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@@ -86,7 +86,7 @@ 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: 2023-11-16 07:52+0000\n"
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+"PO-Revision-Date: 2023-11-19 00:34+0000\n"
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"Last-Translator: 风青山 <[email protected]>\n"
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"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
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"godot-engine/godot-class-reference/zh_Hans/>\n"
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@@ -2071,7 +2071,7 @@ msgid ""
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msgstr ""
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"根据 [param weight] 定义的系数,以及 [param pre] 和 [param post] 值,在两个旋"
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"转值之间的最短路径进行三次插值。另见 [method lerp_angle]。\n"
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-"它可以根据时间值执行比 [code]cubic_interpolate()[/code] 更平滑的插值。"
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+"它可以根据时间值执行比 [method cubic_interpolate] 更平滑的插值。"
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msgid ""
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"Cubic interpolates between two values by the factor defined in [param weight] "
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@@ -3783,7 +3783,7 @@ msgstr ""
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"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 "
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"[Vector2] 时将总是返回 [constant Vector2.ZERO]。只要 [param type] 是一个有效"
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"的 Variant 类型,此方法就永远不会显示错误消息。\n"
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-"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"
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+"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"
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"类型相同。\n"
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"[codeblock]\n"
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"type_convert(\"Hi!\", TYPE_INT) # 返回 0\n"
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@@ -3900,6 +3900,25 @@ msgstr ""
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"[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"
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"都是空值。"
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+msgid ""
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+"Returns a [WeakRef] instance holding a weak reference to [param obj]. Returns "
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+"an empty [WeakRef] instance if [param obj] is [code]null[/code]. Prints an "
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+"error and returns [code]null[/code] if [param obj] is neither [Object]-"
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+"derived nor [code]null[/code].\n"
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+"A weak reference to an object is not enough to keep the object alive: when "
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+"the only remaining references to a referent are weak references, garbage "
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+"collection is free to destroy the referent and reuse its memory for something "
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+"else. However, until the object is actually destroyed the weak reference may "
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+"return the object even if there are no strong references to it."
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+msgstr ""
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+"返回一个 [WeakRef] 实例,其中包含对 [param obj] 的弱引用。如果 [param obj] 为 "
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+"[code]null[/code],则返回空的 [WeakRef] 实例。如果 [param obj] 既不是 "
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+"[Object] 派生实例,也不是 [code]null[/code],则打印错误并返回 [code]null[/"
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+"code]。\n"
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+"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"
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+"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"
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+"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。"
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+
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msgid ""
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"Wraps the [Variant] [param value] between [param min] and [param max]. Can be "
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"used for creating loop-alike behavior or infinite surfaces.\n"
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@@ -5612,6 +5631,13 @@ msgid ""
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msgstr ""
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"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)。"
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+msgid ""
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+"Hints that the property's value is an object encoded as object ID, with its "
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+"type specified in the hint string. Used by the debugger."
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+msgstr ""
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+"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"
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+"试器。"
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+
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msgid ""
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"If a property is [String], hints that the property represents a particular "
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"type (class). This allows to select a type from the create dialog. The "
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@@ -5781,6 +5807,57 @@ msgstr ""
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"[/codeblocks]\n"
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"[b]注意:[/b]后缀冒号是必须的,否则无法正确识别内置类型。"
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+msgid ""
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+"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
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+"future."
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+msgstr "[i]已废弃。[/i]该提示未被用于任何地方,将来会被移除。"
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+
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+msgid "Hints that an object is too big to be sent via the debugger."
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+msgstr "提示对象太大而无法通过调试器发送。"
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+
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+msgid ""
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+"Hints that the hint string specifies valid node types for property of type "
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+"[NodePath]."
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+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。"
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+
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+msgid ""
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+"Hints that a [String] property is a path to a file. Editing it will show a "
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+"file dialog for picking the path for the file to be saved at. The dialog has "
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+"access to the project's directory. The hint string can be a set of filters "
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+"with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog."
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+"filters]."
