改动的不是 " "bind 中的参数。\n" "[/codeblock]" msgid "Returns [code]true[/code] if both [Callable]s invoke different targets." msgstr "如果两个 [Callable] 调用的目标不同,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if both [Callable]s invoke the same custom target." msgstr "如果两个 [Callable] 调用的自定义目标相同,则返回 [code]true[/code]。" msgid "Calls the specified method after optional delay." msgstr "在可选的延迟之后调用指定的方法。" msgid "" "[CallbackTweener] is used to call a method in a tweening sequence. See " "[method Tween.tween_callback] for more usage information.\n" "The tweener will finish automatically if the callback's target object is " "freed.\n" "[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create " "[CallbackTweener]. Any [CallbackTweener] created manually will not function " "correctly." msgstr "" "[CallbackTweener] 可用于在补间序列中调用方法。更多用法信息请参阅 [method " "Tween.tween_callback]。\n" "如果回调的目标对象被释放,该补间将自动结束。\n" "[b]注意:[/b]创建 [CallbackTweener] 的唯一正确方法是 [method Tween." "tween_callback]。任何手动创建的 [CallbackTweener] 都无法正常工作。" msgid "" "Makes the callback call delayed by given time in seconds.\n" "[b]Example:[/b]\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() " "after 2 seconds\n" "[/codeblock]" msgstr "" "让该回调延迟给定的时间,单位为秒。\n" "[b]示例:[/b]\n" "[codeblock]\n" "var tween = get_tree().create_tween()\n" "tween.tween_callback(queue_free).set_delay(2) # 会在 2 秒后调用 queue_free()\n" "[/codeblock]" msgid "Camera node for 2D scenes." msgstr "2D 场景的相机节点。" msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " "scenes than manually changing the position of [CanvasItem]-based nodes.\n" "Cameras register themselves in the nearest [Viewport] node (when ascending " "the tree). Only one camera can be active per viewport. If no viewport is " "available ascending the tree, the camera will register in the global " "viewport.\n" "This node is intended to be a simple helper to get things going quickly, but " "more functionality may be desired to change how the camera works. To make " "your own custom camera node, inherit it from [Node2D] and change the " "transform of the canvas by setting [member Viewport.canvas_transform] in " "[Viewport] (you can obtain the current [Viewport] by using [method Node." "get_viewport]).\n" "Note that the [Camera2D] node's [code]position[/code] doesn't represent the " "actual position of the screen, which may differ due to applied smoothing or " "limits. You can use [method get_screen_center_position] to get the real " "position." msgstr "" "用于 2D 场景的相机节点。它强制屏幕(当前层)跟随该节点滚动。与手动改变基于 " "[CanvasItem] 节点的坐标相比,这使得对可滚动场景进行编程更加容易和快捷。\n" "相机会在最近的 [Viewport](在上层树时)节点中注册自己。每个视口只能激活一个相" "机。如果树上没有可用的视口,相机将在全局视口中注册。\n" "这个节点旨在成为简单的辅助工具,让事情便捷,但可能需要更多的功能来改变相机的工" "作方式。要制作自定义相机节点,则从 [Node2D] 继承,并通过设置 [Viewport] 中的 " "[member Viewport.canvas_transform] 来改变画布的变换(你可以通过使用 [method " "Node.get_viewport] 获得当前的 [Viewport])。\n" "请注意,[Camera2D] 节点的 [code]position[/code] 并不代表屏幕的实际位置,这可能" "会因应用的平滑或限制而有所不同。可以使用 [method get_screen_center_position] " "获取真实位置。" msgid "2D Isometric Demo" msgstr "2D 等轴演示" msgid "2D HDR Demo" msgstr "2D HDR 演示" msgid "Aligns the camera to the tracked node." msgstr "将相机与跟踪的节点对齐。" msgid "Forces the camera to update scroll immediately." msgstr "强制相机立即更新滚动。" msgid "" "Returns the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and " "[member drag_right_margin]." msgstr "" "返回指定边 [enum Side] 的边距。另见 [member drag_bottom_margin]、[member " "drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。" msgid "" "Returns the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" "返回指定边 [enum Side] 的相机极限。另见 [member limit_bottom]、[member " "limit_top]、[member limit_left] 和 [member limit_right]。" msgid "" "Returns the center of the screen from this camera's point of view, in global " "coordinates.\n" "[b]Note:[/b] The exact targeted position of the camera may be different. See " "[method get_target_position]." msgstr "" "返回该 [Camera2D] 视角下的屏幕中心位置,使用全局坐标。\n" "[b]注意:[/b]相机实际的目标位置可能与此不同。见 [method get_target_position]。" msgid "" "Returns this camera's target position, in global coordinates.\n" "[b]Note:[/b] The returned value is not the same as [member Node2D." "global_position], as it is affected by the drag properties. It is also not " "the same as the current position if [member position_smoothing_enabled] is " "[code]true[/code] (see [method get_screen_center_position])." msgstr "" "返回该相机的目标位置,使用全局坐标。\n" "[b]注意:[/b]返回值与 [member Node2D.global_position] 不同,因为会受到拖动属性" "的影响。如果 [member position_smoothing_enabled] 为 [code]true[/code] ,也不等" "同于当前位置(见 [method get_screen_center_position])。" msgid "" "Returns [code]true[/code] if this [Camera2D] is the active camera (see " "[method Viewport.get_camera_2d])." msgstr "" "如果该 [Camera2D] 为活动相机,则返回 [code]true[/code](见 [method Viewport." "get_camera_2d])。" msgid "" "Forces this [Camera2D] to become the current active one. [member enabled] " "must be [code]true[/code]." msgstr "" "强制该 [Camera2D] 成为当前的活动相机。[member enabled] 必须为 [code]true[/" "code]。" msgid "" "Sets the camera's position immediately to its current smoothing destination.\n" "This method has no effect if [member position_smoothing_enabled] is " "[code]false[/code]." msgstr "" "将相机的位置立即设置为其当前平滑的目标位置。\n" "当 [member position_smoothing_enabled] 为 [code]false[/code] 时,本方法无效。" msgid "" "Sets the specified [enum Side]'s margin. See also [member " "drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and " "[member drag_right_margin]." msgstr "" "设置指定边 [enum Side] 的边距。另见 [member drag_bottom_margin]、[member " "drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。" msgid "" "Sets the camera limit for the specified [enum Side]. See also [member " "limit_bottom], [member limit_top], [member limit_left], and [member " "limit_right]." msgstr "" "设置指定边 [enum Side] 的相机极限。另见 [member limit_bottom]、[member " "limit_top]、[member limit_left] 和 [member limit_right]。" msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "Camera2D 的锚点。见 [enum AnchorMode] 常量。" msgid "" "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] " "or not a [Viewport], uses the default viewport instead." msgstr "" "连接到 [Camera2D] 的自定义 [Viewport] 节点。如果为 [code]null[/code] 或者不是 " "[Viewport],则使用默认的视口。" msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the bottom edge of the screen." msgstr "" "拖动相机所需的下边距。值为 [code]1[/code] 时,相机仅在到达屏幕底部边缘时移动。" msgid "" "If [code]true[/code], the camera only moves when reaching the horizontal " "(left and right) drag margins. If [code]false[/code], the camera moves " "horizontally regardless of margins." msgstr "" "如果为 [code]true[/code],相机仅在到达水平(左或右)拖动边距时移动。如果为 " "[code]false[/code],则相机水平移动时不考虑边距。" msgid "" "The relative horizontal drag offset of the camera between the right " "([code]-1[/code]) and left ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial horizontal drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_horizontal_enabled] is [code]true[/code] or the drag " "margins are changed." msgstr "" "相机在右侧([code]-1[/code])和左侧([code]1[/code])拖动边距之间的相对水平拖" "动偏移量。\n" "[b]注意:[/b]用于设置初始水平拖动偏移量;确定当前偏移量;或强制当前偏移量。当 " "[member drag_horizontal_enabled] 为 [code]true[/code] 或更改拖动边距时,它不会" "自动更新。" msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the left edge of the screen." msgstr "" "拖动相机所需的左边距。值为 [code]1[/code] 时,相机仅在到达屏幕左侧边缘时移动。" msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the right edge of the screen." msgstr "" "拖动相机所需的右边距。值为 [code]1[/code] 时,相机仅在到达屏幕右侧边缘时移动。" msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the top edge of the screen." msgstr "" "拖动相机所需的上边距。值为 [code]1[/code] 时,相机仅在到达屏幕顶部边缘时移动。" msgid "" "If [code]true[/code], the camera only moves when reaching the vertical (top " "and bottom) drag margins. If [code]false[/code], the camera moves vertically " "regardless of the drag margins." msgstr "" "如果为 [code]true[/code],相机仅在达到垂直(顶部及底部)拖动边距时才移动。如果" "为 [code]false[/code],相机会垂直移动而不管边距。" msgid "" "The relative vertical drag offset of the camera between the bottom ([code]-1[/" "code]) and top ([code]1[/code]) drag margins.\n" "[b]Note:[/b] Used to set the initial vertical drag offset; determine the " "current offset; or force the current offset. It's not automatically updated " "when [member drag_vertical_enabled] is [code]true[/code] or the drag margins " "are changed." msgstr "" "相机在底部([code]-1[/code])和顶部([code]1[/code])拖动边距之间的相对垂直拖" "动偏移量。\n" "[b]注意:[/b]用于设置初始垂直拖动偏移量;确定当前偏移量;或强制当前偏移量。当 " "[member drag_vertical_enabled] 为 [code]true[/code] 或更改拖动边距时,它不会自" "动更新。" msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的拖动边距矩形。" msgid "If [code]true[/code], draws the camera's limits rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的极限矩形。" msgid "If [code]true[/code], draws the camera's screen rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的画面矩形。" msgid "" "Controls whether the camera can be active or not. If [code]true[/code], the " "[Camera2D] will become the main camera when it enters the scene tree and " "there is no active camera currently (see [method Viewport.get_camera_2d]).\n" "When the camera is currently active and [member enabled] is set to " "[code]false[/code], the next enabled [Camera2D] in the scene tree will become " "active." msgstr "" "控制该相机是否可以激活。如果为 [code]true[/code],当该 [Camera2D] 进入场景树并" "且当前没有活动的相机时,它将成为主相机(参见 [method Viewport." "get_camera_2d])。\n" "当该相机当前处于活动状态且 [member enabled] 被设置为 [code]false[/code] 时,则" "场景树中下一个启用的 [Camera2D] 将变为活动状态。" msgid "" "If [code]true[/code], the camera's rendered view is not affected by its " "[member Node2D.rotation] and [member Node2D.global_rotation]." msgstr "" "如果为 [code]true[/code] ,相机的渲染视图不会受到其 [member Node2D.rotation] " "和 [member Node2D.global_rotation] 的影响。" msgid "" "Bottom scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "底部滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可" "以把视图推过该极限。" msgid "" "Left scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "左侧滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可" "以把视图推过该极限。" msgid "" "Right scroll limit in pixels. The camera stops moving when reaching this " "value, but [member offset] can push the view past the limit." msgstr "" "右侧滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可" "以把视图推过该极限。" msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member position_smoothing_enabled] is " "[code]false[/code].\n" "[b]Note:[/b] To immediately update the camera's position to be within limits " "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" "如果为 [code]true[/code],相机会在达到极限时平滑地停止。\n" "如果 [member position_smoothing_enabled] 为 [code]false[/code],则该属性无" "效。\n" "[b]注意:[/b]要立即将相机的位置更新到限制范围内而不进行平滑,即使启用了该设" "置,也要调用 [method reset_smoothing]。" msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value, " "but [member offset] can push the view past the limit." msgstr "" "顶部滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可" "以把视图推过该极限。" msgid "" "The camera's relative offset. Useful for looking around or camera shake " "animations. The offsetted camera can go past the limits defined in [member " "limit_top], [member limit_bottom], [member limit_left] and [member " "limit_right]." msgstr "" "相机的相对偏移量。用于环顾四周或相机抖动动画。偏移后的相机可以超过 [member " "limit_top]、[member limit_bottom]、[member limit_left] 和 [member " "limit_right] 中定义的限制。" msgid "" "If [code]true[/code], the camera's view smoothly moves towards its target " "position at [member position_smoothing_speed]." msgstr "" "如果为 [code]true[/code],相机的视图会以 [member position_smoothing_speed] 的" "速度,平滑地移向其目标位置。" msgid "" "Speed in pixels per second of the camera's smoothing effect when [member " "position_smoothing_enabled] is [code]true[/code]." msgstr "" "当 [member position_smoothing_enabled] 为 [code]true[/code] 时,相机平滑效果的" "速度,单位为每秒像素。" msgid "The camera's process callback. See [enum Camera2DProcessCallback]." msgstr "该相机的处理回调。见 [enum Camera2DProcessCallback]。" msgid "" "If [code]true[/code], the camera's view smoothly rotates, via asymptotic " "smoothing, to align with its target rotation at [member " "rotation_smoothing_speed].\n" "[b]Note:[/b] This property has no effect if [member ignore_rotation] is " "[code]true[/code]." msgstr "" "如果为 [code]true[/code],相机的视图会通过渐近平滑的方式平滑地旋转,以 " "[member rotation_smoothing_speed] 的速度与其目标旋转对齐。\n" "[b]注意:[/b]如果 [member ignore_rotation] 为 [code]true[/code],则该属性无" "效。" msgid "" "The angular, asymptotic speed of the camera's rotation smoothing effect when " "[member rotation_smoothing_enabled] is [code]true[/code]." msgstr "" "当 [member rotation_smoothing_enabled] 为 [code]true[/code] 时,相机旋转平滑效" "果的角度渐近速度。" msgid "" "The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen " "in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen " "in the viewport.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] " "zoom into account. This means that zooming in/out will cause bitmap fonts and " "rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the " "font is part of a [CanvasLayer] that makes it ignore camera zoom. To ensure " "text remains crisp regardless of zoom, you can enable MSDF font rendering by " "enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" "相机的缩放。 设置为 [code]Vector(2, 2)[/code] 的缩放值会使通过视口看到的尺寸翻" "倍。设置为 [code]Vector(0.5, 0.5)[/code]的缩放值会使会使通过视口看到的尺寸减" "半。\n" "[b]注意:[/b][member FontFile.oversampling] [i]不会[/i]考虑 [Camera2D] 的缩放" "值。这意味着放大/缩小将导致位图字体和光栅化(非 MSDF)动态字体看起来模糊或像素" "化,除非字体是[CanvasLayer]的一部分从而使其忽略相机缩放。为了确保文本无论如何" "缩放都保持清晰,你可以通过启用 [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (仅适用于默认项目字体)来启" "用 MSDF 字体渲染,或在自定义字体的动态字体导入选项中启用[b]多通道带符号距离场" "[/b]。对于系统字体,可以在检查器中启用 [member SystemFont." "multichannel_signed_distance_field] 。" msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "相机的位置是固定的,所以左上角总是在原点。" msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." msgstr "相机的位置要考虑垂直/水平偏移和屏幕尺寸。" msgid "" "The camera updates during physics frames (see [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])." msgstr "" "相机在物理帧期间更新(见 [constant Node." "NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。" msgid "" "The camera updates during process frames (see [constant Node." "NOTIFICATION_INTERNAL_PROCESS])." msgstr "" "相机在进程帧期间更新(见 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。" msgid "Camera node, displays from a point of view." msgstr "相机节点,会从某个角度进行显示。" msgid "" "[Camera3D] is a special node that displays what is visible from its current " "location. Cameras register themselves in the nearest [Viewport] node (when " "ascending the tree). Only one camera can be active per viewport. If no " "viewport is available ascending the tree, the camera will register in the " "global viewport. In other words, a camera just provides 3D display " "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" "[Camera3D] 是一个特殊节点,用于显示从其当前位置可见的内容。相机在最近的 " "[Viewport] 节点中注册自己(当树上行)。每个视口中只能有一个激活的相机。如果在" "树上没有可用的视口,相机将在全局视口中注册。换句话说,相机只是用来为 " "[Viewport] 提供 3D 显示能力的,如果没有,则在该 [Viewport](或更高层视口)中注" "册的场景无法显示。" msgid "" "If this is the current camera, remove it from being current. If [param " "enable_next] is [code]true[/code], request to make the next camera current, " "if any." msgstr "" "如果这是当前相机,则将其从当前相机中移除。如果 [param enable_next] 为 " "[code]true[/code],则请求使下一个相机(如果有)成为当前相机。" msgid "" "Returns the projection matrix that this camera uses to render to its " "associated viewport. The camera must be part of the scene tree to function." msgstr "" "返回该相机用于渲染至关联视口的投影矩阵。相机必须是场景树的一部分才能正常工作。" msgid "Returns the camera's RID from the [RenderingServer]." msgstr "从 [RenderingServer] 返回该相机的 RID。" msgid "" "Returns the transform of the camera plus the vertical ([member v_offset]) and " "horizontal ([member h_offset]) offsets; and any other adjustments made to the " "position and orientation of the camera by subclassed cameras such as " "[XRCamera3D]." msgstr "" "返回该相机的变换,该变换会加上垂直([member v_offset])和水平([member " "h_offset])偏移;以及 [XRCamera3D] 等子类相机对相机位置和方向所做的任何其他调" "整。" msgid "" "Returns whether or not the specified layer of the [member cull_mask] is " "enabled, given a [param layer_number] between 1 and 20." msgstr "" "返回是否启用了 [member cull_mask] 的指定层,该层由一个介于 1 和 20 之间的给定 " "[param layer_number] 指定。" msgid "" "Returns the camera's frustum planes in world space units as an array of " "[Plane]s in the following order: near, far, left, top, right, bottom. Not to " "be confused with [member frustum_offset]." msgstr "" "以世界空间单位将相机的视锥平面作为 [Plane] 数组按以下顺序返回:near、far、" "left、top、right、bottom。不要与 [member frustum_offset] 混淆。" msgid "" "Returns the RID of a pyramid shape encompassing the camera's view frustum, " "ignoring the camera's near plane. The tip of the pyramid represents the " "position of the camera." msgstr "" "返回包含该相机视锥的锥体形状的 RID,忽略相机的近处平面。锥体的尖端代表该相机的" "位置。" msgid "" "Returns [code]true[/code] if the given position is behind the camera (the " "blue part of the linked diagram). [url=https://raw.githubusercontent.com/" "godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this " "diagram[/url] for an overview of position query methods.\n" "[b]Note:[/b] A position which returns [code]false[/code] may still be outside " "the camera's field of view." msgstr "" "如果给定位置在相机后面(链接图的蓝色部分),则返回 [code]true[/code]。" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "camera3d_position_frustum.png]查看此图[/url]以了解位置查询方法的概述。\n" "[b]注意:[/b]返回 [code]false[/code] 的位置可能仍然在相机的视野之外。" msgid "" "Returns [code]true[/code] if the given position is inside the camera's " "frustum (the green part of the linked diagram). [url=https://raw." "githubusercontent.com/godotengine/godot-docs/master/img/" "camera3d_position_frustum.png]See this diagram[/url] for an overview of " "position query methods." msgstr "" "如果给定位置在相机的视锥内(位于链接图中的绿色部分),则返回 [code]true[/" "code]。[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/" "img/camera3d_position_frustum.png]查看此图[/url]以了解位置查询方法的概述。" msgid "" "Makes this camera the current camera for the [Viewport] (see class " "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" "使此相机成为 [Viewport] 的当前相机(见类的说明)。如果相机节点在场景树之外,一" "旦添加,它将尝试成为当前相机。" msgid "" "Returns a normal vector from the screen point location directed along the " "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" "返回从屏幕点位置沿相机方向的法向量。正交相机会被归一化。透视相机考虑到透视、屏" "幕宽度/高度等因素。" msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [param z_depth] " "distance into the scene away from the camera." msgstr "" "返回世界空间中的 3D 点,该点映射到平面上 [Viewport] 矩形中的给定 2D 坐标,该平" "面是距相机到场景的给定 [param z_depth] 距离。" msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" "返回世界空间中的法线向量,即通过逆相机投影将点投影到 [Viewport] 矩形上的结果。" "这对于以(原点,法线)的形式投射光线,以进行对象相交或拾取很有用。" msgid "" "Returns a 3D position in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" "返回世界空间中的 3D 位置,即通过逆相机投影将点投影到 [Viewport] 矩形上的结果。" "这对于以(原点,法线)的形式投射光线,以进行对象相交或拾取很有用。" msgid "" "Based on [param value], enables or disables the specified layer in the " "[member cull_mask], given a [param layer_number] between 1 and 20." msgstr "" "基于 [param value],启用或禁用 [member cull_mask] 中的指定层,该层由一个介于 " "1 和 20 之间的给定 [param layer_number] 指定。" msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and " "the [param z_near] and [param z_far] clip planes in world space units. See " "also [member frustum_offset]." msgstr "" "通过指定的以世界空间单位为单位的 [param size]、[param offset]、以及 [param " "z_near] 和 [param z_far] 裁剪平面,将相机投影设置为视锥模式(见 [constant " "PROJECTION_FRUSTUM])。另见 [member frustum_offset]。" msgid "" "Sets the camera projection to orthogonal mode (see [constant " "PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param z_near] " "and [param z_far] clip planes in world space units. (As a hint, 2D games " "often use this projection, with values specified in pixels.)" msgstr "" "通过指定的以世界空间单位为单位的 [param size]、以及 [param z_near] 和 [param " "z_far] 裁剪平面,将相机投影设置为正交模式(参见 [constant " "PROJECTION_ORTHOGONAL])。(作为提示,2D 游戏经常使用这种投影,其值以像素为单" "位指定。)" msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle " "in degrees, and the [param z_near] and [param z_far] clip planes in world " "space units." msgstr "" "通过指定的以度为单位的 [param fov](视野)角度,以及以世界空间单位为单位的 " "[param z_near] 和 [param z_far] 裁剪平面,将相机投影设置为透视模式(参见 " "[constant PROJECTION_PERSPECTIVE])。" msgid "" "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given " "3D point in world space.\n" "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use " "[method is_position_behind] to prevent them from appearing if the 3D point is " "behind the camera:\n" "[codeblock]\n" "# This code block is part of a script that inherits from Node3D.\n" "# `control` is a reference to a node inheriting from Control.\n" "control.visible = not get_viewport().get_camera_3d()." "is_position_behind(global_transform.origin)\n" "control.position = get_viewport().get_camera_3d()." "unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" "返回映射到世界空间中给定 3D 点的 [Viewport] 矩形中的 2D 坐标。\n" "[b]注意:[/b]当使用它在 3D 视口上定位 GUI 元素时,如果 3D 点在相机后面,请使" "用 [method is_position_behind] 来防止它们出现:\n" "[codeblock]\n" "# 该代码块是从 Node3D 继承的脚本的一部分。\n" "# `control` 是对从 Control 继承的节点的引用。\n" "control.visible = not get_viewport().get_camera_3d()." "is_position_behind(global_transform.origin)\n" "control.position = get_viewport().get_camera_3d()." "unproject_position(global_transform.origin)\n" "[/codeblock]" msgid "The [CameraAttributes] to use for this camera." msgstr "该相机所使用的 [CameraAttributes]。" msgid "The [Compositor] to use for this camera." msgstr "该相机所使用的 [Compositor]。" msgid "" "The culling mask that describes which [member VisualInstance3D.layers] are " "rendered by this camera. By default, all 20 user-visible layers are " "rendered.\n" "[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored " "in total, there are an additional 12 layers that are only used internally by " "the engine and aren't exposed in the editor. Setting [member cull_mask] using " "a script allows you to toggle those reserved layers, which can be useful for " "editor plugins.\n" "To adjust [member cull_mask] more easily using a script, use [method " "get_cull_mask_value] and [method set_cull_mask_value].\n" "[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers " "into account to determine what contributes to global illumination. If this is " "an issue, set [member GeometryInstance3D.gi_mode] to [constant " "GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D." "light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude " "them from global illumination." msgstr "" "剔除掩码,描述该相机渲染了哪些 [member VisualInstance3D.layers]。默认情况下," "20 个用户可见层全都被渲染。\n" "[b]注意:[/b]由于 [member cull_mask] 允许总共存储 32 个层,因此另外 12 个层仅" "供引擎内部使用,不会在编辑器中公开。使用脚本设置 [member cull_mask] 允许你切换" "那些保留层,这对编辑器插件很有用。\n" "要使用脚本更轻松地调整 [member cull_mask],请使用 [method " "get_cull_mask_value] 和 [method set_cull_mask_value]。\n" "[b]注意:[/b][VoxelGI]、SDFGI 和 [LightmapGI] 将始终考虑所有层以确定对全局光照" "有贡献的内容。如果这是一个问题,请将网格的 [member GeometryInstance3D." "gi_mode] 设置为 [constant GeometryInstance3D.GI_MODE_DISABLED],并将灯光的 " "[member Light3D.light_bake_mode] 设置为 [constant Light3D.BAKE_DISABLED],以将" "它们从全局光照中排除。" msgid "" "If [code]true[/code], the ancestor [Viewport] is currently using this " "camera.\n" "If multiple cameras are in the scene, one will always be made current. For " "example, if two [Camera3D] nodes are present in the scene and only one is " "current, setting one camera's [member current] to [code]false[/code] will " "cause the other camera to be made current." msgstr "" "如果为 [code]true[/code],则祖级 [Viewport] 正在使用这个相机。\n" "如果场景中有多个相机,总会有一个被设为当前相机。例如,假设场景中存在两个 " "[Camera3D] 节点并且只有一个为当前相机,那么如果把某一个相机的 [member " "current] 设为 [code]false[/code] 就会导致另一个相机被设为当前相机。" msgid "" "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the " "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for " "objects changed in particular [code]_process[/code] methods. See [enum " "DopplerTracking] for possible values." msgstr "" "如果不是 [constant DOPPLER_TRACKING_DISABLED],此相机将为在 [code]_process[/" "code] 中变化的对象模拟[url=https://zh.wikipedia.org/wiki/" "%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/url]。可能的值见 " "[enum DopplerTracking]。" msgid "The [Environment] to use for this camera." msgstr "此相机要使用的 [Environment]。" msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis. Higher values allow the camera to see further away, while " "decreasing [member far] can improve performance if it results in objects " "being partially or fully culled." msgstr "" "该相机相对于其局部 Z 轴到远剔除边界的距离。较高的值允许相机看得更远,而减少 " "[member far] 如果会导致对象被部分或完全剔除,则可以提高性能。" msgid "" "The camera's field of view angle (in degrees). Only applicable in perspective " "mode. Since [member keep_aspect] locks one axis, [member fov] sets the other " "axis' field of view angle.\n" "For reference, the default vertical field of view value ([code]75.0[/code]) " "is equivalent to a horizontal FOV of:\n" "- ~91.31 degrees in a 4:3 viewport\n" "- ~101.67 degrees in a 16:10 viewport\n" "- ~107.51 degrees in a 16:9 viewport\n" "- ~121.63 degrees in a 21:9 viewport" msgstr "" "相机的视野角度(单位为度)。仅适用于透视模式。由于 [member keep_aspect] 锁定一" "个轴,因此 [member fov] 设置另一个轴的视角。\n" "作为参考,默认的垂直视野值([code]70.0[/code])相当于以下水平 FOV:\n" "- 在 4:3 视口中约 91.31 度\n" "- 在 16:10 视口中约 101.67 度\n" "- 在 16:9 视口中约 107.51 度\n" "- 在 21:9 视口中约 121.63 度" msgid "" "The camera's frustum offset. This can be changed from the default to create " "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" "shearing[/url].\n" "[b]Note:[/b] Only effective if [member projection] is [constant " "PROJECTION_FRUSTUM]." msgstr "" "相机的视锥偏移。可以更改默认值,以创建如 [url=https://zdoom.org/wiki/Y-" "shearing]Y-shearing[/url] 一样的“倾斜的视锥”效果。\n" "[b]注意:[/b]仅在 [member projection] 为 [constant PROJECTION_FRUSTUM] 时有" "效。" msgid "The horizontal (X) offset of the camera viewport." msgstr "相机视口的水平(X)偏移量。" msgid "" "The axis to lock during [member fov]/[member size] adjustments. Can be either " "[constant KEEP_WIDTH] or [constant KEEP_HEIGHT]." msgstr "" "在 [member fov]/[member size] 调整时要锁定的轴。可以是 [constant KEEP_WIDTH] " "或 [constant KEEP_HEIGHT]。" msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis. Lower values allow the camera to see objects more up close to " "its origin, at the cost of lower precision across the [i]entire[/i] range. " "Values lower than the default can lead to increased Z-fighting." msgstr "" "该相机相对于其局部 Z 轴到近剔除边界的距离。较低的值允许相机看到更靠近其原点的" "对象,但代价是[i]整个[/i]范围内的精度较低。低于默认值的值会导致 Z 冲突增加。" msgid "" "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, " "objects' Z distance from the camera's local space scales their perceived size." msgstr "" "相机的投影模式。在 [constant PROJECTION_PERSPECTIVE] 模式下,物体与相机局部空" "间的Z距离会影响其感知的大小。" msgid "" "The camera's size in meters measured as the diameter of the width or height, " "depending on [member keep_aspect]. Only applicable in orthogonal and frustum " "modes." msgstr "" "该相机的大小,单位为米,描述的是完整的宽度或者高度,取决于 [member " "keep_aspect]。仅适用于正交和视锥模式。" msgid "The vertical (Y) offset of the camera viewport." msgstr "相机视口的垂直(Y)偏移量。" msgid "" "Perspective projection. Objects on the screen becomes smaller when they are " "far away." msgstr "透视投影。物体距离相机屏幕越远显示就越小。" msgid "" "Orthogonal projection, also known as orthographic projection. Objects remain " "the same size on the screen no matter how far away they are." msgstr "正交投影,又称正交投影。物体无论距离多远,在屏幕上都保持相同的大小。" msgid "" "Frustum projection. This mode allows adjusting [member frustum_offset] to " "create \"tilted frustum\" effects." msgstr "" "视锥投影。通过该模式可以调整 [member frustum_offset] 来创建“倾斜的视锥”效果。" msgid "" "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is " "usually the best option for projects running in portrait mode, as taller " "aspect ratios will benefit from a wider vertical FOV." msgstr "" "保留水平长宽比,也称为 Vert- 缩放。这通常是在纵向模式下运行的项目的最佳选择," "因为较高的纵横比将从更宽的垂直视场中受益。" msgid "" "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is " "usually the best option for projects running in landscape mode, as wider " "aspect ratios will automatically benefit from a wider horizontal FOV." msgstr "" "保留垂直长宽比,也称为 Hor+ 缩放。这通常是在横向模式下运行的项目的最佳选择,因" "为较宽的纵横比会自动从较宽的水平视场中受益。" msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" "禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效应[/url]模拟(默" "认)。" msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" "code]. Changes in the relative velocity of this camera compared to those " "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" "通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh." "wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/" "url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 " "[member AudioStreamPlayer3D.pitch_scale])。" msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " "[code]_physics_process[/code]. Changes in the relative velocity of this " "camera compared to those objects affect how audio is perceived (changing the " "audio's [member AudioStreamPlayer3D.pitch_scale])." msgstr "" "通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh." "wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/" "url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 " "[member AudioStreamPlayer3D.pitch_scale])。" msgid "Parent class for camera settings." msgstr "相机设置的父类。" msgid "" "Controls camera-specific attributes such as depth of field and exposure " "override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " "settings will be used.\n" "See also [Environment] for general 3D environment settings.\n" "This is a pure virtual class that is inherited by [CameraAttributesPhysical] " "and [CameraAttributesPractical]." msgstr "" "控制相机的特定属性,如景深和曝光覆盖。\n" "当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设置," "这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相机。当" "在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 " "[CameraAttributes]。当在 [VoxelGI] 或 [LightmapGI] 中使用时,将只会使用曝光设" "置。\n" "另请参阅 [Environment] 了解一般的 3D 环境设置。\n" "这是一个由 [CameraAttributesPhysical] 和 [CameraAttributesPractical] 继承的纯" "虚类。" msgid "" "If [code]true[/code], enables the tonemapping auto exposure mode of the scene " "renderer. If [code]true[/code], the renderer will automatically determine the " "exposure setting to adapt to the scene's illumination and the observed light." msgstr "" "如果为 [code]true[/code],启用场景渲染器的色调映射自动曝光模式。如果为 " "[code]true[/code],渲染器将自动确定曝光设置,以适应场景的照明和观察到的光线。" msgid "" "The scale of the auto exposure effect. Affects the intensity of auto exposure." msgstr "自动曝光效果的比例。影响自动曝光的强度。" msgid "" "The speed of the auto exposure effect. Affects the time needed for the camera " "to perform auto exposure." msgstr "自动曝光效果的速度。影响相机执行自动曝光所需的时间。" msgid "" "Multiplier for the exposure amount. A higher value results in a brighter " "image." msgstr "曝光量的乘数。较高的值会产生较亮的图像。" msgid "" "Sensitivity of camera sensors, measured in ISO. A higher sensitivity results " "in a brighter image. Only available when [member ProjectSettings.rendering/" "lights_and_shadows/use_physical_light_units] is enabled. When [member " "auto_exposure_enabled] this can be used as a method of exposure compensation, " "doubling the value will increase the exposure value (measured in EV100) by 1 " "stop." msgstr "" "相机传感器的灵敏度,以 ISO 测量。灵敏度越高,图像越亮。仅在启用 [member " "ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] 时可" "用。当 [member auto_exposure_enabled] 启用时,这可以用作曝光补偿的方法,将该值" "加倍将使曝光值(以 EV100 测量)增加 1 档。" msgid "Physically-based camera settings." msgstr "基于物理的相机设置。" msgid "" "[CameraAttributesPhysical] is used to set rendering settings based on a " "physically-based camera's settings. It is responsible for exposure, auto-" "exposure, and depth of field.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], " "[member Camera3D.near], [member Camera3D.fov], and [member Camera3D." "keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the " "exposure settings will be used.\n" "The default settings are intended for use in an outdoor environment, tips for " "settings for use in an indoor environment can be found in each setting's " "documentation.\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" "[CameraAttributesPhysical] 用于根据基于物理的相机的设置来设置渲染设置。它负责" "曝光、自动曝光、以及景深。\n" "当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设置," "这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相机。当" "在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 " "[CameraAttributes],并将覆盖 [Camera3D] 的 [member Camera3D.far]、[member " "Camera3D.near]、[member Camera3D.fov]、以及 [member Camera3D.keep_aspect] 属" "性。当在 [VoxelGI] 或 [LightmapGI] 中使用时,将只会使用曝光设置。\n" "默认设置适用于室外环境,可在每个设置的文档中找到有关在室内环境中使用的设置的提" "示。\n" "[b]注意:[/b]景深模糊只支持 Forward+ 和移动渲染方式,不支持兼容模式。" msgid "Physical light and camera units" msgstr "物理灯光与相机单位" msgid "" "Returns the vertical field of view that corresponds to the [member " "frustum_focal_length]. This value is calculated internally whenever [member " "frustum_focal_length] is changed." msgstr "" "返回对应于 [member frustum_focal_length] 的垂直视野。每当 [member " "frustum_focal_length] 发生变化时,该值都会在内部计算。" msgid "" "The maximum luminance (in EV100) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at least " "this value. This limits the auto-exposure from exposing below a certain " "brightness, resulting in a cut off point where the scene will remain bright." msgstr "" "计算自动曝光时使用的最大亮度(单位:EV100)。在计算场景平均亮度时,颜色值将至" "少被钳制在这个值上。这限制了自动曝光在低于一定的亮度进行曝光时,导致场景将保持" "明亮的一个截止点。" msgid "" "The minimum luminance luminance (in EV100) used when calculating auto " "exposure. When calculating scene average luminance, color values will be " "clamped to at least this value. This limits the auto-exposure from exposing " "above a certain brightness, resulting in a cut off point where the scene will " "remain dark." msgstr "" "计算自动曝光时使用的最小亮度(单位:EV100)。