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@@ -97,12 +97,13 @@
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# SouthWolf <[email protected]>, 2025.
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# BuddhaGrape <[email protected]>, 2025.
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# XJQXJQ <[email protected]>, 2025.
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+# bocai-bca <[email protected]>, 2025.
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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: 2025-03-22 11:00+0000\n"
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-"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
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+"PO-Revision-Date: 2025-03-25 16:25+0000\n"
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+"Last-Translator: bocai-bca <c3204835842@icloud.com>\n"
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"Language-Team: Chinese (Simplified Han script) <https://hosted.weblate.org/"
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"projects/godot-engine/godot-class-reference/zh_Hans/>\n"
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"Language: zh_CN\n"
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@@ -77153,6 +77154,23 @@ msgstr ""
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"[b]注意:[/b]该方法仅在 Android 上有效。该方法在其他平台上始终返回 "
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"[code]null[/code]。"
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+msgid ""
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+"Wraps a class defined in Java, and returns it as a [JavaClass] [Object] type "
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+"that Godot can interact with.\n"
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+"When wrapping inner (nested) classes, use [code]$[/code] instead of [code].[/"
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+"code] to separate them. For example, [code]JavaClassWrapper.wrap(\"android."
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+"view.WindowManager$LayoutParams\")[/code] wraps the [b]WindowManager."
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+"LayoutParams[/b] class.\n"
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+"[b]Note:[/b] This method only works on Android. On every other platform, this "
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+"method does nothing and returns an empty [JavaClass]."
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+msgstr ""
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+"包装 Java 中定义的类,返回 Godot 可以与之交互的 [Object] 类型 [JavaClass]。\n"
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+"包装内部(嵌套)类时请使用 [code]$[/code] 分隔,不要用 [code].[/code]。例如 "
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+"[b]WindowManager.LayoutParams[/b] 类应使用 [code]JavaClassWrapper."
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+"wrap(\"android.view.WindowManager$LayoutParams\")[/code] 进行包装。\n"
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+"[b]注意:[/b]该方法仅适用于 Android,在其他所有平台上都不会执行任何操作,返回"
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+"的是空的 [JavaClass]。"
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+
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msgid "Represents an object from the Java Native Interface."
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msgstr "代表来自 Java 原生接口的对象。"
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@@ -83714,7 +83732,7 @@ msgid ""
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"This is useful to optimize the rendering of a high number of instances of a "
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"given mesh (for example trees in a forest or grass strands)."
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msgstr ""
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-"[MultiMeshInstance2D] 是专用于实例化基于 [MultiMesh] 资源的 "
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+"[MultiMeshInstance3D] 是专用于实例化基于 [MultiMesh] 资源的 "
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"[GeometryInstance3D] 的节点。\n"
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"适用于优化大量给定网格实例的渲染(例如森林中的树木或草丛)。"
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