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+msgstr ""
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+"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"
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+"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,"
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+"例如 [code]\"*.png,*.jpg\"[/code]。另请参阅 [member FileDialog.filters]。"
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+
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+msgid ""
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+"Hints that a [String] property is a path to a file. Editing it will show a "
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+"file dialog for picking the path for the file to be saved at. The dialog has "
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+"access to the entire filesystem. The hint string can be a set of filters with "
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+"wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member FileDialog."
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+"filters]."
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+msgstr ""
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+"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"
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+"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"
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+"器,例如 [code]\"*.png,*.jpg\"[/code]。另请参阅 [member FileDialog.filters]。"
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+
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+msgid ""
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+"Hints that an [int] property is an object ID.\n"
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+"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
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+"future."
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+msgstr ""
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+"提示 [int] 属性是对象 ID。\n"
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+"[i]已废弃。[/i]该提示不会用于任何地方,将来会被移除。"
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+
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+msgid "Hints that an [int] property is a pointer. Used by GDExtension."
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+msgstr "提示 [int] 属性是一个指针。用于 GDExtension。"
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+
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+msgid ""
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+"Hints that a property is an [Array] with the stored type specified in the "
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+"hint string."
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+msgstr "提示属性是一个 [Array],其存储类型在提示字符串中指定。"
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+
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msgid ""
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"Hints that a string property is a locale code. Editing it will show a locale "
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"dialog for picking language and country."
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@@ -5794,6 +5871,14 @@ msgid ""
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msgstr ""
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"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。"
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+msgid ""
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+"Hints that a property is an instance of a [Node]-derived type, optionally "
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+"specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it will "
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+"show a dialog for picking a node from the scene."
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+msgstr ""
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+"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 "
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+"[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。"
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+
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msgid ""
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"Hints that a quaternion property should disable the temporary euler editor."
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msgstr "提示四元数属性应当禁用临时欧拉值编辑器。"
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@@ -5838,6 +5923,11 @@ msgid ""
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msgstr ""
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"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]。"
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+msgid ""
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+"The property is a bitfield, i.e. it contains multiple flags represented as "
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+"bits."
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+msgstr "该属性是一个位字段,即它包含多个被表示为位的标志。"
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+
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msgid "The property does not save its state in [PackedScene]."
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msgstr "该属性不在 [PackedScene] 中保存其状态。"
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@@ -5849,6 +5939,31 @@ msgid ""
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"scene file."
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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。"
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+msgid ""
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+"The property value of type [Object] will be stored even if its value is "
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+"[code]null[/code]."
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+msgstr "即使 [Object] 类型的属性值为 [code]null[/code],也会被存储。"
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+
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+msgid "If this property is modified, all inspector fields will be refreshed."
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+msgstr "如果该属性被修改,则所有检查器字段都将被刷新。"
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+
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+msgid ""
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+"Signifies a default value from a placeholder script instance.\n"
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+"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
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+"future."
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+msgstr ""
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+"表示占位符脚本实例的默认值。\n"
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+"[i]已废弃。[/i]该提示不会用于任何地方,将来会被移除。"
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+
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+msgid ""
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+"The property is an enum, i.e. it only takes named integer constants from its "
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+"associated enumeration."
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+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。"
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+
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+msgid ""
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+"If property has [code]nil[/code] as default value, its type will be [Variant]."
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+msgstr "如果属性将 [code]nil[/code] 作为默认值,则其类型将为 [Variant]。"
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+
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msgid "The property is an array."
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msgstr "该属性为数组。"
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@@ -5874,6 +5989,48 @@ msgid ""
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"(the Compatibility rendering method is excluded)."
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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。"
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+msgid ""
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+"The [NodePath] property will always be relative to the scene's root. Mostly "
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+"useful for local resources."
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+msgstr "[NodePath] 属性将始终相对于场景根。对于本地资源来说最有用。"
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+
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+msgid ""
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+"Use when a resource is created on the fly, i.e. the getter will always return "
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+"a different instance. [ResourceSaver] needs this information to properly save "
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+"such resources."
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+msgstr ""
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+"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"
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+"该信息来正确保存这种资源。"
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+
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+msgid ""
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+"Inserting an animation key frame of this property will automatically "
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+"increment the value, allowing to easily keyframe multiple values in a row."