在计算场景平均亮度时,颜色值将至" "少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保持" "黑暗的一个截止点。" msgid "" "Size of the aperture of the camera, measured in f-stops. An f-stop is a " "unitless ratio between the focal length of the camera and the diameter of the " "aperture. A high aperture setting will result in a smaller aperture which " "leads to a dimmer image and sharper focus. A low aperture results in a wide " "aperture which lets in more light resulting in a brighter, less-focused " "image. Default is appropriate for outdoors at daytime (i.e. for use with a " "default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 " "is more appropriate.\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" "相机光圈的大小,以 f 档为单位进行测量。f 档是相机焦距与光圈直径之间的一个无单" "位比率。高光圈设置将产生一个更小的光圈,从而导致更暗的图像和更清晰的焦点。低光" "圈会产生一个大光圈,让更多的光线进入,从而产生一个更亮、更不聚焦的图像。默认值" "适用于白天的室外(即与默认 [DirectionalLight3D] 一起使用),对于室内照明,2 " "到 4 之间的值更合适。\n" "仅在启用 [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] 时可用。" msgid "" "Time for shutter to open and close, evaluated as [code]1 / shutter_speed[/" "code] seconds. A higher value will allow less light (leading to a darker " "image), while a lower value will allow more light (leading to a brighter " "image).\n" "Only available when [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] is enabled." msgstr "" "快门打开和关闭的时间,计算方式为 [code]1 / shutter_speed[/code] 秒。较高的值将" "允许较少的光线(导致图像较暗),而较低的值将允许更多的光线(导致图像较亮)。\n" "仅当启用 [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] 时可用。" msgid "" "Override value for [member Camera3D.far]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member Camera3D." "attributes], it will override the [member Camera3D.far] property." msgstr "" "覆盖 [member Camera3D.far] 的值。在内部计算景深时使用。当被附加到 [Camera3D] " "作为其 [member Camera3D.attributes] 时,它将覆盖 [member Camera3D.fov] 属性。" msgid "" "Distance between camera lens and camera aperture, measured in millimeters. " "Controls field of view and depth of field. A larger focal length will result " "in a smaller field of view and a narrower depth of field meaning fewer " "objects will be in focus. A smaller focal length will result in a wider field " "of view and a larger depth of field meaning more objects will be in focus. " "When attached to a [Camera3D] as its [member Camera3D.attributes], it will " "override the [member Camera3D.fov] property and the [member Camera3D." "keep_aspect] property." msgstr "" "相机镜头和相机光圈之间的距离,单位:毫米。控制视野和景深。较大的焦距会导致较小" "的视野和较窄的景深,这意味着更少的对象将在焦点中。较小的焦距会导致更宽的视野和" "更大的景深,这意味着更多的物体将在焦点中。当被附加到 [Camera3D] 作为其 " "[member Camera3D.attributes] 时,它将覆盖 [member Camera3D.fov] 属性和 " "[member Camera3D.keep_aspect] 属性。" msgid "" "Distance from camera of object that will be in focus, measured in meters. " "Internally this will be clamped to be at least 1 millimeter larger than " "[member frustum_focal_length]." msgstr "" "将在焦点中的物体与相机的距离,以米为单位进行测量。在内部,这将被钳制为至少比 " "[member frustum_focal_length] 大 1 毫米。" msgid "" "Override value for [member Camera3D.near]. Used internally when calculating " "depth of field. When attached to a [Camera3D] as its [member Camera3D." "attributes], it will override the [member Camera3D.near] property." msgstr "" "覆盖 [member Camera3D.near] 的值。在内部计算景深时使用。当被附加到 [Camera3D] " "作为其 [member Camera3D.attributes] 时,它将覆盖 [member Camera3D.near] 属性。" msgid "Camera settings in an easy to use format." msgstr "相机设置,格式比较易用。" msgid "" "Controls camera-specific attributes such as auto-exposure, depth of field, " "and exposure override.\n" "When used in a [WorldEnvironment] it provides default settings for exposure, " "auto-exposure, and depth of field that will be used by all cameras without " "their own [CameraAttributes], including the editor camera. When used in a " "[Camera3D] it will override any [CameraAttributes] set in the " "[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure " "settings will be used." msgstr "" "控制相机的特定属性,如自动曝光、景深、以及曝光覆盖。\n" "当在 [WorldEnvironment] 中使用时,它提供了曝光、自动曝光、以及景深的默认设置," "这些设置将由所有没有自己的 [CameraAttributes] 的相机使用,包括编辑器相机。当" "在 [Camera3D] 中使用时,它将覆盖 [WorldEnvironment] 中设置的任何 " "[CameraAttributes]。当在 [VoxelGI] 或 [LightmapGI] 中使用时,只会使用曝光设" "置。" msgid "" "The maximum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at least " "this value. This limits the auto-exposure from exposing below a certain " "brightness, resulting in a cut off point where the scene will remain bright." msgstr "" "计算自动曝光时使用的最大感光度(单位:ISO)。在计算场景平均亮度时,颜色值将至" "少被钳制在这个值上。这限制了自动曝光在低于一定的亮度进行曝光时,导致场景将保持" "明亮的一个截止点。" msgid "" "The minimum sensitivity (in ISO) used when calculating auto exposure. When " "calculating scene average luminance, color values will be clamped to at least " "this value. This limits the auto-exposure from exposing above a certain " "brightness, resulting in a cut off point where the scene will remain dark." msgstr "" "计算自动曝光时使用的最小感光度(单位:ISO)。在计算场景平均亮度时,颜色值将至" "少被钳制在这个值上。这限制了自动曝光在超过一定的亮度进行曝光时,导致场景将保持" "黑暗的一个截止点。" msgid "" "Sets the maximum amount of blur. When using physically-based blur amounts, " "will instead act as a multiplier. High values lead to an increased amount of " "blurriness, but can be much more expensive to calculate. It is best to keep " "this as low as possible for a given art style." msgstr "" "设置最大模糊量。当使用基于物理的模糊量时,将改为充当一个乘数。高值会导致模糊度" "增加,但计算起来会更昂贵。对于一个给定的艺术风格,最好将该值保持得尽可能低。" msgid "" "Objects further from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" "距离该 [Camera3D] 比该值远的对象将因景深效果而变得模糊。以米为单位进行测量。" msgid "" "Enables depth of field blur for objects further than [member " "dof_blur_far_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_far_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" "为比 [member dof_blur_far_distance] 更远的对象启用景深模糊。模糊强度由 " "[member dof_blur_amount] 控制并由 [member dof_blur_far_transition] 调制。\n" "[b]注意:[/b]景深模糊只支持 Forward+ 和移动渲染方式,不支持兼容模式。" msgid "" "When positive, distance over which (starting from [member " "dof_blur_far_distance]) blur effect will scale from 0 to [member " "dof_blur_amount]. When negative, uses physically-based scaling so depth of " "field effect will scale from 0 at [member dof_blur_far_distance] and will " "increase in a physically accurate way as objects get further from the " "[Camera3D]." msgstr "" "当为正数时,距离超过该值(从 [member dof_blur_far_distance] 开始)时,模糊效果" "将从 0 缩放到 [member dof_blur_amount]。当为负数时,使用基于物理的缩放,因此景" "深效果将在 [member dof_blur_far_distance] 处从 0 开始缩放,并且随着对象远离该 " "[Camera3D],将以物理上准确的方式增加该效果。" msgid "" "Objects closer from the [Camera3D] by this amount will be blurred by the " "depth of field effect. Measured in meters." msgstr "" "距离该 [Camera3D] 比该值近的对象将因景深效果而变得模糊。以米为单位进行测量。" msgid "" "Enables depth of field blur for objects closer than [member " "dof_blur_near_distance]. Strength of blur is controlled by [member " "dof_blur_amount] and modulated by [member dof_blur_near_transition].\n" "[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile " "rendering methods, not Compatibility." msgstr "" "为比 [member dof_blur_near_distance] 更近的对象启用景深模糊。模糊强度由 " "[member dof_blur_amount] 控制并由 [member dof_blur_near_transition] 调制。\n" "[b]注意:[/b]景深模糊只支持 Forward+ 和移动渲染方式,不支持兼容模式。" msgid "" "When positive, distance over which blur effect will scale from 0 to [member " "dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, " "uses physically-based scaling so depth of field effect will scale from 0 at " "[member dof_blur_near_distance] and will increase in a physically accurate " "way as objects get closer to the [Camera3D]." msgstr "" "当为正数时,距离超过该值且截止到 [member dof_blur_near_distance] 时,模糊效果" "将从 0 缩放到 [member dof_blur_amount]。当为负数时,使用基于物理的缩放,因此景" "深效果将在 [member dof_blur_near_distance] 处从 0 开始缩放,并且随着对象靠近" "该 [Camera3D],将以物理上准确的方式增加该效果。" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device." msgstr "通过相机源,你可以访问连接到设备的单个物理相机。" msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera which " "can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the background." msgstr "" "通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕获" "帧,然后使用。另请参阅 [CameraServer]。\n" "[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器中" "组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。" msgid "Returns feed image data type." msgstr "返回源图像的数据类型。" msgid "Returns the unique ID for this feed." msgstr "返回该源的唯一ID。" msgid "Returns the camera's name." msgstr "返回相机的名称。" msgid "Returns the position of camera on the device." msgstr "返回设备上的相机位置。" msgid "If [code]true[/code], the feed is active." msgstr "如果为 [code]true[/code],则源是激活的。" msgid "The transform applied to the camera's image." msgstr "应用于相机图像的变换。" msgid "No image set for the feed." msgstr "没有为该源设置图像。" msgid "Feed supplies RGB images." msgstr "源提供 RGB 图像。" msgid "Feed supplies YCbCr images that need to be converted to RGB." msgstr "源提供的 YCbCr 图像需要转换成 RGB 图像。" msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." msgstr "源提供单独的 Y 和 CbCr 图像,需要合并并转换为 RGB。" msgid "Unspecified position." msgstr "未指定坐标。" msgid "Camera is mounted at the front of the device." msgstr "相机安装在了设备前部。" msgid "Camera is mounted at the back of the device." msgstr "相机安装在了设备后部。" msgid "Server keeping track of different cameras accessible in Godot." msgstr "跟踪 Godot 中可访问的不同摄像头的服务器。" msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " "other platforms, no [CameraFeed]s will be available." msgstr "" "[CameraServer] 记录了 Godot 中可访问的不同相机。此处的相机指外部相机,例如网络" "摄像头或手机上的摄像头。\n" "主要用于为 AR 模块提供来自相机的视频源。\n" "[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 " "[CameraFeed]。" msgid "Adds the camera [param feed] to the camera server." msgstr "将相机源 [param feed] 添加到相机服务器中。" msgid "Returns an array of [CameraFeed]s." msgstr "返回一个 [CameraFeed] 数组。" msgid "" "Returns the [CameraFeed] corresponding to the camera with the given [param " "index]." msgstr "返回与给定索引 [param index] 的相机对应的 [CameraFeed]。" msgid "Returns the number of [CameraFeed]s registered." msgstr "返回注册的 [CameraFeed] 的数量。" msgid "Removes the specified camera [param feed]." msgstr "移除指定的相机源 [param feed]。" msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "当添加 [CameraFeed] 时发出(例如插入网络摄像头时)。" msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." msgstr "当移除 [CameraFeed] 时发出(例如拔掉网络摄像头时)。" msgid "The RGBA camera image." msgstr "RGBA 相机图像。" msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 相机图像。" msgid "The Y component camera image." msgstr "Y 分量相机图像。" msgid "The CbCr component camera image." msgstr "CbCr 分量相机图像。" msgid "Texture provided by a [CameraFeed]." msgstr "由 [CameraFeed] 提供的纹理。" msgid "" "This texture gives access to the camera texture provided by a [CameraFeed].\n" "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a " "shader." msgstr "" "该纹理可以访问 [CameraFeed] 提供的相机纹理。\n" "[b]注意:[/b]许多相机提供的都是 YCbCr 图像,需要在着色器中进行转换。" msgid "The ID of the [CameraFeed] for which we want to display the image." msgstr "我们要显示图像的 [CameraFeed] 的 ID。" msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." msgstr "给予访问 [CameraFeed] 的活动属性的便利属性。" msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" "我们要访问 [CameraFeed] 中的哪个图像,如果相机图像被分割成 Y 和 CbCr 分量,这" "一点很重要。" msgid "Merges several 2D nodes into a single draw operation." msgstr "将若干 2D 节点合并至单次绘制操作。" msgid "" "Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It " "allows to e.g. draw overlapping translucent 2D nodes without blending (set " "[member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this " "effect).\n" "[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the " "backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] " "overrides the builtin shader. To duplicate the behavior of the builtin shader " "in a custom [Shader] use the following:\n" "[codeblock]\n" "shader_type canvas_item;\n" "render_mode unshaded;\n" "\n" "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " "filter_nearest;\n" "\n" "void fragment() {\n" " vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n" "\n" " if (c.a > 0.0001) {\n" " c.rgb /= c.a;\n" " }\n" "\n" " COLOR *= c;\n" "}\n" "[/codeblock]\n" "[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both " "utilize the backbuffer, children of a [CanvasGroup] who have their [member " "CanvasItem.clip_children] set to anything other than [constant CanvasItem." "CLIP_CHILDREN_DISABLED] will not function correctly." msgstr "" "[CanvasGroup] 的所有子 [CanvasItem] 节点会作为一个单独的对象绘制。它允许在不混" "合的情况下绘制重叠的半透明 2D 节点(设置 [CanvasGroup] 的 [member CanvasItem." "self_modulate] 属性来实现这一效果)。\n" "[b]注意:[/b][CanvasGroup] 使用一个自定义着色器从后台缓冲区读取以绘制其子节" "点。为 [CanvasGroup] 指定一个 [Material] 会覆盖内置着色器。要在自定义 " "[Shader] 中复制内置着色器的行为,请使用以下方法:\n" "[codeblock]\n" "shader_type canvas_item;\n" "render_mode unshaded;\n" "\n" "uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, " "filter_nearest;\n" "\n" "void fragment() {\n" " vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n" "\n" " if (c.a > 0.0001) {\n" " c.rgb /= c.a;\n" " }\n" "\n" " COLOR *= c;\n" "}\n" "[/codeblock]\n" "[b]注意:[/b]由于 [CanvasGroup] 和 [member CanvasItem.clip_children] 都使用后" "台缓冲区,因此 [CanvasGroup] 的子级如果将其 [member CanvasItem.clip_children] " "设置为 [constant CanvasItem.CLIP_CHILDREN_DISABLED] 以外的其他值将无法正常工" "作。" msgid "" "Sets the size of the margin used to expand the clearing rect of this " "[CanvasGroup]. This expands the area of the backbuffer that will be used by " "the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer " "used which can increase performance, however if [member use_mipmaps] is " "enabled, a small margin may result in mipmap errors at the edge of the " "[CanvasGroup]. Accordingly, this should be left as small as possible, but " "should be increased if artifacts appear along the edges of the canvas group." msgstr "" "设置用于扩展该 [CanvasGroup] 清除矩形的边距大小。会对该 [CanvasGroup] 所使用的" "后台缓冲的区域进行扩展。边距较小时可以减少后台缓冲的区域大小,从而提升性能,但" "如果启用了 [member use_mipmaps],较小的边距可能在该 [CanvasGroup] 边缘造成 " "mipmap 错误。因此,这个值应该尽量调小,但是如果画布组的边缘出现问题,就应该将" "其调大。" msgid "" "Sets the size of a margin used to expand the drawable rect of this " "[CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect " "around its children then expanding that rect by [member fit_margin]. This " "increases both the backbuffer area used and the area covered by the " "[CanvasGroup] both of which can reduce performance. This should be kept as " "small as possible and should only be expanded when an increased size is " "needed (e.g. for custom shader effects)." msgstr "" "设置用于扩展该 [CanvasGroup] 绘图矩形的边距大小。确定该 [CanvasGroup] 大小的方" "法是:首先框定子节点的矩形区域,然后将该矩形按照 [member fit_margin] 进行扩" "展。会增大该 [CanvasGroup] 所使用的后台缓冲的区域,也会增大该 [CanvasGroup] 所" "覆盖的面积,两者都会降低性能。这个值应该尽量调小,仅在需要时调大(例如自定义着" "色器效果)。" msgid "" "If [code]true[/code], calculates mipmaps for the backbuffer before drawing " "the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] " "attached to the [CanvasGroup]. Generating mipmaps has a performance cost so " "this should not be enabled unless required." msgstr "" "如果为 [code]true[/code],则会在绘制该 [CanvasGroup] 之前为其后台缓冲计算 " "mipmap,附加到该 [CanvasGroup] 的自定义 [ShaderMaterial] 就可以使用 mipmap。" "Mipmap 的生成会造成性能消耗,所以应在必要时才启用。" msgid "Abstract base class for everything in 2D space." msgstr "2D 空间中所有对象的抽象基类。" msgid "" "Abstract base class for everything in 2D space. Canvas items are laid out in " "a tree; children inherit and extend their parent's transform. [CanvasItem] is " "extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game " "objects.\n" "Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the " "engine, then [constant NOTIFICATION_DRAW] will be received on idle time to " "request a redraw. Because of this, canvas items don't need to be redrawn on " "every frame, improving the performance significantly. Several functions for " "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). " "However, they can only be used inside [method _draw], its corresponding " "[method Object._notification] or methods connected to the [signal draw] " "signal.\n" "Canvas items are drawn in tree order on their canvas layer. By default, " "children are on top of their parents, so a root [CanvasItem] will be drawn " "behind everything. This behavior can be changed on a per-item basis.\n" "A [CanvasItem] can be hidden, which will also hide its children. By adjusting " "various other properties of a [CanvasItem], you can also modulate its color " "(via [member modulate] or [member self_modulate]), change its Z-index, blend " "mode, and more." msgstr "" "2D 空间中所有对象的抽象基类。画布项目以树状排列;子节点继承并扩展其父节点的变" "换。[CanvasItem] 由 [Control] 扩展为 GUI 相关的节点,由 [Node2D] 扩展为 2D 游" "戏对象。\n" "任何 [CanvasItem] 都可以进行绘图。绘图时,引擎会调用 [method queue_redraw],然" "后 [constant NOTIFICATION_DRAW] 就会在空闲时被接收到以请求重绘。因此,画布项目" "不需要每一帧都重绘,这显著提升了性能。这个类还提供了几个用于在 [CanvasItem] 上" "绘图的函数(见 [code]draw_*[/code] 函数)。不过这些函数都只能在 [method " "_draw] 及其对应的 [method Object._notification] 或连接到 [signal draw] 的方法" "内使用。\n" "画布项目在其画布层上是按树状顺序绘制的。默认情况下,子项目位于其父项目的上方," "因此根 [CanvasItem] 将被画在所有项目的后面。这种行为可以针对每个画布项目进行更" "改。\n" "[CanvasItem] 可以隐藏,隐藏时也会隐藏其子项目。通过调整 [CanvasItem] 的各种其" "它属性,你还可以调制它的颜色(通过 [member modulate] 或 [member " "self_modulate])、更改 Z 索引、混合模式等。" msgid "Viewport and canvas transforms" msgstr "Viewport 和画布变换" msgid "Custom drawing in 2D" msgstr "2D 中的自定义绘图" msgid "" "Called when [CanvasItem] has been requested to redraw (after [method " "queue_redraw] is called, either manually or by the engine).\n" "Corresponds to the [constant NOTIFICATION_DRAW] notification in [method " "Object._notification]." msgstr "" "当 [CanvasItem] 被请求重绘时调用(手动调用或者引擎调用 [method queue_redraw] " "之后)。\n" "对应于 [method Object._notification] 中的 [constant NOTIFICATION_DRAW] 通知。" msgid "" "Subsequent drawing commands will be ignored unless they fall within the " "specified animation slice. This is a faster way to implement animations that " "loop on background rather than redrawing constantly." msgstr "" "后续的绘制命令将被忽略,除非它们位于指定的动画切片内。这是实现在背景上循环而不" "是不断重绘的动画的更快方法。" msgid "" "Draws an unfilled arc between the given angles with a uniform [param color] " "and [param width] and optional antialiasing (supported only for positive " "[param width]). The larger the value of [param point_count], the smoother the " "curve. See also [method draw_circle].\n" "If [param width] is negative, it will be ignored and the arc will be drawn " "using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that when " "the CanvasItem is scaled, the arc will remain thin. If this behavior is not " "desired, then pass a positive [param width] like [code]1.0[/code].\n" "The arc is drawn from [param start_angle] towards the value of [param " "end_angle] so in clockwise direction if [code]start_angle < end_angle[/code] " "and counter-clockwise otherwise. Passing the same angles but in reversed " "order will produce the same arc. If absolute difference of [param " "start_angle] and [param end_angle] is greater than [constant @GDScript.TAU] " "radians, then a full circle arc is drawn (i.e. arc will not overlap itself)." msgstr "" "使用一个 uniform [param color] 和 [param width] 以及可选的抗锯齿(仅支持正 " "[param width] ),在给定的角度之间绘制一条未填充的弧线。[param point_count] 的" "值越大,该曲线越平滑。另见 [method draw_circle]。\n" "如果 [param width] 为负,则它将被忽略,并使用 [constant RenderingServer." "PRIMITIVE_LINE_STRIP] 绘制该弧线。这意味着当缩放 CanvasItem 时,弧线将保持细" "长。如果不需要此行为,请传递一个正的 [param width],如 [code]1.0[/code]。\n" "如果 [code]start_angle < end_angle[/code] ,则圆弧是从 [param start_angle] 朝" "向 [param end_angle] 的值绘制的,即是顺时针方向;否则为逆时针方向。以相反的顺" "序传递相同的角度,将产生相同的弧线。如果 [param start_angle] 和 [param " "end_angle] 的差的绝对值大于 [constant @GDScript.TAU] 弧度,则绘制一个完整的圆" "弧(即弧线不会与自身重叠)。" msgid "Draws a string first character using a custom font." msgstr "使用自定义字体绘制字符串的第一个字符。" msgid "Draws a string first character outline using a custom font." msgstr "使用自定义字体绘制字符串中第一个字符的轮廓。" msgid "" "Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon]." msgstr "" "绘制彩色的实心圆。另见 [method draw_arc]、[method draw_polyline] 和 [method " "draw_polygon]。" msgid "" "Draws a colored polygon of any number of points, convex or concave. Unlike " "[method draw_polygon], a single color must be specified for the whole polygon." msgstr "" "绘制一个由任意数量的点组成的彩色多边形,凸形或凹形。与 [method draw_polygon] " "不同,必须为整个多边形指定一个单一颜色。" msgid "" "Draws a dashed line from a 2D point to another, with a given color and width. " "See also [method draw_multiline] and [method draw_polyline].\n" "If [param width] is negative, then a two-point primitives will be drawn " "instead of a four-point ones. This means that when the CanvasItem is scaled, " "the line parts will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" "使用给定的颜色和宽度,从一个 2D 点到另一个点绘制一条虚线。另见 [method " "draw_multiline] 和 [method draw_polyline]。\n" "如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩" "放 CanvasItem 时,线条部分将保持细长。如果不需要此行为,请传递一个正的 [param " "width],如 [code]1.0[/code]。" msgid "" "After submitting all animations slices via [method draw_animation_slice], " "this function can be used to revert drawing to its default state (all " "subsequent drawing commands will be visible). If you don't care about this " "particular use case, usage of this function after submitting the slices is " "not required." msgstr "" "通过 [method draw_animation_slice] 提交所有动画切片后,该函数可以被用来将绘制" "恢复到其默认状态(所有后续绘制命令都将可见)。如果不关心这个特定用例,则不需要" "在提交切片后使用该函数。" msgid "" "Draws a textured rectangle region of the font texture with LCD subpixel anti-" "aliasing at a given position, optionally modulated by a color.\n" "Texture is drawn using the following blend operation, blend mode of the " "[CanvasItemMaterial] is ignored:\n" "[codeblock]\n" "dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " "modulate.a);\n" "dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " "modulate.a);\n" "dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " "modulate.a);\n" "dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" "[/codeblock]" msgstr "" "在给定的位置绘制一个带有 LCD 子像素抗锯齿的字体纹理的矩形区域,可以选择用一种" "颜色来调制。\n" "纹理是通过以下混合操作绘制的,[CanvasItemMaterial] 的混合模式被忽略:\n" "[codeblock]\n" "dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * " "modulate.a);\n" "dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * " "modulate.a);\n" "dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * " "modulate.a);\n" "dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n" "[/codeblock]" msgid "" "Draws a line from a 2D point to another, with a given color and width. It can " "be optionally antialiased. See also [method draw_multiline] and [method " "draw_polyline].\n" "If [param width] is negative, then a two-point primitive will be drawn " "instead of a four-point one. This means that when the CanvasItem is scaled, " "the line will remain thin. If this behavior is not desired, then pass a " "positive [param width] like [code]1.0[/code]." msgstr "" "使用给定的颜色和宽度,从一个 2D 点到另一个点绘制一条直线。它可以选择抗锯齿。另" "请参阅 [method draw_multiline] 和 [method draw_polyline]。\n" "如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩" "放 CanvasItem 时,线条将保持细长。如果不需要此行为,请传递一个正的 [param " "width],如 [code]1.0[/code]。" msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" "使用所提供的纹理以 2D 方式绘制一个 [Mesh]。相关文档请参阅 [MeshInstance2D]。" msgid "" "Draws a textured rectangle region of the multi-channel signed distance field " "texture at a given position, optionally modulated by a color. See [member " "FontFile.multichannel_signed_distance_field] for more information and caveats " "about MSDF font rendering.\n" "If [param outline] is positive, each alpha channel value of pixel in region " "is set to maximum value of true distance in the [param outline] radius.\n" "Value of the [param pixel_range] should the same that was used during " "distance field texture generation." msgstr "" "在给定位置,绘制一条多通道有符号距离场纹理的纹理矩形区域,可以选择用一种颜色来" "调制。有关 MSDF 字体渲染的更多信息和注意事项,请参阅 [member FontFile." "multichannel_signed_distance_field]。\n" "如果 [param outline] 为正,则区域中像素的每个 Alpha 通道值都被设置为 [param " "outline] 半径内真实距离的最大值。\n" "[param pixel_range] 的值应该与距离场纹理生成期间使用的值相同。" msgid "" "Draws multiple disconnected lines with a uniform [param width] and [param " "color]. Each line is defined by two consecutive points from [param points] " "array, i.e. i-th segment consists of [code]points[2 * i][/code], " "[code]points[2 * i + 1][/code] endpoints. When drawing large amounts of " "lines, this is faster than using individual [method draw_line] calls. To draw " "interconnected lines, use [method draw_polyline] instead.\n" "If [param width] is negative, then two-point primitives will be drawn instead " "of a four-point ones. This means that when the CanvasItem is scaled, the " "lines will remain thin. If this behavior is not desired, then pass a positive " "[param width] like [code]1.0[/code]." msgstr "" "使用一致的宽度 [param width] 和颜色 [param color] 绘制多条断开的线段。[param " "points] 数组中相邻的两个点定义一条线段,即第 i 条线段由端点 [code]points[2 * " "i][/code] 和 [code]points[2 * i + 1][/code] 组成。绘制大量线段时,这种方法比使" "用 [method draw_line] 一条条画要快。要绘制相连的线段,请改用 [method " "draw_polyline]。\n" "如果 [param width] 为负数,则会绘制由两个点组成的图元,不使用四个点组成的图" "元。此时如果 CanvasItem 发生缩放,则线段仍然会很细。如果不想要这样的行为,请传" "入 [code]1.0[/code] 等正数 [param width]。" msgid "" "Draws multiple disconnected lines with a uniform [param width] and segment-by-" "segment coloring. Each segment is defined by two consecutive points from " "[param points] array and a corresponding color from [param colors] array, i." "e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + " "1][/code] endpoints and has [code]colors[i][/code] color. When drawing large " "amounts of lines, this is faster than using individual [method draw_line] " "calls. To draw interconnected lines, use [method draw_polyline_colors] " "instead.\n" "If [param width] is negative, then two-point primitives will be drawn instead " "of a four-point ones. This means that when the CanvasItem is scaled, the " "lines will remain thin. If this behavior is not desired, then pass a positive " "[param width] like [code]1.0[/code]." msgstr "" "使用一致的宽度 [param width] 分段颜色绘制多条断开的线段。[param points] 数组中" "相邻的两个点定义一条线段,即第 i 条线段由端点 [code]points[2 * i][/code] 和 " "[code]points[2 * i + 1][/code] 组成,使用的颜色为 [code]colors[i][/code]。绘制" "大量线段时,这种方法比使用 [method draw_line] 一条条画要快。要绘制相连的线段," "请改用 [method draw_polyline_colors]。\n" "如果 [param width] 为负数,则会绘制由两个点组成的图元,不使用四个点组成的图" "元。此时如果 CanvasItem 发生缩放,则线段仍然会很细。如果不想要这样的行为,请传" "入 [code]1.0[/code] 等正数 [param width]。" msgid "" "Breaks [param text] into lines and draws it using the specified [param font] " "at the [param pos] (top-left corner). The text will have its color multiplied " "by [param modulate]. If [param width] is greater than or equal to 0, the text " "will be clipped if it exceeds the specified width." msgstr "" "将 [param text] 分成几行,并在 [param pos](左上角)处使用指定的 [param font] " "绘制文本。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等于 0," "则当该文本超过指定宽度时将被裁剪。" msgid "" "Breaks [param text] to the lines and draws text outline using the specified " "[param font] at the [param pos] (top-left corner). The text will have its " "color multiplied by [param modulate]. If [param width] is greater than or " "equal to 0, the text will be clipped if it exceeds the specified width." msgstr "" "将 [param text] 分成几行,并在 [param pos](左上角)处使用指定的 [param font] " "绘制文本轮廓。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等" "于 0,则当该文本超过指定宽度时将被裁剪。" msgid "" "Draws a [MultiMesh] in 2D with the provided texture. See " "[MultiMeshInstance2D] for related documentation." msgstr "" "用所提供的纹理以 2D 方式绘制一个 [MultiMesh]。相关文档请参考 " "[MultiMeshInstance2D]。" msgid "" "Draws a solid polygon of any number of points, convex or concave. Unlike " "[method draw_colored_polygon], each point's color can be changed " "individually. See also [method draw_polyline] and [method " "draw_polyline_colors]. If you need more flexibility (such as being able to " "use bones), use [method RenderingServer.canvas_item_add_triangle_array] " "instead." msgstr "" "绘制一个由任意数量的点构成的实心多边形,凸形或凹形。与 [method " "draw_colored_polygon] 不同,每个点的颜色都可以单独改变。另见 [method " "draw_polyline] 和 [method draw_polyline_colors]。如果你需要更大的自由度(例如" "能够使用骨骼),请改用 [method RenderingServer." "canvas_item_add_triangle_array]。" msgid "" "Draws interconnected line segments with a uniform [param color] and [param " "width] and optional antialiasing (supported only for positive [param width]). " "When drawing large amounts of lines, this is faster than using individual " "[method draw_line] calls. To draw disconnected lines, use [method " "draw_multiline] instead. See also [method draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" "使用一致的 [param color] 和 [param width] 以及可选的抗锯齿(仅支持正 [param " "width] ),绘制相互连接的线段。绘制大量线条时,这比使用单独的 [method " "draw_line] 调用更快。要绘制不相连的的线段,请改用 [method draw_multiline]。另" "见 [method draw_polygon]。\n" "如果 [param width] 为负,则它将被忽略,并使用 [constant RenderingServer." "PRIMITIVE_LINE_STRIP] 绘制该折线。这意味着当 CanvasItem 被缩放时,折线将保持为" "细线。如果不需要该行为,请传入一个正的 [param width],如 [code]1.0[/code]。" msgid "" "Draws interconnected line segments with a uniform [param width], point-by-" "point coloring, and optional antialiasing (supported only for positive [param " "width]). Colors assigned to line points match by index between [param points] " "and [param colors], i.e. each line segment is filled with a gradient between " "the colors of the endpoints. When drawing large amounts of lines, this is " "faster than using individual [method draw_line] calls. To draw disconnected " "lines, use [method draw_multiline_colors] instead. See also [method " "draw_polygon].\n" "If [param width] is negative, it will be ignored and the polyline will be " "drawn using [constant RenderingServer.PRIMITIVE_LINE_STRIP]. This means that " "when the CanvasItem is scaled, the polyline will remain thin. If this " "behavior is not desired, then pass a positive [param width] like [code]1.0[/" "code]." msgstr "" "绘制相连的线段,使用一致的宽度 [param width],按点指定颜色,还可以开启抗锯齿" "(仅支持正的 [param width])。将颜色与线段上的点匹配时,使用的是 [param " "points] 和 [param colors] 的索引,即每条线段填充的都是在两个端点之间颜色的渐变" "色。绘制大量线段时,这种方法比使用 [method draw_line] 一条条画要快。要绘制不相" "连的线段,请改用 [method draw_multiline_colors]。另见 [method " "draw_polygon]。\n" "如果 [param width] 为负,则它将被忽略,并使用 [constant RenderingServer." "PRIMITIVE_LINE_STRIP] 绘制该折线。这意味着当 CanvasItem 被缩放时,折线将保持为" "细线。如果不需要该行为,请传入一个正的 [param width],如 [code]1.0[/code]。" msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " "for a triangle, and 4 points for a quad. If 0 points or more than 4 points " "are specified, nothing will be drawn and an error message will be printed. " "See also [method draw_line], [method draw_polyline], [method draw_polygon], " "and [method draw_rect]." msgstr "" "绘制自定义图元。1 个点的是个点,2 个点的是线段,3 个点的是三角形,4 个点的是四" "边形。如果没有指定点或者指定了超过 4 个点,则不会绘制任何东西,只会输出错误消" "息。另请参阅 [method draw_line]、[method draw_polyline]、[method " "draw_polygon]、[method draw_rect]。" msgid "" "Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will " "be filled with the [param color] specified. If [param filled] is [code]false[/" "code], the rectangle will be drawn as a stroke with the [param color] and " "[param width] specified. See also [method draw_texture_rect].\n" "If [param width] is negative, then two-point primitives will be drawn instead " "of a four-point ones. This means that when the CanvasItem is scaled, the " "lines will remain thin. If this behavior is not desired, then pass a positive " "[param width] like [code]1.0[/code].\n" "[b]Note:[/b] [param width] is only effective if [param filled] is " "[code]false[/code].\n" "[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not " "display perfectly. For example, corners may be missing or brighter due to " "overlapping lines (for a translucent [param color])." msgstr "" "绘制一个矩形。如果 [param filled] 为 [code]true[/code],则矩形将使用指定的 " "[param color] 填充。如果 [param filled] 为 [code]false[/code],则矩形将被绘制" "为具有指定的 [param color] 和 [param width] 的笔划。另见 [method " "draw_texture_rect]。\n" "如果 [param width] 为负,则将绘制一个两点图元而不是一个四点图元。这意味着当缩" "放 CanvasItem 时,线条将保持细长。如果不需要此行为,请传递一个正的 [param " "width],如 [code]1.0[/code]。\n" "[b]注意:[/b][param width] 只有在 [param filled] 为 [code]false[/code] 时才有" "效。\n" "[b]注意:[/b]使用负 [param width] 绘制的未填充矩形可能不会完美显示。例如,由于" "线条的重叠,角可能会缺失或变亮(对于半透明的 [param color])。" msgid "" "Sets a custom transform for drawing via components. Anything drawn afterwards " "will be transformed by this.\n" "[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param " "scale] into account. This means that scaling up/down will cause bitmap fonts " "and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To " "ensure text remains crisp regardless of scale, you can enable MSDF font " "rendering by enabling [member ProjectSettings.gui/theme/" "default_font_multichannel_signed_distance_field] (applies to the default " "project font only), or enabling [b]Multichannel Signed Distance Field[/b] in " "the import options of a DynamicFont for custom fonts. On system fonts, " "[member SystemFont.multichannel_signed_distance_field] can be enabled in the " "inspector." msgstr "" "使用分量设置用于绘图的自定义变换。后续的绘制都会使用这个变换。\n" "[b]注意:[/b][member FontFile.oversampling] [i]不会[/i]考虑 [param scale]。这" "意味着将位图字体及栅格化(非 MSDF)动态字体放大/缩小会产生模糊或像素化的结果。" "要让文本无论如何缩放都保持清晰,可以启用 MSDF 字体渲染,方法是启用 [member " "ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](仅" "应用于默认项目字体),或者启用自定义 DynamicFont 的[b]多通道带符号距离场[/b]导" "入选项。对于系统字体,可以在检查器中启用 [member SystemFont." "multichannel_signed_distance_field]。" msgid "" "Sets a custom transform for drawing via matrix. Anything drawn afterwards " "will be transformed by this." msgstr "设置通过矩阵绘制时的自定义变换。此后绘制的任何东西都将被它变换。" msgid "" "Draws [param text] using the specified [param font] at the [param pos] " "(bottom-left corner using the baseline of the font). The text will have its " "color multiplied by [param modulate]. If [param width] is greater than or " "equal to 0, the text will be clipped if it exceeds the specified width.