i18n: Sync translations with Weblate

This commit is contained in:
Rémi Verschelde
2023-11-21 16:08:36 +01:00
parent c2f8fb3015
commit 7022271291
43 changed files with 1470 additions and 275 deletions

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@ -80,8 +80,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-11-15 10:06+0000\n"
"Last-Translator: HugeGameArt <hugegameartgd@gmail.com>\n"
"PO-Revision-Date: 2023-11-20 14:00+0000\n"
"Last-Translator: Tobias Mohr <tobias_mohr_1991@gmx.de>\n"
"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
"class-reference/de/>\n"
"Language: de\n"
@ -89,7 +89,7 @@ msgstr ""
"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 5.2-dev\n"
"X-Generator: Weblate 5.2\n"
msgid "Description"
msgstr "Beschreibung"
@ -3838,6 +3838,33 @@ msgstr ""
"[/codeblock]\n"
"Siehe auch: [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 ""
"Gibt den internen Typ der angegebenen [param variable] zurück, unter "
"Verwendung der [enum Variant.Type]-Werte.\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"
"Siehe auch [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"
@ -6513,16 +6540,15 @@ msgid ""
"[code]transform.affine_inverse() * aabb[/code] can be used instead. See "
"[method Transform3D.affine_inverse]."
msgstr ""
"Invertiert die (multipliziert im mathematischen Sinn) die gegebene Matrix "
"[AABB] mit der gegebenen [Transform3D] Transformationsmatrix, unter der "
"Annahme dass die Transformationsbasis orthogonal zur gegebenen Matrix "
"steht(also ist Rotation/Reflektion normal, aber Skalierung nicht).\n"
"[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * "
"aabb[/code]. \n"
"Siehe auch [method Transform3D.inverse] um mit der Inversen einer affinen "
"Transformation zu invertieren.\n"
"[code]transform.affine_inverse() * aabb[/code] kann auch verwendet werden. \n"
"Siehe [methodTransform3D.affine_inverse]."
"Transformiert (multipliziert) die [AABB] invers mit der gegebenen "
"[Transform3D]-Transformationsmatrix, unter der Annahme, dass die "
"Transformationsbasis orthonormal ist (d. h. Drehung/Reflexion ist in Ordnung, "
"Skalierung/Skew nicht).\n"
"[code]aabb * transform[/code] ist äquivalent zu [code]transform.inverse() * "
"aabb[/code]. Siehe [Methode Transform3D.inverse].\n"
"Für die Transformation durch die Inverse einer affinen Transformation (z.B. "
"mit Skalierung) kann stattdessen [code]transform.affine_inverse() * aabb[/"
"code] verwendet werden. Siehe [Methode Transform3D.affine_inverse]."
msgid ""
"Returns [code]true[/code] if the AABBs are exactly equal.\n"
@ -13955,6 +13981,147 @@ msgstr ""
msgid "An audio stream with utilities for procedural sound generation."
msgstr "Ein Audiostrom mit Hilfsprogrammen für die prozedurale Klangerzeugung."
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] ist ein Typ von Audiostream, der nicht von sich aus "
"Töne abspielt, sondern ein Skript erwartet, das Audiodaten für ihn erzeugt. "
"Siehe auch [AudioStreamGeneratorPlayback].\n"
"Hier ist ein Beispiel, wie man damit eine Sinuswelle erzeugt:\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"
"Im obigen Beispiel muss der Knoten \"AudioStreamPlayer\" einen "
"[AudioStreamGenerator] als Stream verwenden. Die Funktion [code]fill_buffer[/"
"code] liefert Audiodaten zur Annäherung an eine Sinuswelle.\n"
"Siehe auch [AudioEffectSpectrumAnalyzer] zur Durchführung einer Echtzeit-"
"Audio-Spektrum-Analyse.\n"
"[b]Hinweis:[/b] Aufgrund von Performance-Beschränkungen wird diese Klasse am "
"besten von C# oder von einer kompilierten Sprache über GDExtension verwendet. "
"Wenn Sie diese Klasse dennoch über GDScript verwenden möchten, sollten Sie "
"eine niedrigere [member mix_rate] wie 11.025 Hz oder 22.050 Hz verwenden."
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 "
@ -17017,6 +17184,13 @@ msgstr ""
msgid "Constructs an empty [Dictionary]."
msgstr "Konstruiert ein leeres [Dictionary]."
msgid ""
"Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/"
"code]). See also [method size]."
msgstr ""
"Gibt [code]true[/code] zurück, wenn das Wörterbuch leer ist (seine Größe ist "
"[code]0[/code]). Siehe auch [Methode size]."
msgid "File system"
msgstr "Dateisystem"
@ -17583,6 +17757,9 @@ msgstr ""
"Ermöglicht es einer Anwendung, die persönlichen Profildaten des Benutzers zu "
"lesen."
msgid "Allows an application to read the user dictionary."
msgstr "Ermöglicht es einer Anwendung, das Benutzerwörterbuch zu lesen."
msgid "Deprecated in API level 15."
msgstr "Veraltet in API-Level 15."