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+msgstr ""
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+"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"
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+"帧。"
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+
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+msgid ""
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+"When loading, the resource for this property can be set at the end of "
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+"loading.\n"
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+"[i]Deprecated.[/i] This hint is not used anywhere and will be removed in the "
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+"future."
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+msgstr ""
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+"加载时,可以在加载结束时设置该属性的资源。\n"
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+"[i]已废弃。[/i]该提示不会用于任何地方,将来会被移除。"
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+
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+msgid ""
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+"When this property is a [Resource] and base object is a [Node], a resource "
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+"instance will be automatically created whenever the node is created in the "
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+"editor."
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+msgstr ""
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+"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,"
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+"都会自动创建一个资源实例。"
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+
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+msgid ""
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+"The property is considered a basic setting and will appear even when advanced "
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+"mode is disabled. Used for project settings."
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+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。"
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+
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msgid "The property is read-only in the [EditorInspector]."
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msgstr "该属性在 [EditorInspector] 中只读。"
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@@ -14422,11 +14579,9 @@ msgid ""
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"[b]Note:[/b] This can be expensive; it is not recommended to call [method "
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"get_output_latency] every frame."
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msgstr ""
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-"返回音频驱动程序的有效输出延迟。该方法基于 [ 成员 ProjectSettings.audio/"
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-"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"
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-"同。\n"
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-"[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 "
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-"get_output_latency]。"
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+"返回音频驱动的实际输出延迟。基于 [member ProjectSettings.audio/driver/"
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+"output_latency],但实际的返回值取决于操作系统和音频驱动。\n"
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+"[b]注意:[/b]可能开销较大;不建议每帧都调用 [method get_output_latency]。"
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msgid "Returns the speaker configuration."
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msgstr "返回扬声器的配置。"
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@@ -14912,9 +15067,12 @@ msgid ""
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"This class is part of the audio stream system, which also supports WAV files "
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"through the [AudioStreamWAV] class."
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msgstr ""
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-"AudioStreamOggVorbis 类是专用于处理 Ogg Vorbis 文件格式的 [ 音频流 ] 类。它提"
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-"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"
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-"的一部分,该系统还通过 [AudioStreamWAV] 类支持 WAV 系统。"
|
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+"AudioStreamOggVorbis 类是专用于处理 Ogg Vorbis 文件格式的 [AudioStream] 类。它"
|
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+"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"
|
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+"统的一部分,该系统还通过 [AudioStreamWAV] 类支持 WAV 系统。"
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+
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+msgid "Runtime file loading and saving"
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+msgstr "运行时文件加载与保存"
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msgid ""
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"Creates a new AudioStreamOggVorbis instance from the given buffer. The buffer "
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@@ -14935,8 +15093,8 @@ msgid ""
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"loop_offset] once it is done playing. Useful for ambient sounds and "
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"background music."
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msgstr ""
|
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-"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"
|
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-"再次播放。该方法对环境声音和背景音乐很有用。"
|
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+"如果为 [code]true[/code],则音频播放完成后将从 [member loop_offset] 指定的位置"
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+"再次播放。可用于环境声音和背景音乐。"
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msgid "Contains the raw Ogg data for this stream."
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msgstr "包含用于这个流的原始 Ogg 数据。"
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@@ -29491,6 +29649,11 @@ msgstr ""
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msgid "Particles are drawn in the order emitted."
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msgstr "粒子按发射顺序绘制。"
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+msgid ""
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+"Particles are drawn in order of remaining lifetime. In other words, the "
|
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+"particle with the highest lifetime is drawn at the front."
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+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。"
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+
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msgid ""
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"Use with [method set_param_min], [method set_param_max], and [method "
|
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"set_param_curve] to set initial velocity properties."
|
|
@@ -55012,6 +55175,11 @@ msgstr ""
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"因此它永远不会发出。\n"
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"[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。"
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+msgid ""
|
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+"Particles are drawn in reverse order of remaining lifetime. In other words, "
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+"the particle with the lowest lifetime is drawn at the front."