\n" "[b]Example using the default project font:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "# If using this method in a script that redraws constantly, move the\n" "# `default_font` declaration to a member variable assigned in `_ready()`\n" "# so the Control is only created once.\n" "var default_font = ThemeDB.fallback_font\n" "var default_font_size = ThemeDB.fallback_font_size\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" "[/gdscript]\n" "[csharp]\n" "// If using this method in a script that redraws constantly, move the\n" "// `default_font` declaration to a member variable assigned in `_Ready()`\n" "// so the Control is only created once.\n" "Font defaultFont = ThemeDB.FallbackFont;\n" "int defaultFontSize = ThemeDB.FallbackFontSize;\n" "DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" "[/csharp]\n" "[/codeblocks]\n" "See also [method Font.draw_string]." msgstr "" "使用指定的 [param font] 在 [param pos](使用的字体的基线的左下角)处绘制 " "[param text]。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等" "于 0,则文本超过指定宽度将被裁剪。\n" "[b]使用项目默认字体的例子:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "# 如果在不断重绘的脚本中使用此方法,\n" "# 则将 `default_font` 声明移动到在 `_ready()` 中赋值的成员变量中\n" "# 这样 Control 只创建一次。\n" "var default_font = ThemeDB.fallback_font\n" "var default_font_size = ThemeDB.fallback_font_size\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n" "[/gdscript]\n" "[csharp]\n" "// 如果在不断重绘的脚本中使用此方法,\n" "// 则将 `default_font` 声明移动到在 `_ready()` 中赋值的成员变量中\n" "// 这样 Control 只创建一次。\n" "Font defaultFont = ThemeDB.FallbackFont;\n" "int defaultFontSize = ThemeDB.FallbackFontSize;\n" "DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", " "HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n" "[/csharp]\n" "[/codeblocks]\n" "另请参阅 [method Font.draw_string]。" msgid "" "Draws [param text] outline using the specified [param font] at the [param " "pos] (bottom-left corner using the baseline of the font). The text will have " "its color multiplied by [param modulate]. If [param width] is greater than or " "equal to 0, the text will be clipped if it exceeds the specified width." msgstr "" "在 [param pos](左下角使用字体的基线)处使用指定的 [param font] 绘制 [param " "text] 轮廓。该文本的颜色将乘以 [param modulate]。如果 [param width] 大于等于 " "0,则当文本超过指定宽度时将被裁剪。" msgid "Draws a styled rectangle." msgstr "绘制一个样式矩形。" msgid "Draws a texture at a given position." msgstr "在给定的位置绘制纹理。" msgid "" "Draws a textured rectangle at a given position, optionally modulated by a " "color. If [param transpose] is [code]true[/code], the texture will have its X " "and Y coordinates swapped. See also [method draw_rect] and [method " "draw_texture_rect_region]." msgstr "" "在给定位置绘制一个带纹理的矩形,可以选择用颜色调制。如果 [param transpose] 为 " "[code]true[/code],则纹理将交换其 X 和 Y 坐标。另见 [method draw_rect] 和 " "[method draw_texture_rect_region]。" msgid "" "Draws a textured rectangle from a texture's region (specified by [param " "src_rect]) at a given position, optionally modulated by a color. If [param " "transpose] is [code]true[/code], the texture will have its X and Y " "coordinates swapped. See also [method draw_texture_rect]." msgstr "" "在给定的位置绘制具有纹理的矩形,可以指定所使用的纹理区域(由 [param src_rect] " "指定),可选择用颜色调制。如果 [param transpose] 为 [code]true[/code],则纹理" "将交换其 X 和 Y 坐标。另见 [method draw_texture_rect]。" msgid "" "Forces the transform to update. Transform changes in physics are not instant " "for performance reasons. Transforms are accumulated and then set. Use this if " "you need an up-to-date transform when doing physics operations." msgstr "" "强制更新变换。由于性能原因,物理中的变换改变不是即时的。变换是在累积后再设置。" "如果你在进行物理操作时需要最新的变换,请使用此功能。" msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "返回此项目所在的 [World2D] 画布的 [RID]。" msgid "Returns the canvas item RID used by [RenderingServer] for this item." msgstr "返回 [RenderingServer] 对该项目使用的画布项目 RID。" msgid "" "Returns the [CanvasLayer] that contains this node, or [code]null[/code] if " "the node is not in any [CanvasLayer]." msgstr "" "返回包含该节点的 [CanvasLayer],如果该节点不在任何 [CanvasLayer] 中,则返回 " "[code]null[/code]。" msgid "" "Returns the transform from the coordinate system of the canvas, this item is " "in, to the [Viewport]s coordinate system." msgstr "返回从该项目所在的画布坐标系到 [Viewport] 坐标系的变换。" msgid "" "Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is " "in using the coordinate system of the [CanvasLayer].\n" "[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded " "[Popup]), you can use [method DisplayServer.mouse_get_position]." msgstr "" "返回该 [CanvasItem] 所在的 [CanvasLayer] 中鼠标的位置,使用该 [CanvasLayer] 的" "坐标系。\n" "[b]注意:[/b]要得到屏幕空间的坐标(例如使用非嵌入式 [Popup] 时),你可以使用 " "[method DisplayServer.mouse_get_position]。" msgid "" "Returns the global transform matrix of this item, i.e. the combined transform " "up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that " "either has no parent, has non-[CanvasItem] parent or it has [member " "top_level] enabled." msgstr "" "返回该项目的全局变换矩阵,即到最顶层的 [CanvasItem] 节点的综合变换。最顶层的项" "目是一个 [CanvasItem],它要么没有父级,要么有非 [CanvasItem] 父级,或者要么它" "启用了 [member top_level]。" msgid "" "Returns the transform from the local coordinate system of this [CanvasItem] " "to the [Viewport]s coordinate system." msgstr "返回从该 [CanvasItem] 的局部坐标系到 [Viewport] 坐标系的变换。" msgid "" "Returns the mouse's position in this [CanvasItem] using the local coordinate " "system of this [CanvasItem]." msgstr "返回该 [CanvasItem] 中鼠标的位置,使用该 [CanvasItem] 的局部坐标系。" msgid "" "Returns the transform of this [CanvasItem] in global screen coordinates (i.e. " "taking window position into account). Mostly useful for editor plugins.\n" "Equals to [method get_global_transform] if the window is embedded (see " "[member Viewport.gui_embed_subwindows])." msgstr "" "返回该 [CanvasItem] 在全局屏幕坐标中的变换(即考虑窗口位置)。主要用于编辑器插" "件。\n" "如果窗口是嵌入的,则等于 [method get_global_transform](参见 [member Viewport." "gui_embed_subwindows])。" msgid "Returns the transform matrix of this item." msgstr "返回此项目的变换矩阵。" msgid "Returns the viewport's boundaries as a [Rect2]." msgstr "以 [Rect2] 形式返回视口的边界。" msgid "" "Returns the transform from the coordinate system of the canvas, this item is " "in, to the [Viewport]s embedders coordinate system." msgstr "返回从该项目所在的画布坐标系到 [Viewport] 嵌入坐标系的变换。" msgid "Returns an individual bit on the rendering visibility layer." msgstr "返回渲染可见层上的某个比特位。" msgid "Returns the [World2D] where this item is in." msgstr "返回此物品所在的 [World2D]。" msgid "" "Hide the [CanvasItem] if it's currently visible. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "如果该 [CanvasItem] 目前是可见的,则将其隐藏。相当于将 [member visible] 设为 " "[code]false[/code]。" msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." msgstr "如果将局部变换通知传达给子级,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." msgstr "如果将全局变换通知传达给子级,则返回 [code]true[/code]。" msgid "" "Returns [code]true[/code] if the node is present in the [SceneTree], its " "[member visible] property is [code]true[/code] and all its ancestors are also " "visible. If any ancestor is hidden, this node will not be visible in the " "scene tree, and is therefore not drawn (see [method _draw])." msgstr "" "如果该节点位于 [SceneTree] 中,并且其 [member visible] 属性为 [code]true[/" "code],并且其所有上层节点也均可见,则返回 [code]true[/code]。如果任何上层节点" "被隐藏,则该节点在场景树中将不可见,因此也不会进行绘制(见 [method _draw])。" msgid "Assigns [param screen_point] as this node's new local transform." msgstr "将 [param screen_point] 指定为该节点的新局部变换。" msgid "" "Transformations issued by [param event]'s inputs are applied in local space " "instead of global space." msgstr "[param event] 的输入发出的变换将在局部空间而不是全局空间中应用。" msgid "" "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is " "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. " "This only occurs [b]once[/b] per frame, even if this method has been called " "multiple times." msgstr "" "将该 [CanvasItem] 加入重绘队列。空闲时,如果 [CanvasItem] 可见,则会发送 " "[constant NOTIFICATION_DRAW] 并调用 [method _draw]。即便多次调用这个方法,每帧" "也都只会发生[b]一次[/b]绘制。" msgid "" "If [param enable] is [code]true[/code], this node will receive [constant " "NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform changes." msgstr "" "如果 [param enable] 为 [code]true[/code],则该节点将在其局部变换发生改变时收" "到 [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED]。" msgid "" "If [param enable] is [code]true[/code], this node will receive [constant " "NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" "如果 [param enable] 为 [code]true[/code],那么这个节点会在其全局变换发生改变时" "接收到 [constant NOTIFICATION_TRANSFORM_CHANGED]。" msgid "" "Set/clear individual bits on the rendering visibility layer. This simplifies " "editing this [CanvasItem]'s visibility layer." msgstr "" "设置或清除渲染可见层上的单个位。这简化了对该 [CanvasItem] 的可见层的编辑。" msgid "" "Show the [CanvasItem] if it's currently hidden. This is equivalent to setting " "[member visible] to [code]true[/code]. For controls that inherit [Popup], the " "correct way to make them visible is to call one of the multiple [code]popup*()" "[/code] functions instead." msgstr "" "如果该 [CanvasItem] 目前是隐藏的,则将其显示。相当于将 [member visible] 设为 " "[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用各" "种 [code]popup*()[/code] 函数的其中之一。" msgid "" "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes." msgstr "该 [CanvasItem] 的渲染层,用于响应 [Light2D] 节点。" msgid "The material applied to this [CanvasItem]." msgstr "应用于这个 [CanvasItem] 的材质。" msgid "" "The color applied to this [CanvasItem]. This property does affect child " "[CanvasItem]s, unlike [member self_modulate] which only affects the node " "itself." msgstr "" "应用于这个 [CanvasItem] 的颜色。这个属性会影响子级 [CanvasItem],与只会影响节" "点自身的 [member self_modulate] 不同。" msgid "" "The color applied to this [CanvasItem]. This property does [b]not[/b] affect " "child [CanvasItem]s, unlike [member modulate] which affects both the node " "itself and its children.\n" "[b]Note:[/b] Internal children (e.g. sliders in [ColorPicker] or tab bar in " "[TabContainer]) are also not affected by this property (see " "[code]include_internal[/code] parameter of [method Node.get_child] and other " "similar methods)." msgstr "" "应用于这个 [CanvasItem] 的颜色。这个属性[b]不会[/b]影响子级 [CanvasItem],与会" "同时影响节点自身和子级的 [member modulate] 不同。\n" "[b]注意:[/b]内部子节点(例如 [ColorPicker] 中的滑块、[TabContainer] 中的选项" "卡栏)也不受这个属性的影响(见 [method Node.get_child] 等类似方法的 " "[code]include_internal[/code] 参数)。" msgid "If [code]true[/code], the object draws behind its parent." msgstr "如果为 [code]true[/code],则对象在其父对象后面绘制。" msgid "The texture filtering mode to use on this [CanvasItem]." msgstr "在该 [CanvasItem] 上使用的纹理过滤模式。" msgid "The texture repeating mode to use on this [CanvasItem]." msgstr "在该 [CanvasItem] 上使用的纹理重复模式。" msgid "" "If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its transform " "from parent [CanvasItem]s. Its draw order will also be changed to make it " "draw on top of other [CanvasItem]s that do not have [member top_level] set to " "[code]true[/code]. The [CanvasItem] will effectively act as if it was placed " "as a child of a bare [Node]." msgstr "" "如果为 [code]true[/code],则该 [CanvasItem] [i]不会[/i]继承父级 [CanvasItem] " "的变换。它的绘制顺序也会发生改变,会在其他没有将 [member top_level] 设置为 " "[code]true[/code] 的 [CanvasItem] 之上绘制。效果和把该 [CanvasItem] 作为裸 " "[Node] 的子级一样。" msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property is " "used as this one's material." msgstr "" "如果为 [code]true[/code],则将父级 [CanvasItem] 的 [member material] 属性用作" "此项的材质。" msgid "" "The rendering layer in which this [CanvasItem] is rendered by [Viewport] " "nodes. A [Viewport] will render a [CanvasItem] if it and all its parents " "share a layer with the [Viewport]'s canvas cull mask." msgstr "" "[Viewport] 节点渲染该 [CanvasItem] 时所使用的渲染层。只有 [CanvasItem] 及其所" "有父级均与 [Viewport] 的画布剔除遮罩有交集,该 [Viewport] 才会渲染此 " "[CanvasItem]。" msgid "" "If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if " "all of its ancestors are visible as well (in other words, [method " "is_visible_in_tree] must return [code]true[/code]).\n" "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them " "visible is to call one of the multiple [code]popup*()[/code] functions " "instead." msgstr "" "如果为 [code]true[/code],这个 [CanvasItem] 被绘制。只有当它的所有父节点也可见" "时,该节点才是可见的(换句话说,[method is_visible_in_tree] 必须返回 " "[code]true[/code])。\n" "[b]注意:[/b]对于继承了 [Popup] 的控件,使其可见的正确方法是调用多个 " "[code]popup*()[/code] 函数之一。" msgid "" "If [code]true[/code], this [CanvasItem] and its [CanvasItem] child nodes are " "sorted according to the Y position. Nodes with a lower Y position are drawn " "before those with a higher Y position. If [code]false[/code], Y-sorting is " "disabled.\n" "You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the " "same space as the parent Y-sort. This feature allows you to organize a scene " "better or divide it into multiple ones without changing your scene tree." msgstr "" "如果为 [code]true[/code],则该 [CanvasItem] 及其 [CanvasItem] 子节点按照 Y 位" "置排序。Y 位置较低的节点先于 Y 位置较高的节点绘制。如果为 [code]false[/code]," "则禁用 Y 排序。\n" "可以将 Y 排序的节点进行嵌套。子级 Y 排序的节点,会与父级在同一空间中进行 Y 排" "序。此功能可以让你在不更改场景树的情况下,更好地组织场景,或者将场景分为多个场" "景。" msgid "" "If [code]true[/code], the node's Z index is relative to its parent's Z index. " "If this node's Z index is 2 and its parent's effective Z index is 3, then " "this node's effective Z index will be 2 + 3 = 5." msgstr "" "如果为 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如果" "这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索引" "将是 2 + 3 = 5。" msgid "" "Z index. Controls the order in which the nodes render. A node with a higher Z " "index will display in front of others. Must be between [constant " "RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer." "CANVAS_ITEM_Z_MAX] (inclusive).\n" "[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing " "order, not the order in which input events are handled. This can be useful to " "implement certain UI animations, e.g. a menu where hovered items are scaled " "and should overlap others." msgstr "" "Z 索引。控制节点的渲染顺序。具有较高 Z 索引的节点将显示在其他节点的前面。必须" "在 [constant RenderingServer.CANVAS_ITEM_Z_MIN] 和 [constant RenderingServer." "CANVAS_ITEM_Z_MAX]之间(包含)。\n" "[b]注意:[/b]改变 [Control] 的 Z 索引只影响绘图顺序,不影响处理输入事件的顺" "序。可用于实现某些 UI 动画,例如对处于悬停状态的菜单项进行缩放,此时会与其他内" "容重叠。" msgid "" "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant " "NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.\n" "[b]Note:[/b] Deferred connections do not allow drawing through the " "[code]draw_*[/code] methods." msgstr "" "当该 [CanvasItem] 必须重绘时发出,发生在相关的 [constant NOTIFICATION_DRAW] 通" "知[i]之后[/i],调用 [method _draw] [i]之前[/i]。\n" "[b]注意:[/b]延迟连接无法使用 [code]draw_*[/code] 方法进行绘制。" msgid "Emitted when becoming hidden." msgstr "当隐藏时发出。" msgid "" "Emitted when the item's [Rect2] boundaries (position or size) have changed, " "or when an action is taking place that may have impacted these boundaries (e." "g. changing [member Sprite2D.texture])." msgstr "" "当 CanvasItem 的 [Rect2] 边界(位置或大小)发生变化时,或者当发生可能影响这些" "边界的操作(例如,更改 [member Sprite2D.texture])时发出。" msgid "Emitted when the visibility (hidden/visible) changes." msgstr "当可见性(隐藏/可见)更改时发出。" msgid "" "The [CanvasItem]'s global transform has changed. This notification is only " "received if enabled by [method set_notify_transform]." msgstr "" "该 [CanvasItem] 的全局变换已更改。只有在通过 [method set_notify_transform] 启" "用时,才会收到这个通知。" msgid "" "The [CanvasItem]'s local transform has changed. This notification is only " "received if enabled by [method set_notify_local_transform]." msgstr "" "该 [CanvasItem] 的局部变换已更改。只有在通过 [method " "set_notify_local_transform] 启用时,才会收到这个通知。" msgid "The [CanvasItem] is requested to draw (see [method _draw])." msgstr "要求绘制该 [CanvasItem](见 [method _draw])。" msgid "The [CanvasItem]'s visibility has changed." msgstr "该 [CanvasItem] 的可见性已更改。" msgid "The [CanvasItem] has entered the canvas." msgstr "该 [CanvasItem] 已进入画布。" msgid "The [CanvasItem] has exited the canvas." msgstr "该 [CanvasItem] 已退出画布。" msgid "The [CanvasItem]'s active [World2D] changed." msgstr "该 [CanvasItem] 的活动 [World2D] 已更改。" msgid "The [CanvasItem] will inherit the filter from its parent." msgstr "该 [CanvasItem] 将从其父级继承过滤器。" msgid "" "The texture filter reads from the nearest pixel and blends between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look pixelated from up close, and smooth from " "a distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " "out pixels that are smaller than on-screen pixels." msgstr "" "纹理过滤从最近的像素读取并在最近的 2 个多级渐远纹理之间进行混合(或者如果 " "[member ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" "这使得纹理从近处看起来像素化,从远处看起来平滑。\n" "将此用于可能以低缩放查看的非像素艺术纹理(例如,由于 [Camera2D] 缩放或精灵缩" "放),因为多级渐远纹理对于平滑小于屏幕像素的像素很重要。" msgid "" "The texture filter blends between the nearest 4 pixels and between the " "nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings." "rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/" "code]). This makes the texture look smooth from up close, and smooth from a " "distance.\n" "Use this for non-pixel art textures that may be viewed at a low scale (e.g. " "due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth " "out pixels that are smaller than on-screen pixels." msgstr "" "纹理过滤在最近的 4 个像素和最近的 2 个多级渐远纹理之间进行混合(或者如果 " "[member ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" "这使得纹理从近处看起来平滑,从远处看起来也平滑。\n" "将此用于可能以低缩放查看的非像素艺术纹理(例如,由于 [Camera2D] 缩放或精灵缩" "放),因为多级渐远纹理对于平滑小于屏幕像素的像素很重要。" msgid "" "The texture filter reads from the nearest pixel and blends between 2 mipmaps " "(or uses the nearest mipmap if [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the " "angle between the surface and the camera view. This makes the texture look " "pixelated from up close, and smooth from a distance. Anisotropic filtering " "improves texture quality on surfaces that are almost in line with the camera, " "but is slightly slower. The anisotropic filtering level can be changed by " "adjusting [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case." msgstr "" "纹理过滤从最近的像素读取并根据表面和相机视图之间的角度在 2 个多级渐远纹理之间" "进行混合(或者如果 [member ProjectSettings.rendering/textures/default_filters/" "use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的多级渐远纹理)。" "这使得纹理从近处看起来像素化,从远处看起来平滑。各向异性过滤提高了几乎与相机位" "于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通过调整 [member " "ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 来改变。\n" "[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant " "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 在这种情况下通常更合适。" msgid "" "The texture filter blends between the nearest 4 pixels and blends between 2 " "mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/" "textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) " "based on the angle between the surface and the camera view. This makes the " "texture look smooth from up close, and smooth from a distance. Anisotropic " "filtering improves texture quality on surfaces that are almost in line with " "the camera, but is slightly slower. The anisotropic filtering level can be " "changed by adjusting [member ProjectSettings.rendering/textures/" "default_filters/anisotropic_filtering_level].\n" "[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant " "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case." msgstr "" "纹理过滤在最近的 4 个像素之间进行混合,并基于表面与相机视图之间的角度在 2 个多" "级渐远纹理之间进行混合(或者如果 [member ProjectSettings.rendering/textures/" "default_filters/use_nearest_mipmap_filter] 为 [code]true[/code],则使用最近的" "多级渐远纹理)。这使得纹理从近处看起来平滑,从远处看起来也平滑。各向异性过滤提" "高了几乎与相机位于一条线的表面上的纹理质量,但速度稍慢。各向异性过滤级别可以通" "过调整 [member ProjectSettings.rendering/textures/default_filters/" "anisotropic_filtering_level] 来改变。\n" "[b]注意:[/b]该纹理过滤在 2D 项目中很少有用。[constant " "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] 在这种情况下通常更合适。" msgid "Texture will not repeat." msgstr "纹理不会重复。" msgid "Texture will repeat normally." msgstr "纹理将正常重复。" msgid "Represents the size of the [enum TextureRepeat] enum." msgstr "代表 [enum TextureRepeat] 枚举的大小。" msgid "Child draws over parent and is not clipped." msgstr "子级绘制在父级之上,不会被裁剪。" msgid "" "Parent is used for the purposes of clipping only. Child is clipped to the " "parent's visible area, parent is not drawn." msgstr "父级仅用于裁剪目的。子级被裁剪到父级的可见区域,不绘制父级。" msgid "" "Parent is used for clipping child, but parent is also drawn underneath child " "as normal before clipping child to its visible area." msgstr "" "父级用于裁剪子级,但在将子级剪裁到其可见区域之前,父级也像往常一样绘制在子级下" "方。" msgid "Represents the size of the [enum ClipChildrenMode] enum." msgstr "代表 [enum ClipChildrenMode] 枚举的大小。" msgid "A material for [CanvasItem]s." msgstr "[CanvasItem]的材质。" msgid "" "[CanvasItemMaterial]s provide a means of modifying the textures associated " "with a CanvasItem. They specialize in describing blend and lighting behaviors " "for textures. Use a [ShaderMaterial] to more fully customize a material's " "interactions with a [CanvasItem]." msgstr "" "[CanvasItemMaterial]提供了一种修改与CanvasItem相关联的纹理的方法。他们专注于描" "述纹理的混合和照明行为。使用[ShaderMaterial]可以更全面地自定义材质与" "[CanvasItem]的交互。" msgid "" "The manner in which a material's rendering is applied to underlying textures." msgstr "将材质的渲染应用于基础纹理的方式。" msgid "The manner in which material reacts to lighting." msgstr "材质对照明的反应方式。" msgid "" "The number of columns in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "[GPUParticles2D] 或 [CPUParticles2D] 指定给 [Texture2D] 的精灵表中拥有的列" "数。\n" "[b]注意:[/b]该属性只有在 [member particles_animation] 为 [code]true[/code] " "时,才会在编辑器中被使用和可见。" msgid "" "If [code]true[/code], the particles animation will loop.\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "如果为 [code]true[/code],粒子动画将循环播放。\n" "[b]注意:[/b]该属性只有在 [member particles_animation]为 [code]true[/code] " "时,才会在编辑器中被使用和可见。" msgid "" "The number of rows in the spritesheet assigned as [Texture2D] for a " "[GPUParticles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" "[GPUParticles2D] 或 [CPUParticles2D] 指定给 [Texture2D] 的精灵表中拥有的行" "数。\n" "[b]注意:[/b]该属性只有在 [member particles_animation] 为 [code]true[/code] " "时,才会在编辑器中被使用和可见。" msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member " "ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D." "anim_speed_max] should also be set to a positive value for the animation to " "play.\n" "This property (and other [code]particles_anim_*[/code] properties that depend " "on it) has no effect on other types of nodes." msgstr "" "如果 [code]true[/code] ,在分配给 [GPUParticles2D] 和 [CPUParticles2D] 节点" "时,启用基于精灵表的动画功能。[member ParticleProcessMaterial.anim_speed_max] " "或 [member CPUParticles2D.anim_speed_max] 也应该设置为正值,才能播放动画。\n" "这个属性(以及其他依赖它的 [code]particles_anim_*[/code] 属性)对其他类型的节" "点没有影响。" msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." msgstr "混合混合模式。假设颜色与 Alpha 值(不透明度)无关。" msgid "Additive blending mode." msgstr "添加混合模式。" msgid "Subtractive blending mode." msgstr "减去混合模式。" msgid "Multiplicative blending mode." msgstr "正片叠底混合模式。" msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." msgstr "混合混合模式。假定颜色已预先乘以 Alpha 值(不透明度)。" msgid "" "Render the material using both light and non-light sensitive material " "properties." msgstr "使用光敏和非光敏材料属性渲染材质。" msgid "Render the material as if there were no light." msgstr "将材质渲染成没有光的样子。" msgid "Render the material as if there were only light." msgstr "将材质渲染成只有光的样子。" msgid "A node used for independent rendering of objects within a 2D scene." msgstr "用于 2D 场景中的对象的独立渲染的节点。" msgid "" "[CanvasItem]-derived nodes that are direct or indirect children of a " "[CanvasLayer] will be drawn in that layer. The layer is a numeric index that " "defines the draw order. The default 2D scene renders with index [code]0[/" "code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, and " "a [CanvasLayer] with index [code]1[/code] will be drawn above. This order " "will hold regardless of the [member CanvasItem.z_index] of the nodes within " "each layer.\n" "[CanvasLayer]s can be hidden and they can also optionally follow the " "viewport. This makes them useful for HUDs like health bar overlays (on layers " "[code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] and " "lower).\n" "[b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. " "[CanvasItem]s on layers [code]1025[/code] and higher appear in front of " "embedded windows.\n" "[b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and " "cannot be shared between multiple [Viewport]s, see [member custom_viewport]. " "When using multiple [Viewport]s, for example in a split-screen game, you need " "create an individual [CanvasLayer] for each [Viewport] you want it to be " "drawn on." msgstr "" "[CanvasLayer] 的直接或间接子节点中,派生自 [CanvasItem] 的节点会在该图层中进行" "绘制。图层是定义绘制顺序的数字索引。默认 2D 场景使用的索引为 [code]0[/code]," "因此索引为 [code]-1[/code] 的 [CanvasLayer] 会在下方绘制,而索引为 [code]1[/" "code] 的 [CanvasLayer] 会在上方绘制。无论节点在图层中的 [member CanvasItem." "z_index] 是多少,这一顺序都成立。\n" "[CanvasLayer] 可以隐藏,也可以跟随视口。因此常用于血条等 HUD(位于 [code]1[/" "code] 或更高的图层上)和背景(位于 [code]-1[/code] 或更低的图层上)。\n" "[b]注意:[/b]嵌入式 [Window] 位于 [code]1024[/code] 图层。位于 [code]1025[/" "code] 或更高图层的 [CanvasItem] 会显示在嵌入式窗口之上。\n" "[b]注意:[/b]每个 [CanvasLayer] 都是在一个特定的 [Viewport] 中绘制的,不能在多" "个 [Viewport] 之间共享,见 [member custom_viewport]。使用多个 [Viewport] 时," "例如分屏游戏中,你需要为每个想要绘制的 [Viewport] 创建一个单独的 " "[CanvasLayer]。" msgid "Canvas layers" msgstr "画布层" msgid "Returns the RID of the canvas used by this layer." msgstr "返回此层使用的画布的 RID。" msgid "" "Returns the transform from the [CanvasLayer]s coordinate system to the " "[Viewport]s coordinate system." msgstr "返回从 [CanvasLayer] 坐标系到 [Viewport] 坐标系的变换。" msgid "" "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]false[/code]." msgstr "" "隐藏该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 " "[code]false[/code]。" msgid "" "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to " "setting [member visible] to [code]true[/code]." msgstr "" "显示该 [CanvasLayer] 下的所有 [CanvasItem]。相当于将 [member visible] 设为 " "[code]true[/code]。" msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" "分配给该 [CanvasLayer] 的自定义 [Viewport] 节点。如果为 [code]null[/code],则" "使用默认的视口。" msgid "" "If enabled, the [CanvasLayer] will use the viewport's transform, so it will " "move when camera moves instead of being anchored in a fixed position on the " "screen.\n" "Together with [member follow_viewport_scale] it can be used for a pseudo 3D " "effect." msgstr "" "启用时,该 [CanvasLayer] 会使用视口的变换,所以它会随相机移动,而不是保持在屏" "幕上的某个固定位置。\n" "与 [member follow_viewport_scale] 配合可以实现伪 3D 效果。" msgid "" "Scales the layer when using [member follow_viewport_enabled]. Layers moving " "into the foreground should have increasing scales, while layers moving into " "the background should have decreasing scales." msgstr "" "使用 [member follow_viewport_enabled] 时缩放图层。移入到前景的图层应具有增加的" "缩放,而移入到背景的图层应具有减小的缩放。" msgid "" "Layer index for draw order. Lower values are drawn behind higher values.\n" "[b]Note:[/b] If multiple CanvasLayers have the same layer index, [CanvasItem] " "children of one CanvasLayer are drawn behind the [CanvasItem] children of the " "other CanvasLayer. Which CanvasLayer is drawn in front is non-deterministic." msgstr "" "画布层的索引,用于确定绘制顺序。索引值小的画布层绘制在索引值大的画布层后面。\n" "[b]注意:[/b]如果多个 CanvasLayer 的画布层索引相同,一个 CanvasLayer 的 " "[CanvasItem] 子节点都会绘制在另一个 CanvasLayer 的 [CanvasItem] 子节点之后。哪" "个 CanvasLayer 画在前面并不一定。" msgid "The layer's base offset." msgstr "图层的基本偏移量。" msgid "The layer's rotation in radians." msgstr "图层的旋转弧度。" msgid "The layer's scale." msgstr "图层的缩放。" msgid "The layer's transform." msgstr "图层的变换。" msgid "" "If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be " "hidden.\n" "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't " "propagated to underlying layers." msgstr "" "为 [code]false[/code] 时,该 [CanvasLayer] 下的所有 [CanvasItem] 都会被隐" "藏。\n" "与 [member CanvasItem.visible] 不同,[CanvasLayer] 的显示与否不会传播到其内部" "的层。" msgid "Emitted when visibility of the layer is changed. See [member visible]." msgstr "当该层的可见性发生变化时触发。请参阅 [member visible]。" msgid "A node that applies a color tint to a canvas." msgstr "将一种色调应用于一张画布的节点。" msgid "" "[CanvasModulate] applies a color tint to all nodes on a canvas. Only one can " "be used to tint a canvas, but [CanvasLayer]s can be used to render things " "independently." msgstr "" "[CanvasModulate] 将一种色调应用于一张画布上的所有节点。一张画布只有一个可用于" "为画布着色,但 [CanvasLayer] 可用于独立渲染事物。" msgid "The tint color to apply." msgstr "要应用的色调颜色。" msgid "Texture with optional normal and specular maps for use in 2D rendering." msgstr "用于 2D 渲染的纹理,带有可选的法线和镜面贴图。" msgid "" "[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It " "allows using normal maps and specular maps in any node that inherits from " "[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and " "repeat mode independently of the node's properties (or the project " "settings).\n" "[b]Note:[/b] [CanvasTexture] cannot be used in 3D. It will not display " "correctly when applied to any [VisualInstance3D], such as [Sprite3D] or " "[Decal]. For physically-based materials in 3D, use [BaseMaterial3D] instead." msgstr "" "[CanvasTexture] 是用于 2D 渲染的 [ImageTexture] 的替代品。它允许在任何继承自 " "[CanvasItem] 的节点中使用法线贴图和镜面贴图。[CanvasTexture] 还允许独立于节点" "的属性(或项目设置)覆盖纹理的过滤模式和重复模式。\n" "[b]注意:[/b][CanvasTexture] 不能在 3D 中使用。当应用于任何 " "[VisualInstance3D],例如 [Sprite3D] 或 [Decal] 时,它将无法正确显示。对于 3D " "中基于物理的材质,请改用 [BaseMaterial3D]。" msgid "2D Lights and Shadows" msgstr "2D 灯光和阴影" msgid "" "The diffuse (color) texture to use. This is the main texture you want to set " "in most cases." msgstr "要使用的漫反射(颜色)纹理。这是你在大多数情况下要设置的主要纹理。" msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "要使用的法线贴图纹理。仅在有 [Light2D] 影响该 [CanvasTexture] 时才有可见的效" "果。\n" "[b]注意:[/b]Godot 期望法线贴图使用 X+、Y+、Z+ 坐标系。比较流行的引擎所期望的" "法线贴图坐标系见[url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这个页面[/url]。" msgid "" "The multiplier for specular reflection colors. The [Light2D]'s color is also " "taken into account when determining the reflection color. Only has a visible " "effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" "镜面反射颜色的乘数。在确定反射颜色时,[Light2D] 的颜色也会被考虑在内。只有在 " "[Light2D] 影响到这个 [CanvasTexture] 时才有可见的效果。" msgid "" "The specular exponent for [Light2D] specular reflections. Higher values " "result in a more glossy/\"wet\" look, with reflections becoming more " "localized and less visible overall. The default value of [code]1.0[/code] " "disables specular reflections entirely. Only has a visible effect if " "[Light2D]s are affecting this [CanvasTexture]." msgstr "" "用于 [Light2D] 镜面反射的镜面指数。更高的值会产生更有光泽或更加“湿润”的外观," "反射变得更局部,且整体上不太明显。默认值为 [code]1.0[/code] ,将完全禁用镜面反" "射。只有在 [Light2D] 影响到这个 [CanvasTexture] 时才会有可见的效果。" msgid "" "The specular map to use for [Light2D] specular reflections. This should be a " "grayscale or colored texture, with brighter areas resulting in a higher " "[member specular_shininess] value. Using a colored [member specular_texture] " "allows controlling specular shininess on a per-channel basis. Only has a " "visible effect if [Light2D]s are affecting this [CanvasTexture]." msgstr "" "用于 [Light2D] 镜面反射的镜面贴图。这应该是一个灰度或彩色纹理,更亮的区域会产" "生更高的 [member specular_shininess] 值。使用彩色 [member specular_texture] 允" "许在每个通道的基础上控制镜面反射光泽度。仅当 [Light2D] 影响该 [CanvasTexture] " "时才有可见的效果。" msgid "The texture filtering mode to use when drawing this [CanvasTexture]." msgstr "绘制该 [CanvasTexture] 时所使用的纹理过滤模式。" msgid "The texture repeat mode to use when drawing this [CanvasTexture]." msgstr "绘制该 [CanvasTexture] 时所使用的纹理重复模式。" msgid "Class representing a capsule-shaped [PrimitiveMesh]." msgstr "表示胶囊状 [PrimitiveMesh] 的类。" msgid "Total height of the capsule mesh (including the hemispherical ends)." msgstr "胶囊网格的总高度(包括半球形末端)。" msgid "Number of radial segments on the capsule mesh." msgstr "胶囊网格上的径向线段数。" msgid "Radius of the capsule mesh." msgstr "胶囊网格的半径。" msgid "Number of rings along the height of the capsule." msgstr "沿胶囊高度的环数。" msgid "A 2D capsule shape used for physics collision." msgstr "用于物理碰撞的 2D 胶囊形状。" msgid "" "A 2D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, but " "it is slower than [RectangleShape2D] and [CircleShape2D]." msgstr "" "2D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。\n" "[b]性能:[/b][CapsuleShape2D] 可以快速检查碰撞,但比 [RectangleShape2D] 和 " "[CircleShape2D] 慢。" msgid "The capsule's height." msgstr "胶囊体的高度。" msgid "The capsule's radius." msgstr "胶囊体的半径。" msgid "A 3D capsule shape used for physics collision." msgstr "用于物理碰撞的 3D 胶囊形状。" msgid "" "A 3D capsule shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "[b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It " "is faster than [CylinderShape3D], but slower than [SphereShape3D] and " "[BoxShape3D]." msgstr "" "3D 胶囊形状,旨在用于物理学。通常用于为 [CollisionShape3D] 提供形状。\n" "[b]性能:[/b][CapsuleShape3D] 可以快速检查碰撞。比 [CylinderShape3D] 快,但比 " "[SphereShape3D] 和 [BoxShape3D] 慢。" msgid "A container that keeps child controls in its center." msgstr "将子控件保持在其中心的容器。" msgid "" "[CenterContainer] is a container that keeps all of its child controls in its " "center at their minimum size." msgstr "[CenterContainer] 是一种容器,它将其所有子控件以最小尺寸保持在其中心。" msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." msgstr "" "如果为 [code]true[/code],会将子节点相对于 [CenterContainer] 的左上角居中。" msgid "A 2D physics body specialized for characters moved by script." msgstr "专门用于通过脚本移动的角色的 2D 物理物体。" msgid "" "[CharacterBody2D] is a specialized class for physics bodies that are meant to " "be user-controlled. They are not affected by physics at all, but they affect " "other physics bodies in their path. They are mainly used to provide high-" "level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody2D.move_and_collide]. This makes it useful for " "highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody2D] is simpler to configure." msgstr "" "[CharacterBody2D] 是针对用户控制的物理体的特化类。