@ -17925,6 +18102,81 @@ msgstr ""
"Viewport.set_input_as_handled] beeinflusst, da diese Methoden nur die Art und "
"Weise betreffen, wie Eingaben im [SceneTree] weitergegeben werden."
msgid ""
"Returns [code]true[/code] when the user has [i]started[/i] pressing the "
"action event in the current frame or physics tick. It will only return "
"[code]true[/code] on the frame or tick that the user pressed down the "
"button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
"[i]still[/i] pressed. An action can be pressed and released again rapidly, "
"and [code]true[/code] will still be returned so as not to miss input.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information.\n"
"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
"InputEvent.is_action_pressed] instead to query the action state of the "
"current event."
msgstr ""
"Gibt [code]true[/code] zurück, wenn der Benutzer [i]begonnen hat[/i], das "
"Aktionsereignis im aktuellen Frame oder Physik-Tick zu drücken. Es wird nur "
"[code]true[/code] in dem Frame oder Tick zurückgegeben, in dem der Benutzer "
"die Aktion gedrückt hat.\n"
"Dies ist nützlich für Code, der nur einmal ausgeführt werden muss, wenn eine "
"Aktion gedrückt wird, anstatt bei jedem Frame, während sie gedrückt gelassen "
"wird.\n"
"Wenn [param exact_match] [code]false[/code] ist, werden zusätzliche "
"Eingabemodifikatoren für [InputEventKey]- und [InputEventMouseButton]-"
"Ereignisse sowie die Richtung für [InputEventJoypadMotion]-Ereignisse "
"ignoriert.\n"
"[b]Hinweis:[/b] Die Rückgabe von [code]true[/code] bedeutet nicht, dass die "
"Aktion [i]noch[/i] gedrückt ist. Eine Aktion kann schnell gedrückt und wieder "
"losgelassen werden, und [code]true[/code] wird trotzdem zurückgegeben, um "
"keine Eingabe zu verpassen.\n"
"[b]Hinweis:[/b] Aufgrund von Tastatur-Ghosting kann [method "
"is_action_just_pressed] auch dann [code]false[/code] zurückgeben, wenn eine "
"der Tasten der Aktion gedrückt ist. Siehe [url=$DOCS_URL/tutorials/inputs/"
"input_examples.html#keyboard-events]Eingabebeispiele[/url] in der "
"Dokumentation für weitere Informationen.\n"
"[b]Hinweis:[/b] Verwenden Sie bei der Eingabeverarbeitung (z.B. [Methode Node."
"_input]) stattdessen [Methode InputEvent.is_action_pressed], um den "
"Aktionsstatus des aktuellen Ereignisses abzufragen."
msgid ""
"Returns [code]true[/code] when the user [i]stops[/i] pressing the action "
"event in the current frame or physics tick. It will only return [code]true[/"
"code] on the frame or tick that the user releases the button.\n"
"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
"[i]still[/i] not pressed. An action can be released and pressed again "
"rapidly, and [code]true[/code] will still be returned so as not to miss "
"input.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
"InputEvent.is_action_released] instead to query the action state of the "
"current event."
msgstr ""
"Gibt [code]true[/code] zurück, wenn der Benutzer [i]aufhört[/i], das Aktions-"
"Event im aktuellen Frame oder Physik-Tick zu drücken. Es wird nur dann "
"[code]true[/code] zurückgegeben, wenn der Benutzer die Taste loslässt.\n"
"[b]Hinweis:[/b] Die Rückgabe von [code]true[/code] bedeutet nicht, dass die "
"Aktion [i]noch[/i] nicht gedrückt ist. Eine Aktion kann schnell losgelassen "
"und wieder gedrückt werden, und [code]true[/code] wird trotzdem "
"zurückgegeben, um keine Eingabe zu verpassen.\n"
"Wenn [param exact_match] [code]false[/code] ist, werden zusätzliche "
"Eingabemodifikatoren für die Ereignisse [InputEventKey] und "
"[InputEventMouseButton] sowie die Richtung für die Ereignisse "
"[InputEventJoypadMotion] ignoriert.\n"
"[b]Hinweis:[/b] Verwenden Sie bei der Eingabeverarbeitung (z.B. [method Node."
"_input]) stattdessen [method InputEvent.is_action_released], um den "
"Aktionsstatus des aktuellen Ereignisses abzufragen."
msgid ""
"Returns [code]true[/code] if you are pressing the action event.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
@ -18632,6 +18884,21 @@ msgstr ""
"Aktiviert [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
"distance matching[/url] in Zstandard."