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+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。"
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+
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msgid "Particle starts at the specified position."
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msgstr "粒子在指定位置开始。"
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@@ -59194,6 +59362,28 @@ msgstr "水平翻转图像。"
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msgid "Flips the image vertically."
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msgstr "垂直翻转图像。"
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+msgid ""
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+"Generates mipmaps for the image. Mipmaps are precalculated lower-resolution "
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+"copies of the image that are automatically used if the image needs to be "
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+"scaled down when rendered. They help improve image quality and performance "
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+"when rendering. This method returns an error if the image is compressed, in a "
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+"custom format, or if the image's width/height is [code]0[/code]. Enabling "
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+"[param renormalize] when generating mipmaps for normal map textures will make "
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+"sure all resulting vector values are normalized.\n"
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+"It is possible to check if the image has mipmaps by calling [method "
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+"has_mipmaps] or [method get_mipmap_count]. Calling [method generate_mipmaps] "
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+"on an image that already has mipmaps will replace existing mipmaps in the "
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+"image."
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+msgstr ""
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+"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"
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+"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"
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+"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 "
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+"[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 "
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+"renormalize] 能够确保得到的所有向量值都是归一化的。\n"
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+"调用 [method has_mipmaps] 或 [method get_mipmap_count] 能够检查图像是否使用多"
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+"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"
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+"该图像中已有的多级渐远纹理。"
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+
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msgid "Returns a copy of the image's raw data."
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msgstr "返回图像原始数据的副本。"
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@@ -59286,12 +59476,45 @@ msgstr ""
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"[code]user://[/code] 目录的图像,并且可能不适用于导出的项目。\n"
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"另请参阅 [ImageTexture] 说明,以获取使用示例。"
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+msgid ""
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+"Loads an image from the binary contents of a BMP file.\n"
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+"[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. Only "
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+"1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.\n"
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+"[b]Note:[/b] This method is only available in engine builds with the BMP "
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+"module enabled. By default, the BMP module is enabled, but it can be disabled "
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+"at build-time using the [code]module_bmp_enabled=no[/code] SCons option."
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+msgstr ""
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+"从 BMP 文件的二进制内容加载图像。\n"
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+"[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 "
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+"位、8 位、24 位和 32 位的图像。\n"
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+"[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"
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+"启用的,但可以在构建时使用 [code]module_bmp_enabled=no[/code] SCons 选项禁用"
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+"它。"
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+
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msgid "Creates a new [Image] and loads data from the specified file."
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msgstr "创建一个新的 [Image] 并从指定文件加载数据。"
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msgid "Loads an image from the binary contents of a JPEG file."
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msgstr "从 JPEG 文件的二进制内容加载图像。"
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+msgid ""
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+"Loads an image from the binary contents of a [url=https://github.com/"
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+"KhronosGroup/KTX-Software]KTX[/url] file. Unlike most image formats, KTX can "
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+"store VRAM-compressed data and embed mipmaps.\n"
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+"[b]Note:[/b] Godot's libktx implementation only supports 2D images. Cubemaps, "
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+"texture arrays, and de-padding are not supported.\n"
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+"[b]Note:[/b] This method is only available in engine builds with the KTX "
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+"module enabled. By default, the KTX module is enabled, but it can be disabled "
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+"at build-time using the [code]module_ktx_enabled=no[/code] SCons option."
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+msgstr ""
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+"从 [url=https://github.com/KhronosGroup/KTX-Software]KTX[/url] 文件的二进制内"
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+"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"
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+"[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、"
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+"和去填充。\n"
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+"[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"
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+"启用的,但可以在构建时使用 [code]module_ktx_enabled=no[/code] SCons 选项禁用"
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+"它。"
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+
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msgid "Loads an image from the binary contents of a PNG file."