它们不会受到物理的影响,但会" "影响路径上的其他物理体。除了由 [method PhysicsBody2D.move_and_collide] 提供的" "常见的碰撞检测之外,它们主要用于提供移动对象的高阶 API,能够检测墙壁和斜坡" "([method move_and_slide] 方法)。因此适用于需要高度可配置的物理体,因为通常是" "用户控制的角色,所以必须按照特定的方式移动、与世界发生碰撞。\n" "如果是移动平台等不需要复杂移动和碰撞检测的游戏对象,[AnimatableBody2D] 更方便" "配置。" msgid "Kinematic character (2D)" msgstr "运动学角色(2D)" msgid "Using CharacterBody2D" msgstr "使用 CharacterBody2D" msgid "2D Kinematic Character Demo" msgstr "2D 运动学角色演示" msgid "" "Allows to manually apply a snap to the floor regardless of the body's " "velocity. This function does nothing when [method is_on_floor] returns " "[code]true[/code]." msgstr "" "允许手动应用向地板的吸附,无论该物体的速度多大。[method is_on_floor] 返回 " "[code]true[/code] 时这个函数什么都不做。" msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector2.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" "返回地板在最近一次碰撞点的碰撞角度,依据为 [param up_direction],默认为 " "[constant Vector2.UP]。该值始终为正数,只有在调用了 [method move_and_slide] 并" "且 [method is_on_floor] 返回值为 [code]true[/code] 时才有效。" msgid "" "Returns the surface normal of the floor at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_floor] " "returns [code]true[/code]." msgstr "" "返回最近一次碰撞点的地面法线。只有在调用了 [method move_and_slide] 并且 " "[method is_on_floor] 返回值为 [code]true[/code] 时才有效。" msgid "" "Returns the last motion applied to the [CharacterBody2D] during the last call " "to [method move_and_slide]. The movement can be split into multiple motions " "when sliding occurs, and this method return the last one, which is useful to " "retrieve the current direction of the movement." msgstr "" "返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody2D] 的最后一" "次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一次,可" "用于获取当前的移动方向。" msgid "" "Returns a [KinematicCollision2D], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" "返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生的" "最后一次运动的相关信息。" msgid "" "Returns the linear velocity of the platform at the last collision point. Only " "valid after calling [method move_and_slide]." msgstr "" "返回位于最近一次碰撞点的平台线速度。仅在调用 [method move_and_slide] 后有效。" msgid "" "Returns the travel (position delta) that occurred during the last call to " "[method move_and_slide]." msgstr "返回最近一次调用 [method move_and_slide] 所产生的运动(位置增量)。" msgid "" "Returns the current real velocity since the last call to [method " "move_and_slide]. For example, when you climb a slope, you will move " "diagonally even though the velocity is horizontal. This method returns the " "diagonal movement, as opposed to [member velocity] which returns the " "requested velocity." msgstr "" "返回最近一次调用 [method move_and_slide] 之后的当前真实速度。例如,即便速度为" "水平方向,爬坡时你也会斜向移动。此方法返回的就是那个斜向移动,与返回请求速度" "的 [member velocity] 相对。" msgid "" "Returns a [KinematicCollision2D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1).\n" "[b]Example usage:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "for i in get_slide_collision_count():\n" " var collision = get_slide_collision(i)\n" " print(\"Collided with: \", collision.get_collider().name)\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < GetSlideCollisionCount(); i++)\n" "{\n" " KinematicCollision2D collision = GetSlideCollision(i);\n" " GD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生的" "碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须指" "定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。\n" "[b]用法示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "for i in get_slide_collision_count():\n" "var collision = get_slide_collision(i)\n" "print(\"碰到了:\", collision.get_collider().name)\n" "[/gdscript]\n" "[csharp]\n" "for (int i = 0; i < GetSlideCollisionCount(); i++)\n" "{\n" " KinematicCollision2D collision = GetSlideCollision(i);\n" " GD.Print(\"碰到了:\", (collision.GetCollider() as Node).Name);\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the number of times the body collided and changed direction during " "the last call to [method move_and_slide]." msgstr "" "返回最近一次调用 [method move_and_slide] 时,该物体发生碰撞并改变方向的次数。" msgid "" "Returns the surface normal of the wall at the last collision point. Only " "valid after calling [method move_and_slide] and when [method is_on_wall] " "returns [code]true[/code]." msgstr "" "返回最近一次碰撞点的墙面法线。只有在调用了 [method move_and_slide] 并且 " "[method is_on_wall] 返回值为 [code]true[/code] 时才有效。" msgid "" "Returns [code]true[/code] if the body collided with the ceiling on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" "如果最近一次调用 [method move_and_slide] 时,该物体和天花板发生了碰撞,则返回 " "[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided only with the ceiling on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"ceiling\" or not." msgstr "" "如果最近一次调用 [method move_and_slide] 时,该物体仅和天花板发生了碰撞,则返" "回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided with the floor on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" "如果最近一次调用 [method move_and_slide] 时,该物体和地板发生了碰撞,则返回 " "[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“地板”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided only with the floor on the " "last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " "The [member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"floor\" or not." msgstr "" "如果最近一次调用 [method move_and_slide] 时,该物体仅和地板发生了碰撞,则返回 " "[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“地板”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided with a wall on the last call " "of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" "如果最近一次调用 [method move_and_slide] 时,该物体和墙壁发生了碰撞,则返回 " "[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“墙壁”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Returns [code]true[/code] if the body collided only with a wall on the last " "call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " "[member up_direction] and [member floor_max_angle] are used to determine " "whether a surface is \"wall\" or not." msgstr "" "如果最近一次调用 [method move_and_slide] 时,该物体仅和墙壁发生了碰撞,则返回 " "[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“墙壁”的是 " "[member up_direction] 和 [member floor_max_angle]。" msgid "" "Moves the body based on [member velocity]. If the body collides with another, " "it will slide along the other body (by default only on floor) rather than " "stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], " "it will also be affected by the motion of the other body. You can use this to " "make moving and rotating platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for detailed information " "about collisions that occurred, use [method get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "The general behavior and available properties change according to the [member " "motion_mode].\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" "根据 [member velocity] 移动该物体。该物体如果与其他物体发生碰撞,则会沿着对方" "滑动(默认只在地板上滑动),不会立即停止移动。如果对方是 [CharacterBody2D] 或 " "[RigidBody2D],还会受到对方运动的影响。可以用于制作移动、旋转的平台,也可用于" "推动其他节点。\n" "发生滑动碰撞时会改变 [member velocity]。要获取最后一次碰撞,请调用 [method " "get_last_slide_collision],要获取碰撞的更多信息,请使用 [method " "get_slide_collision]。\n" "该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成的" "碰撞始终为所有滑动碰撞中的第一个。\n" "通用行为和可用属性会根据 [member motion_mode] 发生改变。\n" "如果该物体发生了碰撞,则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "" "If [code]true[/code], the body will be able to move on the floor only. This " "option avoids to be able to walk on walls, it will however allow to slide " "down along them." msgstr "" "如果为 [code]true[/code],则该物体将只能在地板上移动。此选项能够避免在墙壁上行" "走,但允许沿墙壁向下滑动。" msgid "" "If [code]false[/code] (by default), the body will move faster on downward " "slopes and slower on upward slopes.\n" "If [code]true[/code], the body will always move at the same speed on the " "ground no matter the slope. Note that you need to use [member " "floor_snap_length] to stick along a downward slope at constant speed." msgstr "" "如果为 [code]false[/code](默认),则该物体在下坡时会移动得更快,在上坡时会移" "动得更慢。\n" "如果为 [code]true[/code],则无论坡度如何,该物体在地面上都会以相同的速度移动。" "请注意,你需要使用 [member floor_snap_length] 以恒定速度粘着至向下的斜坡。" msgid "" "Maximum angle (in radians) where a slope is still considered a floor (or a " "ceiling), rather than a wall, when calling [method move_and_slide]. The " "default value equals 45 degrees." msgstr "" "调用 [method move_and_slide] 时,斜坡仍被视为地板(或天花板)而不是墙壁的最大" "角度(单位为弧度)。默认值等于 45 度。" msgid "" "Sets a snapping distance. When set to a value different from [code]0.0[/" "code], the body is kept attached to slopes when calling [method " "move_and_slide]. The snapping vector is determined by the given distance " "along the opposite direction of the [member up_direction].\n" "As long as the snapping vector is in contact with the ground and the body " "moves against [member up_direction], the body will remain attached to the " "surface. Snapping is not applied if the body moves along [member " "up_direction], meaning it contains vertical rising velocity, so it will be " "able to detach from the ground when jumping or when the body is pushed up by " "something. If you want to apply a snap without taking into account the " "velocity, use [method apply_floor_snap]." msgstr "" "设置吸附距离。设为非 [code]0.0[/code] 值时,该物体在调用 [method " "move_and_slide] 时会保持附着到斜坡上。吸附向量会根据给定的距离和 [member " "up_direction] 反方向决定。\n" "只要吸附向量与地面有接触,该物体就会逆 [member up_direction] 移动,保持附着到" "表面。如果该物体是沿着 [member up_direction] 移动的,则不会应用吸附,这样跳跃" "时或者被其他物体推动时就能够不再附着地面。如果想要在应用吸附时无视速度,请使" "用 [method apply_floor_snap]。" msgid "" "If [code]true[/code], the body will not slide on slopes when calling [method " "move_and_slide] when the body is standing still.\n" "If [code]false[/code], the body will slide on floor's slopes when [member " "velocity] applies a downward force." msgstr "" "如果为 [code]true[/code],则该物体静止时,调用 [method move_and_slide] 不会让" "它在斜坡上发生滑动。\n" "如果为 [code]false[/code],则 [member velocity] 施加向下的力时,该物体会在地板" "的斜坡上发生滑动。" msgid "" "Maximum number of times the body can change direction before it stops when " "calling [method move_and_slide]." msgstr "" "调用 [method move_and_slide] 时,该物体在停止之前可以改变方向的最大次数。" msgid "" "Sets the motion mode which defines the behavior of [method move_and_slide]. " "See [enum MotionMode] constants for available modes." msgstr "" "设置运动模式,定义 [method move_and_slide] 的行为。可用的模式见 [enum " "MotionMode] 常量。" msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" "用于检测地板物体的碰撞层,该地板物体会被用作 [CharacterBody2D] 所要跟随的移动" "平台。默认情况下会检测所有地板物体并传播其速度。" msgid "" "Sets the behavior to apply when you leave a moving platform. By default, to " "be physically accurate, when you leave the last platform velocity is applied. " "See [enum PlatformOnLeave] constants for available behavior." msgstr "" "设置离开移动平台时要应用的行为。为了达到物理准确,默认会应用你离开时最后的平台" "速度。可用的行为见 [enum PlatformOnLeave] 常量。" msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody2D]. By default, " "all wall bodies are ignored." msgstr "" "用于检测墙壁物体的碰撞层,该墙壁物体会被用作 [CharacterBody2D] 所要跟随的移动" "平台。默认情况下会忽略所有墙壁物体。" msgid "" "Extra margin used for collision recovery when calling [method " "move_and_slide].\n" "If the body is at least this close to another body, it will consider them to " "be colliding and will be pushed away before performing the actual motion.\n" "A higher value means it's more flexible for detecting collision, which helps " "with consistently detecting walls and floors.\n" "A lower value forces the collision algorithm to use more exact detection, so " "it can be used in cases that specifically require precision, e.g at very low " "scale to avoid visible jittering, or for stability with a stack of character " "bodies." msgstr "" "额外边距,用于在调用 [method move_and_slide] 时进行碰撞恢复。\n" "如果该物体与另一个物体至少有这么近,就会认为它们正在碰撞,并在执行实际运动前推" "开。\n" "值较高时,对碰撞的检测会更加灵活,有助于持续检测墙壁和地板。\n" "值较低时,会强制碰撞算法进行更精确的检测,因此可以在特别需要精度的情况下使用," "例如在非常低的缩放下避免可见的抖动,或者为了让一堆角色物体的达到稳定。" msgid "" "If [code]true[/code], during a jump against the ceiling, the body will slide, " "if [code]false[/code] it will be stopped and will fall vertically." msgstr "" "如果为 [code]true[/code],则该物体在跳到天花板时会滑动;如果为 [code]false[/" "code],则会停止并垂直下落。" msgid "" "Vector pointing upwards, used to determine what is a wall and what is a floor " "(or a ceiling) when calling [method move_and_slide]. Defaults to [constant " "Vector2.UP]. As the vector will be normalized it can't be equal to [constant " "Vector2.ZERO], if you want all collisions to be reported as walls, consider " "using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" "指向上方的向量,用于在调用 [method move_and_slide] 时决定什么是墙壁、什么是地" "板(或者天花板)。默认为 [constant Vector2.UP]。因为会对该向量进行归一化,所以" "不能等于 [constant Vector2.ZERO],如果你想要让所有碰撞都被报告为墙壁,请考虑使" "用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。" msgid "" "Current velocity vector in pixels per second, used and modified during calls " "to [method move_and_slide]." msgstr "" "当前速度向量,单位为像素每秒,调用 [method move_and_slide] 期间会进行使用并修" "改。" msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a slope. The default value equals 15 degrees. This property only " "affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING]." msgstr "" "该物体遇到斜面时,允许滑动的最小角度(单位为弧度)。默认值等于 15 度。只有在 " "[member motion_mode] 为 [constant MOTION_MODE_FLOATING] 时,该属性才会影响运" "动。" msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode the " "body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for sided games like platformers." msgstr "" "请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反应" "(加减速)。该模式适合平台跳跃等侧视角游戏。" msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for top-down games." msgstr "" "请在没有地板和天花板等概念时应用。所有碰撞都会作为 [code]on_wall[/code](撞" "墙)汇报。在该模式下,滑动时的速度恒定。该模式适合俯视角游戏。" msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform." msgstr "离开移动平台时,将最后的平台速度添加到 [member velocity] 中。" msgid "" "Add the last platform velocity to the [member velocity] when you leave a " "moving platform, but any downward motion is ignored. It's useful to keep full " "jump height even when the platform is moving down." msgstr "" "离开移动平台时,将最后的平台速度添加到 [member velocity] 中,但是忽略向下的运" "动。如果想要在平台向下移动时保持完整的跳跃高度,就非常有用。" msgid "Do nothing when leaving a platform." msgstr "离开平台时什么也不做。" msgid "A 3D physics body specialized for characters moved by script." msgstr "专门用于通过脚本移动的角色的 3D 物理物体。" msgid "" "[CharacterBody3D] is a specialized class for physics bodies that are meant to " "be user-controlled. They are not affected by physics at all, but they affect " "other physics bodies in their path. They are mainly used to provide high-" "level API to move objects with wall and slope detection ([method " "move_and_slide] method) in addition to the general collision detection " "provided by [method PhysicsBody3D.move_and_collide]. This makes it useful for " "highly configurable physics bodies that must move in specific ways and " "collide with the world, as is often the case with user-controlled " "characters.\n" "For game objects that don't require complex movement or collision detection, " "such as moving platforms, [AnimatableBody3D] is simpler to configure." msgstr "" "[CharacterBody3D] 是针对用户控制的物理体的特化类。它们不会受到物理的影响,但会" "影响路径上的其他物理体。除了由 [method PhysicsBody3D.move_and_collide] 提供的" "常见的碰撞检测之外,它们主要用于提供移动对象的高阶 API,能够检测墙壁和斜坡" "([method move_and_slide] 方法)。因此适用于需要高度可配置的物理体,因为通常是" "用户控制的角色,所以必须按照特定的方式移动、与世界发生碰撞。\n" "如果是移动平台等不需要复杂移动和碰撞检测的游戏对象,[AnimatableBody3D] 更方便" "配置。" msgid "" "Returns the floor's collision angle at the last collision point according to " "[param up_direction], which is [constant Vector3.UP] by default. This value " "is always positive and only valid after calling [method move_and_slide] and " "when [method is_on_floor] returns [code]true[/code]." msgstr "" "返回地板在最近一次碰撞点的碰撞角度,依据为 [param up_direction],默认为 " "[constant Vector3.UP]。该值始终为正数,只有在调用了 [method move_and_slide] 并" "且 [method is_on_floor] 返回值为 [code]true[/code] 时才有效。" msgid "" "Returns the last motion applied to the [CharacterBody3D] during the last call " "to [method move_and_slide]. The movement can be split into multiple motions " "when sliding occurs, and this method return the last one, which is useful to " "retrieve the current direction of the movement." msgstr "" "返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody3D] 的最后一" "次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一次,可" "用于获取当前的移动方向。" msgid "" "Returns a [KinematicCollision3D], which contains information about the latest " "collision that occurred during the last call to [method move_and_slide]." msgstr "" "返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生的" "最后一次运动的相关信息。" msgid "" "Returns the angular velocity of the platform at the last collision point. " "Only valid after calling [method move_and_slide]." msgstr "" "返回位于最近一次碰撞点的平台角速度。仅在调用 [method move_and_slide] 后有效。" msgid "" "Returns a [KinematicCollision3D], which contains information about a " "collision that occurred during the last call to [method move_and_slide]. " "Since the body can collide several times in a single call to [method " "move_and_slide], you must specify the index of the collision in the range 0 " "to ([method get_slide_collision_count] - 1)." msgstr "" "返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生的" "碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须指" "定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。" msgid "" "Moves the body based on [member velocity]. If the body collides with another, " "it will slide along the other body rather than stop immediately. If the other " "body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the " "motion of the other body. You can use this to make moving and rotating " "platforms, or to make nodes push other nodes.\n" "Modifies [member velocity] if a slide collision occurred. To get the latest " "collision call [method get_last_slide_collision], for more detailed " "information about collisions that occurred, use [method " "get_slide_collision].\n" "When the body touches a moving platform, the platform's velocity is " "automatically added to the body motion. If a collision occurs due to the " "platform's motion, it will always be first in the slide collisions.\n" "Returns [code]true[/code] if the body collided, otherwise, returns " "[code]false[/code]." msgstr "" "根据 [member velocity] 移动该物体。该物体如果与其他物体发生碰撞,则会沿着对方" "滑动,不会立即停止移动。如果对方是 [CharacterBody3D] 或 [RigidBody3D],还会受" "到对方运动的影响。可以用于制作移动、旋转的平台,也可用于推动其他节点。\n" "发生滑动碰撞时会改变 [member velocity]。要获取最后一次碰撞,请调用 [method " "get_last_slide_collision],要获取碰撞的更多信息,请使用 [method " "get_slide_collision]。\n" "该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成的" "碰撞始终为所有滑动碰撞中的第一个。\n" "如果该物体发生了碰撞,则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "" "Collision layers that will be included for detecting floor bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all floor bodies are detected and propagate their velocity." msgstr "" "用于检测地板物体的碰撞层,该地板物体会被用作 [CharacterBody3D] 所要跟随的移动" "平台。默认情况下会检测所有地板物体并传播其速度。" msgid "" "Collision layers that will be included for detecting wall bodies that will " "act as moving platforms to be followed by the [CharacterBody3D]. By default, " "all wall bodies are ignored." msgstr "" "用于检测墙壁物体的碰撞层,该墙壁物体会被用作 [CharacterBody3D] 所要跟随的移动" "平台。默认情况下会忽略所有墙壁物体。" msgid "" "Vector pointing upwards, used to determine what is a wall and what is a floor " "(or a ceiling) when calling [method move_and_slide]. Defaults to [constant " "Vector3.UP]. As the vector will be normalized it can't be equal to [constant " "Vector3.ZERO], if you want all collisions to be reported as walls, consider " "using [constant MOTION_MODE_FLOATING] as [member motion_mode]." msgstr "" "指向上方的向量,用于在调用 [method move_and_slide] 时决定什么是墙壁、什么是地" "板(或者天花板)。默认为 [constant Vector3.UP]。因为会对该向量进行归一化,所以" "不能等于 [constant Vector3.ZERO],如果你想要让所有碰撞都被报告为墙壁,请考虑使" "用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。" msgid "" "Current velocity vector (typically meters per second), used and modified " "during calls to [method move_and_slide]." msgstr "" "当前速度向量(通常为米每秒),调用 [method move_and_slide] 期间会进行使用并修" "改。" msgid "" "Minimum angle (in radians) where the body is allowed to slide when it " "encounters a slope. The default value equals 15 degrees. When [member " "motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if " "[member floor_block_on_wall] is [code]true[/code]." msgstr "" "该物体遇到斜面时,允许滑动的最小角度(单位为弧度)。默认值等于 15 度。当 " "[member motion_mode] 为 [constant MOTION_MODE_GROUNDED] 时,只有 [member " "floor_block_on_wall] 为 [code]true[/code] 才会影响运动。" msgid "" "Apply when notions of walls, ceiling and floor are relevant. In this mode the " "body motion will react to slopes (acceleration/slowdown). This mode is " "suitable for grounded games like platformers." msgstr "" "请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反应" "(加减速)。该模式适合平台跳跃等地面游戏。" msgid "" "Apply when there is no notion of floor or ceiling. All collisions will be " "reported as [code]on_wall[/code]. In this mode, when you slide, the speed " "will always be constant. This mode is suitable for games without ground like " "space games." msgstr "" "请在没有地板和天花板等概念时应用。所有碰撞都会作为 [code]on_wall[/code](撞" "墙)汇报。在该模式下,滑动时的速度恒定。该模式适合太空游戏等没有地面的游戏。" msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "控制单个字符在 [RichTextEffect] 中的显示方式。" msgid "" "By setting various properties on this object, you can control how individual " "characters will be displayed in a [RichTextEffect]." msgstr "" "通过在此对象上设置各种属性,可以控制单个字符在 [RichTextEffect] 中的显示方式。" msgid "BBCode in RichTextLabel" msgstr "RichTextLabel 中的 BBCode" msgid "RichTextEffect test project (third-party)" msgstr "RichTextEffect 测试项目(第三方)" msgid "The color the character will be drawn with." msgstr "绘制字符所用的颜色。" msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member Node." "process_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" "自 [RichTextLabel] 被添加到场景树以来经过的时间(单位:秒)。时间在 " "[RichTextLabel] 暂停时停止(参见 [member Node.process_mode])。在 " "[RichTextLabel] 中的文本改变时重置。\n" "[b]注意:[/b]当 [RichTextLabel] 被隐藏时,时间仍在流逝。" msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " "arguments are strings; if their contents match a type such as [bool], [int] " "or [float], they will be converted automatically. Color codes in the form " "[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque " "[Color]. String arguments may not contain spaces, even if they're quoted. If " "present, quotes will also be present in the final string.\n" "For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 " "color=#ffffff][/code] will map to the following [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgstr "" "包含在开头的 BBCode 标记中传递的参数。默认情况下,参数是字符串。如果它们的内容" "与 [bool]、[int]、[float] 之类的类型匹配,它们将被自动转换。格式为 " "[code]#rrggbb[/code] 或 [code]#rgb[/code] 的颜色代码将转换为不透明的 [Color]。" "字符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字符串中。\n" "例如,开头的 BBCode 标签 [code][example foo = hello bar = true baz = 42 color " "=#ffffff][/code] 将映射到以下 [Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" "[/codeblock]" msgid "Font resource used to render glyph." msgstr "用于渲染字形的字体资源。" msgid "" "Number of glyphs in the grapheme cluster. This value is set in the first " "glyph of a cluster. Setting this property won't affect drawing." msgstr "" "字素簇中的字形数量。该值在簇的第一个字形中设置。设置此属性不会影响绘制。" msgid "" "Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this " "property won't affect drawing." msgstr "" "字形标志。详情见 [enum TextServer.GraphemeFlag]。设置此属性不会影响绘制。" msgid "Font specific glyph index." msgstr "字体特定字形的索引。" msgid "The position offset the character will be drawn with (in pixels)." msgstr "绘制字符的位置偏移量(单位:像素)。" msgid "" "If [code]true[/code], FX transform is called for outline drawing. Setting " "this property won't affect drawing." msgstr "" "如果为 [code]true[/code],则调用 FX 变换进行轮廓绘制。设置该属性不会影响绘制。" msgid "" "Absolute character range in the string, corresponding to the glyph. Setting " "this property won't affect drawing." msgstr "该字符串中的绝对字符范围,对应于字形。设置该属性不会影响绘制。" msgid "" "The character offset of the glyph, relative to the current [RichTextEffect] " "custom block. Setting this property won't affect drawing." msgstr "" "该字形的字符偏移量,相对于当前 [RichTextEffect] 自定义块。设置该属性不会影响绘" "制。" msgid "" "The current transform of the current glyph. It can be overridden (for " "example, by driving the position and rotation from a curve). You can also " "alter the existing value to apply transforms on top of other effects." msgstr "" "当前字形的当前变换。可以被覆盖(例如根据曲线来确定位置和旋转)。你还可以修改现" "有值,在其他效果的基础上应用变换。" msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], the " "character will be hidden. Characters around hidden characters will reflow to " "take the space of hidden characters. If this is not desired, set their " "[member color] to [code]Color(1, 1, 1, 0)[/code] instead." msgstr "" "如果为 [code]true[/code],将绘制字符。如果为 [code]false[/code],则隐藏字符。" "隐藏字符周围的字符将回流以占用隐藏字符的空间。如果不希望这样做,可以将它们的 " "[member color] 设置为[code]Color(1, 1, 1, 0)[/code]。" msgid "A button that represents a binary choice." msgstr "代表二元选项的按钮。" msgid "" "[CheckBox] allows the user to choose one of only two possible options. It's " "similar to [CheckButton] in functionality, but it has a different appearance. " "To follow established UX patterns, it's recommended to use [CheckBox] when " "toggling it has [b]no[/b] immediate effect on something. For example, it " "could be used when toggling it will only do something once a confirmation " "button is pressed.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node.\n" "When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] " "changes its appearance to that of a radio button and uses the various " "[code]radio_*[/code] theme properties." msgstr "" "[CheckBox] 允许用户在仅有的两个可能的选项中选择一个。它在功能上类似于 " "[CheckButton],但外观不同。为了遵循既定的 UX 模式,建议在切换而[b]不会[/b]立即" "对某些内容产生影响时使用 [CheckBox]。例如,切换后只会在按下确认按钮后才执行某" "些操作时,就可以使用它。\n" "另见 [BaseButton],其中包含与该节点相关的通用属性和方法。\n" "当 [member BaseButton.button_group] 指定 [ButtonGroup] 时,[CheckBox] 的外观将" "变为单选按钮,并使用各种 [code]radio_*[/code] 主题属性。" msgid "The vertical offset used when rendering the check icons (in pixels)." msgstr "渲染勾选图标时使用的垂直偏移量(单位:像素)。" msgid "The check icon to display when the [CheckBox] is checked." msgstr "勾选图标,该 [CheckBox] 被勾选时显示。" msgid "" "The check icon to display when the [CheckBox] is checked and is disabled." msgstr "勾选图标,该 [CheckBox] 被勾选且被禁用时显示。" msgid "" "The check icon to display when the [CheckBox] is configured as a radio button " "and is checked." msgstr "勾选图标,该 [CheckBox] 被配置为单选按钮、被勾选时显示。" msgid "" "The check icon to display when the [CheckBox] is configured as a radio " "button, is disabled, and is unchecked." msgstr "勾选图标,该 [CheckBox] 被配置为单选按钮、被禁用且未勾选时显示。" msgid "" "The check icon to display when the [CheckBox] is configured as a radio button " "and is unchecked." msgstr "勾选图标,该 [CheckBox] 被配置为单选按钮、未勾选时显示。" msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "勾选图标,该 [CheckBox] 未勾选时显示。" msgid "" "The check icon to display when the [CheckBox] is unchecked and is disabled." msgstr "勾选图标,该 [CheckBox] 未勾选且被禁用时显示。" msgid "" "[CheckButton] is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " "established UX patterns, it's recommended to use [CheckButton] when toggling " "it has an [b]immediate[/b] effect on something. For example, it can be used " "when pressing it shows or hides advanced settings, without asking the user to " "confirm this action.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node." msgstr "" "[CheckButton] 是一种显示为勾选字段的切换按钮。它在功能上类似于 [CheckBox],但" "外观不同。为了遵循既定的 UX 模式,建议在切换后会[b]立即[/b]生效时使用 " "[CheckButton]。例如,如果切换后立即启用/禁用设置而无需用户按下确认按钮时,就可" "以使用它。\n" "另见 [BaseButton],其中包含与该节点相关的通用属性和方法。" msgid "The vertical offset used when rendering the toggle icons (in pixels)." msgstr "渲染切换图标时使用的垂直偏移量(单位:像素)。" msgid "" "The icon to display when the [CheckButton] is checked (for left-to-right " "layouts)." msgstr "切换图标,该 [CheckButton] 被勾选时显示(用于从左至右布局)。" msgid "" "The icon to display when the [CheckButton] is checked and disabled (for left-" "to-right layouts)." msgstr "切换图标,该 [CheckButton] 被勾选且被禁用时显示(用于从左至右布局)。" msgid "" "The icon to display when the [CheckButton] is checked and disabled (for right-" "to-left layouts)." msgstr "切换图标,该 [CheckButton] 被勾选且被禁用时显示(用于从右至左布局)。" msgid "" "The icon to display when the [CheckButton] is checked (for right-to-left " "layouts)." msgstr "切换图标,该 [CheckButton] 被勾选时显示(用于从右至左布局)。" msgid "" "The icon to display when the [CheckButton] is unchecked (for left-to-right " "layouts)." msgstr "切换图标,该 [CheckButton] 未勾选时显示(用于从左至右布局)。" msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "left-to-right layouts)." msgstr "切换图标,该 [CheckButton] 未勾选且被禁用时显示(用于从左至右布局)。" msgid "" "The icon to display when the [CheckButton] is unchecked and disabled (for " "right-to-left layouts)." msgstr "切换图标,该 [CheckButton] 未勾选且被禁用时显示(用于从右至左布局)。" msgid "" "The icon to display when the [CheckButton] is unchecked (for right-to-left " "layouts)." msgstr "切换图标,该 [CheckButton] 未勾选时显示(用于从右至左布局)。" msgid "A 2D circle shape used for physics collision." msgstr "2D 圆形,旨在用于物理学。" msgid "" "A 2D circle shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape2D].\n" "[b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It " "is faster than [RectangleShape2D] and [CapsuleShape2D]." msgstr "" "2D 圆形,旨在用于物理学。通常用于为 [CollisionShape2D] 提供形状。\n" "[b]性能:[/b][CircleShape2D] 可以快速检测碰撞。比 [RectangleShape2D] 和 " "[CapsuleShape2D] 快。" msgid "The circle's radius." msgstr "圆的半径。" msgid "A class information repository." msgstr "类信息的存储库。" msgid "Provides access to metadata stored for every available class." msgstr "提供对为每个可用类存储的元数据的访问。" msgid "" "Returns [code]true[/code] if objects can be instantiated from the specified " "[param class], otherwise returns [code]false[/code]." msgstr "" "如果可以从指定的 [param class] 实例化对象,则返回 [code]true[/code],否则返回 " "[code]false[/code]。" msgid "Returns whether the specified [param class] is available or not." msgstr "返回指定的类 [param class] 是否可用。" msgid "" "Returns an array with all the keys in [param enum] of [param class] or its " "ancestry." msgstr "" "返回一个数组,其中包含 [param class] 或其祖先的 [param enum] 中的所有键。" msgid "Returns an array with all the enums of [param class] or its ancestry." msgstr "返回一个数组,其中包含 [param class] 或其祖先的所有枚举。" msgid "" "Returns the value of the integer constant [param name] of [param class] or " "its ancestry. Always returns 0 when the constant could not be found." msgstr "" "返回 [param class] 或其父级的整数常量值 [param name]。如果找不到该常量,则总是" "返回0。" msgid "" "Returns which enum the integer constant [param name] of [param class] or its " "ancestry belongs to." msgstr "返回 [param class] 或其祖先的整数常量 [param name] 所属的枚举。" msgid "" "Returns an array with the names all the integer constants of [param class] or " "its ancestry." msgstr "返回包含 [param class] 或其父级全部整数常量的名称数组。" msgid "" "Returns an array with all the methods of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is a " "[Dictionary] with the following keys: [code]args[/code], [code]default_args[/" "code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: " "(class_name, hint, hint_string, name, type, usage)[/code].\n" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" "如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] 或" "其祖先的所有方法的数组。数组的每个元素都是一个 [Dictionary],包含以下键:" "[code]args[/code]、[code]default_args[/code]、[code]flags[/code]、[code]id[/" "code]、[code]name[/code]、[code]return: (class_name, hint, hint_string, name, " "type, usage)[/code]。\n" "[b]注意:[/b]在导出的发布版本中,调试信息不可用,因此返回的字典将仅包含方法名" "称。" msgid "Returns the value of [param property] of [param object] or its ancestry." msgstr "返回 [param object] 或其父级 [param property] 的属性值。" msgid "" "Returns an array with all the properties of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]." msgstr "" "如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] 或" "其祖先的所有属性的数组。" msgid "" "Returns the [param signal] data of [param class] or its ancestry. The " "returned value is a [Dictionary] with the following keys: [code]args[/code], " "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/" "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/" "code]." msgstr "" "返回 [param class] 或其祖先的 [param signal] 数据。返回值是具有以下键的 " "[Dictionary]:[code]args[/code]、[code]default_args[/code]、[code]flags[/" "code]、[code]id[/code]、[code]name[/code]、[code]return: (class_name, hint, " "hint_string, name, type, usage)[/code]。" msgid "" "Returns an array with all the signals of [param class] or its ancestry if " "[param no_inheritance] is [code]false[/code]. Every element of the array is a " "[Dictionary] as described in [method class_get_signal]." msgstr "" "如果 [param no_inheritance] 为 [code]false[/code],则返回包含 [param class] 或" "其祖先的所有信号的数组。数组的每个元素都是一个如 [method class_get_signal] 中" "所述的 [Dictionary]。" msgid "" "Returns whether [param class] or its ancestry has an enum called [param name] " "or not." msgstr "返回类 [param class] 或其祖类是否有名为 [param name] 的枚举。" msgid "" "Returns whether [param class] or its ancestry has an integer constant called " "[param name] or not." msgstr "返回类 [param class] 或其祖类是否有名为 [param name] 的整数常量。" msgid "" "Returns whether [param class] (or its ancestry if [param no_inheritance] is " "[code]false[/code]) has a method called [param method] or not." msgstr "" "返回类 [param class] 是否有名为 [param method] 的方法(如果 [param " "no_inheritance] 为 [code]false[/code] 则还会检查其祖类)。" msgid "" "Returns whether [param class] or its ancestry has a signal called [param " "signal] or not." msgstr "返回类 [param class] 或其祖类是否有名为 [param signal] 的信号。" msgid "Sets [param property] value of [param object] to [param value]." msgstr "将对象 [param object] 的 [param property] 属性值设置为 [param value]。" msgid "Returns the names of all the classes available." msgstr "返回所有可用类的名称。" msgid "" "Returns the names of all the classes that directly or indirectly inherit from " "[param class]." msgstr "返回所有直接或间接继承自 [param class] 的类的名称。" msgid "Returns the parent class of [param class]." msgstr "返回 [param class] 的父类。" msgid "Creates an instance of [param class]." msgstr "创建 [param class] 的实例。" msgid "Returns whether this [param class] is enabled or not." msgstr "返回这个 [param class] 是否已启用。" msgid "Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "返回 [param inherits] 是否为 [param class] 的祖先。" msgid "A multiline text editor designed for editing code." msgstr "多行文本编辑器,针对编辑代码而设计。" msgid "" "CodeEdit is a specialized [TextEdit] designed for editing plain text code " "files. It has many features commonly found in code editors such as line " "numbers, line folding, code completion, indent management, and string/comment " "management.