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a variable or parameter has no static type, or if a "
"function has no static return type.\n"
"[b]Note:[/b] This warning is recommended together with [member EditorSettings."
"text_editor/completion/add_type_hints] to help achieve type safety."
msgstr ""
"Wenn auf [code]warn[/code] oder [code]error[/code] gesetzt, wird eine Warnung "
"bzw. ein Fehler ausgegeben, wenn eine Variable oder ein Parameter keinen "
"statischen Typ hat oder wenn eine Funktion keinen statischen Rückgabetyp "
"hat.\n"
"[b]Hinweis:[/b] Diese Warnung wird zusammen mit [member EditorSettings."
"text_editor/completion/add_type_hints] empfohlen, um Typsicherheit zu "
"erreichen."
msgid ""
"Constructs a quaternion that will rotate around the given axis by the "
"specified angle. The axis must be a normalized vector."
@ -19447,6 +19714,13 @@ msgstr "Abspielen von Videos"
msgid "Using VisualShaders"
msgstr "Verwendung von VisualShaders"
msgid ""
"Has only one output port and no inputs.\n"
"Translated to [code skip-lint]bool[/code] in the shader language."
msgstr ""
"Hat nur einen Ausgangs-Port und keine Eingänge.\n"
"Wird in der Shader-Sprache in [code skip-lint]bool[/code] übersetzt."
msgid ""
"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
"values."

View File

@ -86,7 +86,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-11-16 07:52+0000\n"
"PO-Revision-Date: 2023-11-19 00:34+0000\n"
"Last-Translator: 风青山 <idleman@yeah.net>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hans/>\n"
@ -2071,7 +2071,7 @@ msgid ""
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 [code]cubic_interpolate()[/code] 更平滑的插值。"
"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] "
@ -3783,7 +3783,7 @@ msgstr ""
"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 [enum Variant Type] 将会与请求的"
"返回的值是一个 [Variant],但是其中的数据以及 [enum Variant.Type] 将会与请求的"
"类型相同。\n"
"[codeblock]\n"
"type_convert(\"Hi!\", TYPE_INT) # 返回 0\n"
@ -3900,6 +3900,25 @@ msgstr ""
"[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"
@ -5612,6 +5631,13 @@ msgid ""
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 "
@ -5781,6 +5807,57 @@ msgstr ""
"[/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 ""
"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
"future."
msgstr "[i]已废弃。[/i]该提示未被用于任何地方,将来会被移除。"
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 an object ID.\n"
"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
"future."
msgstr ""
"提示 [int] 属性是对象 ID。\n"
"[i]已废弃。[/i]该提示不会用于任何地方,将来会被移除。"
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."
@ -5794,6 +5871,14 @@ msgid ""
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。"
@ -5838,6 +5923,11 @@ msgid ""
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。"
@ -5849,6 +5939,31 @@ msgid ""
"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 ""
"Signifies a default value from a placeholder script instance.\n"
"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
"future."
msgstr ""
"表示占位符脚本实例的默认值。\n"
"[i]已废弃。[/i]该提示不会用于任何地方,将来会被移除。"
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。"
@ -5874,6 +5989,48 @@ msgid ""
"(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 loading, the resource for this property can be set at the end of "
"loading.\n"
"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
"future."
msgstr ""
"加载时,可以在加载结束时设置该属性的资源。\n"
"[i]已废弃。[/i]该提示不会用于任何地方,将来会被移除。"
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。"
@ -14422,11 +14579,9 @@ msgid ""
"[b]Note:[/b] This can be expensive; it is not recommended to call [method "
"get_output_latency] every frame."
msgstr ""
"返回音频驱动程序的有效输出延迟。该方法基于 [ 成员 ProjectSettings.audio/"
"driver/output_latency],但精确的返回值将依赖操作系统和音频驱动程序而有所不"
"同。\n"
"[b] 注意:[/b] 该方法可能存在大量性能开销;不建议逐帧调用 [ 方法 "
"get_output_latency]。"
"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。"
@ -14912,9 +15067,12 @@ msgid ""
"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 [ 音频流 ] 类。它"
"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"
"的一部分,该系统还通过 [AudioStreamWAV] 类支持 WAV 系统。"
"AudioStreamOggVorbis 类是专用于处理 Ogg Vorbis 文件格式的 [AudioStream] 类。它"
"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"
"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 "
@ -14935,8 +15093,8 @@ msgid ""
"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 [ 成员 loop_offset] 指定的位置"
"再次播放。该方法对环境声音和背景音乐很有用。"
"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。"
@ -29491,6 +29649,11 @@ msgstr ""
msgid "Particles are drawn in the order emitted."
msgstr "粒子按发射顺序绘制。"
msgid ""
"Particles are drawn in order of remaining lifetime. In other words, the "
"particle with the highest lifetime is drawn at the front."
msgstr "粒子按照剩余寿命的顺序绘制。换句话说,寿命最长的粒子被绘制在前面。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set initial velocity properties."