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msgstr "从 PNG 文件的二进制内容加载图像。"
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@@ -59322,6 +59545,17 @@ msgstr ""
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"启用的,但可以在构建时使用 [code]module_svg_enabled=no[/code] SCons 选项禁用"
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"它。"
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+msgid ""
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+"Loads an image from the binary contents of a TGA file.\n"
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+"[b]Note:[/b] This method is only available in engine builds with the TGA "
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+"module enabled. By default, the TGA module is enabled, but it can be disabled "
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+"at build-time using the [code]module_tga_enabled=no[/code] SCons option."
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+msgstr ""
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+"从 TGA 文件的二进制内容加载图像。\n"
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+"[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"
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+"启用的,但可以在构建时使用 [code]module_tga_enabled=no[/code] SCons 选项禁用"
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+"它。"
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+
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msgid "Loads an image from the binary contents of a WebP file."
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msgstr "从 WebP 文件的二进制内容加载图像。"
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@@ -59333,6 +59567,14 @@ msgstr ""
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"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"
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"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。"
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+msgid ""
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+"Multiplies color values with alpha values. Resulting color values for a pixel "
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+"are [code](color * alpha)/256[/code]. See also [member CanvasItemMaterial."
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+"blend_mode]."
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+msgstr ""
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+"将颜色值与 Alpha 值相乘。像素的最终颜色值为 [code](color * alpha)/256[/code]。"
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+"另见 [member CanvasItemMaterial.blend_mode]。"
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+
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msgid ""
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"Resizes the image to the given [param width] and [param height]. New pixels "
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"are calculated using the [param interpolation] mode defined via [enum "
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@@ -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
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msgid "Saves the image as a PNG file to a byte array."
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msgstr "将该图像作为 PNG 文件保存到字节数组中。"
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+msgid ""
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+"Saves the image as a WebP (Web Picture) file to the file at [param path]. By "
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+"default it will save lossless. If [param lossy] is true, the image will be "
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+"saved lossy, using the [param quality] setting between 0.0 and 1.0 "
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+"(inclusive). Lossless WebP offers more efficient compression than PNG.\n"
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+"[b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, "
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+"while PNG can save larger images."
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+msgstr ""
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+"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,"
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+"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"
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+"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"
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+"[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"
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+"像。"
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+
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+msgid ""
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+"Saves the image as a WebP (Web Picture) file to a byte array. By default it "
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+"will save lossless. If [param lossy] is true, the image will be saved lossy, "
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+"using the [param quality] setting between 0.0 and 1.0 (inclusive). Lossless "
|
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+"WebP offers more efficient compression than PNG.\n"
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+"[b]Note:[/b] The WebP format is limited to a size of 16383×16383 pixels, "
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+"while PNG can save larger images."
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+msgstr ""
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+"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。"
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+"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 "
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+"quality] 设置进行有损保存。无损 WebP 提供比 PNG 更有效的压缩。\n"
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+"[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"
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+"像。"
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+
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msgid ""
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"Overwrites data of an existing [Image]. Non-static equivalent of [method "
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"create_from_data]."
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@@ -59537,6 +59807,11 @@ msgstr ""
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"[/codeblocks]\n"
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"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。"
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+msgid ""
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+"Shrinks the image by a factor of 2 on each axis (this divides the pixel count "
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+"by 4)."
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+msgstr "在每个轴上将图像缩小 2 倍(这会将像素数除以 4)。"
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+
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msgid "Converts the raw data from the sRGB colorspace to a linear scale."
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msgstr "将原始数据从 sRGB 色彩空间转换为线性比例。"
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@@ -60673,6 +60948,70 @@ msgstr ""
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"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"
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"要的值(在 0 到 1 的范围内)。"
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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=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
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+"examples[/url] in the documentation for more information.\n"
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+"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
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+"InputEvent.is_action_pressed] instead to query the action state of the "
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+"current event."