\n" "[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use left-" "to-right text direction to correctly display source code." msgstr "" "CodeEdit 是一种专门用于编辑纯文本代码文件的 [TextEdit]。它包含了许多代码编辑器" "中的常见功能,如行号、折行、代码补全、缩进管理以及字符串/注释管理。\n" "[b]注意:[/b]无论使用什么区域设置,[CodeEdit] 默认总是使用从左至右的文本方向来" "正确显示源代码。" msgid "" "Override this method to define how the selected entry should be inserted. If " "[param replace] is true, any existing text should be replaced." msgstr "" "覆盖此方法以定义所选条目应如何插入。如果 [param replace] 为真,任何现有的文本" "都应该被替换。" msgid "" "Override this method to define what items in [param candidates] should be " "displayed.\n" "Both [param candidates] and the return is a [Array] of [Dictionary], see " "[method get_code_completion_option] for [Dictionary] content." msgstr "" "覆盖此方法以确定应该显示 [param candidates] 中的哪些项。\n" "参数 [param candidates] 和返回值都是一个 [Array] 的 [Dictionary],而 " "[Dictionary] 的键值,详见 [method get_code_completion_option]。" msgid "" "Override this method to define what happens when the user requests code " "completion. If [param force] is true, any checks should be bypassed." msgstr "" "覆盖此方法以定义当用户请求代码完成时发生的情况。如果 [param force] 为真,会绕" "过任何检查。" msgid "" "Adds a brace pair.\n" "Both the start and end keys must be symbols. Only the start key has to be " "unique." msgstr "" "添加一对括号。\n" "开始和结束键都必须是符号。只有开始键必须是唯一的。" msgid "" "Submits an item to the queue of potential candidates for the autocomplete " "menu. Call [method update_code_completion_options] to update the list.\n" "[param location] indicates location of the option relative to the location of " "the code completion query. See [enum CodeEdit.CodeCompletionLocation] for how " "to set this value.\n" "[b]Note:[/b] This list will replace all current candidates." msgstr "" "向自动补全菜单的潜在候选队列提交条目。请调用 [method " "update_code_completion_options] 来更新列表。\n" "[param location] 指示的是该选项相对于代码补全请求位置的位置。这个值如何设置见 " "[enum CodeEdit.CodeCompletionLocation]。\n" "[b]注意:[/b]这个列表将替换所有当前候选。" msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it or a comment / string block." msgstr "" "返回给定的行是否可折叠,也就是说,它的正下方有缩进的行或注释 / 字符串块。" msgid "Cancels the autocomplete menu." msgstr "取消自动补全菜单。" msgid "Clears all bookmarked lines." msgstr "清除所有书签行。" msgid "Clears all breakpointed lines." msgstr "清除所有断点行。" msgid "Removes all comment delimiters." msgstr "移除所有注释分隔符。" msgid "Clears all executed lines." msgstr "清除所有已执行的行。" msgid "Removes all string delimiters." msgstr "移除所有字符串分隔符。" msgid "" "Inserts the selected entry into the text. If [param replace] is true, any " "existing text is replaced rather than merged." msgstr "" "将选定的条目插入到文本中。如果 [param replace] 为真,任何现有的文本都会被替" "换,而不是被合并。" msgid "" "Converts the indents of lines between [param from_line] and [param to_line] " "to tabs or spaces as set by [member indent_use_spaces].\n" "Values of [code]-1[/code] convert the entire text." msgstr "" "将 [param from_line] 和 [param to_line] 之间的行缩进,转换为 [member " "indent_use_spaces] 设置的制表符或空格。\n" "值均为 [code]-1[/code] 将转换整个文本。" msgid "" "Creates a new code region with the selection. At least one single line " "comment delimiter have to be defined (see [method add_comment_delimiter]).\n" "A code region is a part of code that is highlighted when folded and can help " "organize your script.\n" "Code region start and end tags can be customized (see [method " "set_code_region_tags]).\n" "Code regions are delimited using start and end tags (respectively " "[code]region[/code] and [code]endregion[/code] by default) preceded by one " "line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/code])" msgstr "" "使用选区创建一个新的代码区块。必须至少定义一个单行注释分隔符(见 [method " "add_comment_delimiter])。\n" "代码区块是代码的一部分,它在折叠时会高亮显示,且可以帮助组织脚本。\n" "代码区块的开始和结束标记可以被自定义(见 [method set_code_region_tags])。\n" "代码区块使用开始和结束标记(默认情况下分别为 [code]region[/code] 和 " "[code]endregion[/code])进行分隔,前面有一个行注释分隔符。(例如 " "[code]#region[/code] 和 [code]#endregion[/code])" msgid "" "Perform an indent as if the user activated the \"ui_text_indent\" action." msgstr "执行一个缩进,就像用户触发了“ui_text_indent”动作一样。" msgid "" "Duplicates all lines currently selected with any caret. Duplicates the entire " "line beneath the current one no matter where the caret is within the line." msgstr "" "复制当前使用任何文本光标选择的所有行。无论文本光标位于行内的哪个位置,复制当前" "行所在的整行。" msgid "" "Folds all lines that are possible to be folded (see [method can_fold_line])." msgstr "折叠所有可能被折叠的行(参见 [method can_fold_line])。" msgid "Folds the given line, if possible (see [method can_fold_line])." msgstr "如果可能,折叠给定的行(参见 [method can_fold_line])。" msgid "Gets the matching auto brace close key for [param open_key]." msgstr "获取 [param open_key] 相匹配的括号自动闭合键。" msgid "Gets all bookmarked lines." msgstr "获取所有书签行。" msgid "Gets all breakpointed lines." msgstr "获取所有断点行。" msgid "" "Gets the completion option at [param index]. The return [Dictionary] has the " "following key-values:\n" "[code]kind[/code]: [enum CodeCompletionKind]\n" "[code]display_text[/code]: Text that is shown on the autocomplete menu.\n" "[code]insert_text[/code]: Text that is to be inserted when this item is " "selected.\n" "[code]font_color[/code]: Color of the text on the autocomplete menu.\n" "[code]icon[/code]: Icon to draw on the autocomplete menu.\n" "[code]default_value[/code]: Value of the symbol." msgstr "" "获取在 [param index] 处的补全选项。返回的 [Dictionary] 有以下键值。\n" "[code]kind[/code]:[enum CodeCompletionKind]\n" "[code]display_text[/code] :在自动补全菜单上显示的文本。\n" "[code]insert_text[/code] :当选中这个选项时要插入的文本。\n" "[code]font_color[/code]:自动补全菜单上文本的颜色。\n" "[code]icon[/code] :在自动补全菜单上绘制的图标。\n" "[code]default_value[/code]:符号的值。" msgid "" "Gets all completion options, see [method get_code_completion_option] for " "return content." msgstr "获取所有补全选项,返回值见 [method get_code_completion_option]。" msgid "Gets the index of the current selected completion option." msgstr "获取当前已选定补全项的索引。" msgid "Returns the code region end tag (without comment delimiter)." msgstr "返回代码区块结束标签(不带注释分隔符)。" msgid "Returns the code region start tag (without comment delimiter)." msgstr "返回代码区块开始标签(不带注释分隔符)。" msgid "Gets the end key for a string or comment region index." msgstr "获取字符串或注释块索引的结束键。" msgid "" "If [param line] [param column] is in a string or comment, returns the end " "position of the region. If not or no end could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" "如果 [param line] [param column] 是在一个字符串或注释中,则返回该区域的结束位" "置。如果不在或未找到结束位置,则 [Vector2] 的两个值都将是 [code]-1[/code] 。" msgid "Gets the start key for a string or comment region index." msgstr "获取字符串或注释块索引的开始键。" msgid "" "If [param line] [param column] is in a string or comment, returns the start " "position of the region. If not or no start could be found, both [Vector2] " "values will be [code]-1[/code]." msgstr "" "如果 [param line] [param column] 是在一个字符串或注释中,则返回该区域的起始位" "置。如果不在或未找到开始位置,则 [Vector2] 的两个值都将是 [code]-1[/code] 。" msgid "Gets all executing lines." msgstr "获取所有正在执行的行。" msgid "Returns all lines that are current folded." msgstr "返回当前折叠的所有行。" msgid "" "Returns the full text with char [code]0xFFFF[/code] at the caret location." msgstr "返回在文本光标位置带有 [code]0xFFFF[/code] 字符的全文。" msgid "" "Returns the full text with char [code]0xFFFF[/code] at the cursor location." msgstr "返回在鼠标光标处带有 [code]0xFFFF[/code] 字符的全文。" msgid "" "Returns the full text with char [code]0xFFFF[/code] at the specified location." msgstr "返回在指定位置带有 [code]0xFFFF[/code] 字符的全文。" msgid "Returns [code]true[/code] if close key [param close_key] exists." msgstr "如果关闭键 [param close_key] 存在,则返回 [code]true[/code]。" msgid "Returns [code]true[/code] if open key [param open_key] exists." msgstr "如果打开键 [param open_key] 存在,则返回 [code]true[/code]。" msgid "Returns [code]true[/code] if comment [param start_key] exists." msgstr "如果注释的 [param start_key] 存在,返回 [code]true[/code] 。" msgid "Returns [code]true[/code] if string [param start_key] exists." msgstr "如果字符串的 [param start_key] 存在,返回 [code]true[/code] 。" msgid "" "Indents selected lines, or in the case of no selection the caret line by one." msgstr "缩进选定的行,或者在没有选择的情况下,将光标行缩进一个。" msgid "" "Returns delimiter index if [param line] [param column] is in a comment. If " "[param column] is not provided, will return delimiter index if the entire " "[param line] is a comment. Otherwise [code]-1[/code]." msgstr "" "如果 [param line] [param column] 在一条注释中,则返回分隔符索引。如果没有提供 " "[param column],且整个 [param line] 是一条注释,则将返回分隔符索引。否则返回 " "[code]-1[/code]。" msgid "" "Returns the delimiter index if [param line] [param column] is in a string. If " "[param column] is not provided, will return the delimiter index if the entire " "[param line] is a string. Otherwise [code]-1[/code]." msgstr "" "如果 [param line] [param column] 在一条字符串中,则返回分隔符索引。如果没有提" "供 [param column],且整个 [param line] 是一个字符串,则将返回分隔符索引。否则" "返回 [code]-1[/code]。" msgid "Returns whether the line at the specified index is bookmarked or not." msgstr "返回指定索引处的行是否添加了书签。" msgid "Returns whether the line at the specified index is breakpointed or not." msgstr "返回指定索引处的行是否有断点。" msgid "Returns whether the line at the specified index is a code region end." msgstr "返回指定索引处的行是否是代码区块末尾。" msgid "Returns whether the line at the specified index is a code region start." msgstr "返回指定索引处的行是否是代码区块开始。" msgid "" "Returns whether the line at the specified index is marked as executing or not." msgstr "返回指定索引处的行是否标记为正在执行。" msgid "Returns whether the line at the specified index is folded or not." msgstr "返回指定索引处的行是否折叠。" msgid "Removes the comment delimiter with [param start_key]." msgstr "移除带有 [param start_key] 的注释分隔符。" msgid "Removes the string delimiter with [param start_key]." msgstr "移除带有 [param start_key] 的字符串分隔符。" msgid "" "Emits [signal code_completion_requested], if [param force] is true will " "bypass all checks. Otherwise will check that the caret is in a word or in " "front of a prefix. Will ignore the request if all current options are of type " "file path, node path or signal." msgstr "" "发出 [signal code_completion_requested],如果 [param force] 为真将绕过所有检" "查。否则,将检查光标是否在一个词中或在一个前缀的前面。如果当前所有选项都是文件" "路径、节点路径或信号类型,将忽略该请求。" msgid "Sets the current selected completion option." msgstr "设置当前选定的补全选项。" msgid "Sets the code hint text. Pass an empty string to clear." msgstr "设置代码提示文本。传递一个空字符串来清除。" msgid "Sets if the code hint should draw below the text." msgstr "设置代码提示是否应绘制在文本下方。" msgid "Sets the code region start and end tags (without comment delimiter)." msgstr "设置代码区块的开始和结束标签(不含注释分隔符)。" msgid "Sets the line as bookmarked." msgstr "将该行设置为书签。" msgid "Sets the line as breakpointed." msgstr "将该行设置为断点。" msgid "Sets the line as executing." msgstr "将该行设置为正在执行。" msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup." msgstr "将 [signal symbol_validate] 发出的符号设置为有效查找。" msgid "Toggle the folding of the code block at the given line." msgstr "在给定行切换代码块的折叠。" msgid "Unfolds all lines, folded or not." msgstr "展开所有行,无论是否被折叠。" msgid "Unfolds all lines that were previously folded." msgstr "展开之前被折叠的所有行。" msgid "" "Unindents selected lines, or in the case of no selection the caret line by " "one. Same as performing \"ui_text_unindent\" action." msgstr "" "解除所选行的缩进,或者在没有选择的情况下,将光标行缩进一个。与触" "发“ui_text_unindent ”动作相同。" msgid "" "Submits all completion options added with [method " "add_code_completion_option]. Will try to force the autocomplete menu to " "popup, if [param force] is [code]true[/code].\n" "[b]Note:[/b] This will replace all current candidates." msgstr "" "提交所有用 [method add_code_completion_option] 添加的补全选项。如果 [param " "force] 是 [code]true[/code],将尝试强制弹出自动补全菜单 。\n" "[b]注意:[/b]这将取代所有当前的候补选项。" msgid "Sets whether brace pairs should be autocompleted." msgstr "设置括号对是否应自动补全。" msgid "Highlight mismatching brace pairs." msgstr "高亮不匹配的括号对。" msgid "Sets the brace pairs to be autocompleted." msgstr "将括号对设置为自动补全。" msgid "Sets whether code completion is allowed." msgstr "设置是否允许代码补全。" msgid "Sets prefixes that will trigger code completion." msgstr "设置将触发代码补全的前缀。" msgid "" "Sets the comment delimiters. All existing comment delimiters will be removed." msgstr "设置注释分隔符。将删除所有的现有注释分隔符。" msgid "" "Sets the string delimiters. All existing string delimiters will be removed." msgstr "设置字符串分隔符。将删除所有的现有字符串分隔符。" msgid "" "Sets if bookmarked should be drawn in the gutter. This gutter is shared with " "breakpoints and executing lines." msgstr "设置是否应在边栏中绘制书签。该边栏与断点和执行行共享。" msgid "" "Sets if breakpoints should be drawn in the gutter. This gutter is shared with " "bookmarks and executing lines." msgstr "设置是否应在边栏中绘制断点。该边栏与书签和执行行共享。" msgid "" "Sets if executing lines should be marked in the gutter. This gutter is shared " "with breakpoints and bookmarks lines." msgstr "设置是否应在边栏中绘制执行行。该边栏与断点和书签共享。" msgid "Sets if foldable lines icons should be drawn in the gutter." msgstr "设置是否应在装订线中绘制可折叠行图标。" msgid "Sets if line numbers should be drawn in the gutter." msgstr "设置是否应在装订线中绘制行号。" msgid "Sets if line numbers drawn in the gutter are zero padded." msgstr "设置在装订线中绘制的行号是否填充零。" msgid "" "Sets whether automatic indent are enabled, this will add an extra indent if a " "prefix or brace is found." msgstr "设置是否启用自动缩进,如果找到前缀或括号,这将添加额外的缩进。" msgid "Prefixes to trigger an automatic indent." msgstr "触发自动缩进的前缀。" msgid "" "Size of the tabulation indent (one [kbd]Tab[/kbd] press) in characters. If " "[member indent_use_spaces] is enabled the number of spaces to use." msgstr "" "制表缩进的大小(按一次 [kbd]Tab[/kbd]),以字符为单位。如果启用 [member " "indent_use_spaces],则代表使用的空格数。" msgid "Use spaces instead of tabs for indentation." msgstr "使用空格代替制表符进行缩进。" msgid "Sets whether line folding is allowed." msgstr "设置是否允许折叠行。" msgid "" "Draws vertical lines at the provided columns. The first entry is considered a " "main hard guideline and is draw more prominently." msgstr "" "在提供的列上绘制垂直线。第一个条目被认为是主要的硬参考线,并且被绘制得更显眼。" msgid "" "Set when a validated word from [signal symbol_validate] is clicked, the " "[signal symbol_lookup] should be emitted." msgstr "" "设置当来自 [signal symbol_validate] 的验证词被点击时,应发出 [signal " "symbol_lookup]。" msgid "" "Emitted when a breakpoint is added or removed from a line. If the line is " "moved via backspace a removed is emitted at the old line." msgstr "" "在行中添加或移除断点时触发。如果该行通过退格键移动,则在旧行处触发一个移除的信" "号。" msgid "Emitted when the user requests code completion." msgstr "当用户请求代码补全时触发。" msgid "Emitted when the user has clicked on a valid symbol." msgstr "用户点击有效符号时发出。" msgid "" "Emitted when the user hovers over a symbol. The symbol should be validated " "and responded to, by calling [method set_symbol_lookup_word_as_valid]." msgstr "" "用户将鼠标悬停在符号上时发出。应该通过调用 [method " "set_symbol_lookup_word_as_valid] 对该符号进行验证和响应。" msgid "Marks the option as a class." msgstr "将该选项标记为类。" msgid "Marks the option as a function." msgstr "将该选项标记为函数。" msgid "Marks the option as a Godot signal." msgstr "将该选项标记为 Godot 信号。" msgid "Marks the option as a variable." msgstr "将该选项标记为变量。" msgid "Marks the option as a member." msgstr "将该选项标记为成员。" msgid "Marks the option as an enum entry." msgstr "将该选项标记为枚举条目。" msgid "Marks the option as a constant." msgstr "将该选项标记为常量。" msgid "Marks the option as a Godot node path." msgstr "将该选项标记为 Godot 节点路径。" msgid "Marks the option as a file path." msgstr "将该选项标记为文件路径。" msgid "Marks the option as unclassified or plain text." msgstr "将该选项标记为未分类或纯文本。" msgid "" "The option is local to the location of the code completion query - e.g. a " "local variable. Subsequent value of location represent options from the outer " "class, the exact value represent how far they are (in terms of inner classes)." msgstr "" "该选项是相对于代码补全查询位置的 - 例如局部变量。位置的后续值表示选项来自外部" "类,确切的值表示它们的距离(就内部类而言)。" msgid "" "The option is from user code which is not local and not in a derived class (e." "g. Autoload Singletons)." msgstr "该选项来自用户代码,不是局部,也不是派生类(例如自动加载单例)。" msgid "" "The option is from other engine code, not covered by the other enum constants " "- e.g. built-in classes." msgstr "该选项来自其他引擎代码,未被其他枚举常量覆盖 - 例如内置类。" msgid "[Color] of the bookmark icon for bookmarked lines." msgstr "书签图标的 [Color],用于标记了书签的行。" msgid "[Color] of the text to highlight mismatched braces." msgstr "用于高亮不匹配括号文本的 [Color]。" msgid "[Color] of the breakpoint icon for bookmarked lines." msgstr "书签行的断点图标的 [Color]。" msgid "[Color] for all icons related to line folding." msgstr "所有与折叠行相关的图标的 [Color]。" msgid "Sets the background [Color] for the code completion popup." msgstr "设置代码补全弹出窗口的背景色 [Color]。" msgid "" "Background highlight [Color] for matching text in code completion options." msgstr "用于匹配代码补全选项中的文本的背景高亮的 [Color]。" msgid "[Color] of the scrollbar in the code completion popup." msgstr "代码补全弹出窗口中滚动条的 [Color]。" msgid "[Color] of the scrollbar in the code completion popup when hovered." msgstr "代码补全弹出窗口中滚动条在悬停状态的 [Color]。" msgid "" "Background highlight [Color] for the current selected option item in the code " "completion popup." msgstr "代码补全弹出窗口中,当前选定选项的背景高亮的 [Color]。" msgid "[Color] of the executing icon for executing lines." msgstr "执行行执行图标的 [Color]。" msgid "[Color] of background line highlight for folded code region." msgstr "折叠代码区块的背景行高亮 [Color]。" msgid "" "[Color] of the main line length guideline, secondary guidelines will have 50% " "alpha applied." msgstr "主行长度参考线的 [Color],次要参考线将应用 50% 的 Alpha。" msgid "Sets the [Color] of line numbers." msgstr "设置行号的颜色 [Color]。" msgid "" "Max number of options to display in the code completion popup at any one time." msgstr "同时在代码补全弹出窗口中显示的最大选项数。" msgid "" "Max width of options in the code completion popup. Options longer than this " "will be cut off." msgstr "代码补全弹出窗口中选项的最大宽度。超过此长度的选项将被截断。" msgid "Width of the scrollbar in the code completion popup." msgstr "代码补全弹出窗口中滚动条的宽度。" msgid "" "Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked lines." msgstr "设置书签行的自定义 [Texture2D],会在书签栏中绘制。" msgid "" "Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed " "lines." msgstr "设置断点行的自定义 [Texture2D],会在断点栏中绘制。" msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line can " "be folded." msgstr "设置可折叠行的自定义 [Texture2D],会在折叠行栏中绘制。" msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region can be folded." msgstr "设置一个自定义 [Texture2D],以在代码区块可以折叠时在行折叠栏中绘制。" msgid "Icon to draw in the executing gutter for executing lines." msgstr "执行行的图标,会在执行栏中绘制。" msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a line is " "folded and can be unfolded." msgstr "" "设置一个自定义 [Texture2D],以在行被折叠且可以展开时,在行折叠边栏中绘制。" msgid "" "Sets a custom [Texture2D] to draw in the line folding gutter when a code " "region is folded and can be unfolded." msgstr "" "设置一个自定义 [Texture2D],以在代码区块被折叠且可以展开时,在行折叠边栏中绘" "制。" msgid "Sets a custom [Texture2D] to draw at the end of a folded line." msgstr "设置要绘制在折叠行末尾的一个自定义 [Texture2D]。" msgid "[StyleBox] for the code completion popup." msgstr "用于代码补全弹窗的 [StyleBox]。" msgid "A syntax highlighter intended for code." msgstr "用于代码的语法高亮器。" msgid "" "By adjusting various properties of this resource, you can change the colors " "of strings, comments, numbers, and other text patterns inside a [TextEdit] " "control." msgstr "" "通过调整该资源的各种属性,可以更改 [TextEdit] 控件内的字符串、注释、数字、和其" "他文本图案的颜色。" msgid "" "Sets the color for a keyword.\n" "The keyword cannot contain any symbols except '_'." msgstr "" "设置关键字的颜色。\n" "关键字不能包含除“_”之外的任何符号。" msgid "" "Sets the color for a member keyword.\n" "The member keyword cannot contain any symbols except '_'.\n" "It will not be highlighted if preceded by a '.'." msgstr "" "设置成员关键字的颜色。\n" "成员关键字不能包含除“_”之外的任何符号。\n" "如果前面有“.”,则不会高亮显示。" msgid "Removes all color regions." msgstr "移除所有颜色区域。" msgid "Removes all keywords." msgstr "移除所有关键字。" msgid "Removes all member keywords." msgstr "移除所有成员关键字。" msgid "Returns the color for a keyword." msgstr "返回某个关键字的颜色。" msgid "Returns the color for a member keyword." msgstr "返回某个成员关键字的颜色。" msgid "" "Returns [code]true[/code] if the start key exists, else [code]false[/code]." msgstr "如果开始键存在则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "" "Returns [code]true[/code] if the keyword exists, else [code]false[/code]." msgstr "如果关键字存在则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "" "Returns [code]true[/code] if the member keyword exists, else [code]false[/" "code]." msgstr "" "如果成员关键字存在则返回 [code]true[/code],否则返回 [code]false[/code]。" msgid "Removes the color region that uses that start key." msgstr "移除使用该开始键的颜色区域。" msgid "Removes the keyword." msgstr "移除关键字。" msgid "Removes the member keyword." msgstr "移除成员关键字。" msgid "" "Sets the color regions. All existing regions will be removed. The " "[Dictionary] key is the region start and end key, separated by a space. The " "value is the region color." msgstr "" "设置颜色区域。现有区域都将被移除。[Dictionary] 的键为该区域的开始键和结束键," "用空格隔开。对应的值为区域的颜色。" msgid "" "Sets color for functions. A function is a non-keyword string followed by a " "'('." msgstr "设置函数的颜色。函数是后跟“(”的非关键字字符串。" msgid "" "Sets the keyword colors. All existing keywords will be removed. The " "[Dictionary] key is the keyword. The value is the keyword color." msgstr "" "设置关键字的颜色。现有关键字都将被移除。[Dictionary] 的键为关键字。对应的值为" "关键字的颜色。" msgid "" "Sets the member keyword colors. All existing member keyword will be removed. " "The [Dictionary] key is the member keyword. The value is the member keyword " "color." msgstr "" "设置成员关键字的颜色。现有成员关键字都将被移除。[Dictionary] 的键为成员关键" "字。对应的值为成员关键字的颜色。" msgid "" "Sets color for member variables. A member variable is non-keyword, non-" "function string proceeded with a '.'." msgstr "设置成员变量的颜色。成员变量是以“.”开头的非关键字、非函数字符串。" msgid "Sets the color for numbers." msgstr "设置数字的颜色。" msgid "Sets the color for symbols." msgstr "设置符号的颜色。" msgid "Abstract base class for 2D physics objects." msgstr "2D 物理对象的抽象基类。" msgid "" "Abstract base class for 2D physics objects. [CollisionObject2D] can hold any " "number of [Shape2D]s for collision. Each shape must be assigned to a [i]shape " "owner[/i]. Shape owners are not nodes and do not appear in the editor, but " "are accessible through code using the [code]shape_owner_*[/code] methods.\n" "[b]Note:[/b] Only collisions between objects within the same canvas " "([Viewport] canvas or [CanvasLayer]) are supported. The behavior of " "collisions between objects in different canvases is undefined." msgstr "" "2D 物理对象的抽象基类。[CollisionObject2D] 能够容纳任意数量的 [Shape2D] 用作碰" "撞形状。每个形状必须分配给一个[i]形状所有者[/i]。形状所有者不是节点,也不会出" "现在编辑器中,但可以通过代码使用 [code]shape_owner_*[/code] 方法访问。\n" "[b]注意:[/b]仅支持相同画布中不同对象的碰撞([Viewport] 画布或 " "[CanvasLayer])。不同画布中的对象之间的碰撞行为是未定义的。" msgid "" "Accepts unhandled [InputEvent]s. [param shape_idx] is the child index of the " "clicked [Shape2D]. Connect to [signal input_event] to easily pick up these " "events.\n" "[b]Note:[/b] [method _input_event] requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" "接收未处理的 [InputEvent]。[param shape_idx] 是被点击的 [Shape2D] 的子索引。连" "接到 [signal input_event] 即可轻松获取这些事件。\n" "[b]注意:[/b][method _input_event] 要求 [member input_pickable] 为 " "[code]true[/code],并且至少要设置一个 [member collision_layer] 位。" msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "当鼠标指针进入该实体的任何形状时调用。要求 [member input_pickable] 为 " "[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单" "个 [CollisionObject2D] 中的不同形状之间移动,不会导致该函数被调用。" msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this function to be called." msgstr "" "当鼠标指针退出该实体的所有形状时调用。要求 [member input_pickable] 为 " "[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单" "个 [CollisionObject2D] 中的不同形状之间移动,不会导致该函数被调用。" msgid "" "Called when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be called." msgstr "" "当鼠标指针进入该实体的任何形状或从一个形状移动到另一个形状时调用。[param " "shape_idx] 是新进入的 [Shape2D] 的子索引。要求 [member input_pickable] 为 " "[code]true[/code] 并且要至少设置一个 [member collision_layer] 位。" msgid "" "Called when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be called." msgstr "" "当鼠标指针离开该实体的任何形状时调用。[param shape_idx] 是退出的 [Shape2D] 的" "子索引。要求 [member input_pickable] 为 [code]true[/code] 并且至少要设置一个 " "[member collision_layer] 位。" msgid "" "Creates a new shape owner for the given object. Returns [code]owner_id[/code] " "of the new owner for future reference." msgstr "" "为给定对象创建一个新的形状所有者。返回 [code]owner_id[/code]的新所有者,供将来" "引用。" msgid "" "Returns whether or not the specified layer of the [member collision_layer] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" "返回 [member collision_layer] 中是否启用了指定的层,给定的 [param " "layer_number] 应在 1 和 32 之间。" msgid "" "Returns whether or not the specified layer of the [member collision_mask] is " "enabled, given a [param layer_number] between 1 and 32." msgstr "" "返回 [member collision_mask] 中是否启用了指定的层,给定的 [param " "layer_number] 应在 1 和 32 之间。" msgid "Returns the object's [RID]." msgstr "返回对象的 [RID]。" msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [param owner_id]." msgstr "" "返回由给定 [param owner_id] 标识的形状所有者的 " "[code]one_way_collision_margin[/code]。" msgid "" "Returns an [Array] of [code]owner_id[/code] identifiers. You can use these " "ids in other methods that take [code]owner_id[/code] as an argument." msgstr "" "返回一个 [code]owner_id[/code] 标识符的 [Array]。你可以在其他使用 " "[code]owner_id[/code] 作为参数的方法中使用这些 ID。" msgid "If [code]true[/code], the shape owner and its shapes are disabled." msgstr "如果为 [code]true[/code],则禁用形状所有者及其形状。" msgid "" "Returns [code]true[/code] if collisions for the shape owner originating from " "this [CollisionObject2D] will not be reported to collided with " "[CollisionObject2D]s." msgstr "" "返回 [code]true[/code],如果源于这个 [CollisionObject2D] 的形状所有者的碰撞不" "会被报告给 [CollisionObject2D]。" msgid "Removes the given shape owner." msgstr "移除给定形状的所有者。" msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_layer], given a [param layer_number] between 1 and 32." msgstr "" "根据 [param value],启用或禁用 [member collision_layer] 中指定的层,给定的 " "[param layer_number] 应在 1 和 32 之间。" msgid "" "Based on [param value], enables or disables the specified layer in the " "[member collision_mask], given a [param layer_number] between 1 and 32." msgstr "" "根据 [param value],启用或禁用 [member collision_mask] 中指定的层,给定的 " "[param layer_number] 应在 1 和 32 之间。" msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "返回指定形状的 [code]owner_id[/code]。" msgid "Adds a [Shape2D] to the shape owner." msgstr "给形状所有者添加一个 [Shape2D]。" msgid "Removes all shapes from the shape owner." msgstr "移除形状所有者的所有形状。" msgid "Returns the parent object of the given shape owner." msgstr "返回给定形状所有者的父对象。" msgid "Returns the [Shape2D] with the given ID from the given shape owner." msgstr "从给定形状所有者返回具有给定 ID 的 [Shape2D]。" msgid "Returns the number of shapes the given shape owner contains." msgstr "返回给定形状所有者包含的形状数量。" msgid "" "Returns the child index of the [Shape2D] with the given ID from the given " "shape owner." msgstr "从给定形状所有者返回具有给定 ID 的 [Shape2D] 的子索引。" msgid "Returns the shape owner's [Transform2D]." msgstr "返回形状所有者的 [Transform2D]。" msgid "Removes a shape from the given shape owner." msgstr "从给定的形状所有者中移除一个形状。" msgid "If [code]true[/code], disables the given shape owner." msgstr "如果为 [code]true[/code],则禁用给定的形状所有者。" msgid "" "If [param enable] is [code]true[/code], collisions for the shape owner " "originating from this [CollisionObject2D] will not be reported to collided " "with [CollisionObject2D]s." msgstr "" "如果 [param enable] 为 [code]true[/code],则源自该 [CollisionObject2D] 的形状" "所有者的碰撞将不会被报告为与 [CollisionObject2D] 发生碰撞。" msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [param owner_id] to [param margin] pixels." msgstr "" "将由给定 [param owner_id] 标识的形状所有者的 [code]one_way_collision_margin[/" "code] 设置为 [param margin] 像素。" msgid "Sets the [Transform2D] of the given shape owner." msgstr "设置给定形状所有者的 [Transform2D]。" msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "此 CollisionObject2D 所在的物理层。碰撞对象可以存在于 32 个不同层中的一个或多" "个中。另见 [member collision_mask]。\n" "[b]注意:[/b]只有当对象 B 在对象 A 扫描的任何层中时,对象 A 才能检测到与对象 " "B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "此 CollisionObject2D 扫描的物理层。碰撞对象可以扫描 32 个不同层中的一个或多" "个。另见 [member collision_layer]。\n" "[b]注意:[/b]只有当对象 B 在对象 A 扫描的任何层中时,对象 A 才能检测到与对象 " "B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" msgid "" "The priority used to solve colliding when occurring penetration. The higher " "the priority is, the lower the penetration into the object will be. This can " "for example be used to prevent the player from breaking through the " "boundaries of a level." msgstr "" "发生穿透时用于解决碰撞的优先级。优先级越高,对物体的穿透度就越低。例如,可以用" "来防止玩家突破关卡的边界。" msgid "" "Defines the behavior in physics when [member Node.process_mode] is set to " "[constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more " "details about the different modes." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,定义物理行为。有关不同模式的更多详细信息,请参阅 [enum DisableMode]。" msgid "" "If [code]true[/code], this object is pickable. A pickable object can detect " "the mouse pointer entering/leaving, and if the mouse is inside it, report " "input events. Requires at least one [member collision_layer] bit to be set." msgstr "" "如果为 [code]true[/code],则该对象是可拾取的。可拾取的对象可以检测鼠标指针的进" "入/离开,鼠标位于其中时,就会报告输入事件。要求至少设置一个 [member " "collision_layer] 位。" msgid "" "Emitted when an input event occurs. Requires [member input_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set. " "See [method _input_event] for details." msgstr "" "当输入事件发生时发出。要求 [member input_pickable] 为 [code]true[/code] 并且至" "少设置了一个 [member collision_layer] 位。详见 [method _input_event]。" msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" "当鼠标指针进入该对象的任何形状时发出。要求 [member input_pickable] 为 " "[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单" "个 [CollisionObject2D] 中的不同形状之间移动,不会导致发出该信号。\n" "[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 " "[CollisionObject2D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 " "[CollisionObject2D] 与所讨论的 [CollisionObject2D] 重叠,则也可能不会发出该信" "号。" msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject2D] won't cause this signal to be emitted.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject2D]'s area is small. This signal may also not be emitted " "if another [CollisionObject2D] is overlapping the [CollisionObject2D] in " "question." msgstr "" "当鼠标指针离开该对象的所有形状时发出。要求 [member input_pickable] 为 " "[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。请注意,在单" "个 [CollisionObject2D] 中的不同形状之间移动,不会导致发出该信号。\n" "[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 " "[CollisionObject2D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 " "[CollisionObject2D] 与所讨论的 [CollisionObject2D] 重叠,则也可能不会发出该信" "号。" msgid "" "Emitted when the mouse pointer enters any of this object's shapes or moves " "from one shape to another. [param shape_idx] is the child index of the newly " "entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] " "and at least one [member collision_layer] bit to be set." msgstr "" "当鼠标指针进入该实体的任何形状或从一种形状移动到另一种形状时发出。[param " "shape_idx] 是新进入的 [Shape2D] 的子索引。要求 [member input_pickable] 为 " "[code]true[/code] 并且至少设置一个 [member collision_layer] 位。" msgid "" "Emitted when the mouse pointer exits any of this object's shapes. [param " "shape_idx] is the child index of the exited [Shape2D]. Requires [member " "input_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set." msgstr "" "当鼠标指针离开该实体的任何形状时发出。[param shape_idx] 是退出的 [Shape2D] 的" "子索引。要求 [member input_pickable] 为 [code]true[/code] 并且至少设置一个 " "[member collision_layer] 位。" msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject2D].\n" "Automatically re-added to the physics simulation when the [Node] is processed " "again." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,从物理仿真中移除,停止与此 [CollisionObject2D] 的所有物理交互。\n" "当该 [Node] 再次被处理时,会自动重新加入到物理仿真中。" msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. " "[PhysicsBody2D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody2D] back to its original mode when the [Node] " "is processed again." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,使物体进入静态模式。不影响 [Area2D]。处于静态模式的 [PhysicsBody2D] 不会受" "到力和其他物体的影响。\n" "当该 [Node] 再次被处理时,会自动将 [PhysicsBody2D] 设置回其原始模式。" msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], do not affect the physics simulation." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,不影响物理仿真。" msgid "Abstract base class for 3D physics objects." msgstr "3D 物理对象的抽象基类。" msgid "" "Abstract base class for 3D physics objects. [CollisionObject3D] can hold any " "number of [Shape3D]s for collision. Each shape must be assigned to a [i]shape " "owner[/i]. Shape owners are not nodes and do not appear in the editor, but " "are accessible through code using the [code]shape_owner_*[/code] methods.\n" "[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as " "expected. It is advised to keep its scale the same on all axes and adjust its " "collision shape(s) instead." msgstr "" "3D 物理对象的抽象基类。[CollisionObject3D] 能够容纳任意数量的 [Shape3D] 用作碰" "撞形状。