i18n: Sync translations with Weblate
This commit is contained in:
@ -80,8 +80,8 @@ msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine class reference\n"
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
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"PO-Revision-Date: 2023-11-15 10:06+0000\n"
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"Last-Translator: HugeGameArt <hugegameartgd@gmail.com>\n"
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"PO-Revision-Date: 2023-11-20 14:00+0000\n"
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"Last-Translator: Tobias Mohr <tobias_mohr_1991@gmx.de>\n"
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"Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
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"class-reference/de/>\n"
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"Language: de\n"
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@ -89,7 +89,7 @@ msgstr ""
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8-bit\n"
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"Plural-Forms: nplurals=2; plural=n != 1;\n"
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"X-Generator: Weblate 5.2-dev\n"
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"X-Generator: Weblate 5.2\n"
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msgid "Description"
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msgstr "Beschreibung"
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@ -3838,6 +3838,33 @@ msgstr ""
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"[/codeblock]\n"
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"Siehe auch: [method typeof]."
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msgid ""
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"Returns the internal type of the given [param variable], using the [enum "
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"Variant.Type] values.\n"
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"[codeblock]\n"
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"var json = JSON.new()\n"
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"json.parse('[\"a\", \"b\", \"c\"]')\n"
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"var result = json.get_data()\n"
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"if typeof(result) == TYPE_ARRAY:\n"
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" print(result[0]) # Prints a\n"
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"else:\n"
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" print(\"Unexpected result\")\n"
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"[/codeblock]\n"
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"See also [method type_string]."
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msgstr ""
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"Gibt den internen Typ der angegebenen [param variable] zurück, unter "
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"Verwendung der [enum Variant.Type]-Werte.\n"
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"[codeblock]\n"
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"var json = JSON.new()\n"
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"json.parse('[\"a\", \"b\", \"c\"]')\n"
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"var result = json.get_data()\n"
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"if typeof(result) == TYPE_ARRAY:\n"
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" print(result[0]) # Prints a\n"
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"else:\n"
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" print(\"Unexpected result\")\n"
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"[/codeblock]\n"
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"Siehe auch [method type_string]."
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msgid ""
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"Encodes a [Variant] value to a byte array, without encoding objects. "
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"Deserialization can be done with [method bytes_to_var].\n"
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@ -6513,16 +6540,15 @@ msgid ""
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"[code]transform.affine_inverse() * aabb[/code] can be used instead. See "
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"[method Transform3D.affine_inverse]."
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msgstr ""
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"Invertiert die (multipliziert im mathematischen Sinn) die gegebene Matrix "
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"[AABB] mit der gegebenen [Transform3D] Transformationsmatrix, unter der "
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"Annahme dass die Transformationsbasis orthogonal zur gegebenen Matrix "
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"steht(also ist Rotation/Reflektion normal, aber Skalierung nicht).\n"
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"[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * "
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"aabb[/code]. \n"
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"Siehe auch [method Transform3D.inverse] um mit der Inversen einer affinen "
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"Transformation zu invertieren.\n"
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"[code]transform.affine_inverse() * aabb[/code] kann auch verwendet werden. \n"
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"Siehe [methodTransform3D.affine_inverse]."
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"Transformiert (multipliziert) die [AABB] invers mit der gegebenen "
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"[Transform3D]-Transformationsmatrix, unter der Annahme, dass die "
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"Transformationsbasis orthonormal ist (d. h. Drehung/Reflexion ist in Ordnung, "
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"Skalierung/Skew nicht).\n"
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"[code]aabb * transform[/code] ist äquivalent zu [code]transform.inverse() * "
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"aabb[/code]. Siehe [Methode Transform3D.inverse].\n"
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"Für die Transformation durch die Inverse einer affinen Transformation (z.B. "
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"mit Skalierung) kann stattdessen [code]transform.affine_inverse() * aabb[/"
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"code] verwendet werden. Siehe [Methode Transform3D.affine_inverse]."
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msgid ""
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"Returns [code]true[/code] if the AABBs are exactly equal.\n"
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@ -13955,6 +13981,147 @@ msgstr ""
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msgid "An audio stream with utilities for procedural sound generation."