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+msgstr ""
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+"当用户在当前帧或物理周期中[i]开始[/i]按下动作事件时返回 [code]true[/code]。只"
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+"在用户按下按钮的那一帧或周期中为 [code]true[/code]。\n"
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+"如果代码只需要在动作按下时执行一次,而不是只要处于按下状态就每帧都需要执行,那"
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+"么这个方法就很有用。\n"
|
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+"如果 [param exact_match] 为 [code]false[/code],则会忽略 [InputEventKey] 和 "
|
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+"[InputEventMouseButton] 事件的额外输入修饰键,以及 [InputEventJoypadMotion] 事"
|
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+"件的方向。\n"
|
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+"[b]注意:[/b]返回 [code]true[/code] 并不意味着该动作[i]仍然[/i]处于按下状态。"
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+"动作在按下后是可以很快再释放的,为了不丢失输入,这种情况下仍然会返回 "
|
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+"[code]true[/code]。\n"
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+"[b]注意:[/b]由于键盘重影,即便该动作的某个键处于按下状态,[method "
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+"is_action_just_pressed] 仍可能会返回 [code]false[/code]。详情见文档中的"
|
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+"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《输入示"
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+"例》[/url]。\n"
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+"[b]注意:[/b]在输入处理期间(例如 [method Node._input]),请使用 [method "
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+"InputEvent.is_action_pressed] 来查询当前事件的动作状态。"
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+
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+msgid ""
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+"Returns [code]true[/code] when the user [i]stops[/i] pressing the action "
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+"event in the current frame or physics tick. It will only return [code]true[/"
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+"code] on the frame or tick that the user releases the button.\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] not pressed. An action can be released and pressed again "
|
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+"rapidly, and [code]true[/code] will still be returned so as not to miss "
|
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+"input.\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] During input handling (e.g. [method Node._input]), use [method "
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+"InputEvent.is_action_released] instead to query the action state of the "
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+"current event."
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+msgstr ""
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+"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"
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+"在用户松开按钮的那一帧或周期中为 [code]true[/code]。\n"
|
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+"[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。"
|
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|
+"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 "
|
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|
+"[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 "
|
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+"InputEvent.is_action_released] 来查询当前事件的动作状态。"
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+
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msgid ""
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"Returns [code]true[/code] if you are pressing the action event.\n"
|
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"If [param exact_match] is [code]false[/code], it ignores additional input "
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@@ -65678,7 +66017,7 @@ msgid ""
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"The style of the beginning of the polyline, if [member closed] is "
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"[code]false[/code]. Use [enum LineCapMode] constants."
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msgstr ""
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-"[member close] 为 [code]false[/code] 时折线开头的样式。使用 [enum "
|
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+"[member closed] 为 [code]false[/code] 时的折线开头样式。使用 [enum "
|
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"LineCapMode] 常量。"
|
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|
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msgid ""
|
|
@@ -65706,7 +66045,7 @@ msgid ""
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"The style of the end of the polyline, if [member closed] is [code]false[/"
|
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"code]. Use [enum LineCapMode] constants."
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msgstr ""
|
|
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-"折线末端的样式,如果 [member close] 为 [code]false[/code]。使用 [enum "
|
|
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+"[member closed] 为 [code]false[/code] 时的折线末端样式。使用 [enum "
|
|
|
"LineCapMode] 常量。"
|
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|
|
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msgid ""
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@@ -74044,6 +74383,14 @@ msgstr ""
|
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"如果这是一个实例加载占位符,则返回 [code]true[/code]。见 "
|
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"[InstancePlaceholder]。"
|
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|
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+msgid ""
|
|
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+"Returns the [SceneTree] that contains this node. Returns [code]null[/code] "
|
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+"and prints an error if this node is not inside the scene tree. See also "
|
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+"[method is_inside_tree]."
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+msgstr ""
|
|
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+"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[/"
|
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+"code] 并打印错误。另见 [method is_inside_tree]。"
|
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+
|
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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 ""
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"能不那么重要。\n"
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"仅在重新启动应用程序时才会应用此设置的更改。"
|
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+msgid ""
|
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+"Forces a [i]constant[/i] delay between frames in the main loop (in "
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|
+"milliseconds). In most situations, [member application/run/max_fps] should be "
|
|
|
+"preferred as an FPS limiter as it's more precise.\n"
|
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|
+"This setting can be overridden using the [code]--frame-delay <ms;>[/code] "
|
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|
+"command line argument."
|
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+msgstr ""
|
|
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+"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"
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|
|
+"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。"
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|
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。"
|