每个形状必须分配给一个[i]形状所有者[/i]。形状所有者不是节点,也不会出" "现在编辑器中,但可以通过代码使用 [code]shape_owner_*[/code] 方法访问。\n" "[b]警告:[/b]如果使用非均一缩放,则该节点可能无法按预期工作。建议让所有轴上的" "缩放保持一致,可以用对碰撞形状的调整来代替非均一缩放。" msgid "" "Receives unhandled [InputEvent]s. [param position] is the location in world " "space of the mouse pointer on the surface of the shape with index [param " "shape_idx] and [param normal] is the normal vector of the surface at that " "point. Connect to the [signal input_event] signal to easily pick up these " "events.\n" "[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be " "[code]true[/code] and at least one [member collision_layer] bit to be set." msgstr "" "接收未处理的 [InputEvent]。[param position] 是鼠标指针在索引为 [param " "shape_idx] 的形状表面上的世界空间位置,[param normal] 是该点表面的法向量。连接" "到 [signal input_event] 信号即可轻松获取这些事件。\n" "[b]注意:[/b][method _input_event] 要求 [member input_ray_pickable] 为 " "[code]true[/code],并且至少要设置一个 [member collision_layer] 位。" msgid "" "Called when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" "当鼠标指针进入该实体的任何形状时调用。要求 [member input_ray_pickable] 为 " "[code]true[/code] 并且至少设置一个 [member collision_layer] 位。请注意,在单" "个 [CollisionObject3D] 中的不同形状之间移动,不会导致该函数被调用。" msgid "" "Called when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set. Note that moving between different shapes " "within a single [CollisionObject3D] won't cause this function to be called." msgstr "" "当鼠标指针离开该实体的所有形状时调用。要求 [member input_ray_pickable] 为 " "[code]true[/code] 并且至少设置一个 [member collision_layer] 位。请注意,在单" "个 [CollisionObject3D] 中的不同形状之间移动,不会导致该函数被调用。" msgid "Adds a [Shape3D] to the shape owner." msgstr "向形状拥有者添加 [Shape3D]。" msgid "Returns the [Shape3D] with the given ID from the given shape owner." msgstr "返回形状所有者中具有给定 ID 的 [Shape3D]。" msgid "" "Returns the child index of the [Shape3D] with the given ID from the given " "shape owner." msgstr "返回形状所有者中具有给定 ID 的 [Shape3D] 的子索引。" msgid "Returns the shape owner's [Transform3D]." msgstr "返回形状所有者的 [Transform3D]。" msgid "Sets the [Transform3D] of the given shape owner." msgstr "设置给定形状所有者的 [Transform3D]。" msgid "" "The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can " "exist in one or more of 32 different layers. See also [member " "collision_mask].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "该 CollisionObject3D [b]所在的[/b]物理层。碰撞对象可以存在于 32 个不同层中的一" "层或多层。另见 [member collision_mask]。\n" "[b]注意:[/b]只有当对象 B 位于对象 A 扫描的任何层中时,对象 A 才能检测到与对" "象 B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层和掩码》[/url]。" msgid "" "The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can " "scan one or more of 32 different layers. See also [member collision_layer].\n" "[b]Note:[/b] Object A can detect a contact with object B only if object B is " "in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/" "physics/physics_introduction.html#collision-layers-and-masks]Collision layers " "and masks[/url] in the documentation for more information." msgstr "" "该 CollisionObject3D [b]扫描的[/b]物理层。碰撞对象可以扫描 32 个不同层中的一层" "或多层。另见 [member collision_layer]。\n" "[b]注意:[/b]只有当对象 B 位于对象 A 扫描的任何层中时,对象 A 才能检测到与对" "象 B 的接触。有关更多信息,请参阅文档中的[url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]《碰撞层和掩码》[/url]。" msgid "" "If [code]true[/code], the [CollisionObject3D] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" "如果为 [code]true[/code],则当鼠标拖过其形状时,[CollisionObject3D] 将继续接收" "输入事件。" msgid "" "Emitted when the object receives an unhandled [InputEvent]. [param position] " "is the location in world space of the mouse pointer on the surface of the " "shape with index [param shape_idx] and [param normal] is the normal vector of " "the surface at that point." msgstr "" "当对象收到未处理的 [InputEvent] 时发出。[param position] 是鼠标指针在索引为 " "[param shape_idx] 的形状表面上的世界空间位置,[param normal] 是表面在该点的法" "向量。" msgid "" "Emitted when the mouse pointer enters any of this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" "当鼠标指针进入该对象的任何形状时发出。要求 [member input_ray_pickable] 为 " "[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。\n" "[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 " "[CollisionObject3D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 " "[CollisionObject3D] 与所讨论的 [CollisionObject3D] 重叠,则也可能不会发出该信" "号。" msgid "" "Emitted when the mouse pointer exits all this object's shapes. Requires " "[member input_ray_pickable] to be [code]true[/code] and at least one [member " "collision_layer] bit to be set.\n" "[b]Note:[/b] Due to the lack of continuous collision detection, this signal " "may not be emitted in the expected order if the mouse moves fast enough and " "the [CollisionObject3D]'s area is small. This signal may also not be emitted " "if another [CollisionObject3D] is overlapping the [CollisionObject3D] in " "question." msgstr "" "当鼠标指针离开该对象的所有形状时发出。要求 [member input_ray_pickable] 为 " "[code]true[/code] 并且至少设置了一个 [member collision_layer] 位。\n" "[b]注意:[/b]由于缺少连续的碰撞检测,如果鼠标移动得足够快并且 " "[CollisionObject3D] 的区域很小,则该信号可能不会按预期的顺序发出。如果另一个 " "[CollisionObject3D] 与所讨论的 [CollisionObject3D] 重叠,则也可能不会发出该信" "号。" msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], remove from the physics simulation to stop all " "physics interactions with this [CollisionObject3D].\n" "Automatically re-added to the physics simulation when the [Node] is processed " "again." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,从物理仿真中移除,停止与此 [CollisionObject3D] 的所有物理交互。\n" "当该 [Node] 再次被处理时,会自动重新加入到物理仿真中。" msgid "" "When [member Node.process_mode] is set to [constant Node." "PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. " "[PhysicsBody3D] can't be affected by forces or other bodies while static.\n" "Automatically set [PhysicsBody3D] back to its original mode when the [Node] " "is processed again." msgstr "" "当 [member Node.process_mode] 被设置为 [constant Node.PROCESS_MODE_DISABLED] " "时,使实体静态化。不影响 [Area3D]。[PhysicsBody3D] 在静态时不会受到力或其他实" "体的影响。\n" "当该 [Node] 再次被处理时,自动将 [PhysicsBody3D] 设置回其原始模式。" msgid "A node that provides a polygon shape to a [CollisionObject2D] parent." msgstr "向 [CollisionObject2D] 父级提供多边形形状的节点。" msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject2D] parent and allows to edit it. The polygon can be concave " "or convex. This can give a detection shape to an [Area2D] or turn " "[PhysicsBody2D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape2D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its shape resource instead." msgstr "" "一个节点,为 [CollisionObject2D] 父级提供加厚多边形形状(角柱体)并允许对其进" "行编辑。该多边形可以是凹的或凸的。这可以为 [Area2D] 提供检测形状,也能够将 " "[PhysicsBody2D] 转变为实体对象。\n" "[b]警告:[/b]非均匀缩放的 [CollisionShape2D] 可能不会按预期运行。可改为确保在" "所有轴上保持其缩放相同,并调整其形状资源。" msgid "Collision build mode. Use one of the [enum BuildMode] constants." msgstr "碰撞构建模式。使用 [enum BuildMode] 常量之一。" msgid "If [code]true[/code], no collisions will be detected." msgstr "如果为 [code]true[/code],则不会检测到碰撞。" msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects.\n" "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " "child of an [Area2D] node." msgstr "" "如果为 [code]true[/code],则只有面朝上的边缘才会与其他对象发生碰撞,方向是相对" "于 [CollisionPolygon2D] 的旋转而言的。\n" "[b]注意:[/b]如果这个 [CollisionPolygon2D] 是 [Area2D] 节点的子节点,则这个属" "性无效。" msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the polygon at a " "high velocity." msgstr "" "用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于以高速进入多" "边形的对撞机来说效果更好。" msgid "" "The polygon's list of vertices. Each point will be connected to the next, and " "the final point will be connected to the first.\n" "[b]Note:[/b] The returned vertices are in the local coordinate space of the " "given [CollisionPolygon2D].\n" "[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], " "not a reference." msgstr "" "该多边形的顶点列表。每个点都与下一个点相连,最后一个点与第一个点相连。\n" "[b]注意:[/b]返回的顶点位于给定的 [CollisionPolygon2D] 的局部坐标空间中。\n" "[b]警告:[/b]返回值是 [PackedVector2Array] 的副本,不是引用。" msgid "" "Collisions will include the polygon and its contained area. In this mode the " "node has the same effect as several [ConvexPolygonShape2D] nodes, one for " "each convex shape in the convex decomposition of the polygon (but without the " "overhead of multiple nodes)." msgstr "" "碰撞包含多边形及其内部区域。在这个模式下,该节点的效果与使用若干 " "[ConvexPolygonShape2D] 节点相同,其中的每个节点都包含该多边形凸分解后的凸形状" "(但不会有使用多个节点的负担)。" msgid "" "Collisions will only include the polygon edges. In this mode the node has the " "same effect as a single [ConcavePolygonShape2D] made of segments, with the " "restriction that each segment (after the first one) starts where the previous " "one ends, and the last one ends where the first one starts (forming a closed " "but hollow polygon)." msgstr "" "碰撞经包含多边形的边缘。在这个模式下,该节点的效果与单个由若干线段组成的 " "[ConcavePolygonShape2D] 相同,其中(第一条以后的)每条线段都从上一条的终点开" "始,最后一条线段在第一条的起点结束(构成闭合但中空的多边形)。" msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent." msgstr "向 [CollisionObject3D] 父级提供加厚多边形形状(角柱体)的节点。" msgid "" "A node that provides a thickened polygon shape (a prism) to a " "[CollisionObject3D] parent and allows to edit it. The polygon can be concave " "or convex. This can give a detection shape to an [Area3D] or turn " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its shape resource instead." msgstr "" "向 [CollisionObject3D] 父级提供加厚多边形形状(角柱体)的节点,能够为这个形状" "提供编辑的方法。该多边形可以是凹多边形,也可以是凸多边形。能够为 [Area3D] 提供" "检测形状,也能够将 [PhysicsBody3D] 变为实体。\n" "[b]警告:[/b]非均匀缩放的 [CollisionShape3D] 应该无法按预期工作。请确保它在所" "有轴上的缩放是一致的,可以用对形状资源的调整来代替非均匀缩放。" msgid "" "Length that the resulting collision extends in either direction perpendicular " "to its 2D polygon." msgstr "产生的碰撞沿着与 2D 多边形垂直的任意方向深入的长度。" msgid "If [code]true[/code], no collision will be produced." msgstr "如果为 [code]true[/code],将不会产生碰撞。" msgid "" "The collision margin for the generated [Shape3D]. See [member Shape3D.margin] " "for more details." msgstr "生成的 [Shape3D] 的碰撞边距。详情见 [member Shape3D.margin]。" msgid "" "Array of vertices which define the 2D polygon in the local XY plane.\n" "[b]Note:[/b] The returned value is a copy of the original. Methods which " "mutate the size or properties of the return value will not impact the " "original polygon. To change properties of the polygon, assign it to a " "temporary variable and make changes before reassigning the class property." msgstr "" "顶点数组,定义局部 XY 平面上的 2D 多边形。\n" "[b]注意:[/b]返回值为原始值的副本。修改返回值大小或属性的方法不会影响原始的多" "边形。要修改该多边形的属性,请先将其赋值给临时变量,修改完成后再重新赋值给该类" "属性。" msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent." msgstr "向 [CollisionObject2D] 父级提供 [Shape2D] 的节点。" msgid "" "A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows " "to edit it. This can give a detection shape to an [Area2D] or turn a " "[PhysicsBody2D] into a solid object." msgstr "" "向 [CollisionObject2D] 父级提供 [Shape2D] 并允许对其进行编辑的节点。这可以为 " "[Area2D] 提供检测形状或将 [PhysicsBody2D] 转变为实体对象。" msgid "Physics introduction" msgstr "物理介绍" msgid "" "The collision shape debug color.\n" "[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/" "collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented " "here is a placeholder, and not the actual default debug color." msgstr "" "碰撞形状的调试颜色。\n" "[b]注意:[/b]默认值为 [member ProjectSettings.debug/shapes/collision/" "shape_color]。这里记录的 [code]Color(0, 0, 0, 1)[/code] 值是占位符,不是实际的" "默认调试颜色。" msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" "禁用的碰撞形状在世界中没有影响。这个属性应该用 [method Object.set_deferred] 改" "变。" msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom).\n" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." msgstr "" "设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。\n" "[b]注意:[/b]如果这个 [CollisionShape2D] 是 [Area2D] 节点的子节点,则这个属性" "无效。" msgid "" "The margin used for one-way collision (in pixels). Higher values will make " "the shape thicker, and work better for colliders that enter the shape at a " "high velocity." msgstr "" "用于单向碰撞的边距(以像素为单位)。较高的值将使形状更厚,并且对于高速进入形状" "的对撞机来说效果更好。" msgid "The actual shape owned by this collision shape." msgstr "该碰撞形状拥有的实际形状。" msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent." msgstr "向 [CollisionObject3D] 父级提供 [Shape3D] 的节点。" msgid "" "A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows " "to edit it. This can give a detection shape to an [Area3D] or turn a " "[PhysicsBody3D] into a solid object.\n" "[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not " "behave as expected. Make sure to keep its scale the same on all axes and " "adjust its [member shape] resource instead." msgstr "" "向 [CollisionObject3D] 父级提供 [Shape3D] 并能够对其进行编辑的节点。可以为 " "[Area3D] 提供检测形状,也可以将 [PhysicsBody3D] 变为实体对象。\n" "[b]警告:[/b]非均匀缩放的 [CollisionShape3D] 可能无法按预期运行。请保持在所有" "轴上使用相同的缩放,需要时可以更改其 [member shape] 资源代替。" msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance3D] siblings geometry." msgstr "将碰撞形状的形状设置为其所有凸面 [MeshInstance3D] 兄弟几何体的相加。" msgid "Use [signal Resource.changed] instead." msgstr "请改用 [signal Resource.changed]。" msgid "A disabled collision shape has no effect in the world." msgstr "禁用的碰撞形状对世界没有任何影响。" msgid "A color represented in RGBA format." msgstr "以 RGBA 格式表示的颜色。" msgid "" "A color represented in RGBA format by a red ([member r]), green ([member g]), " "blue ([member b]), and alpha ([member a]) component. Each component is a 32-" "bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/" "code]. Some properties (such as [member CanvasItem.modulate]) may support " "values greater than [code]1.0[/code], for overbright or HDR (High Dynamic " "Range) colors.\n" "Colors can be created in various ways: By the various [Color] constructors, " "by static methods such as [method from_hsv], and by using a name from the set " "of standardized colors based on [url=https://en.wikipedia.org/wiki/" "X11_color_names]X11 color names[/url] with the addition of [constant " "TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses " "integers from [code]0[/code] to [code]255[/code] and doesn't support " "overbright colors.\n" "[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/" "code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). " "Otherwise, a Color will always evaluate to [code]true[/code].\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" "由红([member r])、绿([member g])、蓝([member b])和 alpha([member a])分" "量表示的 RGBA 格式的颜色。每个分量都是一个 32 位浮点值,通常介于 [code]0.0[/" "code] 到 [code]1.0[/code] 之间。某些属性(例如 [member CanvasItem.modulate])" "可能支持大于 [code]1.0[/code] 的值,用于表示过亮或 HDR(High Dynamic Range,高" "动态范围)颜色。\n" "创建颜色的方法有很多:可以使用 [Color] 的各种构造函数,[method from_hsv] 等静" "态方法,以及使用基于 [url=https://en.wikipedia.org/wiki/X11_color_names]X11 颜" "色名称[/url]的标准化颜色集外加 [constant TRANSPARENT]。GDScript 还提供了 " "[method @GDScript.Color8],使用的是 [code]0[/code] 到 [code]255[/code] 之间的" "整数,且不支持过亮的颜色。\n" "[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑" "色)的 Color 将被评估为 [code]false[/code]。否则,Color 将始终被评估为 " "[code]true[/code]。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color 常量速查表[/url]" msgid "2D GD Paint Demo" msgstr "2D GD 画图演示" msgid "Tween Demo" msgstr "Tween 演示" msgid "GUI Drag And Drop Demo" msgstr "GUI 拖放演示" msgid "" "Constructs a default [Color] from opaque black. This is the same as [constant " "BLACK].\n" "[b]Note:[/b] in C#, constructs an empty color with all of its components set " "to [code]0.0[/code] (transparent black)." msgstr "" "用不透明的黑色构造默认的 [Color],与 [constant BLACK] 相同。\n" "[b]注意:[/b]在 C# 中构造的空颜色,其所有分量都为 [code]0.0[/code](透明黑)。" msgid "" "Constructs a [Color] from the existing color, with [member a] set to the " "given [param alpha] value.\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(Color.RED, 0.2) # 20% opaque red.\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(Colors.Red, 0.2f); // 20% opaque red.\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "从现有的颜色构造 [Color],[member a] 设置为给定的 [param alpha] 值。\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(Color.RED, 0.2) # 20% 不透明红色。\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(Colors.Red, 0.2f); // 20% 不透明红色。\n" "[/csharp]\n" "[/codeblocks]" msgid "Constructs a [Color] as a copy of the given [Color]." msgstr "构造给定 [Color] 的副本。" msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name. The supported color names are the same as the constants." msgstr "" "从 HTML 颜色代码或标准化的颜色名称中构建 [Color]。支持的颜色名称与常量名相同。" msgid "" "Constructs a [Color] either from an HTML color code or from a standardized " "color name, with [param alpha] on the range of 0.0 to 1.0. The supported " "color names are the same as the constants." msgstr "" "从 HTML 颜色代码或标准化的颜色名称中构建 [Color],[param alpha] 的范围为 0.0 " "到 1.0。支持的颜色名称与常量名相同。" msgid "" "Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member " "a] is set to 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, " "178, 255)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "从通常介于 0.0 和 1.0 之间的 RGB 值构造一个 [Color]。[member a] 被设置为 " "1.0。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7) # 类似于 `Color8(51, 255, 178, 255)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f); // 类似于 `Color.Color8(51, 255, " "178, 255)`\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, " "204)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to `Color." "Color8(51, 255, 178, 255, 204)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "从通常介于 0.0 和 1.0 之间的 RGBA 值构造一个 [Color]。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(0.2, 1.0, 0.7, 0.8) # 类似于 `Color8(51, 255, 178, 204)`\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // 类似于 `Color.Color8(51, " "255, 178, 255, 204)`\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a new color resulting from overlaying this color over the given " "color. In a painting program, you can imagine it as the [param over] color " "painted over this color (including alpha).\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/gdscript]\n" "[csharp]\n" "var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50%\n" "var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50%\n" "Color blendedColor = bg.Blend(fg); // Brown with alpha of 75%\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回将该颜色混合到给定颜色上所产生的新颜色。在绘画程序中,你可以将其想象为在该" "颜色(包括 alpha)上绘制的 [param over] 颜色。\n" "[codeblocks]\n" "[gdscript]\n" "var bg = Color(0.0, 1.0, 0.0, 0.5) # 50% 不透明的绿色\n" "var fg = Color(1.0, 0.0, 0.0, 0.5) # 50% 不透明的红色\n" "var blended_color = bg.blend(fg) # 75% 不透明的棕色\n" "[/gdscript]\n" "[csharp]\n" "var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // 50% 不透明的绿色\n" "var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // 50% 不透明的红色\n" "Color blendedColor = bg.Blend(fg); // 75% 不透明的棕色\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a new color with all components clamped between the components of " "[param min] and [param max], by running [method @GlobalScope.clamp] on each " "component." msgstr "" "通过在每个分量上运行 [method @GlobalScope.clamp],返回一种新颜色,其中所有分量" "都被钳制在 [param min] 和 [param max] 的分量之间。" msgid "" "Returns a new color resulting from making this color darker by the specified " "[param amount] (ratio from 0.0 to 1.0). See also [method lightened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回通过指定 [param amount](从 0.0 到 1.0 的比率)使该颜色变暗而产生的新颜" "色。另见 [method lightened]。\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var darkgreen = green.darkened(0.2) # 比普通的绿色深 20%\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color darkgreen = green.Darkened(0.2f); // 比普通的绿色深 20%\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV " "profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param " "v]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "根据 [url=https://zh.wikipedia.org/wiki/" "HSL%E5%92%8CHSV%E8%89%B2%E5%BD%A9%E7%A9%BA%E9%97%B4]HSV 配置[/url]构建颜色。色" "相([param h])、饱和度([param s])和值([param v])通常在 0.0 和 1.0 之" "间。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Constructs a color from an [url=https://bottosson.github.io/posts/" "colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param " "s]), and lightness ([param l]) are typically between 0.0 and 1.0.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "根据 [url=https://bottosson.github.io/posts/colorpicker/]OK HSL 配置[/url]构建" "颜色。色相([param h])、饱和度([param s])和亮度([param l])通常在 0.0 和 " "1.0 之间。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Decodes a [Color] from a RGBE9995 format integer. See [constant Image." "FORMAT_RGBE9995]." msgstr "" "从 RGBE9995 格式的整数解码 [Color]。见 [constant Image.FORMAT_RGBE9995]。" msgid "" "Creates a [Color] from the given string, which can be either an HTML color " "code or a named color (case-insensitive). Returns [param default] if the " "color cannot be inferred from the string." msgstr "" "从给定的字符串创建 [Color],该字符串可以是 HTML 颜色代码,也可以是颜色名称(不" "区分大小写)。如果无法从字符串中推断出颜色,则返回 [param default]。" msgid "" "Returns the light intensity of the color, as a value between 0.0 and 1.0 " "(inclusive). This is useful when determining light or dark color. Colors with " "a luminance smaller than 0.5 can be generally considered dark.\n" "[b]Note:[/b] [method get_luminance] relies on the color being in the linear " "color space to return an accurate relative luminance value. If the color is " "in the sRGB color space, use [method srgb_to_linear] to convert it to the " "linear color space first." msgstr "" "将颜色的光照强度返回为一个介于 0.0 和 1.0(包含)之间的值。这在确定浅色或深色" "时很有用。亮度小于 0.5 的颜色通常可以认为是深色。\n" "[b]注意:[/b][method get_luminance] 依赖于线性色彩空间中的颜色,以返回准确的相" "对亮度值。如果颜色在 sRGB 色彩空间,请先使用 [method srgb_to_linear] 将其转换" "为线性色彩空间。" msgid "" "Returns the [Color] associated with the provided [param hex] integer in 32-" "bit RGBA format (8 bits per channel).\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRGGBBAA\"[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color.hex(0xff0000ff)\n" "var dark_cyan = Color.hex(0x008b8bff)\n" "var my_color = Color.hex(0xbbefd2a4)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(0xff0000ff);\n" "var dark_cyan = new Color(0x008b8bff);\n" "var my_color = new Color(0xbbefd2a4);\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回与提供的整数 [param hex] 相关联的 [Color],使用 32 位 RGBA 格式(每通道 8 " "位)。\n" "在 GDScript 和 C# 中,展示该 [int] 的最好方法是十六进制表示法(使用 " "[code]\"0x\"[/code] 前缀,得到 [code]\"0xRRGGBBAA\"[/code])。\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color.hex(0xff0000ff)\n" "var dark_cyan = Color.hex(0x008b8bff)\n" "var my_color = Color.hex(0xbbefd2a4)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(0xff0000ff);\n" "var dark_cyan = new Color(0x008b8bff);\n" "var my_color = new Color(0xbbefd2a4);\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the [Color] associated with the provided [param hex] integer in 64-" "bit RGBA format (16 bits per channel).\n" "In GDScript and C#, the [int] is best visualized with hexadecimal notation " "([code]\"0x\"[/code] prefix, making it [code]\"0xRRRRGGGGBBBBAAAA\"[/code])." msgstr "" "返回与提供的整数 [param hex] 相关联的 [Color],使用 64 位 RGBA 格式(每通道 8 " "位)。\n" "在 GDScript 和 C# 中,展示该 [int] 的最好方法是十六进制表示法(使用 " "[code]\"0x\"[/code] 前缀,得到 [code]\"0xRRRRGGGGBBBBAAAA\"[/code])。" msgid "" "Returns a new color from [param rgba], an HTML hexadecimal color string. " "[param rgba] is not case-sensitive, and may be prefixed by a hash sign " "([code]#[/code]).\n" "[param rgba] must be a valid three-digit or six-digit hexadecimal color " "string, and may contain an alpha channel value. If [param rgba] does not " "contain an alpha channel value, an alpha channel value of 1.0 is applied. If " "[param rgba] is invalid, returns an empty color.\n" "[codeblocks]\n" "[gdscript]\n" "var blue = Color.html(\"#0000ff\") # blue is Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.html(\"#0F0\") # green is Color(0.0, 1.0, 0.0, 1.0)\n" "var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "从 HTML 十六进制颜色字符串 [param rgba] 返回一个新颜色。[param rgba] 不区分大" "小写,可以使用哈希符号([code]#[/code])作为前缀。\n" "[param rgba] 必须是有效的三位或六位十六进制颜色字符串,并且可以包含 alpha 通道" "值。如果 [param rgba] 不包含 alpha 通道值,则应用 alpha 通道值 1.0。如果 " "[param rgba] 无效,则返回一个空颜色。\n" "[codeblocks]\n" "[gdscript]\n" "var blue = Color.html(\"#0000ff\") # blue 为 Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.html(\"#0F0\") # green 为 Color(0.0, 1.0, 0.0, 1.0)\n" "var col = Color.html(\"663399cc\") # col 为 Color(0.4, 0.2, 0.6, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var blue = Color.FromHtml(\"#0000ff\"); // blue 为 Color(0.0, 0.0, 1.0, 1.0)\n" "var green = Color.FromHtml(\"#0F0\"); // green 为 Color(0.0, 1.0, 0.0, " "1.0)\n" "var col = Color.FromHtml(\"663399cc\"); // col 为 Color(0.4, 0.2, 0.6, 0.8)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color " "string. The string must be a hexadecimal value (case-insensitive) of either " "3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). " "This method is identical to [method String.is_valid_html_color].\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # Returns true\n" "Color.html_is_valid(\"#55AAFF20\") # Returns true\n" "Color.html_is_valid(\"55AAFF\") # Returns true\n" "Color.html_is_valid(\"#F2C\") # Returns true\n" "\n" "Color.html_is_valid(\"#AABBC\") # Returns false\n" "Color.html_is_valid(\"#55aaFF5\") # Returns false\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#55AAFF20\"); // Returns true\n" "Color.HtmlIsValid(\"55AAFF\"); // Returns true\n" "Color.HtmlIsValid(\"#F2C\"); // Returns true\n" "\n" "Color.HtmlIsValid(\"#AABBC\"); // Returns false\n" "Color.HtmlIsValid(\"#55aaFF5\"); // Returns false\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "如果 [param color] 是一个有效的 HTML 十六进制颜色字符串,则返回 [code]true[/" "code]。该字符串必须是一个由 3、4、6 或 8 位数字组成的十六进制值(不区分大小" "写),并且可以以井号 ([code]#[/code]) 作为前缀。该方法与 [method String." "is_valid_html_color] 相同。\n" "[codeblocks]\n" "[gdscript]\n" "Color.html_is_valid(\"#55aaFF\") # 返回 true\n" "Color.html_is_valid(\"#55AAFF20\") # 返回 true\n" "Color.html_is_valid(\"55AAFF\") # 返回 true\n" "Color.html_is_valid(\"#F2C\") # 返回 true\n" "\n" "Color.html_is_valid(\"#AABBC\") # 返回 false\n" "Color.html_is_valid(\"#55aaFF5\") # 返回 false\n" "[/gdscript]\n" "[csharp]\n" "Color.HtmlIsValid(\"#55AAFF\"); // 返回 true\n" "Color.HtmlIsValid(\"#55AAFF20\"); // 返回 true\n" "Color.HtmlIsValid(\"55AAFF\"); // 返回 true\n" "Color.HtmlIsValid(\"#F2C\"); // 返回 true\n" "\n" "Color.HtmlIsValid(\"#AABBC\"); // 返回 false\n" "Color.HtmlIsValid(\"#55aaFF5\"); // 返回 false\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color with its [member r], [member g], and [member b] components " "inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" "var color = new Color(0.3f, 0.4f, 0.9f);\n" "Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, " "0.6f, 0.1f)`\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回将 [member r]、[member g]、[member b] 分量翻转后的颜色([code](1 - r, 1 - " "g, 1 - b, a)[/code])。\n" "[codeblocks]\n" "[gdscript]\n" "var black = Color.WHITE.inverted()\n" "var color = Color(0.3, 0.4, 0.9)\n" "var inverted_color = color.inverted() # 等价于 `Color(0.7, 0.6, 0.1)`\n" "[/gdscript]\n" "[csharp]\n" "var black = Colors.White.Inverted();\n" "var color = new Color(0.3f, 0.4f, 0.9f);\n" "Color invertedColor = color.Inverted(); // 等价于 `new Color(0.7f, 0.6f, " "0.1f)`\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns [code]true[/code] if this color and [param to] are approximately " "equal, by running [method @GlobalScope.is_equal_approx] on each component." msgstr "" "如果该颜色和 [param to] 近似相等,则返回 [code]true[/code],判断近似相等的方法" "是通过在每个分量上运行 [method @GlobalScope.is_equal_approx]。" msgid "" "Returns the linear interpolation between this color's components and [param " "to]'s components. The interpolation factor [param weight] should be between " "0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n" "red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n" "red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回将该颜色的分量和 [param to] 的分量进行线性插值的结果。插值系数 [param " "weight] 应该在 0.0 和 1.0 之间(闭区间)。另请参阅 [method @GlobalScope." "lerp]。\n" "[codeblocks]\n" "[gdscript]\n" "var red = Color(1.0, 0.0, 0.0)\n" "var aqua = Color(0.0, 1.0, 0.8)\n" "\n" "red.lerp(aqua, 0.2) # 返回 Color(0.8, 0.2, 0.16)\n" "red.lerp(aqua, 0.5) # 返回 Color(0.5, 0.5, 0.4)\n" "red.lerp(aqua, 1.0) # 返回 Color(0.0, 1.0, 0.8)\n" "[/gdscript]\n" "[csharp]\n" "var red = new Color(1.0f, 0.0f, 0.0f);\n" "var aqua = new Color(0.0f, 1.0f, 0.8f);\n" "\n" "red.Lerp(aqua, 0.2f); // 返回 Color(0.8f, 0.2f, 0.16f)\n" "red.Lerp(aqua, 0.5f); // 返回 Color(0.5f, 0.5f, 0.4f)\n" "red.Lerp(aqua, 1.0f); // 返回 Color(0.0f, 1.0f, 0.8f)\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns a new color resulting from making this color lighter by the specified " "[param amount], which should be a ratio from 0.0 to 1.0. See also [method " "darkened].\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var light_green = green.lightened(0.2) # 20% lighter than regular green\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回通过指定 [param amount](从 0.0 到 1.0 的比率)使该颜色变亮而产生的新颜" "色。另见 [method darkened]。\n" "[codeblocks]\n" "[gdscript]\n" "var green = Color(0.0, 1.0, 0.0)\n" "var light_green = green.lightened(0.2) # 比普通的绿色要淡 20%\n" "[/gdscript]\n" "[csharp]\n" "var green = new Color(0.0f, 1.0f, 0.0f);\n" "Color lightGreen = green.Lightened(0.2f); // 比普通的绿色要淡 20%\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to the [url=https://en.wikipedia.org/wiki/" "SRGB]sRGB[/url] color space. This method assumes the original color is in the " "linear color space. See also [method srgb_to_linear] which performs the " "opposite operation." msgstr "" "返回转换到 [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] 色彩空间的颜色。" "该方法假定原始颜色位于线性色彩空间中。另请参阅执行相反操作的 [method " "srgb_to_linear]。" msgid "" "Returns the color converted to the linear color space. This method assumes " "the original color already is in the sRGB color space. See also [method " "linear_to_srgb] which performs the opposite operation." msgstr "" "返回转换到线性色彩空间的颜色。该方法假定原始颜色已经在 sRGB 色彩空间中。另请参" "见执行相反操作的 [method linear_to_srgb]。" msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each " "component is 8 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # Prints 4281565439\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr32()); // Prints 4281565439\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回转换为 ABGR 格式(每个分量为 8 位)的 32 位整数的颜色。ABGR 是默认 RGBA 格" "式的反转版本。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr32()) # 输出 4281565439\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr32()); // 输出 4281565439\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to a 64-bit integer in ABGR format (each " "component is 16 bits). ABGR is the reversed version of the default RGBA " "format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr64()); // Prints -225178692812801\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回转换为 ABGR 格式(每个分量为 16 位)的 64 位整数的颜色。ABGR 是默认 RGBA " "格式的反转版本。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_abgr64()) # 输出 -225178692812801\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToAbgr64()); // 输出 -225178692812801\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to a 32-bit integer in ARGB format (each " "component is 8 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # Prints 4294934323\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb32()); // Prints 4294934323\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回转换为 ARGB 格式(每个分量为 8 位)的 32 位整数的颜色。ARGB 与 DirectX 更" "兼容。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb32()) # 输出 4294934323\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb32()); // 输出 4294934323\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to a 64-bit integer in ARGB format (each " "component is 16 bits). ARGB is more compatible with DirectX.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # Prints -2147470541\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb64()); // Prints -2147470541\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回转换为 ARGB 格式(每个分量为 16 位)的 64 位整数的颜色。ARGB 与 DirectX 更" "兼容。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_argb64()) # 输出 -2147470541\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1.0f, 0.5f, 0.2f);\n" "GD.Print(color.ToArgb64()); // 输出 -2147470541\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to an HTML hexadecimal color [String] in RGBA " "format, without the hash ([code]#[/code]) prefix.\n" "Setting [param with_alpha] to [code]false[/code], excludes alpha from the " "hexadecimal string, using RGB format instead of RGBA format.\n" "[codeblocks]\n" "[gdscript]\n" "var white = Color(1, 1, 1, 0.5)\n" "var with_alpha = white.to_html() # Returns \"ffffff7f\"\n" "var without_alpha = white.to_html(false) # Returns \"ffffff\"\n" "[/gdscript]\n" "[csharp]\n" "var white = new Color(1, 1, 1, 0.5f);\n" "string withAlpha = white.ToHtml(); // Returns \"ffffff7f\"\n" "string withoutAlpha = white.ToHtml(false); // Returns \"ffffff\"\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回将该颜色转换为 RGBA 格式的 HTML 十六进制颜色 [String],不带([code]#[/" "code])前缀。\n" "将 [param with_alpha] 设置为 [code]false[/code],会从十六进制字符串中排除 " "alpha,使用 RGB 格式而不是 RGBA 格式。\n" "[codeblocks]\n" "[gdscript]\n" "var white = Color(1, 1, 1, 0.5)\n" "var with_alpha = white.to_html() # 返回 \"ffffff7f\"\n" "var without_alpha = white.to_html(false) # 返回 \"ffffff\"\n" "[/gdscript]\n" "[csharp]\n" "var white = new Color(1, 1, 1, 0.5f);\n" "string withAlpha = white.ToHtml(); // 返回 \"ffffff7f\"\n" "string withoutAlpha = white.ToHtml(false); // 返回 \"ffffff\"\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each " "component is 8 bits). RGBA is Godot's default format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # Prints 4286526463\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba32()); // Prints 4286526463\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回转换为 RGBA 格式(每个分量为 8 位)的 32 位整数的颜色。