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msgstr "Ein Audiostrom mit Hilfsprogrammen für die prozedurale Klangerzeugung."
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msgid ""
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"[AudioStreamGenerator] is a type of audio stream that does not play back "
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"sounds on its own; instead, it expects a script to generate audio data for "
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"it. See also [AudioStreamGeneratorPlayback].\n"
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"Here's a sample on how to use it to generate a sine wave:\n"
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"[codeblocks]\n"
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"[gdscript]\n"
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"var playback # Will hold the AudioStreamGeneratorPlayback.\n"
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"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n"
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"var pulse_hz = 440.0 # The frequency of the sound wave.\n"
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"\n"
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"func _ready():\n"
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" $AudioStreamPlayer.play()\n"
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" playback = $AudioStreamPlayer.get_stream_playback()\n"
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" fill_buffer()\n"
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"\n"
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"func fill_buffer():\n"
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" var phase = 0.0\n"
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" var increment = pulse_hz / sample_hz\n"
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" var frames_available = playback.get_frames_available()\n"
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"\n"
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" for i in range(frames_available):\n"
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" playback.push_frame(Vector2.ONE * sin(phase * TAU))\n"
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" phase = fmod(phase + increment, 1.0)\n"
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"[/gdscript]\n"
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"[csharp]\n"
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"[Export] public AudioStreamPlayer Player { get; set; }\n"
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"\n"
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"private AudioStreamGeneratorPlayback _playback; // Will hold the "
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"AudioStreamGeneratorPlayback.\n"
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"private float _sampleHz;\n"
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"private float _pulseHz = 440.0f; // The frequency of the sound wave.\n"
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"\n"
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"public override void _Ready()\n"
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"{\n"
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" if (Player.Stream is AudioStreamGenerator generator) // Type as a "
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"generator to access MixRate.\n"
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" {\n"
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" _sampleHz = generator.MixRate;\n"
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" Player.Play();\n"
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" _playback = (AudioStreamGeneratorPlayback)Player."
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"GetStreamPlayback();\n"
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" FillBuffer();\n"
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" }\n"
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"}\n"
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"\n"
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"public void FillBuffer()\n"
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"{\n"
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" double phase = 0.0;\n"
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" float increment = _pulseHz / _sampleHz;\n"
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" int framesAvailable = _playback.GetFramesAvailable();\n"
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"\n"
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" for (int i = 0; i < framesAvailable; i++)\n"
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" {\n"
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" _playback.PushFrame(Vector2.One * (float)Mathf.Sin(phase * Mathf."
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"Tau));\n"
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" phase = Mathf.PosMod(phase + increment, 1.0);\n"
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" }\n"
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"}\n"
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"[/csharp]\n"
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"[/codeblocks]\n"
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"In the example above, the \"AudioStreamPlayer\" node must use an "
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"[AudioStreamGenerator] as its stream. The [code]fill_buffer[/code] function "
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"provides audio data for approximating a sine wave.\n"
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"See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
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"spectrum analysis.\n"
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"[b]Note:[/b] Due to performance constraints, this class is best used from C# "
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"or from a compiled language via GDExtension. If you still want to use this "
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"class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
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"Hz or 22,050 Hz."
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msgstr ""
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"[AudioStreamGenerator] ist ein Typ von Audiostream, der nicht von sich aus "
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"Töne abspielt, sondern ein Skript erwartet, das Audiodaten für ihn erzeugt. "
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"Siehe auch [AudioStreamGeneratorPlayback].\n"
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||||
"Hier ist ein Beispiel, wie man damit eine Sinuswelle erzeugt:\n"
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"[codeblocks]\n"
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"[gdscript]\n"
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"var playback # Will hold the AudioStreamGeneratorPlayback.\n"
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||||
"@onready var sample_hz = $AudioStreamPlayer.stream.mix_rate\n"
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||||
"var pulse_hz = 440.0 # The frequency of the sound wave.\n"
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||||
"\n"
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"func _ready():\n"
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" $AudioStreamPlayer.play()\n"
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||||
" playback = $AudioStreamPlayer.get_stream_playback()\n"
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" fill_buffer()\n"
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"\n"
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"func fill_buffer():\n"
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||||
" var phase = 0.0\n"
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||||
" var increment = pulse_hz / sample_hz\n"
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||||
" var frames_available = playback.get_frames_available()\n"
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"\n"
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||||
" for i in range(frames_available):\n"
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||||
" playback.push_frame(Vector2.ONE * sin(phase * TAU))\n"
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||||
" phase = fmod(phase + increment, 1.0)\n"
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"[/gdscript]\n"
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||||
"[csharp]\n"
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||||
"[Export] public AudioStreamPlayer Player { get; set; }\n"
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||||
"\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"
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||||
" {\n"
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||||
" _sampleHz = generator.MixRate;\n"
|
||||
" Player.Play();\n"
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||||
" _playback = (AudioStreamGeneratorPlayback)Player."