@ -55012,6 +55175,11 @@ msgstr ""
"因此它永远不会发出。\n"
"[b]注意:[/b]由于粒子是在 GPU 上计算的,因此在该信号发出之前可能会有延迟。"
msgid ""
"Particles are drawn in reverse order of remaining lifetime. In other words, "
"the particle with the lowest lifetime is drawn at the front."
msgstr "粒子按照剩余寿命的相反顺序绘制。换句话说,寿命最短的粒子被绘制在前面。"
msgid "Particle starts at the specified position."
msgstr "粒子在指定位置开始。"
@ -59194,6 +59362,28 @@ msgstr "水平翻转图像。"
msgid "Flips the image vertically."
msgstr "垂直翻转图像。"
msgid ""
"Generates mipmaps for the image. Mipmaps are precalculated lower-resolution "
"copies of the image that are automatically used if the image needs to be "
"scaled down when rendered. They help improve image quality and performance "
"when rendering. This method returns an error if the image is compressed, in a "
"custom format, or if the image's width/height is [code]0[/code]. Enabling "
"[param renormalize] when generating mipmaps for normal map textures will make "
"sure all resulting vector values are normalized.\n"
"It is possible to check if the image has mipmaps by calling [method "
"has_mipmaps] or [method get_mipmap_count]. Calling [method generate_mipmaps] "
"on an image that already has mipmaps will replace existing mipmaps in the "
"image."
msgstr ""
"为图像生成多级渐远纹理Mipmap。多级渐远纹理是预先计算好的图像的低分辨率副"
"本,如果图像在渲染时需要按比例缩小,则会自动使用这些副本。它们有助于在渲染时提"
"高图像质量和性能。如果图像被压缩,或采用自定义格式,或图像的宽度或高度为 "
"[code]0[/code],则该方法返回错误。在为法线纹理生成多级渐远纹理时启用 [param "
"renormalize] 能够确保得到的所有向量值都是归一化的。\n"
"调用 [method has_mipmaps] 或 [method get_mipmap_count] 能够检查图像是否使用多"
"级渐远纹理。在已拥有多级渐远纹理的图像上调用 [method generate_mipmaps] 将替换"
"该图像中已有的多级渐远纹理。"
msgid "Returns a copy of the image's raw data."
msgstr "返回图像原始数据的副本。"
@ -59286,12 +59476,45 @@ msgstr ""
"[code]user://[/code] 目录的图像,并且可能不适用于导出的项目。\n"
"另请参阅 [ImageTexture] 说明,以获取使用示例。"
msgid ""
"Loads an image from the binary contents of a BMP file.\n"
"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only "
"1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.\n"
"[b]Note:[/b] This method is only available in engine builds with the BMP "
"module enabled. By default, the BMP module is enabled, but it can be disabled "
"at build-time using the [code]module_bmp_enabled=no[/code] SCons option."
msgstr ""
"从 BMP 文件的二进制内容加载图像。\n"
"[b]注意:[/b]Godot 的 BMP 模块不支持每像素 16 位的图像。仅支持每像素 1 位、4 "
"位、8 位、24 位和 32 位的图像。\n"
"[b]注意:[/b]该方法仅在启用了 BMP 模块的引擎版本中可用。默认情况下BMP 模块是"
"启用的,但可以在构建时使用 [code]module_bmp_enabled=no[/code] SCons 选项禁用"
"它。"
msgid "Creates a new [Image] and loads data from the specified file."
msgstr "创建一个新的 [Image] 并从指定文件加载数据。"
msgid "Loads an image from the binary contents of a JPEG file."
msgstr "从 JPEG 文件的二进制内容加载图像。"
msgid ""
"Loads an image from the binary contents of a [url=https://github.com/"
"KhronosGroup/KTX-Software]KTX[/url] file. Unlike most image formats, KTX can "
"store VRAM-compressed data and embed mipmaps.\n"
"[b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, "
"texture arrays, and de-padding are not supported.\n"
"[b]Note:[/b] This method is only available in engine builds with the KTX "
"module enabled. By default, the KTX module is enabled, but it can be disabled "
"at build-time using the [code]module_ktx_enabled=no[/code] SCons option."
msgstr ""
"从 [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url] 文件的二进制内"
"容加载图像。与大多数图像格式不同KTX 可以存储 VRAM 压缩数据并嵌入 mipmap。\n"
"[b]注意:[/b]Godot 的 libktx 实现仅支持 2D 图像。不支持立方体贴图、纹理数组、"
"和去填充。\n"
"[b]注意:[/b]该方法仅在启用了 KTX 模块的引擎版本中可用。默认情况下KTX 模块是"
"启用的,但可以在构建时使用 [code]module_ktx_enabled=no[/code] SCons 选项禁用"
"它。"
msgid "Loads an image from the binary contents of a PNG file."