RGBA 是 Godot 的默" "认格式。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba32()) # 输出 4286526463\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba32()); // 输出 4286526463\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each " "component is 16 bits). RGBA is Godot's default format.\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # Prints -140736629309441\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba64()); // Prints -140736629309441\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Godot 的默" "认格式。\n" "[codeblocks]\n" "[gdscript]\n" "var color = Color(1, 0.5, 0.2)\n" "print(color.to_rgba64()) # 输出 -140736629309441\n" "[/gdscript]\n" "[csharp]\n" "var color = new Color(1, 0.5f, 0.2f);\n" "GD.Print(color.ToRgba64()); // 输出 -140736629309441\n" "[/csharp]\n" "[/codeblocks]" msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " "means that the color is fully transparent. A value of 1 means that the color " "is fully opaque." msgstr "" "颜色的 Alpha 分量,一般在 0 到 1 的范围内。0 表示该颜色完全透明。1 表示该颜色" "完全不透明。" msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1." msgstr "对 [member a] 的封装,使用 0 到 255 的范围而不是 0 到 1。" msgid "The color's blue component, typically on the range of 0 to 1." msgstr "颜色的蓝色分量,一般在 0 到 1 的范围内。" msgid "Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1." msgstr "对 [member b] 的封装,使用 0 到 255 的范围而不是 0 到 1。" msgid "The color's green component, typically on the range of 0 to 1." msgstr "颜色的绿色分量,一般在 0 到 1 的范围内。" msgid "Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1." msgstr "对 [member g] 的封装,使用 0 到 255 的范围而不是 0 到 1。" msgid "The HSV hue of this color, on the range 0 to 1." msgstr "这个颜色的 HSV 色相,范围是 0 到 1。" msgid "The color's red component, typically on the range of 0 to 1." msgstr "颜色的红色分量,通常在 0 到 1 的范围内。" msgid "Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1." msgstr "对 [member r] 的封装,使用 0 到 255 的范围而不是 0 到 1。" msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "这个颜色的 HSV 饱和度,范围为 0 到 1。" msgid "The HSV value (brightness) of this color, on the range 0 to 1." msgstr "这个颜色的 HSV 值(亮度),范围为 0 至 1。" msgid "Alice blue color." msgstr "爱丽丝蓝。" msgid "Antique white color." msgstr "古董白。" msgid "Aqua color." msgstr "水色。" msgid "Aquamarine color." msgstr "海蓝色。" msgid "Azure color." msgstr "天蓝色。" msgid "Beige color." msgstr "米黄色。" msgid "Bisque color." msgstr "橘黄色。" msgid "Black color. In GDScript, this is the default value of any color." msgstr "黑色。在 GDScript 中,这是所有颜色的默认值。" msgid "Blanched almond color." msgstr "杏仁白色。" msgid "Blue color." msgstr "蓝色。" msgid "Blue violet color." msgstr "蓝紫色的颜色。" msgid "Brown color." msgstr "棕色。" msgid "Burlywood color." msgstr "硬木色。" msgid "Cadet blue color." msgstr "军服蓝。" msgid "Chartreuse color." msgstr "黄褐色。" msgid "Chocolate color." msgstr "巧克力色。" msgid "Coral color." msgstr "珊瑚色。" msgid "Cornflower blue color." msgstr "矢车菊蓝色。" msgid "Cornsilk color." msgstr "玉米须色。" msgid "Crimson color." msgstr "绯红的颜色。" msgid "Cyan color." msgstr "青色。" msgid "Dark blue color." msgstr "深蓝色。" msgid "Dark cyan color." msgstr "深青色。" msgid "Dark goldenrod color." msgstr "深色菊科植物的颜色。" msgid "Dark gray color." msgstr "深灰色。" msgid "Dark green color." msgstr "深绿色。" msgid "Dark khaki color." msgstr "深卡其色。" msgid "Dark magenta color." msgstr "深洋红色。" msgid "Dark olive green color." msgstr "深橄榄绿色。" msgid "Dark orange color." msgstr "深橙色。" msgid "Dark orchid color." msgstr "深色的兰花色。" msgid "Dark red color." msgstr "深红色。" msgid "Dark salmon color." msgstr "深鲑鱼色。" msgid "Dark sea green color." msgstr "深海绿色。" msgid "Dark slate blue color." msgstr "深板蓝的颜色。" msgid "Dark slate gray color." msgstr "暗石板灰色。" msgid "Dark turquoise color." msgstr "深绿松石色。" msgid "Dark violet color." msgstr "深紫罗兰色。" msgid "Deep pink color." msgstr "深粉色。" msgid "Deep sky blue color." msgstr "深邃的天蓝色。" msgid "Dim gray color." msgstr "暗灰色。" msgid "Dodger blue color." msgstr "道奇蓝色。" msgid "Firebrick color." msgstr "耐火砖红色。" msgid "Floral white color." msgstr "花白色。" msgid "Forest green color." msgstr "森林绿色。" msgid "Fuchsia color." msgstr "洋红色。" msgid "Gainsboro color." msgstr "庚斯伯勒灰色。" msgid "Ghost white color." msgstr "幽灵白颜色。" msgid "Gold color." msgstr "金色。" msgid "Goldenrod color." msgstr "金菊色。" msgid "Gray color." msgstr "灰色。" msgid "Green color." msgstr "绿色。" msgid "Green yellow color." msgstr "绿黄色。" msgid "Honeydew color." msgstr "蜜露色。" msgid "Hot pink color." msgstr "亮粉色。" msgid "Indian red color." msgstr "印度红色。" msgid "Indigo color." msgstr "靛青色。" msgid "Ivory color." msgstr "象牙色。" msgid "Khaki color." msgstr "卡其色。" msgid "Lavender color." msgstr "薰衣草色。" msgid "Lavender blush color." msgstr "薰衣草紫红色。" msgid "Lawn green color." msgstr "草坪绿色。" msgid "Lemon chiffon color." msgstr "柠檬雪纺色。" msgid "Light blue color." msgstr "浅蓝色。" msgid "Light coral color." msgstr "浅珊瑚色。" msgid "Light cyan color." msgstr "淡青色。" msgid "Light goldenrod color." msgstr "亮金菊黄色。" msgid "Light gray color." msgstr "浅灰色。" msgid "Light green color." msgstr "浅绿色。" msgid "Light pink color." msgstr "浅粉色。" msgid "Light salmon color." msgstr "浅鲑鱼色。" msgid "Light sea green color." msgstr "浅海绿色。" msgid "Light sky blue color." msgstr "浅天蓝色。" msgid "Light slate gray color." msgstr "浅板岩灰色。" msgid "Light steel blue color." msgstr "浅钢蓝色。" msgid "Light yellow color." msgstr "浅黄色。" msgid "Lime color." msgstr "青柠色。" msgid "Lime green color." msgstr "石灰绿色。" msgid "Linen color." msgstr "亚麻色。" msgid "Magenta color." msgstr "洋红色。" msgid "Maroon color." msgstr "栗色。" msgid "Medium aquamarine color." msgstr "中等海蓝宝石色。" msgid "Medium blue color." msgstr "中蓝色。" msgid "Medium orchid color." msgstr "中等兰色。" msgid "Medium purple color." msgstr "中等紫色。" msgid "Medium sea green color." msgstr "中海绿色。" msgid "Medium slate blue color." msgstr "中等板岩蓝色。" msgid "Medium spring green color." msgstr "中等春天绿色。" msgid "Medium turquoise color." msgstr "中等绿松石色。" msgid "Medium violet red color." msgstr "中等紫红色。" msgid "Midnight blue color." msgstr "午夜蓝色。" msgid "Mint cream color." msgstr "薄荷奶油色。" msgid "Misty rose color." msgstr "朦胧的玫瑰色。" msgid "Moccasin color." msgstr "鹿皮鞋颜色。" msgid "Navajo white color." msgstr "纳瓦白。" msgid "Navy blue color." msgstr "藏青色。" msgid "Old lace color." msgstr "旧蕾丝色。" msgid "Olive color." msgstr "橄榄色。" msgid "Olive drab color." msgstr "暗淡橄榄色。" msgid "Orange color." msgstr "橙色。" msgid "Orange red color." msgstr "橘红色。" msgid "Orchid color." msgstr "兰花色。" msgid "Pale goldenrod color." msgstr "淡金色。" msgid "Pale green color." msgstr "淡绿色。" msgid "Pale turquoise color." msgstr "淡绿松石色。" msgid "Pale violet red color." msgstr "淡紫红色。" msgid "Papaya whip color." msgstr "木瓜鞭色。" msgid "Peach puff color." msgstr "桃花粉。" msgid "Peru color." msgstr "秘鲁色。" msgid "Pink color." msgstr "粉红色。" msgid "Plum color." msgstr "梅花色。" msgid "Powder blue color." msgstr "浅蓝色。" msgid "Purple color." msgstr "紫色。" msgid "Rebecca purple color." msgstr "丽贝卡紫色。" msgid "Red color." msgstr "红色。" msgid "Rosy brown color." msgstr "玫瑰棕。" msgid "Royal blue color." msgstr "宝蓝色。" msgid "Saddle brown color." msgstr "鞍棕色。" msgid "Salmon color." msgstr "鲑鱼色。" msgid "Sandy brown color." msgstr "沙褐色。" msgid "Sea green color." msgstr "海绿色。" msgid "Seashell color." msgstr "贝壳色。" msgid "Sienna color." msgstr "西恩娜色。" msgid "Silver color." msgstr "银色。" msgid "Sky blue color." msgstr "天蓝色。" msgid "Slate blue color." msgstr "石板蓝色。" msgid "Slate gray color." msgstr "石板灰。" msgid "Snow color." msgstr "雪白。" msgid "Spring green color." msgstr "春绿。" msgid "Steel blue color." msgstr "钢蓝色。" msgid "Tan color." msgstr "棕褐色。" msgid "Teal color." msgstr "青色。" msgid "Thistle color." msgstr "蓟色。" msgid "Tomato color." msgstr "番茄色。" msgid "Transparent color (white with zero alpha)." msgstr "透明色(Alpha 为零的白色)。" msgid "Turquoise color." msgstr "松石绿。" msgid "Violet color." msgstr "紫罗兰色。" msgid "Web gray color." msgstr "网格灰。" msgid "Web green color." msgstr "网络绿。" msgid "Web maroon color." msgstr "网络栗。" msgid "Web purple color." msgstr "网络紫。" msgid "Wheat color." msgstr "小麦色。" msgid "White color." msgstr "白色。" msgid "White smoke color." msgstr "白烟色。" msgid "Yellow color." msgstr "黄色。" msgid "Yellow green color." msgstr "黄绿色。" msgid "" "Returns [code]true[/code] if the colors are not exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "如果颜色不完全相等,则返回 [code]true[/code]。\n" "[b]注意:[/b]由于浮点数精度误差,请考虑改用 [method is_equal_approx],会更可" "靠。" msgid "" "Multiplies each component of the [Color] by the components of the given " "[Color]." msgstr "将该 [Color] 的每个分量乘以给定 [Color] 的对应分量。" msgid "Multiplies each component of the [Color] by the given [float]." msgstr "将该 [Color] 的每个分量乘以给定的 [float]。" msgid "Multiplies each component of the [Color] by the given [int]." msgstr "将该 [Color] 的每个分量乘以给定的 [int]。" msgid "" "Adds each component of the [Color] with the components of the given [Color]." msgstr "将该 [Color] 的每个分量加上给定 [Color] 的对应分量。" msgid "" "Subtracts each component of the [Color] by the components of the given " "[Color]." msgstr "将该 [Color] 的每个分量减去给定 [Color] 的对应分量。" msgid "" "Divides each component of the [Color] by the components of the given [Color]." msgstr "将该 [Color] 的每个分量除以给定 [Color] 的每个分量。" msgid "Divides each component of the [Color] by the given [float]." msgstr "将该 [Color] 的每个分量除以给定的 [float]。" msgid "Divides each component of the [Color] by the given [int]." msgstr "将该 [Color] 的每个分量除以给定的 [int]。" msgid "" "Returns [code]true[/code] if the colors are exactly equal.\n" "[b]Note:[/b] Due to floating-point precision errors, consider using [method " "is_equal_approx] instead, which is more reliable." msgstr "" "如果颜色完全相同,则返回 [code]true[/code]。\n" "[b]注意:[/b]由于浮点精度误差,请考虑改用更可靠的 [method is_equal_approx]。" msgid "" "Access color components using their index. [code][0][/code] is equivalent to " "[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is " "equivalent to [member b], and [code][3][/code] is equivalent to [member a]." msgstr "" "使用索引访问颜色分量。[code][0][/code] 相当于 [member r],[code][1][/code] 相" "当于 [member g],[code][2][/code] 相当于 [member b],[code][3][/code] 相当于 " "[member a]." msgid "" "Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/" "code] does nothing, but sometimes it can make your code more readable." msgstr "" "返回与 [code]+[/code] 不存在时相同的值。单目 [code]+[/code] 没有作用,但有时可" "以使你的代码更具可读性。" msgid "" "Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] " "or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with " "[method inverted], the [member a] component is inverted, too." msgstr "" "反转给定的颜色。这相当于 [code]Color.WHITE - c[/code] 或 [code]Color(1 - c.r, " "1 - c.g, 1 - c.b, 1 - c.a)[/code]。与 [method inverted] 不同,[member a] 分量" "也将被反转。" msgid "A widget that provides an interface for selecting or modifying a color." msgstr "提供用于选择或修改颜色的界面的小工具。" msgid "" "A widget that provides an interface for selecting or modifying a color. It " "can optionally provide functionalities like a color sampler (eyedropper), " "color modes, and presets.\n" "[b]Note:[/b] This control is the color picker widget itself. You can use a " "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a popup." msgstr "" "提供用于选择或修改颜色的界面的小工具。还可以提供取色器(吸管)、颜色模式、预设" "等功能。\n" "[b]注意:[/b]这个控件就是取色器本身。如果你需要一个能够弹出 [ColorPicker] 窗口" "的按钮,可以改用 [ColorPickerButton]。" msgid "" "Adds the given color to a list of color presets. The presets are displayed in " "the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" "将给定的颜色添加到颜色预设列表中。预设会显示在取色器中,可以被用户选择。\n" "[b]注意:[/b]预设列表仅适用于[i]这个[/i]取色器。" msgid "" "Adds the given color to a list of color recent presets so that it can be " "picked later. Recent presets are the colors that were picked recently, a new " "preset is automatically created and added to recent presets when you pick a " "new color.\n" "[b]Note:[/b] The recent presets list is only for [i]this[/i] color picker." msgstr "" "将给定的颜色添加到近期颜色预设列表中,以便以后可以选择它。近期预设是最近选择的" "颜色,当选择新颜色时,会自动创建新的预设并将其添加到近期预设中。\n" "[b]注意:[/b]近期预设列表仅适用于[i]这个[/i]取色器。" msgid "" "Removes the given color from the list of color presets of this color picker." msgstr "从这个取色器的颜色预设列表中移除给定的颜色。" msgid "" "Removes the given color from the list of color recent presets of this color " "picker." msgstr "从这个取色器的颜色近期预设列表中移除给定的颜色。" msgid "Returns the list of colors in the presets of the color picker." msgstr "返回取色器的预设颜色列表。" msgid "Returns the list of colors in the recent presets of the color picker." msgstr "返回取色器的近期预设中的颜色列表。" msgid "" "If [code]true[/code], it's possible to add presets under Swatches. If " "[code]false[/code], the button to add presets is disabled." msgstr "" "如果为 [code]true[/code],则可以在色板下添加预设。如果为 [code]false[/code]," "添加预设的按钮将被禁用。" msgid "The currently selected color." msgstr "当前选择的颜色。" msgid "The currently selected color mode. See [enum ColorModeType]." msgstr "当前选择的颜色模式。见 [enum ColorModeType]。" msgid "If [code]true[/code], the color mode buttons are visible." msgstr "如果为 [code]true[/code],则颜色模式按钮可见。" msgid "" "If [code]true[/code], the color will apply only after the user releases the " "mouse button, otherwise it will apply immediately even in mouse motion event " "(which can cause performance issues)." msgstr "" "如果为 [code]true[/code],只有在用户松开鼠标按钮后才会应用颜色,否则即使在鼠标" "移动事件中也会立即应用(会造成性能问题)。" msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑块(不透明度)。" msgid "If [code]true[/code], the hex color code input field is visible." msgstr "如果为 [code]true[/code],则十六进制颜色代码输入框可见。" msgid "The shape of the color space view. See [enum PickerShapeType]." msgstr "色彩空间视图的形状。见 [enum PickerShapeType]。" msgid "" "If [code]true[/code], the Swatches and Recent Colors presets are visible." msgstr "如果为 [code]true[/code],则色板和近期颜色预设可见。" msgid "If [code]true[/code], the color sampler and color preview are visible." msgstr "如果为 [code]true[/code],则颜色采样器和颜色预览可见。" msgid "If [code]true[/code], the color sliders are visible." msgstr "如果为 [code]true[/code],则颜色滑块可见。" msgid "Emitted when the color is changed." msgstr "更改颜色时发出。" msgid "Emitted when a preset is added." msgstr "添加预设时发出。" msgid "Emitted when a preset is removed." msgstr "移除预设时发出。" msgid "Allows editing the color with Red/Green/Blue sliders." msgstr "允许使用红、绿、蓝滑块编辑颜色。" msgid "Allows editing the color with Hue/Saturation/Value sliders." msgstr "允许使用色相、饱和度、明度滑块编辑颜色。" msgid "" "Allows the color R, G, B component values to go beyond 1.0, which can be used " "for certain special operations that require it (like tinting without " "darkening or rendering sprites in HDR)." msgstr "" "允许颜色 R、G、B 分量值超过 1.0,这可用于某些需要它的特殊操作(例如在 HDR 中," "着色而不变暗或渲染精灵)。" msgid "" "Allows editing the color with Hue/Saturation/Lightness sliders.\n" "OKHSL is a new color space similar to HSL but that better match perception by " "leveraging the Oklab color space which is designed to be simple to use, while " "doing a good job at predicting perceived lightness, chroma and hue.\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color " "spaces[/url]" msgstr "" "允许使用色相/饱和度/亮度滑块编辑颜色。\n" "OKHSL 是一种类似于 HSL 的新色彩空间,但通过利用设计简单易用的 Oklab 色彩空间更" "好地匹配感知,同时在预测感知亮度、色度和色调方面做得很好。\n" "[url=https://bottosson.github.io/posts/colorpicker/]Okhsv 和 Okhsl 色彩空间[/" "url]" msgid "HSV Color Model rectangle color space." msgstr "HSV 颜色模型矩形色彩空间。" msgid "HSV Color Model rectangle color space with a wheel." msgstr "HSV 颜色模型矩形色彩空间,带轮。" msgid "HSV Color Model circle color space. Use Saturation as a radius." msgstr "HSV 颜色模型圆形色彩空间。半径为饱和度。" msgid "HSL OK Color Model circle color space." msgstr "HSL OK 颜色模型圆形色彩空间。" msgid "" "The color space shape and the shape select button are hidden. Can't be " "selected from the shapes popup." msgstr "色彩空间形状和形状选择按钮被隐藏。不能从形状弹出窗口中选择。" msgid "" "Overrides the [theme_item Slider.center_grabber] theme property of the " "sliders." msgstr "覆盖滑块的 [theme_item Slider.center_grabber] 主题属性。" msgid "The width of the hue selection slider." msgstr "色相选择滑块的宽度。" msgid "The minimum width of the color labels next to sliders." msgstr "滑块旁颜色标签的最小宽度。" msgid "The margin around the [ColorPicker]." msgstr "[ColorPicker] 周围的边距。" msgid "The height of the saturation-value selection box." msgstr "饱和值选择框的高度。" msgid "The width of the saturation-value selection box." msgstr "饱和度选择框的宽度。" msgid "The icon for the \"Add Preset\" button." msgstr "“添加预设”按钮的图标。" msgid "The texture for the arrow grabber." msgstr "箭头抓取器的纹理。" msgid "Custom texture for the hue selection slider on the right." msgstr "右侧的色相选择滑块的自定义纹理。" msgid "Custom texture for the H slider in the OKHSL color mode." msgstr "OKHSL 颜色模式的 H 滑块的自定义纹理。" msgid "The icon for color preset drop down menu when expanded." msgstr "颜色预设下拉菜单展开时使用的图标。" msgid "The icon for color preset drop down menu when folded." msgstr "颜色预设下拉菜单折叠时使用的图标。" msgid "" "The indicator used to signalize that the color value is outside the 0-1 range." msgstr "该指示器用于指示颜色值在 0-1 范围之外。" msgid "" "The image displayed over the color box/circle (depending on the [member " "picker_shape]), marking the currently selected color." msgstr "" "显示在颜色框/圆(取决于 [member picker_shape])上的图像,标记当前选择的颜色。" msgid "" "Background panel for the color preview box (visible when the color is " "translucent)." msgstr "颜色预览框的背景面板(颜色为半透明时可见)。" msgid "" "The icon for the revert button (visible on the middle of the \"old\" color " "when it differs from the currently selected color). This icon is modulated " "with a dark color if the \"old\" color is bright enough, so the icon should " "be bright to ensure visibility in both scenarios." msgstr "" "恢复按钮的图标(“旧”颜色与当前选中颜色不同时会在其中间显示)。如果“旧”颜色足够" "亮,那么这个图标会和暗色进行调制,这样图标应该就能够在不同的情况下都保持可见。" msgid "The icon for the screen color picker button." msgstr "屏幕取色器按钮的图标。" msgid "The icon for circular picker shapes." msgstr "圆形拾取器形状的图标。" msgid "The icon for rectangular picker shapes." msgstr "矩形拾取器形状的图标。" msgid "The icon for rectangular wheel picker shapes." msgstr "矩形轮拾取器形状的图标。" msgid "A button that brings up a [ColorPicker] when pressed." msgstr "点击后会显示 [ColorPicker] 的按钮。" msgid "" "Encapsulates a [ColorPicker], making it accessible by pressing a button. " "Pressing the button will toggle the [ColorPicker]'s visibility.\n" "See also [BaseButton] which contains common properties and methods associated " "with this node.\n" "[b]Note:[/b] By default, the button may not be wide enough for the color " "preview swatch to be visible. Make sure to set [member Control." "custom_minimum_size] to a big enough value to give the button enough space." msgstr "" "封装一个 [ColorPicker],按下按钮即可访问该控件。按下按钮会切换 [ColorPicker] " "的可见性。\n" "另见 [BaseButton],其中包含与该节点关联的通用属性和方法。\n" "[b]注意:[/b]默认情况下,按钮的宽度可能不足以使颜色预览色板可见。确保将 " "[member Control.custom_minimum_size] 设置为足够大的值,以便为按钮提供足够的空" "间。" msgid "" "Returns the [ColorPicker] that this node toggles.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回此节点所切换的 [ColorPicker]。\n" "[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望隐" "藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。" msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " "hidden.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member Window.visible] property." msgstr "" "返回该控件的 [PopupPanel],它允许连接到其弹出信号。这允许在显示或隐藏 " "ColorPicker 时处理事件。\n" "[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果希望隐藏" "它或它的任何子项,请使用它们的 [member Window.visible] 属性。" msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "" "如果为 [code]true[/code],则显示的 [ColorPicker] 中的 Alpha 通道将可见。" msgid "Emitted when the color changes." msgstr "颜色改变时发出。" msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "创建 [ColorPicker] 时(第一次按下按钮)发出。" msgid "Emitted when the [ColorPicker] is closed." msgstr "当 [ColorPicker] 关闭时发出。" msgid "The background of the color preview rect on the button." msgstr "颜色预览的背景将在按钮上显示。" msgid "A control that displays a solid color rectangle." msgstr "显示单色矩形的控件。" msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using a [Panel] instead." msgstr "" "显示一个用纯色 [member color] 填充的矩形。如果你需要单独显示边框,请考虑改用 " "[Panel]。" msgid "The fill color of the rectangle." msgstr "该矩形的填充颜色。" msgid "" "The custom [CompositorEffect]s that are applied during rendering of viewports " "using this compositor." msgstr "使用该合成器的视口在进行渲染时应用的自定义 [CompositorEffect]。" msgid "This resource allows for creating a custom rendering effect." msgstr "用于创建自定义渲染效果的资源。" msgid "" "Implement this function with your custom rendering code. [param " "effect_callback_type] should always match the effect callback type you've " "specified in [member effect_callback_type]. [param render_data] provides " "access to the rendering state, it is only valid during rendering and should " "not be stored." msgstr "" "请使用自定义的渲染代码实现该方法。[param effect_callback_type] 应当与 [member " "effect_callback_type] 中指定的效果回调类型一致。可以通过 [param render_data] " "访问渲染状态,这个状态只有在渲染时有效,不应该存储。" msgid "" "If [code]true[/code] and MSAA is enabled, this will trigger a color buffer " "resolve before the effect is run.\n" "[b]Note:[/b] In [method _render_callback], to access the resolved buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"color\")\n" "[/codeblock]" msgstr "" "如果为 [code]true[/code] 并且启用了 MSAA,则会在执行该效果之前触发颜色缓冲的解" "析。\n" "[b]注意:[/b]要在 [method _render_callback] 中访问解析后的缓冲,请使用:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var color_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"color\")\n" "[/codeblock]" msgid "" "If [code]true[/code] and MSAA is enabled, this will trigger a depth buffer " "resolve before the effect is run.\n" "[b]Note:[/b] In [method _render_callback], to access the resolved buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"depth\")\n" "[/codeblock]" msgstr "" "如果为 [code]true[/code] 并且启用了 MSAA,则会在执行该效果之前触发深度缓冲的解" "析。\n" "[b]注意:[/b]要在 [method _render_callback] 中访问解析后的缓冲,请使用:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var depth_buffer = render_scene_buffers.get_texture(\"render_buffers\", " "\"depth\")\n" "[/codeblock]" msgid "" "The type of effect that is implemented, determines at what stage of rendering " "the callback is called." msgstr "实现的效果类型,决定在渲染的哪个阶段调用回调。" msgid "" "If [code]true[/code] this rendering effect is applied to any viewport it is " "added to." msgstr "如果为 [code]true[/code],则该渲染效果会应用到所有相关视口。" msgid "" "If [code]true[/code] this triggers motion vectors being calculated during the " "opaque render state.\n" "[b]Note:[/b] In [method _render_callback], to access the motion vector buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var motion_buffer = render_scene_buffers.get_velocity_texture()\n" "[/codeblock]" msgstr "" "如果为 [code]true[/code],则会在不透明渲染状态下触发运动向量的计算。\n" "[/b][b]注意:[/b]要在 [method _render_callback] 中访问运动向量缓冲,请使用:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var motion_buffer = render_scene_buffers.get_velocity_texture()\n" "[/codeblock]" msgid "" "If [code]true[/code] this triggers normal and roughness data to be output " "during our depth pre-pass, only applicable for the Forward+ renderer.\n" "[b]Note:[/b] In [method _render_callback], to access the roughness buffer " "use:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var roughness_buffer = render_scene_buffers." "get_texture(\"forward_clustered\", \"normal_roughness\")\n" "[/codeblock]" msgstr "" "如果为 [code]true[/code],则会在深度预阶段触发法线和粗糙度数据的输出,仅适用" "于 Forward+ 渲染器。\n" "[/b][b]注意:[/b]要在 [method _render_callback] 中访问粗糙度缓冲,请使用:\n" "[codeblock]\n" "var render_scene_buffers : RenderSceneBuffersRD = render_data." "get_render_scene_buffers()\n" "var roughness_buffer = render_scene_buffers." "get_texture(\"forward_clustered\", \"normal_roughness\")\n" "[/codeblock]" msgid "" "If [code]true[/code] this triggers specular data being rendered to a separate " "buffer and combined after effects have been applied, only applicable for the " "Forward+ renderer." msgstr "" "如果为 [code]true[/code],则会触发镜面反射数据渲染至独立缓冲,在应用效果后进行" "混合,仅适用于 Forward+ 渲染器。" msgid "Represents the size of the [enum EffectCallbackType] enum." msgstr "代表 [enum EffectCallbackType] 枚举的大小。" msgid "An optionally compressed [Cubemap]." msgstr "可选压缩的 [Cubemap] 。" msgid "" "A cubemap that is loaded from a [code].ccube[/code] file. This file format is " "internal to Godot; it is created by importing other image formats with the " "import system. [CompressedCubemap] can use one of 4 compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " "[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " "storage on disk, but they will not reduce memory usage on the GPU as the " "texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Cubemap] for a general description of cubemaps." msgstr "" "一种从 [code].ccube[/code] 文件加载的立方体贴图。这种文件格式是 Godot 内部使用" "的;它是通过导入系统导入其他图像格式创建的。[CompressedCubemap] 可以使用 4 种" "压缩方法中的一种:\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" "- 有损(WebP,在 GPU 上不压缩)\n" "- VRAM 压缩(在 GPU 上压缩)\n" "- VRAM 未压缩(在 GPU 上不压缩)\n" "- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" "质量更低)\n" "只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" "缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" "经压缩地被发送到 GPU。\n" "使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," "VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" "染,而不是 2D。\n" "有关立方体贴图的一般描述,请参阅 [Cubemap]。" msgid "An optionally compressed [CubemapArray]." msgstr "一个可选压缩的 [CubemapArray] 。" msgid "" "A cubemap array that is loaded from a [code].ccubearray[/code] file. This " "file format is internal to Godot; it is created by importing other image " "formats with the import system. [CompressedCubemapArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " "[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " "storage on disk, but they will not reduce memory usage on the GPU as the " "texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [CubemapArray] for a general description of cubemap arrays." msgstr "" "一种从 [code].ccubearray[/code] 文件加载的立方体贴图数组。这种文件格式是 " "Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。" "[CompressedCubemapArray] 可以使用 4 种压缩方法中的一种:\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" "- 有损(WebP,在 GPU 上不压缩)\n" "- VRAM 压缩(在 GPU 上压缩)\n" "- VRAM 未压缩(在 GPU 上不压缩)\n" "- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" "质量更低)\n" "只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" "缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" "经压缩地被发送到 GPU。\n" "使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," "VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" "染,而不是 2D。\n" "有关立方体贴图数组的一般说明,请参阅 [CubemapArray]。" msgid "Texture with 2 dimensions, optionally compressed." msgstr "二维纹理,可选择压缩。" msgid "" "A texture that is loaded from a [code].ctex[/code] file. This file format is " "internal to Godot; it is created by importing other image formats with the " "import system. [CompressedTexture2D] can use one of 4 compression methods " "(including a lack of any compression):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " "[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " "storage on disk, but they will not reduce memory usage on the GPU as the " "texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D." msgstr "" "一种从 [code].ctex[/code] 文件加载的纹理。这种文件格式是 Godot 内部使用的;它" "是通过导入系统导入其他图像格式创建的。[CompressedTexture2D] 可以使用 4 种压缩" "方法中的一种(包括没有任何压缩):\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" "- 有损(WebP,在 GPU 上不压缩)\n" "- VRAM 压缩(在 GPU 上压缩)\n" "- VRAM 未压缩(在 GPU 上不压缩)\n" "- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" "质量更低)\n" "只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" "缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" "经压缩地被发送到 GPU。\n" "使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," "VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" "染,而不是 2D。" msgid "Loads the texture from the specified [param path]." msgstr "从指定的路径 [param path] 加载纹理。" msgid "The [CompressedTexture2D]'s file path to a [code].ctex[/code] file." msgstr "该 [CompressedTexture2D] 的文件路径,指向 [code].ctex[/code] 文件。" msgid "Array of 2-dimensional textures, optionally compressed." msgstr "二维纹理的数组,可选择压缩。" msgid "" "A texture array that is loaded from a [code].ctexarray[/code] file. This file " "format is internal to Godot; it is created by importing other image formats " "with the import system. [CompressedTexture2DArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" "- VRAM Compressed (compressed on the GPU)\n" "- VRAM Uncompressed (uncompressed on the GPU)\n" "- Basis Universal (compressed on the GPU. Lower file sizes than VRAM " "Compressed, but slower to compress and lower quality than VRAM Compressed)\n" "Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The " "[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required " "storage on disk, but they will not reduce memory usage on the GPU as the " "texture is sent to the GPU uncompressed.\n" "Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed " "textures are faster to load compared to textures using lossless or lossy " "compression. VRAM compression can exhibit noticeable artifacts and is " "intended to be used for 3D rendering, not 2D.\n" "See [Texture2DArray] for a general description of texture arrays." msgstr "" "一种从 [code].ctexarray[/code] 文件加载的纹理数组。这种文件格式是 Godot 内部使" "用的;它是通过导入系统导入其他图像格式创建的。[CompressedTexture2DArray] 可以" "使用 4 种压缩方法中的一种:\n" "- 无损(WebP 或 PNG,在 GPU 上不压缩)\n" "- 有损(WebP,在 GPU 上不压缩)\n" "- VRAM 压缩(在 GPU 上压缩)\n" "- VRAM 未压缩(在 GPU 上不压缩)\n" "- Basis Universal(在 GPU 上压缩。与 VRAM 压缩相比,文件更小,但压缩速度更慢、" "质量更低)\n" "只有 [b]VRAM 压缩[/b]实际上减少了 GPU 上的内存使用。[b]无损[/b]和[b]有损[/b]压" "缩方法将减少磁盘上所需的存储空间,但它们不会减少 GPU 上的内存使用,因为纹理未" "经压缩地被发送到 GPU。\n" "使用 [b]VRAM 压缩[/b]还可以缩短加载时间,因为与使用无损或有损压缩的纹理相比," "VRAM 压缩的纹理加载速度更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲" "染,而不是 2D。\n" "有关纹理数组的一般描述,请参阅 [Texture2DArray]。" msgid "Texture with 3 dimensions, optionally compressed." msgstr "三维纹理,可选择压缩。" msgid "" "[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. " "The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. " "This file format is internal to Godot; it is created by importing other image " "formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " "times, as VRAM-compressed textures are faster to load compared to textures " "using lossless compression. VRAM compression can exhibit noticeable artifacts " "and is intended to be used for 3D rendering, not 2D.\n" "See [Texture3D] for a general description of 3D textures." msgstr "" "[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 压缩对应物。" "[CompressedTexture3D] 文件的文件扩展名为 [code].ctex3d[/code]。这种文件格式是 " "Godot 内部使用的;它是通过导入系统导入其他图像格式创建的。\n" "[CompressedTexture3D] 使用 VRAM 压缩,这可以在渲染纹理时减少 GPU 的内存使用" "量。这也缩短了加载时间,因为与使用无损压缩的纹理相比,VRAM 压缩的纹理加载速度" "更快。VRAM 压缩会表现出明显的伪影,并且它旨在用于 3D 渲染,而不是 2D。\n" "有关 3D 纹理的一般描述,请参阅 [Texture3D]。" msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file." msgstr "该 [CompressedTexture3D] 的文件路径,指向 [code].ctex3d[/code] 文件。" msgid "Base class for texture arrays that can optionally be compressed." msgstr "可压缩纹理数组的基类。" msgid "" "Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot " "be used directly, but contains all the functions necessary for accessing the " "derived resource types. See also [TextureLayered]." msgstr "" "[CompressedTexture2DArray] 和 [CompressedTexture3D] 的基类。不能直接使用,但包" "含了访问派生资源类型所需的所有函数。另见 [TextureLayered]。" msgid "Loads the texture at [param path]." msgstr "加载位于 [param path] 的纹理。" msgid "The path the texture should be loaded from." msgstr "加载纹理所使用的路径。" msgid "A 2D polyline shape used for physics collision." msgstr "用于物理碰撞的 2D 多线段形状。" msgid "" "A 2D polyline shape, intended for use in physics. Used internally in " "[CollisionPolygon2D] when it's in [constant CollisionPolygon2D." "BUILD_SEGMENTS] mode.\n" "Being just a collection of interconnected line segments, " "[ConcavePolygonShape2D] is the most freely configurable single 2D shape. It " "can be used to form polygons of any nature, or even shapes that don't enclose " "an area. However, [ConcavePolygonShape2D] is [i]hollow[/i] even if the " "interconnected line segments do enclose an area, which often makes it " "unsuitable for physics or detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to " "work with static [CollisionShape2D] nodes like [StaticBody2D] and will likely " "not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode other than " "Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape2D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the " "slowest 2D collision shape to check collisions against. Its use should " "generally be limited to level geometry. If the polyline is closed, " "[CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can be " "used, which decomposes the polygon into convex ones; see " "[ConvexPolygonShape2D]'s documentation for instructions." msgstr "" "一种 2D 折线形状,用于物理运算。当 [CollisionPolygon2D] 处于 [constant " "CollisionPolygon2D.BUILD_SEGMENTS] 模式时,会在其内部使用。\n" "作为一组相互连接线段,[ConcavePolygonShape2D] 是最自由的可配置的单一 2D 形状。" "它可以用于形成任何性质的多边形,甚至是不封闭区域的形状。然而,即使相互连接的线" "段确实封闭了一个区域,[ConcavePolygonShape2D] 仍然是[i]中空的[/i],这常常使其" "不适用于物理模拟或碰撞检测。\n" "[b]注意:[/b]当用于碰撞计算时,[ConcavePolygonShape2D] 旨在与 [StaticBody2D] " "等静态 [CollisionShape2D] 节点一起使用,并且对于 [CharacterBody2D] 或 " "[RigidBody2D],在除静态模式之外的其他模式下可能表现不佳。\n" "[b]警告:[/b]较小的物理物体在快速移动时有机会穿过该形状。发生这种情况是因为在" "一帧上,物理物体可能位于形状的“外部”,而在下一帧上,它可能位于形状的“内部”。由" "于[ConcavePolygonShape2D] 是中空的,因此它不会检测到碰撞。\n" "[b]性能:[/b]由于其复杂性, [ConcavePolygonShape2D] 是检测碰撞最慢的 2D 碰撞形" "状。它的使用一般仅限于关卡几何体。如果折线是闭合的,可以使用 " "[CollisionPolygon2D] 的 [constant CollisionPolygon2D.BUILD_SOLIDS] 模式,它会" "将多边形分解成凸多边形;相关说明请参阅 [ConvexPolygonShape2D] 文档。" msgid "" "The array of points that make up the [ConcavePolygonShape2D]'s line segments. " "The array (of length divisible by two) is naturally divided into pairs (one " "pair for each segment); each pair consists of the starting point of a segment " "and the endpoint of a segment." msgstr "" "顶点数组,构成 [ConcavePolygonShape2D] 的线段。