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||||
"GetStreamPlayback();\n"
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" FillBuffer();\n"
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||||
" }\n"
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||||
"}\n"
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||||
"\n"
|
||||
"public void FillBuffer()\n"
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||||
"{\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"
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||||
"}\n"
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||||
"[/csharp]\n"
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||||
"[/codeblocks]\n"
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||||
"Im obigen Beispiel muss der Knoten \"AudioStreamPlayer\" einen "
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||||
"[AudioStreamGenerator] als Stream verwenden. Die Funktion [code]fill_buffer[/"
|
||||
"code] liefert Audiodaten zur Annäherung an eine Sinuswelle.\n"
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||||
"Siehe auch [AudioEffectSpectrumAnalyzer] zur Durchführung einer Echtzeit-"
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||||
"Audio-Spektrum-Analyse.\n"
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||||
"[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 ""
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||||
"The length of the buffer to generate (in seconds). Lower values result in "
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||||
"less latency, but require the script to generate audio data faster, resulting "
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@ -17017,6 +17184,13 @@ msgstr ""
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msgid "Constructs an empty [Dictionary]."
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msgstr "Konstruiert ein leeres [Dictionary]."
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msgid ""
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||||
"Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/"
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||||
"code]). See also [method size]."
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msgstr ""
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||||
"Gibt [code]true[/code] zurück, wenn das Wörterbuch leer ist (seine Größe ist "
|
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"[code]0[/code]). Siehe auch [Methode size]."
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msgid "File system"
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msgstr "Dateisystem"
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@ -17583,6 +17757,9 @@ msgstr ""
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||||
"Ermöglicht es einer Anwendung, die persönlichen Profildaten des Benutzers zu "
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"lesen."
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msgid "Allows an application to read the user dictionary."
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msgstr "Ermöglicht es einer Anwendung, das Benutzerwörterbuch zu lesen."
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msgid "Deprecated in API level 15."
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msgstr "Veraltet in API-Level 15."
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@ -17925,6 +18102,81 @@ msgstr ""
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"Viewport.set_input_as_handled] beeinflusst, da diese Methoden nur die Art und "
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"Weise betreffen, wie Eingaben im [SceneTree] weitergegeben werden."
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msgid ""
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"Returns [code]true[/code] when the user has [i]started[/i] pressing the "
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"action event in the current frame or physics tick. It will only return "
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"[code]true[/code] on the frame or tick that the user pressed down the "
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"button.\n"
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"This is useful for code that needs to run only once when an action is "
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"pressed, instead of every frame while it's pressed.\n"
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"If [param exact_match] is [code]false[/code], it ignores additional input "
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"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
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"direction for [InputEventJoypadMotion] events.\n"
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"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
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"[i]still[/i] pressed. An action can be pressed and released again rapidly, "
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"and [code]true[/code] will still be returned so as not to miss input.\n"
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"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
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||||
"return [code]false[/code] even if one of the action's keys is pressed. See "
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"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
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||||
"examples[/url] in the documentation for more information.\n"
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"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
|
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"InputEvent.is_action_pressed] instead to query the action state of the "
|
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"current event."
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msgstr ""
|
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"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"
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||||
"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."
|
||||
|
||||
@ -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。"
|
||||
"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 "
|
||||
@ -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 WebP(Web 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 WebP(Web 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] 时折线开头的样式。使用 [enum "
|
||||
"[member closed] 为 [code]false[/code] 时的折线开头样式。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 ""
|
||||
"使用其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。"
|
||||
|
||||
Reference in New Issue
Block a user