msgstr "从 PNG 文件的二进制内容加载图像。"
@ -59322,6 +59545,17 @@ msgstr ""
"启用的,但可以在构建时使用 [code]module_svg_enabled=no[/code] SCons 选项禁用"
"它。"
msgid ""
"Loads an image from the binary contents of a TGA file.\n"
"[b]Note:[/b] This method is only available in engine builds with the TGA "
"module enabled. By default, the TGA module is enabled, but it can be disabled "
"at build-time using the [code]module_tga_enabled=no[/code] SCons option."
msgstr ""
"从 TGA 文件的二进制内容加载图像。\n"
"[b]注意:[/b]该方法仅在启用了 TGA 模块的引擎版本中可用。默认情况下TGA 模块是"
"启用的,但可以在构建时使用 [code]module_tga_enabled=no[/code] SCons 选项禁用"
"它。"
msgid "Loads an image from the binary contents of a WebP file."
msgstr "从 WebP 文件的二进制内容加载图像。"
@ -59333,6 +59567,14 @@ msgstr ""
"转换图像的数据以表示 3D 平面上的坐标。可以在该图像表示法线贴图时使用。法线贴图"
"可以在不增加多边形数量的情况下向 3D 表面添加大量细节。"
msgid ""
"Multiplies color values with alpha values. Resulting color values for a pixel "
"are [code](color * alpha)/256[/code]. See also [member CanvasItemMaterial."
"blend_mode]."
msgstr ""
"将颜色值与 Alpha 值相乘。像素的最终颜色值为 [code](color * alpha)/256[/code]。"
"另见 [member CanvasItemMaterial.blend_mode]。"
msgid ""
"Resizes the image to the given [param width] and [param height]. New pixels "
"are calculated using the [param interpolation] mode defined via [enum "
@ -59445,6 +59687,34 @@ msgstr "将该图像作为 PNG 文件保存到位于 [param path] 的文件中
msgid "Saves the image as a PNG file to a byte array."
msgstr "将该图像作为 PNG 文件保存到字节数组中。"
msgid ""
"Saves the image as a WebP (Web Picture) file to the file at [param path]. By "
"default it will save lossless. If [param lossy] is true, the image will be "
"saved lossy, using the [param quality] setting between 0.0 and 1.0 "
"(inclusive). Lossless WebP offers more efficient compression than PNG.\n"
"[b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, "
"while PNG can save larger images."
msgstr ""
"将该图像作为 WebPWeb 图片)文件保存到 [param path] 中的文件中。默认情况下,"
"它将无损保存。如果 [param lossy] 为真,则该图像将使用介于 0.0 和 1.0(包含)之"
"间的 [param quality] 设置进行有损保存。无损 WebP 提供比 PNG 更有效的压缩。\n"
"[b]注意:[/b]WebP 格式的大小限制为 16383×16383 像素,而 PNG 可以保存更大的图"
"像。"
msgid ""
"Saves the image as a WebP (Web Picture) file to a byte array. By default it "
"will save lossless. If [param lossy] is true, the image will be saved lossy, "
"using the [param quality] setting between 0.0 and 1.0 (inclusive). Lossless "
"WebP offers more efficient compression than PNG.\n"
"[b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, "
"while PNG can save larger images."
msgstr ""
"将该图像作为 WebPWeb 图片)文件保存到字节数组中。默认情况下,它将无损保存。"
"如果 [param lossy] 为真,则该图像将使用介于 0.0 和 1.0(包含)之间的 [param "
"quality] 设置进行有损保存。无损 WebP 提供比 PNG 更有效的压缩。\n"
"[b]注意:[/b]WebP 格式的大小限制为 16383×16383 像素,而 PNG 可以保存更大的图"
"像。"
msgid ""
"Overwrites data of an existing [Image]. Non-static equivalent of [method "
"create_from_data]."
@ -59537,6 +59807,11 @@ msgstr ""
"[/codeblocks]\n"
"这与 [method set_pixel] 相同,只是使用一个 [Vector2i] 参数而不是两个整数参数。"
msgid ""
"Shrinks the image by a factor of 2 on each axis (this divides the pixel count "
"by 4)."
msgstr "在每个轴上将图像缩小 2 倍(这会将像素数除以 4。"
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
msgstr "将原始数据从 sRGB 色彩空间转换为线性比例。"
@ -60673,6 +60948,70 @@ msgstr ""
"默认情况下,死区根据动作死区的平均值自动计算。然而,你可以把死区覆盖为任何你想"
"要的值(在 0 到 1 的范围内)。"
msgid ""
"Returns [code]true[/code] when the user has [i]started[/i] pressing the "
"action event in the current frame or physics tick. It will only return "
"[code]true[/code] on the frame or tick that the user pressed down the "
"button.\n"
"This is useful for code that needs to run only once when an action is "
"pressed, instead of every frame while it's pressed.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
"[i]still[/i] pressed. An action can be pressed and released again rapidly, "
"and [code]true[/code] will still be returned so as not to miss input.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information.\n"
"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
"InputEvent.is_action_pressed] instead to query the action state of the "
"current event."