该(长度能被二整除的)数组自然" "两两分组(每组代表一条线段);每组都由一条线段的起点和终点构成。" msgid "A 3D trimesh shape used for physics collision." msgstr "用于物理碰撞的 3D 三角网格形状。" msgid "" "A 3D trimesh shape, intended for use in physics. Usually used to provide a " "shape for a [CollisionShape3D].\n" "Being just a collection of interconnected triangles, [ConcavePolygonShape3D] " "is the most freely configurable single 3D shape. It can be used to form " "polyhedra of any nature, or even shapes that don't enclose a volume. However, " "[ConcavePolygonShape3D] is [i]hollow[/i] even if the interconnected triangles " "do enclose a volume, which often makes it unsuitable for physics or " "detection.\n" "[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to " "work with static [CollisionShape3D] nodes like [StaticBody3D] and will likely " "not behave well for [CharacterBody3D]s or [RigidBody3D]s in a mode other than " "Static.\n" "[b]Warning:[/b] Physics bodies that are small have a chance to clip through " "this shape when moving fast. This happens because on one frame, the physics " "body may be on the \"outside\" of the shape, and on the next frame it may be " "\"inside\" it. [ConcavePolygonShape3D] is hollow, so it won't detect a " "collision.\n" "[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the " "slowest 3D collision shape to check collisions against. Its use should " "generally be limited to level geometry. For convex geometry, " "[ConvexPolygonShape3D] should be used. For dynamic physics bodies that need " "concave collision, several [ConvexPolygonShape3D]s can be used to represent " "its collision by using convex decomposition; see [ConvexPolygonShape3D]'s " "documentation for instructions." msgstr "" "一种用于物理模拟的 3D 三角网格形状。通常用于为 [CollisionShape3D] 提供形状。\n" "作为一组相互连接的三角形, [ConcavePolygonShape3D] 是最自由的可配置的单一 3D " "形状。它可以用于形成任何性质的多面体,甚至是不封闭体积的形状。然而,即使相互连" "接的三角形封闭了一个体积, [ConvexPolygonShape3D] 仍然是[i]中空[/i]的,这常常" "使其不适用于物理模拟或碰撞检测。\n" "[b]注意:[/b]当用于碰撞计算时, [ConcavePolygonShape3D] 旨在与 [StaticBody3D] " "等静态 [CollisionShape3D] 节点一起使用 。并且对于 [CharacterBody3D] 或 " "[RigidBody3D],在除静态模式之外的其他模式下可能表现不佳。\n" "[b]警告:[/b]较小的物理物体在快速移动时有机会穿过该形状。发生这种情况是因为在" "一帧上,物理物体可能位于形状的“外部”,而在下一帧上,它可能位于形状的“内部”。由" "于[ConcavePolygonShape3D] 是中空的,因此它不会检测到碰撞。\n" "[b]性能:[/b]由于其复杂性, [ConcavePolygonShape3D] 是检测碰撞最慢的 3D 碰撞形" "状。它的使用一般仅限于关卡几何体。对于凸几何体,应使用 " "[ConvexPolygonShape3D] 。对于需要凹碰撞的动态物体,可以使用多个 " "[ConvexPolygonShape3D] 通过凸分解来表示其碰撞;相关说明请参阅 " "[ConvexPolygonShape3D] 文档。" msgid "" "Returns the faces of the trimesh shape as an array of vertices. The array (of " "length divisible by three) is naturally divided into triples; each triple of " "vertices defines a triangle." msgstr "" "以顶点数组的形式返回三角网格形状中的面。该(长度能被三整除的)数组自然三三分" "组;每组中的三个顶点定义一个三角形。" msgid "" "Sets the faces of the trimesh shape from an array of vertices. The [param " "faces] array should be composed of triples such that each triple of vertices " "defines a triangle." msgstr "" "根据顶点数组设置三角网格形状的面。[param faces] 数组应更多由若干三元组构成,每" "三个顶点定义一个三角形。" msgid "" "If set to [code]true[/code], collisions occur on both sides of the concave " "shape faces. Otherwise they occur only along the face normals." msgstr "" "如果设置为 [code]true[/code],则碰撞会发生在凹形面的两侧。否则,它们只会沿着面" "法线发生。" msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates a " "ball-and-socket joint." msgstr "以模拟球窝关节的方式连接两个 3D 物理物体的物理关节。" msgid "" "A physics joint that connects two 3D physics bodies in a way that simulates a " "ball-and-socket joint. The twist axis is initiated as the X axis of the " "[ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is " "calculated as the middle of the X axes of the joint in the local space of the " "two physics bodies. Useful for limbs like shoulders and hips, lamps hanging " "off a ceiling, etc." msgstr "" "以模拟球窝关节的方式连接两个 3D 物理物体的物理关节。扭转轴被初始化为 " "[ConeTwistJoint3D] 的 X 轴。一旦物理体摆动,扭转轴将被计算为两个物理体局部空间" "中关节的 X 轴的中间值。可用作肩膀、臀部等肢体,也可以用作从天花板荡下的灯之类" "的对象。" msgid "Returns the value of the specified parameter." msgstr "返回指定参数的值。" msgid "Sets the value of the specified parameter." msgstr "设置指定参数的值。" msgid "" "The speed with which the swing or twist will take place.\n" "The higher, the faster." msgstr "" "摆动或扭转的速度。\n" "越高,速度越快。" msgid "" "Defines, how fast the swing- and twist-speed-difference on both sides gets " "synced." msgstr "定义两侧的摆动速度和扭转速度差异同步的速度。" msgid "" "The ease with which the joint starts to twist. If it's too low, it takes more " "force to start twisting the joint." msgstr "关节开始扭转的难易程度。如果太低,则需要更多的力才能开始扭转关节。" msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" "The swing span defines, how much rotation will not get corrected along the " "swing axis.\n" "Could be defined as looseness in the [ConeTwistJoint3D].\n" "If below 0.05, this behavior is locked." msgstr "" "摆动是围绕垂直于扭转轴的轴线,从一边到另一边的旋转。\n" "摆动跨度定义了沿摆动轴旋转多少不会得到校正。\n" "可以被定义为 [ConeTwistJoint3D] 中的松动。\n" "如果低于 0.05,该行为将被锁定。" msgid "" "Twist is the rotation around the twist axis, this value defined how far the " "joint can twist.\n" "Twist is locked if below 0.05." msgstr "" "扭转是绕扭转轴的旋转,此值定义了关节可以扭转多远。\n" "如果低于 0.05,则扭转被锁定。" msgid "Represents the size of the [enum Param] enum." msgstr "代表 [enum Param] 枚举的大小。" msgid "Helper class to handle INI-style files." msgstr "用于处理 INI 样式文件的辅助类。" msgid "" "This helper class can be used to store [Variant] values on the filesystem " "using INI-style formatting. The stored values are identified by a section and " "a key:\n" "[codeblock]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World3D!\"\n" "a_vector=Vector3(1, 0, 2)\n" "[/codeblock]\n" "The stored data can be saved to or parsed from a file, though ConfigFile " "objects can also be used directly without accessing the filesystem.\n" "The following example shows how to create a simple [ConfigFile] and save it " "on disc:\n" "[codeblocks]\n" "[gdscript]\n" "# Create new ConfigFile object.\n" "var config = ConfigFile.new()\n" "\n" "# Store some values.\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Player1\", \"best_score\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Player2\", \"best_score\", 9001)\n" "\n" "# Save it to a file (overwrite if already exists).\n" "config.save(\"user://scores.cfg\")\n" "[/gdscript]\n" "[csharp]\n" "// Create new ConfigFile object.\n" "var config = new ConfigFile();\n" "\n" "// Store some values.\n" "config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" "config.SetValue(\"Player1\", \"best_score\", 10);\n" "config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" "config.SetValue(\"Player2\", \"best_score\", 9001);\n" "\n" "// Save it to a file (overwrite if already exists).\n" "config.Save(\"user://scores.cfg\");\n" "[/csharp]\n" "[/codeblocks]\n" "This example shows how the above file could be loaded:\n" "[codeblocks]\n" "[gdscript]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# Load data from a file.\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# If the file didn't load, ignore it.\n" "if err != OK:\n" " return\n" "\n" "# Iterate over all sections.\n" "for player in config.get_sections():\n" " # Fetch the data for each section.\n" " var player_name = config.get_value(player, \"player_name\")\n" " var player_score = config.get_value(player, \"best_score\")\n" " score_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" "var score_data = new Godot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// Load data from a file.\n" "Error err = config.Load(\"user://scores.cfg\");\n" "\n" "// If the file didn't load, ignore it.\n" "if (err != Error.Ok)\n" "{\n" " return;\n" "}\n" "\n" "// Iterate over all sections.\n" "foreach (String player in config.GetSections())\n" "{\n" " // Fetch the data for each section.\n" " var player_name = (String)config.GetValue(player, \"player_name\");\n" " var player_score = (int)config.GetValue(player, \"best_score\");\n" " score_data[player_name] = player_score;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "Any operation that mutates the ConfigFile such as [method set_value], [method " "clear], or [method erase_section], only changes what is loaded in memory. If " "you want to write the change to a file, you have to save the changes with " "[method save], [method save_encrypted], or [method save_encrypted_pass].\n" "Keep in mind that section and property names can't contain spaces. Anything " "after a space will be ignored on save and on load.\n" "ConfigFiles can also contain manually written comment lines starting with a " "semicolon ([code];[/code]). Those lines will be ignored when parsing the " "file. Note that comments will be lost when saving the ConfigFile. This can " "still be useful for dedicated server configuration files, which are typically " "never overwritten without explicit user action.\n" "[b]Note:[/b] The file extension given to a ConfigFile does not have any " "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" "该辅助类可用于使用 INI 样式格式在文件系统上存储 [Variant] 值。存储的值由一个小" "节和一个键标识:\n" "[codeblock]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World3D!\"\n" "a_vector=Vector3(1, 0, 2)\n" "[/codeblock]\n" "存储的数据可以被保存到文件中或从文件中解析出来,尽管 ConfigFile 对象也可以直接" "使用而无需访问文件系统。\n" "以下示例显示了如何创建一个简单的 [ConfigFile] 并将其保存在磁盘上:\n" "[codeblocks]\n" "[gdscript]\n" "# 创建新的 ConfigFile 对象。\n" "var config = ConfigFile.new()\n" "\n" "# 存储一些值。\n" "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" "config.set_value(\"Player1\", \"best_score\", 10)\n" "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" "config.set_value(\"Player2\", \"best_score\", 9001)\n" "\n" "# 将其保存到文件中(如果已存在则覆盖)。\n" "config.save(\"user://scores.cfg\")\n" "[/gdscript]\n" "[csharp]\n" "// 创建新的 ConfigFile 对象。\n" "var config = new ConfigFile();\n" "\n" "// 存储一些值。\n" "config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n" "config.SetValue(\"Player1\", \"best_score\", 10);\n" "config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n" "config.SetValue(\"Player2\", \"best_score\", 9001);\n" "\n" "// 将其保存到文件中(如果已存在则覆盖)。\n" "config.Save(\"user://scores.cfg\");\n" "[/csharp]\n" "[/codeblocks]\n" "该示例展示了如何加载上面的文件:\n" "[codeblocks]\n" "[gdscript]\n" "var score_data = {}\n" "var config = ConfigFile.new()\n" "\n" "# 从文件加载数据。\n" "var err = config.load(\"user://scores.cfg\")\n" "\n" "# 如果文件没有加载,忽略它。\n" "if err != OK:\n" " return\n" "\n" "# 迭代所有小节。\n" "for player in config.get_sections():\n" " # 获取每个小节的数据。\n" " var player_name = config.get_value(player, \"player_name\")\n" " var player_score = config.get_value(player, \"best_score\")\n" " score_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" "var score_data = new Godot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// 从文件加载数据。\n" "Error err = config.Load(\"user://scores.cfg\");\n" "\n" "// 如果文件没有加载,忽略它。\n" "if (err != Error.Ok)\n" "{\n" " return;\n" "}\n" "\n" "// 迭代所有小节。\n" "foreach (String player in config.GetSections())\n" "{\n" " // 获取每个小节的数据。\n" " var player_name = (String)config.GetValue(player, \"player_name\");\n" " var player_score = (int)config.GetValue(player, \"best_score\");\n" " score_data[player_name] = player_score;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "任何改变 ConfigFile 的操作,例如 [method set_value]、[method clear]、或 " "[method erase_section],只会改变加载到内存中的内容。如果要将更改写入文件,则必" "须使用 [method save]、[method save_encrypted]、或 [method " "save_encrypted_pass] 保存更改。\n" "请记住,小节和属性名称不能包含空格。保存和加载时将忽略空格后的任何内容。\n" "ConfigFiles 还可以包含以分号([code];[/code])开头的手动编写的注释行。解析文件" "时将忽略这些行。请注意,保存 ConfigFile 时注释将丢失。注释对于专用服务器配置文" "件仍然很有用,如果没有明确的用户操作,这些文件通常永远不会被覆盖。\n" "[b]注意:[/b]为 ConfigFile 指定的文件扩展名对其格式或行为没有任何影响。按照惯" "例,此处使用 [code].cfg[/code] 扩展名,但 [code].ini[/code] 等任何其他扩展名也" "有效。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的格式,Godot " "的 ConfigFile 格式可能与其他程序编写的文件不同。" msgid "Removes the entire contents of the config." msgstr "移除配置的全部内容。" msgid "" "Obtain the text version of this config file (the same text that would be " "written to a file)." msgstr "获得该配置文件的文本版本(与写入文件的文本相同)。" msgid "" "Deletes the specified section along with all the key-value pairs inside. " "Raises an error if the section does not exist." msgstr "删除指定小节以及其中的所有键值对。如果该小节不存在,则会引发错误。" msgid "" "Deletes the specified key in a section. Raises an error if either the section " "or the key do not exist." msgstr "删除小节中的指定键。如果该小节或键不存在,则会引发错误。" msgid "" "Returns an array of all defined key identifiers in the specified section. " "Raises an error and returns an empty array if the section does not exist." msgstr "" "返回指定小节中所有已定义键标识符的数组。如果该小节不存在,则会引发错误并返回一" "个空数组。" msgid "Returns an array of all defined section identifiers." msgstr "返回所有已定义小节的标识符的数组。" msgid "" "Returns the current value for the specified section and key. If either the " "section or the key do not exist, the method returns the fallback [param " "default] value. If [param default] is not specified or set to [code]null[/" "code], an error is also raised." msgstr "" "返回指定小节和键的当前值。如果该小节或键不存在,则该方法返回后备值 [param " "default]。如果未指定 [param default] 或将其设置为 [code]null[/code],则会引发" "一个错误。" msgid "Returns [code]true[/code] if the specified section exists." msgstr "如果指定的小节存在,则返回 [code]true[/code]。" msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "如果指定的小节-键对存在,则返回 [code]true[/code]。" msgid "" "Loads the config file specified as a parameter. The file's contents are " "parsed and loaded in the [ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 [ConfigFile] " "对象中。\n" "成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。" msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param key] to decrypt it. The file's contents are parsed and loaded in the " "[ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "加载指定为参数的加密配置文件,使用提供的 [param key] 对其解密。解析文件的内容" "并将其加载到调用该方法的 [ConfigFile] 对象中。\n" "成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。" msgid "" "Loads the encrypted config file specified as a parameter, using the provided " "[param password] to decrypt it. The file's contents are parsed and loaded in " "the [ConfigFile] object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "加载作为参数的加密配置文件,使用提供的 [param password] 解密。该文件的内容被解" "析并加载到调用该方法的 [ConfigFile] 对象中。\n" "成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。" msgid "" "Parses the passed string as the contents of a config file. The string is " "parsed and loaded in the ConfigFile object which the method was called on.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "将传递的字符串解析为配置文件的内容。该字符串被解析并加载到调用该方法的 " "ConfigFile 对象中。\n" "成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。" msgid "" "Saves the contents of the [ConfigFile] object to the file specified as a " "parameter. The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "将 [ConfigFile] 对象的内容保存到指定为参数的文件中。输出文件使用 INI 样式的结" "构。\n" "成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。" msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param key] to encrypt it. The " "output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "使用提供的 [param key] 将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 " "加密文件中。输出文件使用 INI 样式的结构。\n" "成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。" msgid "" "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " "specified as a parameter, using the provided [param password] to encrypt it. " "The output file uses an INI-style structure.\n" "Returns [constant OK] on success, or one of the other [enum Error] values if " "the operation failed." msgstr "" "将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供的 " "[param password] 进行加密。输出文件使用 INI 风格的结构。\n" "成功时返回 [constant OK];如果操作失败,则返回其他 [enum Error] 值。" msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" "为指定小节的指定键赋值。如果小节或键不存在,则创建它们。如果指定的键存在,传" "递 [code]null[/code] 值就会移除指定的键,如果键被移除后,小节最终是空的,就会" "移除小节。" msgid "A dialog used for confirmation of actions." msgstr "用于确认动作的对话框。" msgid "" "A dialog used for confirmation of actions. This window is similar to " "[AcceptDialog], but pressing its Cancel button can have a different outcome " "from pressing the OK button. The order of the two buttons varies depending on " "the host OS.\n" "To get cancel action, you can use:\n" "[codeblocks]\n" "[gdscript]\n" "get_cancel_button().pressed.connect(self.canceled)\n" "[/gdscript]\n" "[csharp]\n" "GetCancelButton().Pressed += Canceled;\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "用于确认动作的对话框。这个窗口类似于 [AcceptDialog],但按下“取消”按钮和按下“确" "定”按钮的效果是不同的。这两个按钮的顺序取决于主机操作系统。\n" "要获得取消操作,你可以使用:\n" "[codeblocks]\n" "[gdscript]\n" "get_cancel_button().pressed.connect(self.canceled)\n" "[/gdscript]\n" "[csharp]\n" "GetCancelButton().Pressed += Canceled;\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Returns the cancel button.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it may " "cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" "返回取消按钮。\n" "[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐" "藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。" msgid "" "The text displayed by the cancel button (see [method get_cancel_button])." msgstr "取消按钮显示的文本(见 [method get_cancel_button])。" msgid "Base class for all GUI containers." msgstr "所有 GUI 容器的基类。" msgid "" "Base class for all GUI containers. A [Container] automatically arranges its " "child controls in a certain way. This class can be inherited to make custom " "container types." msgstr "" "所有 GUI 容器的基础节点。[Container] 包含其他控件,并自动以某种方式排列它们。" "可以继承此类来生成自定义的容器类。" msgid "" "Implement to return a list of allowed horizontal [enum Control.SizeFlags] for " "child nodes. This doesn't technically prevent the usages of any other size " "flags, if your implementation requires that. This only limits the options " "available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant Control." "SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" "实现以返回子节点允许的水平 [enum Control.SizeFlags] 列表。这在技术上并不妨碍任" "何其他大小标志的使用,如果你的实现需要这样做。这只会限制检查器停靠面板中用户可" "用的选项。\n" "[b]注意:[/b]没有大小标志等同于有 [constant Control.SIZE_SHRINK_BEGIN]。因此," "该值始终是隐式允许的。" msgid "" "Implement to return a list of allowed vertical [enum Control.SizeFlags] for " "child nodes. This doesn't technically prevent the usages of any other size " "flags, if your implementation requires that. This only limits the options " "available to the user in the Inspector dock.\n" "[b]Note:[/b] Having no size flags is equal to having [constant Control." "SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed." msgstr "" "实现以返回子节点允许的垂直 [enum Control.SizeFlags] 列表。这在技术上并不妨碍任" "何其他大小标志的使用,如果你的实现需要这样做。这只会限制检查器停靠面板中用户可" "用的选项。\n" "[b]注意:[/b]没有大小标志等同于有 [constant Control.SIZE_SHRINK_BEGIN]。因此," "该值始终是隐式允许的。" msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." msgstr "在给定的矩形中适配子控件。这主要是用于创建自定义容器类的辅助工具。" msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." msgstr "将子节点的重排加入队列。虽然会被自动调用,但也可以在需要时手动调用。" msgid "Emitted when children are going to be sorted." msgstr "子节点将要被排序时发出。" msgid "Emitted when sorting the children is needed." msgstr "需要对子节点进行排序时发出。" msgid "" "Notification just before children are going to be sorted, in case there's " "something to process beforehand." msgstr "在子节点将要被排序之前通知,以防有事情需要事先处理。" msgid "" "Notification for when sorting the children, it must be obeyed immediately." msgstr "对子节点进行排序时的通知,必须立即服从。" msgid "" "Base class for all GUI controls. Adapts its position and size based on its " "parent control." msgstr "所有 GUI 控件的基类。根据其父控件调整其位置和大小。" msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " "or the current viewport, and offsets relative to the anchor. The offsets " "update automatically when the node, any of its parents, or the screen size " "change.\n" "For more information on Godot's UI system, anchors, offsets, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need a " "mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]User Interface nodes and input[/b]\n" "Godot propagates input events via viewports. Each [Viewport] is responsible " "for propagating [InputEvent]s to their child nodes. As the [member SceneTree." "root] is a [Window], this already happens automatically for all UI elements " "in your game.\n" "Input events are propagated through the [SceneTree] from the root node to all " "child nodes by calling [method Node._input]. For UI elements specifically, it " "makes more sense to override the virtual method [method _gui_input], which " "filters out unrelated input events, such as by checking z-order, [member " "mouse_filter], focus, or if the event was inside of the control's bounding " "box.\n" "Call [method accept_event] so no other node receives the event. Once you " "accept an input, it becomes handled so [method Node._unhandled_input] will " "not process it.\n" "Only one [Control] node can be in focus. Only the node in focus will receive " "events. To get the focus, call [method grab_focus]. [Control] nodes lose " "focus when another node grabs it, or if you hide the node in focus.\n" "Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a " "[Control] node to ignore mouse or touch events. You'll need it if you place " "an icon on top of a button.\n" "[Theme] resources change the Control's appearance. If you change the [Theme] " "on a [Control] node, it affects all of its children. To override some of the " "theme's parameters, call one of the [code]add_theme_*_override[/code] " "methods, like [method add_theme_font_override]. You can override the theme " "with the Inspector.\n" "[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you " "can't access their values using [method Object.get] and [method Object.set]. " "Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/" "code] methods provided by this class." msgstr "" "所有 UI 相关节点的基类。[Control] 具有定义其范围的边界矩形,相对于父控件或当前" "视口的锚点位置,以及相对于锚点的偏移。当节点、任何父节点或屏幕尺寸发生变化时," "偏移就会自动更新。\n" "更多关于 Godot 的 UI 系统、锚点、偏移和容器的信息,请参阅手册中的相关教程。要" "构建灵活的 UI,你需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元" "素。\n" "[b]用户界面节点与输入[/b]\n" "Godot 使用视口来传播输入事件。视口负责将 [InputEvent] 传播给它的子节点。因为 " "[member SceneTree.root] 是 [Window],所以游戏中的所有 UI 元素都会自动进行传" "播。\n" "输入事件通过调用 [method Node._input] 在 [SceneTree] 中传播,从根节点传播到所" "有子节点。对 UI 元素而言,覆盖的最好是 [method _gui_input],可以过滤掉无关的输" "入事件,例如它会对 Z 顺序、[member mouse_filter]、焦点、事件是否在该控件的边界" "框内等条件进行检查。\n" "请调用 [method accept_event],这样其他节点就不会收到该事件。输入被接受后,就会" "被标记为已处理,[method Node._unhandled_input] 不会对它进行处理。\n" "只能有一个 [Control] 节点处于焦点。只有处于焦点的节点才会接收到事件。要获得焦" "点,请调用 [method grab_focus]。导致 [Control] 节点失去焦点的情况有:其他节点" "获得了焦点、隐藏了聚焦节点。\n" "将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE] 可以让 " "[Control] 节点忽略鼠标或触摸事件。如果你在按钮上放了一个图标,就会需要用到。\n" "[Theme] 资源会更改控件的外观。如果你更改了 [Control] 节点上的 [Theme],则会影" "响其所有子节点。要覆盖某些主题的参数,请调用 [code]add_theme_*_override[/" "code] 方法,例如 [method add_theme_font_override]。你可以使用检查器覆盖主" "题。\n" "[b]注意:[/b]主题项[i]不是[/i] [Object] 的属性。这意味着你无法使用 [method " "Object.get] 和 [method Object.set] 访问它们的值。请改用这个类的 " "[code]get_theme_*[/code] 和 [code]add_theme_*_override[/code] 方法。" msgid "GUI documentation index" msgstr "GUI 文档索引" msgid "Control node gallery" msgstr "控件节点一览" msgid "Multiple resolutions" msgstr "多分辨率" msgid "All GUI Demos" msgstr "所有 GUI 演示" msgid "" "Godot calls this method to test if [param data] from a control's [method " "_get_drag_data] can be dropped at [param at_position]. [param at_position] is " "local to this control.\n" "This method should only be used to test the data. Process the data in [method " "_drop_data].\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" " # Check position if it is relevant to you\n" " # Otherwise, just check data\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " // Check position if it is relevant to you\n" " // Otherwise, just check data\n" " return data.VariantType == Variant.Type.Dictionary && data." "AsGodotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Godot 调用这个方法来检查是否能够将来自某个控件 [method _get_drag_data] 方法的 " "[param data] 拖放到 [param at_position]。[param at_position] 使用的是这个控件" "的局部坐标系。\n" "这个方法应该只用于检查数据。请在 [method _drop_data] 中处理数据。\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" " # 如果和位置相关就检查 position\n" " # 否则只检查 data 即可\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " // 如果和位置相关就检查 position\n" " // 否则只检查 data 即可\n" " return data.VariantType == Variant.Type.Dictionary && data." "AsGodotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Godot calls this method to pass you the [param data] from a control's [method " "_get_drag_data] result. Godot first calls [method _can_drop_data] to test if " "[param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func _drop_data(position, data):\n" " var color = data[\"color\"]\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." "AsGodotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" " Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Godot 调用这个方法把 [param data] 传给你,这是从某个控件的 [method " "_get_drag_data] 获得的结果。Godot 首先会调用 [method _can_drop_data] 来检查是" "否允许把 [param data] 拖放到 [param at_position],这里的 [param at_position] " "使用的是这个控件的局部坐标系。\n" "[codeblocks]\n" "[gdscript]\n" "func _can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" "\n" "func _drop_data(position, data):\n" " var color = data[\"color\"]\n" "[/gdscript]\n" "[csharp]\n" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." "AsGodotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" " Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Godot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no data " "to drag. Controls that want to receive drop data should implement [method " "_can_drop_data] and [method _drop_data]. [param at_position] is local to this " "control. Drag may be forced with [method force_drag].\n" "A preview that will follow the mouse that should represent the data can be " "set with [method set_drag_preview]. A good time to set the preview is in this " "method.\n" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(position):\n" " var mydata = make_data() # This is your custom method generating the drag " "data.\n" " set_drag_preview(make_preview(mydata)) # This is your custom method " "generating the preview of the drag data.\n" " return mydata\n" "[/gdscript]\n" "[csharp]\n" "public override Variant _GetDragData(Vector2 atPosition)\n" "{\n" " var myData = MakeData(); // This is your custom method generating the " "drag data.\n" " SetDragPreview(MakePreview(myData)); // This is your custom method " "generating the preview of the drag data.\n" " return myData;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" "Godot 调用该方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的数" "据,则返回 [code]null[/code]。想要接收拖放数据的控件应该实现 [method " "_can_drop_data] 和 [method _drop_data]。[param at_position] 是该控件的局部位" "置。可以使用 [method force_drag] 强制拖动。\n" "可以使用 [method set_drag_preview] 设置跟随鼠标显示数据的预览。设置预览的好时" "机就是在这个方法中。\n" "[codeblocks]\n" "[gdscript]\n" "func _get_drag_data(position):\n" " var mydata = make_data() # This is your custom method generating the drag " "data.\n" " set_drag_preview(make_preview(mydata)) # 这是你生成拖动数据预览的自定义方" "法。\n" " return mydata\n" "[/gdscript]\n" "[csharp]\n" "public override Variant _GetDragData(Vector2 atPosition)\n" "{\n" " var myData = MakeData(); // This is your custom method generating the " "drag data.\n" " SetDragPreview(MakePreview(myData)); // 这是你生成拖动数据预览的自定义方" "法。\n" " return myData;\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member custom_minimum_size] for controlling " "minimum size via code. The actual minimum size will be the max value of these " "two (in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO].\n" "[b]Note:[/b] This method will not be called when the script is attached to a " "[Control] node that already overrides its minimum size (e.g. [Label], " "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" "由用户实现的虚方法。返回此控件的最小大小。替代 [member custom_minimum_size]," "以用于通过代码控制最小尺寸。实际的最小尺寸将是这两者的最大值(分别在每个轴" "上)。\n" "如果未覆盖,则默认为 [constant Vector2.ZERO]。\n" "[b]注意:[/b]当脚本被附加到已经覆盖其最小大小的 [Control] 节点(例如 [Label]、" "[Button]、[PanelContainer] 等)时,该方法将不会被调用。它只能用于最基本的 GUI " "节点,如 [Control]、[Container]、[Panel] 等。" msgid "" "Virtual method to be implemented by the user. Returns the tooltip text for " "the position [param at_position] in control's local coordinates, which will " "typically appear when the cursor is resting over this control. See [method " "get_tooltip].\n" "[b]Note:[/b] If this method returns an empty [String], no tooltip is " "displayed." msgstr "" "用户实现的虚方法。返回位于控件局部坐标系中 [param at_position] 位置的工具提示" "文本,工具提示一般会在鼠标停留在该控件上时显示。见 [method get_tooltip]。\n" "[b]注意:[/b]如果返回的是空 [String],则不会显示工具提示。" msgid "" "Virtual method to be implemented by the user. Use this method to process and " "accept inputs on UI elements. See [method accept_event].\n" "[b]Example usage for clicking a control:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _gui_input(event):\n" " if event is InputEventMouseButton:\n" " if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n" " print(\"I've been clicked D:\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _GuiInput(InputEvent @event)\n" "{\n" " if (@event is InputEventMouseButton mb)\n" " {\n" " if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n" " {\n" " GD.Print(\"I've been clicked D:\");\n" " }\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "The event won't trigger if:\n" "* clicking outside the control (see [method _has_point]);\n" "* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control is obstructed by another [Control] on top of it, which doesn't have " "[member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n" "* control's parent has [member mouse_filter] set to [constant " "MOUSE_FILTER_STOP] or has accepted the event;\n" "* it happens outside the parent's rectangle and the parent has either [member " "clip_contents] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" "由用户实现的虚方法。使用此方法处理和接受 UI 元素上的输入。请参阅 [method " "accept_event]。\n" "[b]点击控件的用法示例:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _gui_input(event):\n" " if event is InputEventMouseButton:\n" " if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n" " print(\"我已被点击 D:\")\n" "[/gdscript]\n" "[csharp]\n" "public override void _GuiInput(InputEvent @event)\n" "{\n" " if (@event is InputEventMouseButton mb)\n" " {\n" " if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n" " {\n" " GD.Print(\"我已被点击 D:\");\n" " }\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "如果出现以下情况,则不会触发该事件:\n" "* 在控件外点击(参阅[method _has_point]);\n" "* 控件将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE];\n" "* 控件被其上的另一个 [Control] 阻挡,该控件没有将 [member mouse_filter] 设置" "为 [constant MOUSE_FILTER_IGNORE];\n" "* 控件的父级已将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_STOP] 或" "已接受该事件;\n" "* 它发生在父级的矩形之外,并且父级已启用 [member clip_contents]。\n" "[b]注意:[/b]事件位置相对于该控件原点。" msgid "" "Virtual method to be implemented by the user. Returns whether the given " "[param point] is inside this control.\n" "If not overridden, default behavior is checking if the point is within " "control's Rect.\n" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]Rect2(Vector2.ZERO, size).has_point(point)[/code]." msgstr "" "由用户实现的虚方法。返回给定的 [param point] 是否在该控件内。\n" "如果没有被覆盖,则默认行为是检查该点是否在控件的 Rect 内。\n" "[b]注意:[/b]如果要检查一个点是否在该控件内部,可以使用 [code]Rect2(Vector2." "ZERO, size).has_point(point)[/code]。" msgid "" "Virtual method to be implemented by the user. Returns a [Control] node that " "should be used as a tooltip instead of the default one. The [param for_text] " "includes the contents of the [member tooltip_text] property.\n" "The returned node must be of type [Control] or Control-derived. It can have " "child nodes of any type. It is freed when the tooltip disappears, so make " "sure you always provide a new instance (if you want to use a pre-existing " "node from your scene tree, you can duplicate it and pass the duplicated " "instance). When [code]null[/code] or a non-Control node is returned, the " "default tooltip will be used instead.\n" "The returned node will be added as child to a [PopupPanel], so you should " "only provide the contents of that panel. That [PopupPanel] can be themed " "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] " "(see [member tooltip_text] for an example).\n" "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure " "it's fully visible, you might want to set its [member custom_minimum_size] to " "some non-zero value.\n" "[b]Note:[/b] The node (and any relevant children) should be [member " "CanvasItem.visible] when returned, otherwise, the viewport that instantiates " "it will not be able to calculate its minimum size reliably.\n" "[b]Example of usage with a custom-constructed node:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _make_custom_tooltip(for_text):\n" " var label = Label.new()\n" " label.text = for_text\n" " return label\n" "[/gdscript]\n" "[csharp]\n" "public override Control _MakeCustomTooltip(string forText)\n" "{\n" " var label = new Label();\n" " label.Text = forText;\n" " return label;\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Example of usage with a custom scene instance:[/b]\n" "[codeblocks]\n" "[gdscript]\n" "func _make_custom_tooltip(for_text):\n" " var tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n" " tooltip.get_node(\"Label\").text = for_text\n" " return tooltip\n" "[/gdscript]\n" "[csharp]\n" "public override Control _MakeCustomTooltip(string forText)\n" "{\n" " Node tooltip = ResourceLoader.Load(\"res://" "some_tooltip_scene.tscn\").Instantiate();\n" " tooltip.GetNode