msgstr ""
"当用户在当前帧或物理周期中[i]开始[/i]按下动作事件时返回 [code]true[/code]。只"
"在用户按下按钮的那一帧或周期中为 [code]true[/code]。\n"
"如果代码只需要在动作按下时执行一次,而不是只要处于按下状态就每帧都需要执行,那"
"么这个方法就很有用。\n"
"如果 [param exact_match] 为 [code]false[/code],则会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。\n"
"[b]注意:[/b]返回 [code]true[/code] 并不意味着该动作[i]仍然[/i]处于按下状态。"
"动作在按下后是可以很快再释放的,为了不丢失输入,这种情况下仍然会返回 "
"[code]true[/code]。\n"
"[b]注意:[/b]由于键盘重影,即便该动作的某个键处于按下状态,[method "
"is_action_just_pressed] 仍可能会返回 [code]false[/code]。详情见文档中的"
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《输入示"
"例》[/url]。\n"
"[b]注意:[/b]在输入处理期间(例如 [method Node._input]),请使用 [method "
"InputEvent.is_action_pressed] 来查询当前事件的动作状态。"
msgid ""
"Returns [code]true[/code] when the user [i]stops[/i] pressing the action "
"event in the current frame or physics tick. It will only return [code]true[/"
"code] on the frame or tick that the user releases the button.\n"
"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
"[i]still[/i] not pressed. An action can be released and pressed again "
"rapidly, and [code]true[/code] will still be returned so as not to miss "
"input.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
"InputEvent.is_action_released] instead to query the action state of the "
"current event."
msgstr ""
"当用户在当前帧或物理周期中[i]停止[/i]按下动作事件时返回 [code]true[/code]。只"
"在用户松开按钮的那一帧或周期中为 [code]true[/code]。\n"
"[b]注意:[/b]返回 [code]true[/code] 并不意味着该动作[i]仍然[/i]处于松开状态。"
"动作在松开后是可以很快再按下的,为了不丢失输入,这种情况下仍然会返回 "
"[code]true[/code]。\n"
"如果 [param exact_match] 为 [code]false[/code],则会忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
"件的方向。\n"
"[b]注意:[/b]在输入处理期间(例如 [method Node._input]),请使用 [method "
"InputEvent.is_action_released] 来查询当前事件的动作状态。"
msgid ""
"Returns [code]true[/code] if you are pressing the action event.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
@ -65678,7 +66017,7 @@ msgid ""
"The style of the beginning of the polyline, if [member closed] is "
"[code]false[/code]. Use [enum LineCapMode] constants."
msgstr ""
"[member close] 为 [code]false[/code] 时折线开头样式。使用 [enum "
"[member closed] 为 [code]false[/code] 时折线开头样式。使用 [enum "
"LineCapMode] 常量。"
msgid ""
@ -65706,7 +66045,7 @@ msgid ""
"The style of the end of the polyline, if [member closed] is [code]false[/"
"code]. Use [enum LineCapMode] constants."
msgstr ""
"折线末端的样式,如果 [member close] 为 [code]false[/code]。使用 [enum "
"[member closed] 为 [code]false[/code] 时的折线末端样式。使用 [enum "
"LineCapMode] 常量。"
msgid ""
@ -74044,6 +74383,14 @@ msgstr ""
"如果这是一个实例加载占位符,则返回 [code]true[/code]。见 "
"[InstancePlaceholder]。"
msgid ""
"Returns the [SceneTree] that contains this node. Returns [code]null[/code] "
"and prints an error if this node is not inside the scene tree. See also "
"[method is_inside_tree]."
msgstr ""
"返回包含该节点的 [SceneTree]。如果该节点不在场景树内,则返回 [code]null[/"
"code] 并打印错误。另见 [method is_inside_tree]。"
msgid ""
"Returns the tree as a [String]. Used mainly for debugging purposes. This "
"version displays the path relative to the current node, and is good for copy/"
@ -92092,6 +92439,17 @@ msgstr ""
"能不那么重要。\n"
"仅在重新启动应用程序时才会应用此设置的更改。"
msgid ""
"Forces a [i]constant[/i] delay between frames in the main loop (in "
"milliseconds). In most situations, [member application/run/max_fps] should be "
"preferred as an FPS limiter as it's more precise.\n"
"This setting can be overridden using the [code]--frame-delay <ms;>[/code] "
"command line argument."
msgstr ""
"强制主循环中的帧之间有[i]恒定的[/i]延迟(以毫秒为单位)。在大多数情况下,应首"
"选 [member application/run/max_fps] 作为 FPS 限制器,因为它更精确。\n"
"可以使用 [code]--frame-delay <ms;>[/code] 命令行参数覆盖该设置。"
msgid ""
"If [code]true[/code], enables low-processor usage mode. This setting only "
"works on desktop platforms. The screen is not redrawn if nothing changes "
@ -100397,6 +100755,44 @@ msgstr "该矩形的宽度和高度。"
msgid "Base class for reference-counted objects."
msgstr "引用计数对象的基类。"
msgid ""
"Base class for any object that keeps a reference count. [Resource] and many "
"other helper objects inherit this class.\n"
"Unlike other [Object] types, [RefCounted]s keep an internal reference counter "
"so that they are automatically released when no longer in use, and only then. "
"[RefCounted]s therefore do not need to be freed manually with [method Object."
"free].\n"
"[RefCounted] instances caught in a cyclic reference will [b]not[/b] be freed "
"automatically. For example, if a node holds a reference to instance [code]A[/"
"code], which directly or indirectly holds a reference back to [code]A[/code], "
"[code]A[/code]'s reference count will be 2. Destruction of the node will "
"leave [code]A[/code] dangling with a reference count of 1, and there will be "
"a memory leak. To prevent this, one of the references in the cycle can be "
"made weak with [method @GlobalScope.weakref].\n"
"In the vast majority of use cases, instantiating and using [RefCounted]-"
"derived types is all you need to do. The methods provided in this class are "
"only for advanced users, and can cause issues if misused.\n"
"[b]Note:[/b] In C#, reference-counted objects will not be freed instantly "
"after they are no longer in use. Instead, garbage collection will run "
"periodically and will free reference-counted objects that are no longer in "
"use. This means that unused ones will linger on for a while before being "
"removed."
msgstr ""
"所有保持引用计数的对象的基类。[Resource] 和许多其他辅助对象继承该类。\n"
"与其他 [Object] 类型不同,[RefCounted] 保留一个内部引用计数器,以便它们在不再"
"使用时自动释放,并且仅在那时才会如此。因此,[RefCounted] 不需要使用 [method "
"Object.free] 手动释放。\n"
"陷入循环引用的 [RefCounted] 实例将[b]不会[/b]自动释放。例如,如果节点持有对实"
"例 [code]A[/code] 的引用,而该实例直接或间接持有对 [code]A[/code] 的引用,则 "
"[code]A[/code] 的引用计数将为 2。该节点的销毁将使 [code]A[/code] 悬空,引用计"
"数为 1并且会出现内存泄漏。为了防止这种情况可以使用 [method @GlobalScope."
"weakref] 将循环中的引用之一设置为弱引用。\n"
"在绝大多数用例中,只需实例化和使用 [RefCounted] 派生类型即可。该类中提供的方法"
"仅适用于高级用户,如果使用不当可能会导致问题。\n"
"[b]注意:[/b]在 C# 中,引用计数的对象在不再使用后不会立即被释放。相反,垃圾收"
"集将定期运行,并释放不再使用的引用计数对象。这意味着未使用的引用计数对象会在被"
"移除之前停留一段时间。"
msgid "Returns the current reference count."
msgstr "返回当前的引用计数。"
@ -109569,6 +109965,17 @@ msgstr "3D 粒子。"
msgid "Draw particles in the order that they appear in the particles array."
msgstr "按照粒子数组中出现的顺序绘制粒子。"
msgid ""
"Sort particles based on their lifetime. In other words, the particle with the "
"highest lifetime is drawn at the front."
msgstr "根据粒子的寿命对其进行排序。换句话说,寿命最长的粒子被绘制在前面。"
msgid ""
"Sort particles based on the inverse of their lifetime. In other words, the "
"particle with the lowest lifetime is drawn at the front."
msgstr ""
"根据粒子寿命的倒数对粒子进行排序。换句话说,寿命最短的粒子被绘制在前面。"
msgid "Sort particles based on their distance to the camera."
msgstr "根据粒子与相机的距离对其进行排序。"
@ -113387,8 +113794,9 @@ msgstr ""
"[b]注意:[/b][code]push_*/pop[/code] 函数不会影响 BBCode。\n"
"[b]注意:[/b]与 [Label] 不同,[RichTextLabel] 没有使文本水平居中的[i]属性[/"
"i]。请启用 [member bbcode_enabled] 并将文本包围在 [code skip-lint][center][/"
"code] 标签中,类似:[code][center]示例[/center][/code]。目前也没有垂直对齐文本"
"的内置方法,但这可以通过使用锚点/容器和 [member fit_content] 属性来模拟。"
"code] 标签中,类似:[code skip-lint][center]示例[/center][/code]。目前也没有垂"
"直对齐文本的内置方法,但这可以通过使用锚点/容器和 [member fit_content] 属性来"
"模拟。"
msgid "GUI Rich Text/BBcode Demo"
msgstr "GUI 富文本/BBcode 演示"
@ -117741,6 +118149,24 @@ msgstr ""
msgid "Returns the pose transform of the specified bone."
msgstr "返回指定骨骼的姿势变换。"
msgid ""
"Returns the pose position of the bone at [param bone_idx]. The returned "
"[Vector3] is in the local coordinate space of the [Skeleton3D] node."
msgstr ""
"返回骨骼在 [param bone_idx]处的姿势位置。返回的 [Vector3] 位于 [Skeleton3D] 节"
"点的局部坐标空间中。"
msgid ""
"Returns the pose rotation of the bone at [param bone_idx]. The returned "
"[Quaternion] is local to the bone with respect to the rotation of any parent "
"bones."
msgstr ""
"返回 [param bone_idx] 处骨骼的姿势旋转。返回的 [Quaternion] 是局部于该骨骼的,"
"且相对于任何父骨骼的旋转。"
msgid "Returns the pose scale of the bone at [param bone_idx]."
msgstr "返回 [param bone_idx] 处骨骼的姿态缩放。"
msgid "Returns the rest transform for a bone [param bone_idx]."
msgstr "返回骨骼 [param bone_idx] 的放松变换。"
@ -117838,6 +118264,25 @@ msgstr ""
"-1则该骨骼没有父级。\n"
"[b]注意:[/b][param parent_idx] 必须小于 [param bone_idx]。"
msgid ""
"Sets the pose position of the bone at [param bone_idx] to [param position]. "
"[param position] is a [Vector3] describing a position local to the "
"[Skeleton3D] node."
msgstr ""
"将 [param bone_idx] 处的骨骼姿势位置设置为 [param position]。[param position] "
"是一个 [Vector3],描述局部于 [Skeleton3D] 节点的位置。"
msgid ""
"Sets the pose rotation of the bone at [param bone_idx] to [param rotation]. "
"[param rotation] is a [Quaternion] describing a rotation in the bone's local "
"coordinate space with respect to the rotation of any parent bones."
msgstr ""
"将 [param bone_idx] 处骨骼的姿势旋转设置为 [param rotation]。[param rotation] "
"是一个 [Quaternion],描述该骨骼局部坐标空间中相对于任何父骨骼的旋转的旋转。"
msgid "Sets the pose scale of the bone at [param bone_idx] to [param scale]."
msgstr "将 [param bone_idx] 处骨骼的姿势缩放设置为 [param scale]。"
msgid "Sets the rest transform for bone [param bone_idx]."
msgstr "设置骨骼 [param bone_idx] 的放松变换。"
@ -126340,6 +126785,9 @@ msgstr "返回字体的加粗力度。"
msgid "Returns bitmap font fixed size."
msgstr "返回位图字体的固定大小。"
msgid "Returns bitmap font scaling mode."
msgstr "返回位图字体的缩放模式。"
msgid "Returns [code]true[/code] if font texture mipmap generation is enabled."
msgstr "如果启用了字体纹理 mipmap 生成,则返回 [code]true[/code]。"
@ -132150,7 +132598,7 @@ msgid ""
"equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t.y[/"
"code], and [code]t[2][/code] is equivalent to [code]t.origin[/code]."
msgstr ""
"使用索引访问变换的分量。[code]t[0][/code] 相当于 [code]t.x[/code]"
"使用变换分量的索引访问变换的分量。[code]t[0][/code] 相当于 [code]t.x[/code]"
"[code]t[1][/code] 相当于 [code]t.y[/code][code]t[2][/code] 相当于 [code]t."
"origin[/code]。"
@ -134187,7 +134635,7 @@ msgstr ""
"始重新播放每个动画都请新建一个 Tween。请记住Tween 是会立即开始的,所以请只在"
"需要开始动画时创建 Tween。\n"
"[b]注意:[/b]该补间在当前帧中的所有节点之后进行处理,即节点的 [method Node."
"_process] 方法(或 [method Node._physicals_process],具体取决于传递给 [method "
"_process] 方法(或 [method Node._physics_process],具体取决于传递给 [method "
"set_process_mode] 的值)会在补间之前被调用。"
msgid ""
@ -145497,7 +145945,7 @@ msgid ""
"automatic scale factor determined by [member content_scale_size]."
msgstr ""
"决定 2D 元素最终缩放系数的策略。会影响 [member content_scale_factor] 的使用,"
"与 [member display/window/stretch/mode] 决定的自动缩放系数共同生效。"
"与 [member content_scale_size] 决定的自动缩放系数共同生效。"
msgid "The screen the window is currently on."
msgstr "该窗口当前所在的屏幕。"